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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));
原文地址:https://www.cnblogs.com/Enaium/p/12341707.html
时间: 2024-10-11 11:50:03