我想让那个耐久每激活一次一点var shoot=false,fire=false
var bullet
var ctx = com.mojang.minecraftpe.MainActivity.currentMainActivity.get();
var dp = ctx.getResources().getDisplayMetrics().density;
var GUI = new android.widget.PopupWindow();
var btcr = false;
function modTick()
{
if(Player.getCarriedItem()==292&&!btcr)
{
btcr=true;
ctx.runOnUiThread(new java.lang.Runnable(
{
run: function()
{
var layout = new android.widget.RelativeLayout(ctx);
var button = new android.widget.Button(ctx);
button.setText("射击")
button.setOnTouchListener(new android.view.View.OnTouchListener(
{
onTouch :function(v, e)
{
switch (e.getAction())
{
case 0:
shoot=true;
break;
case 1:
shoot=false;
break;
}
return true;
}
}));
layout.addView(button);
GUI.setContentView(layout);
GUI.setWidth(120*dp);
GUI.setHeight(60*dp);
GUI.showAtLocation(ctx.getWindow().getDecorView(), android.view.Gravity.RIGHT | android.view.Gravity.BOTTOM, 5, 5);
}
}));
}
else if(Player.getCarriedItem()!=292&&btcr)
{
ctx.runOnUiThread(new java.lang.Runnable({ run: function()
{
GUI.dismiss();
btcr=false;
}
}));
}
if(shoot==true)
{
var x = Player.getCarriedItemData();
Entity.setCarriedItem(Player,292,1,x+1)
var playerYaw = Entity.getYaw(Player.getEntity())
var playerPitch = Entity.getPitch(Player.getEntity())
velY = Math.sin((playerPitch - 180) / 180 * Math.PI)
velX = Math.sin(playerYaw / 180 * Math.PI) * Math.cos((playerPitch - 180) / 180 * Math.PI)
velZ = -1 * Math.cos(playerYaw / 180 * Math.PI) * Math.cos((playerPitch - 180) / 180 * Math.PI)
bullet= Level.spawnMob(Player.getX(),Player.getY()+1,Player.getZ(),80)
Entity.setFireTicks(bullet,30)
setVelX(bullet,velX*5);
setVelY(bullet,velY+0.2);
setVelZ(bullet,velZ*5);
}
}
function leaveGame()
{
ctx.runOnUiThread(new java.lang.Runnable({ run: function()
{
if(GUI != null)
{
GUI.dismiss();
}
}
}
)
);
}
var bullet
var ctx = com.mojang.minecraftpe.MainActivity.currentMainActivity.get();
var dp = ctx.getResources().getDisplayMetrics().density;
var GUI = new android.widget.PopupWindow();
var btcr = false;
function modTick()
{
if(Player.getCarriedItem()==292&&!btcr)
{
btcr=true;
ctx.runOnUiThread(new java.lang.Runnable(
{
run: function()
{
var layout = new android.widget.RelativeLayout(ctx);
var button = new android.widget.Button(ctx);
button.setText("射击")
button.setOnTouchListener(new android.view.View.OnTouchListener(
{
onTouch :function(v, e)
{
switch (e.getAction())
{
case 0:
shoot=true;
break;
case 1:
shoot=false;
break;
}
return true;
}
}));
layout.addView(button);
GUI.setContentView(layout);
GUI.setWidth(120*dp);
GUI.setHeight(60*dp);
GUI.showAtLocation(ctx.getWindow().getDecorView(), android.view.Gravity.RIGHT | android.view.Gravity.BOTTOM, 5, 5);
}
}));
}
else if(Player.getCarriedItem()!=292&&btcr)
{
ctx.runOnUiThread(new java.lang.Runnable({ run: function()
{
GUI.dismiss();
btcr=false;
}
}));
}
if(shoot==true)
{
var x = Player.getCarriedItemData();
Entity.setCarriedItem(Player,292,1,x+1)
var playerYaw = Entity.getYaw(Player.getEntity())
var playerPitch = Entity.getPitch(Player.getEntity())
velY = Math.sin((playerPitch - 180) / 180 * Math.PI)
velX = Math.sin(playerYaw / 180 * Math.PI) * Math.cos((playerPitch - 180) / 180 * Math.PI)
velZ = -1 * Math.cos(playerYaw / 180 * Math.PI) * Math.cos((playerPitch - 180) / 180 * Math.PI)
bullet= Level.spawnMob(Player.getX(),Player.getY()+1,Player.getZ(),80)
Entity.setFireTicks(bullet,30)
setVelX(bullet,velX*5);
setVelY(bullet,velY+0.2);
setVelZ(bullet,velZ*5);
}
}
function leaveGame()
{
ctx.runOnUiThread(new java.lang.Runnable({ run: function()
{
if(GUI != null)
{
GUI.dismiss();
}
}
}
)
);
}