本文整理汇总了C#中Chraft.Net.Client.FacingDirection方法的典型用法代码示例。如果您正苦于以下问题:C# Client.FacingDirection方法的具体用法?C# Client.FacingDirection怎么用?C# Client.FacingDirection使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Chraft.Net.Client
的用法示例。
在下文中一共展示了Client.FacingDirection方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: HandlePacketPlayerItemPlacement
public static void HandlePacketPlayerItemPlacement(Client client, PlayerBlockPlacementPacket packet)
{
Player player = client.Owner;
// if(!Permissions.CanPlayerBuild(Username)) return;
if (player.Inventory.Slots[player.Inventory.ActiveSlot].Type <= 255)
return;
int x = packet.X;
int y = packet.Y;
int z = packet.Z;
BlockData.Blocks adjacentBlockType = (BlockData.Blocks)player.World.GetBlockId(x, y, z); // Get block being built against.
// Placed Item Info
int px, py, pz;
short pType = player.Inventory.Slots[player.Inventory.ActiveSlot].Type;
short pMetaData = player.Inventory.Slots[player.Inventory.ActiveSlot].Durability;
player.World.FromFace(x, y, z, packet.Face, out px, out py, out pz);
switch (packet.Face)
{
case BlockFace.Held:
return; // TODO: Process buckets, food, etc.
}
switch (adjacentBlockType)
{
case BlockData.Blocks.Air:
case BlockData.Blocks.Water:
case BlockData.Blocks.Lava:
case BlockData.Blocks.Still_Water:
case BlockData.Blocks.Still_Lava:
return;
}
switch ((BlockData.Items)pType)
{
case BlockData.Items.Diamond_Hoe:
case BlockData.Items.Gold_Hoe:
case BlockData.Items.Iron_Hoe:
case BlockData.Items.Stone_Hoe:
case BlockData.Items.Wooden_Hoe:
if (adjacentBlockType == BlockData.Blocks.Dirt || adjacentBlockType == BlockData.Blocks.Grass)
{
// Think the client has a Notch bug where hoe's durability is not updated properly.
px = x; py = y; pz = z;
player.World.SetBlockAndData(px, py, pz, (byte)BlockData.Blocks.Soil, 0x00);
}
break;
case BlockData.Items.Sign:
if (packet.Face == BlockFace.Up) // Floor Sign
{
// Get the direction the player is facing.
switch (client.FacingDirection(8))
{
case "N":
pMetaData = (byte)MetaData.SignPost.North;
break;
case "NE":
pMetaData = (byte)MetaData.SignPost.Northeast;
break;
case "E":
pMetaData = (byte)MetaData.SignPost.East;
break;
case "SE":
pMetaData = (byte)MetaData.SignPost.Southeast;
break;
case "S":
pMetaData = (byte)MetaData.SignPost.South;
break;
case "SW":
pMetaData = (byte)MetaData.SignPost.Southwest;
break;
case "W":
pMetaData = (byte)MetaData.SignPost.West;
break;
case "NW":
pMetaData = (byte)MetaData.SignPost.Northwest;
break;
default:
return;
}
player.World.SetBlockAndData(px, py, pz, (byte)BlockData.Blocks.Sign_Post, (byte)pMetaData);
}
else // Wall Sign
{
switch (packet.Face)
{
case BlockFace.East: pMetaData = (byte)MetaData.SignWall.East;
break;
case BlockFace.West: pMetaData = (byte)MetaData.SignWall.West;
break;
case BlockFace.North: pMetaData = (byte)MetaData.SignWall.North;
break;
case BlockFace.South: pMetaData = (byte)MetaData.SignWall.South;
break;
//.........这里部分代码省略.........
示例2: HandlePacketPlayerItemPlacement
public static void HandlePacketPlayerItemPlacement(Client client, PlayerBlockPlacementPacket packet)
{
Player player = client.Owner;
// if(!Permissions.CanPlayerBuild(Username)) return;
if (player.Inventory.Slots[player.Inventory.ActiveSlot].Type <= 255)
return;
UniversalCoords packetCoords = UniversalCoords.FromWorld(packet.X, packet.Y, packet.Z);
BlockData.Blocks adjacentBlockType = (BlockData.Blocks)player.World.GetBlockId(packetCoords); // Get block being built against.
byte adjacentBlockData = player.World.GetBlockData(packetCoords);
// Placed Item Info
short pType = player.Inventory.Slots[player.Inventory.ActiveSlot].Type;
short pMetaData = player.Inventory.Slots[player.Inventory.ActiveSlot].Durability;
UniversalCoords coordsFromFace = player.World.FromFace(packetCoords, packet.Face);
switch (packet.Face)
{
case BlockFace.Held:
return; // TODO: Process buckets, food, etc.
}
switch (adjacentBlockType)
{
case BlockData.Blocks.Air:
case BlockData.Blocks.Water:
case BlockData.Blocks.Lava:
case BlockData.Blocks.Still_Water:
case BlockData.Blocks.Still_Lava:
return;
}
switch ((BlockData.Items)pType)
{
case BlockData.Items.Diamond_Hoe:
case BlockData.Items.Gold_Hoe:
case BlockData.Items.Iron_Hoe:
case BlockData.Items.Stone_Hoe:
case BlockData.Items.Wooden_Hoe:
if (adjacentBlockType == BlockData.Blocks.Dirt || adjacentBlockType == BlockData.Blocks.Grass)
{
// Think the client has a Notch bug where hoe's durability is not updated properly.
player.World.SetBlockAndData(packetCoords, (byte)BlockData.Blocks.Soil, 0x00);
}
break;
case BlockData.Items.Sign:
if (packet.Face == BlockFace.Up) // Floor Sign
{
// Get the direction the player is facing.
switch (client.FacingDirection(8))
{
case "N":
pMetaData = (byte)MetaData.SignPost.North;
break;
case "NE":
pMetaData = (byte)MetaData.SignPost.Northeast;
break;
case "E":
pMetaData = (byte)MetaData.SignPost.East;
break;
case "SE":
pMetaData = (byte)MetaData.SignPost.Southeast;
break;
case "S":
pMetaData = (byte)MetaData.SignPost.South;
break;
case "SW":
pMetaData = (byte)MetaData.SignPost.Southwest;
break;
case "W":
pMetaData = (byte)MetaData.SignPost.West;
break;
case "NW":
pMetaData = (byte)MetaData.SignPost.Northwest;
break;
default:
return;
}
player.World.SetBlockAndData(coordsFromFace, (byte)BlockData.Blocks.Sign_Post, (byte)pMetaData);
}
else // Wall Sign
{
switch (packet.Face)
{
case BlockFace.East: pMetaData = (byte)MetaData.SignWall.East;
break;
case BlockFace.West: pMetaData = (byte)MetaData.SignWall.West;
break;
case BlockFace.North: pMetaData = (byte)MetaData.SignWall.North;
break;
case BlockFace.South: pMetaData = (byte)MetaData.SignWall.South;
break;
case BlockFace.Down:
return;
}
//.........这里部分代码省略.........