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[Solved] [1.8] IBlockState Help


LordMastodon

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Hello, I've created a block that utilizes IBlockState to iterate between models/textures and a different type of block on right-click, but the blockstates file is using a PropertyBool. Without overriding the

Block#getStateFromMeta

and

Block#getMetaFromState

the launcher returns an error, but I'm not quite sure how to override those methods with a PropertyBool. I don't want to make two different blocks, because that would just be annoying, but I'm getting stuck on those methods. Here's my class:

 

package lordmastodon.miscal.blocks;

import java.util.Random;

import lordmastodon.miscal.block.MiscalBlocks;
import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.block.properties.IProperty;
import net.minecraft.block.properties.PropertyBool;
import net.minecraft.block.state.BlockState;
import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.Item;
import net.minecraft.util.BlockPos;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.EnumWorldBlockLayer;
import net.minecraft.world.World;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;

public class LightationBlock extends Block {

public static final PropertyBool LIGHTED_UP = PropertyBool.create("lighted");

public LightationBlock() {
	super(Material.iron);

	this.setDefaultState(this.blockState.getBaseState().withProperty(LIGHTED_UP, false));
}

public Item getItemDropped(IBlockState state, Random rand, int fortune) {
	return Item.getItemFromBlock(MiscalBlocks.lightation);
}

public boolean onBlockActivated(World world, BlockPos pos, IBlockState state, EntityPlayer player, EnumFacing side, float hitX, float hitY, float hitZ) {
	if (!world.isRemote) {
		boolean lightedUp = (Boolean) state.getValue(LIGHTED_UP);

		if (lightedUp == true) {
			lightedUp = false;

			this.setLightLevel(1.0F);
		} else {
			lightedUp = true;

			this.setLightLevel(0.0F);
		}

		world.setBlockState(pos, state.withProperty(LIGHTED_UP, lightedUp));
	}

	return true;
}

public IBlockState getStateFromMeta(int meta) {
	EnumFacing enumFacing = EnumFacing.getFront(meta);

	if (enumFacing.getAxis() == EnumFacing.Axis.Y) {
		enumFacing = EnumFacing.NORTH;
	}

	return this.getDefaultState().withProperty(LIGHTED_UP, enumFacing);
}

public int getMetaFromState(IBlockState state) {
	return ((EnumFacing) state.getValue(LIGHTED_UP)).getIndex();
}

@SideOnly(Side.CLIENT)
public IBlockState getStateForEntityRender(IBlockState state) {
	return this.getDefaultState().withProperty(LIGHTED_UP, false);
}

protected BlockState createBlockState() {
	return new BlockState(this, new IProperty[] {LIGHTED_UP});
}

@Override
public int getRenderType() {
	return 3; 
}

@Override
public boolean isOpaqueCube() {
	return false;
}

@SideOnly(Side.CLIENT)
@Override
public EnumWorldBlockLayer getBlockLayer() {
	return EnumWorldBlockLayer.CUTOUT_MIPPED;
}

@Override
public boolean isFullCube() {
	return false;
}

}

 

Any help? Thanks in advance!

Who are you? Why have you brought me here? And why are there so many PewDiePie fanboys surrounding meeeeeeeee....... *falls into pit and dies*.

 

Also this. Check it out.

width=700 height=200http://i.imgur.com/J4rrGt6.png[/img]

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You need to think about how each property's value will be stored in the metadata and then convert to and from the metadata appropriately. For a single boolean, you can just use metadata values 0 and 1.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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Ok thanks! That seemed to work. I was considering using something like that, but I wasn't sure whether that was how meta actually worked.

Who are you? Why have you brought me here? And why are there so many PewDiePie fanboys surrounding meeeeeeeee....... *falls into pit and dies*.

 

Also this. Check it out.

width=700 height=200http://i.imgur.com/J4rrGt6.png[/img]

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