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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

59 lines
1.7 KiB
C#

using System;
using TrueCraft.API.Logic;
using TrueCraft.API;
using TrueCraft.API.World;
using TrueCraft.Core.Logic.Items;
namespace TrueCraft.Core.Logic.Blocks
{
public class LeavesBlock : BlockProvider
{
public static readonly byte BlockID = 0x12;
public override byte ID { get { return 0x12; } }
public override double BlastResistance { get { return 1; } }
public override double Hardness { get { return 0.2; } }
public override byte Luminance { get { return 0; } }
public override bool Opaque { get { return false; } }
public override bool DiffuseSkyLight { get { return true; } }
public override byte LightOpacity { get { return 2; } }
public override string DisplayName { get { return "Leaves"; } }
public override bool Flammable { get { return true; } }
public override SoundEffectClass SoundEffect
{
get
{
return SoundEffectClass.Grass;
}
}
public override Tuple<int, int> GetTextureMap(byte metadata)
{
return new Tuple<int, int>(4, 3);
}
protected override ItemStack[] GetDrop(BlockDescriptor descriptor, ItemStack item)
{
var provider = ItemRepository.GetItemProvider(item.ID);
if (provider is ShearsItem)
return base.GetDrop(descriptor, item);
else
{
if (MathHelper.Random.Next(20) == 0) // 5% chance
return new[] { new ItemStack(SaplingBlock.BlockID, 1, descriptor.Metadata) };
else
return new ItemStack[0];
}
}
}
}