# X offset for initial spawn search in blocks //在默认情况下,原版会以0 0为中心尽量选择一个温暖的生物群系为生成点,这个地方用于默认选择一个出生点时搜索的x轴长度I:xSpawnOffset=0# Z offset for initial spawn search in blocks //同上,但这里是z轴I:zSpawnOffset=0} 9楼2019-01-18 14:19 ...
itemName: string Identifier of the item. states?: Record<string, boolean | number | string> = null Applicable only for blocks. An optional set of states to compare against. If states is not specified, matches checks against the set of types more broadly....
: number) => void, targetLocation: DimensionLocation ) { let number = world.getDynamicProperty("samplelibrary:number"); log("Current value is: " + number); if (number === undefined) { number = 0; } if (typeof number !== "number") { log("Number is of an unexpected type."); ...
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/** A total count of the number of non-air blocks in this block storage's Chunk. */ privateintblockRefCount; /** * Contains the number of blocks in this block storage's parent chunk that require random ticking. Used to cull the ...
Added interface Vector2 {x: number, y: number} 加入了 Vector2 {x: number, y: number} 接口 Added function tryTeleport(location: Vector3, teleportOptions?: teleportOptions) : boolean - Attempts to teleport the entity and returns false if the entity is unable to teleport safely (blocks surrou...
The number of bites taken from the cake. State value Blocks Integer (0 to 6) Cake bottomWhether this scaffolding is floating (shows the bottom). State value Blocks Boolean (false or true) Scaffolding chargesTracks the remaining uses of respawn anchors. ...
=0;for(letx =0; x <= cubeDim; x++) {for(lety =0; y <= cubeDim; y++) {for(letz =0; z <= cubeDim; z++) { colorIndex++; targetLocation.dimension .getBlock(Vector3Utils.add(targetLocation, { x, y, z })) ?.setPermutation(BlockPermutation.resolve(allWoolBlocks[colorIndex %...
get = (x:number, y:number, z:number) => { returnthis.noise.noise(x, y, z) } } 复制代码 然后在地形生成的模块下, 首先为不同的方块类型创建了对应数量的InstancedMesh, 然后将其存放到名为blocks的数组中: constblocks: THREE.InstancedMesh[] = [] ...
searchDistance?: number = 0 Radius in blocks to look for the item entity. isPresent?: boolean = true If true, this function tests whether an item entity of the specified type is present. If false, tests that an item entity of the specified type is not present.Notes:This...