package net.minecraft.client.renderer.entity; import net.fabricmc.api.EnvType; import net.fabricmc.api.Environment; import net.minecraft.client.model.HumanoidModel; import net.minecraft.client.model.SkeletonModel; import net.minecraft.client.model.geom.ModelLayerLocation; import net.minecraft.client.renderer.entity.layers.HumanoidArmorLayer; import net.minecraft.client.renderer.entity.state.SkeletonRenderState; import net.minecraft.world.entity.HumanoidArm; import net.minecraft.world.entity.monster.AbstractSkeleton; import net.minecraft.world.item.Items; @Environment(EnvType.CLIENT) public abstract class AbstractSkeletonRenderer extends HumanoidMobRenderer> { public AbstractSkeletonRenderer( EntityRendererProvider.Context context, ModelLayerLocation modelLayer, ModelLayerLocation skeletonLayer, ModelLayerLocation innerModelLayer ) { this(context, skeletonLayer, innerModelLayer, new SkeletonModel<>(context.bakeLayer(modelLayer))); } public AbstractSkeletonRenderer( EntityRendererProvider.Context context, ModelLayerLocation skeletonLayer, ModelLayerLocation innerModelLayer, SkeletonModel model ) { super(context, model, 0.5F); this.addLayer( new HumanoidArmorLayer<>( this, new SkeletonModel(context.bakeLayer(skeletonLayer)), new SkeletonModel(context.bakeLayer(innerModelLayer)), context.getEquipmentRenderer() ) ); } public void extractRenderState(T abstractSkeleton, S skeletonRenderState, float f) { super.extractRenderState(abstractSkeleton, skeletonRenderState, f); skeletonRenderState.isAggressive = abstractSkeleton.isAggressive(); skeletonRenderState.isShaking = abstractSkeleton.isShaking(); skeletonRenderState.isHoldingBow = abstractSkeleton.getMainHandItem().is(Items.BOW); } protected boolean isShaking(S skeletonRenderState) { return skeletonRenderState.isShaking; } protected HumanoidModel.ArmPose getArmPose(AbstractSkeleton abstractSkeleton, HumanoidArm humanoidArm) { return abstractSkeleton.getMainArm() == humanoidArm && abstractSkeleton.isAggressive() && abstractSkeleton.getMainHandItem().is(Items.BOW) ? HumanoidModel.ArmPose.BOW_AND_ARROW : HumanoidModel.ArmPose.EMPTY; } }