branches and one texture
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@@ -18,6 +18,8 @@ enum State {PLANTED, GROWING, MATURE, DEAD}
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@export var leafs = 0 # +1 score
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@export var roots = 0 # +1 lifetime
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# var texture_builder: TextureBuilder = preload("res://entities/plants/scripts/texture_builder/texture_builder.tres")
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func _init(
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_position : Vector2 = Vector2.ZERO,
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_archetype : PlantArchetype = PlantArchetype.get_random(),
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@@ -83,12 +85,6 @@ func get_state() -> State:
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return State.GROWING
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return State.MATURE
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func get_plant_texture() -> Texture:
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return archetype.texture_builder.build_plant_texture(self)
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func get_seed_texture():
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return archetype.texture_builder.build_seed_texture(random_seed)
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func get_seed_number(state = get_state()):
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var seed_number = archetype.seed_number if (state == State.MATURE or state == State.DEAD) else 0
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@@ -111,4 +107,4 @@ func get_random_seed_income():
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)
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func disappear():
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disappeared.emit(self)
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disappeared.emit(self)
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