# 外观 在本节中,我们回顾学习实体的外观。 ## 在编辑器中添加 ![image-20240923113305258](./assets/image-20240923113305258.png) 我们回到之前添加过的守卫实体。可以看到,资源包组件处具有丰富的属性。我们可以尝试浏览这些属性,和后面JSON实际文件中的表现做出对比。 ![image-20240923113418572](./assets/image-20240923113418572.png) 点击添加属性,我们也可以实际看到编辑器支持添加的属性列表。 ## 实际文件 下面,我们一起来看一下守卫实体的资源包中的客户端定义文件: ```json { "format_version": "1.8.0", "minecraft:client_entity": { "description": { "animation_controllers": [ { "humanoid_baby_big_head": "controller.animation.humanoid.baby_big_head" }, { "humanoid_base_pose": "controller.animation.humanoid.base_pose" }, { "look_at_target": "controller.animation.humanoid.look_at_target" }, { "move": "controller.animation.humanoid.move" }, { "riding": "controller.animation.humanoid.riding" }, { "holding": "controller.animation.humanoid.holding" }, { "brandish_spear": "controller.animation.humanoid.brandish_spear" }, { "charging": "controller.animation.humanoid.charging" }, { "attack": "controller.animation.humanoid.attack" }, { "sneaking": "controller.animation.humanoid.sneaking" }, { "bob": "controller.animation.humanoid.bob" }, { "damage_nearby_mobs": "controller.animation.humanoid.damage_nearby_mobs" }, { "bow_and_arrow": "controller.animation.humanoid.bow_and_arrow" }, { "swimming": "controller.animation.humanoid.swimming" }, { "use_item_progress": "controller.animation.humanoid.use_item_progress" }, { "zombie_attack_bare_hand": "controller.animation.zombie.attack_bare_hand" }, { "zombie_swimming": "controller.animation.zombie.swimming" } ], "animations": { "attack.rotations": "animation.humanoid.attack.rotations.v1.0", "bob": "animation.humanoid.bob.v1.0", "bow_and_arrow": "animation.humanoid.bow_and_arrow.v1.0", "brandish_spear": "animation.humanoid.brandish_spear.v1.0", "charging": "animation.humanoid.charging.v1.0", "damage_nearby_mobs": "animation.humanoid.damage_nearby_mobs.v1.0", "holding": "animation.humanoid.holding.v1.0", "humanoid_base_pose": "animation.humanoid.base_pose.v1.0", "humanoid_big_head": "animation.humanoid.big_head", "look_at_target_default": "animation.humanoid.look_at_target.default.v1.0", "look_at_target_gliding": "animation.humanoid.look_at_target.gliding.v1.0", "look_at_target_swimming": "animation.humanoid.look_at_target.swimming.v1.0", "move": "animation.humanoid.move.v1.0", "riding.arms": "animation.humanoid.riding.arms.v1.0", "riding.legs": "animation.humanoid.riding.legs.v1.0", "sneaking": "animation.humanoid.sneaking.v1.0", "swimming": "animation.humanoid.swimming.v1.0", "use_item_progress": "animation.humanoid.use_item_progress.v1.0", "zombie_attack_bare_hand": "animation.zombie.attack_bare_hand", "zombie_swimming": "animation.zombie.swimming" }, "enable_attachables": true, "geometry": { "default": "geometry.zombie" }, "identifier": "test:guard", "materials": { "default": "zombie" }, "render_controllers": [ "controller.render.zombie" ], "scripts": { "pre_animation": [ "variable.tcos0 = (Math.cos(query.modified_distance_moved * 38.17) * query.modified_move_speed / variable.gliding_speed_value) * 57.3;" ] }, "spawn_egg": { "texture": "spawn_egg", "texture_index": 12 }, "textures": { "default": "textures/entity/guard" } } } } ``` 可以看到,一个已经定义完成的实体的客户端定义文件比空实体要丰富很多。 曾经,我们通过修改`textures/default`字段修改过守卫实体的纹理,大家现在已经改知道了,这就是修改了JSON中纹理指向的文件路径。 除了材质`materials`、几何模型`geometry`之外,我们还有一个专门的文件用于控制渲染的结果,那便是渲染控制器。渲染控制器位于资源包的`render_controllers`文件夹中,然后继而被实体客户端的`render_controllers`字段引用。在当前的例子中,实体客户端定义文件下的 `render_controllers`引用了原版的`controller.render.zombie`控制器。我们可以打开原版安装文件查看该控制器对应的JSON文件的内容: ```json { "format_version":"1.8.0", "render_controllers":{ "controller.render.zombie":{ "geometry":"Geometry.default", "materials":[ { "*":"Material.default" } ], "textures":[ "Texture.default" ] } } } ``` 渲染控制器具体各个字段的含义可以在官方文档[自定义生物](../../../15-玩法组件教程/11-精通自定义复杂的实体/4-自定义松鼠实体资源.md)页面中找到。 此外,实体还有一些动画效果。`animations`字段定义了该实体中可以引用的所有动画,而`animation_controllers`中则定义了该实体使用的动画控制器。实体的动画制作较为繁琐,大家可以在上述自定义生物官方页面中找到具体JSON字段含义,并在官方课程[自定义松鼠实体资源](../../../15-玩法组件教程/11-精通自定义复杂的实体/4-自定义松鼠实体资源.md)中找到相关制作方法。