Jump to content

Syncing Gui


shucke

Recommended Posts

Im trying to open a gui container when a button is pressed by the player.

since the button press event is client side only i send a packet to the server to open the container.

but when i try to open the gui by pressing the button it closes imediatly.

 

this is code for my key handler:

@Override
public void keyDown(EnumSet<TickType> types, KeyBinding kb, boolean tickEnd, boolean isRepeat) {
	if(kb.keyCode == isBinding.keyCode){
		if(mc.currentScreen == null){
			player.addChatMessage("Key Pressed");
			this.SendPacket(1, (byte)10, -1);
			FMLNetworkHandler.openGui(player, BaseLegendz.LegendzInstance, 4, mc.theWorld, 0, 0, 0);
		}
	}
    }

private void SendPacket(int par1, byte par2, int par3){
	int byteAmount = par1;
	ByteArrayOutputStream bos = new ByteArrayOutputStream(byteAmount);
	DataOutputStream outputStream = new DataOutputStream(bos);
	try {
		outputStream.writeByte(par2);
		if(par3 > -1){
			outputStream.writeInt(par3);
		}
	} catch (Exception ex) {
	        ex.printStackTrace();
	}
	Packet250CustomPayload packet = new Packet250CustomPayload();
	packet.channel = "MinecraftLegendz";
	packet.data = bos.toByteArray();
	packet.length = bos.size();

	PacketDispatcher.sendPacketToServer(packet);
}

 

here is my gui handler.

 

@Override
public Object getServerGuiElement(int ID, EntityPlayer player, World world, int x, int y, int z) {
	TileEntity te = world.getBlockTileEntity(x, y, z);

	EntityPlayerMP var1 = (EntityPlayerMP) player;
	IPlayerLegendz playerLegendz = (IPlayerLegendz) var1.getServerPlayerBase("MinecraftLegendz");
	InventoryLegendz inventory = playerLegendz.getInventory();

	if(te != null){
		switch(ID){
		default: return null;

		case 1: return new ContainerLegendzCraftingTable(player.inventory, (TileEntityLegendzCraftingTable)te);

		case 2: return new ContainerLegendzFurnace(player.inventory, (TileEntityLegendzFurnace)te);
		}
	}
	else{
		switch(ID){
		case 4: return new ContainerInventoryLegendz(player.inventory, inventory);
		}
	}
	return null;
}

@Override
public Object getClientGuiElement(int ID, EntityPlayer player, World world, int x, int y, int z) {
	TileEntity te = world.getBlockTileEntity(x, y, z);

	EntityPlayerSP var1 = (EntityPlayerSP) player;
	IPlayerLegendz playerLegendz = (IPlayerLegendz) var1.getPlayerBase("MinecraftLegendz");
	InventoryLegendz inventory = playerLegendz.getInventory();

	if(ID < 200){
		if(te != null){
			switch(ID){
			case 0: return new GuiLegendzCraftingTable(player.inventory, (TileEntityLegendzCraftingTable)te, player, world, x, y, z);

			case 1: return new GuiLegendzCrafting(player.inventory, (TileEntityLegendzCraftingTable)te);

			case 2: return new GuiLegendzFurnace(player.inventory, (TileEntityLegendzFurnace)te);

			case 3: return new GuiQuest(1, player, world, x, y, z);
			}
		}else{
			switch(ID){
			case 4: return new GuiLegendzInventory(player.inventory, inventory);

			case 5: return new GuiStore(player);

			case 6: return new GuiSkillTree();
			}
		}
	}
	return null;
}

 

and the gui itself.

package legendz;

import net.minecraft.client.Minecraft;
import net.minecraft.client.entity.EntityPlayerSP;
import net.minecraft.client.gui.inventory.GuiContainer;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.InventoryPlayer;
import net.minecraft.util.StatCollector;

import org.lwjgl.opengl.GL11;

public class GuiLegendzInventory extends GuiContainer{

private PlayerClient player;

public GuiLegendzInventory(InventoryPlayer inv, InventoryLegendz inventory) {
	super(new ContainerInventoryLegendz(inv,inventory));
	EntityPlayer var1 = Minecraft.getMinecraft().thePlayer;
	EntityPlayerSP var2 = (EntityPlayerSP) var1;
	player = (PlayerClient) var2.getPlayerBase("MinecraftLegendz");
}

public boolean doesGuiPauseGame(){
	return false;
}

protected void drawGuiContainerForegroundLayer(int i, int j){
    	this.fontRenderer.drawString(StatCollector.translateToLocal("Legendz Inventory"), 30, -28, 0xFFFFFF);
        this.fontRenderer.drawString(StatCollector.translateToLocal("Inventory"), 10, this.ySize - 58, 0xFFFFFF);
}

@Override
protected void drawGuiContainerBackgroundLayer(float f, int i, int j) {
	drawDefaultBackground();
	GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
	this.mc.renderEngine.bindTexture("/mods/legendz/textures/gui/inventory.png");
        int var5 = (this.width - 176) / 2;
        int var6 = (this.height - 224) / 2;
        this.drawTexturedModalRect(var5, var6, 0, 0, 176, 224);
        this.drawCenteredString(fontRenderer, player.getBattleClass().getName(), var5+43, var6+25, 0xFFFFFF);
        
        int[] var1 = player.getStats().getTotalStats();
        
        int var2 = 36;
        int var3 = 42;
        
        for(int k = 0; k < player.statNamesShort.length; k++){
        	this.drawString(fontRenderer, player.statNamesShort[k], var5+var2, (var6+var3)+(k*10), 0xFFFFFF);
        	String var4 = ""+var1[k];
        	int xOffset = var4.length()*5;
        	this.drawString(fontRenderer, var4, var5+var2+34-xOffset, (var6+var3)+(k*10), 0xFFFFFF);
        }

}
}

Link to comment
Share on other sites

thx it works now :).

but the only problem is that when i pick up an item from the players hotbar slots it drops the item on the ground.

here is the container code btw forget to include that in the first post.

public class ContainerInventoryLegendz extends Container{

public ContainerInventoryLegendz(InventoryPlayer par1InventoryPlayer, InventoryLegendz par2InventoryLegendz){
    	
        this.addSlotToContainer(new Slot(par2InventoryLegendz, 0, 62, 17));
        this.addSlotToContainer(new Slot(par2InventoryLegendz, 1, 62, 53));
    	
        int var3;

        for (var3 = 0; var3 < 3; ++var3)
        {
            for (int var4 = 0; var4 < 9; ++var4)
            {
                this.addSlotToContainer(new Slot(par1InventoryPlayer, var4 + var3 * 9 + 9, 8 + var4 * 18, 29+84 + var3 * 18));
            }
        }

        for (var3 = 0; var3 < 9; ++var3)
        {
            this.addSlotToContainer(new Slot(par1InventoryPlayer, var3, 8 + var3 * 18, 29+142));
        }
    }

@Override
public boolean canInteractWith(EntityPlayer var1) {
	return true;
}

public ItemStack transferStackInSlot(EntityPlayer par1EntityPlayer, int par2)
    {
        return null;
    }

}

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Add crash-reports with sites like https://paste.ee/ Maybe an issue with blur, essentials or cumulus_menus
    • Add the crash-report or latest.log (logs-folder) with sites like https://paste.ee/ and paste the link to it here  
    • I have a problem, I am trying to put two different effects to two different armors but when I run it only the emerald armor effect works. This is the code public class ModArmorItem extends ArmorItem{ private static final Map<ArmorMaterial, MobEffectInstance> MATERIAL_TO_EFFECT_MAP = (new ImmutableMap.Builder<ArmorMaterial, MobEffectInstance>()) .put(ModArmorMaterials.EMERALD, new MobEffectInstance(MobEffects.HERO_OF_THE_VILLAGE,200, 1,false,false, true)) .put(ModArmorMaterials.OBSIDIAN, new MobEffectInstance(MobEffects.FIRE_RESISTANCE,200, 1,false,false, true)).build(); public ModArmorItem(ArmorMaterial pMaterial, Type pType, Properties pProperties) { super(pMaterial, pType, pProperties); } @Override public void onArmorTick(ItemStack stack, Level world, Player player){ if (!world.isClientSide()) { if (hasFullSuitOfArmorOn(player)) { evaluateArmorEffects(player); } } } private void evaluateArmorEffects(Player player) { for (Map.Entry<ArmorMaterial,MobEffectInstance> entry : MATERIAL_TO_EFFECT_MAP.entrySet()){ ArmorMaterial mapArmorMaterial = entry.getKey(); MobEffectInstance mapStatusEffect = entry.getValue(); if (hasCorrectArmorOn(mapArmorMaterial, player)) { addStatusEffectForMaterial(player, mapArmorMaterial, mapStatusEffect); } } } private void addStatusEffectForMaterial(Player player, ArmorMaterial mapArmorMaterial, MobEffectInstance mapStatusEffect) { boolean hasPlayerEffect = player.hasEffect(mapStatusEffect.getEffect()); if (hasCorrectArmorOn(mapArmorMaterial, player) && !hasPlayerEffect) { player.addEffect(new MobEffectInstance(mapStatusEffect)); } } private boolean hasCorrectArmorOn(ArmorMaterial material, Player player) { for (ItemStack armorStack : player.getInventory().armor){ if (!(armorStack.getItem() instanceof ArmorItem)) { return false; } } ArmorItem helmet = ((ArmorItem)player.getInventory().getArmor(3).getItem()); ArmorItem breastplace = ((ArmorItem)player.getInventory().getArmor(2).getItem()); ArmorItem leggins = ((ArmorItem)player.getInventory().getArmor(1).getItem()); ArmorItem boots = ((ArmorItem)player.getInventory().getArmor(0).getItem()); return helmet.getMaterial() == material && breastplace.getMaterial() == material && leggins.getMaterial() == material && boots.getMaterial() == material; } private boolean hasFullSuitOfArmorOn(Player player){ ItemStack helmet = player.getInventory().getArmor(3); ItemStack breastplace = player.getInventory().getArmor(2); ItemStack leggins = player.getInventory().getArmor(1); ItemStack boots = player.getInventory().getArmor(0); return !helmet.isEmpty() && !breastplace.isEmpty() && !leggins.isEmpty() && !boots.isEmpty(); } } Also when I place two effects on the same armor, the game crashes. Here is the crash file. The code is the same, only this part is different   private static final Map<ArmorMaterial, MobEffectInstance> MATERIAL_TO_EFFECT_MAP = (new ImmutableMap.Builder<ArmorMaterial, MobEffectInstance>()) .put(ModArmorMaterials.EMERALD, new MobEffectInstance(MobEffects.HERO_OF_THE_VILLAGE,200, 1,false,false, true)) .put(ModArmorMaterials.EMERALD, new MobEffectInstance(MobEffects.FIRE_RESISTANCE,200, 1,false,false, true)).build(); I hope you guys can help me. Thanks.
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.