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PHP Entity::heal方法代码示例

本文整理汇总了PHP中pocketmine\entity\Entity::heal方法的典型用法代码示例。如果您正苦于以下问题:PHP Entity::heal方法的具体用法?PHP Entity::heal怎么用?PHP Entity::heal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\entity\Entity的用法示例。


在下文中一共展示了Entity::heal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PHP代码示例。

示例1: heal

 public function heal($amount, EntityRegainHealthEvent $source)
 {
     parent::heal($amount, $source);
     if ($source->isCancelled()) {
         return;
     }
     $this->attackTime = 0;
 }
开发者ID:xpyctum,项目名称:PocketMinePlusPlus,代码行数:8,代码来源:Living.php

示例2: applyEffect

 public function applyEffect(Entity $entity)
 {
     switch ($this->id) {
         case Effect::POISON:
             if ($entity->getHealth() > 1) {
                 $ev = new EntityDamageEvent($entity, EntityDamageEvent::CAUSE_MAGIC, 1);
                 $entity->attack($ev->getFinalDamage(), $ev);
             }
             break;
         case Effect::WITHER:
             $ev = new EntityDamageEvent($entity, EntityDamageEvent::CAUSE_MAGIC, 1);
             $entity->attack($ev->getFinalDamage(), $ev);
             break;
         case Effect::REGENERATION:
             if ($entity->getHealth() < $entity->getMaxHealth()) {
                 $ev = new EntityRegainHealthEvent($entity, 1, EntityRegainHealthEvent::CAUSE_MAGIC);
                 $entity->heal($ev->getAmount(), $ev);
             }
             break;
         case Effect::HUNGER:
             if ($entity instanceof Player) {
                 if ($entity->getFood() > 0) {
                     if ($entity->getFood() - 0.025 * ($this->getAmplifier() + 1) > 0) {
                         $entity->setFood($entity->getFood() - 0.025 * ($this->getAmplifier() + 1));
                     } else {
                         $entity->setFood(0);
                     }
                 }
             }
             break;
         case Effect::SATURATION:
             if ($entity instanceof Player) {
                 if ($entity->getFood() < 20) {
                     if ($entity->getFood() + 1 * ($this->getAmplifier() + 1) > 20) {
                         $entity->setFood(20);
                     } else {
                         $entity->setFood($entity->getFood() + 1 * ($this->getAmplifier() + 1));
                     }
                 }
             }
             break;
     }
 }
开发者ID:PocketServers,项目名称:ImagicalMine,代码行数:43,代码来源:Effect.php

示例3: applyEffect

 public function applyEffect(Entity $entity)
 {
     switch ($this->id) {
         case Effect::POISON:
             if ($entity->getHealth() > 1) {
                 $ev = new EntityDamageEvent($entity, EntityDamageEvent::CAUSE_MAGIC, 1);
                 $entity->attack($ev->getFinalDamage(), $ev);
             }
             break;
         case Effect::WITHER:
             $ev = new EntityDamageEvent($entity, EntityDamageEvent::CAUSE_MAGIC, 1);
             $entity->attack($ev->getFinalDamage(), $ev);
             break;
         case Effect::REGENERATION:
             if ($entity->getHealth() < $entity->getMaxHealth()) {
                 $ev = new EntityRegainHealthEvent($entity, 1, EntityRegainHealthEvent::CAUSE_MAGIC);
                 $entity->heal($ev->getAmount(), $ev);
             }
             break;
     }
 }
开发者ID:mattiasaxelsson,项目名称:PocketMine-MP,代码行数:21,代码来源:Effect.php

示例4: applyEffect

 public function applyEffect(Entity $entity)
 {
     switch ($this->id) {
         case Effect::POISON:
             if ($entity->getHealth() > 1) {
                 $ev = new EntityDamageEvent($entity, EntityDamageEvent::CAUSE_MAGIC, 1);
                 $entity->attack($ev->getFinalDamage(), $ev);
             }
             break;
         case Effect::WITHER:
             $ev = new EntityDamageEvent($entity, EntityDamageEvent::CAUSE_MAGIC, 1);
             $entity->attack($ev->getFinalDamage(), $ev);
             break;
         case Effect::REGENERATION:
             if ($entity->getHealth() < $entity->getMaxHealth()) {
                 $ev = new EntityRegainHealthEvent($entity, 1, EntityRegainHealthEvent::CAUSE_MAGIC);
                 $entity->heal($ev->getAmount(), $ev);
             }
             break;
         case Effect::HUNGER:
             if ($entity instanceof Human) {
                 $entity->exhaust(0.5 * $this->amplifier, PlayerExhaustEvent::CAUSE_POTION);
             }
     }
 }
开发者ID:xxFlare,项目名称:PocketMine-MP,代码行数:25,代码来源:Effect.php

示例5: applyEffect

 public function applyEffect(Entity $entity)
 {
     switch ($this->id) {
         case Effect::POISON:
             if ($entity->getHealth() > 1) {
                 $ev = new EntityDamageEvent($entity, EntityDamageEvent::CAUSE_MAGIC, 1);
                 $entity->attack($ev->getFinalDamage(), $ev);
             }
             break;
         case Effect::WITHER:
             $ev = new EntityDamageEvent($entity, EntityDamageEvent::CAUSE_MAGIC, 1);
             $entity->attack($ev->getFinalDamage(), $ev);
             break;
         case Effect::REGENERATION:
             if ($entity->getHealth() < $entity->getMaxHealth()) {
                 $ev = new EntityRegainHealthEvent($entity, 1, EntityRegainHealthEvent::CAUSE_MAGIC);
                 $entity->heal($ev->getAmount(), $ev);
             }
             break;
         case Effect::HUNGER:
             if ($entity instanceof Player) {
                 if ($entity->getServer()->foodEnabled) {
                     $entity->setFood($entity->getFood() - 1);
                 }
             }
             break;
         case Effect::HEALING:
             $level = $this->amplifier + 1;
             if ($entity->getHealth() + 4 * $level <= $entity->getMaxHealth()) {
                 $ev = new EntityRegainHealthEvent($entity, 4 * $level, EntityRegainHealthEvent::CAUSE_MAGIC);
                 $entity->heal($ev->getAmount(), $ev);
             } else {
                 $ev = new EntityRegainHealthEvent($entity, $entity->getMaxHealth() - $entity->getHealth(), EntityRegainHealthEvent::CAUSE_MAGIC);
                 $entity->heal($ev->getAmount(), $ev);
             }
             break;
         case Effect::HARMING:
             $level = $this->amplifier + 1;
             if ($entity->getHealth() - 6 * $level >= 0) {
                 $ev = new EntityDamageEvent($entity, EntityDamageEvent::CAUSE_MAGIC, 6 * $level);
                 $entity->attack($ev->getFinalDamage(), $ev);
             } else {
                 $ev = new EntityDamageEvent($entity, EntityDamageEvent::CAUSE_MAGIC, $entity->getHealth());
                 $entity->attack($ev->getFinalDamage(), $ev);
             }
             break;
         case Effect::SATURATION:
             if ($entity instanceof Player) {
                 if ($entity->getServer()->foodEnabled) {
                     $entity->setFood($entity->getFood() + 1);
                 }
             }
             break;
         case Effect::SPEED:
             if ($entity instanceof Player) {
                 $entity->setMovementSpeed(0.1 + ($this->amplifier + 1) * 0.01);
             }
             break;
         case Effect::SLOWNESS:
             if ($entity instanceof Player) {
                 $entity->setMovementSpeed(0.1 - ($this->amplifier + 1) * 0.01);
             }
             break;
     }
 }
开发者ID:MrDoni98,项目名称:Genisys,代码行数:65,代码来源:Effect.php

示例6: applyEffect

 public function applyEffect(Entity $entity)
 {
     switch ($this->id) {
         case Effect::POISON:
             if ($entity->getHealth() > 1) {
                 $ev = new EntityDamageEvent($entity, EntityDamageEvent::CAUSE_MAGIC, 1);
                 $entity->attack($ev->getFinalDamage(), $ev);
             }
             break;
         case Effect::WITHER:
             $ev = new EntityDamageEvent($entity, EntityDamageEvent::CAUSE_MAGIC, 1);
             $entity->attack($ev->getFinalDamage(), $ev);
             break;
         case Effect::REGENERATION:
             if ($entity->getHealth() < $entity->getMaxHealth()) {
                 $ev = new EntityRegainHealthEvent($entity, 1, EntityRegainHealthEvent::CAUSE_MAGIC);
                 $entity->heal($ev->getAmount(), $ev);
             }
             break;
         case Effect::HUNGER:
             if ($entity instanceof Player) {
                 $entity->subtractFood(1);
             }
             break;
         case Effect::SPEED:
             if ($entity instanceof Player) {
                 $entity->setPlayerSpeed(0.1 + ($this->amplifier + 1) * 0.01);
             }
             break;
         case Effect::SLOWNESS:
             if ($entity instanceof Player) {
                 $entity->setPlayerSpeed(0.1 - ($this->amplifier + 1) * 0.01);
             }
             break;
     }
 }
开发者ID:maa123,项目名称:NIGHTMARE,代码行数:36,代码来源:Effect.php

示例7: applyEffect

 public function applyEffect(Entity $entity)
 {
     switch ($this->id) {
         case Effect::POISON:
             if ($entity->getHealth() > 1) {
                 $ev = new EntityDamageEvent($entity, EntityDamageEvent::CAUSE_MAGIC, 1);
                 $entity->attack($ev->getFinalDamage(), $ev);
             }
             break;
         case Effect::WITHER:
             $ev = new EntityDamageEvent($entity, EntityDamageEvent::CAUSE_MAGIC, 1);
             $entity->attack($ev->getFinalDamage(), $ev);
             break;
         case Effect::REGENERATION:
             if ($entity->getHealth() < $entity->getMaxHealth()) {
                 $ev = new EntityRegainHealthEvent($entity, 1, EntityRegainHealthEvent::CAUSE_MAGIC);
                 $entity->heal($ev->getAmount(), $ev);
             }
             break;
         case Effect::HUNGER:
             if ($entity instanceof Human) {
                 $entity->exhaust(0.5 * $this->amplifier, PlayerExhaustEvent::CAUSE_POTION);
             }
             break;
         case Effect::HEALING:
             $level = $this->amplifier + 1;
             if ($entity->getHealth() + 4 * $level <= $entity->getMaxHealth()) {
                 $ev = new EntityRegainHealthEvent($entity, 4 * $level, EntityRegainHealthEvent::CAUSE_MAGIC);
                 $entity->heal($ev->getAmount(), $ev);
             } else {
                 $ev = new EntityRegainHealthEvent($entity, $entity->getMaxHealth() - $entity->getHealth(), EntityRegainHealthEvent::CAUSE_MAGIC);
                 $entity->heal($ev->getAmount(), $ev);
             }
             break;
         case Effect::HARMING:
             $level = $this->amplifier + 1;
             if ($entity->getHealth() - 6 * $level >= 0) {
                 $ev = new EntityDamageEvent($entity, EntityDamageEvent::CAUSE_MAGIC, 6 * $level);
                 $entity->attack($ev->getFinalDamage(), $ev);
             } else {
                 $ev = new EntityDamageEvent($entity, EntityDamageEvent::CAUSE_MAGIC, $entity->getHealth());
                 $entity->attack($ev->getFinalDamage(), $ev);
             }
             break;
         case Effect::SATURATION:
             if ($entity instanceof Player) {
                 $entity->addFood(1);
             }
             break;
     }
 }
开发者ID:ClearSkyTeam,项目名称:ClearSky,代码行数:51,代码来源:Effect.php


注:本文中的pocketmine\entity\Entity::heal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。