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TrueCraft/TrueCraft.Core/Logic/Blocks/PressurePlateBlock.cs
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

85 lines
2.1 KiB
C#

using System;
using TrueCraft.API.Logic;
using TrueCraft.API;
namespace TrueCraft.Core.Logic.Blocks
{
public abstract class PressurePlateBlock : BlockProvider
{
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 class WoodenPressurePlateBlock : PressurePlateBlock, ICraftingRecipe
{
public static readonly byte BlockID = 0x48;
public override byte ID { get { return 0x48; } }
public override string DisplayName { get { return "Wooden Pressure Plate"; } }
public override SoundEffectClass SoundEffect
{
get
{
return SoundEffectClass.Wood;
}
}
public ItemStack[,] Pattern
{
get
{
return new[,]
{
{new ItemStack(WoodenPlanksBlock.BlockID), new ItemStack(WoodenPlanksBlock.BlockID)}
};
}
}
public ItemStack Output
{
get { return new ItemStack(BlockID); }
}
public bool SignificantMetadata
{
get { return false; }
}
}
public class StonePressurePlateBlock : PressurePlateBlock, ICraftingRecipe
{
public static readonly byte BlockID = 0x46;
public override byte ID { get { return 0x46; } }
public override string DisplayName { get { return "Stone Pressure Plate"; } }
public ItemStack[,] Pattern
{
get
{
return new[,]
{
{new ItemStack(StoneBlock.BlockID), new ItemStack(StoneBlock.BlockID)}
};
}
}
public ItemStack Output
{
get { return new ItemStack(BlockID); }
}
public bool SignificantMetadata
{
get { return false; }
}
}
}