类 Zombie

所有已实现的接口:
CommandSource, Attackable, Enemy, Targeting, EntityAccess, Nameable, ICapabilityProvider, ICapabilityProviderImpl<Entity>, ICapabilitySerializable<CompoundTag>, IForgeEntity, IForgeLivingEntity, INBTSerializable<CompoundTag>
直接已知子类:
Drowned, Husk, ZombieVillager, ZombifiedPiglin

public class Zombie extends Monster
  • 字段详细资料

    • SPEED_MODIFIER_BABY_UUID

      private static final UUID SPEED_MODIFIER_BABY_UUID
    • SPEED_MODIFIER_BABY

      private static final AttributeModifier SPEED_MODIFIER_BABY
    • DATA_BABY_ID

      private static final EntityDataAccessor<Boolean> DATA_BABY_ID
    • DATA_SPECIAL_TYPE_ID

      private static final EntityDataAccessor<Integer> DATA_SPECIAL_TYPE_ID
    • DATA_DROWNED_CONVERSION_ID

      private static final EntityDataAccessor<Boolean> DATA_DROWNED_CONVERSION_ID
    • ZOMBIE_LEADER_CHANCE

      public static final float ZOMBIE_LEADER_CHANCE
      另请参阅:
    • REINFORCEMENT_ATTEMPTS

      public static final int REINFORCEMENT_ATTEMPTS
      另请参阅:
    • REINFORCEMENT_RANGE_MAX

      public static final int REINFORCEMENT_RANGE_MAX
      另请参阅:
    • REINFORCEMENT_RANGE_MIN

      public static final int REINFORCEMENT_RANGE_MIN
      另请参阅:
    • BABY_EYE_HEIGHT_ADJUSTMENT

      protected static final float BABY_EYE_HEIGHT_ADJUSTMENT
      另请参阅:
    • BREAK_DOOR_CHANCE

      private static final float BREAK_DOOR_CHANCE
      另请参阅:
    • DOOR_BREAKING_PREDICATE

      private static final Predicate<Difficulty> DOOR_BREAKING_PREDICATE
    • breakDoorGoal

      private final BreakDoorGoal breakDoorGoal
    • canBreakDoors

      private boolean canBreakDoors
    • inWaterTime

      private int inWaterTime
    • conversionTime

      private int conversionTime
  • 构造器详细资料

  • 方法详细资料