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Java AbstractClientPlayer.getItemInUseCount方法代码示例

本文整理汇总了Java中net.minecraft.client.entity.AbstractClientPlayer.getItemInUseCount方法的典型用法代码示例。如果您正苦于以下问题:Java AbstractClientPlayer.getItemInUseCount方法的具体用法?Java AbstractClientPlayer.getItemInUseCount怎么用?Java AbstractClientPlayer.getItemInUseCount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net.minecraft.client.entity.AbstractClientPlayer的用法示例。


在下文中一共展示了AbstractClientPlayer.getItemInUseCount方法的6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: func_178104_a

import net.minecraft.client.entity.AbstractClientPlayer; //导入方法依赖的package包/类
private void func_178104_a(AbstractClientPlayer clientPlayer, float p_178104_2_)
{
    float f = (float)clientPlayer.getItemInUseCount() - p_178104_2_ + 1.0F;
    float f1 = f / (float)this.itemToRender.getMaxItemUseDuration();
    float f2 = MathHelper.abs(MathHelper.cos(f / 4.0F * (float)Math.PI) * 0.1F);

    if (f1 >= 0.8F)
    {
        f2 = 0.0F;
    }

    GlStateManager.translate(0.0F, f2, 0.0F);
    float f3 = 1.0F - (float)Math.pow((double)f1, 27.0D);
    GlStateManager.translate(f3 * 0.6F, f3 * -0.5F, f3 * 0.0F);
    GlStateManager.rotate(f3 * 90.0F, 0.0F, 1.0F, 0.0F);
    GlStateManager.rotate(f3 * 10.0F, 1.0F, 0.0F, 0.0F);
    GlStateManager.rotate(f3 * 30.0F, 0.0F, 0.0F, 1.0F);
}
 
开发者ID:Notoh,项目名称:DecompiledMinecraft,代码行数:19,代码来源:ItemRenderer.java

示例2: func_178098_a

import net.minecraft.client.entity.AbstractClientPlayer; //导入方法依赖的package包/类
private void func_178098_a(float p_178098_1_, AbstractClientPlayer clientPlayer)
{
    GlStateManager.rotate(-18.0F, 0.0F, 0.0F, 1.0F);
    GlStateManager.rotate(-12.0F, 0.0F, 1.0F, 0.0F);
    GlStateManager.rotate(-8.0F, 1.0F, 0.0F, 0.0F);
    GlStateManager.translate(-0.9F, 0.2F, 0.0F);
    float f = (float)this.itemToRender.getMaxItemUseDuration() - ((float)clientPlayer.getItemInUseCount() - p_178098_1_ + 1.0F);
    float f1 = f / 20.0F;
    f1 = (f1 * f1 + f1 * 2.0F) / 3.0F;

    if (f1 > 1.0F)
    {
        f1 = 1.0F;
    }

    if (f1 > 0.1F)
    {
        float f2 = MathHelper.sin((f - 0.1F) * 1.3F);
        float f3 = f1 - 0.1F;
        float f4 = f2 * f3;
        GlStateManager.translate(f4 * 0.0F, f4 * 0.01F, f4 * 0.0F);
    }

    GlStateManager.translate(f1 * 0.0F, f1 * 0.0F, f1 * 0.1F);
    GlStateManager.scale(1.0F, 1.0F, 1.0F + f1 * 0.2F);
}
 
开发者ID:Notoh,项目名称:DecompiledMinecraft,代码行数:27,代码来源:ItemRenderer.java

示例3: 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.inventory.getCurrentItem();
        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.heldItemLeft = 0;
        modelplayer.aimedBow = false;
        modelplayer.isSneak = clientPlayer.isSneaking();

        if (itemstack == null)
        {
            modelplayer.heldItemRight = 0;
        }
        else
        {
            modelplayer.heldItemRight = 1;

            if (clientPlayer.getItemInUseCount() > 0)
            {
                EnumAction enumaction = itemstack.getItemUseAction();

                if (enumaction == EnumAction.BLOCK)
                {
                    modelplayer.heldItemRight = 3;
                }
                else if (enumaction == EnumAction.BOW)
                {
                    modelplayer.aimedBow = true;
                }
            }
        }
    }
}
 
开发者ID:Notoh,项目名称:DecompiledMinecraft,代码行数:49,代码来源:RenderPlayer.java

示例4: renderItemInFirstPerson

import net.minecraft.client.entity.AbstractClientPlayer; //导入方法依赖的package包/类
/**
 * Renders the active item in the player's hand when in first person mode. Args: partialTickTime
 */
public void renderItemInFirstPerson(float partialTicks)
{
    float f = 1.0F - (this.prevEquippedProgress + (this.equippedProgress - this.prevEquippedProgress) * partialTicks);
    AbstractClientPlayer abstractclientplayer = this.mc.thePlayer;
    float f1 = abstractclientplayer.getSwingProgress(partialTicks);
    float f2 = abstractclientplayer.prevRotationPitch + (abstractclientplayer.rotationPitch - abstractclientplayer.prevRotationPitch) * partialTicks;
    float f3 = abstractclientplayer.prevRotationYaw + (abstractclientplayer.rotationYaw - abstractclientplayer.prevRotationYaw) * partialTicks;
    this.func_178101_a(f2, f3);
    this.func_178109_a(abstractclientplayer);
    this.func_178110_a((EntityPlayerSP)abstractclientplayer, partialTicks);
    GlStateManager.enableRescaleNormal();
    GlStateManager.pushMatrix();

    if (this.itemToRender != null)
    {
        if (this.itemToRender.getItem() == Items.filled_map)
        {
            this.renderItemMap(abstractclientplayer, f2, f, f1);
        }
        else if (abstractclientplayer.getItemInUseCount() > 0)
        {
            EnumAction enumaction = this.itemToRender.getItemUseAction();

            switch (enumaction)
            {
                case NONE:
                    this.transformFirstPersonItem(f, 0.0F);
                    break;

                case EAT:
                case DRINK:
                    this.func_178104_a(abstractclientplayer, partialTicks);
                    this.transformFirstPersonItem(f, 0.0F);
                    break;

                case BLOCK:
                    this.transformFirstPersonItem(f, 0.0F);
                    this.func_178103_d();
                    break;

                case BOW:
                    this.transformFirstPersonItem(f, 0.0F);
                    this.func_178098_a(partialTicks, abstractclientplayer);
            }
        }
        else
        {
            this.func_178105_d(f1);
            this.transformFirstPersonItem(f, f1);
        }

        this.renderItem(abstractclientplayer, this.itemToRender, ItemCameraTransforms.TransformType.FIRST_PERSON);
    }
    else if (!abstractclientplayer.isInvisible())
    {
        this.func_178095_a(abstractclientplayer, f, f1);
    }

    GlStateManager.popMatrix();
    GlStateManager.disableRescaleNormal();
    RenderHelper.disableStandardItemLighting();
}
 
开发者ID:Notoh,项目名称:DecompiledMinecraft,代码行数:66,代码来源:ItemRenderer.java

示例5: 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;
        }
    }
}
 
开发者ID:sudofox,项目名称:Backmemed,代码行数:72,代码来源:RenderPlayer.java

示例6: 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;
        }
    }
}
 
开发者ID:F1r3w477,项目名称:CustomWorldGen,代码行数:77,代码来源:RenderPlayer.java


注:本文中的net.minecraft.client.entity.AbstractClientPlayer.getItemInUseCount方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。