本文整理汇总了Java中net.minecraft.entity.projectile.EntityWitherSkull类的典型用法代码示例。如果您正苦于以下问题:Java EntityWitherSkull类的具体用法?Java EntityWitherSkull怎么用?Java EntityWitherSkull使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
EntityWitherSkull类属于net.minecraft.entity.projectile包,在下文中一共展示了EntityWitherSkull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: launchWitherSkullToCoords
import net.minecraft.entity.projectile.EntityWitherSkull; //导入依赖的package包/类
/**
* Launches a Wither skull toward (par2, par4, par6)
*/
private void launchWitherSkullToCoords(int p_82209_1_, double x, double y, double z, boolean invulnerable)
{
this.worldObj.playAuxSFXAtEntity((EntityPlayer)null, 1014, new BlockPos(this), 0);
double d0 = this.func_82214_u(p_82209_1_);
double d1 = this.func_82208_v(p_82209_1_);
double d2 = this.func_82213_w(p_82209_1_);
double d3 = x - d0;
double d4 = y - d1;
double d5 = z - d2;
EntityWitherSkull entitywitherskull = new EntityWitherSkull(this.worldObj, this, d3, d4, d5);
if (invulnerable)
{
entitywitherskull.setInvulnerable(true);
}
entitywitherskull.posY = d1;
entitywitherskull.posX = d0;
entitywitherskull.posZ = d2;
this.worldObj.spawnEntityInWorld(entitywitherskull);
}
示例2: doRender
import net.minecraft.entity.projectile.EntityWitherSkull; //导入依赖的package包/类
/**
* Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
* handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
* (Render<T extends Entity>) and this method has signature public void doRender(T entity, double d, double d1,
* double d2, float f, float f1). But JAD is pre 1.5 so doe
*/
public void doRender(EntityWitherSkull entity, double x, double y, double z, float entityYaw, float partialTicks)
{
GlStateManager.pushMatrix();
GlStateManager.disableCull();
float f = this.func_82400_a(entity.prevRotationYaw, entity.rotationYaw, partialTicks);
float f1 = entity.prevRotationPitch + (entity.rotationPitch - entity.prevRotationPitch) * partialTicks;
GlStateManager.translate((float)x, (float)y, (float)z);
float f2 = 0.0625F;
GlStateManager.enableRescaleNormal();
GlStateManager.scale(-1.0F, -1.0F, 1.0F);
GlStateManager.enableAlpha();
this.bindEntityTexture(entity);
this.skeletonHeadModel.render(entity, 0.0F, 0.0F, 0.0F, f, f1, f2);
GlStateManager.popMatrix();
super.doRender(entity, x, y, z, entityYaw, partialTicks);
}
示例3: launchWitherSkullToCoords
import net.minecraft.entity.projectile.EntityWitherSkull; //导入依赖的package包/类
/**
* Launches a Wither skull toward (par2, par4, par6)
*/
private void launchWitherSkullToCoords(int p_82209_1_, double x, double y, double z, boolean invulnerable)
{
this.world.playEvent((EntityPlayer)null, 1024, new BlockPos(this), 0);
double d0 = this.getHeadX(p_82209_1_);
double d1 = this.getHeadY(p_82209_1_);
double d2 = this.getHeadZ(p_82209_1_);
double d3 = x - d0;
double d4 = y - d1;
double d5 = z - d2;
EntityWitherSkull entitywitherskull = new EntityWitherSkull(this.world, this, d3, d4, d5);
if (invulnerable)
{
entitywitherskull.setInvulnerable(true);
}
entitywitherskull.posY = d1;
entitywitherskull.posX = d0;
entitywitherskull.posZ = d2;
this.world.spawnEntityInWorld(entitywitherskull);
}
示例4: launchWitherSkullToCoords
import net.minecraft.entity.projectile.EntityWitherSkull; //导入依赖的package包/类
/**
* Launches a Wither skull toward (par2, par4, par6)
*/
private void launchWitherSkullToCoords(int p_82209_1_, double x, double y, double z, boolean invulnerable)
{
this.worldObj.playEvent((EntityPlayer)null, 1024, new BlockPos(this), 0);
double d0 = this.getHeadX(p_82209_1_);
double d1 = this.getHeadY(p_82209_1_);
double d2 = this.getHeadZ(p_82209_1_);
double d3 = x - d0;
double d4 = y - d1;
double d5 = z - d2;
EntityWitherSkull entitywitherskull = new EntityWitherSkull(this.worldObj, this, d3, d4, d5);
if (invulnerable)
{
entitywitherskull.setInvulnerable(true);
}
entitywitherskull.posY = d1;
entitywitherskull.posX = d0;
entitywitherskull.posZ = d2;
this.worldObj.spawnEntityInWorld(entitywitherskull);
}
示例5: onItemRightClick
import net.minecraft.entity.projectile.EntityWitherSkull; //导入依赖的package包/类
@Override
public ActionResult<ItemStack> onItemRightClick(ItemStack stack, World world, EntityPlayer player, EnumHand hand) {
if (!world.isRemote) {
if (cooldown <= 0) {
if (WarsMod.getDonators().contains(player.getName())) {
if (player instanceof EntityPlayerMP && ItemArmorMod.hasFullSuit(player, WarsItems.chaosArmor)) {
Vec3d look = player.getLookVec();
EntityWitherSkull skull = new EntityWitherSkull(world, player, 1, 1, 1);
skull.setPosition(player.posX + look.xCoord * 1, player.posY + look.yCoord * 2, player.posZ + look.zCoord * 1);
skull.accelerationX = look.xCoord * 0.1;
skull.accelerationY = look.yCoord * 0.1;
skull.accelerationZ = look.zCoord * 0.1;
world.spawnEntityInWorld(skull);
cooldown = 40;
return new ActionResult(EnumActionResult.SUCCESS, stack);
}
} else {
player.addChatMessage(new TextComponentTranslation("class.donatoronly"));
return new ActionResult(EnumActionResult.FAIL, stack);
}
}
}
return new ActionResult(EnumActionResult.PASS, stack);
}
示例6: func_82209_a
import net.minecraft.entity.projectile.EntityWitherSkull; //导入依赖的package包/类
private void func_82209_a(int par1, double par2, double par4, double par6, boolean par8)
{
this.worldObj.playAuxSFXAtEntity((EntityPlayer)null, 1014, (int)this.posX, (int)this.posY, (int)this.posZ, 0);
double var9 = this.func_82214_u(par1);
double var11 = this.func_82208_v(par1);
double var13 = this.func_82213_w(par1);
double var15 = par2 - var9;
double var17 = par4 - var11;
double var19 = par6 - var13;
EntityWitherSkull var21 = new EntityWitherSkull(this.worldObj, this, var15, var17, var19);
if (par8)
{
var21.setInvulnerable(true);
}
var21.posY = var11;
var21.posX = var9;
var21.posZ = var13;
this.worldObj.spawnEntityInWorld(var21);
}
示例7: doRender
import net.minecraft.entity.projectile.EntityWitherSkull; //导入依赖的package包/类
/**
* Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
* handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
* (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
* double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
*/
public void doRender(EntityWitherSkull par1EntityWitherSkull, double par2, double par4, double par6, float par8, float par9)
{
GL11.glPushMatrix();
GL11.glDisable(GL11.GL_CULL_FACE);
float var10 = this.func_82400_a(par1EntityWitherSkull.prevRotationYaw, par1EntityWitherSkull.rotationYaw, par9);
float var11 = par1EntityWitherSkull.prevRotationPitch + (par1EntityWitherSkull.rotationPitch - par1EntityWitherSkull.prevRotationPitch) * par9;
GL11.glTranslatef((float)par2, (float)par4, (float)par6);
float var12 = 0.0625F;
GL11.glEnable(GL12.GL_RESCALE_NORMAL);
GL11.glScalef(-1.0F, -1.0F, 1.0F);
GL11.glEnable(GL11.GL_ALPHA_TEST);
this.bindEntityTexture(par1EntityWitherSkull);
this.skeletonHeadModel.render(par1EntityWitherSkull, 0.0F, 0.0F, 0.0F, var10, var11, var12);
GL11.glPopMatrix();
}
示例8: setThrowableHeading
import net.minecraft.entity.projectile.EntityWitherSkull; //导入依赖的package包/类
public void setThrowableHeading(EntityWitherSkull skull, double par1, double par3, double par5, float par7, float par8)
{
float f2 = MathHelper.sqrt_double(par1 * par1 + par3 * par3 + par5 * par5);
par1 /= (double)f2;
par3 /= (double)f2;
par5 /= (double)f2;
par1 += rand.nextGaussian() * (double)(rand.nextBoolean() ? -1 : 1) * 0.007499999832361937D * (double)par8;
par3 += rand.nextGaussian() * (double)(rand.nextBoolean() ? -1 : 1) * 0.007499999832361937D * (double)par8;
par5 += rand.nextGaussian() * (double)(rand.nextBoolean() ? -1 : 1) * 0.007499999832361937D * (double)par8;
par1 *= (double)par7;
par3 *= (double)par7;
par5 *= (double)par7;
skull.motionX = par1;
skull.motionY = par3;
skull.motionZ = par5;
float f3 = MathHelper.sqrt_double(par1 * par1 + par5 * par5);
skull.prevRotationYaw = skull.rotationYaw = (float)(Math.atan2(par1, par5) * 180.0D / Math.PI);
skull.prevRotationPitch = skull.rotationPitch = (float)(Math.atan2(par3, (double)f3) * 180.0D / Math.PI);
}
示例9: func_82209_a
import net.minecraft.entity.projectile.EntityWitherSkull; //导入依赖的package包/类
private void func_82209_a(int par1, double par2, double par4, double par6, boolean par8) {
world.playEvent((EntityPlayer)null, 1014, new BlockPos(posX, posY, posZ), 0);
double d3 = func_82214_u(par1);
double d4 = func_82208_v(par1);
double d5 = func_82213_w(par1);
double d6 = par2 - d3;
double d7 = par4 - d4;
double d8 = par6 - d5;
EntityWitherSkull entitywitherskull = new EntityWitherSkull(world, this, d6, d7, d8);
if (par8)
entitywitherskull.setInvulnerable(true);
entitywitherskull.posY = d4;
entitywitherskull.posX = d3;
entitywitherskull.posZ = d5;
world.spawnEntity(entitywitherskull);
}
示例10: func_82209_a
import net.minecraft.entity.projectile.EntityWitherSkull; //导入依赖的package包/类
private void func_82209_a(int p_82209_1_, double p_82209_2_, double p_82209_4_, double p_82209_6_, boolean p_82209_8_)
{
this.worldObj.playAuxSFXAtEntity((EntityPlayer)null, 1014, (int)this.posX, (int)this.posY, (int)this.posZ, 0);
double d3 = this.func_82214_u(p_82209_1_);
double d4 = this.func_82208_v(p_82209_1_);
double d5 = this.func_82213_w(p_82209_1_);
double d6 = p_82209_2_ - d3;
double d7 = p_82209_4_ - d4;
double d8 = p_82209_6_ - d5;
EntityWitherSkull entitywitherskull = new EntityWitherSkull(this.worldObj, this, d6, d7, d8);
if (p_82209_8_)
{
entitywitherskull.setInvulnerable(true);
}
entitywitherskull.posY = d4;
entitywitherskull.posX = d3;
entitywitherskull.posZ = d5;
this.worldObj.spawnEntityInWorld(entitywitherskull);
}
示例11: func_82209_a
import net.minecraft.entity.projectile.EntityWitherSkull; //导入依赖的package包/类
private void func_82209_a(int p_82209_1_, double p_82209_2_, double p_82209_4_, double p_82209_6_, boolean p_82209_8_) {
this.field_70170_p.func_72889_a((EntityPlayer)null, 1014, (int)this.field_70165_t, (int)this.field_70163_u, (int)this.field_70161_v, 0);
double var9 = this.func_82214_u(p_82209_1_);
double var11 = this.func_82208_v(p_82209_1_);
double var13 = this.func_82213_w(p_82209_1_);
double var15 = p_82209_2_ - var9;
double var17 = p_82209_4_ - var11;
double var19 = p_82209_6_ - var13;
EntityWitherSkull var21 = new EntityWitherSkull(this.field_70170_p, this, var15, var17, var19);
if(p_82209_8_) {
var21.func_82343_e(true);
}
var21.field_70163_u = var11;
var21.field_70165_t = var9;
var21.field_70161_v = var13;
this.field_70170_p.func_72838_d(var21);
}
示例12: func_82209_a
import net.minecraft.entity.projectile.EntityWitherSkull; //导入依赖的package包/类
private void func_82209_a(int par1, double par2, double par4, double par6, boolean par8)
{
this.worldObj.playAuxSFXAtEntity((EntityPlayer)null, 1014, (int)this.posX, (int)this.posY, (int)this.posZ, 0);
double d3 = this.func_82214_u(par1);
double d4 = this.func_82208_v(par1);
double d5 = this.func_82213_w(par1);
double d6 = par2 - d3;
double d7 = par4 - d4;
double d8 = par6 - d5;
EntityWitherSkull entitywitherskull = new EntityWitherSkull(this.worldObj, this, d6, d7, d8);
if (par8)
{
entitywitherskull.setInvulnerable(true);
}
entitywitherskull.posY = d4;
entitywitherskull.posX = d3;
entitywitherskull.posZ = d5;
this.worldObj.spawnEntityInWorld(entitywitherskull);
}
示例13: entityUndeadCheck
import net.minecraft.entity.projectile.EntityWitherSkull; //导入依赖的package包/类
public static boolean entityUndeadCheck(MovingObjectPosition movObjPos) {
boolean result = false;
if ((movObjPos.entityHit instanceof EntityZombie)) {
result = true;
}
if ((movObjPos.entityHit instanceof EntitySkeleton)) {
result = true;
}
if ((movObjPos.entityHit instanceof EntityPigZombie)) {
result = true;
}
if ((!(movObjPos.entityHit instanceof EntityBlaze))
|| ((!(movObjPos.entityHit instanceof EntityWitherSkull)) || ((!(movObjPos.entityHit instanceof EntityWither)) || ((movObjPos.entityHit instanceof EntityGhast)))))
;
return result;
}
示例14: doRender
import net.minecraft.entity.projectile.EntityWitherSkull; //导入依赖的package包/类
/**
* Renders the desired {@code T} type Entity.
*/
public void doRender(EntityWitherSkull entity, double x, double y, double z, float entityYaw, float partialTicks)
{
GlStateManager.pushMatrix();
GlStateManager.disableCull();
float f = this.getRenderYaw(entity.prevRotationYaw, entity.rotationYaw, partialTicks);
float f1 = entity.prevRotationPitch + (entity.rotationPitch - entity.prevRotationPitch) * partialTicks;
GlStateManager.translate((float)x, (float)y, (float)z);
float f2 = 0.0625F;
GlStateManager.enableRescaleNormal();
GlStateManager.scale(-1.0F, -1.0F, 1.0F);
GlStateManager.enableAlpha();
this.bindEntityTexture(entity);
if (this.renderOutlines)
{
GlStateManager.enableColorMaterial();
GlStateManager.enableOutlineMode(this.getTeamColor(entity));
}
this.skeletonHeadModel.render(entity, 0.0F, 0.0F, 0.0F, f, f1, 0.0625F);
if (this.renderOutlines)
{
GlStateManager.disableOutlineMode();
GlStateManager.disableColorMaterial();
}
GlStateManager.popMatrix();
super.doRender(entity, x, y, z, entityYaw, partialTicks);
}
示例15: redirect
import net.minecraft.entity.projectile.EntityWitherSkull; //导入依赖的package包/类
public void redirect(EntityFireball entity) {
if (!entity.worldObj.isRemote && !(entity instanceof EntityWitherSkull)) {
AxisAlignedBB axisAlignedBB = new AxisAlignedBB(entity.posX - 100, entity.posY - 100, entity.posZ - 100, entity.posX + 100, entity.posY + 100, entity.posZ + 100);
List<EntityFireball> targets = ImmutableList.copyOf(Iterables.filter(entity.worldObj.getEntitiesWithinAABB(EntityFireball.class, axisAlignedBB), new Predicate<EntityFireball>() {
@Override
public boolean apply(EntityFireball input) {
return input.shootingEntity instanceof EntityBlaze || input.shootingEntity instanceof EntityGhast;
}
}));
if (targets.size() > 0) {
//Check to make sure the fireball is traveling towards the player
Entity target = targets.get(0);
entity.motionX = (target.posX - entity.posX) / 15;
entity.motionY = (target.posY - entity.posY) / 15;
entity.motionZ = (target.posZ - entity.posZ) / 15;
entity.accelerationX = entity.motionX * .3;
entity.accelerationY = entity.motionY * .3;
entity.accelerationZ = entity.motionZ * .3;
AuraCascade.proxy.networkWrapper.sendToAllAround(new PacketBurst(1, entity.posX, entity.posY, entity.posZ), new NetworkRegistry.TargetPoint(entity.worldObj.provider.getDimension(), entity.posX, entity.posY, entity.posZ, 32));
}
}
}