Posted October 14, 20195 yr How do i make a gui that stores item appear when a item is clicked like an inventory in an item
October 14, 20195 yr 36 minutes ago, RaphGamingz said: How do i make a gui that stores item appear when a item is clicked like an inventory in an item Override Item#onItemRightClick in your Item class and call NetworkHooks.openGui to open the ContainerScreen and Container for your gui. VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect. Forge and vanilla BlockState generator.
October 14, 20195 yr Author 3 hours ago, Animefan8888 said: Override Item#onItemRightClick in your Item class and call NetworkHooks.openGui to open the ContainerScreen and Container for your gui. How can I also make a gui open when a key is pressed. And show the same inventory. Do I need a keybind And the inventory wouldn't be stored in the item Edited October 14, 20195 yr by RaphGamingz More info
October 15, 20195 yr Author On 10/14/2019 at 3:15 PM, Animefan8888 said: Override Item#onItemRightClick in your Item class and call NetworkHooks.openGui to open the ContainerScreen and Container for your gui. how do i store the inventory and what do i put for the open gui parameter inamedcontainerprovider
October 15, 20195 yr Author 19 hours ago, diesieben07 said: Yes, you need a key binding. However note that key bindings are client-side only, so if your GUI has a server-component at all you need to send a custom packet to the server when your key binding is triggered and then open the GUI on the server. how do i do that?
October 15, 20195 yr Just now, RaphGamingz said: how do i store the inventory In Item#initCapabilities return an ICapabilitySerializable that exposes an LazyOptional<IItemHandler>. 2 minutes ago, RaphGamingz said: what do i put for the open gui parameter inamedcontainerprovider Your own instance of INamedContainerProvider. VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect. Forge and vanilla BlockState generator.
October 15, 20195 yr Author 26 minutes ago, Animefan8888 said: In Item#initCapabilities return an ICapabilitySerializable that exposes an LazyOptional<IItemHandler>. wait, would that be a class that implements icapabiltyserializable Quote Your own instance of INamedContainerProvider. and the same for the inamedcontainerprovider Edited October 15, 20195 yr by RaphGamingz more
October 15, 20195 yr Just now, RaphGamingz said: wait, would that be a class that implements icapabiltyserializable Yes VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect. Forge and vanilla BlockState generator.
October 15, 20195 yr Author java.lang.ClassCastException: net.minecraft.client.entity.player.ClientPlayerEntity cannot be cast to net.minecraft.entity.player.ServerPlayerEntity at raph.RandomAdditions.items.floatingChest.FloatingChest.onItemRightClick(FloatingChest.java:21) ~[main/:?] {re:classloading} is this a normal errror?
October 15, 20195 yr Author public class FloatingChest extends Item { public FloatingChest() { super(new Item.Properties().group(RandomAdditions.CUSTOMITEMGROUP)); setRegistryName(ModRegistries.location("floating_chest")); } @Override public ActionResult<ItemStack> onItemRightClick(World worldIn, PlayerEntity playerIn, Hand handIn) { NetworkHooks.openGui((ServerPlayerEntity) playerIn, new FloatingChestCapability()); return super.onItemRightClick(worldIn, playerIn, handIn); } } public class FloatingChestContainer extends Container { private IItemHandler playerInventory; public FloatingChestContainer(int windowId, PlayerInventory playerInventory, PlayerEntity player) { super(ModItems.floating_chest_container, windowId); this.playerInventory = new InvWrapper(playerInventory); addSlotBox(new InvWrapper(player.getInventoryEnderChest()), 0, 8, 18, 9, 18, 3, 18); layoutPlayerInventorySlots(8, 86); } @Override public boolean canInteractWith(PlayerEntity playerIn) { return true; } private int addSlotRange(IItemHandler handler, int index, int x, int y, int amount, int dx) { for (int i = 0 ; i < amount ; i++) { addSlot(new SlotItemHandler(handler, index, x, y)); x += dx; index++; } return index; } private int addSlotBox(IItemHandler handler, int index, int x, int y, int horAmount, int dx, int verAmount, int dy) { for (int j = 0 ; j < verAmount ; j++) { index = addSlotRange(handler, index, x, y, horAmount, dx); y += dy; } return index; } private void layoutPlayerInventorySlots(int leftCol, int topRow) { // Player inventory addSlotBox(playerInventory, 9, leftCol, topRow, 9, 18, 3, 18); // Hotbar topRow += 58; addSlotRange(playerInventory, 0, leftCol, topRow, 9, 18); } public ItemStack transferStackInSlot(PlayerEntity playerIn, int index) { ItemStack itemstack = ItemStack.EMPTY; Slot slot = this.inventorySlots.get(index); if (slot != null && slot.getHasStack()) { ItemStack itemstack1 = slot.getStack(); itemstack = itemstack1.copy(); if (index < 3 * 9) { if (!this.mergeItemStack(itemstack1, 3 * 9, this.inventorySlots.size(), true)) { return ItemStack.EMPTY; } } else if (!this.mergeItemStack(itemstack1, 0, 3 * 9, false)) { return ItemStack.EMPTY; } if (itemstack1.isEmpty()) { slot.putStack(ItemStack.EMPTY); } else { slot.onSlotChanged(); } } return itemstack; } } public class FloatingChestScreen extends ContainerScreen<FloatingChestContainer> { private ResourceLocation GUI = ModRegistries.location("textures/gui/floating_chest_gui.png"); private final int inventoryRows; public FloatingChestScreen(FloatingChestContainer screenContainer, PlayerInventory inv, ITextComponent titleIn) { super(screenContainer, inv, titleIn); this.inventoryRows = 3; this.ySize = 114 + this.inventoryRows * 18; } @Override public void render(int mouseX, int mouseY, float partialTicks) { this.renderBackground(); super.render(mouseX, mouseY, partialTicks); this.renderHoveredToolTip(mouseX, mouseY); } @Override protected void drawGuiContainerForegroundLayer(int mouseX, int mouseY) { this.font.drawString("Floating Chest", 8.0F, 6.0F, 4210752); this.font.drawString(this.playerInventory.getDisplayName().getFormattedText(), 8.0F,(float) this.ySize - 96 + 2, 4210752); } @Override protected void drawGuiContainerBackgroundLayer(float partialTicks, int mouseX, int mouseY) { GlStateManager.color4f(1.0F, 1.0F, 1.0F, 1.0F); this.minecraft.getTextureManager().bindTexture(GUI); int relX = (this.width - this.xSize) / 2; int relY = (this.height - this.ySize) / 2; this.blit(relX, relY, 0, 0, this.xSize, this.inventoryRows * 18 + 17); this.blit(relX, relY + this.inventoryRows * 18 + 17, 0, 126, this.xSize, 96); } } public class FloatingChestCapability implements INamedContainerProvider { @Override public Container createMenu(int i, PlayerInventory playerInventory, PlayerEntity playerEntity) { return new FloatingChestContainer(i, playerInventory, playerEntity); } @Override public ITextComponent getDisplayName() { return new StringTextComponent(""); } //add capability later }
October 16, 20195 yr Author what do i put in icapabilityserializable#serializeNBT and deserializeNBT to make the items save on a custom itemhandler
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