コード例 #1
0
        protected override async Task <BlockState> ConvertToBlock(IEntity entity, IGrainFactory grainFactory, IWorld world, BlockWorldPos position, Slot slot)
        {
            int neighborIdx = -1;

            for (int i = 0; i < ChestBlockHandler.CrossCoords.Length; i++)
            {
                var crossCoord = ChestBlockHandler.CrossCoords[i];
                var blockState = await world.GetBlockState(grainFactory, position.X + crossCoord.X, position.Y, position.Z + crossCoord.Z);

                if (blockState.Id == (uint)BlockId.Chest)
                {
                    neighborIdx = i;
                    break;
                }
            }

            var yaw = await entity.GetYaw();

            FacingDirectionType facing;

            switch (neighborIdx)
            {
            case 0:
            case 2:
                // The neighbor is in the X axis, form a X-axis-aligned dblchest:
                facing = ((yaw >= -90) && (yaw < 90)) ? FacingDirectionType.FacingNorth : FacingDirectionType.FacingSouth;
                break;

            case 1:
            case 3:
                // The neighbor is in the Z axis, form a Z-axis-aligned dblchest:
                facing = (yaw < 0) ? FacingDirectionType.FacingWest : FacingDirectionType.FacingEast;
                break;

            default:
                facing = ChestBlockHandler.PlayerYawToFacing(yaw);
                break;
            }

            return(BlockStates.Chest((ChestFacingType)facing, ChestTypeType.Single, ChestWaterloggedType.False));
        }
コード例 #2
0
        protected override async Task <BlockState> ConvertToBlock(IEntity entity, IGrainFactory grainFactory, IWorld world, BlockWorldPos position, Slot slot)
        {
            var facing = ChestBlockHandler.PlayerYawToFacing(await entity.GetYaw());

            return(BlockStates.Furnace((FurnaceFacingType)facing, FurnaceLitType.False));
        }
コード例 #3
0
        protected override async Task <BlockState> ConvertToBlock(IPlayer player, IGrainFactory grainFactory, IWorld world, BlockWorldPos position, Slot slot)
        {
            var facing = ChestBlockHandler.PlayerYawToFacing(await player.GetYaw());

            return(BlockStates.Furnace(facing));
        }