完整版BedrockWiki镜像!

This commit is contained in:
boybook
2025-03-20 11:52:46 +08:00
parent 1994c41f01
commit bf9aa4b056
214 changed files with 9042 additions and 8867 deletions

View File

@@ -1,8 +1,8 @@
---
title: Custom Spear
category: Tutorials
title: 自定义长矛
category: 巧思案例
tags:
- scripting
- 脚本
mentions:
- XxPoggyisLitxX
- SirLich
@@ -12,15 +12,19 @@ mentions:
hidden: true
---
# 自定义长矛
<!--@include: @/wiki/bedrock-wiki-mirror.md-->
::: tip
It's highly recommended that you have a basic understanding of JavaScript and Script-API.
强烈建议您对JavaScriptScript-API有基本的了解。
:::
::: warning
It's highly recommended that you have made the basic textures and models for this guide..
请确保已为本教程准备好基础纹理和模型。
:::
Before we start, let's make sure you have your file structure set up:
开始前,请确认文件结构已正确设置:
<FolderView
:paths="[
@@ -39,45 +43,44 @@ Before we start, let's make sure you have your file structure set up:
]"
></FolderView>
Making custom spears is a really simple task. It was not simple for Koala Boy though. There are some scripting involved, but it doesn't do the main behaviors.
制作自定义长矛其实非常简单不过对Koala Boy来说可不简单。虽然涉及部分脚本但核心行为并不依赖脚本实现。
## Item
## 物品
It can go without saying that you'd obviously need an item to make a spear, however we don't use some "basic" behaviors. Let's get an item file and let's add the following components. Let's start with the main components:
首先需要创建长矛物品,但这里不使用"基础"行为组件。我们通过以下组件实现特殊功能:
<CodeHeader>BP/items/spear.json</CodeHeader>
```json
::: code-group
```json [BP/items/spear.json]
{
//Use duration is the max time we can use the item.
//使用持续时间是我们能使用物品的最长时间
"minecraft:use_duration": 3600,
//This component is what gives our spear the ability to 'draw' it like a bow
//赋予长矛类似弓的拉弓能力
"minecraft:throwable": {
"min_draw_duration": 2,
"max_draw_duration": 4,
"scale_power_by_draw_duration": true
},
//What projectile to shoot when draw is complete
//完成蓄力后发射的抛射物
"minecraft:projectile": {
"projectile_entity": "wiki:thrown_iron_spear",
"minimum_critical_power": 1.0
},
//Durability of the spear.
//长矛耐久度
"minecraft:durability": {
"max_durability": 125
}
}
```
:::
## Spear Projectile
## 抛射物实体
We can safely say that we got the important components for our spear. Next we move over to the projectile. This projectile will be a simple entity, with some added components and a runtime identifier to get the correct behaviors.
接下来创建抛射物实体。该实体需要特殊组件和运行时标识符来实现正确行为:
<Spoiler title="Projectile">
<Spoiler title="抛射物实体">
<CodeHeader>BP/entities/spear.json</CodeHeader>
```json
::: code-group
```json [BP/entities/spear.json]
{
"format_version": "1.12.0",
"minecraft:entity": {
@@ -155,17 +158,17 @@ We can safely say that we got the important components for our spear. Next we mo
}
}
```
:::
</Spoiler>
Here we got our simple projectile entity. We are missing one part to make this a useful projectile. There is no way for our player to pick it up from the ground. In order to do this, we need events and entity sensors:
<CodeHeader>BP/entities/spear.json</CodeHeader>
现在需要添加玩家拾取机制。通过实体传感器和事件实现:
```json
::: code-group
```json [BP/entities/spear.json]
{
"components": {
//Entity sensor detects if the projectile is on the ground, and if the player is near the entity.
//This will run an event when it's true
//实体传感器检测抛射物是否在地面上,以及玩家是否靠近实体
//当条件满足时触发事件
"minecraft:entity_sensor": {
"event": "wiki:give",
"event_filters": {
@@ -189,7 +192,7 @@ Here we got our simple projectile entity. We are missing one part to make this a
},
"events": {
/*
This event will despawn our projectile, and give our player a tag, which we will use in our script.
该事件会立即销毁抛射物,并给玩家添加标签(将在脚本中使用)
*/
"wiki:give": {
"sequence": [
@@ -218,18 +221,16 @@ Here we got our simple projectile entity. We are missing one part to make this a
}
}
```
:::
Once we're done with out projectile entity, it's time to go to Resource Packs.
## 客户端实体
## Client Entity
为抛射物创建客户端实体文件:
We will be using a basic client entity file for our projectile with added code.
<Spoiler title="客户端实体">
<Spoiler title="Client Entity">
<CodeHeader>RP/entities/spear.json</CodeHeader>
```json
::: code-group
```json [RP/entities/spear.json]
{
"format_version": "1.10.0",
"minecraft:client_entity": {
@@ -259,23 +260,21 @@ We will be using a basic client entity file for our projectile with added code.
}
}
```
:::
</Spoiler>
Inside our client entity file, you might have noticed that there is animations bound to it. This animation will make our projectile rotate as it flies.
:::warning
Make sure your entity model is modeled like the image bellow!
请确保实体模型符合下图样式!
:::
![](/assets/images/items/spears/spear_model.png)
## Animation
## 动画
The animation we use for our projectile isn't you normal entity animation. This one uses [molang](https://bedrock.dev/docs/stable/Molang) to define rotations.
使用[Molang](https://bedrock.dev/docs/stable/Molang)实现抛射物飞行时的旋转动画:
<CodeHeader>BP/animations/spear.json</CodeHeader>
```json
::: code-group
```json [BP/animations/spear.json]
{
"format_version": "1.8.0",
"animations": {
@@ -283,7 +282,7 @@ The animation we use for our projectile isn't you normal entity animation. This
"loop": true,
"bones": {
"body": {
//This is some molang stuff. The animation uses this to rotate the model based on its current angle.
//这是一些molang代码。动画根据当前角度旋转模型
"rotation": ["-q.target_x_rotation", "-q.body_y_rotation", 0]
}
}
@@ -291,14 +290,14 @@ The animation we use for our projectile isn't you normal entity animation. This
}
}
```
:::
## Attachable
## 附着物
We will be using the Trident Attachable because it comes with item positions and use animations already. It should look like this:
使用三叉戟的附着物模板,已包含持握动画:
<CodeHeader>BP/attachables/spear.json</CodeHeader>
```json
::: code-group
```json [BP/attachables/spear.json]
{
"format_version": "1.10.0",
"minecraft:attachable": {
@@ -339,64 +338,59 @@ We will be using the Trident Attachable because it comes with item positions and
}
}
```
:::
## Script
## 脚本
Now that we've setup our spear, there is no way to damage the spear when it's thrown. To do this, we will make use of Script-API.
The script is really simple, and wouldn't require much brain power.
通过Script-API实现耐久度消耗:
```js
import { world, ItemStack } from "@minecraft/server"
import { system } from "@minecraft/server";
//This prevents world crash
//防止世界崩溃
system.beforeEvents.watchdogTerminate.subscribe(data => {
data.cancel = true;
});
world.afterEvents.itemReleaseUse.subscribe(ev => {
//This is for multiplayer support
//多人游戏支持
for (const player of world.getPlayers()){
//Basic variables to get the player inventory and held item.
let inv = player.getComponent( 'inventory' ).container
//Our itemStack to save our item. This also saves item data.
//保存物品数据
const itemStack = inv.getItem(player.selectedSlot);
//If the item we're holding is our spear, we run code.
//检测是否持有长矛
if (itemStack?.typeId === 'wiki:iron_spear') {
var container = player.getComponent('inventory').container
//The new item to be given.
var newItem = new ItemStack("wiki:iron_spear");
var oldItem = container?.getItem(player.selectedSlot)
//Here's that tag!
player.removeTag("iron_spear")
}
//We subscribe a tick event to detect when we have the tag and if the item has durability less than the max.
//Tick事件检测标签和耐久度
let e = system.runInterval(() => {
if(player.hasTag("iron_spear") && itemStack?.typeId === 'wiki:iron_spear' && itemStack?.getComponent("durability").damage <= 125) {
player.removeTag("iron_spear")
//This gives our saved item (newItem) +1 durability each time we pick it up.
//拾取时增加耐久损耗
newItem.getComponent("durability").damage = oldItem.getComponent("durability").damage + 1;
container.setItem(player.selectedSlot, newItem);
//When we don't have the tag, we stop the tick event.
//清除Tick事件
if(!player.hasTag("iron_spear")){
system.clearRun(e);
}}
})}
})
```
## Final Product
## 最终效果
Once you've followed this guide, you should have your own working spear in-game.
完成所有步骤后,即可在游戏中获得可正常使用的长矛:
![](/assets/images/items/spears/spear_first_person.png)
![](/assets/images/items/spears/spear_third_person.png)
Example Pack Download:
示例包下载:
<BButton
link="https://github.com/Bedrock-OSS/wiki-addon/releases/download/download/custom_spear.mcaddon"
color=blue
>💾 Example Pack</BButton>
>💾 示例包</BButton>