Package net.minecraft.entity
Class EntityType.Builder<T extends Entity>
java.lang.Object
net.minecraft.entity.EntityType.Builder<T>
- Enclosing class:
- EntityType<T extends Entity>
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Field Summary
FieldsModifier and TypeFieldDescriptionprivate booleanprivate final EntityClassificationprivate intprivate BiFunction<FMLPlayMessages.SpawnEntity,World, T> private EntitySizeprivate final EntityType.IFactory<T>private booleanprivate com.google.common.collect.ImmutableSet<Block>private booleanprivate booleanprivate ToIntFunction<EntityType<?>>private intprivate ToIntFunction<EntityType<?>>private Predicate<EntityType<?>> -
Constructor Summary
ConstructorsModifierConstructorDescriptionprivateBuilder(EntityType.IFactory<T> p_i50479_1_, EntityClassification p_i50479_2_) -
Method Summary
Modifier and TypeMethodDescriptionclientTrackingRange(int p_233606_1_) static <T extends Entity>
EntityType.Builder<T>createNothing(EntityClassification p_220319_0_) noSave()noSummon()static <T extends Entity>
EntityType.Builder<T>of(EntityType.IFactory<T> p_220322_0_, EntityClassification p_220322_1_) setCustomClientFactory(BiFunction<FMLPlayMessages.SpawnEntity, World, T> customClientFactory) By default, entities are spawned clientside viaEntityType.create(World).setShouldReceiveVelocityUpdates(boolean value) setTrackingRange(int range) setUpdateInterval(int interval) sized(float p_220321_1_, float p_220321_2_) updateInterval(int p_233608_1_)
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Field Details
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factory
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category
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immuneTo
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serialize
private boolean serialize -
summon
private boolean summon -
fireImmune
private boolean fireImmune -
canSpawnFarFromPlayer
private boolean canSpawnFarFromPlayer -
clientTrackingRange
private int clientTrackingRange -
updateInterval
private int updateInterval -
dimensions
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velocityUpdateSupplier
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trackingRangeSupplier
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updateIntervalSupplier
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customClientFactory
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Constructor Details
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Builder
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Method Details
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of
public static <T extends Entity> EntityType.Builder<T> of(EntityType.IFactory<T> p_220322_0_, EntityClassification p_220322_1_) -
createNothing
public static <T extends Entity> EntityType.Builder<T> createNothing(EntityClassification p_220319_0_) -
sized
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noSummon
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noSave
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fireImmune
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immuneTo
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canSpawnFarFromPlayer
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clientTrackingRange
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updateInterval
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setUpdateInterval
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setTrackingRange
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setShouldReceiveVelocityUpdates
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setCustomClientFactory
public EntityType.Builder<T> setCustomClientFactory(BiFunction<FMLPlayMessages.SpawnEntity, World, T> customClientFactory) By default, entities are spawned clientside viaEntityType.create(World). If you need finer control over the spawning process, use this to get read access to the spawn packet. -
build
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