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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

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);
}
}
}