本文整理汇总了Java中net.minecraft.init.Blocks.IRON_BARS属性的典型用法代码示例。如果您正苦于以下问题:Java Blocks.IRON_BARS属性的具体用法?Java Blocks.IRON_BARS怎么用?Java Blocks.IRON_BARS使用的例子?那么, 这里精选的属性代码示例或许可以为您提供帮助。您也可以进一步了解该属性所在类net.minecraft.init.Blocks
的用法示例。
在下文中一共展示了Blocks.IRON_BARS属性的6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Java代码示例。
示例1: update
@Override
public void update() {
/*
* Most of the Electrostatic Compressor's logic can be found in TickHandlerPneumaticCraft#handleElectrostaticGeneration().
*/
if (getWorld().getTotalWorldTime() % 40 == 0) {
for (ironBarsBeneath = 0; ironBarsBeneath < 128; ironBarsBeneath++) {
if (getWorld().getBlockState(getPos().offset(EnumFacing.DOWN, ironBarsBeneath + 1)).getBlock() != Blocks.IRON_BARS) {
break;
}
}
}
super.update();
if (!getWorld().isRemote) {
if (lastRedstoneState != shouldEmitRedstone()) {
lastRedstoneState = !lastRedstoneState;
updateNeighbours();
}
struckByLightningCooldown--;
}
}
示例2: getElectrostaticGrid
/**
* All Iron bar blocks blocks will be added to the given arraylist of coordinates. This method
* will be recursively called until the whole grid of iron bars is on the list.
*
* @param set
* @param world
* @param pos
*/
public static void getElectrostaticGrid(Set<BlockPos> set, World world, BlockPos pos) {
for (EnumFacing d : EnumFacing.VALUES) {
BlockPos newPos = pos.offset(d);
Block block = world.getBlockState(newPos).getBlock();
if ((block == Blocks.IRON_BARS || block == Blockss.ELECTROSTATIC_COMPRESSOR) && set.add(newPos)) {
getElectrostaticGrid(set, world, newPos);
}
}
}
示例3: func_190735_dq
protected int func_190735_dq()
{
int i = 1;
if (this.rand.nextFloat() < 0.01F)
{
int j = 0;
BlockPos.MutableBlockPos blockpos$mutableblockpos = new BlockPos.MutableBlockPos();
for (int k = (int)this.posX - 4; k < (int)this.posX + 4 && j < 14; ++k)
{
for (int l = (int)this.posY - 4; l < (int)this.posY + 4 && j < 14; ++l)
{
for (int i1 = (int)this.posZ - 4; i1 < (int)this.posZ + 4 && j < 14; ++i1)
{
Block block = this.world.getBlockState(blockpos$mutableblockpos.setPos(k, l, i1)).getBlock();
if (block == Blocks.IRON_BARS || block == Blocks.BED)
{
if (this.rand.nextFloat() < 0.3F)
{
++i;
}
++j;
}
}
}
}
}
return i;
}
示例4: getConversionTimeBoost
/**
* Return the amount of time decremented from conversionTime every tick.
*/
protected int getConversionTimeBoost()
{
int i = 1;
if (this.rand.nextFloat() < 0.01F)
{
int j = 0;
BlockPos.MutableBlockPos blockpos$mutableblockpos = new BlockPos.MutableBlockPos();
for (int k = (int)this.posX - 4; k < (int)this.posX + 4 && j < 14; ++k)
{
for (int l = (int)this.posY - 4; l < (int)this.posY + 4 && j < 14; ++l)
{
for (int i1 = (int)this.posZ - 4; i1 < (int)this.posZ + 4 && j < 14; ++i1)
{
Block block = this.worldObj.getBlockState(blockpos$mutableblockpos.setPos(k, l, i1)).getBlock();
if (block == Blocks.IRON_BARS || block == Blocks.BED)
{
if (this.rand.nextFloat() < 0.3F)
{
++i;
}
++j;
}
}
}
}
}
return i;
}
示例5: destroyBlocksInAABB
/**
* Destroys all blocks that aren't associated with 'The End' inside the given bounding box.
*/
private boolean destroyBlocksInAABB(AxisAlignedBB p_70972_1_)
{
int i = MathHelper.floor(p_70972_1_.minX);
int j = MathHelper.floor(p_70972_1_.minY);
int k = MathHelper.floor(p_70972_1_.minZ);
int l = MathHelper.floor(p_70972_1_.maxX);
int i1 = MathHelper.floor(p_70972_1_.maxY);
int j1 = MathHelper.floor(p_70972_1_.maxZ);
boolean flag = false;
boolean flag1 = false;
for (int k1 = i; k1 <= l; ++k1)
{
for (int l1 = j; l1 <= i1; ++l1)
{
for (int i2 = k; i2 <= j1; ++i2)
{
BlockPos blockpos = new BlockPos(k1, l1, i2);
IBlockState iblockstate = this.world.getBlockState(blockpos);
Block block = iblockstate.getBlock();
if (iblockstate.getMaterial() != Material.AIR && iblockstate.getMaterial() != Material.FIRE)
{
if (!this.world.getGameRules().getBoolean("mobGriefing"))
{
flag = true;
}
else if (block != Blocks.BARRIER && block != Blocks.OBSIDIAN && block != Blocks.END_STONE && block != Blocks.BEDROCK && block != Blocks.END_PORTAL && block != Blocks.END_PORTAL_FRAME)
{
if (block != Blocks.COMMAND_BLOCK && block != Blocks.REPEATING_COMMAND_BLOCK && block != Blocks.CHAIN_COMMAND_BLOCK && block != Blocks.IRON_BARS && block != Blocks.END_GATEWAY)
{
flag1 = this.world.setBlockToAir(blockpos) || flag1;
}
else
{
flag = true;
}
}
else
{
flag = true;
}
}
}
}
}
if (flag1)
{
double d0 = p_70972_1_.minX + (p_70972_1_.maxX - p_70972_1_.minX) * (double)this.rand.nextFloat();
double d1 = p_70972_1_.minY + (p_70972_1_.maxY - p_70972_1_.minY) * (double)this.rand.nextFloat();
double d2 = p_70972_1_.minZ + (p_70972_1_.maxZ - p_70972_1_.minZ) * (double)this.rand.nextFloat();
this.world.spawnParticle(EnumParticleTypes.EXPLOSION_LARGE, d0, d1, d2, 0.0D, 0.0D, 0.0D, new int[0]);
}
return flag;
}
示例6: destroyBlocksInAABB
/**
* Destroys all blocks that aren't associated with 'The End' inside the given bounding box.
*/
private boolean destroyBlocksInAABB(AxisAlignedBB p_70972_1_)
{
int i = MathHelper.floor_double(p_70972_1_.minX);
int j = MathHelper.floor_double(p_70972_1_.minY);
int k = MathHelper.floor_double(p_70972_1_.minZ);
int l = MathHelper.floor_double(p_70972_1_.maxX);
int i1 = MathHelper.floor_double(p_70972_1_.maxY);
int j1 = MathHelper.floor_double(p_70972_1_.maxZ);
boolean flag = false;
boolean flag1 = false;
for (int k1 = i; k1 <= l; ++k1)
{
for (int l1 = j; l1 <= i1; ++l1)
{
for (int i2 = k; i2 <= j1; ++i2)
{
BlockPos blockpos = new BlockPos(k1, l1, i2);
IBlockState iblockstate = this.worldObj.getBlockState(blockpos);
Block block = iblockstate.getBlock();
if (!block.isAir(iblockstate, this.worldObj, blockpos) && iblockstate.getMaterial() != Material.FIRE)
{
if (!this.worldObj.getGameRules().getBoolean("mobGriefing"))
{
flag = true;
}
else if (block.canEntityDestroy(iblockstate, this.worldObj, blockpos, this))
{
if (block != Blocks.COMMAND_BLOCK && block != Blocks.REPEATING_COMMAND_BLOCK && block != Blocks.CHAIN_COMMAND_BLOCK && block != Blocks.IRON_BARS && block != Blocks.END_GATEWAY)
{
flag1 = this.worldObj.setBlockToAir(blockpos) || flag1;
}
else
{
flag = true;
}
}
else
{
flag = true;
}
}
}
}
}
if (flag1)
{
double d0 = p_70972_1_.minX + (p_70972_1_.maxX - p_70972_1_.minX) * (double)this.rand.nextFloat();
double d1 = p_70972_1_.minY + (p_70972_1_.maxY - p_70972_1_.minY) * (double)this.rand.nextFloat();
double d2 = p_70972_1_.minZ + (p_70972_1_.maxZ - p_70972_1_.minZ) * (double)this.rand.nextFloat();
this.worldObj.spawnParticle(EnumParticleTypes.EXPLOSION_LARGE, d0, d1, d2, 0.0D, 0.0D, 0.0D, new int[0]);
}
return flag;
}