ClientboundSoundEntityPacket.java

net.minecraft.network.protocol.game.ClientboundSoundEntityPacket

信息

  • 全限定名:net.minecraft.network.protocol.game.ClientboundSoundEntityPacket
  • 类型:public class
  • 包:net.minecraft.network.protocol.game
  • 源码路径:src/main/java/net/minecraft/network/protocol/game/ClientboundSoundEntityPacket.java
  • 起始行号:L12
  • 实现:Packet
  • 职责:

    TODO

字段/常量

  • STREAM_CODEC

    • 类型: StreamCodec<RegistryFriendlyByteBuf,ClientboundSoundEntityPacket>
    • 修饰符: public static final
    • 源码定位: L13
    • 说明:

      TODO

  • sound

    • 类型: Holder<SoundEvent>
    • 修饰符: private final
    • 源码定位: L16
    • 说明:

      TODO

  • source

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

      TODO

  • id

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

      TODO

  • volume

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

      TODO

  • pitch

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

      TODO

  • seed

    • 类型: long
    • 修饰符: private final
    • 源码定位: L21
    • 说明:

      TODO

内部类/嵌套类型

构造器

public ClientboundSoundEntityPacket(Holder<SoundEvent> sound, SoundSource source, Entity sourceEntity, float volume, float pitch, long seed) @ L23

  • 构造器名:ClientboundSoundEntityPacket
  • 源码定位:L23
  • 修饰符:public

参数:

  • sound: Holder
  • source: SoundSource
  • sourceEntity: Entity
  • volume: float
  • pitch: float
  • seed: long

说明:

TODO

private ClientboundSoundEntityPacket(RegistryFriendlyByteBuf input) @ L32

  • 构造器名:ClientboundSoundEntityPacket
  • 源码定位:L32
  • 修饰符:private

参数:

  • input: RegistryFriendlyByteBuf

说明:

TODO

方法

下面的方法块按源码顺序生成。

private void write(RegistryFriendlyByteBuf output) @ L41

  • 方法名:write
  • 源码定位:L41
  • 返回类型:void
  • 修饰符:private

参数:

  • output: RegistryFriendlyByteBuf

说明:

TODO

public PacketType<ClientboundSoundEntityPacket> type() @ L50

  • 方法名:type
  • 源码定位:L50
  • 返回类型:PacketType
  • 修饰符:public

参数:

说明:

TODO

public void handle(ClientGamePacketListener listener) @ L55

  • 方法名:handle
  • 源码定位:L55
  • 返回类型:void
  • 修饰符:public

参数:

  • listener: ClientGamePacketListener

说明:

TODO

public Holder<SoundEvent> getSound() @ L59

  • 方法名:getSound
  • 源码定位:L59
  • 返回类型:Holder
  • 修饰符:public

参数:

说明:

TODO

public SoundSource getSource() @ L63

  • 方法名:getSource
  • 源码定位:L63
  • 返回类型:SoundSource
  • 修饰符:public

参数:

说明:

TODO

public int getId() @ L67

  • 方法名:getId
  • 源码定位:L67
  • 返回类型:int
  • 修饰符:public

参数:

说明:

TODO

public float getVolume() @ L71

  • 方法名:getVolume
  • 源码定位:L71
  • 返回类型:float
  • 修饰符:public

参数:

说明:

TODO

public float getPitch() @ L75

  • 方法名:getPitch
  • 源码定位:L75
  • 返回类型:float
  • 修饰符:public

参数:

说明:

TODO

public long getSeed() @ L79

  • 方法名:getSeed
  • 源码定位:L79
  • 返回类型:long
  • 修饰符:public

参数:

说明:

TODO

代码

public class ClientboundSoundEntityPacket implements Packet<ClientGamePacketListener> {
    public static final StreamCodec<RegistryFriendlyByteBuf, ClientboundSoundEntityPacket> STREAM_CODEC = Packet.codec(
        ClientboundSoundEntityPacket::write, ClientboundSoundEntityPacket::new
    );
    private final Holder<SoundEvent> sound;
    private final SoundSource source;
    private final int id;
    private final float volume;
    private final float pitch;
    private final long seed;
 
    public ClientboundSoundEntityPacket(Holder<SoundEvent> sound, SoundSource source, Entity sourceEntity, float volume, float pitch, long seed) {
        this.sound = sound;
        this.source = source;
        this.id = sourceEntity.getId();
        this.volume = volume;
        this.pitch = pitch;
        this.seed = seed;
    }
 
    private ClientboundSoundEntityPacket(RegistryFriendlyByteBuf input) {
        this.sound = SoundEvent.STREAM_CODEC.decode(input);
        this.source = input.readEnum(SoundSource.class);
        this.id = input.readVarInt();
        this.volume = input.readFloat();
        this.pitch = input.readFloat();
        this.seed = input.readLong();
    }
 
    private void write(RegistryFriendlyByteBuf output) {
        SoundEvent.STREAM_CODEC.encode(output, this.sound);
        output.writeEnum(this.source);
        output.writeVarInt(this.id);
        output.writeFloat(this.volume);
        output.writeFloat(this.pitch);
        output.writeLong(this.seed);
    }
 
    @Override
    public PacketType<ClientboundSoundEntityPacket> type() {
        return GamePacketTypes.CLIENTBOUND_SOUND_ENTITY;
    }
 
    public void handle(ClientGamePacketListener listener) {
        listener.handleSoundEntityEvent(this);
    }
 
    public Holder<SoundEvent> getSound() {
        return this.sound;
    }
 
    public SoundSource getSource() {
        return this.source;
    }
 
    public int getId() {
        return this.id;
    }
 
    public float getVolume() {
        return this.volume;
    }
 
    public float getPitch() {
        return this.pitch;
    }
 
    public long getSeed() {
        return this.seed;
    }
}

引用的其他类