public class PlayerRenderer extends LivingRenderer<AbstractClientPlayerEntity,PlayerModel<AbstractClientPlayerEntity>>
entityModel, layerRenderers
renderManager, shadowOpaque, shadowSize
コンストラクタと説明 |
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PlayerRenderer(EntityRendererManager renderManager) |
PlayerRenderer(EntityRendererManager renderManager,
boolean useSmallArms) |
修飾子とタイプ | メソッドと説明 |
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protected void |
applyRotations(AbstractClientPlayerEntity entityLiving,
com.mojang.blaze3d.matrix.MatrixStack matrixStackIn,
float ageInTicks,
float rotationYaw,
float partialTicks) |
ResourceLocation |
getEntityTexture(AbstractClientPlayerEntity entity)
Returns the location of an entity's texture.
|
Vec3d |
getRenderOffset(AbstractClientPlayerEntity entityIn,
float partialTicks) |
protected void |
preRenderCallback(AbstractClientPlayerEntity entitylivingbaseIn,
com.mojang.blaze3d.matrix.MatrixStack matrixStackIn,
float partialTickTime) |
void |
render(AbstractClientPlayerEntity entityIn,
float entityYaw,
float partialTicks,
com.mojang.blaze3d.matrix.MatrixStack matrixStackIn,
IRenderTypeBuffer bufferIn,
int packedLightIn) |
void |
renderLeftArm(com.mojang.blaze3d.matrix.MatrixStack matrixStackIn,
IRenderTypeBuffer bufferIn,
int combinedLightIn,
AbstractClientPlayerEntity playerIn) |
protected void |
renderName(AbstractClientPlayerEntity entityIn,
java.lang.String displayNameIn,
com.mojang.blaze3d.matrix.MatrixStack matrixStackIn,
IRenderTypeBuffer bufferIn,
int packedLightIn) |
void |
renderRightArm(com.mojang.blaze3d.matrix.MatrixStack matrixStackIn,
IRenderTypeBuffer bufferIn,
int combinedLightIn,
AbstractClientPlayerEntity playerIn) |
addLayer, canRenderName, func_230042_a_, getDeathMaxRotation, getEntityModel, getOverlayProgress, getPackedOverlay, getSwingProgress, handleRotationFloat, isVisible
getBlockLight, getFontRendererFromRenderManager, getPackedLight, getRenderManager, shouldRender
public PlayerRenderer(EntityRendererManager renderManager)
public PlayerRenderer(EntityRendererManager renderManager, boolean useSmallArms)
public void render(AbstractClientPlayerEntity entityIn, float entityYaw, float partialTicks, com.mojang.blaze3d.matrix.MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int packedLightIn)
public Vec3d getRenderOffset(AbstractClientPlayerEntity entityIn, float partialTicks)
getRenderOffset
クラス内 EntityRenderer<AbstractClientPlayerEntity>
public ResourceLocation getEntityTexture(AbstractClientPlayerEntity entity)
protected void preRenderCallback(AbstractClientPlayerEntity entitylivingbaseIn, com.mojang.blaze3d.matrix.MatrixStack matrixStackIn, float partialTickTime)
protected void renderName(AbstractClientPlayerEntity entityIn, java.lang.String displayNameIn, com.mojang.blaze3d.matrix.MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int packedLightIn)
renderName
クラス内 EntityRenderer<AbstractClientPlayerEntity>
public void renderRightArm(com.mojang.blaze3d.matrix.MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int combinedLightIn, AbstractClientPlayerEntity playerIn)
public void renderLeftArm(com.mojang.blaze3d.matrix.MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int combinedLightIn, AbstractClientPlayerEntity playerIn)
protected void applyRotations(AbstractClientPlayerEntity entityLiving, com.mojang.blaze3d.matrix.MatrixStack matrixStackIn, float ageInTicks, float rotationYaw, float partialTicks)