BoggedRenderer.java

net.minecraft.client.renderer.entity.BoggedRenderer

信息

  • 全限定名:net.minecraft.client.renderer.entity.BoggedRenderer
  • 类型:public class
  • 包:net.minecraft.client.renderer.entity
  • 源码路径:src/main/java/net/minecraft/client/renderer/entity/BoggedRenderer.java
  • 起始行号:L13
  • 继承:AbstractSkeletonRenderer<Bogged,BoggedRenderState>
  • 职责:

    TODO

字段/常量

  • BOGGED_SKELETON_LOCATION

    • 类型: Identifier
    • 修饰符: private static final
    • 源码定位: L14
    • 说明:

      TODO

  • BOGGED_OUTER_LAYER_LOCATION

    • 类型: Identifier
    • 修饰符: private static final
    • 源码定位: L15
    • 说明:

      TODO

内部类/嵌套类型

构造器

public BoggedRenderer(EntityRendererProvider.Context context) @ L17

  • 构造器名:BoggedRenderer
  • 源码定位:L17
  • 修饰符:public

参数:

  • context: EntityRendererProvider.Context

说明:

TODO

方法

下面的方法块按源码顺序生成。

public Identifier getTextureLocation(BoggedRenderState state) @ L22

  • 方法名:getTextureLocation
  • 源码定位:L22
  • 返回类型:Identifier
  • 修饰符:public

参数:

  • state: BoggedRenderState

说明:

TODO

public BoggedRenderState createRenderState() @ L26

  • 方法名:createRenderState
  • 源码定位:L26
  • 返回类型:BoggedRenderState
  • 修饰符:public

参数:

说明:

TODO

public void extractRenderState(Bogged entity, BoggedRenderState state, float partialTicks) @ L30

  • 方法名:extractRenderState
  • 源码定位:L30
  • 返回类型:void
  • 修饰符:public

参数:

  • entity: Bogged
  • state: BoggedRenderState
  • partialTicks: float

说明:

TODO

代码

@OnlyIn(Dist.CLIENT)
public class BoggedRenderer extends AbstractSkeletonRenderer<Bogged, BoggedRenderState> {
    private static final Identifier BOGGED_SKELETON_LOCATION = Identifier.withDefaultNamespace("textures/entity/skeleton/bogged.png");
    private static final Identifier BOGGED_OUTER_LAYER_LOCATION = Identifier.withDefaultNamespace("textures/entity/skeleton/bogged_overlay.png");
 
    public BoggedRenderer(EntityRendererProvider.Context context) {
        super(context, ModelLayers.BOGGED_ARMOR, new BoggedModel(context.bakeLayer(ModelLayers.BOGGED)));
        this.addLayer(new SkeletonClothingLayer<>(this, context.getModelSet(), ModelLayers.BOGGED_OUTER_LAYER, BOGGED_OUTER_LAYER_LOCATION));
    }
 
    public Identifier getTextureLocation(BoggedRenderState state) {
        return BOGGED_SKELETON_LOCATION;
    }
 
    public BoggedRenderState createRenderState() {
        return new BoggedRenderState();
    }
 
    public void extractRenderState(Bogged entity, BoggedRenderState state, float partialTicks) {
        super.extractRenderState(entity, state, partialTicks);
        state.isSheared = entity.isSheared();
    }
}

引用的其他类