391 lines
7.4 KiB
Markdown
391 lines
7.4 KiB
Markdown
---
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title: 睡眠实体
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category: 巧思案例
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tags:
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- 中级
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mentions:
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- MedicalJewel105
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- SirLich
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---
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# 睡眠实体
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<!--@include: @/wiki/bedrock-wiki-mirror.md-->
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本文将指导如何为实体添加睡眠功能。
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## 在床上睡眠
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该行为的灵感来源于村民设计。
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### 特性
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- 实体在夜晚自动入睡,天亮时苏醒
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- 与实体互动可唤醒它,并在一段时间后重新入睡
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- 实体受到伤害时会立即清醒
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### 行为包配置
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本节将解析行为包所需组件。
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#### 组件
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首先在实体组件中添加基础元素:
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::: code-group
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```json [行为包]
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"minecraft:dweller": {
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"dwelling_type": "village",
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"dweller_role": "inhabitant",
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"can_find_poi": true
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}
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```
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:::
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此组件未经官方文档记载,但实体需要它以实现睡眠功能。
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::: code-group
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```json [行为包]
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"minecraft:environment_sensor": {
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"triggers": [
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{
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"filters": {
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"test": "is_daytime",
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"value": false
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},
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"event": "sleep"
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}
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]
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}
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```
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:::
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用于识别何时进入睡眠状态,会在非白天时段触发`sleep`事件。
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:::warning
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注意:实体需具备基础导航组件才能移动到床上。
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:::
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#### 组件组
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接下来为实体配置复合组件组:
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::: code-group
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```json [行为包]
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"sleeping": {
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"minecraft:behavior.sleep": {
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"priority": 0,
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"goal_radius": 1.5,
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"speed_multiplier": 1.25,
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"sleep_collider_height": 0.3,
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"sleep_collider_width": 1,
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"sleep_y_offset": 0.6,
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"timeout_cooldown": 10
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},
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"minecraft:damage_sensor": {
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"triggers": {
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"on_damage": {
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"event": "wake_up"
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}
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}
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},
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"minecraft:environment_sensor": {
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"triggers": [
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{
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"filters": {
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"test": "is_daytime",
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"value": true
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},
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"event": "wake_up"
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}
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]
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},
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"minecraft:interact": {
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"interactions": [
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{
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"on_interact": {
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"filters": {
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"all_of": [
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{
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"test": "is_family",
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"subject": "other",
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"value": "player"
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}
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]
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},
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"event": "woken_up"
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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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参数解析:
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- `minecraft:behavior.sleep`
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定义睡眠行为核心参数,优先级须设为`0`(最高级别)
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- `minecraft:damage_sensor`
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实现受击苏醒功能
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- `minecraft:environment_sensor`
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白昼时触发`wake_up`事件
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- `minecraft:interact`
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允许玩家无伤害唤醒实体
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::: code-group
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```json [行为包]
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"sleep_timer": {
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"minecraft:timer": {
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"time": 15,
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"time_down_event": {
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"event": "sleep_again"
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}
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}
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}
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```
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:::
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此组件组用于设置唤醒后的重新入睡延时。
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#### 事件配置
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以下事件系统逻辑相对直观:
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::: code-group
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```json [行为包]
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"sleep": {
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"add": {
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"component_groups": [
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"sleeping"
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]
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}
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},
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"wake_up": {
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"remove": {
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"component_groups": [
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"sleeping"
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]
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}
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},
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"woken_up": {
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"remove": {
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"component_groups": [
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"sleeping"
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]
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},
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"add": {
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"component_groups": [
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"sleep_timer"
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]
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}
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},
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"sleep_again": {
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"add": {
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"component_groups": [
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"sleeping"
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]
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},
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"remove": {
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"component_groups": [
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"sleep_timer"
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]
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}
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}
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```
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:::
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### 资源包配置
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请确保为实体添加睡眠动画和动画控制器!
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#### 动画配置
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直接复制以下配置:
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::: code-group
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```json [资源包]
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{
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"format_version": "1.8.0",
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"animations": {
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"animation.sleeping_entity.sleep": {
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"loop": "hold_on_last_frame",
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"animation_length": 0.5,
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"bones": {
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"body": {
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"rotation": {
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"0.0": [0, 0, 0],
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"0.5": [-90, 0, 0]
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},
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"position": [0, 2, -15]
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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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#### 动画控制器
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推荐直接套用此模板:
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::: code-group
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```json [资源包]
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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.sleeping_entity.sleep": {
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"initial_state": "default",
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"states": {
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"default": {
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"transitions": [
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{
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"sleep": "q.is_sleeping"
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}
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]
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},
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"sleep": {
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"animations": ["sleeping"],
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"transitions": [
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{
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"default": "!q.is_sleeping"
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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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```
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:::
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注意:需在客户端实体定义中关联动画:`"sleeping": "animation.sleeping_entity.sleep"`
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### 效果演示
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## 小憩系统
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此行为灵感来源于狐狸设计。
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### 特色功能
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- 实体在安全环境(远离敌对生物且无雷暴天气)下进入小憩状态
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- 仅允许信任的潜行玩家或同族`sleeping_entity`实体靠近时不惊醒
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- 受击后自动苏醒
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### 行为包配置
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#### 核心组件
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仅需一个核心组件:
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::: code-group
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```json [行为包]
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"minecraft:behavior.nap": {
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"priority": 8,
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"cooldown_min": 2.0,
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"cooldown_max": 7.0,
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"mob_detect_dist": 12.0,
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"mob_detect_height": 6.0,
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"can_nap_filters": {
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"all_of": [
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{
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"test": "in_water",
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"subject": "self",
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"operator": "==",
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"value": false
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},
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{
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"test": "on_ground",
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"subject": "self",
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"operator": "==",
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"value": true
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},
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{
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"test": "is_underground",
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"subject": "self",
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"operator": "==",
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"value": true
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},
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{
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"test": "weather_at_position",
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"subject": "self",
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"operator": "!=",
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"value": "thunderstorm"
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}
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]
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},
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"wake_mob_exceptions": {
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"any_of": [
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{
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"test": "trusts",
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"subject": "other",
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"operator": "==",
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"value": true
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},
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{
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"test": "is_family",
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"subject": "other",
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"operator": "==",
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"value": "sleeping_entity"
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},
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{
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"test": "is_sneaking",
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"subject": "other",
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"operator": "==",
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"value": true
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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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如需实现信任机制,可附加:
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::: code-group
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```json [行为包]
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"minecraft:trust": {}
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```
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:::
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### 资源包配置
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可通过动画控制器实现睡眠动画:
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::: code-group
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```json [资源包]
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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.sleeping_entity.sleep": {
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"initial_state": "default",
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"states": {
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"default": {
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"transitions": [
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{
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"sleep": "q.is_sleeping"
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}
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]
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},
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"sleep": {
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"animations": ["sleeping"],
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"transitions": [
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{
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"default": "!q.is_sleeping"
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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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```
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::>
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最后需要为实体创建并注册睡眠动画,若存在制作难题可参考[BlockBench动画教程](/wiki/guide/blockbench.html#animating)。 |