====== Making a Directional Block ====== Making blocks directional (facing into certain directions) is also done using block states. This example describes a vertical version of the andesite slab. {{:tutorial:vertslab.png?200|}} public class VerticalSlabBlock extends HorizontalFacingBlock { public VerticalSlabBlock(Settings settings) { super(settings); setDefaultState(getDefaultState().with(Properties.HORIZONTAL_FACING, Direction.NORTH)); } @Override protected void appendProperties(StateManager.Builder builder) { builder.add(Properties.HORIZONTAL_FACING); } @Override public VoxelShape getOutlineShape(BlockState state, BlockView world, BlockPos pos, ShapeContext ctx) { Direction dir = state.get(FACING); switch(dir) { case NORTH: return VoxelShapes.cuboid(0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f); case SOUTH: return VoxelShapes.cuboid(0.0f, 0.0f, 0.5f, 1.0f, 1.0f, 1.0f); case EAST: return VoxelShapes.cuboid(0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f); case WEST: return VoxelShapes.cuboid(0.0f, 0.0f, 0.0f, 0.5f, 1.0f, 1.0f); default: return VoxelShapes.fullCube(); } } @Override public BlockState getPlacementState(ItemPlacementContext ctx) { return super.getPlacementState(ctx).with(Properties.HORIZONTAL_FACING, ctx.getHorizontalPlayerFacing().getOpposite()); } } public class ExampleMod implements ModInitializer { public static final VerticalSlabBlock POLISHED_ANDESITE_VERTICAL_SLAB = Registry.register( Registries.BLOCK, new Identifier("tutorial", "polished_andesite_vertical_slab"), new VerticalSlabBlock(FabricBlockSettings.copyOf(Blocks.POLISHED_ANDESITE))); } ===== Defining Blockstate JSON ===== { "variants": { "facing=north": { "model": "tutorial:block/polished_andesite_vertical_slab", "uvlock": true }, "facing=east": { "model": "tutorial:block/polished_andesite_vertical_slab", "y": 90, "uvlock": true }, "facing=south": { "model": "tutorial:block/polished_andesite_vertical_slab", "y": 180, "uvlock": true }, "facing=west": { "model": "tutorial:block/polished_andesite_vertical_slab", "y": 270, "uvlock": true } } } ===== Defining Block Models ===== { "parent": "block/block", "textures": { "particle": "#side" }, "elements": [ { "from": [ 0, 0, 0 ], "to": [ 16, 16, 8 ], "faces": { "down": { "texture": "#bottom", "cullface": "down" }, "up": { "texture": "#top", "cullface": "up" }, "north": { "texture": "#side", "cullface": "north" }, "south": { "texture": "#side", "cullface": "south" }, "west": { "texture": "#side", "cullface": "west" }, "east": { "texture": "#side", "cullface": "east" } } } ] } { "parent": "tutorial:block/vertical_slab", "textures": { "bottom": "block/polished_andesite", "top": "block/polished_andesite", "side": "block/polished_andesite" } } ===== Defining rotation and mirroring of blocks ===== For directional blocks, you may have to override ''rotate'' and ''mirror'' methods, so that in structure blocks, they can be correctly rotated or mirrored. However, in this case, the ''HorizontalFacingBlock'' class has already done it for you. ===== Next ===== Try to make it [[waterloggable]].