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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

55 lines
1.4 KiB
C#

using System;
using TrueCraft.API.Logic;
namespace TrueCraft.Core.Logic.Blocks
{
public abstract class MushroomBlock : BlockProvider
{
public override double BlastResistance { get { return 0; } }
public override double Hardness { get { return 0; } }
public override SoundEffectClass SoundEffect
{
get
{
return SoundEffectClass.Grass;
}
}
}
public class BrownMushroomBlock : MushroomBlock
{
public static readonly byte BlockID = 0x27;
public override byte ID { get { return 0x27; } }
public override byte Luminance { get { return 1; } }
public override bool Opaque { get { return false; } }
public override string DisplayName { get { return "Brown Mushroom"; } }
public override Tuple<int, int> GetTextureMap(byte metadata)
{
return new Tuple<int, int>(13, 1);
}
}
public class RedMushroomBlock : MushroomBlock
{
public static readonly byte BlockID = 0x28;
public override byte ID { get { return 0x28; } }
public override byte Luminance { get { return 0; } }
public override string DisplayName { get { return "Red Mushroom"; } }
public override Tuple<int, int> GetTextureMap(byte metadata)
{
return new Tuple<int, int>(12, 1);
}
}
}