Uses of Annotation Interface
com.ticxo.modelengine.api.command.annotations.CommandAttribute
Packages that use CommandAttribute
Package
Description
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Uses of CommandAttribute in com.ticxo.modelengine.api.model
Methods in com.ticxo.modelengine.api.model with annotations of type CommandAttributeModifier and TypeMethodDescriptionvoidModeledEntity.addModel(ActiveModel model, boolean overrideHitbox) voidActiveModel.destroy()Despawn the model from the world.
This method would despawn the model from all players that is close enough to see it.ModeledEntity.getBodyRotationController()Get theBodyRotationControllerof this entity.
This is used to configure the entity's body rotation.ModeledEntity.getLookController()Get theLookControllerof this entity.
This is mainly used to control the entity's pitch, head yaw and body yaw.Get theActiveModelof the specified model ID from this entity.ModeledEntity.getMountManager()Get theMountManagerof this ModeledEntity.
This is used to mount an entity to this entity.voidActiveModel.hideFromPlayer(org.bukkit.entity.Player player) Hide the model from the player.
This does not unregister the player as a viewer of this model, hence update packets would still be sent, and the model would be visible to them when they exit and enter its render radius.voidIModel.hideFromPlayer(org.bukkit.entity.Player player) Hide this entity from the player.
This does not unregister the player as a viewer of this entity, hence update packets would still be sent, and the entity would be visible to them when they exit and enter its render radius.voidActiveModel.removeBone(String bone) Remove a bone from this model.
The bone is destroyed immediately after removing, so this process is not revertible.
To hide a renderer bone temporarily, useBoneRenderer.setModelVisible(boolean).
To transfer a bone to another parent, useModelBone.addChild(ModelBone).ModeledEntity.removeModel(String modelId) Remove anActiveModelof the specified model ID from this entity.
The model would not despawn by itself after removing.voidIModel.setBaseEntityVisible(boolean flag) Change the visibility of the owner of the model.voidActiveModel.setCanHurt(boolean flag) Set if the model should play the damage tint.
This is mainly use to disable damage tint for inanimate models like rocks, barrels, etc.voidActiveModel.setGlowing(boolean flag) Set the glow state of the model.voidActiveModel.setLockPitch(boolean flag) Lock the pitch of this model.
When locked, the pitch defaults to 0 degree.voidActiveModel.setLockYaw(boolean flag) Lock the head yaw of this model.
When locked, the head yaw defaults to 0 degree relative to the body's yaw rotation.voidModeledEntity.setModelRotationLock(boolean flag) Set the rotation setting of this entity.
When rotation is locked, all rotations caused by the entity would be canceled visually.voidModeledEntity.setRenderRadius(int radius) Set the render distance of this entity.voidModeledEntity.setStepHeight(double height) Set the step height of this entity.
Due to Minecraft being stupid, some entities like pigs are not affected by this.voidActiveModel.showToPlayer(org.bukkit.entity.Player player) Show the model to the player.
This does not register the player as a viewer of this model, hence no update packets would be sent to them.voidIModel.showToPlayer(org.bukkit.entity.Player player) Show this entity to the player.
This does not register the player as a viewer of this entity, hence no update packets would be sent to them. -
Uses of CommandAttribute in com.ticxo.modelengine.api.mount
Methods in com.ticxo.modelengine.api.mount with annotations of type CommandAttributeModifier and TypeMethodDescriptionvoidMountManager.addPassengerToSeat(String modelId, String seatId, org.bukkit.entity.Entity passenger, MountController controller) voidMountManager.dismountAll()voidMountManager.dismountAllPassengers()voidMountManager.removeDriver()voidMountManager.setCanRide(boolean flag) voidMountManager.setCanSteer(boolean flag) voidMountManager.setDriver(@NotNull org.bukkit.entity.Entity driver, MountController controller) -
Uses of CommandAttribute in com.ticxo.modelengine.api.nms.entity.wrapper
Methods in com.ticxo.modelengine.api.nms.entity.wrapper with annotations of type CommandAttributeModifier and TypeMethodDescriptionvoidLookController.lookAt(double x, double y, double z) voidBodyRotationController.setBodyClampUneven(boolean flag) voidLookController.setBodyYaw(float yaw) voidBodyRotationController.setHeadClampUneven(boolean flag) voidLookController.setHeadYaw(float yaw) voidBodyRotationController.setMaxBodyAngle(float angle) If body clamp is even, set the max body angle for both sides.
Otherwise, only set the angle on the positive side.voidBodyRotationController.setMaxHeadAngle(float angle) If head clamp is even, set the max head angle for both sides.
Otherwise, only set the angle on the positive side.voidBodyRotationController.setMinBodyAngle(float angle) If body clamp is uneven, set the angle on the negative side.
Otherwise, this method has no effect.voidBodyRotationController.setMinHeadAngle(float angle) If head clamp is uneven, set the angle on the negative side.
Otherwise, this method has no effect.voidLookController.setPitch(float pitch) voidBodyRotationController.setPlayerMode(boolean flag) Toggle player rotation mode.
If true, the body would act like the player's body rotation.
Otherwise, the body would auto rotate to match the head's rotation after a certain period of time.voidBodyRotationController.setRotationDelay(int delay) Set the wait time before the body auto rotates to match the head's rotation.
For example, if delay = 60, the entity would rotate its head, stop, and wait 3 seconds before rotating its body.voidBodyRotationController.setRotationDuration(int duration) Set the time it takes to auto rotates back to the head's rotation.
For example, if duration = 60, the entity would rotate its head, stop, wait 0.5 second, and takes 3 seconds to match body rotation to the head rotation.voidBodyRotationController.setStableAngle(float angle) Set the stable angle before correcting back to the clamped angle.
For example, if the clamp = 50, and the stable angle = 15, the body can be 65 degrees away from the head before snapping back to 50 degrees away.
This causes the "sudden jerk" effect on all entity body rotation.