本文整理汇总了Java中net.minecraft.entity.player.EntityPlayer.isPlayerSleeping方法的典型用法代码示例。如果您正苦于以下问题:Java EntityPlayer.isPlayerSleeping方法的具体用法?Java EntityPlayer.isPlayerSleeping怎么用?Java EntityPlayer.isPlayerSleeping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.isPlayerSleeping方法的9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: updateAllPlayersSleepingFlag
import net.minecraft.entity.player.EntityPlayer; //导入方法依赖的package包/类
/**
* Updates the flag that indicates whether or not all players in the world are sleeping.
*/
public void updateAllPlayersSleepingFlag()
{
this.allPlayersSleeping = false;
if (!this.playerEntities.isEmpty())
{
int i = 0;
int j = 0;
for (EntityPlayer entityplayer : this.playerEntities)
{
if (entityplayer.isSpectator())
{
++i;
}
else if (entityplayer.isPlayerSleeping())
{
++j;
}
}
this.allPlayersSleeping = j > 0 && j >= this.playerEntities.size() - i;
}
}
示例2: wakeAllPlayers
import net.minecraft.entity.player.EntityPlayer; //导入方法依赖的package包/类
protected void wakeAllPlayers()
{
this.allPlayersSleeping = false;
for (EntityPlayer entityplayer : this.playerEntities)
{
if (entityplayer.isPlayerSleeping())
{
entityplayer.wakeUpPlayer(false, false, true);
}
}
if (this.getGameRules().getBoolean("doWeatherCycle"))
{
this.resetRainAndThunder();
}
}
示例3: wakeAllPlayers
import net.minecraft.entity.player.EntityPlayer; //导入方法依赖的package包/类
protected void wakeAllPlayers()
{
this.allPlayersSleeping = false;
for (EntityPlayer entityplayer : this.playerEntities)
{
if (entityplayer.isPlayerSleeping())
{
entityplayer.wakeUpPlayer(false, false, true);
}
}
this.resetRainAndThunder();
}
示例4: getPlayerInBed
import net.minecraft.entity.player.EntityPlayer; //导入方法依赖的package包/类
private EntityPlayer getPlayerInBed(World worldIn, BlockPos pos)
{
for (EntityPlayer entityplayer : worldIn.playerEntities)
{
if (entityplayer.isPlayerSleeping() && entityplayer.playerLocation.equals(pos))
{
return entityplayer;
}
}
return null;
}
示例5: getPlayerInBed
import net.minecraft.entity.player.EntityPlayer; //导入方法依赖的package包/类
@Nullable
private EntityPlayer getPlayerInBed(World worldIn, BlockPos pos)
{
for (EntityPlayer entityplayer : worldIn.playerEntities)
{
if (entityplayer.isPlayerSleeping() && entityplayer.bedLocation.equals(pos))
{
return entityplayer;
}
}
return null;
}
示例6: 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7: 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8: isSleeping
import net.minecraft.entity.player.EntityPlayer; //导入方法依赖的package包/类
public static boolean isSleeping(EntityPlayer ent) {
return ent.isPlayerSleeping();
}
示例9: getSleeping
import net.minecraft.entity.player.EntityPlayer; //导入方法依赖的package包/类
@Deprecated
public static boolean getSleeping(EntityPlayer ent) {
return ent.isPlayerSleeping();
}