本文整理汇总了Java中net.minecraft.entity.Entity.isSneaking方法的典型用法代码示例。如果您正苦于以下问题:Java Entity.isSneaking方法的具体用法?Java Entity.isSneaking怎么用?Java Entity.isSneaking使用的例子?那么恭喜您, 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.isSneaking方法的15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: onLanded
import net.minecraft.entity.Entity; //导入方法依赖的package包/类
/**
* Called when an Entity lands on this Block. This method *must* update motionY because the entity will not do that
* on its own
*/
public void onLanded(World worldIn, Entity entityIn)
{
if (entityIn.isSneaking())
{
super.onLanded(worldIn, entityIn);
}
else if (entityIn.motionY < 0.0D)
{
entityIn.motionY = -entityIn.motionY;
if (!(entityIn instanceof EntityLivingBase))
{
entityIn.motionY *= 0.8D;
}
}
}
示例2: setRotationAngles
import net.minecraft.entity.Entity; //导入方法依赖的package包/类
/**
* Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
* and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
* "far" arms and legs can swing at most.
*/
public void setRotationAngles(float p_78087_1_, float p_78087_2_, float p_78087_3_, float p_78087_4_, float p_78087_5_, float p_78087_6_, Entity entityIn)
{
super.setRotationAngles(p_78087_1_, p_78087_2_, p_78087_3_, p_78087_4_, p_78087_5_, p_78087_6_, entityIn);
copyModelAngles(this.bipedLeftLeg, this.bipedLeftLegwear);
copyModelAngles(this.bipedRightLeg, this.bipedRightLegwear);
copyModelAngles(this.bipedLeftArm, this.bipedLeftArmwear);
copyModelAngles(this.bipedRightArm, this.bipedRightArmwear);
copyModelAngles(this.bipedBody, this.bipedBodyWear);
if (entityIn.isSneaking())
{
this.bipedCape.rotationPointY = 2.0F;
}
else
{
this.bipedCape.rotationPointY = 0.0F;
}
}
示例3: onEntityCollidedWithBlock
import net.minecraft.entity.Entity; //导入方法依赖的package包/类
@Override
public void onEntityCollidedWithBlock(World world, BlockPos pos, IBlockState state, Entity entity) {
if (state.getValue(AXIS)!=EnumFacing.Axis.Y) return; //Only vertical axles are also firepoles
if (entity instanceof EntityItem) return; //Items can't use firepoles
if (entity.isSneaking()) {
entity.motionY = 0.08; //Stop, but also counteract EntityLivingBase-applied microgravity
} else if (entity.motionY<-0.40) {
entity.motionY = -0.40;
}
entity.fallDistance = 0.0f;
}
示例4: onEntityWalk
import net.minecraft.entity.Entity; //导入方法依赖的package包/类
/**
* Triggered whenever an entity collides with this block (enters into the block)
*/
public void onEntityWalk(World worldIn, BlockPos pos, Entity entityIn)
{
if (Math.abs(entityIn.motionY) < 0.1D && !entityIn.isSneaking())
{
double d0 = 0.4D + Math.abs(entityIn.motionY) * 0.2D;
entityIn.motionX *= d0;
entityIn.motionZ *= d0;
}
super.onEntityWalk(worldIn, pos, entityIn);
}
示例5: onFallenUpon
import net.minecraft.entity.Entity; //导入方法依赖的package包/类
/**
* Block's chance to react to a living entity falling on it.
*/
public void onFallenUpon(World worldIn, BlockPos pos, Entity entityIn, float fallDistance)
{
if (entityIn.isSneaking())
{
super.onFallenUpon(worldIn, pos, entityIn, fallDistance);
}
else
{
entityIn.fall(fallDistance, 0.0F);
}
}
示例6: onFallenUpon
import net.minecraft.entity.Entity; //导入方法依赖的package包/类
@Override
public void onFallenUpon(World world, int x, int y, int z, Entity entity, float fallDistance) {
if (!entity.isSneaking()) {
entity.fallDistance = 0;
if (entity.motionY < 0)
entity.getEntityData().setDouble(Reference.MOD_ID + ":slime", -entity.motionY);
}
}
示例7: onEntityCollidedWithBlock
import net.minecraft.entity.Entity; //导入方法依赖的package包/类
/**
* Triggered whenever an entity collides with this block (enters into the block)
*/
public void onEntityCollidedWithBlock(World worldIn, BlockPos pos, Entity entityIn)
{
if (Math.abs(entityIn.motionY) < 0.1D && !entityIn.isSneaking())
{
double d0 = 0.4D + Math.abs(entityIn.motionY) * 0.2D;
entityIn.motionX *= d0;
entityIn.motionZ *= d0;
}
super.onEntityCollidedWithBlock(worldIn, pos, entityIn);
}
示例8: onLanded
import net.minecraft.entity.Entity; //导入方法依赖的package包/类
/**
* Called when an Entity lands on this Block. This method *must* update motionY because the entity will not do that
* on its own
*/
public void onLanded(World worldIn, Entity entityIn)
{
if (entityIn.isSneaking())
{
super.onLanded(worldIn, entityIn);
}
else if (entityIn.motionY < 0.0D)
{
entityIn.motionY = -entityIn.motionY;
}
}
示例9: render
import net.minecraft.entity.Entity; //导入方法依赖的package包/类
/**
* Sets the models various rotation angles then renders the model.
*/
public void render(Entity entityIn, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scale)
{
super.render(entityIn, limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scale);
GlStateManager.pushMatrix();
if (this.isChild)
{
float f = 2.0F;
GlStateManager.scale(0.5F, 0.5F, 0.5F);
GlStateManager.translate(0.0F, 24.0F * scale, 0.0F);
this.bipedLeftLegwear.render(scale);
this.bipedRightLegwear.render(scale);
this.bipedLeftArmwear.render(scale);
this.bipedRightArmwear.render(scale);
this.bipedBodyWear.render(scale);
}
else
{
if (entityIn.isSneaking())
{
GlStateManager.translate(0.0F, 0.2F, 0.0F);
}
this.bipedLeftLegwear.render(scale);
this.bipedRightLegwear.render(scale);
this.bipedLeftArmwear.render(scale);
this.bipedRightArmwear.render(scale);
this.bipedBodyWear.render(scale);
}
GlStateManager.popMatrix();
}
示例10: onEntityCollidedWithBlock
import net.minecraft.entity.Entity; //导入方法依赖的package包/类
@Override
public void onEntityCollidedWithBlock(World world, BlockPos pos, IBlockState state, Entity entity) {
if (entity instanceof EntityItem) return;
if (entity.isCollidedHorizontally) {
entity.motionY = 0.35;
} else if (entity.isSneaking()) {
entity.motionY = 0.08; //Stop, but also counteract EntityLivingBase-applied microgravity
} else if (entity.motionY<-0.20) {
entity.motionY = -0.20;
}
entity.fallDistance = 0.0f;
}
示例11: onEntityCollidedWithBlock
import net.minecraft.entity.Entity; //导入方法依赖的package包/类
@Override
public void onEntityCollidedWithBlock(World world, BlockPos pos, IBlockState state, Entity entity) {
if (entity instanceof EntityItem) return;
if (entity.isCollidedHorizontally) {
entity.motionY = 0.35;
} else if (entity.isSneaking()) {
entity.motionY = 0.08; //Stop, but also counteract EntityLivingBase-applied microgravity
} else if (entity.motionY<-0.20) {
entity.motionY = -0.20;
}
entity.fallDistance = 0.0f;
}
示例12: render
import net.minecraft.entity.Entity; //导入方法依赖的package包/类
/**
* Sets the models various rotation angles then renders the model.
*/
public void render(Entity entityIn, float p_78088_2_, float p_78088_3_, float p_78088_4_, float p_78088_5_, float p_78088_6_, float scale)
{
super.render(entityIn, p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, scale);
GlStateManager.pushMatrix();
if (this.isChild)
{
float f = 2.0F;
GlStateManager.scale(1.0F / f, 1.0F / f, 1.0F / f);
GlStateManager.translate(0.0F, 24.0F * scale, 0.0F);
this.standRightSide.render(scale);
this.standLeftSide.render(scale);
this.standWaist.render(scale);
this.standBase.render(scale);
}
else
{
if (entityIn.isSneaking())
{
GlStateManager.translate(0.0F, 0.2F, 0.0F);
}
this.standRightSide.render(scale);
this.standLeftSide.render(scale);
this.standWaist.render(scale);
this.standBase.render(scale);
}
GlStateManager.popMatrix();
}
示例13: render
import net.minecraft.entity.Entity; //导入方法依赖的package包/类
/**
* Sets the models various rotation angles then renders the model.
*/
public void render(Entity entityIn, float p_78088_2_, float p_78088_3_, float p_78088_4_, float p_78088_5_, float p_78088_6_, float scale)
{
super.render(entityIn, p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, scale);
GlStateManager.pushMatrix();
if (this.isChild)
{
float f = 2.0F;
GlStateManager.scale(1.0F / f, 1.0F / f, 1.0F / f);
GlStateManager.translate(0.0F, 24.0F * scale, 0.0F);
this.bipedLeftLegwear.render(scale);
this.bipedRightLegwear.render(scale);
this.bipedLeftArmwear.render(scale);
this.bipedRightArmwear.render(scale);
this.bipedBodyWear.render(scale);
}
else
{
if (entityIn.isSneaking())
{
GlStateManager.translate(0.0F, 0.2F, 0.0F);
}
this.bipedLeftLegwear.render(scale);
this.bipedRightLegwear.render(scale);
this.bipedLeftArmwear.render(scale);
this.bipedRightArmwear.render(scale);
this.bipedBodyWear.render(scale);
}
GlStateManager.popMatrix();
}
示例14: render
import net.minecraft.entity.Entity; //导入方法依赖的package包/类
@Override
public void render(Entity entity, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scale) {
this.isSneak = entity.isSneaking();
this.isRiding = entity.isRiding();
// if (entity instanceof EntityLivingBase) {
// this.isChild = ((EntityLivingBase) entity).isChild();
// this.rightArmPose = (((EntityLivingBase) entity).getHeldItem(EnumHand.MAIN_HAND) != null ? ArmPose.BOW_AND_ARROW : ArmPose.EMPTY);
// // TODO possibly check if it can be completely removed? 1.9 thing
// }
this.setRotationAngles(limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scale, entity);
if (this.isChild) {
float f6 = 2.0F;
GlStateManager.pushMatrix();
GlStateManager.scale(1.5F / f6, 1.5F / f6, 1.5F / f6);
GlStateManager.translate(0.0F, 16.0F * scale, 0.0F);
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GlStateManager.enableBlend();
this.bipedHead.render(scale);
GlStateManager.disableBlend();
GlStateManager.popMatrix();
GlStateManager.pushMatrix();
GlStateManager.scale(1.0F / f6, 1.0F / f6, 1.0F / f6);
GlStateManager.translate(0.0F, 24.0F * scale, 0.0F);
this.bipedBody.render(scale);
this.bipedRightArm.render(scale);
this.bipedLeftArm.render(scale);
this.bipedRightLeg.render(scale);
this.bipedLeftLeg.render(scale);
GlStateManager.popMatrix();
} else {
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GlStateManager.enableBlend();
this.bipedHead.render(scale);
GlStateManager.disableBlend();
this.bipedBody.render(scale);
this.bipedRightArm.render(scale);
this.bipedLeftArm.render(scale);
this.bipedRightLeg.render(scale);
this.bipedLeftLeg.render(scale);
}
}
示例15: renderTag
import net.minecraft.entity.Entity; //导入方法依赖的package包/类
private void renderTag(Entity entity, double x, double y, double z) {
String name = entity.getName();
if(Wrapper.getFriends().isFriend(name)) {
name = "\2479" + name;
}
if (entity instanceof EntityLivingBase) {
name = name + " \247a" + ((double)Math.round((((EntityLivingBase) entity).getHealth() * 100) / 100) / 2);
}
for(Friend friend: Wrapper.getFriends().friendsList) {
name.replace(friend.getName(), friend.getAlias());
}
float var13 = 1.6F;
float var14 = (float) (0.016666668F * (Wrapper.getPlayer().getDistanceToEntity(entity)) / 2);
GL11.glPushMatrix();
GL11.glTranslatef((float) x, (float) y + entity.height + 0.5F, (float) z);
GL11.glNormal3f(0.0F, 1.0F, 0.0F);
GL11.glRotatef(-RenderManager.playerViewY, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(RenderManager.playerViewX, 1.0F, 0.0F, 0.0F);
GL11.glScalef(-var14, -var14, var14);
GL11.glDepthMask(false);
GL11.glDisable(GL11.GL_LIGHTING);
Tessellator var15 = Tessellator.getInstance();
VertexBuffer vertexbuffer = var15.getBuffer();
int var16 = (int) -Wrapper.getPlayer().getDistanceToEntity(entity) / (int) var13;
if (entity.isSneaking()) {
var16 += 4;
} else if (var16 < -14) {
var16 = -14;
}
GL11.glDisable(GL11.GL_TEXTURE_2D);
int var17 = Fonts.roboto18.getStringWidth(name) / 2;
RenderUtils.drawBorderedRect(-var17 - 2, var16, var17 + 2, 11 + var16, 0.5F, 0xFF000000, 0x80000000);
Fonts.roboto18.drawStringWithShadow(name, -var17, var16, 0xFFFFFF);
Wrapper.getMinecraft().entityRenderer.disableLightmap();
GL11.glLineWidth(1.0F);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glDepthMask(true);
GL11.glPopMatrix();
}