feat:上传mcguide-开发指南部份
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mcguide/20-玩法开发/15-自定义游戏内容/1-自定义物品/8-自定义盾牌.md
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mcguide/20-玩法开发/15-自定义游戏内容/1-自定义物品/8-自定义盾牌.md
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---
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front:
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hard: 入门
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time: 分钟
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---
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# 自定义盾牌
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## 概述
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属于特殊的自定义物品,在支持自定义物品所有特性的基础上,还具有盾牌相关的功能,支持自定义盾牌的动画和模型。
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## 注册
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1. 与自定义基础物品的注册1-6步相同
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**物品名(即identifier冒号后的部分)不可以叫shield,否则会和原版盾牌冲突!!**
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1. 如果resource中的icon填写为空,则盾牌的物品形态会渲染为模型(使用default模型与default贴图渲染,不会播放动作)
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如果配置了贴图icon,则物品形态渲染为贴图
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```python
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{
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"minecraft:item": {
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"description": {
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"identifier": "customshield:test_shield"
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},
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"components": {
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"minecraft:icon": ""
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}
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},
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"format_version": "1.10"
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}
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```
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1. 在behavior/netease_items_beh的json中添加武器/工具相关的定义,包括:
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custom_item_type为shield
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一个netease:shield组件,必填。组件的参数见[json组件](#json组件)
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```python
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{
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"minecraft:item": {
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"description": {
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"category": "Custom",
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"identifier": "customshield:test_shield",
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"custom_item_type": "shield",
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"register_to_create_menu": true
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},
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"components": {
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"netease:shield":{
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"defence_damage_source_list":["drowning"],//防御的伤害类型,如果不配或者配置为空则走原生的格挡伤害逻辑
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"undefence_damage_source_list":["entity_attack"],//不防御的伤害类型,和上面这个不能有相同元素,如果有相同则优先防御该伤害类型
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"is_consume_damage":false//是否消耗耐久度,false则不消耗
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}
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}
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},
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"format_version": "1.10"
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}
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```
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1. 在resource/netease_item_res中增加json文件,如:
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```python
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{
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"minecraft:item": {
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"description": {
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"identifier": "customshield:test_shield"
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},
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"components": {
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"minecraft:icon": "shield"
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}
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},
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"format_version": "1.10"
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}
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```
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1. 在resource/attachables中增加json文件,如:
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```python
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{
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"format_version": "1.10.0",
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"minecraft:attachable": {
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"description": {
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"identifier": "customshield:test_shield",
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"materials": {
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"default": "entity_alphatest",
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"enchanted": "entity_alphatest_glint"
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},
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"textures": {
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"default": "textures/entity/test_shield", //模型表面的贴图
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"enchanted": "textures/misc/enchanted_item_glint"
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},
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"geometry": {
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"default": "geometry.test_shield" //模型
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},
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"animations": {
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//我们提供了一个通用的animation controller,他位于vanilla_netease/animation_controllers/shield.animation_controllers.json
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"wield": "controller.animation.default_custom_shield.wield",
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//普通的拿盾状态使用了自定义动作
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//您也可以复用原版的动作animation.shield.xxx
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"wield_main_hand_first_person": "animation.test_shield.wield_main_hand_first_person",
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"wield_off_hand_first_person": "animation.test_shield.wield_off_hand_first_person",
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"wield_third_person": "animation.test_shield.wield_third_person",
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// 如果防御状态的动作复用了原版的动作, 则在举盾状态时盾牌的动画部分将会失效
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// "wield_main_hand_first_person_block": "animation.shield.wield_main_hand_first_person_blocking",
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// "wield_off_hand_first_person_block": "animation.shield.wield_off_hand_first_person_blocking"
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// 为了使举盾状态时盾牌的动画部分也能正常运作,防御状态的动作使用了了自定义的动作
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"wield_main_hand_first_person_block": "animation.test_shield.wield_main_hand_first_person_blocking",
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"wield_off_hand_first_person_block": "animation.test_shield.wield_off_hand_first_person_blocking"
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},
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"scripts": {
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"animate": [
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"wield"
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],
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// 如果复用了原版动作,则需要有以下数值定义
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"initialize": [
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"variable.main_hand_first_person_pos_x = 5.3;",
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"variable.main_hand_first_person_pos_y = 26.0;",
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"variable.main_hand_first_person_pos_z = 0.4;",
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"variable.main_hand_first_person_rot_x = 91.0;",
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"variable.main_hand_first_person_rot_y = 65.0;",
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"variable.main_hand_first_person_rot_z = -43.0;",
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"variable.off_hand_first_person_pos_x = -13.5;",
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"variable.off_hand_first_person_pos_y = -5.8;",
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"variable.off_hand_first_person_pos_z = 5.1;",
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"variable.off_hand_first_person_with_bow_pos_z = -25.0;",
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"variable.off_hand_first_person_rot_x = 1.0;",
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"variable.off_hand_first_person_rot_y = 176.0;",
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"variable.off_hand_first_person_rot_z = -2.5;"
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],
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// 使用弓时的动作修正
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"pre_animation": [
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"variable.is_using_bow = (query.get_equipped_item_name == 'bow') && (query.main_hand_item_use_duration > 0.0f);"
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]
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},
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"render_controllers": [ "controller.render.item_default" ]
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}
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}
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}
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```
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1. resource/models/entity中自定义自己的盾牌模型
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1. 在resource/animations以及resource/animation_controllers放置自定义的动作与动作控制器(如果有的话)
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1. 在python绑定玩家的动画控制器,同时,这个给玩家绑定动画控制器的操作是在一个新增事件的回调函数里完成的,
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事件名称为<a href="../../../../mcdocs/1-ModAPI/事件/世界.html#addplayercreatedclientevent">"AddPlayerCreatedClientEvent"</a>,触发此事件时,会传递一个playerId参数,此事件触发表明该玩家渲染相关资源已加载完毕。
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```python
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animaComp = clientApi.GetEngineCompFactory().CreateActorRender(playerId)
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# 添加激活盾牌时玩家的动作
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# animationKey需要唯一
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# animationName复用了原版的
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# 如果需要用自定义动作也可以参考player.animation.json编写新的动作
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animaComp.AddPlayerAnimation("shield_block_main_hand_test", "animation.player.shield_block_main_hand")
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animaComp.AddPlayerAnimation("shield_block_off_hand_test", "animation.player.shield_block_off_hand")
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# blocking状态,并且左手上不是原版盾牌与自定义盾牌,并且主手是我们的自定义盾牌
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animaComp.AddPlayerAnimationIntoState("root", "third_person", "shield_block_main_hand_test", "query.blocking && query.get_equipped_item_name('off_hand') != 'shield' && !query.get_equipped_item_is_netease_shield('off_hand') && query.get_equipped_item_full_name == 'customshield:test_shield'")
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# blocking状态,并且左手是我们的自定义盾牌
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animaComp.AddPlayerAnimationIntoState("root", "third_person", "shield_block_off_hand_test", "query.blocking && query.get_equipped_item_full_name('off_hand') == 'customshield:test_shield'")
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```
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## Molang表达式
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### 新增molang表达式
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- query.get_equipped_item_is_netease_shield
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* 描述
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获取主手/副手是否自定义盾牌(原版盾牌不算)
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* 参数:
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| 键 | 类型 | 默认值 | 解释 |
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| -------- | ---- | --------- | ---------------------------------------------- |
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| hand | str | 'main_hand' | 获取主手(main_hand)/副手('off_hand')是否盾牌 |
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* 返回值:
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| 说明 |
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| ---- |
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| 主手(main_hand)/副手('off_hand')是否网易自定义盾牌 |
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- query.get_equipped_item_full_name
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* 描述
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获取主手/副手物品的identifier,仅对自定义物品使用,原版物品请使用query.get_equipped_item_name。
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* 参数:
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| 键 | 类型 | 默认值 | 解释 |
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| -------- | ---- | --------- | ---------------------------------------------- |
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| hand | str | 'main_hand' | 获取主手(main_hand)/副手('off_hand')是否盾牌 |
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* 返回值:
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| 说明 |
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| ---- |
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| 主手/副手物品的identifier |
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### 原版molang表达式
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* c.item_slot
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本物品所在的位置
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**返回值:**
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| 说明 |
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| ---- |
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| "main_hand":主手;"off_hand":副手;"head":头;"torso":躯干 |
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* q.item_slot_to_bone_name
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**返回值:**
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| 说明 |
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| ---- |
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| "rightitem":主手;"leftitem":副手; |
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## JSON组件
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### 网易components
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* netease:shield
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| 键 | 类型 | 默认值 | 解释 |
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| -------- | ---- | --------- | ---------------------------------------------- |
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| defence_damage_source_list | list | [] | 防御的伤害类型,如果不配或者配置为空则走原生的格挡伤害逻辑。暂时不支持抵御火烧(fire,fire_tick),自杀(suicide),凋零(wither)的伤害 |
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| undefence_damage_source_list | list | [] | 不防御的伤害类型,和上面这个不能有相同元素,如果有相同则优先防御该伤害类型 |
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| is_consume_damage | bool | true | 是否消耗耐久度,false则不消耗 |
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### 原版components
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* minecraft:icon
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贴图名字
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* minecraft:attachable
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minecraft:attachable主要健是description,下面介绍description的值
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| 键 | 类型 | 默认值 | 解释 |
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| ---------- | ---- | ------ | ---------------------------------------------------- |
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| identifier | str | | 盾牌的id |
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| textures | dict | | "default":默认的表面贴图;"enchanted":附魔的表面贴图 |
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| geometry | dict | | "default":物品模型 |
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| animations | dict | | 物品动画控制器和动画相关,参考示例的解释 |
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| scripts | dict | | "animate": [物品动画控制器名],参考示例 |
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| materials | dict | | "default":默认的表面贴图;"enchanted":附魔的表面贴图 ,参考示例 |
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| render_controllers | list | | 参考示例 |
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## 新增的事件和接口
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### 事件
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* <a href="../../../../mcdocs/1-ModAPI/事件/物品.html#onplayerblockedbyshieldbeforeserverevent">OnPlayerBlockedByShieldBeforeServerEvent</a>
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玩家使用盾牌抵挡伤害之前触发
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* <a href="../../../../mcdocs/1-ModAPI/事件/物品.html#onplayerblockedbyshieldafterserverevent">OnPlayerBlockedByShieldAfterServerEvent</a>
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玩家使用盾牌抵挡伤害之后触发
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* <a href="../../../../mcdocs/1-ModAPI/事件/物品.html#onplayeractiveshieldserverevent">OnPlayerActiveShieldServerEvent</a>
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玩家激活/取消激活盾牌触发的事件
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### 接口
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* <a href="../../../../mcdocs/1-ModAPI/接口/物品.html#getitemdefenceangle">GetItemDefenceAngle</a>
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服务端接口。获取盾牌物品的抵挡角度范围
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* <a href="../../../../mcdocs/1-ModAPI/接口/物品.html#setitemdefenceangle">SetItemDefenceAngle</a>
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服务端接口。设置盾牌物品的抵挡角度范围,参考下面抵挡角度范围的解释
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* <a href="../../../../mcdocs/1-ModAPI/接口/玩家/行为.html#setusingshield">setUsingShield</a>
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客户端接口。设置是否激活盾牌
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* <a href="../../../../mcdocs/1-ModAPI/接口/玩家/行为.html#getisblocking">GetIsBlocking</a>
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服务端接口。获取玩家是否处于抵挡状态,即盾牌是否被激活
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## 新增物品字典参数
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**抵挡范围**
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| 键 | 类型 | 默认值 | 解释 |
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| -------- | ---- | ------ | ---------------------- |
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| shieldDefenceAngleLeft | float | -90 | 左边的范围 ,默认是-90,取值范围是[-180,180] |
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| shieldDefenceAngleRight | float | 90 | 右边的范围,默认是90,取值范围是[-180,180],且shieldDefenceAngleLeft<shieldDefenceAngleRight |
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```python
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itemDict1 = {
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'itemName': 'customshield:test_shield',
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'count': 1,
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'shieldDefenceAngleLeft':-45,
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'shieldDefenceAngleRight':30
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}
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comp = serverApi.GetEngineCompFactory().CreateItem(playerId)
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comp.SpawnItemToPlayerInv(itemDict1, playerId)
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```
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### 关于抵挡范围的解释
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如示意图所示,如果一个抵挡范围是[-45°,30°]的盾牌,即shieldDefenceAngleLeft=-45,shieldDefenceAngleRight=30,那么当玩家举起盾牌时,如果伤害来源是一个实体,那么,在玩家前方-45°到30°范围内的伤害可以抵挡,否则不能抵挡。注:原版的盾牌范围是[-90°,90°]
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## demo解释
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[CustomShieldItemMod](../../13-模组SDK编程/60-Demo示例.md#CustomShieldItemMod)中定义了一个自定义盾牌:
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* customshield:test_shield
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自定义盾牌
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