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TrueCraft/TrueCraft.Core/Logic/Blocks/RedstoneTorchBlock.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

81 lines
2.0 KiB
C#

using System;
using TrueCraft.API.Logic;
using TrueCraft.API;
using TrueCraft.Core.Logic.Items;
namespace TrueCraft.Core.Logic.Blocks
{
public class RedstoneTorchBlock : TorchBlock, ICraftingRecipe
{
public static readonly new byte BlockID = 0x4C;
public override byte ID { get { return 0x4C; } }
public override double BlastResistance { get { return 0; } }
public override double Hardness { get { return 0; } }
public override byte Luminance { get { return 7; } }
public override bool Opaque { get { return false; } }
public override string DisplayName { get { return "Redstone Torch"; } }
public override SoundEffectClass SoundEffect
{
get
{
return SoundEffectClass.Wood;
}
}
public override Tuple<int, int> GetTextureMap(byte metadata)
{
return new Tuple<int, int>(3, 6);
}
public override ItemStack[,] Pattern
{
get
{
return new[,]
{
{ new ItemStack(RedstoneDustBlock.BlockID) },
{ new ItemStack(StickItem.ItemID) }
};
}
}
public override ItemStack Output
{
get
{
return new ItemStack(BlockID);
}
}
public override bool SignificantMetadata
{
get
{
return false;
}
}
}
public class InactiveRedstoneTorchBlock : RedstoneTorchBlock
{
public static readonly new byte BlockID = 0x4B;
public override byte ID { get { return 0x4B; } }
public override byte Luminance { get { return 0; } }
public override string DisplayName { get { return "Redstone Torch (inactive)"; } }
public override Tuple<int, int> GetTextureMap(byte metadata)
{
return new Tuple<int, int>(3, 7);
}
}
}