本文整理汇总了Java中net.minecraft.block.Block.SoundType方法的典型用法代码示例。如果您正苦于以下问题:Java Block.SoundType方法的具体用法?Java Block.SoundType怎么用?Java Block.SoundType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net.minecraft.block.Block
的用法示例。
在下文中一共展示了Block.SoundType方法的4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: fall
import net.minecraft.block.Block; //导入方法依赖的package包/类
public void fall(float distance, float damageMultiplier)
{
super.fall(distance, damageMultiplier);
PotionEffect potioneffect = this.getActivePotionEffect(Potion.jump);
float f = potioneffect != null ? (float)(potioneffect.getAmplifier() + 1) : 0.0F;
int i = MathHelper.ceiling_float_int((distance - 3.0F - f) * damageMultiplier);
if (i > 0)
{
this.playSound(this.getFallSoundString(i), 1.0F, 1.0F);
this.attackEntityFrom(DamageSource.fall, (float)i);
int j = MathHelper.floor_double(this.posX);
int k = MathHelper.floor_double(this.posY - 0.20000000298023224D);
int l = MathHelper.floor_double(this.posZ);
Block block = this.worldObj.getBlockState(new BlockPos(j, k, l)).getBlock();
if (block.getMaterial() != Material.air)
{
Block.SoundType block$soundtype = block.stepSound;
this.playSound(block$soundtype.getStepSound(), block$soundtype.getVolume() * 0.5F, block$soundtype.getFrequency() * 0.75F);
}
}
}
示例2: playStepSound
import net.minecraft.block.Block; //导入方法依赖的package包/类
protected void playStepSound(BlockPos pos, Block blockIn)
{
Block.SoundType block$soundtype = blockIn.stepSound;
if (this.worldObj.getBlockState(pos.up()).getBlock() == Blocks.snow_layer)
{
block$soundtype = Blocks.snow_layer.stepSound;
this.playSound(block$soundtype.getStepSound(), block$soundtype.getVolume() * 0.15F, block$soundtype.getFrequency());
}
else if (!blockIn.getMaterial().isLiquid())
{
this.playSound(block$soundtype.getStepSound(), block$soundtype.getVolume() * 0.15F, block$soundtype.getFrequency());
}
}
示例3: fall
import net.minecraft.block.Block; //导入方法依赖的package包/类
public void fall(float distance, float damageMultiplier)
{
if (distance > 1.0F)
{
this.playSound("mob.horse.land", 0.4F, 1.0F);
}
int i = MathHelper.ceiling_float_int((distance * 0.5F - 3.0F) * damageMultiplier);
if (i > 0)
{
this.attackEntityFrom(DamageSource.fall, (float)i);
if (this.riddenByEntity != null)
{
this.riddenByEntity.attackEntityFrom(DamageSource.fall, (float)i);
}
Block block = this.worldObj.getBlockState(new BlockPos(this.posX, this.posY - 0.2D - (double)this.prevRotationYaw, this.posZ)).getBlock();
if (block.getMaterial() != Material.air && !this.isSilent())
{
Block.SoundType block$soundtype = block.stepSound;
this.worldObj.playSoundAtEntity(this, block$soundtype.getStepSound(), block$soundtype.getVolume() * 0.5F, block$soundtype.getFrequency() * 0.75F);
}
}
}
示例4: playStepSound
import net.minecraft.block.Block; //导入方法依赖的package包/类
protected void playStepSound(BlockPos pos, Block blockIn)
{
Block.SoundType block$soundtype = blockIn.stepSound;
if (this.worldObj.getBlockState(pos.up()).getBlock() == Blocks.snow_layer)
{
block$soundtype = Blocks.snow_layer.stepSound;
}
if (!blockIn.getMaterial().isLiquid())
{
int i = this.getHorseType();
if (this.riddenByEntity != null && i != 1 && i != 2)
{
++this.gallopTime;
if (this.gallopTime > 5 && this.gallopTime % 3 == 0)
{
this.playSound("mob.horse.gallop", block$soundtype.getVolume() * 0.15F, block$soundtype.getFrequency());
if (i == 0 && this.rand.nextInt(10) == 0)
{
this.playSound("mob.horse.breathe", block$soundtype.getVolume() * 0.6F, block$soundtype.getFrequency());
}
}
else if (this.gallopTime <= 5)
{
this.playSound("mob.horse.wood", block$soundtype.getVolume() * 0.15F, block$soundtype.getFrequency());
}
}
else if (block$soundtype == Block.soundTypeWood)
{
this.playSound("mob.horse.wood", block$soundtype.getVolume() * 0.15F, block$soundtype.getFrequency());
}
else
{
this.playSound("mob.horse.soft", block$soundtype.getVolume() * 0.15F, block$soundtype.getFrequency());
}
}
}