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How do i make a block do stuff, if i aim at it and press a specific key on keyboard?


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Posted

Now i have another problem:

the registerMessage line is only without errors, if the constructor of the class has a PacketBuffer as argument.

But the sendToServer makes a new instance of the class with empty brackets.

How do i match this?

 

Posted (edited)
55 minutes ago, Drachenbauer said:

the registerMessage line is only without errors, if the constructor of the class has a PacketBuffer as argument.

no

55 minutes ago, Drachenbauer said:

But the sendToServer makes a new instance of the class with empty brackets.

no

55 minutes ago, Drachenbauer said:

How do i match this?

you do not have to and you could just create a new constructor?

 

please show your code

Edited by Niprow

 I will make fun of you if you are not able to look into the (vanilla-) code.

Posted (edited)

For the event now i have this.

    @SubscribeEvent
    private void keyPressed (KeyInputEvent event)
    {
        GlazedTerracottaButtonPacketHandler.CHANNEL.sendToServer(new GlazedTerracottaButtonPacketHandler());
    }

how do i spicify this for my keybinding?

It only should send the packet, if i press my choosen key ,but not at one of the others from the normal game-controls (wich are also keybindings).

Edited by Drachenbauer
Posted

Oh where could forge hide key-bindings? Maybe in the class KeyBinding?

 

and for clean code that could be a PacketHandler class with a Message class:

public class PacketHandler
{
    private static int IDs = 0;

    private static final String PROTOCOL_VERSION = "modid";

    public static final SimpleChannel INSTANCE = NetworkRegistry.newSimpleChannel(
            new ResourceLocation("modid", "main"),
            () -> PROTOCOL_VERSION,
            PROTOCOL_VERSION::equals,
            PROTOCOL_VERSION::equals
    );

    //called in pre_init
    public static void init() {
        INSTANCE.registerMessage(IDs++, Message.class, Message::decode, Message::encode, Message::consumer);
    }

    private static class Message
    {
        //some stuff

       protected static void consumer(Message chantal, Supplier<NetworkEvent.Context> justin) {
            //where you have to handle the stuff that contains chantal and maybe justin
        }

        protected static Message encode(PacketBuffer johan) {
            //where you get the stuff from johan and have to put it in your message
            return null;
        }

        protected static void decode(Message martin, PacketBuffer johan) {
            //where you have to write the stuff into johan out of martin
        }
    }
}

 

 I will make fun of you if you are not able to look into the (vanilla-) code.

Posted (edited)

Now my KeyInputEvent looks like this:

    @SubscribeEvent
    private void keyPressed (KeyInputEvent event)
    {
        if(R_KEY.isPressed())
        {
            GlazedTerracottaButtonPacketHandler.CHANNEL.sendToServer(new GlazedTerracottaButtonPacketHandler());
        }
    }

R_KEY is the name of my KeyBinding

 

What must i put into the methods in your sample?

And how do i make the pointed button-block react on this message?

What must i call in here:

            context.get().enqueueWork(() ->
            {

            }
            );

to contact the block?

 

Must i make a method  in the block-class, that does something with the block and then call it in there?

 

How do i make it only effect the block, i look at (crosshair on it, selection-box visible)?

Edited by Drachenbauer

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