use of com.simibubi.create.foundation.ponder.element.EntityElement in project Create by Creators-of-Create.
the class ChassisScenes method superGlue.
public static void superGlue(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("super_glue", "Attaching blocks using Super Glue");
scene.configureBasePlate(0, 0, 5);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(5);
scene.world.showSection(util.select.layer(1), Direction.DOWN);
scene.idle(10);
BlockPos central = util.grid.at(2, 2, 2);
ElementLink<WorldSectionElement> plank = scene.world.showIndependentSection(util.select.position(central), Direction.DOWN);
scene.idle(15);
Vec3 blockSurface = util.vector.blockSurface(central, Direction.NORTH);
scene.overlay.showControls(new InputWindowElement(blockSurface, Pointing.DOWN).rightClick().withItem(AllItems.SUPER_GLUE.asStack()), 40);
scene.idle(7);
ElementLink<EntityElement> glueEntity = scene.world.createGlueEntity(central, Direction.NORTH);
scene.idle(10);
scene.overlay.showText(60).pointAt(blockSurface).placeNearTarget().text("Super Glue can be used between any two blocks").colored(PonderPalette.GREEN);
scene.idle(50);
scene.world.glueBlockOnto(central.north(), Direction.SOUTH, plank);
scene.idle(20);
scene.world.modifyEntity(glueEntity, Entity::discard);
BlockPos bearingPos = util.grid.at(2, 1, 2);
scene.world.configureCenterOfRotation(plank, util.vector.centerOf(bearingPos));
scene.world.rotateBearing(bearingPos, 360, 80);
scene.world.rotateSection(plank, 0, 360, 0, 80);
scene.idle(30);
scene.overlay.showText(80).attachKeyFrame().pointAt(util.vector.topOf(central)).placeNearTarget().text("The attached blocks will move together when assembled into a Contraption");
scene.idle(90);
scene.overlay.showText(50).attachKeyFrame().pointAt(util.vector.topOf(central)).placeNearTarget().text("Whenever Super Glue is held in the off-hand...");
scene.idle(60);
scene.world.glueBlockOnto(central.south(), Direction.NORTH, plank);
scene.idle(5);
scene.world.glueBlockOnto(central.north().east(), Direction.WEST, plank);
scene.idle(5);
scene.world.glueBlockOnto(central.above(), Direction.DOWN, plank);
scene.idle(5);
scene.world.glueBlockOnto(central.south().west(), Direction.EAST, plank);
scene.idle(10);
scene.overlay.showText(80).pointAt(util.vector.topOf(central).subtract(.5, 0, 0)).placeNearTarget().text("...added blocks will be glued to the face they were placed on automatically");
scene.idle(90);
scene.world.rotateBearing(bearingPos, 360, 80);
scene.world.rotateSection(plank, 0, 360, 0, 80);
scene.idle(90);
glueEntity = scene.world.createGlueEntity(central, Direction.UP);
scene.world.destroyBlock(central.above());
scene.idle(20);
scene.addKeyframe();
scene.overlay.showControls(new InputWindowElement(util.vector.topOf(central), Pointing.DOWN).leftClick(), 40);
scene.idle(7);
scene.world.modifyEntity(glueEntity, Entity::discard);
scene.effects.superGlue(central, Direction.UP, false);
scene.idle(10);
scene.overlay.showText(60).pointAt(util.vector.topOf(central)).placeNearTarget().text("Super Glue can be removed with Left-Click");
}
use of com.simibubi.create.foundation.ponder.element.EntityElement in project Create by Creators-of-Create.
the class ChassisScenes method linearAttachement.
public static void linearAttachement(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("linear_chassis_attachment", "Attaching blocks using Linear Chassis");
scene.configureBasePlate(0, 0, 5);
scene.setSceneOffsetY(-1);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(5);
BlockPos chassisPos = util.grid.at(2, 2, 2);
Selection chassis = util.select.position(chassisPos);
scene.world.showSection(util.select.layer(1), Direction.DOWN);
scene.world.showSection(chassis, Direction.DOWN);
scene.idle(10);
InputWindowElement input = new InputWindowElement(util.vector.blockSurface(chassisPos, Direction.WEST), Pointing.LEFT).rightClick().withItem(new ItemStack(Items.SLIME_BALL));
scene.overlay.showControls(input, 30);
scene.idle(7);
scene.world.modifyBlock(chassisPos, s -> s.setValue(LinearChassisBlock.STICKY_BOTTOM, true), false);
scene.effects.superGlue(chassisPos, Direction.WEST, false);
scene.idle(30);
scene.overlay.showText(60).text("The open faces of a Linear Chassis can be made Sticky").placeNearTarget().pointAt(util.vector.blockSurface(chassisPos, Direction.WEST));
scene.idle(70);
scene.overlay.showControls(input, 15);
scene.idle(7);
scene.world.modifyBlock(chassisPos, s -> s.setValue(LinearChassisBlock.STICKY_TOP, true), false);
scene.effects.superGlue(chassisPos, Direction.EAST, false);
scene.idle(15);
scene.overlay.showText(60).text("Click again to make the opposite side sticky").placeNearTarget().pointAt(util.vector.topOf(chassisPos));
scene.idle(10);
scene.rotateCameraY(60);
scene.idle(35);
scene.rotateCameraY(-60);
scene.idle(25);
scene.overlay.showControls(new InputWindowElement(util.vector.blockSurface(chassisPos, Direction.WEST), Pointing.LEFT).rightClick().whileSneaking(), 30);
scene.idle(7);
scene.world.modifyBlock(chassisPos, s -> s.setValue(LinearChassisBlock.STICKY_BOTTOM, false), false);
scene.effects.superGlue(chassisPos, Direction.WEST, false);
scene.idle(30);
scene.overlay.showText(60).text("Sneak and Right-Click with an empty hand to remove the slime").placeNearTarget().pointAt(util.vector.blockSurface(chassisPos, Direction.WEST));
scene.idle(70);
scene.world.hideSection(chassis, Direction.UP);
scene.idle(20);
ElementLink<WorldSectionElement> glassSection = scene.world.showIndependentSection(util.select.position(chassisPos.above()), Direction.DOWN);
scene.world.moveSection(glassSection, util.vector.of(0, -1, 0), 0);
scene.idle(25);
scene.addKeyframe();
scene.world.showSectionAndMerge(util.select.fromTo(2, 4, 2, 2, 5, 2), Direction.DOWN, glassSection);
ElementLink<WorldSectionElement> topGlassSection = scene.world.showIndependentSection(util.select.position(2, 6, 2), Direction.DOWN);
scene.world.moveSection(topGlassSection, util.vector.of(0, -1, 0), 0);
scene.idle(30);
Selection column1 = util.select.fromTo(2, 3, 2, 2, 3, 2);
Selection column2 = util.select.fromTo(2, 3, 2, 2, 4, 2);
Selection column3 = util.select.fromTo(2, 3, 2, 2, 5, 2);
scene.overlay.showSelectionWithText(column3, 80).colored(PonderPalette.GREEN).text("Stickied faces of the Linear Chassis will attach a line of blocks in front of it").placeNearTarget();
scene.idle(90);
BlockPos bearingPos = util.grid.at(2, 1, 2);
scene.world.configureCenterOfRotation(glassSection, util.vector.centerOf(bearingPos));
scene.world.rotateBearing(bearingPos, 180, 40);
scene.world.rotateSection(glassSection, 0, 180, 0, 40);
scene.world.rotateSection(topGlassSection, 0, 180, 0, 40);
scene.idle(50);
Vec3 blockSurface = util.vector.blockSurface(chassisPos, Direction.NORTH);
scene.overlay.showCenteredScrollInput(chassisPos, Direction.NORTH, 50);
scene.overlay.showControls(new InputWindowElement(blockSurface, Pointing.UP).scroll().withWrench(), 50);
scene.idle(10);
scene.overlay.showOutline(PonderPalette.WHITE, chassis, column3, 20);
scene.idle(10);
scene.overlay.showOutline(PonderPalette.WHITE, chassis, column2, 20);
scene.idle(10);
scene.overlay.showOutline(PonderPalette.WHITE, chassis, column1, 20);
scene.idle(10);
scene.overlay.showOutline(PonderPalette.WHITE, chassis, column2, 15);
scene.idle(10);
scene.overlay.showText(60).pointAt(blockSurface).text("Using a Wrench, a precise Range can be specified for this chassis").placeNearTarget();
scene.idle(70);
scene.world.rotateBearing(bearingPos, 180, 40);
scene.world.rotateSection(glassSection, 0, 180, 0, 40);
scene.idle(50);
scene.world.rotateSection(topGlassSection, 0, 180, 0, 0);
scene.world.showSectionAndMerge(util.select.position(1, 3, 2), Direction.UP, glassSection);
scene.world.showSectionAndMerge(util.select.position(3, 3, 2), Direction.UP, glassSection);
scene.world.showSectionAndMerge(util.select.fromTo(1, 4, 2, 1, 6, 2), Direction.DOWN, glassSection);
scene.world.showSectionAndMerge(util.select.fromTo(3, 4, 2, 3, 6, 2), Direction.DOWN, glassSection);
scene.addKeyframe();
scene.idle(20);
scene.overlay.showCenteredScrollInput(chassisPos, Direction.NORTH, 50);
scene.overlay.showControls(new InputWindowElement(blockSurface, Pointing.UP).whileCTRL().scroll().withWrench(), 50);
column1 = util.select.fromTo(1, 3, 2, 3, 3, 2);
column2 = util.select.fromTo(1, 3, 2, 3, 4, 2);
column3 = util.select.fromTo(1, 3, 2, 3, 5, 2);
scene.idle(10);
scene.overlay.showOutline(PonderPalette.WHITE, chassis, column2, 20);
scene.idle(10);
scene.overlay.showOutline(PonderPalette.WHITE, chassis, column1, 20);
scene.idle(10);
scene.overlay.showOutline(PonderPalette.WHITE, chassis, column2, 20);
scene.idle(10);
scene.overlay.showOutline(PonderPalette.WHITE, chassis, column3, 15);
scene.idle(10);
scene.overlay.showText(80).pointAt(blockSurface).text("Holding CTRL and scrolling adjusts the range of all attached Chassis Blocks").placeNearTarget();
scene.idle(90);
scene.world.rotateBearing(bearingPos, 180, 40);
scene.world.rotateSection(glassSection, 0, 180, 0, 40);
scene.world.rotateSection(topGlassSection, 0, 180, 0, 40);
scene.idle(50);
Vec3 glueSurface = util.vector.blockSurface(chassisPos.west(), Direction.NORTH);
scene.overlay.showText(80).attachKeyFrame().pointAt(glueSurface).text("Attaching blocks to any other side requires the use of Super Glue").placeNearTarget();
scene.idle(90);
scene.overlay.showControls(new InputWindowElement(glueSurface, Pointing.DOWN).rightClick().withItem(AllItems.SUPER_GLUE.asStack()), 30);
scene.idle(7);
ElementLink<EntityElement> glueEntity = scene.world.createGlueEntity(chassisPos.west(), Direction.NORTH);
scene.idle(20);
ElementLink<WorldSectionElement> gluedPlank = scene.world.showIndependentSection(util.select.position(3, 3, 1), Direction.SOUTH);
scene.world.moveSection(gluedPlank, util.vector.of(-2, -1, 0), 0);
scene.idle(15);
scene.effects.superGlue(chassisPos.west(), Direction.NORTH, true);
scene.idle(20);
scene.world.modifyEntity(glueEntity, Entity::discard);
scene.world.hideIndependentSection(glassSection, Direction.UP);
scene.world.hideIndependentSection(gluedPlank, Direction.UP);
scene.world.hideIndependentSection(topGlassSection, Direction.UP);
scene.idle(15);
scene.addKeyframe();
ElementLink<WorldSectionElement> chain = scene.world.showIndependentSection(util.select.position(2, 7, 2), Direction.DOWN);
scene.world.configureCenterOfRotation(chain, util.vector.centerOf(bearingPos));
scene.world.moveSection(chain, util.vector.of(0, -5, 0), 0);
scene.idle(10);
scene.world.showSectionAndMerge(util.select.fromTo(2, 8, 2, 3, 9, 2), Direction.DOWN, chain);
scene.idle(10);
scene.world.showSectionAndMerge(util.select.fromTo(3, 9, 1, 3, 9, 0), Direction.SOUTH, chain);
scene.idle(10);
scene.world.showSectionAndMerge(util.select.fromTo(2, 9, 0, 1, 9, 0), Direction.EAST, chain);
scene.idle(20);
scene.overlay.showText(80).pointAt(util.vector.topOf(chassisPos.above(2))).text("Using these mechanics, structures of any shape can move as a Contraption").placeNearTarget();
scene.idle(30);
scene.world.rotateBearing(bearingPos, 720, 160);
scene.world.rotateSection(chain, 0, 720, 0, 160);
}
use of com.simibubi.create.foundation.ponder.element.EntityElement in project Create by Creators-of-Create.
the class ChuteScenes method downward.
public static void downward(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("chute", "Transporting Items downward via Chutes");
scene.configureBasePlate(0, 0, 5);
scene.scaleSceneView(.9f);
scene.world.showSection(util.select.layer(0), Direction.UP);
ElementLink<WorldSectionElement> top = scene.world.showIndependentSection(util.select.fromTo(3, 3, 3, 3, 4, 3), Direction.DOWN);
ElementLink<WorldSectionElement> bottom = scene.world.showIndependentSection(util.select.fromTo(3, 2, 3, 3, 1, 3), Direction.DOWN);
scene.world.moveSection(bottom, util.vector.of(-2, 0, -1), 0);
scene.world.moveSection(top, util.vector.of(0, 0, -1), 0);
scene.idle(20);
ItemStack stack = new ItemStack(Items.COPPER_BLOCK);
scene.world.createItemEntity(util.vector.centerOf(util.grid.at(3, 3, 2)), util.vector.of(0, -0.1, 0), stack);
scene.idle(20);
ElementLink<EntityElement> remove = scene.world.createItemEntity(util.vector.centerOf(util.grid.at(1, 5, 2)), util.vector.of(0, 0.1, 0), stack);
scene.idle(15);
scene.world.modifyEntity(remove, Entity::discard);
scene.overlay.showText(60).attachKeyFrame().pointAt(util.vector.topOf(util.grid.at(1, 2, 2))).placeNearTarget().text("Chutes can transport items vertically from and to inventories");
scene.idle(70);
scene.world.modifyEntities(ItemEntity.class, Entity::discard);
scene.world.moveSection(bottom, util.vector.of(1, 0, 0), 10);
scene.world.moveSection(top, util.vector.of(-1, 0, 0), 10);
scene.idle(20);
scene.overlay.showControls(new InputWindowElement(util.vector.blockSurface(util.grid.at(2, 3, 2), Direction.NORTH), Pointing.RIGHT).rightClick().withWrench(), 40);
scene.idle(7);
scene.world.modifyBlock(util.grid.at(3, 3, 3), s -> s.setValue(ChuteBlock.SHAPE, ChuteBlock.Shape.WINDOW), false);
scene.overlay.showText(50).attachKeyFrame().pointAt(util.vector.blockSurface(util.grid.at(2, 3, 2), Direction.WEST)).placeNearTarget().text("Using the Wrench, a window can be created");
scene.idle(10);
scene.world.modifyBlock(util.grid.at(3, 2, 3), s -> s.setValue(SHAPE, Shape.WINDOW), false);
for (int i = 0; i < 8; i++) {
scene.idle(10);
scene.world.createItemOnBeltLike(util.grid.at(3, 3, 3), Direction.UP, stack);
}
scene.idle(20);
scene.world.hideIndependentSection(bottom, Direction.EAST);
scene.world.hideIndependentSection(top, Direction.EAST);
scene.idle(15);
scene.rotateCameraY(-90);
scene.world.modifyBlock(util.grid.at(2, 2, 1), s -> s.setValue(SHAPE, Shape.NORMAL), false);
scene.world.showSection(util.select.fromTo(2, 1, 1, 2, 2, 1), Direction.DOWN);
scene.idle(30);
ItemStack chuteItem = AllBlocks.CHUTE.asStack();
scene.overlay.showControls(new InputWindowElement(util.vector.blockSurface(util.grid.at(2, 2, 1), Direction.SOUTH), Pointing.LEFT).rightClick().withItem(chuteItem), 30);
scene.idle(7);
scene.world.showSection(util.select.position(2, 3, 2), Direction.NORTH);
scene.world.restoreBlocks(util.select.position(2, 2, 1));
scene.idle(35);
scene.overlay.showControls(new InputWindowElement(util.vector.blockSurface(util.grid.at(2, 3, 2), Direction.SOUTH), Pointing.LEFT).rightClick().withItem(chuteItem), 30);
scene.idle(7);
scene.world.showSection(util.select.position(2, 4, 3), Direction.NORTH);
scene.idle(35);
scene.overlay.showText(70).attachKeyFrame().pointAt(util.vector.blockSurface(util.grid.at(2, 4, 3), Direction.WEST)).placeNearTarget().text("Placing chutes targeting the side faces of another will make it diagonal");
scene.idle(15);
scene.rotateCameraY(90);
scene.idle(35);
Direction offset = Direction.NORTH;
for (int i = 0; i < 3; i++) {
remove = scene.world.createItemEntity(util.vector.centerOf(util.grid.at(2, 6, 3).relative(offset)), util.vector.of(0, 0.1, 0).add(Vec3.atLowerCornerOf(offset.getNormal()).scale(-.1)), stack);
scene.idle(12);
scene.world.createItemOnBeltLike(util.grid.at(2, 4, 3), Direction.UP, stack);
scene.world.modifyEntity(remove, Entity::discard);
scene.idle(3);
offset = offset.getClockWise();
}
scene.idle(10);
scene.overlay.showControls(new InputWindowElement(util.vector.blockSurface(util.grid.at(2, 1, 1), Direction.NORTH), Pointing.RIGHT).withItem(stack), 50);
}
use of com.simibubi.create.foundation.ponder.element.EntityElement in project Create by Creators-of-Create.
the class CrafterScenes method covers.
public static void covers(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("mechanical_crafter_covers", "Covering slots of Mechanical Crafters");
scene.configureBasePlate(0, 0, 5);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.world.setBlock(util.grid.at(2, 2, 2), Blocks.AIR.defaultBlockState(), false);
Selection kinetics = util.select.fromTo(3, 1, 2, 3, 1, 5);
scene.world.setKineticSpeed(util.select.fromTo(1, 2, 2, 3, 1, 2), 0);
scene.world.showSection(util.select.position(3, 2, 2), Direction.EAST);
scene.idle(5);
scene.world.showSection(util.select.position(2, 1, 2), Direction.DOWN);
scene.idle(5);
scene.world.showSection(util.select.position(1, 2, 2), Direction.WEST);
scene.idle(5);
ItemStack iron = new ItemStack(Items.IRON_INGOT);
Class<MechanicalCrafterTileEntity> type = MechanicalCrafterTileEntity.class;
scene.world.modifyTileEntity(util.grid.at(3, 2, 2), type, mct -> mct.getInventory().insertItem(0, iron.copy(), false));
scene.idle(5);
scene.world.modifyTileEntity(util.grid.at(2, 1, 2), type, mct -> mct.getInventory().insertItem(0, iron.copy(), false));
scene.idle(5);
scene.world.modifyTileEntity(util.grid.at(1, 2, 2), type, mct -> mct.getInventory().insertItem(0, iron.copy(), false));
scene.idle(5);
Selection emptyCrafter = util.select.position(2, 2, 2);
scene.overlay.showSelectionWithText(emptyCrafter, 90).attachKeyFrame().colored(PonderPalette.RED).text("Some recipes will require additional Crafters to bridge gaps in the path").placeNearTarget();
scene.idle(70);
scene.world.restoreBlocks(emptyCrafter);
scene.world.setCraftingResult(util.grid.at(2, 2, 2), new ItemStack(Items.BUCKET));
scene.world.showSection(emptyCrafter, Direction.DOWN);
scene.idle(10);
scene.world.showSection(util.select.position(2, 3, 2), Direction.DOWN);
scene.world.showSection(kinetics, Direction.NORTH);
scene.idle(5);
scene.world.setKineticSpeed(util.select.fromTo(3, 1, 2, 1, 2, 2), -32);
scene.world.setKineticSpeed(util.select.position(3, 1, 2).add(emptyCrafter), 32);
scene.idle(20);
scene.overlay.showText(90).attachKeyFrame().colored(PonderPalette.GREEN).pointAt(util.vector.blockSurface(util.grid.at(2, 2, 2), Direction.NORTH)).text("Using Slot Covers, Crafters can be set to act as an Empty Slot in the arrangement").placeNearTarget();
scene.idle(100);
scene.overlay.showControls(new InputWindowElement(util.vector.blockSurface(util.grid.at(2, 2, 2), Direction.NORTH).add(0.5, 0, 0), Pointing.RIGHT).withItem(AllItems.CRAFTER_SLOT_COVER.asStack()).rightClick(), 50);
scene.idle(7);
scene.world.modifyTileNBT(emptyCrafter, type, compound -> compound.putBoolean("Cover", true));
scene.idle(130);
scene.overlay.showControls(new InputWindowElement(util.vector.blockSurface(util.grid.at(2, 3, 2), Direction.WEST), Pointing.LEFT).withItem(new ItemStack(Items.BUCKET)), 40);
scene.idle(50);
scene.world.showSection(util.select.position(4, 2, 2), Direction.DOWN);
scene.world.connectCrafterInvs(util.grid.at(3, 2, 2), util.grid.at(2, 2, 2));
scene.idle(5);
scene.world.connectCrafterInvs(util.grid.at(2, 1, 2), util.grid.at(2, 2, 2));
scene.idle(5);
scene.world.connectCrafterInvs(util.grid.at(1, 2, 2), util.grid.at(2, 2, 2));
scene.idle(10);
scene.overlay.showSelectionWithText(util.select.fromTo(3, 2, 2, 1, 2, 2).add(util.select.position(2, 1, 2)), 80).attachKeyFrame().pointAt(util.vector.blockSurface(util.grid.at(2, 2, 2), Direction.NORTH)).text("Shared Inputs created with the Wrench at the back can also reach across covered Crafters").placeNearTarget();
scene.idle(60);
ElementLink<EntityElement> ingot = scene.world.createItemEntity(util.vector.centerOf(4, 4, 2), util.vector.of(0, 0.2, 0), iron);
scene.idle(17);
scene.world.modifyEntity(ingot, Entity::discard);
scene.world.modifyTileEntity(util.grid.at(3, 2, 2), type, mct -> mct.getInventory().insertItem(0, iron.copy(), false));
ingot = scene.world.createItemEntity(util.vector.centerOf(4, 4, 2), util.vector.of(0, 0.2, 0), iron);
scene.idle(17);
scene.world.modifyEntity(ingot, Entity::discard);
scene.world.modifyTileEntity(util.grid.at(2, 1, 2), type, mct -> mct.getInventory().insertItem(0, iron.copy(), false));
ingot = scene.world.createItemEntity(util.vector.centerOf(4, 4, 2), util.vector.of(0, 0.2, 0), iron);
scene.idle(17);
scene.world.modifyEntity(ingot, Entity::discard);
scene.world.modifyTileEntity(util.grid.at(1, 2, 2), type, mct -> mct.getInventory().insertItem(0, iron.copy(), false));
}
use of com.simibubi.create.foundation.ponder.element.EntityElement in project Create by Creators-of-Create.
the class FunnelScenes method redstone.
public static void redstone(SceneBuilder scene, SceneBuildingUtil util) {
scene.title("funnel_redstone", "Redstone control");
scene.configureBasePlate(0, 0, 5);
scene.world.showSection(util.select.layer(0), Direction.UP);
scene.idle(5);
scene.world.showSection(util.select.layersFrom(1), Direction.DOWN);
ItemStack itemStack = AllBlocks.BRASS_BLOCK.asStack();
Vec3 topItemSpawn = util.vector.centerOf(3, 6, 2);
ElementLink<EntityElement> lastItemEntity = null;
BlockPos lever = util.grid.at(1, 2, 2);
BlockPos redstone = util.grid.at(2, 2, 2);
BlockPos funnel = util.grid.at(3, 2, 2);
AABB redstoneBB = new AABB(funnel).inflate(-1 / 16f, -6 / 16f, -1 / 16f).move(0, -5 / 16f, 0);
for (int i = 0; i < 4; i++) {
if (lastItemEntity != null)
scene.world.modifyEntity(lastItemEntity, Entity::discard);
lastItemEntity = scene.world.createItemEntity(topItemSpawn, util.vector.of(0, -0.2, 0), itemStack);
scene.idle(8);
if (i == 3) {
scene.world.modifyBlock(lever, s -> s.cycle(LeverBlock.POWERED), false);
scene.world.modifyBlock(redstone, s -> s.setValue(RedStoneWireBlock.POWER, 15), false);
scene.world.modifyBlock(funnel, s -> s.cycle(FunnelBlock.POWERED), false);
scene.effects.indicateRedstone(lever);
scene.idle(4);
scene.overlay.chaseBoundingBoxOutline(PonderPalette.RED, funnel, redstoneBB, 80);
scene.overlay.showText(80).colored(PonderPalette.RED).text("Redstone power will prevent any funnel from acting").pointAt(util.vector.blockSurface(funnel, Direction.DOWN));
} else {
scene.idle(4);
}
}
}
Aggregations