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zh_cn:tutorial:fluids [2020/11/15 01:20] – [制作一个流体方块] solidblockzh_cn:tutorial:fluids [2023/05/04 11:25] – [进行] 更新并使用 tutorial 命名空间 solidblock
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 在这里,我们将介绍自定义流体的创建。如果计划创建多个流体,建议创建一个抽象的基本流体类,在其中设置必要的默认值,这些默认值将在其子类中共享。我们还将使其像湖泊一样在世界中生成。 在这里,我们将介绍自定义流体的创建。如果计划创建多个流体,建议创建一个抽象的基本流体类,在其中设置必要的默认值,这些默认值将在其子类中共享。我们还将使其像湖泊一样在世界中生成。
 ===== 创建抽象流体 ===== ===== 创建抽象流体 =====
-原版流体扩展了''net.minecraft.fluid.FlowableFluid'',我们也应如此。 +原版流体继承了 ''<yarn net.minecraft.class_3609>'',我们也应如此。 
-<code java [enable_line_numbers="true"]> +<yarncode java [enable_line_numbers="true"]> 
-public abstract class TutorialFluid extends FlowableFluid +public abstract class TutorialFluid extends class_3609 {
-{+
  /**  /**
- * @return is the given fluid an instance of this fluid?+ * @return 给定的流体是否为该流体的实例?
  */  */
  @Override  @Override
- public boolean matchesType(Fluid fluid) + public boolean method_15780(class_3611 fluid) {
- {+
  return fluid == getStill() || fluid == getFlowing();  return fluid == getStill() || fluid == getFlowing();
  }  }
   
  /**  /**
- * @return is the fluid infinite like water?+ * @return 流体是否可以像无限刷水的方法一样无限生成?在原版,这取决于游戏规则。
  */  */
  @Override  @Override
- protected boolean isInfinite() + protected boolean method_15737() {
- {+
  return false;  return false;
  }  }
   
  /**  /**
-Perform actions when fluid flows into a replaceable block. Water drops +流体流入一个可替换的方块时的行为。 
-the block's loot table. Lava plays the "block.lava.extinguish" sound.+水会掉落方块的战利品表。熔岩会播放“block.lava.extinguish”音效。
  */  */
  @Override  @Override
- protected void beforeBreakingBlock(WorldAccess world, BlockPos pos, BlockState state) + protected void method_15730(class_1936 world, class_2338 pos, class_2680 state) {
- {+
  final BlockEntity blockEntity = state.getBlock().hasBlockEntity() ? world.getBlockEntity(pos) : null;  final BlockEntity blockEntity = state.getBlock().hasBlockEntity() ? world.getBlockEntity(pos) : null;
  Block.dropStacks(state, world, pos, blockEntity);  Block.dropStacks(state, world, pos, blockEntity);
Line 37: Line 33:
   
  /**  /**
-Lava returns true if its FluidState is above a certain height and the +熔岩在其 FluidState 高于指定的高度且该流体为水时返回 true。
- * Fluid is Water.+
  
- * @return if the given Fluid can flow into this FluidState?+ * @return 给定的流体能否流入它的 FluidState
  */  */
  @Override  @Override
- protected boolean canBeReplacedWith(FluidState fluidState, BlockView blockView, BlockPos blockPos, Fluid fluid, Direction direction) + protected boolean method_15777(class_3610 fluidState, class_1922 blockView, class_2338 blockPos, class_3611 fluid, class_2350 direction) {
- {+
  return false;  return false;
  }  }
   
  /**  /**
-Possibly related to the distance checks for flowing into nearby holes? +或许与流入周围附近凹洞的距离检查有关? 
-Water returns 4. Lava returns in the Overworld and in the Nether.+水返回4。熔岩在主世界返回2,而在下界返回4
  */  */
  @Override  @Override
- protected int getFlowSpeed(WorldView worldView) + protected int method_15733(class_4538 worldView) {
- {+
  return 4;  return 4;
  }  }
   
  /**  /**
-Water returns 1. Lava returns in the Overworld and in the Nether.+返回每次流动一格,其等级减少的数值。水返回1,熔岩在主世界返回2,在下界返回1
  */  */
  @Override  @Override
- protected int getLevelDecreasePerBlock(WorldView worldView) + protected int method_15739(class_4538 worldView) {
- {+
  return 1;  return 1;
  }  }
   
  /**  /**
-Water returns 5. Lava returns 30 in the Overworld and 10 in the Nether.+返回每流一格需要花费的时间(按刻计算)。水返回5。熔岩在主世界返回30,在下界返回10
  */  */
  @Override  @Override
- public int getTickRate(WorldView worldView) + public int method_15789(class_4538 worldView) {
- {+
  return 5;  return 5;
  }  }
   
  /**  /**
-Water and Lava both return 100.0F.+返回爆炸抗性。水和熔岩都返回100.0F
  */  */
  @Override  @Override
- protected float getBlastResistance() + protected float method_15784() {
- {+
  return 100.0F;  return 100.0F;
  }  }
 } }
-</code>+</yarncode>
  
-===== 进行 =====+===== 实现 =====
 现在让我们制作一个拥有静止和流动两个变种的实际流体。在此教程中,我们将其称为“酸”。缺失的引用稍后补全。 现在让我们制作一个拥有静止和流动两个变种的实际流体。在此教程中,我们将其称为“酸”。缺失的引用稍后补全。
  
-<code java [enable_line_numbers="true"]> +<yarncode java [enable_line_numbers="true"]> 
-public abstract class AcidFluid extends TutorialFluid +public abstract class AcidFluid extends TutorialFluid {
-{+
  @Override  @Override
- public Fluid getStill() + public class_3611 method_15751() { 
- + return YOUR_STILL_FLUID_HERE;
- return <YOUR_STILL_FLUID_HERE>;+
  }  }
- +
  @Override  @Override
- public Fluid getFlowing() + public class_3611 method_15750() { 
- + return YOUR_FLOWING_FLUID_HERE;
- return <YOUR_FLOWING_FLUID_HERE>;+
  }  }
- +
  @Override  @Override
- public Item getBucketItem() + public class_1792 method_15774() { 
- + return YOUR_BUCKET_ITEM_HERE;
- return <YOUR_BUCKET_ITEM_HERE>;+
  }  }
- +
  @Override  @Override
- protected BlockState toBlockState(FluidState fluidState) + protected class_2680 method_15790(class_3610 fluidState) { 
- { + return YOUR_FLUID_BLOCK_HERE.method_9564().method_11657(class_2741.field_12538, method_15741(fluidState));
- // method_15741 converts the LEVEL_1_8 of the fluid state to the LEVEL_15 the fluid block uses +
- return <YOUR_FLUID_BLOCK_HERE>.getDefaultState().with(Properties.LEVEL_15, method_15741(fluidState));+
  }  }
-  + 
- public static class Flowing extends AcidFluid + public static class Flowing extends AcidFluid {
- {+
  @Override  @Override
- protected void appendProperties(StateManager.Builder<FluidFluidState> builder) + protected void method_15775(class_2689.class_2690<class_3611class_3610> builder) { 
- + super.method_15775(builder); 
- super.appendProperties(builder); + builder.method_11667(field_15900);
- builder.add(LEVEL);+
  }  }
- +
  @Override  @Override
- public int getLevel(FluidState fluidState) + public int method_15779(class_3610 fluidState) { 
- + return fluidState.method_11654(field_15900);
- return fluidState.get(LEVEL);+
  }  }
- +
  @Override  @Override
- public boolean isStill(FluidState fluidState) + public boolean method_15793(class_3610 fluidState) {
- {+
  return false;  return false;
  }  }
  }  }
-  + 
- public static class Still extends AcidFluid + public static class Still extends AcidFluid {
- {+
  @Override  @Override
- public int getLevel(FluidState fluidState) + public int method_15779(class_3610 fluidState) {
- {+
  return 8;  return 8;
  }  }
- +
  @Override  @Override
- public boolean isStill(FluidState fluidState) + public boolean method_15793(class_3610 fluidState) {
- {+
  return true;  return true;
  }  }
  }  }
 } }
-</code+</yarncode
-接下来,我们将制作静态和动态酸变体的静态实例,以及一个酸桶。 在您的''ModInitializer''中: +接下来,我们将制作静态和动态酸变体的静态实例,以及一个酸桶。在您的 ''ModInitializer'' 中: 
-<code java [enable_line_numbers="true"]> +<yarncode java [enable_line_numbers="true"]> 
-// ... +public static class_3609 STILL_ACID; 
- +public static class_3609 FLOWING_ACID; 
-public static FlowableFluid STILL_ACID; +public static class_1792 ACID_BUCKET; 
-public static FlowableFluid FLOWING_ACID; + 
- +
-public static Item ACID_BUCKET; +
- +
-// ... +
 @Override @Override
-public void onInitialize() +public void onInitialize() { 
-{ + STILL_ACID = class_2378.method_10230(class_7923.field_41173, new class_2960("tutorial", "acid"), new AcidFluid.Still()); 
- // ... + FLOWING_ACID = class_2378.method_10230(class_7923.field_41173, new class_2960("tutorial", "flowing_acid"), new AcidFluid.Flowing()); 
-  + ACID_BUCKET = class_2378.method_10230(class_7923.field_41178, new class_2960("tutorial", "acid_bucket"),  
- STILL_ACID = Registry.register(Registry.FLUID, new Identifier(MOD_ID, "acid"), new AcidFluid.Still()); +        new class_1755(STILL_ACID, new class_1792.class_1793().method_7896(class_1802.field_8550).method_7889(1))); 
-  + 
- FLOWING_ACID = Registry.register(Registry.FLUID, new Identifier(MOD_ID, "flowing_acid"), new AcidFluid.Flowing()); +
-  +
- ACID_BUCKET = Registry.register(Registry.ITEM, new Identifier(MOD_ID, "acid_bucket"), new BucketItem(STILL_ACID, new Item.Settings().recipeRemainder(Items.BUCKET).maxCount(1))); +
- +
  // ...  // ...
 } }
 + 
 // ... // ...
-</code>+</yarncode>
  
-为了使自定义流体表现得像水或熔岩,您必须将其添加到相应的流体标签中:对于水,制作''data/minecraft/tags/fluids/ water.json''文件,并在其中写入流体的标识符+为了使自定义流体表现得像水或熔岩,您必须将其添加到相应的流体标签中:对于水,制作 ''data/minecraft/tags/fluids/water.json'' 文件,并在其中写入流体 id
 <code json [enable_line_numbers="true"]> <code json [enable_line_numbers="true"]>
 { {
Line 190: Line 158:
  "values":  "values":
  [  [
- "your_mod_id:acid", + "tutorial:acid", 
- "your_mod_id:flowing_acid"+ "tutorial:flowing_acid"
  ]  ]
 } }
Line 251: Line 219:
 }     }    
 </code> </code>
-===== Rendering setup =====+===== 渲染设置 ===== 
 +为了让流体拥有纹理,或者与一个颜色绑定,你需要为其注册一个''FluidRenderHandler''。这里,我们重用水的纹理,并仅仅改变用于其上的颜色。为确保纹理渲染为半透明的,你可以使用Fabric的''BlockRenderLayerMap''
  
-是时候做客户端的事情了。 在** ClientModInitializer **中,您需要为流体指定精灵的位置并定义其渲染。 我将重复使用水纹理,只是更改应用于它们的颜色。 +<code java [enable_line_numbers="true"]
-<code java> +public class TutorialModClient implements ClientModInitializer 
-    @Override +
-    public void onInitializeClient() + // ... 
-    +  
-         + @Override 
-        // adding the sprites to the block texture atlas + public void onInitializeClient() 
-        ClientSpriteRegistryCallback.event(SpriteAtlasTexture.BLOCK_ATLAS_TEX).register((spriteAtlasTexture, registry) -> { +
-         + // ... 
-            Identifier stillSpriteLocation new Identifier("block/water_still"); +  
-            Identifier dynamicSpriteLocation = new Identifier("block/water_flow"); + setupFluidRendering(TutorialMod.STILL_ACID, TutorialMod.FLOWING_ACID, new Identifier("minecraft", "water"), 0x4CC248); 
-            // here I tell to use only 16x16 area of the water texture + BlockRenderLayerMap.INSTANCE.putFluids(RenderLayer.getTranslucent(), TutorialMod.STILL_ACID, TutorialMod.FLOWING_ACID); 
-            FabricSprite stillAcidSprite = new FabricSprite(stillSpriteLocation, 16, 16); +  
-            // same, but 32 + // ... 
-            FabricSprite dynamicAcidSprite = new FabricSprite(dynamicSpriteLocation, 3232); +
-         +  
-            registry.register(stillAcidSprite); + // ... 
-            registry.register(dynamicAcidSprite); +  
-             + public static void setupFluidRendering(final Fluid still, final Fluid flowing, final Identifier textureFluidId, final int color) 
-             +
-            // this renderer is responsible for drawing fluids in world + final Identifier stillSpriteId = new Identifier(textureFluidId.getNamespace(), "block/" + textureFluidId.getPath() + "_still"); 
-            FluidRenderHandler acidRenderHandler = new FluidRenderHandler() + final Identifier flowingSpriteId = new Identifier(textureFluidId.getNamespace(), "block/" + textureFluidId.getPath() + "_flow"); 
-            +  
-                // return the sprites: still sprite goes first into the array, flowing/dynamic goes last + // If they're not already present, add the sprites to the block atlas 
-                @Override + ClientSpriteRegistryCallback.event(SpriteAtlasTexture.BLOCK_ATLAS_TEX).register((atlasTexture, registry) -> 
-                public Sprite[] getFluidSprites(ExtendedBlockView extendedBlockView, BlockPos blockPos, FluidState fluidState+
-                + registry.register(stillSpriteId); 
-                    return new Sprite[] {stillAcidSpritedynamicAcidSprite}; + registry.register(flowingSpriteId); 
-                }+ }); 
 +  
 + final Identifier fluidId Registry.FLUID.getId(still); 
 + final Identifier listenerId = new Identifier(fluidId.getNamespace(), fluidId.getPath() + "_reload_listener"); 
 +  
 + final Sprite[] fluidSprites { null, null }; 
 +  
 + ResourceManagerHelper.get(ResourceType.CLIENT_RESOURCES).registerReloadListener(new SimpleSynchronousResourceReloadListener() 
 +
 + @Override 
 + public Identifier getFabricId() 
 +
 + return listenerId
 +
 +  
 + /** 
 + * Get the sprites from the block atlas when resources are reloaded 
 + *
 + @Override 
 + public void apply(ResourceManager resourceManager) 
 +
 + final Function<IdentifierSprite> atlas = MinecraftClient.getInstance().getSpriteAtlas(SpriteAtlasTexture.BLOCK_ATLAS_TEX); 
 + fluidSprites[0] = atlas.apply(stillSpriteId); 
 + fluidSprites[1] = atlas.apply(flowingSpriteId); 
 + } 
 + }); 
 +  
 + // The FluidRenderer gets the sprites and color from FluidRenderHandler during rendering 
 + final FluidRenderHandler renderHandler = new FluidRenderHandler() 
 +
 + @Override 
 + public Sprite[] getFluidSprites(BlockRenderView view, BlockPos pos, FluidState state
 +
 + return fluidSprites; 
 +
 +  
 + @Override 
 + public int getFluidColor(BlockRenderView viewBlockPos pos, FluidState state) 
 +
 + return color; 
 +
 + }; 
 +  
 + FluidRenderHandlerRegistry.INSTANCE.register(still, renderHandler); 
 + FluidRenderHandlerRegistry.INSTANCE.register(flowing, renderHandler); 
 + } 
 +  
 + // ... 
 +
 +</code>
  
-                // apply light green color +如果你需要使用你自己的流体纹理,你可以参考原版资源包((''assets/minecraft/blockstates/water.json''\\ ''assets/minecraft/models/block/water.json''\\ ''assets/minecraft/textures/block/water_still.png''\\ ''assets/minecraft/textures/block/water_still.png.mcmeta''\\ ''assets/minecraft/textures/block/water_flow.png''\\ ''assets/minecraft/textures/block/water_flow.png.mcmeta''))作为一个模板。
-                @Override +
-                public int getFluidColor(ExtendedBlockView view, BlockPos pos, FluidState state) +
-                { +
-                    return 0x4cc248; +
-                } +
-            };+
  
-            // registering the same renderer for both fluid variants is intentional+===== 在世界中生成 ===== 
 +为使得酸湖在世界中生成,你可以在你的''ModInitializer''中创建一个''net.minecraft.world.gen.feature.LakeFeature'',然后将其添加到你需要让它生成的生物群系中:
  
-            FluidRenderHandlerRegistry.INSTANCE.register(Mod.stillAcid, acidRenderHandler); +<code java [enable_line_numbers="true"]> 
-            FluidRenderHandlerRegistry.INSTANCE.register(Mod.flowingAcid, acidRenderHandler); +// ...
-        });+
  
-</code>+public static LakeFeature ACID_LAKE;
  
-然后剩下要做的就是创建必要的Json文件和纹理,但是您现在应该知道该怎么做。+// ...
  
-===== Generation in a world =====+@Override 
 +public void onInitialize() 
 +
 + // ... 
 +  
 + ACID_LAKE Registry.register(Registry.FEATURE, new Identifier(MOD_ID, "acid_lake"), new LakeFeature(SingleStateFeatureConfig::deserialize)); 
 +  
 + // 在沼泽中生成,类似于水湖,但是概率为40(数字越高,生成几率越低) 
 + Biomes.SWAMP.addFeature( 
 + GenerationStep.Feature.LOCAL_MODIFICATIONS, 
 + ACID_LAKE.configure(new SingleStateFeatureConfig(ACID.getDefaultState())) 
 + .createDecoratedFeature(Decorator.WATER_LAKE.configure(new ChanceDecoratorConfig(40))) 
 + ); 
 +  
 + // ... 
 +}
  
-要在世界上产生酸湖,可以使用在ModInitializer中创建的** net.minecraft.world.gen.feature.LakeFeature **: +// ...
-<code java> +
-         +
-        LakeFeature acidFeature = Registry.register(Registry.FEATURE, new Identifier(MODID,"acid_lake"), new LakeFeature(dynamic -> new LakeFeatureConfig(acid.getDefaultState()))); +
- +
-</code> +
-然后将其放入所需的生物群系中以生成: +
-<code java> +
-        // I tell it to generate like water lakes, with a rarity of 40 (the higher is the number, the lesser is the generation chance): +
-        Biomes.FOREST.addFeature(GenerationStep.Feature.LOCAL_MODIFICATIONS, Biome.configureFeature(acidFeature, new LakeFeatureConfig(acid.getDefaultState()), Decorator.WATER_LAKE, new LakeDecoratorConfig(40)));+
 </code> </code>
-本教程到此结束。 
  
zh_cn/tutorial/fluids.txt · Last modified: 2023/05/04 11:31 by solidblock