本文整理汇总了Golang中nbt.Compound.Set方法的典型用法代码示例。如果您正苦于以下问题:Golang Compound.Set方法的具体用法?Golang Compound.Set怎么用?Golang Compound.Set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nbt.Compound
的用法示例。
在下文中一共展示了Compound.Set方法的15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Golang代码示例。
示例1: MarshalNbt
func (inv *Inventory) MarshalNbt(tag *nbt.Compound) (err error) {
occupiedSlots := 0
for i := range inv.slots {
if inv.slots[i].Count > 0 {
occupiedSlots++
}
}
itemList := &nbt.List{nbt.TagCompound, make([]nbt.ITag, 0, occupiedSlots)}
for i := range inv.slots {
slot := &inv.slots[i]
if slot.Count > 0 {
slotTag := nbt.NewCompound()
slotTag.Set("Slot", &nbt.Byte{int8(i)})
if err = slot.MarshalNbt(slotTag); err != nil {
return
}
itemList.Value = append(itemList.Value, slotTag)
}
}
tag.Set("Items", itemList)
return nil
}
示例2: MarshalNbt
func (music *musicTileEntity) MarshalNbt(tag *nbt.Compound) (err os.Error) {
if err = music.tileEntity.MarshalNbt(tag); err != nil {
return
}
tag.Set("id", &nbt.String{"Music"})
tag.Set("note", &nbt.Byte{int8(music.note)})
return nil
}
示例3: MarshalNbt
func (recordPlayer *recordPlayerTileEntity) MarshalNbt(tag *nbt.Compound) (err os.Error) {
if err = recordPlayer.tileEntity.MarshalNbt(tag); err != nil {
return
}
tag.Set("id", &nbt.String{"RecordPlayer"})
tag.Set("Record", &nbt.Int{recordPlayer.record})
return nil
}
示例4: MarshalNbt
func (object *Object) MarshalNbt(tag nbt.Compound) (err error) {
objTypeName, ok := ObjNameByType[object.ObjTypeId]
if !ok {
return errors.New("unknown object type")
}
if err = object.PointObject.MarshalNbt(tag); err != nil {
return
}
tag.Set("id", &nbt.String{objTypeName})
// TODO unknown fields
return
}
示例5: MarshalNbt
func (item *Item) MarshalNbt(tag *nbt.Compound) (err os.Error) {
if err = item.PointObject.MarshalNbt(tag); err != nil {
return
}
tag.Set("id", &nbt.String{"Item"})
tag.Set("Item", &nbt.Compound{map[string]nbt.ITag{
"id": &nbt.Short{int16(item.ItemTypeId)},
"Count": &nbt.Byte{int8(item.Count)},
"Damage": &nbt.Short{int16(item.Data)},
}})
return nil
}
示例6: MarshalNbt
func (w *PlayerInventory) MarshalNbt(tag *nbt.Compound) (err os.Error) {
slots := make([]nbt.ITag, 0, 0)
// Add the holding inventory
for i := 0; i < int(w.holding.NumSlots()); i++ {
slot := w.holding.Slot(SlotId(i))
if !slot.IsEmpty() {
slotTag := nbt.NewCompound()
slotTag.Set("Slot", &nbt.Byte{int8(i)})
if err = slot.MarshalNbt(slotTag); err != nil {
return
}
slots = append(slots, slotTag)
}
}
// Add the main inventory
for i := 0; i < int(w.main.NumSlots()); i++ {
slot := w.main.Slot(SlotId(i))
if !slot.IsEmpty() {
slotTag := nbt.NewCompound()
slotTag.Set("Slot", &nbt.Byte{int8(i + playerInvHoldingNum)})
if err = slot.MarshalNbt(slotTag); err != nil {
return
}
slots = append(slots, slotTag)
}
}
// Add the armor inventory
for i := 0; i < int(w.armor.NumSlots()); i++ {
slot := w.armor.Slot(SlotId(i))
if !slot.IsEmpty() {
slotTag := nbt.NewCompound()
slotTag.Set("Slot", &nbt.Byte{int8(i + 100)})
if err = slot.MarshalNbt(slotTag); err != nil {
return
}
slots = append(slots, slotTag)
}
}
tag.Set("Inventory", &nbt.List{nbt.TagCompound, slots})
return nil
}
示例7: MarshalNbt
func (mobSpawner *mobSpawnerTileEntity) MarshalNbt(tag *nbt.Compound) (err os.Error) {
if err = mobSpawner.tileEntity.MarshalNbt(tag); err != nil {
return
}
tag.Set("id", &nbt.String{"MobSpawner"})
tag.Set("EntityId", &nbt.String{mobSpawner.entityMobType})
tag.Set("Delay", &nbt.Short{int16(mobSpawner.delay)})
return nil
}
示例8: MarshalNbt
func (sign *signTileEntity) MarshalNbt(tag *nbt.Compound) (err error) {
if err = sign.tileEntity.MarshalNbt(tag); err != nil {
return
}
tag.Set("id", &nbt.String{"Sign"})
tag.Set("Text1", &nbt.String{sign.text[0]})
tag.Set("Text2", &nbt.String{sign.text[1]})
tag.Set("Text3", &nbt.String{sign.text[2]})
tag.Set("Text4", &nbt.String{sign.text[3]})
return nil
}
示例9: MarshalNbt
func (inv *DispenserInventory) MarshalNbt(tag *nbt.Compound) (err os.Error) {
tag.Set("id", &nbt.String{"Trap"})
return inv.Inventory.MarshalNbt(tag)
}
示例10: MarshalNbt
func (inv *FurnaceInventory) MarshalNbt(tag *nbt.Compound) (err os.Error) {
tag.Set("id", &nbt.String{"Furnace"})
tag.Set("BurnTime", &nbt.Short{int16(inv.burnTime)})
tag.Set("CookTime", &nbt.Short{int16(inv.cookTime)})
return inv.Inventory.MarshalNbt(tag)
}
示例11: MarshalNbt
func (s *Slot) MarshalNbt(tag nbt.Compound) (err error) {
tag.Set("id", &nbt.Short{int16(s.ItemTypeId)})
tag.Set("Count", &nbt.Byte{int8(s.Count)})
tag.Set("Damage", &nbt.Short{int16(s.Data)})
return nil
}
示例12: MarshalNbt
func (mob *Mob) MarshalNbt(tag nbt.Compound) (err error) {
mobTypeName, ok := MobNameByType[mob.mobType]
if !ok {
return errors.New("unknown mob type")
}
if err = mob.PointObject.MarshalNbt(tag); err != nil {
return
}
tag.Set("id", &nbt.String{mobTypeName})
tag.Set("Rotation", &nbt.List{nbt.TagFloat, []nbt.ITag{
&nbt.Float{float32(mob.look.Yaw)},
&nbt.Float{float32(mob.look.Pitch)},
}})
// TODO
tag.Set("Air", &nbt.Short{0})
tag.Set("AttackTime", &nbt.Short{0})
tag.Set("DeathTime", &nbt.Short{0})
tag.Set("FallDistance", &nbt.Float{0})
tag.Set("Fire", &nbt.Short{0})
tag.Set("Health", &nbt.Short{0})
tag.Set("HurtTime", &nbt.Short{0})
return nil
}
示例13: MarshalNbt
// MarshalNbt packs the player data into a nbt.Compound so it can be written to
// persistant storage.
func (player *Player) MarshalNbt(tag *nbt.Compound) (err error) {
if err = player.inventory.MarshalNbt(tag); err != nil {
return
}
tag.Set("OnGround", &nbt.Byte{player.onGround})
tag.Set("Dimension", &nbt.Int{player.dimension})
tag.Set("Sleeping", &nbt.Byte{player.sleeping})
tag.Set("FallDistance", &nbt.Float{player.fallDistance})
tag.Set("SleepTimer", &nbt.Short{player.sleepTimer})
tag.Set("AttackTime", &nbt.Short{player.attackTime})
tag.Set("DeathTime", &nbt.Short{player.deathTime})
tag.Set("Motion", &nbt.List{nbt.TagDouble, []nbt.ITag{
&nbt.Double{float64(player.motion.X)},
&nbt.Double{float64(player.motion.Y)},
&nbt.Double{float64(player.motion.Z)},
}})
tag.Set("HurtTime", &nbt.Short{player.hurtTime})
tag.Set("Air", &nbt.Short{player.air})
tag.Set("Rotation", &nbt.List{nbt.TagFloat, []nbt.ITag{
&nbt.Float{float32(player.look.Yaw)},
&nbt.Float{float32(player.look.Pitch)},
}})
tag.Set("Pos", &nbt.List{nbt.TagDouble, []nbt.ITag{
&nbt.Double{float64(player.position.X)},
&nbt.Double{float64(player.position.Y)},
&nbt.Double{float64(player.position.Z)},
}})
tag.Set("Fire", &nbt.Short{player.fire})
tag.Set("Health", &nbt.Short{int16(player.health)})
return nil
}
示例14: MarshalNbt
func (inv *ChestInventory) MarshalNbt(tag *nbt.Compound) (err error) {
tag.Set("id", &nbt.String{"Furnace"})
return inv.Inventory.MarshalNbt(tag)
}
示例15: MarshalNbt
func (inv *CraftingInventory) MarshalNbt(tag nbt.Compound) (err error) {
tag.Set("id", &nbt.String{"Workbench"})
return inv.Inventory.MarshalNbt(tag)
}