首发于Enaium的个人博客
创建物品
public class ExampleMod implements ModInitializer
{
private static final Item END_HEART = new Item(new Item.Settings().group(ItemGroup.COMBAT).maxCount(32));
[...]
}
ItemGroup.COMBAT //分类为COMBAT
maxCount(32) //一组最大堆叠数 一组最大只能叠32个物品
注册物品
public class ExampleMod implements ModInitializer
{
private static final Item END_HEART = new Item(new Item.Settings().group(ItemGroup.COMBAT).maxCount(32));
@Override
public void onInitialize()
{
Registry.register(Registry.ITEM, new Identifier("endarmor", "end_heart"), END_HEART);
}
}
Registry.ITEM //类别是物品
new Identifier(“endarmor”, “end_heart”) //第一个参数是MOD ID 第二个参数是 物品的名字
END_HEART //要注册的物品的变量名
运行看看
发现是一个紫色方块 而且 名字是 item.endarmor.end_heart 紫色方块是没用纹理(材质)
接下来要添加纹理
需要的文件
Item model: .../resources/assets/endarmor/models/item/end_heart.json
Item texture: .../resources/assets/endarmor/textures/item/end_heart.png
end_heart.json 内容
{
"parent": "item/generated",
"textures": {
"layer0": "endarmor:item/end_heart"
}
}
end_heart.png 就是纹理
创建物品类
public EndHeart(Settings settings) {
super(settings);
}
这是一个使用物品然后发出声音的例子
public class FabricItem extends Item
{
public FabricItem(Settings settings)
{
super(settings);
}
@Override
public TypedActionResult<ItemStack> use(World world, PlayerEntity playerEntity, Hand hand)
{
playerEntity.playSound(SoundEvents.BLOCK_WOOL_BREAK, 1.0F, 1.0F);
return new TypedActionResult<>(ActionResult.SUCCESS, playerEntity.getStackInHand(hand));
}
}
替换
private static final EndHeart END_HEART = new EndHeart(new Item.Settings().group(ItemGroup.COMBAT).maxCount(32));