@Environment(value=CLIENT) public class ArmorFeatureRenderer<T extends LivingEntity,M extends BipedEntityModel<T>,A extends BipedEntityModel<T>> extends FeatureRenderer<T,M>
Modifier and Type | Field and Description |
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private static Map<String,Identifier> |
ARMOR_TEXTURE_CACHE |
private A |
bodyModel |
private A |
leggingsModel |
Constructor and Description |
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ArmorFeatureRenderer(FeatureRendererContext<T,M> context,
A leggingsModel,
A bodyModel) |
Modifier and Type | Method and Description |
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private A |
getArmor(EquipmentSlot slot) |
private Identifier |
getArmorTexture(ArmorItem armorItem,
boolean bool,
String string) |
void |
render(MatrixStack matrixStack,
VertexConsumerProvider vertexConsumerProvider,
int int2,
T t,
float float2,
float float3,
float float4,
float float5,
float float6,
float float7) |
private void |
renderArmor(MatrixStack matrices,
VertexConsumerProvider vertexConsumers,
T t,
EquipmentSlot equipmentSlot,
int int2,
A a) |
private void |
renderArmorParts(MatrixStack matrixStack,
VertexConsumerProvider vertexConsumerProvider,
int int2,
ArmorItem armorItem,
boolean bool,
A a,
boolean bool2,
float float2,
float float3,
float float4,
String string) |
protected void |
setVisible(A bipedModel,
EquipmentSlot slot) |
private boolean |
usesSecondLayer(EquipmentSlot slot) |
getContextModel, getTexture, render, renderModel
private static final Map<String,Identifier> ARMOR_TEXTURE_CACHE
private final A extends BipedEntityModel<T> leggingsModel
private final A extends BipedEntityModel<T> bodyModel
public ArmorFeatureRenderer(FeatureRendererContext<T,M> context, A leggingsModel, A bodyModel)
public void render(MatrixStack matrixStack, VertexConsumerProvider vertexConsumerProvider, int int2, T t, float float2, float float3, float float4, float float5, float float6, float float7)
render
in class FeatureRenderer<T extends LivingEntity,M extends BipedEntityModel<T>>
private void renderArmor(MatrixStack matrices, VertexConsumerProvider vertexConsumers, T t, EquipmentSlot equipmentSlot, int int2, A a)
protected void setVisible(A bipedModel, EquipmentSlot slot)
private void renderArmorParts(MatrixStack matrixStack, VertexConsumerProvider vertexConsumerProvider, int int2, ArmorItem armorItem, boolean bool, A a, boolean bool2, float float2, float float3, float float4, @Nullable String string)
private A getArmor(EquipmentSlot slot)
private boolean usesSecondLayer(EquipmentSlot slot)
private Identifier getArmorTexture(ArmorItem armorItem, boolean bool, @Nullable String string)