我们本次尝试在1.19.2 Fabric中添加一个能够具有各种动画效果动作的生物实体。

fabric group 点击添加 fabric怎么加mod_ide

fabric group 点击添加 fabric怎么加mod_minecraft_02

1.首先,为了实现这些动画效果,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repositoriesdependencies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'

}

fabric group 点击添加 fabric怎么加mod_fabric group 点击添加_03

之后点击Refresh Gradle Project按钮重新构建项目

fabric group 点击添加 fabric怎么加mod_ide_04

构建好了项目后在项目的ModMain类中添加一句geckolib的初始化语句:

ModMain.java

@Override
	public void onInitialize() {
		ItemInit.registerModItems();
		
		//添加这个
		GeckoLib.initialize();
	}

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生物实体:

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

fabric group 点击添加 fabric怎么加mod_fabric group 点击添加_05

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

fabric group 点击添加 fabric怎么加mod_ide_06

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:

fabric group 点击添加 fabric怎么加mod_fabric_07

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。

fabric group 点击添加 fabric怎么加mod_fabric group 点击添加_08

3.模型制作完成,接下来需要制作生物实体类,因为我们的生物的动作有很多,所以要在生物的不同状态时做出对应的动作。

EntityGoose.json

package net.joy187.joyggd.entity;

import net.minecraft.entity.EntityType;
import net.minecraft.entity.ai.goal.LookAroundGoal;
import net.minecraft.entity.ai.goal.SwimGoal;
import net.minecraft.entity.ai.goal.WanderAroundFarGoal;
import net.minecraft.entity.attribute.DefaultAttributeContainer;
import net.minecraft.entity.attribute.EntityAttributes;
import net.minecraft.entity.mob.MobEntity;
import net.minecraft.entity.passive.ChickenEntity;
import net.minecraft.world.World;
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;

public class EntityGoose extends ChickenEntity implements IAnimatable {

	private AnimationFactory factory = new AnimationFactory(this);
	
	public EntityGoose(EntityType<? extends ChickenEntity> entityType, World world) {
		super(entityType, world);
		// TODO Auto-generated constructor stub
	}
	
	//生物ai
	@Override
    protected void initGoals() {
        this.goalSelector.add(1, new SwimGoal(this));
        this.goalSelector.add(3, new WanderAroundFarGoal(this, 0.75f, 1));
        this.goalSelector.add(4, new LookAroundGoal(this));
        
    }
	//生物一些属性
    public static DefaultAttributeContainer.Builder setAttributes() {
        return MobEntity.createMobAttributes()
                .add(EntityAttributes.GENERIC_MAX_HEALTH, 10.0D)
                .add(EntityAttributes.GENERIC_MOVEMENT_SPEED, 0.15f);
    }
    
    //生物动作状态机
    private <E extends IAnimatable> PlayState predicate(AnimationEvent<E> event) {
        //在空中时播放摔落动画
    	if(!this.onGround){
            event.getController().setAnimation(new AnimationBuilder().addAnimation("animation.goose.fall", true));
            return PlayState.CONTINUE;
        }
    	//移动时播放走路动画
        if (event.isMoving()) {
            event.getController().setAnimation(new AnimationBuilder().addAnimation("animation.goose.walk", true));
            return PlayState.CONTINUE;
        }
        //平时播放发呆动画
        event.getController().setAnimation(new AnimationBuilder().addAnimation("animation.goose.idle", true));
        return PlayState.CONTINUE;
    }
    
    //将状态机进行注册
	@Override
	public void registerControllers(AnimationData data) {
		data.addAnimationController(new AnimationController<EntityGoose>(this, "controller",
                0, this::predicate));
	}

	
	@Override
	public AnimationFactory getFactory() {
		return factory;
	}
    
}

4.新建生物实体模型文件ModelGoose类:

ModelGoose.java

package net.joy187.joyggd.entity.model;

import net.joy187.joyggd.ModMain;
import net.joy187.joyggd.entity.EntityGoose;
import net.minecraft.util.Identifier;
import software.bernie.geckolib3.model.AnimatedGeoModel;

public class ModelGoose extends AnimatedGeoModel<EntityGoose> {
    //模型文件地址
    @Override
    public Identifier getModelResource(EntityGoose object) {
        return new Identifier(ModMain.MOD_ID, "geo/goose.geo.json");
    }
    
    //皮肤贴图文件地址
    @Override
    public Identifier getTextureResource(EntityGoose object) {
        return new Identifier(ModMain.MOD_ID, "textures/entity/goose.png");
    }
    
    //动画文件地址
    @Override
    public Identifier getAnimationResource(EntityGoose animatable) {
        return new Identifier(ModMain.MOD_ID, "animations/goose.animation.json");
    }
}

5.模型部分结束,开始着手渲染类的编写。新建RenderGoose类。

RenderGoose.java

package net.joy187.joyggd.entity.render;

import net.joy187.joyggd.ModMain;
import net.joy187.joyggd.entity.EntityGoose;
import net.joy187.joyggd.entity.model.ModelGoose;
import net.minecraft.client.render.RenderLayer;
import net.minecraft.client.render.VertexConsumer;
import net.minecraft.client.render.VertexConsumerProvider;
import net.minecraft.client.render.entity.EntityRendererFactory;
import net.minecraft.client.util.math.MatrixStack;
import net.minecraft.util.Identifier;
import software.bernie.geckolib3.renderers.geo.GeoEntityRenderer;

public class RenderGoose extends GeoEntityRenderer<EntityGoose> {
    public RenderGoose(EntityRendererFactory.Context ctx) {
        super(ctx, new ModelGoose());
        this.shadowRadius = 0.4f;
    }
    //贴图文件地址
    @Override
    public Identifier getTextureResource(EntityGoose instance) {
        return new Identifier(ModMain.MOD_ID, "textures/entity/goose.png");
    }

    @Override
    public RenderLayer getRenderType(EntityGoose animatable, float partialTicks, MatrixStack stack,
                                     VertexConsumerProvider renderTypeBuffer, VertexConsumer vertexBuilder,
                                     int packedLightIn, Identifier textureLocation) {
        //让你的生物体型放大多少倍(x,y,z三个方向)
        stack.scale(1f, 1f, 1f);

        return super.getRenderType(animatable, partialTicks, stack, renderTypeBuffer, vertexBuilder, packedLightIn, textureLocation);
    }
}

6.在EntityInit.java中注册我们生物信息:

EntityInit.java

package net.joy187.joyggd.init;

import net.fabricmc.fabric.api.object.builder.v1.entity.FabricEntityTypeBuilder;
import net.joy187.joyggd.ModMain;
import net.joy187.joyggd.entity.EntityGoose;
import net.minecraft.entity.EntityDimensions;
import net.minecraft.entity.EntityType;
import net.minecraft.entity.SpawnGroup;
import net.minecraft.util.Identifier;
import net.minecraft.util.registry.Registry;

public class EntityInit {

    
    public static final EntityType<EntityGoose> GOOSE = Registry.register(
            Registry.ENTITY_TYPE, new Identifier(ModMain.MOD_ID, "goose"), //你的modid,生物名称
            FabricEntityTypeBuilder.create(SpawnGroup.CREATURE, EntityGoose::new) //我们的生物属于CREATURE型
                    .dimensions(EntityDimensions.fixed(0.6F, 1.5F)).build()); //EntityDimensions用于设置碰撞箱大小
    
}
ModClient.java中添加我们的模型渲染注册语句:

ModClient.java

package net.joy187.joyggd;

import net.fabricmc.api.ClientModInitializer;
import net.fabricmc.fabric.api.client.rendering.v1.EntityRendererRegistry;
import net.joy187.joyggd.entity.render.RenderGoose;
import net.joy187.joyggd.init.EntityInit;

public class ModClient implements ClientModInitializer{

	@Override
	public void onInitializeClient() {
		
		//添加渲染注册语句 第一个是我们的生物,第二个是渲染文件
		EntityRendererRegistry.register(EntityInit.GOOSE, RenderGoose::new);
	}
	
}
在项目主类ModMain中添加生物属性注册语句:

ModMain.java

package net.joy187.joyggd;

public class ModMain implements ModInitializer {
	
	public static final String MOD_ID = "joyggd";
	public static final Logger LOGGER = LoggerFactory.getLogger(MOD_ID);

    public static final ItemGroup ITEMTAB = FabricItemGroupBuilder.build(
            new Identifier(MOD_ID, "itemtab"), () -> new ItemStack(ItemInit.SHERIFF));
	
	@Override
	public void onInitialize() {
		ItemInit.registerModItems();
		
		GeckoLib.initialize();
        
        //添加生物属性注册语句
		FabricDefaultAttributeRegistry.register(EntityInit.GOOSE, EntityGoose.setAttributes());
	}
}

7.生物实体部分结束,接下来我们要给生物制作一个刷怪蛋:

在ItemInit类中添加我们的刷怪蛋物品:
//SpawnEggItem参数:生成的生物,刷怪蛋主颜色,刷怪蛋副颜色,放在哪个物品栏中
    public static final Item GOOSE_SPAWN_EGG = registerItem("goose_spawn_egg",
            new SpawnEggItem(EntityInit.GOOSE,0x22b341, 0x19732e,
                    new FabricItemSettings().group(ModMain.ITEMTAB)));

8.代码部分结束,来到资源包制作环节

resources\assets\你的modid中的lang包中的en_us.json添加刷怪蛋和生物实体英文名称:

"item.joyggd.goose_spawn_egg": "Mob Spawn Egg",
  "entity.joyggd.goose": "Mob",
models\item包中添加刷怪蛋模型文件:

goose_spawn_egg.json

{
	"parent": "item/template_spawn_egg"
}
textures\entity中添加生物实体的皮肤贴图
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

fabric group 点击添加 fabric怎么加mod_fabric_09

9.最后我们还要给这个生物设定其掉落物

resources\data\你的modid中新建loot_tables包-> loot_tables包中新建entities包 -> entities包中新建我们的战利品文件goose.json

战利品文件中name为物品名称,weight为掉落权重,越大掉这个物品的概率越高,count为掉落个数,min为最小掉几个,max为最大掉几个。

goose.json

{
    "pools": [
        {
            "rolls": 1.0,
            "bonus_rolls": 0.0,
            "entries": [
                {
                    "type": "item",
                    "name": "joyggd:lei",
                    "weight": 5,
                    "functions": [
                        {
                            "function": "set_count",
                            "count": {
                                "min": 1,
                                "max": 3
                            }
                        },
                        {
                            "function": "looting_enchant",
                            "count": {
                                "min": 0,
                                "max": 1
                            }
                        }
                    ]
                },
                {
                    "type": "item",
                    "weight": 10,
                    "name": "minecraft:iron_nugget",
					"functions": [
                       {
                            "function": "set_count",
                            "count": {
                                "min": 2,
                                "max": 3
                            }
                       }
                   ]
                },
                {
                    "type": "item",
                    "weight": 10,
                    "name": "minecraft:rotten_flesh",
					"functions": [
                       {
                            "function": "set_count",
                            "count": {
                                "min": 0,
                                "max": 2
                            }
                       }
                   ]
                },
                {
                    "type": "item",
                    "weight": 5,
                    "name": "joyggd:blacksheephead",
					"functions": [
                       {
                            "function": "set_count",
                            "count": {
                                "min": 0,
                                "max": 2
                            }
                       }
                   ]
                }
             ]
        }
    ]
}

10.保存所有文件 -> 进行测试:

fabric group 点击添加 fabric怎么加mod_android_10

What are you looking at?