Allows custom blocks to define if they should use the fluid overlay instead of the flowing texture when in a fluid (#6493)

This commit is contained in:
Richard Freimer 2020-02-06 17:53:37 -05:00 committed by GitHub
parent 982ed69776
commit f93289e01c
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 35 additions and 6 deletions

View File

@ -51,20 +51,21 @@
flag7 = true;
}
@@ -222,10 +223,10 @@
@@ -222,10 +223,9 @@
flag7 = true;
BlockPos blockpos = p_228796_2_.func_177972_a(direction);
TextureAtlasSprite textureatlassprite2 = atextureatlassprite[1];
- if (!flag) {
+ if (atextureatlassprite[2] != null) {
Block block = p_228796_1_.func_180495_p(blockpos).func_177230_c();
if (block == Blocks.field_150359_w || block instanceof StainedGlassBlock) {
- Block block = p_228796_1_.func_180495_p(blockpos).func_177230_c();
- if (block == Blocks.field_150359_w || block instanceof StainedGlassBlock) {
- textureatlassprite2 = this.field_187501_d;
+ if (atextureatlassprite[2] != null) {
+ if (p_228796_1_.func_180495_p(blockpos).shouldDisplayFluidOverlay(p_228796_1_, blockpos, p_228796_4_)) {
+ textureatlassprite2 = atextureatlassprite[2];
}
}
@@ -239,15 +240,15 @@
@@ -239,15 +239,15 @@
float f31 = 1.0F * f30 * f;
float f32 = 1.0F * f30 * f1;
float f33 = 1.0F * f30 * f2;
@ -89,7 +90,7 @@
}
}
}
@@ -256,10 +257,15 @@
@@ -256,10 +256,15 @@
}
}

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@ -35,6 +35,7 @@ import net.minecraft.block.HorizontalBlock;
import net.minecraft.block.IBeaconBeamColorProvider;
import net.minecraft.block.ITileEntityProvider;
import net.minecraft.block.SoundType;
import net.minecraft.block.StainedGlassBlock;
import net.minecraft.block.material.Material;
import net.minecraft.block.BlockState;
import net.minecraft.client.particle.ParticleManager;
@ -1054,4 +1055,18 @@ public interface IForgeBlock
{
return getBlock().isIn(BlockTags.FENCES) || getBlock().isIn(BlockTags.WALLS) || getBlock() instanceof FenceGateBlock;
}
/**
* Called to determine whether this block should use the fluid overlay texture or flowing texture when it is placed under the fluid.
*
* @param state The current state
* @param world The world
* @param pos Block position in world
* @param fluidState The state of the fluid
* @return Whether the fluid overlay texture should be used
*/
default boolean shouldDisplayFluidOverlay(BlockState state, ILightReader world, BlockPos pos, IFluidState fluidState)
{
return state.getBlock() == Blocks.GLASS || state.getBlock() instanceof StainedGlassBlock;
}
}

View File

@ -898,4 +898,17 @@ public interface IForgeBlockState
{
return getBlockState().getBlock().collisionExtendsVertically(getBlockState(), world, pos, collidingEntity);
}
/**
* Called to determine whether this block should use the fluid overlay texture or flowing texture when it is placed under the fluid.
*
* @param world The world
* @param pos Block position in world
* @param fluidState The state of the fluid
* @return Whether the fluid overlay texture should be used
*/
default boolean shouldDisplayFluidOverlay(ILightReader world, BlockPos pos, IFluidState fluidState)
{
return getBlockState().getBlock().shouldDisplayFluidOverlay(getBlockState(), world, pos, fluidState);
}
}