本文整理汇总了PHP中pocketmine\block\Block::position方法的典型用法代码示例。如果您正苦于以下问题:PHP Block::position方法的具体用法?PHP Block::position怎么用?PHP Block::position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::position方法的3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: setBlock
/**
* Sets on Vector3 the data from a Block object,
* does block updates and puts the changes to the send queue.
*
* If $direct is true, it'll send changes directly to players. if false, it'll be queued
* and the best way to send queued changes will be done in the next tick.
* This way big changes can be sent on a single chunk update packet instead of thousands of packets.
*
* If $update is true, it'll get the neighbour blocks (6 sides) and update them.
* If you are doing big changes, you might want to set this to false, then update manually.
*
* @param Vector3 $pos
* @param Block $block
* @param bool $direct @deprecated
* @param bool $update
* @param bool $extended
*
* @return bool Whether the block has been updated or not
*/
public function setBlock(Vector3 $pos, Block $block, $direct = false, $update = true, $extended = false)
{
if ($pos->y < 0 or $pos->y >= 128) {
return false;
}
if ($this->getChunk($pos->x >> 4, $pos->z >> 4, true)->setBlock($pos->x & 0xf, $pos->y & 0x7f, $pos->z & 0xf, $block->getId(), $block->getDamage())) {
if (!$pos instanceof Position) {
$pos = $this->temporalPosition->setComponents($pos->x, $pos->y, $pos->z);
}
$block->position($pos);
unset($this->blockCache[Level::blockHash($pos->x, $pos->y, $pos->z)]);
$index = Level::chunkHash($pos->x >> 4, $pos->z >> 4);
if ($direct === true) {
$this->sendBlocks($this->getChunkPlayers($pos->x >> 4, $pos->z >> 4), [$block], UpdateBlockPacket::FLAG_ALL_PRIORITY);
unset($this->chunkCache[$index]);
} else {
if (!isset($this->changedBlocks[$index])) {
$this->changedBlocks[$index] = [];
}
$this->changedBlocks[$index][Level::blockHash($block->x, $block->y, $block->z)] = clone $block;
}
foreach ($this->getChunkLoaders($pos->x >> 4, $pos->z >> 4) as $loader) {
$loader->onBlockChanged($block);
}
if ($update === true) {
$this->updateAllLight($block);
$this->server->getPluginManager()->callEvent($ev = new BlockUpdateEvent($block));
if (!$ev->isCancelled()) {
foreach ($this->getNearbyEntities(new AxisAlignedBB($block->x - 1, $block->y - 1, $block->z - 1, $block->x + 1, $block->y + 1, $block->z + 1)) as $entity) {
$entity->scheduleUpdate();
}
$ev->getBlock()->onUpdate(self::BLOCK_UPDATE_NORMAL);
$ev->getBlock()->onUpdate(self::BLOCK_UPDATE_REDSTONE);
}
$this->updateAround($pos, $extended);
}
return true;
}
return false;
}
示例2: setBlock
/**
* Sets on Vector3 the data from a Block object,
* does block updates and puts the changes to the send queue.
*
* If $direct is true, it'll send changes directly to players. if false, it'll be queued
* and the best way to send queued changes will be done in the next tick.
* This way big changes can be sent on a single chunk update packet instead of thousands of packets.
*
* If $update is true, it'll get the neighbour blocks (6 sides) and update them.
* If you are doing big changes, you might want to set this to false, then update manually.
*
* @param Vector3 $pos
* @param Block $block
* @param bool $direct
* @param bool $update
*
* @return bool Whether the block has been updated or not
*/
public function setBlock(Vector3 $pos, Block $block, $direct = false, $update = true)
{
if ($pos->y < 0 or $pos->y >= 128) {
return false;
}
unset($this->blockCache[$index = PHP_INT_SIZE === 8 ? ($pos->x & 0xfffffff) << 35 | ($pos->y & 0x7f) << 28 | $pos->z & 0xfffffff : $pos->x . ":" . $pos->y . ":" . $pos->z]);
if ($this->getChunk($pos->x >> 4, $pos->z >> 4, true)->setBlock($pos->x & 0xf, $pos->y & 0x7f, $pos->z & 0xf, $block->getId(), $block->getDamage())) {
if (!$pos instanceof Position) {
$pos = $this->temporalPosition->setComponents($pos->x, $pos->y, $pos->z);
}
$block->position($pos);
$index = PHP_INT_SIZE === 8 ? ($pos->x >> 4 & 4294967295.0) << 32 | $pos->z >> 4 & 4294967295.0 : ($pos->x >> 4) . ":" . ($pos->z >> 4);
if (ADVANCED_CACHE == true) {
Cache::remove("world:" . $this->getId() . ":" . $index);
}
if ($direct === true) {
$pk = new UpdateBlockPacket();
$pk->x = $pos->x;
$pk->y = $pos->y;
$pk->z = $pos->z;
$pk->block = $block->getId();
$pk->meta = $block->getDamage();
Server::broadcastPacket($this->getUsingChunk($pos->x >> 4, $pos->z >> 4), $pk);
} else {
if (!$pos instanceof Position) {
$pos = $this->temporalPosition->setComponents($pos->x, $pos->y, $pos->z);
}
$block->position($pos);
if (!isset($this->changedBlocks[$index])) {
$this->changedBlocks[$index] = [];
$this->changedCount[$index] = 0;
}
$Y = $pos->y >> 4;
if (!isset($this->changedBlocks[$index][$Y])) {
$this->changedBlocks[$index][$Y] = [];
$this->changedCount[$index] |= 1 << $Y;
}
$this->changedBlocks[$index][$Y][] = clone $block;
}
if ($update === true) {
$this->updateAllLight($block);
$this->server->getPluginManager()->callEvent($ev = new BlockUpdateEvent($block));
if (!$ev->isCancelled()) {
$ev->getBlock()->onUpdate(self::BLOCK_UPDATE_NORMAL);
foreach ($this->getNearbyEntities(new AxisAlignedBB($block->x - 1, $block->y - 1, $block->z - 1, $block->x + 2, $block->y + 2, $block->z + 2)) as $entity) {
$entity->scheduleUpdate();
}
}
$this->updateAround($pos);
}
return true;
}
return false;
}
示例3: setBlock
/**
* Sets on Vector3 the data from a Block object,
* does block updates and puts the changes to the send queue.
*
* If $direct is true, it'll send changes directly to players. if false, it'll be queued
* and the best way to send queued changes will be done in the next tick.
* This way big changes can be sent on a single chunk update packet instead of thousands of packets.
*
* If $update is true, it'll get the neighbour blocks (6 sides) and update them.
* If you are doing big changes, you might want to set this to false, then update manually.
*
* @param Vector3 $pos
* @param Block $block
* @param bool $direct
* @param bool $update
*
* @return bool
*/
public function setBlock(Vector3 $pos, Block $block, $direct = false, $update = true)
{
if ($pos->y < 0 or $pos->y >= 128 or !$block instanceof Block) {
return false;
}
if ($this->getChunkAt($pos->x >> 4, $pos->z >> 4, true)->setBlock($pos->x & 0xf, $pos->y & 0x7f, $pos->z & 0xf, $block->getID(), $block->getDamage())) {
if (!$pos instanceof Position) {
$pos = new Position($pos->x, $pos->y, $pos->z, $this);
}
$block->position($pos);
$index = Level::chunkHash($pos->x >> 4, $pos->z >> 4);
if (ADVANCED_CACHE == true) {
Cache::remove("world:" . $this->getID() . ":" . $index);
}
if ($direct === true) {
$pk = new UpdateBlockPacket();
$pk->x = $pos->x;
$pk->y = $pos->y;
$pk->z = $pos->z;
$pk->block = $block->getID();
$pk->meta = $block->getDamage();
foreach ($this->getUsingChunk($pos->x >> 4, $pos->z >> 4) as $player) {
/** @var Player $player */
$player->directDataPacket($pk);
}
} else {
if (!$pos instanceof Position) {
$pos = new Position($pos->x, $pos->y, $pos->z, $this);
}
$block->position($pos);
if (!isset($this->changedBlocks[$index])) {
$this->changedBlocks[$index] = [];
$this->changedCount[$index] = 0;
}
$Y = $pos->y >> 4;
if (!isset($this->changedBlocks[$index][$Y])) {
$this->changedBlocks[$index][$Y] = [];
$this->changedCount[$index] |= 1 << $Y;
}
$this->changedBlocks[$index][$Y][] = clone $block;
}
if ($update === true) {
$this->updateAround($pos, self::BLOCK_UPDATE_NORMAL);
$block->onUpdate(self::BLOCK_UPDATE_NORMAL);
}
}
}