本文整理汇总了Java中net.minecraft.init.Blocks.iron_block方法的典型用法代码示例。如果您正苦于以下问题:Java Blocks.iron_block方法的具体用法?Java Blocks.iron_block怎么用?Java Blocks.iron_block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.init.Blocks
的用法示例。
在下文中一共展示了Blocks.iron_block方法的2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: canHarvestBlock
import net.minecraft.init.Blocks; //导入方法依赖的package包/类
/**
* Check whether this Item can harvest the given Block
*/
public boolean canHarvestBlock(Block blockIn)
{
return blockIn == Blocks.obsidian ? this.toolMaterial.getHarvestLevel() == 3 : (blockIn != Blocks.diamond_block && blockIn != Blocks.diamond_ore ? (blockIn != Blocks.emerald_ore && blockIn != Blocks.emerald_block ? (blockIn != Blocks.gold_block && blockIn != Blocks.gold_ore ? (blockIn != Blocks.iron_block && blockIn != Blocks.iron_ore ? (blockIn != Blocks.lapis_block && blockIn != Blocks.lapis_ore ? (blockIn != Blocks.redstone_ore && blockIn != Blocks.lit_redstone_ore ? (blockIn.getMaterial() == Material.rock ? true : (blockIn.getMaterial() == Material.iron ? true : blockIn.getMaterial() == Material.anvil)) : this.toolMaterial.getHarvestLevel() >= 2) : this.toolMaterial.getHarvestLevel() >= 1) : this.toolMaterial.getHarvestLevel() >= 1) : this.toolMaterial.getHarvestLevel() >= 2) : this.toolMaterial.getHarvestLevel() >= 2) : this.toolMaterial.getHarvestLevel() >= 2);
}
示例2: onImpact
import net.minecraft.init.Blocks; //导入方法依赖的package包/类
@Override
public void onImpact(MovingObjectPosition target)
{
if (target.entityHit != null) // We hit a living thing!
{
// Damage
target.entityHit.attackEntityFrom(DamageSource.causeThrownDamage(this, this.shootingEntity), (float)this.damage);
target.entityHit.hurtResistantTime = 0; // No immunity frames
this.targetsHit += 1; // Punched through one more entity
// Bonus
EntityLightningBolt bolt = new EntityLightningBolt(this.worldObj, target.entityHit.posX, target.entityHit.posY, target.entityHit.posZ);
this.worldObj.addWeatherEffect(bolt);
}
else
{
// Let's blast through terrain on hit
int x = target.blockX;
int y = target.blockY;
int z = target.blockZ;
Block toBeBroken = this.worldObj.getBlock(x, y, z);
int meta = this.worldObj.getBlockMetadata(x, y, z);
boolean breakThis = true;
if (toBeBroken.getHarvestLevel(meta) > 1)
{
breakThis = false;
this.targetsHit += 1; // Thicker materials
}
if (toBeBroken.getHarvestLevel(meta) > 2)
{
breakThis = false;
this.targetsHit += 2; // Even thicker materials
}
if (toBeBroken.getHarvestLevel(meta) > 3)
{
breakThis = false;
this.targetsHit += 3; // Super thick material
}
if (toBeBroken.getMaterial() == Material.water) { breakThis = false; }
if (toBeBroken == Blocks.water) { breakThis = false; }
if (toBeBroken == Blocks.flowing_water) { breakThis = false; }
if (toBeBroken == Blocks.obsidian)
{
breakThis = false;
this.targetsHit += 2; // Thicker materials
}
if (toBeBroken == Blocks.iron_block)
{
breakThis = false;
this.targetsHit += 2; // Thicker materials
}
if (breakThis) // Sorted out all blocks we don't want to break. Checking the rest now
{
// Glass breaking
Helper.tryBlockBreak(this.worldObj, this, target, 3); // Very Strong
}
this.targetsHit += 1; // Punched through one more block, no matter if we managed to break it
}
// SFX
NetHelper.sendParticleMessageToAllPlayers(this.worldObj, this.getEntityId(), (byte) 10, (byte) 2);
this.worldObj.playSoundAtEntity(this, "ambient.weather.thunder", 0.7F, 0.5F);
if (this.targetsHit > this.targetsHitMax) { this.setDead(); } // Went through the maximum, so ending now
}