本文整理匯總了Java中net.minecraft.block.state.IBlockState.getLightValue方法的典型用法代碼示例。如果您正苦於以下問題:Java IBlockState.getLightValue方法的具體用法?Java IBlockState.getLightValue怎麽用?Java IBlockState.getLightValue使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類net.minecraft.block.state.IBlockState
的用法示例。
在下文中一共展示了IBlockState.getLightValue方法的6個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Java代碼示例。
示例1: renderModel
import net.minecraft.block.state.IBlockState; //導入方法依賴的package包/類
public boolean renderModel(IBlockAccess worldIn, IBakedModel modelIn, IBlockState stateIn, BlockPos posIn, VertexBuffer buffer, boolean checkSides, long rand)
{
boolean flag = Minecraft.isAmbientOcclusionEnabled() && stateIn.getLightValue() == 0 && modelIn.isAmbientOcclusion();
try
{
return flag ? this.renderModelSmooth(worldIn, modelIn, stateIn, posIn, buffer, checkSides, rand) : this.renderModelFlat(worldIn, modelIn, stateIn, posIn, buffer, checkSides, rand);
}
catch (Throwable throwable)
{
CrashReport crashreport = CrashReport.makeCrashReport(throwable, "Tesselating block model");
CrashReportCategory crashreportcategory = crashreport.makeCategory("Block model being tesselated");
CrashReportCategory.addBlockInfo(crashreportcategory, posIn, stateIn);
crashreportcategory.addCrashSection("Using AO", Boolean.valueOf(flag));
throw new ReportedException(crashreport);
}
}
示例2: getLightValue
import net.minecraft.block.state.IBlockState; //導入方法依賴的package包/類
/**
* Get a light value for the block at the specified coordinates, normal ranges are between 0 and 15
*
* @param state Block state
* @param world The current world
* @param pos Block position in world
* @return The light value
*/
public int getLightValue(IBlockState state, IBlockAccess world, BlockPos pos)
{
IBlockState other = world.getBlockState(pos);
if (other.getBlock() != this)
{
return other.getLightValue(world, pos);
}
return state.getLightValue();
}
示例3: setBlockState
import net.minecraft.block.state.IBlockState; //導入方法依賴的package包/類
/**
* Sets the block state at a given location. Flag 1 will cause a block update. Flag 2 will send the change to
* clients (you almost always want this). Flag 4 prevents the block from being re-rendered, if this is a client
* world. Flags can be added together.
*/
public boolean setBlockState(BlockPos pos, IBlockState newState, int flags)
{
if (this.isOutsideBuildHeight(pos))
{
return false;
}
else if (!this.isRemote && this.worldInfo.getTerrainType() == WorldType.DEBUG_WORLD)
{
return false;
}
else
{
Chunk chunk = this.getChunkFromBlockCoords(pos);
Block block = newState.getBlock();
IBlockState iblockstate = chunk.setBlockState(pos, newState);
if (iblockstate == null)
{
return false;
}
else
{
if (newState.getLightOpacity() != iblockstate.getLightOpacity() || newState.getLightValue() != iblockstate.getLightValue())
{
this.theProfiler.startSection("checkLight");
this.checkLight(pos);
this.theProfiler.endSection();
}
if ((flags & 2) != 0 && (!this.isRemote || (flags & 4) == 0) && chunk.isPopulated())
{
this.notifyBlockUpdate(pos, iblockstate, newState, flags);
}
if (!this.isRemote && (flags & 1) != 0)
{
this.notifyNeighborsRespectDebug(pos, iblockstate.getBlock(), true);
if (newState.hasComparatorInputOverride())
{
this.updateComparatorOutputLevel(pos, block);
}
}
else if (!this.isRemote && (flags & 16) == 0)
{
this.func_190522_c(pos, block);
}
return true;
}
}
}
示例4: getRawLight
import net.minecraft.block.state.IBlockState; //導入方法依賴的package包/類
/**
* gets the light level at the supplied position
*/
private int getRawLight(BlockPos pos, EnumSkyBlock lightType)
{
if (lightType == EnumSkyBlock.SKY && this.canSeeSky(pos))
{
return 15;
}
else
{
IBlockState iblockstate = this.getBlockState(pos);
int i = lightType == EnumSkyBlock.SKY ? 0 : iblockstate.getLightValue();
int j = iblockstate.getLightOpacity();
if (j >= 15 && iblockstate.getLightValue() > 0)
{
j = 1;
}
if (j < 1)
{
j = 1;
}
if (j >= 15)
{
return 0;
}
else if (i >= 14)
{
return i;
}
else
{
BlockPos.PooledMutableBlockPos blockpos$pooledmutableblockpos = BlockPos.PooledMutableBlockPos.retain();
for (EnumFacing enumfacing : EnumFacing.values())
{
blockpos$pooledmutableblockpos.setPos(pos).move(enumfacing);
int k = this.getLightFor(lightType, blockpos$pooledmutableblockpos) - j;
if (k > i)
{
i = k;
}
if (i >= 14)
{
return i;
}
}
blockpos$pooledmutableblockpos.release();
return i;
}
}
}
示例5: renderModel
import net.minecraft.block.state.IBlockState; //導入方法依賴的package包/類
public boolean renderModel(IBlockAccess worldIn, IBakedModel modelIn, IBlockState stateIn, BlockPos posIn, VertexBuffer buffer, boolean checkSides, long rand)
{
boolean flag = Minecraft.isAmbientOcclusionEnabled() && stateIn.getLightValue() == 0 && modelIn.isAmbientOcclusion();
try
{
if (Config.isShaders())
{
SVertexBuilder.pushEntity(stateIn, posIn, worldIn, buffer);
}
if (!Config.isAlternateBlocks())
{
rand = 0L;
}
RenderEnv renderenv = buffer.getRenderEnv(worldIn, stateIn, posIn);
modelIn = BlockModelCustomizer.getRenderModel(modelIn, stateIn, renderenv);
boolean flag1 = flag ? this.renderModelSmooth(worldIn, modelIn, stateIn, posIn, buffer, checkSides, rand) : this.renderModelFlat(worldIn, modelIn, stateIn, posIn, buffer, checkSides, rand);
if (flag1)
{
this.renderOverlayModels(worldIn, modelIn, stateIn, posIn, buffer, checkSides, rand, renderenv, flag);
}
if (Config.isShaders())
{
SVertexBuilder.popEntity(buffer);
}
return flag1;
}
catch (Throwable throwable)
{
CrashReport crashreport = CrashReport.makeCrashReport(throwable, "Tesselating block model");
CrashReportCategory crashreportcategory = crashreport.makeCategory("Block model being tesselated");
CrashReportCategory.addBlockInfo(crashreportcategory, posIn, stateIn);
crashreportcategory.addCrashSection("Using AO", Boolean.valueOf(flag));
throw new ReportedException(crashreport);
}
}
示例6: setBlockState
import net.minecraft.block.state.IBlockState; //導入方法依賴的package包/類
/**
* Sets the block state at a given location. Flag 1 will cause a block update. Flag 2 will send the change to
* clients (you almost always want this). Flag 4 prevents the block from being re-rendered, if this is a client
* world. Flags can be added together.
*/
public boolean setBlockState(BlockPos pos, IBlockState newState, int flags)
{
if (this.isOutsideBuildHeight(pos))
{
return false;
}
else if (!this.isRemote && this.worldInfo.getTerrainType() == WorldType.DEBUG_WORLD)
{
return false;
}
else
{
Chunk chunk = this.getChunkFromBlockCoords(pos);
Block block = newState.getBlock();
net.minecraftforge.common.util.BlockSnapshot blockSnapshot = null;
if (this.captureBlockSnapshots && !this.isRemote)
{
blockSnapshot = net.minecraftforge.common.util.BlockSnapshot.getBlockSnapshot(this, pos, flags);
this.capturedBlockSnapshots.add(blockSnapshot);
}
IBlockState oldState = getBlockState(pos);
int oldLight = oldState.getLightValue(this, pos);
int oldOpacity = oldState.getLightOpacity(this, pos);
IBlockState iblockstate = chunk.setBlockState(pos, newState);
if (iblockstate == null)
{
if (blockSnapshot != null) this.capturedBlockSnapshots.remove(blockSnapshot);
return false;
}
else
{
if (newState.getLightOpacity(this, pos) != oldOpacity || newState.getLightValue(this, pos) != oldLight)
{
this.theProfiler.startSection("checkLight");
this.checkLight(pos);
this.theProfiler.endSection();
}
if (blockSnapshot == null) // Don't notify clients or update physics while capturing blockstates
{
this.markAndNotifyBlock(pos, chunk, iblockstate, newState, flags);
}
return true;
}
}
}