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Java EventPriority.NORMAL属性代码示例

本文整理汇总了Java中net.minecraftforge.event.EventPriority.NORMAL属性的典型用法代码示例。如果您正苦于以下问题:Java EventPriority.NORMAL属性的具体用法?Java EventPriority.NORMAL怎么用?Java EventPriority.NORMAL使用的例子?那么恭喜您, 这里精选的属性代码示例或许可以为您提供帮助。您也可以进一步了解该属性所在net.minecraftforge.event.EventPriority的用法示例。


在下文中一共展示了EventPriority.NORMAL属性的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。

示例1: onPostTextureStitch

@ForgeSubscribe(priority = EventPriority.NORMAL)
public void onPostTextureStitch(TextureStitchEvent.Post event)
{
	if (ModHarvestCraftWaila.hasHarvestCraft)
	{
		if (PamHarvestCraft.pamCrop != null && ((BlockPamCrop) PamHarvestCraft.pamCrop).iconArray != null)
		{
			setBlockIcon(PamHarvestCraft.pamCrop, ((BlockPamCrop) PamHarvestCraft.pamCrop).iconArray[0][0]);
		}
	}

	if (ModHarvestCraftWaila.hasWeeeFlowers)
	{
		if (PamWeeeFlowers.pamFlower != null && ((BlockPamFlower) PamWeeeFlowers.pamFlower).icons != null)
		{
			setBlockIcon(PamWeeeFlowers.pamFlower, ((BlockPamFlower) PamWeeeFlowers.pamFlower).icons[0]);
		}

		if (PamWeeeFlowers.pamflowerCrop != null && ((BlockPamFlowerCrop) PamWeeeFlowers.pamflowerCrop).iconArray != null)
		{
			setBlockIcon(PamWeeeFlowers.pamflowerCrop, ((BlockPamFlowerCrop) PamWeeeFlowers.pamflowerCrop).iconArray[0][0]);
		}

		if (PamWeeeFlowers.pammoonFlower != null && ((BlockPamMoonFlower) PamWeeeFlowers.pammoonFlower).icons != null)
		{
			setBlockIcon(PamWeeeFlowers.pammoonFlower, ((BlockPamMoonFlower) PamWeeeFlowers.pammoonFlower).icons[0]);
		}
	}
}
 
开发者ID:squeek502,项目名称:HarvestCraftWaila,代码行数:29,代码来源:IconFixer.java

示例2: onRenderExperienceBar

@ForgeSubscribe(priority = EventPriority.NORMAL)
public void onRenderExperienceBar(RenderGameOverlayEvent event)
{
    EntityClientPlayerMP player = FMLClientHandler.instance().getClient().thePlayer;
    // int playerX=(int) player.posX;
    // int playerY=(int) player.posY;
    // int playerZ=(int) player.posZ;
    // int halfSize= (int)(SEARCH_RADIUS/2);
    // AxisAlignedBB bb = AxisAlignedBB.getBoundingBox(playerX-halfSize,
    // playerY-halfSize, playerZ-halfSize, playerX+halfSize,
    // playerY+halfSize, playerZ+halfSize);
    // player.worldObj.selectEntitiesWithinAABB(par1Class, bb, new IEntity)
    List tes = player.worldObj.loadedTileEntityList;
    LaunchControlLogic logic = null;
    for (int i = 0; i < tes.size(); i++)
    {
        if (tes.get(i) instanceof LaunchControlLogic)
        {
            if (((LaunchControlLogic) tes.get(i)).RocketLogic != null)
            {
                logic = ((LaunchControlLogic) tes.get(i));
                break;
            }
        }
    }
    if (event.isCancelable() || event.type != ElementType.EXPERIENCE || logic == null) return;
    // GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    // GuiOverlay.GL11.glDisable(GL11.GL_LIGHTING);
    FontRenderer fRender = Minecraft.getMinecraft().fontRenderer;
    fRender.drawString("Rocket Stats:", START_X, START_Y, 0);
    fRender.drawString("VelY: " + logic.RocketLogic.velY, START_X + 3, START_Y + fRender.FONT_HEIGHT + 2, 0);
    fRender.drawString("Current Power: " + logic.RocketLogic.currentPower, START_X + 3, START_Y + (fRender.FONT_HEIGHT + 2) * 2, 0);
    fRender.drawString("Weight: " + logic.RocketLogic.totalWeight, START_X + 3, START_Y + (fRender.FONT_HEIGHT + 2) * 3, 0);
    // GL11.glEnable(GL11.GL_LIGHTING);
}
 
开发者ID:allout58,项目名称:MinecraftSpaceAgency,代码行数:35,代码来源:GuiOverlay.java

示例3: FillBucket

@ForgeSubscribe(priority = EventPriority.NORMAL)
public void FillBucket(FillBucketEvent event) {
	ItemStack result = attemptFill(event.world, event.target);
	if (result != null) {
		event.result = result;
		event.setResult(Result.ALLOW);
	}
}
 
开发者ID:PaleoCrafter,项目名称:PowerGrid,代码行数:8,代码来源:ItemEnergonBucket.java

示例4: FillBucket

@ForgeSubscribe(priority = EventPriority.NORMAL)
public void FillBucket(FillBucketEvent event) 
{
	ItemStack result = attemptFill(event.world, event.target);
	if (result != null) {
		event.result = result;
		event.setResult(Result.ALLOW);
	}
}
 
开发者ID:mrgregfinch,项目名称:powell.cellarium,代码行数:9,代码来源:BucketOfBoilingBlood.java

示例5: onRenderExperienceBar

@ForgeSubscribe(priority = EventPriority.NORMAL)
public void onRenderExperienceBar(RenderGameOverlayEvent event)
{
	if (event.isCancelable() || event.type != ElementType.EXPERIENCE)
	{
		return;
	}

	// Get our extended player properties and assign it locally so we can easily access it
	FCraftJobCore props = FCraftJobCore.get(this.mc.thePlayer);

	//Texture Size
	int xTextSize = 90;
	int yTextSize = 17;

	int xNumberSize = 16;
	int yNumberSize = 18;

	// The center of the screen can be gotten like this during this event:
	int xPos = event.resolution.getScaledWidth() - xTextSize - 10;
	int yPos = event.resolution.getScaledHeight() - yTextSize;

	int xNumberPos = event.resolution.getScaledWidth() - xTextSize - xNumberSize*3 - 10;
	int yNumberPos = event.resolution.getScaledHeight() - yNumberSize;

	// Somewhere in Minecraft vanilla code it says to do this because of a lighting bug
	GL11.glDisable(GL11.GL_LIGHTING);

	//Getting the ones, tens, hundreds values.
	int ones = props.getChainLevel()%10;
	int tens = props.getChainLevel()/10%10;
	int hundreds = props.getChainLevel()/100%10;
	
	GL11.glEnable(GL11.GL_BLEND);
	GL11.glDisable(GL11.GL_DEPTH_TEST);
	GL11.glDepthMask(false);
	GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
	GL11.glColor4f(2.0F, 1.0F, 2.0F, 1.0F);
	GL11.glDisable(GL11.GL_ALPHA_TEST);

	// Bind your texture to the render engine
	this.mc.getTextureManager().bindTexture(textureLoc);

	// First draw the background layer.
	this.drawTexturedModalRect(xPos, yPos, 38, 0, xTextSize, yTextSize); //Chain Name
	this.drawTexturedModalRect(xNumberPos+32, yNumberPos, 38, 18*ones+yNumberSize, xNumberSize, yNumberSize); //Ones
	if(props.getChainLevel() >= 10){
		this.drawTexturedModalRect(xNumberPos+16, yNumberPos, 38, 18*tens+yNumberSize, xNumberSize, yNumberSize); //Tens
	}else if(props.getChainLevel() >= 100){
		this.drawTexturedModalRect(xNumberPos, yNumberPos, 38, 18*hundreds+yNumberSize, xNumberSize, yNumberSize); //Hundreds
	}

	GL11.glDisable(GL11.GL_BLEND);
	GL11.glEnable(GL11.GL_DEPTH_TEST);
	GL11.glDepthMask(true);
}
 
开发者ID:Unrelentless,项目名称:FantasyCraft-Mod,代码行数:56,代码来源:GuiChain.java

示例6: onRenderExperienceBar

@ForgeSubscribe(priority = EventPriority.NORMAL)
public void onRenderExperienceBar(RenderGameOverlayEvent event)
{
	if (event.isCancelable() || event.type != ElementType.EXPERIENCE)
	{
		return;
	}
	
	// Get our extended player properties and assign it locally so we can easily access it
	FCraftJobCore props = FCraftJobCore.get(this.mc.thePlayer);

	//Texture Size
	int xSize = 7;
	int ySize = 256;
	
	// The center of the screen can be gotten like this during this event:
	int xPos = 1;
	int yPos = event.resolution.getScaledHeight()/2 - ySize/2;

	// However, we want the length to be based on current exp, so we need a new variable:
	//int expWidth = (int)(((float) props.getCurrentExperience() / props.getMaxExperience()) * 182);
	int expHeight = (int)(this.mc.thePlayer.getDataWatcher().getWatchableObjectFloat(props.EXP_WATCHER)/props.getMaxExperience() * (float)(251));
	int percentComplete = (int) (this.mc.thePlayer.experience*100);
	// Somewhere in Minecraft vanilla code it says to do this because of a lighting bug
	GL11.glDisable(GL11.GL_LIGHTING);
	GL11.glEnable(GL11.GL_BLEND);
	GL11.glDisable(GL11.GL_DEPTH_TEST);
	GL11.glDepthMask(false);
	GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
	GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
	GL11.glDisable(GL11.GL_ALPHA_TEST);
		
	// Bind your texture to the render engine
	this.mc.getTextureManager().bindTexture(textureLoc);

	// First draw the background layer.
	this.drawTexturedModalRect(xPos, yPos, 0, 0, xSize, ySize);

	this.drawTexturedModalRect(xPos, yPos+(ySize-expHeight), 7, ySize-expHeight, xSize, expHeight); 
	this.drawTexturedModalRect(xPos+1, yPos+(ySize-expHeight)-7, 14, 0, 5, 7);
	//this.mc.fontRenderer.drawString(""+percentComplete+"%", 1, event.resolution.getScaledHeight()/2, 0xFFFFFF);
	
	GL11.glDisable(GL11.GL_BLEND);
	GL11.glEnable(GL11.GL_DEPTH_TEST);
	GL11.glDepthMask(true);
}
 
开发者ID:Unrelentless,项目名称:FantasyCraft-Mod,代码行数:46,代码来源:GuiExp.java

示例7: onRenderExperienceBar

@ForgeSubscribe(priority = EventPriority.NORMAL)
public void onRenderExperienceBar(RenderGameOverlayEvent event)
{
	if (event.isCancelable() || event.type != ElementType.EXPERIENCE)
	{
		return;
	}
	
	// Get our extended player properties and assign it locally so we can easily access it
	FCraftJobCore props = FCraftJobCore.get(this.mc.thePlayer);

	//Texture Size
	int xSize = 7;
	int ySize = 256;
	
	// The center of the screen can be gotten like this during this event:
	int xPos = event.resolution.getScaledWidth() - 8;
	int yPos = event.resolution.getScaledHeight()/2 - ySize/2;
	
	// Somewhere in Minecraft vanilla code it says to do this because of a lighting bug
	GL11.glDisable(GL11.GL_LIGHTING);

	// However, we want the length to be based on current exp, so we need a new variable:
	//int expWidth = (int)(((float) props.getCurrentExperience() / props.getMaxExperience()) * 182);
	int manaHeight = (int) (props.getCurrentMana()/props.getMaxMana()*247);
	
	GL11.glEnable(GL11.GL_BLEND);
	GL11.glDisable(GL11.GL_DEPTH_TEST);
	GL11.glDepthMask(false);
	GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
	GL11.glColor4f(2.0F, 1.0F, 2.0F, 1.0F);
	GL11.glDisable(GL11.GL_ALPHA_TEST);
	
	// Bind your texture to the render engine
	this.mc.getTextureManager().bindTexture(textureLoc);

	// First draw the background layer.
	this.drawTexturedModalRect(xPos, yPos, 19, 0, xSize, ySize);

	this.drawTexturedModalRect(xPos, yPos+(ySize-manaHeight), 26, ySize-manaHeight, xSize, manaHeight); 
	this.drawTexturedModalRect(xPos+1, yPos+(ySize-manaHeight)-7, 33, 0, 5, 7);
	//this.mc.fontRenderer.drawString(""+percentComplete+"%", 1, event.resolution.getScaledHeight()/2, 0xFFFFFF);
	
	GL11.glDisable(GL11.GL_BLEND);
	GL11.glEnable(GL11.GL_DEPTH_TEST);
	GL11.glDepthMask(true);
}
 
开发者ID:Unrelentless,项目名称:FantasyCraft-Mod,代码行数:47,代码来源:GuiMana.java


注:本文中的net.minecraftforge.event.EventPriority.NORMAL属性示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。