本文整理汇总了Java中org.bukkit.inventory.meta.FireworkMeta.addEffect方法的典型用法代码示例。如果您正苦于以下问题:Java FireworkMeta.addEffect方法的具体用法?Java FireworkMeta.addEffect怎么用?Java FireworkMeta.addEffect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org.bukkit.inventory.meta.FireworkMeta
的用法示例。
在下文中一共展示了FireworkMeta.addEffect方法的15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: playFirework
import org.bukkit.inventory.meta.FireworkMeta; //导入方法依赖的package包/类
public void playFirework(Player p, Location loc, Color color1, Color color2, FireworkEffect.Type type) {
loc.add(0.5, 1, 0.5);
Firework fw = p.getWorld().spawn(loc, Firework.class);
FireworkMeta fwmeta = ((org.bukkit.entity.Firework) fw).getFireworkMeta();
FireworkEffect.Builder builder = FireworkEffect.builder();
builder.withFlicker();
builder.withFade(color2);
builder.withColor(color1);
builder.with(type);
fwmeta.clearEffects();
Field f;
try {
f = fwmeta.getClass().getDeclaredField("power");
f.setAccessible(true);
f.set(fwmeta, -1);
} catch (Exception e) {
return;
}
fwmeta.addEffect(builder.build());
fw.setFireworkMeta(fwmeta);
}
示例2: launchfw
import org.bukkit.inventory.meta.FireworkMeta; //导入方法依赖的package包/类
public static void launchfw(Hub hub, Location location, final FireworkEffect effect)
{
Firework fw = (Firework) location.getWorld().spawnEntity(location, EntityType.FIREWORK);
FireworkMeta fwm = fw.getFireworkMeta();
fwm.addEffect(effect);
fwm.setPower(0);
fw.setFireworkMeta(fwm);
((CraftFirework) fw).getHandle().setInvisible(true);
hub.getServer().getScheduler().runTaskLater(hub, () ->
{
World world = (((CraftWorld) location.getWorld()).getHandle());
EntityFireworks fireworks = ((CraftFirework) fw).getHandle();
world.broadcastEntityEffect(fireworks, (byte) 17);
fireworks.die();
}, 1);
}
示例3: launchFireworkDisplay
import org.bukkit.inventory.meta.FireworkMeta; //导入方法依赖的package包/类
public void launchFireworkDisplay(final World w, final Location loc) {
Firework fw = (Firework) w.spawn(loc.clone().add(new Vector(getRandomNum(5, -5), 1, getRandomNum(5, -5))), Firework.class);
FireworkMeta meta = fw.getFireworkMeta();
FireworkEffect effect = SkyWarsReloaded.getNMS().getFireworkEffect(getRandomColor(),getRandomColor(), getRandomColor(), getRandomColor(), getRandomColor(), getRandomType());
meta.addEffect(effect);
meta.setPower(getRandomNum(4, 1));
fw.setFireworkMeta(meta);
fireworksCount++;
if (fireworksCount < ((SkyWarsReloaded.getCfg().getTimeAfterGame() - 5)*4)) {
SkyWarsReloaded.get().getServer().getScheduler().scheduleSyncDelayedTask(SkyWarsReloaded.get(), new Runnable() {
public void run() {
launchFireworkDisplay(w, loc);
}
}, 5);
}
}
示例4: KimuraFirework
import org.bukkit.inventory.meta.FireworkMeta; //导入方法依赖的package包/类
@EventHandler
public void KimuraFirework(PlayerDeathEvent event) {
Player player = event.getEntity();
// check if player is Kimura or not
if (!player.getPlayerListName().contains("schinchig")) return;
// spawn Firework
World world = player.getWorld();
Firework firework = (Firework) world.spawnEntity(player.getLocation(), EntityType.FIREWORK);
// set firework random meta infomations
FireworkMeta meta = firework.getFireworkMeta();
FireworkEffect.Builder builder = FireworkEffect.builder();
builder.withColor(getRandomColors(1 + rand.nextInt(5)));
builder.withFade(getRandomColors(1 + rand.nextInt(3)));
builder.flicker(rand.nextBoolean());
builder.trail(rand.nextBoolean());
builder.with(FireworkEffect.Type.values()[rand.nextInt(5)]);
meta.setPower(1 + rand.nextInt(4));
meta.addEffect(builder.build());
firework.setFireworkMeta(meta);
}
示例5: getFireworkMeta
import org.bukkit.inventory.meta.FireworkMeta; //导入方法依赖的package包/类
public static FireworkMeta getFireworkMeta(JSONObject json) {
try {
FireworkMeta dummy = (FireworkMeta) new ItemStack(Material.FIREWORK).getItemMeta();
dummy.setPower(json.optInt("power", 1));
JSONArray effects = json.getJSONArray("effects");
for (int i = 0; i < effects.length(); i++) {
JSONObject effectDto = effects.getJSONObject(i);
FireworkEffect effect = FireworkEffectSerialization.getFireworkEffect(effectDto);
if (effect != null)
dummy.addEffect(effect);
}
return dummy;
} catch (JSONException e) {
e.printStackTrace();
return null;
}
}
示例6: spawnFirework
import org.bukkit.inventory.meta.FireworkMeta; //导入方法依赖的package包/类
public void spawnFirework(Location location) {
Firework fw = (Firework) location.getWorld().spawnEntity(location, EntityType.FIREWORK);
FireworkMeta fwm = fw.getFireworkMeta();
Random r = new Random();
int rt = r.nextInt(4) + 1;
FireworkEffect.Type type = FireworkEffect.Type.BALL;
if (rt == 1) type = FireworkEffect.Type.BALL;
if (rt == 2) type = FireworkEffect.Type.BALL_LARGE;
if (rt == 3) type = FireworkEffect.Type.BURST;
if (rt == 4) type = FireworkEffect.Type.CREEPER;
if (rt == 5) type = FireworkEffect.Type.STAR;
int r1i = r.nextInt(17) + 1;
int r2i = r.nextInt(17) + 1;
Color c1 = getColor(r1i);
Color c2 = getColor(r2i);
FireworkEffect effect = FireworkEffect.builder().flicker(r.nextBoolean()).withColor(c1).withFade(c2).with(type).trail(r.nextBoolean()).build();
fwm.addEffect(effect);
int rp = r.nextInt(2) + 1;
fwm.setPower(rp);
fw.setFireworkMeta(fwm);
}
示例7: onCreeperDetonate
import org.bukkit.inventory.meta.FireworkMeta; //导入方法依赖的package包/类
/**
* Event handler called when an explosive is primed.
*
* We use it to detect impending creeper explosions. The event is fired
* immediately before the explosion.
*/
@EventHandler(ignoreCancelled = true)
public void onCreeperDetonate(ExplosionPrimeEvent event) {
if (!CONFIG.isAffectedWorld(event)) {
return;
}
if (event.getEntityType() == EntityType.CREEPER) {
event.setRadius((float) CONFIG.BLAST_RADIUS_SCALE * event.getRadius());
Entity creeper = event.getEntity();
launchReinforcements(creeper);
Location origin = creeper.getLocation();
World world = origin.getWorld();
Firework firework = (Firework) world.spawnEntity(origin, EntityType.FIREWORK);
if (firework != null) {
FireworkMeta meta = firework.getFireworkMeta();
meta.setPower(random(0, 1));
meta.addEffect(randomFireworkFffect(true));
firework.setFireworkMeta(meta);
}
}
}
示例8: spawnFirework
import org.bukkit.inventory.meta.FireworkMeta; //导入方法依赖的package包/类
public static void spawnFirework(Location loc) {
Random colour = new Random();
Firework fw = loc.getWorld().spawn(loc, Firework.class);
FireworkMeta fwMeta = fw.getFireworkMeta();
Type fwType = Type.BALL_LARGE;
int c1i = colour.nextInt(17) + 1;
int c2i = colour.nextInt(17) + 1;
Color c1 = getFWColor(c1i);
Color c2 = getFWColor(c2i);
FireworkEffect effect = FireworkEffect.builder().withFade(c2).withColor(c1).with(fwType).build();
fwMeta.addEffect(effect);
fwMeta.setPower(1);
fw.setFireworkMeta(fwMeta);
}
示例9: Fireworks
import org.bukkit.inventory.meta.FireworkMeta; //导入方法依赖的package包/类
public static void Fireworks(Player p){
Firework rfw = (Firework) p.getWorld()
.spawnEntity(p.getLocation(),EntityType.FIREWORK);
FireworkMeta rfwm = rfw.getFireworkMeta();
FireworkEffect.Type rtype = FireworkEffect.Type.BALL_LARGE;
FireworkEffect reffect = (FireworkEffect.builder().trail(false)
.withColor(Color.RED).flicker(false).with(rtype).build());
rfwm.addEffect(reffect);
rfwm.setPower(0);
rfw.setFireworkMeta(rfwm);
Firework gfw = (Firework) p.getWorld()
.spawnEntity(p.getLocation(),EntityType.FIREWORK);
FireworkMeta gfwm = gfw.getFireworkMeta();
FireworkEffect.Type gtype = FireworkEffect.Type.BALL_LARGE;
FireworkEffect geffect = (FireworkEffect.builder().trail(false)
.withColor(Color.LIME).flicker(false).with(gtype).build());
gfwm.addEffect(geffect);
gfwm.setPower(0);
gfw.setFireworkMeta(gfwm);
}
示例10: shot
import org.bukkit.inventory.meta.FireworkMeta; //导入方法依赖的package包/类
public void shot(Location location)
{
Firework firework = (Firework)location.getWorld().spawnEntity(location, EntityType.FIREWORK);
FireworkEffect.Builder effect = FireworkEffect.builder();
for (int cc = 1; cc <= colorCounter; cc++) {
effect.withColor(colors[cc]);
}
FireworkMeta meta = firework.getFireworkMeta();
effect.with(type);
if (this.fadeTo != null) {
effect.withFade(fadeTo);
}
meta.setPower(this.duration);
meta.addEffect(effect.build());
firework.setFireworkMeta(meta);
}
示例11: getAsStack
import org.bukkit.inventory.meta.FireworkMeta; //导入方法依赖的package包/类
public ItemStack getAsStack(int _stackSize)
{
ItemStack item = new ItemStack(Material.FIREWORK, _stackSize);
FireworkEffect.Builder effect = FireworkEffect.builder();
String colorString = "";
for (int cc = 1; cc <= colorCounter; cc++) {
effect.withColor(colors[cc]);
colorString = colorString + " " + this.colorToString(colors[cc]);
}
FireworkMeta meta = (FireworkMeta) item.getItemMeta();
meta.setDisplayName("Firework: " + colorString + " " + this.effectToString(this.type) );
effect.with(type);
if (this.fadeTo != null) {
effect.withFade(fadeTo);
}
meta.setPower(this.duration);
meta.addEffect(effect.build());
item.setItemMeta(meta);
return item;
}
示例12: LaunchFirework
import org.bukkit.inventory.meta.FireworkMeta; //导入方法依赖的package包/类
/**
* Launch a firework at a given location with specified properties
*
* @param spawnLocation the location for the firework
* @param type the firework type
* @param power the power of the firework
* @param colors the colors of the fireworks
* @param fadecolors the colors for the firework to fade to
* @param trail if the firework should leave a trail
* @param flicker if the firework should flicker
*/
static public Firework LaunchFirework(Location spawnLocation, FireworkEffect.Type type, int power, ArrayList<Color> colors, ArrayList<Color> fadecolors, boolean flicker, boolean trail) {
Firework firework = spawnLocation.getWorld().spawn(spawnLocation, Firework.class);
FireworkMeta metadata = firework.getFireworkMeta();
Builder builder = FireworkEffect.builder();
builder.with(type);
builder.flicker(flicker);
builder.trail(trail);
builder.withColor(colors);
builder.withFade(fadecolors);
FireworkEffect effect = builder.build();
metadata.addEffect(effect);
metadata.setPower(power);
firework.setFireworkMeta(metadata);
return firework;
}
示例13: onRankUpEvent
import org.bukkit.inventory.meta.FireworkMeta; //导入方法依赖的package包/类
@EventHandler
public void onRankUpEvent(RankUpEvent event){
Player player = Bukkit.getPlayer(event.getUserID());
User user = userManager.getUser(event.getUserID());
user.addRank();
user.addToken();
user.scoreboard();
player.sendMessage(ChatColor.AQUA + "You Ranked up!");
Location loc = player.getLocation();
Firework firework = (Firework) loc.getWorld().spawnEntity(loc, EntityType.FIREWORK);
FireworkMeta meta = firework.getFireworkMeta();
FireworkEffect fe = FireworkEffect.builder().with(Type.BALL_LARGE).withColor(Color.BLUE).build();
meta.addEffect(fe);
meta.setPower(3);
firework.setFireworkMeta(meta);
}
示例14: onBowShoot
import org.bukkit.inventory.meta.FireworkMeta; //导入方法依赖的package包/类
@EventHandler
public void onBowShoot(EntityShootBowEvent event) {
FireworkMeta fireworkMeta = (FireworkMeta) (new ItemStack(
Material.FIREWORK)).getItemMeta();
Firework firework = (Firework) event
.getProjectile()
.getLocation()
.getWorld()
.spawnEntity(event.getProjectile().getLocation(),
EntityType.FIREWORK);
fireworkMeta.addEffect(FireworkEffect.builder().with(Type.BURST)
.withColor(Color.RED).withColor(Color.WHITE)
.withColor(Color.BLUE).withTrail().build());
firework.setFireworkMeta(fireworkMeta);
event.getProjectile().setPassenger(firework);
}
示例15: randomizeFirework
import org.bukkit.inventory.meta.FireworkMeta; //导入方法依赖的package包/类
private void randomizeFirework(Firework firework) {
FireworkEffect.Builder effect = FireworkEffect.builder();
FireworkMeta meta = firework.getFireworkMeta();
// construct [1, 3] random colours
int numColours = r.nextInt(3) + 1;
Color[] colourArray = new Color[numColours];
for (int i = 0; i < numColours; i++) {
colourArray[i] = getColor(r.nextInt(17) + 1);
}
// randomize effects
effect.withColor(colourArray);
effect.flicker(r.nextDouble() < 0.5);
effect.trail(r.nextDouble() < 0.5);
effect.with(FireworkEffect.Type.values()[r.nextInt(FireworkEffect.Type.values().length)]);
// set random effect and randomize power
meta.addEffect(effect.build());
meta.setPower(r.nextInt(2) + 1);
// apply it to the given firework
firework.setFireworkMeta(meta);
}