Hi, I'm trying to spawn a cloud of particles when a certain block breaks.
I have an "EffectCloudSpawner" object that simply does the following:
public static void spawnCloud(World world, BlockPos pos) {
EntityAreaEffectCloud eaec = new EntityAreaEffectCloud(world, pos.getX()+0.5f, pos.getY()+0.5f, pos.getZ()+0.5f);
eaec.setParticle(EnumParticleTypes.SPELL);
eaec.setRadius(0.5F);
eaec.setDuration(25);
eaec.setWaitTime(0);
eaec.setRadiusPerTick((5.0f - eaec.getRadius()) / (float)eaec.getDuration());
world.spawnEntity(eaec);
}
Then, I call this method from my Block object
public class CustomBlock extends Block {
(...)
public void onBlockDestroyedByPlayer(World world, BlockPos pos, IBlockState state)
{
EffectCloudSpawner.spawnCloud(world, pos);
}
}
When I do this, everything works just fine, except that the particle effect stays there for eternity and doesn't disappear after the duration.
Doing it through an event, like so:
@SubscribeEvent
public static void asdfgh(BreakEvent event) {
EffectCloudSpawner.spawnCloud(event.getWorld(), event.getPos());
}
works perfectly fine. The cloud disappears after the duration.
I would like to do it through the block object (the first approach) and not with an event. I'm using MC 1.12.2
I've made a video of my problem which you can see here:
The melon block uses the event approach, the pumpkin uses the block approach. As you can see, part of the effect stays there when done with the pumpkin. Both approaches call the exact same function.
Anybody know how I spawn an EntityAreaEffectCloud in onBlockDestroyedByPlayer without this problem?
Thanks in advance
Does