完整版BedrockWiki镜像!
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---
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title: Throwable Items
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category: Tutorials
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title: 投掷物
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category: 巧思案例
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tags:
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- intermediate
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- 中级
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mentions:
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- Fabrimat
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- MedicalJewel105
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@@ -14,23 +14,26 @@ mentions:
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- ThomasOrs
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---
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# 投掷物
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<!--@include: @/wiki/bedrock-wiki-mirror.md-->
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::: tip
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This tutorial assumes you have a basic understanding of Molang, animation controllers and entity definitions.
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本教程假定您已掌握 Molang、动画控制器和实体定义的基础知识。
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:::
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Items like the Splash Potion or the Trident are special items that can be thrown. Currently, there are two ways to accomplish something similar in your add-on, one that can be done in the stable release and one that needs the `Holiday Creator Features` experimental toggle to be enabled.
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类似喷溅药水或三叉戟这样的物品属于可投掷的特殊物品。目前有两种方式可以在附加包中实现类似效果,一种适用于稳定版,另一种需要开启 `Holiday Creator Features` 实验性功能。
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## Stable method
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## 稳定版实现方案
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This method lets you detect the usage of an item through the `minecraft:food` component from an animation controller, and modifying the `player.json` you can then spawn an entity when that happens.
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此方案通过动画控制器检测 `minecraft:food` 组件的使用情况,并通过修改 `player.json` 在投掷时生成实体。
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### The Item
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### 物品定义
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First, you'll want to make the actual item:
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首先创建可投掷物品:
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<CodeHeader>BP/items/throwable_item.item.json</CodeHeader>
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```json
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::: code-group
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```json [BP/items/throwable_item.item.json]
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{
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"format_version": "1.16.0",
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"minecraft:item": {
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@@ -47,18 +50,18 @@ First, you'll want to make the actual item:
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}
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}
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```
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:::
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We can notice several things here:
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关键点解析:
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- `format_version` must be `1.16.0`
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- `minecraft:use_duration` should be a high number, in order to stop the eating sound to play and to prevent the player from eating the item
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- `minecraft:food` is used to allow player to actually "use" the item, so we can detect it
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- `format_version` 必须为 `1.16.0`
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- `minecraft:use_duration` 需设置较大值以防止播放进食音效
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- `minecraft:food` 组件用于启用物品使用检测
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Because the format version is `1.16.0`, your item needs an RP definition too:
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由于格式版本为 `1.16.0`,需添加资源包定义:
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<CodeHeader>RP/items/throwable_item.item.json</CodeHeader>
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```json
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::: code-group
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```json [RP/items/throwable_item.item.json]
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{
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"format_version": "1.16.0",
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"minecraft:item": {
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@@ -72,15 +75,14 @@ Because the format version is `1.16.0`, your item needs an RP definition too:
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}
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}
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```
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:::
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### The Entity
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### 实体定义
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The entity will be the actual thrown item, and it will behave like a projectile.
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Make sure to add snowball runtime identifier to make your projectile to actually be shoot, not spawned. You can also experiment with other projectile runtime id's.
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该实体将作为实际投掷物,具有弹射物特性。注意添加雪球运行时标识使实体具有投射行为,也可尝试其他投射物标识。
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<CodeHeader>BP/entities/throwable_item_entity.se.json</CodeHeader>
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```json
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::: code-group
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```json [BP/entities/throwable_item_entity.se.json]
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{
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"format_version": "1.16.0",
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"minecraft:entity": {
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@@ -128,33 +130,31 @@ Make sure to add snowball runtime identifier to make your projectile to actually
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}
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}
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```
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:::
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This entity is based on the Vanilla splash potion.
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此实体基于原版喷溅药水设计,可通过修改 `minecraft:projectile` 组件调整行为(示例中投掷物将造成伤害并给予经验)。
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You can then customize its behavior by editing the `minecraft:projectile` component, in this case the thrown item will grant some exp and will damage any entity it will hit.
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### 动画控制器
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### The Animation Controller
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动画控制器负责检测物品使用并触发投掷事件:
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The animation controller is responsible for detecting the usage of the item and for telling the player entity to spawn a throwable entity.
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<CodeHeader>BP/animation_controllers/throwables.ac.json</CodeHeader>
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```json
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::: code-group
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```json [BP/animation_controllers/throwables.ac.json]
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{
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"format_version": "1.10.0",
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"animation_controllers": {
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"controller.animation.player.throwables": { // The ID we will reference in the player's entity description
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"controller.animation.player.throwables": { // 将在玩家实体描述中引用的ID
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"states": {
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"default": {
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"transitions": [
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{
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// Current "q.is_item_name_any" takes 3 arguments, first is slot name, second is slot id, third is the item we want to check for
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// "q.is_item_name_any" 接受三个参数:槽位名称、槽位ID、检测物品
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"throw_item": "q.is_item_name_any('slot.weapon.mainhand', 0, 'wiki:throwable_item') && q.is_using_item"
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// "q.is_using_item" returns 'true' or 'false', in our case if player uses item it is going to return 'true'
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// "q.is_using_item" 返回布尔值表示物品使用状态
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}
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],
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"on_entry": [
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// Resets the player entity in order to be able to throw another item
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// 重置玩家状态以支持连续投掷
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"@s wiki:reset_player"
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]
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},
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@@ -165,9 +165,9 @@ The animation controller is responsible for detecting the usage of the item and
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}
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],
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"on_entry": [
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// Call the event in the player entity responsible of throwing the item
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// 触发投掷事件
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"@s wiki:throw_item",
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// Remove the item from player's inventory
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// 移除玩家物品
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"/clear @s wiki:throwable_item -1 1"
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]
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}
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@@ -176,23 +176,22 @@ The animation controller is responsible for detecting the usage of the item and
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}
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}
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```
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:::
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#### player.json
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#### player.json 配置
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:::tip
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Always make sure that your `player.json` file is updated to the latest version available, depending on the game version you are working on.
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You can do that [here](https://bedrock.dev/packs).
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请确保您的 `player.json` 文件与当前游戏版本保持同步,可在此处获取最新版本:[bedrock.dev](https://bedrock.dev/packs)
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:::
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:::warning
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Do not edit/remove existing parts of the `player.json` file unless you know what you are doing, as it could (and probably will) break the game.
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请勿随意修改或删除 `player.json` 原有内容,否则可能导致游戏异常
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:::
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Now, you have to register the animation controller to the `player.json` file:
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注册动画控制器至玩家实体:
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<CodeHeader>BP/entities/player.json</CodeHeader>
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```json
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::: code-group
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```json [BP/entities/player.json]
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{
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"format_version": "1.18.20",
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"minecraft:entity": {
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@@ -203,15 +202,15 @@ Now, you have to register the animation controller to the `player.json` file:
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"is_experimental": false,
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"scripts": {
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"animate": [
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"throwables_controller" // This should exactly match the same as the one below
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"throwables_controller" // 需与下方定义保持一致
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]
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},
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"animations": {
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"throwables_controller": "controller.animation.player.throwables" // ID as referenced in animation controller file
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"throwables_controller": "controller.animation.player.throwables" // 动画控制器ID
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}
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},
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"components": {
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"minecraft:breathable": { // keeps breath timer bubbles from appearing
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"minecraft:breathable": { // 防止显示呼吸气泡
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"total_supply": 15,
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"suffocate_time": -1,
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"inhale_time": 3.75,
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@@ -221,14 +220,14 @@ Now, you have to register the animation controller to the `player.json` file:
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...
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}
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```
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:::
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Then, you need to add all the events and component groups to the `player.json` file:
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添加组件组和事件:
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<CodeHeader>BP/entities/player.json#minecraft:entity</CodeHeader>
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```json
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::: code-group
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```json [BP/entities/player.json#minecraft:entity]
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"component_groups": {
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"wiki:throw_entity": { // Contains a component that will spawn the entity
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"wiki:throw_entity": { // 包含实体生成组件
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"minecraft:spawn_entity": {
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"entities": {
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"min_wait_time": 0,
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@@ -257,16 +256,16 @@ Then, you need to add all the events and component groups to the `player.json` f
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}
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}
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```
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:::
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## Experimental method
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## 实验版实现方案
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This method requires the `Holiday Creator Features` experimental toggle to be enabled.
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此方案需启用 `Holiday Creator Features` 实验性功能。
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### The Item
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### 物品定义
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<CodeHeader>BP/items/throwable_item.item.json</CodeHeader>
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```json
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::: code-group
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```json [BP/items/throwable_item.item.json]
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{
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"format_version": "1.16.100",
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"minecraft:item": {
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@@ -304,29 +303,28 @@ This method requires the `Holiday Creator Features` experimental toggle to be en
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}
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}
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```
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:::
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We can notice several things here:
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关键点说明:
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- `format_version` must be `1.16.100`
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- `minecraft:on_use` will call an event every time the item is used (right-clicked)
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- `format_version` 必须为 `1.16.100`
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- `minecraft:on_use` 用于响应右键事件
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In the event:
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事件参数:
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- `shoot` will shoot our entity
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- `swing` will run the swing animation on the player
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- `decrement_stack` will remove one item from the player's inventory
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- `run_command` will execute commands when the item is shot, like playing sounds
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- `shoot` 投射实体
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- `swing` 播放挥动动画
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- `decrement_stack` 减少物品堆叠
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- `run_command` 执行音效指令
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### 实体定义
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### The Entity
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The entity file is the same as the Stable version.
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实体文件与稳定版相同。
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<Spoiler title="BP/entities/throwable_item_entity.se.json">
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<CodeHeader>BP/entities/throwable_item_entity.se.json</CodeHeader>
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```json
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::: code-group
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```json [BP/entities/throwable_item_entity.se.json]
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{
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"format_version": "1.16.0",
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"minecraft:entity": {
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@@ -374,9 +372,17 @@ The entity file is the same as the Stable version.
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}
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}
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```
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:::
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</Spoiler>
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## Conclusion
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## 扩展应用
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Once you have your throwable item you can start trying several things, like playing with its power, effects, animations or combining it with an [AOE Cloud](/entities/introduction-to-aec). The only limit is your imagination.
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完成基础投掷物后,您可以尝试以下扩展:
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- 调整投射力度和弹道参数
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- 添加粒子效果和高级动画
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- 组合使用[区域效果云](/wiki/entities/introduction-to-aec)
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- 实现不同命中效果(燃烧、中毒等)
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通过灵活运用组件和事件系统,可以创造出丰富的投掷物玩法。
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