Attempt to fix 1.16.3 branch's issues on the repository

Added the original 'wayoftime' folder back, so see if that fixed the multiple folder issue.
This commit is contained in:
WayofTime 2020-10-29 15:50:03 -04:00
parent 6b4145a67c
commit 9fa68e86ae
224 changed files with 24047 additions and 0 deletions

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package wayoftime.bloodmagic.common.data;
import net.minecraft.block.Block;
import net.minecraft.data.DataGenerator;
import net.minecraft.util.Direction;
import net.minecraftforge.client.model.generators.BlockStateProvider;
import net.minecraftforge.client.model.generators.ConfiguredModel;
import net.minecraftforge.client.model.generators.ModelFile;
import net.minecraftforge.client.model.generators.VariantBlockStateBuilder;
import net.minecraftforge.common.data.ExistingFileHelper;
import net.minecraftforge.fml.RegistryObject;
import wayoftime.bloodmagic.BloodMagic;
import wayoftime.bloodmagic.common.block.BlockAlchemicalReactionChamber;
import wayoftime.bloodmagic.common.block.BloodMagicBlocks;
public class GeneratorBlockStates extends BlockStateProvider
{
public GeneratorBlockStates(DataGenerator gen, ExistingFileHelper exFileHelper)
{
super(gen, BloodMagic.MODID, exFileHelper);
}
@Override
protected void registerStatesAndModels()
{
// buildCubeAll(BloodMagicBlocks.TARTARICFORGE.get());
// buildCubeAll(BloodMagicBlocks.SPEED_RUNE.get());
for (RegistryObject<Block> block : BloodMagicBlocks.BASICBLOCKS.getEntries())
{
buildCubeAll(block.get());
}
buildCubeAll(BloodMagicBlocks.BLOOD_LIGHT.get());
buildCubeAll(BloodMagicBlocks.BLANK_RITUAL_STONE.get());
buildCubeAll(BloodMagicBlocks.AIR_RITUAL_STONE.get());
buildCubeAll(BloodMagicBlocks.WATER_RITUAL_STONE.get());
buildCubeAll(BloodMagicBlocks.FIRE_RITUAL_STONE.get());
buildCubeAll(BloodMagicBlocks.EARTH_RITUAL_STONE.get());
buildCubeAll(BloodMagicBlocks.DUSK_RITUAL_STONE.get());
buildCubeAll(BloodMagicBlocks.DAWN_RITUAL_STONE.get());
buildFurnace(BloodMagicBlocks.ALCHEMICAL_REACTION_CHAMBER.get());
}
private void buildCubeAll(Block block)
{
getVariantBuilder(block).forAllStates(state -> ConfiguredModel.builder().modelFile(cubeAll(block)).build());
}
private void buildFurnace(Block block)
{
// ConfiguredModel[] furnaceModel = ConfiguredModel.builder().modelFile().build();
ModelFile furnace_off = models().orientableWithBottom("alchemicalreactionchamber", BloodMagic.rl("block/arc_side"), BloodMagic.rl("block/arc_front"), BloodMagic.rl("block/arc_bottom"), BloodMagic.rl("block/arc_top"));
// getVariantBuilder(block).addModels(block.getDefaultState().with(BlockAlchemicalReactionChamber.FACING, Direction.NORTH).with(BlockAlchemicalReactionChamber.LIT, false), furnaceModel);
VariantBlockStateBuilder builder = getVariantBuilder(block);
builder.partialState().with(BlockAlchemicalReactionChamber.FACING, Direction.NORTH).with(BlockAlchemicalReactionChamber.LIT, false).modelForState().modelFile(furnace_off).addModel();
builder.partialState().with(BlockAlchemicalReactionChamber.FACING, Direction.EAST).with(BlockAlchemicalReactionChamber.LIT, false).modelForState().modelFile(furnace_off).rotationY(90).addModel();
builder.partialState().with(BlockAlchemicalReactionChamber.FACING, Direction.SOUTH).with(BlockAlchemicalReactionChamber.LIT, false).modelForState().modelFile(furnace_off).rotationY(180).addModel();
builder.partialState().with(BlockAlchemicalReactionChamber.FACING, Direction.WEST).with(BlockAlchemicalReactionChamber.LIT, false).modelForState().modelFile(furnace_off).rotationY(270).addModel();
builder.partialState().with(BlockAlchemicalReactionChamber.FACING, Direction.NORTH).with(BlockAlchemicalReactionChamber.LIT, true).modelForState().modelFile(furnace_off).addModel();
builder.partialState().with(BlockAlchemicalReactionChamber.FACING, Direction.EAST).with(BlockAlchemicalReactionChamber.LIT, true).modelForState().modelFile(furnace_off).rotationY(90).addModel();
builder.partialState().with(BlockAlchemicalReactionChamber.FACING, Direction.SOUTH).with(BlockAlchemicalReactionChamber.LIT, true).modelForState().modelFile(furnace_off).rotationY(180).addModel();
builder.partialState().with(BlockAlchemicalReactionChamber.FACING, Direction.WEST).with(BlockAlchemicalReactionChamber.LIT, true).modelForState().modelFile(furnace_off).rotationY(270).addModel();
// getVariantBuilder(block).
}
}