本文整理汇总了Java中net.minecraft.client.entity.AbstractClientPlayer.getHeldItemMainhand方法的典型用法代码示例。如果您正苦于以下问题:Java AbstractClientPlayer.getHeldItemMainhand方法的具体用法?Java AbstractClientPlayer.getHeldItemMainhand怎么用?Java AbstractClientPlayer.getHeldItemMainhand使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类net.minecraft.client.entity.AbstractClientPlayer
的用法示例。
在下文中一共展示了AbstractClientPlayer.getHeldItemMainhand方法的2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: setModelVisibilities
import net.minecraft.client.entity.AbstractClientPlayer; //导入方法依赖的package包/类
private void setModelVisibilities(AbstractClientPlayer clientPlayer)
{
ModelPlayer modelplayer = this.getMainModel();
if (clientPlayer.isSpectator())
{
modelplayer.setInvisible(false);
modelplayer.bipedHead.showModel = true;
modelplayer.bipedHeadwear.showModel = true;
}
else
{
ItemStack itemstack = clientPlayer.getHeldItemMainhand();
ItemStack itemstack1 = clientPlayer.getHeldItemOffhand();
modelplayer.setInvisible(true);
modelplayer.bipedHeadwear.showModel = clientPlayer.isWearing(EnumPlayerModelParts.HAT);
modelplayer.bipedBodyWear.showModel = clientPlayer.isWearing(EnumPlayerModelParts.JACKET);
modelplayer.bipedLeftLegwear.showModel = clientPlayer.isWearing(EnumPlayerModelParts.LEFT_PANTS_LEG);
modelplayer.bipedRightLegwear.showModel = clientPlayer.isWearing(EnumPlayerModelParts.RIGHT_PANTS_LEG);
modelplayer.bipedLeftArmwear.showModel = clientPlayer.isWearing(EnumPlayerModelParts.LEFT_SLEEVE);
modelplayer.bipedRightArmwear.showModel = clientPlayer.isWearing(EnumPlayerModelParts.RIGHT_SLEEVE);
modelplayer.isSneak = clientPlayer.isSneaking();
ModelBiped.ArmPose modelbiped$armpose = ModelBiped.ArmPose.EMPTY;
ModelBiped.ArmPose modelbiped$armpose1 = ModelBiped.ArmPose.EMPTY;
if (!itemstack.func_190926_b())
{
modelbiped$armpose = ModelBiped.ArmPose.ITEM;
if (clientPlayer.getItemInUseCount() > 0)
{
EnumAction enumaction = itemstack.getItemUseAction();
if (enumaction == EnumAction.BLOCK)
{
modelbiped$armpose = ModelBiped.ArmPose.BLOCK;
}
else if (enumaction == EnumAction.BOW)
{
modelbiped$armpose = ModelBiped.ArmPose.BOW_AND_ARROW;
}
}
}
if (!itemstack1.func_190926_b())
{
modelbiped$armpose1 = ModelBiped.ArmPose.ITEM;
if (clientPlayer.getItemInUseCount() > 0)
{
EnumAction enumaction1 = itemstack1.getItemUseAction();
if (enumaction1 == EnumAction.BLOCK)
{
modelbiped$armpose1 = ModelBiped.ArmPose.BLOCK;
}
}
}
if (clientPlayer.getPrimaryHand() == EnumHandSide.RIGHT)
{
modelplayer.rightArmPose = modelbiped$armpose;
modelplayer.leftArmPose = modelbiped$armpose1;
}
else
{
modelplayer.rightArmPose = modelbiped$armpose1;
modelplayer.leftArmPose = modelbiped$armpose;
}
}
}
示例2: setModelVisibilities
import net.minecraft.client.entity.AbstractClientPlayer; //导入方法依赖的package包/类
private void setModelVisibilities(AbstractClientPlayer clientPlayer)
{
ModelPlayer modelplayer = this.getMainModel();
if (clientPlayer.isSpectator())
{
modelplayer.setInvisible(false);
modelplayer.bipedHead.showModel = true;
modelplayer.bipedHeadwear.showModel = true;
}
else
{
ItemStack itemstack = clientPlayer.getHeldItemMainhand();
ItemStack itemstack1 = clientPlayer.getHeldItemOffhand();
modelplayer.setInvisible(true);
modelplayer.bipedHeadwear.showModel = clientPlayer.isWearing(EnumPlayerModelParts.HAT);
modelplayer.bipedBodyWear.showModel = clientPlayer.isWearing(EnumPlayerModelParts.JACKET);
modelplayer.bipedLeftLegwear.showModel = clientPlayer.isWearing(EnumPlayerModelParts.LEFT_PANTS_LEG);
modelplayer.bipedRightLegwear.showModel = clientPlayer.isWearing(EnumPlayerModelParts.RIGHT_PANTS_LEG);
modelplayer.bipedLeftArmwear.showModel = clientPlayer.isWearing(EnumPlayerModelParts.LEFT_SLEEVE);
modelplayer.bipedRightArmwear.showModel = clientPlayer.isWearing(EnumPlayerModelParts.RIGHT_SLEEVE);
modelplayer.isSneak = clientPlayer.isSneaking();
ModelBiped.ArmPose modelbiped$armpose = ModelBiped.ArmPose.EMPTY;
ModelBiped.ArmPose modelbiped$armpose1 = ModelBiped.ArmPose.EMPTY;
if (itemstack != null)
{
modelbiped$armpose = ModelBiped.ArmPose.ITEM;
if (clientPlayer.getItemInUseCount() > 0)
{
EnumAction enumaction = itemstack.getItemUseAction();
if (enumaction == EnumAction.BLOCK)
{
modelbiped$armpose = ModelBiped.ArmPose.BLOCK;
}
else if (enumaction == EnumAction.BOW)
{
modelbiped$armpose = ModelBiped.ArmPose.BOW_AND_ARROW;
}
}
}
if (itemstack1 != null)
{
modelbiped$armpose1 = ModelBiped.ArmPose.ITEM;
if (clientPlayer.getItemInUseCount() > 0)
{
EnumAction enumaction1 = itemstack1.getItemUseAction();
if (enumaction1 == EnumAction.BLOCK)
{
modelbiped$armpose1 = ModelBiped.ArmPose.BLOCK;
}
// FORGE: fix MC-88356 allow offhand to use bow and arrow animation
else if (enumaction1 == EnumAction.BOW)
{
modelbiped$armpose1 = ModelBiped.ArmPose.BOW_AND_ARROW;
}
}
}
if (clientPlayer.getPrimaryHand() == EnumHandSide.RIGHT)
{
modelplayer.rightArmPose = modelbiped$armpose;
modelplayer.leftArmPose = modelbiped$armpose1;
}
else
{
modelplayer.rightArmPose = modelbiped$armpose1;
modelplayer.leftArmPose = modelbiped$armpose;
}
}
}