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Tree Puncher

Tree Puncher (2/8)

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  1. I have made a directional block, which isn't a full cube. I also have set up two bounding boxes. But I have an issue with part where the game should pick the right bounding box according to the blocks current facing. I used BlockLever as an example. There is a problem with Enum... kind of stuff. How to fix it? public class Ventilator extends DBStone { public static final PropertyEnum<Ventilator.EnumOrientation> FACING = PropertyEnum.<Ventilator.EnumOrientation>create("facing", BlockLever.EnumOrientation.class); public static final AxisAlignedBB VENT_EW_AABB = new AxisAlignedBB(0.3125D, 0, 0, 0.6875D, 1, 1); public static final AxisAlignedBB VENT_NS_AABB = new AxisAlignedBB(0, 0, 0.3125D, 1, 1, 0.6875D); public Ventilator(String name) { super(name); setDefaultState(this.blockState.getBaseState().withProperty(FACING, EnumFacing.NORTH)); } //BoundingBox: @Override public boolean isFullCube(IBlockState state) { return false; } @Override public boolean isOpaqueCube(IBlockState state) { return false; } @Override public AxisAlignedBB getBoundingBox(IBlockState state, IBlockAccess source, BlockPos pos) { switch ((Ventilator.PropertyDirection)state.getValue(FACING)) { default: case EAST: case WEST: return VENT_EW_AABB; case SOUTH: case NORTH: return VENT_NS_AABB; } } P.S. The file "DBStone" creates normal directional block in my mod, if that is confusing.
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