A class that provides system-level events and functions.

属性

afterEvents: SystemAfterEvents

Returns a collection of after-events for system-level operations.

beforeEvents: SystemBeforeEvents

Returns a collection of before-events for system-level operations.

currentTick: number

Represents the current world tick of the server.

isEditorWorld: boolean

Returns true if this is a world where the editor is currently loaded, returns false otherwise.

serverSystemInfo: SystemInfo

Contains the device information for the server.

方法

  • 早期执行

    参数

    • runId: number

    返回 void

    Cancels the execution of a function run that was previously scheduled via System.run.

  • 早期执行

    参数

    • callback: () => void

      Function callback to run at the next game tick.

    返回 number

    An opaque identifier that can be used with the clearRun function to cancel the execution of this run.

    Runs a specified function at the next available future time. This is frequently used to implement delayed behaviors and game loops. When run within the context of an event handler, this will generally run the code at the end of the same tick where the event occurred. When run in other code (a system.run callout), this will run the function in the next tick. Note, however, that depending on load on the system, running in the same or next tick is not guaranteed.

    import { world, system } from "@minecraft/server";

    function trapTick() {
    try {
    // Minecraft runs at 20 ticks per second.
    if (system.currentTick % 1200 === 0) {
    world.sendMessage("Another minute passes...");
    }
    } catch (e) {
    console.warn("Error: " + e);
    }

    system.run(trapTick);
    }
  • 早期执行

    参数

    • callback: () => void

      Functional code that will run when this interval occurs.

    • 可选tickInterval: number

      An interval of every N ticks that the callback will be called upon.

    返回 number

    An opaque handle that can be used with the clearRun method to stop the run of this function on an interval.

    Runs a set of code on an interval.

    import { world, system, DimensionLocation } from "@minecraft/server";

    function every30Seconds(targetLocation: DimensionLocation) {
    const intervalRunIdentifier = Math.floor(Math.random() * 10000);

    system.runInterval(() => {
    world.sendMessage("This is an interval run " + intervalRunIdentifier + " sending a message every 30 seconds.");
    }, 600);
    }
  • 早期执行

    参数

    • generator: Generator<void, void, void>

      The instance of the generator to run.

    返回 number

    An opaque handle that can be used with System.clearJob to stop the run of this generator.

    Queues a generator to run until completion. The generator will be given a time slice each tick, and will be run until it yields or completes.

    import { system, BlockPermutation, DimensionLocation } from "@minecraft/server";

    function cubeGenerator(targetLocation: DimensionLocation) {
    const blockPerm = BlockPermutation.resolve("minecraft:cobblestone");

    system.runJob(blockPlacingGenerator(blockPerm, targetLocation, 15));
    }

    function* blockPlacingGenerator(blockPerm: BlockPermutation, startingLocation: DimensionLocation, size: number) {
    for (let x = startingLocation.x; x < startingLocation.x + size; x++) {
    for (let y = startingLocation.y; y < startingLocation.y + size; y++) {
    for (let z = startingLocation.z; z < startingLocation.z + size; z++) {
    const block = startingLocation.dimension.getBlock({ x: x, y: y, z: z });
    if (block) {
    block.setPermutation(blockPerm);
    }
    yield;
    }
    }
    }
    }
  • 早期执行

    参数

    • callback: () => void

      Functional code that will run when this timeout occurs.

    • 可选tickDelay: number

      Amount of time, in ticks, before the interval will be called.

    返回 number

    An opaque handle that can be used with the clearRun method to stop the run of this function on an interval.

    Runs a set of code at a future time specified by tickDelay.

  • 预览版 世界修改

    参数

    • id: string

      Identifier of the message to send. This is custom and dependent on the kinds of behavior packs and content you may have installed within the world.

    • message: string

      Data component of the message to send. This is custom and dependent on the kinds of behavior packs and content you may have installed within the world. Message may not exceed 2048 characters in length.

    返回 void

    Causes an event to fire within script with the specified message ID and payload.

  • 早期执行

    参数

    • ticks: number

      The amount of ticks to wait. Minimum value is 1.

    返回 Promise<void>

    A promise that is resolved when the specified amount of ticks have occurred.

    waitTicks returns a promise that resolves after the requested number of ticks.

    This function can throw errors.

    minecraftcommon.EngineError