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package de.pewpewproject.lasertag.item; |
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import net.minecraft.entity.EquipmentSlot; |
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import net.minecraft.entity.LivingEntity; |
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import net.minecraft.entity.decoration.ArmorStandEntity; |
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import net.minecraft.item.ArmorItem; |
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import net.minecraft.item.ArmorMaterial; |
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import net.minecraft.item.Item; |
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import software.bernie.geckolib3.core.IAnimatable; |
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import software.bernie.geckolib3.core.PlayState; |
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import software.bernie.geckolib3.core.builder.AnimationBuilder; |
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import software.bernie.geckolib3.core.builder.ILoopType; |
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import software.bernie.geckolib3.core.controller.AnimationController; |
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import software.bernie.geckolib3.core.event.predicate.AnimationEvent; |
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import software.bernie.geckolib3.core.manager.AnimationData; |
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import software.bernie.geckolib3.core.manager.AnimationFactory; |
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import software.bernie.geckolib3.util.GeckoLibUtil; |
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import java.util.ArrayList; |
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import java.util.List; |
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/** |
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* Class to implement the custom behavior of the lasertag vest |
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* |
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* @author Étienne Muser |
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*/ |
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public class LasertagVestItem extends ArmorItem implements IAnimatable { |
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private final AnimationFactory factory = GeckoLibUtil.createFactory(this); |
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public LasertagVestItem(ArmorMaterial armorMaterial, Settings settings) { |
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super(armorMaterial, EquipmentSlot.CHEST, settings); |
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} |
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// Predicate runs every frame |
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private <P extends IAnimatable> PlayState predicate(AnimationEvent<P> event) { |
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// This is all the extradata this event carries. The livingentity is the entity |
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// that's wearing the armor. The itemstack and equipmentslottype are self |
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// explanatory. |
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LivingEntity livingEntity = event.getExtraDataOfType(LivingEntity.class).get(0); |
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// Always loop the animation but later on in this method we'll decide whether or |
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// not to actually play it |
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event.getController().setAnimation(new AnimationBuilder().addAnimation("idle", ILoopType.EDefaultLoopTypes.LOOP)); |
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// If the living entity is an armorstand just play the animation nonstop |
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if (livingEntity instanceof ArmorStandEntity) { |
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return PlayState.CONTINUE; |
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} |
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// elements 2 to 6 are the armor so we take the sublist. Armorlist now only |
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// contains the 4 armor slots |
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List<Item> armorList = new ArrayList<>(4); |
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for (EquipmentSlot slot : EquipmentSlot.values()) { |
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if (slot.getType() == EquipmentSlot.Type.ARMOR && livingEntity.getEquippedStack(slot) != null) { |
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armorList.add(livingEntity.getEquippedStack(slot).getItem()); |
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} |
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} |
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// Make sure the player is wearing all the armor. If they are, continue playing |
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// the animation, otherwise stop |
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boolean isWearingAll = armorList.contains(Items.LASERTAG_VEST); |
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return isWearingAll ? PlayState.CONTINUE : PlayState.STOP; |
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} |
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// All you need to do here is add your animation controllers to the |
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// AnimationData |
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@Override |
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public void registerControllers(AnimationData data) { |
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data.addAnimationController(new AnimationController<LasertagVestItem>(this, "controller", 20, this::predicate)); |
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} |
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@Override |
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public AnimationFactory getFactory() { |
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return this.factory; |
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} |
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} |
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