public class EntityAIBeg extends EntityAIBase
| Modifier and Type | Field and Description |
|---|---|
private float |
minPlayerDistance |
private EntityPlayer |
thePlayer |
private EntityWolf |
theWolf |
private int |
timeoutCounter |
private World |
worldObject |
| Constructor and Description |
|---|
EntityAIBeg(EntityWolf wolf,
float minDistance) |
| Modifier and Type | Method and Description |
|---|---|
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, setMutexBitsprivate 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 EntityAIBasepublic boolean continueExecuting()
continueExecuting in class EntityAIBasepublic void startExecuting()
startExecuting in class EntityAIBasepublic void resetTask()
resetTask in class EntityAIBasepublic void updateTask()
updateTask in class EntityAIBaseprivate boolean hasPlayerGotBoneInHand(EntityPlayer player)