Jump to content

1.19.3 Doing something during a specific block state


Recommended Posts

Posted

Hello I have a question. I want to create a simple block mechanic: make a sound when powered by redstone. I assigned the property "powered" to the block. I also created a system that manipulates its value accordingly. I managed to make that when a signal is detected, the sound is played. But how do I make it play in a loop until the signal is interrupted? Please note that when you rejoin the world, the activity is supposed to resume.

My existing code:

@Override
public void neighborChanged(BlockState blockState, Level level, BlockPos blockPos, Block block, BlockPos p_60513_, boolean p_60514_) {
    if (!level.isClientSide()) {
        if (blockState.getValue(POWERED) !=
            level.hasNeighborSignal(blockPos)) {
            BlockState cycledBlockState = blockState.cycle(POWERED);

            level.setBlock(blockPos, cycledBlockState, 2);

            if (cycledBlockState.getValue(POWERED))
                level.playSound(null, blockPos, MyMod.SOUND.get(),
                    SoundSource.BLOCKS, 2, 1); //This plays a single sound
        }
    }
}

 

Posted
23 hours ago, Adixe said:

But how do I make it play in a loop until the signal is interrupted?

You would probably need to make an entire ticking sound instance handler that you can set at some position to play the sound while on and stop when off.

Posted
1 hour ago, ChampionAsh5357 said:

You would probably need to make an entire ticking sound instance handler that you can set at some position to play the sound while on and stop when off.

Thanks for answer! Is it possible to call some function for each block instance on world join? Then I could check the state of the block and possibly schedule a task to play the sound.

Posted

make the sound 20 ticks long and made the block tick every 20 until power goes off 

 

	    // ########## ########## ########## ##########
    public boolean turn_on(Postate postate, Entity entity) {
	        if (!postate.get_POWERED()) {
            Level warudo = postate.level();
            BlockPos pos = postate.get_blockpos();
	            postate.set_POWERED(true);
            postate.update_WATERLOGGED();
            postate.setBlock(2);
	            this.updateNeighbours(postate.getBlockState(), warudo, pos);
            warudo.gameEvent(entity, true ? GameEvent.BLOCK_ACTIVATE : GameEvent.BLOCK_DEACTIVATE, pos);
            update_neighbours(warudo, pos, true);
	 
	            //cause the block to tick in 20 
            postate.level().scheduleTick(pos, this, 20); 
	        }
        return false;
    }
	 
	    // ########## ########## ########## ##########
    public void tick(BlockState blkstate, ServerLevel serverlevel, BlockPos pos, RandomSource random) {
	        update_neighbours((Level) serverlevel, pos, false);
	        serverlevel.gameEvent((Entity) null, GameEvent.BLOCK_DEACTIVATE, pos);
        serverlevel.playSound((Player) null, pos.getX(), pos.getY(), pos.getZ(), SoundEvents.CROSSBOW_LOADING_END,
                SoundSource.PLAYERS, 1.0F, 1.0F);
	        if (blkstate.getValue(POWERED)) {
            serverlevel.setBlock(pos, blkstate.setValue(POWERED, Boolean.valueOf(false)), 3);
            // this.updateNeighbours(blkstate, serverlevel, pos);
            // this.playSound((Player)null, serverlevel, pos, false);
	        }
    }
	 
	

Posted
21 hours ago, Adixe said:

Is it possible to call some function for each block instance on world join?

Sure, it depends on how you design the system. You would most likely need to send a packet so the sound is properly synced or don't care about the currently running sound and start it when the player joins.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.