
These sounds change depending on what kind of block you're walking in. Still to come: sound effects for mining and placing blocks
70 lines
1.9 KiB
C#
70 lines
1.9 KiB
C#
using System;
|
|
using TrueCraft.API.Logic;
|
|
using TrueCraft.API;
|
|
using TrueCraft.Core.Logic.Items;
|
|
|
|
namespace TrueCraft.Core.Logic.Blocks
|
|
{
|
|
public class GlowstoneBlock : BlockProvider, ICraftingRecipe
|
|
{
|
|
public static readonly byte BlockID = 0x59;
|
|
|
|
public override byte ID { get { return 0x59; } }
|
|
|
|
public override double BlastResistance { get { return 1.5; } }
|
|
|
|
public override double Hardness { get { return 0.3; } }
|
|
|
|
public override byte Luminance { get { return 15; } }
|
|
|
|
public override bool Opaque { get { return false; } }
|
|
|
|
public override string DisplayName { get { return "Glowstone"; } }
|
|
|
|
public override SoundEffectClass SoundEffect
|
|
{
|
|
get
|
|
{
|
|
return SoundEffectClass.Glass;
|
|
}
|
|
}
|
|
|
|
public override Tuple<int, int> GetTextureMap(byte metadata)
|
|
{
|
|
return new Tuple<int, int>(9, 6);
|
|
}
|
|
|
|
protected override ItemStack[] GetDrop(BlockDescriptor descriptor, ItemStack item)
|
|
{
|
|
return new[] { new ItemStack(GlowstoneDustItem.ItemID, (sbyte)new Random().Next(2, 4), descriptor.Metadata) };
|
|
}
|
|
|
|
public ItemStack[,] Pattern
|
|
{
|
|
get
|
|
{
|
|
return new[,]
|
|
{
|
|
{
|
|
new ItemStack(GlowstoneDustItem.ItemID),
|
|
new ItemStack(GlowstoneDustItem.ItemID)
|
|
},
|
|
{
|
|
new ItemStack(GlowstoneDustItem.ItemID),
|
|
new ItemStack(GlowstoneDustItem.ItemID)
|
|
}
|
|
};
|
|
}
|
|
}
|
|
|
|
public ItemStack Output
|
|
{
|
|
get { return new ItemStack(BlockID); }
|
|
}
|
|
|
|
public bool SignificantMetadata
|
|
{
|
|
get { return false; }
|
|
}
|
|
}
|
|
} |