Enum Class SpiritMaterial

java.lang.Object
java.lang.Enum<SpiritMaterial>
etithespirit.orimod.api.spiritmaterial.SpiritMaterial
All Implemented Interfaces:
Serializable, Comparable<SpiritMaterial>, Constable

public enum SpiritMaterial extends Enum<SpiritMaterial>
All materials that are associated with Spirits walking on something. Their little hooves tend to make a wide array of unique sounds in the world around them.
Author:
Eti.
  • Nested Class Summary

    Nested classes/interfaces inherited from class java.lang.Enum

    Enum.EnumDesc<E extends Enum<E>>
  • Enum Constant Summary

    Enum Constants
    Enum Constant
    Description
    Corresponds to ash or basalt.
    Corresponds to bones.
    Corresponds to broken, brittle, or cracked ceramics, like pottery or sandstone.
    Corresponds to solid ceramics, like bricks or hardened clay.
    Corresponds to chitin, the solid material making up bug exoskeletons.
    Corresponds to glassy materials.
    Corresponds to crispy foliage materials.
    Corresponds to soft foliage materials.
    Corresponds to materials akin to gravel or loose pebbles.
    Corresponds to gravel with a layer of snow atop it.
    Corresponds to mushy wet gravel inside of muddy ground.
    Corresponds to ice.
    Corresponds to the vanilla material.
    Corresponds to metal.
    Corresponds to no material (or Air)
    Corresponds to squishy, fleshy materials.
    Corresponds to solid rock and stone.
    Corresponds to sand, kind of sounds like a carpet.
    Corresponds to fungus or other wet, mostly solid materials.
    Corresponds to slimy materials, like mud or (obviously) slime.
    Corresponds to snow.
    Corresponds to walkable deep water, think ankle deep.
    Corresponds to shallow water like puddles.
    Corresponds to dry, crisp wood.
    Corresponds to woody materials covered in moss or other soft plant matter.
    Corresponds to woody materials covered in snow.
    Corresponds to wood with a thin layer of water atop it, good for use in rain.
    Corresponds to clothy materials.
  • Field Summary

    Fields
    Modifier and Type
    Field
    Description
    final String
    The sound used when falling onto this material.
    final String
    The sound used when stepping on this material.
    final boolean
    If true, the vanilla sound for this material should be used instead.
  • Method Summary

    Modifier and Type
    Method
    Description
    Returns the enum constant of this class with the specified name.
    Returns an array containing the constants of this enum class, in the order they are declared.

    Methods inherited from class java.lang.Object

    getClass, notify, notifyAll, wait, wait, wait
  • Enum Constant Details

    • NULL

      public static final SpiritMaterial NULL
      Corresponds to no material (or Air)
    • INHERITED

      public static final SpiritMaterial INHERITED
      Corresponds to the vanilla material. This is used to tell the sound system to not bother with overrides.
    • ASH

      public static final SpiritMaterial ASH
      Corresponds to ash or basalt. Has a deep, soft impact sound. Think stepping on a charred log in real life.
    • BONE

      public static final SpiritMaterial BONE
      Corresponds to bones. Sounds like a pile of bones clattering together mixed with that solid surface of bone.
    • CERAMIC_SOLID

      public static final SpiritMaterial CERAMIC_SOLID
      Corresponds to solid ceramics, like bricks or hardened clay.
    • CERAMIC_BROKEN

      public static final SpiritMaterial CERAMIC_BROKEN
      Corresponds to broken, brittle, or cracked ceramics, like pottery or sandstone.
    • CHITIN

      public static final SpiritMaterial CHITIN
      Corresponds to chitin, the solid material making up bug exoskeletons.
    • GLASS

      public static final SpiritMaterial GLASS
      Corresponds to glassy materials. This causes it to use the same sound as the hardlight platforms in the Black Root Burrows, so it's more suitable for that.
    • GRASS_CRISP

      public static final SpiritMaterial GRASS_CRISP
      Corresponds to crispy foliage materials.
    • GRASS_SOFT

      public static final SpiritMaterial GRASS_SOFT
      Corresponds to soft foliage materials.
    • GRAVEL_DRY

      public static final SpiritMaterial GRAVEL_DRY
      Corresponds to materials akin to gravel or loose pebbles.
    • GRAVEL_WET

      public static final SpiritMaterial GRAVEL_WET
      Corresponds to mushy wet gravel inside of muddy ground. Lots of water.
    • GRAVEL_SNOWY

      public static final SpiritMaterial GRAVEL_SNOWY
      Corresponds to gravel with a layer of snow atop it.
    • ICE

      public static final SpiritMaterial ICE
      Corresponds to ice.
    • METAL

      public static final SpiritMaterial METAL
      Corresponds to metal.
    • ORGANIC

      public static final SpiritMaterial ORGANIC
      Corresponds to squishy, fleshy materials.
    • ROCK

      public static final SpiritMaterial ROCK
      Corresponds to solid rock and stone.
    • SAND

      public static final SpiritMaterial SAND
      Corresponds to sand, kind of sounds like a carpet.
    • SHROOM

      public static final SpiritMaterial SHROOM
      Corresponds to fungus or other wet, mostly solid materials. For wet and soft/squishy materials, consider using ORGANIC.
    • SLIMY

      public static final SpiritMaterial SLIMY
      Corresponds to slimy materials, like mud or (obviously) slime.
    • SNOW

      public static final SpiritMaterial SNOW
      Corresponds to snow.
    • WOOD_DRY

      public static final SpiritMaterial WOOD_DRY
      Corresponds to dry, crisp wood.
    • WOOD_MOSSY

      public static final SpiritMaterial WOOD_MOSSY
      Corresponds to woody materials covered in moss or other soft plant matter.
    • WOOD_SNOWY

      public static final SpiritMaterial WOOD_SNOWY
      Corresponds to woody materials covered in snow.
    • WOOD_WET

      public static final SpiritMaterial WOOD_WET
      Corresponds to wood with a thin layer of water atop it, good for use in rain.
    • WATER_SHALLOW

      public static final SpiritMaterial WATER_SHALLOW
      Corresponds to shallow water like puddles.
    • WATER_DEEP

      public static final SpiritMaterial WATER_DEEP
      Corresponds to walkable deep water, think ankle deep.
    • WOOL

      public static final SpiritMaterial WOOL
      Corresponds to clothy materials. Derived from the WotW sand step sounds that I was able to find prior to the much larger datamining haul.
  • Field Details

    • useVanillaInstead

      public final boolean useVanillaInstead
      If true, the vanilla sound for this material should be used instead. The vanilla sound in question is able to be determined via BlockToMaterialBinding.
    • fallSoundKey

      @Nullable public final String fallSoundKey
      The sound used when falling onto this material. This will probably be identical to stepSoundKey, but is defined for some materials.
    • stepSoundKey

      @Nullable public final String stepSoundKey
      The sound used when stepping on this material. Only null in INHERITED.
  • Method Details

    • values

      public static SpiritMaterial[] values()
      Returns an array containing the constants of this enum class, in the order they are declared.
      Returns:
      an array containing the constants of this enum class, in the order they are declared
    • valueOf

      public static SpiritMaterial valueOf(String name)
      Returns the enum constant of this class with the specified name. The string must match exactly an identifier used to declare an enum constant in this class. (Extraneous whitespace characters are not permitted.)
      Parameters:
      name - the name of the enum constant to be returned.
      Returns:
      the enum constant with the specified name
      Throws:
      IllegalArgumentException - if this enum class has no constant with the specified name
      NullPointerException - if the argument is null