package mineplex.core.treasure.animation.animations; import java.util.List; import org.bukkit.Location; import org.bukkit.Material; import org.bukkit.Sound; import org.bukkit.entity.ArmorStand; import org.bukkit.inventory.ItemStack; import mineplex.core.common.util.UtilAlg; import mineplex.core.common.util.UtilParticle; import mineplex.core.common.util.UtilParticle.ParticleType; import mineplex.core.common.util.UtilParticle.ViewDist; import mineplex.core.treasure.TreasureLocation; import mineplex.core.treasure.animation.TreasureOpenAnimation; import mineplex.core.treasure.types.Treasure; public class ThankfulChestAnimation extends TreasureOpenAnimation { private static final ItemStack HELMET = new ItemStack(Material.CHEST); private static final int RADIUS = 3; private static final double OFFSET_THETA = Math.PI / 10; private static final double DELTA_THETA = Math.PI / 40; private static final double TOTAL_THETA = 2 * Math.PI; private double _deltaTheta; private double _totalTheta; public ThankfulChestAnimation(Treasure treasure, TreasureLocation treasureLocation) { super(treasure, treasureLocation); } @Override protected void onStart() { changeFloor(Material.WOOL, 12, Material.WOOL, 4); List chests = getTreasureLocation().getChestLocations(); _deltaTheta = Math.PI * 2 / (double) chests.size(); for (Location location : chests) { ArmorStand stand = spawnArmourStand(location); stand.setHelmet(HELMET); } } @Override public void onTick() { _totalTheta += DELTA_THETA; int index = 0; for (ArmorStand stand : _stands) { Location location = getTreasureLocation().getChest().clone(); double x = RADIUS * Math.cos(_totalTheta + OFFSET_THETA + index * _deltaTheta); double z = RADIUS * Math.sin(_totalTheta + OFFSET_THETA + index * _deltaTheta); location.add(x, 0, z); location.setYaw(UtilAlg.GetYaw(UtilAlg.getTrajectory(location, getTreasureLocation().getChest()))); stand.teleport(location); UtilParticle.PlayParticleToAll(ParticleType.HAPPY_VILLAGER, location.add(0, 1, 0), 0.25F, 0.25F, 0.25F, 0.1F, 1, ViewDist.NORMAL); index++; } if (_totalTheta >= TOTAL_THETA) { for (ArmorStand stand : _stands) { Location location = stand.getLocation(); stand.getWorld().playSound(location, Sound.ANVIL_LAND, 1, 0.8F); UtilParticle.PlayParticleToAll(ParticleType.LARGE_EXPLODE, location, 0, 0, 0, 0.1F, 1, ViewDist.NORMAL); UtilParticle.PlayParticleToAll(ParticleType.HAPPY_VILLAGER, location, 0.8F, 0.8F, 0.8F, 0.1F, 20, ViewDist.NORMAL); stand.remove(); createChestAt(location, Material.CHEST); } setRunning(false); } } @Override protected void onFinish() { } }