AbstractSkeletonRenderer.java

net.minecraft.client.renderer.entity.AbstractSkeletonRenderer

信息

  • 全限定名:net.minecraft.client.renderer.entity.AbstractSkeletonRenderer
  • 类型:public abstract class
  • 包:net.minecraft.client.renderer.entity
  • 源码路径:src/main/java/net/minecraft/client/renderer/entity/AbstractSkeletonRenderer.java
  • 起始行号:L15
  • 继承:HumanoidMobRenderer<T,S,SkeletonModel>
  • 职责:

    TODO

字段/常量

内部类/嵌套类型

构造器

public AbstractSkeletonRenderer(EntityRendererProvider.Context context, ModelLayerLocation body, ArmorModelSet<ModelLayerLocation> armorSet) @ L16

  • 构造器名:AbstractSkeletonRenderer
  • 源码定位:L16
  • 修饰符:public

参数:

  • context: EntityRendererProvider.Context
  • body: ModelLayerLocation
  • armorSet: ArmorModelSet

说明:

TODO

public AbstractSkeletonRenderer(EntityRendererProvider.Context context, ArmorModelSet<ModelLayerLocation> armorSet, SkeletonModel<S> bodyModel) @ L20

  • 构造器名:AbstractSkeletonRenderer
  • 源码定位:L20
  • 修饰符:public

参数:

  • context: EntityRendererProvider.Context
  • armorSet: ArmorModelSet
  • bodyModel: SkeletonModel

说明:

TODO

方法

下面的方法块按源码顺序生成。

public void extractRenderState(T entity, S state, float partialTicks) @ L25

  • 方法名:extractRenderState
  • 源码定位:L25
  • 返回类型:void
  • 修饰符:public

参数:

  • entity: T
  • state: S
  • partialTicks: float

说明:

TODO

protected boolean isShaking(S state) @ L32

  • 方法名:isShaking
  • 源码定位:L32
  • 返回类型:boolean
  • 修饰符:protected

参数:

  • state: S

说明:

TODO

protected HumanoidModel.ArmPose getArmPose(T mob, HumanoidArm arm) @ L36

  • 方法名:getArmPose
  • 源码定位:L36
  • 返回类型:HumanoidModel.ArmPose
  • 修饰符:protected

参数:

  • mob: T
  • arm: HumanoidArm

说明:

TODO

代码

@OnlyIn(Dist.CLIENT)
public abstract class AbstractSkeletonRenderer<T extends AbstractSkeleton, S extends SkeletonRenderState> extends HumanoidMobRenderer<T, S, SkeletonModel<S>> {
    public AbstractSkeletonRenderer(EntityRendererProvider.Context context, ModelLayerLocation body, ArmorModelSet<ModelLayerLocation> armorSet) {
        this(context, armorSet, new SkeletonModel<>(context.bakeLayer(body)));
    }
 
    public AbstractSkeletonRenderer(EntityRendererProvider.Context context, ArmorModelSet<ModelLayerLocation> armorSet, SkeletonModel<S> bodyModel) {
        super(context, bodyModel, 0.5F);
        this.addLayer(new HumanoidArmorLayer<>(this, ArmorModelSet.bake(armorSet, context.getModelSet(), SkeletonModel::new), context.getEquipmentRenderer()));
    }
 
    public void extractRenderState(T entity, S state, float partialTicks) {
        super.extractRenderState(entity, state, partialTicks);
        state.isAggressive = entity.isAggressive();
        state.isShaking = entity.isShaking();
        state.isHoldingBow = entity.getMainHandItem().is(Items.BOW);
    }
 
    protected boolean isShaking(S state) {
        return state.isShaking;
    }
 
    protected HumanoidModel.ArmPose getArmPose(T mob, HumanoidArm arm) {
        return mob.getMainArm() == arm && mob.isAggressive() && mob.getMainHandItem().is(Items.BOW)
            ? HumanoidModel.ArmPose.BOW_AND_ARROW
            : super.getArmPose(mob, arm);
    }
}

引用的其他类