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Я всё перепробовал но ни в какую, ни в слотах инвентаря, ни в персонаже.
public static final ArmorMaterial armorMaterial = EnumHelper.addArmorMaterial("vanillarealisticrecipes:armor_layer", "vanillarealisticrecipes:armor", 44, new int[]{5, 9, 11, 4}, 20, SoundEvents.ITEM_ARMOR_EQUIP_DIAMOND, 2.0F);
// Item Obsidian Armor
public static Item OBSIDIANHELMET = new ObsidianArmor("obsidian_helmet", armorMaterial, 1, EntityEquipmentSlot.HEAD);
public static Item OBSIDIANCHESTPLATE = new ObsidianArmor("obsidian_chestplate", armorMaterial, 1, EntityEquipmentSlot.CHEST);
public static Item OBSIDIANLEGGINGS = new ObsidianArmor("obsidian_leggings", armorMaterial, 2, EntityEquipmentSlot.LEGS);
public static Item OBSIDIANBOOTS = new ObsidianArmor("obsidian_boots", armorMaterial, 1, EntityEquipmentSlot.FEET);
public class ObsidianArmor extends ItemArmor{
public ObsidianArmor(String name, ArmorMaterial materialIn, int renderIndexIn, EntityEquipmentSlot equipmentSlotIn){
super(materialIn, renderIndexIn, equipmentSlotIn);
this.setRegistryName(name);
this.setUnlocalizedName(name);
this.setCreativeTab(VanillaRealisticRecipes.Vanilla_Realistic_Recipes);
}
public void registerModels(){
VanillaRealisticRecipes.proxy.registerItemRenderer(this, 0, "inventory");
}}
/**
* Called by RenderBiped and RenderPlayer to determine the armor texture that
* should be use for the currently equipped item.
* This will only be called on instances of ItemArmor.
*
* Returning null from this function will use the default value.
*
* @param stack ItemStack for the equipped armor
* @param entity The entity wearing the armor
* @param slot The slot the armor is in
* @param type The subtype, can be null or "overlay"
* @return Path of texture to bind, or null to use default
*/
@Nullable
public String getArmorTexture(ItemStack stack, Entity entity, EntityEquipmentSlot slot, String type)
{
return null;
}
это норма, я так 3 дня с анимацией сидел))я не замечал незначительные детали ),