搬运一批Bedrock wiki内容,完善翻译
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---
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title: Solid Entities
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category: Tutorials
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title: 实体碰撞体
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category: 教程
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tags:
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- recipe
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- intermediate
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- 配方指南
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- 中级
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mentions:
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- SirLich
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- Joelant05
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@@ -13,78 +13,82 @@ mentions:
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- ThomasOrs
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---
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Solid entities are entities that the player can bump into, step on, or otherwise physically interact with without passing through. Entities like this have many uses, such as emulating blocks.
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# 实体碰撞体
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This page will discuss some of the ways that solid entities can be created.
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<!--@include: @/wiki/bedrock-wiki-mirror.md-->
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Not all techniques are ideal for all scenarios. Experiment, and figure out what works best for you.
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实体碰撞体是指玩家能够碰撞、踩踏或与之发生物理互动,而不会穿透的实体。这类实体有多种用途,例如模拟方块效果。
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## Runtime Identifiers
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本页将探讨几种创建实体碰撞体的方法。
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[Runtime identifiers](/entities/runtime-identifier) can be used to achieve solid entities, but currently only 2, each with a specific shape, and their own side effects. Neither collision shapes are possible to change or scale.
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并非所有技术都适用于所有场景。建议多加实验,找到最适合您需求的方案。
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### Boat
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## 运行时标识符
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<CodeHeader>BP/entities/entity_name.json</CodeHeader>
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通过[运行时标识符](/entities/runtime-identifier)可以实现实体碰撞效果。但目前仅支持两种预设形态,每种形态具有特定的碰撞箱及副作用。且两种模型的碰撞形状均不可调节或缩放。
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```json
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### 船型实体
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::: code-group
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```json [BP/entities/entity_name.json]
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{
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"format_version": "1.16.0",
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"minecraft:entity": {
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"description": {
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"identifier": "wiki:solid_entity",
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"runtime_identifier": "minecraft:boat"
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. . .
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// 此处省略其他配置...
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}
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}
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}
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```
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:::
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- Boat-shaped solid collision
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- Certain other boat-like effects
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- 采用船形的实体碰撞箱
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- 具备部分船只特有交互特性
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### Shulker
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### 潜影贝型实体
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<CodeHeader>BP/entities/entity_name.json</CodeHeader>
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```json
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::: code-group
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```json [BP/entities/entity_name.json]
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{
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"format_version": "1.16.0",
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"minecraft:entity": {
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"description": {
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"identifier": "wiki:solid_entity",
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"runtime_identifier": "minecraft:shulker"
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. . .
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// 此处省略其他配置...
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}
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}
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}
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```
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:::
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- 1x1 block sized solid collision.
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- Sticks to block grid.
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- Teleports randomly when supporting block removed.
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- 1×1方块尺寸的实体碰撞箱
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- 固定于方块网格
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- 当支撑方块被移除时会随机瞬移
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## minecraft:is_stackable
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## minecraft:is_stackable 组件
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Add `minecraft:is_stackable` to your entity you want to be treated as being solid.
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**Note:** This requires editing `player.json` if you wish the entity to be solid for the player.
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通过给实体添加`minecraft:is_stackable`组件可使其具有实体碰撞属性。
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**注意:** 如果希望实体对玩家而言具有碰撞,需要修改`player.json`文件。
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`"minecraft:is_stackable": {}`
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You will also need to add `minecraft:push_through` and set its `value` parameter to 1.
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同时还需添加`minecraft:push_through`组件,并将其`value`参数设为1:
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`"minecraft:push_through": 1`
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(they should both go in `components`)
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(这两个组件都应置于`components`项下)
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## Faking it with blocks
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## 模拟方块效果
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In some scenarios, it's probably better to `/setblock` or `/fill` to place barrier blocks, either statically or dynamically. There needs to be both a way of placing the barriers, and removing them.
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某些情况下更适合使用`/setblock`或`/fill`命令静态或动态放置屏障方块。需配套提供屏障的放置与清除机制:
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`/fill ~ ~ ~ ~ ~1 ~ barrier 0 replace air`
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Places barriers in a 1x1x2 area.
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在1×1×2区域生成屏障方块。
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`/fill ~1 ~1 ~1 ~-1 ~-1 ~-1 air 0 replace barrier`
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Removes barriers within a 3x3x3 area.
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清除3×3×3范围内的屏障方块。
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These [commands](/animation-controllers/entity-commands) will have to be triggering at a constant rate, for consistency. They can either be triggered through entity components, or animation controllers.
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为保证效果连贯性,这些[动画控制器实体指令](/animation-controllers/entity-commands)需要保持持续激活状态。可通过实体组件或动画控制器实现持续触发。
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