public class StairsBlock extends Block implements IWaterLoggable
Block.OffsetType, Block.Properties, Block.RenderSideCacheKey
修飾子とタイプ | フィールドと説明 |
---|---|
protected static VoxelShape |
AABB_SLAB_BOTTOM |
protected static VoxelShape |
AABB_SLAB_TOP |
static DirectionProperty |
FACING |
static EnumProperty<Half> |
HALF |
protected static VoxelShape |
NED_CORNER |
protected static VoxelShape |
NEU_CORNER |
protected static VoxelShape |
NWD_CORNER |
protected static VoxelShape |
NWU_CORNER |
protected static VoxelShape |
SED_CORNER |
protected static VoxelShape |
SEU_CORNER |
static EnumProperty<StairsShape> |
SHAPE |
protected static VoxelShape[] |
SLAB_BOTTOM_SHAPES |
protected static VoxelShape[] |
SLAB_TOP_SHAPES |
protected static VoxelShape |
SWD_CORNER |
protected static VoxelShape |
SWU_CORNER |
static BooleanProperty |
WATERLOGGED |
BLOCK_STATE_IDS, blockHardness, blockResistance, blocksMovement, lightValue, LOGGER, material, materialColor, RANDOM, soundType, stateContainer, ticksRandomly
delegate
修飾子 | コンストラクタと説明 |
---|---|
protected |
StairsBlock(BlockState state,
Block.Properties properties)
非推奨です。
|
|
StairsBlock(java.util.function.Supplier<BlockState> state,
Block.Properties properties) |
修飾子とタイプ | メソッドと説明 |
---|---|
boolean |
allowsMovement(BlockState state,
IBlockReader worldIn,
BlockPos pos,
PathType type) |
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 void |
fillStateContainer(StateContainer.Builder<Block,BlockState> builder) |
float |
getExplosionResistance()
Returns how much this block can resist explosions from the passed in entity.
|
IFluidState |
getFluidState(BlockState state) |
VoxelShape |
getShape(BlockState state,
IBlockReader worldIn,
BlockPos pos,
ISelectionContext context) |
BlockState |
getStateForPlacement(BlockItemUseContext context) |
static boolean |
isBlockStairs(BlockState state) |
boolean |
isTransparent(BlockState state) |
BlockState |
mirror(BlockState state,
Mirror mirrorIn)
非推奨です。
call via
IBlockState#withMirror(Mirror) whenever possible. Implementing/overriding is fine. |
ActionResultType |
onBlockActivated(BlockState state,
World worldIn,
BlockPos pos,
PlayerEntity player,
Hand handIn,
BlockRayTraceResult hit) |
void |
onBlockAdded(BlockState state,
World worldIn,
BlockPos pos,
BlockState oldState,
boolean isMoving) |
void |
onBlockClicked(BlockState state,
World worldIn,
BlockPos pos,
PlayerEntity player) |
void |
onEntityWalk(World worldIn,
BlockPos pos,
Entity entityIn)
Called when the given entity walks on this Block
|
void |
onExplosionDestroy(World worldIn,
BlockPos pos,
Explosion explosionIn)
Called when this Block is destroyed by an Explosion
|
void |
onPlayerDestroy(IWorld worldIn,
BlockPos pos,
BlockState state)
Called after a player destroys this Block - the posiiton pos may no longer hold the state indicated.
|
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 |
tick(BlockState state,
ServerWorld worldIn,
BlockPos pos,
java.util.Random rand) |
int |
tickRate(IWorldReader worldIn)
How many world ticks before ticking
|
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.
|
addInformation, asItem, canDropFromExplosion, canEntitySpawn, cannotAttach, canProvidePower, canSpawnInBlock, canSustainPlant, causesSuffocation, doesSideFillSquare, dropXpOnBlockBreak, eventReceived, fillItemGroup, fillWithRain, getAmbientOcclusionLightValue, getBlockFromItem, getBlockHardness, getCollisionShape, getComparatorInputOverride, getContainer, getDefaultState, getDrops, getDrops, getDrops, 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, getStrongPower, getTags, getTranslationKey, getValidBlockForPosition, getWeakPower, harvestBlock, hasComparatorInputOverride, hasEnoughSolidSide, hasSolidSide, hasSolidSideOnTop, hasTileEntity, isAir, isEmissiveRendering, isIn, isNormalCube, isOpaque, isOpaqueCube, isReplaceable, isReplaceable, isSideInvisible, isSolid, isValidPosition, isVariableOpacity, isViewBlocking, makeCuboidShape, needsPostProcessing, neighborChanged, nudgeEntitiesWithNewState, onBlockHarvested, onBlockPlacedBy, onEntityCollision, onFallenUpon, onLanded, onProjectileCollision, propagatesSkylightDown, randomTick, replaceBlock, setDefaultState, shouldSideBeRendered, spawnAdditionalDrops, spawnAsEntity, spawnDrops, spawnDrops, spawnDrops, ticksRandomly, toString, updateDiagonalNeighbors, updateNeighbors
getRegistryName, getRegistryType, setRegistryName, setRegistryName, setRegistryName
clone, equals, finalize, getClass, hashCode, notify, notifyAll, wait, wait, wait
canContainFluid, pickupFluid, receiveFluid
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 DirectionProperty FACING
public static final EnumProperty<Half> HALF
public static final EnumProperty<StairsShape> SHAPE
public static final BooleanProperty WATERLOGGED
protected static final VoxelShape AABB_SLAB_TOP
protected static final VoxelShape AABB_SLAB_BOTTOM
protected static final VoxelShape NWD_CORNER
protected static final VoxelShape SWD_CORNER
protected static final VoxelShape NWU_CORNER
protected static final VoxelShape SWU_CORNER
protected static final VoxelShape NED_CORNER
protected static final VoxelShape SED_CORNER
protected static final VoxelShape NEU_CORNER
protected static final VoxelShape SEU_CORNER
protected static final VoxelShape[] SLAB_TOP_SHAPES
protected static final VoxelShape[] SLAB_BOTTOM_SHAPES
@Deprecated protected StairsBlock(BlockState state, Block.Properties properties)
public StairsBlock(java.util.function.Supplier<BlockState> state, Block.Properties properties)
public boolean isTransparent(BlockState state)
isTransparent
クラス内 Block
public VoxelShape getShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context)
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 void onBlockClicked(BlockState state, World worldIn, BlockPos pos, PlayerEntity player)
onBlockClicked
クラス内 Block
public void onPlayerDestroy(IWorld worldIn, BlockPos pos, BlockState state)
onPlayerDestroy
クラス内 Block
public float getExplosionResistance()
getExplosionResistance
クラス内 Block
public int tickRate(IWorldReader worldIn)
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 onEntityWalk(World worldIn, BlockPos pos, Entity entityIn)
onEntityWalk
クラス内 Block
public void tick(BlockState state, ServerWorld worldIn, BlockPos pos, java.util.Random rand)
public ActionResultType onBlockActivated(BlockState state, World worldIn, BlockPos pos, PlayerEntity player, Hand handIn, BlockRayTraceResult hit)
onBlockActivated
クラス内 Block
public void onExplosionDestroy(World worldIn, BlockPos pos, Explosion explosionIn)
onExplosionDestroy
クラス内 Block
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 static boolean isBlockStairs(BlockState state)
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
public IFluidState getFluidState(BlockState state)
getFluidState
クラス内 Block
public boolean allowsMovement(BlockState state, IBlockReader worldIn, BlockPos pos, PathType type)
allowsMovement
クラス内 Block