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Java BlockState.getTypeId方法代碼示例

本文整理匯總了Java中org.bukkit.block.BlockState.getTypeId方法的典型用法代碼示例。如果您正苦於以下問題:Java BlockState.getTypeId方法的具體用法?Java BlockState.getTypeId怎麽用?Java BlockState.getTypeId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org.bukkit.block.BlockState的用法示例。


在下文中一共展示了BlockState.getTypeId方法的3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: getTypeId

import org.bukkit.block.BlockState; //導入方法依賴的package包/類
public int getTypeId(int x, int y, int z) {
    for (BlockState state : blocks) {
        if (state.getX() == x && state.getY() == y && state.getZ() == z) {
            return state.getTypeId();
        }
    }

    return world.getBlockTypeIdAt(x, y, z);
}
 
開發者ID:UraniumMC,項目名稱:Uranium,代碼行數:10,代碼來源:StructureGrowDelegate.java

示例2: handleBlockState

import org.bukkit.block.BlockState; //導入方法依賴的package包/類
@SuppressWarnings("deprecation")
@Nonnull
private static String handleBlockState(BlockState blockState) {
    return "[" + blockState.getData() + ", " +
            "id=" + blockState.getTypeId() + ", " +
            "light=" + blockState.getLightLevel() + ", " +
            blockState.getLocation() + "]";
}
 
開發者ID:zachbr,項目名稱:Debuggery,代碼行數:9,代碼來源:OutputFormatter.java

示例3: doBlockDrops

import org.bukkit.block.BlockState; //導入方法依賴的package包/類
/**
 * This is not an event handler. It is called explicitly by BlockTransformListener
 * after all event handlers have been called.
 */
@SuppressWarnings("deprecation")
public void doBlockDrops(final BlockTransformEvent event) {
    if(!causesDrops(event.getCause())) {
        return;
    }

    final BlockDrops drops = event.getDrops();
    if(drops != null) {
        event.setCancelled(true);
        final BlockState oldState = event.getOldState();
        final BlockState newState = event.getNewState();
        final Block block = event.getOldState().getBlock();
        final int newTypeId = newState.getTypeId();
        final byte newData = newState.getRawData();

        block.setTypeIdAndData(newTypeId, newData, true);

        boolean explosion = false;
        MatchPlayer player = ParticipantBlockTransformEvent.getParticipant(event);

        if(event.getCause() instanceof EntityExplodeEvent) {
            EntityExplodeEvent explodeEvent = (EntityExplodeEvent) event.getCause();
            explosion = true;

            if(drops.fallChance != null &&
               oldState.getType().isBlock() &&
               oldState.getType() != Material.AIR &&
               this.getMatch().getRandom().nextFloat() < drops.fallChance) {

                FallingBlock fallingBlock = event.getOldState().spawnFallingBlock();
                fallingBlock.setDropItem(false);

                if(drops.landChance != null && this.getMatch().getRandom().nextFloat() >= drops.landChance) {
                    this.fallingBlocksThatWillNotLand.add(fallingBlock);
                }

                Vector v = fallingBlock.getLocation().subtract(explodeEvent.getLocation()).toVector();
                double distance = v.length();
                v.normalize().multiply(BASE_FALL_SPEED * drops.fallSpeed / Math.max(1d, distance));

                // A very simple deflection model. Check for a solid
                // neighbor block and "bounce" the velocity off of it.
                Block west = block.getRelative(BlockFace.WEST);
                Block east = block.getRelative(BlockFace.EAST);
                Block down = block.getRelative(BlockFace.DOWN);
                Block up = block.getRelative(BlockFace.UP);
                Block north = block.getRelative(BlockFace.NORTH);
                Block south = block.getRelative(BlockFace.SOUTH);

                if((v.getX() < 0 && west != null && Materials.isColliding(west.getType())) ||
                    v.getX() > 0 && east != null && Materials.isColliding(east.getType())) {
                    v.setX(-v.getX());
                }

                if((v.getY() < 0 && down != null && Materials.isColliding(down.getType())) ||
                    v.getY() > 0 && up != null && Materials.isColliding(up.getType())) {
                    v.setY(-v.getY());
                }

                if((v.getZ() < 0 && north != null && Materials.isColliding(north.getType())) ||
                    v.getZ() > 0 && south != null && Materials.isColliding(south.getType())) {
                    v.setZ(-v.getZ());
                }

                fallingBlock.setVelocity(v);
            }
        }

        dropObjects(drops, player, newState.getLocation(), 1d, explosion);

    }
}
 
開發者ID:OvercastNetwork,項目名稱:ProjectAres,代碼行數:77,代碼來源:BlockDropsMatchModule.java


注:本文中的org.bukkit.block.BlockState.getTypeId方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。