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TrueCraft/TrueCraft.Core/Logic/Blocks/JackoLanternBlock.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

73 lines
1.9 KiB
C#

using System;
using TrueCraft.API.Logic;
using TrueCraft.API;
using TrueCraft.API.World;
using TrueCraft.API.Networking;
namespace TrueCraft.Core.Logic.Blocks
{
public class JackoLanternBlock : BlockProvider, ICraftingRecipe
{
public static readonly byte BlockID = 0x5B;
public override byte ID { get { return 0x5B; } }
public override double BlastResistance { get { return 5; } }
public override double Hardness { get { return 1; } }
public override byte Luminance { get { return 15; } }
public override bool Opaque { get { return false; } }
public override byte LightOpacity { get { return 255; } }
public override string DisplayName { get { return "Jack 'o' Lantern"; } }
public override SoundEffectClass SoundEffect
{
get
{
return SoundEffectClass.Wood;
}
}
public override Tuple<int, int> GetTextureMap(byte metadata)
{
return new Tuple<int, int>(6, 6);
}
public ItemStack[,] Pattern
{
get
{
return new[,]
{
{ new ItemStack(PumpkinBlock.BlockID) },
{ new ItemStack(TorchBlock.BlockID) }
};
}
}
public ItemStack Output
{
get
{
return new ItemStack(BlockID);
}
}
public bool SignificantMetadata
{
get
{
return false;
}
}
public override void BlockPlaced(BlockDescriptor descriptor, BlockFace face, IWorld world, IRemoteClient user)
{
world.SetMetadata(descriptor.Coordinates, (byte)MathHelper.DirectionByRotationFlat(user.Entity.Yaw, true));
}
}
}