/** Copyright (C) <2015> <coolAlias> This file is part of coolAlias' Zelda Sword Skills Minecraft Mod; as such, you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>. */ package zeldaswordskills.item; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.ItemStack; import net.minecraft.world.World; import net.minecraftforge.fml.relauncher.Side; import net.minecraftforge.fml.relauncher.SideOnly; /** * * Interface that allows an Item class to spawn particles with a custom algorithm, * the advantage of which is that these particles will be spawned in such a way that * all nearby players will see them. * * To take advantage of this feature, an ISpawnParticlesPacket must be sent to all * players around the position at which to spawn the particles, otherwise the interface * method will never be called. * */ public interface ISpawnParticles { /** * Method that is called on each client world upon receiving an ISpawnParticlesPacket * Any particles to be spawned should be spawned from this method. * @param player the player that caused the particles to be spawned (not guaranteed to still be holding the ISpawnParticles item) * @param stack the ItemStack originally used to spawn the particles * @param x the instigating player's X position * @param y the instigating player's Y position * @param z the instigating player's Z position * @param r typically used as the radius in which to spawn particles */ @SideOnly(Side.CLIENT) void spawnParticles(World world, EntityPlayer player, ItemStack stack, double x, double y, double z, float r); }