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