225 lines
6.9 KiB
Markdown
225 lines
6.9 KiB
Markdown
---
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front: https://nie.res.netease.com/r/pic/20211104/69055361-2e7a-452f-8b1a-f23e1262a03a.jpg
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hard: 进阶
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time: 35分钟
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---
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# 制作一个加速火把
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本节中,我们将通过制作一个加速火把的过程来学习方块实体方块的制作。
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## 使用Blockbench准备火把模型
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我们的加速火把不需要骨骼动画或资源控制,只需要一个静态的火把模型即可。所以我们在Blockbench中绘制一个火把模型。
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## 使用编辑器导入模型并配置火把方块
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我们在编辑器中使用导入方块模型的功能导入我们的火把模型。
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然后新建一个火把方块,在“基础属性”中配置模型,这等价于我们在`blocks.json`中配置`netease_model`字段。
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然后为我们的火把加上“方块实体”的组件。与此同时,我们为了使火把正常渲染,将其调整为可寻路、透明材质和非固体,同时设置好其碰撞箱。
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我们也可以在JSON文件中进行编辑。方块的服务端定义如下:
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```json
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{
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"format_version": "1.16.0",
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"minecraft:block": {
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"description": {
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"identifier": "design:custom_torch"
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},
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"components": {
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"minecraft:block_light_absorption": 0,
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"minecraft:block_light_emission": 1.0,
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"minecraft:destroy_time": 1.0,
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"netease:render_layer": {
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"value": "alpha"
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},
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"netease:aabb": {
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"collision": {
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"min": [0.4375, 0.0, 0.4375],
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"max": [0.5625, 0.6875, 0.5625]
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},
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"clip": {
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"min": [0.4375, 0.0, 0.4375],
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"max": [0.5625, 0.6875, 0.5625]
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}
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},
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"netease:solid": {
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"value": false
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},
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"netease:pathable": {
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"value": true
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},
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"netease:block_entity": {
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"tick": true,
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"movable": false
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}
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}
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}
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}
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```
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客户端定义如下:
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```json
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{
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"format_version": [ 1, 1, 0 ],
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"design:custom_torch": {
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"netease_model": "design:custom_torch",
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"sound": "wood"
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}
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}
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```
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同时我们也可以查看已经导入的火把模型文件:
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```json
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{
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"format_version": "1.13.0",
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"netease:block_geometry": {
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"description": {
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"identifier": "design:custom_torch",
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"textures": ["torch_on"],
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"use_ao": false
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},
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"bones": [{
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"name": "root",
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"pivot": [0, 0, 0],
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"rotation": [0, 0, 0],
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"cubes": [{
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"origin": [-9, 0, 7],
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"pivot": [-8, 0, 8],
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"rotation": [0, 0, 0],
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"size": [2, 11, 2],
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"uv": {
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"down": {
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"texture": 0,
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"uv": [7, 14],
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"uv_size": [2, 2]
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},
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"east": {
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"texture": 0,
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"uv": [7, 6],
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"uv_size": [2, 10]
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},
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"north": {
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"texture": 0,
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"uv": [7, 6],
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"uv_size": [2, 10]
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},
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"south": {
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"texture": 0,
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"uv": [7, 6],
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"uv_size": [2, 10]
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},
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"up": {
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"texture": 0,
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"uv": [9, 8],
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"uv_size": [-2, -2]
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},
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"west": {
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"texture": 0,
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"uv": [7, 6],
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"uv_size": [2, 10]
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}
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}
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}]
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}]
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}
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}
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```
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## 监听事件并催熟作物
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接下来我们制作脚本部分。我们可以通过`ServerBlockEntityTickEvent`事件来监听滴答。我们通过编辑器在行为包中创建一个主模组目录和一个服务端控制中心,并在主模组文件中注册服务端系统:
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```python
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# -*- coding: UTF-8 -*-
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from mod.common.mod import Mod
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import mod.server.extraServerApi as serverApi
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@Mod.Binding(name="CustomTorch", version="0.1")
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class CustomTorch(object):
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def __init__(self):
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pass
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@Mod.InitClient()
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def initClient(self):
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pass
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@Mod.InitServer()
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def initServer(self):
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serverApi.RegisterSystem("CustomTorch", "CustomTorchServer", "CustomTorchScripts.ServerMgr.Main")
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@Mod.DestroyClient()
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def destroyClient(self):
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pass
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@Mod.DestroyServer()
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def destroyServer(self):
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pass
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```
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然后我们在`ServerMgr.py`文件中写入服务端系统:
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```python
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# -*- coding: UTF-8 -*-
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from mod.server.system.serverSystem import ServerSystem
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import mod.server.extraServerApi as serverApi
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class Main(ServerSystem):
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def __init__(self, namespace, system_name):
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ServerSystem.__init__(self, namespace, system_name)
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namespace, system = serverApi.GetEngineNamespace(), serverApi.GetEngineSystemName()
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self.ListenForEvent(namespace, system, "ServerBlockEntityTickEvent", self, self.on_torch_grow) # 监听ServerBlockEntityTickEvent事件
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def on_torch_grow(self, event):
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x = event['posX'] # 获取坐标X
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y = event['posY'] # 获取坐标Y
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z = event['posZ'] # 获取坐标Z
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dim_id = event['dimension'] # 获取维度ID
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block_comp = serverApi.GetEngineCompFactory().CreateBlockInfo(serverApi.GetLevelId())
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block_state_comp = serverApi.GetEngineCompFactory().CreateBlockState(serverApi.GetLevelId())
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block_entity_comp = serverApi.GetEngineCompFactory().CreateBlockEntityData(serverApi.GetLevelId())
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block_entity_data = block_entity_comp.GetBlockEntityData(dim_id, (x, y, z)) # 获取方块数据
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tick = block_entity_data['tick'] # 获取方块滴答次数
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if not tick:
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tick = 0 # 如果额外数据中没有tick属性便创建tick的值
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tick += 1 # 加速火把方块会在每一刻自增一次滴答次数
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block_entity_data['tick'] = tick # 应用回tick属性
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if tick % 20 != 0: # 1秒=20刻,当刷新次数与20求模为0时,即过了一秒钟
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return
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# 运用列表推导式,获得[(x - 1, y, z - 1), (x, y, z - 1), (x + 1, y, z - 1), (x + 1, y, z + 1), (x, y, z),
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# (x - 1, y, z + 1), (x, y, z + 1), (x - 1, y, z), (x + 1, y, z)]的坐标列表
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grow_poses = [(x + x_offset, y, z + z_offset) for x_offset in xrange(-1, 2) for z_offset in xrange(-1, 2)]
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grow_poses.remove((x, y, z)) # 由于坐标(x, y, z)是加速火把,所以移除这个坐标
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for grow_pos in grow_poses:
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block = block_comp.GetBlockNew(grow_pos, dim_id)
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if block and block['name'] == 'minecraft:wheat': # 如果是小麦
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block_state = block_state_comp.GetBlockStates(grow_pos, dim_id)
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if block_state['growth'] < 7: # 且小麦还未成熟,即成长值小于7
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block_state['growth'] += 1 # 增加一级成长值
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block_state_comp.SetBlockStates(grow_pos, block_state, dim_id)
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```
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这样,我们便完成了可以为小麦加速的加速火把的制作,每秒将为小麦加速一个成长阶段。我们进入游戏查看效果。
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可以看到,我们的加速火把如期加速了周围的小麦! |