/* * This file is part of Applied Energistics 2. * Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved. * * Applied Energistics 2 is free software: you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Applied Energistics 2 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 Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with Applied Energistics 2. If not, see . */ package appeng.entity; import net.minecraft.entity.item.EntityItem; import net.minecraft.item.ItemStack; import net.minecraft.world.World; public final class EntityFloatingItem extends EntityItem { private final ICanDie parent; private int superDeath = 0; private float progress = 0; public EntityFloatingItem( final ICanDie parent, final World world, final double x, final double y, final double z, final ItemStack stack ) { super( world, x, y, z, stack ); this.motionX = this.motionY = this.motionZ = 0.0d; this.hoverStart = 0.5f; this.rotationYaw = 0; this.parent = parent; } // public boolean isEntityAlive() @Override public void onUpdate() { if( !this.isDead && this.parent.isDead() ) { this.setDead(); } if( this.superDeath > 100 ) { this.setDead(); } this.superDeath++; this.setNoDespawn(); } public void setProgress( final float progress ) { this.progress = progress; if( this.progress > 0.99 ) { this.setDead(); } } float getProgress() { return this.progress; } }