本文整理了Java中net.minecraft.item.Item.shouldCauseReequipAnimation()
方法的一些代码示例,展示了Item.shouldCauseReequipAnimation()
的具体用法。这些代码示例主要来源于Github
/Stackoverflow
/Maven
等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。Item.shouldCauseReequipAnimation()
方法的具体详情如下:
包路径:net.minecraft.item.Item
类名称:Item
方法名:shouldCauseReequipAnimation
暂无
代码示例来源:origin: PrinceOfAmber/Cyclic
@Override
public boolean shouldCauseReequipAnimation(ItemStack oldStack, ItemStack newStack, boolean slotChanged) {
if (!slotChanged) {
return false;// only item data has changed, so do notanimate
}
return super.shouldCauseReequipAnimation(oldStack, newStack, slotChanged);
}
代码示例来源:origin: SleepyTrousers/EnderIO
@Override
public boolean shouldCauseReequipAnimation(@Nonnull ItemStack oldStack, @Nonnull ItemStack newStack, boolean slotChanged) {
return slotChanged ? super.shouldCauseReequipAnimation(oldStack, newStack, slotChanged)
: (oldStack.isEmpty() || newStack.isEmpty() || !ItemStack.areItemsEqual(oldStack, newStack));
}
代码示例来源:origin: Mine-and-blade-admin/Battlegear2
/**
* Add scrolling support for equip animation on offhand
* @param itemRenderer
* @param mc
*/
public static void updateEquippedItem(ItemRenderer itemRenderer, Minecraft mc) {
IOffhandRender offhandRender = (IOffhandRender)itemRenderer;
//offhandRender.setPrevEquippedProgress(offhandRender.getEquippedProgress());
if (mc.player.isRowingBoat() || !BattlegearUtils.isPlayerInBattlemode(mc.player))
return;
EntityPlayer var1 = mc.player;
ItemStack var2 = var1.getHeldItemOffhand();
if (offhandRender.getItemToRender().isEmpty() || var2.isEmpty())
return;
int slot = var1.inventory.currentItem + InventoryPlayerBattle.WEAPON_SETS;
boolean reequip = offhandRender.getItemToRender().getItem().shouldCauseReequipAnimation(offhandRender.getItemToRender(), var2, offhandRender.getEquippedItemSlot() != slot);
if(reequip) {
offhandRender.setEquippedProgress(offhandRender.getPrevEquippedProgress());
float increment = MathHelper.clamp(-offhandRender.getEquippedProgress(), -PROGRESS_INCREMENT_LIMIT, PROGRESS_INCREMENT_LIMIT);
offhandRender.setEquippedProgress(offhandRender.getEquippedProgress() + increment);
}
if (offhandRender.getEquippedProgress() < 0.1F) {
offhandRender.setItemToRender(var2);
offhandRender.setEquippedItemSlot(slot);
}
}
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