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Java Entity.isPushedByWater方法代碼示例

本文整理匯總了Java中net.minecraft.entity.Entity.isPushedByWater方法的典型用法代碼示例。如果您正苦於以下問題:Java Entity.isPushedByWater方法的具體用法?Java Entity.isPushedByWater怎麽用?Java Entity.isPushedByWater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net.minecraft.entity.Entity的用法示例。


在下文中一共展示了Entity.isPushedByWater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: handleMaterialAcceleration

import net.minecraft.entity.Entity; //導入方法依賴的package包/類
/**
 * handles the acceleration of an object whilst in water. Not sure if it is used elsewhere.
 */
public boolean handleMaterialAcceleration(AxisAlignedBB bb, Material materialIn, Entity entityIn)
{
    int i = MathHelper.floor_double(bb.minX);
    int j = MathHelper.floor_double(bb.maxX + 1.0D);
    int k = MathHelper.floor_double(bb.minY);
    int l = MathHelper.floor_double(bb.maxY + 1.0D);
    int i1 = MathHelper.floor_double(bb.minZ);
    int j1 = MathHelper.floor_double(bb.maxZ + 1.0D);

    if (!this.isAreaLoaded(i, k, i1, j, l, j1, true))
    {
        return false;
    }
    else
    {
        boolean flag = false;
        Vec3 vec3 = new Vec3(0.0D, 0.0D, 0.0D);
        BlockPos.MutableBlockPos blockpos$mutableblockpos = new BlockPos.MutableBlockPos();

        for (int k1 = i; k1 < j; ++k1)
        {
            for (int l1 = k; l1 < l; ++l1)
            {
                for (int i2 = i1; i2 < j1; ++i2)
                {
                    blockpos$mutableblockpos.func_181079_c(k1, l1, i2);
                    IBlockState iblockstate = this.getBlockState(blockpos$mutableblockpos);
                    Block block = iblockstate.getBlock();

                    if (block.getMaterial() == materialIn)
                    {
                        double d0 = (double)((float)(l1 + 1) - BlockLiquid.getLiquidHeightPercent(((Integer)iblockstate.getValue(BlockLiquid.LEVEL)).intValue()));

                        if ((double)l >= d0)
                        {
                            flag = true;
                            vec3 = block.modifyAcceleration(this, blockpos$mutableblockpos, entityIn, vec3);
                        }
                    }
                }
            }
        }

        if (vec3.lengthVector() > 0.0D && entityIn.isPushedByWater())
        {
            vec3 = vec3.normalize();
            double d1 = 0.014D;
            entityIn.motionX += vec3.xCoord * d1;
            entityIn.motionY += vec3.yCoord * d1;
            entityIn.motionZ += vec3.zCoord * d1;
        }

        return flag;
    }
}
 
開發者ID:Notoh,項目名稱:DecompiledMinecraft,代碼行數:59,代碼來源:World.java

示例2: handleMaterialAcceleration

import net.minecraft.entity.Entity; //導入方法依賴的package包/類
/**
 * handles the acceleration of an object whilst in water. Not sure if it is used elsewhere.
 */
public boolean handleMaterialAcceleration(AxisAlignedBB bb, Material materialIn, Entity entityIn)
{
    int i = MathHelper.floor(bb.minX);
    int j = MathHelper.ceil(bb.maxX);
    int k = MathHelper.floor(bb.minY);
    int l = MathHelper.ceil(bb.maxY);
    int i1 = MathHelper.floor(bb.minZ);
    int j1 = MathHelper.ceil(bb.maxZ);

    if (!this.isAreaLoaded(i, k, i1, j, l, j1, true))
    {
        return false;
    }
    else
    {
        boolean flag = false;
        Vec3d vec3d = Vec3d.ZERO;
        BlockPos.PooledMutableBlockPos blockpos$pooledmutableblockpos = BlockPos.PooledMutableBlockPos.retain();

        for (int k1 = i; k1 < j; ++k1)
        {
            for (int l1 = k; l1 < l; ++l1)
            {
                for (int i2 = i1; i2 < j1; ++i2)
                {
                    blockpos$pooledmutableblockpos.setPos(k1, l1, i2);
                    IBlockState iblockstate = this.getBlockState(blockpos$pooledmutableblockpos);
                    Block block = iblockstate.getBlock();

                    if (iblockstate.getMaterial() == materialIn)
                    {
                        double d0 = (double)((float)(l1 + 1) - BlockLiquid.getLiquidHeightPercent(((Integer)iblockstate.getValue(BlockLiquid.LEVEL)).intValue()));

                        if ((double)l >= d0)
                        {
                            flag = true;
                            vec3d = block.modifyAcceleration(this, blockpos$pooledmutableblockpos, entityIn, vec3d);
                        }
                    }
                }
            }
        }

        blockpos$pooledmutableblockpos.release();

        if (vec3d.lengthVector() > 0.0D && entityIn.isPushedByWater())
        {
            vec3d = vec3d.normalize();
            double d1 = 0.014D;
            entityIn.motionX += vec3d.xCoord * 0.014D;
            entityIn.motionY += vec3d.yCoord * 0.014D;
            entityIn.motionZ += vec3d.zCoord * 0.014D;
        }

        return flag;
    }
}
 
開發者ID:sudofox,項目名稱:Backmemed,代碼行數:61,代碼來源:World.java

示例3: handleMaterialAcceleration

import net.minecraft.entity.Entity; //導入方法依賴的package包/類
/**
 * handles the acceleration of an object whilst in water. Not sure if it is used elsewhere.
 */
public boolean handleMaterialAcceleration(AxisAlignedBB bb, Material materialIn, Entity entityIn)
{
    int i = MathHelper.floor_double(bb.minX);
    int j = MathHelper.ceiling_double_int(bb.maxX);
    int k = MathHelper.floor_double(bb.minY);
    int l = MathHelper.ceiling_double_int(bb.maxY);
    int i1 = MathHelper.floor_double(bb.minZ);
    int j1 = MathHelper.ceiling_double_int(bb.maxZ);

    if (!this.isAreaLoaded(i, k, i1, j, l, j1, true))
    {
        return false;
    }
    else
    {
        boolean flag = false;
        Vec3d vec3d = Vec3d.ZERO;
        BlockPos.PooledMutableBlockPos blockpos$pooledmutableblockpos = BlockPos.PooledMutableBlockPos.retain();

        for (int k1 = i; k1 < j; ++k1)
        {
            for (int l1 = k; l1 < l; ++l1)
            {
                for (int i2 = i1; i2 < j1; ++i2)
                {
                    blockpos$pooledmutableblockpos.setPos(k1, l1, i2);
                    IBlockState iblockstate = this.getBlockState(blockpos$pooledmutableblockpos);
                    Block block = iblockstate.getBlock();

                    Boolean result = block.isEntityInsideMaterial(this, blockpos$pooledmutableblockpos, iblockstate, entityIn, (double)l, materialIn, false);
                    if (result != null && result == true)
                    {
                        // Forge: When requested call blocks modifyAcceleration method, and more importantly cause this method to return true, which results in an entity being "inWater"
                        flag = true;
                        vec3d = block.modifyAcceleration(this, blockpos$pooledmutableblockpos, entityIn, vec3d);
                        continue;
                    }
                    else if (result != null && result == false) continue;

                    if (iblockstate.getMaterial() == materialIn)
                    {
                        double d0 = (double)((float)(l1 + 1) - BlockLiquid.getLiquidHeightPercent(((Integer)iblockstate.getValue(BlockLiquid.LEVEL)).intValue()));

                        if ((double)l >= d0)
                        {
                            flag = true;
                            vec3d = block.modifyAcceleration(this, blockpos$pooledmutableblockpos, entityIn, vec3d);
                        }
                    }
                }
            }
        }

        blockpos$pooledmutableblockpos.release();

        if (vec3d.lengthVector() > 0.0D && entityIn.isPushedByWater())
        {
            vec3d = vec3d.normalize();
            double d1 = 0.014D;
            entityIn.motionX += vec3d.xCoord * 0.014D;
            entityIn.motionY += vec3d.yCoord * 0.014D;
            entityIn.motionZ += vec3d.zCoord * 0.014D;
        }

        return flag;
    }
}
 
開發者ID:F1r3w477,項目名稱:CustomWorldGen,代碼行數:71,代碼來源:World.java


注:本文中的net.minecraft.entity.Entity.isPushedByWater方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。