Interface IClientBlockExtensions
public interface IClientBlockExtensions
Client-only extensions to
Block
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Field Summary
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Method Summary
Modifier and TypeMethodDescriptiondefault boolean
addDestroyEffects
(BlockState state, Level Level, BlockPos pos, ParticleEngine manager) Spawn particles for when the block is destroyed.default boolean
addHitEffects
(BlockState state, Level level, HitResult target, ParticleEngine manager) Spawn a digging particle effect in the level, this is a wrapper around EffectRenderer.addBlockHitEffects to allow the block more control over the particles.default Vector3d
getFogColor
(BlockState state, LevelReader level, BlockPos pos, Entity entity, Vector3d originalColor, float partialTick) NOT CURRENTLY IMPLEMENTEDstatic IClientBlockExtensions
static IClientBlockExtensions
of
(BlockState state)
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Field Details
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Method Details
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addHitEffects
default boolean addHitEffects(BlockState state, Level level, HitResult target, ParticleEngine manager) Spawn a digging particle effect in the level, this is a wrapper around EffectRenderer.addBlockHitEffects to allow the block more control over the particles. Useful when you have entirely different texture sheets for different sides/locations in the level.- Parameters:
state
- The current statelevel
- The current leveltarget
- The target the player is looking at {x/y/z/side/sub}manager
- A reference to the current particle manager.- Returns:
- True to prevent vanilla digging particles form spawning.
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addDestroyEffects
default boolean addDestroyEffects(BlockState state, Level Level, BlockPos pos, ParticleEngine manager) Spawn particles for when the block is destroyed. Due to the nature of how this is invoked, the x/y/z locations are not always guaranteed to host your block. So be sure to do proper sanity checks before assuming that the location is this block.- Parameters:
Level
- The current Levelpos
- Position to spawn the particlemanager
- A reference to the current particle manager.- Returns:
- True to prevent vanilla break particles from spawning.
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getFogColor
default Vector3d getFogColor(BlockState state, LevelReader level, BlockPos pos, Entity entity, Vector3d originalColor, float partialTick) NOT CURRENTLY IMPLEMENTEDUse this to change the fog color used when the entity is "inside" a material. Vec3d is used here as "r/g/b" 0 - 1 values.
- Parameters:
level
- The level.pos
- The position at the entity viewport.state
- The state at the entity viewport.entity
- the entityoriginalColor
- The current fog color, You are not expected to use this, Return as the default if applicable.- Returns:
- The new fog color.
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