Setup
Basics
- Conventions and Terminology
- Registries
- Development Tools
In this tutorial, you are going to achieve:
There is a series of interfaces named [EventName]Callback. They will handle the events (get called by mixins), invoke callbacks which are registered on mod initialization.
Event Callbacks provided by Fabric API can be found in net.fabricmc.fabric.api.event
package.
Here is a partial list of existing callbacks.
Player: AttackBlockCallback / AttackEntityCallback / UseBlockCallback / UseEntityCallback / UseItemCallback
Player (Client): ClientPickBlockApplyCallback / ClientPickBlockCallback / ClientPickBlockGatherCallback
BlockConstructedCallback / ItemConstructedCallback
RegistryEntryAddedCallback / RegistryEntryRemovedCallback / RegistryIdRemapCallback
There is an example using LootTableLoadingCallback
you can find here.
Although there are plenty of events already provided by Fabric API, you can still make your own events. Please refer to events.
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Let's see Take AttackBlockCallback
as an example for how register a listener
Basically, we are going to … (an event listener) callback to listen the event.
Since there is not more a method that is able to be called on a block clicked, you may want to. If you want to make a ;
As stated in javadoc of AttackBlockCallback
, this event accepts ; You can interrupt and stop continuing by sending ActionResult.SUCCESS;
/**
* Callback for left-clicking ("attacking") a block.
* Is hooked in before the spectator check, so make sure to check for the player's game mode as well!
*
* <p>Upon return:
* <ul><li>SUCCESS cancels further processing and, on the client, sends a packet to the server.
* <li>PASS falls back to further processing.
* <li>FAIL cancels further processing and does not send a packet to the server.</ul>
*
* <p>ATTACK_BLOCK does not let you control the packet sending process yet.
*/
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public class ExampleMod implements ModInitializer { [...] @Override public void onInitialize() { AttackBlockCallback.EVENT.register((player, world, hand, pos, direction) -> { // Do sth... if ([condition]) { return ActionResult.SUCCESS; } else { return ActionResult.PASS; } }) } }
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