List of usage examples for org.apache.commons.lang3.mutable MutableFloat add
public void add(final Number operand)
From source file:de.sanandrew.mods.claysoldiers.util.soldier.upgrade.misc.UpgradeSugar.java
@Override public void getAiMoveSpeed(EntityClayMan clayMan, SoldierUpgradeInst upgradeInst, MutableFloat speed) { speed.add(1.0F); }
From source file:de.sanandrew.mods.claysoldiers.util.soldier.upgrade.misc.enchantment.UpgradeFlint.java
@Override public void onSoldierAttack(EntityClayMan clayMan, SoldierUpgradeInst upgradeInst, EntityClayMan target, MutableFloat damage) { damage.add(2.0F); }
From source file:de.sanandrew.mods.claysoldiers.util.soldier.upgrade.righthand.UpgradeStick.java
@Override public void onSoldierAttack(EntityClayMan clayMan, SoldierUpgradeInst upgradeInst, EntityClayMan target, MutableFloat damage) { damage.add(2.0F + clayMan.getRNG().nextFloat()); }
From source file:de.sanandrew.mods.claysoldiers.util.soldier.upgrade.misc.enchantment.UpgradeGoldIngot.java
@Override public void onSoldierAttack(EntityClayMan clayMan, SoldierUpgradeInst upgradeInst, EntityClayMan target, MutableFloat damage) { damage.add(SAPUtils.RNG.nextFloat() + 1.0F); }
From source file:de.sanandrew.mods.claysoldiers.util.soldier.upgrade.righthand.UpgradeBlazeRod.java
@Override public void onSoldierAttack(EntityClayMan clayMan, SoldierUpgradeInst upgradeInst, EntityClayMan target, MutableFloat damage) { target.setFire(3);//from w w w.j av a2 s. c om damage.add(1.0F + clayMan.getRNG().nextFloat()); }
From source file:de.sanandrew.mods.claysoldiers.util.soldier.upgrade.misc.UpgradeStoneButton.java
@Override public void onSoldierAttack(EntityClayMan clayMan, SoldierUpgradeInst upgradeInst, EntityClayMan target, MutableFloat damage) { if (!clayMan.hasUpgrade(AUpgradeRightHanded.class)) { damage.add(2.0F + clayMan.getRNG().nextFloat()); }/*from w ww .ja v a 2 s. c o m*/ }
From source file:de.sanandrew.mods.claysoldiers.util.soldier.upgrade.misc.UpgradeWoodButton.java
@Override public void onSoldierAttack(EntityClayMan clayMan, SoldierUpgradeInst upgradeInst, EntityClayMan target, MutableFloat damage) { if (!clayMan.hasUpgrade(AUpgradeRightHanded.class)) { damage.add(1.0F + clayMan.getRNG().nextFloat()); }/* ww w .j a v a 2 s. c o m*/ }
From source file:de.sanandrew.mods.claysoldiers.util.soldier.upgrade.lefthand.UpgradeShearBladeLeft.java
@Override public void onSoldierAttack(EntityClayMan clayMan, SoldierUpgradeInst upgradeInst, EntityClayMan target, MutableFloat damage) { float baseDmg = 1.0F; if (clayMan.hasUpgrade(SoldierUpgrades.UPG_EGG) && target.getEntityToAttack() == null) { baseDmg = 3.0F;//from w w w . j av a2 s . c o m ParticlePacketSender.sendCritFx(target.posX, target.posY, target.posZ, target.dimension); } damage.add(baseDmg + clayMan.getRNG().nextFloat()); }
From source file:de.sanandrew.mods.turretmod.client.render.world.RenderTurretPointed.java
private void renderLabel(EntityTurret turret, double x, double y, double z, LabelEntry lbl) { final Minecraft mc = Minecraft.getMinecraft(); final FontRenderer fontrenderer = mc.fontRenderer; final float scale = 0.010F; final List<ILabelElement> fltElem = this.elements.stream().filter(el -> el.showElement(turret)) .sorted((el1, el2) -> Integer.compare(el2.getPriority(), el1.getPriority())) .collect(Collectors.toList()); lbl.maxWidth = fltElem.stream()/*from w w w . j av a 2s . c om*/ .collect(() -> new MutableFloat(MIN_WIDTH), (f, l) -> f.setValue(Math.max(f.getValue(), l.getWidth(turret, fontrenderer))), (f1, f2) -> f1.setValue(Math.max(f1.getValue(), f2.getValue()))) .floatValue(); lbl.maxHeight = fltElem.stream().collect(() -> new MutableFloat(0.0F), (f, l) -> f.add(l.getHeight(turret, fontrenderer)), (f1, f2) -> f1.add(f2.getValue())).floatValue(); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder buffer = tessellator.getBuffer(); GlStateManager.pushMatrix(); GlStateManager.translate(x, y + (turret.isUpsideDown() ? 1.4F : 0.7F), z); GlStateManager.glNormal3f(0.0F, 1.0F, 0.0F); GlStateManager.rotate(lbl.angleY, 0.0F, 1.0F, 0.0F); GlStateManager.rotate(lbl.angleX, 1.0F, 0.0F, 0.0F); GlStateManager.scale(-scale, -scale, scale); GlStateManager.translate(-lbl.maxWidth / 2.0D, -32.0D, 0.0D); GlStateManager.disableLighting(); GlStateManager.depthMask(false); GlStateManager.disableDepth(); GlStateManager.enableBlend(); GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA); GlStateManager.disableTexture2D(); GlStateManager.shadeModel(GL11.GL_SMOOTH); buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_COLOR); float alphaMulti = Math.min(1.0F, lbl.progress); ColorObj clrTop = new ColorObj(0x0050FF00 | (Math.max(Math.round(0xCC * alphaMulti), 4) << 24)); ColorObj clrBottom = new ColorObj(0x00288000 | (Math.max(Math.round(0xCC * alphaMulti), 4) << 24)); ColorObj clrMain = new ColorObj(0x00001000 | (Math.max(Math.round(0xA0 * alphaMulti), 4) << 24)); // main bg addQuad(buffer, -2.0D, -2.0D, lbl.maxWidth + 2.0D, lbl.maxHeight + 2.0D, clrMain); // inner frame [top, bottom, left, right] addQuad(buffer, -3.0D, -3.0D, lbl.maxWidth + 3.0D, -2.0D, clrTop); addQuad(buffer, -3.0D, lbl.maxHeight + 2.0D, lbl.maxWidth + 3.0D, lbl.maxHeight + 3.0D, clrBottom); addQuad(buffer, -3.0D, -2.0D, -2.0D, lbl.maxHeight + 2.0D, clrTop, clrBottom); addQuad(buffer, lbl.maxWidth + 2.0D, -2.0D, lbl.maxWidth + 3.0D, lbl.maxHeight + 2.0D, clrTop, clrBottom); // outer frame [top, bottom, left, right] addQuad(buffer, -3.0D, -4.0D, lbl.maxWidth + 3.0D, -3.0D, clrMain); addQuad(buffer, -3.0D, lbl.maxHeight + 3.0D, lbl.maxWidth + 3.0D, lbl.maxHeight + 4.0D, clrMain); addQuad(buffer, -4.0D, -3.0D, -3.0D, lbl.maxHeight + 3.0D, clrMain); addQuad(buffer, lbl.maxWidth + 3.0D, -3.0D, lbl.maxWidth + 4.0D, lbl.maxHeight + 3.0D, clrMain); if (lbl.progress >= 1.0F) { final MutableFloat currHeight = new MutableFloat(0.0F); fltElem.forEach(elem -> { elem.doRenderQuads(turret, lbl.maxWidth, lbl.progress - 1.0F, fontrenderer, currHeight.floatValue(), buffer); currHeight.add(elem.getHeight(turret, fontrenderer)); }); } tessellator.draw(); GlStateManager.shadeModel(GL11.GL_FLAT); GlStateManager.enableTexture2D(); if (lbl.progress >= 1.0F) { final MutableFloat currHeight = new MutableFloat(0.0F); fltElem.forEach(elem -> { GlStateManager.pushMatrix(); GlStateManager.translate(0.0F, currHeight.floatValue(), 0.0F); elem.doRenderTextured(turret, lbl.maxWidth, lbl.progress - 1.0F, fontrenderer); GlStateManager.popMatrix(); currHeight.add(elem.getHeight(turret, fontrenderer)); }); } GlStateManager.enableDepth(); GlStateManager.depthMask(true); GlStateManager.disableBlend(); GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F); GlStateManager.popMatrix(); }
From source file:org.apache.apex.malhar.lib.window.accumulation.SumFloat.java
@Override public MutableFloat accumulate(MutableFloat accumulatedValue, Float input) { accumulatedValue.add(input); return accumulatedValue; }