public class EntityAIBeg extends EntityAIBase
Modifier and Type | Field and Description |
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private float |
minPlayerDistance |
private EntityPlayer |
thePlayer |
private EntityWolf |
theWolf |
private int |
timeoutCounter |
private World |
worldObject |
Constructor and Description |
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EntityAIBeg(EntityWolf wolf,
float minDistance) |
Modifier and Type | Method and Description |
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boolean |
continueExecuting()
Returns whether an in-progress EntityAIBase should continue executing
|
private boolean |
hasPlayerGotBoneInHand(EntityPlayer player)
Gets if the Player has the Bone in the hand.
|
void |
resetTask()
Resets the task
|
boolean |
shouldExecute()
Returns whether the EntityAIBase should begin execution.
|
void |
startExecuting()
Execute a one shot task or start executing a continuous task
|
void |
updateTask()
Updates the task
|
getMutexBits, isInterruptible, setMutexBits
private EntityWolf theWolf
private EntityPlayer thePlayer
private World worldObject
private float minPlayerDistance
private int timeoutCounter
public EntityAIBeg(EntityWolf wolf, float minDistance)
public boolean shouldExecute()
shouldExecute
in class EntityAIBase
public boolean continueExecuting()
continueExecuting
in class EntityAIBase
public void startExecuting()
startExecuting
in class EntityAIBase
public void resetTask()
resetTask
in class EntityAIBase
public void updateTask()
updateTask
in class EntityAIBase
private boolean hasPlayerGotBoneInHand(EntityPlayer player)