9 public WoodBlock(
int cutTextureSlot,
int sideTextureSlot) {
69 float num =
float.NegativeInfinity;
71 for (
int i = 0; i < 6; i++) {
80 result.CellFace = raycastResult.
CellFace;
88 List<BlockDropValue> dropValues,
89 out
bool showDebris) {
111 case 2:
return data | 1;
113 case 3:
return data | 2;
114 default:
return data;
virtual void GenerateCubeVertices(Block block, int value, int x, int y, int z, Color color, TerrainGeometrySubset[] subsetsByFace)
virtual float GetRequiredToolLevel(int value)
ComponentCreatureModel ComponentCreatureModel
ComponentCreature ComponentCreature
TerrainGeometrySubset[] OpaqueSubsetsByFace
static int MakeBlockValue(int contents)
static int ExtractData(int value)
static int SetCutFace(int data, int cutFace)
WoodBlock(int cutTextureSlot, int sideTextureSlot)
override void GetDropValues(SubsystemTerrain subsystemTerrain, int oldValue, int newValue, int toolLevel, List< BlockDropValue > dropValues, out bool showDebris)
override BlockPlacementData GetPlacementValue(SubsystemTerrain subsystemTerrain, ComponentMiner componentMiner, int value, TerrainRaycastResult raycastResult)
方块放置方向
override int GetFaceTextureSlot(int face, int value)
static int GetCutFace(int data)
override void GenerateTerrainVertices(BlockGeometryGenerator generator, TerrainGeometry geometry, int value, int x, int y, int z)
static Matrix CreateFromQuaternion(Quaternion quaternion)
static float Dot(Vector3 v1, Vector3 v2)
static int OppositeFace(int face)
static Vector3 FaceToVector3(int face)