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Hi, I'm trying to make a partly transparent block, but the areas that are supposed to be transparent are just black.

 

Block class:

package linky132.waywardcraft.common.block;

import net.minecraft.block.Block;
import net.minecraft.block.BlockState;
import net.minecraft.block.Blocks;
import net.minecraft.block.material.Material;
import net.minecraft.entity.LivingEntity;
import net.minecraft.item.ItemStack;
import net.minecraft.state.EnumProperty;
import net.minecraft.state.StateContainer;
import net.minecraft.state.properties.BlockStateProperties;
import net.minecraft.state.properties.RedstoneSide;
import net.minecraft.util.Direction;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.shapes.ISelectionContext;
import net.minecraft.util.math.shapes.VoxelShape;
import net.minecraft.world.IBlockReader;
import net.minecraft.world.World;

import javax.annotation.Nullable;

public class BlockSaltDust extends Block {
    // Create block properties
    public static final EnumProperty<RedstoneSide> NORTH = BlockStateProperties.REDSTONE_NORTH;
    public static final EnumProperty<RedstoneSide> EAST = BlockStateProperties.REDSTONE_EAST;
    public static final EnumProperty<RedstoneSide> SOUTH = BlockStateProperties.REDSTONE_SOUTH;
    public static final EnumProperty<RedstoneSide> WEST = BlockStateProperties.REDSTONE_WEST;

    // Create bounding box shape
    private static final VoxelShape SHAPE = Block.makeCuboidShape(0.0d, 0.0d, 0.0d, 16.0d, 1.0d, 16.0d); // 1.0d = 1 pixel

    @Override
    protected void fillStateContainer(StateContainer.Builder<Block, BlockState> builder) {
        builder.add(NORTH, EAST, SOUTH, WEST);
    }

    public BlockSaltDust(Material material) { // Block constructor
        super(Properties.create(material).hardnessAndResistance(0.0f, 0.0f)); // Use material provided in the RegistryHandler class and set hardness and resistance
        this.setDefaultState(this.stateContainer.getBaseState().with(NORTH, RedstoneSide.NONE).with(EAST, RedstoneSide.NONE).with(SOUTH, RedstoneSide.NONE).with(WEST, RedstoneSide.NONE)); // Set the default states for the block
    }

    // Apply bounding box shape
    @Override
    public VoxelShape getShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) {
        return SHAPE;
    }

    @Override
    public void onBlockPlacedBy(World worldIn, BlockPos pos, BlockState state, @Nullable LivingEntity placer, ItemStack stack) {
        super.onBlockPlacedBy(worldIn, pos, state, placer, stack);

            // Check if the block placed was on the north or south side. If it was, set the NORTH and SOUTH properties to SIDE.
            if (worldIn.getBlockState(pos.offset(Direction.NORTH)).getBlock() != Blocks.AIR || worldIn.getBlockState(pos.offset(Direction.SOUTH)).getBlock() != Blocks.AIR) {
                worldIn.setBlockState(pos, worldIn.getBlockState(pos).with(NORTH, RedstoneSide.SIDE));
                worldIn.setBlockState(pos, worldIn.getBlockState(pos).with(SOUTH, RedstoneSide.SIDE));
            }

            // Check if the block placed was on the east or west side. If it was, set the EAST and WEST properties to SIDE.
            if (worldIn.getBlockState(pos.offset(Direction.EAST)).getBlock() != Blocks.AIR || worldIn.getBlockState(pos.offset(Direction.WEST)).getBlock() != Blocks.AIR) {
                worldIn.setBlockState(pos, worldIn.getBlockState(pos).with(EAST, RedstoneSide.SIDE));
                worldIn.setBlockState(pos, worldIn.getBlockState(pos).with(WEST, RedstoneSide.SIDE));
            }
        }

    @Override
    public void neighborChanged(BlockState state, World worldIn, BlockPos pos, Block blockIn, BlockPos fromPos, boolean isMoving) {
        super.neighborChanged(state, worldIn, pos, blockIn, fromPos, isMoving);

        Block adjacentBlock = worldIn.getBlockState(fromPos).getBlock(); // Save neighboring block to variable

        if (adjacentBlock == Blocks.AIR) { // Check if the neighboring block is air (i.e. if the block next to the salt was destroyed)

            // Check if the block destroyed was on the north or south side. If it was, set the NORTH and SOUTH properties to NONE.
            if (pos.offset(Direction.NORTH).equals(fromPos) || pos.offset(Direction.SOUTH).equals(fromPos)) {
                worldIn.setBlockState(pos, worldIn.getBlockState(pos).with(NORTH, RedstoneSide.NONE));
                worldIn.setBlockState(pos, worldIn.getBlockState(pos).with(SOUTH, RedstoneSide.NONE));
            }

            // Check if the block destroyed was on the east or west side. If it was, set the EAST and WEST properties to NONE.
            if (pos.offset(Direction.EAST).equals(fromPos) || pos.offset(Direction.WEST).equals(fromPos)) {
                worldIn.setBlockState(pos, worldIn.getBlockState(pos).with(EAST, RedstoneSide.NONE));
                worldIn.setBlockState(pos, worldIn.getBlockState(pos).with(WEST, RedstoneSide.NONE));
            }

        } else { // If the neighboring block is anything but air, do this
            //TODO: Change the else statement to an else if statement and exclude certain blocks that salt shouldn't connect to (e.g. fluids, gases, etc.)

            // Check if the block placed was on the north or south side. If it was, set the NORTH and SOUTH properties to SIDE.
            if (pos.offset(Direction.NORTH).equals(fromPos) || pos.offset(Direction.SOUTH).equals(fromPos)) {
                worldIn.setBlockState(pos, worldIn.getBlockState(pos).with(NORTH, RedstoneSide.SIDE));
                worldIn.setBlockState(pos, worldIn.getBlockState(pos).with(SOUTH, RedstoneSide.SIDE));
            }

            // Check if the block placed was on the east or west side. If it was, set the EAST and WEST properties to SIDE.
            if (pos.offset(Direction.EAST).equals(fromPos) || pos.offset(Direction.WEST).equals(fromPos)) {
                worldIn.setBlockState(pos, worldIn.getBlockState(pos).with(EAST, RedstoneSide.SIDE));
                worldIn.setBlockState(pos, worldIn.getBlockState(pos).with(WEST, RedstoneSide.SIDE));
            }
        }
    }
}

 

Block model:

{
    "ambientocclusion": false,
	"textures": {
		"line": "waywardcraft:block/salt_dust",
		"particle": "waywardcraft:block/salt_dust"
	},
	"elements": [
		{
			"from": [0, 0.25, 0],
			"to": [16, 0.25, 16],
			"shade": false,
			"faces": {
				"up": {"uv": [0, 0, 16, 16], "texture": "#line"},
				"down": {"uv": [0, 0, 16, 16], "texture": "#line"}
			}
		}
	]
}

 

Block texture: https://imgur.com/a/SCKJ5TJ

 

And here's what the block looks like when placed in the game:

2tmfsXR.thumb.png.e1e568ffbf6afb834b54ab03de42e4dc.png

 

I'd really appreciate any help. Thanks!

Edited by Linky132

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