Initial commit

This commit is contained in:
Electroblob
2018-01-19 20:33:04 +00:00
commit da6b007a3a
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package electroblob.wizardry.registry;
import electroblob.wizardry.Wizardry;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.SoundEvent;
import net.minecraftforge.event.RegistryEvent;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
/**
* Class responsible for defining, storing and registering all of wizardry's sound events. For some reason, these
* worked in the beta versions despite not being registered...
* @author Electroblob
* @since Wizardry 2.1
*/
@Mod.EventBusSubscriber
public final class WizardrySounds {
// Anything with LOOP in its name is intended to be played in a continuous loop.
public static final SoundEvent SPELL_SPARK = createSound("arc");
public static final SoundEvent SPELL_CONJURATION = createSound("aura");
public static final SoundEvent SPELL_SHOCKWAVE = createSound("boom");
public static final SoundEvent SPELL_LOOP_CRACKLE = createSound("crackle");
public static final SoundEvent SPELL_SUMMONING = createSound("darkaura");
public static final SoundEvent SPELL_DEFLECTION = createSound("effect");
public static final SoundEvent SPELL_LIGHTNING = createSound("electricitya");
public static final SoundEvent SPELL_LOOP_LIGHTNING = createSound("electricityb");
public static final SoundEvent SPELL_LOOP_FIRE = createSound("flameray");
public static final SoundEvent SPELL_FREEZE = createSound("freeze");
public static final SoundEvent SPELL_LOOP_ICE = createSound("frostray");
public static final SoundEvent SPELL_HEAL = createSound("heal");
public static final SoundEvent SPELL_ICE = createSound("ice");
public static final SoundEvent SPELL_CONJURATION_LARGE = createSound("largeaura");
public static final SoundEvent SPELL_MAGIC = createSound("magic");
public static final SoundEvent SPELL_LOOP_SPARKLE = createSound("sparkle");
public static final SoundEvent SPELL_LOOP_WIND = createSound("wind");
public static final SoundEvent SPELL_EARTHQUAKE = createSound("rumble");
public static final SoundEvent SPELL_FORCE = createSound("force");
/** Trick borrowed from the Twilight Forest, makes things neater. */
public static SoundEvent createSound(String name){
// All the setRegistryName methods delegate to this one, it doesn't matter which you use.
return new SoundEvent(new ResourceLocation(Wizardry.MODID, name)).setRegistryName(name);
}
@SubscribeEvent
public static void register(RegistryEvent.Register<SoundEvent> event){
event.getRegistry().register(SPELL_SPARK);
event.getRegistry().register(SPELL_CONJURATION);
event.getRegistry().register(SPELL_SHOCKWAVE);
event.getRegistry().register(SPELL_LOOP_CRACKLE);
event.getRegistry().register(SPELL_SUMMONING);
event.getRegistry().register(SPELL_DEFLECTION);
event.getRegistry().register(SPELL_LIGHTNING);
event.getRegistry().register(SPELL_LOOP_LIGHTNING);
event.getRegistry().register(SPELL_LOOP_FIRE);
event.getRegistry().register(SPELL_FREEZE);
event.getRegistry().register(SPELL_LOOP_ICE);
event.getRegistry().register(SPELL_HEAL);
event.getRegistry().register(SPELL_ICE);
event.getRegistry().register(SPELL_CONJURATION_LARGE);
event.getRegistry().register(SPELL_MAGIC);
event.getRegistry().register(SPELL_LOOP_SPARKLE);
event.getRegistry().register(SPELL_LOOP_WIND);
event.getRegistry().register(SPELL_EARTHQUAKE);
event.getRegistry().register(SPELL_FORCE);
}
}