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PHP Block::position方法代码示例

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;
 }
开发者ID:robozeri,项目名称:Yuriko-MP,代码行数:59,代码来源:Level.php

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;
 }
开发者ID:RedstoneAlmeida,项目名称:Steadfast2,代码行数:72,代码来源:Level.php

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);
         }
     }
 }
开发者ID:boybook,项目名称:PocketMine-MP,代码行数:65,代码来源:Level.php


注:本文中的pocketmine\block\Block::position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。