OK, so then we get a little more compicated.
- Create a new interface
public interface IFarmingPatch : ICraftingTable
{
}
- Go to your farming ‘crafting table’ and replace
ICraftingTable
with this new interface. - Go to the
CraftingSystem
and update the code we just added
private void OnCraftingInteraction(ICraftingTable craftingTable)
{
// somewhere between the other code that makes sense
quantityHolder.ActivateQuantityUI(craftingTable is IFarmingPatch);
}
I can’t remember if this would work because it’s up-casting. Lemme check and get back to you
We are now ‘tagging’ the specific crafting table as a farming patch, and checking if it is one before activating quantity. In an ideal scenario, you’d call it something like IControlQuantity
so that it can go on anything that wants to use the quantity controller