本文整理匯總了Java中net.minecraft.entity.passive.EntityWolf.getBrightness方法的典型用法代碼示例。如果您正苦於以下問題:Java EntityWolf.getBrightness方法的具體用法?Java EntityWolf.getBrightness怎麽用?Java EntityWolf.getBrightness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.passive.EntityWolf
的用法示例。
在下文中一共展示了EntityWolf.getBrightness方法的5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.passive.EntityWolf; //導入方法依賴的package包/類
/**
* Queries whether should render the specified pass or not.
*/
protected int shouldRenderPass(EntityWolf par1EntityWolf, int par2, float par3)
{
if (par2 == 0 && par1EntityWolf.getWolfShaking())
{
float var5 = par1EntityWolf.getBrightness(par3) * par1EntityWolf.getShadingWhileShaking(par3);
this.bindTexture(wolfTextures);
GL11.glColor3f(var5, var5, var5);
return 1;
}
else if (par2 == 1 && par1EntityWolf.isTamed())
{
this.bindTexture(wolfCollarTextures);
int var4 = par1EntityWolf.getCollarColor();
GL11.glColor3f(EntitySheep.fleeceColorTable[var4][0], EntitySheep.fleeceColorTable[var4][1], EntitySheep.fleeceColorTable[var4][2]);
return 1;
}
else
{
return -1;
}
}
示例2: shouldRenderPass
import net.minecraft.entity.passive.EntityWolf; //導入方法依賴的package包/類
protected int shouldRenderPass(EntityWolf p_77032_1_, int p_77032_2_, float p_77032_3_)
{
if (p_77032_2_ == 0 && p_77032_1_.getWolfShaking())
{
float f1 = p_77032_1_.getBrightness(p_77032_3_) * p_77032_1_.getShadingWhileShaking(p_77032_3_);
this.bindTexture(wolfTextures);
GL11.glColor3f(f1, f1, f1);
return 1;
}
else if (p_77032_2_ == 1 && p_77032_1_.isTamed())
{
this.bindTexture(wolfCollarTextures);
int j = p_77032_1_.getCollarColor();
GL11.glColor3f(EntitySheep.fleeceColorTable[j][0], EntitySheep.fleeceColorTable[j][1], EntitySheep.fleeceColorTable[j][2]);
return 1;
}
else
{
return -1;
}
}
示例3: func_82447_a
import net.minecraft.entity.passive.EntityWolf; //導入方法依賴的package包/類
protected int func_82447_a(EntityWolf par1EntityWolf, int par2, float par3)
{
float f1;
if (par2 == 0 && par1EntityWolf.getWolfShaking())
{
f1 = par1EntityWolf.getBrightness(par3) * par1EntityWolf.getShadingWhileShaking(par3);
this.bindTexture(wolfTextures);
GL11.glColor3f(f1, f1, f1);
return 1;
}
else if (par2 == 1 && par1EntityWolf.isTamed())
{
this.bindTexture(wolfCollarTextures);
f1 = 1.0F;
int j = par1EntityWolf.getCollarColor();
GL11.glColor3f(f1 * EntitySheep.fleeceColorTable[j][0], f1 * EntitySheep.fleeceColorTable[j][1], f1 * EntitySheep.fleeceColorTable[j][2]);
return 1;
}
else
{
return -1;
}
}
示例4: doRender
import net.minecraft.entity.passive.EntityWolf; //導入方法依賴的package包/類
/**
* Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
* handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
* (Render<T extends Entity>) and this method has signature public void doRender(T entity, double d, double d1,
* double d2, float f, float f1). But JAD is pre 1.5 so doe
*/
public void doRender(EntityWolf entity, double x, double y, double z, float entityYaw, float partialTicks)
{
if (entity.isWolfWet())
{
float f = entity.getBrightness(partialTicks) * entity.getShadingWhileWet(partialTicks);
GlStateManager.color(f, f, f);
}
super.doRender(entity, x, y, z, entityYaw, partialTicks);
}
示例5: doRender
import net.minecraft.entity.passive.EntityWolf; //導入方法依賴的package包/類
/**
* Renders the desired {@code T} type Entity.
*/
public void doRender(EntityWolf entity, double x, double y, double z, float entityYaw, float partialTicks)
{
if (entity.isWolfWet())
{
float f = entity.getBrightness(partialTicks) * entity.getShadingWhileWet(partialTicks);
GlStateManager.color(f, f, f);
}
super.doRender(entity, x, y, z, entityYaw, partialTicks);
}