本文整理匯總了Java中net.minecraft.entity.monster.EntityEnderman.isInvisible方法的典型用法代碼示例。如果您正苦於以下問題:Java EntityEnderman.isInvisible方法的具體用法?Java EntityEnderman.isInvisible怎麽用?Java EntityEnderman.isInvisible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.monster.EntityEnderman
的用法示例。
在下文中一共展示了EntityEnderman.isInvisible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: shouldRenderPass
import net.minecraft.entity.monster.EntityEnderman; //導入方法依賴的package包/類
/**
* Queries whether should render the specified pass or not.
*/
protected int shouldRenderPass(EntityEnderman par1EntityEnderman, int par2, float par3)
{
if (par2 != 0)
{
return -1;
}
else
{
this.bindTexture(endermanEyesTexture);
float var4 = 1.0F;
GL11.glEnable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_ALPHA_TEST);
GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
GL11.glDisable(GL11.GL_LIGHTING);
if (par1EntityEnderman.isInvisible())
{
GL11.glDepthMask(false);
}
else
{
GL11.glDepthMask(true);
}
char var5 = 61680;
int var6 = var5 % 65536;
int var7 = var5 / 65536;
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)var6 / 1.0F, (float)var7 / 1.0F);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glColor4f(1.0F, 1.0F, 1.0F, var4);
return 1;
}
}
示例2: shouldRenderPass
import net.minecraft.entity.monster.EntityEnderman; //導入方法依賴的package包/類
/**
* Queries whether should render the specified pass or not.
*/
@Override
protected int shouldRenderPass(EntityEnderman p_77032_1_, int p_77032_2_, float p_77032_3_)
{
if (p_77032_2_ != 0)
{
return -1;
}
else
{
this.bindTexture(greenEndermanEyesTexture);
float f1 = 1.0F;
GL11.glEnable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_ALPHA_TEST);
GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
GL11.glDisable(GL11.GL_LIGHTING);
if (p_77032_1_.isInvisible())
{
GL11.glDepthMask(false);
}
else
{
GL11.glDepthMask(true);
}
char c0 = 61680;
int j = c0 % 65536;
int k = c0 / 65536;
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float) j / 1.0F, (float) k / 1.0F);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glColor4f(1.0F, 1.0F, 1.0F, f1);
return 1;
}
}
示例3: shouldRenderPass
import net.minecraft.entity.monster.EntityEnderman; //導入方法依賴的package包/類
protected int shouldRenderPass(EntityEnderman p_77032_1_, int p_77032_2_, float p_77032_3_)
{
if (p_77032_2_ != 0)
{
return -1;
}
else
{
this.bindTexture(endermanEyesTexture);
float f1 = 1.0F;
GL11.glEnable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_ALPHA_TEST);
GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
GL11.glDisable(GL11.GL_LIGHTING);
if (p_77032_1_.isInvisible())
{
GL11.glDepthMask(false);
}
else
{
GL11.glDepthMask(true);
}
char c0 = 61680;
int j = c0 % 65536;
int k = c0 / 65536;
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)j / 1.0F, (float)k / 1.0F);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glColor4f(1.0F, 1.0F, 1.0F, f1);
return 1;
}
}
示例4: renderEyes
import net.minecraft.entity.monster.EntityEnderman; //導入方法依賴的package包/類
/**
* Render the endermans eyes
*/
protected int renderEyes(EntityEnderman par1EntityEnderman, int par2, float par3)
{
if (par2 != 0)
{
return -1;
}
else
{
this.bindTexture(endermanEyesTexture);
float f1 = 1.0F;
GL11.glEnable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_ALPHA_TEST);
GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);
GL11.glDisable(GL11.GL_LIGHTING);
if (par1EntityEnderman.isInvisible())
{
GL11.glDepthMask(false);
}
else
{
GL11.glDepthMask(true);
}
char c0 = 61680;
int j = c0 % 65536;
int k = c0 / 65536;
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)j / 1.0F, (float)k / 1.0F);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glColor4f(1.0F, 1.0F, 1.0F, f1);
return 1;
}
}