๐ŸšงAnvilGUI

Here you find the structure of the AnvilGUI's

RyseInventory adds the classes of AnvilGUI from WesJD to make them available in Runtime (shading). Meanwhile this will be relocated. If you have implemented the normal AnvilGUI of WesJD within your project, this is no problem. But if you use the implemented AnvilGUI in RyseInventory it is important that you import the package io.github.rysefoxx.inventory.anvilgui and not net.wesjd.anvilgui.

RyseInventory Structure

The following methods must be used to use the AnvilGUI.

Method
Description

type

There you have to define that it is an Anvil.

title

To give the Anvil a name.

provider

It is important when you implement the provider that you override the method "anvil".

AnvilGUI Structure

Here you will find a description of the methods available to you for the AnvilGUI.

Method
Description

itemLeft

Places an item on the far left (i.e. at slot 0)

itemRight

Places an item on the far right (i.e. at slot 1)

itemOutput

Places an item inside the output (i.e. at slot 2)

onComplete

This method is called when e.g. the left item is edited and the item is clicked in the output. This is used when you want to have the input, for example. Furthermore, you can get all the ItemStacks + the player.

Last updated