public class EntityAIAttackRangedBow extends EntityAIBase
| Constructor and Description |
|---|
EntityAIAttackRangedBow(AbstractSkeleton skeleton,
double speedAmplifier,
int delay,
float maxDistance) |
| Modifier and Type | Method and Description |
|---|---|
boolean |
continueExecuting()
Returns whether an in-progress EntityAIBase should continue executing
|
protected boolean |
isBowInMainhand() |
void |
resetTask()
Resets the task
|
void |
setAttackCooldown(int p_189428_1_) |
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, setMutexBitspublic EntityAIAttackRangedBow(AbstractSkeleton skeleton, double speedAmplifier, int delay, float maxDistance)
public void setAttackCooldown(int p_189428_1_)
public boolean shouldExecute()
shouldExecute in class EntityAIBaseprotected boolean isBowInMainhand()
public boolean continueExecuting()
continueExecuting in class EntityAIBasepublic void startExecuting()
startExecuting in class EntityAIBasepublic void resetTask()
resetTask in class EntityAIBasepublic void updateTask()
updateTask in class EntityAIBase