睡眠实体
本页面镜像自 BedrockWiki
根据原始项目协议授权。本文经过AI翻译处理,如有内容遗漏,可以提交PR进行补充。
本文将指导如何为实体添加睡眠功能。
在床上睡眠
该行为的灵感来源于村民设计。
特性
- 实体在夜晚自动入睡,天亮时苏醒
- 与实体互动可唤醒它,并在一段时间后重新入睡
- 实体受到伤害时会立即清醒
行为包配置
本节将解析行为包所需组件。
组件
首先在实体组件中添加基础元素:
json
"minecraft:dweller": {
"dwelling_type": "village",
"dweller_role": "inhabitant",
"can_find_poi": true
}
此组件未经官方文档记载,但实体需要它以实现睡眠功能。
json
"minecraft:environment_sensor": {
"triggers": [
{
"filters": {
"test": "is_daytime",
"value": false
},
"event": "sleep"
}
]
}
用于识别何时进入睡眠状态,会在非白天时段触发sleep
事件。
WARNING
注意:实体需具备基础导航组件才能移动到床上。
组件组
接下来为实体配置复合组件组:
json
"sleeping": {
"minecraft:behavior.sleep": {
"priority": 0,
"goal_radius": 1.5,
"speed_multiplier": 1.25,
"sleep_collider_height": 0.3,
"sleep_collider_width": 1,
"sleep_y_offset": 0.6,
"timeout_cooldown": 10
},
"minecraft:damage_sensor": {
"triggers": {
"on_damage": {
"event": "wake_up"
}
}
},
"minecraft:environment_sensor": {
"triggers": [
{
"filters": {
"test": "is_daytime",
"value": true
},
"event": "wake_up"
}
]
},
"minecraft:interact": {
"interactions": [
{
"on_interact": {
"filters": {
"all_of": [
{
"test": "is_family",
"subject": "other",
"value": "player"
}
]
},
"event": "woken_up"
}
}
]
}
}
参数解析:
minecraft:behavior.sleep
定义睡眠行为核心参数,优先级须设为0
(最高级别)minecraft:damage_sensor
实现受击苏醒功能minecraft:environment_sensor
白昼时触发wake_up
事件minecraft:interact
允许玩家无伤害唤醒实体
json
"sleep_timer": {
"minecraft:timer": {
"time": 15,
"time_down_event": {
"event": "sleep_again"
}
}
}
此组件组用于设置唤醒后的重新入睡延时。
事件配置
以下事件系统逻辑相对直观:
json
"sleep": {
"add": {
"component_groups": [
"sleeping"
]
}
},
"wake_up": {
"remove": {
"component_groups": [
"sleeping"
]
}
},
"woken_up": {
"remove": {
"component_groups": [
"sleeping"
]
},
"add": {
"component_groups": [
"sleep_timer"
]
}
},
"sleep_again": {
"add": {
"component_groups": [
"sleeping"
]
},
"remove": {
"component_groups": [
"sleep_timer"
]
}
}
资源包配置
请确保为实体添加睡眠动画和动画控制器!
动画配置
直接复制以下配置:
json
{
"format_version": "1.8.0",
"animations": {
"animation.sleeping_entity.sleep": {
"loop": "hold_on_last_frame",
"animation_length": 0.5,
"bones": {
"body": {
"rotation": {
"0.0": [0, 0, 0],
"0.5": [-90, 0, 0]
},
"position": [0, 2, -15]
}
}
}
}
}
动画控制器
推荐直接套用此模板:
json
{
"format_version": "1.10.0",
"animation_controllers": {
"controller.animation.sleeping_entity.sleep": {
"initial_state": "default",
"states": {
"default": {
"transitions": [
{
"sleep": "q.is_sleeping"
}
]
},
"sleep": {
"animations": ["sleeping"],
"transitions": [
{
"default": "!q.is_sleeping"
}
]
}
}
}
}
}
注意:需在客户端实体定义中关联动画:"sleeping": "animation.sleeping_entity.sleep"
效果演示
小憩系统
此行为灵感来源于狐狸设计。
特色功能
- 实体在安全环境(远离敌对生物且无雷暴天气)下进入小憩状态
- 仅允许信任的潜行玩家或同族
sleeping_entity
实体靠近时不惊醒 - 受击后自动苏醒
行为包配置
核心组件
仅需一个核心组件:
json
"minecraft:behavior.nap": {
"priority": 8,
"cooldown_min": 2.0,
"cooldown_max": 7.0,
"mob_detect_dist": 12.0,
"mob_detect_height": 6.0,
"can_nap_filters": {
"all_of": [
{
"test": "in_water",
"subject": "self",
"operator": "==",
"value": false
},
{
"test": "on_ground",
"subject": "self",
"operator": "==",
"value": true
},
{
"test": "is_underground",
"subject": "self",
"operator": "==",
"value": true
},
{
"test": "weather_at_position",
"subject": "self",
"operator": "!=",
"value": "thunderstorm"
}
]
},
"wake_mob_exceptions": {
"any_of": [
{
"test": "trusts",
"subject": "other",
"operator": "==",
"value": true
},
{
"test": "is_family",
"subject": "other",
"operator": "==",
"value": "sleeping_entity"
},
{
"test": "is_sneaking",
"subject": "other",
"operator": "==",
"value": true
}
]
}
}
如需实现信任机制,可附加:
json
"minecraft:trust": {}
资源包配置
可通过动画控制器实现睡眠动画:
json
{
"format_version": "1.10.0",
"animation_controllers": {
"controller.animation.sleeping_entity.sleep": {
"initial_state": "default",
"states": {
"default": {
"transitions": [
{
"sleep": "q.is_sleeping"
}
]
},
"sleep": {
"animations": ["sleeping"],
"transitions": [
{
"default": "!q.is_sleeping"
}
]
}
}
}
}
}
::>
最后需要为实体创建并注册睡眠动画,若存在制作难题可参考BlockBench动画教程。