saxon564 Posted November 17, 2019 Posted November 17, 2019 (edited) I am having an issue now where when I spawn my mob in, the game crashes when it starts trying to spawn particles around the entity. I have it set up where the user can specify the particles in the configs and it also allows them to use more than 1 particle. Because of this I have to use an array (protected static ParticleType<?>[] particleType;) to handle the particles. But when I fill the array and use it my editor is telling me I need to cast ParticleType to IParticleData, which cannot be done. How can I still use this array and also give the method the IParticleData it wants? This is my code trying spawning the particles. My code setting the paticleType variable My code building the array of particles. Edited November 23, 2019 by saxon564 Marking Solved Quote
saxon564 Posted November 17, 2019 Author Posted November 17, 2019 I just looked into what you mentioned. Most calls use a field from ParticleTypes which I could do if the needed particle wasn't configurable or there was a way to get the ParticleTypes fields from the chosen particle in the configs. The other ones I saw was creating a new instance of ItemParticleData, BlockParticleData, or RedstoneParticleData, also I could use those if the particle I was handling needed one of them. But that is not the case. I am getting the particle from the ForgeRegistries which uses ParticleType. I have been digging around and am struggling to find a way to get from ParticleType to IParticleData and currently is is looking like I would have to re-register the particle which I know can't be the correct way to do it. Quote
saxon564 Posted November 17, 2019 Author Posted November 17, 2019 I've been trying to figure out how to work the deserializer to get IParticleData and for the life of me am having trouble figuring it out. Do you have any examples I can take a look at to help me with this? Or possibly know a mod with open source that does this that I can take a look at? Quote
desht Posted November 19, 2019 Posted November 19, 2019 (edited) There is in fact a such a mod now: https://github.com/TeamPneumatic/pnc-repressurized/tree/1.14 I will say first that the mod is in an extremely broken state right now (I only got it to compile a few days ago), but particles do actually work. I added an air particle type which takes one float parameter controlling the particle's rendering alpha. See the following: Registering the particle types: https://github.com/TeamPneumatic/pnc-repressurized/blob/1.14/src/main/java/me/desht/pneumaticcraft/common/core/ModParticleTypes.java - note I register two particle types which use the same particle data (they only vary in their texture) The particle data class: https://github.com/TeamPneumatic/pnc-repressurized/blob/1.14/src/main/java/me/desht/pneumaticcraft/client/particle/AirParticleData.java - this handles serialization/deserialization of the data the particle needs (in my case just a single float). I need to move this to under common/ since both the client and server need to know about it, but when I added this I didn't fully understand it The particle itself: https://github.com/TeamPneumatic/pnc-repressurized/blob/1.14/src/main/java/me/desht/pneumaticcraft/client/particle/AirParticle.java - this handles the rendering and ticking of the actual particle instances in the client world. Also includes a Factory inner class, which will be used to create particle instances from the particle type. Registering the particle factories: https://github.com/TeamPneumatic/pnc-repressurized/blob/1.14/src/main/java/me/desht/pneumaticcraft/client/ClientSetup.java#L43-L47 And finally the particle JSON's: https://github.com/TeamPneumatic/pnc-repressurized/tree/1.14/src/main/resources/assets/pneumaticcraft/particles For lots more useful info, also see https://gist.github.com/williewillus/353c872bcf1a6ace9921189f6100d09a#particles Edited November 19, 2019 by desht Quote
saxon564 Posted November 19, 2019 Author Posted November 19, 2019 1 hour ago, desht said: There is in fact a such a mod now: https://github.com/TeamPneumatic/pnc-repressurized/tree/1.14 I will say first that the mod is in an extremely broken state right now (I only got it to compile a few days ago), but particles do actually work. I added an air particle type which takes one float parameter controlling the particle's rendering alpha. See the following: Registering the particle types: https://github.com/TeamPneumatic/pnc-repressurized/blob/1.14/src/main/java/me/desht/pneumaticcraft/common/core/ModParticleTypes.java - note I register two particle types which use the same particle data (they only vary in their texture) The particle data class: https://github.com/TeamPneumatic/pnc-repressurized/blob/1.14/src/main/java/me/desht/pneumaticcraft/client/particle/AirParticleData.java - this handles serialization/deserialization of the data the particle needs (in my case just a single float). I need to move this to under common/ since both the client and server need to know about it, but when I added this I didn't fully understand it The particle itself: https://github.com/TeamPneumatic/pnc-repressurized/blob/1.14/src/main/java/me/desht/pneumaticcraft/client/particle/AirParticle.java - this handles the rendering and ticking of the actual particle instances in the client world. Also includes a Factory inner class, which will be used to create particle instances from the particle type. Registering the particle factories: https://github.com/TeamPneumatic/pnc-repressurized/blob/1.14/src/main/java/me/desht/pneumaticcraft/client/ClientSetup.java#L43-L47 And finally the particle JSON's: https://github.com/TeamPneumatic/pnc-repressurized/tree/1.14/src/main/resources/assets/pneumaticcraft/particles For lots more useful info, also see https://gist.github.com/williewillus/353c872bcf1a6ace9921189f6100d09a#particles Awesome! Sounds like you have a lot of good information in there! I will take a look at it when I have the opportunity tonight. Hopefully I can find what Im looking for and learn how to use it better for my application. Quote
saxon564 Posted November 20, 2019 Author Posted November 20, 2019 Unfortunately there wasn't much I could use from your code. Since I do not know exactly which particle I am using I cannot call ParticleTypes, which when you call world.addParticle(AirParticleData.NORMAL, posX, posY, posZ, 0, 0, 0); it is equivalent to me calling world.addParticle(ParticleTypes.BUBBLE, posX, posY, posZ, 0, 0, 0); as you already have the IParticleData setup. I have to setup the IParticleData on the fly, which I have figured out how to do, if only I could figure out how to get around the error The method deserialize(ParticleType<capture#5-of ?>, StringReader) in the type IParticleData.IDeserializer<capture#5-of ?> is not applicable for the arguments (ParticleType<capture#6-of ?>, StringReader) Quote
saxon564 Posted November 20, 2019 Author Posted November 20, 2019 Sorry, was late and forgot about that.Here is the current code Quote
saxon564 Posted November 23, 2019 Author Posted November 23, 2019 I have gotten it working now. I finally found the code in the ParticleArgument class that handles this and was able to implement it. I had build some code similar, but didn't have all the parts to it. I had: private static deserializeParticle(StringReader reader, ParticleType<T extends IParticleData> type) { But what it needed to be was: private static <T extends IParticleData> T deserializeParticle(StringReader reader, ParticleType<T> type) throws CommandSyntaxException { Thank you for your patience with my diesieben! You are always a great help! Quote
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