public interface ICellHandler
ICellRegistry| Modifier and Type | Method and Description |
|---|---|
default <T extends IAEStack<T>> |
cellIdleDrain(net.minecraft.item.ItemStack is,
ICellInventoryHandler<T> handler) |
<T extends IAEStack<T>> |
getCellInventory(net.minecraft.item.ItemStack is,
ISaveProvider host,
IStorageChannel<T> channel)
If you cannot handle the provided item, return null
|
default <T extends IAEStack<T>> |
getStatusForCell(net.minecraft.item.ItemStack is,
ICellInventoryHandler<T> handler)
0 - cell is missing.
1 - green, ( usually means available room for types or items. )
2 - orange, ( usually means available room for items, but not types. )
3 - red, ( usually means the cell is 100% full )
|
boolean |
isCell(net.minecraft.item.ItemStack is)
return true if the provided item is handled by your cell handler. ( AE May choose to skip this method, and just
request a handler )
|
boolean isCell(net.minecraft.item.ItemStack is)
is - to be checked item<T extends IAEStack<T>> ICellInventoryHandler<T> getCellInventory(net.minecraft.item.ItemStack is, ISaveProvider host, IStorageChannel<T> channel)
is - a storage cell item.host - anytime the contents of your storage cell changes it should use this to request a save, please
note, this value can be null. If provided, the host is responsible for persisting the cell content.channel - the storage channel requested.default <T extends IAEStack<T>> int getStatusForCell(net.minecraft.item.ItemStack is, ICellInventoryHandler<T> handler)
is - the cell item. ( use the handler for any details you can )handler - the handler for the cell is provides for reference, you can cast this to your handler.default <T extends IAEStack<T>> double cellIdleDrain(net.minecraft.item.ItemStack is, ICellInventoryHandler<T> handler)