本文整理汇总了Java中net.minecraft.client.entity.AbstractClientPlayer.isPlayerSleeping方法的典型用法代码示例。如果您正苦于以下问题:Java AbstractClientPlayer.isPlayerSleeping方法的具体用法?Java AbstractClientPlayer.isPlayerSleeping怎么用?Java AbstractClientPlayer.isPlayerSleeping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.isPlayerSleeping方法的4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: renderLivingAt
import net.minecraft.client.entity.AbstractClientPlayer; //导入方法依赖的package包/类
/**
* Sets a simple glTranslate on a LivingEntity.
*/
protected void renderLivingAt(AbstractClientPlayer entityLivingBaseIn, double x, double y, double z)
{
if (entityLivingBaseIn.isEntityAlive() && entityLivingBaseIn.isPlayerSleeping())
{
super.renderLivingAt(entityLivingBaseIn, x + (double)entityLivingBaseIn.renderOffsetX, y + (double)entityLivingBaseIn.renderOffsetY, z + (double)entityLivingBaseIn.renderOffsetZ);
}
else
{
super.renderLivingAt(entityLivingBaseIn, x, y, z);
}
}
示例2: rotateCorpse
import net.minecraft.client.entity.AbstractClientPlayer; //导入方法依赖的package包/类
protected void rotateCorpse(AbstractClientPlayer bat, float p_77043_2_, float p_77043_3_, float partialTicks)
{
if (bat.isEntityAlive() && bat.isPlayerSleeping())
{
GlStateManager.rotate(bat.getBedOrientationInDegrees(), 0.0F, 1.0F, 0.0F);
GlStateManager.rotate(this.getDeathMaxRotation(bat), 0.0F, 0.0F, 1.0F);
GlStateManager.rotate(270.0F, 0.0F, 1.0F, 0.0F);
}
else
{
super.rotateCorpse(bat, p_77043_2_, p_77043_3_, partialTicks);
}
}
示例3: rotateCorpse
import net.minecraft.client.entity.AbstractClientPlayer; //导入方法依赖的package包/类
protected void rotateCorpse(AbstractClientPlayer entityLiving, float p_77043_2_, float p_77043_3_, float partialTicks)
{
if (entityLiving.isEntityAlive() && entityLiving.isPlayerSleeping())
{
GlStateManager.rotate(entityLiving.getBedOrientationInDegrees(), 0.0F, 1.0F, 0.0F);
GlStateManager.rotate(this.getDeathMaxRotation(entityLiving), 0.0F, 0.0F, 1.0F);
GlStateManager.rotate(270.0F, 0.0F, 1.0F, 0.0F);
}
else if (entityLiving.isElytraFlying())
{
super.rotateCorpse(entityLiving, p_77043_2_, p_77043_3_, partialTicks);
float f = (float)entityLiving.getTicksElytraFlying() + partialTicks;
float f1 = MathHelper.clamp(f * f / 100.0F, 0.0F, 1.0F);
GlStateManager.rotate(f1 * (-90.0F - entityLiving.rotationPitch), 1.0F, 0.0F, 0.0F);
Vec3d vec3d = entityLiving.getLook(partialTicks);
double d0 = entityLiving.motionX * entityLiving.motionX + entityLiving.motionZ * entityLiving.motionZ;
double d1 = vec3d.xCoord * vec3d.xCoord + vec3d.zCoord * vec3d.zCoord;
if (d0 > 0.0D && d1 > 0.0D)
{
double d2 = (entityLiving.motionX * vec3d.xCoord + entityLiving.motionZ * vec3d.zCoord) / (Math.sqrt(d0) * Math.sqrt(d1));
double d3 = entityLiving.motionX * vec3d.zCoord - entityLiving.motionZ * vec3d.xCoord;
GlStateManager.rotate((float)(Math.signum(d3) * Math.acos(d2)) * 180.0F / (float)Math.PI, 0.0F, 1.0F, 0.0F);
}
}
else
{
super.rotateCorpse(entityLiving, p_77043_2_, p_77043_3_, partialTicks);
}
}
示例4: rotateCorpse
import net.minecraft.client.entity.AbstractClientPlayer; //导入方法依赖的package包/类
protected void rotateCorpse(AbstractClientPlayer entityLiving, float p_77043_2_, float p_77043_3_, float partialTicks)
{
if (entityLiving.isEntityAlive() && entityLiving.isPlayerSleeping())
{
GlStateManager.rotate(entityLiving.getBedOrientationInDegrees(), 0.0F, 1.0F, 0.0F);
GlStateManager.rotate(this.getDeathMaxRotation(entityLiving), 0.0F, 0.0F, 1.0F);
GlStateManager.rotate(270.0F, 0.0F, 1.0F, 0.0F);
}
else if (entityLiving.isElytraFlying())
{
super.rotateCorpse(entityLiving, p_77043_2_, p_77043_3_, partialTicks);
float f = (float)entityLiving.getTicksElytraFlying() + partialTicks;
float f1 = MathHelper.clamp_float(f * f / 100.0F, 0.0F, 1.0F);
GlStateManager.rotate(f1 * (-90.0F - entityLiving.rotationPitch), 1.0F, 0.0F, 0.0F);
Vec3d vec3d = entityLiving.getLook(partialTicks);
double d0 = entityLiving.motionX * entityLiving.motionX + entityLiving.motionZ * entityLiving.motionZ;
double d1 = vec3d.xCoord * vec3d.xCoord + vec3d.zCoord * vec3d.zCoord;
if (d0 > 0.0D && d1 > 0.0D)
{
double d2 = (entityLiving.motionX * vec3d.xCoord + entityLiving.motionZ * vec3d.zCoord) / (Math.sqrt(d0) * Math.sqrt(d1));
double d3 = entityLiving.motionX * vec3d.zCoord - entityLiving.motionZ * vec3d.xCoord;
GlStateManager.rotate((float)(Math.signum(d3) * Math.acos(d2)) * 180.0F / (float)Math.PI, 0.0F, 1.0F, 0.0F);
}
}
else
{
super.rotateCorpse(entityLiving, p_77043_2_, p_77043_3_, partialTicks);
}
}