本文整理汇总了Java中cn.nukkit.Player.isSurvival方法的典型用法代码示例。如果您正苦于以下问题:Java Player.isSurvival方法的具体用法?Java Player.isSurvival怎么用?Java Player.isSurvival使用的例子?那么, 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cn.nukkit.Player
的用法示例。
在下文中一共展示了Player.isSurvival方法的10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: onActivate
import cn.nukkit.Player; //导入方法依赖的package包/类
@Override
public boolean onActivate(Level level, Player player, Block block, Block target, BlockFace face, double fx, double fy, double fz) {
FullChunk chunk = level.getChunk((int) block.getX() >> 4, (int) block.getZ() >> 4);
if (chunk == null) {
return false;
}
CompoundTag nbt = new CompoundTag()
.putList(new ListTag<DoubleTag>("Pos")
.add(new DoubleTag("", block.getX() + 0.5))
.add(new DoubleTag("", block.getY()))
.add(new DoubleTag("", block.getZ() + 0.5)))
.putList(new ListTag<DoubleTag>("Motion")
.add(new DoubleTag("", 0))
.add(new DoubleTag("", 0))
.add(new DoubleTag("", 0)))
.putList(new ListTag<FloatTag>("Rotation")
.add(new FloatTag("", new Random().nextFloat() * 360))
.add(new FloatTag("", 0)));
if (this.hasCustomName()) {
nbt.putString("CustomName", this.getCustomName());
}
Entity entity = Entity.createEntity(this.meta, chunk, nbt);
if (entity != null) {
if (player.isSurvival()) {
Item item = player.getInventory().getItemInHand();
item.setCount(item.getCount() - 1);
player.getInventory().setItemInHand(item);
}
entity.spawnToAll();
return true;
}
return false;
}
示例2: onActivate
import cn.nukkit.Player; //导入方法依赖的package包/类
@Override
public boolean onActivate(Level level, Player player, Block block, Block target, BlockFace face, double fx, double fy, double fz) {
if (face != BlockFace.UP) return false;
EntityBoat boat = new EntityBoat(
level.getChunk(block.getFloorX() >> 4, block.getFloorZ() >> 4), new CompoundTag("")
.putList(new ListTag<DoubleTag>("Pos")
.add(new DoubleTag("", block.getX() + 0.5))
.add(new DoubleTag("", block.getY() - 0.0625))
.add(new DoubleTag("", block.getZ() + 0.5)))
.putList(new ListTag<DoubleTag>("Motion")
.add(new DoubleTag("", 0))
.add(new DoubleTag("", 0))
.add(new DoubleTag("", 0)))
.putList(new ListTag<FloatTag>("Rotation")
.add(new FloatTag("", (float) ((player.yaw + 90f) % 360)))
.add(new FloatTag("", 0)))
.putByte("woodID", this.getDamage())
);
if (player.isSurvival()) {
Item item = player.getInventory().getItemInHand();
item.setCount(item.getCount() - 1);
player.getInventory().setItemInHand(item);
}
boat.spawnToAll();
return true;
}
示例3: onActivate
import cn.nukkit.Player; //导入方法依赖的package包/类
@Override
public boolean onActivate(Item item, Player player) {
BlockEntity blockEntity = getLevel().getBlockEntity(this);
if (!(blockEntity instanceof BlockEntityFlowerPot)) return false;
if (blockEntity.namedTag.getShort("item") != 0 || blockEntity.namedTag.getInt("mData") != 0) return false;
int itemID;
int itemMeta;
if (!canPlaceIntoFlowerPot(item.getId())) {
if (!canPlaceIntoFlowerPot(item.getBlock().getId())) {
return true;
}
itemID = item.getBlock().getId();
itemMeta = item.getDamage();
} else {
itemID = item.getId();
itemMeta = item.getDamage();
}
blockEntity.namedTag.putShort("item", itemID);
blockEntity.namedTag.putInt("data", itemMeta);
this.meta = 1;
this.getLevel().setBlock(this, this, true);
((BlockEntityFlowerPot) blockEntity).spawnToAll();
if (player.isSurvival()) {
item.setCount(item.getCount() - 1);
player.getInventory().setItemInHand(item.getCount() > 0 ? item : Item.get(Item.AIR));
}
return true;
}
示例4: onActivate
import cn.nukkit.Player; //导入方法依赖的package包/类
@Override
public boolean onActivate(Item item, Player player) {
BlockEntity blockEntity = this.getLevel().getBlockEntity(this);
BlockEntityItemFrame itemFrame = (BlockEntityItemFrame) blockEntity;
if (itemFrame.getItem().getId() == Item.AIR) {
// We can't use Item.get(item.getId(), item.getDamage(), 1) because
// we need to keep the item's NBT tags
Item itemOnFrame = item.clone(); // So we clone the item
itemOnFrame.setCount(1); // Change it to only one item (if we keep +1, visual glitches will happen)
itemFrame.setItem(itemOnFrame); // And then we set it on the item frame
// The item will be removed from the player's hand a few lines ahead
this.getLevel().addSound(new ItemFrameItemAddedSound(this));
if (player != null && player.isSurvival()) {
int count = item.getCount();
if (count-- <= 0) {
player.getInventory().setItemInHand(new ItemBlock(new BlockAir(), 0, 0));
return true;
}
item.setCount(count);
player.getInventory().setItemInHand(item);
}
} else {
int itemRot = itemFrame.getItemRotation();
if (itemRot >= 7) {
itemRot = 0;
} else {
itemRot++;
}
itemFrame.setItemRotation(itemRot);
this.getLevel().addSound(new ItemFrameItemRotated(this));
}
return true;
}
示例5: BlockBreakEvent
import cn.nukkit.Player; //导入方法依赖的package包/类
public BlockBreakEvent(Player player, Block block, Item item, boolean instaBreak, boolean fastBreak) {
super(block);
this.item = item;
this.player = player;
this.instaBreak = instaBreak;
this.blockDrops = player.isSurvival() ? block.getDrops(item) : new Item[0];
this.fastBreak = fastBreak;
}
示例6: onCollideWithPlayer
import cn.nukkit.Player; //导入方法依赖的package包/类
@Override
public void onCollideWithPlayer(Player player) {
if(this.getPickupDelay() > 0) {
return;
}
Item item = this.getItem();
PlayerInventory playerInventory = player.getInventory();
if(!(item instanceof Item) || (player.isSurvival() && !playerInventory.canAddItem(item))) {
return;
}
InventoryPickupItemEvent ev;
this.server.getPluginManager().callEvent(ev = new InventoryPickupItemEvent(playerInventory, this));
if(ev.isCancelled()) {
return;
}
TakeItemEntityPacket pk = new TakeItemEntityPacket();
pk.entityRuntimeId = player.getId();
pk.target = this.getId();
Server.broadcastPacket(this.getViewers().values(), pk);
playerInventory.addItem(item);
this.kill();
}
示例7: onCollideWithPlayer
import cn.nukkit.Player; //导入方法依赖的package包/类
@Override
public void onCollideWithPlayer(Player player) {
if(!this.hadCollision) {
return;
}
Item item = new Item(Item.ARROW, 0, 1);
PlayerInventory playerInventory = player.getInventory();
if(player.isSurvival() && playerInventory.canAddItem(item)) {
return;
}
InventoryPickupArrowEvent ev;
this.server.getPluginManager().callEvent(ev = new InventoryPickupArrowEvent(playerInventory, this));
if(ev.isCancelled()) {
return;
}
TakeItemEntityPacket pk = new TakeItemEntityPacket();
pk.entityRuntimeId = player.getId();
pk.target = this.getId();
Server.broadcastPacket(this.getViewers().values(), pk);
playerInventory.addItem(item);
this.kill();
}
示例8: onActivate
import cn.nukkit.Player; //导入方法依赖的package包/类
@Override
public boolean onActivate(Level level, Player player, Block block, Block target, BlockFace face, double fx, double fy, double fz) {
FullChunk chunk = level.getChunk((int) block.getX() >> 4, (int) block.getZ() >> 4);
if (chunk == null) {
return false;
}
CompoundTag nbt = new CompoundTag()
.putList(new ListTag<DoubleTag>("Pos")
.add(new DoubleTag("", block.getX() + 0.5))
.add(new DoubleTag("", block.getY()))
.add(new DoubleTag("", block.getZ() + 0.5)))
.putList(new ListTag<DoubleTag>("Motion")
.add(new DoubleTag("", 0))
.add(new DoubleTag("", 0))
.add(new DoubleTag("", 0)))
.putList(new ListTag<FloatTag>("Rotation")
.add(new FloatTag("", this.getDirection(player.yaw)))
.add(new FloatTag("", 0)));
if (this.hasCustomName()) {
nbt.putString("CustomName", this.getCustomName());
}
Entity entity = Entity.createEntity("ArmorStand", chunk, nbt);
if (entity != null) {
if (player.isSurvival()) {
Item item = player.getInventory().getItemInHand();
item.setCount(item.getCount() - 1);
player.getInventory().setItemInHand(item);
}
entity.spawnToAll();
return true;
}
return false;
}
示例9: BlockBreakEvent
import cn.nukkit.Player; //导入方法依赖的package包/类
public BlockBreakEvent(Player player, Block block, Item item, boolean instaBreak, boolean fastBreak, int dropExp) {
super(block);
this.item = item;
this.player = player;
this.instaBreak = instaBreak;
this.blockDrops = player.isSurvival() ? block.getDrops(item) : new Item[0];
this.fastBreak = fastBreak;
this.dropExp = dropExp;
}
示例10: onActivate
import cn.nukkit.Player; //导入方法依赖的package包/类
@Override
public boolean onActivate(Level level, Player player, Block block, Block target, BlockFace face, double fx, double fy, double fz) {
FullChunk chunk = level.getChunk((int) block.getX() >> 4, (int) block.getZ() >> 4);
if (chunk == null) {
return false;
}
if (!target.isTransparent() && face.getIndex() > 1 && !block.isSolid()) {
int[] direction = {2, 0, 1, 3};
int[] right = {4, 5, 3, 2};
List<EntityPainting.Motive> validMotives = new ArrayList<>();
for (EntityPainting.Motive motive : EntityPainting.motives) {
boolean valid = true;
for (int x = 0; x < motive.width && valid; x++) {
for (int z = 0; z < motive.height && valid; z++) {
if (target.getSide(BlockFace.fromIndex(right[face.getIndex() - 2]), x).isTransparent() ||
target.up(z).isTransparent() ||
block.getSide(BlockFace.fromIndex(right[face.getIndex() - 2]), x).isSolid() ||
block.up(z).isSolid()) {
valid = false;
}
}
}
if (valid) {
validMotives.add(motive);
}
}
CompoundTag nbt = new CompoundTag()
.putByte("Direction", direction[face.getIndex() - 2])
.putString("Motive", validMotives.get(ThreadLocalRandom.current().nextInt(validMotives.size())).title)
.putList(new ListTag<DoubleTag>("Pos")
.add(new DoubleTag("0", target.x))
.add(new DoubleTag("1", target.y))
.add(new DoubleTag("2", target.z)))
.putList(new ListTag<DoubleTag>("Motion")
.add(new DoubleTag("0", 0))
.add(new DoubleTag("1", 0))
.add(new DoubleTag("2", 0)))
.putList(new ListTag<FloatTag>("Rotation")
.add(new FloatTag("0", direction[face.getIndex() - 2] * 90))
.add(new FloatTag("1", 0)));
EntityPainting entity = new EntityPainting(chunk, nbt);
if (player.isSurvival()) {
Item item = player.getInventory().getItemInHand();
item.setCount(item.getCount() - 1);
player.getInventory().setItemInHand(item);
}
entity.spawnToAll();
return true;
}
return false;
}