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Java PlayerInventory类代码示例

本文整理汇总了Java中net.minecraft.server.PlayerInventory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?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


PlayerInventory类属于net.minecraft.server包,在下文中一共展示了PlayerInventory类的8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: getType

import net.minecraft.server.PlayerInventory; //导入依赖的package包/类
public InventoryType getType() {
    // Thanks to Droppers extending Dispensers, order is important.
    if (inventory instanceof InventoryCrafting) {
        return inventory.getSize() >= 9 ? InventoryType.WORKBENCH : InventoryType.CRAFTING;
    } else if (inventory instanceof PlayerInventory) {
        return InventoryType.PLAYER;
    } else if (inventory instanceof TileEntityDropper) {
        return InventoryType.DROPPER;
    } else if (inventory instanceof TileEntityDispenser) {
        return InventoryType.DISPENSER;
    } else if (inventory instanceof TileEntityFurnace) {
        return InventoryType.FURNACE;
    } else if (inventory instanceof ContainerEnchantTableInventory) {
        return InventoryType.ENCHANTING;
    } else if (inventory instanceof TileEntityBrewingStand) {
        return InventoryType.BREWING;
    } else if (inventory instanceof CraftInventoryCustom.MinecraftInventory) {
        return ((CraftInventoryCustom.MinecraftInventory) inventory).getType();
    } else if (inventory instanceof InventoryEnderChest) {
        return InventoryType.ENDER_CHEST;
    } else if (inventory instanceof InventoryMerchant) {
        return InventoryType.MERCHANT;
    } else if (inventory instanceof TileEntityBeacon) {
        return InventoryType.BEACON;
    } else if (inventory instanceof ContainerAnvilInventory) {
        return InventoryType.ANVIL;
    } else if (inventory instanceof IHopper) {
        return InventoryType.HOPPER;
    } else {
        return InventoryType.CHEST;
    }
}
 
开发者ID:OvercastNetwork,项目名称:CraftBukkit,代码行数:33,代码来源:CraftInventory.java

示例2: setItem

import net.minecraft.server.PlayerInventory; //导入依赖的package包/类
@Override
public void setItem(int index, ItemStack item) {
    super.setItem(index, item);
    if (this.getHolder() == null) return;
    EntityPlayer player = ((CraftPlayer) this.getHolder()).getHandle();
    if (player.playerConnection == null) return;
    // PacketPlayOutSetSlot places the items differently than setItem()
    //
    // Between, and including, index 9 (the first index outside of the hotbar) and index 35 (the last index before
    // armor slots) both PacketPlayOutSetSlot and setItem() places the items in the player's inventory the same way.
    // Index 9 starts at the upper left corner of the inventory and moves to the right as it increases. When it
    // reaches the end of the line it goes back to the left side of the new line in the inventory. Basically, it
    // follows the path your eyes would follow as you read a book.
    //
    // The player's hotbar is indexed 0-8 in setItem(). The order goes: 0-8 hotbar, 9-35 normal inventory, 36 boots,
    // 37 leggings, 38 chestplate, and 39 helmet. For indexes > 39 an ArrayIndexOutOfBoundsException will be thrown.
    //
    // PacketPlayOutSetSlot works very differently. Slots 0-8 are as follows: 0 crafting output, 1-4 crafting input,
    // 5 helmet, 6 chestplate, 7 leggings, and 8 boots. Then, 9-35 work exactly the same as setItem(). The hotbar
    // for PacketPlayOutSetSlot starts at index 36, and continues to index 44. Items placed where index is < 0 or
    // > 44 have no action. Basically, the upper part of the player's inventory (crafting area and armor slots) is
    // the first "row" of 9 slots for PacketPlayOutSetSlot. From there the rows work as normal, from left to right
    // all the way down, including the hotbar.
    //
    // With this in mind, we have to modify the index we give PacketPlayOutSetSlot to match the index we intended
    // with setItem(). First, if the index is 0-8, we need to add 36, or 4 rows worth of slots, to the index. This
    // will push the item down to the correct spot in the hotbar.
    //
    // Now when index is > 35 (if index > 39 an ArrayIndexOutOfBoundsException will be thrown, so we need not worry
    // about it) then we need to reset the index, and then count backwards  from the "top" of the inventory. That is
    // to say, we first find (index - 36), which will give us the index required for the armor slots. Now, we need
    // to reverse the order of the index from 8. That means we need 0 to correspond to 8, 1 to correspond to 7,
    // 2 to correspond to 6, and 3 to correspond to 5. We do this simply by taking the result of (index - 36) and
    // subtracting that value from 8.
    if (index < PlayerInventory.getHotbarSize())
        index = index + 36;
    else if (index > 35)
        index = 8 - (index - 36);
    player.playerConnection.sendPacket(new PacketPlayOutSetSlot(player.defaultContainer.windowId, index, CraftItemStack.asNMSCopy(item)));
}
 
开发者ID:tgnmc,项目名称:Craftbukkit,代码行数:41,代码来源:CraftInventoryPlayer.java

示例3: getType

import net.minecraft.server.PlayerInventory; //导入依赖的package包/类
public InventoryType getType() {
    // Thanks to Droppers extending Dispensers, order is important.
    if (inventory instanceof InventoryCrafting) {
        return inventory.getSize() >= 9 ? InventoryType.WORKBENCH : InventoryType.CRAFTING;
    } else if (inventory instanceof PlayerInventory) {
        return InventoryType.PLAYER;
    } else if (inventory instanceof TileEntityDropper) {
        return InventoryType.DROPPER;
    } else if (inventory instanceof TileEntityDispenser) {
        return InventoryType.DISPENSER;
    } else if (inventory instanceof TileEntityFurnace) {
        return InventoryType.FURNACE;
    } else if (this instanceof CraftInventoryEnchanting) {
       return InventoryType.ENCHANTING;
    } else if (inventory instanceof TileEntityBrewingStand) {
        return InventoryType.BREWING;
    } else if (inventory instanceof CraftInventoryCustom.MinecraftInventory) {
        return ((CraftInventoryCustom.MinecraftInventory) inventory).getType();
    } else if (inventory instanceof InventoryEnderChest) {
        return InventoryType.ENDER_CHEST;
    } else if (inventory instanceof InventoryMerchant) {
        return InventoryType.MERCHANT;
    } else if (inventory instanceof TileEntityBeacon) {
        return InventoryType.BEACON;
    } else if (this instanceof CraftInventoryAnvil) {
       return InventoryType.ANVIL;
    } else if (inventory instanceof IHopper) {
        return InventoryType.HOPPER;
    } else {
        return InventoryType.CHEST;
    }
}
 
开发者ID:tgnmc,项目名称:Craftbukkit,代码行数:33,代码来源:CraftInventory.java

示例4: CraftInventoryPlayer

import net.minecraft.server.PlayerInventory; //导入依赖的package包/类
public CraftInventoryPlayer(net.minecraft.server.PlayerInventory inventory) {
    super(inventory);
}
 
开发者ID:OvercastNetwork,项目名称:CraftBukkit,代码行数:4,代码来源:CraftInventoryPlayer.java

示例5: getInventory

import net.minecraft.server.PlayerInventory; //导入依赖的package包/类
@Override
public PlayerInventory getInventory() {
    return (PlayerInventory) inventory;
}
 
开发者ID:OvercastNetwork,项目名称:CraftBukkit,代码行数:5,代码来源:CraftInventoryPlayer.java

示例6: setHeldItemSlot

import net.minecraft.server.PlayerInventory; //导入依赖的package包/类
public void setHeldItemSlot(int slot) {
    Validate.isTrue(slot >= 0 && slot < PlayerInventory.getHotbarSize(), "Slot is not between 0 and 8 inclusive");
    this.getInventory().itemInHandIndex = slot;
    ((CraftPlayer) this.getHolder()).getHandle().playerConnection.sendPacket(new PacketPlayOutHeldItemSlot(slot));
}
 
开发者ID:OvercastNetwork,项目名称:CraftBukkit,代码行数:6,代码来源:CraftInventoryPlayer.java

示例7: setHeldItemSlot

import net.minecraft.server.PlayerInventory; //导入依赖的package包/类
public void setHeldItemSlot(int slot) {
    Validate.isTrue(slot >= 0 && slot < PlayerInventory.getHotbarSize(), "Slot is not between 0 and 8 inclusive");
    this.getInventory().itemInHandIndex = slot;
    ((CraftPlayer) this.getHolder()).getHandle().playerConnection.sendPacket(new Packet16BlockItemSwitch(slot));
}
 
开发者ID:AlmuraDev,项目名称:Almura-Server,代码行数:6,代码来源:CraftInventoryPlayer.java

示例8: setItem

import net.minecraft.server.PlayerInventory; //导入依赖的package包/类
@Override
public void setItem(int index, ItemStack item) {
    super.setItem(index, item);
    if (this.getHolder() == null) return;
    EntityPlayer player = ((CraftPlayer) this.getHolder()).getHandle();
    if (player.playerConnection == null) return;
    // PacketPlayOutSetSlot places the items differently than setItem()
    //
    // Between, and including, index 9 (the first index outside of the hotbar) and index 35 (the last index before
    // armor slots) both PacketPlayOutSetSlot and setItem() places the items in the player's inventory the same way.
    // Index 9 starts at the upper left corner of the inventory and moves to the right as it increases. When it
    // reaches the end of the line it goes back to the left side of the new line in the inventory. Basically, it
    // follows the path your eyes would follow as you read a book.
    //
    // The player's hotbar is indexed 0-8 in setItem(). The order goes: 0-8 hotbar, 9-35 normal inventory, 36 boots,
    // 37 leggings, 38 chestplate, and 39 helmet. For indexes > 39 an ArrayIndexOutOfBoundsException will be thrown.
    //
    // PacketPlayOutSetSlot works very differently. Slots 0-8 are as follows: 0 crafting output, 1-4 crafting input,
    // 5 helmet, 6 chestplate, 7 leggings, and 8 boots. Then, 9-35 work exactly the same as setItem(). The hotbar
    // for PacketPlayOutSetSlot starts at index 36, and continues to index 44. Items placed where index is < 0 or
    // > 44 have no action. Basically, the upper part of the player's inventory (crafting area and armor slots) is
    // the first "row" of 9 slots for PacketPlayOutSetSlot. From there the rows work as normal, from left to right
    // all the way down, including the hotbar.
    //
    // With this in mind, we have to modify the index we give PacketPlayOutSetSlot to match the index we intended
    // with setItem(). First, if the index is 0-8, we need to add 36, or 4 rows worth of slots, to the index. This
    // will push the item down to the correct spot in the hotbar.
    //
    // Now when index is > 35 (if index > 39 an ArrayIndexOutOfBoundsException will be thrown, so we need not worry
    // about it) then we need to reset the index, and then count backwards  from the "top" of the inventory. That is
    // to say, we first find (index - 36), which will give us the index required for the armor slots. Now, we need
    // to reverse the order of the index from 8. That means we need 0 to correspond to 8, 1 to correspond to 7,
    // 2 to correspond to 6, and 3 to correspond to 5. We do this simply by taking the result of (index - 36) and
    // subtracting that value from 8.
    if (index < PlayerInventory.getHotbarSize()) {
        index += 36;
    } else if (index > 39) {
        index += 5; // Off hand
    } else if (index > 35) {
        index = 8 - (index - 36);
    }
    player.playerConnection.sendPacket(new PacketPlayOutSetSlot(player.defaultContainer.windowId, index, CraftItemStack.asNMSCopy(item)));
}
 
开发者ID:bergerkiller,项目名称:SpigotSource,代码行数:44,代码来源:CraftInventoryPlayer.java


注:本文中的net.minecraft.server.PlayerInventory类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。