基岩版使用了修改后的Google的LevelDB(Zlib压缩格式)来储存世界格式资料。 Mojang修改了谷歌的原始LevelDB以加入对Zlib压缩格式和Windows系统的支持。代码可以在Github页面访问,且编写指引由Tommaso在此处提供。 对于Java版的LevelDB + Zlib,请见此Github页面。 Google
· template_item:锻造模板物品的命名空间ID,用于应用纹饰。 · description:文本组件,用于在悬停提示中显示纹饰名称。 · trim_material定义了以下数据: · asset_name:字符串,用作盔甲纹饰纹理位置的后缀。 · ingredient:锻造原材料的命名空间ID,用于指定要应用到纹饰上的调色板。 · item_model_index:浮点数,用...
transformation - transformation applied to model (after normal entity orientation). Defaults to identity. Interpolated transformation - 应用于模型的 transformation(在正常的实体旋转后)。默认为单位矩阵。可插值 billboard - option to control if entity should pivot to face player when rendered: billboard -...
Model The player model is made of 6 body parts: head torso right arm left arm right leg left leg And I added an extra: body: This is a bone for the whole player, transforming it will transform every part. To move everything up by 2, you only need to move the body up. Most Bloc...
player.dat格式 为HideFlagsNBT字段加入了旗标(值为128),用于隐藏盔甲纹饰的工具提示。 粒子 加入了cherry_leaves粒子,会在樱花树叶下方生成。 配方 为新的工具锻造机制加入了smithing_transform和smithing_trim配方序列化器,分别用于新的下界合金升级配方和盔甲锻造配方。
Sends a trail of particles towards the connected Creaking when the Creaking gets hit by the player 当嘎枝被玩家击中时,向绑定的嘎枝之心发送粒子尾迹 When Creaking Heart block is destroyed, the connected Creaking is removed 当嘎枝之心方块被摧毁时,绑定的嘎枝会被移除 ...
Player PlayerBreakBlockAfterEvent PlayerBreakBlockAfterEventSignal PlayerBreakBlockBeforeEvent PlayerBreakBlockBeforeEventSignal PlayerCursorInventoryComponent PlayerDimensionChangeAfterEvent PlayerDimensionChangeAfterEventSignal PlayerEmoteAfterEvent PlayerEmoteAfterEventSignal PlayerGameModeChangeAfterEvent PlayerGameModeChang...
Player Access: Use the drop-down to choose who can join your world. You can chooseInvite only,Friends only, orFriends of friends. Player permissions: Use the drop-down to choose what permissions new players are given when they join your world. You can chooseVisitor,Member,Operator, orCustom...
如生物类(EntityLiving),怪物类(EntityMob),玩家类(EntityPlayer)等。这些类都继承自Entity类,...
The new player jump behaviour is to always pick the highest between existing vertical velocity and jump velocity.开发者注:现在停止在黏液块上弹跳的预期方法是潜行。以前玩家可以通过按住跳跃按钮来停止弹跳,但这是一个无意的疏忽,因为跳跃有效地抵消了在方块上的移动。这导致了其他类型的错误,例如在按住跳跃...