zh_cn:tutorial:fluids
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====== 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中生成。 |
- | ===== 使抽象流畅 ===== | + | ===== 创建抽象流体 ===== |
- | 香草流体扩展了**net.minecraft.fluid.BaseFluid**类,我们的抽象流体也将扩展。 可能是这样的: | + | 原版流体继承了 ''< |
- | <code java> | + | <yarncode |
- | public abstract class BasicFluid | + | public abstract class TutorialFluid |
- | { | + | /** |
- | /** | + | * @return |
- | | + | */ |
- | | + | @Override |
- | @Override | + | public |
- | | + | return |
- | | + | } |
- | return | + | |
- | } | + | /** |
- | + | * @return | |
- | // 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 | + | */ |
- | | + | @Override |
- | @Override | + | protected |
- | | + | 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。 |
- | @Override | + | * |
- | protected | + | * @return |
- | + | */ | |
- | /** | + | @Override |
- | * | + | protected |
- | * @return flowing static instance of this fluid | + | return |
- | */ | + | } |
- | @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。 |
- | | + | */ |
- | | + | @Override |
- | | + | protected |
- | @Override | + | return |
- | | + | } |
- | + | ||
- | // 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。 |
- | | + | */ |
- | | + | @Override |
- | return | + | protected int method_15739(class_4538 worldView) { |
- | } | + | return |
- | + | } | |
- | /** | + | |
- | | + | /** |
- | | + | * 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 |
- | | + | return |
- | return | + | } |
- | } | + | |
- | + | /** | |
- | | + | * 返回爆炸抗性。水和熔岩都返回100.0F。 |
- | | + | */ |
- | { | + | @Override |
- | return 100; | + | protected float method_15784() { |
- | } | + | return 100.0F; |
- | + | } | |
- | // this seems to determine fluid' | + | |
- | @Override | + | |
- | protected int method_15733(ViewableWorld world) | + | |
- | | + | |
- | return | + | |
- | } | + | |
- | + | ||
- | // I don't know what this does, but it's present in the water fluid | + | |
- | @Override | + | |
- | | + | |
- | BlockEntity blockEntity = blockState.getBlock().hasBlockEntity() ? world.getBlockEntity(blockPos) : null; | + | |
- | Block.dropStacks(blockState, | + | |
- | } | + | |
- | + | ||
- | // also don't know what it does | + | |
- | | + | |
- | return | + | |
- | } | + | |
- | + | ||
- | /** | + | |
- | | + | |
- | * @return is given fluid instance of this fluid? | + | |
- | */ | + | |
- | @Override | + | |
- | | + | |
} | } | ||
- | </code> | + | </yarncode> |
- | ===== Implementation | + | ===== 实现 |
- | Now let's make an actual fluid; it will have a //still// and //flowing// variants; will name it " | + | 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 |
- | public abstract class Acid extends | + | public abstract class AcidFluid |
- | { | + | @Override |
- | @Override | + | public |
- | public | + | return |
- | { | + | } |
- | return null; | + | |
- | } | + | |
- | @Override | + | |
- | protected BlockState toBlockState(FluidState var1) | + | |
- | | + | |
- | return | + | |
- | } | + | |
- | | + | @Override |
- | public | + | public |
- | | + | return |
- | return | + | } |
- | } | + | |
- | | + | @Override |
- | public | + | public |
- | | + | return |
- | return | + | } |
- | } | + | |
- | | + | @Override |
- | | + | protected class_2680 method_15790(class_3610 fluidState) { |
- | | + | return |
- | return | + | } |
- | } | + | |
- | // still acid | + | public static class Flowing |
- | | + | @Override |
- | { | + | protected void method_15775(class_2689.class_2690< |
+ | super.method_15775(builder); | ||
+ | builder.method_11667(field_15900); | ||
+ | } | ||
- | | + | @Override |
- | public | + | public |
- | | + | return |
- | return | + | } |
- | } | + | |
- | /** | + | @Override |
- | * @return height of the fluid block | + | public |
- | */ | + | return |
- | | + | } |
- | public | + | } |
- | | + | |
- | return | + | |
- | } | + | |
- | } | + | |
- | // flowing acid | + | public static class Still extends |
- | | + | @Override |
- | { | + | public int method_15779(class_3610 fluidState) |
+ | return 8; | ||
+ | } | ||
- | | + | @Override |
- | public boolean | + | public boolean |
- | | + | return |
- | return | + | } |
- | } | + | } |
- | + | ||
- | /** | + | |
- | * @return height of the fluid block | + | |
- | */ | + | |
- | @Override | + | |
- | public int getLevel(FluidState fluidState) | + | |
- | { | + | |
- | return fluidState.get(LEVEL); | + | |
- | } | + | |
- | + | ||
- | @Override | + | |
- | protected void appendProperties(StateFactory.Builder< | + | |
- | { | + | |
- | 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 '' | |
- | Next, we'll make static instances of still and flowing acid variants, and an acid bucket. In your **ModInitializer**: | + | <yarncode |
- | + | public static | |
- | <code java> | + | public static |
- | + | public static | |
- | + | ||
- | | + | @Override |
- | public static | + | public void onInitialize() { |
- | + | STILL_ACID | |
- | | + | FLOWING_ACID |
- | + | ACID_BUCKET = class_2378.method_10230(class_7923.field_41178, | |
- | @Override | + | new class_1755(STILL_ACID, new class_1792.class_1793().method_7896(class_1802.field_8550).method_7889(1))); |
- | public void onInitialize() | + | |
- | | + | // ... |
- | + | } | |
- | stillAcid | + | |
- | | + | // ... |
- | + | </yarncode> | |
- | | + | |
- | | + | |
- | } | + | |
- | </code> | + | |
- | To make the custom fluid behave like water or lava, you must add it to a corresponding fluid tag: make a file "data/ | + | 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 '' |
- | <code json> | + | <code json [enable_line_numbers=" |
{ | { | ||
- | | + | " |
- | " | + | " |
- | "modid:acid_still", | + | [ |
- | "modid:acid_flowing" | + | "tutorial:acid", |
- | ] | + | "tutorial:flowing_acid" |
+ | ] | ||
} | } | ||
</ | </ | ||
- | ==== 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 " | ||
- | <code java> | + | ==== 制作一个流体方块 ==== |
- | public | + | 接下来,我们需要在世界中创建表示酸的方块。'' |
- | { | + | < |
- | public BaseFluidBlock(BaseFluid fluid, Settings settings) | + | public |
- | { | + | |
- | super(fluid, | + | |
- | } | + | |
- | } | + | |
- | </ | + | |
- | Now make a static block instance: | + | @Override |
+ | public void onInitialize() { | ||
+ | ACID = class_2378.method_10230(class_7923.field_41175, | ||
+ | |||
+ | // ... | ||
+ | } | ||
+ | </ | ||
- | <code java> | + | 既然我们有了这些静态对象,我们回到 '' |
- | ... | + | <yarncode |
- | + | public abstract class AcidFluid extends TutorialFluid { | |
- | public | + | @Override |
+ | public class_3611 method_15751() { | ||
+ | return TutorialMod.STILL_ACID; | ||
+ | } | ||
+ | |||
+ | @Override | ||
+ | public class_3611 method_15750() { | ||
+ | return TutorialMod.FLOWING_ACID; | ||
+ | } | ||
+ | |||
+ | @Override | ||
+ | public | ||
+ | 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, | ||
+ | } | ||
- | | + | public static class Flowing extends AcidFluid { |
- | | + | @Override |
- | | + | protected |
- | + | super.method_15775(builder); | |
- | | + | builder.method_11667(field_15900); |
- | + | } | |
- | acid = new BaseFluidBlock(stillAcid, FabricBlockSettings.of(Material.WATER).dropsNothing().build()); | + | |
- | | + | |
- | } | + | |
- | </ | + | |
- | 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 |
- | { | + | return |
- | | + | } |
- | public | + | } |
- | | + | |
- | return | + | |
- | } | + | |
- | + | ||
- | @Override | + | |
- | protected BlockState toBlockState(FluidState fluidState) | + | |
- | { | + | |
- | // | + | |
- | return Mod.acid.getDefaultState().with(FluidBlock.LEVEL, | + | |
- | | + | |
- | | + | public static class Still extends AcidFluid { |
- | public | + | @Override |
- | | + | public |
- | return | + | return |
- | } | + | } |
- | | + | @Override |
- | public | + | public |
- | | + | return |
- | return | + | } |
- | } | + | } |
+ | } | ||
+ | </ | ||
+ | ===== 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'' | ||
- | | + | < |
- | public boolean matchesType(Fluid fluid_1) | + | @Environment(EnvType.CLIENT) |
- | { | + | public class TutorialModClient implements ClientModInitializer |
- | return fluid_1==Mod.flowingAcid || fluid_1==Mod.stillAcid; | + | |
- | } | + | |
- | + | ||
- | ... | + | |
- | + | ||
- | } | + | |
- | </ | + | |
- | Now we can assert that the Acid class is complete. | + | @Override |
+ | public void onInitializeClient() { | ||
+ | FluidRenderHandlerRegistry.INSTANCE.register(TutorialMod.STILL_ACID, | ||
+ | new class_2960(" | ||
+ | new class_2960(" | ||
+ | 0x4CC248 | ||
+ | )); | ||
- | ===== Rendering setup ===== | + | BlockRenderLayerMap.INSTANCE.putFluids(class_1921.method_23583(), |
- | Time to do client-side things. In your **ClientModInitializer** | + | // |
+ | //In this example this is unnecessary because the vanilla | ||
+ | //To register your custom textures use this method. | ||
+ | // | ||
+ | // registry.register(new Identifier(" | ||
+ | // registry.register(new Identifier(" | ||
+ | //}); | ||
- | <code java> | + | // ... |
- | @Override | + | } |
- | public void onInitializeClient() | + | } |
- | { | + | </yarncode> |
- | + | ||
- | | + | |
- | ClientSpriteRegistryCallback.event(SpriteAtlasTexture.BLOCK_ATLAS_TEX).register((spriteAtlasTexture, | + | |
- | + | ||
- | | + | |
- | | + | |
- | // here I tell to use only 16x16 area of the water texture | + | |
- | FabricSprite stillAcidSprite = new FabricSprite(stillSpriteLocation, | + | |
- | // same, but 32 | + | |
- | FabricSprite dynamicAcidSprite = new FabricSprite(dynamicSpriteLocation, | + | |
- | + | ||
- | 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/ | + | |
- | @Override | + | |
- | public Sprite[] getFluidSprites(ExtendedBlockView extendedBlockView, | + | |
- | { | + | |
- | return new Sprite[] {stillAcidSprite, | + | |
- | } | + | |
- | | + | 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(('' |
- | @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'' | ||
- | FluidRenderHandlerRegistry.INSTANCE.register(Mod.stillAcid, | + | <code java [enable_line_numbers=" |
- | | + | // ... |
- | }); | + | |
- | </ | + | 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 | ||
+ | |||
+ | // 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**, | + | // ... |
- | <code java> | + | |
- | + | ||
- | LakeFeature acidFeature = Registry.register(Registry.FEATURE, | + | |
- | + | ||
- | </code> | + | |
- | Then put it into desired biomes to generate: | + | |
- | <code java> | + | |
- | | + | |
- | Biomes.FOREST.addFeature(GenerationStep.Feature.LOCAL_MODIFICATIONS, | + | |
</ | </ | ||
- | This is the end of the tutorial. | ||
zh_cn/tutorial/fluids.1576750765.txt.gz · Last modified: 2019/12/19 10:19 by lightcolour