Here:
BlockTinFenceGate.class
package cjminecraft.bitofeverything.blocks;
import javax.annotation.Nullable;
import cjminecraft.bitofeverything.Reference;
import net.minecraft.block.Block;
import net.minecraft.block.BlockFence;
import net.minecraft.block.BlockHorizontal;
import net.minecraft.block.BlockWall;
import net.minecraft.block.material.Material;
import net.minecraft.block.properties.IProperty;
import net.minecraft.block.properties.PropertyBool;
import net.minecraft.block.state.BlockStateContainer;
import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.EnumHand;
import net.minecraft.util.Mirror;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.Rotation;
import net.minecraft.util.math.AxisAlignedBB;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;
public class BlockTinFenceGate extends BlockHorizontal {
public static final PropertyBool OPEN = PropertyBool.create("open");
public static final PropertyBool POWERED = PropertyBool.create("powered");
public static final PropertyBool IN_WALL = PropertyBool.create("in_wall");
protected static final AxisAlignedBB AABB_COLLIDE_ZAXIS = new AxisAlignedBB(0.0D, 0.0D, 0.375D, 1.0D, 1.0D, 0.625D);
protected static final AxisAlignedBB AABB_COLLIDE_XAXIS = new AxisAlignedBB(0.375D, 0.0D, 0.0D, 0.625D, 1.0D, 1.0D);
protected static final AxisAlignedBB AABB_COLLIDE_ZAXIS_INWALL = new AxisAlignedBB(0.0D, 0.0D, 0.375D, 1.0D, 0.8125D, 0.625D);
protected static final AxisAlignedBB AABB_COLLIDE_XAXIS_INWALL = new AxisAlignedBB(0.375D, 0.0D, 0.0D, 0.625D, 0.8125D, 1.0D);
protected static final AxisAlignedBB AABB_CLOSED_SELECTED_ZAXIS = new AxisAlignedBB(0.0D, 0.0D, 0.375D, 1.0D, 1.5D, 0.625D);
protected static final AxisAlignedBB AABB_CLOSED_SELECTED_XAXIS = new AxisAlignedBB(0.375D, 0.0D, 0.0D, 0.625D, 1.5D, 1.0D);
public BlockTinFenceGate(String unlocalizedName)
{
super(Material.IRON, Material.IRON.getMaterialMapColor());
this.setDefaultState(this.blockState.getBaseState().withProperty(OPEN, Boolean.valueOf(false)).withProperty(POWERED, Boolean.valueOf(false)).withProperty(IN_WALL, Boolean.valueOf(false)));
this.setUnlocalizedName(unlocalizedName);
this.setRegistryName(new ResourceLocation(Reference.MODID, unlocalizedName));
this.setHardness(3);
this.setResistance(20);
this.useNeighborBrightness = true;
}
public AxisAlignedBB getBoundingBox(IBlockState state, IBlockAccess source, BlockPos pos)
{
state = this.getActualState(state, source, pos);
return ((Boolean)state.getValue(IN_WALL)).booleanValue() ? (((EnumFacing)state.getValue(FACING)).getAxis() == EnumFacing.Axis.X ? AABB_COLLIDE_XAXIS_INWALL : AABB_COLLIDE_ZAXIS_INWALL) : (((EnumFacing)state.getValue(FACING)).getAxis() == EnumFacing.Axis.X ? AABB_COLLIDE_XAXIS : AABB_COLLIDE_ZAXIS);
}
/**
* Get the actual Block state of this Block at the given position. This applies properties not visible in the
* metadata, such as fence connections.
*/
public IBlockState getActualState(IBlockState state, IBlockAccess worldIn, BlockPos pos)
{
EnumFacing.Axis enumfacing$axis = ((EnumFacing)state.getValue(FACING)).getAxis();
if (enumfacing$axis == EnumFacing.Axis.Z && (canFenceGateConnectTo(worldIn, pos, EnumFacing.WEST) || canFenceGateConnectTo(worldIn, pos, EnumFacing.EAST)) || enumfacing$axis == EnumFacing.Axis.X && (canFenceGateConnectTo(worldIn, pos, EnumFacing.NORTH) || canFenceGateConnectTo(worldIn, pos, EnumFacing.SOUTH)))
{
state = state.withProperty(IN_WALL, Boolean.valueOf(true));
}
return state;
}
/**
* Returns the blockstate with the given rotation from the passed blockstate. If inapplicable, returns the passed
* blockstate.
*/
public IBlockState withRotation(IBlockState state, Rotation rot)
{
return state.withProperty(FACING, rot.rotate((EnumFacing)state.getValue(FACING)));
}
/**
* Returns the blockstate with the given mirror of the passed blockstate. If inapplicable, returns the passed
* blockstate.
*/
public IBlockState withMirror(IBlockState state, Mirror mirrorIn)
{
return state.withRotation(mirrorIn.toRotation((EnumFacing)state.getValue(FACING)));
}
public boolean canPlaceBlockAt(World worldIn, BlockPos pos)
{
return worldIn.getBlockState(pos.down()).getMaterial().isSolid() ? super.canPlaceBlockAt(worldIn, pos) : false;
}
@Nullable
public AxisAlignedBB getCollisionBoundingBox(IBlockState blockState, IBlockAccess worldIn, BlockPos pos)
{
return ((Boolean)blockState.getValue(OPEN)).booleanValue() ? NULL_AABB : (((EnumFacing)blockState.getValue(FACING)).getAxis() == EnumFacing.Axis.Z ? AABB_CLOSED_SELECTED_ZAXIS : AABB_CLOSED_SELECTED_XAXIS);
}
/**
* Used to determine ambient occlusion and culling when rebuilding chunks for render
*/
public boolean isOpaqueCube(IBlockState state)
{
return false;
}
public boolean isFullCube(IBlockState state)
{
return false;
}
public boolean isPassable(IBlockAccess worldIn, BlockPos pos)
{
return ((Boolean)worldIn.getBlockState(pos).getValue(OPEN)).booleanValue();
}
/**
* Called by ItemBlocks just before a block is actually set in the world, to allow for adjustments to the
* IBlockstate
*/
public IBlockState getStateForPlacement(World worldIn, BlockPos pos, EnumFacing facing, float hitX, float hitY, float hitZ, int meta, EntityLivingBase placer)
{
boolean flag = worldIn.isBlockPowered(pos);
return this.getDefaultState().withProperty(FACING, placer.getHorizontalFacing()).withProperty(OPEN, Boolean.valueOf(flag)).withProperty(POWERED, Boolean.valueOf(flag)).withProperty(IN_WALL, Boolean.valueOf(false));
}
/**
* Called when the block is right clicked by a player.
*/
public boolean onBlockActivated(World worldIn, BlockPos pos, IBlockState state, EntityPlayer playerIn, EnumHand hand, EnumFacing facing, float hitX, float hitY, float hitZ)
{
if (((Boolean)state.getValue(OPEN)).booleanValue())
{
state = state.withProperty(OPEN, Boolean.valueOf(false));
worldIn.setBlockState(pos, state, 10);
}
else
{
EnumFacing enumfacing = EnumFacing.fromAngle((double)playerIn.rotationYaw);
if (state.getValue(FACING) == enumfacing.getOpposite())
{
state = state.withProperty(FACING, enumfacing);
}
state = state.withProperty(OPEN, Boolean.valueOf(true));
worldIn.setBlockState(pos, state, 10);
}
worldIn.playEvent(playerIn, ((Boolean)state.getValue(OPEN)).booleanValue() ? 1008 : 1014, pos, 0);
return true;
}
/**
* Called when a neighboring block was changed and marks that this state should perform any checks during a neighbor
* change. Cases may include when redstone power is updated, cactus blocks popping off due to a neighboring solid
* block, etc.
*/
public void neighborChanged(IBlockState state, World worldIn, BlockPos pos, Block blockIn, BlockPos fromPos)
{
if (!worldIn.isRemote)
{
boolean flag = worldIn.isBlockPowered(pos);
if (((Boolean)state.getValue(POWERED)).booleanValue() != flag)
{
worldIn.setBlockState(pos, state.withProperty(POWERED, Boolean.valueOf(flag)).withProperty(OPEN, Boolean.valueOf(flag)), 2);
if (((Boolean)state.getValue(OPEN)).booleanValue() != flag)
{
worldIn.playEvent((EntityPlayer)null, flag ? 1008 : 1014, pos, 0);
}
}
}
}
@SideOnly(Side.CLIENT)
public boolean shouldSideBeRendered(IBlockState blockState, IBlockAccess blockAccess, BlockPos pos, EnumFacing side)
{
return true;
}
/**
* Convert the given metadata into a BlockState for this Block
*/
public IBlockState getStateFromMeta(int meta)
{
return this.getDefaultState().withProperty(FACING, EnumFacing.getHorizontal(meta)).withProperty(OPEN, Boolean.valueOf((meta & 4) != 0)).withProperty(POWERED, Boolean.valueOf((meta & != 0));
}
/**
* Convert the BlockState into the correct metadata value
*/
public int getMetaFromState(IBlockState state)
{
int i = 0;
i = i | ((EnumFacing)state.getValue(FACING)).getHorizontalIndex();
if (((Boolean)state.getValue(POWERED)).booleanValue())
{
i |= 8;
}
if (((Boolean)state.getValue(OPEN)).booleanValue())
{
i |= 4;
}
return i;
}
protected BlockStateContainer createBlockState()
{
return new BlockStateContainer(this, new IProperty[] {FACING, OPEN, POWERED, IN_WALL});
}
/* ======================================== FORGE START ======================================== */
@Override
public boolean canBeConnectedTo(IBlockAccess world, BlockPos pos, EnumFacing facing)
{
Block connector = world.getBlockState(pos.offset(facing)).getBlock();
return connector instanceof BlockFence || connector instanceof BlockWall;
}
private boolean canFenceGateConnectTo(IBlockAccess world, BlockPos pos, EnumFacing facing)
{
Block block = world.getBlockState(pos.offset(facing)).getBlock();
return block.canBeConnectedTo(world, pos.offset(facing), facing.getOpposite());
}
/* ======================================== FORGE END ======================================== */
}
Blockstate - tin_fence_gate.json:
{
"variants": {
"facing=south,in_wall=false,open=false": { "model": "acacia_fence_gate_closed", "uvlock": true },
"facing=west,in_wall=false,open=false": { "model": "acacia_fence_gate_closed", "uvlock": true, "y": 90 },
"facing=north,in_wall=false,open=false": { "model": "acacia_fence_gate_closed", "uvlock": true, "y": 180 },
"facing=east,in_wall=false,open=false": { "model": "acacia_fence_gate_closed", "uvlock": true, "y": 270 },
"facing=south,in_wall=false,open=true": { "model": "acacia_fence_gate_open", "uvlock": true },
"facing=west,in_wall=false,open=true": { "model": "acacia_fence_gate_open", "uvlock": true, "y": 90 },
"facing=north,in_wall=false,open=true": { "model": "acacia_fence_gate_open", "uvlock": true, "y": 180 },
"facing=east,in_wall=false,open=true": { "model": "acacia_fence_gate_open", "uvlock": true, "y": 270 },
"facing=south,in_wall=true,open=false": { "model": "acacia_wall_gate_closed", "uvlock": true },
"facing=west,in_wall=true,open=false": { "model": "acacia_wall_gate_closed", "uvlock": true, "y": 90 },
"facing=north,in_wall=true,open=false": { "model": "acacia_wall_gate_closed", "uvlock": true, "y": 180 },
"facing=east,in_wall=true,open=false": { "model": "acacia_wall_gate_closed", "uvlock": true, "y": 270 },
"facing=south,in_wall=true,open=true": { "model": "acacia_wall_gate_open", "uvlock": true },
"facing=west,in_wall=true,open=true": { "model": "acacia_wall_gate_open", "uvlock": true, "y": 90 },
"facing=north,in_wall=true,open=true": { "model": "acacia_wall_gate_open", "uvlock": true, "y": 180 },
"facing=east,in_wall=true,open=true": { "model": "acacia_wall_gate_open", "uvlock": true, "y": 270 }
}
}
NOTE I AM USING THE ACACIA FENCE GATE FOR TESTING