本文整理匯總了Java中net.minecraft.entity.Entity.canRenderOnFire方法的典型用法代碼示例。如果您正苦於以下問題:Java Entity.canRenderOnFire方法的具體用法?Java Entity.canRenderOnFire怎麽用?Java Entity.canRenderOnFire使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類net.minecraft.entity.Entity
的用法示例。
在下文中一共展示了Entity.canRenderOnFire方法的3個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Java代碼示例。
示例1: doRenderShadowAndFire
import net.minecraft.entity.Entity; //導入方法依賴的package包/類
/**
* Renders the entity's shadow and fire (if its on fire). Args: entity, x, y, z, yaw, partialTickTime
*/
public void doRenderShadowAndFire(Entity entityIn, double x, double y, double z, float yaw, float partialTicks)
{
if (this.renderManager.options != null)
{
if (this.renderManager.options.field_181151_V && this.shadowSize > 0.0F && !entityIn.isInvisible() && this.renderManager.isRenderShadow())
{
double d0 = this.renderManager.getDistanceToCamera(entityIn.posX, entityIn.posY, entityIn.posZ);
float f = (float)((1.0D - d0 / 256.0D) * (double)this.shadowOpaque);
if (f > 0.0F)
{
this.renderShadow(entityIn, x, y, z, f, partialTicks);
}
}
if (entityIn.canRenderOnFire() && (!(entityIn instanceof EntityPlayer) || !((EntityPlayer)entityIn).isSpectator()))
{
this.renderEntityOnFire(entityIn, x, y, z, partialTicks);
}
}
}
示例2: doRenderShadowAndFire
import net.minecraft.entity.Entity; //導入方法依賴的package包/類
/**
* Renders the entity's shadow and fire (if its on fire). Args: entity, x, y, z,
* yaw, partialTickTime
*/
public void doRenderShadowAndFire(Entity entityIn, double x, double y, double z, float yaw, float partialTicks) {
if (this.renderManager.options != null) {
if (this.renderManager.options.field_181151_V && this.shadowSize > 0.0F && !entityIn.isInvisible()
&& this.renderManager.isRenderShadow()) {
double d0 = this.renderManager.getDistanceToCamera(entityIn.posX, entityIn.posY, entityIn.posZ);
float f = (float) ((1.0D - d0 / 256.0D) * (double) this.shadowOpaque);
if (f > 0.0F) {
this.renderShadow(entityIn, x, y, z, f, partialTicks);
}
}
if (entityIn.canRenderOnFire()
&& (!(entityIn instanceof EntityPlayer) || !((EntityPlayer) entityIn).isSpectator())) {
this.renderEntityOnFire(entityIn, x, y, z, partialTicks);
}
}
}
示例3: doRenderShadowAndFire
import net.minecraft.entity.Entity; //導入方法依賴的package包/類
/**
* Renders the entity's shadow and fire (if its on fire). Args: entity, x, y, z, yaw, partialTickTime
*/
public void doRenderShadowAndFire(Entity entityIn, double x, double y, double z, float yaw, float partialTicks)
{
if (this.renderManager.options != null)
{
if (this.renderManager.options.entityShadows && this.shadowSize > 0.0F && !entityIn.isInvisible() && this.renderManager.isRenderShadow())
{
double d0 = this.renderManager.getDistanceToCamera(entityIn.posX, entityIn.posY, entityIn.posZ);
float f = (float)((1.0D - d0 / 256.0D) * (double)this.shadowOpaque);
if (f > 0.0F)
{
this.renderShadow(entityIn, x, y, z, f, partialTicks);
}
}
if (entityIn.canRenderOnFire() && (!(entityIn instanceof EntityPlayer) || !((EntityPlayer)entityIn).isSpectator()))
{
this.renderEntityOnFire(entityIn, x, y, z, partialTicks);
}
}
}