
These sounds change depending on what kind of block you're walking in. Still to come: sound effects for mining and placing blocks
36 lines
1.8 KiB
C#
36 lines
1.8 KiB
C#
using System;
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using TrueCraft.API.World;
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using TrueCraft.API.Networking;
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using TrueCraft.API.Server;
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using fNbt;
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namespace TrueCraft.API.Logic
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{
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public interface IBlockProvider : IItemProvider
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{
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byte ID { get; }
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double BlastResistance { get; }
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double Hardness { get; }
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byte Luminance { get; }
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bool Opaque { get; }
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bool RenderOpaque { get; }
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byte LightOpacity { get; }
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bool DiffuseSkyLight { get; }
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bool Flammable { get; }
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SoundEffectClass SoundEffect { get; }
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ToolMaterial EffectiveToolMaterials { get; }
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ToolType EffectiveTools { get; }
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string DisplayName { get; }
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BoundingBox? BoundingBox { get; } // NOTE: Will this eventually need to be metadata-aware?
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BoundingBox? InteractiveBoundingBox { get; } // NOTE: Will this eventually need to be metadata-aware?
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Tuple<int, int> GetTextureMap(byte metadata);
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void GenerateDropEntity(BlockDescriptor descriptor, IWorld world, IMultiplayerServer server, ItemStack heldItem);
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void BlockLeftClicked(BlockDescriptor descriptor, BlockFace face, IWorld world, IRemoteClient user);
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bool BlockRightClicked(BlockDescriptor descriptor, BlockFace face, IWorld world, IRemoteClient user);
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void BlockPlaced(BlockDescriptor descriptor, BlockFace face, IWorld world, IRemoteClient user);
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void BlockMined(BlockDescriptor descriptor, BlockFace face, IWorld world, IRemoteClient user);
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void BlockUpdate(BlockDescriptor descriptor, BlockDescriptor source, IMultiplayerServer server, IWorld world);
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void BlockLoadedFromChunk(Coordinates3D coords, IMultiplayerServer server, IWorld world);
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void TileEntityLoadedForClient(BlockDescriptor descriptor, IWorld world, NbtCompound compound, IRemoteClient client);
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}
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} |