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zh_cn:tutorial:blocks [2023/11/18 08:35] solidblockzh_cn:tutorial:blocks [2024/04/15 01:45] – [为方块注册物品] solidblock
Line 19: Line 19:
        可以在`Blocks`类中查找所有原版方块,你可以以此作为参考。        可以在`Blocks`类中查找所有原版方块,你可以以此作为参考。
     */     */
-    //public static final Block EXAMPLE_BLOCK = new Block(FabricBlockSettings.of(Material.METAL).hardness(4.0f)); // fabric api 版本 <0.77.0 +     
-    public static final Block EXAMPLE_BLOCK  = new Block(FabricBlockSettings.create().strength(4.0f));+    // 对于 1.20 以下版本: 
 +    // 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() {
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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));+    // 对于 1.20 以下版本: 
 +    // 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));+    // 对于 1.20 以下版本: 
 +    // 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, new Identifier("tutorial", "example_block"), EXAMPLE_BLOCK);         Registry.register(Registries.BLOCK, new Identifier("tutorial", "example_block"), EXAMPLE_BLOCK);
-        Registry.register(Registries.ITEM, new Identifier("tutorial", "example_block"), new BlockItem(EXAMPLE_BLOCK, new FabricItemSettings()));+        // 对于 1.20.5 以下版本: 
 +        // Registry.register(Registries.ITEM, new Identifier("tutorial", "example_block"), new BlockItem(EXAMPLE_BLOCK, new FabricItemSettings())); 
 +        // 对于自 1.20.5 之后的版本: 
 +        Registry.register(Registries.ITEM, new Identifier("tutorial", "example_block"), new BlockItem(EXAMPLE_BLOCK, new Item.Settings()));
     }     }
 } }
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 </code> </code>
  
-对于采集等级标签(''needs_stone_tool''、''needs_iron_tool'' 和 ''needs_diamond_tool'')生效,在方块定义中将 ''requiresTool()'' 到 ''FabricBlockSettings''+对于采集等级标签(''needs_stone_tool''、''needs_iron_tool'' 和 ''needs_diamond_tool'')生效,在方块定义中将 ''requiresTool()'' 到 ''Block.Settings''(以 1.20.5 以上版本为例)
  
 <code java [enable_line_numbers="true"]> <code java [enable_line_numbers="true"]>
-    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());
 </code> </code>
  
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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, World world, BlockPos pos, PlayerEntity player, Hand hand, BlockHitResult hit) {+    public ActionResult onUse(World world, PlayerEntity player, BlockHitResult hit) {
         if (!world.isClient) {         if (!world.isClient) {
             player.sendMessage(Text.literal("Hello, world!"), false);             player.sendMessage(Text.literal("Hello, world!"), false);
Line 206: Line 226:
 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, new Identifier("tutorial", "example_block"), EXAMPLE_BLOCK);         Registry.register(Registries.BLOCK, new Identifier("tutorial", "example_block"), EXAMPLE_BLOCK);
-        Registry.register(Registries.ITEM, new Identifier("tutorial", "example_block"), new BlockItem(EXAMPLE_BLOCK, new FabricItemSettings()));+        Registry.register(Registries.ITEM, new Identifier("tutorial", "example_block"), new BlockItem(EXAMPLE_BLOCK, new Item.Settings()));
     }     }
 } }
Line 237: Line 257:
  
 {{:tutorial:voxelshape_fixed.png?200|}} {{:tutorial:voxelshape_fixed.png?200|}}
 +
 +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 ''getCollisionShape'' method, you can also call ''noCollision'' in the ''FabricBlockSettings'' when creating the block.
 +  * **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 ===== ===== 下一步 =====
zh_cn/tutorial/blocks.txt · Last modified: 2024/04/15 01:52 by solidblock