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Refactor Window block interactions and register new block
Simplified the onBlockActivated logic for clarity and better separation of client and server behavior. Added null checks, improved crouching interaction handling, and adjusted dimension change logic. Registered the "window" block and updated the language file to include its name. Added comments so i can know what is going on later.
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3 changed files with 59 additions and 41 deletions
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@ -18,33 +18,54 @@ import java.util.function.Supplier;
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import java.util.function.ToIntFunction;
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public class ModBlocks {
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public static ToIntFunction<BlockState> dustLightLevel = BlockState -> 10; // Dust Light Level
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public static ToIntFunction<BlockState> PORTAL_LIGHT_LEVEL = BlockState ->15;
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// Function to determine the light level for the "dust" block
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public static ToIntFunction<BlockState> dustLightLevel = BlockState -> 10; // Fixed value of 10
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// Function to set the light level for the "portal" block
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public static ToIntFunction<BlockState> PORTAL_LIGHT_LEVEL = BlockState -> 15; // Fixed value of 15
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// DeferredRegister to register blocks with Forge, using your mod ID
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public static final DeferredRegister<Block> BLOCKS = DeferredRegister.create(ForgeRegistries.BLOCKS, Hdm_mod.MOD_ID);
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// Registering a "block of dust" with specific properties
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public static final RegistryObject<Block> DUST_BLOCK = registerBlock("block_of_dust",
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() -> new Block(AbstractBlock.Properties.create(Material.ROCK).doesNotBlockMovement().harvestLevel(0)
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.hardnessAndResistance(500f, 100f).setLightLevel(dustLightLevel)));
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() -> new Block(
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AbstractBlock.Properties.create(Material.ROCK) // Base material is rock
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.doesNotBlockMovement() // Entities can move through this block
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.harvestLevel(0) // Harvest level
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.hardnessAndResistance(500f, 100f) // Hardness and blast resistance
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.setLightLevel(dustLightLevel) // Provides light using the dustLightLevel function
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)
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);
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// Registering a "portal" block called "window" with different properties
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public static final RegistryObject<Block> PORTAL_BLOCK = registerBlock("window",
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() -> new Block(AbstractBlock.Properties.create(Material.PORTAL).doesNotBlockMovement().harvestLevel(10)
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.hardnessAndResistance(1000f, 1000f).setLightLevel(PORTAL_LIGHT_LEVEL)));
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() -> new Block(
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AbstractBlock.Properties.create(Material.PORTAL) // Base material is portal
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.doesNotBlockMovement() // Entities can move through this block
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.harvestLevel(10) // High harvest level
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.hardnessAndResistance(1000f, 1000f) // Very hard and blast resistant
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.setLightLevel(PORTAL_LIGHT_LEVEL) // Maximum light level
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)
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);
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private static <T extends Block>RegistryObject<T> registerBlock(String name, Supplier<T> block) {
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RegistryObject<T> toReturn = BLOCKS.register(name, block);
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registerBlockItem(name, toReturn);
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// Helper method to register a block and its corresponding BlockItem at once
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private static <T extends Block> RegistryObject<T> registerBlock(String name, Supplier<T> block) {
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RegistryObject<T> toReturn = BLOCKS.register(name, block); // Register the block itself
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registerBlockItem(name, toReturn); // Register the block as an item
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return toReturn;
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}
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// Helper method to register the item form of a block, belonging to a custom item group
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private static <T extends Block> void registerBlockItem(String name, RegistryObject<T> block) {
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ModItems.ITEMS.register(name, () -> new BlockItem(block.get(),
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new Item.Properties().group(ModItemGroup.HDM_BLOCK_GROUP)));
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ModItems.ITEMS.register(name, () -> new BlockItem(
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block.get(),
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new Item.Properties().group(ModItemGroup.HDM_BLOCK_GROUP) // Assigns to the HDM block group
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));
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}
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// This method is called to register all blocks with the mod event bus
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public static void register(IEventBus eventBus){
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BLOCKS.register(eventBus);
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}
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}
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}
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