本文整理汇总了Java中net.minecraft.entity.player.EntityPlayer.isInvisible方法的典型用法代码示例。如果您正苦于以下问题:Java EntityPlayer.isInvisible方法的具体用法?Java EntityPlayer.isInvisible怎么用?Java EntityPlayer.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.player.EntityPlayer
的用法示例。
在下文中一共展示了EntityPlayer.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: isValidTarget
import net.minecraft.entity.player.EntityPlayer; //导入方法依赖的package包/类
public boolean isValidTarget(EntityPlayer p) {
return (p.ticksExisted > 20)
&& (p.isEntityAlive())
&& (canPlayerSee(predict(p).up(p.getEyeHeight())))
&& (!p.isInvisible())
&& (isOnEnemyTeam(p))
&& (!Serenity.getInstance().getFriendManager().isFriend(p.getCommandSenderName()));
}
示例2: onItemRightClick
import net.minecraft.entity.player.EntityPlayer; //导入方法依赖的package包/类
@Override
public ActionResult<ItemStack> onItemRightClick(World world, EntityPlayer living, EnumHand hand) {
ItemStack stack=living.getHeldItem(hand);
if (living.isInvisible() || (!isFeignDeath(stack, living) && stack.getItemDamage() < 528)) {
this.setCloak(!WeaponsCapability.get(living).isInvisible(), stack, living, world);
return new ActionResult<ItemStack>(EnumActionResult.SUCCESS, stack);
}
else if(!living.isInvisible() && this.isFeignDeath(stack, living) && stack.getItemDamage() == 0) {
WeaponsCapability.get(living).setFeign(!WeaponsCapability.get(living).isFeign());
if(WeaponsCapability.get(living).isFeign())
living.playSound(getSound(stack, PropertyType.CHARGE_SOUND), 1.0f, 1.0f);
return new ActionResult<ItemStack>(EnumActionResult.SUCCESS, stack);
}
return new ActionResult<ItemStack>(EnumActionResult.PASS, stack);
}
示例3: onRender
import net.minecraft.entity.player.EntityPlayer; //导入方法依赖的package包/类
@Override
public void onRender(float partialTicks)
{
// GL settings
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glEnable(GL11.GL_LINE_SMOOTH);
GL11.glLineWidth(2);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glDisable(GL11.GL_DEPTH_TEST);
GL11.glPushMatrix();
GL11.glTranslated(-mc.getRenderManager().renderPosX,
-mc.getRenderManager().renderPosY,
-mc.getRenderManager().renderPosZ);
// set start position
Vec3d start = RotationUtils.getClientLookVec()
.addVector(0, WMinecraft.getPlayer().getEyeHeight(), 0)
.addVector(mc.getRenderManager().renderPosX,
mc.getRenderManager().renderPosY,
mc.getRenderManager().renderPosZ);
GL11.glBegin(GL11.GL_LINES);
for(EntityPlayer entity : WMinecraft.getWorld().playerEntities)
{
if(entity == WMinecraft.getPlayer()
|| entity instanceof EntityFakePlayer)
continue;
// fake entities with crazy vertical position
if(Math.abs(entity.posY - WMinecraft.getPlayer().posY) > 1e6)
continue;
if(!wurst.special.targetSpf.sleepingPlayers.isChecked()
&& entity.isPlayerSleeping())
continue;
if(!wurst.special.targetSpf.invisiblePlayers.isChecked()
&& entity.isInvisible())
continue;
// set end position
Vec3d end = entity.boundingBox.getCenter()
.subtract(new Vec3d(entity.posX, entity.posY, entity.posZ)
.subtract(entity.prevPosX, entity.prevPosY, entity.prevPosZ)
.scale(1 - partialTicks));
// set color
if(wurst.friends.contains(entity.getName()))
GL11.glColor4f(0, 0, 1, 0.5F);
else
{
float factor =
WMinecraft.getPlayer().getDistanceToEntity(entity) / 40F;
if(factor > 1)
factor = 1;
GL11.glColor4f(2 - factor * 2F, factor * 2F, 0, 0.5F);
}
// draw line
GL11.glVertex3d(start.xCoord, start.yCoord, start.zCoord);
GL11.glVertex3d(end.xCoord, end.yCoord, end.zCoord);
}
GL11.glEnd();
GL11.glPopMatrix();
// GL resets
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_LINE_SMOOTH);
}
示例4: onRender
import net.minecraft.entity.player.EntityPlayer; //导入方法依赖的package包/类
@Override
public void onRender(float partialTicks)
{
// GL settings
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glEnable(GL11.GL_LINE_SMOOTH);
GL11.glLineWidth(2);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_DEPTH_TEST);
GL11.glPushMatrix();
GL11.glTranslated(-mc.getRenderManager().renderPosX,
-mc.getRenderManager().renderPosY,
-mc.getRenderManager().renderPosZ);
// draw boxes
for(EntityPlayer entity : WMinecraft.getWorld().playerEntities)
{
if(entity == WMinecraft.getPlayer()
|| entity instanceof EntityFakePlayer)
continue;
if(!wurst.special.targetSpf.sleepingPlayers.isChecked()
&& entity.isPlayerSleeping())
continue;
if(!wurst.special.targetSpf.invisiblePlayers.isChecked()
&& entity.isInvisible())
continue;
// set color
if(wurst.friends.contains(entity.getName()))
GL11.glColor4f(0, 0, 1, 0.5F);
else
{
float factor =
WMinecraft.getPlayer().getDistanceToEntity(entity) / 20F;
if(factor > 2)
factor = 2;
GL11.glColor4f(2 - factor, factor, 0, 0.5F);
}
// set position
GL11.glPushMatrix();
GL11.glTranslated(
entity.prevPosX
+ (entity.posX - entity.prevPosX) * partialTicks,
entity.prevPosY
+ (entity.posY - entity.prevPosY) * partialTicks,
entity.prevPosZ
+ (entity.posZ - entity.prevPosZ) * partialTicks);
// draw box
RenderUtils.drawOutlinedBox(PLAYER_BOX);
GL11.glPopMatrix();
}
GL11.glPopMatrix();
// GL resets
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_LINE_SMOOTH);
}
示例5: doRenderLayer
import net.minecraft.entity.player.EntityPlayer; //导入方法依赖的package包/类
@Override
//func_177093_a(entity, f8, f7, partialTicks, f5, f4, f9, 0.0625F);
public void doRenderLayer(EntityPlayer player, float f, float f1, float renderTick, float f2, float f3, float f4, float f5)
{
if(iChunUtil.hasMorphMod() && MorphApi.getApiImpl().hasMorph(player.getName(), Side.CLIENT) && (MorphApi.getApiImpl().morphProgress(player.getName(), Side.CLIENT) < 1.0F || !(MorphApi.getApiImpl().getMorphEntity(player.getEntityWorld(), player.getName(), Side.CLIENT) instanceof EntityPlayer)))
{
return;
}
if(!(player.isWearing(EnumPlayerModelParts.CAPE) && ((AbstractClientPlayer)player).getLocationCape() != null) && !player.isInvisible() && !player.isPlayerSleeping())
{
ItemStack is = BackTools.eventHandlerClient.playerTool.get(player.getName());
ItemStack heldItem = player.getHeldItem(EnumHand.MAIN_HAND);
if(!heldItem.isEmpty())
{
ItemStack is1 = heldItem.copy();
is1.setItemDamage(0);
heldItem = is1;
}
if(is != null && !is.isEmpty() && !ItemStack.areItemStacksEqual(is, heldItem))
{
GlStateManager.pushMatrix();
GlStateManager.translate(0.0f, 0.35F, 0.16F);
if(!player.inventory.armorItemInSlot(2).isEmpty())
{
GlStateManager.translate(0.0F, player.isSneaking() ? -0.1F : 0.0F, player.isSneaking() ? 0.025F : 0.06F);
}
if(player.isSneaking())
{
GlStateManager.translate(0F, 0.08F, 0.13F);
GlStateManager.rotate(28.8F, 1.0F, 0.0F, 0.0F);
}
GlStateManager.rotate((float)(BackTools.getOrientation(is.getItem().getClass()) - 1) * -90F, 0.0F, 0.0F, 1.0F);
GlStateManager.rotate(180F, 0.0F, 1.0F, 0.0F);
GlStateManager.enableBlend();
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
IBakedModel model = Minecraft.getMinecraft().getRenderItem().getItemModelMesher().getItemModel(is);
RendererHelper.renderBakedModel(model, -1, is);
GlStateManager.disableBlend();
GlStateManager.enableLighting();
GlStateManager.enableAlpha();
GlStateManager.popMatrix();
}
}
}
示例6: getNearestAttackablePlayer
import net.minecraft.entity.player.EntityPlayer; //导入方法依赖的package包/类
@Nullable
public EntityPlayer getNearestAttackablePlayer(double posX, double posY, double posZ, double maxXZDistance, double maxYDistance, @Nullable Function<EntityPlayer, Double> playerToDouble, @Nullable Predicate<EntityPlayer> p_184150_12_)
{
double d0 = -1.0D;
EntityPlayer entityplayer = null;
for (int i = 0; i < this.playerEntities.size(); ++i)
{
EntityPlayer entityplayer1 = (EntityPlayer)this.playerEntities.get(i);
if (!entityplayer1.capabilities.disableDamage && entityplayer1.isEntityAlive() && !entityplayer1.isSpectator() && (p_184150_12_ == null || p_184150_12_.apply(entityplayer1)))
{
double d1 = entityplayer1.getDistanceSq(posX, entityplayer1.posY, posZ);
double d2 = maxXZDistance;
if (entityplayer1.isSneaking())
{
d2 = maxXZDistance * 0.800000011920929D;
}
if (entityplayer1.isInvisible())
{
float f = entityplayer1.getArmorVisibility();
if (f < 0.1F)
{
f = 0.1F;
}
d2 *= (double)(0.7F * f);
}
if (playerToDouble != null)
{
d2 *= ((Double)Objects.firstNonNull(playerToDouble.apply(entityplayer1), Double.valueOf(1.0D))).doubleValue();
}
if ((maxYDistance < 0.0D || Math.abs(entityplayer1.posY - posY) < maxYDistance * maxYDistance) && (maxXZDistance < 0.0D || d1 < d2 * d2) && (d0 == -1.0D || d1 < d0))
{
d0 = d1;
entityplayer = entityplayer1;
}
}
}
return entityplayer;
}
示例7: getNearestAttackablePlayer
import net.minecraft.entity.player.EntityPlayer; //导入方法依赖的package包/类
@Nullable
public EntityPlayer getNearestAttackablePlayer(double posX, double posY, double posZ, double maxXZDistance, double maxYDistance, @Nullable Function<EntityPlayer, Double> playerToDouble, @Nullable Predicate<EntityPlayer> p_184150_12_)
{
double d0 = -1.0D;
EntityPlayer entityplayer = null;
for (int i = 0; i < this.playerEntities.size(); ++i)
{
EntityPlayer entityplayer1 = (EntityPlayer)this.playerEntities.get(i);
if (!entityplayer1.capabilities.disableDamage && entityplayer1.isEntityAlive() && !entityplayer1.isSpectator() && (p_184150_12_ == null || p_184150_12_.apply(entityplayer1)))
{
double d1 = entityplayer1.getDistanceSq(posX, entityplayer1.posY, posZ);
double d2 = maxXZDistance;
if (entityplayer1.isSneaking())
{
d2 = maxXZDistance * 0.800000011920929D;
}
if (entityplayer1.isInvisible())
{
float f = entityplayer1.getArmorVisibility();
if (f < 0.1F)
{
f = 0.1F;
}
d2 *= (double)(0.7F * f);
}
if (playerToDouble != null)
{
d2 *= ((Double)Objects.firstNonNull(playerToDouble.apply(entityplayer1), Double.valueOf(1.0D))).doubleValue();
}
d2 = net.minecraftforge.common.ForgeHooks.getPlayerVisibilityDistance(entityplayer1, d2, maxXZDistance);
if ((maxYDistance < 0.0D || Math.abs(entityplayer1.posY - posY) < maxYDistance * maxYDistance) && (maxXZDistance < 0.0D || d1 < d2 * d2) && (d0 == -1.0D || d1 < d0))
{
d0 = d1;
entityplayer = entityplayer1;
}
}
}
return entityplayer;
}