完整版BedrockWiki镜像!

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---
title: Style Guide
title: 样式指南
mentions:
- SirLich
- solvedDev
@@ -7,118 +7,121 @@ mentions:
- ChibiMango
---
This document will present the officially supported Bedrock-Wiki style guide for addon-creation. This guide aims to promote best practices while creating addons and create a consistent format for everyone to follow.
# 样式指南
<!--@include: @/wiki/bedrock-wiki-mirror.md-->
本文档将介绍基岩版Wiki官方推荐的附加包开发样式指南。本指南旨在推广附加包开发的最佳实践并为开发者提供统一的格式规范。
:::tip
The style guide is a living, breathing document, which will evolve as addon-creation evolves. Please get in touch if you think something needs to be updated or changed!
本样式指南是持续更新的动态文档,将随着附加包开发技术的发展而不断完善。如果您有任何更新建议,欢迎随时联系我们!
:::
## Folder Structure
## 文件夹结构
- No spaces in your file paths. `use_underscores`.
- No `CAPITALS` in your identifiers, file names, or folder names.
- The total character length of any path must not exceed 80 characters (console limitation).
- Content folders should use consistent pluralization: Don't mix and match.
- 文件路径中不要使用空格,使用下划线
- 标识符、文件名和文件夹名不要使用全大写字母
- 任何路径的总字符长度不得超过80个字符控制台限制
- 内容文件夹应保持统一的复数形式:不要混合使用单复数
## Identifiers
## 标识符规范
Do not use identifiers that begin with a number, and especially don't use an identifier that is _only_ a number. This applies to entities, component_groups, events, and anything else that takes a `namespace:name` pair.
不要使用以数字开头的标识符尤其不要使用纯数字作为标识符。此规则适用于实体entities、组件组component_groups)、事件(events)以及其他所有使用`命名空间:名称`格式的内容。
## File and Folder names
## 文件与文件夹命名规范
| Concept | Example Identifier |
| -------------------- | -------------------------- |
| Behavior Pack | dragons_BP |
| Resource Pack | dragons_RP |
| Geometry | dragon.geo.json |
| Animation | dragon.animation.json |
| Animation Controller | dragon.ac.json |
| RP Entity | dragon.ce.json |
| BP Entity | dragon.se.json |
| Item 1.16.100+ | dragon_tooth.item.json |
| BP Item | dragon_tooth.item.bp.json |
| RP Item | dragon_tooth.item.rp.json |
| Render Controller | dragon.rc.json |
| Loot Table | dragon.loot.json |
| Recipe | dragon_saddle.recipe.json |
| Spawn Rules | dragon.spawn.json |
| Trade Table | dragon.trade.json |
| Particles | dragon_magic.particle.json |
| Texture | dragon.png |
| Gametest | dragonTest.js |
| 概念 | 示例标识符 |
| --------------------- | -------------------------- |
| 行为包(Behavior Pack | dragons_BP |
| 资源包(Resource Pack | dragons_RP |
| 几何模型(Geometry | dragon.geo.json |
| 动画(Animation | dragon.animation.json |
| 动画控制器(Animation Controller | dragon.ac.json |
| 资源包实体(RP Entity | dragon.ce.json |
| 行为包实体(BP Entity | dragon.se.json |
| 物品(1.16.100+ | dragon_tooth.item.json |
| 行为包物品(BP Item | dragon_tooth.item.bp.json |
| 资源包物品(RP Item | dragon_tooth.item.rp.json |
| 渲染控制器(Render Controller | dragon.rc.json |
| 战利品表(Loot Table | dragon.loot.json |
| 合成配方(Recipe | dragon_saddle.recipe.json |
| 生成规则(Spawn Rules | dragon.spawn.json |
| 交易表(Trade Table | dragon.trade.json |
| 粒子效果(Particles | dragon_magic.particle.json |
| 纹理贴图(Texture | dragon.png |
| 游戏测试(Gametest | dragonTest.js |
## Namespaces
## 命名空间规范
A suitable namespace should be unique to you or your team. Something like `mob` or `cars` or `content` or `custom` would be a **bad** namespace since another developer might come up with the same namespace as you.
合适的命名空间应具有开发者唯一性。使用`mob``cars``content``custom`等通用词汇作为命名空间是**不恰当**的,因为这些名称可能与其他开发者重复。
`minecraft` and `minecon` are reserved. Don't use these.
`minecraft``minecon`为保留命名空间,请勿使用。
For personal projects, use a convenient version of your player name, and for team projects, use a suitable version of your team name.
个人项目建议使用玩家ID的变体团队项目建议使用团队名称的变体。
When multiple developers work on a project together, the namespace should always be shared. If credit is required, use sub-indexing: `minetite.sirlich:dragon`
多人协作开发时应共享命名空间。如需注明贡献者,可以使用子索引形式:`minetite.sirlich:dragon`
Where to use name-spaces:
需要使用命名空间的场景:
- entities
- particles
- component-groups
- events
- 实体(entities
- 粒子效果(particles
- 组件组(component-groups
- 事件(events
When not to use namespaces:
不需要使用命名空间的场景:
- do not include your namespace in any folder path or file-name
- 不要在文件夹路径或文件名中包含命名空间
## Sub-indexing
## 子索引规范
Sub indexing is the use of `.` to separate chained concepts. Sub-indexing should go in descending order from big to small:
子索引使用`.`符号分隔层级概念,应按照从宏观到微观的降序排列:
✔️ `animation.controller.dragon.flying.taking_off`
`animation.controller.dragon_take_off_flying`
When using sub-indexing, use `_` as space, not another `.`.
使用子索引时,使用`_`替代空格,不要使用多个`.`
✔️ `animation.controller.dragon.flying.taking_off`
`animation.controller.dragon.flying.taking.off`
You can use sub-indexing in your entities:
实体标识符可以使用子索引:
`sirlich:dragon.drake`
## Groups and Events should complement each other
## 组件组与事件的对应关系
| Group | Event |
| ------------ | ---------------------- |
| sirlich:wild | ✔️ sirlich:become_wild |
| sirlich:wild | ❌ sirlich:wild |
| sirlich:tame | ✔️ sirlich:on_tame |
| sirlich:tame | ❌ sirlich:tame |
| 组件组 | 事件 |
| -------------- | ---------------------- |
| sirlich:wild | ✔️ sirlich:become_wild |
| sirlich:wild | ❌ sirlich:wild |
| sirlich:tame | ✔️ sirlich:on_tame |
| sirlich:tame | ❌ sirlich:tame |
## Short-Names should be Generic
## 短名称应保持通用性
Short-names are file-specific identifiers, which are used to map between an identifier and a pretty name. They are handy because they allow us to re-use animation controllers and render controllers. For this reason, your short-names should be generic.
短名称是文件内部的标识符,用于映射具体资源路径。通用短名称有助于复用动画控制器和渲染控制器:
✔️ `"sit": "animation.dragon.sit"`
`"dragon_sitting": "animation.dragon.sit"`
When we make short-names of this form, we can use a generic "sit" animation controller for all of them since we can use the `sit` short-name to play the sit animation.
使用通用短名称后,我们可以为所有需要"坐下"动画的对象复用同一个"sit"动画控制器。
## Functions should be nested
## 函数的嵌套规范
You can put functions in folders to achieve this.
通过文件夹结构实现函数嵌套:
✔️ `function teleport/zone/hell`
`function teleport_hellzone`
## Group animations files when possible
## 动画文件的组合规范
Example:
示例:
<CodeHeader></CodeHeader>
```json
::: code-group
```json [示例动画文件]
{
"format_version": "1.8.0",
"animations": {
@@ -128,8 +131,9 @@ Example:
}
}
```
:::
## Split textures by path, not name
## 纹理路径组织规范
✔️ `textures/dragon/red`
@@ -137,31 +141,31 @@ Example:
✔️ `textures/npc/dragon_hunter/archer`
`textures npc/dragon_hunter_archer`
❌ `textures/npc/dragon_hunter_archer`
## .lang File Comments
## .lang文件注释规范
Comments intended for the localizer should always be in-line, in the following format:
面向本地化人员的注释应使用行内格式:
`the.key=The string<\t>## Comment, intended for the one localizing.`
`the.key=字符串内容<\t>## 注释内容,供本地化人员参考`
`<\t>` represents a tab-character.
`<\t>`表示制表符。
Own-line comments can be used for organizational purposes but should not store localization-critical information.
独立行注释可用于组织结构,但不要存储关键本地化信息。
## Acronyms when discussing
## 常用缩略词对照表
| Acronym | Concept |
| ------- | ---------------------------------- |
| BP | Behavior Pack |
| RP | Resource pack |
| VRP | Vanilla Resource Pack |
| VBP | Vanilla Behavior Pack |
| AC | Animation Controller |
| RPAC | Resource Pack Animation Controller |
| BPAC | Behavior Pack Animation Controller |
| BB | Blockbench |
| BDS | Bedrock Dedicated Server |
| FPV | First Person View |
| RD | Render Dragon |
| VSCode | Visual Studio Code |
| 缩略词 | 完整名称 |
| ------ | --------------------------- |
| BP | 行为包(Behavior Pack |
| RP | 资源包(Resource Pack |
| VRP | 原版资源包(Vanilla Resource Pack |
| VBP | 原版行为包(Vanilla Behavior Pack |
| AC | 动画控制器(Animation Controller |
| RPAC | 资源包动画控制器(Resource Pack Animation Controller |
| BPAC | 行为包动画控制器(Behavior Pack Animation Controller |
| BB | Blockbench建模软件 |
| BDS | 基岩版专用服务器(Bedrock Dedicated Server |
| FPV | 第一人称视角(First Person View |
| RD | Render Dragon渲染引擎 |
| VSCode | Visual Studio代码编辑器 |