public class EntityTrackerClientHandler extends IArmorUpgradeClientHandler.AbstractHandler<EntityTrackerHandler>
IArmorUpgradeClientHandler.AbstractHandler<T extends IArmorUpgradeHandler<?>>, IArmorUpgradeClientHandler.SimpleToggleableHandler<T extends IArmorUpgradeHandler<?>>| Constructor and Description |
|---|
EntityTrackerClientHandler() |
| Modifier and Type | Method and Description |
|---|---|
IGuiAnimatedStat |
getAnimatedStat()
You can return a
IGuiAnimatedStat here, which the HUD Handler will pick up and render. |
IOptionPage |
getGuiOptionsPage(IGuiScreen screen)
When you have some configurable options for your upgrade handler, return a new instance of an
IOptionPage. |
RenderEntityTarget |
getTargetForEntity(net.minecraft.entity.Entity entity) |
java.util.stream.Stream<RenderEntityTarget> |
getTargetsStream() |
void |
hack() |
void |
onResolutionChanged()
Called when the screen resolution has changed.
|
void |
render2D(com.mojang.blaze3d.matrix.MatrixStack matrixStack,
float partialTicks,
boolean armorPieceHasPressure)
Called in the 2D render stage (via
RenderGameOverlayEvent.Post) |
void |
render3D(com.mojang.blaze3d.matrix.MatrixStack matrixStack,
net.minecraft.client.renderer.IRenderTypeBuffer buffer,
float partialTicks)
Called in the 3D render stage (via
RenderWorldLastEvent) |
void |
reset()
Called when (re-)equipping the armor piece.
|
boolean |
scroll(net.minecraftforge.client.event.InputEvent.MouseScrollEvent event) |
void |
selectAsDebuggingTarget() |
void |
setOverlayColor(int color)
Called when the player alters their eyepiece color in the Pneumatic Armor GUI "Colors..." screen to re-color any
stat this client handler displays.
|
void |
tickClient(ICommonArmorHandler armorHandler)
This method is called every client tick, and should be used to update clientside logic for armor upgrades.
|
getCommonHandlerclone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, waitgetInitialKeyBinding, getKeybindCategory, getSubKeybindCategory, getSubKeybinds, getTriggerKeyBinding, initConfig, isToggleable, onTriggered, saveToConfigpublic void tickClient(ICommonArmorHandler armorHandler)
IArmorUpgradeClientHandlerIArmorUpgradeHandler.tick(ICommonArmorHandler, boolean), this method is only called for upgrades
which are actually enabled (or not toggleable).armorHandler - common armor handler for the player wearing this armor piecepublic void render3D(com.mojang.blaze3d.matrix.MatrixStack matrixStack,
net.minecraft.client.renderer.IRenderTypeBuffer buffer,
float partialTicks)
IArmorUpgradeClientHandlerRenderWorldLastEvent)matrixStack - the matrix stackbuffer - the render type bufferpartialTicks - partial ticks since last world tickpublic void render2D(com.mojang.blaze3d.matrix.MatrixStack matrixStack,
float partialTicks,
boolean armorPieceHasPressure)
IArmorUpgradeClientHandlerRenderGameOverlayEvent.Post)matrixStack - the matrix stackpartialTicks - partial ticks since last world tickarmorPieceHasPressure - true if the armor piece actually has any pressurepublic void reset()
IArmorUpgradeClientHandlerpublic IOptionPage getGuiOptionsPage(IGuiScreen screen)
IArmorUpgradeClientHandlerIOptionPage.
When you do so, it will automatically get picked up by the armor GUI handler, and a button for the upgrade
will be displayed in the main armor GUI.screen - an instance of the gui Screen objectpublic IGuiAnimatedStat getAnimatedStat()
IArmorUpgradeClientHandlerIGuiAnimatedStat here, which the HUD Handler will pick up and render. It also
automatically opens and closes the stat window as necessary.public java.util.stream.Stream<RenderEntityTarget> getTargetsStream()
public RenderEntityTarget getTargetForEntity(net.minecraft.entity.Entity entity)
public void hack()
public void selectAsDebuggingTarget()
public boolean scroll(net.minecraftforge.client.event.InputEvent.MouseScrollEvent event)
public void onResolutionChanged()
IArmorUpgradeClientHandlerpublic void setOverlayColor(int color)
IArmorUpgradeClientHandlercolor - the new color for the stat display, as chosen by the player