本文整理汇总了Java中net.minecraft.server.management.PlayerList.getPlayerByUsername方法的典型用法代码示例。如果您正苦于以下问题:Java PlayerList.getPlayerByUsername方法的具体用法?Java PlayerList.getPlayerByUsername怎么用?Java PlayerList.getPlayerByUsername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.server.management.PlayerList
的用法示例。
在下文中一共展示了PlayerList.getPlayerByUsername方法的8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: unloadRecord
import net.minecraft.server.management.PlayerList; //导入方法依赖的package包/类
/**
* Unload given record. It will send to all players a packet to unload a
* record.
*/
public static void unloadRecord(Record record)
{
PlayerList players = FMLCommonHandler.instance().getMinecraftServerInstance().getPlayerList();
String filename = record.filename;
for (String username : players.getAllUsernames())
{
EntityPlayerMP player = players.getPlayerByUsername(username);
if (player != null)
{
IRecording recording = Recording.get(player);
if (recording.hasRecording(filename))
{
recording.removeRecording(filename);
Dispatcher.sendTo(new PacketUnloadFrames(filename), player);
}
}
}
}
示例2: broadcastPacket
import net.minecraft.server.management.PlayerList; //导入方法依赖的package包/类
/**
* Broadcast a packet to all players
*/
private void broadcastPacket(IMessage packet)
{
PlayerList players = FMLCommonHandler.instance().getMinecraftServerInstance().getPlayerList();
for (String username : players.getAllUsernames())
{
EntityPlayerMP player = players.getPlayerByUsername(username);
if (player != null)
{
Dispatcher.sendTo(packet, player);
}
}
}
示例3: broadcastMessage
import net.minecraft.server.management.PlayerList; //导入方法依赖的package包/类
/**
* Send given message to everyone on the server, to everyone.
*
* Invoke this method only on the server side.
*/
public static void broadcastMessage(ITextComponent message)
{
PlayerList players = FMLCommonHandler.instance().getMinecraftServerInstance().getPlayerList();
for (String username : players.getAllUsernames())
{
EntityPlayerMP player = players.getPlayerByUsername(username);
if (player != null)
{
player.addChatMessage(message);
}
}
}
示例4: broadcastError
import net.minecraft.server.management.PlayerList; //导入方法依赖的package包/类
/**
* Send given error to everyone on the server, to everyone.
*
* Invoke this method only on the server side.
*/
public static void broadcastError(String string, Object... objects)
{
PlayerList players = FMLCommonHandler.instance().getMinecraftServerInstance().getPlayerList();
for (String username : players.getAllUsernames())
{
EntityPlayerMP player = players.getPlayerByUsername(username);
if (player != null)
{
L10n.error(player, string, objects);
}
}
}
示例5: broadcastInfo
import net.minecraft.server.management.PlayerList; //导入方法依赖的package包/类
/**
* Send given error to everyone on the server, to everyone.
*
* Invoke this method only on the server side.
*/
public static void broadcastInfo(String string, Object... objects)
{
PlayerList players = FMLCommonHandler.instance().getMinecraftServerInstance().getPlayerList();
for (String username : players.getAllUsernames())
{
EntityPlayerMP player = players.getPlayerByUsername(username);
if (player != null)
{
L10n.info(player, string, objects);
}
}
}
示例6: sendMessageToSecurePlayers
import net.minecraft.server.management.PlayerList; //导入方法依赖的package包/类
/** Sends a chat message to a list of secure players from another player */
public static void sendMessageToSecurePlayers(String chat, String chatSender, Iterable<SecurePlayer> list, EntityPlayerMP from) {
PlayerList pl = from.getServer().getPlayerList();
for (SecurePlayer p : list) {
EntityPlayerMP match = pl.getPlayerByUsername(p.name);
if (match != null)
match.addChatMessage(new TextComponentString(chat));
}
from.addChatMessage(new TextComponentString(chatSender));
}
示例7: getPlayerFromUsername
import net.minecraft.server.management.PlayerList; //导入方法依赖的package包/类
private EntityPlayerMP getPlayerFromUsername(String username)
{
PlayerList scoman = FMLCommonHandler.instance().getMinecraftServerInstance().getPlayerList();
EntityPlayerMP player = scoman.getPlayerByUsername(username);
return player;
}
示例8: execute
import net.minecraft.server.management.PlayerList; //导入方法依赖的package包/类
@Override
protected void execute()
{
// Set up some initial conditions:
ServerSection ss = currentMissionInit().getMission().getServerSection();
ServerInitialConditions sic = (ss != null) ? ss.getServerInitialConditions() : null;
if (sic != null && sic.getTime() != null)
{
boolean allowTimeToPass = (sic.getTime().isAllowPassageOfTime() != Boolean.FALSE); // Defaults to true if unspecified.
MinecraftServer server = FMLCommonHandler.instance().getMinecraftServerInstance();
if (server.worlds != null && server.worlds.length != 0)
{
for (int i = 0; i < server.worlds.length; ++i)
{
World world = server.worlds[i];
world.getGameRules().setOrCreateGameRule("doDaylightCycle", allowTimeToPass ? "true" : "false");
if (sic.getTime().getStartTime() != null)
world.setWorldTime(sic.getTime().getStartTime());
}
}
}
ModSettings modsettings = currentMissionInit().getMission().getModSettings();
if (modsettings != null && modsettings.getMsPerTick() != null)
TimeHelper.serverTickLength = (long)(modsettings.getMsPerTick());
if (getHandlers().quitProducer != null)
getHandlers().quitProducer.prepare(currentMissionInit());
if (getHandlers().worldDecorator != null)
getHandlers().worldDecorator.prepare(currentMissionInit());
// Fire the starting pistol:
MalmoMod.safeSendToAll(MalmoMessageType.SERVER_GO);
// And start the turn schedule turning, if there is one:
if (!ServerStateMachine.this.userTurnSchedule.isEmpty())
{
String agentName = ServerStateMachine.this.userTurnSchedule.get(0);
PlayerList scoman = FMLCommonHandler.instance().getMinecraftServerInstance().getPlayerList();
EntityPlayerMP player = scoman.getPlayerByUsername(agentName);
if (player != null)
{
MalmoMod.network.sendTo(new MalmoMod.MalmoMessage(MalmoMessageType.SERVER_YOUR_TURN, ""), player);
}
else if (getHandlers().worldDecorator != null)
{
// Not a player - is it a world decorator?
getHandlers().worldDecorator.targetedUpdate(agentName);
}
}
}