
These sounds change depending on what kind of block you're walking in. Still to come: sound effects for mining and placing blocks
81 lines
2.0 KiB
C#
81 lines
2.0 KiB
C#
using System;
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using TrueCraft.API.Logic;
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using TrueCraft.API;
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using TrueCraft.Core.Logic.Items;
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namespace TrueCraft.Core.Logic.Blocks
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{
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public class RedstoneTorchBlock : TorchBlock, ICraftingRecipe
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{
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public static readonly new byte BlockID = 0x4C;
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public override byte ID { get { return 0x4C; } }
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public override double BlastResistance { get { return 0; } }
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public override double Hardness { get { return 0; } }
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public override byte Luminance { get { return 7; } }
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public override bool Opaque { get { return false; } }
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public override string DisplayName { get { return "Redstone Torch"; } }
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public override SoundEffectClass SoundEffect
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{
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get
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{
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return SoundEffectClass.Wood;
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}
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}
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public override Tuple<int, int> GetTextureMap(byte metadata)
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{
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return new Tuple<int, int>(3, 6);
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}
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public override ItemStack[,] Pattern
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{
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get
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{
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return new[,]
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{
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{ new ItemStack(RedstoneDustBlock.BlockID) },
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{ new ItemStack(StickItem.ItemID) }
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};
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}
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}
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public override ItemStack Output
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{
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get
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{
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return new ItemStack(BlockID);
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}
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}
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public override bool SignificantMetadata
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{
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get
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{
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return false;
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}
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}
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}
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public class InactiveRedstoneTorchBlock : RedstoneTorchBlock
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{
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public static readonly new byte BlockID = 0x4B;
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public override byte ID { get { return 0x4B; } }
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public override byte Luminance { get { return 0; } }
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public override string DisplayName { get { return "Redstone Torch (inactive)"; } }
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public override Tuple<int, int> GetTextureMap(byte metadata)
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{
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return new Tuple<int, int>(3, 7);
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}
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}
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} |