public class RedstoneWireBlock extends Block
Block.OffsetType, Block.Properties, Block.RenderSideCacheKey
修飾子とタイプ | フィールドと説明 |
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static EnumProperty<RedstoneSide> |
EAST |
static java.util.Map<Direction,EnumProperty<RedstoneSide>> |
FACING_PROPERTY_MAP |
static EnumProperty<RedstoneSide> |
NORTH |
static IntegerProperty |
POWER |
protected static VoxelShape[] |
SHAPES |
static EnumProperty<RedstoneSide> |
SOUTH |
static EnumProperty<RedstoneSide> |
WEST |
BLOCK_STATE_IDS, blockHardness, blockResistance, blocksMovement, lightValue, LOGGER, material, materialColor, RANDOM, soundType, stateContainer, ticksRandomly
delegate
コンストラクタと説明 |
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RedstoneWireBlock(Block.Properties properties) |
修飾子とタイプ | メソッドと説明 |
---|---|
void |
animateTick(BlockState stateIn,
World worldIn,
BlockPos pos,
java.util.Random rand)
Called periodically clientside on blocks near the player to show effects (like furnace fire particles).
|
protected static boolean |
canConnectTo(BlockState blockState,
IBlockReader world,
BlockPos pos,
Direction side) |
boolean |
canProvidePower(BlockState state)
非推奨です。
call via
IBlockState#canProvidePower() whenever possible. Implementing/overriding is fine. |
static int |
colorMultiplier(int p_176337_0_) |
protected void |
fillStateContainer(StateContainer.Builder<Block,BlockState> builder) |
VoxelShape |
getShape(BlockState state,
IBlockReader worldIn,
BlockPos pos,
ISelectionContext context) |
BlockState |
getStateForPlacement(BlockItemUseContext context) |
int |
getStrongPower(BlockState blockState,
IBlockReader blockAccess,
BlockPos pos,
Direction side)
非推奨です。
call via
IBlockState#getStrongPower(IBlockAccess,BlockPos,EnumFacing) whenever possible.
Implementing/overriding is fine. |
int |
getWeakPower(BlockState blockState,
IBlockReader blockAccess,
BlockPos pos,
Direction side)
非推奨です。
call via
IBlockState#getWeakPower(IBlockAccess,BlockPos,EnumFacing) whenever possible.
Implementing/overriding is fine. |
boolean |
isValidPosition(BlockState state,
IWorldReader worldIn,
BlockPos pos) |
BlockState |
mirror(BlockState state,
Mirror mirrorIn)
非推奨です。
call via
IBlockState#withMirror(Mirror) whenever possible. Implementing/overriding is fine. |
void |
neighborChanged(BlockState state,
World worldIn,
BlockPos pos,
Block blockIn,
BlockPos fromPos,
boolean isMoving) |
void |
onBlockAdded(BlockState state,
World worldIn,
BlockPos pos,
BlockState oldState,
boolean isMoving) |
void |
onReplaced(BlockState state,
World worldIn,
BlockPos pos,
BlockState newState,
boolean isMoving) |
BlockState |
rotate(BlockState state,
Rotation rot)
非推奨です。
call via
IBlockState#withRotation(Rotation) whenever possible. Implementing/overriding is
fine. |
void |
updateDiagonalNeighbors(BlockState state,
IWorld worldIn,
BlockPos pos,
int flags)
performs updates on diagonal neighbors of the target position and passes in the flags.
|
BlockState |
updatePostPlacement(BlockState stateIn,
Direction facing,
BlockState facingState,
IWorld worldIn,
BlockPos currentPos,
BlockPos facingPos)
Update the provided state given the provided neighbor facing and neighbor state, returning a new state.
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addInformation, allowsMovement, asItem, canDropFromExplosion, canEntitySpawn, cannotAttach, canSpawnInBlock, canSustainPlant, causesSuffocation, doesSideFillSquare, dropXpOnBlockBreak, eventReceived, fillItemGroup, fillWithRain, getAmbientOcclusionLightValue, getBlockFromItem, getBlockHardness, getCollisionShape, getComparatorInputOverride, getContainer, getDefaultState, getDrops, getDrops, getDrops, getExplosionResistance, getFluidState, getHarvestLevel, getHarvestTool, getItem, getJumpFactor, getLightValue, getLootTable, getMaterial, getMaterialColor, getNameTextComponent, getOffset, getOffsetType, getOpacity, getPlayerRelativeBlockHardness, getPositionRandom, getPushReaction, getRaytraceShape, getRenderShape, getRenderType, getSlipperiness, getSlipperiness, getSoundType, getSpeedFactor, getStateById, getStateContainer, getStateId, getTags, getTranslationKey, getValidBlockForPosition, harvestBlock, hasComparatorInputOverride, hasEnoughSolidSide, hasSolidSide, hasSolidSideOnTop, hasTileEntity, isAir, isEmissiveRendering, isIn, isNormalCube, isOpaque, isOpaqueCube, isReplaceable, isReplaceable, isSideInvisible, isSolid, isTransparent, isVariableOpacity, isViewBlocking, makeCuboidShape, needsPostProcessing, nudgeEntitiesWithNewState, onBlockActivated, onBlockClicked, onBlockHarvested, onBlockPlacedBy, onEntityCollision, onEntityWalk, onExplosionDestroy, onFallenUpon, onLanded, onPlayerDestroy, onProjectileCollision, propagatesSkylightDown, randomTick, replaceBlock, setDefaultState, shouldSideBeRendered, spawnAdditionalDrops, spawnAsEntity, spawnDrops, spawnDrops, spawnDrops, tick, tickRate, ticksRandomly, toString, updateNeighbors
getRegistryName, getRegistryType, setRegistryName, setRegistryName, setRegistryName
clone, equals, finalize, getClass, hashCode, notify, notifyAll, wait, wait, wait
addDestroyEffects, addHitEffects, addLandingEffects, addRunningEffects, beginLeaveDecay, canBeConnectedTo, canBeReplacedByLeaves, canBeReplacedByLogs, canConnectRedstone, canCreatureSpawn, canDropFromExplosion, canEntityDestroy, canHarvestBlock, canStickTo, catchFire, collisionExtendsVertically, createTileEntity, getAiPathNodeType, getBeaconColorMultiplier, getBedDirection, getBedSpawnPosition, getBlock, getEnchantPowerBonus, getExpDrop, getExplosionResistance, getExtendedState, getFireSpreadSpeed, getFlammability, getFogColor, getLightValue, getPickBlock, getRayTraceResult, getSoundType, getStateAtViewpoint, getStateForPlacement, getValidRotations, getWeakChanges, hasTileEntity, isAir, isBeaconBase, isBed, isBedFoot, isBurning, isConduitFrame, isFertile, isFireSource, isFlammable, isFoliage, isLadder, isPortalFrame, isReplaceableOreGen, isSlimeBlock, isStickyBlock, isToolEffective, observedNeighborChange, onBlockExploded, onNeighborChange, onPlantGrow, recolorBlock, removedByPlayer, rotate, setBedOccupied, shouldCheckWeakPower, shouldDisplayFluidOverlay
public static final EnumProperty<RedstoneSide> NORTH
public static final EnumProperty<RedstoneSide> EAST
public static final EnumProperty<RedstoneSide> SOUTH
public static final EnumProperty<RedstoneSide> WEST
public static final IntegerProperty POWER
public static final java.util.Map<Direction,EnumProperty<RedstoneSide>> FACING_PROPERTY_MAP
protected static final VoxelShape[] SHAPES
public RedstoneWireBlock(Block.Properties properties)
public VoxelShape getShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context)
public BlockState getStateForPlacement(BlockItemUseContext context)
getStateForPlacement
クラス内 Block
public BlockState updatePostPlacement(BlockState stateIn, Direction facing, BlockState facingState, IWorld worldIn, BlockPos currentPos, BlockPos facingPos)
updatePostPlacement
クラス内 Block
public void updateDiagonalNeighbors(BlockState state, IWorld worldIn, BlockPos pos, int flags)
IWorldWriter#setBlockState(IBlockState, BlockPos, int)
.updateDiagonalNeighbors
クラス内 Block
public boolean isValidPosition(BlockState state, IWorldReader worldIn, BlockPos pos)
isValidPosition
クラス内 Block
public void onBlockAdded(BlockState state, World worldIn, BlockPos pos, BlockState oldState, boolean isMoving)
onBlockAdded
クラス内 Block
public void onReplaced(BlockState state, World worldIn, BlockPos pos, BlockState newState, boolean isMoving)
onReplaced
クラス内 Block
public void neighborChanged(BlockState state, World worldIn, BlockPos pos, Block blockIn, BlockPos fromPos, boolean isMoving)
neighborChanged
クラス内 Block
public int getStrongPower(BlockState blockState, IBlockReader blockAccess, BlockPos pos, Direction side)
IBlockState#getStrongPower(IBlockAccess,BlockPos,EnumFacing)
whenever possible.
Implementing/overriding is fine.getStrongPower
クラス内 Block
public int getWeakPower(BlockState blockState, IBlockReader blockAccess, BlockPos pos, Direction side)
IBlockState#getWeakPower(IBlockAccess,BlockPos,EnumFacing)
whenever possible.
Implementing/overriding is fine.getWeakPower
クラス内 Block
protected static boolean canConnectTo(BlockState blockState, IBlockReader world, BlockPos pos, @Nullable Direction side)
public boolean canProvidePower(BlockState state)
IBlockState#canProvidePower()
whenever possible. Implementing/overriding is fine.canProvidePower
クラス内 Block
public static int colorMultiplier(int p_176337_0_)
public void animateTick(BlockState stateIn, World worldIn, BlockPos pos, java.util.Random rand)
randomTick
and #needsRandomTick
, and will always be called regardless
of whether the block can receive random update ticksanimateTick
クラス内 Block
public BlockState rotate(BlockState state, Rotation rot)
IBlockState#withRotation(Rotation)
whenever possible. Implementing/overriding is
fine.public BlockState mirror(BlockState state, Mirror mirrorIn)
IBlockState#withMirror(Mirror)
whenever possible. Implementing/overriding is fine.protected void fillStateContainer(StateContainer.Builder<Block,BlockState> builder)
fillStateContainer
クラス内 Block