类 StriderRenderer
java.lang.Object
net.minecraft.client.renderer.entity.EntityRenderer<Strider,StriderRenderState>
net.minecraft.client.renderer.entity.LivingEntityRenderer<Strider,StriderRenderState,StriderModel>
net.minecraft.client.renderer.entity.MobRenderer<Strider,StriderRenderState,StriderModel>
net.minecraft.client.renderer.entity.AgeableMobRenderer<Strider,StriderRenderState,StriderModel>
net.minecraft.client.renderer.entity.StriderRenderer
- 所有已实现的接口:
RenderLayerParent<StriderRenderState,
StriderModel>
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字段概要
字段修饰符和类型字段说明private static final ResourceLocation
private static final float
private static final ResourceLocation
从类继承的字段 net.minecraft.client.renderer.entity.LivingEntityRenderer
itemModelResolver, layers, model
从类继承的字段 net.minecraft.client.renderer.entity.EntityRenderer
entityRenderDispatcher, LEASH_RENDER_STEPS, NAMETAG_SCALE, shadowRadius, shadowStrength
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构造器概要
构造器 -
方法概要
修饰符和类型方法说明void
extractRenderState
(Strider p_361862_, StriderRenderState p_361393_, float p_362076_) protected float
getShadowRadius
(StriderRenderState p_364573_) getTextureLocation
(StriderRenderState p_361677_) protected boolean
isShaking
(StriderRenderState p_370098_) 从类继承的方法 net.minecraft.client.renderer.entity.AgeableMobRenderer
render
从类继承的方法 net.minecraft.client.renderer.entity.MobRenderer
shouldShowName
从类继承的方法 net.minecraft.client.renderer.entity.LivingEntityRenderer
addLayer, getBoundingBoxForCulling, getFlipDegrees, getModel, getModelTint, getOverlayCoords, getRenderType, getWhiteOverlayProgress, isBodyVisible, isEntityUpsideDown, scale, setupRotations, shouldRenderLayers
从类继承的方法 net.minecraft.client.renderer.entity.EntityRenderer
affectedByCulling, createRenderState, getBlockLightLevel, getFont, getNameTag, getPackedLightCoords, getRenderOffset, getShadowStrength, getSkyLightLevel, renderNameTag, shouldRender
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字段详细资料
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STRIDER_LOCATION
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COLD_LOCATION
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SHADOW_RADIUS
private static final float SHADOW_RADIUS- 另请参阅:
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构造器详细资料
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StriderRenderer
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方法详细资料
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getTextureLocation
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getShadowRadius
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createRenderState
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extractRenderState
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isShaking
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