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Example 1 with DrillHeadPerm

use of blusunrize.immersiveengineering.common.items.ItemDrillhead.DrillHeadPerm in project ImmersiveEngineering by BluSunrize.

the class ClientProxy method textureStich.

@SubscribeEvent
public void textureStich(TextureStitchEvent.Pre event) {
    IELogger.info("Stitching Revolver Textures!");
    ((ItemRevolver) IEContent.itemRevolver).stichRevolverTextures(event.getMap());
    for (ShaderRegistry.ShaderRegistryEntry entry : ShaderRegistry.shaderRegistry.values()) for (ShaderCase sCase : entry.getCases()) if (sCase.stitchIntoSheet())
        for (ShaderLayer layer : sCase.getLayers()) if (layer.getTexture() != null)
            ApiUtils.getRegisterSprite(event.getMap(), layer.getTexture());
    for (DrillHeadPerm p : ((ItemDrillhead) IEContent.itemDrillhead).perms) p.sprite = ApiUtils.getRegisterSprite(event.getMap(), p.texture);
    WireType.iconDefaultWire = ApiUtils.getRegisterSprite(event.getMap(), "immersiveengineering:blocks/wire");
    ApiUtils.getRegisterSprite(event.getMap(), "immersiveengineering:blocks/shaders/greyscaleFire");
    for (BulletHandler.IBullet bullet : BulletHandler.registry.values()) for (ResourceLocation rl : bullet.getTextures()) ApiUtils.getRegisterSprite(event.getMap(), rl);
    for (ResourceLocation rl : ModelConveyor.rl_casing) ApiUtils.getRegisterSprite(event.getMap(), rl);
    ApiUtils.getRegisterSprite(event.getMap(), ConveyorHandler.textureConveyorColour);
    ApiUtils.getRegisterSprite(event.getMap(), ConveyorBasic.texture_off);
    ApiUtils.getRegisterSprite(event.getMap(), ConveyorBasic.texture_on);
    ApiUtils.getRegisterSprite(event.getMap(), ConveyorDrop.texture_off);
    ApiUtils.getRegisterSprite(event.getMap(), ConveyorDrop.texture_on);
    ApiUtils.getRegisterSprite(event.getMap(), ConveyorVertical.texture_off);
    ApiUtils.getRegisterSprite(event.getMap(), ConveyorVertical.texture_on);
    ApiUtils.getRegisterSprite(event.getMap(), ConveyorSplit.texture_off);
    ApiUtils.getRegisterSprite(event.getMap(), ConveyorSplit.texture_on);
    ApiUtils.getRegisterSprite(event.getMap(), ConveyorSplit.texture_casing);
    ApiUtils.getRegisterSprite(event.getMap(), IEContent.fluidPotion.getStill());
    ApiUtils.getRegisterSprite(event.getMap(), IEContent.fluidPotion.getFlowing());
    ApiUtils.getRegisterSprite(event.getMap(), "immersiveengineering:items/shader_slot");
}
Also used : ShaderRegistry(blusunrize.immersiveengineering.api.shader.ShaderRegistry) DrillHeadPerm(blusunrize.immersiveengineering.common.items.ItemDrillhead.DrillHeadPerm) BulletHandler(blusunrize.immersiveengineering.api.tool.BulletHandler) ShaderLayer(blusunrize.immersiveengineering.api.shader.ShaderCase.ShaderLayer) ModelResourceLocation(net.minecraft.client.renderer.block.model.ModelResourceLocation) ShaderCase(blusunrize.immersiveengineering.api.shader.ShaderCase) SubscribeEvent(net.minecraftforge.fml.common.eventhandler.SubscribeEvent)

Aggregations

ShaderCase (blusunrize.immersiveengineering.api.shader.ShaderCase)1 ShaderLayer (blusunrize.immersiveengineering.api.shader.ShaderCase.ShaderLayer)1 ShaderRegistry (blusunrize.immersiveengineering.api.shader.ShaderRegistry)1 BulletHandler (blusunrize.immersiveengineering.api.tool.BulletHandler)1 DrillHeadPerm (blusunrize.immersiveengineering.common.items.ItemDrillhead.DrillHeadPerm)1 ModelResourceLocation (net.minecraft.client.renderer.block.model.ModelResourceLocation)1 SubscribeEvent (net.minecraftforge.fml.common.eventhandler.SubscribeEvent)1