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zh_cn:tutorial:fluids [2020/11/15 01:16] – [进行] solidblockzh_cn:tutorial:fluids [2023/05/04 11:30] – [渲染设置] 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 198: Line 166:
  
 ==== 制作一个流体方块 ==== ==== 制作一个流体方块 ====
-接下来,我们需要创建一个代世界酸的块。 ''net.minecraft.block.FluidBlock'' 是我们需要使用的类,但是出''mojang''的原因,其构造函数保护。 解决方众所周知的-创建它的子类并更改构造函数可见性: +接下来,我们需要在世界中创建表酸的块。''<yarn net.minecraft.class_2404>'' 是我们需要使用的类,但于其构造受保护,我们不能直接构造它一种解决方制作子类或者匿名子类。这里我们展示后一种方式。在您的 ''ModInitializer'': 
-<code java> +<yarncode java [enable_line_numbers="true"]
-public class BaseFluidBlock extends FluidBlock +public static class_2248 ACID;
-+
-    public BaseFluidBlock(BaseFluid fluid, Settings settings) +
-    { +
-        super(fluid, settings); +
-    } +
-+
-</code>+
  
-现在创建一个静态块实例: +@Override 
-<code java> +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)){}); 
-     +  
-    public static FluidBlock acid;+ // ... 
 +}  
 +</yarncode>
  
-    @Override +既然我们有了这些静态对象,我们回到 ''AcidFluid'' 补全被重写的方法: 
-    public void onInitialize() +<yarncode java [enable_line_numbers="true"]
-    { +public abstract class AcidFluid extends TutorialFluid { 
-     + @Override 
-        ... + public class_3611 method_15751() 
-         + return TutorialMod.STILL_ACID; 
-        acid = new BaseFluidBlock(stillAcid, FabricBlockSettings.of(Material.WATER).dropsNothing().build()); +
-        Registry.register(Registry.BLOCK, new Identifier(MODID, "acid_block"), acid); +  
-    }     + @Override 
-</code> + public class_3611 method_15750() { 
-现在,当我们有了这些静态对象,我们** Acid **类完成重写的方法: + return TutorialMod.FLOWING_ACID; 
-<code java> +
-public abstract class Acid extends BasicFluid +  
-+ @Override 
-    @Override + public class_1792 method_15774() 
-    public Item getBucketItem() + return TutorialMod.ACID_BUCKET
-    +
-        return Mod.acidBucket+  
-    + @Override 
-     + protected class_2680 method_15790(class_3610 fluidState) { 
-    @Override + // method_15741 将流体状态的 LEVEL_1_8 转换为流体方块使用的 LEVEL_15 
-    protected BlockState toBlockState(FluidState fluidState) + return TutorialMod.ACID.method_9564().method_11657(class_2741.field_12538, method_15741(fluidState)); 
-    + }
-        //don't ask me what **method_15741** does... +
-        return Mod.acid.getDefaultState().with(FluidBlock.LEVEL, method_15741(fluidState)); +
-    }+
  
-    @Override + public static class Flowing extends AcidFluid { 
-    public Fluid getFlowing() + @Override 
-    + protected void method_15775(class_2689.class_2690<class_3611, class_3610> builder) { 
-        return Mod.flowingAcid+ super.method_15775(builder); 
-    }+ builder.method_11667(field_15900)
 + }
  
-    @Override + @Override 
-    public Fluid getStill() + public int method_15779(class_3610 fluidState) { 
-    + return fluidState.method_11654(field_15900)
-        return Mod.stillAcid+ }
-    }+
  
-    @Override + @Override 
-    public boolean matchesType(Fluid fluid_1) + public boolean method_15793(class_3610 fluidState) { 
-    + return false
-        return fluid_1==Mod.flowingAcid || fluid_1==Mod.stillAcid+
-    } + }
-     +
-    ... +
-     +
-    +
-</code>+
  
-现在我们可以断言Acid类已完成。 + public static class Still extends AcidFluid { 
-===== Rendering setup =====+ @Override 
 + public int method_15779(class_3610 fluidState) { 
 + return 8; 
 + }
  
-是时候做客户端的事情。 在** ClientModInitializer **中需要为流体指定精灵的位置并定义渲染。 我复使用水纹理,只是更用于它们的颜色。 + @Override 
-<code java> + public boolean method_15793(class_3610 fluidState) { 
-    @Override + return true; 
-    public void onInitializeClient() +
-    { +
-         +}   
-        // adding the sprites to the block texture atlas +</yarncode> 
-        ClientSpriteRegistryCallback.event(SpriteAtlasTexture.BLOCK_ATLAS_TEX).register((spriteAtlasTexture, registry) -> { +===== 渲染设置 ===== 
-         +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,重用水纹理,并仅仅用于其上的颜色。为确保纹理渲染为半透明的,你可以使用 Fabric 的 ''BlockRenderLayerMap''
-            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 +<yarncode java [enable_line_numbers="true"]> 
-                @Override +@Environment(EnvType.CLIENT
-                public int getFluidColor(ExtendedBlockView view, BlockPos pos, FluidState state+public class TutorialModClient implements ClientModInitializer {
-                { +
-                    return 0x4cc248; +
-                } +
-            };+
  
-            // registering the same renderer for both fluid variants is intentional+ @Override 
 + public void onInitializeClient() { 
 + FluidRenderHandlerRegistry.INSTANCE.register(TutorialMod.STILL_ACID, TutorialMod.FLOWING_ACID, new SimpleFluidRenderHandler( 
 + new class_2960("minecraft:block/water_still"), 
 + new class_2960("minecraft:block/water_flow"), 
 + 0x4CC248 
 + ));
  
-            FluidRenderHandlerRegistry.INSTANCE.register(Mod.stillAcidacidRenderHandler); + BlockRenderLayerMap.INSTANCE.putFluids(class_1921.method_23583()TutorialMod.STILL_ACID, TutorialMod.FLOWING_ACID);
-            FluidRenderHandlerRegistry.INSTANCE.register(Mod.flowingAcid, acidRenderHandler); +
-        });+
  
-</code>+ //if you want to use custom textures they needs to be registered. 
 + //In this example this is unnecessary because the vanilla water textures are already registered. 
 + //To register your custom textures use this method. 
 + //ClientSpriteRegistryCallback.event(PlayerScreenHandler.BLOCK_ATLAS_TEXTURE).register((atlasTexture, registry) -
 + //    registry.register(new Identifier("tutorial:block/custom_fluid_still")); 
 + //    registry.register(new Identifier("tutorial:block/custom_fluid_flowing")); 
 + //});
  
-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。+ // ... 
 +
 +
 +</yarncode>
  
-===== Generation in a world =====+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。
  
-在世界上产生酸湖,可以使用在ModInitializer中创建的** net.minecraft.world.gen.feature.LakeFeature ** +===== 在世界成 ===== 
-<code java> +为使得酸湖在世界中生成可以在你的''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
-         +
-        LakeFeature acidFeature = Registry.register(Registry.FEATURE, new Identifier(MODID,"acid_lake"), new LakeFeature(dynamic -> new LakeFeatureConfig(acid.getDefaultState())));+
  
 +<code java [enable_line_numbers="true"]>
 +// ...
 +
 +public static LakeFeature ACID_LAKE;
 +
 +// ...
 +
 +@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)))
 + );
 +
 + // ...
 +}
 +
 +// ...
 </code> </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> 
-本教程到此结束。 
  
zh_cn/tutorial/fluids.txt · Last modified: 2023/05/04 11:31 by solidblock