Changes

22 bytes added ,  04:14, 27 July 2021
Copy Particles to MC1.16 archive
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== Sided Issues ==
 
== Sided Issues ==
Particles are problematic due to their presence only on the [[Sides|physical client/1.16]]. They have no existence on a server whatsoever. This means that if specific data from a server is needed, it needs to be synced from the server to create the particle on the client.
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Particles are problematic due to their presence only on the [[Sides/1.16|physical client]]. They have no existence on a server whatsoever. This means that if specific data from a server is needed, it needs to be synced from the server to create the particle on the client.
    
== Creating a Particle ==
 
== Creating a Particle ==
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While there are a lot of different particles in vanilla, in almost all cases vanilla uses <code>BasicParticleType</code>, a basic implementation of <code>ParticleType</code> and <code>IParticleData</code>. This is used whenever server data is not necessary to spawn the particle. The only vanilla particles that do not use <code>BasicParticleType</code> are redstone dust and block/item texture dependent particles. When requiring server data, a direct implementation of <code>IParticleData</code> is needed. A good way is to extend <code>ParticleType<?></code> and implement <code>IParticleData</code> on the same class. In the case of a more generic solution, an implementation of <code>IParticleData</code> can be referenced while the standard <code>ParticleType<?></code> class is used.
 
While there are a lot of different particles in vanilla, in almost all cases vanilla uses <code>BasicParticleType</code>, a basic implementation of <code>ParticleType</code> and <code>IParticleData</code>. This is used whenever server data is not necessary to spawn the particle. The only vanilla particles that do not use <code>BasicParticleType</code> are redstone dust and block/item texture dependent particles. When requiring server data, a direct implementation of <code>IParticleData</code> is needed. A good way is to extend <code>ParticleType<?></code> and implement <code>IParticleData</code> on the same class. In the case of a more generic solution, an implementation of <code>IParticleData</code> can be referenced while the standard <code>ParticleType<?></code> class is used.
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<code>ParticleType</code>s must be [[Registration#registering-things|registered/1.16]].  
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<code>ParticleType</code>s must be [[Registration#registering-things/1.16|registered]].  
    
=== <code>IParticleData</code> ===
 
=== <code>IParticleData</code> ===
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[[Category:Game Effects/1.16]]
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[[Category:Game Effects/1.16|Category:Game Effects]]
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