pokmon987
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Posts posted by pokmon987
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Wh- Of course it's going to be serverside, that's where block placement occurs
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10 hours ago, TheGreyGhost said:
Hi
What are the symptoms, specifically?
YOu might find this tutorial project useful, it has a working example of Particles (vanilla and custom)
-TGG
I'm not really sure what the "symptoms" are, there aren't any errors, and looking at the particle sprite data, it does seem to find the correct texture file. Putting a print statement in the tick method of the particle shows that it does run, though nothing appears in-game. Perhaps the uv coordinates are incorrect, I'm not sure. Here's the sprite data:
TextureAtlasSprite{name='radiantmagic:particle/light_particle', frameCount=1, x=224, y=96, height=16, width=16, u0=0.875, u1=0.9375, v0=0.375, v1=0.4375}
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Trying to add a new particle, and it does retrieve the texture, though when I try to add the particle it does not render.
Particle
Spoilerpublic class LightParticle extends SpriteTexturedParticle { private IAnimatedSprite spriteOther; protected LightParticle(World worldIn, double x, double y, double z, IAnimatedSprite sprite) { super(worldIn, y, x, z, 0, 0, 0); this.spriteOther = sprite; this.particleScale *= 2.0F; this.maxAge = 100; this.setSprite(sprite.get(0, 1)); } @Override public IParticleRenderType getRenderType() { return IParticleRenderType.PARTICLE_SHEET_TRANSLUCENT; } @Override public void tick() { if (this.age++ > this.maxAge) { this.setExpired(); } else { // this.particleAngle += this.age; } } public static class Factory implements IParticleFactory<BasicParticleType> { private final IAnimatedSprite sprite; public Factory(IAnimatedSprite sprite) { this.sprite = sprite; } @Override public Particle makeParticle(BasicParticleType typeIn, World worldIn, double x, double y, double z, double xSpeed, double ySpeed, double zSpeed) { return new LightParticle(worldIn, x, y, z, this.sprite); } } }
Registry
Spoiler@Mod(RadiantMagic.MODID) public class RadiantMagic { ... @EventBusSubscriber(modid=MODID, bus=Bus.MOD) public static class RegistryEvents { ... public static final BasicParticleType lightParticle = new BasicParticleType(false); ... @SubscribeEvent public static void onRegisterParticles(final RegistryEvent.Register<ParticleType<?>> event) { lightParticle.setRegistryName(new ResourceLocation(MODID, "light_particle")); event.getRegistry().register(lightParticle); } @SubscribeEvent public static void onRegisterParticleFactory(final ParticleFactoryRegisterEvent event) { Minecraft.getInstance().particles.registerFactory(lightParticle, sprite -> new LightParticle.Factory(sprite)); } } }
LightSourceBlock
Spoiler@OnlyIn(Dist.CLIENT) @Override public void animateTick(BlockState stateIn, World worldIn, BlockPos pos, Random rand) { if (holdingItem()) { worldIn.addParticle(RadiantMagic.RegistryEvents.lightParticle, pos.getX() + 0.5, pos.getY() + 0.5, pos.getZ() + 0.5, 0, 0, 0); } super.animateTick(stateIn, worldIn, pos, rand); }
Wanting to do something along the lines of glowstonedust having a place glowstonewire on ground method?
in Modder Support
Posted
You have created the block, yes? Placing the block depends on how you're doing it, whether you're overriding the vanilla class just to add this functionality or if you're using the PlayerInteractEvent#RightClickBlock. Supposing you're using the latter, you check what you want, such as player is holding this item, and then getWorld() for placing the block, getPos() for the block the player is looking at, and getSide() to increment the direction so you don't just replace the block, and use World#setBlockState to place the block. Make sure to check that the block you're replacing is replaceable.