缺点也很多,很卡,因为每个块都用到一个狐狸,而且跑远了就错乱了,且狐狸必须在可视范围内 三个指令: playanimation @e[type=fox] animation.player.attack.positions _ 0 "v.px=q.position(0)-t.cx;v.py=q.position(1)-t.cy;v.pz=q.position(2)-t.cz;v.xpos=t.c_to_player_x*16-v.px*16-math.cos(t.body_yrot)*6;v.ypos=t.c_to_player_y*16-v.py*16-14;v.zpos=t.c_to_player_z*16-v.pz*16-math.sin(t.body_yrot)*6;v.xbasepos=v.px*16/0.2;v.ybasepos=v.py*16/0.2;v.zbasepos=v.pz*16/0.3-(-30);v.xrot=t.b.r.z+90;v.yrot=t.body_yrot+t.b.r.y-90;v.zrot=-t.b.r.x;v.scale=0.2;" playanimation @p animation.player.attack.positions _ 0 "t.b=q.bone_orientation_trs('rightarm');t.x=q.position(0);t.y=q.position(1);t.z=q.position(2);t.body_yrot=q.body_y_rotation;" /playanimation @e[tag=c,type=fox] animation.player.attack.positions none 0 "t.cx=q.position(0);t.cy=q.position(1);t.cz=q.position(2);t.c_to_player_x=t.x-t.cx;t.c_to_player_y=t.y-t.cy;t.c_to_player_z=t.z-t.cz;"




换一换 









































