Minecraft 1.16.5模组开发3D盔甲
Minecraft 1.12.2模组开发3D盔甲
我们本次在1.18.2的版本中实现具有动画效果的3D盔甲
1.首先,为了实现这些效果,我们需要首先使用到一个模组:geckolib(下载地址)
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:1.18.2-40.1.0'
//添加这个
implementation fg.deobf('software.bernie.geckolib:geckolib-1.18-forge:3.0.18')
}
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
注:我们的盔甲的要完全按照这种进行制作:
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HeisensuitArmorItem
HeisensuitArmorItem.java
package com.joy187.re8joymod.items.armor;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.List;
import java.util.Map;
import com.google.common.collect.ImmutableMap;
import com.joy187.re8joymod.Main;
import com.joy187.re8joymod.init.EffectInit;
import com.joy187.re8joymod.init.ItemInit;
import com.joy187.re8joymod.util.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.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 HeisensuitArmorItem extends GeoArmorItem implements IAnimatable{
private AnimationFactory factory = new AnimationFactory(this);
public HeisensuitArmorItem(ArmorMaterial materialIn, EquipmentSlot slot, Properties builder) {
super(materialIn, slot, builder.tab(Main.TUTORIAL_TAB));
}
//动画状态机,判断每个时刻我们的盔甲的动画状态
@SuppressWarnings("unused")
private <P extends IAnimatable> PlayState predicate(AnimationEvent<P> event) {
// This is all the extradata this event carries. The livingentity is the entity
// that's wearing the armor. The itemstack and equipmentslottype are self
// explanatory.
List<EquipmentSlot> slotData = event.getExtraDataOfType(EquipmentSlot.class);
List<ItemStack> stackData = event.getExtraDataOfType(ItemStack.class);
LivingEntity livingEntity = event.getExtraDataOfType(LivingEntity.class).get(0);
// Always loop the animation but later on in this method we'll decide whether or
// not to actually play it
event.getController().setAnimation(new AnimationBuilder().addAnimation("animation.heisensuit.idle", true));
// If the living entity is an armorstand just play the animation nonstop
if (livingEntity instanceof ArmorStand) {
return PlayState.CONTINUE;
}
// The entity is a player, so we want to only play if the player is wearing the
// full set of armor
else if (livingEntity instanceof Player) {
Player player = (Player) livingEntity;
// Get all the equipment, aka the armor, currently held item, and offhand item
List<Item> equipmentList = new ArrayList<>();
player.getAllSlots().forEach((x) -> equipmentList.add(x.getItem()));
// 包含四个盔甲位置
List<Item> armorList = equipmentList.subList(2, 6);
//如果玩家穿上了所有的套装就会播放相应的动画
// Make sure the player is wearing all the armor. If they are, continue playing
// the animation, otherwise stop
//ItemInit.HEISEN_BOOTS.get(), ItemInit.HEISEN_LEGGINGS.get(),ItemInit.HEISEN_CHEST.get(), ItemInit.HEISEN_HEAD.get()
boolean isWearingAll = armorList
.containsAll(Arrays.asList(ItemInit.HEISEN_BOOTS.get(), ItemInit.HEISEN_LEGG.get()
,ItemInit.HEISEN_SUIT.get(), ItemInit.HEISEN_HEAD.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;
}
private static final Map<ArmorMaterial, MobEffectInstance> MATERIAL_TO_EFFECT_MAP =
(new ImmutableMap.Builder<ArmorMaterial, MobEffectInstance>())
.put(CustomArmorMaterial.ARMOR_MATERIAL_HEISENSUIT,
new MobEffectInstance(MobEffects.DAMAGE_RESISTANCE, 100, 1)).build();
//穿上后给予效果
@Override
public void onArmorTick(ItemStack stack, Level world, Player player) {
if(!world.isClientSide()) {
//穿上头盔就给予一个药水效果
if(!player.getInventory().getArmor(3).isEmpty()) {
MobEffectInstance mapStatusEffect1 = new MobEffectInstance(MobEffects.DAMAGE_RESISTANCE, 100, 2);
ArmorItem helmet = ((ArmorItem)player.getInventory().getArmor(3).getItem());
if(helmet.getMaterial() == CustomArmorMaterial.ARMOR_MATERIAL_HEISENSUIT) {
boolean hasPlayerEffect = player.hasEffect(mapStatusEffect1.getEffect());
if(!hasPlayerEffect) {
player.addEffect(new MobEffectInstance(mapStatusEffect1.getEffect(),mapStatusEffect1.getDuration(), mapStatusEffect1.getAmplifier()));
}
}
}
//穿上胸甲就给予一个药水效果
if(!player.getInventory().getArmor(2).isEmpty()) {
MobEffectInstance mapStatusEffect2 = new MobEffectInstance(MobEffects.FIRE_RESISTANCE, 100, 1);
ArmorItem breastplate = ((ArmorItem)player.getInventory().getArmor(2).getItem());
if(breastplate.getMaterial() == CustomArmorMaterial.ARMOR_MATERIAL_HEISENSUIT) {
boolean hasPlayerEffect = player.hasEffect(mapStatusEffect2.getEffect());
if(!hasPlayerEffect) {
player.addEffect(new MobEffectInstance(mapStatusEffect2.getEffect(),mapStatusEffect2.getDuration(), mapStatusEffect2.getAmplifier()));
}
}
}
//穿上护腿就给予一个药水效果
if(!player.getInventory().getArmor(1).isEmpty()) {
MobEffectInstance mapStatusEffect3 = new MobEffectInstance(MobEffects.SLOW_FALLING, 100, 1);
ArmorItem leggings = ((ArmorItem)player.getInventory().getArmor(1).getItem());
if(leggings.getMaterial() == CustomArmorMaterial.ARMOR_MATERIAL_HEISENSUIT) {
boolean hasPlayerEffect = player.hasEffect(mapStatusEffect3.getEffect());
if(!hasPlayerEffect) {
player.addEffect(new MobEffectInstance(mapStatusEffect3.getEffect(),mapStatusEffect3.getDuration(), mapStatusEffect3.getAmplifier()));
}
}
}
//穿上靴子就给予一个药水效果
if(!player.getInventory().getArmor(0).isEmpty()) {
MobEffectInstance mapStatusEffect4 = new MobEffectInstance(MobEffects.MOVEMENT_SPEED, 100, 0);
ArmorItem boots = ((ArmorItem)player.getInventory().getArmor(0).getItem());
if(boots.getMaterial() == CustomArmorMaterial.ARMOR_MATERIAL_HEISENSUIT) {
boolean hasPlayerEffect = player.hasEffect(mapStatusEffect4.getEffect());
if(!hasPlayerEffect) {
player.addEffect(new MobEffectInstance(mapStatusEffect4.getEffect(),mapStatusEffect4.getDuration(), mapStatusEffect4.getAmplifier()));
}
}
}
}
}
}
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ModelHeisensuit
:
ModelHeisensuit.java
package com.joy187.re8joymod.items.armor.model;
import com.joy187.re8joymod.Main;
import com.joy187.re8joymod.items.armor.HeisensuitArmorItem;
import net.minecraft.resources.ResourceLocation;
import software.bernie.geckolib3.model.AnimatedGeoModel;
public class ModelHeisensuit extends AnimatedGeoModel<HeisensuitArmorItem> {
//盔甲模型文件地址
@Override
public ResourceLocation getModelLocation(HeisensuitArmorItem object) {
return new ResourceLocation(Main.MOD_ID, "geo/heisensuit.geo.json");
}
//盔甲材质文件地址
@Override
public ResourceLocation getTextureLocation(HeisensuitArmorItem object) {
return new ResourceLocation(Main.MOD_ID, "textures/models/armor/heisensuit_layer_1.png");
}
//盔甲动画文件地址
@Override
public ResourceLocation getAnimationFileLocation(HeisensuitArmorItem animatable) {
return new ResourceLocation(Main.MOD_ID, "animations/heisensuit.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模型类RenderHeisensuit
:
RenderHeisensuit.java
package com.joy187.re8joymod.items.armor.render;
import com.joy187.re8joymod.items.armor.HeisensuitArmorItem;
import com.joy187.re8joymod.items.armor.model.ModelHeisensuit;
import software.bernie.geckolib3.renderers.geo.GeoArmorRenderer;
public class RenderHeisensuit extends GeoArmorRenderer<HeisensuitArmorItem> {
//渲染盔甲穿在身上的每一个部位的效果
public RenderHeisensuit() {
super(new ModelHeisensuit());
//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{
@OnlyIn(Dist.CLIENT)
@SubscribeEvent
public static void registerRenderers(final EntityRenderersEvent.AddLayers event) {
//渲染类进行注册
GeoArmorRenderer.registerArmorRenderer(HeisensuitArmorItem.class, new RenderHeisensuit());
}
}
5.在ItemInit类中将我们的盔甲进行声明,盔甲属性请参考之前的教程1.18.2 盔甲套装:
ItemInit.java
//头盔
public static final RegistryObject<HeisensuitArmorItem> HEISEN_HEAD = ITEMS.register("heisenhead",
() -> new HeisensuitArmorItem(CustomArmorMaterial.ARMOR_MATERIAL_HEISENSUIT, EquipmentSlot.HEAD, new Item.Properties()));
//胸甲
public static final RegistryObject<HeisensuitArmorItem> HEISEN_SUIT = ITEMS.register("heisensuit",
() -> new HeisensuitArmorItem(CustomArmorMaterial.ARMOR_MATERIAL_HEISENSUIT, EquipmentSlot.CHEST, new Item.Properties()));
//护腿
public static final RegistryObject<HeisensuitArmorItem> HEISEN_LEGG = ITEMS.register("heisenlegg",
() -> new HeisensuitArmorItem(CustomArmorMaterial.ARMOR_MATERIAL_HEISENSUIT, EquipmentSlot.LEGS, new Item.Properties()));
//靴子
public static final RegistryObject<HeisensuitArmorItem> HEISEN_BOOTS = ITEMS.register("heisenboots",
() -> new HeisensuitArmorItem(CustomArmorMaterial.ARMOR_MATERIAL_HEISENSUIT, EquipmentSlot.FEET, 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.re8joymod.heisenhead":"H",
"item.re8joymod.heisensuit":"H",
"item.re8joymod.heisenlegg":"Hei",
"item.re8joymod.heisenboots":"Heis",
在models\item
包中添加所有盔甲的模型文件:
头盔
heisenhead.json
{
"parent": "item/generated",
"textures": {
"layer0": "re8joymod:item/heisenhead"
}
}
胸甲
heisensuit.json
{
"parent": "item/generated",
"textures": {
"layer0": "re8joymod:item/heisensuit"
}
}
护腿
heisenlegg.json
{
"parent": "item/generated",
"textures": {
"layer0": "re8joymod:item/heisenlegg"
}
}
靴子
heisenboots.json
{
"parent": "item/generated",
"textures": {
"layer0": "re8joymod:item/heisenboots"
}
}
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:
在assets\minecraft\textures\models\armor
中同样添加我们的穿戴后贴图: