初始化

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SmallMain
2022-06-25 00:23:03 +08:00
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module.exports = {
'COMPONENT': {
"help_url": {
"audiosource": "https://docs.cocos.com/creator/manual/en/components/audiosource.html",
"animation": "https://docs.cocos.com/creator/manual/en/components/animation.html",
"sprite": "https://docs.cocos.com/creator/manual/en/components/sprite.html",
"label": "https://docs.cocos.com/creator/manual/en/components/label.html",
"canvas": "https://docs.cocos.com/creator/manual/en/components/canvas.html",
"spine": "https://docs.cocos.com/creator/manual/en/components/spine.html",
"widget": "https://docs.cocos.com/creator/manual/en/components/widget.html",
"button": "https://docs.cocos.com/creator/manual/en/components/button.html",
"progressbar": "https://docs.cocos.com/creator/manual/en/components/progress.html",
"mask": "https://docs.cocos.com/creator/manual/en/components/mask.html",
"scrollview": "https://docs.cocos.com/creator/manual/en/components/scrollview.html",
"scrollbar": "https://docs.cocos.com/creator/manual/en/components/scrollbar.html",
"layout": "https://docs.cocos.com/creator/manual/en/components/layout.html",
"tiledmap": "https://docs.cocos.com/creator/manual/en/components/tiledmap.html",
"editbox": "https://docs.cocos.com/creator/manual/en/components/editbox.html",
"videoplayer": "https://docs.cocos.com/creator/manual/en/components/videoplayer.html",
"motionStreak": "https://docs.cocos.com/creator/manual/en/components/motion-streak.html",
"richtext": "https://docs.cocos.com/creator/manual/en/components/richtext.html",
"pageview": "https://docs.cocos.com/creator/manual/en/components/pageview.html",
"pageviewIndicator": "https://docs.cocos.com/creator/manual/en/components/pageviewindicator.html",
"toggle": "https://docs.cocos.com/creator/manual/en/components/toggle.html",
"toggleGroup": "https://docs.cocos.com/creator/manual/en/components/toggleGroup.html",
"toggleContainer": "https://docs.cocos.com/creator/manual/en/components/toggleContainer.html",
"slider": "https://docs.cocos.com/creator/manual/en/components/slider.html",
"block_input_events": "https://docs.cocos.com/creator/manual/en/components/block-input-events.html",
"subcontext_view": "https://docs.cocos.com/creator/manual/en/publish/publish-wechatgame-sub-domain.html",
"safe_area": "https://docs.cocos.com/creator/manual/en/components/safearea.html"
},
"animation": {
"default_clip": "When checking, the deault animation clip is automatically played.",
"clips": "You can access and play animation clips via a script",
"play_on_load": "Automatically play animation clip with the scene is loaded"
},
"audio": {
"clip": "About to be played.",
"volume": "How loud to play an audio clip",
"mute": "Mute. Audio may continue to play, however ther will be no sound.",
"loop": "Loop audio clip? (repeat it over and over)",
"play_on_load": "Automatically play audio clip with the game is running?"
},
"sprite": {
"sprite_frame": "SpriteFrame image to use",
"atlas": "Atlas that the image belongs to",
"type": "Rendering Mode: Simple, Sliced, Tiled or Filled",
"original_size": "Use the Image's original size as the Node size?",
"edit_button": "Edit",
"select_button": "Select In Atlas",
"select_tooltip": "Choose Atlas",
"edit_tooltip": "Open Sprite Editor, set squares and other data",
'fill_type': 'The direction of filling, choose from Horizontal, Vertical and Radial',
'fill_center': 'For radial filling, set the center of the circle, value range is 0 to 1',
'fill_start': 'The normalized value indicates where to start filling',
'fill_range': 'The normalizad value indicates how much of the sprite we want to show',
'src_blend_factor': 'The source image blend mode',
'dst_blend_factor': 'The destination image blend mode',
'size_mode': 'Set the size of the node on which the Sprite component is on. CUSTOM for setting width and height manually;TRIMMED to use image size with transparent pixels trimmed; RAW to use image size without trimming.',
'trim': 'Whether to render transparent pixels around image in node\'s bounding box. If you check this option the bounding box will not include transparent pixels around the image.'
},
"button": {
"click_event": {
"target": "Node receives a click event?",
"component": "Component receives a click event?",
"handler": "What method is called on the click event?",
"customEventData": "The extra event data passed to the event handler, it's passed in as the last argument in the event handler. "
},
"interactable": "Interactive button? When this one is not selected, the button is in a disabled state",
"transition": "Transition Type: when the state changes",
"normal_color": "Button color",
"pressed_color": "Button color when pressed",
"hover_color": "Button color when the mouse hovers over it",
"disabled_color": "Button color when disabled",
"duration": "How long until the button color/scale transitions to a new color?",
"zoom_scale": "When user press the button, the button will zoom to a scale.The final scale of the button equals (button original scale * zoomScale).",
"auto_gray_effect": "When this flag is true, Button target sprite will turn gray when interactable is false.",
"normal_sprite": "The Sprite that is used when the button is in a normal sate.",
"pressed_sprite": "The Sprite that is used when the button is in a pressed sate.",
"hover_sprite": "The Sprite that is used when the button is hovered over.",
"disabled_sprite": "The Sprite that is used when the button is in a disabled sate.",
'normal_material': 'The material used for the background image specified by the button under normal conditions',
'gray_material': 'The material used for the background image specified by the button in the disabled state',
"target": "reference to the Sprite as button's background. When the state of the button changes the sprite's color or spriteFrame will be updated.",
"click_events": "What method is called on the click event?"
},
"canvas": {
"design_resolution": "The resolution of the assets used in the game, in pixels.",
"fit_height": "Canvas allows designers to automatically scale the resolution to the full height of devices screen",
"fit_width": "Canvas allows designers to automatically scale the resolution to the full width of devices screen"
},
"camera": {
'zoomRatio': 'The camera zoom ratio.',
'fov': 'Field of view. The width of the Cameras view angle, measured in degrees along the local Y axis.',
'orthoSize': 'The viewport size of the Camera when set to orthographic projection.',
'nearClip': 'The near clipping plane.',
'farClip': 'The far clipping plane.',
'ortho': 'Is the camera orthographic (true) or perspective (false)?',
'rect': 'Four values (0 ~ 1) that indicate where on the screen this camera view will be drawn.',
'cullingMask': 'This is used to render parts of the scene selectively.',
'clearFlags': 'Determining what to clear when camera rendering. \n - ColorClear the background color. \n - DepthClear the depth buffer. \n - STENCILClear the stencil.',
'backgroundColor': 'The color with which the screen will be cleared.',
'depth': 'Camera\'s depth in the camera rendering order.',
'targetTexture': 'Destination render texture. \n Usually cameras render directly to screen, but for some effects it is useful to make a camera render into a texture.',
'renderStages': 'Sets the camera\'s render stages.',
},
"label": {
"string": "Text of the Label",
"horizontal_align": "Horizontal alignment",
"vertical_align": "Vertical alignment",
"font_size": "Font size, in points",
"font_family": "Font family name",
"line_height": "Line height, in points",
"overflow": "Text layout modes: \n 1. CLAMP: text nodes outside the bounding box will be truncated \n 2. SHRINK: automatically shrink text box according to the constraint node \n 3. RESIZE: Automatically updates the Node based on heightof the text.",
"wrap": "Wrap text?",
'bold': 'Enable bold',
'italic': 'Enable italic',
'underline': 'Enable underline',
'underline_height': 'Height of underline',
"font": "What font to use",
"system_font": "Whether to use the system default font",
'cacheMode': 'The text cache mode includes the following three types: \n 1. NONE : Do not do any caching, text content is drawn once. \n 2. BITMAP: Add text as a static image to the dynamic atlas for batch merging, but not frequently dynamically Text content \n 3. CHAR: Splits text into characters and caches characters into character atlas, suitable for text content with repeated and frequently updated character content',
'actualFontSize': 'The actual rendering font size in shrink mode',
'spacingX': 'The spacing of the x axis between characters',
},
"outline": {
"color": "The outline color",
"width": "The outline width",
},
"shadow": {
"color": "The shadow color",
"offset": "Offset between font and shadow",
"blur": "A non-negative float specifying the level of shadow blur"
},
"progress": {
"bar_sprite": "A progress bar is displayed with the Sprite node that can dynamically change the size",
"mode": "Horizontal or Vertical progress bar?",
"total_length": "Length of progress bar. The maximum length of 100",
"progress": "Current progress indicator, ranging from 0-1",
"reverse": "Can the progress bar update negatively (i.e go backwards)"
},
"scrollbar": {
"handle": "reference to the interactive bar sprite",
"direction": "Scroll direction",
"auto_hide": "Hide scroll bar when it is not scrolling?",
"auto_hide_time": "How long to wait to hide the scroll bar when it is not scrolling?"
},
"scrollview": {
"content": "A scrollable display of the Nodes content",
"horizontal": "Horizontal scroll",
"vertical": "Vertical scroll",
"inertia": "Use intertia when scrolling? (or just let your finger do all the work?)",
"brake": "When using interia scrolling what to do when the user stops touching? 0 never stop, 1 stop immediately",
"elastic": "Use elastic scrolling?",
"bounce_time": "When using elastic scrolling how long to rebound afterwards?",
"horizontal_bar": "Horizontal scrollbar",
"vertical_bar": "Vertical scrollbar",
"bounceDuration": 'The elapse time of bouncing back. A value of 0 will bounce back immediately',
"scrollEvents": 'Scrollview events callback',
"cancelInnerEvents": 'If cancelInnerEvents is set to true, the scroll behavior will cancel touch events on inner content nodes'
},
'pageview': {
"sizeMode": 'Specify the size type of each page in PageView',
"direction": 'The page view direction',
"scrollThreshold": 'The scroll threshold value, when drag exceeds this value, release the next page will automatically scroll, less than the restore',
"pageTurningEventTiming": 'Change the AutoScroll stop epsilon value of PageView, change this value could adjust the PageView\'s event triggering timing.',
"indicator": 'The Page View Indicator',
"pageTurningSpeed": 'The time required to turn over a page. unit: second',
"pageEvents": 'PageView events callback',
"autoPageTurningThreshold": 'Auto page turning velocity threshold. When users swipe the PageView quickly, it will calculate a velocity based on the scroll distance and time, if the calculated velocity is larger than the threshold, then it will trigger page turning'
},
'pageview_indicator': {
'spriteFrame': 'The spriteFrame for each element',
'direction': 'The location direction of PageViewIndicator',
'cell_size': 'The cellSize for each element',
'spacing': 'The distance between each element'
},
'toggle': {
"interactable": "Interactive Toggle? When this one is not selected, the Toggle is in a disabled state",
"transition": "Transition Type: when the state changes",
"normal_color": "Toggle color",
"pressed_color": "Toggle color when pressed",
"hover_color": "Toggle color when the mouse hovers over it",
"disabled_color": "Toggle color when disabled",
"duration": "How long until the Toggle color/scale transitions to a new color?",
"zoom_scale": "When user press the Toggle, the Toggle will zoom to a scale.The final scale of the Toggle equals (Toggle original scale * zoomScale), zoomScale could be negative value.",
"auto_gray_effect": "When this flag is true, Toggle target sprite will turn gray when interactable is false.",
"normal_sprite": "The Sprite that is used when the Toggle is in a normal sate.",
"pressed_sprite": "The Sprite that is used when the Toggle is in a pressed sate.",
"hover_sprite": "The Sprite that is used when the Toggle is hovered over.",
"disabled_sprite": "The Sprite that is used when the Toggle is in a disabled sate.",
"target": "reference to the Sprite as Toggle's background. When the state of the button changes the sprite's color or spriteFrame will be updated.",
'isChecked': 'If this flag is true, the associated checkMark sprite component will be enabled, otherwise the checkMark will be disabled.',
'checkMark': 'The Sprite component displayed when Toggle is checked.',
'toggleGroup': 'The toggle group which the toggle belongs to. When it is null, the toggle is a CheckBox. Otherwise, the toggle is a RadioButton.'
},
'toggle_group': {
'allowSwitchOff': "If this setting is true, a toggle could be switched off and on when pressed.If it is false, it will make sure there is always only one toggle could be switched on and the already switched on toggle can't be switched off."
},
'slider': {
'handle': 'The "handle" part of the slider',
'direction': 'The slider direction',
'progress': 'The current progress of the slider. The valid value is between 0-1',
'slideEvents': 'The slider events callback'
},
"widget": {
"target": 'Specifies an alignment target that can only be one of the parent nodes of the current node. The default value is null, and when null, indicates the current parent',
"align_top": "Top edge alignment of the parent Node",
"align_bottom": "Bottom edge alignment of the parent Node",
"align_left": "Left edge alignment of the parent Node",
"align_right": "Right edge alignment of the parent Node",
"align_h_center": "Align to the horizontal midpoint of the parent Node",
"align_v_center": "Align to the vertical midpoint of the parent Node",
"align_mode": "Specifies the alignment mode of the Widget, which determines when the widget should refresh at runtime.",
"top": "Top edge postion in pixels. This can be a percentage and a positive or negative value",
"bottom": "Bottom edge postion in pixels. This can be a percentage and a positive or negative value",
"left": "Left edge postion in pixels. This can be a percentage and a positive or negative value",
"right": "Right edge postion in pixels. This can be a percentage and a positive or negative value",
'horizontal_center': 'Horizontal midpoint offset in pixels, This can be a percentage and a positive or negative value',
'vertical_center': 'Vertical midpoint offset in pixels, This can be a percentage and a positive or negative value'
},
"layout": {
"layout_type": "Automatic layout mode: \n 1. NONE, no automatic arrangement of child Nodes \n 2. HORIZONTAL, automatic horizontal arrangement of child Nodes \n 3. VERTICAL, automatic vertical arrangement of child Nodes\n 4. GRID, automatic grid arrangement of child Nodes",
"resize_mode": "Automatic resize mode: \n 1. NONE, no resize of both child Nodes and container. \n 2. CONTAINER, resize container Node. \n 3. CHILDREN, resize child Nodes.",
'padding_left': 'Use a padding between left sides of the Node',
'padding_right': 'Use a padding between right sides of the Node',
'padding_top': 'Use a padding between top sides of the Node',
'padding_bottom': 'Use a padding between bottom sides of the Node',
"space_x": "The horizontal distance between adjacent child Nodes",
"space_y": "The vertical distance between adjacent child Nodes",
"vertical_direction": "Vertically align in the direction of the child Nodes: \n 1. TOP_TO_BOTTOM, \n 2. BOTTOM_TO_TOP",
"horizontal_direction": "Horizontally align in the direction of the child Nodes: \n 1. LEFT_TO_RIGHT \n 2. RIGHT_TO_LEFT",
"cell_size": "In Grid layout, the size of each child element.",
"start_axis": "In Grid layout, the arrangement direction of children elements.",
"affected_by_scale": "Whether the scaling of the child node affects the layout."
},
"particle": {
"export_title": "Export custom particle data to plist file.",
"export": "Export",
"export_error": "This resource does not support exports outside of the project",
"sync": "Sync",
'sync_tips': "Synchronize the parameters in the File to Custom"
},
"editbox": {
"string": "The initial input text of EditBox.",
"background": "The Sprite component attached to the node for EditBox's background.",
"returnType": "The keyboard return type of EditBox. This is useful for keyboard of mobile device.",
"input_flag": "Specify the input flag: password or capitalize word. ",
"input_mode": "Specify the input mode: multiline or single line.",
"tab_index": "Set the tabIndex of the DOM input element, only useful on Web.",
"placeholder": "The content string of placeholder.",
"max_length": "The maximize input characters.",
"textLabel": "The Label component attached to the node for EditBox's input text label.",
"placeholderLabel": "The Label component attached to the node for EditBox's placeholder text label."
},
"videoplayer": {
"resourceType": "The resource type of VideoPlayer, currently support remote URL and local videos.",
"url": "The remote URL of video.",
"video": "The local video full path.",
"volume": "The volume of the video.(0.0 ~ 1.0)",
"mute": "Mutes the VideoPlayer. Mute sets the volume=0, Un-Mute restore the original volume.",
"currentTime": "The start time when video start to play.",
"keepAspectRatio": "Whether keep the original video's aspect ratio.",
"isFullscreen": "Whether keep the video fullscreen when it is playing.",
"stayOnBottom": "Always below the game view (only useful on Web. Note: The specific effects are not guaranteed to be consistent, depending on whether each browser supports or restricts)."
},
"webview": {
"url": "A given URL to be loaded by the WebView, it should have a http or https prefix."
},
"richtext": {
"string": "Text of the RichText, you could use BBcode in the string",
"horizontal_align": "Horizontal alignment",
"font_size": "Font size, in points",
"font": "Custom TTF font of RichText",
"font_family": "Custom System font of RichText",
"system_font": "Whether to use the system default font",
"line_height": "Line height, in points",
"max_width": "The maximize width of RichText, pass 0 means not limit the maximize width.",
"image_atlas": "The image atlas for the img tag. For each src value in the img tag, there should be a valid spriteFrame in the image atlas.",
"handleTouchEvent": "Once checked, the RichText will block all input events (mouse and touch) within the bounding box of the node, preventing the input from penetrating into the underlying node."
},
"skeleton": {
"skeleton_data": "The skeleton data contains the skeleton information, drag the json file exported from Spine to get started.",
"default_skin": "Choose the default skin.",
"animation": "The name of current playing animation.",
"loop": "Whether loop current animation",
"time_scale": "The time scale of animations of this skeleton",
"debug_slots": "Indicates whether show debug slots.",
"debug_bones": "Indicates whether show debug bones.",
"debug_mesh": "Indicates whether show debug mesh.",
"premultipliedAlpha": "Indicates whether to enable premultiplied alpha.",
"use_tint": "Indicates whether to use tint effect.",
"enabled_batch": "Indicates whether enabled batch model",
"animation_cache_mode": "REALTIME model, the animation data is calculated while running, all features supported. SHARED_CACHE mode, the animation data is pre-calculated and cached globally, the data is shared between skeleton animation instances. Shared cache mode has great performance advantage, but it has some limitation. It doesn't support action blending and addition and it only supports the start and end events. In the memory usage aspect, as same skeleton animation instances are sharing the same animation data, this mode can save a lot of memory. More instances are sharing, more memory saved. In conclusion SHARED_CACHE mode is suitable for the skeletons which could be replicated, such as effects animation, monster, NPC and so on.\nPRIVATE_CACHE mode, similar to SHARED_CACHE, but the animation data and texture data are not shared between skeleton instances. So there is no advantage in memory compare to REALTIME mode. The PRIVATE_CACHE is suitable when there is no animation blending or addition needed, but the skeleton could change textures of sub bone (e.g. weapon).",
},
"dragon_bones": {
"dragon_bones_asset": "The json data contains the DragonBones information, drag the json file exported from DragonBones to get started.",
"dragon_bones_atlas_asset": "The json data contains the Texture information, drag the json file exported from DragonBones to get started.",
"armature_name": "The name of current armature.",
"animation_name": "The name of current playing animation.",
"time_scale": "The time scale of this armature.",
"play_times": "The play times of the default animation.\n-1 means using the value of config file\n0 means repeat for ever\n>0 means repeat times",
"debug_bones": "Indicates whether open debug bones",
"enabled_batch": "Indicates whether enabled batch model",
"animation_cache_mode": "REALTIME model, the animation data is calculated while running, all features supported. SHARED_CACHE mode, the animation data is pre-calculated and cached globally, the data is shared between skeleton animation instances. Shared cache mode has great performance advantage, but it has some limitation. It doesn't support action blending and addition and it only supports the start and end events. In the memory usage aspect, as same skeleton animation instances are sharing the same animation data, this mode can save a lot of memory. More instances are sharing, more memory saved. In conclusion SHARED_CACHE mode is suitable for the skeletons which could be replicated, such as effects animation, monster, NPC and so on.\nPRIVATE_CACHE mode, similar to SHARED_CACHE, but the animation data and texture data are not shared between skeleton instances. So there is no advantage in memory compare to REALTIME mode. The PRIVATE_CACHE is suitable when there is no animation blending or addition needed, but the skeleton could change textures of sub bone (e.g. weapon).",
},
'motionStreak': {
'fadeTime': "Trail fragment fade time, in seconds",
'minSeg': "The minimum distance between of the trail",
'stroke': "The width of the trail",
'texture': "The texture of the trail",
'color': "The color of the trail",
'fastMode': "Whether to enable fast mode"
},
"missing_scirpt": {
"error_compiled": "Error on executing script, or the script reference is missing. Please check error log carefully and correct/recover your script. The component will be restored once scripting error is gone. If you no long need the missing script, please remove this component manually.",
"error_not_compiled": "Error on compiling script. Please check error log carefully and correct your script. This component will be restored once compiling error is gone."
},
'collider': {
'editing': 'Edit this collider component',
'category': 'Collider component category',
'mask': 'The collider mask can collide with this collider'
},
'collider3D': {
'center': 'The center point of the collider',
'size': 'The size of the box, in local space',
'radius': 'The radius of the sphere',
},
'particle_system': {
'preview': 'Play particle in edit mode',
'custom': 'If set custom to true, then use custom properties insteadof read particle file',
'file': 'The plist file',
'spriteFrame': 'SpriteFrame of Particle System',
'texture': 'Texture of Particle System, readonly, please use spriteFrame to setup new texture',
'particleCount': 'Current quantity of particles that are being simulated',
'srcBlendFactor': 'Specify the source Blend Factor',
'dstBlendFactor': 'Specify the destination Blend Factor',
'playOnLoad': 'If set to true, the particle system will automatically start playing on onLoad',
'autoRemoveOnFinish': 'Indicate whether the owner node will be auto-removed when it has no particles left',
'duration': 'How many seconds the emitter wil run. -1 means forever',
'emissionRate': 'Emission rate of the particles',
'life': 'Life and variation of each particle setter',
'totalParticles': 'Maximum particles of the system',
'startColor': 'Start color of each particle',
'startColorVar': 'Variation of the start color',
'endColor': 'Ending color of each particle',
'endColorVar': 'Variation of the end color',
'angle': 'Angle and variation of each particle setter',
'startSize': 'Start size and variation in pixels of each particle',
'endSize': 'End size and variation in pixels of each particle',
'startSpin': 'Start angle and variation of each particle',
'endSpin': 'End angle and variation of each particle',
'sourcePos': 'Source position of the emitter',
'posVar': 'Variation of source position',
'positionType': 'Particles movement type',
'emitterMode': 'Particles emitter modes',
'gravity': 'Gravity of the emitter',
'speed': 'Speed and variation of the emitter',
'tangentialAccel': 'Tangential acceleration and variation of each particle. Only available in Gravity mode ',
'radialAccel': 'Acceleration and variation of each particle. Only available in Gravity mode',
'rotationIsDir': 'Indicate whether the rotation of each particle equals to its direction. Only available in Gravity mode',
'startRadius': 'Starting radius and variation of the particles. Only available in Radius mode',
'endRadius': 'Ending radius and variation of the particles. Only available in Radius mode',
'rotatePerS': 'Number of degress to rotate a particle around the source pos per second and variation. Only available in Radius mode',
},
"mask": {
'type': 'The mask type',
'spriteFrame': 'The mask image',
'inverted': 'The Reverse mask (Not supported Canvas Mode)',
'alphaThreshold': 'The alpha thresholdThe content is drawn only where the stencil have pixel with alpha greater than or equal to the alphaThreshold (Not supported Canvas Mode)',
'segements': 'The segements for ellipse mask'
},
'physics': {
'rigidbody': {
'enabledContactListener': 'Should enabled contact listener. When a collision is trigger, the collision callback will only be called when enabled contact listener.',
'bullet': 'Is this a fast moving body that should be prevented from tunneling through other moving bodies?',
'type': 'Rigidbody type : Static, Kinematic, Dynamic or Animated.',
'allowSleep': 'Set this flag to false if this body should never fall asleep. Note that this increases CPU usage.',
'gravityScale': 'Scale the gravity applied to this body.',
'linearDamping': 'Linear damping is use to reduce the linear velocity. The damping parameter can be larger than 1, but the damping effect becomes sensitive to the time step when the damping parameter is large.',
'angularDamping': 'Angular damping is use to reduce the angular velocity. The damping parameter can be larger than 1 but the damping effect becomes sensitive to the time step when the damping parameter is large.',
'linearVelocity': 'The linear velocity of the body\'s origin in world co-ordinates',
'angularVelocity': 'The angular velocity of the body.',
'fixedRotation': 'Should this body be prevented from rotating?',
'awake': 'Set the sleep state of the body. A sleeping body has very low CPU cost.(When the rigid body is hit, if the rigid body is in sleep state, it will be immediately awakened.)',
'awakeOnLoad': 'Whether to wake up this rigid body during initialization',
},
'physics_collider': {
'density': 'The density',
'sensor': 'A sensor collider collects contact information but never generates a collision response',
'friction': 'The friction coefficient, usually in the range [0,1].',
'restitution': 'The restitution (elasticity) usually in the range [0,1].',
'anchor': 'The anchor of the rigidbody.',
'connectedAnchor': 'The anchor of the connected rigidbody.',
'connectedBody': 'The rigidbody to which the other end of the joint is attached.',
'collideConnected': 'Should the two rigid bodies connected with this joint collide with each other?',
'distance': 'The distance separating the two ends of the joint.',
'frequency': 'The spring frequency.',
'dampingRatio': 'The damping ratio.',
'linearOffset': 'The linear offset from connected rigidbody to rigidbody.',
'angularOffset': 'The angular offset from connected rigidbody to rigidbody.',
'maxForce': 'The maximum force can be applied to rigidbody.',
'maxTorque': 'The maximum torque can be applied to rigidbody.',
'correctionFactor': 'The position correction factor in the range [0,1].',
'mouseRegion': 'The node used to register touch evnet. If this is null, it will be the joint\'s node.',
'target': 'The target point. The mouse joint will move choosed rigidbody to target point.',
'localAxisA': 'The local joint axis relative to rigidbody.',
'enableLimit': 'Enable joint distance limit?',
'enableMotor': 'Enable joint motor?',
'lowerLimit': 'The lower joint limit.',
'upperLimit': 'The upper joint limit.',
'maxMotorForce': 'The maxium force can be applied to rigidbody to rearch the target motor speed.',
'motorSpeed': 'The expected motor speed.',
'referenceAngle': 'The reference angle. An angle between bodies considered to be zero for the joint angle.',
'lowerAngle': 'The lower angle.',
'upperAngle': 'The upper angle.',
'maxMotorTorque': 'The maxium torque can be applied to rigidbody to rearch the target motor speed.',
'maxLength': 'The max length.',
'offset': 'Position offset',
'size': 'Box size',
'radius': 'Circle radius',
'tag': 'Tag. If a node has several collider components, you can judge which type of collider is collided according to the tag.',
'points': 'Polygon points'
}
},
'block_input_events': {
'brief_help': 'This component will block all input events, preventing the input from penetrating to other nodes below the screen, typically for the background of the top-level UI of the screen.'
},
'tiledtile': {
'row': 'Specify the TiledTile horizontal coordinateuse map tile as the unit.',
'column': 'Specify the TiledTile vertical coordinateuse map tile as the unit.',
'gid': 'Specify the TiledTile gid.',
'layer': 'Specify which TiledLayer the TiledTile belong to.'
},
'subcontext_view': {
'fps': 'The FPS of open data context, this property will overwrite the frame rate setting in open data context',
},
'skeleton_animation': {
'search_animation_clips': 'Search Animation Clips',
},
'attach_util': {
"generate_attached_node": "Generate Attached Node"
},
'safe_area': {
'brief_help': 'This component is used to adjust the layout of current node to respect the safe area of a notched mobile device such as the iPhone X.' +
'It is typically used for the top node of the UI interaction area. (It will take effect automatically on mobile device and has no effect in the editor.)'
}
}
};

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module.exports = {
'COMPONENT': {
"help_url": {
"audiosource": "https://docs.cocos.com/creator/manual/zh/components/audiosource.html",
"animation": "https://docs.cocos.com/creator/manual/zh/components/animation.html",
"sprite": "https://docs.cocos.com/creator/manual/zh/components/sprite.html",
"label": "https://docs.cocos.com/creator/manual/zh/components/label.html",
"canvas": "https://docs.cocos.com/creator/manual/zh/components/canvas.html",
"spine": "https://docs.cocos.com/creator/manual/zh/components/spine.html",
"widget": "https://docs.cocos.com/creator/manual/zh/components/widget.html",
"button": "https://docs.cocos.com/creator/manual/zh/components/button.html",
"progressbar": "https://docs.cocos.com/creator/manual/zh/components/progress.html",
"mask": "https://docs.cocos.com/creator/manual/zh/components/mask.html",
"scrollview": "https://docs.cocos.com/creator/manual/zh/components/scrollview.html",
"scrollbar": "https://docs.cocos.com/creator/manual/zh/components/scrollbar.html",
"layout": "https://docs.cocos.com/creator/manual/zh/components/layout.html",
"tiledmap": "https://docs.cocos.com/creator/manual/zh/components/tiledmap.html",
"editbox": "https://docs.cocos.com/creator/manual/zh/components/editbox.html",
"videoplayer": "https://docs.cocos.com/creator/manual/zh/components/videoplayer.html",
"motionStreak": "https://docs.cocos.com/creator/manual/zh/components/motion-streak.html",
"richtext": "https://docs.cocos.com/creator/manual/zh/components/richtext.html",
"pageview": "https://docs.cocos.com/creator/manual/zh/components/pageview.html",
"pageviewIndicator": "https://docs.cocos.com/creator/manual/zh/components/pageviewindicator.html",
"toggle": "https://docs.cocos.com/creator/manual/zh/components/toggle.html",
"toggleGroup": "https://docs.cocos.com/creator/manual/zh/components/toggleGroup.html",
"toggleContainer": "https://docs.cocos.com/creator/manual/zh/components/toggleContainer.html",
"slider": "https://docs.cocos.com/creator/manual/zh/components/slider.html",
"block_input_events": "https://docs.cocos.com/creator/manual/zh/components/block-input-events.html",
"subcontext_view": "https://docs.cocos.com/creator/manual/zh/publish/publish-wechatgame-sub-domain.html",
"safe_area": "https://docs.cocos.com/creator/manual/zh/components/safearea.html",
},
'animation': {
'default_clip': '在勾选自动播放或调用 play() 时默认播放的动画 clip。',
'clips': '通过脚本可以访问并播放的 AnimationClip 列表',
'play_on_load': '是否在运行游戏后自动播放默认动画 clip。'
},
'audio': {
'clip': '即将通过该组件播放的 AudioClip 引用',
'volume': '通过该音源组件播放的声音的音量',
'mute': '静音开关,静音的音源可以继续播放,但不会发出声音',
'loop': '是否循环播放',
'play_on_load': '是否在运行游戏后自动播放音源'
},
'sprite': {
'sprite_frame': '渲染 Sprite 使用的 SpriteFrame 图片资源',
'atlas': '图片资源所属的 Atlas 图集资源',
'type': '渲染模式:\n - 普通(Simple):修改尺寸会整体拉伸图像,适用于序列帧动画和普通图像 \n' +
'- 九宫格Sliced修改尺寸时四个角的区域不会拉伸适用于 UI 按钮和面板背景 \n' +
'- 平铺Tiled修改尺寸时会不断平铺原始大小的图片 \n' +
'- 填充Filled设置一定的填充起始位置和方向能够以一定比率剪裁显示图片',
'original_size': '是否使用图片资源的原始尺寸作为 Sprite 节点的 size',
'edit_button': '编辑',
'select_button': '选择',
'select_tooltip': '选择 Atlas 中的其他 SpriteFrame',
'edit_tooltip': '打开 Sprite 编辑器,设置九宫格等数据',
'fill_type': '填充方向可以选择横向Horizontal纵向Vertical和扇形Radial三种方向',
'fill_center': '扇形填充时,指定扇形的中心点,取值范围 0 ~ 1',
'fill_start': '填充起始位置,输入一个 0 ~ 1 之间的小数表示起始位置的百分比',
'fill_range': '填充总量,取值范围 0 ~ 1 指定显示图像范围的百分比',
'src_blend_factor': '混合显示两张图片时,源图片的取值模式',
'dst_blend_factor': '混合显示两张图片时,目标图片的取值模式',
'size_mode': '指定 Sprite 所在节点的尺寸CUSTOM 表示自定义尺寸TRIMMED 表示取原始图片剪裁透明像素后的尺寸RAW 表示取原始图片未剪裁的尺寸',
'trim': '节点约束框内是否包括透明像素区域,勾选此项会去除节点约束框内的透明区域'
},
'button': {
'click_event': {
'target': '接收点击事件的节点',
'component': '接收点击事件的组件',
'handler': '处理点击事件的方法',
"customEventData": "传给事件处理函数的额外参数,这个数据会当作最后一个参数传递给事件处理函数。"
},
'interactable': '按钮是否可交互,这一项未选中时,按钮处在禁用状态',
'transition': '按钮状态变化时的过渡类型',
'normal_color': '普通状态的按钮背景颜色',
'pressed_color': '按下状态的按钮背景颜色',
'hover_color': '悬停状态的按钮背景颜色',
'disabled_color': '禁用状态的按钮背景颜色',
'duration': '按钮颜色变化或者缩放变化的过渡时间',
'zoom_scale': '当用户点击按钮后,按钮会缩放到一个值,这个值等于 Button 原始 scale * zoomScale。',
'auto_gray_effect': "如果这个标记为 true当 button 的 interactable 属性为 false 的时候,会使用内置 shader 让 button 的 target 节点的 sprite 组件变灰",
'normal_sprite': '普通状态的按钮背景图资源',
'pressed_sprite': '按下状态的按钮背景图资源',
'hover_sprite': '悬停状态的按钮背景图资源',
'disabled_sprite': '禁用状态的按钮背景图资源',
'normal_material': '正常状态下按钮指定的背景图片所使用的材质',
'gray_material': '禁用状态下按钮指定的背景图片所使用的材质',
'target': '指定 Button 背景节点Button 状态改变时会修改此节点的 Color 或 Sprite 属性',
'click_events': '按钮点击事件的列表。先将数量改为1或更多就可以为每个点击事件设置接受者和处理方法'
},
'canvas': {
'design_resolution': '设计分辨率是游戏在设计时使用的分辨率参考,以像素为单位,通过下面的适配策略,可以在不同分辨率的设备上按照一定的方式对 Canvas 进行整体缩放来适配。',
'fit_height': '自动缩放 Canvas 使设计分辨率的高度充满设备屏幕的高度',
'fit_width': '自动缩放 Canvas 使设计分辨率的宽度充满设备屏幕的宽度'
},
'camera': {
'zoomRatio': '摄像机缩放比率',
'fov': '决定摄像机视角的宽度,当摄像机处于透视投影模式下这个属性才会生效',
'orthoSize': '摄像机在正交投影模式下的视窗大小',
'nearClip': '摄像机的近剪裁面',
'farClip': '摄像机的远剪裁面',
'ortho': '设置摄像机的投影模式是正交还是透视模式',
'rect': '决定摄像机绘制在屏幕上哪个位置值为0 ~ 1',
'cullingMask': '决定摄像机会渲染场景的哪一部分',
'clearFlags': '决定摄像机渲染时会清除哪些状态 \n - Color清除背景颜色 \n - Depth清除深度缓冲区 \n - Stencil清除模板缓冲区',
'backgroundColor': '摄像机用于清除屏幕的背景色',
'depth': '摄像机深度,用于决定摄像机的渲染顺序',
'targetTexture': '摄像机渲染的目标 RenderTexture \n 一般摄像机会直接渲染到屏幕上,但是有一些效果可以使用摄像机渲染到 RenderTexture 上再对 RenderTexture 进行处理来实现',
'renderStages': '设置摄像机渲染的阶段',
},
'label': {
'string': 'Label 显示的文本内容字符串',
'horizontal_align': '文字水平对齐模式',
'vertical_align': '文字垂直对齐模式',
'font_size': '文字尺寸,以 point 为单位',
'font_family': '文字字体名字',
'line_height': '文字行高,以 point 为单位',
'overflow': '文字排版模式,包括以下三种:\n 1. CLAMP: 节点约束框之外的文字会被截断 \n 2. SHRINK: 自动根据节点约束框缩小文字\n 3. RESIZE: 根据文本内容自动更新节点的 height 属性.',
'wrap': '是否允许自动换行',
'bold': '是否启用黑体',
'italic': '是否启用斜体',
'underline': '是否启用下划线',
'underline_height': '下划线的高度',
'font': 'Label 使用的字体资源',
'system_font': '是否使用系统默认字体,选中此项会将 file 属性置空',
'cacheMode': '文本缓存模式,包括以下三种:\n 1. NONE : 不做任何缓存,文本内容进行一次绘制 \n 2. BITMAP: 将文本作为静态图像加入动态图集进行批次合并,但是不能频繁动态修改文本内容 \n 3. CHAR: 将文本拆分为字符并且把字符纹理缓存到一张字符图集中进行复用,适用于字符内容重复并且频繁更新的文本内容',
'actualFontSize': 'SHRINK 模式下面文本实际渲染的字体大小',
'spacingX': '文字之间 x 轴的间距',
},
"outline": {
"color": "描边的颜色",
"width": "描边的宽度",
},
"shadow": {
"color": "阴影的颜色",
"offset": "字体与阴影的偏移",
"blur": "阴影的模糊程度"
},
'progress': {
'bar_sprite': '进度条显示用的 Sprite 节点,可以动态改变尺寸',
'mode': '进度条显示模式,目前支持水平和垂直两种',
'total_length': '进度条在 progress 为 1 时的最大长度',
'progress': '当前进度指示范围从0到1',
'reverse': '是否反向驱动进度条'
},
'scrollbar': {
'handle': '作为当前滚动区域位置显示的滑块 Sprite',
'direction': 'ScrollBar的滚动方向',
'auto_hide': '是否在没有滚动动作时自动隐藏 ScrollBar',
'auto_hide_time': '没有滚动动作后经过多久会自动隐藏',
},
'scrollview': {
'content': '包含可滚动展示内容的节点引用',
'horizontal': '是否开启水平滚动',
'vertical': '是否开启垂直滚动',
'inertia': '是否开启滚动惯性',
'brake': '开启惯性后在用户停止触摸后滚动多快停止0表示永不停止1表示立刻停止',
'elastic': '是否允许滚动内容超过边界,并在停止触摸后回弹',
'bounce_time': '回弹持续的时间',
'horizontal_bar': '水平滚动的 ScrollBar',
'vertical_bar': '垂直滚动的 ScrollBar',
"bounceDuration": '回弹持续的时间0 表示将立即反弹',
"scrollEvents": '滚动视图的事件回调函数',
"cancelInnerEvents": '滚动行为是否会取消子节点上注册的触摸事件'
},
'pageview': {
"sizeMode": "页面视图中每个页面大小类型",
"direction": '页面视图滚动方向',
"scrollThreshold": '滚动临界值,默认单位百分比,当拖拽超出该数值时,松开会自动滚动下一页,小于时则还原',
"pageTurningEventTiming": '设置 PageView 页面自动滚动动画结束的阈值,修改此值可以调整 PageView 事件的发送时机。',
"indicator": '页面视图指示器组件',
"pageTurningSpeed": '每个页面翻页时所需时间。单位:秒',
'pageEvents': '页面视图的事件回调函数',
"autoPageTurningThreshold": "快速滑动翻页临界值。 当用户快速滑动时,会根据滑动开始和结束的距离与时间计算出一个速度值,该值与此临界值相比较,如果大于临界值,则进行自动翻页",
},
'pageview_indicator': {
'spriteFrame': '每个页面标记显示的图片',
'direction': '页面标记摆放方向',
'cell_size': '页面标记的大小',
'spacing': '页面标记之间的边距'
},
'toggle': {
'interactable': 'Toggle 是否可交互这一项未选中时Toggle 处在禁用状态',
'transition': 'Toggle 状态变化时的过渡类型',
'normal_color': '普通状态的 Toggle 背景颜色',
'resize_node': '把 Toggle 的 node 的大小重置成 Target 的 node 的大小',
'pressed_color': '按下状态的 Toggle 背景颜色',
'hover_color': '悬停状态的 Toggle 背景颜色',
'disabled_color': '禁用状态的 Toggle 背景颜色',
'duration': 'Toggle 颜色变化或者缩放变化的过渡时间',
'zoom_scale': '当用户点击 Toggle 后Toggle 会缩放到一个值,这个值等于 Toggle 原始 scale * zoomScale, zoomScale 可以为负数',
'auto_gray_effect': "如果这个标记为 true当 toggle 的 interactable 属性为 false 的时候,会使用内置 shader 让 toggle 的 target 节点的 sprite 组件变灰",
'normal_sprite': '普通状态的 Toggle 背景图资源',
'pressed_sprite': '按下状态的 Toggle 背景图资源',
'hover_sprite': '悬停状态的 Toggle 背景图资源',
'disabled_sprite': '禁用状态的 Toggle 背景图资源',
'target': '指定 Toggle 背景节点Toggle 状态改变时会修改此节点的 Color 或 Sprite 属性',
'isChecked': '如果这个设置为 true则 check mark 组件会处于 enabled 状态,否则处于 disabled 状态。',
'checkMark': 'Toggle 处于选中状态时显示的精灵图片',
'toggleGroup': 'Toggle 所属的 ToggleGroup这个属性是可选的。如果这个属性为 null则 Toggle 是一个 CheckBox否则Toggle 是一个 RadioButton。'
},
'toggle_group': {
'allowSwitchOff': "如果这个设置为 true 那么 toggle 按钮在被点击的时候可以反复地被选中和未选中。"
},
'slider': {
'handle': '滑块按钮部件',
'direction': '滑动方向',
'progress': '当前进度值,该数值的区间是 0-1 之间。',
'slideEvents': '滑动器组件事件回调函数'
},
'widget': {
'target': '指定一个对齐目标,只能是当前节点的其中一个父节点,默认为空,为空时表示当前父节点',
'align_top': '是否对齐父节点顶边',
'align_bottom': '是否对齐父节点底边',
'align_left': '是否对齐父节点左边',
'align_right': '是否对齐父节点右边',
'align_h_center': '是否对齐父节点水平中点,开启这一选项将取消水平轴上的其他对齐选项',
'align_v_center': '是否对齐父节点垂直中点,开启这一选项将取消垂直轴上的其他对齐选项',
"align_mode": "指定 Widget 的对齐模式,用于决定运行时 Widget 应该何时刷新。",
'top': '本节点顶边和父节点顶边的距离可输入负值默认单位为像素px也可以输入百分比根据父节点 height 和百分比数值计算出距离',
'bottom': '本节点底边和父节点底边的距离可输入负值默认单位为像素px也可以输入百分比根据父节点 height 和百分比数值计算出距离',
'left': '本节点左边和父节点左边的距离可输入负值默认单位为像素px也可以输入百分比根据父节点 width 和百分比数值计算出距离',
'right': '本节点右边和父节点右边的距离可输入负值默认单位为像素px也可以输入百分比根据父节点 width 和百分比数值计算出距离',
'horizontal_center': '水平居中的偏移值可输入负值默认单位为像素px也可以是百分比',
'vertical_center': '垂直居中的偏移值可输入负值默认单位为像素px也可以是百分比'
},
'layout': {
'layout_type': '自动布局模式,包括:\n 1. NONE不会对子节点进行自动布局 \n 2. HORIZONTAL横向自动排布子物体 \n 3. VERTICAL垂直自动排布子物体\n 4. GRID, 采用网格方式对子物体自动进行布局',
'resize_mode': '缩放模式,包括:\n 1. NONE不会对子节点和容器进行大小缩放 \n 2. CONTAINER, 对容器的大小进行缩放 \n 3. CHILD, 对子节点的大小进行缩放',
'padding_left': 'Layout 节点左边界和子节点的内边距',
'padding_right': 'Layout 节点右边界和子节点的内边距',
'padding_top': 'Layout 节点上边界和子节点的内边距',
'padding_bottom': 'Layout 节点下边界和子节点的内边距',
'space_x': '相邻子节点之间的水平距离',
'space_y': '相邻子节点之间的垂直距离',
'vertical_direction': '垂直排列子节点的方向,包括:\n 1. TOP_TO_BOTTOM, 从上到下排列 \n 2. BOTTOM_TO_TOP, 从下到上排列',
'horizontal_direction': '水平排列子节点的方向,包括:\n 1. LEFT_TO_RIGHT, 从左到右排列 \n 2. RIGHT_TO_LEFT, 从右到左排列',
'cell_size': '网格布局中,规定每一个网格的大小',
'start_axis': '网格布局中,子物体排版时的起始方向轴,支持水平和垂直两个方向',
"affected_by_scale": "子节点的缩放是否影响布局"
},
'particle': {
'export_title': "将自定义的粒子数据导出成 plist 文件",
'export': "导出",
'export_error': "该资源不支持导出到项目外",
'sync': "同步",
'sync_tips': "同步 File 中的参数到 Custom"
},
'editbox': {
"string": "输入框的初始输入内容,如果为空则会显示占位符的文本",
"background": "输入框背景节点上挂载的 Sprite 组件对象",
"input_flag": "指定输入标识:可以指定输入方式为密码或者单词首字母大写",
"returnType": "指定移动设备上面回车按钮的样式",
"input_mode": "指定输入模式: ANY表示多行输入其它都是单行输入移动平台上还可以指定键盘样式。",
"tab_index": "修改 DOM 输入元素的 tabIndex这个属性只有在 Web 上面修改有意义。",
"placeholder": "输入框占位符的文本内容",
"max_length": "输入框最大允许输入的字符个数",
"textLabel": "输入框输入文本节点上挂载的 Label 组件对象",
"placeholderLabel": "输入框占位符节点上挂载的 Label 组件对象"
},
"videoplayer": {
"resourceType": "视频来源,支持本地视频 URL 和远程视频 URL",
"url": "远程视频的 URL",
"video": "本地视频的 URL",
"volume": "视频的音量0.0 ~ 1.0",
"mute": "是否静音视频。静音时设置音量为 0取消静音是恢复原来的音量",
"currentTime": "从哪个时间点开始播放视频",
"keepAspectRatio": "是否保持视频原有的宽高比",
"isFullscreen": "是否全屏播放视频",
"stayOnBottom": "永远在游戏视图最底层(这个属性只有在 Web 平台上有效果。注意:具体效果无法保证一致,跟各个浏览器是否支持与限制有关)"
},
"webview": {
"url": "指定一个 URL 地址,这个地址以 http 或者 https 开头,请填写一个有效的 URL 地址。"
},
"richtext": {
"string": "富文本的内容字符串, 你可以在里面使用 BBCode 来指定特定文本的样式",
"horizontal_align": "水平对齐方式",
"font_size": "字体大小, 单位是 point",
"font": "富文本定制字体",
"font_family": "富文本定制系统字体",
'system_font': "是否使用系统默认字体",
"line_height": "字体行高, 单位是 point",
"max_width": "富文本的最大宽度, 传 0 的话意味着必须手动换行.",
"image_atlas": "对于 img 标签里面的 src 属性名称,都需要在 imageAtlas 里面找到一个有效的 spriteFrame否则 img tag 会判定为无效。",
"handleTouchEvent": "选中此选项后RichText 将阻止节点边界框中的所有输入事件(鼠标和触摸),从而防止输入事件穿透到底层节点。"
},
'skeleton': {
"skeleton_data": "骨骼信息数据,拖拽 Spine 导出的骨骼动画信息 json 资源到这里来开始使用",
"default_skin": "选择默认的皮肤",
"animation": "正在播放的动画名称",
"loop": "是否循环播放当前动画",
"time_scale": "当前骨骼中所有动画的时间缩放率",
"debug_slots": "是否显示 slot 的 debug 信息",
"debug_bones": "是否显示 bone 的 debug 信息",
"debug_mesh": "是否显示 mesh 的 debug 信息",
"premultipliedAlpha": "是否启用贴图预乘",
"use_tint": "是否启用染色效果",
"enabled_batch": "是否开启合批",
"animation_cache_mode": "REALTIME 模式,实时运算,支持 Spine 所有的功能。\nSHARED_CACHE 模式,将骨骼动画及贴图数据进行缓存并共享,相当于预烘焙骨骼动画。拥有较高性能,但不支持动作融合、动作叠加,只支持动作开始和结束事件。至于内存方面,当创建 N(N>=3) 个相同骨骼、相同动作的动画时会呈现内存优势。N 值越大,优势越明显。综上 SHARED_CACHE 模式适用于场景动画特效副本怪物NPC 等,能极大提高帧率和降低内存。\nPRIVATE_CACHE 模式,与 SHARED_CACHE 类似,但不共享动画及贴图数据,且会占用额外的内存,仅存在性能优势,大量使用此模式播放动画时可能会出现卡顿。当想利用缓存模式的高性能,但又存在换装的需求,因此不能共享贴图数据时,那么 PRIVATE_CACHE 就适合你。"
},
"dragon_bones": {
"dragon_bones_asset": "骨骼信息数据,拖拽 DragonBones 导出的骨骼动画信息 json 资源到这里来开始使用",
"dragon_bones_atlas_asset": "Texture 信息数据,拖拽 DragonBones 导出的 Texture 信息 json 资源到这里来开始使用",
"armature_name": "当前的 Armature 名称",
"animation_name": "当前播放的动画名称",
"time_scale": "当前骨骼中所有动画的时间缩放率",
"play_times": "播放默认动画的循环次数\n-1 表示使用配置文件中的默认值\n0 表示无限循环\n>0 表示循环次数",
"debug_bones": "是否显示 bone 的 debug 信息",
"enabled_batch": "是否开启合批",
"animation_cache_mode": "REALTIME 模式,实时运算,支持 DragonBones 所有的功能。\nSHARED_CACHE 模式,将骨骼动画及贴图数据进行缓存并共享,相当于预烘焙骨骼动画。拥有较高性能,但不支持动作融合、动作叠加、骨骼嵌套,只支持动作开始和结束事件。至于内存方面,当创建 N(N>=3) 个相同骨骼、相同动作的动画时会呈现内存优势。N 值越大,优势越明显。综上 SHARED_CACHE 模式适用于场景动画特效副本怪物NPC 等,能极大提高帧率和降低内存。\nPRIVATE_CACHE 模式,与 SHARED_CACHE 类似,但不共享动画及贴图数据,所以在内存方面没有优势,仅存在性能优势。当想利用缓存模式的高性能,但又存在换装的需求,因此不能共享贴图数据时,那么 PRIVATE_CACHE 就适合你。"
},
'motionStreak': {
'fadeTime': "拖尾的渐隐时间,以秒为单位",
'minSeg': "拖尾之间最小距离",
'stroke': "拖尾的宽度",
'texture': "拖尾的贴图",
'color': "拖尾的颜色",
'fastMode': "是否启用了快速模式"
},
"missing_scirpt": {
"error_compiled": '载入脚本时报错或脚本已丢失,请检查报错信息并进行修正,该组件将在修正后自动还原。如果脚本已删除,请手动删除该组件。',
"error_not_compiled": '脚本编译失败,请检查报错信息并进行修正,该组件将在修正后自动还原。'
},
'collider': {
'editing': '是否需要编辑此碰撞组件',
'category': '碰撞组件所属类别',
'mask': '可以与碰撞组件相碰撞的组件掩码'
},
'collider3D': {
'center': '碰撞器中心点',
'size': '包围盒尺寸',
'radius': '包围球半径',
},
'particle_system': {
'preview': '在编辑器模式下预览粒子,启用后选中粒子时,粒子将自动播放',
'custom': '是否自定义粒子属性',
'file': 'plist 格式的粒子配置文件',
'spriteFrame': '粒子贴图定义',
'texture': '粒子贴图,只读属性,请使用 spriteFrame 属性来替换贴图',
'particleCount': '当前播放的粒子数量',
'srcBlendFactor': '指定原图混合模式',
'dstBlendFactor': '指定目标的混合模式',
'playOnLoad': '如果设置为 true 运行时会自动发射粒子',
'autoRemoveOnFinish': '粒子播放完毕后自动销毁所在的节点',
'duration': '发射器生存时间,单位秒,-1表示持续发射',
'emissionRate': '每秒发射的粒子数目',
'life': '粒子的运行时间及变化范围',
'totalParticles': '粒子最大数量',
'startColor': '粒子初始颜色',
'startColorVar': '粒子初始颜色变化范围',
'endColor': '粒子结束颜色',
'endColorVar': '粒子结束颜色变化范围',
'angle': '粒子角度及变化范围',
'startSize': '粒子的初始大小及变化范围',
'endSize': '粒子结束时的大小及变化范围',
'startSpin': '粒子开始自旋角度及变化范围',
'endSpin': '粒子结束自旋角度及变化范围',
'sourcePos': '发射器位置',
'posVar': '发射器位置的变化范围。(横向和纵向)',
'positionType': '粒子位置类型',
'emitterMode': '发射器类型',
'gravity': '重力',
'speed': '速度及变化范围',
'tangentialAccel': '每个粒子的切向加速度及变化范围,即垂直于重力方向的加速度,只有在重力模式下可用',
'radialAccel': '粒子径向加速度及变化范围,即平行于重力方向的加速度,只有在重力模式下可用',
'rotationIsDir': '每个粒子的旋转是否等于其方向,只有在重力模式下可用',
'startRadius': '初始半径及变化范围,表示粒子出生时相对发射器的距离,只有在半径模式下可用',
'endRadius': '结束半径及变化范围,只有在半径模式下可用',
'rotatePerS': '粒子每秒围绕起始点的旋转角度及变化范围,只有在半径模式下可用',
},
"mask": {
'type': '遮罩类型',
'spriteFrame': '遮罩所需要的贴图',
'inverted': '反向遮罩(不支持 Canvas 模式)',
'alphaThreshold': 'Alpha阈值只有当模板的像素的 alpha 大于等于 alphaThreshold 时,才会绘制内容(不支持 Canvas 模式)',
'segements': '椭圆遮罩的曲线细分数'
},
'physics': {
'rigidbody': {
'enabledContactListener': '是否启用接触接听器。当 collider 产生碰撞时,只有开启了接触接听器才会调用相应的回调函数',
'bullet': '这个刚体是否是一个快速移动的刚体,并且需要禁止穿过其他快速移动的刚体',
'type': '刚体类型: Static静态, Kinematic不受外力, Dynamic动态和 Animated通过设置线性速度和角速度驱动',
'allowSleep': '如果此刚体永远都不应该进入睡眠,那么设置这个属性为 false。需要注意这将使 CPU 占用率提高',
'gravityScale': '缩放应用在此刚体上的重力值',
'linearDamping': 'Linear damping 用于衰减刚体的线性速度。衰减系数可以大于 1但是当衰减系数比较大的时候衰减的效果会变得比较敏感。',
'angularDamping': 'Angular damping 用于衰减刚体的角速度。衰减系数可以大于 1但是当衰减系数比较大的时候衰减的效果会变得比较敏感。',
'linearVelocity': '刚体在世界坐标下的线性速度',
'angularVelocity': '刚体的角速度',
'fixedRotation': '是否禁止此刚体进行旋转',
'awake': '设置刚体的睡眠状态。 睡眠的刚体具有非常低的 CPU 成本。(当刚体被碰撞到时,如果刚体处于睡眠状态,它会立即被唤醒)',
'awakeOnLoad': '是否在初始化时唤醒此刚体',
},
'physics_collider': {
'density': '密度',
'sensor': '一个传感器类型的碰撞体会产生碰撞回调,但是不会发生物理碰撞效果。',
'friction': '摩擦系数,取值一般在 [0, 1] 之间',
'restitution': '弹性系数,取值一般在 [0, 1]之间',
'anchor': '刚体的锚点。',
'connectedAnchor': '关节另一端刚体的锚点。',
'connectedBody': '关节另一端链接的刚体',
'collideConnected': '链接到关节上的两个刚体是否应该相互碰撞?',
'distance': '关节两端的距离',
'frequency': '弹性系数。',
'dampingRatio': '阻尼,表示关节变形后,恢复到初始状态受到的阻力。',
'linearOffset': '关节另一端的刚体相对于起始端刚体的位置偏移量',
'angularOffset': '关节另一端的刚体相对于起始端刚体的角度偏移量',
'maxForce': '可以应用于刚体的最大的力值',
'maxTorque': '可以应用于刚体的最大扭矩值',
'correctionFactor': '位置矫正系数,范围为 [0, 1]',
'mouseRegion': '用于注册触摸事件的节点。如果没有设置这个值,那么将会使用关节的节点来注册事件。',
'target': '目标点,鼠标关节将会移动选中的刚体到指定的目标点',
'localAxisA': '指定刚体可以移动的方向。',
'enableLimit': '是否开启关节的距离限制?',
'enableMotor': '是否开启关节马达?',
'lowerLimit': '刚体能够移动的最小值',
'upperLimit': '刚体能够移动的最大值',
'maxMotorForce': '可以施加到刚体的最大力。',
'motorSpeed': '期望的马达速度。',
'referenceAngle': '相对角度。两个物体之间角度为零时可以看作相等于关节角度',
'lowerAngle': '角度的最低限制。',
'upperAngle': '角度的最高限制。',
'maxMotorTorque': '可以施加到刚体的最大扭矩。',
'maxLength': '最大长度。',
'offset': '位置偏移量',
'size': '包围盒大小',
'radius': '圆形半径',
'tag': '标签。当一个节点上有多个碰撞组件时,在发生碰撞后,可以使用此标签来判断是节点上的哪个碰撞组件被碰撞了。',
'points': '多边形顶点数组'
}
},
'block_input_events': {
'brief_help': '该组件将拦截所有输入事件,防止输入穿透到屏幕下方的其它节点,一般用于屏幕上层 UI 的背景。'
},
'tiledtile': {
'row': '指定 TiledTile 的横向坐标,以地图块为单位',
'column': '指定 TiledTile 的纵向坐标,以地图块为单位',
'gid': '指定 TiledTile 的 gid 值',
'layer': '指定 TiledTile 属于哪一个 TiledLayer'
},
'subcontext_view': {
'fps': '开放数据域的 FPS, 该属性会覆盖开放域的帧率设置',
},
'skeleton_animation': {
'search_animation_clips': '搜索骨骼动画',
},
'attach_util': {
"generate_attached_node": "生成挂点"
},
'safe_area': {
'brief_help': "该组件会将所在节点的布局适配到 iPhone X 等异形屏手机的安全区域内,通常用于 UI 交互区域的顶层节点。该组件将在真机上将自动生效,在编辑器下没有效果。"
}
}
};