本文整理匯總了PHP中pocketmine\entity\Entity::exhaust方法的典型用法代碼示例。如果您正苦於以下問題:PHP Entity::exhaust方法的具體用法?PHP Entity::exhaust怎麽用?PHP Entity::exhaust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pocketmine\entity\Entity
的用法示例。
在下文中一共展示了Entity::exhaust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PHP代碼示例。
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 Human) {
$entity->exhaust(0.5 * $this->amplifier, PlayerExhaustEvent::CAUSE_POTION);
}
}
}
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 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) {
if ($entity->getServer()->foodEnabled) {
$entity->setFood($entity->getFood() + 1);
}
}
break;
}
}