本文整理汇总了Java中net.minecraft.util.EnumFacing.EAST属性的典型用法代码示例。如果您正苦于以下问题:Java EnumFacing.EAST属性的具体用法?Java EnumFacing.EAST怎么用?Java EnumFacing.EAST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.util.EnumFacing
的用法示例。
在下文中一共展示了EnumFacing.EAST属性的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Java代码示例。
示例1: getDirectionFacing
/**
* Returns the ForgeDirection of the facing of the entity given.
*
* @param entity
* @param includeUpAndDown false when UP/DOWN should not be included.
* @return
*/
public static EnumFacing getDirectionFacing(EntityLivingBase entity, boolean includeUpAndDown) {
double yaw = entity.rotationYaw;
while (yaw < 0)
yaw += 360;
yaw = yaw % 360;
if (includeUpAndDown) {
if (entity.rotationPitch > 45) return EnumFacing.DOWN;
else if (entity.rotationPitch < -45) return EnumFacing.UP;
}
if (yaw < 45) return EnumFacing.SOUTH;
else if (yaw < 135) return EnumFacing.WEST;
else if (yaw < 225) return EnumFacing.NORTH;
else if (yaw < 315) return EnumFacing.EAST;
else return EnumFacing.SOUTH;
}
示例2: addComponentParts
public boolean addComponentParts(World worldIn, Random randomIn, StructureBoundingBox structureBoundingBoxIn)
{
if (this.isLiquidInStructureBoundingBox(worldIn, structureBoundingBoxIn))
{
return false;
}
else
{
this.fillWithRandomizedBlocks(worldIn, structureBoundingBoxIn, 0, 0, 0, 4, 4, 4, true, randomIn, StructureStrongholdPieces.STRONGHOLD_STONES);
this.placeDoor(worldIn, randomIn, structureBoundingBoxIn, this.entryDoor, 1, 1, 0);
EnumFacing enumfacing = this.getCoordBaseMode();
if (enumfacing != EnumFacing.NORTH && enumfacing != EnumFacing.EAST)
{
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 0, 1, 1, 0, 3, 3, Blocks.AIR.getDefaultState(), Blocks.AIR.getDefaultState(), false);
}
else
{
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 4, 1, 1, 4, 3, 3, Blocks.AIR.getDefaultState(), Blocks.AIR.getDefaultState(), false);
}
return true;
}
}
示例3: addComponentParts
public boolean addComponentParts(World worldIn, Random randomIn, StructureBoundingBox structureBoundingBoxIn)
{
if (this.isLiquidInStructureBoundingBox(worldIn, structureBoundingBoxIn))
{
return false;
}
else
{
this.fillWithRandomizedBlocks(worldIn, structureBoundingBoxIn, 0, 0, 0, 4, 4, 4, true, randomIn, StructureStrongholdPieces.strongholdStones);
this.placeDoor(worldIn, randomIn, structureBoundingBoxIn, this.field_143013_d, 1, 1, 0);
if (this.coordBaseMode != EnumFacing.NORTH && this.coordBaseMode != EnumFacing.EAST)
{
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 0, 1, 1, 0, 3, 3, Blocks.air.getDefaultState(), Blocks.air.getDefaultState(), false);
}
else
{
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 4, 1, 1, 4, 3, 3, Blocks.air.getDefaultState(), Blocks.air.getDefaultState(), false);
}
return true;
}
}
示例4: addComponentParts
public boolean addComponentParts(World worldIn, Random randomIn, StructureBoundingBox structureBoundingBoxIn)
{
if (this.field_143015_k < 0)
{
this.field_143015_k = this.getAverageGroundLevel(worldIn, structureBoundingBoxIn);
if (this.field_143015_k < 0)
{
return true;
}
this.boundingBox.offset(0, this.field_143015_k - this.boundingBox.maxY + 4 - 1, 0);
}
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 0, 0, 0, 2, 3, 1, Blocks.air.getDefaultState(), Blocks.air.getDefaultState(), false);
this.setBlockState(worldIn, Blocks.oak_fence.getDefaultState(), 1, 0, 0, structureBoundingBoxIn);
this.setBlockState(worldIn, Blocks.oak_fence.getDefaultState(), 1, 1, 0, structureBoundingBoxIn);
this.setBlockState(worldIn, Blocks.oak_fence.getDefaultState(), 1, 2, 0, structureBoundingBoxIn);
this.setBlockState(worldIn, Blocks.wool.getStateFromMeta(EnumDyeColor.WHITE.getDyeDamage()), 1, 3, 0, structureBoundingBoxIn);
boolean flag = this.coordBaseMode == EnumFacing.EAST || this.coordBaseMode == EnumFacing.NORTH;
this.setBlockState(worldIn, Blocks.torch.getDefaultState().withProperty(BlockTorch.FACING, this.coordBaseMode.rotateY()), flag ? 2 : 0, 3, 0, structureBoundingBoxIn);
this.setBlockState(worldIn, Blocks.torch.getDefaultState().withProperty(BlockTorch.FACING, this.coordBaseMode), 1, 3, 1, structureBoundingBoxIn);
this.setBlockState(worldIn, Blocks.torch.getDefaultState().withProperty(BlockTorch.FACING, this.coordBaseMode.rotateYCCW()), flag ? 0 : 2, 3, 0, structureBoundingBoxIn);
this.setBlockState(worldIn, Blocks.torch.getDefaultState().withProperty(BlockTorch.FACING, this.coordBaseMode.getOpposite()), 1, 3, -1, structureBoundingBoxIn);
return true;
}
示例5: addComponentParts
/**
* second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes
* Mineshafts at the end, it adds Fences...
*/
public boolean addComponentParts(World worldIn, Random randomIn, StructureBoundingBox structureBoundingBoxIn)
{
if (this.isLiquidInStructureBoundingBox(worldIn, structureBoundingBoxIn))
{
return false;
}
else
{
this.fillWithRandomizedBlocks(worldIn, structureBoundingBoxIn, 0, 0, 0, 4, 4, 4, true, randomIn, StructureStrongholdPieces.STRONGHOLD_STONES);
this.placeDoor(worldIn, randomIn, structureBoundingBoxIn, this.entryDoor, 1, 1, 0);
EnumFacing enumfacing = this.getCoordBaseMode();
if (enumfacing != EnumFacing.NORTH && enumfacing != EnumFacing.EAST)
{
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 4, 1, 1, 4, 3, 3, Blocks.AIR.getDefaultState(), Blocks.AIR.getDefaultState(), false);
}
else
{
this.fillWithBlocks(worldIn, structureBoundingBoxIn, 0, 1, 1, 0, 3, 3, Blocks.AIR.getDefaultState(), Blocks.AIR.getDefaultState(), false);
}
return true;
}
}
示例6: renderParticle
public void renderParticle(BufferBuilder buffer, Entity entityIn, float partialTicks, float rotationX, float rotationZ, float rotationYZ, float rotationXY, float rotationXZ)
{
//super.renderParticle(buffer, entityIn, partialTicks, rotationX, rotationZ, rotationYZ, rotationXY, rotationXZ);
//System.out.println("rot: "+rotationX+" "+rotationZ+" "+rotationYZ+" "+rotationXY+" "+rotationXZ);
EnumFacing face=this.block.sideHit;
if(face == EnumFacing.UP)
super.renderParticle(buffer, entityIn, partialTicks, 1, 0, 0, 0, 1);
else if(face == EnumFacing.DOWN)
super.renderParticle(buffer, entityIn, partialTicks, 1, 0, 0, 0, -1);
else if(face == EnumFacing.NORTH)
super.renderParticle(buffer, entityIn, partialTicks, 1, 1, 0, 0, 0);
else if(face == EnumFacing.SOUTH)
super.renderParticle(buffer, entityIn, partialTicks, -1, 1, 0, 0, 0);
else if(face == EnumFacing.EAST)
super.renderParticle(buffer, entityIn, partialTicks, 0, 1, 1, 0, 0);
else if(face == EnumFacing.WEST)
super.renderParticle(buffer, entityIn, partialTicks, 0, 1, -1, 0, 0);
}
示例7: collisionRayTrace
/**
* Ray traces through the blocks collision from start vector to end vector
* returning a ray trace hit.
*/
public MovingObjectPosition collisionRayTrace(World worldIn, BlockPos pos, Vec3 start, Vec3 end) {
EnumFacing enumfacing = (EnumFacing) worldIn.getBlockState(pos).getValue(FACING);
float f = 0.15F;
if (enumfacing == EnumFacing.EAST) {
this.setBlockBounds(0.0F, 0.2F, 0.5F - f, f * 2.0F, 0.8F, 0.5F + f);
} else if (enumfacing == EnumFacing.WEST) {
this.setBlockBounds(1.0F - f * 2.0F, 0.2F, 0.5F - f, 1.0F, 0.8F, 0.5F + f);
} else if (enumfacing == EnumFacing.SOUTH) {
this.setBlockBounds(0.5F - f, 0.2F, 0.0F, 0.5F + f, 0.8F, f * 2.0F);
} else if (enumfacing == EnumFacing.NORTH) {
this.setBlockBounds(0.5F - f, 0.2F, 1.0F - f * 2.0F, 0.5F + f, 0.8F, 1.0F);
} else {
f = 0.1F;
this.setBlockBounds(0.5F - f, 0.0F, 0.5F - f, 0.5F + f, 0.6F, 0.5F + f);
}
return super.collisionRayTrace(worldIn, pos, start, end);
}
示例8: getFacing
protected static EnumFacing getFacing(int meta)
{
switch (meta & 3)
{
case 0:
return EnumFacing.NORTH;
case 1:
return EnumFacing.SOUTH;
case 2:
return EnumFacing.WEST;
case 3:
default:
return EnumFacing.EAST;
}
}
示例9: parseFace
public EnumFacing parseFace(String p_parseFace_1_)
{
p_parseFace_1_ = p_parseFace_1_.toLowerCase();
if (!p_parseFace_1_.equals("bottom") && !p_parseFace_1_.equals("down"))
{
if (!p_parseFace_1_.equals("top") && !p_parseFace_1_.equals("up"))
{
if (p_parseFace_1_.equals("north"))
{
return EnumFacing.NORTH;
}
else if (p_parseFace_1_.equals("south"))
{
return EnumFacing.SOUTH;
}
else if (p_parseFace_1_.equals("east"))
{
return EnumFacing.EAST;
}
else if (p_parseFace_1_.equals("west"))
{
return EnumFacing.WEST;
}
else
{
Config.warn("Unknown face: " + p_parseFace_1_);
return null;
}
}
else
{
return EnumFacing.UP;
}
}
else
{
return EnumFacing.DOWN;
}
}
示例10: setLightmap
private void setLightmap(EntityPainting painting, float p_77008_2_, float p_77008_3_)
{
int i = MathHelper.floor_double(painting.posX);
int j = MathHelper.floor_double(painting.posY + (double)(p_77008_3_ / 16.0F));
int k = MathHelper.floor_double(painting.posZ);
EnumFacing enumfacing = painting.facingDirection;
if (enumfacing == EnumFacing.NORTH)
{
i = MathHelper.floor_double(painting.posX + (double)(p_77008_2_ / 16.0F));
}
if (enumfacing == EnumFacing.WEST)
{
k = MathHelper.floor_double(painting.posZ - (double)(p_77008_2_ / 16.0F));
}
if (enumfacing == EnumFacing.SOUTH)
{
i = MathHelper.floor_double(painting.posX - (double)(p_77008_2_ / 16.0F));
}
if (enumfacing == EnumFacing.EAST)
{
k = MathHelper.floor_double(painting.posZ + (double)(p_77008_2_ / 16.0F));
}
int l = this.renderManager.worldObj.getCombinedLight(new BlockPos(i, j, k), 0);
int i1 = l % 65536;
int j1 = l / 65536;
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)i1, (float)j1);
GlStateManager.color(1.0F, 1.0F, 1.0F);
}
示例11: setDefaultDirection
private void setDefaultDirection(World worldIn, BlockPos pos, IBlockState state)
{
if (!worldIn.isRemote)
{
EnumFacing enumfacing = (EnumFacing)state.getValue(FACING);
boolean flag = worldIn.getBlockState(pos.north()).isFullBlock();
boolean flag1 = worldIn.getBlockState(pos.south()).isFullBlock();
if (enumfacing == EnumFacing.NORTH && flag && !flag1)
{
enumfacing = EnumFacing.SOUTH;
}
else if (enumfacing == EnumFacing.SOUTH && flag1 && !flag)
{
enumfacing = EnumFacing.NORTH;
}
else
{
boolean flag2 = worldIn.getBlockState(pos.west()).isFullBlock();
boolean flag3 = worldIn.getBlockState(pos.east()).isFullBlock();
if (enumfacing == EnumFacing.WEST && flag2 && !flag3)
{
enumfacing = EnumFacing.EAST;
}
else if (enumfacing == EnumFacing.EAST && flag3 && !flag2)
{
enumfacing = EnumFacing.WEST;
}
}
worldIn.setBlockState(pos, state.withProperty(FACING, enumfacing).withProperty(TRIGGERED, Boolean.valueOf(false)), 2);
}
}
示例12: buildComponent
/**
* Initiates construction of the Structure Component picked, at the current Location of StructGen
*/
public void buildComponent(StructureComponent componentIn, List<StructureComponent> listIn, Random rand)
{
EnumFacing enumfacing = this.getCoordBaseMode();
if (enumfacing != EnumFacing.NORTH && enumfacing != EnumFacing.EAST)
{
this.getNextComponentZ((StructureStrongholdPieces.Stairs2)componentIn, listIn, rand, 1, 1);
}
else
{
this.getNextComponentX((StructureStrongholdPieces.Stairs2)componentIn, listIn, rand, 1, 1);
}
}
示例13: getBoundingBox
@Override
public AxisAlignedBB getBoundingBox(IBlockState state, IBlockAccess source, BlockPos pos) {
if (state.getValue(FACING) == EnumFacing.NORTH || state.getValue(FACING) == EnumFacing.SOUTH) {
return new AxisAlignedBB(0, 0, (5F / 16F), 1, 1, (11F / 16F));
} else if (state.getValue(FACING) == EnumFacing.EAST || state.getValue(FACING) == EnumFacing.WEST) {
return new AxisAlignedBB((5F / 16F), 0, 0, (11F / 16F), 1, 1);
} else {
return FULL_BLOCK_AABB;
}
}
示例14: Size
public Size(World worldIn, BlockPos p_i45694_2_, EnumFacing.Axis p_i45694_3_)
{
this.world = worldIn;
this.axis = p_i45694_3_;
if (p_i45694_3_ == EnumFacing.Axis.X)
{
this.field_150863_d = EnumFacing.EAST;
this.field_150866_c = EnumFacing.WEST;
}
else
{
this.field_150863_d = EnumFacing.NORTH;
this.field_150866_c = EnumFacing.SOUTH;
}
for (BlockPos blockpos = p_i45694_2_; p_i45694_2_.getY() > blockpos.getY() - 21 && p_i45694_2_.getY() > 0 && this.func_150857_a(worldIn.getBlockState(p_i45694_2_.down()).getBlock()); p_i45694_2_ = p_i45694_2_.down())
{
;
}
int i = this.func_180120_a(p_i45694_2_, this.field_150863_d) - 1;
if (i >= 0)
{
this.field_150861_f = p_i45694_2_.offset(this.field_150863_d, i);
this.field_150868_h = this.func_180120_a(this.field_150861_f, this.field_150866_c);
if (this.field_150868_h < 2 || this.field_150868_h > 21)
{
this.field_150861_f = null;
this.field_150868_h = 0;
}
}
if (this.field_150861_f != null)
{
this.field_150862_g = this.func_150858_a();
}
}
示例15: collisionRayTrace
/**
* Ray traces through the blocks collision from start vector to end vector returning a ray trace hit.
*/
public MovingObjectPosition collisionRayTrace(World worldIn, BlockPos pos, Vec3 start, Vec3 end)
{
EnumFacing enumfacing = (EnumFacing)worldIn.getBlockState(pos).getValue(FACING);
float f = 0.15F;
if (enumfacing == EnumFacing.EAST)
{
this.setBlockBounds(0.0F, 0.2F, 0.5F - f, f * 2.0F, 0.8F, 0.5F + f);
}
else if (enumfacing == EnumFacing.WEST)
{
this.setBlockBounds(1.0F - f * 2.0F, 0.2F, 0.5F - f, 1.0F, 0.8F, 0.5F + f);
}
else if (enumfacing == EnumFacing.SOUTH)
{
this.setBlockBounds(0.5F - f, 0.2F, 0.0F, 0.5F + f, 0.8F, f * 2.0F);
}
else if (enumfacing == EnumFacing.NORTH)
{
this.setBlockBounds(0.5F - f, 0.2F, 1.0F - f * 2.0F, 0.5F + f, 0.8F, 1.0F);
}
else
{
f = 0.1F;
this.setBlockBounds(0.5F - f, 0.0F, 0.5F - f, 0.5F + f, 0.6F, 0.5F + f);
}
return super.collisionRayTrace(worldIn, pos, start, end);
}