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Java World.playSound方法代码示例

本文整理汇总了Java中org.bukkit.World.playSound方法的典型用法代码示例。如果您正苦于以下问题:Java World.playSound方法的具体用法?Java World.playSound怎么用?Java World.playSound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org.bukkit.World的用法示例。


在下文中一共展示了World.playSound方法的7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: flightPath

import org.bukkit.World; //导入方法依赖的package包/类
/**
 * Override this class, you can use it to provide particle effects along travel path. 
 * 
 * It is called after all other handling is done. Keep it lightweight
 * 
 * @param start The start location of flight
 * @param end The end location of impact / miss
 * @param type the type of bullet in play
 * @param endOfFlight is the bullet still flying after this or has it impacted?
 */
public void flightPath(Location start, Location end, Bullet type, boolean endOfFlight) {
	// no special flight path stuff. maybe a whizzing sound?

	World world = start.getWorld();
	if (endOfFlight) {
		// make a new sound where it hits.
		world.playSound(end, Sound.ENTITY_FIREWORK_BLAST, 1.0f, 1.5f);
	}
	if (type.getFireChance() > 0.0d) {
		if (start != null) {
			double distance = end.distance(start);

			Vector vector = end.subtract(start).toVector();
			vector = vector.multiply(0.1d / distance);
			for (int i = 0; i < distance; i++) {
				world.spawnParticle(Particle.SMOKE_NORMAL, start.add(vector), 5, 0.01, 0.01, 0.01, 0.001);
			}
		}
	}
}
 
开发者ID:ProgrammerDan,项目名称:AddGun,代码行数:31,代码来源:StandardGun.java

示例2: preHit

import org.bukkit.World; //导入方法依赖的package包/类
/**
 * Subclasses are encouraged to override this.
 * Default behavior is to eject off of what you are riding, play a sound and spawn particle.
 *
 * 
 * @param hitData Data matrix showing hit
 * @param hit What entity was hit
 * @param bullet The bullet data.
 */
public void preHit(HitDigest hitData, Entity hit, Projectile bullet, Bullet type) {
	Location end = hitData.hitLocation;
	World world = end.getWorld();
	hit.eject(); // eject the player
	hit.getPassengers().forEach(e -> e.eject()); // and ejects your passengers
	// make a new sound where it hits.
	world.playSound(end, Sound.ENTITY_FIREWORK_BLAST, 1.0f, 1.5f);
	// make a splash
	world.spawnParticle(Particle.SMOKE_NORMAL, end, 35, 0.1, 0.1, 0.1, 0.1);
}
 
开发者ID:ProgrammerDan,项目名称:AddGun,代码行数:20,代码来源:StandardGun.java

示例3: handleInstantActivation

import org.bukkit.World; //导入方法依赖的package包/类
@EventHandler(priority = EventPriority.MONITOR, ignoreCancelled = true)
public void handleInstantActivation(BlockPlaceEvent event) {
    if(this.properties.instantIgnite && event.getBlock().getType() == Material.TNT) {
        World world = event.getBlock().getWorld();
        TNTPrimed tnt = world.spawn(BlockUtils.base(event.getBlock()), TNTPrimed.class);

        if(this.properties.fuse != null) {
            tnt.setFuseTicks(this.getFuseTicks());
        }

        if(this.properties.power != null) {
            tnt.setYield(this.properties.power); // Note: not related to EntityExplodeEvent.yield
        }

        if(callPrimeEvent(tnt, event.getPlayer(), true)) {
            // Only cancel the block placement if the prime event is NOT cancelled.
            // If priming is cancelled, the block is allowed to stay (unless some
            // other handler has already cancelled the place event).
            event.setCancelled(true);
            world.playSound(tnt.getLocation(), Sound.ENTITY_TNT_PRIMED, 1, 1);

            ItemStack inHand = event.getItemInHand();
            if(inHand.getAmount() == 1) {
                inHand = null;
            } else {
                inHand.setAmount(inHand.getAmount() - 1);
            }
            event.getPlayer().getInventory().setItem(event.getHand(), inHand);
        }
    }
}
 
开发者ID:OvercastNetwork,项目名称:ProjectAres,代码行数:32,代码来源:TNTMatchModule.java

示例4: execute

import org.bukkit.World; //导入方法依赖的package包/类
@Override
public void execute(KingdomFactionsPlayer player) {

	noFallDamage.add(player.getName());

	double forwardPowerModifier = 1.5D;
	double upwardPowerModifier = forwardPowerModifier * 2.0D;
	double fwv = 2.0D;
	double uwv = 0.7D;

	Vector dir = player.getLocation().getDirection();

	dir.setY(0).normalize().multiply(fwv * forwardPowerModifier).setY(uwv * upwardPowerModifier);

	player.getPlayer().setVelocity(dir);

	final World w = player.getPlayer().getWorld();
	w.playSound(player.getLocation(), Sound.ENTITY_ENDERMEN_TELEPORT, 1.0F, 1.0F);

	new BukkitRunnable() {
		int autoStopCount = 0;

		@SuppressWarnings("deprecation")
		public void run() {
			if ((this.autoStopCount <= 30) && (Leap.noFallDamage.contains(player.getName()))
					&& (Bukkit.getPlayer(player.getName()) != null)
					&& (!Bukkit.getPlayer(player.getName()).isOnGround())) {
				Player p = Bukkit.getPlayer((player.getName()));
				w.playEffect(p.getLocation(), Effect.ENDER_SIGNAL, 1);

				this.autoStopCount += 1;
			} else {
				if ((Leap.noFallDamage.contains(player.getName()))) {
					Leap.noFallDamage.remove(player.getName());
				}
				cancel();
			}
		}
	}.runTaskTimer(KingdomFactionsPlugin.getInstance(), 5L, 3L);
}
 
开发者ID:ThEWiZ76,项目名称:KingdomFactions,代码行数:41,代码来源:Leap.java

示例5: gunBulletHitGroundEvent

import org.bukkit.World; //导入方法依赖的package包/类
/**
 * It hit the ground maybe!
 * 
 * @param event the impact event, we ignore any that aren't just blockhits
 */
@EventHandler(priority = EventPriority.NORMAL, ignoreCancelled = true)
public void gunBulletHitGroundEvent(ProjectileHitEvent event) {
	if (!EntityType.SMALL_FIREBALL.equals(event.getEntityType()))
		return;
	if (event.getHitBlock() == null)
		return;

	SmallFireball bullet = (SmallFireball) event.getEntity();
	if (!bullet.getName().equals(this.tag))
		return;

	Location end = event.getHitBlock().getLocation().clone().add(0.5, 0.5, 0.5);
	World world = end.getWorld();

	// make a new sound where it hits.
	world.playSound(end, Sound.ENTITY_FIREWORK_BLAST, 1.0f, 1.5f);
	
	// make a splash
	world.spawnParticle(Particle.BLOCK_DUST, end.clone().add( 0.5, 0.0, 0.0), 5);
	world.spawnParticle(Particle.BLOCK_DUST, end.clone().add(-0.5, 0.0, 0.0), 5);
	world.spawnParticle(Particle.BLOCK_DUST, end.clone().add( 0.0, 0.5, 0.0), 5);
	world.spawnParticle(Particle.BLOCK_DUST, end.clone().add( 0.0,-0.5, 0.0), 5);
	world.spawnParticle(Particle.BLOCK_DUST, end.clone().add( 0.0, 0.0, 0.5), 5);
	world.spawnParticle(Particle.BLOCK_DUST, end.clone().add( 0.0, 0.0,-0.5), 5);

	Entity hit = event.getEntity();
	if (hit == null) {
		Location start = travelPaths.remove(bullet.getUniqueId());

		if (start != null) {
			double distance = end.distance(start);

			Vector vector = end.subtract(start).toVector();
			vector = vector.multiply(1.0d / distance);
			for (int i = 0; i < distance; i++) {
				world.spawnParticle(Particle.FLAME, start.add(vector), 5);
			}
		}

		bullet.remove();
		return;
	}
}
 
开发者ID:ProgrammerDan,项目名称:AddGun,代码行数:49,代码来源:RailGun.java

示例6: nearMiss

import org.bukkit.World; //导入方法依赖的package包/类
/**
 * Subclasses are encouraged to override this.
 * Just makes a sounds and spawns a particle. Note that if you're OK with this but still want
 * to do some custom stuff on a nearmiss (perhaps jerk the entity away or something? I dunno)
 * then consider using {@link #postMiss(HitDigest, Entity, Projectile, Projectile, Bullet)}
 * instead, which gives you this same detail as well as the projectile spawned to "keep going"
 * post-miss.
 * 
 * @param missData Data matrix showing miss
 * @param missed What entity was almost hit
 * @param bullet The bullet data
 */
public void nearMiss(HitDigest missData, Entity missed, Projectile bullet, Bullet type) {
	Location end = missData.hitLocation;
	World world = end.getWorld();
	world.playSound(end, Sound.BLOCK_GLASS_HIT, 1.0f, 1.5f);
	world.spawnParticle(Particle.SMOKE_NORMAL, end, 15, 0.1, 0.1, 0.1, 0.1);
}
 
开发者ID:ProgrammerDan,项目名称:AddGun,代码行数:19,代码来源:StandardGun.java

示例7: manageHit

import org.bukkit.World; //导入方法依赖的package包/类
/**
 * Override this class, you use it to manage what happens when a non-Damageable is hit.
 * 
 * @param hitData the Data matrix showing hit information
 * @param hit the non-damageable entity that was struck
 * @param bullet The "Projectile" bullet doing the hitting
 * @param bulletType The "Bullet" type of the projectile
 */
public void manageHit(HitDigest hitData, Entity hit, Projectile bullet, Bullet bulletType) {
	// do nothing in standard gun.
	Location end = hitData.hitLocation;
	World world = end.getWorld();
	world.playSound(end, Sound.BLOCK_GLASS_HIT, 1.0f, 1.5f);
	world.spawnParticle(Particle.SMOKE_NORMAL, end, 35, 0.1, 0.1, 0.1, 0.1);
}
 
开发者ID:ProgrammerDan,项目名称:AddGun,代码行数:16,代码来源:StandardGun.java


注:本文中的org.bukkit.World.playSound方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。