本文整理汇总了Java中net.minecraft.potion.Potion.shouldRenderHUD方法的典型用法代码示例。如果您正苦于以下问题:Java Potion.shouldRenderHUD方法的具体用法?Java Potion.shouldRenderHUD怎么用?Java Potion.shouldRenderHUD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.potion.Potion
的用法示例。
在下文中一共展示了Potion.shouldRenderHUD方法的1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: renderPotionEffects
import net.minecraft.potion.Potion; //导入方法依赖的package包/类
protected void renderPotionEffects(ScaledResolution resolution)
{
Collection<PotionEffect> collection = this.mc.thePlayer.getActivePotionEffects();
if (!collection.isEmpty())
{
this.mc.getTextureManager().bindTexture(GuiContainer.INVENTORY_BACKGROUND);
GlStateManager.enableBlend();
int i = 0;
int j = 0;
for (PotionEffect potioneffect : Ordering.natural().reverse().sortedCopy(collection))
{
Potion potion = potioneffect.getPotion();
if (!potion.shouldRenderHUD(potioneffect)) continue;
// Rebind in case previous renderHUDEffect changed texture
this.mc.getTextureManager().bindTexture(GuiContainer.INVENTORY_BACKGROUND);
if (potioneffect.doesShowParticles())
{
int k = resolution.getScaledWidth();
int l = 1;
int i1 = potion.getStatusIconIndex();
if (potion.isBeneficial())
{
++i;
k = k - 25 * i;
}
else
{
++j;
k = k - 25 * j;
l += 26;
}
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
float f = 1.0F;
if (potioneffect.getIsAmbient())
{
this.drawTexturedModalRect(k, l, 165, 166, 24, 24);
}
else
{
this.drawTexturedModalRect(k, l, 141, 166, 24, 24);
if (potioneffect.getDuration() <= 200)
{
int j1 = 10 - potioneffect.getDuration() / 20;
f = MathHelper.clamp_float((float)potioneffect.getDuration() / 10.0F / 5.0F * 0.5F, 0.0F, 0.5F) + MathHelper.cos((float)potioneffect.getDuration() * (float)Math.PI / 5.0F) * MathHelper.clamp_float((float)j1 / 10.0F * 0.25F, 0.0F, 0.25F);
}
}
GlStateManager.color(1.0F, 1.0F, 1.0F, f);
// FORGE - Move status icon check down from above so renderHUDEffect will still be called without a status icon
if (potion.hasStatusIcon())
this.drawTexturedModalRect(k + 3, l + 3, i1 % 8 * 18, 198 + i1 / 8 * 18, 18, 18);
potion.renderHUDEffect(k, l, potioneffect, mc, f);
}
}
}
}