本文整理汇总了Java中net.minecraft.util.EnumFacing.SOUTH属性的典型用法代码示例。如果您正苦于以下问题:Java EnumFacing.SOUTH属性的具体用法?Java EnumFacing.SOUTH怎么用?Java EnumFacing.SOUTH使用的例子?那么恭喜您, 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.SOUTH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: 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2: setDefaultFacing
private void setDefaultFacing(World worldIn, BlockPos pos, IBlockState state) {
if (!worldIn.isRemote) {
IBlockState northState = worldIn.getBlockState(pos.north());
IBlockState southState = worldIn.getBlockState(pos.south());
IBlockState westState = worldIn.getBlockState(pos.west());
IBlockState eastState = worldIn.getBlockState(pos.east());
EnumFacing enumfacing = state.getValue(FACING);
if (enumfacing == EnumFacing.NORTH && northState.isFullBlock() && !southState.isFullBlock())
enumfacing = EnumFacing.SOUTH;
else if (enumfacing == EnumFacing.SOUTH && southState.isFullBlock() && !northState.isFullBlock())
enumfacing = EnumFacing.NORTH;
else if (enumfacing == EnumFacing.WEST && westState.isFullBlock() && !eastState.isFullBlock())
enumfacing = EnumFacing.EAST;
else if (enumfacing == EnumFacing.EAST && eastState.isFullBlock() && !westState.isFullBlock())
enumfacing = EnumFacing.WEST;
worldIn.setBlockState(pos, state.withProperty(FACING, enumfacing), 2);
}
}
示例3: notifyHook
private void notifyHook(World worldIn, BlockPos pos, IBlockState state)
{
for (EnumFacing enumfacing : new EnumFacing[] {EnumFacing.SOUTH, EnumFacing.WEST})
{
for (int i = 1; i < 42; ++i)
{
BlockPos blockpos = pos.offset(enumfacing, i);
IBlockState iblockstate = worldIn.getBlockState(blockpos);
if (iblockstate.getBlock() == Blocks.TRIPWIRE_HOOK)
{
if (iblockstate.getValue(BlockTripWireHook.FACING) == enumfacing.getOpposite())
{
Blocks.TRIPWIRE_HOOK.calculateState(worldIn, blockpos, iblockstate, false, true, i, state);
}
break;
}
if (iblockstate.getBlock() != Blocks.TRIPWIRE)
{
break;
}
}
}
}
示例4: checkLightSide
private void checkLightSide(EnumFacing facing)
{
if (this.isTerrainPopulated)
{
if (facing == EnumFacing.EAST)
{
for (int i = 0; i < 16; ++i)
{
this.checkLight(15, i);
}
}
else if (facing == EnumFacing.WEST)
{
for (int j = 0; j < 16; ++j)
{
this.checkLight(0, j);
}
}
else if (facing == EnumFacing.SOUTH)
{
for (int k = 0; k < 16; ++k)
{
this.checkLight(k, 15);
}
}
else if (facing == EnumFacing.NORTH)
{
for (int l = 0; l < 16; ++l)
{
this.checkLight(l, 0);
}
}
}
}
示例5: Piece
protected Piece(int p_i45590_1_, EnumFacing p_i45590_2_, StructureOceanMonumentPieces.RoomDefinition p_i45590_3_, int p_i45590_4_, int p_i45590_5_, int p_i45590_6_)
{
super(p_i45590_1_);
this.setCoordBaseMode(p_i45590_2_);
this.roomDefinition = p_i45590_3_;
int i = p_i45590_3_.index;
int j = i % 5;
int k = i / 5 % 5;
int l = i / 25;
if (p_i45590_2_ != EnumFacing.NORTH && p_i45590_2_ != EnumFacing.SOUTH)
{
this.boundingBox = new StructureBoundingBox(0, 0, 0, p_i45590_6_ * 8 - 1, p_i45590_5_ * 4 - 1, p_i45590_4_ * 8 - 1);
}
else
{
this.boundingBox = new StructureBoundingBox(0, 0, 0, p_i45590_4_ * 8 - 1, p_i45590_5_ * 4 - 1, p_i45590_6_ * 8 - 1);
}
switch (p_i45590_2_)
{
case NORTH:
this.boundingBox.offset(j * 8, l * 4, -(k + p_i45590_6_) * 8 + 1);
break;
case SOUTH:
this.boundingBox.offset(j * 8, l * 4, k * 8);
break;
case WEST:
this.boundingBox.offset(-(k + p_i45590_6_) * 8 + 1, l * 4, j * 8);
break;
default:
this.boundingBox.offset(k * 8, l * 4, j * 8);
}
}
示例6: 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7: Piece
protected Piece(int p_i45590_1_, EnumFacing p_i45590_2_, StructureOceanMonumentPieces.RoomDefinition p_i45590_3_, int p_i45590_4_, int p_i45590_5_, int p_i45590_6_)
{
super(p_i45590_1_);
this.setCoordBaseMode(p_i45590_2_);
this.roomDefinition = p_i45590_3_;
int i = p_i45590_3_.index;
int j = i % 5;
int k = i / 5 % 5;
int l = i / 25;
if (p_i45590_2_ != EnumFacing.NORTH && p_i45590_2_ != EnumFacing.SOUTH)
{
this.boundingBox = new StructureBoundingBox(0, 0, 0, p_i45590_6_ * 8 - 1, p_i45590_5_ * 4 - 1, p_i45590_4_ * 8 - 1);
}
else
{
this.boundingBox = new StructureBoundingBox(0, 0, 0, p_i45590_4_ * 8 - 1, p_i45590_5_ * 4 - 1, p_i45590_6_ * 8 - 1);
}
switch (p_i45590_2_)
{
case NORTH:
this.boundingBox.offset(j * 8, l * 4, -(k + p_i45590_6_) * 8 + 1);
break;
case SOUTH:
this.boundingBox.offset(j * 8, l * 4, k * 8);
break;
case WEST:
this.boundingBox.offset(-(k + p_i45590_6_) * 8 + 1, l * 4, j * 8);
break;
default:
this.boundingBox.offset(k * 8, l * 4, j * 8);
}
}
示例8: setDefaultFacing
private void setDefaultFacing(World worldIn, BlockPos pos, IBlockState state)
{
if (!worldIn.isRemote)
{
IBlockState iblockstate = worldIn.getBlockState(pos.north());
IBlockState iblockstate1 = worldIn.getBlockState(pos.south());
IBlockState iblockstate2 = worldIn.getBlockState(pos.west());
IBlockState iblockstate3 = worldIn.getBlockState(pos.east());
EnumFacing enumfacing = (EnumFacing)state.getValue(FACING);
if (enumfacing == EnumFacing.NORTH && iblockstate.isFullBlock() && !iblockstate1.isFullBlock())
{
enumfacing = EnumFacing.SOUTH;
}
else if (enumfacing == EnumFacing.SOUTH && iblockstate1.isFullBlock() && !iblockstate.isFullBlock())
{
enumfacing = EnumFacing.NORTH;
}
else if (enumfacing == EnumFacing.WEST && iblockstate2.isFullBlock() && !iblockstate3.isFullBlock())
{
enumfacing = EnumFacing.EAST;
}
else if (enumfacing == EnumFacing.EAST && iblockstate3.isFullBlock() && !iblockstate2.isFullBlock())
{
enumfacing = EnumFacing.WEST;
}
worldIn.setBlockState(pos, state.withProperty(FACING, enumfacing), 2);
}
}
示例9: Corridor
public Corridor(int p_i45581_1_, Random p_i45581_2_, StructureBoundingBox p_i45581_3_, EnumFacing p_i45581_4_)
{
super(p_i45581_1_);
this.setCoordBaseMode(p_i45581_4_);
this.boundingBox = p_i45581_3_;
this.steps = p_i45581_4_ != EnumFacing.NORTH && p_i45581_4_ != EnumFacing.SOUTH ? p_i45581_3_.getXSize() : p_i45581_3_.getZSize();
}
示例10: Corridor
public Corridor(int p_i45581_1_, Random p_i45581_2_, StructureBoundingBox p_i45581_3_, EnumFacing p_i45581_4_)
{
super(p_i45581_1_);
this.coordBaseMode = p_i45581_4_;
this.boundingBox = p_i45581_3_;
this.field_74993_a = p_i45581_4_ != EnumFacing.NORTH && p_i45581_4_ != EnumFacing.SOUTH ? p_i45581_3_.getXSize() : p_i45581_3_.getZSize();
}
示例11: 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12: notifyNeighborsOfStateExcept
public void notifyNeighborsOfStateExcept(BlockPos pos, Block blockType, EnumFacing skipSide)
{
if (skipSide != EnumFacing.WEST)
{
this.notifyBlockOfStateChange(pos.west(), blockType);
}
if (skipSide != EnumFacing.EAST)
{
this.notifyBlockOfStateChange(pos.east(), blockType);
}
if (skipSide != EnumFacing.DOWN)
{
this.notifyBlockOfStateChange(pos.down(), blockType);
}
if (skipSide != EnumFacing.UP)
{
this.notifyBlockOfStateChange(pos.up(), blockType);
}
if (skipSide != EnumFacing.NORTH)
{
this.notifyBlockOfStateChange(pos.north(), blockType);
}
if (skipSide != EnumFacing.SOUTH)
{
this.notifyBlockOfStateChange(pos.south(), blockType);
}
}
示例13: addBlockHitEffects
/**
* Adds block hit particles for the specified block
*/
public void addBlockHitEffects(BlockPos pos, EnumFacing side)
{
IBlockState iblockstate = this.worldObj.getBlockState(pos);
if (iblockstate.getRenderType() != EnumBlockRenderType.INVISIBLE)
{
int i = pos.getX();
int j = pos.getY();
int k = pos.getZ();
float f = 0.1F;
AxisAlignedBB axisalignedbb = iblockstate.getBoundingBox(this.worldObj, pos);
double d0 = (double)i + this.rand.nextDouble() * (axisalignedbb.maxX - axisalignedbb.minX - 0.20000000298023224D) + 0.10000000149011612D + axisalignedbb.minX;
double d1 = (double)j + this.rand.nextDouble() * (axisalignedbb.maxY - axisalignedbb.minY - 0.20000000298023224D) + 0.10000000149011612D + axisalignedbb.minY;
double d2 = (double)k + this.rand.nextDouble() * (axisalignedbb.maxZ - axisalignedbb.minZ - 0.20000000298023224D) + 0.10000000149011612D + axisalignedbb.minZ;
if (side == EnumFacing.DOWN)
{
d1 = (double)j + axisalignedbb.minY - 0.10000000149011612D;
}
if (side == EnumFacing.UP)
{
d1 = (double)j + axisalignedbb.maxY + 0.10000000149011612D;
}
if (side == EnumFacing.NORTH)
{
d2 = (double)k + axisalignedbb.minZ - 0.10000000149011612D;
}
if (side == EnumFacing.SOUTH)
{
d2 = (double)k + axisalignedbb.maxZ + 0.10000000149011612D;
}
if (side == EnumFacing.WEST)
{
d0 = (double)i + axisalignedbb.minX - 0.10000000149011612D;
}
if (side == EnumFacing.EAST)
{
d0 = (double)i + axisalignedbb.maxX + 0.10000000149011612D;
}
this.addEffect((new ParticleDigging(this.worldObj, d0, d1, d2, 0.0D, 0.0D, 0.0D, iblockstate)).setBlockPos(pos).multiplyVelocity(0.2F).multipleParticleScaleBy(0.6F));
}
}
示例14: setBounds
public void setBounds(IBlockState state)
{
if (state.getBlock() == this)
{
boolean flag = state.getValue(HALF) == BlockTrapDoor.DoorHalf.TOP;
Boolean obool = (Boolean)state.getValue(OPEN);
EnumFacing enumfacing = (EnumFacing)state.getValue(FACING);
float f = 0.1875F;
if (flag)
{
this.setBlockBounds(0.0F, 0.8125F, 0.0F, 1.0F, 1.0F, 1.0F);
}
else
{
this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 0.1875F, 1.0F);
}
if (obool.booleanValue())
{
if (enumfacing == EnumFacing.NORTH)
{
this.setBlockBounds(0.0F, 0.0F, 0.8125F, 1.0F, 1.0F, 1.0F);
}
if (enumfacing == EnumFacing.SOUTH)
{
this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, 0.1875F);
}
if (enumfacing == EnumFacing.WEST)
{
this.setBlockBounds(0.8125F, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F);
}
if (enumfacing == EnumFacing.EAST)
{
this.setBlockBounds(0.0F, 0.0F, 0.0F, 0.1875F, 1.0F, 1.0F);
}
}
}
}
示例15: addBlockHitEffects
/**
* Adds block hit particles for the specified block
*/
public void addBlockHitEffects(BlockPos pos, EnumFacing side)
{
IBlockState iblockstate = this.worldObj.getBlockState(pos);
Block block = iblockstate.getBlock();
if (block.getRenderType() != -1)
{
int i = pos.getX();
int j = pos.getY();
int k = pos.getZ();
float f = 0.1F;
double d0 = (double)i + this.rand.nextDouble() * (block.getBlockBoundsMaxX() - block.getBlockBoundsMinX() - (double)(f * 2.0F)) + (double)f + block.getBlockBoundsMinX();
double d1 = (double)j + this.rand.nextDouble() * (block.getBlockBoundsMaxY() - block.getBlockBoundsMinY() - (double)(f * 2.0F)) + (double)f + block.getBlockBoundsMinY();
double d2 = (double)k + this.rand.nextDouble() * (block.getBlockBoundsMaxZ() - block.getBlockBoundsMinZ() - (double)(f * 2.0F)) + (double)f + block.getBlockBoundsMinZ();
if (side == EnumFacing.DOWN)
{
d1 = (double)j + block.getBlockBoundsMinY() - (double)f;
}
if (side == EnumFacing.UP)
{
d1 = (double)j + block.getBlockBoundsMaxY() + (double)f;
}
if (side == EnumFacing.NORTH)
{
d2 = (double)k + block.getBlockBoundsMinZ() - (double)f;
}
if (side == EnumFacing.SOUTH)
{
d2 = (double)k + block.getBlockBoundsMaxZ() + (double)f;
}
if (side == EnumFacing.WEST)
{
d0 = (double)i + block.getBlockBoundsMinX() - (double)f;
}
if (side == EnumFacing.EAST)
{
d0 = (double)i + block.getBlockBoundsMaxX() + (double)f;
}
this.addEffect((new EntityDiggingFX(this.worldObj, d0, d1, d2, 0.0D, 0.0D, 0.0D, iblockstate)).func_174846_a(pos).multiplyVelocity(0.2F).multipleParticleScaleBy(0.6F));
}
}