本文整理汇总了Java中net.minecraft.entity.boss.EntityWither.isArmored方法的典型用法代码示例。如果您正苦于以下问题:Java EntityWither.isArmored方法的具体用法?Java EntityWither.isArmored怎么用?Java EntityWither.isArmored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.boss.EntityWither
的用法示例。
在下文中一共展示了EntityWither.isArmored方法的6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.boss.EntityWither; //导入方法依赖的package包/类
public void doRenderLayer(EntityWither 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)
{
if (entitylivingbaseIn.isArmored())
{
GlStateManager.depthMask(!entitylivingbaseIn.isInvisible());
this.witherRenderer.bindTexture(WITHER_ARMOR);
GlStateManager.matrixMode(5890);
GlStateManager.loadIdentity();
float f = (float)entitylivingbaseIn.ticksExisted + partialTicks;
float f1 = MathHelper.cos(f * 0.02F) * 3.0F;
float f2 = f * 0.01F;
GlStateManager.translate(f1, f2, 0.0F);
GlStateManager.matrixMode(5888);
GlStateManager.enableBlend();
float f3 = 0.5F;
GlStateManager.color(f3, f3, f3, 1.0F);
GlStateManager.disableLighting();
GlStateManager.blendFunc(1, 1);
this.witherModel.setLivingAnimations(entitylivingbaseIn, p_177141_2_, p_177141_3_, partialTicks);
this.witherModel.setModelAttributes(this.witherRenderer.getMainModel());
this.witherModel.render(entitylivingbaseIn, p_177141_2_, p_177141_3_, p_177141_5_, p_177141_6_, p_177141_7_, scale);
GlStateManager.matrixMode(5890);
GlStateManager.loadIdentity();
GlStateManager.matrixMode(5888);
GlStateManager.enableLighting();
GlStateManager.disableBlend();
}
}
示例2: doRenderLayer
import net.minecraft.entity.boss.EntityWither; //导入方法依赖的package包/类
public void doRenderLayer(EntityWither entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale)
{
if (entitylivingbaseIn.isArmored())
{
GlStateManager.depthMask(!entitylivingbaseIn.isInvisible());
this.witherRenderer.bindTexture(WITHER_ARMOR);
GlStateManager.matrixMode(5890);
GlStateManager.loadIdentity();
float f = (float)entitylivingbaseIn.ticksExisted + partialTicks;
float f1 = MathHelper.cos(f * 0.02F) * 3.0F;
float f2 = f * 0.01F;
GlStateManager.translate(f1, f2, 0.0F);
GlStateManager.matrixMode(5888);
GlStateManager.enableBlend();
float f3 = 0.5F;
GlStateManager.color(0.5F, 0.5F, 0.5F, 1.0F);
GlStateManager.disableLighting();
GlStateManager.blendFunc(GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ONE);
this.witherModel.setLivingAnimations(entitylivingbaseIn, limbSwing, limbSwingAmount, partialTicks);
this.witherModel.setModelAttributes(this.witherRenderer.getMainModel());
Minecraft.getMinecraft().entityRenderer.func_191514_d(true);
this.witherModel.render(entitylivingbaseIn, limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scale);
Minecraft.getMinecraft().entityRenderer.func_191514_d(false);
GlStateManager.matrixMode(5890);
GlStateManager.loadIdentity();
GlStateManager.matrixMode(5888);
GlStateManager.enableLighting();
GlStateManager.disableBlend();
}
}
示例3: doRenderLayer
import net.minecraft.entity.boss.EntityWither; //导入方法依赖的package包/类
public void doRenderLayer(EntityWither entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale)
{
if (entitylivingbaseIn.isArmored())
{
GlStateManager.depthMask(!entitylivingbaseIn.isInvisible());
this.witherRenderer.bindTexture(WITHER_ARMOR);
GlStateManager.matrixMode(5890);
GlStateManager.loadIdentity();
float f = (float)entitylivingbaseIn.ticksExisted + partialTicks;
float f1 = MathHelper.cos(f * 0.02F) * 3.0F;
float f2 = f * 0.01F;
GlStateManager.translate(f1, f2, 0.0F);
GlStateManager.matrixMode(5888);
GlStateManager.enableBlend();
float f3 = 0.5F;
GlStateManager.color(0.5F, 0.5F, 0.5F, 1.0F);
GlStateManager.disableLighting();
GlStateManager.blendFunc(GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ONE);
this.witherModel.setLivingAnimations(entitylivingbaseIn, limbSwing, limbSwingAmount, partialTicks);
this.witherModel.setModelAttributes(this.witherRenderer.getMainModel());
this.witherModel.render(entitylivingbaseIn, limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scale);
GlStateManager.matrixMode(5890);
GlStateManager.loadIdentity();
GlStateManager.matrixMode(5888);
GlStateManager.enableLighting();
GlStateManager.disableBlend();
}
}
示例4: shouldRenderPass
import net.minecraft.entity.boss.EntityWither; //导入方法依赖的package包/类
/**
* Queries whether should render the specified pass or not.
*/
protected int shouldRenderPass(EntityWither par1EntityWither, int par2, float par3)
{
if (par1EntityWither.isArmored())
{
if (par1EntityWither.isInvisible())
{
GL11.glDepthMask(false);
}
else
{
GL11.glDepthMask(true);
}
if (par2 == 1)
{
float var4 = (float)par1EntityWither.ticksExisted + par3;
this.bindTexture(invulnerableWitherTextures);
GL11.glMatrixMode(GL11.GL_TEXTURE);
GL11.glLoadIdentity();
float var5 = MathHelper.cos(var4 * 0.02F) * 3.0F;
float var6 = var4 * 0.01F;
GL11.glTranslatef(var5, var6, 0.0F);
this.setRenderPassModel(this.mainModel);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glEnable(GL11.GL_BLEND);
float var7 = 0.5F;
GL11.glColor4f(var7, var7, var7, 1.0F);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
GL11.glTranslatef(0.0F, -0.01F, 0.0F);
GL11.glScalef(1.1F, 1.1F, 1.1F);
return 1;
}
if (par2 == 2)
{
GL11.glMatrixMode(GL11.GL_TEXTURE);
GL11.glLoadIdentity();
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glDisable(GL11.GL_BLEND);
}
}
return -1;
}
示例5: shouldRenderPass
import net.minecraft.entity.boss.EntityWither; //导入方法依赖的package包/类
protected int shouldRenderPass(EntityWither p_77032_1_, int p_77032_2_, float p_77032_3_)
{
if (p_77032_1_.isArmored())
{
if (p_77032_1_.isInvisible())
{
GL11.glDepthMask(false);
}
else
{
GL11.glDepthMask(true);
}
if (p_77032_2_ == 1)
{
float f1 = (float)p_77032_1_.ticksExisted + p_77032_3_;
this.bindTexture(invulnerableWitherTextures);
GL11.glMatrixMode(GL11.GL_TEXTURE);
GL11.glLoadIdentity();
float f2 = MathHelper.cos(f1 * 0.02F) * 3.0F;
float f3 = f1 * 0.01F;
GL11.glTranslatef(f2, f3, 0.0F);
this.setRenderPassModel(this.mainModel);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glEnable(GL11.GL_BLEND);
float f4 = 0.5F;
GL11.glColor4f(f4, f4, f4, 1.0F);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
GL11.glTranslatef(0.0F, -0.01F, 0.0F);
GL11.glScalef(1.1F, 1.1F, 1.1F);
return 1;
}
if (p_77032_2_ == 2)
{
GL11.glMatrixMode(GL11.GL_TEXTURE);
GL11.glLoadIdentity();
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glDisable(GL11.GL_BLEND);
}
}
return -1;
}
示例6: func_82417_a
import net.minecraft.entity.boss.EntityWither; //导入方法依赖的package包/类
protected int func_82417_a(EntityWither par1EntityWither, int par2, float par3)
{
if (par1EntityWither.isArmored())
{
if (par1EntityWither.isInvisible())
{
GL11.glDepthMask(false);
}
else
{
GL11.glDepthMask(true);
}
if (par2 == 1)
{
float f1 = (float)par1EntityWither.ticksExisted + par3;
this.bindTexture(invulnerableWitherTextures);
GL11.glMatrixMode(GL11.GL_TEXTURE);
GL11.glLoadIdentity();
float f2 = MathHelper.cos(f1 * 0.02F) * 3.0F;
float f3 = f1 * 0.01F;
GL11.glTranslatef(f2, f3, 0.0F);
this.setRenderPassModel(this.mainModel);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glEnable(GL11.GL_BLEND);
float f4 = 0.5F;
GL11.glColor4f(f4, f4, f4, 1.0F);
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
GL11.glTranslatef(0.0F, -0.01F, 0.0F);
GL11.glScalef(1.1F, 1.1F, 1.1F);
return 1;
}
if (par2 == 2)
{
GL11.glMatrixMode(GL11.GL_TEXTURE);
GL11.glLoadIdentity();
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glDisable(GL11.GL_BLEND);
}
}
return -1;
}