本文整理匯總了Java中net.minecraft.entity.Entity.setPositionAndRotation2方法的典型用法代碼示例。如果您正苦於以下問題:Java Entity.setPositionAndRotation2方法的具體用法?Java Entity.setPositionAndRotation2怎麽用?Java Entity.setPositionAndRotation2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.setPositionAndRotation2方法的4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: handleEntityMovement
import net.minecraft.entity.Entity; //導入方法依賴的package包/類
/**
* Updates the specified entity's position by the specified relative moment and absolute rotation. Note that
* subclassing of the packet allows for the specification of a subset of this data (e.g. only rel. position, abs.
* rotation or both).
*/
public void handleEntityMovement(S14PacketEntity packetIn)
{
PacketThreadUtil.checkThreadAndEnqueue(packetIn, this, this.gameController);
Entity entity = packetIn.getEntity(this.clientWorldController);
if (entity != null)
{
entity.serverPosX += packetIn.func_149062_c();
entity.serverPosY += packetIn.func_149061_d();
entity.serverPosZ += packetIn.func_149064_e();
double d0 = (double)entity.serverPosX / 32.0D;
double d1 = (double)entity.serverPosY / 32.0D;
double d2 = (double)entity.serverPosZ / 32.0D;
float f = packetIn.func_149060_h() ? (float)(packetIn.func_149066_f() * 360) / 256.0F : entity.rotationYaw;
float f1 = packetIn.func_149060_h() ? (float)(packetIn.func_149063_g() * 360) / 256.0F : entity.rotationPitch;
entity.setPositionAndRotation2(d0, d1, d2, f, f1, 3, false);
entity.onGround = packetIn.getOnGround();
}
}
示例2: handleEntityTeleport
import net.minecraft.entity.Entity; //導入方法依賴的package包/類
/**
* Updates an entity's position and rotation as specified by the packet
*/
public void handleEntityTeleport(S18PacketEntityTeleport packetIn) {
PacketThreadUtil.checkThreadAndEnqueue(packetIn, this, this.gameController);
Entity entity = this.clientWorldController.getEntityByID(packetIn.getEntityId());
if (entity != null) {
entity.serverPosX = packetIn.getX();
entity.serverPosY = packetIn.getY();
entity.serverPosZ = packetIn.getZ();
double d0 = (double) entity.serverPosX / 32.0D;
double d1 = (double) entity.serverPosY / 32.0D;
double d2 = (double) entity.serverPosZ / 32.0D;
float f = (float) (packetIn.getYaw() * 360) / 256.0F;
float f1 = (float) (packetIn.getPitch() * 360) / 256.0F;
if (Math.abs(entity.posX - d0) < 0.03125D && Math.abs(entity.posY - d1) < 0.015625D
&& Math.abs(entity.posZ - d2) < 0.03125D) {
entity.setPositionAndRotation2(entity.posX, entity.posY, entity.posZ, f, f1, 3, true);
} else {
entity.setPositionAndRotation2(d0, d1, d2, f, f1, 3, true);
}
entity.onGround = packetIn.getOnGround();
}
}
示例3: handleEntityMovement
import net.minecraft.entity.Entity; //導入方法依賴的package包/類
/**
* Updates the specified entity's position by the specified relative moment and
* absolute rotation. Note that subclassing of the packet allows for the
* specification of a subset of this data (e.g. only rel. position, abs.
* rotation or both).
*/
public void handleEntityMovement(S14PacketEntity packetIn) {
PacketThreadUtil.checkThreadAndEnqueue(packetIn, this, this.gameController);
Entity entity = packetIn.getEntity(this.clientWorldController);
if (entity != null) {
entity.serverPosX += packetIn.func_149062_c();
entity.serverPosY += packetIn.func_149061_d();
entity.serverPosZ += packetIn.func_149064_e();
double d0 = (double) entity.serverPosX / 32.0D;
double d1 = (double) entity.serverPosY / 32.0D;
double d2 = (double) entity.serverPosZ / 32.0D;
float f = packetIn.func_149060_h() ? (float) (packetIn.func_149066_f() * 360) / 256.0F : entity.rotationYaw;
float f1 = packetIn.func_149060_h() ? (float) (packetIn.func_149063_g() * 360) / 256.0F
: entity.rotationPitch;
entity.setPositionAndRotation2(d0, d1, d2, f, f1, 3, false);
entity.onGround = packetIn.getOnGround();
}
}
示例4: handleEntityTeleport
import net.minecraft.entity.Entity; //導入方法依賴的package包/類
/**
* Updates an entity's position and rotation as specified by the packet
*/
public void handleEntityTeleport(S18PacketEntityTeleport packetIn)
{
PacketThreadUtil.checkThreadAndEnqueue(packetIn, this, this.gameController);
Entity entity = this.clientWorldController.getEntityByID(packetIn.getEntityId());
if (entity != null)
{
entity.serverPosX = packetIn.getX();
entity.serverPosY = packetIn.getY();
entity.serverPosZ = packetIn.getZ();
double d0 = (double)entity.serverPosX / 32.0D;
double d1 = (double)entity.serverPosY / 32.0D;
double d2 = (double)entity.serverPosZ / 32.0D;
float f = (float)(packetIn.getYaw() * 360) / 256.0F;
float f1 = (float)(packetIn.getPitch() * 360) / 256.0F;
if (Math.abs(entity.posX - d0) < 0.03125D && Math.abs(entity.posY - d1) < 0.015625D && Math.abs(entity.posZ - d2) < 0.03125D)
{
entity.setPositionAndRotation2(entity.posX, entity.posY, entity.posZ, f, f1, 3, true);
}
else
{
entity.setPositionAndRotation2(d0, d1, d2, f, f1, 3, true);
}
entity.onGround = packetIn.getOnGround();
}
}