本文整理汇总了Java中org.bukkit.inventory.PlayerInventory.getItem方法的典型用法代码示例。如果您正苦于以下问题:Java PlayerInventory.getItem方法的具体用法?Java PlayerInventory.getItem怎么用?Java PlayerInventory.getItem使用的例子?那么, 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org.bukkit.inventory.PlayerInventory
的用法示例。
在下文中一共展示了PlayerInventory.getItem方法的12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: getConsumeSlots
import org.bukkit.inventory.PlayerInventory; //导入方法依赖的package包/类
public static List<Integer> getConsumeSlots(Player player, ItemStack consumeItem) {
if(consumeItem == null) return null;
List<Integer> list = new ArrayList<Integer>();
PlayerInventory inventory = player.getInventory();
int inventorySize = inventory.getSize();
int requiredAmount = consumeItem.getAmount();
try {
for(int i = 0; i < inventorySize && requiredAmount > 0; i++) {
ItemStack item = inventory.getItem(i);
if(item == null || !consumeItem.isSimilar(item)) {
continue;
}
list.add(i);
requiredAmount -= item.getAmount();
}
} catch (Exception ex) {
}
return requiredAmount > 0 ? null :list;
}
示例2: save
import org.bukkit.inventory.PlayerInventory; //导入方法依赖的package包/类
/**
* Saves the inventory of given player into a map
*
* @param player The player
*/
public static void save(Player player){
PlayerInventory inventory = player.getInventory();
List<SimplePair<ItemStack, Integer>> contents = new ArrayList<>();
for(int i = 0; i < inventory.getSize(); i++){
ItemStack item = inventory.getItem(i);
if(item == null || item.getType() == Material.AIR){
continue;
}
contents.add(new SimplePair<>(item, i));
}
contentMap.put(player, contents);
}
示例3: giveItem
import org.bukkit.inventory.PlayerInventory; //导入方法依赖的package包/类
public static void giveItem(Player player, ItemStack item) {
PlayerInventory inv = player.getInventory();
for (int i = 0; i < inv.getSize(); i++) {
if (inv.getItem(i) == null) {
inv.setItem(i, item);
return;
}
}
player.getWorld().dropItem(player.getLocation(), item);
}
示例4: onPlayerItemHoldEvent
import org.bukkit.inventory.PlayerInventory; //导入方法依赖的package包/类
@EventHandler(priority = EventPriority.MONITOR, ignoreCancelled = true)
public void onPlayerItemHoldEvent(final PlayerItemHeldEvent event) {
final Player bukkitPlayer = event.getPlayer();
if (bukkitPlayer.isSneaking()) {
return;
}
FawePlayer<Object> fp = FawePlayer.wrap(bukkitPlayer);
com.sk89q.worldedit.entity.Player player = fp.getPlayer();
LocalSession session = fp.getSession();
Tool tool = session.getTool(player);
if (tool instanceof ScrollTool) {
final int slot = event.getNewSlot();
final int oldSlot = event.getPreviousSlot();
final int ri;
if ((((slot - oldSlot) <= 4) && ((slot - oldSlot) > 0)) || (((slot - oldSlot) < -4))) {
ri = 1;
} else {
ri = -1;
}
ScrollTool scrollable = (ScrollTool) tool;
if (scrollable.increment(player, ri)) {
if (Settings.IMP.EXPERIMENTAL.PERSISTENT_BRUSHES) {
bukkitPlayer.getInventory().setHeldItemSlot(oldSlot);
} else {
final PlayerInventory inv = bukkitPlayer.getInventory();
final ItemStack item = inv.getItem(slot);
final ItemStack newItem = inv.getItem(oldSlot);
inv.setItem(slot, newItem);
inv.setItem(oldSlot, item);
bukkitPlayer.updateInventory();
}
}
}
}
示例5: getMapSlot
import org.bukkit.inventory.PlayerInventory; //导入方法依赖的package包/类
private int getMapSlot(Player player) {
PlayerInventory inventory = player.getInventory();
for (int i = 0; i < 9; i++) {
ItemStack item = inventory.getItem(i);
if (item != null && item.getType() == Material.MAP) {
return i;
}
}
return -1;
}
示例6: update
import org.bukkit.inventory.PlayerInventory; //导入方法依赖的package包/类
public void update(final Player player) {
final PlayerInventory inv = player.getInventory();
final ItemData[] updated = new ItemData[equipped.length];
for (int i = 0; i < updated.length; i++) {
final ItemStack item = i < slots.length ? inv.getItem(slots[i]) : inv.getItemInMainHand();
updated[i] = ItemData.from(item);
}
swap(player, updated);
}
示例7: save
import org.bukkit.inventory.PlayerInventory; //导入方法依赖的package包/类
/**
* Save Emeralds in the team treasure.
* @param amount
* @return
*/
public boolean save(int amount) {
Player player = toOnlinePlayer();
if (amount < 0) {
Messages.sendMessage(Messages.color(amount) + " is not a valid amount of emeralds to store in the team treasure.", Messages.messageType.INGAME, player);
return false;
} else {
int amountToSave = amount;
PlayerInventory playerInventory = player.getInventory();
if (playerInventory.contains(Material.EMERALD, amount)) {
do {
int index = playerInventory.first(Material.EMERALD);
ItemStack itemStack = playerInventory.getItem(index);
if (itemStack.getAmount() > amount) {
itemStack.setAmount(itemStack.getAmount() - amount);
playerInventory.setItem(index, itemStack);
amount = 0;
} else {
amount -= itemStack.getAmount();
itemStack.setAmount(0);
playerInventory.setItem(index, itemStack);
}
} while (amount != 0);
_team.earnMoney(amountToSave);
player.updateInventory();
} else {
Messages.sendMessage("Sorry, you do not have " + Messages.color(amount) + " emerald(s) in your inventory !", Messages.messageType.INGAME, player);
return false;
}
}
_team.sendMessage(Messages.color(_name) + " saved " + Messages.color(amount) + " emerald(s) in the team treasure !");
Messages.sendMessage("The treasure value is now " + Messages.color(_team.get_money()) + ".", Messages.messageType.INGAME, player);
return true;
}
示例8: saferItemGive
import org.bukkit.inventory.PlayerInventory; //导入方法依赖的package包/类
public static void saferItemGive(PlayerInventory playerInventory, ItemStack item)
{
// After bukkit is fixed:
// player.getInventory().addItem(givingItems);
while (true)
{
// Do we already have a stack of it?
int firstPartial = firstPartial(item, (ItemStack[])playerInventory.getContents());
// Drat! no partial stack
if (firstPartial == -1)
{
// Find a free spot!
int firstFree = firstEmpty((ItemStack[])playerInventory.getContents());
if (firstFree == -1)
{
// No space at all!
// Bukkit returns unplaced items, but floAuction only calls this after checking for space.
break;
}
else
{
// Again, floAuction checks for this elsewhere before calling this...technically this would never occur, no reason to code for it.
// More than a single stack!
/* if (item.getAmount() > getMaxStackSize(item)) {
CraftItemStack stack = new CraftItemStack(item.getTypeId(), getMaxStackSize(item), item.getDurability());
stack.addUnsafeEnchantments(item.getEnchantments());
playerInventory.setItem(firstFree, stack);
item.setAmount(item.getAmount() - getMaxStackSize(item));
} else {*/
// Just store it
playerInventory.setItem(firstFree, item);
break;
// }
}
}
else
{
// So, apparently it might only partially fit, well lets do just that
ItemStack partialItem = playerInventory.getItem(firstPartial);
int amount = item.getAmount();
int partialAmount = partialItem.getAmount();
int maxAmount = partialItem.getMaxStackSize();
// Check if it fully fits
if (amount + partialAmount <= maxAmount) {
partialItem.setAmount(amount + partialAmount);
break;
}
// It fits partially
partialItem.setAmount(maxAmount);
item.setAmount(amount + partialAmount - maxAmount);
}
}
}
示例9: remove
import org.bukkit.inventory.PlayerInventory; //导入方法依赖的package包/类
public static void remove(String playerName, int amount, ItemStack compareItem){
Player player = Bukkit.getPlayer(playerName);
if (player != null) {
PlayerInventory inventory = player.getInventory();
// Remove held item first:
if (isSameItem(compareItem, player.getItemInHand())) {
int heldAmount = player.getItemInHand().getAmount();
if (heldAmount <= amount) {
amount -= heldAmount;
inventory.clear(inventory.getHeldItemSlot());
} else {
player.getItemInHand().setAmount(heldAmount - amount);
amount = 0;
}
}
int counter = amount;
int leftover = 0;
// Remove from other stacks:
for (int invIndex = 0; invIndex < inventory.getSize(); invIndex++) {
ItemStack current = inventory.getItem(invIndex);
if (current == null || current.getAmount() <= 0)
continue;
if (!isSameItem(compareItem, current))
continue;
if (current.getAmount() > counter) {
leftover = current.getAmount() - counter;
}
if (leftover != 0) {
current.setAmount(leftover);
counter = 0;
break;
} else {
counter -= current.getAmount();
inventory.clear(invIndex);
}
}
}
}
示例10: saveInventory
import org.bukkit.inventory.PlayerInventory; //导入方法依赖的package包/类
private void saveInventory(PlayerInventory inv) {
Map<String, Object> inventory = new HashMap<String, Object>();
for(int slot = 0; slot < inv.getSize(); slot++) {
ItemStack item = inv.getItem(slot);
if(item != null) {
inventory.put(String.valueOf(slot), inv.getItem(slot).serialize());
}
}
ItemStack helmet = inv.getHelmet();
ItemStack chestplate = inv.getChestplate();
ItemStack leggings = inv.getLeggings();
ItemStack boots = inv.getBoots();
if(helmet != null) {
inventory.put("helmet", helmet.serialize());
}
if(chestplate != null) {
inventory.put("chestplate", chestplate.serialize());
}
if(leggings != null) {
inventory.put("leggings", leggings.serialize());
}
if(boots != null) {
inventory.put("boots", boots.serialize());
}
try {
ByteArrayOutputStream byteOut = new ByteArrayOutputStream();
BukkitObjectOutputStream out = new BukkitObjectOutputStream(byteOut);
out.writeObject(inventory);
out.close();
this.database.setValue(this.key + ".inventory", byteOut.toByteArray());
} catch(IOException e) {
this.module.getLogger().log(Level.SEVERE, "Failed to save inventory.", e);
}
}
示例11: run
import org.bukkit.inventory.PlayerInventory; //导入方法依赖的package包/类
@Override
public void run() {
boolean didWork = false;
while (!didWork) {
// first, some validation & sanity checking...
SwapRecord rec = queue.poll();
if (rec == null) {
cancel();
return;
}
if (!rec.player.isOnline()) {
continue;
}
Block b = rec.block;
if (b.getType() == rec.target.getItemType() && b.getData() == rec.target.getData()
|| rec.builder.getCharge() < rec.chargeNeeded
|| !canReplace(rec.player, rec.block)) {
continue;
}
// (hopefully) take materials from the player...
int slot = rec.slot;
PlayerInventory inventory = rec.player.getInventory();
if (slot < 0 || inventory.getItem(slot) == null) {
slot = getSlotForItem(rec.player, rec.target);
if (slot == -1) {
// player is out of materials to swap: scan the queue and remove any other
// records for this player & material, to avoid constant inventory rescanning
Iterator<SwapRecord> iter = queue.iterator();
while (iter.hasNext()) {
SwapRecord r = iter.next();
if (r.player.equals(rec.player) && r.target.equals(rec.target)) {
iter.remove();
}
}
continue;
}
}
ItemStack item = inventory.getItem(slot);
item.setAmount(item.getAmount() - 1);
inventory.setItem(slot, item.getAmount() > 0 ? item : null);
// take SCU from the multibuilder...
rec.builder.setCharge(rec.builder.getCharge() - rec.chargeNeeded);
ItemStack builderItem = rec.builder.toItemStack();
rec.player.setItemInHand(builderItem);
// give materials to the player...
if (builderItem.getEnchantmentLevel(Enchantment.SILK_TOUCH) == 1) {
tool.addEnchantment(Enchantment.SILK_TOUCH, 1);
} else {
tool.removeEnchantment(Enchantment.SILK_TOUCH);
}
for (ItemStack stack : STBUtil.calculateDrops(b, tool)) {
STBUtil.giveItems(rec.player, stack);
}
// make the actual in-world swap
b.getWorld().playEffect(b.getLocation(), Effect.STEP_SOUND, b.getType());
b.setTypeIdAndData(rec.target.getItemTypeId(), rec.target.getData(), true);
// queue up the next set of blocks
if (rec.layersLeft > 0) {
for (int x = -1; x <= 1; x++) {
for (int y = -1; y <= 1; y++) {
for (int z = -1; z <= 1; z++) {
Block b1 = b.getRelative(x, y, z);
if ((x != 0 || y != 0 || z != 0) && b1.getType() == rec.source.getItemType() && b1.getData() == rec.source.getData() && STBUtil.isExposed(b1)) {
queue.offer(new SwapRecord(rec.player, b1, rec.source, rec.target, rec.layersLeft - 1, rec.builder, slot, rec.chargeNeeded));
}
}
}
}
}
didWork = true;
}
}
示例12: walkInventory
import org.bukkit.inventory.PlayerInventory; //导入方法依赖的package包/类
@SuppressWarnings("deprecation")
public void walkInventory(PlayerInventory inventory, Player player, ItemStack is, int slot) {
db.openConnection();
int amount = is.getAmount();
short durability = is.getDurability();
int type = is.getTypeId();
byte data = is.getData().getData();
db.saveItem(slot, player.getName(), amount, durability, type, data);
NBTContainerItem con = null;
switch (slot) {
case -100:
con = new NBTContainerItem(inventory.getHelmet());
break;
case -101:
con = new NBTContainerItem(inventory.getChestplate());
break;
case -102:
con = new NBTContainerItem(inventory.getLeggings());
break;
case -103:
con = new NBTContainerItem(inventory.getBoots());
break;
default:
con = new NBTContainerItem(inventory.getItem(slot));
break;
}
NBTTagCompound compound = con.getTag();
if (compound == null) return;
try {
saveExtraNBTData(compound, slot, -1, player);
} catch (SQLException e) {
e.printStackTrace();
}
}