历史 - net.minecraft.world.entity.ai.behavior.LongJumpToRandomPos
1.21.11
名称
chq
ckh
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
cdg
chq
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
caz
cdg
字段
构造函数
方法
1.21.5
名称
bye
caz
字段
构造函数
方法
1.21.4
名称
bzc
bye
字段
构造函数
方法
1.21.3
名称
bwk
bzc
字段
int: c, FIND_JUMP_TRIES, field_30135, MAX_COOLDOWN, f_147623_
int: c, FIND_JUMP_TRIES, field_30135, MAX_TARGET_SEARCH_TIME, f_147623_
int: m, PREPARE_JUMP_DURATION, field_30136, TARGET_RETAIN_TIME, f_147624_
int: m, PREPARE_JUMP_DURATION, field_30136, JUMP_WINDUP_TIME, f_147624_
List<LongJumpToRandomPos$PossibleJump>: h, jumpCandidates, field_30142, targets, f_147630_
List<LongJumpToRandomPos$PossibleJump>: h, jumpCandidates, field_30142, potentialTargets, f_147630_
Optional<Vec3>: i, initialPosition, field_30143, lastPos, f_147631_
Optional<Vec3>: i, initialPosition, field_30143, startPos, f_147631_
int: k, findJumpTries, field_30145, cooldown, f_147633_
int: k, findJumpTries, field_30145, targetSearchTime, f_147633_
long: l, prepareJumpStart, field_30146, targetTime, f_147634_
long: l, prepareJumpStart, field_30146, targetPickedTime, f_147634_
Vec3: j, chosenJump, field_30144, lastTarget, f_147632_
Vec3: j, chosenJump, field_30144, currentTarget, f_147632_
构造函数
方法
void (ServerLevel, E, long): d, pickCandidate, method_41342, findTarget, m_217318_
void (ServerLevel, E, long): d, pickCandidate, method_41342, pickTarget, m_217318_
Optional<LongJumpToRandomPos$PossibleJump> (ServerLevel): a, getJumpCandidate, method_41336, getTarget, m_213675_
Optional<LongJumpToRandomPos$PossibleJump> (ServerLevel): a, getJumpCandidate, method_41336, removeRandomTarget, m_213675_
1.21.1
名称
字段
构造函数
方法
1.21
名称
bwn
bwk
字段
构造函数
方法
1.20.6
名称
bpf
bwn
字段
float: g, maxJumpVelocity, field_30141, maxRange, f_147629_
float: g, maxJumpVelocityMultiplier, field_30141, maxRange, f_316580_
构造函数
方法
1.20.4
名称
bma
bpf
字段
构造函数
方法
Vec3 (Mob, Vec3, int): a, calculateJumpVectorForAngle, method_35079, getJumpingVelocity, m_217306_
boolean (Mob, EntityDimensions, Vec3, Vec3): a, isClearTransition, method_35080, canReach, m_247472_
1.20.2
名称
biu
bma
字段
构造函数
方法
1.20.1
名称
bis
biu
字段
构造函数
方法
1.19.4
名称
bgx
bis
字段
构造函数
方法
1.19.3
名称
bet
bgx
字段
int: a, FIND_JUMP_TRIES, field_30135, MAX_COOLDOWN, f_147623_
int: c, FIND_JUMP_TRIES, field_30135, MAX_COOLDOWN, f_147623_
Predicate<BlockState>: r, acceptableLandingSpot, field_37432, jumpToPredicate, f_217290_
BiPredicate<E, BlockPos>: r, acceptableLandingSpot, field_37432, jumpToPredicate, f_217290_
构造函数
(UniformInt, int, int, float, Function<E, SoundEvent>, Predicate<BlockState>)
(UniformInt, int, int, float, Function<E, SoundEvent>, BiPredicate<E, BlockPos>)
方法
boolean (Mob, Vec3, Vec3): a, isClearTransition, method_35080, canReach, m_147663_
Vec3 (Mob, Vec3): a, calculateOptimalJumpVector, method_35078, getRammingVelocity, m_217303_
Vec3 (Mob, Vec3): a, calculateOptimalJumpVector, method_35078, getJumpingVelocity, m_217303_
Vec3 (Mob, Vec3, int): a, calculateJumpVectorForAngle, method_35079, getRammingVelocity, m_217306_
Vec3 (Mob, Vec3, int): a, calculateJumpVectorForAngle, method_35079, getJumpingVelocity, m_217306_
<E extends Mob> boolean (E, BlockPos): a, defaultAcceptableLandingSpot, method_45333, shouldJumpTo, m_245086_
boolean (Mob, EntityDimensions, Vec3, Vec3): a, isClearTransition, method_35080, canReach, m_247472_
1.19.2
名称
字段
构造函数
方法
void (ServerLevel, E, long): d, pickCandidate, method_41342, method_41342, m_217318_
void (ServerLevel, E, long): d, pickCandidate, method_41342, findTarget, m_217318_
1.19.1
名称
bdw
bet
字段
构造函数
方法
1.19
名称
bal
bdw
字段
int: c, FIND_JUMP_TRIES, field_30135, MAX_COOLDOWN, f_147623_
int: a, FIND_JUMP_TRIES, field_30135, MAX_COOLDOWN, f_147623_
int: d, PREPARE_JUMP_DURATION, field_30136, TARGET_RETAIN_TIME, f_147624_
int: m, PREPARE_JUMP_DURATION, field_30136, TARGET_RETAIN_TIME, f_147624_
int: e, MIN_PATHFIND_DISTANCE_TO_VALID_JUMP, field_30137, PATHING_DISTANCE, f_147625_
int: d, MIN_PATHFIND_DISTANCE_TO_VALID_JUMP, field_30137, PATHING_DISTANCE, f_147625_
int: a, TIME_OUT_DURATION, field_30134, RUN_TIME, f_147622_
int: n, TIME_OUT_DURATION, field_30134, RUN_TIME, f_147622_
UniformInt: f, timeBetweenLongJumps, field_30138, cooldownRange, f_147626_
UniformInt: p, timeBetweenLongJumps, field_30138, cooldownRange, f_147626_
int: g, maxLongJumpHeight, field_30139, verticalRange, f_147627_
int: e, maxLongJumpHeight, field_30139, verticalRange, f_147627_
int: h, maxLongJumpWidth, field_30140, horizontalRange, f_147628_
int: f, maxLongJumpWidth, field_30140, horizontalRange, f_147628_
float: i, maxJumpVelocity, field_30141, maxRange, f_147629_
float: g, maxJumpVelocity, field_30141, maxRange, f_147629_
List<LongJumpToRandomPos$PossibleJump>: j, jumpCandidates, field_30142, targets, f_147630_
List<LongJumpToRandomPos$PossibleJump>: h, jumpCandidates, field_30142, targets, f_147630_
Optional<Vec3>: k, initialPosition, field_30143, lastPos, f_147631_
Optional<Vec3>: i, initialPosition, field_30143, lastPos, f_147631_
Optional<LongJumpToRandomPos$PossibleJump>: l, chosenJump, field_30144, lastTarget, f_147632_
int: m, findJumpTries, field_30145, cooldown, f_147633_
int: k, findJumpTries, field_30145, cooldown, f_147633_
long: n, prepareJumpStart, field_30146, targetTime, f_147634_
long: l, prepareJumpStart, field_30146, targetTime, f_147634_
Function<E, SoundEvent>: o, getJumpSound, field_33460, entityToSound, f_147635_
Function<E, SoundEvent>: q, getJumpSound, field_33460, entityToSound, f_147635_
List<Integer>: o, ALLOWED_ANGLES, field_37431, RAM_RANGES, f_217289_
Vec3: j, chosenJump, field_30144, lastTarget, f_147632_
Predicate<BlockState>: r, acceptableLandingSpot, field_37432, jumpToPredicate, f_217290_
构造函数
(UniformInt, int, int, float, Function<E, SoundEvent>, Predicate<BlockState>)
方法
boolean (ServerLevel, Mob, long): a, canStillUse, method_35077, shouldKeepRunning, m_6737_
boolean (ServerLevel, Mob, long): b, canStillUse, method_35077, shouldKeepRunning, m_6737_
void (ServerLevel, Mob, long): b, start, method_35082, run, m_6735_
void (ServerLevel, E, long): a, start, method_35082, run, m_6735_
Optional<Vec3> (Mob, Vec3): a, calculateOptimalJumpVector, method_35078, getRammingVelocity, m_147656_
Optional<Vec3> (Mob, Vec3, int): a, calculateJumpVectorForAngle, method_35079, getRammingVelocity, m_147659_
void (ServerLevel, E, long): d, pickCandidate, method_41342, method_41342, m_217318_
Optional<LongJumpToRandomPos$PossibleJump> (ServerLevel): a, getJumpCandidate, method_41336, getTarget, m_213675_
boolean (ServerLevel, E, BlockPos): a, isAcceptableLandingPosition, method_41337, canJumpTo, m_213828_
Vec3 (Mob, Vec3): a, calculateOptimalJumpVector, method_35078, getRammingVelocity, m_217303_
Vec3 (Mob, Vec3, int): a, calculateJumpVectorForAngle, method_35079, getRammingVelocity, m_217306_
1.18.2
名称
azu
bal
字段
构造函数
方法
1.18.1
名称
字段
构造函数
方法
1.18
名称
awi
azu
字段
Function<E, SoundEvent>: o, getJumpSound, field_33460, field_33460, f_147635_
Function<E, SoundEvent>: o, getJumpSound, field_33460, entityToSound, f_147635_
构造函数
方法
1.17.1
名称
awh
awi
字段
构造函数
方法
1.17
名称
awh
net.minecraft.world.entity.ai.behavior.LongJumpToRandomPos
net.minecraft.class_6030
net.minecraft.entity.ai.brain.task.LongJumpTask
net.minecraft.src.C_141082_
net.minecraft.world.entity.ai.behavior.LongJumpToRandomPos
字段
int: c, FIND_JUMP_TRIES, field_30135, MAX_COOLDOWN, f_147623_
int: d, PREPARE_JUMP_DURATION, field_30136, TARGET_RETAIN_TIME, f_147624_
int: e, MIN_PATHFIND_DISTANCE_TO_VALID_JUMP, field_30137, PATHING_DISTANCE, f_147625_
int: a, TIME_OUT_DURATION, field_30134, RUN_TIME, f_147622_
UniformInt: f, timeBetweenLongJumps, field_30138, cooldownRange, f_147626_
int: g, maxLongJumpHeight, field_30139, verticalRange, f_147627_
int: h, maxLongJumpWidth, field_30140, horizontalRange, f_147628_
float: i, maxJumpVelocity, field_30141, maxRange, f_147629_
List<LongJumpToRandomPos$PossibleJump>: j, jumpCandidates, field_30142, targets, f_147630_
Optional<Vec3>: k, initialPosition, field_30143, lastPos, f_147631_
Optional<LongJumpToRandomPos$PossibleJump>: l, chosenJump, field_30144, lastTarget, f_147632_
int: m, findJumpTries, field_30145, cooldown, f_147633_
long: n, prepareJumpStart, field_30146, targetTime, f_147634_
Function<E, SoundEvent>: o, getJumpSound, field_33460, field_33460, f_147635_
构造函数
(UniformInt, int, int, float, Function<E, SoundEvent>)
方法
boolean (ServerLevel, Mob): a, checkExtraStartConditions, method_35076, shouldRun, m_6114_
boolean (ServerLevel, Mob, long): a, canStillUse, method_35077, shouldKeepRunning, m_6737_
void (ServerLevel, Mob, long): b, start, method_35082, run, m_6735_
void (ServerLevel, E, long): c, tick, method_35083, keepRunning, m_6725_
Optional<Vec3> (Mob, Vec3): a, calculateOptimalJumpVector, method_35078, getRammingVelocity, m_147656_
Optional<Vec3> (Mob, Vec3, int): a, calculateJumpVectorForAngle, method_35079, getRammingVelocity, m_147659_
boolean (Mob, Vec3, Vec3): a, isClearTransition, method_35080, canReach, m_147663_