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commonnet.kernelpanicsoft.archie.data.client.modelAItemModelProvider

AItemModelProvider


abstract class AItemModelProvider(output: PackOutput, mod: Mod, exitOnError: Boolean) : AModelProvider<AItemModelBuilder> 

Constructors

AItemModelProvider

constructor(output: PackOutput, mod: Mod, exitOnError: Boolean)

Properties

exitOnError


override val exitOnError: Boolean

generatedModels


@VisibleForTestingval generatedModels: MutableMap<ResourceLocation, AItemModelBuilder>

mod


override val mod: Mod

output


override val output: PackOutput

Functions

basicItem


fun basicItem(item: ResourceLocation, block: AItemModelBuilder.() -> Unit = {}): AItemModelBuilder

fun basicItem(item: Item, block: AItemModelBuilder.() -> Unit = {}): AItemModelBuilder

button


fun button(name: String, texture: ResourceLocation): AItemModelBuilder

buttonInventory


fun buttonInventory(name: String, texture: ResourceLocation): AItemModelBuilder

buttonPressed


fun buttonPressed(name: String, texture: ResourceLocation): AItemModelBuilder

carpet


fun carpet(name: String, wool: ResourceLocation): AItemModelBuilder

clear


fun clear()

crop


fun crop(name: String, crop: ResourceLocation): AItemModelBuilder

cross


fun cross(name: String, cross: ResourceLocation): AItemModelBuilder

cube


fun cube(name: String, down: ResourceLocation, up: ResourceLocation, north: ResourceLocation, south: ResourceLocation, east: ResourceLocation, west: ResourceLocation): AItemModelBuilder

cubeAll


fun cubeAll(name: String, texture: ResourceLocation): AItemModelBuilder

cubeBottomTop


fun cubeBottomTop(name: String, side: ResourceLocation, bottom: ResourceLocation, top: ResourceLocation): AItemModelBuilder

cubeColumn


fun cubeColumn(name: String, side: ResourceLocation, end: ResourceLocation): AItemModelBuilder

cubeColumnHorizontal


fun cubeColumnHorizontal(name: String, side: ResourceLocation, end: ResourceLocation): AItemModelBuilder

cubeTop


fun cubeTop(name: String, side: ResourceLocation, top: ResourceLocation): AItemModelBuilder

doorBottomLeft


fun doorBottomLeft(name: String, bottom: ResourceLocation, top: ResourceLocation): AItemModelBuilder

doorBottomLeftOpen


fun doorBottomLeftOpen(name: String, bottom: ResourceLocation, top: ResourceLocation): AItemModelBuilder

doorBottomRight


fun doorBottomRight(name: String, bottom: ResourceLocation, top: ResourceLocation): AItemModelBuilder

doorBottomRightOpen


fun doorBottomRightOpen(name: String, bottom: ResourceLocation, top: ResourceLocation): AItemModelBuilder

doorTopLeft


fun doorTopLeft(name: String, bottom: ResourceLocation, top: ResourceLocation): AItemModelBuilder

doorTopLeftOpen


fun doorTopLeftOpen(name: String, bottom: ResourceLocation, top: ResourceLocation): AItemModelBuilder

doorTopRight


fun doorTopRight(name: String, bottom: ResourceLocation, top: ResourceLocation): AItemModelBuilder

doorTopRightOpen


fun doorTopRightOpen(name: String, bottom: ResourceLocation, top: ResourceLocation): AItemModelBuilder

fenceGate


fun fenceGate(name: String, texture: ResourceLocation): AItemModelBuilder

fenceGateOpen


fun fenceGateOpen(name: String, texture: ResourceLocation): AItemModelBuilder

fenceGateWall


fun fenceGateWall(name: String, texture: ResourceLocation): AItemModelBuilder

fenceGateWallOpen


fun fenceGateWallOpen(name: String, texture: ResourceLocation): AItemModelBuilder

fenceInventory


fun fenceInventory(name: String, texture: ResourceLocation): AItemModelBuilder

fencePost


fun fencePost(name: String, texture: ResourceLocation): AItemModelBuilder

fenceSide


fun fenceSide(name: String, texture: ResourceLocation): AItemModelBuilder

format


open fun format(name: String): String

generateAll


fun generateAll(cache: CachedOutput): CompletableFuture<*>

getBuilder


getExistingFile


fun getExistingFile(path: ResourceLocation): AModelFile

getName


open override fun getName(): String

mcLoc


open fun mcLoc(name: String): ResourceLocation

modLoc


open fun modLoc(name: String): ResourceLocation

nested


{@return a model builder that's not directly saved to disk. Meant for use in custom model loaders.}

orientable


fun orientable(name: String, side: ResourceLocation, front: ResourceLocation, top: ResourceLocation): AItemModelBuilder

orientableVertical


fun orientableVertical(name: String, side: ResourceLocation, front: ResourceLocation): AItemModelBuilder

orientableWithBottom


fun orientableWithBottom(name: String, side: ResourceLocation, front: ResourceLocation, bottom: ResourceLocation, top: ResourceLocation): AItemModelBuilder

paneNoSide


fun paneNoSide(name: String, pane: ResourceLocation): AItemModelBuilder

paneNoSideAlt


fun paneNoSideAlt(name: String, pane: ResourceLocation): AItemModelBuilder

panePost


fun panePost(name: String, pane: ResourceLocation, edge: ResourceLocation): AItemModelBuilder

paneSide


fun paneSide(name: String, pane: ResourceLocation, edge: ResourceLocation): AItemModelBuilder

paneSideAlt


fun paneSideAlt(name: String, pane: ResourceLocation, edge: ResourceLocation): AItemModelBuilder

pressurePlate


fun pressurePlate(name: String, texture: ResourceLocation): AItemModelBuilder

pressurePlateDown


fun pressurePlateDown(name: String, texture: ResourceLocation): AItemModelBuilder

run


open override fun run(cache: CachedOutput): CompletableFuture<*>

sign


fun sign(name: String, texture: ResourceLocation): AItemModelBuilder

singleTexture


fun singleTexture(name: String, parent: ResourceLocation, texture: ResourceLocation): AItemModelBuilder

fun singleTexture(name: String, parent: ResourceLocation, textureKey: String, texture: ResourceLocation): AItemModelBuilder

slab


fun slab(name: String, side: ResourceLocation, bottom: ResourceLocation, top: ResourceLocation): AItemModelBuilder

slabTop


fun slabTop(name: String, side: ResourceLocation, bottom: ResourceLocation, top: ResourceLocation): AItemModelBuilder

stairs


fun stairs(name: String, side: ResourceLocation, bottom: ResourceLocation, top: ResourceLocation): AItemModelBuilder

stairsInner


fun stairsInner(name: String, side: ResourceLocation, bottom: ResourceLocation, top: ResourceLocation): AItemModelBuilder

stairsOuter


fun stairsOuter(name: String, side: ResourceLocation, bottom: ResourceLocation, top: ResourceLocation): AItemModelBuilder

torch


fun torch(name: String, torch: ResourceLocation): AItemModelBuilder

torchWall


fun torchWall(name: String, torch: ResourceLocation): AItemModelBuilder

trapdoorBottom


fun trapdoorBottom(name: String, texture: ResourceLocation): AItemModelBuilder

trapdoorOpen


fun trapdoorOpen(name: String, texture: ResourceLocation): AItemModelBuilder

trapdoorOrientableBottom


fun trapdoorOrientableBottom(name: String, texture: ResourceLocation): AItemModelBuilder

trapdoorOrientableOpen


fun trapdoorOrientableOpen(name: String, texture: ResourceLocation): AItemModelBuilder

trapdoorOrientableTop


fun trapdoorOrientableTop(name: String, texture: ResourceLocation): AItemModelBuilder

trapdoorTop


fun trapdoorTop(name: String, texture: ResourceLocation): AItemModelBuilder

wallInventory


fun wallInventory(name: String, wall: ResourceLocation): AItemModelBuilder

wallPost


fun wallPost(name: String, wall: ResourceLocation): AItemModelBuilder

wallSide


fun wallSide(name: String, wall: ResourceLocation): AItemModelBuilder

wallSideTall


fun wallSideTall(name: String, wall: ResourceLocation): AItemModelBuilder

withExistingParent



fun withExistingParent(name: String, parent: ResourceLocation, block: AItemModelBuilder.() -> Unit = {}): AItemModelBuilder