本文整理汇总了Java中io.gomint.jraknet.PacketBuffer.writeLFloat方法的典型用法代码示例。如果您正苦于以下问题:Java PacketBuffer.writeLFloat方法的具体用法?Java PacketBuffer.writeLFloat怎么用?Java PacketBuffer.writeLFloat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io.gomint.jraknet.PacketBuffer
的用法示例。
在下文中一共展示了PacketBuffer.writeLFloat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Java代码示例。
示例1: serialize
import io.gomint.jraknet.PacketBuffer; //导入方法依赖的package包/类
@Override
public void serialize( PacketBuffer buffer ) {
buffer.writeUnsignedVarLong( this.entityId );
if ( this.entries == null ) {
buffer.writeUnsignedVarInt( 0 );
} else {
buffer.writeUnsignedVarInt( this.entries.size() );
for ( AttributeInstance entry : this.entries ) {
buffer.writeLFloat( entry.getMinValue() );
buffer.writeLFloat( entry.getMaxValue() );
buffer.writeLFloat( entry.getValue() );
buffer.writeLFloat( entry.getDefaultValue() );
buffer.writeString( entry.getKey() );
}
}
}
示例2: serialize
import io.gomint.jraknet.PacketBuffer; //导入方法依赖的package包/类
@Override
public void serialize( PacketBuffer buffer ) {
// PE has a system of runtime entity ids
buffer.writeSignedVarLong( this.entityId );
buffer.writeUnsignedVarLong( this.entityId );
// Write the item for the drop
writeItemStack( this.itemStack, buffer );
// Write position
buffer.writeLFloat( this.x );
buffer.writeLFloat( this.y );
buffer.writeLFloat( this.z );
// Write motion
buffer.writeLFloat( this.motionX );
buffer.writeLFloat( this.motionY );
buffer.writeLFloat( this.motionZ );
}
示例3: serialize
import io.gomint.jraknet.PacketBuffer; //导入方法依赖的package包/类
@Override
public void serialize( PacketBuffer buffer ) {
buffer.writeUnsignedVarLong( this.entityId );
buffer.writeLFloat( this.x );
buffer.writeLFloat( this.y );
buffer.writeLFloat( this.z );
buffer.writeLFloat( this.pitch );
buffer.writeLFloat( this.headYaw );
buffer.writeLFloat( this.yaw );
buffer.writeByte( this.mode );
buffer.writeBoolean( this.onGround );
buffer.writeUnsignedVarLong( this.ridingEntityId );
if ( this.mode == 2 ) {
buffer.writeLInt( 0 );
buffer.writeLInt( 0 );
}
}
示例4: serialize
import io.gomint.jraknet.PacketBuffer; //导入方法依赖的package包/类
@Override
void serialize( PacketBuffer buffer, int index ) {
super.serialize( buffer, index );
buffer.writeLFloat( this.value.getX() );
buffer.writeLFloat( this.value.getY() );
buffer.writeLFloat( this.value.getZ() );
}
示例5: serialize
import io.gomint.jraknet.PacketBuffer; //导入方法依赖的package包/类
@Override
public void serialize( PacketBuffer buffer ) {
buffer.writeSignedVarLong( this.entityId );
buffer.writeUnsignedVarLong( this.entityId );
buffer.writeUnsignedVarInt( this.entityType.getId() );
buffer.writeLFloat( this.x );
buffer.writeLFloat( this.y );
buffer.writeLFloat( this.z );
buffer.writeLFloat( this.velocityX );
buffer.writeLFloat( this.velocityY );
buffer.writeLFloat( this.velocityZ );
buffer.writeLFloat( this.pitch );
buffer.writeLFloat( this.yaw );
if ( this.attributes == null ) {
buffer.writeUnsignedVarInt( 0 );
} else {
buffer.writeUnsignedVarInt( this.attributes.size() );
for ( AttributeInstance entry : this.attributes ) {
buffer.writeString( entry.getKey() );
buffer.writeLFloat( entry.getMinValue() );
buffer.writeLFloat( entry.getValue() );
buffer.writeLFloat( entry.getMaxValue() );
}
}
this.metadata.serialize( buffer );
buffer.writeUnsignedVarInt( 0 ); // Entity links; TODO: implement this
}
示例6: serialize
import io.gomint.jraknet.PacketBuffer; //导入方法依赖的package包/类
@Override
public void serialize( PacketBuffer buffer ) {
buffer.writeUUID( this.uuid );
buffer.writeString( this.name );
buffer.writeSignedVarLong( this.entityId );
buffer.writeUnsignedVarLong( this.runtimeEntityId );
buffer.writeLFloat( this.x );
buffer.writeLFloat( this.y );
buffer.writeLFloat( this.z );
buffer.writeLFloat( this.velocityX );
buffer.writeLFloat( this.velocityY );
buffer.writeLFloat( this.velocityZ );
buffer.writeLFloat( this.pitch );
buffer.writeLFloat( this.headYaw );
buffer.writeLFloat( this.yaw );
writeItemStack( this.itemInHand, buffer );
this.metadataContainer.serialize( buffer );
buffer.writeUnsignedVarInt( this.flags );
buffer.writeUnsignedVarInt( this.commandPermission );
buffer.writeUnsignedVarInt( this.flags2 );
buffer.writeUnsignedVarInt( this.playerPermission );
buffer.writeUnsignedVarInt( this.customFlags );
buffer.writeLLong( this.entityId );
writeEntityLinks( this.links, buffer );
}
示例7: serialize
import io.gomint.jraknet.PacketBuffer; //导入方法依赖的package包/类
@Override
public void serialize( PacketBuffer buffer ) {
buffer.writeUnsignedVarLong( this.entityId );
buffer.writeLFloat( this.x );
buffer.writeLFloat( this.y );
buffer.writeLFloat( this.z );
buffer.writeByte( (byte) Math.round( this.pitch * DIVIDOR ) );
buffer.writeByte( (byte) Math.round( this.headYaw * DIVIDOR ) );
buffer.writeByte( (byte) Math.round( this.yaw * DIVIDOR ) );
}
示例8: serialize
import io.gomint.jraknet.PacketBuffer; //导入方法依赖的package包/类
@Override
public void serialize( PacketBuffer buffer ) {
buffer.writeUnsignedVarLong( this.entityId );
buffer.writeLFloat( this.velocity.getX() );
buffer.writeLFloat( this.velocity.getY() );
buffer.writeLFloat( this.velocity.getZ() );
}
示例9: serialize
import io.gomint.jraknet.PacketBuffer; //导入方法依赖的package包/类
@Override
public void serialize( PacketBuffer buffer ) {
buffer.writeByte( this.type.getSoundId() );
buffer.writeLFloat( this.position.getX() );
buffer.writeLFloat( this.position.getY() );
buffer.writeLFloat( this.position.getZ() );
buffer.writeSignedVarInt( this.extraData );
buffer.writeSignedVarInt( this.pitch );
buffer.writeBoolean( this.unknownBool );
buffer.writeBoolean( this.disableRelativeVolume );
}
示例10: serialize
import io.gomint.jraknet.PacketBuffer; //导入方法依赖的package包/类
@Override
public void serialize( PacketBuffer buffer ) {
buffer.writeSignedVarLong( this.entityId );
buffer.writeUnsignedVarLong( this.entityId );
buffer.writeUnsignedVarInt( this.entityType );
buffer.writeLFloat( this.x );
buffer.writeLFloat( this.y );
buffer.writeLFloat( this.z );
buffer.writeLFloat( this.velocityX );
buffer.writeLFloat( this.velocityY );
buffer.writeLFloat( this.velocityZ );
buffer.writeLFloat( this.pitch );
buffer.writeLFloat( this.yaw );
buffer.writeUnsignedVarInt( this.attributes.size() );
for ( Attribute attribute : this.attributes ) {
buffer.writeString( attribute.getKey() );
buffer.writeLFloat( attribute.getMinValue() );
buffer.writeLFloat( attribute.getValue() );
buffer.writeLFloat( attribute.getMaxValue() );
}
this.metadataContainer.serialize( buffer );
buffer.writeUnsignedVarInt( 0 );
}
示例11: serialize
import io.gomint.jraknet.PacketBuffer; //导入方法依赖的package包/类
@Override
void serialize( PacketBuffer buffer, int index ) {
super.serialize( buffer, index );
buffer.writeLFloat( this.value );
}
示例12: serialize
import io.gomint.jraknet.PacketBuffer; //导入方法依赖的package包/类
@Override
public void serialize( PacketBuffer buffer ) {
buffer.writeSignedVarLong( this.entityId );
buffer.writeUnsignedVarLong( this.runtimeEntityId );
buffer.writeSignedVarInt( this.gamemode );
buffer.writeLFloat( this.spawn.getX() );
buffer.writeLFloat( this.spawn.getY() );
buffer.writeLFloat( this.spawn.getZ() );
buffer.writeLFloat( this.spawn.getYaw() );
buffer.writeLFloat( this.spawn.getPitch() );
buffer.writeSignedVarInt( this.seed );
buffer.writeSignedVarInt( this.dimension );
buffer.writeSignedVarInt( this.generator );
buffer.writeSignedVarInt( this.worldGamemode );
buffer.writeSignedVarInt( this.difficulty );
buffer.writeSignedVarInt( (int) this.spawn.getX() );
buffer.writeSignedVarInt( (int) this.spawn.getY() );
buffer.writeSignedVarInt( (int) this.spawn.getZ() );
buffer.writeBoolean( this.hasAchievementsDisabled );
buffer.writeSignedVarInt( this.dayCycleStopTime );
buffer.writeBoolean( this.eduMode );
buffer.writeLFloat( this.rainLevel );
buffer.writeLFloat( this.lightningLevel );
buffer.writeBoolean( this.isMultiplayerGame );
buffer.writeBoolean( this.hasLANBroadcast );
buffer.writeBoolean( this.hasXboxLiveBroadcast );
buffer.writeBoolean( this.commandsEnabled );
buffer.writeBoolean( this.isTexturePacksRequired );
writeGamerules( this.gamerules, buffer );
buffer.writeBoolean( this.hasBonusChestEnabled );
buffer.writeBoolean( this.hasStartWithMapEnabled );
buffer.writeBoolean( this.hasTrustPlayersEnabled );
buffer.writeSignedVarInt( this.defaultPlayerPermission );
buffer.writeSignedVarInt( this.xboxLiveBroadcastMode );
buffer.writeString( this.levelId );
buffer.writeString( this.worldName );
buffer.writeString( this.templateName );
buffer.writeBoolean( this.unknown1 );
buffer.writeLLong( this.currentTick );
buffer.writeSignedVarInt( this.enchantmentSeed );
}
示例13: writeVector
import io.gomint.jraknet.PacketBuffer; //导入方法依赖的package包/类
void writeVector( Vector vector, PacketBuffer buffer ) {
buffer.writeLFloat( vector.getX() );
buffer.writeLFloat( vector.getY() );
buffer.writeLFloat( vector.getZ() );
}
示例14: serialize
import io.gomint.jraknet.PacketBuffer; //导入方法依赖的package包/类
@Override
public void serialize( PacketBuffer buffer ) {
buffer.writeSignedVarLong( this.entityId );
buffer.writeUnsignedVarLong( this.runtimeEntityId );
buffer.writeSignedVarInt( this.gamemode );
buffer.writeLFloat( this.spawn.getX() );
buffer.writeLFloat( this.spawn.getY() );
buffer.writeLFloat( this.spawn.getZ() );
buffer.writeLFloat( this.spawn.getYaw() );
buffer.writeLFloat( this.spawn.getPitch() );
buffer.writeSignedVarInt( this.seed );
buffer.writeSignedVarInt( this.dimension );
buffer.writeSignedVarInt( this.generator );
buffer.writeSignedVarInt( this.worldGamemode );
buffer.writeSignedVarInt( this.difficulty );
buffer.writeSignedVarInt( (int) this.spawn.getX() );
buffer.writeSignedVarInt( (int) this.spawn.getY() );
buffer.writeSignedVarInt( (int) this.spawn.getZ() );
buffer.writeBoolean( this.hasAchievementsDisabled );
buffer.writeSignedVarInt( this.dayCycleStopTime );
buffer.writeBoolean( this.eduMode );
buffer.writeLFloat( this.rainLevel );
buffer.writeLFloat( this.lightningLevel );
buffer.writeBoolean( this.isMultiplayerGame );
buffer.writeBoolean( this.hasLANBroadcast );
buffer.writeBoolean( this.hasXboxLiveBroadcast );
buffer.writeBoolean( this.commandsEnabled );
buffer.writeBoolean( this.isTexturePacksRequired );
writeGamerules( this.gamerules, buffer );
buffer.writeBoolean( this.hasBonusChestEnabled );
buffer.writeBoolean( this.hasStartWithMapEnabled );
buffer.writeBoolean( this.hasTrustPlayersEnabled );
buffer.writeSignedVarInt( this.defaultPlayerPermission );
buffer.writeSignedVarInt( this.xboxLiveBroadcastMode );
buffer.writeString( this.levelId );
buffer.writeString( this.worldName );
buffer.writeString( this.templateName );
buffer.writeBoolean( this.unknown1 );
buffer.writeLLong( this.currentTick );
buffer.writeSignedVarInt( this.enchantmentSeed );
}
示例15: serialize
import io.gomint.jraknet.PacketBuffer; //导入方法依赖的package包/类
@Override
public void serialize( PacketBuffer buffer ) {
buffer.writeUnsignedVarInt( this.type );
// Write actions
buffer.writeUnsignedVarInt( this.actions.length );
for ( NetworkTransaction action : this.actions ) {
action.serialize( buffer );
}
// Write transaction data
switch ( this.type ) {
case TYPE_NORMAL:
case TYPE_MISMATCH:
break;
case TYPE_USE_ITEM:
buffer.writeUnsignedVarInt( this.actionType );
writeBlockPosition( this.blockPosition, buffer );
buffer.writeSignedVarInt( this.face );
buffer.writeSignedVarInt( this.hotbarSlot );
writeItemStack( this.itemInHand, buffer );
buffer.writeLFloat( this.playerPosition.getX() );
buffer.writeLFloat( this.playerPosition.getY() );
buffer.writeLFloat( this.playerPosition.getZ() );
buffer.writeLFloat( this.clickPosition.getX() );
buffer.writeLFloat( this.clickPosition.getY() );
buffer.writeLFloat( this.clickPosition.getZ() );
break;
case TYPE_USE_ITEM_ON_ENTITY:
buffer.writeUnsignedVarLong( this.entityId );
buffer.writeUnsignedVarInt( this.actionType );
buffer.writeSignedVarInt( this.hotbarSlot );
writeItemStack( this.itemInHand, buffer );
buffer.writeLFloat( this.vector1.getX() );
buffer.writeLFloat( this.vector1.getY() );
buffer.writeLFloat( this.vector1.getZ() );
buffer.writeLFloat( this.vector2.getX() );
buffer.writeLFloat( this.vector2.getY() );
buffer.writeLFloat( this.vector2.getZ() );
break;
case TYPE_RELEASE_ITEM:
buffer.writeUnsignedVarInt( this.actionType );
buffer.writeSignedVarInt( this.hotbarSlot );
writeItemStack( this.itemInHand, buffer );
buffer.writeLFloat( this.playerPosition.getX() );
buffer.writeLFloat( this.playerPosition.getY() );
buffer.writeLFloat( this.playerPosition.getZ() );
break;
default:
LOGGER.warn( "Unknown transaction type: " + this.type );
}
}