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119 changes: 119 additions & 0 deletions common/src/main/resources/assets/sable/lang/zh_cn.json
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{
"menu.savingSubLevels": "保存物理结构",
"commands.sable.helper.missing_sub_level_container": "找不到此维度的物理结构容器!",
"commands.sable.helper.missing_physics_system": "找不到此维度的物理结构物理系统!",
"commands.sable.sub_level": "物理结构",
"commands.sable.sub_levels": "%s 个物理结构",
"commands.sable.physics.global": "相对于世界的",
"commands.sable.physics.local": "相对于自己的",
"commands.sable.spawn.success": "生成了 %s",
"commands.sable.spawn.clone.success": "克隆了物理结构",
"commands.sable.physics.impulse.angular.success": "对 %2$s 施加了%1$s角冲量 %3$s",
"commands.sable.physics.impulse.linear.success": "对 %2$s 施加了%1$s线性冲量 %3$s",
"commands.sable.physics.rotation.add.success": "将 %2$s 的方向角%1$s增加了 %3$s",
"commands.sable.physics.rotation.set.success": "给 %2$s 设置了%1$s的方向角",
"commands.sable.physics.translation.add.success": "对 %2$s 添加了%1$s位移 %3$s",
"commands.sable.physics.translation.set.success": "将 %s 的位置设置为 %s",
"commands.sable.joint.missing_sublevel_target": "未能找到关节的物理结构",
"commands.sable.joint.success": "创建了关节",
"commands.sable.sub_level.set_name.success_singular": "将物理结构的名称设置为 %s",
"commands.sable.sub_level.set_name.success_multiple": "将 %s 个物理结构的名称设置为 %s",
"commands.sable.sub_level.get_name.success": "物理结构名称为 %s",
"commands.sable.sub_level.get_name.failure_unnamed": "物理结构没有名称",
"commands.sable.sub_level.clear_name.success_singular": "清除了物理结构的名称",
"commands.sable.sub_level.clear_name.success_multiple": "清除了 %s 个物理结构的名称",
"commands.sable.sub_level.teleport_with_orientation.success": "将 %s 传送到 %.2f, %.2f, %.2f 并朝向 %.2f, %.2f",
"commands.sable.sub_level.teleport.success": "将 %s 传送到 %.2f, %.2f, %.2f",
"commands.sable.sub_level.remove.success": "移除了 %s",
"commands.sable.sub_level.assemble.no_blocks": "无法组装物理结构,未找到有效方块",
"commands.sable.sub_level.assemble.connected.too_many_blocks": "无法组装物理结构,方块过多(最多 %s)",
"commands.sable.sub_level.shatter.no_blocks": "无法破碎成物理结构,未找到有效方块",
"commands.sable.sub_level.shatter.connected.too_many_blocks": "无法破碎成物理结构,方块过多(最多 %s)",
"commands.sable.sub_level.shatter.region.success": "将包含 %s 个方块的区域破碎成新的物理结构",
"commands.sable.sub_level.shatter.connected.success": "将 %s 个相连的方块破碎成新的物理结构",
"commands.sable.sub_level.shatter.range.success": "将包含 %s 个方块的范围破碎成新的物理结构",
"commands.sable.sub_level.shatter.radius.success": "将包含 %s 个方块的半径破碎成新的物理结构",
"commands.sable.sub_level.shatter.sub_level.success": "将 %s 破碎成 %s 个新的物理结构",
"commands.sable.sub_level.shatter.sub_level.only_single_block": "无法破碎单方块物理结构",
"commands.sable.sub_level.assemble.region.success": "将区域内的 %s 个方块组装成新的物理结构",
"commands.sable.sub_level.assemble.connected.success": "将 %s 个相连的方块组装成新的物理结构",
"commands.sable.sub_level.assemble.radius.success": "将半径范围内的 %s 个方块组装成新的物理结构",
"commands.sable.sub_level.assemble.range.success": "将范围内含 %s 个方块组装成新的物理结构",
"commands.sable.physics.paused.success": "将物理模拟暂停设置为 %s",
"commands.sable.physics.paused_toggled.success": "切换物理暂停状态为 %s",
"commands.sable.place_schematic.failure": "找不到蓝图!",
"commands.sable.place_schematic.success": "放置了蓝图!",
"commands.sable.fail.not_inside_sub_level": "位置位于物理结构之外",
"commands.sable.fail.no_sub_levels": "未找到物理结构",
"commands.sable.fail.unmodified": "未修改任何物理结构",
"commands.sable.fail.no_axis_for_rotation": "没有设置旋转轴",
"commands.sable.info.count": "找到 %s 个物理结构:",
"commands.sable.info.name.tooltip": "序列化指针:%s",
"commands.sable.info.position": " 位置:%.2f %.2f %.2f",
"commands.sable.info.orientation": " 方向:%.2f %.2f %.2f %.2f",
"commands.sable.info.linear_velocity": " 线速度:%.2f %.2f %.2f",
"commands.sable.info.angular_velocity": " 角速度:%.2f %.2f %.2f",
"commands.sable.info.mass": " 质量:%.2f",
"commands.data.sub_level.get": "物理结构 %2$s 的 %1$s 在乘以倍率 %3$s 后是 %4$s",
"commands.data.sub_level.modified": "修改了 %s 的物理结构数据",
"commands.data.sub_level.query": "%s 具有以下物理结构数据:%s",
"argument.sable.body.selector.all": "所有物理结构",
"argument.sable.body.selector.nearest": "最近的物理结构",
"argument.sable.body.selector.random": "随机物理结构",
"argument.sable.body.selector.viewed": "指向的物理结构",
"argument.sable.body.selector.latest": "最新的物理结构",
"argument.sable.body.selector.tracking": "追踪的物理结构",
"argument.sable.body.selector.inside": "内部物理结构",
"argument.sable.body.static_world": "静态世界",
"argument.sable.sub_level.modifier.distance": "到物理结构的距离",
"argument.sable.sub_level.modifier.x": "x 轴坐标",
"argument.sable.sub_level.modifier.y": "y 轴坐标",
"argument.sable.sub_level.modifier.z": "z 轴坐标",
"argument.sable.sub_level.modifier.dx": "x 轴距离在此之内的物理结构",
"argument.sable.sub_level.modifier.dy": "y 轴距离在此之内的物理结构",
"argument.sable.sub_level.modifier.dz": "z 轴距离在此之内的物理结构",
"argument.sable.sub_level.modifier.vx": "x 轴速度",
"argument.sable.sub_level.modifier.vy": "y 轴速度",
"argument.sable.sub_level.modifier.vz": "z 轴速度",
"argument.sable.sub_level.modifier.speed": "物理结构速度",
"argument.sable.sub_level.modifier.mass": "物理结构质量",
"argument.sable.sub_level.modifier.volume": "物理结构边框框的体积",
"argument.sable.sub_level.modifier.width": "物理结构边框框的 x 轴长度",
"argument.sable.sub_level.modifier.height": "物理结构边框框的 y 轴长度",
"argument.sable.sub_level.modifier.length": "物理结构边框框的 z 轴大小",
"argument.sable.sub_level.modifier.limit": "返回物理结构的最大数量",
"argument.sable.sub_level.modifier.name": "物理结构名称",
"argument.sable.sub_level.modifier.sort": "按距离排序物理结构",
"argument.sable.unexpected_end_of_input": "意外的输入结束",
"argument.sable.single_sub_level_required": "只允许一个物理结构,但提供的选择器允许多个",
"argument.sable.sub_level.invalid": "无效的物理结构选择器",
"argument.sable.sub_level.expected_end_of_modifier": "应为修饰符结束",
"argument.sable.sub_level.expected_positive_integer": "应为正整数",
"argument.sable.sub_level.expected_positive_decimal": "应为正浮点数",
"argument.sable.sub_level.expected_positive_range": "应为正范围",
"argument.sable.sub_level.expected_sorting": "应为最近或最远的排序类型",
"inspector.sable.sub_level_container.title": "物理结构容器",
"attribute.name.player.sub_level_punch_strength": "推力强度",
"attribute.name.player.sub_level_punch_cooldown": "推力冷却",
"options.sable_menu": "物理结构设置... ",
"options.physics_steps": "物理模拟步数",
"options.physics_steps_template": "%s 步/秒",
"options.physics_steps.tooltip": "每秒进行物理模拟的步数,数值越高精度越高,但性能开销也越大。",
"sub_level.toast.checkLog": "查看日志了解详情",
"sub_level.toast.loadFailure": "加载 %s 处的物理结构失败",
"sub_level.toast.saveFailure": "保存 %s 处的物理结构失败",
"sub_level.toast.physicsFailure": "%s 处的物理结构物理系统错误",
"sub_level.toast.attemptingRecovery": "尝试恢复",
"camera_type.sub_level_view": "进入物理结构视角",
"camera_type.sub_level_view_unlocked": "进入未锁定的物理结构视角",
"force_group.sable.gravity": "重力",
"force_group.sable.drag": "阻力",
"force_group.sable.balloon_lift": "气球升力",
"force_group.sable.propulsion": "推力",
"force_group.sable.lift": "升力",
"force_group.sable.magnetic_force": "磁力",
"schematic.sable.mirror_not_supported": "无法镜像包含物理结构的蓝图!",
"death.attack.fall.from_sublevel": "%1$s 从 %2$s 坠落",
"sable.create.mechanical_arm.points_removed_sublevel_and_range": "由于范围限制或未固定,已移除 %1$s 个选定的目标。",
"sable.create.remove.points_removed_sublevel": "由于未固定,已移除 %1$s 个选定的目标。"
}