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zh_cn:tutorial:fluids [2019/12/19 10:16] – created lightcolourzh_cn:tutorial:fluids [2023/05/04 11:31] (current) – [渲染设置] solidblock
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-====== Creating a fluid ====== +====== 创建流体 ====== 
-===== Overview ===== +===== 概述 ===== 
-Here we'll cover creation of a custom fluid. If you plan to create several fluids, it is recommended to make an abstract basic fluid class where you'll set necessary defaults that will be shared in its subclasses. We'll also make it generate in the world like lakes. +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。 
-===== Making an abstract fluid ===== +===== 创建抽象流体 ===== 
-Vanilla fluids extend **net.minecraft.fluid.BaseFluid** class, and so will our abstract fluid. It can be like this: +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。 
-    // make it transparent +  */ 
-    @Override + @Override 
-    protected BlockRenderLayer getRenderLayer() + protected boolean method_15737() 
-    { + return false; 
-        return BlockRenderLayer.TRANSLUCENT+ } 
-    +  
- + /** 
-    /** +  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。 
-     * @return an associated item that "holds" this fluid +  */ 
-     */ + @Override 
-    @Override + protected void method_15730(class_1936 world, class_2338 pos, class_2680 state
-    public abstract Item getBucketItem(); + final BlockEntity blockEntity = state.getBlock().hasBlockEntity() ? world.getBlockEntity(pos) : null
- + Block.dropStacks(state, world, pos, blockEntity); 
-    /** + } 
-     +  
-     @return a blockstate of the associated {@linkplain net.minecraft.block.FluidBlock} with {@linkplain net.minecraft.block.FluidBlock#LEVEL} + /** 
-     */ +  熔岩在其 FluidState 高于指定的高度且该流体为水时返回 true。 
-    @Override +  *  
-    protected abstract BlockState toBlockState(FluidState var1); +  * @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 flowing static instance of this fluid + return false
-     */ +
-    @Override +  
-    public abstract Fluid getFlowing(); + /** 
- +  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。 
-     +  */ 
-     * @return still static instance of this fluid + @Override 
-     */ + protected int method_15733(class_4538 worldView) { 
-    @Override + return 4
-    public abstract Fluid getStill(); +
- +  
-    // how much does the height of the fluid block decreases + /** 
-    @Override +  * 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。 
-    protected int getLevelDecreasePerBlock(ViewableWorld world) +  *
-    + @Override 
-        return 1+ protected int method_15739(class_4538 worldView) { 
-    + return 1
- +
-    /** +  
-     *  + /** 
-     @return update rate + * 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(ViewableWorld world) + public int method_15789(class_4538 worldView) { 
-    + return 5
-        return 5+
-    +  
- + /** 
-    @Override +  返回爆炸抗性。水和熔岩都返回100.0F。 
-    protected float getBlastResistance() +  */ 
-    { + @Override 
-        return 100; + protected float method_15784() 
-    } + return 100.0F
- + }
-    // this seems to determine fluid's spread speed (higher value means faster) +
-    @Override +
-    protected int method_15733(ViewableWorld world) +
-    +
-        return 4+
-    +
- +
-    // I don't know what this does, but it's present in the water fluid +
-    @Override +
-    protected void beforeBreakingBlock(IWorld world, BlockPos blockPos, BlockState blockState) { +
-        BlockEntity blockEntity = blockState.getBlock().hasBlockEntity() ? world.getBlockEntity(blockPos) : null; +
-        Block.dropStacks(blockState, world.getWorld(), blockPos, blockEntity); +
-    } +
- +
-    // also don't know what it does +
-    public boolean method_15777(FluidState fluidState, BlockView blockView, BlockPos blockPos, Fluid fluid, Direction direction) { +
-        return direction == Direction.DOWN+
-    +
- +
-    /** +
-     +
-     * @return is given fluid instance of this fluid? +
-     */ +
-    @Override +
-    public abstract boolean matchesType(Fluid fluid); +
 } }
-</code>+</yarncode>
  
-===== Implementation ===== +===== 实现 ===== 
-Now let's make an actual fluid; it will have a //still// and //flowing// variants; will name it "Acid":+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> +<yarncode java [enable_line_numbers="true"]
-public abstract class Acid extends BasicFluid +public abstract class AcidFluid extends TutorialFluid 
-+ @Override 
-    @Override + public class_3611 method_15751() { 
-    public Item getBucketItem() + return YOUR_STILL_FLUID_HERE
-    { + }
-        return null; +
-    } +
-    @Override +
-    protected BlockState toBlockState(FluidState var1) +
-    +
-        return null+
-    }+
  
-    @Override + @Override 
-    public Fluid getFlowing() + public class_3611 method_15750() { 
-    + return YOUR_FLOWING_FLUID_HERE
-        return null+ }
-    }+
  
-    @Override + @Override 
-    public Fluid getStill() + public class_1792 method_15774() { 
-    + return YOUR_BUCKET_ITEM_HERE
-        return null+ }
-    }+
  
-    @Override + @Override 
-    public boolean matchesType(Fluid fluid) + protected class_2680 method_15790(class_3610 fluidState) { 
-    + return YOUR_FLUID_BLOCK_HERE.method_9564().method_11657(class_2741.field_12538, method_15741(fluidState))
-        return false+ }
-    }+
  
-    // still acid + public static class Flowing extends AcidFluid { 
-    public static class Still extends Acid + @Override 
-    {+ protected void method_15775(class_2689.class_2690<class_3611, class_3610> builder) { 
 + super.method_15775(builder); 
 + builder.method_11667(field_15900); 
 + }
  
-        @Override + @Override 
-        public boolean isStill(FluidState fluidState) + public int method_15779(class_3610 fluidState) { 
-        + return fluidState.method_11654(field_15900)
-            return true+ }
-        }+
  
-        /** + @Override 
-         * @return height of the fluid block + public boolean method_15793(class_3610 fluidState) { 
-         */ + return false
-        @Override +
-        public int getLevel(FluidState fluidState) + }
-        +
-            return 8+
-        +
-    }+
  
-    // flowing acid + public static class Still extends AcidFluid { 
-    public static class Flowing extends  Acid + @Override 
-    {+ public int method_15779(class_3610 fluidState) { 
 + return 8; 
 + }
  
-        @Override + @Override 
-        public boolean isStill(FluidState fluidState) + public boolean method_15793(class_3610 fluidState) { 
-        + return true
-            return false; +
-        } + }
- +
-        /** +
-         * @return height of the fluid block +
-         */ +
-        @Override +
-        public int getLevel(FluidState fluidState) +
-        { +
-            return fluidState.get(LEVEL); +
-        } +
- +
-        @Override +
-        protected void appendProperties(StateFactory.Builder<Fluid, FluidState> stateFactoryBuilder) +
-        { +
-            super.appendProperties(stateFactoryBuilder); +
-            stateFactoryBuilder.add(LEVEL)+
-        +
-    }+
 } }
-</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: 
-Next, we'll make static instances of still and flowing acid variants, and an acid bucket. In your **ModInitializer**: +<yarncode java [enable_line_numbers="true"]
- +public static class_3609 STILL_ACID
-<code java> +public static class_3609 FLOWING_ACID
- +public static class_1792 ACID_BUCKET
-     +  
-    public static Acid stillAcid+@Override 
-    public static Acid flowingAcid+public void onInitialize() { 
-     + STILL_ACID class_2378.method_10230(class_7923.field_41173, new class_2960("tutorial", "acid"), new AcidFluid.Still()); 
-    public static BucketItem acidBucket+ 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"),  
-    @Override +        new class_1755(STILL_ACID, new class_1792.class_1793().method_7896(class_1802.field_8550).method_7889(1))); 
-    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()); +// ... 
-         +</yarncode>
-        acidBucket = new BucketItem(stillAcid, new Item.Settings().maxCount(1)); +
-        Registry.register(Registry.ITEM, new Identifier(MODID,"acid_bucket"), acidBucket); +
-        +
-</code>+
  
-To make the custom fluid behave like water or lava, you must add it to a corresponding fluid tag: make a file "data/minecraft/tags/fluids/water.json" and write identifiers of your fluids in there: +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>+<code json [enable_line_numbers="true"]>
 { {
-  "replace": false, + "replace": false, 
-  "values":+ "values": 
-    "modid:acid_still", +
-    "modid:acid_flowing+ "tutorial:acid", 
-  ]+ "tutorial:flowing_acid
 + ]
 } }
 </code> </code>
  
-==== Making a fluid block ==== 
-Next we need to create a block which will represent acid in the world. **net.minecraft.block.FluidBlock** is the class we need to use, but for "mojang" reasons its constructor is protected. The solution is well-known - make a subclass of it and change the visibility of the constructor: 
  
-<code java> +==== 制作一个流体方块 ==== 
-public class BaseFluidBlock extends FluidBlock +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: 
-+<yarncode java [enable_line_numbers="true"]
-    public BaseFluidBlock(BaseFluid fluid, Settings settings) +public static class_2248 ACID;
-    { +
-        super(fluid, settings); +
-    } +
-+
-</code>+
  
-Now make a static block instance:+@Override 
 +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)){}); 
 +  
 + // ... 
 +}  
 +</yarncode>
  
-<code java> +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: 
-    ... +<yarncode java [enable_line_numbers="true"]
-     +public abstract class AcidFluid extends TutorialFluid { 
-    public static FluidBlock acid;+ @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 void onInitialize() + @Override 
-    + protected void method_15775(class_2689.class_2690<class_3611, class_3610> builder) { 
-     + super.method_15775(builder); 
-        ... + builder.method_11667(field_15900); 
-         + }
-        acid = new BaseFluidBlock(stillAcid, FabricBlockSettings.of(Material.WATER).dropsNothing().build()); +
-        Registry.register(Registry.BLOCK, new Identifier(MODID, "acid_block"), acid); +
-        +
-</code>+
  
-Now when we have these static objects, we go back to **Acid** class and complete the overridden methods:+ @Override 
 + public int method_15779(class_3610 fluidState) { 
 + return fluidState.method_11654(field_15900); 
 + }
  
-<code java> + @Override 
-public abstract class Acid extends BasicFluid + public boolean method_15793(class_3610 fluidState) { 
-+ return false
-    @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 class Still extends AcidFluid { 
-    public Fluid getFlowing() + @Override 
-    + public int method_15779(class_3610 fluidState) { 
-        return Mod.flowingAcid+ return 8
-    }+ }
  
-    @Override + @Override 
-    public Fluid getStill() + public boolean method_15793(class_3610 fluidState) { 
-    + return true
-        return Mod.stillAcid+ } 
-    }+
 +}   
 +</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''(参见 [[blockappearance]])。
  
-    @Override +<yarncode java [enable_line_numbers="true"]> 
-    public boolean matchesType(Fluid fluid_1+@Environment(EnvType.CLIENT
-    { +public class TutorialModClient implements ClientModInitializer {
-        return fluid_1==Mod.flowingAcid || fluid_1==Mod.stillAcid; +
-    } +
-     +
-    ... +
-     +
-}     +
-</code>+
  
-Now we can assert that the Acid class is complete.+ @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 
 + ));
  
-===== Rendering setup =====+ BlockRenderLayerMap.INSTANCE.putFluids(class_1921.method_23583(), TutorialMod.STILL_ACID, TutorialMod.FLOWING_ACID);
  
-Time to do client-side things. In your **ClientModInitializer** you need to specify locations of sprites for your fluids and define their renderingI will reuse water textures and just change the color applied to them.+ //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")); 
 + //});
  
-<code java> + // ... 
-    @Override + } 
-    public void onInitializeClient() +} 
-    { +</yarncode>
-         +
-        // 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 +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;
  
-Then what's left to do is to create necessary Json files and textures, but you should know how to do that at this point.+// ...
  
-===== 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))) 
 + ); 
 +  
 + // ... 
 +}
  
-To make acid lakes generate in the world, you can use **net.minecraft.world.gen.feature.LakeFeature**, which you create in the ModInitializer: +// ...
-<code java> +
-         +
-        LakeFeature acidFeature = Registry.register(Registry.FEATURE, new Identifier(MODID,"acid_lake"), new LakeFeature(dynamic -> new LakeFeatureConfig(acid.getDefaultState()))); +
- +
-</code> +
-Then put it into desired biomes to generate: +
-<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>
-This is the end of the tutorial. 
  
zh_cn/tutorial/fluids.1576750615.txt.gz · Last modified: 2019/12/19 10:16 by lightcolour