本文整理汇总了Java中net.minecraft.entity.passive.EntitySheep.getEntityId方法的典型用法代码示例。如果您正苦于以下问题:Java EntitySheep.getEntityId方法的具体用法?Java EntitySheep.getEntityId怎么用?Java EntitySheep.getEntityId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.passive.EntitySheep
的用法示例。
在下文中一共展示了EntitySheep.getEntityId方法的4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.passive.EntitySheep; //导入方法依赖的package包/类
public void doRenderLayer(EntitySheep 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.getSheared() && !entitylivingbaseIn.isInvisible())
{
this.sheepRenderer.bindTexture(TEXTURE);
if (entitylivingbaseIn.hasCustomName() && "jeb_".equals(entitylivingbaseIn.getCustomNameTag()))
{
int i1 = 25;
int i = entitylivingbaseIn.ticksExisted / 25 + entitylivingbaseIn.getEntityId();
int j = EnumDyeColor.values().length;
int k = i % j;
int l = (i + 1) % j;
float f = ((float)(entitylivingbaseIn.ticksExisted % 25) + partialTicks) / 25.0F;
float[] afloat1 = EntitySheep.func_175513_a(EnumDyeColor.byMetadata(k));
float[] afloat2 = EntitySheep.func_175513_a(EnumDyeColor.byMetadata(l));
GlStateManager.color(afloat1[0] * (1.0F - f) + afloat2[0] * f, afloat1[1] * (1.0F - f) + afloat2[1] * f, afloat1[2] * (1.0F - f) + afloat2[2] * f);
}
else
{
float[] afloat = EntitySheep.func_175513_a(entitylivingbaseIn.getFleeceColor());
GlStateManager.color(afloat[0], afloat[1], afloat[2]);
}
this.sheepModel.setModelAttributes(this.sheepRenderer.getMainModel());
this.sheepModel.setLivingAnimations(entitylivingbaseIn, p_177141_2_, p_177141_3_, partialTicks);
this.sheepModel.render(entitylivingbaseIn, p_177141_2_, p_177141_3_, p_177141_5_, p_177141_6_, p_177141_7_, scale);
}
}
示例2: doRenderLayer
import net.minecraft.entity.passive.EntitySheep; //导入方法依赖的package包/类
public void doRenderLayer(EntitySheep entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale)
{
if (!entitylivingbaseIn.getSheared() && !entitylivingbaseIn.isInvisible())
{
this.sheepRenderer.bindTexture(TEXTURE);
if (entitylivingbaseIn.hasCustomName() && "jeb_".equals(entitylivingbaseIn.getCustomNameTag()))
{
int i1 = 25;
int i = entitylivingbaseIn.ticksExisted / 25 + entitylivingbaseIn.getEntityId();
int j = EnumDyeColor.values().length;
int k = i % j;
int l = (i + 1) % j;
float f = ((float)(entitylivingbaseIn.ticksExisted % 25) + partialTicks) / 25.0F;
float[] afloat1 = EntitySheep.getDyeRgb(EnumDyeColor.byMetadata(k));
float[] afloat2 = EntitySheep.getDyeRgb(EnumDyeColor.byMetadata(l));
GlStateManager.color(afloat1[0] * (1.0F - f) + afloat2[0] * f, afloat1[1] * (1.0F - f) + afloat2[1] * f, afloat1[2] * (1.0F - f) + afloat2[2] * f);
}
else
{
float[] afloat = EntitySheep.getDyeRgb(entitylivingbaseIn.getFleeceColor());
GlStateManager.color(afloat[0], afloat[1], afloat[2]);
}
this.sheepModel.setModelAttributes(this.sheepRenderer.getMainModel());
this.sheepModel.setLivingAnimations(entitylivingbaseIn, limbSwing, limbSwingAmount, partialTicks);
this.sheepModel.render(entitylivingbaseIn, limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scale);
}
}
示例3: shouldRenderPass
import net.minecraft.entity.passive.EntitySheep; //导入方法依赖的package包/类
protected int shouldRenderPass(EntitySheep p_77032_1_, int p_77032_2_, float p_77032_3_)
{
if (p_77032_2_ == 0 && !p_77032_1_.getSheared())
{
this.bindTexture(sheepTextures);
if (p_77032_1_.hasCustomNameTag() && "jeb_".equals(p_77032_1_.getCustomNameTag()))
{
boolean flag = true;
int k = p_77032_1_.ticksExisted / 25 + p_77032_1_.getEntityId();
int l = k % EntitySheep.fleeceColorTable.length;
int i1 = (k + 1) % EntitySheep.fleeceColorTable.length;
float f1 = ((float)(p_77032_1_.ticksExisted % 25) + p_77032_3_) / 25.0F;
GL11.glColor3f(EntitySheep.fleeceColorTable[l][0] * (1.0F - f1) + EntitySheep.fleeceColorTable[i1][0] * f1, EntitySheep.fleeceColorTable[l][1] * (1.0F - f1) + EntitySheep.fleeceColorTable[i1][1] * f1, EntitySheep.fleeceColorTable[l][2] * (1.0F - f1) + EntitySheep.fleeceColorTable[i1][2] * f1);
}
else
{
int j = p_77032_1_.getFleeceColor();
GL11.glColor3f(EntitySheep.fleeceColorTable[j][0], EntitySheep.fleeceColorTable[j][1], EntitySheep.fleeceColorTable[j][2]);
}
return 1;
}
else
{
return -1;
}
}
示例4: doRenderLayer
import net.minecraft.entity.passive.EntitySheep; //导入方法依赖的package包/类
public void doRenderLayer(EntitySheep entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale)
{
if (!entitylivingbaseIn.getSheared() && !entitylivingbaseIn.isInvisible())
{
this.sheepRenderer.bindTexture(TEXTURE);
if (entitylivingbaseIn.hasCustomName() && "jeb_".equals(entitylivingbaseIn.getCustomNameTag()))
{
int i1 = 25;
int i = entitylivingbaseIn.ticksExisted / 25 + entitylivingbaseIn.getEntityId();
int j = EnumDyeColor.values().length;
int k = i % j;
int l = (i + 1) % j;
float f = ((float)(entitylivingbaseIn.ticksExisted % 25) + partialTicks) / 25.0F;
float[] afloat1 = EntitySheep.getDyeRgb(EnumDyeColor.byMetadata(k));
float[] afloat2 = EntitySheep.getDyeRgb(EnumDyeColor.byMetadata(l));
if (Config.isCustomColors())
{
afloat1 = CustomColors.getSheepColors(EnumDyeColor.byMetadata(k), afloat1);
afloat2 = CustomColors.getSheepColors(EnumDyeColor.byMetadata(l), afloat2);
}
GlStateManager.color(afloat1[0] * (1.0F - f) + afloat2[0] * f, afloat1[1] * (1.0F - f) + afloat2[1] * f, afloat1[2] * (1.0F - f) + afloat2[2] * f);
}
else
{
float[] afloat = EntitySheep.getDyeRgb(entitylivingbaseIn.getFleeceColor());
if (Config.isCustomColors())
{
afloat = CustomColors.getSheepColors(entitylivingbaseIn.getFleeceColor(), afloat);
}
GlStateManager.color(afloat[0], afloat[1], afloat[2]);
}
this.sheepModel.setModelAttributes(this.sheepRenderer.getMainModel());
this.sheepModel.setLivingAnimations(entitylivingbaseIn, limbSwing, limbSwingAmount, partialTicks);
this.sheepModel.render(entitylivingbaseIn, limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scale);
}
}