Created visual niceties when an item uses/contains a different will type.

This commit is contained in:
WayofTime 2016-03-28 20:14:05 -04:00
parent 09e90f93c3
commit 4ea3e0ca92
9 changed files with 349 additions and 117 deletions

View file

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package WayofTime.bloodmagic.client.mesh;
import net.minecraft.client.renderer.ItemMeshDefinition;
import net.minecraft.client.renderer.block.model.ModelResourceLocation;
import net.minecraft.item.ItemStack;
import net.minecraft.util.ResourceLocation;
import WayofTime.bloodmagic.api.Constants;
import WayofTime.bloodmagic.api.soul.EnumDemonWillType;
import WayofTime.bloodmagic.item.soul.ItemSoulGem;
import WayofTime.bloodmagic.registry.ModItems;
public class CustomMeshDefinitionWillGem implements ItemMeshDefinition
{
private final String name;
public CustomMeshDefinitionWillGem(String name)
{
this.name = name;
}
@Override
public ModelResourceLocation getModelLocation(ItemStack stack)
{
if (stack != null && stack.getItem() == ModItems.soulGem)
{
EnumDemonWillType type = ((ItemSoulGem) stack.getItem()).getCurrentType(stack);
return new ModelResourceLocation(new ResourceLocation(Constants.Mod.MODID, "item/" + name), "type=" + ItemSoulGem.names[stack.getItemDamage()] + "_" + type.getName().toLowerCase());
}
return new ModelResourceLocation(new ResourceLocation(Constants.Mod.MODID, "item/" + name), "type=petty_default");
}
}