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效果演示
找到项目的build.gradle
文件,在repositories
和dependencies
中添加依赖。
repositories {
//添加这个
maven { url 'https://dl.cloudsmith.io/public/geckolib3/geckolib/maven/' }
}
dependencies {
minecraft 'net.minecraftforge:forge:1.19.2-43.1.1'
//添加这个
modImplementation 'software.bernie.geckolib:geckolib-fabric-1.19:3.1.18'
}
之后我们重新构建gradle项目构建好了项目后在项目的Main类中添加一句geckolib的初始化语句:Main.java
public Main() {IEventBus bus = FMLJavaModLoadingContext.get().getModEventBus();
ItemInit.ITEMS.register(bus);
//添加GeckoLib初始化函数
GeckoLib.initialize();
MinecraftForge.EVENT_BUS.register(this);
}
2.之后,与之前的教程一样,我们需要在blockbench中制作一个模组中的3D盔甲:
进入软件后我们要找到一个插件按钮,然后再搜索栏中输入GeckoLib Animation Utils
,并下载这个插件将我们制作好的生物实体进行模型转换工作,找到Convert Project
,之后选择Geckolib Animated Model
在这之后,你会发现你的生物实体栏多了一个Animate栏
,点击进去:具体动作制作的视频:Blockbench动画制作
在制作好所有的动画后我们导出模型和动画json文件。3.模型制作完成,接下来需要制作我们的盔甲类
在items包中新建armor包 ->armor包中新建我们的套装类ChandlierArmorItem
ChandlierArmorItem.java
package net.joy187.joyggd.item.armor;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.List;
import net.joy187.joyggd.Main;
import net.joy187.joyggd.init.ItemInit;
import net.joy187.joyggd.item.CustomArmorMaterial;
import net.minecraft.world.effect.MobEffectInstance;
import net.minecraft.world.effect.MobEffects;
import net.minecraft.world.entity.EquipmentSlot;
import net.minecraft.world.entity.LivingEntity;
import net.minecraft.world.entity.decoration.ArmorStand;
import net.minecraft.world.entity.player.Player;
import net.minecraft.world.item.ArmorItem;
import net.minecraft.world.item.ArmorMaterial;
import net.minecraft.world.item.Item;
import net.minecraft.world.item.ItemStack;
import net.minecraft.world.item.Item.Properties;
import net.minecraft.world.level.Level;
import software.bernie.geckolib3.core.IAnimatable;
import software.bernie.geckolib3.core.PlayState;
import software.bernie.geckolib3.core.builder.AnimationBuilder;
import software.bernie.geckolib3.core.controller.AnimationController;
import software.bernie.geckolib3.core.event.predicate.AnimationEvent;
import software.bernie.geckolib3.core.manager.AnimationData;
import software.bernie.geckolib3.core.manager.AnimationFactory;
import software.bernie.geckolib3.item.GeoArmorItem;
public class ChandlierArmorItem extends GeoArmorItem implements IAnimatable{private AnimationFactory factory = new AnimationFactory(this);
public ChandlierArmorItem(ArmorMaterial materialIn, EquipmentSlot slot, Properties builder) {super(materialIn, slot, builder.tab(Main.ITEM_TAB));
}
//动画状态机,判断每个时刻我们的盔甲的动画状态
@SuppressWarnings("unused")
privatePlayState predicate(AnimationEvent
event) {ListslotData = event.getExtraDataOfType(EquipmentSlot.class);
ListstackData = event.getExtraDataOfType(ItemStack.class);
LivingEntity livingEntity = event.getExtraDataOfType(LivingEntity.class).get(0);
if(!event.isMoving())
{ event.getController().setAnimation(new AnimationBuilder().addAnimation("animation.chandlier.rotate", true));
}
// If the living entity is an armorstand just play the animation nonstop
if (livingEntity instanceof ArmorStand) { return PlayState.CONTINUE;
}
else if (livingEntity instanceof Player) { Player player = (Player) livingEntity;
// Get all the equipment, aka the armor, currently held item, and offhand item
List- equipmentList = new ArrayList<>();
player.getAllSlots().forEach((x) ->equipmentList.add(x.getItem()));
//我们本次只制作一个头盔,所以subList为(5,6)
// elements 2 to 6 are the armor so we take the sublist. Armorlist now only
// contains the 4 armor slots
List
- armorList = equipmentList.subList(5, 6);
boolean isWearingAll = armorList
.containsAll(Arrays.asList(ItemInit.CHANDLIER.get()));
return isWearingAll ? PlayState.CONTINUE : PlayState.STOP;
}
return PlayState.STOP;
}
//将我们的待机动画进行注册
@SuppressWarnings({"unchecked", "rawtypes" })
@Override
public void registerControllers(AnimationData data) {data.addAnimationController(new AnimationController(this, "controller", 20, this::predicate));
}
@Override
public AnimationFactory getFactory() {return this.factory;
}
//穿上盔甲后是否给予我们特殊效果
// @Override
// public void onArmorTick(ItemStack stack, Level world, Player player) {// if(!world.isClientSide()) {// if(!player.getInventory().getArmor(3).isEmpty()) {// MobEffectInstance mapStatusEffect1 = new MobEffectInstance(MobEffects.MOVEMENT_SPEED, 20*60, 1);
// MobEffectInstance mapStatusEffect2 = new MobEffectInstance(MobEffects.NIGHT_VISION, 20*60, 1);
//
// ArmorItem helmet = ((ArmorItem)player.getInventory().getArmor(3).getItem());
// if(helmet.getMaterial() == CustomArmorMaterial.ARMOR_MATERIAL_ADASUIT) {// boolean hasPlayerEffect = player.hasEffect(mapStatusEffect1.getEffect());
// if(!hasPlayerEffect) {// player.addEffect(new MobEffectInstance(mapStatusEffect1.getEffect(),mapStatusEffect1.getDuration(), mapStatusEffect1.getAmplifier()));
// player.addEffect(new MobEffectInstance(mapStatusEffect2.getEffect(),mapStatusEffect2.getDuration(), mapStatusEffect2.getAmplifier()));
// }
// }
// //player.addEffect(new MobEffectInstance(EffectInit.ZENHEART.get(), 100, 1));
// }
// }
// }
}
之后我们需要在armor包中新建model包->model包中新建我们的盔甲的模型类ModelChandlier
:ModelChandlier.java
package net.joy187.joyggd.item.armor.model;
import net.joy187.joyggd.Main;
import net.joy187.joyggd.item.armor.ChandlierArmorItem;
import net.minecraft.resources.ResourceLocation;
import software.bernie.geckolib3.model.AnimatedGeoModel;
public class ModelChandlier extends AnimatedGeoModel{//盔甲模型文件地址
@Override
public ResourceLocation getModelResource(ChandlierArmorItem object) {return new ResourceLocation(Main.MOD_ID, "geo/chandlier.geo.json");
}
//盔甲材质文件地址
@Override
public ResourceLocation getTextureResource(ChandlierArmorItem object) {return new ResourceLocation(Main.MOD_ID, "textures/models/armor/chandlier_layer_1.png");
}
//盔甲动画文件地址
@Override
public ResourceLocation getAnimationResource(ChandlierArmorItem animatable) {return new ResourceLocation(Main.MOD_ID, "animations/chandlier.animation.json");
}
}
之后我们需要在armor包中新建render包->render包中新建我们的盔甲的渲染类RenderChandlier
:RenderChandlier.java
package net.joy187.joyggd.item.armor.render;
import net.joy187.joyggd.item.armor.ChandlierArmorItem;
import net.joy187.joyggd.item.armor.model.ModelChandlier;
import software.bernie.geckolib3.renderers.geo.GeoArmorRenderer;
public class RenderChandlier extends GeoArmorRenderer{//渲染盔甲穿在身上的每一个部位的效果
public RenderChandlier() {super(new ModelChandlier());
//这里要和第二步你blockbench中建模的名称一一对应
this.headBone = "Head";
this.bodyBone = "chestplate";
this.rightArmBone = "rightArm";
this.leftArmBone = "leftArm";
this.rightLegBone = "rightLeg";
this.leftLegBone = "leftLeg";
this.rightBootBone = "rightBoot";
this.leftBootBone = "leftBoot";
}
}
4.在ClientModEventSubscriber
类中将我们的盔甲渲染类进行注册:ClientModEventSubscriber.java
@Mod.EventBusSubscriber(modid = Main.MOD_ID, value = Dist.CLIENT, bus = Mod.EventBusSubscriber.Bus.MOD)
public class ClientModEventSubscriber extends ModEventSubscriber{@SubscribeEvent
public static void registerRenderers(final EntityRenderersEvent.AddLayers event) {//渲染类进行注册
GeoArmorRenderer.registerArmorRenderer(ChandlierArmorItem.class, RenderChandlier::new);
}
}
5.在ItemInit类中将我们的盔甲进行声明,盔甲属性请参考1.18的教程,一模一样:1.18.2 盔甲套装:ItemInit.java
//头盔
public static final RegistryObjectCHANDLIER = ITEMS.register("chandlier",
() ->new ChandlierArmorItem(CustomArmorMaterial.ARMOR_MATERIAL_CHANDLIER, EquipmentSlot.HEAD, new Item.Properties()));
6.代码部分结束,之后来到材质包制作环节:在resources\assets\你的modid
中的lang包中的en_us.json
添加盔甲的英文名称:
"item.joyggd.chandlier":"Chandlier",
在models\item
包中添加所有盔甲的模型文件:chandlier.json
{"parent":"minecraft:item/generated",
"textures":{"layer0":"joyggd:item/chandlier"
}
}
在textures\item
中添加盔甲的手持贴图:在textures\models\armor
中添加盔甲的穿戴后贴图:新建一个geo包和animation包,把第二步中的模型和动画文件分别放进去[外链图片转存失败,源站可能有防盗链机制,建议将图片保存下来直接上传(img-WsicCPoq-1674035205067)(https://cdn.acwing.com/media/article/image/2023/01/18/39383_6f88aeac97-360截图20230118174221226.jpg)]
8.保存所有文件 ->进行测试: 穿上盔甲,如果可以正常显示,就说明我们成功了!你是否还在寻找稳定的海外服务器提供商?创新互联www.cdcxhl.cn海外机房具备T级流量清洗系统配攻击溯源,准确流量调度确保服务器高可用性,企业级服务器适合批量采购,新人活动首月15元起,快前往官网查看详情吧