Posted October 6, 20195 yr Hello !! I'm working on a mod that use item and I have got one question : how does onItemUse work in new version ? what does this do on blocks ?
October 6, 20195 yr Author so I'm wandering if it is normal that this function reset the blockstate of blocks. For example if I create a block with facing properties when I clicked on the block with the new item, is it normal that the new facing properties become DOWN as its meta value is the smaller one ?
October 6, 20195 yr Author in the new onItemUse function it returns ActionResultType When I just put the return statement like that : @Override public ActionResultType onItemUse(ItemUseContext context) { return ActionResultType.SUCCESS; } I get for one of my newest block a change in the blockstate which is reinitialised
October 6, 20195 yr Author here is all the code of the new block : public class SwitchDoubleTurn extends Switch { private static EnumProperty<Corners> SWITCH_POSITION; static { SWITCH_POSITION = EnumProperty.create("switch_position",Corners.class,(corners -> { return (corners == Corners.TURN_LEFT|| corners == Corners.TURN_RIGHT ); })); } private BlockState blockState; public SwitchDoubleTurn() { super(true,Properties.create(Material.IRON) .doesNotBlockMovement() .lightValue(0) .hardnessAndResistance(2f) .sound(SoundType.METAL)); setRegistryName("double_turn_switch"); this.setDefaultState(this.stateContainer.getBaseState() .with(BlockStateProperties.HORIZONTAL_FACING,Direction.NORTH) .with(SWITCH_POSITION,Corners.TURN_LEFT) .with(RAIL_STRAIGHT_FLAT,RailShape.NORTH_SOUTH) ); blockState=this.getDefaultState(); } @Override public boolean isIn(Tag<Block> tag) { return (tag == BlockTags.RAILS); } @Override public boolean canMakeSlopes(BlockState p_canMakeSlopes_1_, IBlockReader p_canMakeSlopes_2_, BlockPos p_canMakeSlopes_3_) { return false; } @Override public boolean isValidPosition(BlockState p_196260_1_, IWorldReader p_196260_2_, BlockPos p_196260_3_) { return true; } private Corners actualState ; public SwitchDoubleTurn(Properties builder) { super(true,builder); setRegistryName("double_turn_switch"); } @Override public void onBlockPlacedBy(World world, BlockPos pos, BlockState state, @Nullable LivingEntity entity, ItemStack stack) { if (entity !=null) { world.setBlockState(pos,state .with(BlockStateProperties.HORIZONTAL_FACING,getFacingFromEntity(entity, pos)) .with(SWITCH_POSITION,Corners.TURN_LEFT) .with(RAIL_STRAIGHT_FLAT,RailShape.NORTH_SOUTH) ); actualState = Corners.TURN_LEFT; blockState=state; } } private Direction getFacingFromEntity(LivingEntity entity, BlockPos pos) { Direction d= Direction.getFacingFromVector( (float) (entity.posX-pos.getX()), (float) (entity.posY-pos.getY()), (float) (entity.posZ-pos.getZ())); return d; } @Override public void fillStateContainer(StateContainer.Builder<Block,BlockState> builder){ builder.add(BlockStateProperties.HORIZONTAL_FACING, SWITCH_POSITION, RAIL_STRAIGHT_FLAT); } @Override public BlockState getBlockState() { return blockState; } public void updatePoweredState(World world, BlockState state, BlockPos pos, int flags) { if (!world.isRemote){ boolean isPowered = (actualState == Corners.TURN_RIGHT); System.out.println("valeur de state.get(...): "+state.get(SWITCH_POSITION)); if (!isPowered){ System.out.println("changing to turn_right position"); world.setBlockState(pos,state.with(SWITCH_POSITION,Corners.TURN_RIGHT),flags); actualState = Corners.TURN_RIGHT; }else { System.out.println("changing to turn_left position"); world.setBlockState(pos,state.with(SWITCH_POSITION,Corners.TURN_LEFT),flags); actualState = Corners.TURN_LEFT; } } } @Override public RailShape getRailDirection(BlockState state, IBlockReader reader, BlockPos pos, @Nullable AbstractMinecartEntity minecartEntity) { Direction direction = state.get(BlockStateProperties.HORIZONTAL_FACING); switch (direction) { case NORTH: return (actualState == Corners.TURN_LEFT)? RailShape.SOUTH_WEST : RailShape.SOUTH_EAST; case SOUTH: return (actualState == Corners.TURN_LEFT)? RailShape.NORTH_EAST : RailShape.NORTH_WEST; case WEST: return (actualState == Corners.TURN_LEFT)? RailShape.SOUTH_EAST : RailShape.NORTH_EAST; case EAST: return (actualState == Corners.TURN_LEFT)? RailShape.NORTH_WEST : RailShape.SOUTH_WEST; default: throw new IllegalArgumentException("no such direction for double turn block"); } } @Override public IProperty<RailShape> getShapeProperty() { return RAIL_STRAIGHT_FLAT; } } RAIL_STRAIGHT_FLAT est une enumproperty qui contient les railshape north_south et east_west mais elle n'est pas utile et je ne sais pas comment ne plus avoir de railshape property pour mon block Edited October 6, 20195 yr by matt1999rd
October 6, 20195 yr Author yes it change the facing properties from east west or south to north (because as I think it is the first one)
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