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Posted

I have an entity which should, when its inventory is opened, perform an animation. The entity has a variable numPlayersUsing, and should perform an animation just like the Vanilla Minecraft chest using this variable.

 

Change in this variable seems to not be passed to the model, and so the rotation of the model's "lid" is not updated.

 

Here are the relevant functions:
In the entity's class:
 

Spoiler

    public boolean processInteract(EntityPlayer player, EnumHand hand)
    {
        ItemStack stack = player.getHeldItem(hand);
        
        if (!player.world.isRemote)
        {
            if (!stack.isEmpty())
            {
                ...
            }
            else
            {
                player.openGui(Main.instance, Reference.GUI_CHESTER, world, this.getEntityId(), (int)player.posY, (int)player.posZ);
                ++this.numPlayersUsing;
            }
        }
        return true;
    }

 

Spoiler

    public void onLivingUpdate()
    {
        super.onLivingUpdate();
        
        if (this.numPlayersUsing != 0)
        {
			
            this.numPlayersUsing = 0;
            float f = 5.0F;

            for (EntityPlayer entityplayer : this.world.getEntitiesWithinAABB(EntityPlayer.class, new AxisAlignedBB((double)((float)this.posX - 5.0F), (double)((float)this.posY - 5.0F), (double)((float)this.posZ - 5.0F), (double)((float)(this.posX + 1) + 5.0F), (double)((float)(this.posY + 1) + 5.0F), (double)((float)(this.posZ + 1) + 5.0F))))
            {
                if (entityplayer.openContainer instanceof ContainerChester)
                {
                    if (((ContainerChester)entityplayer.openContainer).getChestInventory() == this)
                    {
                        ++this.numPlayersUsing;
                    }
                }
            }
        }
		
		this.prevLidAngle = this.lidAngle;
        float f1 = 0.2F;

        if (this.numPlayersUsing > 0 && this.lidAngle == 0.0F)
        {
            double d1 = (double)this.posX + 0.5D;
            double d2 = (double)this.posZ + 0.5D;
            this.world.playSound((EntityPlayer)null, d1, (double)this.posY + 0.5D, d2, SoundEvents.BLOCK_CHEST_OPEN, SoundCategory.BLOCKS, 0.5F, this.world.rand.nextFloat() * 0.1F + 0.9F);
        }

        if (this.numPlayersUsing == 0 && this.lidAngle > 0.0F || this.numPlayersUsing > 0 && this.lidAngle < 1.0F)
        {
            float f2 = this.lidAngle;

            if (this.numPlayersUsing > 0)
            {
                this.lidAngle += f1;
            }
            else
            {
                this.lidAngle -= f1;
            }

            if (this.lidAngle > 1.0F)
            {
                this.lidAngle = 1.0F;
            }

            float f3 = 0.5F;

            if (this.lidAngle < 0.5F && f2 >= 0.5F)
            {
                double d3 = (double)this.posX + 0.5D;
                double d0 = (double)this.posZ + 0.5D;
                this.world.playSound((EntityPlayer)null, d3, (double)this.posY + 0.5D, d0, SoundEvents.BLOCK_CHEST_CLOSE, SoundCategory.BLOCKS, 0.5F, this.world.rand.nextFloat() * 0.1F + 0.9F);
            }

            if (this.lidAngle < 0.0F)
            {
                this.lidAngle = 0.0F;
            }
        }		
    }

 

And in the entity's model class:

Spoiler


    @Override
    public void setRotationAngles(float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor, Entity entityIn)
    {
        EntityChester entity = (EntityChester)entityIn;
        this.head.rotateAngleX = (entity.lidAngle * 78.0F - 12.0F) * 0.017453292F;
    }

 

 

 

Edited by RiNickolous

  • Author
1 hour ago, diesieben07 said:

You need to use EntityDataManager to synchronize the value between server and client. Check out EntityZombie for an example.

Alright, I replaced the lidAngle, which directly controls the angle of the entity's "lid" with a DataParameter.
I also added a DataParameter for the "open" status of the entity, which checks if a player is actively using the entity's inventory.

 

The result:
The animation now works in single player.

The animation also partially works in multiplayer. It works for the player who is interacting with the entity. The entity's "lid" opens, and remains open.

However, for other players, the animation will play, stutter slightly, then the "lid" will close again. When the player interacting with the entity exits the inventory, the "lid" closing animation plays for other players, as if the lid was open.

 

A demonstration of this happening:

https://gfycat.com/MemorableFrenchAntarcticgiantpetrel

 

Updated relevant function EntityChester.onLivingUpdate:
 

Spoiler

    public void onLivingUpdate()
    {
        super.onLivingUpdate();

        if (this.getOpen())
        {
            boolean stillOpen = false;
            for (EntityPlayer entityplayer : this.world.getEntitiesWithinAABB(EntityPlayer.class, new AxisAlignedBB((double)((float)this.posX - 5.0F), (double)((float)this.posY - 5.0F), (double)((float)this.posZ - 5.0F), (double)((float)(this.posX + 1) + 5.0F), (double)((float)(this.posY + 1) + 5.0F), (double)((float)(this.posZ + 1) + 5.0F))))
            {
                if (entityplayer.openContainer instanceof ContainerChester)
                {
                    if (((ContainerChester)entityplayer.openContainer).getChestInventory() == this)
                    {
                        stillOpen = true;
                    }
                }
            }
            if (!stillOpen) this.setOpen(false);
        }
      }
        
        float f1 = 0.2F;

        if (this.getOpen() && this.getLidAngle() == 0.0F)
        {
            double d1 = (double)this.posX + 0.5D;
            double d2 = (double)this.posZ + 0.5D;
            this.world.playSound((EntityPlayer)null, d1, (double)this.posY + 0.5D, d2, SoundEvents.BLOCK_CHEST_OPEN, SoundCategory.BLOCKS, 0.5F, this.world.rand.nextFloat() * 0.1F + 0.9F);
        }

        if (!this.getOpen() && this.getLidAngle() > 0.0F || this.getOpen() && this.getLidAngle() < 1.0F)
        {
            float f2 = this.getLidAngle();

            if (this.getOpen())
            {
                this.setLidAngle(this.getLidAngle() + f1);
            }
            else
            {
                this.setLidAngle(this.getLidAngle() - f1);
            }

            if (this.getLidAngle() > 1.0F)
            {
                this.setLidAngle(1.0F);
            }

            float f3 = 0.5F;

            if (this.getLidAngle() < 0.5F && f2 >= 0.5F)
            {
                double d3 = (double)this.posX + 0.5D;
                double d0 = (double)this.posZ + 0.5D;
                this.world.playSound((EntityPlayer)null, d3, (double)this.posY + 0.5D, d0, SoundEvents.BLOCK_CHEST_CLOSE, SoundCategory.BLOCKS, 0.5F, this.world.rand.nextFloat() * 0.1F + 0.9F);
            }

            if (this.getLidAngle() < 0.0F)
            {
                this.setLidAngle(0.0F);
            }
        }        
    }


    public void onLivingUpdate()
    {
        super.onLivingUpdate();

        if (this.getOpen())
        {
        	boolean stillOpen = false;
            for (EntityPlayer entityplayer : this.world.getEntitiesWithinAABB(EntityPlayer.class, new AxisAlignedBB((double)((float)this.posX - 5.0F), (double)((float)this.posY - 5.0F), (double)((float)this.posZ - 5.0F), (double)((float)(this.posX + 1) + 5.0F), (double)((float)(this.posY + 1) + 5.0F), (double)((float)(this.posZ + 1) + 5.0F))))
            {
                if (entityplayer.openContainer instanceof ContainerChester)
                {
                    if (((ContainerChester)entityplayer.openContainer).getChestInventory() == this)
                    {
                        stillOpen = true;
                    }
                }
            }
            if (!stillOpen) this.setOpen(false);
        }
      }
		
        float f1 = 0.2F;

        if (this.getOpen() && this.getLidAngle() == 0.0F)
        {
            double d1 = (double)this.posX + 0.5D;
            double d2 = (double)this.posZ + 0.5D;
            this.world.playSound((EntityPlayer)null, d1, (double)this.posY + 0.5D, d2, SoundEvents.BLOCK_CHEST_OPEN, SoundCategory.BLOCKS, 0.5F, this.world.rand.nextFloat() * 0.1F + 0.9F);
        }

        if (!this.getOpen() && this.getLidAngle() > 0.0F || this.getOpen() && this.getLidAngle() < 1.0F)
        {
            float f2 = this.getLidAngle();

            if (this.getOpen())
            {
            	this.setLidAngle(this.getLidAngle() + f1);
            }
            else
            {
            	this.setLidAngle(this.getLidAngle() - f1);
            }

            if (this.getLidAngle() > 1.0F)
            {
                this.setLidAngle(1.0F);
            }

            float f3 = 0.5F;

            if (this.getLidAngle() < 0.5F && f2 >= 0.5F)
            {
                double d3 = (double)this.posX + 0.5D;
                double d0 = (double)this.posZ + 0.5D;
                this.world.playSound((EntityPlayer)null, d3, (double)this.posY + 0.5D, d0, SoundEvents.BLOCK_CHEST_CLOSE, SoundCategory.BLOCKS, 0.5F, this.world.rand.nextFloat() * 0.1F + 0.9F);
            }

            if (this.getLidAngle() < 0.0F)
            {
                this.setLidAngle(0.0F);
            }
        }		
    }

 

 

Edited by RiNickolous

  • Author

UPDATE:

I fixed my issue. All that was required was making sure that world.isRemote was false before updating the "lid" angle.

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