本文整理汇总了Java中net.minecraft.block.material.Material.fire方法的典型用法代码示例。如果您正苦于以下问题:Java Material.fire方法的具体用法?Java Material.fire怎么用?Java Material.fire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net.minecraft.block.material.Material
的用法示例。
在下文中一共展示了Material.fire方法的3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: func_111098_b
import net.minecraft.block.material.Material; //导入方法依赖的package包/类
public boolean func_111098_b(World worldIn)
{
BlockPos blockpos = new BlockPos(this.field_111101_a, 256.0D, this.field_111100_b);
while (blockpos.getY() > 0)
{
blockpos = blockpos.down();
Material material = worldIn.getBlockState(blockpos).getBlock().getMaterial();
if (material != Material.air)
{
return !material.isLiquid() && material != Material.fire;
}
}
return false;
}
示例2: BlockFire
import net.minecraft.block.material.Material; //导入方法依赖的package包/类
protected BlockFire()
{
super(Material.fire);
this.setDefaultState(this.blockState.getBaseState().withProperty(AGE, Integer.valueOf(0)).withProperty(FLIP, Boolean.valueOf(false)).withProperty(ALT, Boolean.valueOf(false)).withProperty(NORTH, Boolean.valueOf(false)).withProperty(EAST, Boolean.valueOf(false)).withProperty(SOUTH, Boolean.valueOf(false)).withProperty(WEST, Boolean.valueOf(false)).withProperty(UPPER, Integer.valueOf(0)));
this.setTickRandomly(true);
}
示例3: onImpact
import net.minecraft.block.material.Material; //导入方法依赖的package包/类
@Override
public void onImpact(MovingObjectPosition target)
{
if (target.entityHit != null) // hit a entity
{
target.entityHit.attackEntityFrom(DamageSource.causeThrownDamage(this, this.shootingEntity), (float) 0); // No dmg, but knockback
target.entityHit.hurtResistantTime = 0;
target.entityHit.setFire(fireDuration); // Some minor fire, for flavor
}
else // hit the terrain
{
int plusX = 0;
int plusY = 0;
int plusZ = 0;
int posiX = target.blockX;
int posiY = target.blockY;
int posiZ = target.blockZ;
//Block targetBlock = this.worldObj.getBlock(posiX, posiY, posiZ);
// Is the attached block a valid material?
boolean canPlace = false;
if ( Helper.hasValidMaterial(this.worldObj, posiX, posiY, posiZ) ) { canPlace = true; }
// Glass breaking
if ( Helper.tryBlockBreak(this.worldObj, this, target, 0)) { canPlace = false; }
if (target.sideHit == 0) { plusY = -1; } // Bottom
else if (target.sideHit == 1) { plusY = 1; } // Top
else if (target.sideHit == 2) { plusZ = -1; } // East
else if (target.sideHit == 3){ plusZ = 1; } // West
else if (target.sideHit == 4){ plusX = -1; } // North
else if (target.sideHit == 5) { plusX = 1; } // South
// Is the space free?
if (this.worldObj.getBlock( (int)posiX + plusX, (int)posiY + plusY, (int)posiZ + plusZ).getMaterial() == Material.air ||
this.worldObj.getBlock( (int)posiX + plusX, (int)posiY + plusY, (int)posiZ + plusZ).getMaterial() == Material.fire ||
this.worldObj.getBlock( (int)posiX + plusX, (int)posiY + plusY, (int)posiZ + plusZ).getMaterial() == Material.grass ||
this.worldObj.getBlock( (int)posiX + plusX, (int)posiY + plusY, (int)posiZ + plusZ).getMaterial() == Material.snow ||
this.worldObj.getBlock( (int)posiX + plusX, (int)posiY + plusY, (int)posiZ + plusZ).getMaterial() == Material.water)
{
// Putting light there (if we can)
if (canPlace)
{
this.worldObj.setBlock(posiX + plusX, posiY + plusY, posiZ + plusZ, Main.fenLight, 0, 3);
this.worldObj.setBlockMetadataWithNotify(posiX + plusX, posiY + plusY, posiZ + plusZ, target.sideHit, 3);
if (this.lightTick != 0)
{
this.worldObj.scheduleBlockUpdate(posiX + plusX, posiY + plusY, posiZ + plusZ, Main.fenLight, this.lightTick);
}
// else, stays on indefinitely
}
// else, can't place. The block isn't of a valid material
}
// else, none of the allowed materials
}
// SFX
for (int i = 0; i < 8; ++i) { this.worldObj.spawnParticle("slime", this.posX, this.posY, this.posZ, 0.0D, 0.0D, 0.0D); }
this.worldObj.playSoundAtEntity(this, Block.soundTypeGlass.getBreakSound(), 1.0F, 1.0F);
this.setDead(); // We've hit something, so begone with the projectile
}