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创建一个盔甲类
public class EndArmorMaterials implements ArmorMaterial {
[...]
}
复制一下内容
private static final int[] BASE_DURABILITY = {13, 15, 16, 11};
private final String name;
private final int durabilityMultiplier;
private final int[] protectionAmounts;
private final int enchantability;
private final SoundEvent equipSound;
private final float toughness;
private final Lazy<Ingredient> repairIngredientSupplier;
public EndArmorMaterials(String name, int durabilityMultiplier, int[] armorValueArr, int enchantability, SoundEvent soundEvent, float toughness, Supplier<Ingredient> repairIngredient) {
this.name = name;
this.durabilityMultiplier = durabilityMultiplier;
this.protectionAmounts = armorValueArr;
this.enchantability = enchantability;
this.equipSound = soundEvent;
this.toughness = toughness;
this.repairIngredientSupplier = new Lazy(repairIngredient);
}
public int getDurability(EquipmentSlot equipmentSlot_1) {
return BASE_DURABILITY[equipmentSlot_1.getEntitySlotId()] * this.durabilityMultiplier;
}
public int getProtectionAmount(EquipmentSlot equipmentSlot_1) {
return this.protectionAmounts[equipmentSlot_1.getEntitySlotId()];
}
public int getEnchantability() {
return this.enchantability;
}
public SoundEvent getEquipSound() {
return this.equipSound;
}
public Ingredient getRepairIngredient() {
return this.repairIngredientSupplier.get();
}
@Environment(EnvType.CLIENT)
public String getName() {
return this.name;
}
public float getToughness() {
return this.toughness;
}
然后把class 改成 enum
制作盔甲材料
public enum EndArmorMaterials implements ArmorMaterial {
END("end_heart" , 15 , new int[]{1,3,2,1}, 15, SoundEvents.BLOCK_WOOL_PLACE,0.0F, () -> {
return Ingredient.ofItems(Items.WHITE_WOOL);
});
[...]
}
参数一 材料名字 参数二 耐久倍数 参数三 盔甲数也就是穿上盔甲加的盔甲值 参数四 使用的时候发出的声音 参数五 耐性
创建盔甲物品
public static final Item END_HELMET = new ArmorItem(EndArmorMaterials.END, EquipmentSlot.HEAD, (new Item.Settings().group(ItemGroup.COMBAT)));
public static final Item END_CHESTPLATE = new ArmorItem(EndArmorMaterials.END, EquipmentSlot.CHEST, (new Item.Settings().group(ItemGroup.COMBAT)));
public static final Item END_LEGGINGS = new ArmorItem(EndArmorMaterials.END, EquipmentSlot.LEGS, (new Item.Settings().group(ItemGroup.COMBAT)));
public static final Item END_BOOTS = new ArmorItem(EndArmorMaterials.END, EquipmentSlot.FEET, (new Item.Settings().group(ItemGroup.COMBAT)));
注册盔甲物品
Registry.register(Registry.ITEM,new Identifier("endarmor","end_helmet"), END_HELMET);
Registry.register(Registry.ITEM,new Identifier("endarmor","end_chestplate"), END_CHESTPLATE);
Registry.register(Registry.ITEM,new Identifier("endarmor","end_leggings"), END_LEGGINGS);
Registry.register(Registry.ITEM,new Identifier("endarmor","end_boots"), END_BOOTS);
添加纹理
先添加物品纹理
发现只有物品纹理穿上后没有模型纹理然后添加模型
位置 src\main\resources\assets\minecraft\textures\models\armor
一共有两层end_heart_layer_1.png 和 end_heart_layer_2.png
最终效果
来源:oschina
链接:https://my.oschina.net/Enaium/blog/3169163