PiglinModel.java
net.minecraft.client.model.monster.piglin.PiglinModel
信息
- 全限定名:net.minecraft.client.model.monster.piglin.PiglinModel
- 类型:public abstract class
- 包:net.minecraft.client.model.monster.piglin
- 源码路径:src/main/java/net/minecraft/client/model/monster/piglin/PiglinModel.java
- 起始行号:L13
- 继承:AbstractPiglinModel
- 职责:
TODO
字段/常量
- 无
内部类/嵌套类型
- 无
构造器
public PiglinModel(ModelPart root) @ L14
- 构造器名:PiglinModel
- 源码定位:L14
- 修饰符:public
参数:
- root: ModelPart
说明:
TODO
方法
下面的方法块按源码顺序生成。
public void setupAnim(PiglinRenderState state) @ L18
- 方法名:setupAnim
- 源码定位:L18
- 返回类型:void
- 修饰符:public
参数:
- state: PiglinRenderState
说明:
TODO
protected void setupAttackAnimation(PiglinRenderState state) @ L55
- 方法名:setupAttackAnimation
- 源码定位:L55
- 返回类型:void
- 修饰符:protected
参数:
- state: PiglinRenderState
说明:
TODO
private void holdWeaponHigh(PiglinRenderState state) @ L64
- 方法名:holdWeaponHigh
- 源码定位:L64
- 返回类型:void
- 修饰符:private
参数:
- state: PiglinRenderState
说明:
TODO
代码
@OnlyIn(Dist.CLIENT)
public abstract class PiglinModel extends AbstractPiglinModel<PiglinRenderState> {
public PiglinModel(ModelPart root) {
super(root);
}
public void setupAnim(PiglinRenderState state) {
super.setupAnim(state);
float defaultAngle = (float) (Math.PI / 6);
float attackTime = state.attackTime;
PiglinArmPose pose = state.armPose;
if (pose == PiglinArmPose.DANCING) {
float dancePos = state.ageInTicks / 60.0F;
this.rightEar.zRot = (float) (Math.PI / 6) + (float) (Math.PI / 180.0) * Mth.sin(dancePos * 30.0F) * 10.0F;
this.leftEar.zRot = (float) (-Math.PI / 6) - (float) (Math.PI / 180.0) * Mth.cos(dancePos * 30.0F) * 10.0F;
this.head.x = this.head.x + Mth.sin(dancePos * 10.0F);
this.head.y = this.head.y + (Mth.sin(dancePos * 40.0F) + 0.4F);
this.rightArm.zRot = (float) (Math.PI / 180.0) * (70.0F + Mth.cos(dancePos * 40.0F) * 10.0F);
this.leftArm.zRot = this.rightArm.zRot * -1.0F;
this.rightArm.y = this.rightArm.y + (Mth.sin(dancePos * 40.0F) * 0.5F - 0.5F);
this.leftArm.y = this.leftArm.y + (Mth.sin(dancePos * 40.0F) * 0.5F + 0.5F);
this.body.y = this.body.y + Mth.sin(dancePos * 40.0F) * 0.35F;
} else if (pose == PiglinArmPose.ATTACKING_WITH_MELEE_WEAPON && attackTime == 0.0F) {
this.holdWeaponHigh(state);
} else if (pose == PiglinArmPose.CROSSBOW_HOLD) {
AnimationUtils.animateCrossbowHold(this.rightArm, this.leftArm, this.head, state.mainArm == HumanoidArm.RIGHT);
} else if (pose == PiglinArmPose.CROSSBOW_CHARGE) {
AnimationUtils.animateCrossbowCharge(
this.rightArm, this.leftArm, state.maxCrossbowChageDuration, state.ticksUsingItem, state.mainArm == HumanoidArm.RIGHT
);
} else if (pose == PiglinArmPose.ADMIRING_ITEM) {
this.head.xRot = 0.5F;
this.head.yRot = 0.0F;
if (state.mainArm == HumanoidArm.LEFT) {
this.rightArm.yRot = -0.5F;
this.rightArm.xRot = -0.9F;
} else {
this.leftArm.yRot = 0.5F;
this.leftArm.xRot = -0.9F;
}
}
}
protected void setupAttackAnimation(PiglinRenderState state) {
float attackTime = state.attackTime;
if (attackTime > 0.0F && state.armPose == PiglinArmPose.ATTACKING_WITH_MELEE_WEAPON) {
AnimationUtils.swingWeaponDown(this.rightArm, this.leftArm, state.mainArm, attackTime, state.ageInTicks);
} else {
super.setupAttackAnimation(state);
}
}
private void holdWeaponHigh(PiglinRenderState state) {
if (state.mainArm == HumanoidArm.LEFT) {
this.leftArm.xRot = -1.8F;
} else {
this.rightArm.xRot = -1.8F;
}
}
}引用的其他类
-
- 引用位置:
方法调用 - 关联成员:
AnimationUtils.animateCrossbowCharge(), AnimationUtils.animateCrossbowHold(), AnimationUtils.swingWeaponDown()
- 引用位置:
-
- 引用位置:
参数
- 引用位置:
-
- 引用位置:
继承
- 引用位置:
-
- 引用位置:
参数
- 引用位置:
-
- 引用位置:
方法调用 - 关联成员:
Mth.cos(), Mth.sin()
- 引用位置: