Esempio n. 1
0
 public override void BuildFace(Chunk chunk, BlockPos pos, MeshData meshData, Direction direction, Block block)
 {
     BlockBuilder.BuildRenderer(chunk, pos, meshData, direction);
     BlockBuilder.BuildTexture(chunk, pos, meshData, direction, Textures);
     BlockBuilder.BuildColors(chunk, pos, meshData, direction);
     if (!HertzVoxConfig.UseGreedyCollider)
     {
         BlockBuilder.BuildCollider(chunk, pos, meshData, direction);
     }
 }
Esempio n. 2
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 public override void BuildFace(Chunk chunk, BlockPos pos, MeshData meshData, Direction direction, Block block)
 {
     BlockBuilder.BuildRenderer(chunk, pos, meshData, direction);
     BlockBuilder.BuildTexture(chunk, pos, meshData, direction, textures);
     BlockBuilder.BuildColors(chunk, pos, meshData, direction);
     if (Config.Toggle.UseCollisionMesh)
     {
         BlockBuilder.BuildCollider(chunk, pos, meshData, direction);
     }
 }
Esempio n. 3
0
 public override void BuildFace(Chunk chunk, BlockPos pos, MeshData meshData, BlockDirection blockDirection, Block block)
 {
     BlockBuilder.BuildRenderer(chunk, pos, meshData, blockDirection);
     BlockBuilder.BuildTexture(chunk, pos, meshData, blockDirection, new Tile[] {
         new Tile((int)textures[0].x, (int)textures[0].y),
         new Tile((int)textures[1].x, (int)textures[1].y),
         new Tile((int)textures[2].x, (int)textures[2].y),
         new Tile((int)textures[3].x, (int)textures[3].y),
         new Tile((int)textures[4].x, (int)textures[4].y),
         new Tile((int)textures[5].x, (int)textures[5].y)
     });
     BlockBuilder.BuildColors(chunk, pos, meshData, blockDirection);
     if (Config.Toggle.UseCollisionMesh)
     {
         BlockBuilder.BuildCollider(chunk, pos, meshData, blockDirection);
     }
 }