
These sounds change depending on what kind of block you're walking in. Still to come: sound effects for mining and placing blocks
72 lines
2.0 KiB
C#
72 lines
2.0 KiB
C#
using System;
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using TrueCraft.API;
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using TrueCraft.API.Logic;
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using TrueCraft.Core.Logic.Items;
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namespace TrueCraft.Core.Logic.Blocks
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{
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public class BookshelfBlock : BlockProvider, ICraftingRecipe
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{
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public static readonly byte BlockID = 0x2F;
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public override byte ID { get { return 0x2F; } }
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public override double BlastResistance { get { return 7.5; } }
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public override double Hardness { get { return 1.5; } }
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public override byte Luminance { get { return 0; } }
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public override string DisplayName { get { return "Bookshelf"; } }
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public override SoundEffectClass SoundEffect
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{
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get
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{
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return SoundEffectClass.Wood;
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}
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}
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public override bool Flammable { get { return true; } }
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public override Tuple<int, int> GetTextureMap(byte metadata)
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{
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return new Tuple<int, int>(3, 2);
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}
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public ItemStack[,] Pattern
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{
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get
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{
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return new[,]
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{
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{
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new ItemStack(WoodenPlanksBlock.BlockID),
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new ItemStack(WoodenPlanksBlock.BlockID),
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new ItemStack(WoodenPlanksBlock.BlockID)
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},
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{
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new ItemStack(BookItem.ItemID),
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new ItemStack(BookItem.ItemID),
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new ItemStack(BookItem.ItemID)
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},
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{
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new ItemStack(WoodenPlanksBlock.BlockID),
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new ItemStack(WoodenPlanksBlock.BlockID),
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new ItemStack(WoodenPlanksBlock.BlockID)
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}
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};
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}
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}
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public ItemStack Output
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{
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get { return new ItemStack(BlockID); }
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}
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public bool SignificantMetadata
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{
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get { return false; }
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}
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}
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} |