public class EntityAIAvoidEntity<T extends Entity> extends EntityAIBase
Modifier and Type | Field and Description |
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protected T |
closestLivingEntity |
protected EntityCreature |
theEntity
The entity we are attached to
|
Constructor and Description |
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EntityAIAvoidEntity(EntityCreature theEntityIn,
java.lang.Class<T> classToAvoidIn,
<any> avoidTargetSelectorIn,
float avoidDistanceIn,
double farSpeedIn,
double nearSpeedIn) |
EntityAIAvoidEntity(EntityCreature theEntityIn,
java.lang.Class<T> classToAvoidIn,
float avoidDistanceIn,
double farSpeedIn,
double nearSpeedIn) |
Modifier and Type | Method and Description |
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boolean |
continueExecuting()
Returns whether an in-progress EntityAIBase should continue executing
|
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
protected EntityCreature theEntity
public EntityAIAvoidEntity(EntityCreature theEntityIn, java.lang.Class<T> classToAvoidIn, float avoidDistanceIn, double farSpeedIn, double nearSpeedIn)
public EntityAIAvoidEntity(EntityCreature theEntityIn, java.lang.Class<T> classToAvoidIn, <any> avoidTargetSelectorIn, float avoidDistanceIn, double farSpeedIn, double nearSpeedIn)
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