本帖最后由 fanvalen 于 2024-7-7 21:35 编辑
我当时就说那个dog策划设计的从乔木树干中抠出种子来,
正常思维不是枝丫结果掉落种子吗
好吧我就按我的思维来改
把ForestTreeConfig 乔木树配置拿过来放到枝丫上EntityTemplates.CreateAndRegisterPreviewForPlant(EntityTemplates.CreateAndRegisterSeedForPlant(gameObject, SeedProducer.ProductionType.Harvest, "ForestTreeSeed", STRINGS.CREATURES.SPECIES.SEEDS.WOOD_TREE.NAME, STRINGS.CREATURES.SPECIES.SEEDS.WOOD_TREE.DESC, Assets.GetAnim("seed_tree_kanim"), "object", 1, new List<Tag>
{
GameTags.CropSeed
}, SingleEntityReceptacle.ReceptacleDirection.Top, default(Tag), 4, STRINGS.CREATURES.SPECIES.WOOD_TREE.DOMESTICATEDDESC, EntityTemplates.CollisionShape.CIRCLE, 0.3f, 0.3f, null, "", false), "ForestTree_preview", Assets.GetAnim("tree_kanim"), "place", 3, 3);
把以上代码复制粘贴到下面这个里
ForestTreeBranchConfig 乔木树枝杈配置 放在return gameObject;之前
同时还需要改个地方 SeedProducer.ProductionType.Hidden//隐藏 改为 SeedProducer.ProductionType.Harvest//收获掉落
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