本文整理匯總了Java中net.minecraft.world.WorldSettings.enableCommands方法的典型用法代碼示例。如果您正苦於以下問題:Java WorldSettings.enableCommands方法的具體用法?Java WorldSettings.enableCommands怎麽用?Java WorldSettings.enableCommands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.world.WorldSettings
的用法示例。
在下文中一共展示了WorldSettings.enableCommands方法的2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: createWorld
import net.minecraft.world.WorldSettings; //導入方法依賴的package包/類
@Override
public boolean createWorld(MissionInit missionInit)
{
long seed = getWorldSeedFromString(this.dwparams.getSeed());
WorldType.worldTypes[0].onGUICreateWorldPress();
WorldSettings worldsettings = new WorldSettings(seed, GameType.SURVIVAL, true, false, WorldType.worldTypes[0]);
worldsettings.setWorldName("");
worldsettings.enableCommands();
// Create a filename for this map - we use the time stamp to make sure it is different from other worlds, otherwise no new world
// will be created, it will simply load the old one.
return MapFileHelper.createAndLaunchWorld(worldsettings, this.dwparams.isDestroyAfterUse());
}
示例2: createWorld
import net.minecraft.world.WorldSettings; //導入方法依賴的package包/類
@Override
public boolean createWorld(MissionInit missionInit)
{
long seed = DefaultWorldGeneratorImplementation.getWorldSeedFromString(this.fwparams.getSeed());
WorldSettings worldsettings = new WorldSettings(seed, GameType.SURVIVAL, false, false, WorldType.FLAT);
// This call to setWorldName allows us to specify the layers of our world, and also the features that will be created.
// This website provides a handy way to generate these strings: http://chunkbase.com/apps/superflat-generator
worldsettings.setWorldName(this.fwparams.getGeneratorString());
worldsettings.enableCommands(); // Enables cheat commands.
// Create a filename for this map - we use the time stamp to make sure it is different from other worlds, otherwise no new world
// will be created, it will simply load the old one.
return MapFileHelper.createAndLaunchWorld(worldsettings, this.fwparams.isDestroyAfterUse());
}