本文整理汇总了Java中com.bioxx.tfc.Core.Player.PlayerInventory类的典型用法代码示例。如果您正苦于以下问题:Java PlayerInventory类的具体用法?Java PlayerInventory怎么用?Java PlayerInventory使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
PlayerInventory类属于com.bioxx.tfc.Core.Player包,在下文中一共展示了PlayerInventory类的13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: ContainerBrickOven
import com.bioxx.tfc.Core.Player.PlayerInventory; //导入依赖的package包/类
public ContainerBrickOven(InventoryPlayer inventoryplayer, TEBrickOven BrickOven)
{
this.teBrickOven = BrickOven;
firetemp = -1111;
//Input Slots
addSlotToContainer(new SlotFirepitIn(inventoryplayer.player, teBrickOven, 0, 84, 19));
addSlotToContainer(new SlotFirepitIn(inventoryplayer.player, teBrickOven, 1, 102, 19));
addSlotToContainer(new SlotFirepitIn(inventoryplayer.player, teBrickOven, 2, 120, 19));
//Output Slots
addSlotToContainer(new SlotFirepitOut(inventoryplayer.player, teBrickOven, 3, 84, 47));
addSlotToContainer(new SlotFirepitOut(inventoryplayer.player, teBrickOven, 4, 102, 47));
addSlotToContainer(new SlotFirepitOut(inventoryplayer.player, teBrickOven, 5, 120, 47));
//Fuel Slots
addSlotToContainer(new SlotBrickOvenFuel(inventoryplayer.player, teBrickOven, 6, 8, 7));
addSlotToContainer(new SlotFirepit(inventoryplayer.player, teBrickOven, 7, 8, 25));
addSlotToContainer(new SlotFirepit(inventoryplayer.player, teBrickOven, 8, 8, 43));
addSlotToContainer(new SlotFirepit(inventoryplayer.player, teBrickOven, 9, 8, 61));
PlayerInventory.buildInventoryLayout(this, inventoryplayer, 8, 90, false, true);
}
示例2: drawGuiContainerBackgroundLayer
import com.bioxx.tfc.Core.Player.PlayerInventory; //导入依赖的package包/类
@Override
protected void drawGuiContainerBackgroundLayer(float f, int mouseX, int mouseY)
{
bindTexture(_texture);
int w = (width - xSize) / 2;
int h = (height - ySize) / 2;
int v = WindowHeight;
drawTexturedModalRect(w, h, 0, v, xSize, ySize);
drawDie(w, h);
drawCenteredString(StatCollector.translateToLocal("gui.Trussel.Title"), w + _titleX, h + _titleY, WindowWidth, _colorDefaultText);
this.fontRendererObj.drawString(StatCollector.translateToLocal("gui.Trussel.Name") + ":", w + _nameLabelX, h + _nameLabelY, _colorDefaultText);
this.fontRendererObj.drawString(_name, w + _nameX, h + _nameY, _colorDefaultText);
this.fontRendererObj.drawString(StatCollector.translateToLocal("gui.Trussel.Weight") + ":", w + _weightLabelX, h + _weightLabelY, _colorDefaultText);
this.fontRendererObj.drawString(_weight, w + _weightX, h + _weightY, _colorDefaultText);
this.fontRendererObj.drawString(StatCollector.translateToLocal("gui.Trussel.Die") + ":", w + _dieLabelX, h + _dieLabelY, _colorDefaultText);
PlayerInventory.drawInventory(this, width, height, ySize - PlayerInventory.invYSize);
_copyButton.enabled = this.inventorySlots.getSlot(0).getStack() != null;
}
示例3: drawGuiContainerBackgroundLayer
import com.bioxx.tfc.Core.Player.PlayerInventory; //导入依赖的package包/类
@Override
protected void drawGuiContainerBackgroundLayer(float f, int mouseX, int mouseY)
{
bindTexture(_texture);
int w = (width - xSize) / 2;
int h = (height - ySize) / 2;
int v = 0;
drawTexturedModalRect(w, h, 0, v, xSize, ySize);
drawCenteredString(StatCollector.translateToLocal("gui.StallLimit.Title"), w + _titleX, h + _titleY, WindowWidth, _colorDefaultText);
drawRightAlignedString(StatCollector.translateToLocal("gui.StallLimit.Limit"), w + _limitLabelX, h + _limitLabelY, _limitLabelWidth, _colorDefaultText);
_limitTextField.drawTextBox();
PlayerInventory.drawInventory(this, width, height, ySize - PlayerInventory.invYSize);
}
示例4: ContainerStall
import com.bioxx.tfc.Core.Player.PlayerInventory; //导入依赖的package包/类
public ContainerStall(InventoryPlayer inventoryplayer, TileEntityStall stall, boolean isOwnerMode, World world, int x, int y, int z)
{
_stall = stall;
_isOwnerMode = isOwnerMode;
_world = world;
buildLayout();
PlayerInventory.buildInventoryLayout(this, inventoryplayer, 8, GuiStall.WindowHeight - 1 + 5, false, true);
}
示例5: ContainerWarehouse
import com.bioxx.tfc.Core.Player.PlayerInventory; //导入依赖的package包/类
public ContainerWarehouse(InventoryPlayer inventoryplayer, TileEntityWarehouse warehouse, World world, int x, int y, int z)
{
_warehouse = warehouse;
_world = world;
addSlotToContainer(new SlotWarehouse(_warehouse, 0, GuiWarehouse.SlotX, GuiWarehouse.SlotY));
PlayerInventory.buildInventoryLayout(this, inventoryplayer, 8, GuiWarehouse.WindowHeight - 1 + 5, false, true);
}
示例6: ContainerStallLimit
import com.bioxx.tfc.Core.Player.PlayerInventory; //导入依赖的package包/类
public ContainerStallLimit(InventoryPlayer inventoryplayer, TileEntityStall stall, World world, int x, int y, int z)
{
addSlotToContainer(new SlotForShowOnly(stall, stall.getActivePriceSlotIndex(), GuiStallLimit.PriceSlotX, GuiStallLimit.SlotY));
addSlotToContainer(new SlotForShowOnly(stall, stall.getActiveGoodSlotIndex(), GuiStallLimit.GoodSlotX, GuiStallLimit.SlotY));
PlayerInventory.buildInventoryLayout(this, inventoryplayer, 8, GuiStallLimit.WindowHeight - 1 + 5, false, true);
}
示例7: ContainerTrussel
import com.bioxx.tfc.Core.Player.PlayerInventory; //导入依赖的package包/类
public ContainerTrussel(InventoryPlayer inventoryplayer, World world, int x, int y, int z)
{
_inventoryplayer = inventoryplayer;
_world = world;
_inventory = new TrusselInventory();
addSlotToContainer(new SlotTrusselWithoutDie(_inventory, 0, GuiTrussel.SrcSlotX, GuiTrussel.SlotY));
addSlotToContainer(new SlotOutputOnly(_inventory, 1, GuiTrussel.DstSlotX, GuiTrussel.SlotY));
PlayerInventory.buildInventoryLayout(this, inventoryplayer, 8, GuiTrussel.WindowHeight - 1 + 5, true, true);
}
示例8: ContainerStorageRack
import com.bioxx.tfc.Core.Player.PlayerInventory; //导入依赖的package包/类
public ContainerStorageRack(InventoryPlayer inventoryplayer, TileEntityStorageRack storageRack, World world, int x, int y, int z)
{
_storageRack = storageRack;
_world = world;
addSlotToContainer(new SlotStorageRack(_storageRack, 0, GuiStorageRack.SlotX, GuiStorageRack.SlotY));
PlayerInventory.buildInventoryLayout(this, inventoryplayer, 8, GuiStorageRack.WindowHeight - 1 + 5, false, true);
}
示例9: ContainerAnvilDie
import com.bioxx.tfc.Core.Player.PlayerInventory; //导入依赖的package包/类
public ContainerAnvilDie(InventoryPlayer inventoryplayer, TileEntityAnvilDie anvilDie, World world, int x, int y, int z)
{
_anvilDie = anvilDie;
_world = world;
addSlotToContainer(new SlotAnvilHammer(inventoryplayer.player, _anvilDie, 0, GuiAnvilDie.HammerSlotX, GuiAnvilDie.HammerSlotY));
addSlotToContainer(new SlotTrussel(_anvilDie, 1, GuiAnvilDie.TrusselSlotX, GuiAnvilDie.TrusselSlotY));
addSlotToContainer(new SlotFlan(_anvilDie, 2, GuiAnvilDie.FlanSlotX, GuiAnvilDie.FlanSlotY));
addSlotToContainer(new SlotForShowOnly(_anvilDie, 3, GuiAnvilDie.AnvilDieSlotX, GuiAnvilDie.AnvilDieSlotY));
addSlotToContainer(new SlotOutputOnly(_anvilDie, 4, GuiAnvilDie.CoinSlotX, GuiAnvilDie.CoinSlotY));
PlayerInventory.buildInventoryLayout(this, inventoryplayer, 8, GuiAnvilDie.WindowHeight - 1 + 5, false, true);
}
示例10: drawGuiContainerBackgroundLayer
import com.bioxx.tfc.Core.Player.PlayerInventory; //导入依赖的package包/类
@Override
protected void drawGuiContainerBackgroundLayer(float f, int mouseX, int mouseY)
{
resetQuantities();
bindTexture(_texture);
int w = (width - xSize) / 2;
int h = (height - ySize) / 2;
int v = _isOwnerMode ? 0: WindowHeight;
drawTexturedModalRect(w, h, 0, v, xSize, ySize);
String inventoryName = StatCollector.translateToLocal(_stall.getInventoryName());
String title = !_stall.getIsOwnerSpecified() ? inventoryName: inventoryName + " (" + _stall.getOwnerUserName() + ")";
drawCenteredString(title, w + _titleX, h + _titleY, WindowWidth, _colorDefaultText);
drawCenteredString(StatCollector.translateToLocal("gui.Stall.Prices"), w + _pricesTitleX, h + _pricesTitleY, _columnTitleWidth, _colorDefaultText);
drawCenteredString(StatCollector.translateToLocal("gui.Stall.Goods"), w + _goodsTitleX, h + _goodsTitleY, _columnTitleWidth, _colorDefaultText);
drawWarehouseText(w, h);
drawQuantities(w, h);
if(_isOwnerMode)
{
for(int i = 0; i < _stall.GoodsSlotIndexes.length; i++)
{
int limit = _stall.getLimitByGoodSlotIndex(_stall.GoodsSlotIndexes[i]);
String limitText = limit > 0 ? String.valueOf(limit): StatCollector.translateToLocal("gui.Stall.NA");
_limitButtons[i].setText(limitText, this.fontRendererObj);
}
}
PlayerInventory.drawInventory(this, width, height, ySize - PlayerInventory.invYSize);
}
示例11: drawGuiContainerBackgroundLayer
import com.bioxx.tfc.Core.Player.PlayerInventory; //导入依赖的package包/类
@Override
protected void drawGuiContainerBackgroundLayer(float f, int mouseX, int mouseY)
{
bindTexture(_texture);
int w = (width - xSize) / 2;
int h = (height - ySize) / 2;
drawTexturedModalRect(w, h, 0, 0, xSize, ySize);
String inventoryName = StatCollector.translateToLocal(_storageRack.getInventoryName());
drawCenteredString(inventoryName, w + _titleX, h + _titleY, WindowWidth, _colorDefaultText);
PlayerInventory.drawInventory(this, width, height, ySize - PlayerInventory.invYSize);
}
示例12: drawGuiContainerBackgroundLayer
import com.bioxx.tfc.Core.Player.PlayerInventory; //导入依赖的package包/类
@Override
protected void drawGuiContainerBackgroundLayer(float f, int mouseX, int mouseY)
{
bindTexture(_texture);
int w = (width - xSize) / 2;
int h = (height - ySize) / 2;
drawTexturedModalRect(w, h, 0, 0, xSize, ySize);
String inventoryName = StatCollector.translateToLocal(_warehouse.getInventoryName());
drawCenteredString(inventoryName, w + _titleX, h + _titleY, WindowWidth, _colorDefaultText);
drawCoords(w, h);
_signButton.enabled = _warehouse.getStackInSlot(0) != null;
PlayerInventory.drawInventory(this, width, height, ySize - PlayerInventory.invYSize);
}
示例13: drawGuiContainerBackgroundLayer
import com.bioxx.tfc.Core.Player.PlayerInventory; //导入依赖的package包/类
@Override
protected void drawGuiContainerBackgroundLayer(float f, int mouseX, int mouseY)
{
bindTexture(_texture);
int w = (width - xSize) / 2;
int h = (height - ySize) / 2;
int v = 0;
drawTexturedModalRect(w, h, 0, v, xSize, ySize);
drawBar(w, h);
drawCenteredString(StatCollector.translateToLocal("gui.AnvilDie.Title"), w + _titleX, h + _titleY, WindowWidth, _colorDefaultText);
PlayerInventory.drawInventory(this, width, height, ySize - PlayerInventory.invYSize);
_mintButton.enabled = _tileEntity.canMint();
}