public class FenceBlock extends HorizontalConnectingBlock
Block.NeighborGroupAbstractBlock.AbstractBlockState, AbstractBlock.ContextPredicate, AbstractBlock.OffsetType, AbstractBlock.Settings, AbstractBlock.TypedContextPredicate<A>| Modifier and Type | Field and Description |
|---|---|
private VoxelShape[] |
cullingShapes |
boundingShapes, collisionShapes, EAST, FACING_PROPERTIES, NORTH, SOUTH, WATERLOGGED, WESTLOGGER, STATE_IDS, stateManagercollidable, dynamicBounds, FACINGS, jumpVelocityMultiplier, lootTableId, material, randomTicks, resistance, settings, slipperiness, soundGroup, velocityMultiplier| Constructor and Description |
|---|
FenceBlock(AbstractBlock.Settings settings) |
| Modifier and Type | Method and Description |
|---|---|
protected void |
appendProperties(StateManager.Builder<Block,BlockState> builder) |
boolean |
canConnect(BlockState state,
boolean neighborIsFullSquare,
Direction dir) |
boolean |
canPathfindThrough(BlockState state,
BlockView world,
BlockPos pos,
NavigationType type) |
VoxelShape |
getCullingShape(BlockState state,
BlockView world,
BlockPos pos) |
BlockState |
getPlacementState(ItemPlacementContext ctx) |
BlockState |
getStateForNeighborUpdate(BlockState state,
Direction direction,
BlockState newState,
WorldAccess world,
BlockPos pos,
BlockPos posFrom) |
VoxelShape |
getVisualShape(BlockState state,
BlockView world,
BlockPos pos,
ShapeContext context) |
private boolean |
isFence(Block block) |
ActionResult |
onUse(BlockState state,
World world,
BlockPos pos,
PlayerEntity player,
Hand hand,
BlockHitResult hit)
Called when this block is used by a player.
|
createShapes, getCollisionShape, getFluidState, getOutlineShape, getShapeIndex, isTranslucent, mirror, rotateaddStacksForDisplay, afterBreak, appendTooltip, asBlock, asItem, canMobSpawnInside, cannotConnect, createCuboidShape, dropExperience, dropStack, dropStacks, dropStacks, dropStacks, getBlastResistance, getBlockFromItem, getDefaultState, getDroppedStacks, getDroppedStacks, getJumpVelocityMultiplier, getName, getPickStack, getRawIdFromState, getSlipperiness, getSoundGroup, getStateFromRawId, getStateManager, getTranslationKey, getVelocityMultiplier, hasDynamicBounds, hasRandomTicks, hasTopRim, is, isFaceFullSquare, isIn, isShapeFullCube, onBreak, onBroken, onDestroyedByExplosion, onEntityLand, onLandedUpon, onPlaced, onSteppedOn, postProcessState, pushEntitiesUpBeforeBlockChange, rainTick, randomDisplayTick, replace, replace, setDefaultState, shouldDrawSide, shouldDropItemsOnExplosion, sideCoversSmallSquare, toStringcalcBlockBreakingDelta, canBucketPlace, canPlaceAt, canReplace, createScreenHandlerFactory, emitsRedstonePower, getAmbientOcclusionLightLevel, getComparatorOutput, getDefaultMaterialColor, getDroppedStacks, getLootTableId, getOffsetType, getOpacity, getPistonBehavior, getRaycastShape, getRenderingSeed, getRenderType, getSidesShape, getStrongRedstonePower, getWeakRedstonePower, hasBlockEntity, hasComparatorOutput, hasSidedTransparency, isSideInvisible, neighborUpdate, onBlockAdded, onBlockBreakStart, onEntityCollision, onProjectileHit, onStacksDropped, onStateReplaced, onSyncedBlockEvent, prepare, randomTick, scheduledTickclone, equals, finalize, getClass, hashCode, notify, notifyAll, wait, wait, waitcanFillWithFluid, tryDrainFluid, tryFillWithFluidprivate final VoxelShape[] cullingShapes
public FenceBlock(AbstractBlock.Settings settings)
public VoxelShape getCullingShape(BlockState state, BlockView world, BlockPos pos)
getCullingShape in class AbstractBlockpublic VoxelShape getVisualShape(BlockState state, BlockView world, BlockPos pos, ShapeContext context)
getVisualShape in class AbstractBlockpublic boolean canPathfindThrough(BlockState state, BlockView world, BlockPos pos, NavigationType type)
canPathfindThrough in class HorizontalConnectingBlockpublic boolean canConnect(BlockState state, boolean neighborIsFullSquare, Direction dir)
private boolean isFence(Block block)
public ActionResult onUse(BlockState state, World world, BlockPos pos, PlayerEntity player, Hand hand, BlockHitResult hit)
This method is called on both the logical client and logical server, so take caution when overriding this method.
The logical side can be checked using world.isClient().
If the action result is successful on a logical client, then the action will be sent to the logical server for processing.
onUse in class AbstractBlockpublic BlockState getPlacementState(ItemPlacementContext ctx)
getPlacementState in class Blockpublic BlockState getStateForNeighborUpdate(BlockState state, Direction direction, BlockState newState, WorldAccess world, BlockPos pos, BlockPos posFrom)
getStateForNeighborUpdate in class AbstractBlockprotected void appendProperties(StateManager.Builder<Block,BlockState> builder)
appendProperties in class Block