133 lines
4.2 KiB
Markdown
133 lines
4.2 KiB
Markdown
---
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front:
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hard: 入门
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time: 分钟
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---
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# 重写原版生物
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我们可以通过自定义与原版生物一样的identifier来重写原版生物的行为与外观。
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请结合示例[CustomEntityMod](../../13-模组SDK编程/60-Demo示例.md#CustomEntityMod)来阅读该文档。
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## 1. 重写生物行为
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如示例[CustomEntityMod](../../13-模组SDK编程/60-Demo示例.md#CustomEntityMod)中,在behavior_pack/entities下添加custom_pig.json,identifier依然为minecraft:pig,然后加上了**苦力怕**的攻击组件minecraft:nearest_attackable_target和minecraft:target_nearby_sensor,以及爆炸事件,使得它会攻击玩家并且爆炸消失。
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## 2. 重写生物外观
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重写生物外观有两种方式:
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* **重写客户端实体的定义(resource_pack/entity下),改方式为纯配置json的方式**
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与重写生物行为一样,我们可以通过重写资源包下的entity定义、贴图、动画、模型、渲染控制器等json文件来重写生物的外观,如示例[CustomEntityMod](../../13-模组SDK编程/60-Demo示例.md#CustomEntityMod)中,猪穿上了屠夫的贴图。
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```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": "minecraft:pig",
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"materials": { "default": "custom_entity" },
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"textures": {
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"default": "textures/entity/custom_pig", # 修改此贴图
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"saddled": "textures/entity/custom_pig_saddle" # 修改此贴图
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},
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"geometry": {
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"default": "geometry.pig"
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},
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"animations": {
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"setup": "animation.pig.setup.v1.0",
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"walk": "animation.quadruped.walk",
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"look_at_target": "animation.common.look_at_target",
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"baby_transform": "animation.pig.baby_transform"
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},
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"scripts": {
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"animate": [
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"setup",
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{ "walk": "query.modified_move_speed" },
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"look_at_target",
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{ "baby_transform": "query.is_baby" }
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]
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},
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"render_controllers": [ "controller.render.custom_pig" ],
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"spawn_egg": {
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"texture": "spawn_egg",
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"texture_index": 2
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}
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}
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}
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}
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```
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并在textures/entity目录下增加贴图custom_pig.png和custom_pig_saddle.png
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## 3. 关于重写玩家的客户端实体定义
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**对玩家客户端定义的修改,都应该基于`data\resource_packs\vanilla_netease\entity\player.entity.json`进行,而非vanilla或其他的原版资源包。**
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引擎支持玩家皮肤时,会对player的render_controllers进行硬编码的修改:
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1. 根据玩家是否使用拥有自发光的会员皮肤,移除controller.render.player.first_person_bloom及controller.render.player.third_person_bloom,或者controller.render.player.first_person及controller.render.player.third_person。因为为了兼容自发光,请同时保留以上4个render controller。
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2. 若玩家使用了个性化搭配,则会添加controller.render.persona_animated_face.third_person。
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这会导致当开发者想完全重写player的外观时,例如:
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```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": "minecraft:player",
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"materials": {
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"MC_default": "entity"
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},
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"textures": {
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"MC_default": "textures/entity/penguin/penguin"
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},
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"geometry": {
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"MC_default": "geometry.penguin"
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},
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"animations": {
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...
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},
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"scripts": {
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...
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},
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"render_controllers": [ "controller.render.penguin" ]
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}
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}
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}
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```
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那么当玩家使用了个性化搭配时,会多出一个render controller。
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为了解决这种情况,可以在description中添加netease_override_persona属性。当该属性为true时,引擎不会对player的render_controllers作任何修改。例如:
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```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": "minecraft:player",
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"netease_override_persona": true,
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...
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"render_controllers": [ "controller.render.penguin" ]
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}
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}
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}
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```
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