本教程将会教你如何添加流体,什么是流体呢?就是像水、熔岩这样的东西,我们将会添加一种新的流体。
在原版中流体都继承了net.minecraft.fluid.FlowableFluid
,所以我们也继承它。
首先创建一个抽象类AwesomeFluid
,然后继承FlowableFluid
,然后实现一些方法。
matchesType
:判断流体是否是我们的流体isInfinite
:是否是无限流体,就是像水一样,无限多beforeBreakingBlock
:当流体破坏方块时,会调用这个方法,我们在这里把方块掉落,比如火把被水破坏时,会掉落火把canBeReplacedWith
:是否可以被替换getFlowSpeed
:流体流动速度getLevelDecreasePerBlock
:水返回 1,熔岩在主世界时返回 2 并且在下界时返回 1getTickRate
:水返回 5,熔岩在主世界时返回 30 并且在下界时返回 10getBlastResistance
:爆炸抗性,水和熔岩都是 100public abstract class AwesomeFluid extends FlowableFluid {
@Override
public boolean matchesType(Fluid fluid) {
return fluid == getStill() || fluid == getFlowing();
}
@Override
protected boolean isInfinite(World world) {
return true;
}
@Override
protected void beforeBreakingBlock(WorldAccess world, BlockPos pos, BlockState state) {
final BlockEntity blockEntity = state.hasBlockEntity() ? world.getBlockEntity(pos) : null;
Block.dropStacks(state, world, pos, blockEntity);
}
@Override
protected boolean canBeReplacedWith(FluidState state, BlockView world, BlockPos pos, Fluid fluid, Direction direction) {
return false;
}
@Override
protected int getFlowSpeed(WorldView world) {
return 4;
}
@Override
protected int getLevelDecreasePerBlock(WorldView world) {
return 1;
}
@Override
public int getTickRate(WorldView world) {
return 5;
}
@Override
protected float getBlastResistance() {
return 100;
}
}
之后我们创建一个EndWaterFluid
枚举类,继承AwesomeFluid
,然后实现一些方法,这里先返回null
,我们之后会修改。
public abstract class EndWaterFluid extends AwesomeFluid {
@Override
public Fluid getStill() {
return null;
}
@Override
public Fluid getFlowing() {
return null;
}
@Override
public Item getBucketItem() {
return null;
}
@Override
protected BlockState toBlockState(FluidState state) {
return null;
}
}
接着我们在EndWaterFluid
类中创建一个Flowing
和Still
类,继承EndWaterFluid
,然后实现一些方法。
getStill
:是否是静止流体getLevel
:流体的等级appendProperties
:添加属性public static class Flowing extends EndWaterFluid {
@Override
public boolean isStill(FluidState state) {
return false;
}
@Override
public int getLevel(FluidState state) {
return state.get(LEVEL);
}
@Override
protected void appendProperties(StateManager.Builder<Fluid, FluidState> builder) {
super.appendProperties(builder);
builder.add(LEVEL);
}
}
getStill
:是否是静止流体getLevel
:流体的等级public static class Still extends EndWaterFluid {
@Override
public boolean isStill(FluidState state) {
return true;
}
@Override
public int getLevel(FluidState state) {
return 8;
}
}
分别注册静止流体和流动流体,然后注册流体桶,最后注册流体方块,这里我们使用FabricBlockSettings.copy
复制水的属性。
public static final FlowableFluid STILL_END_WATER = Registry.register(Registries.FLUID, new Identifier("awesome", "end_water"), new EndWaterFluid.Still());
public static final FlowableFluid FLOWING_END_WATER = Registry.register(Registries.FLUID, new Identifier("awesome", "flowing_end_water"), new EndWaterFluid.Flowing());
public static final Item END_WATER_BUCKET = Registry.register(Registries.ITEM, new Identifier("awesome", "end_water_bucket"), new BucketItem(STILL_END_WATER, new FabricItemSettings().recipeRemainder(Items.BUCKET).maxCount(1)));
public static final Block END_WATER = Registry.register(Registries.BLOCK, new Identifier("awesome", "end_water"), new FluidBlock(STILL_END_WATER, FabricBlockSettings.copy(Blocks.WATER)));
最后补全EndWaterFluid
类。
public abstract class EndWaterFluid extends AwesomeFluid {
@Override
public Fluid getStill() {
return ExampleMod.STILL_END_WATER;
}
@Override
public Fluid getFlowing() {
return ExampleMod.FLOWING_END_WATER;
}
@Override
public Item getBucketItem() {
return ExampleMod.END_WATER_BUCKET;
}
@Override
protected BlockState toBlockState(FluidState state) {
return ExampleMod.END_WATER.getDefaultState().with(FluidBlock.LEVEL, WaterFluid.getBlockStateLevel(state));
}
}
在onInitialize
设置流体渲染。
静止流体和流动流体的纹理都是minecraft:block/water_still
,minecraft:block/water_flow
,颜色是0x730D95
。
FluidRenderHandlerRegistry.INSTANCE.register(STILL_END_WATER, FLOWING_END_WATER, new SimpleFluidRenderHandler(
new Identifier("minecraft:block/water_still"),
new Identifier("minecraft:block/water_flow"),
0x730D95
));
BlockRenderLayerMap.INSTANCE.putFluids(RenderLayer.getTranslucent(), STILL_END_WATER, FLOWING_END_WATER);
和矿物生成差不多,都需要在configured_feature
和placed_feature
中创建配置。
我们找到原版游戏中的data/minecraft/worldgen/configured_feature/spring_water.json
和data/minecraft/worldgen/placed_feature/spring_water.json
,然后将其修改为我们的配置。
首先在configured_feature
中创建,end_water.json
。
{
"type": "minecraft:spring_feature",
"config": {
"hole_count": 1,
"requires_block_below": true,
"rock_count": 4,
"state": {
"Name": "awesome:end_water",
"Properties": {
"falling": "true"
}
},
"valid_blocks": [
"minecraft:stone",
"minecraft:granite",
"minecraft:diorite",
"minecraft:andesite",
"minecraft:deepslate",
"minecraft:tuff",
"minecraft:calcite",
"minecraft:dirt",
"minecraft:snow_block",
"minecraft:powder_snow",
"minecraft:packed_ice"
]
}
}
之后在placed_feature
中创建,end_water.json
。
{
"feature": "awesome:end_water",
"placement": [
{
"type": "minecraft:count",
"count": 25
},
{
"type": "minecraft:in_square"
},
{
"type": "minecraft:height_range",
"height": {
"type": "minecraft:uniform",
"max_inclusive": {
"absolute": 192
},
"min_inclusive": {
"above_bottom": 0
}
}
},
{
"type": "minecraft:biome"
}
]
}
最后注册PlacedFeature
。
public static final RegistryKey<PlacedFeature> END_WATER_PLACED_FEATURE = RegistryKey.of(RegistryKeys.PLACED_FEATURE, new Identifier("awesome", "end_water"));
并且在BiomeModifications
中注册END_WATER_PLACED_FEATURE
。
BiomeModifications.addFeature(BiomeSelectors.foundInOverworld(), GenerationStep.Feature.FLUID_SPRINGS, END_WATER_PLACED_FEATURE);