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Minecraft 1.18.1、1.18.2模组开发 22.狙击枪(Sniper Rifle)
2022-07-06 02:00:00 【Jay_fearless】
Minecraft 1.18.1、1.18.2模组开发 05.发射器+投掷物
我们今天在模组中实现一把狙击枪。
1.与第5期教程类似,我们需要首先制作枪械的模型和子弹的模型:

不过我们本次希望狙击枪在副手时就进入开镜状态,所以我们要专门设置一个副手形态的狙击枪的第一人称视野。

之后导出为.json文件,将导出的.json文件放入resources\assets\你的模组名称\models\item中:

2.在Items包中新建一个我们子弹的物品类ItemSniperAmmo:
ItemSniperAmmo
package com.joy187.re8joymod.items;
import com.joy187.re8joymod.Main;
import com.joy187.re8joymod.entity.EntitySniperAmmo;
import net.minecraft.world.entity.LivingEntity;
import net.minecraft.world.item.Item;
import net.minecraft.world.item.ItemStack;
import net.minecraft.world.item.Item.Properties;
import net.minecraft.world.level.Level;
public class ItemSniperAmmo extends Item {
public ItemSniperAmmo() {
super(new Properties().tab(Main.TUTORIAL_TAB).stacksTo(16));
}
public EntitySniperAmmo createArrow(Level p_200887_1_, ItemStack p_200887_2_, LivingEntity p_200887_3_) {
EntitySniperAmmo arrowentity = new EntitySniperAmmo(p_200887_1_, p_200887_3_);
return arrowentity;
}
public boolean isInfinite(ItemStack stack, ItemStack bow, net.minecraft.world.entity.player.Player player) {
int enchant = net.minecraft.world.item.enchantment.EnchantmentHelper.getItemEnchantmentLevel(net.minecraft.world.item.enchantment.Enchantments.INFINITY_ARROWS, bow);
return enchant <= 0 ? false : this.getClass() == ItemSniperAmmo.class;
}
}
在Init包的ItemInit类中添加我们的投掷物物品声明:
ItemInit.java
public class ItemInit {
public static final DeferredRegister<Item> ITEMS = DeferredRegister.create(ForgeRegistries.ITEMS,
Main.MOD_ID);
//我们的投掷物品声明
public static RegistryObject<Item> SNIPERAMMO = ITEMS.register("sniperammo",()->
{
return new ItemSniperAmmo();
});
private static <T extends Item> RegistryObject<T> register(final String name, final Supplier<T> item) {
return ITEMS.register(name, item);
}
}
3.在entity包中新建我们的子弹实体类EntitySniperAmmo
EntitySniperAmmo.java
package com.joy187.re8joymod.entity;
import com.joy187.re8joymod.init.EntityInit;
import com.joy187.re8joymod.init.ItemInit;
import io.netty.buffer.Unpooled;
import net.minecraft.network.FriendlyByteBuf;
import net.minecraft.network.protocol.Packet;
import net.minecraft.network.syncher.EntityDataAccessor;
import net.minecraft.network.syncher.EntityDataSerializers;
import net.minecraft.network.syncher.SynchedEntityData;
import net.minecraft.world.damagesource.DamageSource;
import net.minecraft.world.entity.Entity;
import net.minecraft.world.entity.EntityType;
import net.minecraft.world.entity.LivingEntity;
import net.minecraft.world.entity.monster.AbstractSkeleton;
import net.minecraft.world.entity.monster.Blaze;
import net.minecraft.world.entity.monster.Ravager;
import net.minecraft.world.entity.projectile.ThrowableItemProjectile;
import net.minecraft.world.item.Item;
import net.minecraft.world.level.Level;
import net.minecraft.world.phys.EntityHitResult;
import net.minecraftforge.network.NetworkHooks;
public class EntitySniperAmmo extends ThrowableItemProjectile{
public int explosionPower = 1,id=91082;
public double damage;
private int ticksInGround;
private static final EntityDataAccessor<Integer> ID_EFFECT_COLOR = SynchedEntityData.defineId(EntitySniperAmmo.class, EntityDataSerializers.INT);
public EntitySniperAmmo(EntityType<?> entityIn, Level level) {
super((EntityType<? extends EntitySniperAmmo>) entityIn, level);
//this.size(1.0F, 1.0F);
this.damage = 24D;
// TODO Auto-generated constructor stub
}
public EntitySniperAmmo(Level world, LivingEntity entity) {
super(EntityInit.SNIPERAMMO.get(), entity, world);
this.damage= 24D;
}
//我们的子弹与之前的物品绑定
@Override
protected Item getDefaultItem() {
return ItemInit.SNIPERAMMO.get();
}
//当物体打击到实体上造成的伤害
protected void onHitEntity(EntityHitResult result) {
super.onHitEntity(result);
Entity entity = result.getEntity();
int i = 24;
if(entity instanceof Blaze || entity instanceof Ravager){
i = 28;
}
if(entity instanceof EntityBei || entity instanceof EntityHeisen){
i= 35;
}
if(entity instanceof EntityUrias || entity instanceof EntityUriass){
i= 25;
}
if(entity instanceof EntityLycana || entity instanceof AbstractSkeleton){
i= 45;
}
entity.hurt(DamageSource.thrown(this, this.getOwner()), (float)(i+random.nextFloat()*0.5*this.damage));
}
protected void onHit(EntityHitResult p_70227_1_) {
super.onHit(p_70227_1_);
if (!this.level.isClientSide) {
this.level.broadcastEntityEvent(this, (byte)3);
this.remove(Entity.RemovalReason.KILLED);
}
}
@Override
public Packet<?> getAddEntityPacket() {
FriendlyByteBuf pack = new FriendlyByteBuf(Unpooled.buffer());
pack.writeDouble(getX());
pack.writeDouble(getY());
pack.writeDouble(getZ());
pack.writeInt(getId());
pack.writeUUID(getUUID());
return NetworkHooks.getEntitySpawningPacket(this);
}
}
4.为我们的投掷物进行渲染,render包中新建一个渲染类RenderSniperAmmo
RenderSniperAmmo.java
package com.joy187.re8joymod.entity.render;
import com.joy187.re8joymod.Main;
import com.joy187.re8joymod.entity.EntitySniperAmmo;
import com.mojang.blaze3d.vertex.PoseStack;
import com.mojang.blaze3d.vertex.VertexConsumer;
import com.mojang.math.Matrix3f;
import com.mojang.math.Matrix4f;
import com.mojang.math.Vector3f;
import net.minecraft.client.renderer.MultiBufferSource;
import net.minecraft.client.renderer.RenderType;
import net.minecraft.client.renderer.block.model.ItemTransforms;
import net.minecraft.client.renderer.entity.EntityRenderer;
import net.minecraft.client.renderer.entity.EntityRendererProvider;
import net.minecraft.client.renderer.entity.ItemRenderer;
import net.minecraft.client.renderer.texture.OverlayTexture;
import net.minecraft.core.BlockPos;
import net.minecraft.resources.ResourceLocation;
public class RenderSniperAmmo extends EntityRenderer<EntitySniperAmmo> {
//你的子弹的贴图位置
public static final ResourceLocation TEXTURE = new ResourceLocation(Main.MOD_ID ,"textures/item/zhihu.png");
private static final float MIN_CAMERA_DISTANCE_SQUARED = 12.25F;
private final ItemRenderer itemRenderer;
private final float scale;
private final boolean fullBright;
public RenderSniperAmmo(EntityRendererProvider.Context manager) {
//this.itemRenderer = manager.getItemRenderer();
super(manager);
this.itemRenderer=manager.getItemRenderer();
this.scale=0.25F;
this.fullBright=false;
}
private static final RenderType field_229044_e_ = RenderType.entityCutoutNoCull(TEXTURE);
protected int getSkyLightLevel(EntitySniperAmmo p_239381_1_, BlockPos p_239381_2_) {
return 1;
}
@Override
public ResourceLocation getTextureLocation(EntitySniperAmmo p_110775_1_) {
return TEXTURE;
}
public void render(EntitySniperAmmo entityIn, float entityYaw, float partialTicks, PoseStack poseStackIn, MultiBufferSource bufferIn, int packedLightIn) {
if (entityIn.tickCount >= 2 || !(this.entityRenderDispatcher.camera.getEntity().distanceToSqr(entityIn) < 12.25D)) {
poseStackIn.pushPose();
poseStackIn.scale(this.scale, this.scale, this.scale);
poseStackIn.mulPose(this.entityRenderDispatcher.cameraOrientation());
poseStackIn.mulPose(Vector3f.YP.rotationDegrees(180.0F));
this.itemRenderer.renderStatic(entityIn.getItem(), ItemTransforms.TransformType.GROUND, packedLightIn, OverlayTexture.NO_OVERLAY, poseStackIn, bufferIn, entityIn.getId());
poseStackIn.popPose();
super.render(entityIn, entityYaw, partialTicks, poseStackIn, bufferIn, packedLightIn);
}
}
private static void vertexRender(VertexConsumer p_229045_0_, Matrix4f p_229045_1_, Matrix3f p_229045_2_, int p_229045_3_, float p_229045_4_, int p_229045_5_, int p_229045_6_, int p_229045_7_) {
p_229045_0_.vertex(p_229045_1_, p_229045_4_ - 0.5F, (float)p_229045_5_ - 0.25F, 0.0F).color(255, 255, 255, 255).overlayCoords(OverlayTexture.NO_OVERLAY).normal(p_229045_2_, 0.0F, 1.0F, 0.0F).endVertex();
}
}
在ClientModEventSubscriber.java中添加我们的投掷物的渲染事件注册:
ClientModEventSubscriber.java
package com.joy187.re8joymod;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.Mod.EventBusSubscriber;
import net.minecraftforge.fml.event.lifecycle.FMLClientSetupEvent;
import com.joy187.re8joymod.entity.EntityRe8Dimi;
import com.joy187.re8joymod.entity.model.ModelRe8Dimi;
import com.joy187.re8joymod.entity.render.RenderMoSpitter;
import com.joy187.re8joymod.entity.render.RenderRe8Dimi;
import com.joy187.re8joymod.init.EntityInit;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.entity.EntityRendererProvider;
import net.minecraft.client.renderer.entity.ThrownItemRenderer;
import net.minecraft.world.entity.Entity;
import net.minecraft.world.entity.EntityType;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.client.event.EntityRenderersEvent;
import net.minecraftforge.event.entity.EntityAttributeCreationEvent;
import net.minecraftforge.eventbus.api.SubscribeEvent;
@Mod.EventBusSubscriber(modid = Main.MOD_ID, value = Dist.CLIENT, bus = Mod.EventBusSubscriber.Bus.MOD)
public class ClientModEventSubscriber
{
@SubscribeEvent
public static void onRegisterLayers(EntityRenderersEvent.RegisterLayerDefinitions event) {
event.registerLayerDefinition(ModelRe8Dimi.LAYER_LOCATION, ModelRe8Dimi::createBodyLayer);
}
@SubscribeEvent
public static void onRegisterRenderer(EntityRenderersEvent.RegisterRenderers event) {
event.registerEntityRenderer(EntityInit.RE8DIMI.get(), RenderRe8Dimi::new);
//添加我们的投掷物的渲染事件
event.registerEntityRenderer(EntityInit.SNIPERAMMO.get(), RenderSniperAmmo::new);
}
@SubscribeEvent
public static void onAttributeCreate(EntityAttributeCreationEvent event) {
event.put(EntityInit.RE8DIMI.get(), EntityRe8Dimi.prepareAttributes().build());
}
}
5.子弹制作完成,来到枪械部分。在Item中新建我们狙击枪类ItemF2
ItemF2.java
package com.joy187.re8joymod.items;
import java.util.List;
import java.util.function.Predicate;
import javax.annotation.Nullable;
import com.joy187.re8joymod.ClientModEventSubscriber;
import com.joy187.re8joymod.Main;
import com.joy187.re8joymod.entity.EntitySniperAmmo;
import com.joy187.re8joymod.init.ItemInit;
import com.joy187.re8joymod.init.SoundInit;
import net.minecraft.ChatFormatting;
import net.minecraft.client.Minecraft;
import net.minecraft.core.particles.ParticleTypes;
import net.minecraft.network.chat.Component;
import net.minecraft.network.chat.TextComponent;
import net.minecraft.sounds.SoundSource;
import net.minecraft.stats.Stats;
import net.minecraft.world.InteractionHand;
import net.minecraft.world.InteractionResultHolder;
import net.minecraft.world.entity.Entity;
import net.minecraft.world.entity.LivingEntity;
import net.minecraft.world.entity.player.Player;
import net.minecraft.world.item.Item;
import net.minecraft.world.item.ItemStack;
import net.minecraft.world.item.ProjectileWeaponItem;
import net.minecraft.world.item.TooltipFlag;
import net.minecraft.world.item.Vanishable;
import net.minecraft.world.item.enchantment.EnchantmentHelper;
import net.minecraft.world.item.enchantment.Enchantments;
import net.minecraft.world.level.Level;
public class ItemF2 extends ProjectileWeaponItem implements Vanishable {
public ItemF2() {
super(new ItemF2.Properties().tab(Main.TUTORIAL_TAB).stacksTo(1));
}
public ItemF2(Item.Properties name) {
super(name);
}
public void releaseUsing(ItemStack p_77615_1_, Level level, LivingEntity p_77615_3_, int p_77615_4_) {
if (p_77615_3_ instanceof Player) {
Player Player = (Player)p_77615_3_;
//OneHandedPose.renderFirstPersonArms(Player, Player.HAND_SLOTS, p_77615_1_, Player.getPose(), Player.buffer, p_77615_4_, p_77615_4_);
boolean flag = Player.getAbilities().instabuild || EnchantmentHelper.getItemEnchantmentLevel(Enchantments.INFINITY_ARROWS, p_77615_1_) > 0;
// ItemStack itemstack = Player.getProjectile(p_77615_1_);
ItemStack itemstack = this.findAmmo(Player);
int i = this.getUseDuration(p_77615_1_) - p_77615_4_;
i = net.minecraftforge.event.ForgeEventFactory.onArrowLoose(p_77615_1_, level, Player, i, !itemstack.isEmpty() || flag);
if (i < 0) return;
if (!itemstack.isEmpty() || flag) {
if (itemstack.isEmpty()) {
itemstack = new ItemStack(ItemInit.SNIPERAMMO.get().asItem());
}
float f = getPowerForTime(i);
if (!((double)f < 0.1D)) {
boolean flag1 = Player.getAbilities().instabuild || (itemstack.getItem() instanceof ItemSniperAmmo && ((ItemSniperAmmo)itemstack.getItem()).isInfinite(itemstack, p_77615_1_, Player));
if (!level.isClientSide) {
ItemSniperAmmo arrowitem = (ItemSniperAmmo)(itemstack.getItem() instanceof ItemSniperAmmo ? itemstack.getItem() : ItemInit.SNIPERAMMO.get().asItem());
EntitySniperAmmo abstractarrowentity = arrowitem.createArrow(level, itemstack, Player);
abstractarrowentity = customArrow(abstractarrowentity);
//abstractarrowentity.setItem(itemstack);
abstractarrowentity.shootFromRotation(Player, Player.getXRot(), Player.getYRot(), 0.2F, f * 30.0F, 0.75F);
abstractarrowentity.level.addParticle(ParticleTypes.FLAME, abstractarrowentity.getX(), abstractarrowentity.getY(), abstractarrowentity.getZ(), abstractarrowentity.position().x , abstractarrowentity.position().y, abstractarrowentity.position().z);
abstractarrowentity.playSound(SoundInit.R2FIRE.get(), 4.5F,4.5F);
if (EnchantmentHelper.getItemEnchantmentLevel(Enchantments.FLAMING_ARROWS, p_77615_1_) > 0) {
abstractarrowentity.setSecondsOnFire(100);
}
p_77615_1_.hurtAndBreak(1, Player, (p_220009_1_) -> {
p_220009_1_.broadcastBreakEvent(Player.getUsedItemHand());
});
abstractarrowentity.level.addParticle(ParticleTypes.FLAME, abstractarrowentity.getX(), abstractarrowentity.getY(), abstractarrowentity.getZ(), abstractarrowentity.position().x * -0.2D, 0.08D, abstractarrowentity.position().z * -0.2D);
level.addFreshEntity(abstractarrowentity);
}
//发射的声音
level.playSound((Player)null, Player.getX(), Player.getY(), Player.getZ(), SoundInit.R2FIRE.get(), SoundSource.PLAYERS, 4.5F, 4.5F / (Player.getRandom().nextFloat() * 0.2F + 1.2F) + f * 0.5F);
if (!flag1 && !Player.getAbilities().instabuild) {
itemstack.shrink(1);
if (itemstack.isEmpty()) {
Player.getInventory().removeItem(itemstack);
}
}
//每次发射成功后就间隔1.5s再发射(30=20*1.5)
Player.getCooldowns().addCooldown(this, 30);
Player.awardStat(Stats.ITEM_USED.get(this));
}
}
}
}
public InteractionResultHolder<ItemStack> use(Level level, Player palyerIn, InteractionHand handIn) {
ItemStack itemstack = palyerIn.getItemInHand(handIn);
boolean flag = !this.findAmmo(palyerIn).isEmpty();
InteractionResultHolder<ItemStack> ret = net.minecraftforge.event.ForgeEventFactory.onArrowNock(itemstack, level, palyerIn, handIn, flag);
if (ret != null) return ret;
if (!palyerIn.getAbilities().instabuild && !flag) {
return InteractionResultHolder.fail(itemstack);
} else {
palyerIn.startUsingItem(handIn);
return InteractionResultHolder.consume(itemstack);
}
}
public static float getPowerForTime(int p_185059_0_) {
float f = (float)p_185059_0_ / 20.0F;
f = (f * f + f * 2.0F) / 3.0F;
if (f > 1.0F) {
f = 1.0F;
}
return f;
}
public int getUseDuration(ItemStack p_77626_1_) {
return 500;
}
public Predicate<ItemStack> getAllSupportedProjectiles() {
return ARROW_OR_FIREWORK;
}
public EntitySniperAmmo customArrow(EntitySniperAmmo arrow) {
return arrow;
}
public int getDefaultProjectileRange() {
return 15;
}
//判断是否能找到我们的专属子弹
protected ItemStack findAmmo(Player player)
{
if (this.isSniperAmmo(player.getItemInHand(InteractionHand.OFF_HAND)))
{
return player.getItemInHand(InteractionHand.OFF_HAND);
}
else if (this.isSniperAmmo(player.getItemInHand(InteractionHand.MAIN_HAND)))
{
return player.getItemInHand(InteractionHand.MAIN_HAND);
}
else
{
for (int i = 0; i < player.getInventory().getContainerSize(); ++i)
{
ItemStack itemstack = player.getInventory().getItem(i);
if (this.isSniperAmmo(itemstack))
{
return itemstack;
}
}
return ItemStack.EMPTY;
}
}
protected boolean isSniperAmmo(ItemStack stack)
{
return stack.getItem() instanceof ItemSniperAmmo;
}
@Override
public boolean onEntitySwing(ItemStack stack, LivingEntity entity)
{
return true;
}
public void initializeClient(java.util.function.Consumer<net.minecraftforge.client.IItemRenderProperties> consumer) {
}
//对枪械的状态进行监视
public void inventoryTick(ItemStack p_77663_1_, Level p_77663_2_, Entity p_77663_3_, int p_77663_4_, boolean p_77663_5_) {
if(p_77663_3_ instanceof Player)
{
ItemStack item = ((Player)p_77663_3_).getItemInHand(InteractionHand.OFF_HAND);
//如果玩家副手装备了这把枪
if(item.getItem() == ItemInit.F2RIFLE.get())
{
//让视野变成开镜状态(数值越小放大越大)
Minecraft.getInstance().options.fov=12;
}
else {
//不在副手就回复视野范围
Minecraft.getInstance().options.fov=70;
}
}
}
@Override
public void appendHoverText(ItemStack stack, @Nullable Level worldIn, List<Component> tooltip, TooltipFlag flagIn) {
tooltip.add(Component.nullToEmpty(ChatFormatting.GOLD+"Press 'F' to offhand for scoping."));
tooltip.add(Component.nullToEmpty(ChatFormatting.GOLD+"Ammo Type:Sniper Rifle Ammo"));
}
}
在ItemInit类中添加我们枪械的声明:
ItemInit.java
public static RegistryObject<Item> SA110 = ITEMS.register("sa110",()->
{
return new ItemF2();
});
6.我们为自己的枪械设计了专门的声音,在SoundInit中进行注册:
SoundInit.java
package com.joy187.re8joymod.init;
import net.minecraftforge.registries.RegistryObject;
import com.joy187.re8joymod.Main;
import net.minecraft.resources.ResourceLocation;
import net.minecraft.sounds.SoundEvent;
import net.minecraftforge.registries.DeferredRegister;
import net.minecraftforge.registries.ForgeRegistries;
public class SoundInit {
public static final DeferredRegister<SoundEvent> SOUNDS = DeferredRegister.create(ForgeRegistries.SOUND_EVENTS, Main.MOD_ID);
//我们的枪械声音
public static final RegistryObject<SoundEvent> R2FIRE = build("entity.m1851.f2rifle");
private static RegistryObject<SoundEvent> build(String id)
{
return SOUNDS.register(id, () -> new SoundEvent(new ResourceLocation(Main.MOD_ID, id)));
}
}
在项目主类的Main函数中将SoundInit类进行注册:
public Main() {
IEventBus bus = FMLJavaModLoadingContext.get().getModEventBus();
ItemInit.ITEMS.register(bus);
BlockInit.BLOCKS.register(bus);
EntityInit.ENTITY_TYPES.register(bus);
EffectInit.EFFECTS.register(bus);
PotionInit.POTIONS.register(bus);
//添加这个
SoundInit.SOUNDS.register(bus);
}
将声音文件转换为.ogg格式,放入src\main\resources\assets\你的modid\sounds\entity\m1851路径下。
7.代码部分结束,进入资源包制作环节。在resources包中的sounds.json文件中添加我们的枪械声音:
sounds.json
"entity.m1851.f2rifle":{
"category":"entity",
"subtitle" :"entity.m1851.f2rifle.sub",
"sounds":[{ "name": "re8joymod:entity/m1851/f2rifle", "stream":true }]
},
在lang包中的en_us.json中添加枪械、子弹物品、子弹实体的英文名称:
en_us.json
"entity.re8joymod.sniperammo": "Sniper Rifle Ammo",
"item.re8joymod.f2rifle": "F2 Rifle",
"item.re8joymod.sniperammo": "Sniper Rifle Ammo",
在lang包中的zh_cn.json中添加枪械、子弹物品、子弹实体的中文名称:
zh_cn.json
"item.re8joymod.sniperammo": "狙击枪子弹",
"item.re8joymod.f2rifle": "F2 狙击枪",
"entity.re8joymod.sniperammo": "狙击枪子弹",
8.保存项目,运行游戏测试:
主手时狙击枪形态:

按’F’键切换至副手时狙击枪形态

Pong! Pong!
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