geforkt von Mirrors/Paper
Expand World.spawnParticle API and add Builder
Adds ability to control who receives it and who is the source/sender (vanish API) the standard API is to send the packet to everyone in the world, which is ineffecient. This adds a new Builder API which is much friendlier to use.
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582
paper-api/src/main/java/com/destroystokyo/paper/ParticleBuilder.java
Normale Datei
582
paper-api/src/main/java/com/destroystokyo/paper/ParticleBuilder.java
Normale Datei
@ -0,0 +1,582 @@
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package com.destroystokyo.paper;
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import com.google.common.base.Preconditions;
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import com.google.common.collect.Lists;
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import it.unimi.dsi.fastutil.objects.ObjectArrayList;
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import java.util.Collection;
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import java.util.List;
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import org.bukkit.Color;
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import org.bukkit.Location;
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import org.bukkit.Particle;
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import org.bukkit.World;
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import org.bukkit.entity.Player;
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import org.bukkit.util.NumberConversions;
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import org.jspecify.annotations.NullMarked;
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import org.jspecify.annotations.Nullable;
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/**
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* Helps prepare a particle to be sent to players.
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* <p>
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* Usage of the builder is preferred over the super long {@link World#spawnParticle(Particle, Location, int, double, double, double, double, Object)} API
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*/
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@NullMarked
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public class ParticleBuilder implements Cloneable {
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private Particle particle;
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private @Nullable List<Player> receivers;
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private @Nullable Player source;
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private @Nullable Location location;
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private int count = 1;
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private double offsetX = 0, offsetY = 0, offsetZ = 0;
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private double extra = 1;
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private @Nullable Object data;
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private boolean force = true;
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public ParticleBuilder(final Particle particle) {
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this.particle = particle;
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}
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/**
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* Sends the particle to all receiving players (or all). This method is safe to use
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* Asynchronously
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*
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* @return a reference to this object.
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*/
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public ParticleBuilder spawn() {
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if (this.location == null) {
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throw new IllegalStateException("Please specify location for this particle");
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}
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this.location.getWorld().spawnParticle(
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this.particle, this.receivers, this.source,
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this.location.getX(), this.location.getY(), this.location.getZ(),
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this.count, this.offsetX, this.offsetY, this.offsetZ, this.extra, this.data, this.force
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);
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return this;
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}
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/**
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* @return The particle going to be sent
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*/
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public Particle particle() {
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return this.particle;
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}
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/**
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* Changes what particle will be sent
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*
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* @param particle The particle
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* @return a reference to this object.
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*/
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public ParticleBuilder particle(final Particle particle) {
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this.particle = particle;
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return this;
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}
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/**
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* @return List of players who will receive the particle, or null for all in world
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*/
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public @Nullable List<Player> receivers() {
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return this.receivers;
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}
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/**
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* Example use:
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* <p>
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* builder.receivers(16); if (builder.hasReceivers()) { sendParticleAsync(builder); }
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*
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* @return If this particle is going to be sent to someone
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*/
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public boolean hasReceivers() {
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return (this.receivers == null && this.location != null && !this.location.getWorld().getPlayers().isEmpty()) || (
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this.receivers != null && !this.receivers.isEmpty());
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}
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/**
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* Sends this particle to all players in the world. This is rather silly, and you should likely not
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* be doing this.
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* <p>
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* Just be a logical person and use receivers by radius or collection.
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*
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* @return a reference to this object.
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*/
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public ParticleBuilder allPlayers() {
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this.receivers = null;
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return this;
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}
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/**
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* @param receivers List of players to receive this particle, or null for all players in the
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* world
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* @return a reference to this object.
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*/
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public ParticleBuilder receivers(final @Nullable List<Player> receivers) {
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// Had to keep this as we first made API List<> and not Collection, but removing this may break plugins compiled on older jars
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// TODO: deprecate?
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this.receivers = receivers != null ? Lists.newArrayList(receivers) : null;
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return this;
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}
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/**
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* @param receivers List of players to receive this particle, or null for all players in the
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* world
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* @return a reference to this object.
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*/
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public ParticleBuilder receivers(final @Nullable Collection<Player> receivers) {
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this.receivers = receivers != null ? Lists.newArrayList(receivers) : null;
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return this;
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}
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/**
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* @param receivers List of players to receive this particle, or null for all players in the
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* world
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* @return a reference to this object.
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*/
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public ParticleBuilder receivers(final Player @Nullable... receivers) {
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this.receivers = receivers != null ? Lists.newArrayList(receivers) : null;
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return this;
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}
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/**
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* Selects all players within a cuboid selection around the particle location, within the
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* specified bounding box. If you want a more spherical check, see {@link #receivers(int,
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* boolean)}
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*
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* @param radius amount to add on all axis
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* @return a reference to this object.
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*/
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public ParticleBuilder receivers(final int radius) {
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return this.receivers(radius, radius);
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}
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/**
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* Selects all players within the specified radius around the particle location. If byDistance is
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* false, behavior uses cuboid selection the same as {@link #receivers(int, int)} If byDistance is
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* true, radius is tested by distance in a spherical shape
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*
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* @param radius amount to add on each axis
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* @param byDistance true to use a spherical radius, false to use a cuboid
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* @return a reference to this object.
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*/
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public ParticleBuilder receivers(final int radius, final boolean byDistance) {
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if (!byDistance) {
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return this.receivers(radius, radius, radius);
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} else {
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if (this.location == null) {
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throw new IllegalStateException("Please set location first");
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}
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this.receivers = Lists.newArrayList();
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for (final Player nearbyPlayer : this.location.getWorld()
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.getNearbyPlayers(this.location, radius, radius, radius)) {
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final Location loc = nearbyPlayer.getLocation();
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final double x = NumberConversions.square(this.location.getX() - loc.getX());
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final double y = NumberConversions.square(this.location.getY() - loc.getY());
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final double z = NumberConversions.square(this.location.getZ() - loc.getZ());
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if (Math.sqrt(x + y + z) > radius) {
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continue;
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}
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this.receivers.add(nearbyPlayer);
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}
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return this;
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}
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}
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/**
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* Selects all players within a cuboid selection around the particle location, within the
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* specified bounding box. Allows specifying a different Y size than X and Z If you want a more
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* cylinder check, see {@link #receivers(int, int, boolean)} If you want a more spherical check,
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* see {@link #receivers(int, boolean)}
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*
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* @param xzRadius amount to add on the x/z axis
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* @param yRadius amount to add on the y axis
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* @return a reference to this object.
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*/
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public ParticleBuilder receivers(final int xzRadius, final int yRadius) {
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return this.receivers(xzRadius, yRadius, xzRadius);
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}
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/**
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* Selects all players within the specified radius around the particle location. If byDistance is
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* false, behavior uses cuboid selection the same as {@link #receivers(int, int)} If byDistance is
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* true, radius is tested by distance on the y plane and on the x/z plane, in a cylinder shape.
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*
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* @param xzRadius amount to add on the x/z axis
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* @param yRadius amount to add on the y axis
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* @param byDistance true to use a cylinder shape, false to use cuboid
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* @return a reference to this object.
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* @throws IllegalStateException if a location hasn't been specified yet
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*/
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public ParticleBuilder receivers(final int xzRadius, final int yRadius, final boolean byDistance) {
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if (!byDistance) {
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return this.receivers(xzRadius, yRadius, xzRadius);
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} else {
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if (this.location == null) {
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throw new IllegalStateException("Please set location first");
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}
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this.receivers = Lists.newArrayList();
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for (final Player nearbyPlayer : this.location.getWorld()
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.getNearbyPlayers(this.location, xzRadius, yRadius, xzRadius)) {
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final Location loc = nearbyPlayer.getLocation();
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if (Math.abs(loc.getY() - this.location.getY()) > yRadius) {
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continue;
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}
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final double x = NumberConversions.square(this.location.getX() - loc.getX());
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final double z = NumberConversions.square(this.location.getZ() - loc.getZ());
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if (x + z > NumberConversions.square(xzRadius)) {
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continue;
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}
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this.receivers.add(nearbyPlayer);
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}
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return this;
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}
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}
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/**
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* Selects all players within a cuboid selection around the particle location, within the
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* specified bounding box. If you want a more cylinder check, see {@link #receivers(int, int,
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* boolean)} If you want a more spherical check, see {@link #receivers(int, boolean)}
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*
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* @param xRadius amount to add on the x axis
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* @param yRadius amount to add on the y axis
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* @param zRadius amount to add on the z axis
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* @return a reference to this object.
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*/
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public ParticleBuilder receivers(final int xRadius, final int yRadius, final int zRadius) {
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if (this.location == null) {
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throw new IllegalStateException("Please set location first");
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}
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return this.receivers(this.location.getWorld().getNearbyPlayers(this.location, xRadius, yRadius, zRadius));
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}
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/**
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* @return The player considered the source of this particle (for Visibility concerns), or null
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*/
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public @Nullable Player source() {
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return this.source;
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}
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/**
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* Sets the source of this particle for visibility concerns (Vanish API)
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*
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* @param source The player who is considered the source
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* @return a reference to this object.
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*/
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public ParticleBuilder source(final @Nullable Player source) {
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this.source = source;
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return this;
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}
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/**
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* @return Location of where the particle will spawn
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*/
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public @Nullable Location location() {
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return this.location;
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}
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/**
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* Sets the location of where to spawn the particle
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*
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* @param location The location of the particle
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* @return a reference to this object.
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*/
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public ParticleBuilder location(final Location location) {
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this.location = location.clone();
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return this;
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}
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/**
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* Sets the location of where to spawn the particle
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*
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* @param world World to spawn particle in
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* @param x X location
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* @param y Y location
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* @param z Z location
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* @return a reference to this object.
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*/
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public ParticleBuilder location(final World world, final double x, final double y, final double z) {
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this.location = new Location(world, x, y, z);
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return this;
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}
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/**
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* @return Number of particles to spawn
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*/
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public int count() {
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return this.count;
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}
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/**
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* Sets the number of particles to spawn
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*
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* @param count Number of particles
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* @return a reference to this object.
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*/
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public ParticleBuilder count(final int count) {
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this.count = count;
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return this;
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}
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/**
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* Particle offset X. Varies by particle on how this is used
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*
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* @return Particle offset X.
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*/
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public double offsetX() {
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return this.offsetX;
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}
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/**
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* Particle offset Y. Varies by particle on how this is used
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*
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* @return Particle offset Y.
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*/
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public double offsetY() {
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return this.offsetY;
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}
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/**
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* Particle offset Z. Varies by particle on how this is used
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*
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* @return Particle offset Z.
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*/
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public double offsetZ() {
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return this.offsetZ;
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}
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/**
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* Sets the particle offset. Varies by particle on how this is used
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*
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* @param offsetX Particle offset X
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* @param offsetY Particle offset Y
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* @param offsetZ Particle offset Z
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* @return a reference to this object.
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*/
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public ParticleBuilder offset(final double offsetX, final double offsetY, final double offsetZ) {
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this.offsetX = offsetX;
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this.offsetY = offsetY;
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this.offsetZ = offsetZ;
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return this;
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}
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/**
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* Gets the Particle extra data. Varies by particle on how this is used
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*
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* @return the extra particle data
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*/
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public double extra() {
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return this.extra;
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}
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/**
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* Sets the particle extra data. Varies by particle on how this is used
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*
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* @param extra the extra particle data
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* @return a reference to this object.
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*/
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public ParticleBuilder extra(final double extra) {
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this.extra = extra;
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return this;
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}
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/**
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* Gets the particle custom data. Varies by particle on how this is used
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*
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* @param <T> The Particle data type
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* @return the ParticleData for this particle
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*/
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public @Nullable <T> T data() {
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//noinspection unchecked
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return (T) this.data;
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}
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/**
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* Sets the particle custom data. Varies by particle on how this is used
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*
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* @param data The new particle data
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* @param <T> The Particle data type
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* @return a reference to this object.
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*/
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public <T> ParticleBuilder data(final @Nullable T data) {
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this.data = data;
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return this;
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}
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/**
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* @return whether the particle is forcefully shown to players.
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*/
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public boolean force() {
|
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return this.force;
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}
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/**
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* Sets whether the particle is forcefully shown to the player. If forced, the particle will show
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* faraway, as far as the player's view distance allows. If false, the particle will show
|
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* according to the client's particle settings.
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*
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* @param force true to force, false for normal
|
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* @return a reference to this object.
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*/
|
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public ParticleBuilder force(final boolean force) {
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this.force = force;
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return this;
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}
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||||
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/**
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* Sets the particle Color.
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* Only valid for particles with a data type of {@link Color} or {@link Particle.DustOptions}.
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*
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* @param color the new particle color
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||||
* @return a reference to this object.
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*/
|
||||
public ParticleBuilder color(final @Nullable Color color) {
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||||
if (this.particle.getDataType() == Color.class) {
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return this.data(color);
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||||
}
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||||
return this.color(color, 1);
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the particle Color and size.
|
||||
* Only valid for particles with a data type of {@link Particle.DustOptions}.
|
||||
*
|
||||
* @param color the new particle color
|
||||
* @param size the size of the particle
|
||||
* @return a reference to this object.
|
||||
*/
|
||||
public ParticleBuilder color(final @Nullable Color color, final float size) {
|
||||
if (this.particle.getDataType() != Particle.DustOptions.class && color != null) {
|
||||
throw new IllegalStateException("The combination of Color and size cannot be set on this particle type.");
|
||||
}
|
||||
|
||||
// We don't officially support reusing these objects, but here we go
|
||||
if (color == null) {
|
||||
if (this.data instanceof Particle.DustOptions) {
|
||||
return this.data(null);
|
||||
} else {
|
||||
return this;
|
||||
}
|
||||
}
|
||||
|
||||
return this.data(new Particle.DustOptions(color, size));
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the particle Color.
|
||||
* Only valid for particles with a data type of {@link Color} or {@link Particle.DustOptions}.
|
||||
*
|
||||
* @param r red color component
|
||||
* @param g green color component
|
||||
* @param b blue color component
|
||||
* @return a reference to this object.
|
||||
*/
|
||||
public ParticleBuilder color(final int r, final int g, final int b) {
|
||||
return this.color(Color.fromRGB(r, g, b));
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the particle Color.
|
||||
* Only valid for particles with a data type of {@link Color} or {@link Particle.DustOptions}.
|
||||
* <p>
|
||||
* This method detects if the provided color integer is in RGB or ARGB format.
|
||||
* If the alpha channel is zero, it treats the color as RGB. Otherwise, it treats it as ARGB.
|
||||
*
|
||||
* @param color an integer representing the color components. If the highest byte (alpha channel) is zero,
|
||||
* the color is treated as RGB. Otherwise, it is treated as ARGB.
|
||||
* @return a reference to this object.
|
||||
*/
|
||||
public ParticleBuilder color(final int color) {
|
||||
final int alpha = (color >> 24) & 0xFF;
|
||||
if (alpha == 0) {
|
||||
return this.color(Color.fromRGB(color));
|
||||
}
|
||||
return this.color(Color.fromARGB(color));
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the particle Color.
|
||||
* Only valid for particles with a data type of {@link Color} or {@link Particle.DustOptions}.
|
||||
*
|
||||
* @param a alpha color component
|
||||
* @param r red color component
|
||||
* @param g green color component
|
||||
* @param b blue color component
|
||||
* @return a reference to this object.
|
||||
*/
|
||||
public ParticleBuilder color(final int a, final int r, final int g, final int b) {
|
||||
return this.color(Color.fromARGB(a, r, g, b));
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the particle Color Transition.
|
||||
* Only valid for {@link Particle#DUST_COLOR_TRANSITION}.
|
||||
*
|
||||
* @param fromColor the new particle from color
|
||||
* @param toColor the new particle to color
|
||||
* @return a reference to this object.
|
||||
* @throws IllegalArgumentException if the particle builder's {@link #particle()} isn't {@link Particle#DUST_COLOR_TRANSITION}.
|
||||
*/
|
||||
public ParticleBuilder colorTransition(final Color fromColor, final Color toColor) {
|
||||
return this.colorTransition(fromColor, toColor, 1);
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the particle Color Transition.
|
||||
* Only valid for {@link Particle#DUST_COLOR_TRANSITION}.
|
||||
*
|
||||
* @param fromRed red color component for the "from" color
|
||||
* @param fromGreen green color component for the "from" color
|
||||
* @param fromBlue blue color component for the "from" color
|
||||
* @param toRed red color component for the to color
|
||||
* @param toGreen green color component for the to color
|
||||
* @param toBlue blue color component for the to color
|
||||
* @return a reference to this object.
|
||||
* @throws IllegalArgumentException if the particle builder's {@link #particle()} isn't {@link Particle#DUST_COLOR_TRANSITION}.
|
||||
*/
|
||||
public ParticleBuilder colorTransition(
|
||||
final int fromRed, final int fromGreen, final int fromBlue,
|
||||
final int toRed, final int toGreen, final int toBlue
|
||||
) {
|
||||
return this.colorTransition(Color.fromRGB(fromRed, fromGreen, fromBlue), Color.fromRGB(toRed, toGreen, toBlue));
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the particle Color Transition.
|
||||
* Only valid for {@link Particle#DUST_COLOR_TRANSITION}.
|
||||
*
|
||||
* @param fromRgb an integer representing the red, green, and blue color components for the "from" color
|
||||
* @param toRgb an integer representing the red, green, and blue color components for the "to" color
|
||||
* @return a reference to this object.
|
||||
* @throws IllegalArgumentException if the particle builder's {@link #particle()} isn't {@link Particle#DUST_COLOR_TRANSITION}.
|
||||
*/
|
||||
public ParticleBuilder colorTransition(final int fromRgb, final int toRgb) {
|
||||
return this.colorTransition(Color.fromRGB(fromRgb), Color.fromRGB(toRgb));
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the particle Color Transition and size.
|
||||
* Only valid for {@link Particle#DUST_COLOR_TRANSITION}.
|
||||
*
|
||||
* @param fromColor the new particle color for the "from" color.
|
||||
* @param toColor the new particle color for the "to" color.
|
||||
* @param size the size of the particle
|
||||
* @return a reference to this object.
|
||||
* @throws IllegalArgumentException if the particle builder's {@link #particle()} isn't {@link Particle#DUST_COLOR_TRANSITION}.
|
||||
*/
|
||||
public ParticleBuilder colorTransition(final Color fromColor, final Color toColor, final float size) {
|
||||
Preconditions.checkArgument(fromColor != null, "Cannot define color transition with null fromColor.");
|
||||
Preconditions.checkArgument(toColor != null, "Cannot define color transition with null toColor.");
|
||||
Preconditions.checkArgument(this.particle() == Particle.DUST_COLOR_TRANSITION, "Can only define a color transition on particle DUST_COLOR_TRANSITION.");
|
||||
return this.data(new Particle.DustTransition(fromColor, toColor, size));
|
||||
}
|
||||
|
||||
@Override
|
||||
public ParticleBuilder clone() {
|
||||
try {
|
||||
final ParticleBuilder builder = (ParticleBuilder) super.clone();
|
||||
if (this.location != null) builder.location = this.location.clone();
|
||||
if (this.receivers != null) builder.receivers = new ObjectArrayList<>(this.receivers);
|
||||
return builder;
|
||||
} catch (final CloneNotSupportedException e) {
|
||||
throw new AssertionError();
|
||||
}
|
||||
}
|
||||
}
|
@ -206,6 +206,18 @@ public enum Particle implements Keyed {
|
||||
return key;
|
||||
}
|
||||
|
||||
// Paper start - Particle API expansion
|
||||
/**
|
||||
* Creates a {@link com.destroystokyo.paper.ParticleBuilder}
|
||||
*
|
||||
* @return a {@link com.destroystokyo.paper.ParticleBuilder} for the particle
|
||||
*/
|
||||
@NotNull
|
||||
public com.destroystokyo.paper.ParticleBuilder builder() {
|
||||
return new com.destroystokyo.paper.ParticleBuilder(this);
|
||||
}
|
||||
// Paper end
|
||||
|
||||
/**
|
||||
* Options which can be applied to dust particles - a particle
|
||||
* color and size.
|
||||
|
@ -2948,7 +2948,57 @@ public interface World extends RegionAccessor, WorldInfo, PluginMessageRecipient
|
||||
* @param data the data to use for the particle or null,
|
||||
* the type of this depends on {@link Particle#getDataType()}
|
||||
*/
|
||||
public <T> void spawnParticle(@NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable T data);
|
||||
public default <T> void spawnParticle(@NotNull Particle particle, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable T data) { spawnParticle(particle, null, null, x, y, z, count, offsetX, offsetY, offsetZ, extra, data, true); }// Paper start - Expand Particle API
|
||||
/**
|
||||
* Spawns the particle (the number of times specified by count)
|
||||
* at the target location. The position of each particle will be
|
||||
* randomized positively and negatively by the offset parameters
|
||||
* on each axis.
|
||||
*
|
||||
* @param particle the particle to spawn
|
||||
* @param receivers List of players to receive the particles, or null for all in world
|
||||
* @param source Source of the particles to be used in visibility checks, or null if no player source
|
||||
* @param x the position on the x axis to spawn at
|
||||
* @param y the position on the y axis to spawn at
|
||||
* @param z the position on the z axis to spawn at
|
||||
* @param count the number of particles
|
||||
* @param offsetX the maximum random offset on the X axis
|
||||
* @param offsetY the maximum random offset on the Y axis
|
||||
* @param offsetZ the maximum random offset on the Z axis
|
||||
* @param extra the extra data for this particle, depends on the
|
||||
* particle used (normally speed)
|
||||
* @param data the data to use for the particle or null,
|
||||
* the type of this depends on {@link Particle#getDataType()}
|
||||
* @param <T> Type
|
||||
*/
|
||||
public default <T> void spawnParticle(@NotNull Particle particle, @Nullable List<Player> receivers, @NotNull Player source, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable T data) { spawnParticle(particle, receivers, source, x, y, z, count, offsetX, offsetY, offsetZ, extra, data, true); }
|
||||
/**
|
||||
* Spawns the particle (the number of times specified by count)
|
||||
* at the target location. The position of each particle will be
|
||||
* randomized positively and negatively by the offset parameters
|
||||
* on each axis.
|
||||
*
|
||||
* @param particle the particle to spawn
|
||||
* @param receivers List of players to receive the particles, or null for all in world
|
||||
* @param source Source of the particles to be used in visibility checks, or null if no player source
|
||||
* @param x the position on the x axis to spawn at
|
||||
* @param y the position on the y axis to spawn at
|
||||
* @param z the position on the z axis to spawn at
|
||||
* @param count the number of particles
|
||||
* @param offsetX the maximum random offset on the X axis
|
||||
* @param offsetY the maximum random offset on the Y axis
|
||||
* @param offsetZ the maximum random offset on the Z axis
|
||||
* @param extra the extra data for this particle, depends on the
|
||||
* particle used (normally speed)
|
||||
* @param data the data to use for the particle or null,
|
||||
* the type of this depends on {@link Particle#getDataType()}
|
||||
* @param <T> Type
|
||||
* @param force allows the particle to be seen further away from the player
|
||||
* and shows to players using any vanilla client particle settings
|
||||
*/
|
||||
public <T> void spawnParticle(@NotNull Particle particle, @Nullable List<Player> receivers, @Nullable Player source, double x, double y, double z, int count, double offsetX, double offsetY, double offsetZ, double extra, @Nullable T data, boolean force);
|
||||
// Paper end
|
||||
|
||||
|
||||
/**
|
||||
* Spawns the particle (the number of times specified by count)
|
||||
|
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