历史 - net.minecraft.world.level.levelgen.structure.pieces.PieceGeneratorSupplier$Context
1.21.11
名称
fbb$a
fgc$a
字段
构造函数
方法
1.21.10
名称
字段
构造函数
方法
1.21.9
名称
evm$a
fbb$a
字段
构造函数
方法
1.21.8
名称
字段
构造函数
方法
1.21.7
名称
字段
构造函数
方法
1.21.6
名称
etb$a
evm$a
字段
构造函数
方法
1.21.5
名称
eob$a
etb$a
字段
构造函数
方法
1.21.4
名称
eoy$a
eob$a
字段
构造函数
方法
1.21.3
名称
ekf$a
eoy$a
字段
构造函数
方法
1.21.1
名称
字段
构造函数
方法
1.21
名称
eja$a
ekf$a
字段
构造函数
方法
1.20.6
名称
dzu$a
eja$a
字段
构造函数
方法
1.20.4
名称
dvw$a
dzu$a
字段
构造函数
方法
1.20.2
名称
dso$a
dvw$a
字段
构造函数
方法
1.20.1
名称
dsd$a
dso$a
字段
构造函数
方法
1.19.4
名称
dpd$a
dsd$a
字段
构造函数
方法
1.19.3
名称
dlp$a
dpd$a
字段
构造函数
方法
1.19.2
名称
net.minecraft.src.C_196115_
net.minecraft.src.C_196114_$C_196115_
字段
构造函数
方法
1.19.1
名称
dks$a
dlp$a
字段
构造函数
方法
1.19
名称
dfx$a
dks$a
net.minecraft.src.C_196114_$C_196115_
net.minecraft.src.C_196115_
net.minecraft.world.level.levelgen.structure.pieces.PieceGeneratorSupplier$a
字段
long: c, seed, comp_308, seed, f_197354_
long: d, seed, comp_308, seed, f_197354_
ChunkPos: d, chunkPos, comp_309, chunkPos, f_197355_
ChunkPos: e, chunkPos, comp_309, chunkPos, f_197355_
C: e, config, comp_310, config, f_197356_
C: f, config, comp_310, config, f_197356_
LevelHeightAccessor: f, heightAccessor, comp_311, world, f_197357_
LevelHeightAccessor: g, heightAccessor, comp_311, world, f_197357_
Predicate<Holder<Biome>>: g, validBiome, comp_312, validBiome, f_197358_
Predicate<Holder<Biome>>: h, validBiome, comp_312, validBiome, f_197358_
StructureManager: h, structureManager, comp_313, structureManager, f_197359_
StructureTemplateManager: i, structureTemplateManager, comp_313, structureTemplateManager, f_226942_
RegistryAccess: i, registryAccess, comp_314, registryManager, f_197360_
RegistryAccess: j, registryAccess, comp_314, registryManager, f_197360_
RandomState: c, randomState, comp_573, noiseConfig, f_226941_
构造函数
(ChunkGenerator, BiomeSource, long, ChunkPos, C, LevelHeightAccessor, Predicate<Holder<Biome>>, StructureManager, RegistryAccess)
(ChunkGenerator, BiomeSource, RandomState, long, ChunkPos, C, LevelHeightAccessor, Predicate<Holder<Biome>>, StructureTemplateManager, RegistryAccess)
方法
int[] (int, int, int, int): a, getCornerHeights, method_39847, getCornerHeights, m_197375_
int (int, int): a, getLowestY, method_39846, getMinCornerHeight, m_197372_
long (): c, seed, comp_308, seed, f_197354_
long (): d, seed, comp_308, seed, f_197354_
ChunkPos (): d, chunkPos, comp_309, chunkPos, f_197355_
ChunkPos (): e, chunkPos, comp_309, chunkPos, f_197355_
C (): e, config, comp_310, config, f_197356_
C (): f, config, comp_310, config, f_197356_
LevelHeightAccessor (): f, heightAccessor, comp_311, world, f_197357_
LevelHeightAccessor (): g, heightAccessor, comp_311, world, f_197357_
Predicate<Holder<Biome>> (): g, validBiome, comp_312, validBiome, f_197358_
Predicate<Holder<Biome>> (): h, validBiome, comp_312, validBiome, f_197358_
StructureManager (): h, structureManager, comp_313, structureManager, f_197359_
StructureTemplateManager (): i, structureTemplateManager, comp_313, structureTemplateManager, f_226942_
RegistryAccess (): i, registryAccess, comp_314, registryManager, f_197360_
RegistryAccess (): j, registryAccess, comp_314, registryManager, f_197360_
RandomState (): c, randomState, comp_573, noiseConfig, f_226941_
1.18.2
名称
dfn$a
dfx$a
字段
构造函数
方法
1.18.1
名称
字段
构造函数
方法
1.18
名称
dfn$a
net.minecraft.world.level.levelgen.structure.pieces.PieceGeneratorSupplier$Context
net.minecraft.class_6834$class_6835
net.minecraft.structure.StructureGeneratorFactory$Context
net.minecraft.src.C_196114_$C_196115_
net.minecraft.world.level.levelgen.structure.pieces.PieceGeneratorSupplier$a
字段
ChunkGenerator: a, chunkGenerator, comp_306, chunkGenerator, f_197352_
BiomeSource: b, biomeSource, comp_307, biomeSource, f_197353_
long: c, seed, comp_308, seed, f_197354_
ChunkPos: d, chunkPos, comp_309, chunkPos, f_197355_
C: e, config, comp_310, config, f_197356_
LevelHeightAccessor: f, heightAccessor, comp_311, world, f_197357_
Predicate<Biome>: g, validBiome, comp_312, validBiome, f_197358_
StructureManager: h, structureManager, comp_313, structureManager, f_197359_
RegistryAccess: i, registryAccess, comp_314, registryManager, f_197360_
构造函数
(ChunkGenerator, BiomeSource, long, ChunkPos, C, LevelHeightAccessor, Predicate<Biome>, StructureManager, RegistryAccess)
方法
boolean (Heightmap$Types): a, validBiomeOnTop, method_39848, isBiomeValid, m_197380_
int[] (int, int, int, int): a, getCornerHeights, method_39847, getCornerHeights, m_197375_
int (int, int): a, getLowestY, method_39846, getMinCornerHeight, m_197372_
ChunkGenerator (): a, chunkGenerator, comp_306, chunkGenerator, f_197352_
BiomeSource (): b, biomeSource, comp_307, biomeSource, f_197353_
long (): c, seed, comp_308, seed, f_197354_
ChunkPos (): d, chunkPos, comp_309, chunkPos, f_197355_
C (): e, config, comp_310, config, f_197356_
LevelHeightAccessor (): f, heightAccessor, comp_311, world, f_197357_
Predicate<Biome> (): g, validBiome, comp_312, validBiome, f_197358_
StructureManager (): h, structureManager, comp_313, structureManager, f_197359_
RegistryAccess (): i, registryAccess, comp_314, registryManager, f_197360_