Minecraft 1.19.2 Fabric模组开发 12.自定义鞘翅

本次我们在Fabric模组中实现一个可用于飞行的鞘翅。

在这里插入图片描述

1.首先参考3D动画盔甲的教程一、二步制作盔甲的模型、动画文件。

2.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DressArmorItem.java

DressArmorItem.java

package net.joy187.joyggd.items.armor;


import net.fabricmc.fabric.api.entity.event.v1.FabricElytraItem;
import net.joy187.joyggd.init.ItemInit;
import net.minecraft.client.gui.screen.Screen;
import net.minecraft.client.item.TooltipContext;
import net.minecraft.entity.EquipmentSlot;
import net.minecraft.entity.LivingEntity;
import net.minecraft.entity.player.PlayerEntity;
import net.minecraft.item.ArmorMaterial;
import net.minecraft.item.ElytraItem;
import net.minecraft.item.Item.Settings;
import net.minecraft.text.Text;
import net.minecraft.util.Hand;
import net.minecraft.util.TypedActionResult;
import net.minecraft.world.World;
import net.minecraft.item.ItemStack;
import net.minecraft.item.Items;
import software.bernie.geckolib3.core.IAnimatable;
import software.bernie.geckolib3.core.manager.AnimationData;
import software.bernie.geckolib3.core.manager.AnimationFactory;
import javax.annotation.Nullable;
import java.util.List;
                                                            //要实现一下鞘翅的接口
public class DressArmorItem extends ArmorItemBase implements IAnimatable, FabricElytraItem {
    private AnimationFactory factory = new AnimationFactory(this);


    public DressArmorItem(ArmorMaterial material, EquipmentSlot slot, Settings settings) {
        super(material, slot, settings);
    }
//    public DressArmorItem(Settings settings) {
//        super(settings);
//    }
//    @Override
//    public void initializeClient(java.util.function.Consumer<IClientItemExtensions> consumer) {
//        consumer.accept((IClientItemExtensions) Main.CPROXY.getArmorRenderProperties());
//    }
//
    public static boolean isUsable(ItemStack stack) {
        return stack.getDamage() < stack.getMaxDamage() - 1;
    }
    
	//右键穿戴该鞘翅
    public TypedActionResult<ItemStack> use(World worldIn, PlayerEntity playerIn, Hand handIn) {
        ItemStack itemstack = playerIn.getStackInHand(handIn);
        EquipmentSlot equipmentslottype = LivingEntity.getPreferredEquipmentSlot(itemstack);
        ItemStack itemstack1 = playerIn.getEquippedStack(EquipmentSlot.CHEST);
        if (itemstack1.isEmpty()) {
            playerIn.equipStack(equipmentslottype, itemstack.copy());
            itemstack.setCount(0);
            return TypedActionResult.success(itemstack, worldIn.isClient);
        } else {
            return TypedActionResult.fail(itemstack);
        }
    }
    
    //用什么物品修该物品
    public boolean isValidRepairItem(ItemStack toRepair, ItemStack repair) {
        return repair.getItem() == Items.DIAMOND;
    }

    public EquipmentSlot getEquipmentSlot(ItemStack stack) {
        return EquipmentSlot.CHEST;
    }

    @Override
    public void registerControllers(AnimationData data) {

    }

    @Override
    public AnimationFactory getFactory() {
        return factory;
    }
    
    @Override
    public void appendTooltip(ItemStack stack, World worldIn, List<Text> tooltip, TooltipContext flagIn) {
    	tooltip.add(Text.translatable("tooltip.dress"));
    }
}

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ModelDress:

ModelDress.java

package net.joy187.joyggd.items.armor.model;

import net.joy187.joyggd.ModMain;
import net.joy187.joyggd.items.armor.DressArmorItem;
import net.minecraft.util.Identifier;
import software.bernie.geckolib3.model.AnimatedGeoModel;


public class ModelDress extends AnimatedGeoModel<DressArmorItem> {
    //鞘翅模型路径
    @Override
    public Identifier getModelResource(DressArmorItem object) {
        return new Identifier(ModMain.MOD_ID, "geo/dress.geo.json");
    }
	//盔甲贴图路径
    @Override
    public Identifier getTextureResource(DressArmorItem object) {
        return new Identifier(ModMain.MOD_ID, "textures/models/armor/dress.png");
    }
	//动画文件路径
    @Override
    public Identifier getAnimationResource(DressArmorItem animatable) {
        return new Identifier(ModMain.MOD_ID, "animations/dress.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RenderDress:

RenderDress.java

package net.joy187.joyggd.items.armor.render;


import net.joy187.joyggd.items.armor.DressArmorItem;
import net.joy187.joyggd.items.armor.model.ModelDress;
import software.bernie.geckolib3.renderers.geo.GeoArmorRenderer;

public class RenderDress extends GeoArmorRenderer<DressArmorItem> {
    //渲染盔甲穿在身上的每一个部位的效果
    public RenderDress() {
        super(new ModelDress());
        //这里要和第二步你blockbench中建模的名称一一对应
        this.headBone = "other";
        this.bodyBone = "dress";
        this.rightArmBone = "other";
        this.leftArmBone = "other";
        this.rightLegBone = "other";
        this.leftLegBone = "other";
        this.rightBootBone = "other";
        this.leftBootBone = "other";
    }

}

3.在ModClient类中将我们的盔甲渲染类进行注册:

ModClient.java

package net.joy187.joyggd;


public class ModClient implements ClientModInitializer{

	@Override
	public void onInitializeClient() {
		

        //添加物品渲染        
        GeoArmorRenderer.registerArmorRenderer(new RenderDress(),ItemInit.DRESS);
        
		//添加注册方法
		registerModelPredicates();
	}
	
	//注册鞘翅物品模型
	private void registerModelPredicates() {
        FabricModelPredicateProviderRegistry.register(ItemInit.DRESS, new Identifier(ModMain.MOD_ID, "broken_elytra"), ((stack, world, entity, seed) ->
                stack.getItem() == ItemInit.DRESS && DressArmorItem.isUsable(stack) ? 0.0F : 1.0F));
    }
	
}

4.在ItemInit类中将我们的盔甲进行声明

ItemInit.java

    public static final Item DRESS = registerItem("dress",
            new DressArmorItem(CustomArmorMaterials.ARMOR_MATERIAL_DRESS, EquipmentSlot.CHEST,
                    new FabricItemSettings().group(ModMain.ITEMTAB)));

5.代码部分结束,之后参考教程3D动画盔甲第六步进行资源包制作。

6.保存所有文件 -> 进行测试:

从高处跳下,空格进行飞行!
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