Jump to content

[1.12.2][SOLVED] Animations dependent on entity's variable


RiNickolous

Recommended Posts

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
Link to comment
Share on other sites

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
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • C:\Minecraft Server>java -Xmx4096M -Xms1024M -jar server.jar nogui Starting net.minecraft.server.Main ERROR StatusConsoleListener Unable to delete file C:\Minecraft Server\logs\latest.log: java.nio.file.FileSystemException C:\Minecraft Server\logs\latest.log: The process cannot access the file because it is being used by another process ^CTerminate batch job (Y/N)?
    • Oke i tried to download a different mod and try that out on my server and i get the same error. Now i know for a fact that my port forwarding and server is working properly, because i can join them without adding any mods into the server file, but then i dont know what i am doing wrong 
    • Salutation to you ladies and gentlemen, i must confidently say a very big thanks to Fastfundrecovery8 AT GMAIL COM for their tremendous action taken over my case immediately brought to their table, i saw how the whole process was going, and i wisperred to myself and said indeed i am previlledge to know such a legitimate recovery company who is very understable and do not stress their client over recovery software tools, Fastfunds Recovery are good in keeping to time, punctuality, I was scammed last year December 18, i realized that my long investment which i inteded to withdraw has long been a scam, got so frustrated, hired 4 recovery hackers which ended up taking money from me and i couldn't contact them anymore, i went through emotional pains and betrayer, wasn't easy for me at that moment, am very greatful for FastFunds Recovery, who was referred to me by a civil engineer who i was opportuned to share part of my story with and he was like i have a cyber friend do reach and say i'm from Pato's, that's how i got in touch with fastfundsrecovery8(@)gmail(.)com, do inform FastFunds recovery for any cyber issues. Fastfundsrecovery8 AT GMAIL WILL ALWAYS HELP GET BACK YOUR FUNDS.
    • Hello everyone i have made a server with forge and have added pixelmon into the server. But for some reason i keep getting "Internal Exception: io.netty.handles.codec.DecoderException: Not enough bytes in buffer, expected 105, byt got 48". I tried upping the ram of the server to 2GB but it didnt solve anything. I have 16 GB of ram on my pc (where i host the server), but i cant seem to get it to work. Pixelmon does work when i try to go into singleplayer, but for some reason just doesnt work online   Edit: server logs sais nothing aswell [18:55:49] [ServerMain/INFO]: Environment: Environment[accountsHost=https://api.mojang.com, sessionHost=https://sessionserver.mojang.com, servicesHost=https://api.minecraftservices.com, name=PROD] [18:55:50] [ServerMain/INFO]: Loaded 7 recipes [18:55:51] [ServerMain/INFO]: Loaded 1271 advancements [18:55:51] [Server thread/INFO]: Starting minecraft server version 1.20.2 [18:55:51] [Server thread/INFO]: Loading properties [18:55:51] [Server thread/INFO]: Default game type: SURVIVAL [18:55:51] [Server thread/INFO]: Generating keypair [18:55:51] [Server thread/INFO]: Starting Minecraft server on *:xxxx [18:55:51] [Server thread/INFO]: Using default channel type [18:55:51] [Server thread/INFO]: Preparing level "world" [18:55:52] [Server thread/INFO]: Preparing start region for dimension minecraft:overworld [18:55:53] [Worker-Main-8/INFO]: Preparing spawn area: 0% [18:55:53] [Worker-Main-8/INFO]: Preparing spawn area: 0% [18:55:53] [Worker-Main-8/INFO]: Preparing spawn area: 0% [18:55:53] [Worker-Main-12/INFO]: Preparing spawn area: 0% [18:55:54] [Worker-Main-11/INFO]: Preparing spawn area: 31% [18:55:54] [Server thread/INFO]: Time elapsed: 2344 ms [18:55:54] [Server thread/INFO]: Done (2.865s)! For help, type "help" [18:55:56] [User Authenticator #1/INFO]: UUID of player kemal007023 is 9a2a1dff-fa06-4e29-b57d-b1e6afb2db87 [18:55:56] [Server thread/INFO]: kemal007023[/xxxx] logged in with entity id 271 at (9.497695306619189, 68.0, 10.973182362716573) [18:55:56] [Server thread/INFO]: kemal007023 joined the game [18:55:56] [Server thread/INFO]: kemal007023 lost connection: Disconnected [18:55:56] [Server thread/INFO]: kemal007023 left the game [18:56:00] [User Authenticator #2/INFO]: UUID of player kemal007023 is 9a2a1dff-fa06-4e29-b57d-b1e6afb2db87 [18:56:00] [Server thread/INFO]: kemal007023[xxxx] logged in with entity id 272 at (9.497695306619189, 68.0, 10.973182362716573) [18:56:00] [Server thread/INFO]: kemal007023 joined the game [18:56:00] [Server thread/INFO]: kemal007023 lost connection: Disconnected [18:56:00] [Server thread/INFO]: kemal007023 left the game  
    • Hi, im making a BlockEntity that can contain fluids, and render them in the GUI, only one fluid works perfectly, I can fill or drain it, sync it to the client, and render it. The problem comes when i try to have two fluids in the same GUI, depending on what I delete or leave, the fluids act differently; for example, deleting both of them from "saveAdditional" and "load" methods makes that the fluids cannot render. Also, it can only render one fluid alone, or again, render one fluid, but twice (copies one fluid to the other one). FYI the left one is water, the right one is a red custom fluid. How can I fix this? BoilerBlockEntity: https://pastebin.com/e6b2U3sD BoilerMenu: https://pastebin.com/D375yCNr BoilerScreen: https://pastebin.com/WMrK83Du 
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.