zh_cn:tutorial:extendedscreenhandler
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| zh_cn:tutorial:extendedscreenhandler [2022/02/10 12:50] – created timothy_starman | zh_cn:tutorial:extendedscreenhandler [2022/02/10 13:32] (current) – Result timothy_starman | ||
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| - | ====== 使用扩展的 ScreenHandler 同步数据 ====== | + | ====== |
| - | 在本教程中,我们将使用 ExtendedScreenHandler 在 ScreenHandler 打开时将任意数据从服务器传输到客户端 ScreenHandler。 | + | 在本教程中,我们将使用 ExtendedScreenHandler |
| + | |||
| 在我们的示例中,我们将用方块的位置作为容器的标题。 | 在我们的示例中,我们将用方块的位置作为容器的标题。 | ||
| - | 要理解本教程,您需要阅读第一个[[tutorial: | + | ====== 方块实体 ====== |
| - | 此处没有代码的方法已在该教程中显示。 | + | 由于 Block 类根本不需要更改,我们将其留在这里。 |
| + | |||
| + | 我们的方块实体现在实现了 '' | ||
| + | |||
| + | <code java [enable_line_numbers=" | ||
| + | |||
| + | public class BoxBlockEntity extends BlockEntity implements ExtendedScreenHandlerFactory, | ||
| + | private final DefaultedList< | ||
| + | |||
| + | public BoxBlockEntity() { | ||
| + | super(Test.BOX_BLOCK_ENTITY); | ||
| + | } | ||
| + | |||
| + | |||
| + | //来自 ImplementedInventory 接口 | ||
| + | |||
| + | @Override | ||
| + | public DefaultedList< | ||
| + | return inventory; | ||
| + | |||
| + | } | ||
| + | |||
| + | // | ||
| + | |||
| + | @Override | ||
| + | public @Nullable ScreenHandler createMenu(int syncId, PlayerInventory playerInventory, | ||
| + | // | ||
| + | // | ||
| + | return new BoxScreenHandler(syncId, | ||
| + | } | ||
| + | |||
| + | @Override | ||
| + | public Text getDisplayName() { | ||
| + | return new TranslatableText(getCachedState().getBlock().getTranslationKey()); | ||
| + | } | ||
| + | |||
| + | // | ||
| + | |||
| + | // | ||
| + | //您写入 packetByteBuf 的内容将自动以(数据)包的形式传输到客户端 | ||
| + | // | ||
| + | // | ||
| + | // | ||
| + | @Override | ||
| + | public void writeScreenOpeningData(ServerPlayerEntity serverPlayerEntity, | ||
| + | //pos 字段是 BlockEntity 的公共字段 | ||
| + | packetByteBuf.writeBlockPos(pos); | ||
| + | } | ||
| + | } | ||
| + | |||
| + | </ | ||
| + | |||
| + | ====== 新的 ExtendedScreenHandler (实例) ====== | ||
| + | |||
| + | <code java [enable_line_numbers=" | ||
| + | public class BoxScreenHandler extends ScreenHandler { | ||
| + | // | ||
| + | private BlockPos pos; | ||
| + | private final Inventory inventory; | ||
| + | |||
| + | // | ||
| + | // | ||
| + | |||
| + | // | ||
| + | public BoxScreenHandler(int syncId, PlayerInventory playerInventory, | ||
| + | this(syncId, | ||
| + | pos = buf.readBlockPos(); | ||
| + | } | ||
| + | |||
| + | // | ||
| + | public BoxScreenHandler(int syncId, PlayerInventory playerInventory, | ||
| + | //[...] | ||
| + | // | ||
| + | |||
| + | //想一想,为什么我们在这里使用 BlockPos.ORIGIN? | ||
| + | //This is because the packetByteBuf with our blockPosition is only availible on the Client, so we need a placeholder | ||
| + | //value here. This is not a problem however, as the Server version of the ScreenHandler does not really need this | ||
| + | // | ||
| + | // | ||
| + | //因为 ScreenHandler 的服务器版本并不真正需要此信息。 | ||
| + | pos = BlockPos.ORIGIN; | ||
| + | |||
| + | | ||
| + | } | ||
| + | |||
| + | //这个 getter 将被我们的 Screen 类使用 | ||
| + | public BlockPos getPos() { | ||
| + | return pos; | ||
| + | } | ||
| + | |||
| + | @Override | ||
| + | public boolean canUse(PlayerEntity player) { | ||
| + | return this.inventory.canPlayerUse(player); | ||
| + | } | ||
| + | |||
| + | // 参阅 Screenhandler | ||
| + | // Shift + Player Inv Slot | ||
| + | @Override | ||
| + | public ItemStack transferSlot(PlayerEntity player, int invSlot); | ||
| + | } | ||
| + | </ | ||
| + | |||
| + | ====== 在 Screen 中使用 ExtendedScreenHandler 信息 ====== | ||
| + | |||
| + | <code java [enable_line_numbers=" | ||
| + | |||
| + | public class BoxScreen extends HandledScreen< | ||
| + | private static final Identifier TEXTURE = new Identifier(" | ||
| + | |||
| + | public BoxScreen(ScreenHandler handler, PlayerInventory inventory, Text title) { | ||
| + | super(handler, | ||
| + | // | ||
| + | } | ||
| + | |||
| + | // | ||
| + | //我们在此处获取具有正确 BlockPos | ||
| + | private static Optional< | ||
| + | if (handler instanceof BoxScreenHandler) { | ||
| + | BlockPos pos = ((BoxScreenHandler) handler).getPos(); | ||
| + | return pos != null ? Optional.of(new LiteralText(" | ||
| + | } else { | ||
| + | return Optional.empty(); | ||
| + | } | ||
| + | } | ||
| + | |||
| + | |||
| + | @Override | ||
| + | protected void drawBackground(MatrixStack matrices, float delta, int mouseX, int mouseY) { [...] } | ||
| + | |||
| + | @Override | ||
| + | public void render(MatrixStack matrices, int mouseX, int mouseY, float delta) { [...] } | ||
| + | |||
| + | @Override | ||
| + | protected void init() { [...] } | ||
| + | } | ||
| + | |||
| + | </ | ||
| + | |||
| + | ====== 注册我们的 ScreenHandler ====== | ||
| + | |||
| + | <code java [enable_line_numbers=" | ||
| + | public class ExampleMod implements ModInitializer { | ||
| + | |||
| + | [...] | ||
| + | public static final ScreenHandlerType< | ||
| + | |||
| + | static { | ||
| + | [...] | ||
| + | |||
| + | // | ||
| + | BOX_SCREEN_HANDLER = ScreenHandlerRegistry.registerExtended(BOX, | ||
| + | } | ||
| + | |||
| + | @Override | ||
| + | public void onInitialize() { | ||
| + | |||
| + | } | ||
| + | } | ||
| + | </ | ||
| + | |||
| + | ====== 结果 ====== | ||
| + | 您现在已经了解了如何在 ScreenHandler 打开时传输数据。 在图像中您可以看到结果:方块的标题现在是它的位置。 | ||
| + | 请注意,这只是一个演示,还有更简单的方法可以将位置设置为标题。 | ||
| + | |||
| + | 您可能想知道:// | ||
| + | 这可以通过在屏幕打开后发送自定义数据包来实现。 (see: [[tutorial: | ||
| + | 您可能还想看看'' | ||
| + | |||
| + | 如果您只想同步整数值,您可以使用'' | ||
| + | |||
| + | {{: | ||
| + | |||
zh_cn/tutorial/extendedscreenhandler.1644497430.txt.gz · Last modified: 2022/02/10 12:50 by timothy_starman