Hopefully fix the crash regarding loading the Atlas textures during mod construction. Closes #212
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1e7ee30228
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@ -3,9 +3,7 @@ package com.progwml6.ironchest;
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import com.progwml6.ironchest.client.data.IronChestsLangProvider;
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import com.progwml6.ironchest.client.screen.IronChestScreen;
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import com.progwml6.ironchest.client.tileentity.IronChestTileEntityRenderer;
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import com.progwml6.ironchest.client.tileentity.IronChestsModels;
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import com.progwml6.ironchest.common.block.IronChestsBlocks;
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import com.progwml6.ironchest.common.block.IronChestsTypes;
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import com.progwml6.ironchest.common.block.tileentity.IronChestsTileEntityTypes;
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import com.progwml6.ironchest.common.inventory.IronChestsContainerTypes;
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import com.progwml6.ironchest.common.item.IronChestsItems;
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@ -47,7 +45,6 @@ public class IronChests {
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DistExecutor.runWhenOn(Dist.CLIENT, () -> () -> {
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// Client setup
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modBus.addListener(this::setupClient);
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new IronChestsModels();
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});
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// Registry objects
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@ -82,7 +82,7 @@ public class IronChestTileEntityRenderer<T extends TileEntity & IChestLid> exten
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f1 = 1.0F - f1 * f1 * f1;
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int i = iCallbackWrapper.apply(new DualBrightnessCallback<>()).applyAsInt(combinedLightIn);
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Material material = IronChestsModels.chooseChestModel(tileEntity, chestType);
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Material material = new Material(Atlases.CHEST_ATLAS, IronChestsModels.chooseChestTexture(chestType));
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IVertexBuilder ivertexbuilder = material.getBuffer(bufferIn, RenderType::getEntityCutout);
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this.handleModelRender(matrixStackIn, ivertexbuilder, this.chestLid, this.chestLock, this.chestBottom, f1, i, combinedOverlayIn);
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@ -16,33 +16,17 @@ import java.util.function.Consumer;
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@Mod.EventBusSubscriber(modid = IronChests.MODID, value = Dist.CLIENT, bus = Mod.EventBusSubscriber.Bus.MOD)
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public class IronChestsModels {
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public static final ResourceLocation chestAtlas = new ResourceLocation("textures/atlas/chest.png");
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public static final ResourceLocation IRON_CHEST_LOCATION = new ResourceLocation(IronChests.MODID, "model/iron_chest");
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public static final ResourceLocation GOLD_CHEST_LOCATION = new ResourceLocation(IronChests.MODID, "model/gold_chest");
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public static final ResourceLocation DIAMOND_CHEST_LOCATION = new ResourceLocation(IronChests.MODID, "model/diamond_chest");
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public static final ResourceLocation COPPER_CHEST_LOCATION = new ResourceLocation(IronChests.MODID, "model/copper_chest");
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public static final ResourceLocation SILVER_CHEST_LOCATION = new ResourceLocation(IronChests.MODID, "model/silver_chest");
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public static final ResourceLocation CRYSTAL_CHEST_LOCATION = new ResourceLocation(IronChests.MODID, "model/crystal_chest");
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public static final ResourceLocation OBSIDIAN_CHEST_LOCATION = new ResourceLocation(IronChests.MODID, "model/obsidian_chest");
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public static final ResourceLocation DIRT_CHEST_LOCATION = new ResourceLocation(IronChests.MODID, "model/dirt_chest");
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public static final ResourceLocation VANLLA_CHEST_LOCATION = new ResourceLocation("entity/chest/normal");
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public static final Material IRON_CHEST_LOCATION = getChestMaterial("iron");
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public static final Material GOLD_CHEST_LOCATION = getChestMaterial("gold");
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public static final Material DIAMOND_CHEST_LOCATION = getChestMaterial("diamond");
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public static final Material COPPER_CHEST_LOCATION = getChestMaterial("copper");
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public static final Material SILVER_CHEST_LOCATION = getChestMaterial("silver");
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public static final Material CRYSTAL_CHEST_LOCATION = getChestMaterial("crystal");
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public static final Material OBSIDIAN_CHEST_LOCATION = getChestMaterial("obsidian");
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public static final Material DIRT_CHEST_LOCATION = getChestMaterial("dirt");
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public static void addTextures(Consumer<Material> p_228775_0_) {
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p_228775_0_.accept(IRON_CHEST_LOCATION);
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p_228775_0_.accept(GOLD_CHEST_LOCATION);
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p_228775_0_.accept(DIAMOND_CHEST_LOCATION);
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p_228775_0_.accept(COPPER_CHEST_LOCATION);
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p_228775_0_.accept(SILVER_CHEST_LOCATION);
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p_228775_0_.accept(CRYSTAL_CHEST_LOCATION);
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p_228775_0_.accept(OBSIDIAN_CHEST_LOCATION);
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p_228775_0_.accept(DIRT_CHEST_LOCATION);
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}
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private static Material getChestMaterial(String name) {
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return new Material(Atlases.CHEST_ATLAS, new ResourceLocation(IronChests.MODID, "model/" + name + "_chest"));
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}
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public static Material chooseChestModel(TileEntity tileEntity, IronChestsTypes type) {
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public static ResourceLocation chooseChestTexture(IronChestsTypes type) {
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switch (type) {
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case IRON:
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return IRON_CHEST_LOCATION;
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@ -62,7 +46,7 @@ public class IronChestsModels {
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return DIRT_CHEST_LOCATION;
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case WOOD:
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default:
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return Atlases.CHEST_MATERIAL;
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return VANLLA_CHEST_LOCATION;
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}
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}
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@ -72,13 +56,13 @@ public class IronChestsModels {
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return;
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}
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event.addSprite(IRON_CHEST_LOCATION.getTextureLocation());
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event.addSprite(GOLD_CHEST_LOCATION.getTextureLocation());
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event.addSprite(DIAMOND_CHEST_LOCATION.getTextureLocation());
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event.addSprite(COPPER_CHEST_LOCATION.getTextureLocation());
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event.addSprite(SILVER_CHEST_LOCATION.getTextureLocation());
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event.addSprite(CRYSTAL_CHEST_LOCATION.getTextureLocation());
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event.addSprite(OBSIDIAN_CHEST_LOCATION.getTextureLocation());
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event.addSprite(DIRT_CHEST_LOCATION.getTextureLocation());
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event.addSprite(IRON_CHEST_LOCATION);
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event.addSprite(GOLD_CHEST_LOCATION);
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event.addSprite(DIAMOND_CHEST_LOCATION);
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event.addSprite(COPPER_CHEST_LOCATION);
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event.addSprite(SILVER_CHEST_LOCATION);
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event.addSprite(CRYSTAL_CHEST_LOCATION);
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event.addSprite(OBSIDIAN_CHEST_LOCATION);
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event.addSprite(DIRT_CHEST_LOCATION);
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}
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}
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