java.lang.NoSuchMethodException
Looks like there is no such constructor in target class, at least for these arguments. Usage of reflections is also not a very good way, is it possible to avoid them for your case?
java.lang.NoSuchMethodException
Looks like there is no such constructor in target class, at least for these arguments. Usage of reflections is also not a very good way, is it possible to avoid them for your case?
Please have a Python connection for API!
You can use libraries like Jyton to run python scripts if you need it. Python itself is too slow to work as a plugin language, so most likely that it will not appear officially
when plant get damage from player
In that case it should be simple - you can cancel the event and then damage plant manually, for example you can use getDamage and multiply it on level (or any other system that you will implement). Event itself don't provide you the plant object, but it provides you getGlobalID method, so you can get this object from the world with getObject method and apply custom damage to it with setStrength. That should work fine (probably)
Check the doc site, there's a GetDamage method for plants (check screenshow below). And also I've tested it locally, it tracks the damage as expected, but unfortunately I can't modify the value as I wanted :$
Wait, do you mean situation when player get damage from plant or when plant get damage from player (like tree cutting)? Event in the docs is about the second one
manipulate the incoming damage of vegatation entities
I think that there is no such damage for plants, most likely that they are not entities and have a separate object type. So you since you can't control thing that doesn't exist you will need to implement your own damage system for vegetation with these methods
In the next version plugin will check if there are more than one plugin jar in the folder and will show message to server admins (or singleplayer since in singleplayer you are an admin).
Bars color and their background color will be configurable
Colors can be in both RGB and RGBA formats (standart hex coding for color, so you can use any graphical program to select desired colors)
Hi, I think that for other events you can use getHealth and setHealth methods in player, but I'm not sure if they will show you damage animation or not
Suggestion: Configuration for the colors and transparency. For example healthBarColor = 0XB01A1AFF
That is a good idea, I thought about that earlier, this will be included in the next update
the stamina gauge would not change until it was empty.
This is a bug that will be fixed in next updates, you can disable health and stamina bars by replacing replaceHealthAndStamina to false in the config
So, the new update is here
Config update - now you can change most of new GUI parameters. Config will be generated automatically inside plugin folder after first launch.
Changes:
Config Example:
This config will make thin bars (as SonoBionda requested)
Make sure that you removed old plugin jar from the folder during an update
Download: version 0.2.0
Yes, order will change what element will be visible
And creating style each time fixes that:
This looks very promising!
Thank you, I enhanced them a bit, light is now much better (same as texture and UV map)
Hmm... changing visibility, opacity, width or height for the thirst or hunger icons work properly on my end
I think that I found an answer - if the style is created on plugin startup and applied to several elements it will change only the first element. Looks like style argument will be mutated, and if it will be applied to the next element it will not have effect.
For example code like this:
Will change thirstIcon, but hungerIcon will be same (s1 was initialised in onEnable)
In theory grid scale in Unity is same as Java, so grid-aligned blueprints should connect to each other fine. And they will connect even better if you will include terrain into them - terrain uses voxel-aligned grid with fixed size, so they will always connect to each other
Brief example
I exported two parts of same building from Java
And placed it into Unity with active grid
Building is perfectly aligned
copying the java version over to the unity version.
It will be better to recreate some large objects (like streets) in Unity instead of directly moving them from Java. Unity version don't have face culling, so even if your build is made from cubes you will get up to x6 times more polygons in Unity then in Java, which means huge FPS drops. So instead you can create similar construction, but with one huge element instead of dozens smaller. This will have a huge effect on large builds (like cities)
I had perfect streets in the java-version, copying them to the unity and placing them is terrible
In theory grid scale in Unity is same as Java, so grid-aligned blueprints should connect to each other fine. And they will connect even better if you will include terrain into them - terrain uses voxel-aligned grid with fixed size, so they will always connect to each other
New building system is much easier then the old one. You still can build in the same way as in old - there is still grid (scalable), old style of element placements and so on. But together with that new system allows any element be placed anywhere and have any size, rotation, color. It can be attached to other element with snapping and you can chose in which point. And the same thing works for objects and for blueprints, so it is a great universal building system that will help ypu build anything. All that you need is located in radial menu under C key or under some other hotkeys which are displayed in helper messages or in key options
if there was an option to make it auto snap to grid.
There is option to snap them to grid - press G for that. There is also F1 building help and radial menu on C with options
You can hide the HUD with writing HUD in the console.
I'm talking about automatic HUD hiding during screenshot. Built-in HUD do that automatically, custom - not
I'm not sure if this is intentional or not, but during some time objects in the main menu will become darker and darker up to the completely black color
And just an interesting thing - attempt to make a lamp with shadows