public abstract class LayerArmorBase<T extends ModelBase> extends java.lang.Object implements LayerRenderer<EntityLivingBase>
Modifier and Type | Field and Description |
---|---|
protected static ResourceLocation |
ENCHANTED_ITEM_GLINT_RES |
protected T |
modelArmor |
protected T |
modelLeggings |
Constructor and Description |
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LayerArmorBase(RenderLivingBase<?> rendererIn) |
Modifier and Type | Method and Description |
---|---|
void |
doRenderLayer(EntityLivingBase entitylivingbaseIn,
float limbSwing,
float limbSwingAmount,
float partialTicks,
float ageInTicks,
float netHeadYaw,
float headPitch,
float scale) |
protected T |
getArmorModelHook(EntityLivingBase entity,
ItemStack itemStack,
EntityEquipmentSlot slot,
T model)
Hook to allow item-sensitive armor model.
|
ResourceLocation |
getArmorResource(Entity entity,
ItemStack stack,
EntityEquipmentSlot 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.
|
T |
getModelFromSlot(EntityEquipmentSlot slotIn) |
protected abstract void |
initArmor() |
static void |
renderEnchantedGlint(RenderLivingBase<?> p_188364_0_,
EntityLivingBase p_188364_1_,
ModelBase model,
float p_188364_3_,
float p_188364_4_,
float p_188364_5_,
float p_188364_6_,
float p_188364_7_,
float p_188364_8_,
float p_188364_9_) |
protected abstract void |
setModelSlotVisible(T p_188359_1_,
EntityEquipmentSlot slotIn) |
boolean |
shouldCombineTextures() |
protected static final ResourceLocation ENCHANTED_ITEM_GLINT_RES
public LayerArmorBase(RenderLivingBase<?> rendererIn)
public void doRenderLayer(EntityLivingBase entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale)
doRenderLayer
in interface LayerRenderer<EntityLivingBase>
public boolean shouldCombineTextures()
shouldCombineTextures
in interface LayerRenderer<EntityLivingBase>
public T getModelFromSlot(EntityEquipmentSlot slotIn)
public static void renderEnchantedGlint(RenderLivingBase<?> p_188364_0_, EntityLivingBase p_188364_1_, ModelBase model, float p_188364_3_, float p_188364_4_, float p_188364_5_, float p_188364_6_, float p_188364_7_, float p_188364_8_, float p_188364_9_)
protected abstract void initArmor()
protected abstract void setModelSlotVisible(T p_188359_1_, EntityEquipmentSlot slotIn)
protected T getArmorModelHook(EntityLivingBase entity, ItemStack itemStack, EntityEquipmentSlot slot, T model)
public ResourceLocation getArmorResource(Entity entity, ItemStack stack, EntityEquipmentSlot slot, 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"