本文整理汇总了Java中net.minecraft.entity.Entity.canRenderOnFire方法的典型用法代码示例。如果您正苦于以下问题:Java Entity.canRenderOnFire方法的具体用法?Java Entity.canRenderOnFire怎么用?Java Entity.canRenderOnFire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.entity.Entity
的用法示例。
在下文中一共展示了Entity.canRenderOnFire方法的3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: doRenderShadowAndFire
import net.minecraft.entity.Entity; //导入方法依赖的package包/类
/**
* Renders the entity's shadow and fire (if its on fire). Args: entity, x, y, z, yaw, partialTickTime
*/
public void doRenderShadowAndFire(Entity entityIn, double x, double y, double z, float yaw, float partialTicks)
{
if (this.renderManager.options != null)
{
if (this.renderManager.options.field_181151_V && this.shadowSize > 0.0F && !entityIn.isInvisible() && this.renderManager.isRenderShadow())
{
double d0 = this.renderManager.getDistanceToCamera(entityIn.posX, entityIn.posY, entityIn.posZ);
float f = (float)((1.0D - d0 / 256.0D) * (double)this.shadowOpaque);
if (f > 0.0F)
{
this.renderShadow(entityIn, x, y, z, f, partialTicks);
}
}
if (entityIn.canRenderOnFire() && (!(entityIn instanceof EntityPlayer) || !((EntityPlayer)entityIn).isSpectator()))
{
this.renderEntityOnFire(entityIn, x, y, z, partialTicks);
}
}
}
示例2: doRenderShadowAndFire
import net.minecraft.entity.Entity; //导入方法依赖的package包/类
/**
* Renders the entity's shadow and fire (if its on fire). Args: entity, x, y, z,
* yaw, partialTickTime
*/
public void doRenderShadowAndFire(Entity entityIn, double x, double y, double z, float yaw, float partialTicks) {
if (this.renderManager.options != null) {
if (this.renderManager.options.field_181151_V && this.shadowSize > 0.0F && !entityIn.isInvisible()
&& this.renderManager.isRenderShadow()) {
double d0 = this.renderManager.getDistanceToCamera(entityIn.posX, entityIn.posY, entityIn.posZ);
float f = (float) ((1.0D - d0 / 256.0D) * (double) this.shadowOpaque);
if (f > 0.0F) {
this.renderShadow(entityIn, x, y, z, f, partialTicks);
}
}
if (entityIn.canRenderOnFire()
&& (!(entityIn instanceof EntityPlayer) || !((EntityPlayer) entityIn).isSpectator())) {
this.renderEntityOnFire(entityIn, x, y, z, partialTicks);
}
}
}
示例3: doRenderShadowAndFire
import net.minecraft.entity.Entity; //导入方法依赖的package包/类
/**
* Renders the entity's shadow and fire (if its on fire). Args: entity, x, y, z, yaw, partialTickTime
*/
public void doRenderShadowAndFire(Entity entityIn, double x, double y, double z, float yaw, float partialTicks)
{
if (this.renderManager.options != null)
{
if (this.renderManager.options.entityShadows && this.shadowSize > 0.0F && !entityIn.isInvisible() && this.renderManager.isRenderShadow())
{
double d0 = this.renderManager.getDistanceToCamera(entityIn.posX, entityIn.posY, entityIn.posZ);
float f = (float)((1.0D - d0 / 256.0D) * (double)this.shadowOpaque);
if (f > 0.0F)
{
this.renderShadow(entityIn, x, y, z, f, partialTicks);
}
}
if (entityIn.canRenderOnFire() && (!(entityIn instanceof EntityPlayer) || !((EntityPlayer)entityIn).isSpectator()))
{
this.renderEntityOnFire(entityIn, x, y, z, partialTicks);
}
}
}