5.5 泊位入口(中英对照)

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a) Location

a) 位置

Any face of the garage's virtual box can be an entrance / door. This entrance must lead to the hangar, or if there's no hangar ( usually discouraged, except on civilian ships or stations ) directly into space. 泊位箱的任意一面都可以设有入口/门。入口必须连接着机库。如果没有机库(通常设有隔挡,除了民船和空间站)就直接连通到外部空间。

b) Count

b) 计算

One entrance per garage. One or two doors per entrance ( technically one door split in two objects ), perfectly covering the entrance. No more than two doors allowed. Each door is one object.

每个泊位有一个入口,每个入口使用一扇或两扇门(把一扇门均分为两扇)来完全遮挡入口。不允许出现两扇以上的门。每扇门都作为一个独立对象(object)。

c) States / animations

c) 场景/运动(画面表现情况)

This part is a bit tricky to understand. Due to the high amount of garages in a hangar, or performance reasons, it's impossible to have doors on all the entrances of all the garages. We decided to only show doors when a ship is about to dock / undock, meaning that empty garages don't use any visible door.

这部分有点难理解。由于在机库中有大量泊位,由于效能方面的原因,不可能所有泊位入口都会有门。我们决定在船刚要进库/离库的时候才表现门,这意味着空泊位不会有任何可见的门。

When a ship has docked in the garage, the door objects are spawned and the transition animation starts to play. The animation must be simple ( key-frame translations / rotations ). When the door objects are spawned, they must be in a state where they are invisible from any camera viewpoint ( in other words, they must spawn inside the geometry of the hangar / garage ). It is advised to spawn the doors on a plane parallel to the walls of the garage.

当一艘船要进入泊位时,门就开始生成和运动。运动必须简单(关键帧的转换/旋转( key-frame translations / rotations ))。当门生成时,在任何角度都不可见。(换句话说,门必须在泊位/机库的内部几何结构中生成)。门在生成时必须是与泊位墙壁平行的面。

The animation then plays, and doors start to come in view – don't worry about collisions due to the geometry of the doors passing through the geometry of the hangar -. At the end of the animation, the doors must be in a state where they completely cover the garage entrance, and the ship is no longer visible from the outside.

门只有在其运动时才表现出来,无需担心“碰撞”的产生,门必须关闭遮住入口来完成运动的结束,使外界完全看不到船。

The ship then disappears ( the player has logged off ). After a few seconds, the reversed animation is played, leaving the garage empty and ready for another player again.

然后船消失(玩家登出)。几秒钟后,相反的运动开始,泊位清空准备迎接下一个玩家。

Please check this video as an example ( model by Kaboom22 ):

请进入下面链接下载观看视频(Kaboom22制作)

http://www.fl-tw.com/Infinity/Media/Videos/garage_doors.avi

d) Design

d) 设计

By design, the garage has a box shape. That means the entrance and the doors must be rectangular.

在设计上,泊位的外形是箱形。那意味着入口和门必须是矩形的。

– When the door is opening / closing, make sure it cannot hit a ship potentially docked inside the garage.

  • 当门打开/关闭时,确保它不会撞到一艘假设要进入泊位的船。

– When the door is opening / closing, make sure it cannot block the traffic inside the rest of the hangar.

  • 当门打开/关闭时,确保它不会妨碍机库其他部分的交通。

– There must be enough space in front of the garage entrance to let the ship maneuver freely without hitting the walls / other garages.

  • 泊位入口必须要有充足的空间供船进入,否则可能会导致船撞到墙上或其他泊位上。

– Doors must be physical ( no energetic door, see the hangar forcefields section )

  • 门必须是物质的(不要能量门,见机库力场部分)

– Make sure that when doors get spawned, they are not visible from the camera or in a neighbor garage

  • 确保门生成时,它们不会在任何角度或临近泊位中被看到。

– Make sure that when doors get spawned, they do not cross the floor or what's potentially under the garage's floor.

  • 确保门生成时,它们不会穿透地板或在地板之下。
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