本文整理汇总了Java中net.minecraft.entity.passive.EntityWolf.getShakeAngle方法的典型用法代码示例。如果您正苦于以下问题:Java EntityWolf.getShakeAngle方法的具体用法?Java EntityWolf.getShakeAngle怎么用?Java EntityWolf.getShakeAngle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.EntityWolf
的用法示例。
在下文中一共展示了EntityWolf.getShakeAngle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: setLivingAnimations
import net.minecraft.entity.passive.EntityWolf; //导入方法依赖的package包/类
/**
* Used for easily adding entity-dependent animations. The second and third float params here are the same second
* and third as in the setRotationAngles method.
*/
public void setLivingAnimations(EntityLivingBase entitylivingbaseIn, float p_78086_2_, float p_78086_3_, float partialTickTime)
{
EntityWolf entitywolf = (EntityWolf)entitylivingbaseIn;
if (entitywolf.isAngry())
{
this.wolfTail.rotateAngleY = 0.0F;
}
else
{
this.wolfTail.rotateAngleY = MathHelper.cos(p_78086_2_ * 0.6662F) * 1.4F * p_78086_3_;
}
if (entitywolf.isSitting())
{
this.wolfMane.setRotationPoint(-1.0F, 16.0F, -3.0F);
this.wolfMane.rotateAngleX = ((float)Math.PI * 2F / 5F);
this.wolfMane.rotateAngleY = 0.0F;
this.wolfBody.setRotationPoint(0.0F, 18.0F, 0.0F);
this.wolfBody.rotateAngleX = ((float)Math.PI / 4F);
this.wolfTail.setRotationPoint(-1.0F, 21.0F, 6.0F);
this.wolfLeg1.setRotationPoint(-2.5F, 22.0F, 2.0F);
this.wolfLeg1.rotateAngleX = ((float)Math.PI * 3F / 2F);
this.wolfLeg2.setRotationPoint(0.5F, 22.0F, 2.0F);
this.wolfLeg2.rotateAngleX = ((float)Math.PI * 3F / 2F);
this.wolfLeg3.rotateAngleX = 5.811947F;
this.wolfLeg3.setRotationPoint(-2.49F, 17.0F, -4.0F);
this.wolfLeg4.rotateAngleX = 5.811947F;
this.wolfLeg4.setRotationPoint(0.51F, 17.0F, -4.0F);
}
else
{
this.wolfBody.setRotationPoint(0.0F, 14.0F, 2.0F);
this.wolfBody.rotateAngleX = ((float)Math.PI / 2F);
this.wolfMane.setRotationPoint(-1.0F, 14.0F, -3.0F);
this.wolfMane.rotateAngleX = this.wolfBody.rotateAngleX;
this.wolfTail.setRotationPoint(-1.0F, 12.0F, 8.0F);
this.wolfLeg1.setRotationPoint(-2.5F, 16.0F, 7.0F);
this.wolfLeg2.setRotationPoint(0.5F, 16.0F, 7.0F);
this.wolfLeg3.setRotationPoint(-2.5F, 16.0F, -4.0F);
this.wolfLeg4.setRotationPoint(0.5F, 16.0F, -4.0F);
this.wolfLeg1.rotateAngleX = MathHelper.cos(p_78086_2_ * 0.6662F) * 1.4F * p_78086_3_;
this.wolfLeg2.rotateAngleX = MathHelper.cos(p_78086_2_ * 0.6662F + (float)Math.PI) * 1.4F * p_78086_3_;
this.wolfLeg3.rotateAngleX = MathHelper.cos(p_78086_2_ * 0.6662F + (float)Math.PI) * 1.4F * p_78086_3_;
this.wolfLeg4.rotateAngleX = MathHelper.cos(p_78086_2_ * 0.6662F) * 1.4F * p_78086_3_;
}
this.wolfHeadMain.rotateAngleZ = entitywolf.getInterestedAngle(partialTickTime) + entitywolf.getShakeAngle(partialTickTime, 0.0F);
this.wolfMane.rotateAngleZ = entitywolf.getShakeAngle(partialTickTime, -0.08F);
this.wolfBody.rotateAngleZ = entitywolf.getShakeAngle(partialTickTime, -0.16F);
this.wolfTail.rotateAngleZ = entitywolf.getShakeAngle(partialTickTime, -0.2F);
}
示例2: setLivingAnimations
import net.minecraft.entity.passive.EntityWolf; //导入方法依赖的package包/类
/**
* Used for easily adding entity-dependent animations. The second and third float params here are the same second
* and third as in the setRotationAngles method.
*/
public void setLivingAnimations(EntityLivingBase p_78086_1_, float p_78086_2_, float p_78086_3_, float p_78086_4_)
{
EntityWolf entitywolf = (EntityWolf)p_78086_1_;
if (entitywolf.isAngry())
{
this.wolfTail.rotateAngleY = 0.0F;
}
else
{
this.wolfTail.rotateAngleY = MathHelper.cos(p_78086_2_ * 0.6662F) * 1.4F * p_78086_3_;
}
if (entitywolf.isSitting())
{
this.wolfMane.setRotationPoint(-1.0F, 16.0F, -3.0F);
this.wolfMane.rotateAngleX = ((float)Math.PI * 2F / 5F);
this.wolfMane.rotateAngleY = 0.0F;
this.wolfBody.setRotationPoint(0.0F, 18.0F, 0.0F);
this.wolfBody.rotateAngleX = ((float)Math.PI / 4F);
this.wolfTail.setRotationPoint(-1.0F, 21.0F, 6.0F);
this.wolfLeg1.setRotationPoint(-2.5F, 22.0F, 2.0F);
this.wolfLeg1.rotateAngleX = ((float)Math.PI * 3F / 2F);
this.wolfLeg2.setRotationPoint(0.5F, 22.0F, 2.0F);
this.wolfLeg2.rotateAngleX = ((float)Math.PI * 3F / 2F);
this.wolfLeg3.rotateAngleX = 5.811947F;
this.wolfLeg3.setRotationPoint(-2.49F, 17.0F, -4.0F);
this.wolfLeg4.rotateAngleX = 5.811947F;
this.wolfLeg4.setRotationPoint(0.51F, 17.0F, -4.0F);
}
else
{
this.wolfBody.setRotationPoint(0.0F, 14.0F, 2.0F);
this.wolfBody.rotateAngleX = ((float)Math.PI / 2F);
this.wolfMane.setRotationPoint(-1.0F, 14.0F, -3.0F);
this.wolfMane.rotateAngleX = this.wolfBody.rotateAngleX;
this.wolfTail.setRotationPoint(-1.0F, 12.0F, 8.0F);
this.wolfLeg1.setRotationPoint(-2.5F, 16.0F, 7.0F);
this.wolfLeg2.setRotationPoint(0.5F, 16.0F, 7.0F);
this.wolfLeg3.setRotationPoint(-2.5F, 16.0F, -4.0F);
this.wolfLeg4.setRotationPoint(0.5F, 16.0F, -4.0F);
this.wolfLeg1.rotateAngleX = MathHelper.cos(p_78086_2_ * 0.6662F) * 1.4F * p_78086_3_;
this.wolfLeg2.rotateAngleX = MathHelper.cos(p_78086_2_ * 0.6662F + (float)Math.PI) * 1.4F * p_78086_3_;
this.wolfLeg3.rotateAngleX = MathHelper.cos(p_78086_2_ * 0.6662F + (float)Math.PI) * 1.4F * p_78086_3_;
this.wolfLeg4.rotateAngleX = MathHelper.cos(p_78086_2_ * 0.6662F) * 1.4F * p_78086_3_;
}
this.wolfHeadMain.rotateAngleZ = entitywolf.getInterestedAngle(p_78086_4_) + entitywolf.getShakeAngle(p_78086_4_, 0.0F);
this.wolfMane.rotateAngleZ = entitywolf.getShakeAngle(p_78086_4_, -0.08F);
this.wolfBody.rotateAngleZ = entitywolf.getShakeAngle(p_78086_4_, -0.16F);
this.wolfTail.rotateAngleZ = entitywolf.getShakeAngle(p_78086_4_, -0.2F);
}
示例3: setLivingAnimations
import net.minecraft.entity.passive.EntityWolf; //导入方法依赖的package包/类
/**
* Used for easily adding entity-dependent animations. The second and third float params here are the same second
* and third as in the setRotationAngles method.
*/
public void setLivingAnimations(EntityLivingBase par1EntityLivingBase, float par2, float par3, float par4)
{
EntityWolf var5 = (EntityWolf)par1EntityLivingBase;
if (var5.isAngry())
{
this.wolfTail.rotateAngleY = 0.0F;
}
else
{
this.wolfTail.rotateAngleY = MathHelper.cos(par2 * 0.6662F) * 1.4F * par3;
}
if (var5.isSitting())
{
this.wolfMane.setRotationPoint(-1.0F, 16.0F, -3.0F);
this.wolfMane.rotateAngleX = ((float)Math.PI * 2F / 5F);
this.wolfMane.rotateAngleY = 0.0F;
this.wolfBody.setRotationPoint(0.0F, 18.0F, 0.0F);
this.wolfBody.rotateAngleX = ((float)Math.PI / 4F);
this.wolfTail.setRotationPoint(-1.0F, 21.0F, 6.0F);
this.wolfLeg1.setRotationPoint(-2.5F, 22.0F, 2.0F);
this.wolfLeg1.rotateAngleX = ((float)Math.PI * 3F / 2F);
this.wolfLeg2.setRotationPoint(0.5F, 22.0F, 2.0F);
this.wolfLeg2.rotateAngleX = ((float)Math.PI * 3F / 2F);
this.wolfLeg3.rotateAngleX = 5.811947F;
this.wolfLeg3.setRotationPoint(-2.49F, 17.0F, -4.0F);
this.wolfLeg4.rotateAngleX = 5.811947F;
this.wolfLeg4.setRotationPoint(0.51F, 17.0F, -4.0F);
}
else
{
this.wolfBody.setRotationPoint(0.0F, 14.0F, 2.0F);
this.wolfBody.rotateAngleX = ((float)Math.PI / 2F);
this.wolfMane.setRotationPoint(-1.0F, 14.0F, -3.0F);
this.wolfMane.rotateAngleX = this.wolfBody.rotateAngleX;
this.wolfTail.setRotationPoint(-1.0F, 12.0F, 8.0F);
this.wolfLeg1.setRotationPoint(-2.5F, 16.0F, 7.0F);
this.wolfLeg2.setRotationPoint(0.5F, 16.0F, 7.0F);
this.wolfLeg3.setRotationPoint(-2.5F, 16.0F, -4.0F);
this.wolfLeg4.setRotationPoint(0.5F, 16.0F, -4.0F);
this.wolfLeg1.rotateAngleX = MathHelper.cos(par2 * 0.6662F) * 1.4F * par3;
this.wolfLeg2.rotateAngleX = MathHelper.cos(par2 * 0.6662F + (float)Math.PI) * 1.4F * par3;
this.wolfLeg3.rotateAngleX = MathHelper.cos(par2 * 0.6662F + (float)Math.PI) * 1.4F * par3;
this.wolfLeg4.rotateAngleX = MathHelper.cos(par2 * 0.6662F) * 1.4F * par3;
}
this.wolfHeadMain.rotateAngleZ = var5.getInterestedAngle(par4) + var5.getShakeAngle(par4, 0.0F);
this.wolfMane.rotateAngleZ = var5.getShakeAngle(par4, -0.08F);
this.wolfBody.rotateAngleZ = var5.getShakeAngle(par4, -0.16F);
this.wolfTail.rotateAngleZ = var5.getShakeAngle(par4, -0.2F);
}
示例4: setLivingAnimations
import net.minecraft.entity.passive.EntityWolf; //导入方法依赖的package包/类
public void setLivingAnimations(EntityLivingBase p_78086_1_, float p_78086_2_, float p_78086_3_, float p_78086_4_)
{
EntityWolf entitywolf = (EntityWolf)p_78086_1_;
if (entitywolf.isAngry())
{
this.wolfTail.rotateAngleY = 0.0F;
}
else
{
this.wolfTail.rotateAngleY = MathHelper.cos(p_78086_2_ * 0.6662F) * 1.4F * p_78086_3_;
}
if (entitywolf.isSitting())
{
this.wolfMane.setRotationPoint(-1.0F, 16.0F, -3.0F);
this.wolfMane.rotateAngleX = ((float)Math.PI * 2F / 5F);
this.wolfMane.rotateAngleY = 0.0F;
this.wolfBody.setRotationPoint(0.0F, 18.0F, 0.0F);
this.wolfBody.rotateAngleX = ((float)Math.PI / 4F);
this.wolfTail.setRotationPoint(-1.0F, 21.0F, 6.0F);
this.wolfLeg1.setRotationPoint(-2.5F, 22.0F, 2.0F);
this.wolfLeg1.rotateAngleX = ((float)Math.PI * 3F / 2F);
this.wolfLeg2.setRotationPoint(0.5F, 22.0F, 2.0F);
this.wolfLeg2.rotateAngleX = ((float)Math.PI * 3F / 2F);
this.wolfLeg3.rotateAngleX = 5.811947F;
this.wolfLeg3.setRotationPoint(-2.49F, 17.0F, -4.0F);
this.wolfLeg4.rotateAngleX = 5.811947F;
this.wolfLeg4.setRotationPoint(0.51F, 17.0F, -4.0F);
}
else
{
this.wolfBody.setRotationPoint(0.0F, 14.0F, 2.0F);
this.wolfBody.rotateAngleX = ((float)Math.PI / 2F);
this.wolfMane.setRotationPoint(-1.0F, 14.0F, -3.0F);
this.wolfMane.rotateAngleX = this.wolfBody.rotateAngleX;
this.wolfTail.setRotationPoint(-1.0F, 12.0F, 8.0F);
this.wolfLeg1.setRotationPoint(-2.5F, 16.0F, 7.0F);
this.wolfLeg2.setRotationPoint(0.5F, 16.0F, 7.0F);
this.wolfLeg3.setRotationPoint(-2.5F, 16.0F, -4.0F);
this.wolfLeg4.setRotationPoint(0.5F, 16.0F, -4.0F);
this.wolfLeg1.rotateAngleX = MathHelper.cos(p_78086_2_ * 0.6662F) * 1.4F * p_78086_3_;
this.wolfLeg2.rotateAngleX = MathHelper.cos(p_78086_2_ * 0.6662F + (float)Math.PI) * 1.4F * p_78086_3_;
this.wolfLeg3.rotateAngleX = MathHelper.cos(p_78086_2_ * 0.6662F + (float)Math.PI) * 1.4F * p_78086_3_;
this.wolfLeg4.rotateAngleX = MathHelper.cos(p_78086_2_ * 0.6662F) * 1.4F * p_78086_3_;
}
this.wolfHeadMain.rotateAngleZ = entitywolf.getInterestedAngle(p_78086_4_) + entitywolf.getShakeAngle(p_78086_4_, 0.0F);
this.wolfMane.rotateAngleZ = entitywolf.getShakeAngle(p_78086_4_, -0.08F);
this.wolfBody.rotateAngleZ = entitywolf.getShakeAngle(p_78086_4_, -0.16F);
this.wolfTail.rotateAngleZ = entitywolf.getShakeAngle(p_78086_4_, -0.2F);
}
示例5: setLivingAnimations
import net.minecraft.entity.passive.EntityWolf; //导入方法依赖的package包/类
/**
* Used for easily adding entity-dependent animations. The second and third float params here are the same second
* and third as in the setRotationAngles method.
*/
public void setLivingAnimations(EntityLivingBase par1EntityLivingBase, float par2, float par3, float par4)
{
EntityWolf entitywolf = (EntityWolf)par1EntityLivingBase;
if (entitywolf.isAngry())
{
this.wolfTail.rotateAngleY = 0.0F;
}
else
{
this.wolfTail.rotateAngleY = MathHelper.cos(par2 * 0.6662F) * 1.4F * par3;
}
if (entitywolf.isSitting())
{
this.wolfMane.setRotationPoint(-1.0F, 16.0F, -3.0F);
this.wolfMane.rotateAngleX = ((float)Math.PI * 2F / 5F);
this.wolfMane.rotateAngleY = 0.0F;
this.wolfBody.setRotationPoint(0.0F, 18.0F, 0.0F);
this.wolfBody.rotateAngleX = ((float)Math.PI / 4F);
this.wolfTail.setRotationPoint(-1.0F, 21.0F, 6.0F);
this.wolfLeg1.setRotationPoint(-2.5F, 22.0F, 2.0F);
this.wolfLeg1.rotateAngleX = ((float)Math.PI * 3F / 2F);
this.wolfLeg2.setRotationPoint(0.5F, 22.0F, 2.0F);
this.wolfLeg2.rotateAngleX = ((float)Math.PI * 3F / 2F);
this.wolfLeg3.rotateAngleX = 5.811947F;
this.wolfLeg3.setRotationPoint(-2.49F, 17.0F, -4.0F);
this.wolfLeg4.rotateAngleX = 5.811947F;
this.wolfLeg4.setRotationPoint(0.51F, 17.0F, -4.0F);
}
else
{
this.wolfBody.setRotationPoint(0.0F, 14.0F, 2.0F);
this.wolfBody.rotateAngleX = ((float)Math.PI / 2F);
this.wolfMane.setRotationPoint(-1.0F, 14.0F, -3.0F);
this.wolfMane.rotateAngleX = this.wolfBody.rotateAngleX;
this.wolfTail.setRotationPoint(-1.0F, 12.0F, 8.0F);
this.wolfLeg1.setRotationPoint(-2.5F, 16.0F, 7.0F);
this.wolfLeg2.setRotationPoint(0.5F, 16.0F, 7.0F);
this.wolfLeg3.setRotationPoint(-2.5F, 16.0F, -4.0F);
this.wolfLeg4.setRotationPoint(0.5F, 16.0F, -4.0F);
this.wolfLeg1.rotateAngleX = MathHelper.cos(par2 * 0.6662F) * 1.4F * par3;
this.wolfLeg2.rotateAngleX = MathHelper.cos(par2 * 0.6662F + (float)Math.PI) * 1.4F * par3;
this.wolfLeg3.rotateAngleX = MathHelper.cos(par2 * 0.6662F + (float)Math.PI) * 1.4F * par3;
this.wolfLeg4.rotateAngleX = MathHelper.cos(par2 * 0.6662F) * 1.4F * par3;
}
this.wolfHeadMain.rotateAngleZ = entitywolf.getInterestedAngle(par4) + entitywolf.getShakeAngle(par4, 0.0F);
this.wolfMane.rotateAngleZ = entitywolf.getShakeAngle(par4, -0.08F);
this.wolfBody.rotateAngleZ = entitywolf.getShakeAngle(par4, -0.16F);
this.wolfTail.rotateAngleZ = entitywolf.getShakeAngle(par4, -0.2F);
}