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Creating custom GUI without TileEntity


Stenbergcsgo

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I'm trying to create my first GUI (disclaimer), and I've managed to setup a GuiHandler():

package com.mta.utzonmod.client.gui;

import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.world.World;
import net.minecraftforge.fml.common.network.IGuiHandler;

public class GuiHandler implements IGuiHandler {

	public static final int SIGN_INPUT = 0;
	
	@Override
	public Object getServerGuiElement(int ID, EntityPlayer player, World world, int x, int y, int z) {	
		return null;
	}

	@Override
	public Object getClientGuiElement(int ID, EntityPlayer player, World world, int x, int y, int z) {
		switch(ID) {
		case 0:
			return new signInputGui();
		}
		return null;
	}
	
}

 

Now, I'm trying to setup my item class and signInputGui properly, but I keep running into TileEntity. What I actually need to do is open a gui when a player right clicks with an item in hand (regardless where the player is looking). So I don't need a world location/to place a block. Is there a way to get around the TileEntity, or do I set one up without it having a purpose? 

and my i

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1 hour ago, diesieben07 said:

You do not need an IGuiHandler unless your GUI has a server-side component (Container).  Simply open the GUI directly on the client through your client proxy from your item class.

No, you do not need a TileEntity. Simply... program the GUI.

Should I put the getServerGuiElement & getClientGuiElement in my ClientProxy class? Or how would directly opening the GUI through the client proxy look in code? 

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