ZombieNautilusRenderer.java

net.minecraft.client.renderer.entity.ZombieNautilusRenderer

信息

  • 全限定名:net.minecraft.client.renderer.entity.ZombieNautilusRenderer
  • 类型:public class
  • 包:net.minecraft.client.renderer.entity
  • 源码路径:src/main/java/net/minecraft/client/renderer/entity/ZombieNautilusRenderer.java
  • 起始行号:L25
  • 继承:MobRenderer<ZombieNautilus,NautilusRenderState,NautilusModel>
  • 职责:

    TODO

字段/常量

  • models
    • 类型: Map<ZombieNautilusVariant.ModelType,NautilusModel>
    • 修饰符: private final
    • 源码定位: L26
    • 说明:

      TODO

内部类/嵌套类型

构造器

public ZombieNautilusRenderer(EntityRendererProvider.Context context) @ L28

  • 构造器名:ZombieNautilusRenderer
  • 源码定位:L28
  • 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。

private static Map<ZombieNautilusVariant.ModelType,NautilusModel> bakeModels(EntityRendererProvider.Context context) @ L53

  • 方法名:bakeModels
  • 源码定位:L53
  • 返回类型:Map<ZombieNautilusVariant.ModelType,NautilusModel>
  • 修饰符:private static

参数:

  • context: EntityRendererProvider.Context

说明:

TODO

public void submit(NautilusRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) @ L64

  • 方法名:submit
  • 源码定位:L64
  • 返回类型:void
  • 修饰符:public

参数:

  • state: NautilusRenderState
  • poseStack: PoseStack
  • submitNodeCollector: SubmitNodeCollector
  • camera: CameraRenderState

说明:

TODO

public Identifier getTextureLocation(NautilusRenderState state) @ L71

  • 方法名:getTextureLocation
  • 源码定位:L71
  • 返回类型:Identifier
  • 修饰符:public

参数:

  • state: NautilusRenderState

说明:

TODO

public NautilusRenderState createRenderState() @ L75

  • 方法名:createRenderState
  • 源码定位:L75
  • 返回类型:NautilusRenderState
  • 修饰符:public

参数:

说明:

TODO

public void extractRenderState(ZombieNautilus entity, NautilusRenderState state, float partialTicks) @ L79

  • 方法名:extractRenderState
  • 源码定位:L79
  • 返回类型:void
  • 修饰符:public

参数:

  • entity: ZombieNautilus
  • state: NautilusRenderState
  • partialTicks: float

说明:

TODO

代码

@OnlyIn(Dist.CLIENT)
public class ZombieNautilusRenderer extends MobRenderer<ZombieNautilus, NautilusRenderState, NautilusModel> {
    private final Map<ZombieNautilusVariant.ModelType, NautilusModel> models;
 
    public ZombieNautilusRenderer(EntityRendererProvider.Context context) {
        super(context, new NautilusModel(context.bakeLayer(ModelLayers.ZOMBIE_NAUTILUS)), 0.7F);
        this.addLayer(
            new SimpleEquipmentLayer<>(
                this,
                context.getEquipmentRenderer(),
                EquipmentClientInfo.LayerType.NAUTILUS_BODY,
                state -> state.bodyArmorItem,
                new NautilusArmorModel(context.bakeLayer(ModelLayers.NAUTILUS_ARMOR)),
                null
            )
        );
        this.addLayer(
            new SimpleEquipmentLayer<>(
                this,
                context.getEquipmentRenderer(),
                EquipmentClientInfo.LayerType.NAUTILUS_SADDLE,
                state -> state.saddle,
                new NautilusSaddleModel(context.bakeLayer(ModelLayers.NAUTILUS_SADDLE)),
                null
            )
        );
        this.models = bakeModels(context);
    }
 
    private static Map<ZombieNautilusVariant.ModelType, NautilusModel> bakeModels(EntityRendererProvider.Context context) {
        return Maps.newEnumMap(
            Map.of(
                ZombieNautilusVariant.ModelType.NORMAL,
                new NautilusModel(context.bakeLayer(ModelLayers.ZOMBIE_NAUTILUS)),
                ZombieNautilusVariant.ModelType.WARM,
                new ZombieNautilusCoralModel(context.bakeLayer(ModelLayers.ZOMBIE_NAUTILUS_CORAL))
            )
        );
    }
 
    public void submit(NautilusRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) {
        if (state.variant != null) {
            this.model = this.models.get(state.variant.modelAndTexture().model());
            super.submit(state, poseStack, submitNodeCollector, camera);
        }
    }
 
    public Identifier getTextureLocation(NautilusRenderState state) {
        return state.variant == null ? MissingTextureAtlasSprite.getLocation() : state.variant.modelAndTexture().asset().texturePath();
    }
 
    public NautilusRenderState createRenderState() {
        return new NautilusRenderState();
    }
 
    public void extractRenderState(ZombieNautilus entity, NautilusRenderState state, float partialTicks) {
        super.extractRenderState(entity, state, partialTicks);
        state.saddle = entity.getItemBySlot(EquipmentSlot.SADDLE).copy();
        state.bodyArmorItem = entity.getBodyArmorItem().copy();
        state.variant = entity.getVariant().value();
    }
}

引用的其他类