本文整理汇总了Java中net.minecraft.entity.EntityLivingBase.swingArm方法的典型用法代码示例。如果您正苦于以下问题:Java EntityLivingBase.swingArm方法的具体用法?Java EntityLivingBase.swingArm怎么用?Java EntityLivingBase.swingArm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.swingArm方法的2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: handleAnimation
import net.minecraft.entity.EntityLivingBase; //导入方法依赖的package包/类
/**
* Renders a specified animation: Waking up a player, a living entity swinging its currently held item, being hurt
* or receiving a critical hit by normal or magical means
*/
public void handleAnimation(SPacketAnimation packetIn)
{
PacketThreadUtil.checkThreadAndEnqueue(packetIn, this, this.gameController);
Entity entity = this.clientWorldController.getEntityByID(packetIn.getEntityID());
if (entity != null)
{
if (packetIn.getAnimationType() == 0)
{
EntityLivingBase entitylivingbase = (EntityLivingBase)entity;
entitylivingbase.swingArm(EnumHand.MAIN_HAND);
}
else if (packetIn.getAnimationType() == 3)
{
EntityLivingBase entitylivingbase1 = (EntityLivingBase)entity;
entitylivingbase1.swingArm(EnumHand.OFF_HAND);
}
else if (packetIn.getAnimationType() == 1)
{
entity.performHurtAnimation();
}
else if (packetIn.getAnimationType() == 2)
{
EntityPlayer entityplayer = (EntityPlayer)entity;
entityplayer.wakeUpPlayer(false, false, false);
}
else if (packetIn.getAnimationType() == 4)
{
this.gameController.effectRenderer.emitParticleAtEntity(entity, EnumParticleTypes.CRIT);
}
else if (packetIn.getAnimationType() == 5)
{
this.gameController.effectRenderer.emitParticleAtEntity(entity, EnumParticleTypes.CRIT_MAGIC);
}
}
}
示例2: use
import net.minecraft.entity.EntityLivingBase; //导入方法依赖的package包/类
@Override
public boolean use(ItemStack stack, EntityLivingBase living, World world, EnumHand hand,
PredictionMessage message) {
ItemWeapon.shouldSwing = true;
living.swingArm(hand);
ItemWeapon.shouldSwing = false;
return super.use(stack, living, world, hand, message);
}