本文整理汇总了Java中net.minecraft.entity.monster.EntityShulker.getAttachmentFacing方法的典型用法代码示例。如果您正苦于以下问题:Java EntityShulker.getAttachmentFacing方法的具体用法?Java EntityShulker.getAttachmentFacing怎么用?Java EntityShulker.getAttachmentFacing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.monster.EntityShulker
的用法示例。
在下文中一共展示了EntityShulker.getAttachmentFacing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: rotateCorpse
import net.minecraft.entity.monster.EntityShulker; //导入方法依赖的package包/类
protected void rotateCorpse(EntityShulker entityLiving, float p_77043_2_, float p_77043_3_, float partialTicks)
{
super.rotateCorpse(entityLiving, p_77043_2_, p_77043_3_, partialTicks);
switch (entityLiving.getAttachmentFacing())
{
case DOWN:
default:
break;
case EAST:
GlStateManager.translate(0.5F, 0.5F, 0.0F);
GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.rotate(90.0F, 0.0F, 0.0F, 1.0F);
break;
case WEST:
GlStateManager.translate(-0.5F, 0.5F, 0.0F);
GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.rotate(-90.0F, 0.0F, 0.0F, 1.0F);
break;
case NORTH:
GlStateManager.translate(0.0F, 0.5F, -0.5F);
GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
break;
case SOUTH:
GlStateManager.translate(0.0F, 0.5F, 0.5F);
GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.rotate(180.0F, 0.0F, 0.0F, 1.0F);
break;
case UP:
GlStateManager.translate(0.0F, 1.0F, 0.0F);
GlStateManager.rotate(180.0F, 1.0F, 0.0F, 0.0F);
}
}
示例2: rotateCorpse
import net.minecraft.entity.monster.EntityShulker; //导入方法依赖的package包/类
protected void rotateCorpse(EntityShulker entityLiving, float p_77043_2_, float p_77043_3_, float partialTicks)
{
super.rotateCorpse(entityLiving, p_77043_2_, p_77043_3_, partialTicks);
switch (entityLiving.getAttachmentFacing())
{
case DOWN:
default:
break;
case EAST:
GlStateManager.translate(0.5F, 0.5F, 0.0F);
GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.rotate(90.0F, 0.0F, 0.0F, 1.0F);
break;
case WEST:
GlStateManager.translate(-0.5F, 0.5F, 0.0F);
GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.rotate(-90.0F, 0.0F, 0.0F, 1.0F);
break;
case NORTH:
GlStateManager.translate(0.0F, 0.5F, -0.5F);
GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
break;
case SOUTH:
GlStateManager.translate(0.0F, 0.5F, 0.5F);
GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.rotate(180.0F, 0.0F, 0.0F, 1.0F);
break;
case UP:
GlStateManager.translate(0.0F, 1.0F, 0.0F);
GlStateManager.rotate(180.0F, 1.0F, 0.0F, 0.0F);
}
}
示例3: getHeadJointOffset
import net.minecraft.entity.monster.EntityShulker; //导入方法依赖的package包/类
@Override
public float[] getHeadJointOffset(EntityShulker living, float partialTick, int eye)
{
switch (living.getAttachmentFacing())
{
case DOWN:
default:
break;
case EAST:
GlStateManager.rotate(90.0F, 0.0F, 0.0F, 1.0F);
GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.translate(1.0F, -1.0F, 0.0F);
GlStateManager.rotate(180.0F, 0.0F, 1.0F, 0.0F);
break;
case WEST:
GlStateManager.rotate(-90.0F, 0.0F, 0.0F, 1.0F);
GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.translate(-1.0F, -1.0F, 0.0F);
GlStateManager.rotate(180.0F, 0.0F, 1.0F, 0.0F);
break;
case NORTH:
GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.translate(0.0F, -1.0F, -1.0F);
break;
case SOUTH:
GlStateManager.rotate(180.0F, 0.0F, 0.0F, 1.0F);
GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.translate(0.0F, -1.0F, 1.0F);
break;
case UP:
GlStateManager.rotate(180.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.translate(0.0F, -2.0F, 0.0F);
}
return super.getHeadJointOffset(living, partialTick, eye);
}
示例4: doRenderLayer
import net.minecraft.entity.monster.EntityShulker; //导入方法依赖的package包/类
public void doRenderLayer(EntityShulker entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale)
{
GlStateManager.pushMatrix();
switch (entitylivingbaseIn.getAttachmentFacing())
{
case DOWN:
default:
break;
case EAST:
GlStateManager.rotate(90.0F, 0.0F, 0.0F, 1.0F);
GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.translate(1.0F, -1.0F, 0.0F);
GlStateManager.rotate(180.0F, 0.0F, 1.0F, 0.0F);
break;
case WEST:
GlStateManager.rotate(-90.0F, 0.0F, 0.0F, 1.0F);
GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.translate(-1.0F, -1.0F, 0.0F);
GlStateManager.rotate(180.0F, 0.0F, 1.0F, 0.0F);
break;
case NORTH:
GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.translate(0.0F, -1.0F, -1.0F);
break;
case SOUTH:
GlStateManager.rotate(180.0F, 0.0F, 0.0F, 1.0F);
GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.translate(0.0F, -1.0F, 1.0F);
break;
case UP:
GlStateManager.rotate(180.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.translate(0.0F, -2.0F, 0.0F);
}
ModelRenderer modelrenderer = RenderShulker.this.getMainModel().head;
modelrenderer.rotateAngleY = netHeadYaw * 0.017453292F;
modelrenderer.rotateAngleX = headPitch * 0.017453292F;
RenderShulker.this.bindTexture(RenderShulker.SHULKER_ENDERGOLEM_TEXTURE[entitylivingbaseIn.func_190769_dn().getMetadata()]);
modelrenderer.render(scale);
GlStateManager.popMatrix();
}
示例5: doRenderLayer
import net.minecraft.entity.monster.EntityShulker; //导入方法依赖的package包/类
public void doRenderLayer(EntityShulker entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale)
{
GlStateManager.pushMatrix();
switch (entitylivingbaseIn.getAttachmentFacing())
{
case DOWN:
default:
break;
case EAST:
GlStateManager.rotate(90.0F, 0.0F, 0.0F, 1.0F);
GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.translate(1.0F, -1.0F, 0.0F);
GlStateManager.rotate(180.0F, 0.0F, 1.0F, 0.0F);
break;
case WEST:
GlStateManager.rotate(-90.0F, 0.0F, 0.0F, 1.0F);
GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.translate(-1.0F, -1.0F, 0.0F);
GlStateManager.rotate(180.0F, 0.0F, 1.0F, 0.0F);
break;
case NORTH:
GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.translate(0.0F, -1.0F, -1.0F);
break;
case SOUTH:
GlStateManager.rotate(180.0F, 0.0F, 0.0F, 1.0F);
GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.translate(0.0F, -1.0F, 1.0F);
break;
case UP:
GlStateManager.rotate(180.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.translate(0.0F, -2.0F, 0.0F);
}
ModelRenderer modelrenderer = ((ModelShulker)RenderShulker.this.getMainModel()).head;
modelrenderer.rotateAngleY = netHeadYaw * 0.017453292F;
modelrenderer.rotateAngleX = headPitch * 0.017453292F;
RenderShulker.this.bindTexture(RenderShulker.SHULKER_ENDERGOLEM_TEXTURE);
modelrenderer.render(scale);
GlStateManager.popMatrix();
}