本文整理汇总了PHP中pocketmine\block\Block::isSolid方法的典型用法代码示例。如果您正苦于以下问题:PHP Block::isSolid方法的具体用法?PHP Block::isSolid怎么用?PHP Block::isSolid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pocketmine\block\Block
的用法示例。
在下文中一共展示了Block::isSolid方法的12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PHP代码示例。
示例1: onActivate
public function onActivate(Level $level, Player $player, Block $block, Block $target, $face, $fx, $fy, $fz)
{
if ($target->isTransparent() === false and $face > 1 and $block->isSolid() === false) {
$faces = [2 => 0, 3 => 2, 4 => 1, 5 => 3];
$motives = [["Kebab", 1, 1], ["Aztec", 1, 1], ["Alban", 1, 1], ["Aztec2", 1, 1], ["Bomb", 1, 1], ["Plant", 1, 1], ["Wasteland", 1, 1], ["Wanderer", 1, 2], ["Graham", 1, 2], ["Pool", 2, 1], ["Courbet", 2, 1], ["Sunset", 2, 1], ["Sea", 2, 1], ["Creebet", 2, 1], ["Match", 2, 2], ["Bust", 2, 2], ["Stage", 2, 2], ["Void", 2, 2], ["SkullAndRoses", 2, 2], ["Fighters", 4, 2], ["Skeleton", 4, 3], ["DonkeyKong", 4, 3], ["Pointer", 4, 4], ["Pigscene", 4, 4], ["Flaming Skull", 4, 4]];
$motive = $motives[mt_rand(0, count($motives) - 1)];
$data = ["x" => $target->x, "y" => $target->y + 0.4, "z" => $target->z, "yaw" => $faces[$face] * 90, "Motive" => $motive[0]];
$nbt = new CompoundTag("", ["Motive" => new StringTag("Motive", $data["Motive"]), "Pos" => new EnumTag("Pos", [new DoubleTag("", $data["x"]), new DoubleTag("", $data["y"]), new DoubleTag("", $data["z"])]), "Motion" => new EnumTag("Motion", [new DoubleTag("", 0), new DoubleTag("", 0), new DoubleTag("", 0)]), "Rotation" => new EnumTag("Rotation", [new FloatTag("", $data["yaw"]), new FloatTag("", 0)])]);
$painting = new PaintingEntity($player->getLevel()->getChunk($block->getX() >> 4, $block->getZ() >> 4), $nbt);
$painting->spawnToAll();
if ($player->isSurvival()) {
$item = $player->getInventory()->getItemInHand();
$count = $item->getCount();
if (--$count <= 0) {
$player->getInventory()->setItemInHand(Item::get(Item::AIR));
return;
}
$item->setCount($count);
$player->getInventory()->setItemInHand($item);
}
//TODO
//$e = $server->api->entity->add($level, ENTITY_OBJECT, OBJECT_PAINTING, $data);
//$e->spawnToAll();
/*if(($player->gamemode & 0x01) === 0x00){
$player->removeItem(Item::get($this->getId(), $this->getDamage(), 1));
}*/
return true;
}
return false;
}
示例2: sendBlockInfo
/**
* @param CommandSender $sender
* @param Block $block
*/
public function sendBlockInfo(CommandSender $sender, Block $block)
{
$sender->sendMessage("Name: " . $block->getName());
$sender->sendMessage("XYZ: " . $block->getFloorX() . ":" . $block->getFloorY() . ":" . $block->getFloorZ());
$sender->sendMessage("Level: " . $block->getLevel()->getName());
$sender->sendMessage("Block-id: " . $block->getId() . ":" . $block->getDamage());
$sender->sendMessage("Hardness: " . $block->getHardness());
$sender->sendMessage("Resistance: " . $block->getResistance());
$sender->sendMessage("Tool-type: " . $block->getToolType());
$sender->sendMessage("Friction: " . $block->getFrictionFactor());
$sender->sendMessage("Light-level: " . $block->getLightLevel());
//$sender->sendMessage("Is-placeable: ".($block->canBePlaced() ? TextFormat::GREEN."yes" : TextFormat::RED."no"));
$sender->sendMessage("Is-replaceable: " . ($block->canBeReplaced() ? TextFormat::GREEN . "yes" : TextFormat::RED . "no"));
$sender->sendMessage("Is-transparent: " . ($block->isTransparent() ? TextFormat::GREEN . "yes" : TextFormat::RED . "no"));
$sender->sendMessage("Is-solid: " . ($block->isSolid() ? TextFormat::GREEN . "yes" : TextFormat::RED . "no"));
//$sender->sendMessage("Is-flowable: ".($block->canBeFlowedInto() ? TextFormat::GREEN."yes" : TextFormat::RED."no"));
//$sender->sendMessage("Is-activateable: ".($block->canBeActivated() ? TextFormat::GREEN."yes" : TextFormat::RED."no"));
$sender->sendMessage("Is-passable: " . ($block->canPassThrough() ? TextFormat::GREEN . "yes" : TextFormat::RED . "no"));
$dropCount = 0;
$dropNames = "";
foreach ($block->getDrops() as $drop) {
$dropNames .= $drop->getName() . ", ";
$dropCount++;
}
$sender->sendMessage("Drops (" . $dropCount . "): " . substr($dropNames, 0, -2));
}
示例3: place
public function place(Item $item, Block $block, Block $target, $face, $fx, $fy, $fz, Player $player = null)
{
if ($target->isTransparent() === false and $face > 1 and $block->isSolid() === false) {
$faces = [2 => 3, 3 => 2, 4 => 1, 5 => 0];
$this->meta = $faces[$face];
$this->getLevel()->setBlock($block, $this, true, true);
$nbt = new CompoundTag("", [new StringTag("id", Tile::ITEM_FRAME), new IntTag("x", $block->x), new IntTag("y", $block->y), new IntTag("z", $block->z), new ByteTag("ItemRotation", 0), new FloatTag("ItemDropChance", 1.0)]);
Tile::createTile(Tile::ITEM_FRAME, $this->getLevel()->getChunk($this->x >> 4, $this->z >> 4), $nbt);
return true;
}
return false;
}
示例4: onActivate
public function onActivate(Level $level, Player $player, Block $block, Block $target, $face, $fx, $fy, $fz)
{
if ($target->isTransparent() === false and $face > 1 and $block->isSolid() === false) {
$faces = [2 => 1, 3 => 3, 4 => 0, 5 => 2];
$motives = [["Kebab", 1, 1], ["Aztec", 1, 1], ["Alban", 1, 1], ["Aztec2", 1, 1], ["Bomb", 1, 1], ["Plant", 1, 1], ["Wasteland", 1, 1], ["Wanderer", 1, 2], ["Graham", 1, 2], ["Pool", 2, 1], ["Courbet", 2, 1], ["Sunset", 2, 1], ["Sea", 2, 1], ["Creebet", 2, 1], ["Match", 2, 2], ["Bust", 2, 2], ["Stage", 2, 2], ["Void", 2, 2], ["SkullAndRoses", 2, 2], ["Fighters", 4, 2], ["Skeleton", 4, 3], ["DonkeyKong", 4, 3], ["Pointer", 4, 4], ["Pigscene", 4, 4], ["Flaming Skull", 4, 4]];
$motive = $motives[mt_rand(0, count($motives) - 1)];
$data = ["x" => $target->x, "y" => $target->y, "z" => $target->z, "yaw" => $faces[$face] * 90, "Motive" => $motive[0]];
//TODO
//$e = $server->api->entity->add($level, ENTITY_OBJECT, OBJECT_PAINTING, $data);
//$e->spawnToAll();
/*if(($player->gamemode & 0x01) === 0x00){
$player->removeItem(Item::get($this->getId(), $this->getDamage(), 1));
}*/
return true;
}
return false;
}
示例5: canConnect
public function canConnect(Block $block)
{
return ($block->getId() !== self::COBBLE_WALL and $block->getId() !== self::FENCE_GATE) ? $block->isSolid() and !$block->isTransparent() : true;
}
示例6: place
public function place(Item $item, Block $block, Block $target, $face, $fx, $fy, $fz, Player $player = null)
{
if (!$target->isTransparent() and $target->isSolid()) {
$faces = [0 => 0, 1 => 0, 2 => 1, 3 => 4, 4 => 8, 5 => 2];
if (isset($faces[$face])) {
$this->meta = $faces[$face];
$this->getLevel()->setBlock($block, $this, true, true);
return true;
}
}
return false;
}
示例7: canConnect
public function canConnect(Block $block)
{
return ($block instanceof Fence or $block instanceof FenceGate) ? true : $block->isSolid() and !$block->isTransparent();
}
示例8: canConnect
public function canConnect(Block $block)
{
return $block->isSolid() or $block->getId() === $this->getId() or $block->getId() === self::GLASS_PANE or $block->getId() === self::GLASS;
}
示例9: canConnect
public function canConnect(Block $block)
{
//TODO: activate comments when the NetherBrickFenceGate class has been created.
return $block instanceof NetherBrickFence ? true : $block->isSolid() and !$block->isTransparent();
}
示例10: canConnect
public function canConnect(Block $block)
{
return (!$block instanceof Fence and !$block instanceof FenceGate) ? $block->isSolid() : true;
}
示例11: onActivate
public function onActivate(Level $level, Player $player, Block $block, Block $target, $face, $fx, $fy, $fz)
{
if ($target->isTransparent() === false and $face !== 0 and $face !== 1 and $block->isSolid() === false) {
$faces = [2 => 1, 3 => 3, 4 => 0, 5 => 2];
$motives = PaintingEntity::MOTIVES;
$face2side = [4, 5, 3, 2];
$foundApplicableMotive = false;
$searchedMotives = [];
while (!$foundApplicableMotive) {
if (count($searchedMotives) == count($motives)) {
break;
}
$rand = -1;
while (!isset($motives[$rand])) {
$rand = mt_rand(0, count($motives) - 1);
}
$motive = $motives[$rand];
$foundApplicableMotive = true;
$searchedMotives[$rand] = true;
for ($x = 0; $x < $motive[1] && $foundApplicableMotive; $x++) {
for ($z = 0; $z < $motive[2] && $foundApplicableMotive; $z++) {
if ($target->getSide($face2side[$face - 2], $x)->isTransparent() || $target->getSide(Vector3::SIDE_UP, $z)->isTransparent() || $block->getSide($face2side[$face - 2], $x)->isSolid() || $block->getSide(Vector3::SIDE_UP, $z)->isSolid()) {
$foundApplicableMotive = false;
}
}
}
}
if (!$foundApplicableMotive) {
return false;
}
//WIP overlapping calculation AND BTW: EVEN MCPE DOESN'T DO THIS!
/*
for($x = 0; $x < $motive[1] && $valid; $x++){
for($z = 0; $z < $motive[2] && $valid; $z++){
$entPos = $target->getSide($right[$face - 2], $x);
//getEntitiesAtThatPos (high intensive calculation)
if($entity instanceof PaintingEntity){
return false;
}
}
}
*/
$data = ["x" => $target->x, "y" => $target->y - 0.1, "z" => $target->z, "yaw" => $faces[$face] * 90, "Motive" => $motive[0]];
if ($motive[2] <= 1) {
$data["y"] = $data["y"] + 1;
}
if ($motive[2] >= 2) {
$data["y"] = $data["y"] + 0.4;
}
if ($motive[2] >= 3) {
$data["y"] = $data["y"] + 0.1;
}
switch ($face2side[$face - 2]) {
case Vector3::SIDE_NORTH:
$data["z"] = $data["z"] + 0.1;
break;
case Vector3::SIDE_SOUTH:
$data["z"] = $data["z"] - 0.1;
break;
case Vector3::SIDE_WEST:
$data["x"] = $data["x"] + 0.1;
break;
case Vector3::SIDE_EAST:
$data["x"] = $data["x"] - 0.1;
break;
}
$nbt = new CompoundTag("", ["Motive" => new StringTag("Motive", $data["Motive"]), "Pos" => new ListTag("Pos", [new DoubleTag("", $data["x"]), new DoubleTag("", $data["y"]), new DoubleTag("", $data["z"])]), "Motion" => new ListTag("Motion", [new DoubleTag("", 0), new DoubleTag("", 0), new DoubleTag("", 0)]), "Rotation" => new ListTag("Rotation", [new FloatTag("", $data["yaw"]), new FloatTag("", 0)])]);
$painting = new PaintingEntity($player->getLevel()->getChunk($block->getX() >> 4, $block->getZ() >> 4), $nbt);
$painting->spawnToAll();
unset($player->getLevel()->updateEntities[$painting->getId()]);
if ($player->isSurvival()) {
$item = $player->getInventory()->getItemInHand();
$count = $item->getCount();
if (--$count <= 0) {
$player->getInventory()->setItemInHand(Item::get(Item::AIR));
}
$item->setCount($count);
$player->getInventory()->setItemInHand($item);
}
return true;
}
return false;
}
示例12: onActivate
public function onActivate(Level $level, Player $player, Block $block, Block $target, $face, $fx, $fy, $fz)
{
if ($target->isTransparent() === false and $face > 1 and $block->isSolid() === false) {
$chunk = $level->getChunk($block->getX() >> 4, $block->getZ() >> 4);
$faces = [2 => 1, 3 => 3, 4 => 0, 5 => 2];
$motives = [["Kebab", 1, 1], ["Aztec", 1, 1], ["Alban", 1, 1], ["Aztec2", 1, 1], ["Bomb", 1, 1], ["Plant", 1, 1], ["Wasteland", 1, 1], ["Wanderer", 1, 2], ["Graham", 1, 2], ["Pool", 2, 1], ["Courbet", 2, 1], ["Sunset", 2, 1], ["Sea", 2, 1], ["Creebet", 2, 1], ["Match", 2, 2], ["Bust", 2, 2], ["Stage", 2, 2], ["Void", 2, 2], ["SkullAndRoses", 2, 2], ["Fighters", 4, 2], ["Skeleton", 4, 3], ["DonkeyKong", 4, 3], ["Pointer", 4, 4], ["Pigscene", 4, 4], ["Flaming Skull", 4, 4]];
if ($this->hasCustomName()) {
$nbt->CustomName = new String("CustomName", $this->getCustomName());
}
$motive = $motives[mt_rand(0, count($motives) - 1)];
$data = ["x" => $target->x, "y" => $target->y, "z" => $target->z, "yaw" => $faces[$face] * 90, "Motive" => $motive[0]];
$nbt = new Compound("", ["Pos" => new Enum("Pos", [new Double("", $target->x), new Double("", $target->y), new Double("", $target->z)]), "Motion" => new Enum("Motion", [new Double("", 0), new Double("", 0), new Double("", 0)]), "Rotation" => new Enum("Rotation", [new Float("", $faces[$face] * 90), new Float("", 0)])]);
$entity = Entity::createEntity($this->meta, $chunk, $nbt, $data);
if ($entity instanceof Entity) {
if ($player->isSurvival()) {
--$this->count;
}
$entity->spawnToAll();
return true;
}
return true;
}
return false;
}