TropicalFishPatternLayer.java

net.minecraft.client.renderer.entity.layers.TropicalFishPatternLayer

信息

  • 全限定名:net.minecraft.client.renderer.entity.layers.TropicalFishPatternLayer
  • 类型:public class
  • 包:net.minecraft.client.renderer.entity.layers
  • 源码路径:src/main/java/net/minecraft/client/renderer/entity/layers/TropicalFishPatternLayer.java
  • 起始行号:L18
  • 继承:RenderLayer<TropicalFishRenderState,EntityModel>
  • 职责:

    TODO

字段/常量

  • KOB_TEXTURE

    • 类型: Identifier
    • 修饰符: private static final
    • 源码定位: L19
    • 说明:

      TODO

  • SUNSTREAK_TEXTURE

    • 类型: Identifier
    • 修饰符: private static final
    • 源码定位: L20
    • 说明:

      TODO

  • SNOOPER_TEXTURE

    • 类型: Identifier
    • 修饰符: private static final
    • 源码定位: L21
    • 说明:

      TODO

  • DASHER_TEXTURE

    • 类型: Identifier
    • 修饰符: private static final
    • 源码定位: L22
    • 说明:

      TODO

  • BRINELY_TEXTURE

    • 类型: Identifier
    • 修饰符: private static final
    • 源码定位: L23
    • 说明:

      TODO

  • SPOTTY_TEXTURE

    • 类型: Identifier
    • 修饰符: private static final
    • 源码定位: L24
    • 说明:

      TODO

  • FLOPPER_TEXTURE

    • 类型: Identifier
    • 修饰符: private static final
    • 源码定位: L25
    • 说明:

      TODO

  • STRIPEY_TEXTURE

    • 类型: Identifier
    • 修饰符: private static final
    • 源码定位: L26
    • 说明:

      TODO

  • GLITTER_TEXTURE

    • 类型: Identifier
    • 修饰符: private static final
    • 源码定位: L27
    • 说明:

      TODO

  • BLOCKFISH_TEXTURE

    • 类型: Identifier
    • 修饰符: private static final
    • 源码定位: L28
    • 说明:

      TODO

  • BETTY_TEXTURE

    • 类型: Identifier
    • 修饰符: private static final
    • 源码定位: L29
    • 说明:

      TODO

  • CLAYFISH_TEXTURE

    • 类型: Identifier
    • 修饰符: private static final
    • 源码定位: L30
    • 说明:

      TODO

  • modelSmall

    • 类型: TropicalFishSmallModel
    • 修饰符: private final
    • 源码定位: L31
    • 说明:

      TODO

  • modelLarge

    • 类型: TropicalFishLargeModel
    • 修饰符: private final
    • 源码定位: L32
    • 说明:

      TODO

内部类/嵌套类型

构造器

public TropicalFishPatternLayer(RenderLayerParent<TropicalFishRenderState,EntityModel<TropicalFishRenderState>> renderer, EntityModelSet modelSet) @ L34

  • 构造器名:TropicalFishPatternLayer
  • 源码定位:L34
  • 修饰符:public

参数:

  • renderer: RenderLayerParent<TropicalFishRenderState,EntityModel>
  • modelSet: EntityModelSet

说明:

TODO

方法

下面的方法块按源码顺序生成。

public void submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, TropicalFishRenderState state, float yRot, float xRot) @ L40

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

参数:

  • poseStack: PoseStack
  • submitNodeCollector: SubmitNodeCollector
  • lightCoords: int
  • state: TropicalFishRenderState
  • yRot: float
  • xRot: float

说明:

TODO

代码

@OnlyIn(Dist.CLIENT)
public class TropicalFishPatternLayer extends RenderLayer<TropicalFishRenderState, EntityModel<TropicalFishRenderState>> {
    private static final Identifier KOB_TEXTURE = Identifier.withDefaultNamespace("textures/entity/fish/tropical_a_pattern_1.png");
    private static final Identifier SUNSTREAK_TEXTURE = Identifier.withDefaultNamespace("textures/entity/fish/tropical_a_pattern_2.png");
    private static final Identifier SNOOPER_TEXTURE = Identifier.withDefaultNamespace("textures/entity/fish/tropical_a_pattern_3.png");
    private static final Identifier DASHER_TEXTURE = Identifier.withDefaultNamespace("textures/entity/fish/tropical_a_pattern_4.png");
    private static final Identifier BRINELY_TEXTURE = Identifier.withDefaultNamespace("textures/entity/fish/tropical_a_pattern_5.png");
    private static final Identifier SPOTTY_TEXTURE = Identifier.withDefaultNamespace("textures/entity/fish/tropical_a_pattern_6.png");
    private static final Identifier FLOPPER_TEXTURE = Identifier.withDefaultNamespace("textures/entity/fish/tropical_b_pattern_1.png");
    private static final Identifier STRIPEY_TEXTURE = Identifier.withDefaultNamespace("textures/entity/fish/tropical_b_pattern_2.png");
    private static final Identifier GLITTER_TEXTURE = Identifier.withDefaultNamespace("textures/entity/fish/tropical_b_pattern_3.png");
    private static final Identifier BLOCKFISH_TEXTURE = Identifier.withDefaultNamespace("textures/entity/fish/tropical_b_pattern_4.png");
    private static final Identifier BETTY_TEXTURE = Identifier.withDefaultNamespace("textures/entity/fish/tropical_b_pattern_5.png");
    private static final Identifier CLAYFISH_TEXTURE = Identifier.withDefaultNamespace("textures/entity/fish/tropical_b_pattern_6.png");
    private final TropicalFishSmallModel modelSmall;
    private final TropicalFishLargeModel modelLarge;
 
    public TropicalFishPatternLayer(RenderLayerParent<TropicalFishRenderState, EntityModel<TropicalFishRenderState>> renderer, EntityModelSet modelSet) {
        super(renderer);
        this.modelSmall = new TropicalFishSmallModel(modelSet.bakeLayer(ModelLayers.TROPICAL_FISH_SMALL_PATTERN));
        this.modelLarge = new TropicalFishLargeModel(modelSet.bakeLayer(ModelLayers.TROPICAL_FISH_LARGE_PATTERN));
    }
 
    public void submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, TropicalFishRenderState state, float yRot, float xRot) {
        TropicalFish.Pattern variant = state.pattern;
 
        EntityModel<TropicalFishRenderState> model = (EntityModel<TropicalFishRenderState>)(switch (variant.base()) {
            case SMALL -> this.modelSmall;
            case LARGE -> this.modelLarge;
        });
 
        Identifier patternTexture = switch (variant) {
            case KOB -> KOB_TEXTURE;
            case SUNSTREAK -> SUNSTREAK_TEXTURE;
            case SNOOPER -> SNOOPER_TEXTURE;
            case DASHER -> DASHER_TEXTURE;
            case BRINELY -> BRINELY_TEXTURE;
            case SPOTTY -> SPOTTY_TEXTURE;
            case FLOPPER -> FLOPPER_TEXTURE;
            case STRIPEY -> STRIPEY_TEXTURE;
            case GLITTER -> GLITTER_TEXTURE;
            case BLOCKFISH -> BLOCKFISH_TEXTURE;
            case BETTY -> BETTY_TEXTURE;
            case CLAYFISH -> CLAYFISH_TEXTURE;
        };
        coloredCutoutModelCopyLayerRender(model, patternTexture, poseStack, submitNodeCollector, lightCoords, state, state.patternColor, 1);
    }
}

引用的其他类