public void setRotationAngles(
     float animStep, float runProgress, float dt, float yaw, float pitch, float scale) {
   this.head.yaw = yaw / 57.295776F;
   this.head.pitch = pitch / 57.295776F;
   this.rightArm.pitch = MathHelper.cos(animStep * 0.6F + MathHelper.PI) * 2 * runProgress;
   this.rightArm.roll = (MathHelper.cos(animStep * 0.2F) + 1) * runProgress;
   this.leftArm.pitch = MathHelper.cos(animStep * 0.6F) * 2 * runProgress;
   this.leftArm.roll = (MathHelper.cos(animStep * 0.3F) - 1) * runProgress;
   this.rightLeg.pitch = MathHelper.cos(animStep * 0.6F) * 1.4F * runProgress;
   this.leftLeg.pitch = MathHelper.cos(animStep * 0.6F + MathHelper.PI) * 1.4F * runProgress;
   this.rightArm.roll += MathHelper.cos(dt * 0.09F) * 0.05F + 0.05F;
   this.leftArm.roll -= MathHelper.cos(dt * 0.09F) * 0.05F + 0.05F;
   this.rightArm.pitch += MathHelper.sin(dt * 0.07F) * 0.05F;
   this.leftArm.pitch -= MathHelper.sin(dt * 0.07F) * 0.05F;
 }
Exemple #2
0
    public final void update() {
      float xDiff = -0.7F * MathHelper.sin(parent.yRot * (float) Math.PI / 180.0F);
      float zDiff = 0.7F * MathHelper.cos(parent.yRot * (float) Math.PI / 180.0F);
      int x = (int) (this.mob.x + xDiff);
      int y = (int) (this.mob.y - 2.0F);
      int z = (int) (this.mob.z + zDiff);
      if (parent.grazing) {
        if (this.level.getTile(x, y, z) != VanillaBlock.GRASS.getId()) {
          parent.grazing = false;
        } else {
          if (parent.grazingTime++ == 60) {
            this.level.setTile(x, y, z, VanillaBlock.DIRT.getId());
            if (this.random.nextInt(5) == 0) {
              parent.hasFur = true;
            }
          }

          this.xxa = 0.0F;
          this.yya = 0.0F;
          this.mob.xRot = 40 + parent.grazingTime / 2 % 2 * 10;
        }
      } else {
        if (this.level.getTile(x, y, z) == VanillaBlock.GRASS.getId()) {
          parent.grazing = true;
          parent.grazingTime = 0;
        }

        super.update();
      }
    }
Exemple #3
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 public final void setRotationAngles(
     float animStep, float runProgress, float dt, float yaw, float pitch, float scale) {
   super.setRotationAngles(animStep, runProgress, dt, yaw, pitch, scale);
   float armYaw = MathHelper.sin(this.attackTime * MathHelper.PI);
   float armPitch =
       MathHelper.sin((1 - (1 - this.attackTime) * (1 - this.attackTime)) * MathHelper.PI);
   this.rightArm.roll = 0;
   this.leftArm.roll = 0;
   this.rightArm.yaw = -(0.1F - armYaw * 0.6F);
   this.leftArm.yaw = 0.1F - armYaw * 0.6F;
   this.rightArm.pitch = -MathHelper.HALF_PI;
   this.leftArm.pitch = -MathHelper.HALF_PI;
   this.rightArm.pitch -= armYaw * 1.2F - armPitch * 0.4F;
   this.leftArm.pitch -= armYaw * 1.2F - armPitch * 0.4F;
   this.rightArm.roll += MathHelper.cos(dt * 0.09F) * 0.05F + 0.05F;
   this.leftArm.roll -= MathHelper.cos(dt * 0.09F) * 0.05F + 0.05F;
   this.rightArm.pitch += MathHelper.sin(dt * 0.067F) * 0.05F;
   this.leftArm.pitch -= MathHelper.sin(dt * 0.067F) * 0.05F;
 }