Minecraft 1.12.2模组开发(五十五) 动画生物实体

1.16.5动画生物实体教程

1.18.2动画生物实体教程

在这里插入图片描述
效 果 展 示 效果展示

今天我们尝试在1.12.2中添加一个能够做各种动作的生物实体,由于1.12.2和1.16以上的版本在代码接口上有较大区别,所以和往期教程的内容可能不太一样。

1.首先,为了实现这些效果,我们需要首先使用到geckolib模组,可遗憾的是geckolib目前已经不支持1.12.2的开发了,所以我们可以使用一个开发包进行开发1.12.2-geckolib开发包下载地址

下载后并导入到Idea中,下图中红色方框里的就是我们的geckolib动画制作库了:

cr.jpg

2.我们在blockbench中制作一个实体并配套制作其动画文件,相关教程参考Minecraft 模组动画制作教程

之后我们导出相对应的geo模型文件和animation动画文件:

cr2

3.模型制作完成,接下来需要制作生物实体类,在entities包中新建一个我们的实体类WhiplashEntity,继承自僵尸类:

WhiplashEntity.java

package com.fred.jianghun.entities;

import javax.annotation.Nullable;

import com.fred.jianghun.software.bernie.geckolib3.core.IAnimatable;
import com.fred.jianghun.software.bernie.geckolib3.core.IAnimationTickable;
import com.fred.jianghun.software.bernie.geckolib3.core.PlayState;
import com.fred.jianghun.software.bernie.geckolib3.core.builder.AnimationBuilder;
import com.fred.jianghun.software.bernie.geckolib3.core.controller.AnimationController;
import com.fred.jianghun.software.bernie.geckolib3.core.event.predicate.AnimationEvent;
import com.fred.jianghun.software.bernie.geckolib3.core.manager.AnimationData;
import com.fred.jianghun.software.bernie.geckolib3.core.manager.AnimationFactory;
import ibxm.Player;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.IEntityLivingData;
import net.minecraft.entity.SharedMonsterAttributes;
import net.minecraft.entity.ai.*;
import net.minecraft.entity.monster.EntityIronGolem;
import net.minecraft.entity.monster.EntityPigZombie;
import net.minecraft.entity.monster.EntityZombie;
import net.minecraft.entity.passive.EntityVillager;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.network.datasync.DataParameter;
import net.minecraft.network.datasync.DataSerializers;
import net.minecraft.network.datasync.EntityDataManager;
import net.minecraft.world.World;

import java.util.Random;


public class WhiplashEntity extends EntityZombie implements IAnimatable, IAnimationTickable {

	//public static Server config = DoomConfig.SERVER;
	public static final DataParameter<Integer> STATE = EntityDataManager.createKey(DemonEntity.class,
			DataSerializers.VARINT);

	private AnimationFactory factory = new AnimationFactory(this);
	protected int attackTimer;

	public WhiplashEntity(World worldIn) {

		super(worldIn);
		this.dataManager.register(STATE, Integer.valueOf(0));
		this.attackTimer=15;
	}

	@Override
	public void applyEntityAttributes() {
		super.applyEntityAttributes();
		this.getEntityAttribute(SharedMonsterAttributes.MAX_HEALTH).setBaseValue(30.0D);
		this.getEntityAttribute(SharedMonsterAttributes.ATTACK_DAMAGE).setBaseValue(8.0D);
		this.getEntityAttribute(SharedMonsterAttributes.MOVEMENT_SPEED).setBaseValue(0.25D);
		this.getEntityAttribute(SharedMonsterAttributes.FOLLOW_RANGE).setBaseValue(25.0D);
		this.getEntityAttribute(SharedMonsterAttributes.KNOCKBACK_RESISTANCE).setBaseValue(0.0D);
	}

	public int getAttckingState() {
		return this.dataManager.get(STATE);
	}

	public void setAttackingState(int time) {
		this.dataManager.set(STATE, time);
	}

//	@Override
//	protected void defineSynchedData() {
//		super.defineSynchedData();
//		this.dataManager.define(STATE, 0);
//	}
    //设置该生物平时走路、站立、死亡的动画
	private <E extends IAnimatable> PlayState predicate(AnimationEvent<E> event) {
		if (event.isMoving()) {
			event.getController().setAnimation(new AnimationBuilder().addAnimation("walking", true));
			return PlayState.CONTINUE;
		}
		if ((this.dead || this.getHealth() < 0.01 || this.isDead)) {
			event.getController().setAnimation(new AnimationBuilder().addAnimation("death", false));
			return PlayState.CONTINUE;
		}
		event.getController().setAnimation(new AnimationBuilder().addAnimation("idle", true));
		return PlayState.CONTINUE;
	}

    //设置该生物两种攻击动画
	private <E extends IAnimatable> PlayState predicate1(AnimationEvent<E> event) {
		if (!event.isMoving() && this.dataManager.get(STATE) == 1
				&& !(this.dead || this.getHealth() < 0.01 || this.isDead)) {
			event.getController().setAnimation(new AnimationBuilder().playOnce("attacking"));
			return PlayState.CONTINUE;
		}
		if (event.isMoving() && this.dataManager.get(STATE) == 2
				&& !(this.dead || this.getHealth() < 0.01 || this.isDead)) {
			event.getController().setAnimation(new AnimationBuilder().playOnce("attacking_moving"));
			return PlayState.CONTINUE;
		}
		else{
			event.getController().setAnimation(new AnimationBuilder().addAnimation("attacking", true));
		}
		return PlayState.STOP;
	}

	@Override
	public void registerControllers(AnimationData data) {
		data.addAnimationController(new AnimationController<WhiplashEntity>(this, "controller", 2, this::predicate));
		data.addAnimationController(new AnimationController<WhiplashEntity>(this, "controller1", 2, this::predicate1));
	}
    
    //对该生物的攻击状态进行判断
	@Override
	public void onLivingUpdate()
	{
		if(this.attackTimer>=0)
		{
			EntityLivingBase livingentity = this.getAttackTarget();
			if (livingentity!=null && this.canEntityBeSeen(livingentity)) {
				World world = this.world;
				this.attackTimer--;

				this.getNavigator().tryMoveToEntityLiving(livingentity, 1.5D);
				System.out.println(this.attackTimer);
				if (this.attackTimer == 5  && this.dataManager.get(STATE)==Integer.valueOf(0)) {
					//如果该生物血量介于[22,30]或者[8,16]就设置其攻击状态为2,反之为1
					if ((this.getHealth() < 30F && this.getHealth() > 22F) ||
							(this.getHealth() < 16F && this.getHealth() > 8F))
						this.setAttackingState(2);
					else {
						this.setAttackingState(1);
					}
				}
			}
		}
		else{
		    //没有发现敌人时就将攻击状态清空
			this.setAttackingState(0);
			this.attackTimer = 15;
		}
		super.onLivingUpdate();
	}


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

//	@Override
//	protected void tickDeath() {
//		++this.deathTime;
//		if (this.deathTime == 60) {
//			this.remove();
//			this.dropExperience();
//		}
//	}

//	@Override
//	public IPacket<?> getAddEntityPacket() {
//		return NetworkHooks.getEntitySpawningPacket(this);
//	}

    //生物AI设置
	@Override
	protected void initEntityAI() {
		this.tasks.addTask(0, new EntityAISwimming(this));
		this.tasks.addTask(2, new EntityAIZombieAttack(this, 1.0D, false));
		this.tasks.addTask(5, new EntityAIMoveTowardsRestriction(this, 1.0D));
		this.tasks.addTask(7, new EntityAIWanderAvoidWater(this, 1.0D));
		this.tasks.addTask(8, new EntityAIWatchClosest(this, EntityPlayer.class, 8.0F));
		this.tasks.addTask(8, new EntityAILookIdle(this));
		this.applyEntityAI();
	}

    //生物攻击目标设置(主动攻击哪些目标)
	protected void applyEntityAI() {
//		this.targetSelector.addGoal(4, new DemonAttackGoal(this, 1.0D, false, 1));
//		this.targetSelector.addGoal(2, new NearestAttackableTargetGoal<>(this, PlayerEntity.class, true));
//		this.targetSelector.addGoal(3, new NearestAttackableTargetGoal<>(this, AbstractVillagerEntity.class, false));
//		this.targetSelector.addGoal(1, (new HurtByTargetGoal(this).setAlertOthers()));
		this.tasks.addTask(6, new EntityAIMoveThroughVillage(this, 1.0D, false));
		this.targetTasks.addTask(1, new EntityAIHurtByTarget(this, true, new Class[] {EntityPigZombie.class}));
		this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityPlayer.class, true));
		this.targetTasks.addTask(3, new EntityAINearestAttackableTarget(this, EntityVillager.class, false));
		this.targetTasks.addTask(3, new EntityAINearestAttackableTarget(this, EntityIronGolem.class, true));
	}


	@Override
	public void readEntityFromNBT(NBTTagCompound compound) {
		super.readEntityFromNBT(compound);
	}

//	@Nullable
//	@Override
//	public IEntityLivingData finalizeSpawn(IServerWorld worldIn, DifficultyInstance difficultyIn, SpawnReason reason,
//										   @Nullable ILivingEntityData spawnDataIn, @Nullable CompoundNBT dataTag) {
//		spawnDataIn = super.finalizeSpawn(worldIn, difficultyIn, reason, spawnDataIn, dataTag);
//		return spawnDataIn;
//	}
//
//	@Override
//	public boolean isBaby() {
//		return false;
//	}

	protected boolean shouldDrown() {
		return false;
	}

	protected boolean shouldBurnInDay() {
		return false;
	}

	@Override
	public void tick() {

	}

	@Override
	public int tickTimer() {
		return 0;
	}
}

4.新建生物实体模型文件WhiplashModel类:

WhiplashModel.java

package com.fred.jianghun.entities.model;


import com.fred.jianghun.Main;
import com.fred.jianghun.entities.WhiplashEntity;
import com.fred.jianghun.software.bernie.geckolib3.model.AnimatedGeoModel;
import net.minecraft.util.ResourceLocation;

public class WhiplashModel extends AnimatedGeoModel<WhiplashEntity> {
    //指定geo模型文件地址
	@Override
	public ResourceLocation getModelLocation(WhiplashEntity object) {
		return new ResourceLocation(Main.MODID, "geo/whiplash.geo.json");
	}
    //指定贴图文件地址
	@Override
	public ResourceLocation getTextureLocation(WhiplashEntity object) {
		return new ResourceLocation(Main.MODID, "textures/entity/whiplash.png");
	}
    //指定动画文件地址
	@Override
	public ResourceLocation getAnimationFileLocation(WhiplashEntity object) {
		return new ResourceLocation(Main.MODID, "animations/whiplash.animation.json");
	}

}

5.新建模型渲染类WhiplashRender。

WhiplashRender.java

package com.fred.jianghun.entities.render;


import com.fred.jianghun.entities.WhiplashEntity;
import com.fred.jianghun.entities.model.BikeModel;
import com.fred.jianghun.entities.model.WhiplashModel;
import com.fred.jianghun.software.bernie.geckolib3.renderers.geo.GeoEntityRenderer;
import net.minecraft.client.renderer.entity.RenderManager;
import net.minecraft.util.ResourceLocation;

public class WhiplashRender extends GeoEntityRenderer<WhiplashEntity> {
    //将我们上一步中的模型传入其中
	public WhiplashRender(RenderManager renderManager) {
		super(renderManager, new WhiplashModel());
	}

	@Override
	protected float getDeathMaxRotation(WhiplashEntity entityLivingBaseIn) {
		return 0.0F;
	}

}
RenderHandler中将我们的渲染文件进行注册:

RenderHandler.java

package com.fred.jianghun.init;


import com.fred.jianghun.entities.WhiplashEntity;

import com.fred.jianghun.entities.render.WhiplashRender;

import net.minecraftforge.fml.client.registry.RenderingRegistry;

public class RenderHandler {
    public static void registerEntityRenders() {
        //模型渲染文件注册
        RenderingRegistry.registerEntityRenderingHandler(WhiplashEntity.class, WhiplashRender::new);
    }

}

6.在EntityInit中将我们的生物实体进行注册:

EntityInit.java

package com.fred.jianghun.init;

import com.fred.jianghun.Main;

import com.fred.jianghun.entities.WhiplashEntity;
import net.minecraft.entity.Entity;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.datafix.DataFixer;
import net.minecraftforge.fml.common.registry.EntityRegistry;

public class EntityInit {
    private static int ENTITY_NEXT_ID = 1;

    public static void registerEntities() {

        registerEntity("whiplash", WhiplashEntity.class, ENTITY_NEXT_ID, 30, 2330893, 16144);

        DataFixer datafixer = new DataFixer(1343);
    }

    private static void registerEntity(String name, Class<? extends Entity> entity, int id, int range, int color1, int color2){
        EntityRegistry.registerModEntity(new ResourceLocation(Main.MODID + ":" + name),
                entity,
                name,
                id,
                Main.instance,
                range,
                1,
                true,
                color1, color2
        );
        ENTITY_NEXT_ID++;
    }
}
RegistryHandler中将我们的EntityInit类和RenderHandler类进行注册:

RegistryHandler.java

package com.fred.jianghun.init;

import com.fred.jianghun.utils.IhasModel;
import net.minecraft.block.Block;
import net.minecraft.item.Item;
import net.minecraftforge.client.event.ModelRegistryEvent;
import net.minecraftforge.event.RegistryEvent;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.event.FMLPreInitializationEvent;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;

@Mod.EventBusSubscriber
public class RegistryHandler {

    @SubscribeEvent
    public static void onItemRegister(RegistryEvent.Register<Item> event)
    {
        event.getRegistry().registerAll(ItemInit.ITEMS.toArray(new Item[0]));
    }

    @SubscribeEvent
    public static void onBlockRegister(RegistryEvent.Register<Block> event) {
        event.getRegistry().registerAll(BlockInit.BLOCKS.toArray(new Block[0]));
        //TileEntityHandler.registerTileEntities();
    }

    @SubscribeEvent
    public static void onModelRegister(ModelRegistryEvent event){

        for(Item item: ItemInit.ITEMS){
            if(item instanceof IhasModel){
                ((IhasModel)item).registerModels();
            }
        }

        for(Block block : BlockInit.BLOCKS)
        {
            if (block instanceof IhasModel)
            {
                ((IhasModel)block).registerModels();
            }
        }
        
        //将RenderHandler类进行注册
        RenderHandler.registerEntityRenders();
    }

    public static void preInitRegistries(FMLPreInitializationEvent event)
    {
        //将EntityInit类进行注册
        EntityInit.registerEntities();
    }

}

7.在项目主类中的preInit和init类中添加一些代码:

Main.java

import com.fred.jianghun.init.RegistryHandler;
import com.fred.jianghun.proxy.ProxyBase;
import com.fred.jianghun.software.bernie.geckolib3.resource.ResourceListener;
import com.fred.jianghun.tabs.ItemTab;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.init.Blocks;
import net.minecraftforge.fml.common.FMLCommonHandler;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.Mod.EventHandler;
import net.minecraftforge.fml.common.SidedProxy;
import net.minecraftforge.fml.common.event.FMLInitializationEvent;
import net.minecraftforge.fml.common.event.FMLPreInitializationEvent;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;

import org.apache.logging.log4j.LogManager;
import org.apache.logging.log4j.Logger;
import java.util.concurrent.FutureTask;


@Mod(modid = Main.MODID, name = Main.NAME, version = Main.VERSION)
public class Main
{
    public static final String MODID = "jianghun";
    public static final String NAME = "Jiang Hun";
    public static final String VERSION = "1.0";
    public static final String CLIENT_PROXY = "com.fred.jianghun.proxy.ClientProxy";
    public static final String SERVER_PROXY = "com.fred.jianghun.proxy.ServerProxy";

    public static boolean hasInitialized;
    public static final Logger LOGGER = LogManager.getLogger();

    @Mod.Instance
    public static Main instance;

    @SidedProxy(clientSide = CLIENT_PROXY,serverSide = SERVER_PROXY)
    public static ProxyBase proxy;
    
    @EventHandler
    public void preInit(FMLPreInitializationEvent event) {
        //注册机初始化
        RegistryHandler.preInitRegistries(event);
    }

    @EventHandler
    public void init(FMLInitializationEvent event)
    {
        //Geckolib初始化代码,很重要!
        initialize();
    }

    public static CreativeTabs ITEM_TAB = new ItemTab();

    public static void initialize() {
        if (!hasInitialized) {
            FMLCommonHandler.callFuture(new FutureTask<>(() -> {
                if (FMLCommonHandler.instance().getSide() == Side.CLIENT) {
                    doOnlyOnClient();
                }
            }, null));
        }
        hasInitialized = true;
    }

    @SideOnly(Side.CLIENT)
    private static void doOnlyOnClient() {
        ResourceListener.registerReloadListener();
    }

}

8.代码部分结束,来到资源包制作环节

在resources\assets\你的modid中的lang包中的en_us.lang添加刷生物实体英文名称:

en_us.lang

entity.whiplash.name=Whiplash
zh_cn.lang中添加中文名称:

zh_cn.lang

entity.whiplash.name=尖刺
在textures\entity中添加生物实体的皮肤贴图:

cr2.jpg

在animations和geo中分别添加我们的动画和模型文件:

cr3.jpg

9.保存所有文件 -> 进行测试:

2022-11-06_10.36.10.png

异形大战铁血战士(幻视)

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