Package xk.xact.inventory

Examples of xk.xact.inventory.Inventory


  public boolean recentlyUpdated = true;


  public CraftPad(ItemStack stack, EntityPlayer player) {
    this.player = player;
    this.outputInv = new Inventory( 1, "outputInv" ) {
      @Override
      public void onInventoryChanged() {
        super.onInventoryChanged();
        updateState();
      }
    };
    this.gridInv = new Inventory( 9, "gridInv" ) {
      @Override
      public void onInventoryChanged() {
        super.onInventoryChanged();
        inventoryChanged = true;
        updateRecipe();
        updateState();
      }
    };
    this.chipInv = new Inventory( 1, "chipInv" ) {
      @Override
      public void onInventoryChanged() {
        super.onInventoryChanged();
        inventoryChanged = true;
        updateRecipe();
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  private Inventory internalInventory;

  public boolean inventoryChanged = false;

  public ChipCase(ItemStack itemStack) {
    this.internalInventory = new Inventory( 30, "libraryStorage" ) {
      @Override
      public void onInventoryChanged() {
        super.onInventoryChanged();
        inventoryChanged = true;
      }
View Full Code Here

  public Inventory craftingGrid; // size 9
  public Inventory outputInv; // size 1
  public Inventory subGrid; // size 9;

  public TileWorkbench() {
    this.craftingGrid = new Inventory( 9, "craftingGrid" );
    this.outputInv = new Inventory( 1, "outputInv" ) {

      @Override
      public ItemStack decrStackSize(int slotID, int amount) {
        ItemStack stackInSlot = getStackInSlot( slotID );
        if( stackInSlot != null ) {
          setInventorySlotContents( slotID, null );
        }
        return stackInSlot;
      }
    };
    this.subGrid = new Inventory( 9, "subGrid" );
  }
View Full Code Here

  // Used by GuiCrafter to update it's internal state.
  // Should only be accessed client-side for rendering purposes.
  public boolean recentlyUpdated = false;

  public TileCrafter() {
    this.results = new Inventory( getRecipeCount(), "Results" );
    this.circuits = new Inventory( 4, "Encoded Recipes" ) {
      @Override
      public void onInventoryChanged() {
        TileCrafter.this.updateRecipes();
        stateUpdatePending = true;
        recentlyUpdated = true;
      }
    };
    this.craftGrid = new Inventory( 9, "CraftingGrid" ) {
      @Override
      public void onInventoryChanged() {
        TileCrafter.this.updateRecipes();
        stateUpdatePending = true;
        recentlyUpdated = true;
      }
    };
    this.resources = new Inventory( 3 * 9, "Resources" ) {
      @Override
      public void onInventoryChanged() {
        TileCrafter.this.onInventoryChanged();
      }
    };
View Full Code Here

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