zh_cn:tutorial:fluids
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zh_cn:tutorial:fluids [2020/11/15 01:20] – [制作一个流体方块] solidblock | zh_cn:tutorial:fluids [2023/05/04 11:31] (current) – [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'' | + | 原版流体继承了 '' |
- | <code java [enable_line_numbers=" | + | <yarncode |
- | public abstract class TutorialFluid extends | + | public abstract class TutorialFluid extends |
- | { | + | |
/** | /** | ||
- | * @return | + | * @return |
*/ | */ | ||
@Override | @Override | ||
- | public boolean | + | public boolean |
- | { | + | |
return fluid == getStill() || fluid == getFlowing(); | return fluid == getStill() || fluid == getFlowing(); | ||
} | } | ||
/** | /** | ||
- | * @return | + | * @return |
*/ | */ | ||
@Override | @Override | ||
- | protected boolean | + | protected boolean |
- | { | + | |
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' | + | * 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 | + | protected void method_15730(class_1936 |
- | { | + | |
final BlockEntity blockEntity = state.getBlock().hasBlockEntity() ? world.getBlockEntity(pos) : null; | final BlockEntity blockEntity = state.getBlock().hasBlockEntity() ? world.getBlockEntity(pos) : null; | ||
Block.dropStacks(state, | Block.dropStacks(state, | ||
Line 37: | Line 33: | ||
/** | /** | ||
- | * Lava returns true if its FluidState | + | * 熔岩在其 |
- | * Fluid is Water. | + | |
* | * | ||
- | * @return | + | * @return |
*/ | */ | ||
@Override | @Override | ||
- | protected boolean | + | protected boolean |
- | { | + | |
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 | + | * 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 | + | protected int method_15733(class_4538 |
- | { | + | |
return 4; | return 4; | ||
} | } | ||
/** | /** | ||
- | * Water returns | + | * 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 | + | protected int method_15739(class_4538 |
- | { | + | |
return 1; | return 1; | ||
} | } | ||
/** | /** | ||
- | * Water returns | + | * 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 | + | public int method_15789(class_4538 |
- | { | + | |
return 5; | return 5; | ||
} | } | ||
/** | /** | ||
- | * Water and Lava both return | + | * 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=" | + | <yarncode |
- | public abstract class AcidFluid extends TutorialFluid | + | public abstract class AcidFluid extends TutorialFluid { |
- | { | + | |
@Override | @Override | ||
- | public | + | public |
- | { | + | return YOUR_STILL_FLUID_HERE; |
- | return | + | |
} | } | ||
- | + | ||
@Override | @Override | ||
- | public | + | public |
- | { | + | return YOUR_FLOWING_FLUID_HERE; |
- | return | + | |
} | } | ||
- | + | ||
@Override | @Override | ||
- | public | + | public |
- | { | + | return YOUR_BUCKET_ITEM_HERE; |
- | return | + | |
} | } | ||
- | + | ||
@Override | @Override | ||
- | protected | + | protected |
- | { | + | 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 | + | |
} | } | ||
- | + | ||
- | public static class Flowing extends AcidFluid | + | public static class Flowing extends AcidFluid { |
- | { | + | |
@Override | @Override | ||
- | protected void appendProperties(StateManager.Builder<Fluid, FluidState> builder) | + | protected void method_15775(class_2689.class_2690<class_3611, class_3610> builder) { |
- | { | + | super.method_15775(builder); |
- | super.appendProperties(builder); | + | builder.method_11667(field_15900); |
- | builder.add(LEVEL); | + | |
} | } | ||
- | + | ||
@Override | @Override | ||
- | public int getLevel(FluidState | + | public int method_15779(class_3610 |
- | { | + | return fluidState.method_11654(field_15900); |
- | return fluidState.get(LEVEL); | + | |
} | } | ||
- | + | ||
@Override | @Override | ||
- | public boolean | + | public boolean |
- | { | + | |
return false; | return false; | ||
} | } | ||
} | } | ||
- | + | ||
- | public static class Still extends AcidFluid | + | public static class Still extends AcidFluid { |
- | { | + | |
@Override | @Override | ||
- | public int getLevel(FluidState | + | public int method_15779(class_3610 |
- | { | + | |
return 8; | return 8; | ||
} | } | ||
- | + | ||
@Override | @Override | ||
- | public boolean | + | public boolean |
- | { | + | |
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'' | + | 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 '' |
- | <code java [enable_line_numbers=" | + | <yarncode |
- | // ... | + | public static |
- | + | public static | |
- | public static | + | public static |
- | public static | + | |
- | + | ||
- | public static | + | |
- | + | ||
- | // ... | + | |
@Override | @Override | ||
- | public void onInitialize() | + | public void onInitialize() { |
- | { | + | STILL_ACID = class_2378.method_10230(class_7923.field_41173, new class_2960(" |
- | // ... | + | FLOWING_ACID = class_2378.method_10230(class_7923.field_41173, new class_2960(" |
- | + | ACID_BUCKET = class_2378.method_10230(class_7923.field_41178, new class_2960(" | |
- | STILL_ACID = Registry.register(Registry.FLUID, new Identifier(MOD_ID, " | + | |
- | + | ||
- | FLOWING_ACID = Registry.register(Registry.FLUID, new Identifier(MOD_ID, " | + | |
- | + | ||
- | ACID_BUCKET = Registry.register(Registry.ITEM, new Identifier(MOD_ID, " | + | |
- | + | ||
// ... | // ... | ||
} | } | ||
+ | |||
// ... | // ... | ||
- | </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'' | + | 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 [enable_line_numbers=" | <code json [enable_line_numbers=" | ||
{ | { | ||
Line 190: | Line 158: | ||
" | " | ||
[ | [ | ||
- | "your_mod_id: | + | "tutorial: |
- | "your_mod_id: | + | "tutorial: |
] | ] | ||
} | } | ||
Line 198: | Line 166: | ||
==== 制作一个流体方块 ==== | ==== 制作一个流体方块 ==== | ||
- | 接下来,我们需要在世界中创建表示酸的方块。'' | + | 接下来,我们需要在世界中创建表示酸的方块。'' |
- | <code java [enable_line_numbers=" | + | <yarncode |
- | // ... | + | public static |
- | + | ||
- | public static | + | |
- | + | ||
- | // ... | + | |
@Override | @Override | ||
- | public void onInitialize() | + | public void onInitialize() { |
- | { | + | ACID = class_2378.method_10230(class_7923.field_41175, new class_2960(" |
- | // ... | + | |
- | + | ||
- | ACID = Registry.register(Registry.BLOCK, new Identifier(MOD_ID, " | + | |
// ... | // ... | ||
- | } | + | } |
+ | </ | ||
- | // ... | + | 既然我们有了这些静态对象,我们回到 '' |
- | </ | + | <yarncode |
- | + | public abstract class AcidFluid extends TutorialFluid { | |
- | 既然我们有了这些静态对象,我们回到'' | + | |
- | <code java [enable_line_numbers=" | + | |
- | public abstract class AcidFluid extends TutorialFluid | + | |
- | { | + | |
@Override | @Override | ||
- | public | + | public |
- | { | + | |
return TutorialMod.STILL_ACID; | return TutorialMod.STILL_ACID; | ||
} | } | ||
- | + | ||
@Override | @Override | ||
- | public | + | public |
- | { | + | |
return TutorialMod.FLOWING_ACID; | return TutorialMod.FLOWING_ACID; | ||
} | } | ||
- | + | ||
@Override | @Override | ||
- | public | + | public |
- | { | + | |
return TutorialMod.ACID_BUCKET; | return TutorialMod.ACID_BUCKET; | ||
} | } | ||
- | + | ||
@Override | @Override | ||
- | protected | + | protected |
- | { | + | // method_15741 |
- | // method_15741 | + | 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)); | + | |
} | } | ||
- | |||
- | // ... | ||
- | } | ||
- | </ | ||
- | ===== 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。 | + | public static class Flowing extends AcidFluid { |
- | <code java> | + | @Override |
- | | + | protected |
- | | + | super.method_15775(builder); |
- | { | + | builder.method_11667(field_15900); |
- | + | } | |
- | // adding the sprites to the block texture atlas | + | |
- | ClientSpriteRegistryCallback.event(SpriteAtlasTexture.BLOCK_ATLAS_TEX).register((spriteAtlasTexture, registry) -> { | + | |
- | + | ||
- | Identifier stillSpriteLocation = new Identifier(" | + | |
- | Identifier dynamicSpriteLocation = new Identifier(" | + | |
- | // 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); | + | |
- | | + | |
- | + | ||
- | + | ||
- | // 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, | + | |
- | | + | |
- | // apply light green color | + | @Override |
- | | + | public int method_15779(class_3610 fluidState) { |
- | public int getFluidColor(ExtendedBlockView view, BlockPos pos, FluidState state) | + | return |
- | | + | } |
- | return | + | |
- | } | + | |
- | }; | + | |
- | // registering the same renderer for both fluid variants is intentional | + | @Override |
+ | public boolean method_15793(class_3610 fluidState) { | ||
+ | return false; | ||
+ | } | ||
+ | } | ||
- | FluidRenderHandlerRegistry.INSTANCE.register(Mod.stillAcid, | + | public static class Still extends AcidFluid { |
- | | + | @Override |
- | }); | + | public int method_15779(class_3610 fluidState) { |
+ | return 8; | ||
+ | } | ||
- | </code> | + | @Override |
+ | public boolean method_15793(class_3610 fluidState) { | ||
+ | return true; | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | </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'' | ||
- | 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。 | + | < |
+ | @Environment(EnvType.CLIENT) | ||
+ | public class TutorialModClient implements ClientModInitializer { | ||
- | ===== Generation in a world ===== | + | @Override |
+ | public void onInitializeClient() { | ||
+ | FluidRenderHandlerRegistry.INSTANCE.register(TutorialMod.STILL_ACID, | ||
+ | new class_2960(" | ||
+ | new class_2960(" | ||
+ | 0x4CC248 | ||
+ | )); | ||
- | 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 **: | + | BlockRenderLayerMap.INSTANCE.putFluids(class_1921.method_23583(), TutorialMod.STILL_ACID, TutorialMod.FLOWING_ACID); |
- | <code java> | + | |
- | + | ||
- | LakeFeature acidFeature = Registry.register(Registry.FEATURE, new Identifier(MODID," | + | |
+ | //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. | ||
+ | // | ||
+ | // registry.register(new Identifier(" | ||
+ | // registry.register(new Identifier(" | ||
+ | //}); | ||
+ | |||
+ | // ... | ||
+ | } | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | 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(('' | ||
+ | |||
+ | ===== 在世界中生成 ===== | ||
+ | 为使得酸湖在世界中生成,你可以在你的'' | ||
+ | |||
+ | <code java [enable_line_numbers=" | ||
+ | // ... | ||
+ | |||
+ | public static LakeFeature ACID_LAKE; | ||
+ | |||
+ | // ... | ||
+ | |||
+ | @Override | ||
+ | public void onInitialize() | ||
+ | { | ||
+ | // ... | ||
+ | |||
+ | ACID_LAKE = Registry.register(Registry.FEATURE, | ||
+ | |||
+ | // 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))) | ||
+ | ); | ||
+ | |||
+ | // ... | ||
+ | } | ||
+ | |||
+ | // ... | ||
</ | </ | ||
- | 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, | ||
- | </ | ||
- | 本教程到此结束。 | ||
zh_cn/tutorial/fluids.1605403225.txt.gz · Last modified: 2020/11/15 01:20 by solidblock