273 lines
7.6 KiB
Markdown
273 lines
7.6 KiB
Markdown
---
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title: 实体资源包入门指南
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category: 基础
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nav_order: 2
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tags:
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- 新手教程
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- 入门指南
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mentions:
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- SirLich
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- MedicalJewel105
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- Overload1252
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- ChibiMango
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- Luthorius
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- TheItsNameless
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- SmokeyStack
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- ThomasOrs
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---
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# 实体资源包入门指南
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<!--@include: @/wiki/bedrock-wiki-mirror.md-->
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资源包中的实体文件定义了构成实体视觉效果的各种资源引用,同时包含了如何渲染这些视觉元素的详细逻辑。
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本文将分解实体文件的每个组成部分并进行详细说明。如需创建自定义实体的完整指引,请参考我们的[新手教程](/wiki/guide/custom-entity)。
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## 文件大纲
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::: code-group
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```json [RP/entity/example.json]
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{
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"format_version": "1.10.0",
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"minecraft:client_entity": {
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"description": {
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"identifier": "wiki:example",
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"materials": {...},
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"textures": {...},
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"geometry": {...},
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"render_controllers": [...],
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"animations": {...},
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"scripts": {...},
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"sound_effects": {...},
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"particle_effects": {...},
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"spawn_egg": {...},
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"enable_attachables": false,
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"hide_armor": 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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尽管看起来复杂,文件中大部分内容都采用**简称定义**模式。简称定义允许我们将资源路径(如材质纹理)或几何体ID等元素映射为简短名称以便后续引用。这种设计既方便后续资源路径变更时集中修改,也使代码保持简洁。
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## 材质系统
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材质(Materials)决定了纹理的渲染方式。例如骷髅使用透明材质,而末影人的眼睛材质具有自发光特性。大部分情况下可以直接使用预设材质而无需自定义。
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::: code-group
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```json [RP/entity/spider.entity.json#minecraft:client_entity/description]
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"materials": {
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"default": "spider",
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"invisible": "spider_invisible"
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}
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```
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:::
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这里的`default`和`invisible`是简称,分别指向`spider`和`spider_invisible`材质。需要注意的是单纯的简称定义并不会告知实体何时使用不同材质。
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[预置材质列表](/wiki/documentation/materials)可供参考。[自定义材质教程](/wiki/visuals/materials)适合进阶开发者。
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## 纹理配置
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纹理(Textures)是映射到模型表面的图像文件。此部分同样使用简称定义系统:
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::: code-group
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```json [RP/entity/bee.entity.json#minecraft:client_entity/description]
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"textures": {
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"default": "textures/entity/bee/bee",
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"angry": "textures/entity/bee/bee_angry",
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"nectar": "textures/entity/bee/bee_nectar",
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"angry_nectar": "textures/entity/bee/bee_angry_nectar"
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}
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```
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:::
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支持定义多状态纹理(如蜜蜂的不同状态),也可叠加纹理层(参考村民的生物群系基底+职业层组合)。详细应用技巧参见[渲染控制器章节](/wiki/entities/render-controllers)。
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## 几何体格式
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几何体(Geometry)由Blockbench等建模工具生成的骨骼模型文件构成:
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::: code-group
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```json [RP/entity/creeper.entity.json#minecraft:client_entity/description]
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"geometry": {
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"default": "geometry.creeper",
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"charged": "geometry.creeper.charged"
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}
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```
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:::
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这里的简称指向几何体文件的唯一标识符(JSON文件中的`identifier`字段)。以苦力怕为例,充电与普通状态使用不同模型:
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::: tip
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模型显示异常时,首要检查简称定义是否存在拼写错误。
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:::
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## 渲染控制器
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渲染控制器(Render Controllers)是控制实体渲染方式的核心组件,负责协调材质、纹理和模型的搭配使用:
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::: code-group
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```json [RP/render_controllers/example.rc.json]
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{
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"format_version": "1.10.0",
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"render_controllers": {
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"controller.render.example": {
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"geometry": "geometry.default",
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"materials": [{ "*": "material.default" }],
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"textures": ["texture.default"]
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}
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}
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}
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```
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:::
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该示例始终使用"default"标识的各类资源。进阶用法可支持动态切换纹理与隐藏模型部件,详情参阅[渲染控制器指南](/wiki/entities/render-controllers)。
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在实体文件中通过标识符指定渲染控制器:
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::: code-group
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```json [RP/entity/example.json#minecraft:client_entity/description]
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"render_controllers": ["controller.render.example"]
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```
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:::
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最低限度的实体文件须包含材质、纹理、几何体、渲染控制器四个基础模块。
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## 动画系统
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动画(Animations)定义模型骨骼的运动逻辑,涵盖行走、攻击、视线追踪等交互行为:
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::: code-group
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```json [RP/animations/example.a.json]
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{
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"format_version": "1.8.0",
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"animations": {
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"animation.example.walk": {...},
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"animation.example.attack": {...}
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}
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}
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```
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:::
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实体文件中需配置动画简称以便调用:
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::: code-group
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```json [RP/entity/example.json#minecraft:client_entity/description]
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"animations": {
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"walk": "animation.example.walk",
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"attack": "animation.example.attack",
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"attack_controller": "controller.animation.example"
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}
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```
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:::
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::: warning 重要提示
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单单定义动画简称并不能启动动画,需通过脚本系统主动调用。
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:::
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## 脚本逻辑
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脚本(Scripts)通过Molang表达式协调动画播放、变量设置、模型缩放等动态行为:
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::: code-group
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```json [RP/entity/example.json#minecraft:client_entity/description]
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"scripts": {
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"initialize": [...],
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"pre_animation": [...],
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"animate": [...],
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"scale": "1"
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}
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```
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:::
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### 初始化脚本
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实体生成或加载时执行,适合设置初始变量。
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### 预动画脚本
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每帧渲染前运行,用于计算动画参数。
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### 动画脚本
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每帧执行动画控制器和播放逻辑:
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::: code-group
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```json [RP/entity/example.json#minecraft:client_entity/description]
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"animate": [
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"attack_controller",
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{ "walk": "q.modified_move_speed" }
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]
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```
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:::
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`q.modified_move_speed`将行走速度映射为动画播放速率。数值`2`表示双倍播放,动态公式使动画与实体速度保持同步。
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### 模型缩放
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`scale`参数支持通过Molang表达式调整模型尺寸:
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::: code-group
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```json [RP/entity/example.json#minecraft:client_entity/description]
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"scripts": {
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"scale": "q.variant",
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"scaleX": 2,
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"scaleY": 0.5
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}
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```
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:::
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该示例:
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- Y轴方向缩放0.5倍
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- X轴放大2倍
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- 整体尺寸由变体值决定(`minecraft:variant`组件)
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::: tip 随机尺寸案例
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`math.random_integer(1,5)`可在初始化时生成1-5的随机缩放系数。
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:::
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## 音效配置
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音效简称便于在动画事件中调用:
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::: code-group
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```json [RP/entity/example.json#minecraft:client_entity/description]
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"sound_effects": {
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"attack_1": "mob.entity.attack_1",
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"attack_2": "mob.entity.attack_2",
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"attack_3": "mob.entity.attack_3"
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}
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```
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:::
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## 粒子系统
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粒子简称用于动画事件触发:
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::: code-group
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```json [RP/entity/example.json#minecraft:client_entity/description]
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"particle_effects": {
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"smoke": "wiki:smoke_particle"
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}
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```
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:::
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[自定义粒子教程](/wiki/particles/particles) | [动画效果应用](/wiki/visuals/animation-effects)
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## 生成蛋设置
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生成蛋(Spawn Egg)支持纯色或自定义纹理两种风格:
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::: code-group 纯色风格
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```json [RP/entity/example.json#minecraft:client_entity/description]
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"spawn_egg": {
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"base_color": "#db7500",
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"overlay_color": "#242222"
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}
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```
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:::
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::: code-group 定制纹理
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```json [RP/entity/example.json#minecraft:client_entity/description]
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"spawn_egg": {
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"texture": "wiki.example"
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}
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```
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:::
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## 特殊参数
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- `enable_attachables`(启用配件):控制实体能否持握工具
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- `hide_armor`(隐藏护甲):允许穿装备但不显示外观 |