minecraft-src/net/minecraft/client/renderer/entity/AbstractSkeletonRenderer.java
2025-07-04 03:15:13 +03:00

49 lines
2.2 KiB
Java

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<T extends AbstractSkeleton, S extends SkeletonRenderState> extends HumanoidMobRenderer<T, S, SkeletonModel<S>> {
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<S> 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;
}
}