public class EntityAINearestAttackableTarget extends EntityAITarget
Constructor and Description |
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EntityAINearestAttackableTarget(EntityLiving par1EntityLiving,
Class par2Class,
float par3,
int par4,
boolean par5) |
EntityAINearestAttackableTarget(EntityLiving par1EntityLiving,
Class par2Class,
float par3,
int par4,
boolean par5,
boolean par6) |
EntityAINearestAttackableTarget(EntityLiving par1,
Class par2,
float par3,
int par4,
boolean par5,
boolean par6,
IEntitySelector par7IEntitySelector) |
Modifier and Type | Method and Description |
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boolean |
shouldExecute()
Returns whether the EntityAIBase should begin execution.
|
void |
startExecuting()
Execute a one shot task or start executing a continuous task
|
continueExecuting, resetTask
getMutexBits, isInterruptible, setMutexBits, updateTask
public EntityAINearestAttackableTarget(EntityLiving par1EntityLiving, Class par2Class, float par3, int par4, boolean par5)
public EntityAINearestAttackableTarget(EntityLiving par1EntityLiving, Class par2Class, float par3, int par4, boolean par5, boolean par6)
public EntityAINearestAttackableTarget(EntityLiving par1, Class par2, float par3, int par4, boolean par5, boolean par6, IEntitySelector par7IEntitySelector)
public boolean shouldExecute()
shouldExecute
in class EntityAIBase
public void startExecuting()
startExecuting
in class EntityAITarget