zh_cn:tutorial:blocks
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zh_cn:tutorial:blocks [2023/11/18 08:35] – [下一步] solidblock | zh_cn:tutorial:blocks [2024/04/15 01:45] – [为方块注册物品] solidblock | ||
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将方块添加到你的模组过程与[[zh_cn: | 将方块添加到你的模组过程与[[zh_cn: | ||
- | ===== 创建一个方块 ===== | + | ===== 创建方块 ===== |
首先创建 '' | 首先创建 '' | ||
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| | ||
*/ | */ | ||
- | //public static final Block EXAMPLE_BLOCK = new Block(FabricBlockSettings.of(Material.METAL).hardness(4.0f)); // fabric api 版本 | + | |
- | public static final Block EXAMPLE_BLOCK | + | // 对于 1.20 以下版本: |
+ | | ||
+ | | ||
+ | // public static final Block EXAMPLE_BLOCK | ||
+ | // 对于自 1.20.5 之后的版本: | ||
+ | public static final Block EXAMPLE_BLOCK = new Block(Block.Settings.create().strength(4.0f)); | ||
+ | | ||
@Override | @Override | ||
public void onInitialize() { | public void onInitialize() { | ||
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public class ExampleMod implements ModInitializer { | public class ExampleMod implements ModInitializer { | ||
- | public static final Block EXAMPLE_BLOCK = new Block(FabricBlockSettings.of(Material.METAL).strength(4.0f)); | + | |
+ | // public static final Block EXAMPLE_BLOCK = new Block(FabricBlockSettings.of(Material.METAL).strength(4.0f)); | ||
+ | // 对于 1.20.5 以下版本: | ||
+ | // public static final Block EXAMPLE_BLOCK = new Block(FabricBlockSettings.create().strength(4.0f)); | ||
+ | // 对于自 1.20.5 之后的版本: | ||
+ | public static final Block EXAMPLE_BLOCK = new Block(Block.Settings.create().strength(4.0f)); | ||
| | ||
@Override | @Override | ||
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public class ExampleMod implements ModInitializer { | public class ExampleMod implements ModInitializer { | ||
- | public static final Block EXAMPLE_BLOCK = new Block(FabricBlockSettings.create().strength(4.0f)); | + | |
+ | // public static final Block EXAMPLE_BLOCK = new Block(FabricBlockSettings.of(Material.METAL).strength(4.0f)); | ||
+ | // 对于 1.20.5 以下版本: | ||
+ | // public static final Block EXAMPLE_BLOCK = new Block(FabricBlockSettings.create().strength(4.0f)); | ||
+ | // 对于自 1.20.5 之后的版本: | ||
+ | public static final Block EXAMPLE_BLOCK = new Block(Block.Settings.create().strength(4.0f)); | ||
| | ||
@Override | @Override | ||
public void onInitialize() { | public void onInitialize() { | ||
Registry.register(Registries.BLOCK, | Registry.register(Registries.BLOCK, | ||
- | Registry.register(Registries.ITEM, | + | |
+ | // Registry.register(Registries.ITEM, | ||
+ | // 对于自 1.20.5 之后的版本: | ||
+ | Registry.register(Registries.ITEM, | ||
} | } | ||
} | } | ||
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</ | </ | ||
- | 对于采集等级标签('' | + | 对于采集等级标签('' |
<code java [enable_line_numbers=" | <code java [enable_line_numbers=" | ||
- | public static final Block EXAMPLE_BLOCK = new ExampleBlock(FabricBlockSettings.create().strength(4.0f).requiresTool()); | + | public static final Block EXAMPLE_BLOCK = new ExampleBlock(Block.Settings.create().strength(4.0f).requiresTool()); |
</ | </ | ||
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} | } | ||
+ | // 对于 1.20.5 以下版本,方法参数应该是“BlockState state, World world, BlockPos pos, PlayerEntity player, Hand hand, BlockHitResult hit” | ||
@Override | @Override | ||
- | public ActionResult onUse(BlockState state, | + | public ActionResult onUse(World world, PlayerEntity player, BlockHitResult hit) { |
if (!world.isClient) { | if (!world.isClient) { | ||
player.sendMessage(Text.literal(" | player.sendMessage(Text.literal(" | ||
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public class ExampleMod implements ModInitializer { | public class ExampleMod implements ModInitializer { | ||
- | public static final ExampleBlock EXAMPLE_BLOCK = new ExampleBlock(FabricBlockSettings.create().hardness(4.0f)); | + | public static final ExampleBlock EXAMPLE_BLOCK = new ExampleBlock(Block.Settings.create().strength(4.0f)); |
| | ||
@Override | @Override | ||
public void onInitialize() { | public void onInitialize() { | ||
Registry.register(Registries.BLOCK, | Registry.register(Registries.BLOCK, | ||
- | Registry.register(Registries.ITEM, | + | Registry.register(Registries.ITEM, |
} | } | ||
} | } | ||
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{{: | {{: | ||
- | ==== 下一步 ==== | + | You can also define other types of shapes for the block. The type of shapes of blocks include: |
+ | * **outline shape**: the shape used as default value for most type of shapes. In the worlds, when you points to the shape, the translucent black outline is displayed according to this shape. Most times it should not be empty. | ||
+ | * **collision shape**: the shape used to calculate collisions. When entities (including players) are moving, their collision box usually cannot intersect the collision shape of blocks. Some blocks, such as fences and walls, may have a collision shape higher than one block. Some blocks, such as flowers, have an empty collision shape. Apart from modifying '' | ||
+ | * **raycasting shape**: the shape used to calculate raycasting (the process judging which block you are pointing to). You usually do not need to specify it. | ||
+ | * **camera collision shape**: the shape used to calculate the position of camera in third-party view. Glass and powder snow have an empty camera collision shape. | ||
+ | |||
+ | ===== 下一步 | ||
[[zh_cn: | [[zh_cn: | ||
zh_cn/tutorial/blocks.txt · Last modified: 2024/04/15 01:52 by solidblock