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TrueCraft/TrueCraft.Core/Logic/Blocks/DandelionBlock.cs
Drew DeVault a361703746 Implement walking sounds
These sounds change depending on what kind of block you're walking in.

Still to come: sound effects for mining and placing blocks
2015-10-05 22:06:59 -04:00

48 lines
1.3 KiB
C#

using System;
using TrueCraft.API.Logic;
using TrueCraft.API;
namespace TrueCraft.Core.Logic.Blocks
{
public class DandelionBlock : BlockProvider
{
public static readonly byte BlockID = 0x25;
public override byte ID { get { return 0x25; } }
public override double BlastResistance { get { return 0; } }
public override double Hardness { get { return 0; } }
public override byte Luminance { get { return 0; } }
public override bool Opaque { get { return false; } }
public override string DisplayName { get { return "Flower"; } }
public override SoundEffectClass SoundEffect
{
get
{
return SoundEffectClass.Grass;
}
}
public override BoundingBox? BoundingBox { get { return null; } }
public override BoundingBox? InteractiveBoundingBox
{
get
{
return new BoundingBox(new Vector3(4 / 16.0, 0, 4 / 16.0), new Vector3(12 / 16.0, 8 / 16.0, 12 / 16.0));
}
}
public override bool Flammable { get { return true; } }
public override Tuple<int, int> GetTextureMap(byte metadata)
{
return new Tuple<int, int>(13, 0);
}
}
}