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Java EntityBat.getIsBatHanging方法代碼示例

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


在下文中一共展示了EntityBat.getIsBatHanging方法的9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: rotateCorpse

import net.minecraft.entity.passive.EntityBat; //導入方法依賴的package包/類
protected void rotateCorpse(EntityBat bat, float p_77043_2_, float p_77043_3_, float partialTicks)
{
    if (!bat.getIsBatHanging())
    {
        GlStateManager.translate(0.0F, MathHelper.cos(p_77043_2_ * 0.3F) * 0.1F, 0.0F);
    }
    else
    {
        GlStateManager.translate(0.0F, -0.1F, 0.0F);
    }

    super.rotateCorpse(bat, p_77043_2_, p_77043_3_, partialTicks);
}
 
開發者ID:Notoh,項目名稱:DecompiledMinecraft,代碼行數:14,代碼來源:RenderBat.java

示例2: rotateCorpse

import net.minecraft.entity.passive.EntityBat; //導入方法依賴的package包/類
protected void rotateCorpse(EntityBat entityLiving, float p_77043_2_, float p_77043_3_, float partialTicks)
{
    if (entityLiving.getIsBatHanging())
    {
        GlStateManager.translate(0.0F, -0.1F, 0.0F);
    }
    else
    {
        GlStateManager.translate(0.0F, MathHelper.cos(p_77043_2_ * 0.3F) * 0.1F, 0.0F);
    }

    super.rotateCorpse(entityLiving, p_77043_2_, p_77043_3_, partialTicks);
}
 
開發者ID:sudofox,項目名稱:Backmemed,代碼行數:14,代碼來源:RenderBat.java

示例3: rotateCorpse

import net.minecraft.entity.passive.EntityBat; //導入方法依賴的package包/類
protected void rotateCorpse(EntityBat par1EntityBat, float par2, float par3, float par4)
{
    if (!par1EntityBat.getIsBatHanging())
    {
        GL11.glTranslatef(0.0F, MathHelper.cos(par2 * 0.3F) * 0.1F, 0.0F);
    }
    else
    {
        GL11.glTranslatef(0.0F, -0.1F, 0.0F);
    }

    super.rotateCorpse(par1EntityBat, par2, par3, par4);
}
 
開發者ID:MinecraftModdedClients,項目名稱:Resilience-Client-Source,代碼行數:14,代碼來源:RenderBat.java

示例4: rotateCorpse

import net.minecraft.entity.passive.EntityBat; //導入方法依賴的package包/類
protected void rotateCorpse(EntityBat p_77043_1_, float p_77043_2_, float p_77043_3_, float p_77043_4_)
{
    if (!p_77043_1_.getIsBatHanging())
    {
        GL11.glTranslatef(0.0F, MathHelper.cos(p_77043_2_ * 0.3F) * 0.1F, 0.0F);
    }
    else
    {
        GL11.glTranslatef(0.0F, -0.1F, 0.0F);
    }

    super.rotateCorpse(p_77043_1_, p_77043_2_, p_77043_3_, p_77043_4_);
}
 
開發者ID:xtrafrancyz,項目名稱:Cauldron,代碼行數:14,代碼來源:RenderBat.java

示例5: func_82444_a

import net.minecraft.entity.passive.EntityBat; //導入方法依賴的package包/類
protected void func_82444_a(EntityBat par1EntityBat, float par2, float par3, float par4)
{
    if (!par1EntityBat.getIsBatHanging())
    {
        GL11.glTranslatef(0.0F, MathHelper.cos(par2 * 0.3F) * 0.1F, 0.0F);
    }
    else
    {
        GL11.glTranslatef(0.0F, -0.1F, 0.0F);
    }

    super.rotateCorpse(par1EntityBat, par2, par3, par4);
}
 
開發者ID:HATB0T,項目名稱:RuneCraftery,代碼行數:14,代碼來源:RenderBat.java

示例6: getHeadYaw

import net.minecraft.entity.passive.EntityBat; //導入方法依賴的package包/類
@Override
public float getHeadYaw(EntityBat living, float partialTick, int eye)
{
    if(living.getIsBatHanging())
    {
        return -super.getHeadYaw(living, partialTick, eye);
    }
    else
    {
        return super.getHeadYaw(living, partialTick, eye);
    }
}
 
開發者ID:iChun,項目名稱:iChunUtil,代碼行數:13,代碼來源:HeadBat.java

示例7: render

import net.minecraft.entity.passive.EntityBat; //導入方法依賴的package包/類
/**
 * Sets the models various rotation angles then renders the model.
 */
public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
{
    EntityBat var8 = (EntityBat)par1Entity;
    float var9;

    if (var8.getIsBatHanging())
    {
        var9 = (180F / (float)Math.PI);
        this.batHead.rotateAngleX = par6 / (180F / (float)Math.PI);
        this.batHead.rotateAngleY = (float)Math.PI - par5 / (180F / (float)Math.PI);
        this.batHead.rotateAngleZ = (float)Math.PI;
        this.batHead.setRotationPoint(0.0F, -2.0F, 0.0F);
        this.batRightWing.setRotationPoint(-3.0F, 0.0F, 3.0F);
        this.batLeftWing.setRotationPoint(3.0F, 0.0F, 3.0F);
        this.batBody.rotateAngleX = (float)Math.PI;
        this.batRightWing.rotateAngleX = -0.15707964F;
        this.batRightWing.rotateAngleY = -((float)Math.PI * 2F / 5F);
        this.batOuterRightWing.rotateAngleY = -1.7278761F;
        this.batLeftWing.rotateAngleX = this.batRightWing.rotateAngleX;
        this.batLeftWing.rotateAngleY = -this.batRightWing.rotateAngleY;
        this.batOuterLeftWing.rotateAngleY = -this.batOuterRightWing.rotateAngleY;
    }
    else
    {
        var9 = (180F / (float)Math.PI);
        this.batHead.rotateAngleX = par6 / (180F / (float)Math.PI);
        this.batHead.rotateAngleY = par5 / (180F / (float)Math.PI);
        this.batHead.rotateAngleZ = 0.0F;
        this.batHead.setRotationPoint(0.0F, 0.0F, 0.0F);
        this.batRightWing.setRotationPoint(0.0F, 0.0F, 0.0F);
        this.batLeftWing.setRotationPoint(0.0F, 0.0F, 0.0F);
        this.batBody.rotateAngleX = ((float)Math.PI / 4F) + MathHelper.cos(par4 * 0.1F) * 0.15F;
        this.batBody.rotateAngleY = 0.0F;
        this.batRightWing.rotateAngleY = MathHelper.cos(par4 * 1.3F) * (float)Math.PI * 0.25F;
        this.batLeftWing.rotateAngleY = -this.batRightWing.rotateAngleY;
        this.batOuterRightWing.rotateAngleY = this.batRightWing.rotateAngleY * 0.5F;
        this.batOuterLeftWing.rotateAngleY = -this.batRightWing.rotateAngleY * 0.5F;
    }

    this.batHead.render(par7);
    this.batBody.render(par7);
}
 
開發者ID:MinecraftModdedClients,項目名稱:Resilience-Client-Source,代碼行數:46,代碼來源:ModelBat.java

示例8: render

import net.minecraft.entity.passive.EntityBat; //導入方法依賴的package包/類
public void render(Entity p_78088_1_, float p_78088_2_, float p_78088_3_, float p_78088_4_, float p_78088_5_, float p_78088_6_, float p_78088_7_)
{
    EntityBat entitybat = (EntityBat)p_78088_1_;
    float f6;

    if (entitybat.getIsBatHanging())
    {
        f6 = (180F / (float)Math.PI);
        this.batHead.rotateAngleX = p_78088_6_ / (180F / (float)Math.PI);
        this.batHead.rotateAngleY = (float)Math.PI - p_78088_5_ / (180F / (float)Math.PI);
        this.batHead.rotateAngleZ = (float)Math.PI;
        this.batHead.setRotationPoint(0.0F, -2.0F, 0.0F);
        this.batRightWing.setRotationPoint(-3.0F, 0.0F, 3.0F);
        this.batLeftWing.setRotationPoint(3.0F, 0.0F, 3.0F);
        this.batBody.rotateAngleX = (float)Math.PI;
        this.batRightWing.rotateAngleX = -0.15707964F;
        this.batRightWing.rotateAngleY = -((float)Math.PI * 2F / 5F);
        this.batOuterRightWing.rotateAngleY = -1.7278761F;
        this.batLeftWing.rotateAngleX = this.batRightWing.rotateAngleX;
        this.batLeftWing.rotateAngleY = -this.batRightWing.rotateAngleY;
        this.batOuterLeftWing.rotateAngleY = -this.batOuterRightWing.rotateAngleY;
    }
    else
    {
        f6 = (180F / (float)Math.PI);
        this.batHead.rotateAngleX = p_78088_6_ / (180F / (float)Math.PI);
        this.batHead.rotateAngleY = p_78088_5_ / (180F / (float)Math.PI);
        this.batHead.rotateAngleZ = 0.0F;
        this.batHead.setRotationPoint(0.0F, 0.0F, 0.0F);
        this.batRightWing.setRotationPoint(0.0F, 0.0F, 0.0F);
        this.batLeftWing.setRotationPoint(0.0F, 0.0F, 0.0F);
        this.batBody.rotateAngleX = ((float)Math.PI / 4F) + MathHelper.cos(p_78088_4_ * 0.1F) * 0.15F;
        this.batBody.rotateAngleY = 0.0F;
        this.batRightWing.rotateAngleY = MathHelper.cos(p_78088_4_ * 1.3F) * (float)Math.PI * 0.25F;
        this.batLeftWing.rotateAngleY = -this.batRightWing.rotateAngleY;
        this.batOuterRightWing.rotateAngleY = this.batRightWing.rotateAngleY * 0.5F;
        this.batOuterLeftWing.rotateAngleY = -this.batRightWing.rotateAngleY * 0.5F;
    }

    this.batHead.render(p_78088_7_);
    this.batBody.render(p_78088_7_);
}
 
開發者ID:xtrafrancyz,項目名稱:Cauldron,代碼行數:43,代碼來源:ModelBat.java

示例9: render

import net.minecraft.entity.passive.EntityBat; //導入方法依賴的package包/類
/**
 * Sets the models various rotation angles then renders the model.
 */
public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
{
    EntityBat entitybat = (EntityBat)par1Entity;
    float f6;

    if (entitybat.getIsBatHanging())
    {
        f6 = (180F / (float)Math.PI);
        this.batHead.rotateAngleX = par6 / (180F / (float)Math.PI);
        this.batHead.rotateAngleY = (float)Math.PI - par5 / (180F / (float)Math.PI);
        this.batHead.rotateAngleZ = (float)Math.PI;
        this.batHead.setRotationPoint(0.0F, -2.0F, 0.0F);
        this.batRightWing.setRotationPoint(-3.0F, 0.0F, 3.0F);
        this.batLeftWing.setRotationPoint(3.0F, 0.0F, 3.0F);
        this.batBody.rotateAngleX = (float)Math.PI;
        this.batRightWing.rotateAngleX = -0.15707964F;
        this.batRightWing.rotateAngleY = -((float)Math.PI * 2F / 5F);
        this.batOuterRightWing.rotateAngleY = -1.7278761F;
        this.batLeftWing.rotateAngleX = this.batRightWing.rotateAngleX;
        this.batLeftWing.rotateAngleY = -this.batRightWing.rotateAngleY;
        this.batOuterLeftWing.rotateAngleY = -this.batOuterRightWing.rotateAngleY;
    }
    else
    {
        f6 = (180F / (float)Math.PI);
        this.batHead.rotateAngleX = par6 / (180F / (float)Math.PI);
        this.batHead.rotateAngleY = par5 / (180F / (float)Math.PI);
        this.batHead.rotateAngleZ = 0.0F;
        this.batHead.setRotationPoint(0.0F, 0.0F, 0.0F);
        this.batRightWing.setRotationPoint(0.0F, 0.0F, 0.0F);
        this.batLeftWing.setRotationPoint(0.0F, 0.0F, 0.0F);
        this.batBody.rotateAngleX = ((float)Math.PI / 4F) + MathHelper.cos(par4 * 0.1F) * 0.15F;
        this.batBody.rotateAngleY = 0.0F;
        this.batRightWing.rotateAngleY = MathHelper.cos(par4 * 1.3F) * (float)Math.PI * 0.25F;
        this.batLeftWing.rotateAngleY = -this.batRightWing.rotateAngleY;
        this.batOuterRightWing.rotateAngleY = this.batRightWing.rotateAngleY * 0.5F;
        this.batOuterLeftWing.rotateAngleY = -this.batRightWing.rotateAngleY * 0.5F;
    }

    this.batHead.render(par7);
    this.batBody.render(par7);
}
 
開發者ID:HATB0T,項目名稱:RuneCraftery,代碼行數:46,代碼來源:ModelBat.java


注:本文中的net.minecraft.entity.passive.EntityBat.getIsBatHanging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。