AnimatedEquipmentLayerBuilder

Properties

Functions

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fun dyeable(defaultColor: Color?)

Makes the armor layer dyeable, using the defaultColor if undyed. Setting defaultColor to null makes undyed armor layers invisible.

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fun emissivityMap(ticksPerFrame: Int, interpolationMode: InterpolationMode, vararg frames: String)

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.

fun emissivityMap(ticksPerFrame: Int, interpolationMode: InterpolationMode, vararg frames: ResourcePath<T>)

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.

fun emissivityMap(frames: Int, ticksPerFrame: Int, interpolationMode: InterpolationMode, getEmissivityMap: (frame: Int) -> String)

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.

@JvmName(name = "emissivityMapResourcePath")
fun emissivityMap(frames: Int, ticksPerFrame: Int, interpolationMode: InterpolationMode, getEmissivityMap: (frame: Int) -> ResourcePath<T>)

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.

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fun texture(ticksPerFrame: Int, interpolationMode: InterpolationMode, vararg frames: String)

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.

fun texture(ticksPerFrame: Int, interpolationMode: InterpolationMode, vararg frames: ResourcePath<T>)

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.

fun texture(frames: Int, ticksPerFrame: Int, interpolationMode: InterpolationMode, getTexture: (frame: Int) -> String)

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.

@JvmName(name = "textureResourcePath")
fun texture(frames: Int, ticksPerFrame: Int, interpolationMode: InterpolationMode, getTexture: (frame: Int) -> ResourcePath<T>)

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.