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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

end_helmet.png

end_chestplate.png

end_leggings.png

end_boots.png

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 srcmainresourcesassetsminecrafttexturesmodelsarmor

一共有两层end_heart_layer_1.png 和 end_heart_layer_2.png

end_heart_layer_1.png

end_heart_layer_2.png

最终效果

9-1.jpg


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