本文整理汇总了Java中net.minecraft.world.chunk.Chunk.isPopulated方法的典型用法代码示例。如果您正苦于以下问题:Java Chunk.isPopulated方法的具体用法?Java Chunk.isPopulated怎么用?Java Chunk.isPopulated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.world.chunk.Chunk
的用法示例。
在下文中一共展示了Chunk.isPopulated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: markAndNotifyBlock
import net.minecraft.world.chunk.Chunk; //导入方法依赖的package包/类
public void markAndNotifyBlock(BlockPos pos, Chunk chunk, IBlockState iblockstate, IBlockState newState, int flags)
{
{
{
if ((flags & 2) != 0 && (!this.isRemote || (flags & 4) == 0) && (chunk == null || chunk.isPopulated()))
{
this.notifyBlockUpdate(pos, iblockstate, newState, flags);
}
if (!this.isRemote && (flags & 1) != 0)
{
this.notifyNeighborsRespectDebug(pos, iblockstate.getBlock());
if (newState.hasComparatorInputOverride())
{
this.updateComparatorOutputLevel(pos, newState.getBlock());
}
}
}
}
}
示例2: removePlayer
import net.minecraft.world.chunk.Chunk; //导入方法依赖的package包/类
public void removePlayer(EntityPlayerMP player)
{
if (this.playersWatchingChunk.contains(player))
{
Chunk chunk = PlayerManager.this.theWorldServer.getChunkFromChunkCoords(this.chunkCoords.chunkXPos, this.chunkCoords.chunkZPos);
if (chunk.isPopulated())
{
player.playerNetServerHandler.sendPacket(new S21PacketChunkData(chunk, true, 0));
}
this.playersWatchingChunk.remove(player);
player.loadedChunks.remove(this.chunkCoords);
if (this.playersWatchingChunk.isEmpty())
{
long i = (long)this.chunkCoords.chunkXPos + 2147483647L | (long)this.chunkCoords.chunkZPos + 2147483647L << 32;
this.increaseInhabitedTime(chunk);
PlayerManager.this.playerInstances.remove(i);
PlayerManager.this.playerInstanceList.remove(this);
if (this.numBlocksToUpdate > 0)
{
PlayerManager.this.playerInstancesToUpdate.remove(this);
}
PlayerManager.this.getWorldServer().theChunkProviderServer.dropChunk(this.chunkCoords.chunkXPos, this.chunkCoords.chunkZPos);
}
}
}
示例3: setBlockState
import net.minecraft.world.chunk.Chunk; //导入方法依赖的package包/类
/**
* Sets the block state at a given location. Flag 1 will cause a block update. Flag 2 will send the change to
* clients (you almost always want this). Flag 4 prevents the block from being re-rendered, if this is a client
* world. Flags can be added together.
*/
public boolean setBlockState(BlockPos pos, IBlockState newState, int flags)
{
if (!this.isValid(pos))
{
return false;
}
else if (!this.isRemote && this.worldInfo.getTerrainType() == WorldType.DEBUG_WORLD)
{
return false;
}
else
{
Chunk chunk = this.getChunkFromBlockCoords(pos);
Block block = newState.getBlock();
IBlockState iblockstate = chunk.setBlockState(pos, newState);
if (iblockstate == null)
{
return false;
}
else
{
Block block1 = iblockstate.getBlock();
if (block.getLightOpacity() != block1.getLightOpacity() || block.getLightValue() != block1.getLightValue())
{
this.theProfiler.startSection("checkLight");
this.checkLight(pos);
this.theProfiler.endSection();
}
if ((flags & 2) != 0 && (!this.isRemote || (flags & 4) == 0) && chunk.isPopulated())
{
this.markBlockForUpdate(pos);
}
if (!this.isRemote && (flags & 1) != 0)
{
this.notifyNeighborsRespectDebug(pos, iblockstate.getBlock());
if (block.hasComparatorInputOverride())
{
this.updateComparatorOutputLevel(pos, block);
}
}
return true;
}
}
}
示例4: setBlockState
import net.minecraft.world.chunk.Chunk; //导入方法依赖的package包/类
/**
* Sets the block state at a given location. Flag 1 will cause a block update. Flag 2 will send the change to
* clients (you almost always want this). Flag 4 prevents the block from being re-rendered, if this is a client
* world. Flags can be added together.
*/
public boolean setBlockState(BlockPos pos, IBlockState newState, int flags)
{
if (this.isOutsideBuildHeight(pos))
{
return false;
}
else if (!this.isRemote && this.worldInfo.getTerrainType() == WorldType.DEBUG_WORLD)
{
return false;
}
else
{
Chunk chunk = this.getChunkFromBlockCoords(pos);
Block block = newState.getBlock();
IBlockState iblockstate = chunk.setBlockState(pos, newState);
if (iblockstate == null)
{
return false;
}
else
{
if (newState.getLightOpacity() != iblockstate.getLightOpacity() || newState.getLightValue() != iblockstate.getLightValue())
{
this.theProfiler.startSection("checkLight");
this.checkLight(pos);
this.theProfiler.endSection();
}
if ((flags & 2) != 0 && (!this.isRemote || (flags & 4) == 0) && chunk.isPopulated())
{
this.notifyBlockUpdate(pos, iblockstate, newState, flags);
}
if (!this.isRemote && (flags & 1) != 0)
{
this.notifyNeighborsRespectDebug(pos, iblockstate.getBlock(), true);
if (newState.hasComparatorInputOverride())
{
this.updateComparatorOutputLevel(pos, block);
}
}
else if (!this.isRemote && (flags & 16) == 0)
{
this.func_190522_c(pos, block);
}
return true;
}
}
}