使用自定义块边界 minecraft 渲染故障

Render glitch with custom block boundaries minecraft

我正在为 Minecraft 创建 mod。最近,我尝试制作一个自定义块,但遇到了两个问题。

我的主要问题是块渲染不正确。我希望块的大小小于整个块。我使用 setBlockBounds() 成功更改了块边界,虽然 did 使块渲染更小并使用更小的边界,但它会导致其他渲染问题。当我放置方块时,下面的地板变得不可见,我可以透过它看到下面的洞穴,它后面的方块,或者如果那里什么都没有的话就是虚空。如何修复该块不渲染?这是屏幕截图:

此外,我对这个方块的目标是发射一个 "aura" 给周围的玩家速度或其他药水效果。我有在街区周围寻找玩家并给他们速度的基本代码,但我找不到一种方法来激活这个方法,每次滴答声或每 X 次滴答声,以确保它以可靠的方式给盒子内的玩家速度.正常游戏中已经有一些方块可以做到这一点,所以这一定是可能的。我该怎么做?

对于您的第一期,您需要将 isOpaqueCube 覆盖为 return false。您还需要为代码的其他部分覆盖 isFullCube ,但这对于渲染来说并不重要。示例:

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,比较复杂。它通常通过图块实体实现,但您也可以使用块更新(速度要慢得多)。 BlockBeaconTileEntityBeacon(使用图块实体)和 BlockFrostedIce(方块更新)就是很好的例子。这是一些(可能已过时)info on tile entities.

这是一个(未经测试的)示例,每次使用图块实体勾选此更新:

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");