using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class FarmlandManager : MonoBehaviour
{
public float cropGrowDelay = 1f;
public int[] cropStates;
public GameObject farmlands;
public Sprite cst1, cst2, cst3;
void Start()
{
PrepareCropStates();
InvokeRepeating("GrowRandomFarmland", cropGrowDelay, cropGrowDelay);
}
void GrowRandomFarmland()
{
int farmlandToGrow = Random.Range(0, 14);
Grow(farmlandToGrow);
}
void Grow(int farmland)
{
if (cropStates[farmland] < 3)
{
cropStates[farmland]++;
UpdateTexture(farmland);
}
}
void UpdateTexture(int farmland)
{
Sprite newTexture;
switch (cropStates[farmland])
{
default:
newTexture = cst1;
break;
case 1:
newTexture = cst1;
break;
case 2:
newTexture = cst2;
break;
case 3:
newTexture = cst3;
break;
}
farmlands.transform.GetChild(farmland).transform.GetChild(1).GetComponent<Image>().sprite = newTexture;
}
void PrepareCropStates()
{
for (int i = 0; i < 15; i++)
{
cropStates[i] = 1;
UpdateTexture(i);
}
}
public void HarvestFarmland(GameObject farmlandGameObject)
{
int farmland = int.Parse(farmlandGameObject.name.Substring(9)) - 1;
cropStates[farmland] = 1;
UpdateTexture(farmland);
}
}