AnimatedEquipmentLayerBuilder
Functions
Makes the armor layer dyeable, using the defaultColor if undyed. Setting defaultColor to null makes undyed armor layers invisible.
Uses all emissivity maps textures/entity/equipment/<type>/<texture>.png, where texture is defined by each frame from frames and type is the current entity type.
Uses all emissivity maps assets/<namespace>/textures/entity/equipment/<type>/<texture>.png, where namespace and texture are defined by each frame from frames and type is the current entity type.
For each frame (frames times), the emissivity map is selected under textures/entity/equipment/<type>/<texture>.png using getEmissivityMap, where texture is defined by emissivityMap and type is the current entity type.
For each frame (frames times), the emissivity map is selected under assets/<namespace>/textures/entity/equipment/<type>/<texture>.png using getEmissivityMap, where namespace and texture are defined by emissivityMap and type is the current entity type.
Uses all textures textures/entity/equipment/<type>/<texture>.png, where texture is defined by each frame from frames and type is the current entity type.
Uses all textures assets/<namespace>/textures/entity/equipment/<type>/<texture>.png, where namespace and texture are defined by each frame from frames and type is the current entity type.
For each frame (frames times), the texture is selected under textures/entity/equipment/<type>/<texture>.png using getTexture, where texture is defined by texture and type is the current entity type.
For each frame (frames times), the texture is selected under assets/<namespace>/textures/entity/equipment/<type>/<texture>.png using getTexture, where namespace and texture are defined by texture and type is the current entity type.