Example usage for org.apache.commons.lang3.mutable MutableFloat add

List of usage examples for org.apache.commons.lang3.mutable MutableFloat add

Introduction

In this page you can find the example usage for org.apache.commons.lang3.mutable MutableFloat add.

Prototype

public void add(final Number operand) 

Source Link

Document

Adds a value to the value of this instance.

Usage

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;
}