本文整理汇总了Java中net.minecraft.world.chunk.Chunk.removeEntity方法的典型用法代码示例。如果您正苦于以下问题:Java Chunk.removeEntity方法的具体用法?Java Chunk.removeEntity怎么用?Java Chunk.removeEntity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.world.chunk.Chunk
的用法示例。
在下文中一共展示了Chunk.removeEntity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: onMessage
import net.minecraft.world.chunk.Chunk; //导入方法依赖的package包/类
@Override
public void onMessage(MalmoMessageType messageType, Map<String, String> data)
{
super.onMessage(messageType, data);
// This message will be sent to us once the server has decided the mission is over.
if (messageType == MalmoMessageType.SERVER_STOPAGENTS)
{
this.quitCode = data.containsKey("QuitCode") ? data.get("QuitCode") : "";
try
{
// Save the quit code for anything that needs it:
MalmoMod.getPropertiesForCurrentThread().put("QuitCode", this.quitCode);
}
catch (Exception e)
{
System.out.println("Failed to get properties - final reward may go missing.");
}
// Get the final reward data:
ClientAgentConnection cac = currentMissionInit().getClientAgentConnection();
if (currentMissionBehaviour() != null && currentMissionBehaviour().rewardProducer != null && cac != null)
currentMissionBehaviour().rewardProducer.getReward(currentMissionInit(), ClientStateMachine.this.finalReward);
onMissionEnded(ClientState.MISSION_ENDED, null);
}
else if (messageType == MalmoMessageType.SERVER_GO)
{
// First, force all entities to get re-added to their chunks, clearing out any old entities in the process.
// We need to do this because the process of teleporting all agents to their start positions, combined
// with setting them to/from spectator mode, leaves the client chunk entity lists etc in a parlous state.
List lel = Minecraft.getMinecraft().theWorld.loadedEntityList;
for (int i = 0; i < lel.size(); i++)
{
Entity entity = (Entity)lel.get(i);
Chunk chunk = Minecraft.getMinecraft().theWorld.getChunkFromChunkCoords(entity.chunkCoordX, entity.chunkCoordZ);
List<Entity> entitiesToRemove = new ArrayList<Entity>();
for (int k = 0; k < chunk.getEntityLists().length; k++)
{
Iterator iterator = chunk.getEntityLists()[k].iterator();
while (iterator.hasNext())
{
Entity chunkent = (Entity)iterator.next();
if (chunkent.getEntityId() == entity.getEntityId())
{
entitiesToRemove.add(chunkent);
}
}
}
for (Entity removeEnt : entitiesToRemove)
{
chunk.removeEntity(removeEnt);
}
entity.addedToChunk = false; // Will force it to get re-added to the chunk list.
}
this.serverHasFiredStartingPistol = true; // GO GO GO!
}
}