public class EntityAINearestAttackableTarget extends EntityAITarget
| Constructor and Description |
|---|
EntityAINearestAttackableTarget(EntityCreature par1EntityCreature,
Class par2Class,
int par3,
boolean par4) |
EntityAINearestAttackableTarget(EntityCreature par1EntityCreature,
Class par2Class,
int par3,
boolean par4,
boolean par5) |
EntityAINearestAttackableTarget(EntityCreature par1EntityCreature,
Class par2Class,
int par3,
boolean par4,
boolean par5,
IEntitySelector par6IEntitySelector) |
| Modifier and Type | Method and Description |
|---|---|
boolean |
shouldExecute()
Returns whether the EntityAIBase should begin execution.
|
void |
startExecuting()
Execute a one shot task or start executing a continuous task
|
continueExecuting, resetTaskgetMutexBits, isInterruptible, setMutexBits, updateTaskpublic EntityAINearestAttackableTarget(EntityCreature par1EntityCreature, Class par2Class, int par3, boolean par4)
public EntityAINearestAttackableTarget(EntityCreature par1EntityCreature, Class par2Class, int par3, boolean par4, boolean par5)
public EntityAINearestAttackableTarget(EntityCreature par1EntityCreature, Class par2Class, int par3, boolean par4, boolean par5, IEntitySelector par6IEntitySelector)
public boolean shouldExecute()
shouldExecute in class EntityAIBasepublic void startExecuting()
startExecuting in class EntityAITarget