More improvements. (#15)

* This is rediculous

* Forgot some final and this

* Fixed and improved skull caging

* Windows wanted this yeah
This commit is contained in:
Seth
2017-12-31 20:43:10 -07:00
committed by Lemon
parent d9d1d4fa9b
commit 059bf14d90
16 changed files with 381 additions and 278 deletions

View File

@ -3,7 +3,6 @@ package me.totalfreedom.totalfreedommod.caging;
import java.util.ArrayList;
import java.util.List;
import lombok.Getter;
import me.totalfreedom.totalfreedommod.command.Command_cage;
import me.totalfreedom.totalfreedommod.player.FPlayer;
import org.bukkit.Location;
import org.bukkit.Material;
@ -26,6 +25,8 @@ public class CageData
private Material outerMaterial = Material.GLASS;
@Getter
private Material innerMaterial = Material.AIR;
@Getter
private static String input = null;
public CageData(FPlayer player)
{
@ -58,6 +59,24 @@ public class CageData
this.location = location;
this.outerMaterial = outer;
this.innerMaterial = inner;
this.input = null;
buildHistory(location, 2, fPlayer);
regenerate();
}
public void cage(Location location, Material outer, Material inner, String input)
{
if (isCaged())
{
setCaged(false);
}
this.caged = true;
this.location = location;
this.outerMaterial = outer;
this.innerMaterial = inner;
this.input = input;
buildHistory(location, 2, fPlayer);
regenerate();
@ -86,7 +105,7 @@ public class CageData
return;
}
cage(fPlayer.getPlayer().getLocation(), outerMaterial, innerMaterial);
cage(fPlayer.getPlayer().getLocation(), outerMaterial, innerMaterial, input);
}
public void playerQuit()
@ -177,7 +196,7 @@ public class CageData
block.setType(material);
}
else // Darth mode
else
{
if (Math.abs(xOffset) == length && Math.abs(yOffset) == length && Math.abs(zOffset) == length)
{
@ -186,10 +205,13 @@ public class CageData
}
block.setType(Material.SKULL);
final Skull skull = (Skull) block.getState();
skull.setSkullType(SkullType.PLAYER);
skull.setOwner(Command_cage.playerSkullName);
skull.update();
if (input != null)
{
Skull skull = (Skull) block.getState();
skull.setSkullType(SkullType.PLAYER);
skull.setOwner(input);
skull.update();
}
}
}
}