本文整理汇总了Java中net.minecraft.entity.EntityLivingBase.getArrowCountInEntity方法的典型用法代码示例。如果您正苦于以下问题:Java EntityLivingBase.getArrowCountInEntity方法的具体用法?Java EntityLivingBase.getArrowCountInEntity怎么用?Java EntityLivingBase.getArrowCountInEntity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.EntityLivingBase
的用法示例。
在下文中一共展示了EntityLivingBase.getArrowCountInEntity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: doRenderLayer
import net.minecraft.entity.EntityLivingBase; //导入方法依赖的package包/类
public void doRenderLayer(EntityLivingBase 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)
{
int i = entitylivingbaseIn.getArrowCountInEntity();
if (i > 0)
{
Entity entity = new EntityArrow(entitylivingbaseIn.worldObj, entitylivingbaseIn.posX, entitylivingbaseIn.posY, entitylivingbaseIn.posZ);
Random random = new Random((long)entitylivingbaseIn.getEntityId());
RenderHelper.disableStandardItemLighting();
for (int j = 0; j < i; ++j)
{
GlStateManager.pushMatrix();
ModelRenderer modelrenderer = this.field_177168_a.getMainModel().getRandomModelBox(random);
ModelBox modelbox = (ModelBox)modelrenderer.cubeList.get(random.nextInt(modelrenderer.cubeList.size()));
modelrenderer.postRender(0.0625F);
float f = random.nextFloat();
float f1 = random.nextFloat();
float f2 = random.nextFloat();
float f3 = (modelbox.posX1 + (modelbox.posX2 - modelbox.posX1) * f) / 16.0F;
float f4 = (modelbox.posY1 + (modelbox.posY2 - modelbox.posY1) * f1) / 16.0F;
float f5 = (modelbox.posZ1 + (modelbox.posZ2 - modelbox.posZ1) * f2) / 16.0F;
GlStateManager.translate(f3, f4, f5);
f = f * 2.0F - 1.0F;
f1 = f1 * 2.0F - 1.0F;
f2 = f2 * 2.0F - 1.0F;
f = f * -1.0F;
f1 = f1 * -1.0F;
f2 = f2 * -1.0F;
float f6 = MathHelper.sqrt_float(f * f + f2 * f2);
entity.prevRotationYaw = entity.rotationYaw = (float)(Math.atan2((double)f, (double)f2) * 180.0D / Math.PI);
entity.prevRotationPitch = entity.rotationPitch = (float)(Math.atan2((double)f1, (double)f6) * 180.0D / Math.PI);
double d0 = 0.0D;
double d1 = 0.0D;
double d2 = 0.0D;
this.field_177168_a.getRenderManager().renderEntityWithPosYaw(entity, d0, d1, d2, 0.0F, partialTicks);
GlStateManager.popMatrix();
}
RenderHelper.enableStandardItemLighting();
}
}
示例2: doRenderLayer
import net.minecraft.entity.EntityLivingBase; //导入方法依赖的package包/类
public void doRenderLayer(EntityLivingBase entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale)
{
int i = entitylivingbaseIn.getArrowCountInEntity();
if (i > 0)
{
Entity entity = new EntityTippedArrow(entitylivingbaseIn.world, entitylivingbaseIn.posX, entitylivingbaseIn.posY, entitylivingbaseIn.posZ);
Random random = new Random((long)entitylivingbaseIn.getEntityId());
RenderHelper.disableStandardItemLighting();
for (int j = 0; j < i; ++j)
{
GlStateManager.pushMatrix();
ModelRenderer modelrenderer = this.renderer.getMainModel().getRandomModelBox(random);
ModelBox modelbox = (ModelBox)modelrenderer.cubeList.get(random.nextInt(modelrenderer.cubeList.size()));
modelrenderer.postRender(0.0625F);
float f = random.nextFloat();
float f1 = random.nextFloat();
float f2 = random.nextFloat();
float f3 = (modelbox.posX1 + (modelbox.posX2 - modelbox.posX1) * f) / 16.0F;
float f4 = (modelbox.posY1 + (modelbox.posY2 - modelbox.posY1) * f1) / 16.0F;
float f5 = (modelbox.posZ1 + (modelbox.posZ2 - modelbox.posZ1) * f2) / 16.0F;
GlStateManager.translate(f3, f4, f5);
f = f * 2.0F - 1.0F;
f1 = f1 * 2.0F - 1.0F;
f2 = f2 * 2.0F - 1.0F;
f = f * -1.0F;
f1 = f1 * -1.0F;
f2 = f2 * -1.0F;
float f6 = MathHelper.sqrt(f * f + f2 * f2);
entity.rotationYaw = (float)(Math.atan2((double)f, (double)f2) * (180D / Math.PI));
entity.rotationPitch = (float)(Math.atan2((double)f1, (double)f6) * (180D / Math.PI));
entity.prevRotationYaw = entity.rotationYaw;
entity.prevRotationPitch = entity.rotationPitch;
double d0 = 0.0D;
double d1 = 0.0D;
double d2 = 0.0D;
this.renderer.getRenderManager().doRenderEntity(entity, 0.0D, 0.0D, 0.0D, 0.0F, partialTicks, false);
GlStateManager.popMatrix();
}
RenderHelper.enableStandardItemLighting();
}
}
示例3: doRenderLayer
import net.minecraft.entity.EntityLivingBase; //导入方法依赖的package包/类
public void doRenderLayer(EntityLivingBase entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale)
{
int i = entitylivingbaseIn.getArrowCountInEntity();
if (i > 0)
{
Entity entity = new EntityTippedArrow(entitylivingbaseIn.worldObj, entitylivingbaseIn.posX, entitylivingbaseIn.posY, entitylivingbaseIn.posZ);
Random random = new Random((long)entitylivingbaseIn.getEntityId());
RenderHelper.disableStandardItemLighting();
for (int j = 0; j < i; ++j)
{
GlStateManager.pushMatrix();
ModelRenderer modelrenderer = this.renderer.getMainModel().getRandomModelBox(random);
ModelBox modelbox = (ModelBox)modelrenderer.cubeList.get(random.nextInt(modelrenderer.cubeList.size()));
modelrenderer.postRender(0.0625F);
float f = random.nextFloat();
float f1 = random.nextFloat();
float f2 = random.nextFloat();
float f3 = (modelbox.posX1 + (modelbox.posX2 - modelbox.posX1) * f) / 16.0F;
float f4 = (modelbox.posY1 + (modelbox.posY2 - modelbox.posY1) * f1) / 16.0F;
float f5 = (modelbox.posZ1 + (modelbox.posZ2 - modelbox.posZ1) * f2) / 16.0F;
GlStateManager.translate(f3, f4, f5);
f = f * 2.0F - 1.0F;
f1 = f1 * 2.0F - 1.0F;
f2 = f2 * 2.0F - 1.0F;
f = f * -1.0F;
f1 = f1 * -1.0F;
f2 = f2 * -1.0F;
float f6 = MathHelper.sqrt_float(f * f + f2 * f2);
entity.rotationYaw = (float)(Math.atan2((double)f, (double)f2) * (180D / Math.PI));
entity.rotationPitch = (float)(Math.atan2((double)f1, (double)f6) * (180D / Math.PI));
entity.prevRotationYaw = entity.rotationYaw;
entity.prevRotationPitch = entity.rotationPitch;
double d0 = 0.0D;
double d1 = 0.0D;
double d2 = 0.0D;
this.renderer.getRenderManager().doRenderEntity(entity, 0.0D, 0.0D, 0.0D, 0.0F, partialTicks, false);
GlStateManager.popMatrix();
}
RenderHelper.enableStandardItemLighting();
}
}