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2026-07-09 08:33:57 +08:00
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package sound
import "github.com/df-mc/dragonfly/server/world"
// ItemBreak is a sound played when an item in the inventory is broken, such as when a tool reaches 0
// durability and breaks.
type ItemBreak struct{ sound }
// ItemThrow is a sound played when a player throws an item, such as a snowball.
type ItemThrow struct{ sound }
// ItemUseOn is a sound played when a player uses its item on a block. An example of this is when a player
// uses a shovel to turn grass into dirt path. Note that in these cases, the Block is actually the new block,
// not the old one.
type ItemUseOn struct {
// Block is generally the block that was created by using the item on a block. The sound played differs
// depending on this field.
Block world.Block
sound
}
// EquipItem is a sound played when the player fast equips an item by using it.
type EquipItem struct {
// Item is the item that was equipped. The sound played differs depending on this field.
Item world.Item
sound
}
// BucketFill is a sound played when a bucket is filled using a liquid source block from the world.
type BucketFill struct {
// Liquid is the liquid that the bucket is filled up with.
Liquid world.Liquid
sound
}
// BucketEmpty is a sound played when a bucket with a liquid in it is placed into the world.
type BucketEmpty struct {
// Liquid is the liquid that the bucket places into the world.
Liquid world.Liquid
sound
}
// BowShoot is a sound played when a bow is shot.
type BowShoot struct{ sound }
// CrossbowLoad is a sound when a crossbow is being loaded.
type CrossbowLoad struct {
// Stage is the stage of the crossbow.
Stage int
// QuickCharge returns if the item being used has quick charge enchantment.
QuickCharge bool
sound
}
// CrossbowShoot is a sound played when a crossbow is shot.
type CrossbowShoot struct{ sound }
const (
// CrossbowLoadingStart is the stage where a crossbows start to load.
CrossbowLoadingStart = iota
// CrossbowLoadingMiddle is the stage where a crossbow loading but not yet
// finished loading.
CrossbowLoadingMiddle
// CrossbowLoadingEnd is the stage where a crossbow is finished loading.
CrossbowLoadingEnd
)
// ArrowHit is a sound played when an arrow hits ground.
type ArrowHit struct{ sound }
// Teleport is a sound played upon teleportation of an enderman, or teleportation of a player by an ender pearl or a chorus fruit.
type Teleport struct{ sound }
// UseSpyglass is a sound played when a player uses a spyglass.
type UseSpyglass struct{ sound }
// StopUsingSpyglass is a sound played when a player stops using a spyglass.
type StopUsingSpyglass struct{ sound }
// GoatHorn is a sound played when a player uses a goat horn.
type GoatHorn struct {
// Horn is the type of the goat horn.
Horn Horn
sound
}
// FireCharge is a sound played when a player lights a block on fire with a fire charge, or when a dispenser or a
// blaze shoots a fireball.
type FireCharge struct{ sound }
// Totem is a sound played when a player uses a totem.
type Totem struct{ sound }