本文整理汇总了Java中net.minecraft.entity.player.EntityPlayer.setCurrentItemOrArmor方法的典型用法代码示例。如果您正苦于以下问题:Java EntityPlayer.setCurrentItemOrArmor方法的具体用法?Java EntityPlayer.setCurrentItemOrArmor怎么用?Java EntityPlayer.setCurrentItemOrArmor使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类net.minecraft.entity.player.EntityPlayer
的用法示例。
在下文中一共展示了EntityPlayer.setCurrentItemOrArmor方法的9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: doRepair
import net.minecraft.entity.player.EntityPlayer; //导入方法依赖的package包/类
public static void doRepair(EntityPlayer player, Entity_AA turret, ItemStack stack)
{
//if (this.hasArmorUpgrade) { return; } // Already has an armor upgrade
//this.hasArmorUpgrade = true; // Adding one
if (turret.getHealth() >= turret.getMaxHealth()) { return; } // No repairs required
turret.heal(20);
// SFX
NetHelper.sendParticleMessage(player, turret.getEntityId(), (byte) 2, (byte) 4); // Firework sparks particles (2)
turret.worldObj.playSoundAtEntity(turret, "random.anvil_use", 0.7f, 1.0f);
if (player.capabilities.isCreativeMode) { return; } // Not deducting from creative mode players
player.getHeldItem().stackSize -= 1;
if (player.getHeldItem().stackSize <= 0) { player.setCurrentItemOrArmor(0, null); } // Used up
}
示例2: onItemUse
import net.minecraft.entity.player.EntityPlayer; //导入方法依赖的package包/类
@Override
public boolean onItemUse(ItemStack stack, EntityPlayer player, World world, int x, int y, int z, int side, float sideX, float sideY, float sideZ)
{
if (world.isRemote) { return true; } // Not doing this on client side
Entity_BB turret = new Entity_BB(world, player);
turret.setPosition(x + 0.5, y + 1 , z + 0.5);
world.spawnEntityInWorld(turret);
// Custom name
if (stack.hasDisplayName()) { AI_Properties.applyNameTag(player, turret, stack, false); }
if (player.capabilities.isCreativeMode) { return true; } // Not deducting them in creative mode
stack.stackSize -= 1;
if (stack.stackSize <= 0) // Used up
{
player.setCurrentItemOrArmor(0, null);
}
return true;
}
示例3: itemInteractionForEntity
import net.minecraft.entity.player.EntityPlayer; //导入方法依赖的package包/类
@Override
public boolean itemInteractionForEntity(ItemStack item, EntityPlayer player, EntityLivingBase entity) {
if (entity.worldObj.isRemote) {
return false;
}
if (entity instanceof IMob) {
if (item.hasTagCompound())
return false;
item.setTagCompound(new NBTTagCompound());
NBTTagCompound mainTag = new NBTTagCompound();
NBTTagCompound entityTag = new NBTTagCompound();
entity.writeToNBT(entityTag);
mainTag.setFloat("health",entity.getHealth());
mainTag.setTag("data", entityTag);
mainTag.setString("id", EntityList.getEntityString(entity));
if (entity instanceof EntitySlime) {
mainTag.setInteger("slimesize", ((EntitySlime) entity).getSlimeSize());
}
if(entity instanceof EntityZombie){
mainTag.setBoolean("isBabyZombie",entity.isChild());
}
item.getTagCompound().setTag("entity",mainTag);
player.setCurrentItemOrArmor(0, item);
entity.setDead();
return true;
}
return super.itemInteractionForEntity(item, player, entity);
}
示例4: onItemRightClick
import net.minecraft.entity.player.EntityPlayer; //导入方法依赖的package包/类
/**
* Called whenever this item is equipped and the right mouse button is pressed. Args: itemStack, world, entityPlayer
*/
public ItemStack onItemRightClick(ItemStack itemStackIn, World worldIn, EntityPlayer playerIn)
{
int i = EntityLiving.getArmorPosition(itemStackIn) - 1;
ItemStack itemstack = playerIn.getCurrentArmor(i);
if (itemstack == null)
{
playerIn.setCurrentItemOrArmor(i, itemStackIn.copy());
itemStackIn.stackSize = 0;
}
return itemStackIn;
}
示例5: applyNameTag
import net.minecraft.entity.player.EntityPlayer; //导入方法依赖的package包/类
public static void applyNameTag(EntityPlayer player, Entity_AA turret, ItemStack stack, boolean consumeItem)
{
if (stack.hasDisplayName()) { turret.setCustomNameTag(stack.getDisplayName()); } // Applying the name
if (player.capabilities.isCreativeMode) { return; } // Not deducting from creative mode players
if (!consumeItem) { return; } // Don't want me to consume this thing, so probably restoring properties from the packed up AA
player.getHeldItem().stackSize -= 1;
if (player.getHeldItem().stackSize <= 0) { player.setCurrentItemOrArmor(0, null); } // Used up
}
示例6: onItemUse
import net.minecraft.entity.player.EntityPlayer; //导入方法依赖的package包/类
@Override
public boolean onItemUse(ItemStack stack, EntityPlayer player, World world, int x, int y, int z, int side, float sideX, float sideY, float sideZ)
{
if (world.isRemote) { return true; } // Not doing this on client side
Entity_AA turret = new Entity_AA(world, player);
turret.setPosition(x + 0.5, y +1 , z + 0.5);
world.spawnEntityInWorld(turret);
// Custom name
if (stack.hasDisplayName()) { AI_Properties.applyNameTag(player, turret, stack, false); }
// Applying upgrades
if (stack.hasTagCompound())
{
if (stack.getTagCompound().getBoolean("hasArmorUpgrade")) { AI_Properties.applyArmorUpgrade(turret); }
if (stack.getTagCompound().getBoolean("hasHeavyPlatingUpgrade")) { AI_Properties.applyPlatingUpgrade(turret); }
if (stack.getTagCompound().getBoolean("hasMobilityUpgrade")) { AI_Properties.applyMobilityUpgrade(turret); }
if (stack.getTagCompound().getBoolean("hasStorageUpgrade")) { AI_Properties.applyStorageUpgrade(turret); }
if (stack.getTagCompound().getBoolean("hasWeaponUpgrade")) { AI_Properties.applyWeaponUpgrade(turret); }
if (stack.getTagCompound().getBoolean("hasRidingUpgrade")) { AI_Properties.applyRidingUpgrade(turret); }
if (stack.getTagCompound().getBoolean("hasCommunicationUpgrade")) { AI_Properties.applyCommunicationUpgrade(turret); }
if (stack.getTagCompound().getInteger("currentHealth") > 0) // Tracking health and reapplying it
{
turret.setHealth(stack.getTagCompound().getInteger("currentHealth"));
}
}
if (player.capabilities.isCreativeMode) { return true; } // Not deducting them in creative mode
stack.stackSize -= 1;
if (stack.stackSize <= 0) // Used up
{
player.setCurrentItemOrArmor(0, null);
}
return true;
}
示例7: onItemUse
import net.minecraft.entity.player.EntityPlayer; //导入方法依赖的package包/类
@Override
public boolean onItemUse(ItemStack item, EntityPlayer player, World world, int x, int y, int z, int facing, float hitX, float hitY, float hitZ) {
if (world.isRemote) {
return true;
}
if (!item.hasTagCompound()) {
return false;
}
if(player == null) {
return false;
}
String entityId = item.stackTagCompound.getCompoundTag("entity").getString("id");
Entity entityToSpawn = EntityList.createEntityByName(entityId, world);
Block blk = world.getBlock(x,y,z);
double spawnX = x + Facing.offsetsXForSide[facing] + 0.5;
double spawnY = y + Facing.offsetsYForSide[facing];
double spawnZ = z + Facing.offsetsZForSide[facing] + 0.5;
if(facing == ForgeDirection.UP.ordinal() && (blk instanceof BlockFence || blk instanceof BlockWall)) {
spawnY += 0.5;
}
if(entityToSpawn instanceof EntitySlime) {
((EntitySlime) entityToSpawn).setSlimeSize(item.stackTagCompound.getCompoundTag("entity").getInteger("slimesize"));
}
if(entityToSpawn instanceof EntityZombie){
if(item.stackTagCompound.getCompoundTag("entity").getBoolean("isBabyZombie"))
((EntityZombie) entityToSpawn).setChild(true);
else
((EntityZombie) entityToSpawn).setChild(false);
}
entityToSpawn.setLocationAndAngles(spawnX, spawnY, spawnZ, world.rand.nextFloat() * 360.0F, 0);
world.spawnEntityInWorld(entityToSpawn);
if(entityToSpawn instanceof EntityLiving) {
((EntityLiving)entityToSpawn).playLivingSound();
((EntityLiving)entityToSpawn).setHealth(item.stackTagCompound.getCompoundTag("entity").getFloat("health"));
}
Entity riddenByEntity = entityToSpawn.riddenByEntity;
while(riddenByEntity != null) {
riddenByEntity.setLocationAndAngles(spawnX, spawnY, spawnZ, world.rand.nextFloat() * 360.0F, 0.0F);
world.spawnEntityInWorld(riddenByEntity);
if(riddenByEntity instanceof EntityLiving) {
((EntityLiving)riddenByEntity).playLivingSound();
}
riddenByEntity = riddenByEntity.riddenByEntity;
}
item.setTagCompound(null);
player.setCurrentItemOrArmor(0, item);
return true;
}
示例8: interact
import net.minecraft.entity.player.EntityPlayer; //导入方法依赖的package包/类
@Override
public boolean interact(EntityPlayer player)
{
if (this.worldObj.isRemote) { return true; } // Client side. Doesn't have the same info, so makes a different decision. Ugh.
// They'll just shoot when trying to equip this with a weapon
if (!player.getDisplayName().equals(this.ownerName)) { return false; } // Not the owner, so not doing this
ItemStack itemstack = player.inventory.getCurrentItem();
// Isn't holding anything
if (itemstack == null)
{
if (player.isSneaking()) // They're sneaking, so removing our weapon now
{
if (!this.hasFirstWeapon) // Not holding a primary weapon, meaning I'm not holding anything right now. So folding myself up
{
AI_Storage.dropSelf(this);
}
else // Holding a weapon, so dropping it and all ammo
{
AI_Storage.dropFirstWeapon(this);
AI_Storage.dropSecondWeapon(this);
AI_Storage.dropStoredItems(this);
}
return true;
}
else if (this.hasRidingUpgrade) // Not sneaking and we have the riding upgrade, so the owner can giddy up
{
player.mountEntity(this);
return true;
}
return false;
}
// Holding a weapon
else if (itemstack.getItem() instanceof _WeaponBase)
{
if (!player.capabilities.isCreativeMode) { player.setCurrentItemOrArmor(0, null); } // Taking that
if (this.hasWeaponUpgrade && player.isSneaking())
{
AI_WeaponHandler.setSecondWeapon(this, itemstack.copy()); // Equipping it in the second weapon slot, since we have that space
}
else // Either not sneaking or doesn't have that weapon upgrade. Works for me
{
AI_WeaponHandler.setFirstWeapon(this, itemstack.copy()); // Equipping it
}
return true;
}
else if (itemstack.getItem() == Item.getItemFromBlock(Blocks.iron_block)) // Holding repair material
{
AI_Properties.doRepair(player, this, itemstack);
}
else if (itemstack.getItem() == Items.name_tag) // Holding a name tag
{
AI_Properties.applyNameTag(player, this, itemstack, true);
}
else // Holding whatever
{
AI_Storage.addItem(player, this, itemstack);
return true;
}
return false;
}
示例9: addItem
import net.minecraft.entity.player.EntityPlayer; //导入方法依赖的package包/类
public static void addItem(EntityPlayer player, Entity_AA turret, ItemStack playerStack)
{
int slot = 0;
while (slot < turret.storage.length)
{
if (turret.storage[slot] == null) // That spot is free
{
turret.storage[slot] = playerStack.copy(); // Stored
if (!player.capabilities.isCreativeMode) { player.setCurrentItemOrArmor(0, null); } // Empty
if (playerStack.getItem() == Items.writable_book && AI_Targeting.isNameOnWhitelist(turret, Commands.cmdStayStationary))
{
//System.out.println("[ARMS ASSISTANT] Received a book with STAY command. Setting target position");
turret.stationaryX = turret.posX;
turret.stationaryY = turret.posY;
turret.stationaryZ = turret.posZ;
}
// Informing the client about this change
NetHelper.sendTurretInventoryMessageToPlayersInRange(turret.worldObj, turret,
Item.getIdFromItem(turret.storage[slot].getItem()), slot, turret.storage[slot].getItemDamage());
return; // We're done here
}
// else, there's something in there
slot += 1;
}
// No free spot found. What about existing ones?
slot = 0;
while (slot < turret.storage.length)
{
if (turret.storage[slot] != null)
{
boolean skip = false;
if (!(turret.storage[slot].getItem() instanceof _AmmoBase)) { skip = true; } // Not ammunition, hm?
if (turret.storage[slot].getItemDamage() < turret.storage[slot].getMaxDamage()) { skip = true; } // Not empty
if (!skip)
{
// Has an empty magazine in there, so replacing that now
dropSingleItem(turret, turret.storage[slot].copy());
turret.storage[slot] = playerStack.copy(); // Stored
if (!player.capabilities.isCreativeMode) { player.setCurrentItemOrArmor(0, null); } // Empty
// Informing the client about this change
NetHelper.sendTurretInventoryMessageToPlayersInRange(turret.worldObj, turret,
Item.getIdFromItem(turret.storage[slot].getItem()), slot, turret.storage[slot].getItemDamage());
return;
}
// else, not a magazine
}
// else, no free spot found but this is null? Da fuq?
slot += 1;
}
}