IJEIUtils

Import

import mods.randomtweaker.jei.IJeiUtils;

Static ZenMethod

方法名返回值类型方法作用

createBackground(width as int, height as int)

IJeiBackground

创建背景(贴图为默认randomtweaker:textures\gui\jei\jei_default.png)

createBackground(u as int, v as int, width as int, height as int, resourceName as string)

IJeiBackground

创建背景(贴图通过resourceName路径指定)

createLiquidSlot(x as int, y as int, width as int, height as int, capacityMb as int, showCapacity as bool,isInput as bool,hasBase as bool(此参数可不写默认为true))

IJeiSlotLiquid

创建流体槽位(参数见下讲解)

createLiquidSlot(x as int, y as int, isInput as bool, hasBase as bool(此参数可不写默认为true))

IJeiSlotLiquid

同上

createLiquidSlot(String slotName, x as int, y as int, width as int, height as int, capacityMb as int, showCapacity as bool,isInput as bool, hasBase as bool(此参数可不写默认为true))

IJeiSlotLiquid

同上

createLiquidSlot(String slotName, x as int, y as int, isInput as bool, hasBase as bool(此参数可不写默认为true))

IJeiSlotLiquid

slotName为指定槽位的id,x与y控制槽位的方位,width槽位宽度,height槽位长度,isInput 为是否是输入流体, hasBase 为是否渲染默认的流体槽 (需对比宽高),流体槽必须要根据固定的宽高创建 (eg:16 * 16, 43 * 16, 16 * 34),其余不知,可自行探索

createItemSlot(x as int, y as int, isInput as bool, hasBase as bool(此参数可不写默认为true))

IJeiSlotItem

创建物品槽位(参数见下讲解)

createItemSlot(String slotName, x as int, y as int, isInput as bool, hasBase as bool(此参数可不写默认为true))

IJeiSlotItem

slotName为指定槽位的id,x与y控制槽位的方位,width槽位宽度,height槽位长度,isInput 为是否是输入物品, hasBase 为是否渲染默认的物品槽 (需对比宽高)其余不知,可自行探索

createItemInputElement(x as int, y as int)

IJeiElements

创建物品输入元素

createItemInputElement(elementName as string, x as int, y as int)

IJeiElements

创建物品输入元素,elementName为元素的id

createItemOutputElement(x as int, y as int)

IJeiElements

创建物品输出元素

createItemOutputElement(elementName as string, x as int, y as int)

IJeiElements

创建物品输出元素,elementName为元素的id

createLiquidElement(x as int, y as int, width as int, height as int)

IJeiElements

创建流体元素

createLiquidElement(elementName as string, x as int, y as int, width as int, height as int)

IJeiElements

创建流体元素,elementName为元素的id

createFontInfoElement(info as string, x as int, y as int, color as int, width as int(可为空), height as int(可为空))

IJeiElements

创建文字元素

createFontInfoElement(elementName as string, info as string, x as int, y as int, color as int, width as int(可为空), height as int(可为空))

IJeiElements

创建文字元素,elementName为元素的id

createArrowElement(x as int, y as int, direction as int)

IJeiElements

创建箭头元素,direction 参数为四个箭头,方向依次为→ ← ↑ ↓, 可填 0, 1, 2, 3

createArrowElement(elementName as string, x as int, y as int, direction as int)

IJeiElements

创建箭头元素,direction 参数为四个箭头, 可填 0, 1, 2, 3,方向依次为→ ← ↑ ↓,elementName为元素的id

createImageElement(elementName as string, x as int, y as int, width as int, height as int, u as int, v as int,texture as string, textureWidth as int, textureHeight as int)

IJeiElements

创建图片元素,texture 的格式为 modid:path,elementName为元素的id

createJeiManaBarElement(x as int, y as int, mana as int, mode as int(可为空))

IJeiElements

创建魔力条元素,mana 为植物魔法魔力值,mode不为1时填显示的魔力上限会缩小并显示缩小的倍数,为1时上限为魔力池上限的十分之一(难道这个模式可读性不是更加好吗? (:з」∠)

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