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https://github.com/SquidDev-CC/CC-Tweaked
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@@ -6,30 +6,29 @@
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package dan200.computercraft.api.pocket;
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import javax.annotation.Nonnull;
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import javax.annotation.Nullable;
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import dan200.computercraft.api.ComputerCraftAPI;
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import dan200.computercraft.api.peripheral.IPeripheral;
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import dan200.computercraft.api.turtle.ITurtleUpgrade;
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import net.minecraft.item.ItemStack;
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import net.minecraft.util.Identifier;
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import net.minecraft.world.World;
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import javax.annotation.Nonnull;
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import javax.annotation.Nullable;
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/**
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* Additional peripherals for pocket computers.
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*
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* This is similar to {@link ITurtleUpgrade}.
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*/
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public interface IPocketUpgrade
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{
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public interface IPocketUpgrade {
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/**
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* Gets a unique identifier representing this type of turtle upgrade. eg: "computercraft:wireless_modem" or
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* "my_mod:my_upgrade".
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* Gets a unique identifier representing this type of turtle upgrade. eg: "computercraft:wireless_modem" or "my_mod:my_upgrade".
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*
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* You should use a unique resource domain to ensure this upgrade is uniquely identified. The upgrade will fail
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* registration if an already used ID is specified.
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* You should use a unique resource domain to ensure this upgrade is uniquely identified. The upgrade will fail registration if an already used ID is
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* specified.
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*
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* @return The upgrade's id.
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* @see IPocketUpgrade#getUpgradeID()
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@@ -50,12 +49,11 @@ public interface IPocketUpgrade
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String getUnlocalisedAdjective();
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/**
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* Return an item stack representing the type of item that a pocket computer must be crafted with to create a
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* pocket computer which holds this upgrade. This item stack is also used to determine the upgrade given by
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* {@code pocket.equip()}/{@code pocket.unequip()}.
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* Return an item stack representing the type of item that a pocket computer must be crafted with to create a pocket computer which holds this upgrade.
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* This item stack is also used to determine the upgrade given by {@code pocket.equip()}/{@code pocket.unequip()}.
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*
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* Ideally this should be constant over a session. It is recommended that you cache
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* the item too, in order to prevent constructing it every time the method is called.
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* Ideally this should be constant over a session. It is recommended that you cache the item too, in order to prevent constructing it every time the
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* method is called.
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*
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* @return The item stack used for crafting. This can be {@link ItemStack#EMPTY} if crafting is disabled.
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*/
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@@ -65,41 +63,37 @@ public interface IPocketUpgrade
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/**
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* Creates a peripheral for the pocket computer.
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*
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* The peripheral created will be stored for the lifetime of the upgrade, will be passed an argument to
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* {@link #update(IPocketAccess, IPeripheral)} and will be attached, detached and have methods called in the same
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* manner as an ordinary peripheral.
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* The peripheral created will be stored for the lifetime of the upgrade, will be passed an argument to {@link #update(IPocketAccess, IPeripheral)} and
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* will be attached, detached and have methods called in the same manner as an ordinary peripheral.
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*
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* @param access The access object for the pocket item stack.
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* @return The newly created peripheral.
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* @see #update(IPocketAccess, IPeripheral)
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*/
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@Nullable
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IPeripheral createPeripheral( @Nonnull IPocketAccess access );
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IPeripheral createPeripheral(@Nonnull IPocketAccess access);
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/**
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* Called when the pocket computer item stack updates.
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*
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* @param access The access object for the pocket item stack.
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* @param access The access object for the pocket item stack.
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* @param peripheral The peripheral for this upgrade.
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* @see #createPeripheral(IPocketAccess)
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*/
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default void update( @Nonnull IPocketAccess access, @Nullable IPeripheral peripheral )
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{
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default void update(@Nonnull IPocketAccess access, @Nullable IPeripheral peripheral) {
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}
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/**
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* Called when the pocket computer is right clicked.
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*
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* @param world The world the computer is in.
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* @param access The access object for the pocket item stack.
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* @param world The world the computer is in.
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* @param access The access object for the pocket item stack.
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* @param peripheral The peripheral for this upgrade.
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* @return {@code true} to stop the GUI from opening, otherwise false. You should always provide some code path
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* which returns {@code false}, such as requiring the player to be sneaking - otherwise they will be unable to
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* access the GUI.
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* @return {@code true} to stop the GUI from opening, otherwise false. You should always provide some code path which returns {@code false}, such as
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* requiring the player to be sneaking - otherwise they will be unable to access the GUI.
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* @see #createPeripheral(IPocketAccess)
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*/
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default boolean onRightClick( @Nonnull World world, @Nonnull IPocketAccess access, @Nullable IPeripheral peripheral )
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{
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default boolean onRightClick(@Nonnull World world, @Nonnull IPocketAccess access, @Nullable IPeripheral peripheral) {
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return false;
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}
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}
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