
I redone where the items/blocsks are stored and how the configs are handled to clean up it and give space. You can change the config line to AWWayofTime if you want to keep the compatibility with old configs. Now you reference the blocks from the ModBlocks and Items from the ModItems.
85 lines
2.9 KiB
Java
85 lines
2.9 KiB
Java
package WayofTime.alchemicalWizardry.common.renderer.model;
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import net.minecraft.client.model.ModelBase;
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import net.minecraft.client.model.ModelRenderer;
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import net.minecraft.entity.Entity;
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public class ModelShade extends ModelBase {
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//fields
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ModelRenderer body;
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ModelRenderer tail1;
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ModelRenderer leftArm;
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ModelRenderer rightArm;
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ModelRenderer tail2;
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ModelRenderer head;
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public ModelShade()
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{
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textureWidth = 64;
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textureHeight = 64;
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body = new ModelRenderer(this, 0, 45);
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body.addBox(-6F, 0F, -3F, 12, 12, 6);
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body.setRotationPoint(0F, -4F, 0F);
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body.setTextureSize(64, 64);
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body.mirror = true;
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setRotation(body, 0F, 0F, 0F);
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tail1 = new ModelRenderer(this, 37, 43);
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tail1.addBox(-2F, 1F, -2F, 4, 6, 4);
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tail1.setRotationPoint(0F, 8F, 0F);
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tail1.setTextureSize(64, 64);
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tail1.mirror = true;
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setRotation(tail1, 0.122173F, 0F, 0F);
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leftArm = new ModelRenderer(this, 0, 0);
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leftArm.addBox(0F, -4F, -2F, 4, 20, 4);
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leftArm.setRotationPoint(6F, -2F, 0F);
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leftArm.setTextureSize(64, 64);
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leftArm.mirror = true;
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setRotation(leftArm, 0F, 0F, 0F);
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rightArm = new ModelRenderer(this, 0, 0);
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rightArm.mirror = true;
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rightArm.addBox(-4F, -4F, -2F, 4, 20, 4);
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rightArm.setRotationPoint(-6F, -2F, 0F);
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rightArm.setTextureSize(64, 64);
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rightArm.mirror = true;
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setRotation(rightArm, 0F, 0F, 0F);
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rightArm.mirror = false;
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tail2 = new ModelRenderer(this, 37, 54);
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tail2.addBox(-1.5F, 6F, -3F, 3, 6, 3);
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tail2.setRotationPoint(0F, 8F, 0F);
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tail2.setTextureSize(64, 64);
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tail2.mirror = true;
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setRotation(tail2, 0.4363323F, 0F, 0F);
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head = new ModelRenderer(this, 17, 0);
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head.addBox(-4F, -8F, -4F, 8, 8, 8);
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head.setRotationPoint(0F, -4F, -1F);
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head.setTextureSize(64, 64);
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head.mirror = true;
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setRotation(head, 0F, 0F, 0F);
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}
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public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5)
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{
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super.render(entity, f, f1, f2, f3, f4, f5);
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setRotationAngles(f, f1, f2, f3, f4, f5, entity);
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body.render(f5);
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tail1.render(f5);
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leftArm.render(f5);
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rightArm.render(f5);
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tail2.render(f5);
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head.render(f5);
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}
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private void setRotation(ModelRenderer model, float x, float y, float z)
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{
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model.rotateAngleX = x;
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model.rotateAngleY = y;
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model.rotateAngleZ = z;
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}
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public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5, Entity entity)
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{
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super.setRotationAngles(f, f1, f2, f3, f4, f5, entity);
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this.head.rotateAngleX = f4 / (180F / (float) Math.PI);
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this.head.rotateAngleY = f3 / (180F / (float) Math.PI);
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}
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}
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