public class BiomeEffects extends Object
Modifier and Type | Class and Description |
---|---|
static class |
BiomeEffects.Builder |
Modifier and Type | Field and Description |
---|---|
private Optional<BiomeAdditionsSound> |
additionsSound |
private int |
fogColor |
private Optional<SoundEvent> |
loopSound |
private Optional<BiomeMoodSound> |
moodSound |
private Optional<BiomeParticleConfig> |
particleConfig |
private int |
waterColor |
private int |
waterFogColor |
Modifier | Constructor and Description |
---|---|
private |
BiomeEffects(int fogColor,
int waterColor,
int waterFogCOlor,
Optional<BiomeParticleConfig> particleConfig,
Optional<SoundEvent> loopSound,
Optional<BiomeMoodSound> moodSound,
Optional<BiomeAdditionsSound> additionsSound) |
Modifier and Type | Method and Description |
---|---|
Optional<BiomeAdditionsSound> |
getAdditionsSound()
Returns the additions sound.
|
int |
getFogColor() |
Optional<SoundEvent> |
getLoopSound()
Returns the loop sound.
|
Optional<BiomeMoodSound> |
getMoodSound()
Returns the mood sound.
|
Optional<BiomeParticleConfig> |
getParticleConfig() |
int |
getWaterColor() |
int |
getWaterFogColor() |
private final int fogColor
private final int waterColor
private final int waterFogColor
private final Optional<BiomeParticleConfig> particleConfig
private final Optional<SoundEvent> loopSound
private final Optional<BiomeMoodSound> moodSound
private final Optional<BiomeAdditionsSound> additionsSound
private BiomeEffects(int fogColor, int waterColor, int waterFogCOlor, Optional<BiomeParticleConfig> particleConfig, Optional<SoundEvent> loopSound, Optional<BiomeMoodSound> moodSound, Optional<BiomeAdditionsSound> additionsSound)
@Environment(value=CLIENT) public int getFogColor()
@Environment(value=CLIENT) public int getWaterColor()
@Environment(value=CLIENT) public int getWaterFogColor()
@Environment(value=CLIENT) public Optional<BiomeParticleConfig> getParticleConfig()
@Environment(value=CLIENT) public Optional<SoundEvent> getLoopSound()
A loop sound is played continuously as an ambient sound whenever the player is in the biome with this effect.
@Environment(value=CLIENT) public Optional<BiomeMoodSound> getMoodSound()
A mood sound is played once every 6000 to 17999 ticks as an ambient sound whenever the player is in the biome with this effect and near a position that has 0 sky light and less than 7 combined light.
Overworld biomes have the regular cave sound as their mood sound, while three nether biomes in 20w10a have their dedicated mood sounds.
@Environment(value=CLIENT) public Optional<BiomeAdditionsSound> getAdditionsSound()
An additions sound is played at 1.1% chance every tick as an ambient sound whenever the player is in the biome with this effect.