@Environment(value=CLIENT) public abstract class ArmorFeatureRenderer<T extends LivingEntity,M extends BipedEntityModel<T>,A extends BipedEntityModel<T>> extends FeatureRenderer<T,M>
Modifier and Type | Field and Description |
---|---|
protected static Map<String,Identifier> |
ARMOR_TEXTURE_CACHE |
protected A |
bodyModel |
protected A |
leggingsModel |
Modifier | Constructor and Description |
---|---|
protected |
ArmorFeatureRenderer(FeatureRendererContext<T,M> context,
A leggingsModel,
A bodyModel) |
Modifier and Type | Method and Description |
---|---|
A |
getArmor(EquipmentSlot slot) |
protected Identifier |
getArmorTexture(EquipmentSlot slot,
ArmorItem item,
boolean secondLayer,
String suffix) |
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 entity,
float limbAngle,
float limbDistance,
float tickDelta,
float customAngle,
float headYaw,
float headPitch,
EquipmentSlot slot,
int light,
A armorModel) |
private void |
renderArmorParts(EquipmentSlot slot,
MatrixStack matrices,
VertexConsumerProvider vertexConsumers,
int light,
ArmorItem item,
boolean glint,
A armorModel,
boolean secondLayer,
float red,
float green,
float blue,
String suffix) |
protected abstract void |
setInvisible(A bipedModel) |
protected abstract void |
setVisible(A bipedModel,
EquipmentSlot slot) |
private boolean |
usesSecondLayer(EquipmentSlot slot) |
getContextModel, getTexture, render, renderModel
protected static final Map<String,Identifier> ARMOR_TEXTURE_CACHE
protected final A extends BipedEntityModel<T> leggingsModel
protected final A extends BipedEntityModel<T> bodyModel
protected 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 entity, float limbAngle, float limbDistance, float tickDelta, float customAngle, float headYaw, float headPitch, EquipmentSlot slot, int light, A armorModel)
private void renderArmorParts(EquipmentSlot slot, MatrixStack matrices, VertexConsumerProvider vertexConsumers, int light, ArmorItem item, boolean glint, A armorModel, boolean secondLayer, float red, float green, float blue, @Nullable String suffix)
public A getArmor(EquipmentSlot slot)
private boolean usesSecondLayer(EquipmentSlot slot)
protected Identifier getArmorTexture(EquipmentSlot slot, ArmorItem item, boolean secondLayer, @Nullable String suffix)
protected abstract void setVisible(A bipedModel, EquipmentSlot slot)
protected abstract void setInvisible(A bipedModel)