本文整理汇总了Java中net.minecraft.client.entity.AbstractClientPlayer.hasSkin方法的典型用法代码示例。如果您正苦于以下问题:Java AbstractClientPlayer.hasSkin方法的具体用法?Java AbstractClientPlayer.hasSkin怎么用?Java AbstractClientPlayer.hasSkin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.hasSkin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: doRenderLayer
import net.minecraft.client.entity.AbstractClientPlayer; //导入方法依赖的package包/类
public void doRenderLayer(AbstractClientPlayer entitylivingbaseIn, float p_177141_2_, float p_177141_3_, float partialTicks, float p_177141_5_, float p_177141_6_, float p_177141_7_, float scale)
{
if (entitylivingbaseIn.getName().equals("deadmau5") && entitylivingbaseIn.hasSkin() && !entitylivingbaseIn.isInvisible())
{
this.playerRenderer.bindTexture(entitylivingbaseIn.getLocationSkin());
for (int i = 0; i < 2; ++i)
{
float f = entitylivingbaseIn.prevRotationYaw + (entitylivingbaseIn.rotationYaw - entitylivingbaseIn.prevRotationYaw) * partialTicks - (entitylivingbaseIn.prevRenderYawOffset + (entitylivingbaseIn.renderYawOffset - entitylivingbaseIn.prevRenderYawOffset) * partialTicks);
float f1 = entitylivingbaseIn.prevRotationPitch + (entitylivingbaseIn.rotationPitch - entitylivingbaseIn.prevRotationPitch) * partialTicks;
GlStateManager.pushMatrix();
GlStateManager.rotate(f, 0.0F, 1.0F, 0.0F);
GlStateManager.rotate(f1, 1.0F, 0.0F, 0.0F);
GlStateManager.translate(0.375F * (float)(i * 2 - 1), 0.0F, 0.0F);
GlStateManager.translate(0.0F, -0.375F, 0.0F);
GlStateManager.rotate(-f1, 1.0F, 0.0F, 0.0F);
GlStateManager.rotate(-f, 0.0F, 1.0F, 0.0F);
float f2 = 1.3333334F;
GlStateManager.scale(f2, f2, f2);
this.playerRenderer.getMainModel().renderDeadmau5Head(0.0625F);
GlStateManager.popMatrix();
}
}
}
示例2: doRenderLayer
import net.minecraft.client.entity.AbstractClientPlayer; //导入方法依赖的package包/类
public void doRenderLayer(AbstractClientPlayer entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale)
{
if ("deadmau5".equals(entitylivingbaseIn.getName()) && entitylivingbaseIn.hasSkin() && !entitylivingbaseIn.isInvisible())
{
this.playerRenderer.bindTexture(entitylivingbaseIn.getLocationSkin());
for (int i = 0; i < 2; ++i)
{
float f = entitylivingbaseIn.prevRotationYaw + (entitylivingbaseIn.rotationYaw - entitylivingbaseIn.prevRotationYaw) * partialTicks - (entitylivingbaseIn.prevRenderYawOffset + (entitylivingbaseIn.renderYawOffset - entitylivingbaseIn.prevRenderYawOffset) * partialTicks);
float f1 = entitylivingbaseIn.prevRotationPitch + (entitylivingbaseIn.rotationPitch - entitylivingbaseIn.prevRotationPitch) * partialTicks;
GlStateManager.pushMatrix();
GlStateManager.rotate(f, 0.0F, 1.0F, 0.0F);
GlStateManager.rotate(f1, 1.0F, 0.0F, 0.0F);
GlStateManager.translate(0.375F * (float)(i * 2 - 1), 0.0F, 0.0F);
GlStateManager.translate(0.0F, -0.375F, 0.0F);
GlStateManager.rotate(-f1, 1.0F, 0.0F, 0.0F);
GlStateManager.rotate(-f, 0.0F, 1.0F, 0.0F);
float f2 = 1.3333334F;
GlStateManager.scale(1.3333334F, 1.3333334F, 1.3333334F);
this.playerRenderer.getMainModel().renderDeadmau5Head(0.0625F);
GlStateManager.popMatrix();
}
}
}