ClientboundPlayerLookAtPacket.java

net.minecraft.network.protocol.game.ClientboundPlayerLookAtPacket

信息

  • 全限定名:net.minecraft.network.protocol.game.ClientboundPlayerLookAtPacket
  • 类型:public class
  • 包:net.minecraft.network.protocol.game
  • 源码路径:src/main/java/net/minecraft/network/protocol/game/ClientboundPlayerLookAtPacket.java
  • 起始行号:L13
  • 实现:Packet
  • 职责:

    TODO

字段/常量

  • STREAM_CODEC

    • 类型: StreamCodec<FriendlyByteBuf,ClientboundPlayerLookAtPacket>
    • 修饰符: public static final
    • 源码定位: L14
    • 说明:

      TODO

  • x

    • 类型: double
    • 修饰符: private final
    • 源码定位: L17
    • 说明:

      TODO

  • y

    • 类型: double
    • 修饰符: private final
    • 源码定位: L18
    • 说明:

      TODO

  • z

    • 类型: double
    • 修饰符: private final
    • 源码定位: L19
    • 说明:

      TODO

  • entity

    • 类型: int
    • 修饰符: private final
    • 源码定位: L20
    • 说明:

      TODO

  • fromAnchor

    • 类型: EntityAnchorArgument.Anchor
    • 修饰符: private final
    • 源码定位: L21
    • 说明:

      TODO

  • toAnchor

    • 类型: EntityAnchorArgument.Anchor
    • 修饰符: private final
    • 源码定位: L22
    • 说明:

      TODO

  • atEntity

    • 类型: boolean
    • 修饰符: private final
    • 源码定位: L23
    • 说明:

      TODO

内部类/嵌套类型

构造器

public ClientboundPlayerLookAtPacket(EntityAnchorArgument.Anchor fromAnchor, double x, double y, double z) @ L25

  • 构造器名:ClientboundPlayerLookAtPacket
  • 源码定位:L25
  • 修饰符:public

参数:

  • fromAnchor: EntityAnchorArgument.Anchor
  • x: double
  • y: double
  • z: double

说明:

TODO

public ClientboundPlayerLookAtPacket(EntityAnchorArgument.Anchor fromAnchor, Entity entity, EntityAnchorArgument.Anchor toAnchor) @ L35

  • 构造器名:ClientboundPlayerLookAtPacket
  • 源码定位:L35
  • 修饰符:public

参数:

  • fromAnchor: EntityAnchorArgument.Anchor
  • entity: Entity
  • toAnchor: EntityAnchorArgument.Anchor

说明:

TODO

private ClientboundPlayerLookAtPacket(FriendlyByteBuf input) @ L46

  • 构造器名:ClientboundPlayerLookAtPacket
  • 源码定位:L46
  • 修饰符:private

参数:

  • input: FriendlyByteBuf

说明:

TODO

方法

下面的方法块按源码顺序生成。

private void write(FriendlyByteBuf output) @ L61

  • 方法名:write
  • 源码定位:L61
  • 返回类型:void
  • 修饰符:private

参数:

  • output: FriendlyByteBuf

说明:

TODO

public PacketType<ClientboundPlayerLookAtPacket> type() @ L73

  • 方法名:type
  • 源码定位:L73
  • 返回类型:PacketType
  • 修饰符:public

参数:

说明:

TODO

public void handle(ClientGamePacketListener listener) @ L78

  • 方法名:handle
  • 源码定位:L78
  • 返回类型:void
  • 修饰符:public

参数:

  • listener: ClientGamePacketListener

说明:

TODO

public EntityAnchorArgument.Anchor getFromAnchor() @ L82

  • 方法名:getFromAnchor
  • 源码定位:L82
  • 返回类型:EntityAnchorArgument.Anchor
  • 修饰符:public

参数:

说明:

TODO

public Vec3 getPosition(Level level) @ L86

  • 方法名:getPosition
  • 源码定位:L86
  • 返回类型:Vec3
  • 修饰符:public

参数:

  • level: Level

说明:

TODO

代码

public class ClientboundPlayerLookAtPacket implements Packet<ClientGamePacketListener> {
    public static final StreamCodec<FriendlyByteBuf, ClientboundPlayerLookAtPacket> STREAM_CODEC = Packet.codec(
        ClientboundPlayerLookAtPacket::write, ClientboundPlayerLookAtPacket::new
    );
    private final double x;
    private final double y;
    private final double z;
    private final int entity;
    private final EntityAnchorArgument.Anchor fromAnchor;
    private final EntityAnchorArgument.Anchor toAnchor;
    private final boolean atEntity;
 
    public ClientboundPlayerLookAtPacket(EntityAnchorArgument.Anchor fromAnchor, double x, double y, double z) {
        this.fromAnchor = fromAnchor;
        this.x = x;
        this.y = y;
        this.z = z;
        this.entity = 0;
        this.atEntity = false;
        this.toAnchor = null;
    }
 
    public ClientboundPlayerLookAtPacket(EntityAnchorArgument.Anchor fromAnchor, Entity entity, EntityAnchorArgument.Anchor toAnchor) {
        this.fromAnchor = fromAnchor;
        this.entity = entity.getId();
        this.toAnchor = toAnchor;
        Vec3 pos = toAnchor.apply(entity);
        this.x = pos.x;
        this.y = pos.y;
        this.z = pos.z;
        this.atEntity = true;
    }
 
    private ClientboundPlayerLookAtPacket(FriendlyByteBuf input) {
        this.fromAnchor = input.readEnum(EntityAnchorArgument.Anchor.class);
        this.x = input.readDouble();
        this.y = input.readDouble();
        this.z = input.readDouble();
        this.atEntity = input.readBoolean();
        if (this.atEntity) {
            this.entity = input.readVarInt();
            this.toAnchor = input.readEnum(EntityAnchorArgument.Anchor.class);
        } else {
            this.entity = 0;
            this.toAnchor = null;
        }
    }
 
    private void write(FriendlyByteBuf output) {
        output.writeEnum(this.fromAnchor);
        output.writeDouble(this.x);
        output.writeDouble(this.y);
        output.writeDouble(this.z);
        output.writeBoolean(this.atEntity);
        if (this.atEntity) {
            output.writeVarInt(this.entity);
            output.writeEnum(this.toAnchor);
        }
    }
 
    @Override
    public PacketType<ClientboundPlayerLookAtPacket> type() {
        return GamePacketTypes.CLIENTBOUND_PLAYER_LOOK_AT;
    }
 
    public void handle(ClientGamePacketListener listener) {
        listener.handleLookAt(this);
    }
 
    public EntityAnchorArgument.Anchor getFromAnchor() {
        return this.fromAnchor;
    }
 
    public @Nullable Vec3 getPosition(Level level) {
        if (this.atEntity) {
            Entity entity = level.getEntity(this.entity);
            return entity == null ? new Vec3(this.x, this.y, this.z) : this.toAnchor.apply(entity);
        } else {
            return new Vec3(this.x, this.y, this.z);
        }
    }
}

引用的其他类