Reorganized and Renamed Classes
Moved tile entity classes to a separate package. Renamed some block classes to match their in-game names (e.g. ChaosDoor -> UnstableDoor). Moved TransientDoor to the blocks package. Cleaned up a little bit of the code and automatically updated references to the classes that were modified.
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75
StevenDimDoors/mod_pocketDim/blocks/WarpDoor.java
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75
StevenDimDoors/mod_pocketDim/blocks/WarpDoor.java
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package StevenDimDoors.mod_pocketDim.blocks;
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import java.util.Random;
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import net.minecraft.block.material.Material;
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import net.minecraft.client.renderer.texture.IconRegister;
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import net.minecraft.item.Item;
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import net.minecraft.util.Icon;
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import net.minecraft.world.IBlockAccess;
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import net.minecraft.world.World;
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import StevenDimDoors.mod_pocketDim.mod_pocketDim;
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import StevenDimDoors.mod_pocketDim.core.IDimLink;
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import StevenDimDoors.mod_pocketDim.core.NewDimData;
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import StevenDimDoors.mod_pocketDim.core.PocketManager;
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import cpw.mods.fml.relauncher.Side;
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import cpw.mods.fml.relauncher.SideOnly;
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public class WarpDoor extends DimensionalDoor
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{
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private Icon blockIconBottom;
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public WarpDoor(int blockID, Material material)
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{
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super(blockID, material);
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}
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public void registerIcons(IconRegister par1IconRegister)
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{
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this.blockIcon = par1IconRegister.registerIcon(mod_pocketDim.modid + ":" + this.getUnlocalizedName2()+"_top");
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this.blockIconBottom = par1IconRegister.registerIcon(mod_pocketDim.modid + ":" + this.getUnlocalizedName2()+"_bottom");
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}
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@Override
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public void onBlockAdded(World world, int x, int y, int z)
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{
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//FIXME: We need to set door generation flags on the tile entities. Ignoring that for now. ~SenseiKiwi
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if (!world.isRemote && world.getBlockId(x, y - 1, z) == this.blockID)
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{
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NewDimData dimension = PocketManager.getDimensionData(world);
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IDimLink link = dimension.getLink(x, y, z);
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if (link == null)
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{
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dimension.createLink(x, y, z).setLinkType(IDimLink.TYPE_SAFE_EXIT);
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}
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}
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world.setBlockTileEntity(x, y, z, this.createNewTileEntity(world));
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}
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@SideOnly(Side.CLIENT)
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/**
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* Retrieves the block texture to use based on the display side. Args: iBlockAccess, x, y, z, side
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*/
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public Icon getBlockTexture(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
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{
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if(par1IBlockAccess.getBlockId(par2, par3-1, par4)==this.blockID)
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{
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return this.blockIcon;
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}
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else
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{
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return this.blockIconBottom;
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}
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}
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public int idPicked(World par1World, int par2, int par3, int par4)
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{
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return Item.doorWood.itemID;
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}
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public int idDropped(int par1, Random par2Random, int par3)
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{
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return (par1 & 8) != 0 ? 0 : (Item.doorWood.itemID);
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}
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}
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