本文整理汇总了PHP中pocketmine\entity\Entity::setFood方法的典型用法代码示例。如果您正苦于以下问题:PHP Entity::setFood方法的具体用法?PHP Entity::setFood怎么用?PHP Entity::setFood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pocketmine\entity\Entity
的用法示例。
在下文中一共展示了Entity::setFood方法的2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: 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;
}
}
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->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;
}
}