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zh_cn:tutorial:inventory [2019/12/19 05:04] lightcolourzh_cn:tutorial:inventory [2023/08/28 10:14] (current) – [从物品栏(或任何物品栏)中提取和放入] wjz_p
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-====== Storing items in a block as an Inventory ====== +====== 在方块中存储物品 ====== 
-Make sure you've [[tutorial:blockentity|made a block entity]] before reading this tutorial.  +阅读本教程之前,请确保已经做好了[[zh_cn:tutorial:blockentity|方块实体]]
  
-The standard way to store items in a BlockEntity is to make it an ''Inventory''.  +将物品存储在 BlockEntity(方块实体)中的标准方法是使其成为''Inventory''。这使得漏斗(或其他模组)无需任何额外的工作即可从您的 BlockEntity 放入和提取物品。  
-This allows hoppers (or other mods) to insert and extract items from your BlockEntity without any extra work.  +===== 实现 Inventory 接口 ===== 
-===== Implementing Inventory ===== +''Inventory'' 只是一个接口,这意味着实际的 ''ItemStack'' 状态将需要存储在您的''BlockEntity''上。可以使用''DefaultedList <ItemStack>''作为存储这些''ItemStacks''的简便方法,且可以将其默认设置为''ItemStack.Empty'',用来表示物品堆没有任何物品。实现 ''Inventory''非常简单,但乏味且容易出错,因此,我们将使用其默认实现,该实现只需要给它一个''DefaultList <ItemStack>''(将其复制为新文件):
-''Inventory'' is just an interface, which means the actual ''ItemStack'' state will need to be stored on your ''BlockEntity''+
-''DefaultedList<ItemStack>'' can be used as an easy way to store  these ''ItemStacks'',  +
-as it can be set to default to ''ItemStack.Empty'', which is the proper way of saying that there is no item in a slot. +
-Implementing ''Inventory'' is fairly simple, but is tedious and prone to error,  +
-so we'll use a default implementation of it which only requires giving it a ''DefaultList<ItemStack>'' (copy this as a new file):+
 <code java ImplementedInventory.java> <code java ImplementedInventory.java>
 /** /**
- A simple {@code Inventory} implementation with only default methods + an item list getter.+ 一个简单的 {@code Inventory} 实现,仅有默认的方法和物品列表获取器。
  *  *
  * Originally by Juuz  * Originally by Juuz
  */  */
 public interface ImplementedInventory extends Inventory { public interface ImplementedInventory extends Inventory {
 +
     /**     /**
-     Gets the item list of this inventory. +     从此物品栏中检索物品。 
-     Must return the same instance every time it's called.+     每次被调用时必须返回相同实例。
      */      */
     DefaultedList<ItemStack> getItems();     DefaultedList<ItemStack> getItems();
-    // Creation+    
     /**     /**
-     Creates an inventory from the item list.+     从物品列表创建物品栏。
      */      */
     static ImplementedInventory of(DefaultedList<ItemStack> items) {     static ImplementedInventory of(DefaultedList<ItemStack> items) {
         return () -> items;         return () -> items;
     }     }
 +    
     /**     /**
-     Creates a new inventory with the size.+     根据指定的尺寸创建新的物品栏。
      */      */
     static ImplementedInventory ofSize(int size) {     static ImplementedInventory ofSize(int size) {
         return of(DefaultedList.ofSize(size, ItemStack.EMPTY));         return of(DefaultedList.ofSize(size, ItemStack.EMPTY));
     }     }
-    // Inventory+    
     /**     /**
-     Returns the inventory size.+     返回物品栏的大小。
      */      */
     @Override     @Override
-    default int getInvSize() {+    default int size() {
         return getItems().size();         return getItems().size();
     }     }
 +    
     /**     /**
-     * @return true if this inventory has only empty stacks, false otherwise+     * 检查物品栏是否为空。 
 +     * @return true,如果物品栏仅有一个空堆,否则为true。
      */      */
     @Override     @Override
-    default boolean isInvEmpty() { +    default boolean isEmpty() { 
-        for (int i = 0; i < getInvSize(); i++) { +        for (int i = 0; i < size(); i++) { 
-            ItemStack stack = getInvStack(i);+            ItemStack stack = getStack(i);
             if (!stack.isEmpty()) {             if (!stack.isEmpty()) {
                 return false;                 return false;
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         return true;         return true;
     }     }
 +    
     /**     /**
-     Gets the item in the slot.+     检索槽位中的物品。
      */      */
     @Override     @Override
-    default ItemStack getInvStack(int slot) {+    default ItemStack getStack(int slot) {
         return getItems().get(slot);         return getItems().get(slot);
     }     }
 +    
     /**     /**
-     Takes a stack of the size from the slot. +     从物品栏槽位移除物品。 
-     <p>(default implementation) If there are less items in the slot than what are requested, +     @param slot  从该槽位移除。 
-     takes all items in that slot.+     @param count 需要移除的物品个数。如果槽位中的物品少于需要的,则将其全部取出。
      */      */
     @Override     @Override
-    default ItemStack takeInvStack(int slot, int count) {+    default ItemStack removeStack(int slot, int count) {
         ItemStack result = Inventories.splitStack(getItems(), slot, count);         ItemStack result = Inventories.splitStack(getItems(), slot, count);
         if (!result.isEmpty()) {         if (!result.isEmpty()) {
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         return result;         return result;
     }     }
 +    
     /**     /**
-     Removes the current stack in the {@code slot} and returns it.+     从物品栏槽位移除所有物品。 
 +     @param slot 从该槽位移除。
      */      */
     @Override     @Override
-    default ItemStack removeInvStack(int slot) {+    default ItemStack removeStack(int slot) {
         return Inventories.removeStack(getItems(), slot);         return Inventories.removeStack(getItems(), slot);
     }     }
 +    
     /**     /**
-     Replaces the current stack in the {@code slot} with the provided stack. +     将物品栏槽位中的当前物品堆替换为提供的物品堆。 
-     <p>If the stack is too big for this inventory ({@link Inventory#getInvMaxStackAmount()}), +     @param slot  替换该槽位的物品堆。 
-     * it gets resized to this inventory's maximum amount.+     @param stack 替换后新的物品堆。如果堆对于此物品栏过大({@link Inventory#getMaxCountPerStack()}),则压缩为物品栏的最大数量。
      */      */
     @Override     @Override
-    default void setInvStack(int slot, ItemStack stack) {+    default void setStack(int slot, ItemStack stack) {
         getItems().set(slot, stack);         getItems().set(slot, stack);
-        if (stack.getCount() > getInvMaxStackAmount()) { +        if (stack.getCount() > getMaxCountPerStack()) { 
-            stack.setCount(getInvMaxStackAmount());+            stack.setCount(getMaxCountPerStack());
         }         }
     }     }
 +    
     /**     /**
-     Clears {@linkplain #getItems() the item list}}.+     清除物品栏。
      */      */
     @Override     @Override
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         getItems().clear();         getItems().clear();
     }     }
 +    
 +    /**
 +     * 将方块状态标记为脏。
 +     * 更改物品栏之后必须调用,所以游戏正确地储存物品栏内容并提取邻近方块物品栏改变。
 +     */ 
     @Override     @Override
     default void markDirty() {     default void markDirty() {
-        // Override if you want behavior.+        // 需要行为时,覆盖此方法。
     }     }
 +    
 +    /**
 +     * @return true 如果玩家可以使用物品栏,否则为 false。i
 +     */ 
     @Override     @Override
-    default boolean canPlayerUseInv(PlayerEntity player) {+    default boolean canPlayerUse(PlayerEntity player) {
         return true;         return true;
     }     }
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 </code> </code>
  
-Now in your ''BlockEntity'' Implement ''ImplementedInventory'',  +现在在您的 ''BlockEntity'' 中实现''ImplementedInventory'',并为其提供存储该物品的 ''DefaultedList <ItemStack> items'' 实例。对于此例,我们将在物品栏中最多存储2件物品:
-and provide it with an instance of ''DefaultedList<ItemStack> items'' that stores the items. +
-For this example we'll store a maximum of items in the inventory:+
 <code java> <code java>
 public class DemoBlockEntity extends BlockEntity implements ImplementedInventory { public class DemoBlockEntity extends BlockEntity implements ImplementedInventory {
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 </code> </code>
-We're also gonna need to save the inventories to tag and load it from there.  +我们还需要将物品栏保存到标签并从那里加载。''Inventories'' 具有帮助方法,可以使得这个非常轻松:
-''Inventories'' has helper methods that makes this very easy:+
 <code java> <code java>
 public class DemoBlockEntity extends BlockEntity implements ImplementedInventory { public class DemoBlockEntity extends BlockEntity implements ImplementedInventory {
     [...]     [...]
     @Override     @Override
-    public void fromTag(CompoundTag tag) { +    public void readNbt(NbtCompound nbt) { 
-        super.fromTag(tag); +        super.readNbt(nbt); 
-        Inventories.fromTag(tag,items);+        Inventories.readNbt(nbt, items);
     }     }
  
     @Override     @Override
-    public CompoundTag toTag(CompoundTag tag) { +    public NbtCompound writeNbt(NbtCompound nbt) { 
-        Inventories.toTag(tag,items); +        Inventories.writeNbt(nbt, items); 
-        return super.toTag(tag);+        return super.writeNbt(nbt);
     }     }
 } }
 </code> </code>
-===== Extracting and inserting from your inventory (or any inventory) ===== +===== 从物品栏(或任何物品栏)中提取和放入 ===== 
-In our block class, we'll override the `activatebehavior to insert and extract items from our inventory.  +我们覆盖方块类中的 `onUse行为以从我们的物品栏中加入和提取物品。注意这也可以对任何 ''Inventory'' 实例完成,不仅是我们自己的(例如,也因此可以对箱子方块做同样的事)。首先我们处理第一个槽位,如果是空的。玩家如果拿着物品,则会将拿着的物品放入。物品进入第一个槽位,如果是空的,或者进入第二个槽位,如果第一个是空的,或者如果第二个是空的,我们则会输出与物品栏有关的信息。注意我们将 ''ItemStack'' 插入物品栏时调用 ''copy()'',这样不会随着玩家的 ''ItemStack'' 而被破坏。
-Note that this can be done to any ''Inventory'' instance, not just our own (so you could do the same thing to a chest block, for example). +
-First we'll handle inserting into the inventory. The player will insert the item he is holding if he is holding one. +
-It'll go into the first slot if it is empty, or to the second slot if the first one is empty,  +
-or if the second is empty too we'll print some information about the inventory.  +
-Note that we call ''copy()'' when inserting the ''ItemStack'' into the inventory so it doesn't get destroyed alongside the player'''ItemStack''.+
 <code java> <code java>
 public class ExampleBlock extends Block implements BlockEntityProvider { public class ExampleBlock extends Block implements BlockEntityProvider {
     [...]     [...]
     @Override     @Override
-    public boolean activate(BlockState blockState, World world, BlockPos blockPos, PlayerEntity player, Hand hand, BlockHitResult blockHitResult) { +    public ActionResult onUse(BlockState blockState, World world, BlockPos blockPos, PlayerEntity player, Hand hand, BlockHitResult blockHitResult) { 
-        if (world.isClient) return true;+        if (world.isClient) return ActionResult.SUCCESS;
         Inventory blockEntity = (Inventory) world.getBlockEntity(blockPos);         Inventory blockEntity = (Inventory) world.getBlockEntity(blockPos);
- +  
 + 
         if (!player.getStackInHand(hand).isEmpty()) {         if (!player.getStackInHand(hand).isEmpty()) {
             // Check what is the first open slot and put an item from the player's hand there             // Check what is the first open slot and put an item from the player's hand there
-            if (blockEntity.getInvStack(0).isEmpty()) {+            if (blockEntity.getStack(0).isEmpty()) {
                 // Put the stack the player is holding into the inventory                 // Put the stack the player is holding into the inventory
-                blockEntity.setInvStack(0, player.getStackInHand(hand).copy());+                blockEntity.setStack(0, player.getStackInHand(hand).copy());
                 // Remove the stack from the player's hand                 // Remove the stack from the player's hand
                 player.getStackInHand(hand).setCount(0);                 player.getStackInHand(hand).setCount(0);
-            } else if (blockEntity.getInvStack(1).isEmpty()) { +            } else if (blockEntity.getStack(1).isEmpty()) { 
-                blockEntity.setInvStack(1, player.getStackInHand(hand).copy());+                blockEntity.setStack(1, player.getStackInHand(hand).copy());
                 player.getStackInHand(hand).setCount(0);                 player.getStackInHand(hand).setCount(0);
             } else {             } else {
                 // If the inventory is full we'll print it's contents                 // If the inventory is full we'll print it's contents
                 System.out.println("The first slot holds "                 System.out.println("The first slot holds "
-                        + blockEntity.getInvStack(0) + " and the second slot holds " + blockEntity.getInvStack(1));+                        + blockEntity.getStack(0) + " and the second slot holds " + blockEntity.getStack(1));
             }             }
         }          } 
-        return true;+        return ActionResult.SUCCESS;
     }     }
 } }
 </code> </code>
  
 +当玩家不持有物品时,我们将采取相反的行为。我们将从第二个槽位中取出项目,然后第二个中的第一个为空。如果第一个也是空的,我们将不做任何事情。
  
-We'll have the opposite behavior when the player is not holding an item. We'll take the item from the second slot, and then the first one of the second is empty.  
-If the first is empty as well we won't do anything. 
 <code java> <code java>
 public class ExampleBlock extends Block implements BlockEntityProvider { public class ExampleBlock extends Block implements BlockEntityProvider {
     [...]     [...]
     @Override     @Override
-    public boolean activate(BlockState blockState, World world, BlockPos blockPos, PlayerEntity player, Hand hand, BlockHitResult blockHitResult) {+    public ActionResult onUse(BlockState blockState, World world, BlockPos blockPos, PlayerEntity player, Hand hand, BlockHitResult blockHitResult) {
         ...         ...
         if (!player.getStackInHand(hand).isEmpty()) {         if (!player.getStackInHand(hand).isEmpty()) {
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         } else {         } else {
             // If the player is not holding anything we'll get give him the items in the block entity one by one             // If the player is not holding anything we'll get give him the items in the block entity one by one
 + 
              // Find the first slot that has an item and give it to the player              // Find the first slot that has an item and give it to the player
-            if (!blockEntity.getInvStack(1).isEmpty()) {+            if (!blockEntity.getStack(1).isEmpty()) {
                 // Give the player the stack in the inventory                 // Give the player the stack in the inventory
-                player.inventory.offerOrDrop(world, blockEntity.getInvStack(1));+                player.getInventory().offerOrDrop(blockEntity.getStack(1));
                 // Remove the stack from the inventory                 // Remove the stack from the inventory
-                blockEntity.removeInvStack(1); +                blockEntity.removeStack(1); 
-            } else if (!blockEntity.getInvStack(0).isEmpty()) { +            } else if (!blockEntity.getStack(0).isEmpty()) { 
-                player.inventory.offerOrDrop(world, blockEntity.getInvStack(0)); +                player.getInventory().offerOrDrop(blockEntity.getStack(0)); 
-                blockEntity.removeInvStack(0);+                blockEntity.removeStack(0);
             }             }
         }         }
-         +  
-        return true;+        return ActionResult.SUCCESS;
     }     }
 } }
 </code> </code>
  
-===== Implementing SidedInventory ===== +===== 实现 SidedInventory 接口 ===== 
-If you want to have different logic based on what side things (hopper or other mods) interact with your block  +如果你希望有基于与方块不同的面(漏斗或者其他模组)进行交互的不同逻辑,你可以实现 SidedInventory 接口。如果说你想使得方块不能从上侧插入,可以这样做:
-you need to implement ''SidedInventory''.  +
-If say you wanted to make it so you cannot insert from the upper side of the block, you would do this:+
 <code java> <code java>
 public class DemoBlockEntity extends BlockEntity implements ImplementedInventory, SidedInventory { public class DemoBlockEntity extends BlockEntity implements ImplementedInventory, SidedInventory {
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     @Override     @Override
-    public boolean canInsertInvStack(int slot, ItemStack stack, Direction direction) {+    public boolean canInsert(int slot, ItemStack stack, Direction direction) {
         return direction != Direction.UP;         return direction != Direction.UP;
     }     }
  
     @Override     @Override
-    public boolean canExtractInvStack(int slot, ItemStack stack, Direction direction) {+    public boolean canExtract(int slot, ItemStack stack, Direction direction) {
         return true;         return true;
     }     }
Line 245: Line 248:
  
 </code> </code>
- 
zh_cn/tutorial/inventory.1576731892.txt.gz · Last modified: 2019/12/19 05:04 by lightcolour