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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

51 lines
1.3 KiB
C#

using System;
using TrueCraft.API.Logic;
using TrueCraft.API;
namespace TrueCraft.Core.Logic.Blocks
{
public class DeadBushBlock : BlockProvider
{
public static readonly byte BlockID = 0x20;
public override byte ID { get { return 0x20; } }
public override double BlastResistance { get { return 0; } }
public override double Hardness { get { return 0; } }
public override byte Luminance { get { return 0; } }
public override bool Opaque { get { return false; } }
public override string DisplayName { get { return "Dead Bush"; } }
public override SoundEffectClass SoundEffect
{
get
{
return SoundEffectClass.Grass;
}
}
public override BoundingBox? BoundingBox { get { return null; } }
public override BoundingBox? InteractiveBoundingBox
{
get
{
return new BoundingBox(new Vector3(4 / 16.0), Vector3.One);
}
}
public override Coordinates3D GetSupportDirection(BlockDescriptor descriptor)
{
return Coordinates3D.Down;
}
public override Tuple<int, int> GetTextureMap(byte metadata)
{
return new Tuple<int, int>(7, 3);
}
}
}