Reduces visibility of internal fields/methods

Reduces the visibility of all fields to private and create setters/getters
when necessary. Exceptions are fields with GuiSync as these need to be
public.

Reduces the visibility of internal methods to private/protected/default when possible.
This commit is contained in:
yueh
2015-10-08 15:42:42 +02:00
parent f054bd699b
commit e94a0cfccf
497 changed files with 7865 additions and 6908 deletions
@@ -54,18 +54,18 @@ public class ItemEncodedPattern extends AEBaseItem implements ICraftingPatternIt
// rather simple client side caching.
private static final Map<ItemStack, ItemStack> SIMPLE_CACHE = new WeakHashMap<ItemStack, ItemStack>();
@SideOnly( Side.CLIENT )
private ModelResourceLocation res;
@SideOnly( Side.CLIENT )
private ModelResourceLocation encodedPatternModel; // TODO: make encoded pattern model!
public ItemEncodedPattern()
{
this.setFeature( EnumSet.of( AEFeature.Patterns ) );
this.setMaxStackSize( 1 );
}
@SideOnly(Side.CLIENT)
ModelResourceLocation res;
@SideOnly(Side.CLIENT)
ModelResourceLocation encodedPatternModel; // TODO: make encoded pattern model!
@Override
public void registerIcons(
final ClientHelper proxy,
@@ -74,34 +74,34 @@ public class ItemEncodedPattern extends AEBaseItem implements ICraftingPatternIt
this.encodedPatternModel = this.res = proxy.setIcon( this, name );
Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register( this, new ItemMeshDefinition(){
boolean recursive = false;
@Override
public ModelResourceLocation getModelLocation(
final ItemStack stack )
{
if ( this.recursive == false )
if( this.recursive == false )
{
this.recursive = true;
final ItemEncodedPattern iep = (ItemEncodedPattern) stack.getItem();
final ItemStack is = iep.getOutput( stack );
if ( Minecraft.getMinecraft().thePlayer.isSneaking() )
if( Minecraft.getMinecraft().thePlayer.isSneaking() )
{
return ItemEncodedPattern.this.encodedPatternModel;
}
this.recursive = false;
}
return ItemEncodedPattern.this.res;
}
});
} );
}
@Override
public ItemStack onItemRightClick( final ItemStack stack, final World w, final EntityPlayer player )
{