@Environment(value=CLIENT) public class ArmorStandEntityRenderer extends LivingEntityRenderer<ArmorStandEntity,ArmorStandArmorEntityModel>
Modifier and Type | Field and Description |
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static Identifier |
TEXTURE |
features, model
dispatcher, shadowOpacity, shadowRadius
Constructor and Description |
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ArmorStandEntityRenderer(EntityRenderDispatcher dispatcher) |
Modifier and Type | Method and Description |
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protected RenderLayer |
getRenderLayer(ArmorStandEntity armorStandEntity,
boolean bool,
boolean bool2,
boolean bool3)
Gets the render layer appropriate for rendering the passed entity.
|
Identifier |
getTexture(ArmorStandEntity armorStandEntity) |
protected boolean |
hasLabel(ArmorStandEntity armorStandEntity)
Determines whether the passed entity should render with a nameplate above its head.
|
protected void |
setupTransforms(ArmorStandEntity armorStandEntity,
MatrixStack matrixStack,
float float2,
float float3,
float float4) |
addFeature, getAnimationCounter, getAnimationProgress, getHandSwingProgress, getLyingAngle, getModel, getOverlay, isShaking, isVisible, render, scale
getBlockLight, getFontRenderer, getLight, getPositionOffset, getRenderManager, method_27950, renderLabelIfPresent, shouldRender
public static final Identifier TEXTURE
public ArmorStandEntityRenderer(EntityRenderDispatcher dispatcher)
public Identifier getTexture(ArmorStandEntity armorStandEntity)
getTexture
in interface FeatureRendererContext<ArmorStandEntity,ArmorStandArmorEntityModel>
getTexture
in class EntityRenderer<ArmorStandEntity>
protected void setupTransforms(ArmorStandEntity armorStandEntity, MatrixStack matrixStack, float float2, float float3, float float4)
setupTransforms
in class LivingEntityRenderer<ArmorStandEntity,ArmorStandArmorEntityModel>
protected boolean hasLabel(ArmorStandEntity armorStandEntity)
EntityRenderer
Checks for a custom nametag on living entities, and for teams/team visibilities for players.
hasLabel
in class LivingEntityRenderer<ArmorStandEntity,ArmorStandArmorEntityModel>
@Nullable protected RenderLayer getRenderLayer(ArmorStandEntity armorStandEntity, boolean bool, boolean bool2, boolean bool3)
LivingEntityRenderer
getRenderLayer
in class LivingEntityRenderer<ArmorStandEntity,ArmorStandArmorEntityModel>