CreakingRenderer.java

net.minecraft.client.renderer.entity.CreakingRenderer

信息

  • 全限定名:net.minecraft.client.renderer.entity.CreakingRenderer
  • 类型:public class
  • 包:net.minecraft.client.renderer.entity
  • 源码路径:src/main/java/net/minecraft/client/renderer/entity/CreakingRenderer.java
  • 起始行号:L14
  • 继承:MobRenderer<T,CreakingRenderState,CreakingModel>
  • 职责:

    TODO

字段/常量

  • TEXTURE_LOCATION

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

      TODO

  • EYES_TEXTURE_LOCATION

    • 类型: Identifier
    • 修饰符: private static final
    • 源码定位: L16
    • 说明:

      TODO

内部类/嵌套类型

构造器

public CreakingRenderer(EntityRendererProvider.Context context) @ L18

  • 构造器名:CreakingRenderer
  • 源码定位:L18
  • 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(CreakingRenderState state) @ L32

  • 方法名:getTextureLocation
  • 源码定位:L32
  • 返回类型:Identifier
  • 修饰符:public

参数:

  • state: CreakingRenderState

说明:

TODO

public CreakingRenderState createRenderState() @ L36

  • 方法名:createRenderState
  • 源码定位:L36
  • 返回类型:CreakingRenderState
  • 修饰符:public

参数:

说明:

TODO

public void extractRenderState(T entity, CreakingRenderState state, float partialTicks) @ L40

  • 方法名:extractRenderState
  • 源码定位:L40
  • 返回类型:void
  • 修饰符:public

参数:

  • entity: T
  • state: CreakingRenderState
  • partialTicks: float

说明:

TODO

代码

@OnlyIn(Dist.CLIENT)
public class CreakingRenderer<T extends Creaking> extends MobRenderer<T, CreakingRenderState, CreakingModel> {
    private static final Identifier TEXTURE_LOCATION = Identifier.withDefaultNamespace("textures/entity/creaking/creaking.png");
    private static final Identifier EYES_TEXTURE_LOCATION = Identifier.withDefaultNamespace("textures/entity/creaking/creaking_eyes.png");
 
    public CreakingRenderer(EntityRendererProvider.Context context) {
        super(context, new CreakingModel(context.bakeLayer(ModelLayers.CREAKING)), 0.6F);
        this.addLayer(
            new LivingEntityEmissiveLayer<>(
                this,
                renderState -> EYES_TEXTURE_LOCATION,
                (state, ageInTicks) -> state.eyesGlowing ? 1.0F : 0.0F,
                new CreakingModel(context.bakeLayer(ModelLayers.CREAKING_EYES)),
                RenderTypes::eyes,
                true
            )
        );
    }
 
    public Identifier getTextureLocation(CreakingRenderState state) {
        return TEXTURE_LOCATION;
    }
 
    public CreakingRenderState createRenderState() {
        return new CreakingRenderState();
    }
 
    public void extractRenderState(T entity, CreakingRenderState state, float partialTicks) {
        super.extractRenderState(entity, state, partialTicks);
        state.attackAnimationState.copyFrom(entity.attackAnimationState);
        state.invulnerabilityAnimationState.copyFrom(entity.invulnerabilityAnimationState);
        state.deathAnimationState.copyFrom(entity.deathAnimationState);
        if (entity.isTearingDown()) {
            state.deathTime = 0.0F;
            state.hasRedOverlay = false;
            state.eyesGlowing = entity.hasGlowingEyes();
        } else {
            state.eyesGlowing = entity.isActive();
        }
 
        state.canMove = entity.canMove();
    }
}

引用的其他类