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Add a method to render a spell using the dispatcher
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2 changed files with 9 additions and 8 deletions
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@ -72,10 +72,7 @@ public class PlacedSpellRenderer implements SpellRenderer<PlaceableSpell> {
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matrices.pop();
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matrices.pop();
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var renderer = SpellEffectsRenderDispatcher.INSTANCE.getRenderer(delegate);
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SpellEffectsRenderDispatcher.INSTANCE.render(matrices, vertices, delegate, caster, light, limbAngle, limbDistance, tickDelta, animationProgress, headYaw, headPitch);
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if (renderer != null) {
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renderer.render(matrices, vertices, spell, caster, light, limbAngle, limbDistance, tickDelta, animationProgress, headYaw, headPitch);
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}
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}
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}
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}
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}
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@ -64,12 +64,16 @@ public class SpellEffectsRenderDispatcher implements SynchronousResourceReloader
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return (SpellRenderer<S>)renderers.get(spell.getType());
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return (SpellRenderer<S>)renderers.get(spell.getType());
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}
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}
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public void render(MatrixStack matrices, VertexConsumerProvider vertices, Spell spell, Caster<?> caster, int light, float limbAngle, float limbDistance, float tickDelta, float animationProgress, float headYaw, float headPitch) {
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var renderer = getRenderer(spell);
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if (renderer != null) {
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renderer.render(matrices, vertices, spell, caster, light, limbAngle, limbDistance, tickDelta, animationProgress, headYaw, headPitch);
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}
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}
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public void render(MatrixStack matrices, VertexConsumerProvider vertices, int light, Caster<?> caster, float limbAngle, float limbDistance, float tickDelta, float animationProgress, float headYaw, float headPitch) {
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public void render(MatrixStack matrices, VertexConsumerProvider vertices, int light, Caster<?> caster, float limbAngle, float limbDistance, float tickDelta, float animationProgress, float headYaw, float headPitch) {
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caster.getSpellSlot().forEach(spell -> {
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caster.getSpellSlot().forEach(spell -> {
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var renderer = getRenderer(spell);
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render(matrices, vertices, spell, caster, light, limbAngle, limbDistance, tickDelta, animationProgress, headYaw, headPitch);
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if (renderer != null) {
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renderer.render(matrices, vertices, spell, caster, light, limbAngle, limbDistance, tickDelta, animationProgress, headYaw, headPitch);
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}
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return Operation.SKIP;
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return Operation.SKIP;
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}, false);
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}, false);
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