本文整理汇总了Java中net.minecraft.entity.passive.EntityWolf.isAngry方法的典型用法代码示例。如果您正苦于以下问题:Java EntityWolf.isAngry方法的具体用法?Java EntityWolf.isAngry怎么用?Java EntityWolf.isAngry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.isAngry方法的15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: entityMatchesTargetTypes
import net.minecraft.entity.passive.EntityWolf; //导入方法依赖的package包/类
private boolean entityMatchesTargetTypes(EntityLivingBase entityLivingBase) {
boolean matches = false;
if (entityLivingBase instanceof EntityPlayer) {
matches = players.getValue();
} else if (entityLivingBase instanceof IMob) {
matches = mobs.getValue();
} else if (entityLivingBase instanceof IAnimals) {
matches = animals.getValue();
}
if (mobs.getValue()) {
if (entityLivingBase instanceof EntityWolf) {
EntityWolf wolf = (EntityWolf) entityLivingBase;
matches = wolf.isAngry();
}
}
return matches;
}
示例2: calmAngryWolves
import net.minecraft.entity.passive.EntityWolf; //导入方法依赖的package包/类
/**
* (BROKEN) Calms angry wolves in the protected area
* If anyone has any idea how to make this work, I'd love to hear it.
* @param chunkBounds AxisAlignedBB in which block should act
*/
private void calmAngryWolves(AxisAlignedBB chunkBounds) {
// Currently broken, the wolf that was hit directly does not lose aggro.
// The wolves aggroed indirectly are properly calmed
List<EntityWolf> list = world.getEntitiesWithinAABB(EntityWolf.class, chunkBounds);
for (EntityWolf wolf : list) {
if (wolf.isAngry()) {
wolf.setAttackTarget(null);
wolf.setRevengeTarget(null);
wolf.setAngry(false);
}
}
}
示例3: calmAngryWolves
import net.minecraft.entity.passive.EntityWolf; //导入方法依赖的package包/类
/**
* (BROKEN) Calms angry wolves in the protected area
* If anyone has any idea how to make this work, I'd love to hear it.
* @param areaBounds AxisAlignedBB in which block should act
*/
private void calmAngryWolves(AxisAlignedBB areaBounds) {
// Currently broken, the wolf that was hit directly does not lose aggro.
// The wolves aggroed indirectly are properly calmed
List<EntityWolf> list = world.getEntitiesWithinAABB(EntityWolf.class, areaBounds);
for (EntityWolf wolf : list) {
if (wolf.isAngry()) {
wolf.setAttackTarget(null);
wolf.setRevengeTarget(null);
wolf.setAngry(false);
}
}
}
示例4: itemWolf
import net.minecraft.entity.passive.EntityWolf; //导入方法依赖的package包/类
/**
* The Wolf Backpack is a handy one if you're out in the wild. It checks around for any wolves that may lurk around.
* If any of them gets mad at you, it will smell the scent of it's kin on you and promptly forget about the whole
* deal. Smelling like dog is awesome.
*
* @param player the player
* @param world the world
* @param backpack the backpack
*/
@SuppressWarnings("unchecked")
public void itemWolf(EntityPlayer player, World world, ItemStack backpack)
{
//lastTime is in Ticks for this backpack
InventoryBackpack inv = new InventoryBackpack(backpack);
int lastCheckTime = inv.getLastTime() - 1;
if (lastCheckTime <= 0)
{
lastCheckTime = 20;
List<EntityWolf> wolves = world.getEntitiesWithinAABB(
EntityWolf.class,
AxisAlignedBB.getBoundingBox(player.posX, player.posY, player.posZ,
player.posX + 1.0D, player.posY + 1.0D,
player.posZ + 1.0D).expand(16.0D, 4.0D, 16.0D));
if (wolves.isEmpty()) return;
for (EntityWolf wolf : wolves)
{
if (wolf.isAngry() && wolf.getAttackTarget() == player)
{
wolf.setAngry(false);
wolf.setAttackTarget(null);
wolf.setRevengeTarget(null);
Iterator<?> i2 = wolf.targetTasks.taskEntries.iterator();
while (i2.hasNext())
{
((EntityAIBase) i2.next()).resetTask();
}
}
}
}
inv.setLastTime(lastCheckTime);
inv.dirtyTime();
}
示例5: getIrisColours
import net.minecraft.entity.passive.EntityWolf; //导入方法依赖的package包/类
@Override
public float[] getIrisColours(EntityWolf living, float partialTick, int eye)
{
if(living.isAngry())
{
return irisColourAngry;
}
return irisColour;
}
示例6: getPupilColours
import net.minecraft.entity.passive.EntityWolf; //导入方法依赖的package包/类
@Override
public float[] getPupilColours(EntityWolf living, float partialTick, int eye)
{
if(living.isAngry())
{
return pupilColourAngry;
}
return pupilColour;
}
示例7: getMobTypeUnchecked
import net.minecraft.entity.passive.EntityWolf; //导入方法依赖的package包/类
@Override
protected MobTypeEnum getMobTypeUnchecked(Entity entity) {
EntityWolf wolf = (EntityWolf)entity;
return wolf.isAngry() ? MobTypeEnum.HOSTILE : MobTypeEnum.NEUTRAL;
}
示例8: getEntityTexture
import net.minecraft.entity.passive.EntityWolf; //导入方法依赖的package包/类
/**
* Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture.
*/
protected ResourceLocation getEntityTexture(EntityWolf entity)
{
return entity.isTamed() ? tamedWolfTextures : (entity.isAngry() ? anrgyWolfTextures : wolfTextures);
}
示例9: 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10: getEntityTexture
import net.minecraft.entity.passive.EntityWolf; //导入方法依赖的package包/类
/**
* Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture.
*/
protected ResourceLocation getEntityTexture(EntityWolf entity)
{
return entity.isTamed() ? TAMED_WOLF_TEXTURES : (entity.isAngry() ? ANRGY_WOLF_TEXTURES : WOLF_TEXTURES);
}
示例11: 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12: getEntityTexture
import net.minecraft.entity.passive.EntityWolf; //导入方法依赖的package包/类
/**
* Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture.
*/
protected ResourceLocation getEntityTexture(EntityWolf par1EntityWolf)
{
return par1EntityWolf.isTamed() ? tamedWolfTextures : (par1EntityWolf.isAngry() ? anrgyWolfTextures : wolfTextures);
}
示例13: 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14: getEntityTexture
import net.minecraft.entity.passive.EntityWolf; //导入方法依赖的package包/类
protected ResourceLocation getEntityTexture(EntityWolf p_110775_1_)
{
return p_110775_1_.isTamed() ? tamedWolfTextures : (p_110775_1_.isAngry() ? anrgyWolfTextures : wolfTextures);
}
示例15: 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);
}