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TrueCraft/TrueCraft.Core/Logic/Blocks/BookshelfBlock.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

72 lines
2.0 KiB
C#

using System;
using TrueCraft.API;
using TrueCraft.API.Logic;
using TrueCraft.Core.Logic.Items;
namespace TrueCraft.Core.Logic.Blocks
{
public class BookshelfBlock : BlockProvider, ICraftingRecipe
{
public static readonly byte BlockID = 0x2F;
public override byte ID { get { return 0x2F; } }
public override double BlastResistance { get { return 7.5; } }
public override double Hardness { get { return 1.5; } }
public override byte Luminance { get { return 0; } }
public override string DisplayName { get { return "Bookshelf"; } }
public override SoundEffectClass SoundEffect
{
get
{
return SoundEffectClass.Wood;
}
}
public override bool Flammable { get { return true; } }
public override Tuple<int, int> GetTextureMap(byte metadata)
{
return new Tuple<int, int>(3, 2);
}
public ItemStack[,] Pattern
{
get
{
return new[,]
{
{
new ItemStack(WoodenPlanksBlock.BlockID),
new ItemStack(WoodenPlanksBlock.BlockID),
new ItemStack(WoodenPlanksBlock.BlockID)
},
{
new ItemStack(BookItem.ItemID),
new ItemStack(BookItem.ItemID),
new ItemStack(BookItem.ItemID)
},
{
new ItemStack(WoodenPlanksBlock.BlockID),
new ItemStack(WoodenPlanksBlock.BlockID),
new ItemStack(WoodenPlanksBlock.BlockID)
}
};
}
}
public ItemStack Output
{
get { return new ItemStack(BlockID); }
}
public bool SignificantMetadata
{
get { return false; }
}
}
}