public class ParticleManager extends java.lang.Object implements IFutureReloadListener
Modifier and Type | Class and Description |
---|---|
static interface |
ParticleManager.IParticleMetaFactory<T extends IParticleData> |
IFutureReloadListener.IStage
Constructor and Description |
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ParticleManager(World worldIn,
TextureManager rendererIn) |
Modifier and Type | Method and Description |
---|---|
void |
addBlockDestroyEffects(BlockPos pos,
BlockState state) |
void |
addBlockHitEffects(BlockPos pos,
BlockRayTraceResult target) |
void |
addBlockHitEffects(BlockPos pos,
Direction side) |
void |
addEffect(Particle effect) |
Particle |
addParticle(IParticleData particleData,
double x,
double y,
double z,
double xSpeed,
double ySpeed,
double zSpeed) |
void |
addParticleEmitter(Entity entityIn,
IParticleData particleData) |
void |
clearEffects(World worldIn) |
void |
close() |
void |
emitParticleAtEntity(Entity entityIn,
IParticleData dataIn,
int lifetimeIn) |
java.lang.String |
getStatistics() |
<T extends IParticleData> |
registerFactory(ParticleType<T> particleTypeIn,
IParticleFactory<T> particleFactoryIn) |
<T extends IParticleData> |
registerFactory(ParticleType<T> particleTypeIn,
ParticleManager.IParticleMetaFactory<T> particleMetaFactoryIn) |
java.util.concurrent.CompletableFuture<java.lang.Void> |
reload(IFutureReloadListener.IStage stage,
IResourceManager resourceManager,
IProfiler preparationsProfiler,
IProfiler reloadProfiler,
java.util.concurrent.Executor backgroundExecutor,
java.util.concurrent.Executor gameExecutor) |
void |
renderParticles(MatrixStack matrixStackIn,
IRenderTypeBuffer.Impl bufferIn,
LightTexture lightTextureIn,
ActiveRenderInfo activeRenderInfoIn,
float partialTicks) |
void |
tick() |
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
func_225594_i_
protected World world
public ParticleManager(World worldIn, TextureManager rendererIn)
public <T extends IParticleData> void registerFactory(ParticleType<T> particleTypeIn, IParticleFactory<T> particleFactoryIn)
public <T extends IParticleData> void registerFactory(ParticleType<T> particleTypeIn, ParticleManager.IParticleMetaFactory<T> particleMetaFactoryIn)
public java.util.concurrent.CompletableFuture<java.lang.Void> reload(IFutureReloadListener.IStage stage, IResourceManager resourceManager, IProfiler preparationsProfiler, IProfiler reloadProfiler, java.util.concurrent.Executor backgroundExecutor, java.util.concurrent.Executor gameExecutor)
reload
in interface IFutureReloadListener
public void close()
public void addParticleEmitter(Entity entityIn, IParticleData particleData)
public void emitParticleAtEntity(Entity entityIn, IParticleData dataIn, int lifetimeIn)
@Nullable public Particle addParticle(IParticleData particleData, double x, double y, double z, double xSpeed, double ySpeed, double zSpeed)
public void addEffect(Particle effect)
public void tick()
public void renderParticles(MatrixStack matrixStackIn, IRenderTypeBuffer.Impl bufferIn, LightTexture lightTextureIn, ActiveRenderInfo activeRenderInfoIn, float partialTicks)
public void clearEffects(@Nullable World worldIn)
public void addBlockDestroyEffects(BlockPos pos, BlockState state)
public java.lang.String getStatistics()
public void addBlockHitEffects(BlockPos pos, BlockRayTraceResult target)