历史 - net.minecraft.world.entity.monster.breeze.Shoot
1.21.11
名称
cxn
dap
字段
构造函数
方法
1.21.10
名称
字段
构造函数
方法
1.21.9
名称
csv
cxn
字段
构造函数
方法
1.21.8
名称
字段
构造函数
方法
1.21.7
名称
字段
构造函数
方法
1.21.6
名称
cqk
csv
字段
构造函数
方法
1.21.5
名称
cmz
cqk
字段
构造函数
方法
1.21.4
名称
cnx
cmz
字段
构造函数
方法
1.21.3
名称
cld
cnx
字段
int: c, ATTACK_RANGE_MIN_SQRT, field_47296, MIN_SQUARED_RANGE, f_303746_
int: d, ATTACK_RANGE_MAX_SQRT, field_47297, MAX_SQUARED_RANGE, f_303718_
int: c, ATTACK_RANGE_MAX_SQRT, field_47297, MAX_SQUARED_RANGE, f_303718_
int: e, UNCERTAINTY_BASE, field_47298, BASE_PROJECTILE_DIVERGENCY, f_303776_
int: d, UNCERTAINTY_BASE, field_47298, BASE_PROJECTILE_DIVERGENCY, f_303776_
int: f, UNCERTAINTY_MULTIPLIER, field_47299, PROJECTILE_DIVERGENCY_DIFFICULTY_MODIFIER, f_302963_
int: e, UNCERTAINTY_MULTIPLIER, field_47299, PROJECTILE_DIVERGENCY_DIFFICULTY_MODIFIER, f_302963_
float: g, PROJECTILE_MOVEMENT_SCALE, field_47300, PROJECTILE_SPEED, f_303632_
float: f, PROJECTILE_MOVEMENT_SCALE, field_47300, PROJECTILE_SPEED, f_303632_
int: h, SHOOT_INITIAL_DELAY_TICKS, field_47301, SHOOT_CHARGING_EXPIRY, f_303310_
int: g, SHOOT_INITIAL_DELAY_TICKS, field_47301, SHOOT_CHARGING_EXPIRY, f_303310_
int: i, SHOOT_RECOVER_DELAY_TICKS, field_47302, RECOVER_EXPIRY, f_302476_
int: h, SHOOT_RECOVER_DELAY_TICKS, field_47302, RECOVER_EXPIRY, f_302476_
int: j, SHOOT_COOLDOWN_TICKS, field_47303, SHOOT_COOLDOWN_EXPIRY, f_302675_
int: i, SHOOT_COOLDOWN_TICKS, field_47303, SHOOT_COOLDOWN_EXPIRY, f_302675_
构造函数
方法
boolean (Breeze, LivingEntity): a, isFacingTarget, method_55038, isFacingTarget, m_307853_
boolean (Breeze, LivingEntity): b, isTargetWithinRange, method_55041, isTargetWithinRange, m_305404_
boolean (Breeze, LivingEntity): a, isTargetWithinRange, method_55041, isTargetWithinRange, m_305404_
1.21.1
名称
字段
构造函数
方法
1.21
名称
clf
cld
字段
构造函数
方法
1.20.6
名称
cdo
clf
字段
构造函数
方法
1.20.4
名称
cdo
net.minecraft.world.entity.monster.breeze.Shoot
net.minecraft.class_8953
net.minecraft.entity.ai.brain.task.BreezeShootTask
net.minecraft.src.C_301978_
net.minecraft.world.entity.monster.breeze.Shoot
字段
int: c, ATTACK_RANGE_MIN_SQRT, field_47296, MIN_SQUARED_RANGE, f_303746_
int: d, ATTACK_RANGE_MAX_SQRT, field_47297, MAX_SQUARED_RANGE, f_303718_
int: e, UNCERTAINTY_BASE, field_47298, BASE_PROJECTILE_DIVERGENCY, f_303776_
int: f, UNCERTAINTY_MULTIPLIER, field_47299, PROJECTILE_DIVERGENCY_DIFFICULTY_MODIFIER, f_302963_
float: g, PROJECTILE_MOVEMENT_SCALE, field_47300, PROJECTILE_SPEED, f_303632_
int: h, SHOOT_INITIAL_DELAY_TICKS, field_47301, SHOOT_CHARGING_EXPIRY, f_303310_
int: i, SHOOT_RECOVER_DELAY_TICKS, field_47302, RECOVER_EXPIRY, f_302476_
int: j, SHOOT_COOLDOWN_TICKS, field_47303, SHOOT_COOLDOWN_EXPIRY, f_302675_
构造函数
()
方法
boolean (ServerLevel, Breeze): a, checkExtraStartConditions, method_55036, shouldRun, m_6114_
boolean (ServerLevel, Breeze, long): a, canStillUse, method_55037, shouldKeepRunning, m_6737_
void (ServerLevel, Breeze, long): b, start, method_55040, run, m_6735_
void (ServerLevel, Breeze, long): c, stop, method_55042, finishRunning, m_6732_
void (ServerLevel, Breeze, long): d, tick, method_55044, keepRunning, m_6725_
boolean (Breeze, LivingEntity): a, isFacingTarget, method_55038, isFacingTarget, m_307853_
boolean (Breeze, LivingEntity): b, isTargetWithinRange, method_55041, isTargetWithinRange, m_305404_