本文整理汇总了Java中net.minecraft.entity.EntityLiving.isChild方法的典型用法代码示例。如果您正苦于以下问题:Java EntityLiving.isChild方法的具体用法?Java EntityLiving.isChild怎么用?Java EntityLiving.isChild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.EntityLiving
的用法示例。
在下文中一共展示了EntityLiving.isChild方法的5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: renderShadow
import net.minecraft.entity.EntityLiving; //导入方法依赖的package包/类
/**
* Renders the entity shadows at the position, shadow alpha and partialTickTime. Args: entity, x, y, z, shadowAlpha,
* partialTickTime
*/
private void renderShadow(Entity entityIn, double x, double y, double z, float shadowAlpha, float partialTicks)
{
GlStateManager.enableBlend();
GlStateManager.blendFunc(770, 771);
this.renderManager.renderEngine.bindTexture(shadowTextures);
World world = this.getWorldFromRenderManager();
GlStateManager.depthMask(false);
float f = this.shadowSize;
if (entityIn instanceof EntityLiving)
{
EntityLiving entityliving = (EntityLiving)entityIn;
f *= entityliving.getRenderSizeModifier();
if (entityliving.isChild())
{
f *= 0.5F;
}
}
double d5 = entityIn.lastTickPosX + (entityIn.posX - entityIn.lastTickPosX) * (double)partialTicks;
double d0 = entityIn.lastTickPosY + (entityIn.posY - entityIn.lastTickPosY) * (double)partialTicks;
double d1 = entityIn.lastTickPosZ + (entityIn.posZ - entityIn.lastTickPosZ) * (double)partialTicks;
int i = MathHelper.floor_double(d5 - (double)f);
int j = MathHelper.floor_double(d5 + (double)f);
int k = MathHelper.floor_double(d0 - (double)f);
int l = MathHelper.floor_double(d0);
int i1 = MathHelper.floor_double(d1 - (double)f);
int j1 = MathHelper.floor_double(d1 + (double)f);
double d2 = x - d5;
double d3 = y - d0;
double d4 = z - d1;
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
for (BlockPos blockpos : BlockPos.getAllInBoxMutable(new BlockPos(i, k, i1), new BlockPos(j, l, j1)))
{
Block block = world.getBlockState(blockpos.down()).getBlock();
if (block.getRenderType() != -1 && world.getLightFromNeighbors(blockpos) > 3)
{
this.func_180549_a(block, x, y, z, blockpos, shadowAlpha, f, d2, d3, d4);
}
}
tessellator.draw();
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
GlStateManager.disableBlend();
GlStateManager.depthMask(true);
}
示例2: renderShadow
import net.minecraft.entity.EntityLiving; //导入方法依赖的package包/类
/**
* Renders the entity shadows at the position, shadow alpha and partialTickTime. Args: entity, x, y, z, shadowAlpha,
* partialTickTime
*/
private void renderShadow(Entity entityIn, double x, double y, double z, float shadowAlpha, float partialTicks)
{
if (!Config.isShaders() || !Shaders.shouldSkipDefaultShadow)
{
GlStateManager.enableBlend();
GlStateManager.blendFunc(770, 771);
this.renderManager.renderEngine.bindTexture(shadowTextures);
World world = this.getWorldFromRenderManager();
GlStateManager.depthMask(false);
float f = this.shadowSize;
if (entityIn instanceof EntityLiving)
{
EntityLiving entityliving = (EntityLiving)entityIn;
f *= entityliving.getRenderSizeModifier();
if (entityliving.isChild())
{
f *= 0.5F;
}
}
double d5 = entityIn.lastTickPosX + (entityIn.posX - entityIn.lastTickPosX) * (double)partialTicks;
double d0 = entityIn.lastTickPosY + (entityIn.posY - entityIn.lastTickPosY) * (double)partialTicks;
double d1 = entityIn.lastTickPosZ + (entityIn.posZ - entityIn.lastTickPosZ) * (double)partialTicks;
int i = MathHelper.floor_double(d5 - (double)f);
int j = MathHelper.floor_double(d5 + (double)f);
int k = MathHelper.floor_double(d0 - (double)f);
int l = MathHelper.floor_double(d0);
int i1 = MathHelper.floor_double(d1 - (double)f);
int j1 = MathHelper.floor_double(d1 + (double)f);
double d2 = x - d5;
double d3 = y - d0;
double d4 = z - d1;
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
for (BlockPos blockpos : BlockPos.getAllInBoxMutable(new BlockPos(i, k, i1), new BlockPos(j, l, j1)))
{
Block block = world.getBlockState(blockpos.down()).getBlock();
if (block.getRenderType() != -1 && world.getLightFromNeighbors(blockpos) > 3)
{
this.func_180549_a(block, x, y, z, blockpos, shadowAlpha, f, d2, d3, d4);
}
}
tessellator.draw();
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
GlStateManager.disableBlend();
GlStateManager.depthMask(true);
}
}
示例3: renderShadow
import net.minecraft.entity.EntityLiving; //导入方法依赖的package包/类
/**
* Renders the entity shadows at the position, shadow alpha and partialTickTime.
* Args: entity, x, y, z, shadowAlpha, partialTickTime
*/
private void renderShadow(Entity entityIn, double x, double y, double z, float shadowAlpha, float partialTicks) {
GlStateManager.enableBlend();
GlStateManager.blendFunc(770, 771);
this.renderManager.renderEngine.bindTexture(shadowTextures);
World world = this.getWorldFromRenderManager();
GlStateManager.depthMask(false);
float f = this.shadowSize;
if (entityIn instanceof EntityLiving) {
EntityLiving entityliving = (EntityLiving) entityIn;
f *= entityliving.getRenderSizeModifier();
if (entityliving.isChild()) {
f *= 0.5F;
}
}
double d5 = entityIn.lastTickPosX + (entityIn.posX - entityIn.lastTickPosX) * (double) partialTicks;
double d0 = entityIn.lastTickPosY + (entityIn.posY - entityIn.lastTickPosY) * (double) partialTicks;
double d1 = entityIn.lastTickPosZ + (entityIn.posZ - entityIn.lastTickPosZ) * (double) partialTicks;
int i = MathHelper.floor_double(d5 - (double) f);
int j = MathHelper.floor_double(d5 + (double) f);
int k = MathHelper.floor_double(d0 - (double) f);
int l = MathHelper.floor_double(d0);
int i1 = MathHelper.floor_double(d1 - (double) f);
int j1 = MathHelper.floor_double(d1 + (double) f);
double d2 = x - d5;
double d3 = y - d0;
double d4 = z - d1;
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
for (BlockPos blockpos : BlockPos.getAllInBoxMutable(new BlockPos(i, k, i1), new BlockPos(j, l, j1))) {
Block block = world.getBlockState(blockpos.down()).getBlock();
if (block.getRenderType() != -1 && world.getLightFromNeighbors(blockpos) > 3) {
this.func_180549_a(block, x, y, z, blockpos, shadowAlpha, f, d2, d3, d4);
}
}
tessellator.draw();
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
GlStateManager.disableBlend();
GlStateManager.depthMask(true);
}
示例4: renderShadow
import net.minecraft.entity.EntityLiving; //导入方法依赖的package包/类
/**
* Renders the entities shadow.
*/
private void renderShadow(Entity entityIn, double x, double y, double z, float shadowAlpha, float partialTicks)
{
if (!Config.isShaders() || !Shaders.shouldSkipDefaultShadow)
{
GlStateManager.enableBlend();
GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);
this.renderManager.renderEngine.bindTexture(SHADOW_TEXTURES);
World world = this.getWorldFromRenderManager();
GlStateManager.depthMask(false);
float f = this.shadowSize;
if (entityIn instanceof EntityLiving)
{
EntityLiving entityliving = (EntityLiving)entityIn;
f *= entityliving.getRenderSizeModifier();
if (entityliving.isChild())
{
f *= 0.5F;
}
}
double d5 = entityIn.lastTickPosX + (entityIn.posX - entityIn.lastTickPosX) * (double)partialTicks;
double d0 = entityIn.lastTickPosY + (entityIn.posY - entityIn.lastTickPosY) * (double)partialTicks;
double d1 = entityIn.lastTickPosZ + (entityIn.posZ - entityIn.lastTickPosZ) * (double)partialTicks;
int i = MathHelper.floor(d5 - (double)f);
int j = MathHelper.floor(d5 + (double)f);
int k = MathHelper.floor(d0 - (double)f);
int l = MathHelper.floor(d0);
int i1 = MathHelper.floor(d1 - (double)f);
int j1 = MathHelper.floor(d1 + (double)f);
double d2 = x - d5;
double d3 = y - d0;
double d4 = z - d1;
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer vertexbuffer = tessellator.getBuffer();
vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
for (BlockPos blockpos : BlockPos.getAllInBoxMutable(new BlockPos(i, k, i1), new BlockPos(j, l, j1)))
{
IBlockState iblockstate = world.getBlockState(blockpos.down());
if (iblockstate.getRenderType() != EnumBlockRenderType.INVISIBLE && world.getLightFromNeighbors(blockpos) > 3)
{
this.renderShadowSingle(iblockstate, x, y, z, blockpos, shadowAlpha, f, d2, d3, d4);
}
}
tessellator.draw();
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
GlStateManager.disableBlend();
GlStateManager.depthMask(true);
}
}
示例5: renderShadow
import net.minecraft.entity.EntityLiving; //导入方法依赖的package包/类
/**
* Renders the entities shadow.
*/
private void renderShadow(Entity entityIn, double x, double y, double z, float shadowAlpha, float partialTicks)
{
GlStateManager.enableBlend();
GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);
this.renderManager.renderEngine.bindTexture(SHADOW_TEXTURES);
World world = this.getWorldFromRenderManager();
GlStateManager.depthMask(false);
float f = this.shadowSize;
if (entityIn instanceof EntityLiving)
{
EntityLiving entityliving = (EntityLiving)entityIn;
f *= entityliving.getRenderSizeModifier();
if (entityliving.isChild())
{
f *= 0.5F;
}
}
double d5 = entityIn.lastTickPosX + (entityIn.posX - entityIn.lastTickPosX) * (double)partialTicks;
double d0 = entityIn.lastTickPosY + (entityIn.posY - entityIn.lastTickPosY) * (double)partialTicks;
double d1 = entityIn.lastTickPosZ + (entityIn.posZ - entityIn.lastTickPosZ) * (double)partialTicks;
int i = MathHelper.floor_double(d5 - (double)f);
int j = MathHelper.floor_double(d5 + (double)f);
int k = MathHelper.floor_double(d0 - (double)f);
int l = MathHelper.floor_double(d0);
int i1 = MathHelper.floor_double(d1 - (double)f);
int j1 = MathHelper.floor_double(d1 + (double)f);
double d2 = x - d5;
double d3 = y - d0;
double d4 = z - d1;
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer vertexbuffer = tessellator.getBuffer();
vertexbuffer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR);
for (BlockPos blockpos : BlockPos.getAllInBoxMutable(new BlockPos(i, k, i1), new BlockPos(j, l, j1)))
{
IBlockState iblockstate = world.getBlockState(blockpos.down());
if (iblockstate.getRenderType() != EnumBlockRenderType.INVISIBLE && world.getLightFromNeighbors(blockpos) > 3)
{
this.renderShadowSingle(iblockstate, x, y, z, blockpos, shadowAlpha, f, d2, d3, d4);
}
}
tessellator.draw();
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
GlStateManager.disableBlend();
GlStateManager.depthMask(true);
}