Esempio n. 1
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 public override bool IsFullBlock(WorldBase world, Vector3i blockPos) => false;
Esempio n. 2
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 public bool IsOpaqueFullBlock(WorldBase world, Vector3i blockPos) =>
 IsVisible(world, blockPos) && IsFullBlock(world, blockPos) &&
 IsTransparent(world, blockPos) == TransparencyType.None;
Esempio n. 3
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 public override bool IsVisible(WorldBase world, Vector3i blockPos) => false;
Esempio n. 4
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 public virtual string GetUnlocalizedName(WorldBase world, Vector3i blockPos) => Name;
Esempio n. 5
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 public virtual string GetName(WorldBase world, Vector3i blockPos) => I18N.Get(GetUnlocalizedName(world, blockPos));
Esempio n. 6
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 public virtual bool IsFullBlock(WorldBase world, Vector3i blockPos) => true;
Esempio n. 7
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 public virtual int OnLightPassThrough(WorldBase world, Vector3i blockPos, int lightLevel, int color)
 => lightLevel - 1;
Esempio n. 8
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 public virtual Color4 GetTintColor(WorldBase world, Vector3i blockPos, int tintId) => Color4.White;
Esempio n. 9
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 public virtual LightLevel GetLightLevel(WorldBase world, Vector3i blockPos) => LightLevel.Zero;
Esempio n. 10
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 public virtual bool CanTarget(WorldBase world, Vector3i vector3I) => true;
Esempio n. 11
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 public virtual AxisAlignedBoundingBox GetBoundingBox(WorldBase world, Vector3i blockPos)
 => DefaultAlignedBoundingBox;
Esempio n. 12
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 public virtual bool CanPassThrough(WorldBase world, Vector3i blockPos) => false;
Esempio n. 13
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 public virtual ConnectionType ConnectsToBlock(WorldBase world, Vector3i blockPos, Vector3i otherBlockPos,
                                               Block otherBlock) => ConnectionType.Undefined;
Esempio n. 14
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 public virtual TransparencyType IsTransparent(WorldBase world, Vector3i blockPos) => TransparencyType.None;
Esempio n. 15
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 public override bool CanPassThrough(WorldBase world, Vector3i blockPos) => true;
Esempio n. 16
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 public virtual void OnPlaced(WorldBase world, Vector3i blockPos, EntityPlayer player)
 {
 }
Esempio n. 17
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 public override bool CanTarget(WorldBase world, Vector3i blockPos) => false;
Esempio n. 18
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 public virtual bool IsVisible(WorldBase world, Vector3i blockPos) => true;