Пример #1
0
        public override void RenderDownSide()
        {
            if (Renderer.IsRenderNeed(Block, BlockId, GetNeighbor(0, -1, 0)))
            {
                Visible = true;
                int rot;
                switch ((int)Block.RenderParam % 4)
                {
                case 2: rot = 1;
                    break;

                case 3: rot = 0;
                    break;

                case 1: rot = 2;
                    break;

                default: rot = 3;
                    break;
                }
                Renderer.GenFace(X, Y, Z,
                                 1, 0, 0,
                                 0, 0, 1,
                                 rot, Block, 2);
                LightingHelper.SetLightDown(WorldX, WorldY - 1, WorldZ, Block.Biomed);
            }
        }
Пример #2
0
        public override void RenderDownSide()
        {
            Visible = true;
            int rot;

            switch ((int)Block.RenderParam % 4)
            {
            case 2: rot = 1;
                break;

            case 3: rot = 0;
                break;

            case 1: rot = 2;
                break;

            default: rot = 3;
                break;
            }
            if (Block.RenderParam > 15)
            {
                Renderer.GenFace(X, Y, Z,
                                 1, 0, 0,
                                 0, 1, 1,
                                 rot, Block, 0);
            }
            else if (Block.RenderParam > 11)
            {
                Renderer.GenFace(X, Y + 1, Z,
                                 1, 0, 0,
                                 0, -1, 1,
                                 rot, Block, 0);
            }
            else if (Block.RenderParam > 7)
            {
                Renderer.GenFace(X, Y, Z,
                                 1, 1, 0,
                                 0, 0, 1,
                                 rot, Block, 0);
            }
            else if (Block.RenderParam > 3)
            {
                Renderer.GenFace(X, Y + 1, Z,
                                 1, -1, 0,
                                 0, 0, 1,
                                 rot, Block, 0);
            }
            else
            {
                return;
            }

            LightingHelper.SetLightDown(WorldX, WorldY, WorldZ, Block.Biomed);
        }
Пример #3
0
 public override void RenderDownSide()
 {
     Visible = true;
     if (Renderer.IsRenderNeed(Block, BlockId, GetNeighbor(0, -1, 0)))
     {
         Renderer.GenFace(X, Y, Z,
                          1, 0, 0,
                          0, 0, 1,
                          3, Block, 2);
         LightingHelper.SetLightDown(WorldX, WorldY - 1, WorldZ, Block.Biomed);
     }
 }
Пример #4
0
        public override void RenderDownSide()
        {
            Visible = true;
            int rot;

            switch ((int)Block.RenderParam)
            {
            case 0:
                rot = 2;
                Renderer.GenFace(X, Y, Z,
                                 0.1875f, 0, 0,
                                 0, 0, 0.1875f,
                                 1, Block, 0, 1, 0.046875f, 1.4375f, 2.53125f);
                Renderer.GenFace(X, Y, Z + 0.8125f,
                                 0.1875f, 0, 0,
                                 0, 0, 0.1875f,
                                 3, Block, 0, 1, 0.046875f, 1.4375f, 2.90625f);
                break;

            case 1:
                rot = 3;
                Renderer.GenFace(X + 0.8125f, Y, Z,
                                 0.1875f, 0, 0,
                                 0, 0, 0.1875f,
                                 2, Block, 0, 1, 0.046875f, 1.4375f, 2.90625f);
                Renderer.GenFace(X + 0.8125f, Y, Z + 0.8125f,
                                 0.1875f, 0, 0,
                                 0, 0, 0.1875f,
                                 0, Block, 0, 1, 0.046875f, 1.4375f, 2.53125f);
                break;

            case 2:
                rot = 0;
                Renderer.GenFace(X, Y, Z,
                                 0.1875f, 0, 0,
                                 0, 0, 0.1875f,
                                 1, Block, 0, 1, 0.046875f, 1.4375f, 2.90625f);
                Renderer.GenFace(X + 0.8125f, Y, Z,
                                 0.1875f, 0, 0,
                                 0, 0, 0.1875f,
                                 2, Block, 0, 1, 0.046875f, 1.4375f, 2.53125f);
                break;

            case 3:
                rot = 1;
                Renderer.GenFace(X, Y, Z + 0.8125f,
                                 0.1875f, 0, 0,
                                 0, 0, 0.1875f,
                                 3, Block, 0, 1, 0.046875f, 1.4375f, 2.53125f);
                Renderer.GenFace(X + 0.8125f, Y, Z + 0.8125f,
                                 0.1875f, 0, 0,
                                 0, 0, 0.1875f,
                                 0, Block, 0, 1, 0.046875f, 1.4375f, 2.90625f);
                break;

            case 4:
                rot = 2;
                Renderer.GenFace(X + 0.8125f, Y, Z,
                                 0.1875f, 0, 0,
                                 0, 0, 0.1875f,
                                 2, Block, 0, 1, 0.046875f, 1.4375f, 2.34375f);
                Renderer.GenFace(X + 0.8125f, Y, Z + 0.8125f,
                                 0.1875f, 0, 0,
                                 0, 0, 0.1875f,
                                 0, Block, 0, 1, 0.046875f, 1.4375f, 2.71875f);
                break;

            case 5:
                rot = 3;
                Renderer.GenFace(X, Y, Z,
                                 0.1875f, 0, 0,
                                 0, 0, 0.1875f,
                                 1, Block, 0, 1, 0.046875f, 1.4375f, 2.71875f);
                Renderer.GenFace(X, Y, Z + 0.8125f,
                                 0.1875f, 0, 0,
                                 0, 0, 0.1875f,
                                 3, Block, 0, 1, 0.046875f, 1.4375f, 2.34375f);
                break;

            case 6:
                rot = 0;
                Renderer.GenFace(X, Y, Z + 0.8125f,
                                 0.1875f, 0, 0,
                                 0, 0, 0.1875f,
                                 3, Block, 0, 1, 0.046875f, 1.4375f, 2.71875f);
                Renderer.GenFace(X + 0.8125f, Y, Z + 0.8125f,
                                 0.1875f, 0, 0,
                                 0, 0, 0.1875f,
                                 0, Block, 0, 1, 0.046875f, 1.4375f, 2.34375f);
                break;

            default:
                rot = 1;
                Renderer.GenFace(X, Y, Z,
                                 0.1875f, 0, 0,
                                 0, 0, 0.1875f,
                                 1, Block, 0, 1, 0.046875f, 1.4375f, 2.34375f);
                Renderer.GenFace(X + 1 - 0.1875f, Y, Z,
                                 0.1875f, 0, 0,
                                 0, 0, 0.1875f,
                                 2, Block, 0, 1, 0.046875f, 1.4375f, 2.71875f);
                break;
            }
            if (Block.RenderParam < 4)
            {
                Renderer.GenFace(X, Y + 0.1875f, Z,
                                 1, 0, 0,
                                 0, 0, 1,
                                 rot, Block, 0, 1, 0.25f, 1.2109375f, 1.625f);
            }
            else
            {
                Renderer.GenFace(X, Y + 0.1875f, Z,
                                 1, 0, 0,
                                 0, 0, 1,
                                 rot, Block, 0, 1, 0.25f, 1.2109375f, 2.3125f);
            }
            LightingHelper.SetLightDown(WorldX, WorldY - 1, WorldZ, Block.Biomed, false);
            LightingHelper.SetLightDown(WorldX, WorldY - 1, WorldZ, Block.Biomed, false);
            LightingHelper.SetLightDown(WorldX, WorldY - 1, WorldZ, Block.Biomed, false);
        }