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Seed.h
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#pragma once
#include "Vegetable.h"
#include "Holdable.h"
#include "Indicator.h"
#include "Interactable.h"
class Seed : public Interactable, public Holdable, public PhysicsObject, public GameEntity, public Drawable {
private:
VegetableType type;
ModelEnum model;
ColliderCircle* collider_;
bool isPlanted = false;
// Transformations
glm::vec2* translate = nullptr;
glm::vec3* translate3D = nullptr;
glm::mat4 rotation{};
glm::mat4 hold_transformation_{};
float pickupHeight = -1;
float dropHeight = -4;
float indicatorHeight = 3;
public:
AniMode modelAnim = NO_ANI;
Seed(VegetableType type, ModelEnum curr);
~Seed();
void FixedUpdate() override;
// PhysicsObject
void OnCollide(PhysicsObject* object) override {};
void OnTrigger(PhysicsObject* object) override {};
std::vector<Collider*> GetColliders() override;
glm::vec2* GetWorldPosition() override;
// Interactable
bool CanInteract(Player* player) override;
void OnInteract(Player* player) override;
void OnDrop() override;
glm::mat4 GetHoldTransform() override;
void SetPlanted();
// Drawable
glm::mat4 GetParentTransform() override;
ModelEnum GetModelEnum() override;
AniMode GetAniMode() override;
// Information
void SetModel(ModelEnum newModel, glm::vec3 pos);
glm::mat4 GetTransformation();
glm::mat4 GetTranslation();
glm::vec3 GetPosition() const;
void SetPosition(glm::vec3 position);
void SetRotation(glm::mat4 rotation);
glm::mat4 GetRotation() const;
VegetableType GetType();
bool isHeld = false;
Player* holding_player = nullptr;
// Growth stuff
double plantedTime = 0;
bool getIsReady();
bool isHarvestable = false;
bool isPoisoned = false;
void waterSeed();
void fertilizeSeed();
bool requiresWater = false;
bool requiresFertilizer = false;
// translation for player interact;
void SetHeight(float height);
float GetHeight();
GameEntity* glow_particle = nullptr;
GameEntity* indicate_product = nullptr;
//TODO: ADD WATER/FERTILIZE FUNCTIONS
};