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zh_cn:tutorial:fluids [2023/05/04 11:25] – [进行] 更新并使用 tutorial 命名空间 solidblockzh_cn:tutorial:fluids [2023/05/04 11:30] – [渲染设置] solidblock
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 ==== 制作一个流体方块 ==== ==== 制作一个流体方块 ====
-接下来,我们需要在世界中创建表示酸的方块。''net.minecraft.block.FluidBlock''是我们需要使用的类,但由于其构造器受保护,我们不能直接构造它。一种解决方法是制作子类或者匿名子类。这里我们展示后一种方式。在您的''ModInitializer''中: +接下来,我们需要在世界中创建表示酸的方块。''<yarn net.minecraft.class_2404>'' 是我们需要使用的类,但由于其构造器受保护,我们不能直接构造它。一种解决方法是制作子类或者匿名子类。这里我们展示后一种方式。在您的 ''ModInitializer'' 中: 
-<code java [enable_line_numbers="true"]> +<yarncode java [enable_line_numbers="true"]> 
-// ... +public static class_2248 ACID;
- +
-public static Block ACID; +
- +
-// ...+
  
 @Override @Override
-public void onInitialize() +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)){});
- // ... +
-  +
- ACID = Registry.register(Registry.BLOCK, new Identifier(MOD_ID, "acid"), new FluidBlock(STILL_ACID, FabricBlockSettings.copy(Blocks.WATER)){});+
   
  // ...  // ...
-}+ 
 +</yarncode>
  
-// ...     +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: 
-</code> +<yarncode java [enable_line_numbers="true"]> 
- +public abstract class AcidFluid extends TutorialFluid {
-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: +
-<code java [enable_line_numbers="true"]> +
-public abstract class AcidFluid extends TutorialFluid +
-{+
  @Override  @Override
- public Fluid getStill() + public class_3611 method_15751() {
- {+
  return TutorialMod.STILL_ACID;  return TutorialMod.STILL_ACID;
  }  }
- + 
  @Override  @Override
- public Fluid getFlowing() + public class_3611 method_15750() {
- {+
  return TutorialMod.FLOWING_ACID;  return TutorialMod.FLOWING_ACID;
  }  }
- + 
  @Override  @Override
- public Item getBucketItem() + public class_1792 method_15774() {
- {+
  return TutorialMod.ACID_BUCKET;  return TutorialMod.ACID_BUCKET;
  }  }
- + 
  @Override  @Override
- protected BlockState toBlockState(FluidState fluidState) + 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 
- // method_15741 converts the LEVEL_1_8 of the fluid state to the LEVEL_15 the fluid block uses + return TutorialMod.ACID.method_9564().method_11657(class_2741.field_12538, method_15741(fluidState));
- return TutorialMod.ACID.getDefaultState().with(Properties.LEVEL_15, method_15741(fluidState));+
  }  }
-  + 
- // ... + public static class Flowing extends AcidFluid { 
-    + @Override 
-</code>+ protected void method_15775(class_2689.class_2690<class_3611, class_3610> builder) { 
 + super.method_15775(builder); 
 + builder.method_11667(field_15900); 
 +
 + 
 + @Override 
 + public int method_15779(class_3610 fluidState) { 
 + return fluidState.method_11654(field_15900); 
 +
 + 
 + @Override 
 + public boolean method_15793(class_3610 fluidState) { 
 + return false; 
 +
 +
 + 
 + public static class Still extends AcidFluid { 
 + @Override 
 + public int method_15779(class_3610 fluidState) { 
 + return 8; 
 +
 + 
 + @Override 
 + public boolean method_15793(class_3610 fluidState) { 
 + return true; 
 +
 + } 
 +  
 +</yarncode>
 ===== 渲染设置 ===== ===== 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''+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'' 
 + 
 +<yarncode java [enable_line_numbers="true"]> 
 +@Environment(EnvType.CLIENT) 
 +public class TutorialModClient implements ClientModInitializer {
  
-<code java [enable_line_numbers="true"]> 
-public class TutorialModClient implements ClientModInitializer 
-{ 
- // ... 
-  
  @Override  @Override
- public void onInitializeClient() + 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"), 
- setupFluidRendering(TutorialMod.STILL_ACID, TutorialMod.FLOWING_ACID, new Identifier("minecraft", "water"), 0x4CC248); + 0x4CC248 
- BlockRenderLayerMap.INSTANCE.putFluids(RenderLayer.getTranslucent(), TutorialMod.STILL_ACID, TutorialMod.FLOWING_ACID); + )); 
- + 
 + BlockRenderLayerMap.INSTANCE.putFluids(class_1921.method_23583(), TutorialMod.STILL_ACID, TutorialMod.FLOWING_ACID); 
 + 
 + //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")); 
 + //}); 
  // ...  // ...
  }  }
-  
- // ... 
-  
- public static void setupFluidRendering(final Fluid still, final Fluid flowing, final Identifier textureFluidId, final int color) 
- { 
- final Identifier stillSpriteId = new Identifier(textureFluidId.getNamespace(), "block/" + textureFluidId.getPath() + "_still"); 
- final Identifier flowingSpriteId = new Identifier(textureFluidId.getNamespace(), "block/" + textureFluidId.getPath() + "_flow"); 
-  
- // If they're not already present, add the sprites to the block atlas 
- ClientSpriteRegistryCallback.event(SpriteAtlasTexture.BLOCK_ATLAS_TEX).register((atlasTexture, registry) -> 
- { 
- registry.register(stillSpriteId); 
- 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<Identifier, Sprite> 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 a 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 view, BlockPos pos, FluidState state) 
- { 
- return color; 
- } 
- }; 
-  
- FluidRenderHandlerRegistry.INSTANCE.register(still, renderHandler); 
- FluidRenderHandlerRegistry.INSTANCE.register(flowing, renderHandler); 
- } 
-  
- // ... 
 } }
-</code>+</yarncode>
  
 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。 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。
zh_cn/tutorial/fluids.txt · Last modified: 2023/05/04 11:31 by solidblock