Enum Class SpiritMaterial
- All Implemented Interfaces:
Serializable
,Comparable<SpiritMaterial>
,Constable
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.
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Nested Class Summary
Nested classes/interfaces inherited from class java.lang.Enum
Enum.EnumDesc<E extends Enum<E>>
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Enum Constant Summary
Enum ConstantsEnum ConstantDescriptionCorresponds 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 -
Method Summary
Modifier and TypeMethodDescriptionstatic SpiritMaterial
Returns the enum constant of this class with the specified name.static SpiritMaterial[]
values()
Returns an array containing the constants of this enum class, in the order they are declared.
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Enum Constant Details
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NULL
Corresponds to no material (or Air) -
INHERITED
Corresponds to the vanilla material. This is used to tell the sound system to not bother with overrides. -
ASH
Corresponds to ash or basalt. Has a deep, soft impact sound. Think stepping on a charred log in real life. -
BONE
Corresponds to bones. Sounds like a pile of bones clattering together mixed with that solid surface of bone. -
CERAMIC_SOLID
Corresponds to solid ceramics, like bricks or hardened clay. -
CERAMIC_BROKEN
Corresponds to broken, brittle, or cracked ceramics, like pottery or sandstone. -
CHITIN
Corresponds to chitin, the solid material making up bug exoskeletons. -
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
Corresponds to crispy foliage materials. -
GRASS_SOFT
Corresponds to soft foliage materials. -
GRAVEL_DRY
Corresponds to materials akin to gravel or loose pebbles. -
GRAVEL_WET
Corresponds to mushy wet gravel inside of muddy ground. Lots of water. -
GRAVEL_SNOWY
Corresponds to gravel with a layer of snow atop it. -
ICE
Corresponds to ice. -
METAL
Corresponds to metal. -
ORGANIC
Corresponds to squishy, fleshy materials. -
ROCK
Corresponds to solid rock and stone. -
SAND
Corresponds to sand, kind of sounds like a carpet. -
SHROOM
Corresponds to fungus or other wet, mostly solid materials. For wet and soft/squishy materials, consider usingORGANIC
. -
SLIMY
Corresponds to slimy materials, like mud or (obviously) slime. -
SNOW
Corresponds to snow. -
WOOD_DRY
Corresponds to dry, crisp wood. -
WOOD_MOSSY
Corresponds to woody materials covered in moss or other soft plant matter. -
WOOD_SNOWY
Corresponds to woody materials covered in snow. -
WOOD_WET
Corresponds to wood with a thin layer of water atop it, good for use in rain. -
WATER_SHALLOW
Corresponds to shallow water like puddles. -
WATER_DEEP
Corresponds to walkable deep water, think ankle deep. -
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.
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Field Details
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useVanillaInstead
public final boolean useVanillaInsteadIf true, the vanilla sound for this material should be used instead. The vanilla sound in question is able to be determined via BlockToMaterialBinding. -
fallSoundKey
The sound used when falling onto this material. This will probably be identical tostepSoundKey
, but is defined for some materials. -
stepSoundKey
The sound used when stepping on this material. Only null inINHERITED
.
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Method Details
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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
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valueOf
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 nameNullPointerException
- if the argument is null
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