public class EntityAIAvoidEntity<T extends Entity> extends EntityAIBase
| Modifier and Type | Field and Description |
|---|---|
protected T |
closestLivingEntity |
protected EntityCreature |
entity
The entity we are attached to
|
| Constructor and Description |
|---|
EntityAIAvoidEntity(EntityCreature entityIn,
java.lang.Class<T> classToAvoidIn,
<any> avoidTargetSelectorIn,
float avoidDistanceIn,
double farSpeedIn,
double nearSpeedIn) |
EntityAIAvoidEntity(EntityCreature entityIn,
java.lang.Class<T> classToAvoidIn,
float avoidDistanceIn,
double farSpeedIn,
double nearSpeedIn) |
| Modifier and Type | Method and Description |
|---|---|
void |
resetTask()
Reset the task's internal state.
|
boolean |
shouldContinueExecuting()
Returns whether an in-progress EntityAIBase should continue executing
|
boolean |
shouldExecute()
Returns whether the EntityAIBase should begin execution.
|
void |
startExecuting()
Execute a one shot task or start executing a continuous task
|
void |
updateTask()
Keep ticking a continuous task that has already been started
|
getMutexBits, isInterruptible, setMutexBitsprotected EntityCreature entity
public EntityAIAvoidEntity(EntityCreature entityIn, java.lang.Class<T> classToAvoidIn, float avoidDistanceIn, double farSpeedIn, double nearSpeedIn)
public EntityAIAvoidEntity(EntityCreature entityIn, java.lang.Class<T> classToAvoidIn, <any> avoidTargetSelectorIn, float avoidDistanceIn, double farSpeedIn, double nearSpeedIn)
public boolean shouldExecute()
shouldExecute in class EntityAIBasepublic boolean shouldContinueExecuting()
shouldContinueExecuting in class EntityAIBasepublic void startExecuting()
startExecuting in class EntityAIBasepublic void resetTask()
resetTask in class EntityAIBasepublic void updateTask()
updateTask in class EntityAIBase