使用自定义块边界Minecraft渲染故障

时间:2016-05-25 22:02:53

标签: minecraft minecraft-forge

我正在为Minecraft创建一个mod。最近,我试图制作一个自定义块,我遇到了两个问题。

我的主要问题是该块渲染不正确。我希望块的大小比完整块小。我成功地使用setBlockBounds()更改了块边界,并且当 使块渲染更小并使用更小的边界时,它会导致其他渲染问题。当我放置块时,下面的地板变得不可见,我可以看透它,要么是在下面的洞穴,在它后面的块,或者如果那里什么都没有那么空洞。如何修复该块不渲染?这是一个截图:

  

此外,我对这个区块的目标是发出“光环”,让玩家围绕它加速或其他一些药水效果。我有基本的代码来找到块周围的玩家并给他们速度,但我找不到一种方法来激活这个方法每个滴答或每X个刻度,以确保它以可靠的方式为玩家提供盒子速度。正常游戏中已经有一些块可以做到这一点,所以它必须是可能的。我怎么能这样做?

1 个答案:

答案 0 :(得分:0)

对于您的第一个问题,您需要覆盖isOpaqueCube以返回false。您还希望覆盖isFullCube代码的其他部分,但这对于渲染并不重要。例如:

public class YourBlock {
    // ... existing code ...

    /**
     * Used to determine ambient occlusion and culling when rebuilding chunks for render
     */
    @Override
    public boolean isOpaqueCube(IBlockState state) {
        return false;
    }

    @Override
    public boolean isFullCube(IBlockState state) {
        return false;
    }
}

Here's some info on rendering that mentions this

关于你的第二个问题,这个问题更复杂。它通常通过tile实体实现,但您也可以使用块更新(速度慢得多)。这方面的好例子是BlockBeaconTileEntityBeacon(用于使用平铺实体)和BlockFrostedIce(用于块更新)。这里有一些(可能已过时)info on tile entities

这是一个(未经测试的)获取更新的示例,每个都使用tile实体打勾:

public class YourBlock {
    // ... existing code ...

    /**
     * Returns a new instance of a block's tile entity class. Called on placing the block.
     */
    @Override
    public TileEntity createNewTileEntity(World worldIn, int meta) {
        return new TileEntityYourBlock();
    }
}
/**
 * Tile entity for your block.
 * 
 * Tile entities normally store data, but they can also receive an update each
 * tick, but to do so they must implement ITickable.  So, don't forget the
 * "implements ITickable".
 */
public class TileEntityYourBlock extends TileEntity implements ITickable {
    @Override
    public void update() {
        // Your code to give potion effects to nearby players would go here

        // If you only want to do it every so often, you can check like this:
        if (this.worldObj.getTotalWorldTime() % 80 == 0) {
            // Only runs every 80 ticks (4 seconds)
        }
    }

    // The following code isn't required to make a tile entity that gets ticked,
    // but you'll want it if you want (EG) to be able to set the effect.

    /**
     * Example potion effect.
     * May be null.
     */
    private Potion effect;

    public void setEffect(Potion potionEffect) {
        this.effect = potionEffect;
    }

    public Potion getEffect() {
        return this.effect;
    }

    @Override
    public void readFromNBT(NBTTagCompound compound) {
        super.readFromNBT(compound);
        int effectID = compound.getInteger("Effect")
        this.effect = Potion.getPotionById(effectID);
    }

    public void writeToNBT(NBTTagCompound compound) {
        super.writeToNBT(compound);
        int effectID = Potion.getIdFromPotion(this.effect);
        compound.setInteger("Effect", effectID);
    }
}
// This line needs to go in the main registration.
// The ID can be anything so long as it isn't used by another mod.
GameRegistry.registerTileEntity(TileEntityYourBlock.class, "YourBlock");
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