本文整理汇总了Java中net.minecraft.entity.monster.EntityCreeper.isInvisible方法的典型用法代码示例。如果您正苦于以下问题:Java EntityCreeper.isInvisible方法的具体用法?Java EntityCreeper.isInvisible怎么用?Java EntityCreeper.isInvisible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.monster.EntityCreeper
的用法示例。
在下文中一共展示了EntityCreeper.isInvisible方法的7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.monster.EntityCreeper; //导入方法依赖的package包/类
public void doRenderLayer(EntityCreeper 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.getPowered())
{
boolean flag = entitylivingbaseIn.isInvisible();
GlStateManager.depthMask(!flag);
this.creeperRenderer.bindTexture(LIGHTNING_TEXTURE);
GlStateManager.matrixMode(5890);
GlStateManager.loadIdentity();
float f = (float)entitylivingbaseIn.ticksExisted + partialTicks;
GlStateManager.translate(f * 0.01F, f * 0.01F, 0.0F);
GlStateManager.matrixMode(5888);
GlStateManager.enableBlend();
float f1 = 0.5F;
GlStateManager.color(f1, f1, f1, 1.0F);
GlStateManager.disableLighting();
GlStateManager.blendFunc(1, 1);
this.creeperModel.setModelAttributes(this.creeperRenderer.getMainModel());
this.creeperModel.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();
GlStateManager.depthMask(flag);
}
}
示例2: doRenderLayer
import net.minecraft.entity.monster.EntityCreeper; //导入方法依赖的package包/类
public void doRenderLayer(EntityCreeper entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale)
{
if (entitylivingbaseIn.getPowered())
{
boolean flag = entitylivingbaseIn.isInvisible();
GlStateManager.depthMask(!flag);
this.creeperRenderer.bindTexture(LIGHTNING_TEXTURE);
GlStateManager.matrixMode(5890);
GlStateManager.loadIdentity();
float f = (float)entitylivingbaseIn.ticksExisted + partialTicks;
GlStateManager.translate(f * 0.01F, f * 0.01F, 0.0F);
GlStateManager.matrixMode(5888);
GlStateManager.enableBlend();
float f1 = 0.5F;
GlStateManager.color(0.5F, 0.5F, 0.5F, 1.0F);
GlStateManager.disableLighting();
GlStateManager.blendFunc(GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ONE);
this.creeperModel.setModelAttributes(this.creeperRenderer.getMainModel());
Minecraft.getMinecraft().entityRenderer.func_191514_d(true);
this.creeperModel.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();
GlStateManager.depthMask(flag);
}
}
示例3: doRenderLayer
import net.minecraft.entity.monster.EntityCreeper; //导入方法依赖的package包/类
public void doRenderLayer(EntityCreeper entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale)
{
if (entitylivingbaseIn.getPowered())
{
boolean flag = entitylivingbaseIn.isInvisible();
GlStateManager.depthMask(!flag);
this.creeperRenderer.bindTexture(LIGHTNING_TEXTURE);
GlStateManager.matrixMode(5890);
GlStateManager.loadIdentity();
float f = (float)entitylivingbaseIn.ticksExisted + partialTicks;
GlStateManager.translate(f * 0.01F, f * 0.01F, 0.0F);
GlStateManager.matrixMode(5888);
GlStateManager.enableBlend();
float f1 = 0.5F;
GlStateManager.color(0.5F, 0.5F, 0.5F, 1.0F);
GlStateManager.disableLighting();
GlStateManager.blendFunc(GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ONE);
this.creeperModel.setModelAttributes(this.creeperRenderer.getMainModel());
this.creeperModel.render(entitylivingbaseIn, limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scale);
GlStateManager.matrixMode(5890);
GlStateManager.loadIdentity();
GlStateManager.matrixMode(5888);
GlStateManager.enableLighting();
GlStateManager.disableBlend();
GlStateManager.depthMask(flag);
}
}
示例4: renderModel
import net.minecraft.entity.monster.EntityCreeper; //导入方法依赖的package包/类
/**
* Renders the model in RenderLiving
*/
@Override
protected void renderModel(EntityCreeper entitylivingbaseIn, float p_77036_2_, float p_77036_3_, float p_77036_4_, float p_77036_5_, float p_77036_6_, float p_77036_7_) {
boolean flag = !entitylivingbaseIn.isInvisible();
boolean flag1 = !flag && !entitylivingbaseIn.isInvisibleToPlayer(Minecraft.getMinecraft().player);
if (flag || flag1)
{
if (!this.bindEntityTexture(entitylivingbaseIn))
{
return;
}
if (flag1)
{
GlStateManager.pushMatrix();
GlStateManager.color(1.0F, 1.0F, 1.0F, 0.15F);
GlStateManager.depthMask(false);
GlStateManager.enableBlend();
GlStateManager.blendFunc(770, 771);
GlStateManager.alphaFunc(516, 0.003921569F);
}
// THIS IS WHERE THE MAGIC HAPPENS
//==========================================================================================================
if(entitylivingbaseIn.hurtTime <= 0 || entitylivingbaseIn.deathTime > 0) {
// Save the current OpenGL color to re-set it later
GL11.glGetFloat(GL11.GL_CURRENT_COLOR, currentGLColor);
int[] colorTint = BiomeColors.getBlockColors(entitylivingbaseIn, shouldOnlyUseGrassColors());
GL11.glColor4f(colorTint[0] / 255.f, colorTint[1] / 255.f, colorTint[2] / 255.f, 1.0F);
}
//==========================================================================================================
// END OF MAGIC
this.mainModel.render(entitylivingbaseIn, p_77036_2_, p_77036_3_, p_77036_4_, p_77036_5_, p_77036_6_, p_77036_7_);
// Re-set the GL color
GL11.glColor4f(currentGLColor.get(0),currentGLColor.get(1),currentGLColor.get(2),currentGLColor.get(3));
if (flag1)
{
GlStateManager.disableBlend();
GlStateManager.alphaFunc(516, 0.1F);
GlStateManager.popMatrix();
GlStateManager.depthMask(true);
}
}
}
示例5: shouldRenderPass
import net.minecraft.entity.monster.EntityCreeper; //导入方法依赖的package包/类
/**
* Queries whether should render the specified pass or not.
*/
protected int shouldRenderPass(EntityCreeper par1EntityCreeper, int par2, float par3)
{
if (par1EntityCreeper.getPowered())
{
if (par1EntityCreeper.isInvisible())
{
GL11.glDepthMask(false);
}
else
{
GL11.glDepthMask(true);
}
if (par2 == 1)
{
float var4 = (float)par1EntityCreeper.ticksExisted + par3;
this.bindTexture(armoredCreeperTextures);
GL11.glMatrixMode(GL11.GL_TEXTURE);
GL11.glLoadIdentity();
float var5 = var4 * 0.01F;
float var6 = var4 * 0.01F;
GL11.glTranslatef(var5, var6, 0.0F);
this.setRenderPassModel(this.creeperModel);
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);
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6: shouldRenderPass
import net.minecraft.entity.monster.EntityCreeper; //导入方法依赖的package包/类
protected int shouldRenderPass(EntityCreeper p_77032_1_, int p_77032_2_, float p_77032_3_)
{
if (p_77032_1_.getPowered())
{
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(armoredCreeperTextures);
GL11.glMatrixMode(GL11.GL_TEXTURE);
GL11.glLoadIdentity();
float f2 = f1 * 0.01F;
float f3 = f1 * 0.01F;
GL11.glTranslatef(f2, f3, 0.0F);
this.setRenderPassModel(this.creeperModel);
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);
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7: renderCreeperPassModel
import net.minecraft.entity.monster.EntityCreeper; //导入方法依赖的package包/类
/**
* A method used to render a creeper's powered form as a pass model.
*/
protected int renderCreeperPassModel(EntityCreeper par1EntityCreeper, int par2, float par3)
{
if (par1EntityCreeper.getPowered())
{
if (par1EntityCreeper.isInvisible())
{
GL11.glDepthMask(false);
}
else
{
GL11.glDepthMask(true);
}
if (par2 == 1)
{
float f1 = (float)par1EntityCreeper.ticksExisted + par3;
this.bindTexture(armoredCreeperTextures);
GL11.glMatrixMode(GL11.GL_TEXTURE);
GL11.glLoadIdentity();
float f2 = f1 * 0.01F;
float f3 = f1 * 0.01F;
GL11.glTranslatef(f2, f3, 0.0F);
this.setRenderPassModel(this.creeperModel);
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);
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;
}