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zh_cn:tutorial:jigsaw [2020/02/06 04:17] – [生成我们的结构] lightcolourzh_cn:tutorial:jigsaw [2020/02/06 04:22] lightcolour
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 </code> </code>
  
-==== Creating a StructureStart class ===== +==== 创建一个StructureStart类 ===== 
-''StructureStart'' is like the initialization stage of generating our structure in the world. For now, create a simple child class with a constructor that also overrides initialize:+''StructureStart''就像在世界上生成我们的结构的初始化阶段。 现在,使用构造函数创建一个简单的子类,该构造函数还将覆盖initialize
 <code java [enable_line_numbers="true"]> <code java [enable_line_numbers="true"]>
 public class ExampleStructureStart extends StructureStart { public class ExampleStructureStart extends StructureStart {
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 </code> </code>
  
-To understand what happens here, we'll have to dive into jigsaws (https://minecraft.gamepedia.com/Jigsaw_Block) and structure blocks (https://minecraft.gamepedia.com/Structure_Block).+要了解这里发生的情况,我们必须深入研究拼图 (https://minecraft.gamepedia.com/Jigsaw_Block) and 结构方块(https://minecraft.gamepedia.com/Structure_Block).
  
-Structure Blocks are a simple way of saving a structure to a .nbt file for future use. Jigsaws are a component of structure blocks that assemble multiple structures into a single one; similar to normal jigsaws, each piece of the structure connects at a jigsaw block, which is like a connection wedge in a puzzle piece. We'll assume you're familiar with saving structures-- if you aren't, read up on the structure block page before going any further. +结构放块是一种将结构保存到.nbt文件以供将来使用的简单方法。 拼图是结构块的组成部分,将多个结构组装成一个结构。 与普通的拼图游戏类似,结构的每一块都在拼图块处连接,就像拼图块中的连接楔子一样。 我们假设您熟悉保存结构-如果不熟悉,请先阅读结构块页面,然后再进行任何操作。
- +
-The jigsaw menu consists of 3 fields: +
- * target pool +
- * attachment type +
- * turns into+
  
 +拼图菜单包含3个:
 +  *目标池
 +  *附件类型
 +  *转成
 {{https://i.imgur.com/owaJ0k2.png|Blank Jigsaw}} {{https://i.imgur.com/owaJ0k2.png|Blank Jigsaw}}
  
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 The Identifier is the starting pool to select from, the int is the size of the entire structure (with 7 being "7 squares out"), and the 3rd argument is a factory for the piece we'll register in a second. The Identifier is the starting pool to select from, the int is the size of the entire structure (with 7 being "7 squares out"), and the 3rd argument is a factory for the piece we'll register in a second.
  
-==== Creating a Piece ==== +==== 创作作品 ==== 
-This portion is very simple. A piece represents one section or element in your full structure. You'll need to create a basic piece class, and we'll register it later:+这部分非常简单。 一块代表整个结构中的一个部分或元素。 您需要创建一个基本的计件类,稍后我们将进行注册:
 <code java [enable_line_numbers="false"]> <code java [enable_line_numbers="false"]>
 public class ExamplePiece extends PoolStructurePiece { public class ExamplePiece extends PoolStructurePiece {
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 </code> </code>
  
-Where ''ExampleMod.EXAMPLE_PIECE'' is a reference to our registered piece.+其中''ExampleMod.EXAMPLE_PIECE''是对我们注册件的引用。
  
-==== Registering Everything ==== +==== 注册所有 ==== 
-We'll need to register our structure as both a feature //and// a structure feature, and also register our piece. Registering your structure as a StructureFeature is optional, and is used for saving it to the chunk. If the world is stopped half-way through your structure loading, having this registered will allow it to continue after the world is re-opened. If it is not registered to a structure feature and this happens, the structure will stop half-way through (which would mostly only occur in larger, multiple chunk wide structures).+我们需要将结构既注册为特征////还是结构特征,并注册我们的作品。 将结构注册为StructureFeature是可选的,并且用于将其保存到块中。 如果世界在您的结构加载过程中途中止,则在重新打开世界后对其进行注册将使其继续存在。 如果未将其注册到结构特征中,并且发生了这种情况,则该结构将中途停止(大多数情况下只会发生在较大的,多块宽的结构中)。
 <code java [enable_line_numbers="true"]> <code java [enable_line_numbers="true"]>
 public static final StructureFeature<DefaultFeatureConfig> EXAMPLE_FEATURE = Registry.register( public static final StructureFeature<DefaultFeatureConfig> EXAMPLE_FEATURE = Registry.register(
zh_cn/tutorial/jigsaw.txt · Last modified: 2020/02/24 02:59 by lightcolour