public abstract class ArmorLayer<T extends LivingEntity,M extends BipedModel<T>,A extends BipedModel<T>> extends LayerRenderer<T,M>
Modifier and Type | Field and Description |
---|---|
protected static ResourceLocation |
ENCHANTED_ITEM_GLINT_RES |
protected A |
modelArmor |
protected A |
modelLeggings |
Modifier | Constructor and Description |
---|---|
protected |
ArmorLayer(IEntityRenderer<T,M> p_i50951_1_,
A p_i50951_2_,
A p_i50951_3_) |
Modifier and Type | Method and Description |
---|---|
A |
func_215337_a(EquipmentSlotType p_215337_1_) |
static <T extends Entity> |
func_215338_a(java.util.function.Consumer<ResourceLocation> p_215338_0_,
T p_215338_1_,
EntityModel<T> p_215338_2_,
float p_215338_3_,
float p_215338_4_,
float p_215338_5_,
float p_215338_6_,
float p_215338_7_,
float p_215338_8_,
float p_215338_9_) |
protected A |
getArmorModelHook(LivingEntity entity,
ItemStack itemStack,
EquipmentSlotType slot,
A model)
Hook to allow item-sensitive armor model.
|
ResourceLocation |
getArmorResource(Entity entity,
ItemStack stack,
EquipmentSlotType slot,
java.lang.String type)
More generic ForgeHook version of the above function, it allows for Items to have more control over what texture they provide.
|
void |
render(T entityIn,
float p_212842_2_,
float p_212842_3_,
float p_212842_4_,
float p_212842_5_,
float p_212842_6_,
float p_212842_7_,
float p_212842_8_) |
protected abstract void |
setModelSlotVisible(A p_188359_1_,
EquipmentSlotType slotIn) |
protected abstract void |
setModelVisible(A model) |
boolean |
shouldCombineTextures() |
bindTexture, func_215334_a, getEntityModel
protected static final ResourceLocation ENCHANTED_ITEM_GLINT_RES
protected final A extends BipedModel<T> modelLeggings
protected final A extends BipedModel<T> modelArmor
protected ArmorLayer(IEntityRenderer<T,M> p_i50951_1_, A p_i50951_2_, A p_i50951_3_)
public void render(T entityIn, float p_212842_2_, float p_212842_3_, float p_212842_4_, float p_212842_5_, float p_212842_6_, float p_212842_7_, float p_212842_8_)
render
in class LayerRenderer<T extends LivingEntity,M extends BipedModel<T>>
public boolean shouldCombineTextures()
shouldCombineTextures
in class LayerRenderer<T extends LivingEntity,M extends BipedModel<T>>
public A func_215337_a(EquipmentSlotType p_215337_1_)
public static <T extends Entity> void func_215338_a(java.util.function.Consumer<ResourceLocation> p_215338_0_, T p_215338_1_, EntityModel<T> p_215338_2_, float p_215338_3_, float p_215338_4_, float p_215338_5_, float p_215338_6_, float p_215338_7_, float p_215338_8_, float p_215338_9_)
protected A getArmorModelHook(LivingEntity entity, ItemStack itemStack, EquipmentSlotType slot, A model)
public ResourceLocation getArmorResource(Entity entity, ItemStack stack, EquipmentSlotType slot, @Nullable java.lang.String type)
entity
- Entity wearing the armorstack
- ItemStack for the armorslot
- Slot ID that the item is intype
- Subtype, can be null or "overlay"protected abstract void setModelSlotVisible(A p_188359_1_, EquipmentSlotType slotIn)
protected abstract void setModelVisible(A model)