public class BoxScreenHandler extends ScreenHandler { private final Inventory inventory; // 服务器想要客户端开启 screenHandler 时,客户端调用这个构造器。 // 如有空的物品栏,客户端会调用其他构造器,screenHandler 将会自动 // 在客户端将空白物品栏同步给物品栏。 public BoxScreenHandler(int syncId, PlayerInventory playerInventory) { this(syncId, playerInventory, new SimpleInventory(9)); } // 这个构造器是在服务器的 BlockEntity 中被调用的,无需线调用其他构造器,服务器知道容器的物品栏 // 并直接将其作为参数传入。然后物品栏在客户端完成同步。 public BoxScreenHandler(int syncId, PlayerInventory playerInventory, Inventory inventory) { super(ExampleMod.BOX_SCREEN_HANDLER, syncId); checkSize(inventory, 9); this.inventory = inventory; // 玩家开启时,一些物品栏有自定义的逻辑。 inventory.onOpen(playerInventory.player); // 这会将槽位放置在 3×3 网格的正确位置中。这些槽位在客户端和服务器中都存在! // 但是这不会渲染槽位的背景,这是 Screens 类的工作 int m; int l; //Our inventory for (m = 0; m < 3; ++m) { for (l = 0; l < 3; ++l) { this.addSlot(new Slot(inventory, l + m * 3, 62 + l * 18, 17 + m * 18)); } } // 玩家物品栏 for (m = 0; m < 3; ++m) { for (l = 0; l < 9; ++l) { this.addSlot(new Slot(playerInventory, l + m * 9 + 9, 8 + l * 18, 84 + m * 18)); } } // 玩家快捷栏 for (m = 0; m < 9; ++m) { this.addSlot(new Slot(playerInventory, m, 8 + m * 18, 142)); } } @Override public boolean canUse(PlayerEntity player) { return this.inventory.canPlayerUse(player); } // Shift + 玩家物品栏槽位 @Override public ItemStack transferSlot(PlayerEntity player, int invSlot) { ItemStack newStack = ItemStack.EMPTY; Slot slot = this.slots.get(invSlot); if (slot != null && slot.hasStack()) { ItemStack originalStack = slot.getStack(); newStack = originalStack.copy(); if (invSlot < this.inventory.size()) { if (!this.insertItem(originalStack, this.inventory.size(), this.slots.size(), true)) { return ItemStack.EMPTY; } } else if (!this.insertItem(originalStack, 0, this.inventory.size(), false)) { return ItemStack.EMPTY; } if (originalStack.isEmpty()) { slot.setStack(ItemStack.EMPTY); } else { slot.markDirty(); } } return newStack; } }