本文整理汇总了Java中net.minecraft.entity.monster.EntityZombie类的典型用法代码示例。如果您正苦于以下问题:Java EntityZombie类的具体用法?Java EntityZombie怎么用?Java EntityZombie使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
EntityZombie类属于net.minecraft.entity.monster包,在下文中一共展示了EntityZombie类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: apply
import net.minecraft.entity.monster.EntityZombie; //导入依赖的package包/类
@Override
public boolean apply(EntityPlayer player) {
for (int i = 0; i < 10; i++) {
BlockPos pos = new BlockPos(player.posX + player.getRNG().nextGaussian() * 4, player.posY, player.posZ + player.getRNG().nextGaussian() * 4);
EntityZombie zombie = new EntityZombie(player.world);
if (player.world.isAirBlock(pos) && player.world.isAirBlock(pos.up()) && player.world.getBlockState(pos.down()).canEntitySpawn(zombie)) {
zombie.setPosition(pos.getX() + 0.5, pos.getY(), pos.getZ() + 0.5);
zombie.onInitialSpawn(player.world.getDifficultyForLocation(pos), null);
player.world.spawnEntity(zombie);
if (player.getRNG().nextBoolean() && player.getRNG().nextBoolean())
zombie.addPotionEffect(new PotionEffect(MobEffects.RESISTANCE, 900, 1));
if (player.getRNG().nextBoolean() && player.getRNG().nextBoolean())
zombie.addPotionEffect(new PotionEffect(MobEffects.STRENGTH, 900, 1));
if (player.getRNG().nextBoolean() && player.getRNG().nextBoolean())
zombie.addPotionEffect(new PotionEffect(MobEffects.SPEED, 900, 1));
if (player.getRNG().nextBoolean() && player.getRNG().nextBoolean())
zombie.addPotionEffect(new PotionEffect(MobEffects.FIRE_RESISTANCE, 900, 1));
return true;
}
}
return false;
}
示例2: EntityVillager
import net.minecraft.entity.monster.EntityZombie; //导入依赖的package包/类
public EntityVillager(World worldIn, int professionId)
{
super(worldIn);
this.villagerInventory = new InventoryBasic("Items", false, 8);
this.setProfession(professionId);
this.setSize(0.6F, 1.8F);
((PathNavigateGround)this.getNavigator()).setBreakDoors(true);
((PathNavigateGround)this.getNavigator()).setAvoidsWater(true);
this.tasks.addTask(0, new EntityAISwimming(this));
this.tasks.addTask(1, new EntityAIAvoidEntity(this, EntityZombie.class, 8.0F, 0.6D, 0.6D));
this.tasks.addTask(1, new EntityAITradePlayer(this));
this.tasks.addTask(1, new EntityAILookAtTradePlayer(this));
this.tasks.addTask(2, new EntityAIMoveIndoors(this));
this.tasks.addTask(3, new EntityAIRestrictOpenDoor(this));
this.tasks.addTask(4, new EntityAIOpenDoor(this, true));
this.tasks.addTask(5, new EntityAIMoveTowardsRestriction(this, 0.6D));
this.tasks.addTask(6, new EntityAIVillagerMate(this));
this.tasks.addTask(7, new EntityAIFollowGolem(this));
this.tasks.addTask(9, new EntityAIWatchClosest2(this, EntityPlayer.class, 3.0F, 1.0F));
this.tasks.addTask(9, new EntityAIVillagerInteract(this));
this.tasks.addTask(9, new EntityAIWander(this, 0.6D));
this.tasks.addTask(10, new EntityAIWatchClosest(this, EntityLiving.class, 8.0F));
this.setCanPickUpLoot(true);
}
示例3: unearthMe
import net.minecraft.entity.monster.EntityZombie; //导入依赖的package包/类
private EntityZombie unearthMe()
{
EntityZombie zombie = (this.getZombieType() == ZombieType.NORMAL ? new EntityZombie(this.world) : new EntityHusk(this.world));
zombie.renderYawOffset = this.renderYawOffset;
zombie.prevRotationPitch = zombie.rotationPitch = this.rotationPitch;
zombie.prevRotationYaw = zombie.rotationYaw = this.rotationYaw;
zombie.setPosition(this.posX, this.posY, this.posZ);
zombie.setHealth(this.getHealth());
zombie.setFire((Integer)ReflectionUtils.getFieldValue(entityFire, this));
zombie.setAttackTarget(this.getAttackTarget());
this.springEffect();
this.setDead();
this.world.spawnEntity(zombie);
return zombie;
}
示例4: earthMe
import net.minecraft.entity.monster.EntityZombie; //导入依赖的package包/类
private EntityZombieHands earthMe(EntityZombie zombie)
{
EntityZombieHands entity = new EntityZombieHands(this.world);
entity.renderYawOffset = zombie.renderYawOffset;
entity.prevRotationPitch = entity.rotationPitch = zombie.rotationPitch;
entity.prevRotationYaw = entity.rotationYaw = zombie.rotationYaw;
entity.setPosition(zombie.posX, zombie.posY, zombie.posZ);
entity.setHealth(zombie.getHealth());
entity.setFire((Integer)ReflectionUtils.getFieldValue(entityFire, zombie));
entity.setAttackTarget(zombie.getAttackTarget());
entity.setZombieType(zombie instanceof EntityHusk ? ZombieType.HUSK : ZombieType.NORMAL);
zombie.setDead();
entity.springEffect();
this.world.spawnEntity(entity);
return entity;
}
示例5: initEntityAI
import net.minecraft.entity.monster.EntityZombie; //导入依赖的package包/类
protected void initEntityAI()
{
this.tasks.addTask(0, new EntityAISwimming(this));
this.tasks.addTask(1, new EntityAIAvoidEntity(this, EntityZombie.class, 8.0F, 0.6D, 0.6D));
this.tasks.addTask(1, new EntityAIAvoidEntity(this, EntityEvoker.class, 12.0F, 0.8D, 0.8D));
this.tasks.addTask(1, new EntityAIAvoidEntity(this, EntityVindicator.class, 8.0F, 0.8D, 0.8D));
this.tasks.addTask(1, new EntityAIAvoidEntity(this, EntityVex.class, 8.0F, 0.6D, 0.6D));
this.tasks.addTask(1, new EntityAITradePlayer(this));
this.tasks.addTask(1, new EntityAILookAtTradePlayer(this));
this.tasks.addTask(2, new EntityAIMoveIndoors(this));
this.tasks.addTask(3, new EntityAIRestrictOpenDoor(this));
this.tasks.addTask(4, new EntityAIOpenDoor(this, true));
this.tasks.addTask(5, new EntityAIMoveTowardsRestriction(this, 0.6D));
this.tasks.addTask(6, new EntityAIVillagerMate(this));
this.tasks.addTask(7, new EntityAIFollowGolem(this));
this.tasks.addTask(9, new EntityAIWatchClosest2(this, EntityPlayer.class, 3.0F, 1.0F));
this.tasks.addTask(9, new EntityAIVillagerInteract(this));
this.tasks.addTask(9, new EntityAIWanderAvoidWater(this, 0.6D));
this.tasks.addTask(10, new EntityAIWatchClosest(this, EntityLiving.class, 8.0F));
}
示例6: setRotationAngles
import net.minecraft.entity.monster.EntityZombie; //导入依赖的package包/类
/**
* Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
* and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
* "far" arms and legs can swing at most.
*/
public void setRotationAngles(float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor, Entity entityIn)
{
super.setRotationAngles(limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scaleFactor, entityIn);
EntityZombie entityzombie = (EntityZombie)entityIn;
float f = MathHelper.sin(this.swingProgress * (float)Math.PI);
float f1 = MathHelper.sin((1.0F - (1.0F - this.swingProgress) * (1.0F - this.swingProgress)) * (float)Math.PI);
this.bipedRightArm.rotateAngleZ = 0.0F;
this.bipedLeftArm.rotateAngleZ = 0.0F;
this.bipedRightArm.rotateAngleY = -(0.1F - f * 0.6F);
this.bipedLeftArm.rotateAngleY = 0.1F - f * 0.6F;
float f2 = -(float)Math.PI / (entityzombie.isArmsRaised() ? 1.5F : 2.25F);
this.bipedRightArm.rotateAngleX = f2;
this.bipedLeftArm.rotateAngleX = f2;
this.bipedRightArm.rotateAngleX += f * 1.2F - f1 * 0.4F;
this.bipedLeftArm.rotateAngleX += f * 1.2F - f1 * 0.4F;
this.bipedRightArm.rotateAngleZ += MathHelper.cos(ageInTicks * 0.09F) * 0.05F + 0.05F;
this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(ageInTicks * 0.09F) * 0.05F + 0.05F;
this.bipedRightArm.rotateAngleX += MathHelper.sin(ageInTicks * 0.067F) * 0.05F;
this.bipedLeftArm.rotateAngleX -= MathHelper.sin(ageInTicks * 0.067F) * 0.05F;
}
示例7: setRotationAngles
import net.minecraft.entity.monster.EntityZombie; //导入依赖的package包/类
/**
* Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
* and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
* "far" arms and legs can swing at most.
*/
public void setRotationAngles(float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor, Entity entityIn)
{
super.setRotationAngles(limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scaleFactor, entityIn);
boolean flag = entityIn instanceof EntityZombie && ((EntityZombie)entityIn).isArmsRaised();
float f = MathHelper.sin(this.swingProgress * (float)Math.PI);
float f1 = MathHelper.sin((1.0F - (1.0F - this.swingProgress) * (1.0F - this.swingProgress)) * (float)Math.PI);
this.bipedRightArm.rotateAngleZ = 0.0F;
this.bipedLeftArm.rotateAngleZ = 0.0F;
this.bipedRightArm.rotateAngleY = -(0.1F - f * 0.6F);
this.bipedLeftArm.rotateAngleY = 0.1F - f * 0.6F;
float f2 = -(float)Math.PI / (flag ? 1.5F : 2.25F);
this.bipedRightArm.rotateAngleX = f2;
this.bipedLeftArm.rotateAngleX = f2;
this.bipedRightArm.rotateAngleX += f * 1.2F - f1 * 0.4F;
this.bipedLeftArm.rotateAngleX += f * 1.2F - f1 * 0.4F;
this.bipedRightArm.rotateAngleZ += MathHelper.cos(ageInTicks * 0.09F) * 0.05F + 0.05F;
this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(ageInTicks * 0.09F) * 0.05F + 0.05F;
this.bipedRightArm.rotateAngleX += MathHelper.sin(ageInTicks * 0.067F) * 0.05F;
this.bipedLeftArm.rotateAngleX -= MathHelper.sin(ageInTicks * 0.067F) * 0.05F;
}
示例8: onSetProfession
import net.minecraft.entity.monster.EntityZombie; //导入依赖的package包/类
@SuppressWarnings("deprecation")
public static void onSetProfession(EntityZombie entity, VillagerProfession prof)
{
if (prof == null)
{
if (entity.getZombieType() != ZombieType.NORMAL && entity.getZombieType() != ZombieType.HUSK)
entity.setZombieType(ZombieType.NORMAL);
return;
}
int network = INSTANCE.professions.getId(prof);
if (network == -1 || prof != INSTANCE.professions.getObjectById(network))
{
throw new RuntimeException("Attempted to set villager profession to unregistered profession: " + network + " " + prof);
}
if (network >= 0 && network < 5) // Vanilla
{
if (entity.getZombieType() == null || entity.getZombieType().getId() != network + 1)
{
entity.setZombieType(ZombieType.getVillagerByOrdinal(network));
}
}
else if (entity.getZombieType() != null)
entity.setZombieType(ZombieType.NORMAL);
}
示例9: initEntityAI
import net.minecraft.entity.monster.EntityZombie; //导入依赖的package包/类
protected void initEntityAI()
{
this.tasks.addTask(0, new EntityAISwimming(this));
this.tasks.addTask(1, new EntityAIAvoidEntity(this, EntityZombie.class, 8.0F, 0.6D, 0.6D));
this.tasks.addTask(1, new EntityAITradePlayer(this));
this.tasks.addTask(1, new EntityAILookAtTradePlayer(this));
this.tasks.addTask(2, new EntityAIMoveIndoors(this));
this.tasks.addTask(3, new EntityAIRestrictOpenDoor(this));
this.tasks.addTask(4, new EntityAIOpenDoor(this, true));
this.tasks.addTask(5, new EntityAIMoveTowardsRestriction(this, 0.6D));
this.tasks.addTask(6, new EntityAIVillagerMate(this));
this.tasks.addTask(7, new EntityAIFollowGolem(this));
this.tasks.addTask(9, new EntityAIWatchClosest2(this, EntityPlayer.class, 3.0F, 1.0F));
this.tasks.addTask(9, new EntityAIVillagerInteract(this));
this.tasks.addTask(9, new EntityAIWander(this, 0.6D));
this.tasks.addTask(10, new EntityAIWatchClosest(this, EntityLiving.class, 8.0F));
}
示例10: onLivingDeath
import net.minecraft.entity.monster.EntityZombie; //导入依赖的package包/类
@SubscribeEvent
public void onLivingDeath(LivingDeathEvent event) {
if (event.getSource().getSourceOfDamage() != null && event.getSource().getSourceOfDamage() instanceof EntityPlayer) {
EntityPlayer player = (EntityPlayer) event.getSource().getSourceOfDamage();
if (this.isActive(player) && event.getEntityLiving() instanceof EntityVillager) {
EntityVillager villager = (EntityVillager) event.getEntityLiving();
EntityZombie zombieVillager = new EntityZombie(player.worldObj);
zombieVillager.copyLocationAndAnglesFrom(villager);
player.worldObj.removeEntity(villager);
zombieVillager.onInitialSpawn(player.worldObj.getDifficultyForLocation(new BlockPos(zombieVillager)), null);
zombieVillager.setVillagerType(villager.getProfessionForge());
zombieVillager.setChild(villager.isChild());
zombieVillager.setNoAI(villager.isAIDisabled());
if (villager.hasCustomName()) {
zombieVillager.setCustomNameTag(villager.getCustomNameTag());
zombieVillager.setAlwaysRenderNameTag(villager.getAlwaysRenderNameTag());
}
player.worldObj.spawnEntityInWorld(zombieVillager);
player.worldObj.playEvent(null, 1026, zombieVillager.getPosition(), 0);
}
}
}
示例11: BiomRoofedForest
import net.minecraft.entity.monster.EntityZombie; //导入依赖的package包/类
public BiomRoofedForest(int p_i45383_1_)
{
super(p_i45383_1_);
this.spawnableCreatureList.add(new BiomeGenBase.SpawnListEntry(EntityCow.class, 8, 4, 6));
this.spawnableCreatureList.add(new BiomeGenBase.SpawnListEntry(EntityWolf.class, 2, 4, 6));
this.spawnableCreatureList.add(new BiomeGenBase.SpawnListEntry(EntityCentaure.class, 12, 4, 6));
this.spawnableCreatureList.add(new BiomeGenBase.SpawnListEntry(EntityLutin.class, 14, 4, 6));
this.spawnableMonsterList.add(new BiomeGenBase.SpawnListEntry(EntityCaveSpider.class, 8, 2, 4));
this.spawnableMonsterList.add(new BiomeGenBase.SpawnListEntry(EntityZombie.class, 8, 2, 4));
this.topBlock = BlockRegister.GRASS;
this.fillerBlock = BlockRegister.DIRT;
this.setBiomeName("Mystic Roofed Forest");
this.theBiomeDecorator.grassPerChunk = 16;
((BiomeDecoratorMagic) this.theBiomeDecorator).berry_per_chunk = 6;
this.theBiomeDecorator.treesPerChunk = 10;
}
示例12: BiomMagicForest
import net.minecraft.entity.monster.EntityZombie; //导入依赖的package包/类
public BiomMagicForest(int p_i45383_1_)
{
super(p_i45383_1_);
this.spawnableCreatureList.add(new BiomeGenBase.SpawnListEntry(EntityCow.class, 8, 4, 6));
this.spawnableCreatureList.add(new BiomeGenBase.SpawnListEntry(EntityWolf.class, 2, 4, 6));
this.spawnableCreatureList.add(new BiomeGenBase.SpawnListEntry(EntityStymph.class, 10, 4, 6));
this.spawnableMonsterList.add(new BiomeGenBase.SpawnListEntry(EntityLutin.class, 14, 4, 6));
this.spawnableMonsterList.add(new BiomeGenBase.SpawnListEntry(EntityCentaure.class, 12, 4, 6));
this.spawnableMonsterList.add(new BiomeGenBase.SpawnListEntry(EntityCaveSpider.class, 8, 2, 4));
this.spawnableMonsterList.add(new BiomeGenBase.SpawnListEntry(EntityZombie.class, 8, 2, 4));
this.spawnableMonsterList.add(new BiomeGenBase.SpawnListEntry(EntityGobelin.class, 8, 2, 4));
this.topBlock = Blocks.grass;
this.fillerBlock = Blocks.dirt;
this.setBiomeName("Mystic Forest");
this.theBiomeDecorator.grassPerChunk = 16;
((BiomeDecoratorMagic) this.theBiomeDecorator).berry_per_chunk = 6;
this.theBiomeDecorator.treesPerChunk = 6;
}
示例13: saveCurrentRenderers
import net.minecraft.entity.monster.EntityZombie; //导入依赖的package包/类
private void saveCurrentRenderers(RenderManager rm) {
// villagers
saveRenderer(rm, EntityVillager.class);
saveRenderer(rm, EntityZombieVillager.class);
// zombies
saveRenderer(rm, EntityZombie.class);
saveRenderer(rm, EntityHusk.class);
// pig zombie
saveRenderer(rm, EntityPigZombie.class);
// skeletons
saveRenderer(rm, EntitySkeleton.class);
saveRenderer(rm, EntityStray.class);
saveRenderer(rm, EntityWitherSkeleton.class);
// illagers
saveRenderer(rm, EntityVex.class);
saveRenderer(rm, EntityEvoker.class);
saveRenderer(rm, EntityVindicator.class);
saveRenderer(rm, EntityIllusionIllager.class);
}
示例14: attackEntityFrom
import net.minecraft.entity.monster.EntityZombie; //导入依赖的package包/类
@Override
public boolean attackEntityFrom(DamageSource par1DamageSource, float par2)
{
super.attackEntityFrom(par1DamageSource, par2);
if (!this.isDead && !this.worldObj.isRemote)
{
this.health -= par2;
if (this.health <= 0)
{
this.setDead();
this.worldObj.createExplosion((Entity) null, this.posX, this.posY, this.posZ, 6.0F, true);
worldObj.spawnEntityInWorld(new EntityB2Frag(worldObj, this, 0));
worldObj.spawnEntityInWorld(new EntityB2Frag(worldObj, this, 1));
EntityZombie pz = new EntityZombie(worldObj);
pz.setPosition(posX, posY, posZ);
worldObj.spawnEntityInWorld(pz);
RivalRebelsSoundPlayer.playSound(this, 0, 0, 30, 1);
}
}
return true;
}
示例15: arms
import net.minecraft.entity.monster.EntityZombie; //导入依赖的package包/类
protected void arms(float ageInTicks, Entity entityIn) {
boolean armIsRaised = entityIn instanceof EntityZombie && ((EntityZombie) entityIn).isArmsRaised();
float swingAngle = MathHelper.sin(swingProgress * (float) Math.PI);
float f1 = MathHelper.sin((1.0F - (1.0F - swingProgress) * (1.0F - swingProgress)) * (float) Math.PI);
/*
* z rotates arm inward and outward
*
* y rotates the axis down the arm
*/
bipedRightArm.rotateAngleZ = 0.0F;
bipedLeftArm.rotateAngleZ = 0.0F;
staff.rotateAngleX = 0F;
if (isStaffAttacking) {
bipedRightArm.rotateAngleX += -1.2F;
bipedLeftArm.rotateAngleX += -1.4F;
staff.rotateAngleX = 1.1F;
} else {
bipedRightArm.rotateAngleX += -1.1F;
}
}