ClientboundProjectilePowerPacket.java

net.minecraft.network.protocol.game.ClientboundProjectilePowerPacket

信息

  • 全限定名:net.minecraft.network.protocol.game.ClientboundProjectilePowerPacket
  • 类型:public class
  • 包:net.minecraft.network.protocol.game
  • 源码路径:src/main/java/net/minecraft/network/protocol/game/ClientboundProjectilePowerPacket.java
  • 起始行号:L8
  • 实现:Packet
  • 职责:

    TODO

字段/常量

  • STREAM_CODEC

    • 类型: StreamCodec<FriendlyByteBuf,ClientboundProjectilePowerPacket>
    • 修饰符: public static final
    • 源码定位: L9
    • 说明:

      TODO

  • id

    • 类型: int
    • 修饰符: private final
    • 源码定位: L12
    • 说明:

      TODO

  • accelerationPower

    • 类型: double
    • 修饰符: private final
    • 源码定位: L13
    • 说明:

      TODO

内部类/嵌套类型

构造器

public ClientboundProjectilePowerPacket(int id, double accelerationPower) @ L15

  • 构造器名:ClientboundProjectilePowerPacket
  • 源码定位:L15
  • 修饰符:public

参数:

  • id: int
  • accelerationPower: double

说明:

TODO

private ClientboundProjectilePowerPacket(FriendlyByteBuf input) @ L20

  • 构造器名:ClientboundProjectilePowerPacket
  • 源码定位:L20
  • 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) @ L25

  • 方法名:write
  • 源码定位:L25
  • 返回类型:void
  • 修饰符:private

参数:

  • output: FriendlyByteBuf

说明:

TODO

public PacketType<ClientboundProjectilePowerPacket> type() @ L30

  • 方法名:type
  • 源码定位:L30
  • 返回类型:PacketType
  • 修饰符:public

参数:

说明:

TODO

public void handle(ClientGamePacketListener listener) @ L35

  • 方法名:handle
  • 源码定位:L35
  • 返回类型:void
  • 修饰符:public

参数:

  • listener: ClientGamePacketListener

说明:

TODO

public int getId() @ L39

  • 方法名:getId
  • 源码定位:L39
  • 返回类型:int
  • 修饰符:public

参数:

说明:

TODO

public double getAccelerationPower() @ L43

  • 方法名:getAccelerationPower
  • 源码定位:L43
  • 返回类型:double
  • 修饰符:public

参数:

说明:

TODO

代码

public class ClientboundProjectilePowerPacket implements Packet<ClientGamePacketListener> {
    public static final StreamCodec<FriendlyByteBuf, ClientboundProjectilePowerPacket> STREAM_CODEC = Packet.codec(
        ClientboundProjectilePowerPacket::write, ClientboundProjectilePowerPacket::new
    );
    private final int id;
    private final double accelerationPower;
 
    public ClientboundProjectilePowerPacket(int id, double accelerationPower) {
        this.id = id;
        this.accelerationPower = accelerationPower;
    }
 
    private ClientboundProjectilePowerPacket(FriendlyByteBuf input) {
        this.id = input.readVarInt();
        this.accelerationPower = input.readDouble();
    }
 
    private void write(FriendlyByteBuf output) {
        output.writeVarInt(this.id);
        output.writeDouble(this.accelerationPower);
    }
 
    @Override
    public PacketType<ClientboundProjectilePowerPacket> type() {
        return GamePacketTypes.CLIENTBOUND_PROJECTILE_POWER;
    }
 
    public void handle(ClientGamePacketListener listener) {
        listener.handleProjectilePowerPacket(this);
    }
 
    public int getId() {
        return this.id;
    }
 
    public double getAccelerationPower() {
        return this.accelerationPower;
    }
}

引用的其他类