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.