using System.Collections.Generic; using WeaveLoader.API; namespace WeaveLoader.API.Item; /// /// Fluent builder for defining item properties. /// public class ItemProperties { internal int MaxStackSizeValue = 64; internal int MaxDamageValue = 0; internal float AttackDamageValue = 0.0f; internal string IconValue = ""; internal string? ModelValue; internal Dictionary? DisplayTransforms; internal IItemRenderer? RendererValue; internal bool? HandEquippedValue; internal CreativeTab CreativeTabValue = CreativeTab.None; internal CreativePlacement? CreativePlacementValue; internal Text? NameValue; public ItemProperties MaxStackSize(int size) { MaxStackSizeValue = size; return this; } /// /// Icon name in the items atlas. Use Java-style names like "examplemod:item/ruby" /// from assets/examplemod/textures/item/ruby.png, or vanilla names like "diamond", "ingotIron". /// public ItemProperties Icon(string iconName) { IconValue = iconName; return this; } /// /// Optional Java-style model name (e.g. "examplemod:item/ruby"). /// When provided, WeaveLoader will read assets/<namespace>/models/item/<name>.json /// and use its texture for the item icon. /// public ItemProperties Model(string modelName) { ModelValue = modelName; return this; } /// /// Override the Java-style display transform for a rendering context (gui, ground, first/third person). /// Values are interpreted the same way as Minecraft Java item model "display" transforms. /// public ItemProperties DisplayTransform(ItemDisplayContext context, ItemDisplayTransform transform) { DisplayTransforms ??= new Dictionary(); DisplayTransforms[context] = transform; return this; } /// Register a custom renderer for this item. public ItemProperties Renderer(IItemRenderer renderer) { RendererValue = renderer; return this; } /// Force the item to be treated as hand-equipped (sword-like pose) by the renderer. public ItemProperties HandEquipped(bool handEquipped = true) { HandEquippedValue = handEquipped; return this; } /// /// Set max damage for a tool/armor item. Setting this to a positive value /// makes the item damageable with a durability bar. /// public ItemProperties MaxDamage(int damage) { MaxDamageValue = damage; MaxStackSizeValue = 1; return this; } /// Override the native attack damage value for tool items. public ItemProperties AttackDamage(float damage) { AttackDamageValue = damage; return this; } public ItemProperties InCreativeTab(CreativeTab tab) { CreativeTabValue = tab; return this; } public ItemProperties CreativePlacement(CreativePlacement placement) { CreativePlacementValue = placement; return this; } public ItemProperties Prepend() { CreativePlacementValue = global::WeaveLoader.API.CreativePlacement.Prepend(); return this; } /// Display name shown in-game (e.g. "Ruby"). Used for localization. public ItemProperties Name(string displayName) { NameValue = Text.Literal(displayName); return this; } /// Localized display name using a language key (e.g. "item.examplemod.ruby"). public ItemProperties Name(Text text) { NameValue = text; return this; } }