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__FORCETOC__ | __FORCETOC__ | ||
{{GameVersion|1.9}} | |||
= Introduction = <!--T:2--> | |||
Block Behaviors are useful when you want different blocks to act in the same way, as you can attach one or more block behaviors to an arbitrary number of blocks. | Block Behaviors are useful when you want different blocks to act in the same way, as you can attach one or more block behaviors to an arbitrary number of blocks. | ||
You may want to have a look at the existing [[Block Json Properties#p_behaviors|block behaviors]] before implementing your own. | You may want to have a look at the existing [[Block Json Properties#p_behaviors|block behaviors]] before implementing your own. | ||
<!--T:3--> | |||
In this tutorial we'll create a new Behavior that we can attach to blocks to make them movable by right clicking them. | In this tutorial we'll create a new Behavior that we can attach to blocks to make them movable by right clicking them. | ||
== Setting up == | == Setting up == <!--T:4--> | ||
A [[Setting up | <!--T:5--> | ||
A [[Setting up your Development Environment|development workspace]] is required. Additionally you will need the assets (blocktype, texture and lang file). You can either create your one owns or use those pre-made ones: [https://wiki.vintagestory.at/images/2/2f/Moving_-_No_CS_File.zip Moving - No CS File.zip] | |||
== Creating the behavior == | == Creating the behavior == <!--T:6--> | ||
<!--T:7--> | |||
So first of all we need to create the behavior itself, which is a class extending BlockBehavior | So first of all we need to create the behavior itself, which is a class extending BlockBehavior | ||
<syntaxhighlight lang=" | <syntaxhighlight lang="csharp"> | ||
class Moving : BlockBehavior | class Moving : BlockBehavior | ||
{ | { | ||
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</syntaxhighlight> | </syntaxhighlight> | ||
<!--T:8--> | |||
This class provides several methods we can override. When you use Visual Studio you can find a full list of a methods by hovering with the mouse of "BlockBehavior" and pressing "F12". | This class provides several methods we can override. When you use Visual Studio you can find a full list of a methods by hovering with the mouse of "BlockBehavior" and pressing "F12". | ||
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---- | ---- | ||
<!--T:10--> | |||
The method <code>bool OnPlayerInteract(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, ref EnumHandling handling)</code> looks to be ideal for our purpose. | The method <code>bool OnPlayerInteract(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, ref EnumHandling handling)</code> looks to be ideal for our purpose. | ||
<!--T:11--> | |||
What should it do? | What should it do? | ||
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# Calculate the new position of the block depending on the face the player is looking at | # Calculate the new position of the block depending on the face the player is looking at | ||
# Check if the block can be placed at this position | # Check if the block can be placed at this position | ||
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# Place the new block using the previously calculated position | # Place the new block using the previously calculated position | ||
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<syntaxhighlight lang="c#"> | <syntaxhighlight lang="c#"> | ||
public override bool OnPlayerInteract(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, ref EnumHandling handling) | public override bool OnPlayerInteract(IWorldAccessor world, IPlayer byPlayer, BlockSelection blockSel, ref EnumHandling handling) | ||
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BlockPos pos = blockSel.Position.AddCopy(blockSel.Face.GetOpposite()); | BlockPos pos = blockSel.Position.AddCopy(blockSel.Face.GetOpposite()); | ||
// Can we place the block there? | <!--T:14--> | ||
// Can we place the block there? | |||
if (world.BlockAccessor.GetBlock(pos).IsReplacableBy(block)) | if (world.BlockAccessor.GetBlock(pos).IsReplacableBy(block)) | ||
{ | { | ||
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} | } | ||
// Notify the game engine other block behaviors that we handled the players interaction with the block. | <!--T:15--> | ||
// Notify the game engine other block behaviors that we handled the players interaction with the block. | |||
// If we would not set the handling field the player would still be able to place blocks if he has them in hands. | // If we would not set the handling field the player would still be able to place blocks if he has them in hands. | ||
handling = EnumHandling.PreventDefault; | handling = EnumHandling.PreventDefault; | ||
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</syntaxhighlight> | </syntaxhighlight> | ||
== Register == | == Register == <!--T:16--> | ||
<!--T:17--> | |||
In order the register the BlockBehavior we need to create a mod class, override <code>Start(ICoreAPI)</code> and register it with the given name: | In order the register the BlockBehavior we need to create a mod class, override <code>Start(ICoreAPI)</code> and register it with the given name: | ||
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<syntaxhighlight lang="c#"> | <syntaxhighlight lang="c#"> | ||
public class MovingBlocks : | public class MovingBlocks : ModSystem | ||
{ | { | ||
public override void Start(ICoreAPI api) | <!--T:19--> | ||
public override void Start(ICoreAPI api) | |||
{ | { | ||
base.Start(api); | base.Start(api); | ||
api. | api.RegisterBlockBehaviorClass("Moving", typeof(Moving)); | ||
} | } | ||
} | <!--T:20--> | ||
} | |||
</syntaxhighlight> | </syntaxhighlight> | ||
== Distribution == <!--T:21--> | |||
<!--T:22--> | |||
In order to finish everything, open the modtools and type in <code>pack <your mod id></code>. Now you can take the zip file and share it with other people. | |||
* for VS 1.9: [https://wiki.vintagestory.at/images/2/2a/Moving_v1.0.0.zip Moving_v1.0.0.zip] | |||
* for VS 1.6: [https://wiki.vintagestory.at/images/c/cb/Moving.zip Moving.zip] | |||
== Testing == | == Testing == <!--T:23--> | ||
<!--T:24--> | |||
<youtube>8eVG0uQF2xs</youtube> | <youtube>8eVG0uQF2xs</youtube> | ||
= Advanced Behavior = | = Advanced Behavior = <!--T:25--> | ||
<!--T:26--> | |||
Our behavior is still rather simple, but there are a lot more possibilities. A behavior can have special properties, which can be defined by the blocktype itself. | Our behavior is still rather simple, but there are a lot more possibilities. A behavior can have special properties, which can be defined by the blocktype itself. | ||
== Example == | == Example == <!--T:27--> | ||
<!--T:28--> | |||
The behavior liquid supports some special properties as shown in this example of the water blocktype: | The behavior liquid supports some special properties as shown in this example of the water blocktype: | ||
<!--T:29--> | |||
<syntaxhighlight lang="json"> | <syntaxhighlight lang="json"> | ||
behaviors: [ | behaviors: [ | ||
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</syntaxhighlight> | </syntaxhighlight> | ||
== Parsing properties == | == Parsing properties == <!--T:30--> | ||
<!--T:31--> | |||
In order to take care of special properties there is a method called <code>Initialize(JsonObject)</code>. Each blocktype creates a new instance of the behavior, so the method can be used to parse the properties. | In order to take care of special properties there is a method called <code>Initialize(JsonObject)</code>. Each blocktype creates a new instance of the behavior, so the method can be used to parse the properties. | ||
<!--T:32--> | |||
So what kind of properties could we add? | So what kind of properties could we add? | ||
* push distance | * push distance | ||
* pull block if player is sneaking | * pull block if player is sneaking | ||
<!--T:33--> | |||
First of all, we need to override the method in our block behavior class ... | First of all, we need to override the method in our block behavior class ... | ||
<!--T:34--> | |||
<syntaxhighlight lang="c#"> | <syntaxhighlight lang="c#"> | ||
public override void Initialize(JsonObject properties) | public override void Initialize(JsonObject properties) | ||
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</syntaxhighlight> | </syntaxhighlight> | ||
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Additionally we need to add two fields, one for the distance and another one if the player should pull the block while sneaking ... | Additionally we need to add two fields, one for the distance and another one if the player should pull the block while sneaking ... | ||
<!--T:36--> | |||
<syntaxhighlight lang="c#"> | <syntaxhighlight lang="c#"> | ||
public int distance = 1; | public int distance = 1; | ||
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</syntaxhighlight> | </syntaxhighlight> | ||
<!--T:37--> | |||
Now we can parse the two properties like so: | Now we can parse the two properties like so: | ||
<!--T:38--> | |||
<syntaxhighlight lang="c#"> | <syntaxhighlight lang="c#"> | ||
distance = properties["distance"].AsInt(1); | distance = properties["distance"].AsInt(1); | ||
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</syntaxhighlight> | </syntaxhighlight> | ||
<!--T:39--> | |||
---- | ---- | ||
<!--T:40--> | |||
The next thing we need to change is the interact method itself, so that it takes care of the distance and the pull properties ... | The next thing we need to change is the interact method itself, so that it takes care of the distance and the pull properties ... | ||
<syntaxhighlight lang="c#"> | <syntaxhighlight lang="c#"> | ||
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</syntaxhighlight> | </syntaxhighlight> | ||
== Adding another block == | == Adding another block == <!--T:41--> | ||
<!--T:42--> | |||
Let's create another block using this behavior, but this time we will configure some additional properties ... | Let's create another block using this behavior, but this time we will configure some additional properties ... | ||
<!--T:43--> | |||
<syntaxhighlight lang="json"> | <syntaxhighlight lang="json"> | ||
behaviors: [ | behaviors: [ | ||
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</syntaxhighlight> | </syntaxhighlight> | ||
<!--T:44--> | |||
The block will be pushed two blocks instead of one and the player can pull it by sneaking while right clicking. | The block will be pushed two blocks instead of one and the player can pull it by sneaking while right clicking. | ||
= Mod Download = <!--T:45--> | |||
<!--T:46--> | |||
* for VS 1.9: [https://wiki.vintagestory.at/images/7/7b/Advancedmoving_v1.0.0.zip AdvancedMoving_v1.0.0.zip] | |||
* for VS 1.6: [https://wiki.vintagestory.at/images/7/72/AdvancedMoving.zip AdvancedMoving.zip] | |||
<!--T:47--> | |||
{{Navbox/modding|Vintage Story}} | {{Navbox/modding|Vintage Story}} | ||
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