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Animation when Entity collides with Player


LevelBlock

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Hi. I'm looking to display an animation when an entity collides with the Player, I'm using geckolib. I haven't find a properly way to implement this on the "event.getAnimatable()". Somebody can help with a tip?

 private <E extends Entity & IAnimatable> PlayState predicate(AnimationEvent<E> event) {

        LivingEntity livingEntity = event.getExtraDataOfType(LivingEntity.class).get(0);

        if (event.isMoving()) {
            event.getController().setAnimation(new AnimationBuilder().addAnimation("animation.walk", true));
            return PlayState.CONTINUE;
        }
        if (event.getAnimatable().horizontalCollision){
            event.getController().setAnimation(new AnimationBuilder().addAnimation("animation.attack", true));
            return PlayState.CONTINUE;
        }
        if(!event.isMoving())
            event.getController().setAnimation(new AnimationBuilder().addAnimation("animation.idle", true));
        return PlayState.CONTINUE;
    }

 

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Entity.horizontalCollision is for colliding with blocks.

Minecraft doesn't really do entity/entity collision, except in special cases like item pickup. Those are not events with state stored in the entity, its a special process that uses one of the level.getEntities() search methods. Those won't be appropriate to call during rendering.

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If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

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4 hours ago, warjort said:

Entity.horizontalCollision is for colliding with blocks.

Minecraft doesn't really do entity/entity collision, except in special cases like item pickup. Those are not events with state stored in the entity, its a special process that uses one of the level.getEntities() search methods. Those won't be appropriate to call during rendering.

Thanks for the answer, so I should look for an EntityDataAccesor or try with another kind of event like distance between entities?

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I am saying there is no data to access for entity/entity collisions, minecraft does not track it.

And doing an entity search during rendering will likely affect fps.

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

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It looks like you really want to know when an entity is attacked from your code?

You might be able to do some tracking yourself with forge's LivingHurtEvent and looking at the DamageSource. Maybe storing the state using a Capability on the entity? 

Edited by warjort
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Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

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2 minutes ago, warjort said:

It looks like you really want to know when an entity is attacked from your code?

You might be able to do some tracking yourself with forge's LivingHurtEvent and looking at the DamageSource? Maybe storing the state using a Capability on the entity? 

I'm gonna try , thanks a lot.

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