• 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 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  PlayState predicate(AnimationEvent 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  PlayState predicate1(AnimationEvent 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(this, "controller", 2, this::predicate));
    		data.addAnimationController(new AnimationController(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;
    	}
    }
    
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    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 {
        //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");
    	}
    
    }
    
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    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 {
        //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;
    	}
    
    }
    
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    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);
        }
    
    }
    
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    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 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++;
        }
    }
    
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    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 event)
        {
            event.getRegistry().registerAll(ItemInit.ITEMS.toArray(new Item[0]));
        }
    
        @SubscribeEvent
        public static void onBlockRegister(RegistryEvent.Register 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();
        }
    
    }
    
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    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();
        }
    
    }
    
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    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
    
    • 1
    zh_cn.lang中添加中文名称:

    zh_cn.lang

    entity.whiplash.name=尖刺
    
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    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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  • 原文地址:https://blog.csdn.net/Jay_fearless/article/details/127713135