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zh_cn:tutorial:blocks [2024/04/15 01:45] – [为方块注册物品] solidblockzh_cn:tutorial:blocks [2024/04/15 01:52] (current) – [自定义形状] solidblock
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 {{:tutorial:voxelshape_fixed.png?200|}} {{:tutorial:voxelshape_fixed.png?200|}}
  
-You can also define other types of shapes for the block. The type of shapes of blocks include: +你也可以定义其他几类方块形状,方块形状的类型包括: 
-  * **outline shape**: the shape used as default value for most type of shapes. In the worlds, when you points to the shape, the translucent black outline is displayed according to this shape. Most times it should not be empty. +  * **外观形状(outline shape**:方块大多数类型的形状都使用这个值作为默认。在世界中,当你指向这个形状时,会根据此形状绘制道明的黑色边框。大多数时候,这个形状不应该是空的。 
-  * **collision shape**: the shape used to calculate collisions. When entities (including players) are moving, their collision box usually cannot intersect the collision shape of blocks. Some blocks, such as fences and walls, may have a collision shape higher than one block. Some blocks, such as flowers, have an empty collision shape. Apart from modifying ''getCollisionShape'' method, you can also call ''noCollision'' in the ''FabricBlockSettings'' when creating the block. +  * **碰撞形状(collision shape**:用于计算碰撞的形状。实体(包括玩家)移动时,其碰撞箱通常不能与方块的碰撞形状重合。一些方块,例如栅栏和墙,碰撞形状高于一格。一些方块,例如花,碰撞形状是空的。除了修改 ''getCollisionShape'' 方法外,你也可以在创建方块时调用 ''Block.Settings'' 中的 ''noCollision'' 
-  * **raycasting shape**: the shape used to calculate raycasting (the process judging which block you are pointing to). You usually do not need to specify it. +  * **raycasting shape**:用于计算视线投射(判断你正在指向哪个方块的过程)的形状。通过不需要指定。 
-  * **camera collision shape**: the shape used to calculate the position of camera in third-party view. Glass and powder snow have an empty camera collision shape. +  * **相机碰撞形状(camera collision shape**:用于计算第三人称视角的相机的位置的形状。玻璃和细雪的相机碰撞形状为空。
 ===== 下一步 ===== ===== 下一步 =====
 [[zh_cn:tutorial:blockstate|向方块添加简单状态,例如整数和布尔值]]。 [[zh_cn:tutorial:blockstate|向方块添加简单状态,例如整数和布尔值]]。
zh_cn/tutorial/blocks.txt · Last modified: 2024/04/15 01:52 by solidblock