Major Refactoring of Bootstrap Code (#75)
- Refactored boostrap code: * Completely reworked item/block/tile registration. * Fixed server side startup. * Fixed server side startup. * More documentation. * More heavy cleanup * More cleanups. * Major refactoring of state mapping and fixes a lot of other issue related to item rendering. * Fixes sky chest item models (no item TESR). * Only use CachingRotatingBakedModel for tile entities automatically. Fix default rotation of quartz pillar for item model. * Used method reference instead of lambda for ItemMeshDefinition for multiparts. * Removed unnecessary IHasSpecialItemModel * Removed unused IconReg class. * Updated resource pack version.
This commit is contained in:
committed by
Sebastian Hartte
parent
66df324ef0
commit
6f2bbfab4c
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package appeng.items.misc;
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import net.minecraft.client.renderer.block.model.ModelResourceLocation;
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import net.minecraft.item.ItemStack;
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import appeng.api.util.AEColor;
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import appeng.bootstrap.IItemRendering;
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import appeng.bootstrap.ItemRenderingCustomizer;
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public class ItemPaintBallRendering extends ItemRenderingCustomizer
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{
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private static final ModelResourceLocation MODEL_NORMAL = new ModelResourceLocation( "appliedenergistics2:paint_ball" );
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private static final ModelResourceLocation MODEL_SHIMMER = new ModelResourceLocation( "appliedenergistics2:paint_ball_shimmer" );
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@Override
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public void customize( IItemRendering rendering )
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{
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rendering.color( ItemPaintBallRendering::getColorFromItemstack );
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rendering.variants( MODEL_NORMAL, MODEL_SHIMMER );
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rendering.meshDefinition( is -> ItemPaintBall.isLumen( is ) ? MODEL_SHIMMER : MODEL_NORMAL );
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}
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private static int getColorFromItemstack( ItemStack stack, int tintIndex )
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{
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final AEColor col = ( (ItemPaintBall) stack.getItem() ).getColor( stack );
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final int colorValue = stack.getItemDamage() >= 20 ? col.mediumVariant : col.mediumVariant;
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final int r = ( colorValue >> 16 ) & 0xff;
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final int g = ( colorValue >> 8 ) & 0xff;
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final int b = ( colorValue ) & 0xff;
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if( stack.getItemDamage() >= 20 )
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{
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final float fail = 0.7f;
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final int full = (int) ( 255 * 0.3 );
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return (int) ( full + r * fail ) << 16 | (int) ( full + g * fail ) << 8 | (int) ( full + b * fail ) | 0xff << 24;
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}
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else
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{
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return r << 16 | g << 8 | b | 0xff << 24;
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}
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}
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}
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