本文整理汇总了Java中net.minecraft.entity.player.EntityPlayer.shouldHeal方法的典型用法代码示例。如果您正苦于以下问题:Java EntityPlayer.shouldHeal方法的具体用法?Java EntityPlayer.shouldHeal怎么用?Java EntityPlayer.shouldHeal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.shouldHeal方法的3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: onUpdate
import net.minecraft.entity.player.EntityPlayer; //导入方法依赖的package包/类
/**
* Handles the food game logic.
*/
public void onUpdate(EntityPlayer player)
{
EnumDifficulty enumdifficulty = player.worldObj.getDifficulty();
this.prevFoodLevel = this.foodLevel;
if (this.foodExhaustionLevel > 4.0F)
{
this.foodExhaustionLevel -= 4.0F;
if (this.foodSaturationLevel > 0.0F)
{
this.foodSaturationLevel = Math.max(this.foodSaturationLevel - 1.0F, 0.0F);
}
else if (enumdifficulty != EnumDifficulty.PEACEFUL)
{
this.foodLevel = Math.max(this.foodLevel - 1, 0);
}
}
if (player.worldObj.getGameRules().getBoolean("naturalRegeneration") && this.foodLevel >= 18 && player.shouldHeal())
{
++this.foodTimer;
if (this.foodTimer >= 80)
{
player.heal(1.0F);
this.addExhaustion(3.0F);
this.foodTimer = 0;
}
}
else if (this.foodLevel <= 0)
{
++this.foodTimer;
if (this.foodTimer >= 80)
{
if (player.getHealth() > 10.0F || enumdifficulty == EnumDifficulty.HARD || player.getHealth() > 1.0F && enumdifficulty == EnumDifficulty.NORMAL)
{
player.attackEntityFrom(DamageSource.starve, 1.0F);
}
this.foodTimer = 0;
}
}
else
{
this.foodTimer = 0;
}
}
示例2: onUpdate
import net.minecraft.entity.player.EntityPlayer; //导入方法依赖的package包/类
/**
* Handles the food game logic.
*/
public void onUpdate(EntityPlayer player)
{
EnumDifficulty enumdifficulty = player.world.getDifficulty();
this.prevFoodLevel = this.foodLevel;
if (this.foodExhaustionLevel > 4.0F)
{
this.foodExhaustionLevel -= 4.0F;
if (this.foodSaturationLevel > 0.0F)
{
this.foodSaturationLevel = Math.max(this.foodSaturationLevel - 1.0F, 0.0F);
}
else if (enumdifficulty != EnumDifficulty.PEACEFUL)
{
this.foodLevel = Math.max(this.foodLevel - 1, 0);
}
}
boolean flag = player.world.getGameRules().getBoolean("naturalRegeneration");
if (flag && this.foodSaturationLevel > 0.0F && player.shouldHeal() && this.foodLevel >= 20)
{
++this.foodTimer;
if (this.foodTimer >= 10)
{
float f = Math.min(this.foodSaturationLevel, 6.0F);
player.heal(f / 6.0F);
this.addExhaustion(f);
this.foodTimer = 0;
}
}
else if (flag && this.foodLevel >= 18 && player.shouldHeal())
{
++this.foodTimer;
if (this.foodTimer >= 80)
{
player.heal(1.0F);
this.addExhaustion(6.0F);
this.foodTimer = 0;
}
}
else if (this.foodLevel <= 0)
{
++this.foodTimer;
if (this.foodTimer >= 80)
{
if (player.getHealth() > 10.0F || enumdifficulty == EnumDifficulty.HARD || player.getHealth() > 1.0F && enumdifficulty == EnumDifficulty.NORMAL)
{
player.attackEntityFrom(DamageSource.starve, 1.0F);
}
this.foodTimer = 0;
}
}
else
{
this.foodTimer = 0;
}
}
示例3: onUpdate
import net.minecraft.entity.player.EntityPlayer; //导入方法依赖的package包/类
/**
* Handles the food game logic.
*/
public void onUpdate(EntityPlayer player)
{
EnumDifficulty enumdifficulty = player.worldObj.getDifficulty();
this.prevFoodLevel = this.foodLevel;
if (this.foodExhaustionLevel > 4.0F)
{
this.foodExhaustionLevel -= 4.0F;
if (this.foodSaturationLevel > 0.0F)
{
this.foodSaturationLevel = Math.max(this.foodSaturationLevel - 1.0F, 0.0F);
}
else if (enumdifficulty != EnumDifficulty.PEACEFUL)
{
this.foodLevel = Math.max(this.foodLevel - 1, 0);
}
}
boolean flag = player.worldObj.getGameRules().getBoolean("naturalRegeneration");
if (flag && this.foodSaturationLevel > 0.0F && player.shouldHeal() && this.foodLevel >= 20)
{
++this.foodTimer;
if (this.foodTimer >= 10)
{
float f = Math.min(this.foodSaturationLevel, 4.0F);
player.heal(f / 4.0F);
this.addExhaustion(f);
this.foodTimer = 0;
}
}
else if (flag && this.foodLevel >= 18 && player.shouldHeal())
{
++this.foodTimer;
if (this.foodTimer >= 80)
{
player.heal(1.0F);
this.addExhaustion(4.0F);
this.foodTimer = 0;
}
}
else if (this.foodLevel <= 0)
{
++this.foodTimer;
if (this.foodTimer >= 80)
{
if (player.getHealth() > 10.0F || enumdifficulty == EnumDifficulty.HARD || player.getHealth() > 1.0F && enumdifficulty == EnumDifficulty.NORMAL)
{
player.attackEntityFrom(DamageSource.starve, 1.0F);
}
this.foodTimer = 0;
}
}
else
{
this.foodTimer = 0;
}
}