User Tools

Site Tools


zh_cn:tutorial:fluids

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
Last revisionBoth sides next revision
zh_cn:tutorial:fluids [2019/12/19 10:26] lightcolourzh_cn:tutorial:fluids [2023/05/04 11:30] – [渲染设置] solidblock
Line 1: Line 1:
 ====== 创建流体 ====== ====== 创建流体 ======
-===== Overview ===== +===== 概述 ===== 
-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上产生。 +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。 
-===== 使用流体abstract  ===== +===== 创建抽象流体 ===== 
-原版流体扩展**net.minecraft.fluid.BaseFluid**类,我们的抽象流体将扩展。 可能是这样的: +原版流体继承了 ''<yarn net.minecraft.class_3609>'',我们也应如此。 
-<code java> +<yarncode java [enable_line_numbers="true"]
-public abstract class BasicFluid extends BaseFluid +public abstract class TutorialFluid extends class_3609 
-+ /** 
-    /** +  * @return 给定的流体是否为该流体的实例? 
-     * @return does it produce infinite fluid (like water)? + */ 
-     */ + @Override 
-    @Override + public boolean method_15780(class_3611 fluid) { 
-    protected boolean isInfinite() + return fluid == getStill() || fluid == getFlowing(); 
-    +
-        return false; +  
-    }+ /** 
 + * @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 
 + protected boolean method_15737() { 
 + return false; 
 +
 +  
 + /** 
 + * 流体流入一个可替换的方块时的行为。 
 + * 水会掉落方块的战利品表。熔岩会播放“block.lava.extinguish”音效。 
 + */ 
 + @Override 
 + protected void method_15730(class_1936 world, class_2338 pos, class_2680 state) 
 + final BlockEntity blockEntity = state.getBlock().hasBlockEntity() ? world.getBlockEntity(pos) : null; 
 + Block.dropStacks(state, world, pos, blockEntity); 
 +
 +  
 + /** 
 + * 熔岩在其 FluidState 高于指定的高度且该流体为水时返回 true。 
 + *  
 + * @return 给定的流体能否流入它的 FluidState? 
 + */ 
 + @Override 
 + protected boolean method_15777(class_3610 fluidState, class_1922 blockView, class_2338 blockPos, class_3611 fluid, class_2350 direction) { 
 + return false; 
 + } 
 +  
 + /** 
 + * 或许与流入周围附近凹洞的距离检查有关? 
 + * 水返回4。熔岩在主世界返回2,而在下界返回4。 
 + */ 
 + @Override 
 + protected int method_15733(class_4538 worldView) { 
 + return 4; 
 +
 +  
 + /** 
 + * 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 
 + protected int method_15739(class_4538 worldView) { 
 + return 1; 
 +
 +  
 + /** 
 + * 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 
 + public int method_15789(class_4538 worldView) { 
 + return 5; 
 +
 +  
 + /** 
 + * 返回爆炸抗性。水和熔岩都返回100.0F。 
 + */ 
 + @Override 
 + protected float method_15784() { 
 + return 100.0F; 
 +
 +
 +</yarncode>
  
-    // make it transparent +===== 实现 ===== 
-    @Override +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。
-    protected BlockRenderLayer getRenderLayer() +
-    { +
-        return BlockRenderLayer.TRANSLUCENT; +
-    }+
  
-    /** +<yarncode java [enable_line_numbers="true"]> 
-     * +public abstract class AcidFluid extends TutorialFluid { 
-     * @return an associated item that "holdsthis fluid + @Override 
-     */ + public class_3611 method_15751() 
-    @Override + return YOUR_STILL_FLUID_HERE; 
-    public abstract Item getBucketItem();+ }
  
-    /** + @Override 
-     * + public class_3611 method_15750() 
-     * @return a blockstate of the associated {@linkplain net.minecraft.block.FluidBlock} with {@linkplain net.minecraft.block.FluidBlock#LEVEL} + return YOUR_FLOWING_FLUID_HERE; 
-     */ + }
-    @Override +
-    protected abstract BlockState toBlockState(FluidState var1);+
  
-    /** + @Override 
-     * + public class_1792 method_15774() 
-     * @return flowing static instance of this fluid + return YOUR_BUCKET_ITEM_HERE; 
-     */ + }
-    @Override +
-    public abstract Fluid getFlowing();+
  
-    /** + @Override 
-     * + protected class_2680 method_15790(class_3610 fluidState) { 
-     * @return still static instance of this fluid + return YOUR_FLUID_BLOCK_HERE.method_9564().method_11657(class_2741.field_12538, method_15741(fluidState)); 
-     */ + }
-    @Override +
-    public abstract Fluid getStill();+
  
-    // how much does the height of the fluid block decreases + public static class Flowing extends AcidFluid { 
-    @Override + @Override 
-    protected int getLevelDecreasePerBlock(ViewableWorld world) + protected void method_15775(class_2689.class_2690<class_3611, class_3610> builder) { 
-    + super.method_15775(builder); 
-        return 1+ builder.method_11667(field_15900)
-    }+ }
  
-    /** + @Override 
-     *  + public int method_15779(class_3610 fluidState) { 
-     * @return update rate + return fluidState.method_11654(field_15900)
-     */ + }
-    @Override +
-    public int getTickRate(ViewableWorld world) +
-    +
-        return 5+
-    }+
  
-    @Override + @Override 
-    protected float getBlastResistance() + public boolean method_15793(class_3610 fluidState) { 
-    + return false
-        return 100+
-    }+ }
  
-    // this seems to determine fluid's spread speed (higher value means faster) + public static class Still extends AcidFluid { 
-    @Override + @Override 
-    protected int method_15733(ViewableWorld world) + public int method_15779(class_3610 fluidState) { 
-    + return 8
-        return 4+ }
-    }+
  
-    /I don't know what this does, but it's present in the water fluid + @Override 
-    @Override + public boolean method_15793(class_3610 fluidState) { 
-    protected void beforeBreakingBlock(IWorld world, BlockPos blockPos, BlockState blockState) { + return true; 
-        BlockEntity blockEntity blockState.getBlock().hasBlockEntity() ? world.getBlockEntity(blockPos: null+
-        Block.dropStacks(blockState, world.getWorld(), blockPos, blockEntity); +
-    } +
- +</yarncode> 
-    // also don't know what it does +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: 
-    public boolean method_15777(FluidState fluidStateBlockView blockViewBlockPos blockPosFluid fluid, Direction direction) { +<yarncode java [enable_line_numbers="true"]> 
-        return direction == Direction.DOWN+public static class_3609 STILL_ACID; 
-    } +public static class_3609 FLOWING_ACID; 
- +public static class_1792 ACID_BUCKET; 
-    /** +  
-     * +@Override 
-     * @return is given fluid instance of this fluid? +public void onInitialize() { 
-     *+ STILL_ACID class_2378.method_10230(class_7923.field_41173, new class_2960("tutorial", "acid"), new AcidFluid.Still())
-    @Override + FLOWING_ACID = class_2378.method_10230(class_7923.field_41173, new class_2960("tutorial", "flowing_acid"), new AcidFluid.Flowing()); 
-    public abstract boolean matchesType(Fluid fluid);+ ACID_BUCKET = class_2378.method_10230(class_7923.field_41178new class_2960("tutorial""acid_bucket"),  
 +        new class_1755(STILL_ACID, new class_1792.class_1793().method_7896(class_1802.field_8550).method_7889(1)))
 +  
 + // ... 
 +} 
 +  
 +// ... 
 +</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 id:
 +<code json [enable_line_numbers="true"]>
 +{
 + "replace": false,
 + "values":
 + [
 + "tutorial:acid",
 + "tutorial:flowing_acid"
 + ]
 } }
 </code> </code>
  
-===== 进行 ===== 
  
-现在让我们进行实际研究。 它将具有//still// 和 //flowing//变体; 将为“酸性”+==== 制作一个流体方块 ==== 
 +接下来,我们需要在世界中创建表示酸方块''<yarn net.minecraft.class_2404>'' 是我们需要使用的类,但由于构造器受保护,我们不能直接构造它。一种解决方法是制作子类或者匿子类。这里我们展示后一种方式。在您的 ''ModInitializer'' 
 +<yarncode java [enable_line_numbers="true"]> 
 +public static class_2248 ACID;
  
-<code java> +@Override 
-public abstract class Acid extends BasicFluid +public void onInitialize() { 
-+ ACID = class_2378.method_10230(class_7923.field_41175, new class_2960("tutorial", "acid"), new class_2404(STILL_ACID, FabricBlockSettings.method_9630(class_2246.field_10382)){})
-    @Override +  
-    public Item getBucketItem() + // ... 
-    + 
-        return null; +</yarncode>
-    } +
-    @Override +
-    protected BlockState toBlockState(FluidState var1) +
-    { +
-        return null+
-    }+
  
-    @Override +既然我们有了这些静态对象,我们回到 ''AcidFluid'' 并补全被重写的方法: 
-    public Fluid getFlowing() +<yarncode java [enable_line_numbers="true"]> 
-    +public abstract class AcidFluid extends TutorialFluid { 
-        return null+ @Override 
-    }+ public class_3611 method_15751() { 
 + return TutorialMod.STILL_ACID; 
 +
 +  
 + @Override 
 + public class_3611 method_15750() 
 + return TutorialMod.FLOWING_ACID; 
 +
 +  
 + @Override 
 + public class_1792 method_15774() { 
 + return TutorialMod.ACID_BUCKET; 
 +
 +  
 + @Override 
 + protected class_2680 method_15790(class_3610 fluidState) { 
 + // method_15741 将流体状态的 LEVEL_1_8 转换为流体方块使用的 LEVEL_15 
 + return TutorialMod.ACID.method_9564().method_11657(class_2741.field_12538, method_15741(fluidState))
 + }
  
-    @Override + public static class Flowing extends AcidFluid { 
-    public Fluid getStill() + @Override 
-    + protected void method_15775(class_2689.class_2690<class_3611, class_3610> builder) { 
-        return null+ super.method_15775(builder); 
-    }+ builder.method_11667(field_15900)
 + }
  
-    @Override + @Override 
-    public boolean matchesType(Fluid fluid) + public int method_15779(class_3610 fluidState) { 
-    + return fluidState.method_11654(field_15900)
-        return false+ }
-    }+
  
-    // still acid + @Override 
-    public static class Still extends Acid + public boolean method_15793(class_3610 fluidState) { 
-    {+ return false; 
 +
 + }
  
-        @Override + public static class Still extends AcidFluid { 
-        public boolean isStill(FluidState fluidState) + @Override 
-        + public int method_15779(class_3610 fluidState) { 
-            return true+ return 8
-        }+ }
  
-        /** + @Override 
-         * @return height of the fluid block + public boolean method_15793(class_3610 fluidState) { 
-         */ + return true
-        @Override +
-        public int getLevel(FluidState fluidState) + } 
-        +}   
-            return 8+</yarncode> 
-        +===== 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''
  
-    // flowing acid +<yarncode java [enable_line_numbers="true"]> 
-    public static class Flowing extends  Acid +@Environment(EnvType.CLIENT) 
-    {+public class TutorialModClient implements ClientModInitializer {
  
-        @Override + @Override 
-        public boolean isStill(FluidState fluidState) + public void onInitializeClient() { 
-        + FluidRenderHandlerRegistry.INSTANCE.register(TutorialMod.STILL_ACID, TutorialMod.FLOWING_ACID, new SimpleFluidRenderHandler( 
-            return false; + new class_2960("minecraft:block/water_still"), 
-        }+ new class_2960("minecraft:block/water_flow"), 
 + 0x4CC248 
 + ));
  
-        /** + BlockRenderLayerMap.INSTANCE.putFluids(class_1921.method_23583(), TutorialMod.STILL_ACID, TutorialMod.FLOWING_ACID);
-         * @return height of the fluid block +
-         */ +
-        @Override +
-        public int getLevel(FluidState fluidState) +
-        { +
-            return fluidState.get(LEVEL); +
-        }+
  
-        @Override + //if you want to use custom textures they needs to be registered. 
-        protected void appendProperties(StateFactory.Builder<FluidFluidStatestateFactoryBuilder) + //In this example this is unnecessary because the vanilla water textures are already registered. 
-        + //To register your custom textures use this method. 
-            super.appendProperties(stateFactoryBuilder); + //ClientSpriteRegistryCallback.event(PlayerScreenHandler.BLOCK_ATLAS_TEXTURE).register((atlasTextureregistry) -> { 
-            stateFactoryBuilder.add(LEVEL); + //    registry.register(new Identifier("tutorial:block/custom_fluid_still")); 
-        } + //    registry.register(new Identifier("tutorial:block/custom_fluid_flowing")); 
-    } + //});
-+
-</code> +
-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>+
  
-     + // ... 
-    public static Acid stillAcid; + }
-    public static Acid flowingAcid; +
-     +
-    public static BucketItem acidBucket; +
- +
-    @Override +
-    public void onInitialize() +
-    { +
-     +
-        stillAcid = Registry.register(Registry.FLUID, new Identifier(MODID,"acid_still"), new Acid.Still()); +
-        flowingAcid = Registry.register(Registry.FLUID, new Identifier(MODID,"acid_flowing"), new Acid.Flowing()); +
-         +
-        acidBucket = new BucketItem(stillAcid, new Item.Settings().maxCount(1)); +
-        Registry.register(Registry.ITEM, new Identifier(MODID,"acid_bucket"), acidBucket); +
-        +
-</code> +
-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:制作一个文件''data/minecraft/tags/fluids/ water.json'',并在其中写入流体的标识符: +
-<code json> +
-+
-  "replace": false, +
-  "values":+
-    "modid:acid_still", +
-    "modid:acid_flowing" +
-  ]+
 } }
-</code>+</yarncode>
  
-==== 制作一个流体方块 ==== +如果你需要使用你自己流体纹理,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。
-接下来,我们需要创建一个代表世界酸图块。 ''net.minecraft.block.FluidBlock'' 是我们需要使用的类,但是出于''mojang''的原因,其构造函数受到保护。 该解决方案是众所周知的-创建它的子类并更改构造函数的可见性: +
-<code java> +
-public class BaseFluidBlock extends FluidBlock +
-+
-    public BaseFluidBlock(BaseFluid fluid, Settings settings) +
-    { +
-        super(fluid, settings)+
-    } +
-+
-</code>+
  
-在创建一个静态块实例: +===== 世界中生成 ===== 
-<code java> +为使得酸湖在世界中生成,你可以在你的''ModInitializer''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:
-    ... +
-     +
-    public static FluidBlock acid;+
  
-    @Override +<code java [enable_line_numbers="true"]
-    public void onInitialize() +// ...
-    { +
-     +
-        ... +
-         +
-        acid new BaseFluidBlock(stillAcid, FabricBlockSettings.of(Material.WATER).dropsNothing().build()); +
-        Registry.register(Registry.BLOCK, new Identifier(MODID, "acid_block"), acid); +
-    }     +
-</code+
-现在,当我们有了这些静态对象时,我们返回** Acid **类并完成重写的方法: +
-<code java> +
-public abstract class Acid extends BasicFluid +
-+
-    @Override +
-    public Item getBucketItem() +
-    { +
-        return Mod.acidBucket; +
-    } +
-     +
-    @Override +
-    protected BlockState toBlockState(FluidState fluidState) +
-    { +
-        //don't ask me what **method_15741** does... +
-        return Mod.acid.getDefaultState().with(FluidBlock.LEVEL, method_15741(fluidState)); +
-    }+
  
-    @Override +public static LakeFeature ACID_LAKE;
-    public Fluid getFlowing() +
-    { +
-        return Mod.flowingAcid; +
-    }+
  
-    @Override +// ...
-    public Fluid getStill() +
-    { +
-        return Mod.stillAcid; +
-    }+
  
-    @Override +@Override 
-    public boolean matchesType(Fluid fluid_1+public void onInitialize() 
-    +
-        return fluid_1==Mod.flowingAcid || fluid_1==Mod.stillAcid+ // ... 
-    } +  
-     + 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( 
-</code>+ GenerationStep.Feature.LOCAL_MODIFICATIONS, 
 + ACID_LAKE.configure(new SingleStateFeatureConfig(ACID.getDefaultState())) 
 + .createDecoratedFeature(Decorator.WATER_LAKE.configure(new ChanceDecoratorConfig(40))) 
 + ); 
 +  
 + // ... 
 +}
  
-现在我们可以断言Acid类已完成。 +// ...
-===== Rendering setup ===== +
- +
-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> +
-    @Override +
-    public void onInitializeClient() +
-    { +
-         +
-        // adding the sprites to the block texture atlas +
-        ClientSpriteRegistryCallback.event(SpriteAtlasTexture.BLOCK_ATLAS_TEX).register((spriteAtlasTexture, registry) -> { +
-         +
-            Identifier stillSpriteLocation = new Identifier("block/water_still"); +
-            Identifier dynamicSpriteLocation = new Identifier("block/water_flow"); +
-            // here I tell to use only 16x16 area of the water texture +
-            FabricSprite stillAcidSprite = new FabricSprite(stillSpriteLocation, 16, 16); +
-            // same, but 32 +
-            FabricSprite dynamicAcidSprite = new FabricSprite(dynamicSpriteLocation, 32, 32); +
-         +
-            registry.register(stillAcidSprite); +
-            registry.register(dynamicAcidSprite); +
-             +
-             +
-            // this renderer is responsible for drawing fluids in a world +
-            FluidRenderHandler acidRenderHandler = new FluidRenderHandler() +
-            { +
-                // return the sprites: still sprite goes first into the array, flowing/dynamic goes last +
-                @Override +
-                public Sprite[] getFluidSprites(ExtendedBlockView extendedBlockView, BlockPos blockPos, FluidState fluidState) +
-                { +
-                    return new Sprite[] {stillAcidSprite, dynamicAcidSprite}; +
-                } +
- +
-                // apply light green color +
-                @Override +
-                public int getFluidColor(ExtendedBlockView view, BlockPos pos, FluidState state) +
-                { +
-                    return 0x4cc248; +
-                } +
-            }; +
- +
-            // registering the same renderer for both fluid variants is intentional +
- +
-            FluidRenderHandlerRegistry.INSTANCE.register(Mod.stillAcid, acidRenderHandler); +
-            FluidRenderHandlerRegistry.INSTANCE.register(Mod.flowingAcid, acidRenderHandler); +
-        }); +
- +
-</code> +
- +
-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 ===== +
- +
-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