public class Slot extends Object
Modifier and Type | Field and Description |
---|---|
IInventory |
inventory
The inventory we want to extract a slot from.
|
int |
slotNumber
the id of the slot(also the index in the inventory arraylist)
|
int |
xDisplayPosition
display position of the inventory slot on the screen x axis
|
int |
yDisplayPosition
display position of the inventory slot on the screen y axis
|
Constructor and Description |
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Slot(IInventory par1IInventory,
int par2,
int par3,
int par4) |
Modifier and Type | Method and Description |
---|---|
boolean |
canTakeStack(EntityPlayer par1EntityPlayer)
Return whether this slot's stack can be taken from this slot.
|
ItemStack |
decrStackSize(int par1)
Decrease the size of the stack in slot (first int arg) by the amount of the second int arg.
|
boolean |
func_111238_b() |
Icon |
getBackgroundIconIndex() |
ResourceLocation |
getBackgroundIconTexture()
Gets the path of the texture file to use for the background image of this slot when drawing the GUI.
|
boolean |
getHasStack()
Returns if this slot contains a stack.
|
int |
getSlotIndex()
Retrieves the index in the inventory for this slot, this value should typically not
be used, but can be useful for some occasions.
|
int |
getSlotStackLimit()
Returns the maximum stack size for a given slot (usually the same as getInventoryStackLimit(), but 1 in the case
of armor slots)
|
ItemStack |
getStack()
Helper fnct to get the stack in the slot.
|
boolean |
isItemValid(ItemStack par1ItemStack)
Check if the stack is a valid item for this slot.
|
boolean |
isSlotInInventory(IInventory par1IInventory,
int par2)
returns true if this slot is in par2 of par1
|
void |
onPickupFromSlot(EntityPlayer par1EntityPlayer,
ItemStack par2ItemStack) |
void |
onSlotChange(ItemStack par1ItemStack,
ItemStack par2ItemStack)
if par2 has more items than par1, onCrafting(item,countIncrease) is called
|
void |
onSlotChanged()
Called when the stack in a Slot changes
|
void |
putStack(ItemStack par1ItemStack)
Helper method to put a stack in the slot.
|
void |
setBackgroundIcon(Icon icon)
Sets which icon index to use as the background image of the slot when it's empty.
|
void |
setBackgroundIconTexture(ResourceLocation texture)
Sets the texture file to use for the background image of the slot when it's empty.
|
public final IInventory inventory
public int slotNumber
public int xDisplayPosition
public int yDisplayPosition
public Slot(IInventory par1IInventory, int par2, int par3, int par4)
public void onSlotChange(ItemStack par1ItemStack, ItemStack par2ItemStack)
public void onPickupFromSlot(EntityPlayer par1EntityPlayer, ItemStack par2ItemStack)
public boolean isItemValid(ItemStack par1ItemStack)
public ItemStack getStack()
public boolean getHasStack()
public void putStack(ItemStack par1ItemStack)
public void onSlotChanged()
public int getSlotStackLimit()
public ItemStack decrStackSize(int par1)
public boolean isSlotInInventory(IInventory par1IInventory, int par2)
public boolean canTakeStack(EntityPlayer par1EntityPlayer)
public Icon getBackgroundIconIndex()
public boolean func_111238_b()
public ResourceLocation getBackgroundIconTexture()
public void setBackgroundIcon(Icon icon)
icon
- The icon to use, null for nonepublic void setBackgroundIconTexture(ResourceLocation texture)
textureFilename
- String: Path of texture file to use, or null to use "/gui/items.png"public int getSlotIndex()