Adds in item scrubber
Fixes vault item highlight issue with new vault GUI
Begin adding some functions from Tinkers Construct, as well as assets.
Add a nether resource dimension
This commit is contained in:
Tara 2023-01-16 18:22:40 -07:00
parent f3bce6751b
commit 2a3fec5d66
140 changed files with 2984 additions and 215 deletions

View file

@ -0,0 +1,68 @@
package dev.zontreck.otemod.implementation.vault;
import java.util.UUID;
import com.mojang.blaze3d.systems.RenderSystem;
import com.mojang.blaze3d.vertex.PoseStack;
import dev.zontreck.otemod.OTEMod;
import net.minecraft.client.gui.screens.inventory.AbstractContainerScreen;
import net.minecraft.client.renderer.GameRenderer;
import net.minecraft.network.chat.Component;
import net.minecraft.resources.ResourceLocation;
import net.minecraft.world.entity.player.Inventory;
public class VaultScreen extends AbstractContainerScreen <VaultMenu>
{
// 176x224
public final UUID VaultMenuID;
private static final ResourceLocation TEXTURE = new ResourceLocation(OTEMod.MOD_ID, "textures/gui/vault.png");
public VaultScreen(VaultMenu container, Inventory playerInv, Component comp){
super(container, playerInv, comp);
this.VaultMenuID = container.VaultMenuID;
this.leftPos = 0;
this.topPos = 0;
this.imageWidth = 207;
this.imageHeight = 238;
}
@Override
public void render(PoseStack stack, int mouseX, int mouseY, float partialTicks)
{
this.renderBackground(stack);
super.render(stack, mouseX, mouseY, partialTicks);
this.renderTooltip(stack, mouseX, mouseY);
}
@Override
protected void renderLabels(PoseStack stack, int mouseX, int mouseY)
{
this.font.draw(stack, this.title, 63, 12, 0xFFFFFF);
this.font.draw(stack, this.playerInventoryTitle, 63, 146, 0xFFFFFF);
//this.font.draw(stack, this.title.getString(), this.leftPos + 17, this.topPos + 15, 0xFFFFFF);
//this.font.draw(stack, this.playerInventoryTitle.getString(), this.leftPos + 17, this.topPos + 123, 0xFFFFFF);
}
@Override
protected void init()
{
super.init();
// This is where custom controls would be added!
}
@Override
protected void renderBg(PoseStack stack, float mouseX, int mouseY, int partialTicks)
{
renderBackground(stack);
RenderSystem.setShader(GameRenderer::getPositionTexShader);
RenderSystem.setShaderColor (1.0f, 1.0f, 1.0f, 1.0f);
RenderSystem.setShaderTexture(0, TEXTURE);
blit(stack, this.leftPos, this.topPos, 0, 0, this.imageWidth, this.imageHeight);
}
}