
These sounds change depending on what kind of block you're walking in. Still to come: sound effects for mining and placing blocks
46 lines
1.3 KiB
C#
46 lines
1.3 KiB
C#
using System;
|
|
using TrueCraft.API.Logic;
|
|
using TrueCraft.API;
|
|
using TrueCraft.API.World;
|
|
using TrueCraft.API.Networking;
|
|
|
|
namespace TrueCraft.Core.Logic.Blocks
|
|
{
|
|
public class IceBlock : BlockProvider
|
|
{
|
|
public static readonly byte BlockID = 0x4F;
|
|
|
|
public override byte ID { get { return 0x4F; } }
|
|
|
|
public override double BlastResistance { get { return 2.5; } }
|
|
|
|
public override double Hardness { get { return 0.5; } }
|
|
|
|
public override byte Luminance { get { return 0; } }
|
|
|
|
public override bool Opaque { get { return false; } }
|
|
|
|
public override byte LightOpacity { get { return 2; } }
|
|
|
|
public override string DisplayName { get { return "Ice"; } }
|
|
|
|
public override SoundEffectClass SoundEffect
|
|
{
|
|
get
|
|
{
|
|
return SoundEffectClass.Glass;
|
|
}
|
|
}
|
|
|
|
public override Tuple<int, int> GetTextureMap(byte metadata)
|
|
{
|
|
return new Tuple<int, int>(3, 4);
|
|
}
|
|
|
|
public override void BlockMined(BlockDescriptor descriptor, BlockFace face, IWorld world, IRemoteClient user)
|
|
{
|
|
world.SetBlockID(descriptor.Coordinates, WaterBlock.BlockID);
|
|
BlockRepository.GetBlockProvider(WaterBlock.BlockID).BlockPlaced(descriptor, face, world, user);
|
|
}
|
|
}
|
|
} |