我正在尝试使用Minecraft Forge 1.8库为Minecraft开发一个mod。对于我的mod,我决定创建自己的自定义箭头,从我的自定义弩中发射。在为箭头放置我的Item、Entity和Render类后,我发现箭头继续击中玩家,但它被抛出。我尝试实现IThrowableEntity
并对箭头的射手进行了调试检查,但我找不到问题。
这是来自EntityArrow类的代码:onUpdate():
@Override
public void onUpdate() {
if (this.prevRotationPitch == 0.0F && this.prevRotationYaw == 0.0F)
{
float f = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ);
this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(this.motionX, this.motionZ) * 180.0D / Math.PI);
this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(this.motionY, (double)f) * 180.0D / Math.PI);
}
BlockPos blockpos = new BlockPos(this.xTile, this.yTile, this.zTile);
IBlockState iblockstate = this.worldObj.getBlockState(blockpos);
Block block = iblockstate.getBlock();
if (block.getMaterial() != Material.air)
{
block.setBlockBoundsBasedOnState(this.worldObj, blockpos);
AxisAlignedBB axisalignedbb = block.getCollisionBoundingBox(this.worldObj, blockpos, iblockstate);
if (axisalignedbb != null && axisalignedbb.isVecInside(new Vec3(this.posX, this.posY, this.posZ)))
{
this.inGround = true;
}
}
if (this.arrowShake > 0)
{
--this.arrowShake;
}
if (this.inGround)
{
int j = block.getMetaFromState(iblockstate);
if (block == this.inTile && j == this.inData)
{
++this.ticksInGround;
if (this.ticksInGround >= 1200)
{
this.setDead();
}
}
else
{
this.inGround = false;
this.motionX *= (double)(this.rand.nextFloat() * 0.2F);
this.motionY *= (double)(this.rand.nextFloat() * 0.2F);
this.motionZ *= (double)(this.rand.nextFloat() * 0.2F);
this.ticksInGround = 0;
this.ticksInAir = 0;
}
}
else
{
++this.ticksInAir;
Vec3 vec31 = new Vec3(this.posX, this.posY, this.posZ);
Vec3 vec3 = new Vec3(this.posX + this.motionX, this.posY + this.motionY, this.posZ + this.motionZ);
MovingObjectPosition movingobjectposition = this.worldObj.rayTraceBlocks(vec31, vec3, false, true, false);
vec31 = new Vec3(this.posX, this.posY, this.posZ);
vec3 = new Vec3(this.posX + this.motionX, this.posY + this.motionY, this.posZ + this.motionZ);
if (movingobjectposition != null)
{
vec3 = new Vec3(movingobjectposition.hitVec.xCoord, movingobjectposition.hitVec.yCoord, movingobjectposition.hitVec.zCoord);
}
Entity entity = null;
List list = this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.getEntityBoundingBox().addCoord(this.motionX, this.motionY, this.motionZ).expand(1.0D, 1.0D, 1.0D));
double d0 = 0.0D;
int i;
float f1;
for (i = 0; i < list.size(); ++i)
{
Entity entity1 = (Entity)list.get(i);
if (entity1.canBeCollidedWith() && (entity1 != this.shootingEntity || this.ticksInAir >= 100)){
{
f1 = 0.3F;
AxisAlignedBB axisalignedbb1 = entity1.getEntityBoundingBox().expand((double)f1, (double)f1, (double)f1);
MovingObjectPosition movingobjectposition1 = axisalignedbb1.calculateIntercept(vec31, vec3);
if (movingobjectposition1 != null)
{
double d1 = vec31.distanceTo(movingobjectposition1.hitVec);
if (d1 < d0 || d0 == 0.0D)
{
entity = entity1;
d0 = d1;
}
}
}
}
if (entity != null)
{
movingobjectposition = new MovingObjectPosition(entity);
}
if (movingobjectposition != null && movingobjectposition.entityHit != null && movingobjectposition.entityHit instanceof EntityPlayer)
{
EntityPlayer entityplayer = (EntityPlayer)movingobjectposition.entityHit;
if (entityplayer.capabilities.disableDamage || this.shootingEntity instanceof EntityPlayer && !((EntityPlayer)this.shootingEntity).canAttackPlayer(entityplayer))
{
movingobjectposition = null;
}
}
float f2;
float f3;
float f4;
if (movingobjectposition != null)
{
if (movingobjectposition.entityHit != null)
{
f2 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionY * this.motionY + this.motionZ * this.motionZ);
int k = MathHelper.ceiling_double_int((double)f2 * this.damage);
if (this.getIsCritical())
{
k += this.rand.nextInt(k / 2 + 2);
}
DamageSource damagesource;
if (this.shootingEntity == null)
{
damagesource = causeFlingDamage(this, this);
}
else
{
damagesource = causeFlingDamage(this, this.shootingEntity);
}
if (this.isBurning() && !(movingobjectposition.entityHit instanceof EntityEnderman))
{
movingobjectposition.entityHit.setFire(5);
}
if (movingobjectposition.entityHit.attackEntityFrom(damagesource, (float)k))
{
if (movingobjectposition.entityHit instanceof EntityLivingBase)
{
EntityLivingBase base = (EntityLivingBase)movingobjectposition.entityHit;
if (!this.worldObj.isRemote)
{
base.setArrowCountInEntity(base.getArrowCountInEntity() + 1);
if (this.knockbackStrength > 0)
{
f4 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ);
if (f4 > 0.0F)
{
movingobjectposition.entityHit.addVelocity(this.motionX * (double)this.knockbackStrength * 0.6000000238418579D / (double)f4, 0.1D, this.motionZ * (double)this.knockbackStrength * 0.6000000238418579D / (double)f4);
}
}
if (this.shootingEntity instanceof EntityLivingBase)
{
EnchantmentHelper.func_151384_a(base, this.shootingEntity);
EnchantmentHelper.func_151385_b((EntityLivingBase)this.shootingEntity, base);
}
if (this.shootingEntity != null && movingobjectposition.entityHit != this.shootingEntity && movingobjectposition.entityHit instanceof EntityPlayer && this.shootingEntity instanceof EntityPlayerMP)
{
((EntityPlayerMP)this.shootingEntity).playerNetServerHandler.sendPacket(new S2BPacketChangeGameState(6, 0.0F));
}
}
this.playSound("random.bowhit", 1.0F, 1.2F / (this.rand.nextFloat() * 0.2F + 0.9F));
if (!(movingobjectposition.entityHit instanceof EntityEnderman)){
this.worldObj.setBlockState(getPosition(), Blocks.hardened_clay.getDefaultState());
this.setDead();
}
}
else
{
this.motionX *= -0.10000000149011612D;
this.motionY *= -0.10000000149011612D;
this.motionZ *= -0.10000000149011612D;
this.rotationYaw += 180.0F;
this.prevRotationYaw += 180.0F;
this.ticksInAir = 0;
}
}
else
{
BlockPos blockpos1 = movingobjectposition.getBlockPos();
this.xTile = blockpos1.getX();
this.yTile = blockpos1.getY();
this.zTile = blockpos1.getZ();
iblockstate = this.worldObj.getBlockState(blockpos1);
this.inTile = iblockstate.getBlock();
this.inData = this.inTile.getMetaFromState(iblockstate);
this.motionX = (double)((float)(movingobjectposition.hitVec.xCoord - this.posX));
this.motionY = (double)((float)(movingobjectposition.hitVec.yCoord - this.posY));
this.motionZ = (double)((float)(movingobjectposition.hitVec.zCoord - this.posZ));
f3 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionY * this.motionY + this.motionZ * this.motionZ);
this.posX -= this.motionX / (double)f3 * 0.05000000074505806D;
this.posY -= this.motionY / (double)f3 * 0.05000000074505806D;
this.posZ -= this.motionZ / (double)f3 * 0.05000000074505806D;
this.playSound("random.bowhit", 1.0F, 1.2F / (this.rand.nextFloat() * 0.2F + 0.9F));
this.inGround = true;
this.arrowShake = 7;
this.setIsCritical(false);
if (this.inTile.getMaterial() != Material.air)
{
this.inTile.onEntityCollidedWithBlock(this.worldObj, blockpos1, iblockstate, this);
}
}
}
if (this.getIsCritical())
{
for (i = 0; i < 4; ++i)
{
this.worldObj.spawnParticle(EnumParticleTypes.CRIT, this.posX + this.motionX * (double)i / 4.0D, this.posY + this.motionY * (double)i / 4.0D, this.posZ + this.motionZ * (double)i / 4.0D, -this.motionX, -this.motionY + 0.2D, -this.motionZ, new int[0]);
}
}
this.posX += this.motionX;
this.posY += this.motionY;
this.posZ += this.motionZ;
f2 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ);
this.rotationYaw = (float)(Math.atan2(this.motionX, this.motionZ) * 180.0D / Math.PI);
for (this.rotationPitch = (float)(Math.atan2(this.motionY, (double)f2) * 180.0D / Math.PI); this.rotationPitch - this.prevRotationPitch < -180.0F; this.prevRotationPitch -= 360.0F)
{
;
}
while (this.rotationPitch - this.prevRotationPitch >= 180.0F)
{
this.prevRotationPitch += 360.0F;
}
while (this.rotationYaw - this.prevRotationYaw < -180.0F)
{
this.prevRotationYaw -= 360.0F;
}
while (this.rotationYaw - this.prevRotationYaw >= 180.0F)
{
this.prevRotationYaw += 360.0F;
}
this.rotationPitch = this.prevRotationPitch + (this.rotationPitch - this.prevRotationPitch) * 0.2F;
this.rotationYaw = this.prevRotationYaw + (this.rotationYaw - this.prevRotationYaw) * 0.2F;
f3 = 0.99F;
f1 = 0.05F;
}
在弩中的鼠标右键单击()中声明:
float f = (float)j / 20.0F;
f = (f * f + f * 2.0F) / 3.0F;
if ((double)f < 0.1D)
{
return stack;
}
if (f > 1.0F)
{
f = 1.0F;
}
EntityFlingArrow entityarrow = new EntityFlingArrow(world, player, f * 2.0F);
获取玩家的边界框,并确保您在该框之外生成箭头。当您的实体和玩家的边界框碰撞时,它就被击中了。
这甚至可以在你实体的产卵上,因为它们会相交。
看看普通弓箭或雪球的代码,它们是如何决定产卵的。然后根据实体的边界框大小进行调整。
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