Translations:Sprinting/26/zh: Difference between revisions
Content added Content deleted
(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.") |
No edit summary |
||
Line 1: | Line 1: | ||
空中疾跑的触发之所以会延迟 1 |
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
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.