ZombieVillagerRenderer.java
net.minecraft.client.renderer.entity.ZombieVillagerRenderer
信息
- 全限定名:net.minecraft.client.renderer.entity.ZombieVillagerRenderer
- 类型:public class
- 包:net.minecraft.client.renderer.entity
- 源码路径:src/main/java/net/minecraft/client/renderer/entity/ZombieVillagerRenderer.java
- 起始行号:L15
- 继承:HumanoidMobRenderer<ZombieVillager,ZombieVillagerRenderState,ZombieVillagerModel
> - 职责:
TODO
字段/常量
-
ZOMBIE_VILLAGER_LOCATION- 类型:
Identifier - 修饰符:
private static final - 源码定位:
L16 - 说明:
TODO
- 类型:
-
BABY_ZOMBIE_VILLAGER_LOCATION- 类型:
Identifier - 修饰符:
private static final - 源码定位:
L17 - 说明:
TODO
- 类型:
内部类/嵌套类型
- 无
构造器
public ZombieVillagerRenderer(EntityRendererProvider.Context context) @ L19
- 构造器名:ZombieVillagerRenderer
- 源码定位:L19
- 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(ZombieVillagerRenderState state) @ L46
- 方法名:getTextureLocation
- 源码定位:L46
- 返回类型:Identifier
- 修饰符:public
参数:
- state: ZombieVillagerRenderState
说明:
TODO
public ZombieVillagerRenderState createRenderState() @ L50
- 方法名:createRenderState
- 源码定位:L50
- 返回类型:ZombieVillagerRenderState
- 修饰符:public
参数:
- 无
说明:
TODO
public void extractRenderState(ZombieVillager entity, ZombieVillagerRenderState state, float partialTicks) @ L54
- 方法名:extractRenderState
- 源码定位:L54
- 返回类型:void
- 修饰符:public
参数:
- entity: ZombieVillager
- state: ZombieVillagerRenderState
- partialTicks: float
说明:
TODO
protected boolean isShaking(ZombieVillagerRenderState state) @ L61
- 方法名:isShaking
- 源码定位:L61
- 返回类型:boolean
- 修饰符:protected
参数:
- state: ZombieVillagerRenderState
说明:
TODO
代码
@OnlyIn(Dist.CLIENT)
public class ZombieVillagerRenderer extends HumanoidMobRenderer<ZombieVillager, ZombieVillagerRenderState, ZombieVillagerModel<ZombieVillagerRenderState>> {
private static final Identifier ZOMBIE_VILLAGER_LOCATION = Identifier.withDefaultNamespace("textures/entity/zombie_villager/zombie_villager.png");
private static final Identifier BABY_ZOMBIE_VILLAGER_LOCATION = Identifier.withDefaultNamespace("textures/entity/zombie_villager/zombie_villager_baby.png");
public ZombieVillagerRenderer(EntityRendererProvider.Context context) {
super(
context,
new ZombieVillagerModel<ZombieVillagerRenderState>(context.bakeLayer(ModelLayers.ZOMBIE_VILLAGER)),
new BabyZombieVillagerModel<>(context.bakeLayer(ModelLayers.ZOMBIE_VILLAGER_BABY)),
0.5F,
VillagerRenderer.CUSTOM_HEAD_TRANSFORMS
);
this.addLayer(
new HumanoidArmorLayer<>(
this,
ArmorModelSet.bake(ModelLayers.ZOMBIE_VILLAGER_ARMOR, context.getModelSet(), ZombieVillagerModel::new),
ArmorModelSet.bake(ModelLayers.ZOMBIE_VILLAGER_BABY_ARMOR, context.getModelSet(), BabyZombieVillagerModel::new),
context.getEquipmentRenderer()
)
);
this.addLayer(
new VillagerProfessionLayer<>(
this,
context.getResourceManager(),
"zombie_villager",
new ZombieVillagerModel<ZombieVillagerRenderState>(context.bakeLayer(ModelLayers.ZOMBIE_VILLAGER_NO_HAT)),
new BabyZombieVillagerModel<>(context.bakeLayer(ModelLayers.ZOMBIE_VILLAGER_BABY_NO_HAT))
)
);
}
public Identifier getTextureLocation(ZombieVillagerRenderState state) {
return state.isBaby ? BABY_ZOMBIE_VILLAGER_LOCATION : ZOMBIE_VILLAGER_LOCATION;
}
public ZombieVillagerRenderState createRenderState() {
return new ZombieVillagerRenderState();
}
public void extractRenderState(ZombieVillager entity, ZombieVillagerRenderState state, float partialTicks) {
super.extractRenderState(entity, state, partialTicks);
state.isConverting = entity.isConverting();
state.villagerData = entity.getVillagerData();
state.isAggressive = entity.isAggressive();
}
protected boolean isShaking(ZombieVillagerRenderState state) {
return super.isShaking(state) || state.isConverting;
}
}引用的其他类
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- 引用位置:
方法调用 - 关联成员:
ArmorModelSet.bake()
- 引用位置:
-
- 引用位置:
参数
- 引用位置:
-
- 引用位置:
继承
- 引用位置:
-
- 引用位置:
参数/构造调用/返回值 - 关联成员:
ZombieVillagerRenderState()
- 引用位置:
-
- 引用位置:
字段/方法调用/返回值 - 关联成员:
Identifier.withDefaultNamespace()
- 引用位置:
-
- 引用位置:
参数
- 引用位置: