public RobotUpgradeCamera(TileEntity entity) { this.entity = entity; this.robot = (Robot) entity; this.node = Network.newNode(this, Visibility.Network) .withConnector() .withComponent("camera", Visibility.Neighbors) .create(); }
@Override public void updateEntity() { super.updateEntity(); // On the first update, try to add our node to nearby networks. We do // this in the update logic, not in validate() because we need to access // neighboring tile entities, which isn't possible in validate(). // We could alternatively check node != null && node.network() == null, // but this has somewhat better performance, and makes it clearer. if (!addedToNetwork) { addedToNetwork = true; // Note that joinOrCreateNetwork will try to connect each of our // sided nodes to their respective neighbor (sided) node. Network.joinOrCreateNetwork(this); } }