本文整理汇总了Java中net.minecraft.entity.player.EntityPlayer.getPersistentID方法的典型用法代码示例。如果您正苦于以下问题:Java EntityPlayer.getPersistentID方法的具体用法?Java EntityPlayer.getPersistentID怎么用?Java EntityPlayer.getPersistentID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.entity.player.EntityPlayer
的用法示例。
在下文中一共展示了EntityPlayer.getPersistentID方法的1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: startRitual
import net.minecraft.entity.player.EntityPlayer; //导入方法依赖的package包/类
public void startRitual(EntityPlayer player) {
if (player.getEntityWorld().isRemote)
return;
List<EntityItem> itemsOnGround = getWorld().getEntitiesWithinAABB(EntityItem.class, new AxisAlignedBB(getPos()).grow(3, 0, 3));
List<ItemStack> recipe = itemsOnGround.stream().map(i -> i.getItem()).collect(Collectors.toList());
for (Ritual rit : Ritual.REGISTRY) { // Check every ritual
if (rit.isValidInput(recipe, hasCircles(rit))) { // Check if circles and items match
if (rit.isValid(player, world, pos, recipe)) { // Checks of extra conditions are met
if (consumePower(rit.getRequiredStartingPower())) { // Check if there is enough starting power (and uses it in case there is)
// The following block saves all the item used in the input inside the nbt
// vvvvvv
this.ritualData = new NBTTagCompound();
NBTTagList itemsUsed = new NBTTagList();
itemsOnGround.forEach(ei -> {
NBTTagCompound item = new NBTTagCompound();
ei.getItem().writeToNBT(item);
itemsUsed.appendTag(item);
ei.setDead();
});
ritualData.setTag("itemsUsed", itemsUsed);
// ^^^^^
// Sets the ritual up
this.ritual = rit;
this.entityPlayer = player.getPersistentID();
this.cooldown = 1;
ritual.onStarted(player, this, getWorld(), getPos(), ritualData);
player.sendStatusMessage(new TextComponentTranslation("ritual." + rit.getRegistryName().toString().replace(':', '.') + ".name", new Object[0]), true);
world.notifyBlockUpdate(getPos(), world.getBlockState(getPos()), world.getBlockState(getPos()), 3);
markDirty();
return;
} else {
player.sendStatusMessage(new TextComponentTranslation("ritual.failure.power", new Object[0]), true);
return;
}
} else {
player.sendStatusMessage(new TextComponentTranslation("ritual.failure.precondition", new Object[0]), true);
return;
}
}
}
if (!itemsOnGround.isEmpty())
player.sendStatusMessage(new TextComponentTranslation("ritual.failure.unknown", new Object[0]), true);
}