Translations:Sprinting/26/zh: Difference between revisions

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(Created page with "空中疾跑的触发之所以会延迟 1 tick,是因为应用空中移动时游戏获取了 <code>airMovementFactor</code>(在玩家已经移动后更新)。于此相反,当玩家在地面上时,游戏直接从 <code>movementSpeed</code> 中获得乘数,which is updated before moving (applies modifier in method <code>setSprinting</code>). <code>groundMovementFactor</code> is essentially useless in the case of Player entities.")
 
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空中疾跑的触发之所以会延迟 1 tick,是因为应用空中移动时游戏获取了 <code>airMovementFactor</code>(在玩家已经移动后更新)。于此相反,当玩家在地面上时,游戏直接从 <code>movementSpeed</code> 中获得乘数,which is updated before moving (applies modifier in method <code>setSprinting</code>). <code>groundMovementFactor</code> is essentially useless in the case of Player entities.
空中疾跑的触发之所以会延迟 1 刻,是因为应用空中移动时游戏获取了 <code>airMovementFactor</code>(在玩家已经移动后更新)。于此相反,当玩家在地面上时,游戏直接从 <code>movementSpeed</code> 中获得乘数,which is updated before moving (applies modifier in method <code>setSprinting</code>). <code>groundMovementFactor</code> is essentially useless in the case of Player entities.

Revision as of 14:01, 11 June 2022

Message definition (Sprinting)
The reason air sprinting activation is delayed by one tick is because the game fetches <code>airMovementFactor</code> when applying air movement (which is updated after the player has already moved). In contrast, when the player is on ground, the game gets the multiplier directly from <code>movementSpeed</code>, which is updated before moving (applies modifier in method <code>setSprinting</code>). <code>groundMovementFactor</code> is essentially useless in the case of Player entities.

空中疾跑的触发之所以会延迟 1 刻,是因为应用空中移动时游戏获取了 airMovementFactor(在玩家已经移动后更新)。于此相反,当玩家在地面上时,游戏直接从 movementSpeed 中获得乘数,which is updated before moving (applies modifier in method setSprinting). groundMovementFactor is essentially useless in the case of Player entities.