Merge branches '6.0' and 'master' of https://github.com/Anuken/Mindustry into 6.0
# Conflicts: # core/assets/sprites/block_colors.png # core/assets/sprites/sprites.atlas # core/assets/sprites/sprites.png # core/assets/sprites/sprites2.png # core/assets/sprites/sprites3.png # core/assets/sprites/sprites5.png # core/src/io/anuke/mindustry/ctype/ContentType.java # core/src/io/anuke/mindustry/ctype/UnlockableContent.java # core/src/io/anuke/mindustry/io/LegacyMapIO.java # core/src/io/anuke/mindustry/type/WeatherEvent.java # gradle.properties
9
.gitignore
vendored
|
|
@ -55,15 +55,6 @@ crash-report-*
|
|||
## Robovm
|
||||
/ios/robovm-build/
|
||||
|
||||
## GWT
|
||||
/html/war/
|
||||
/html/gwt-unitCache/
|
||||
.apt_generated/
|
||||
.gwt/
|
||||
gwt-unitCache/
|
||||
www-test/
|
||||
.gwt-tmp/
|
||||
|
||||
## Android Studio and Intellij and Android in general
|
||||
/android/libs/armeabi/
|
||||
/android/libs/armeabi-v7a/
|
||||
|
|
|
|||
|
|
@ -28,6 +28,7 @@ dependencies{
|
|||
implementation project(":core")
|
||||
|
||||
implementation arcModule("backends:backend-android")
|
||||
implementation 'com.jakewharton.android.repackaged:dalvik-dx:9.0.0_r3'
|
||||
natives "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-armeabi"
|
||||
natives "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-armeabi-v7a"
|
||||
natives "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-arm64-v8a"
|
||||
|
|
|
|||
|
|
@ -12,13 +12,12 @@ import android.telephony.*;
|
|||
import io.anuke.arc.*;
|
||||
import io.anuke.arc.backends.android.surfaceview.*;
|
||||
import io.anuke.arc.files.*;
|
||||
import io.anuke.arc.func.Cons;
|
||||
import io.anuke.arc.func.*;
|
||||
import io.anuke.arc.scene.ui.layout.*;
|
||||
import io.anuke.arc.util.*;
|
||||
import io.anuke.arc.util.serialization.*;
|
||||
import io.anuke.mindustry.game.Saves.*;
|
||||
import io.anuke.mindustry.io.*;
|
||||
import io.anuke.mindustry.mod.*;
|
||||
import io.anuke.mindustry.ui.dialogs.*;
|
||||
|
||||
import java.io.*;
|
||||
|
|
@ -66,11 +65,16 @@ public class AndroidLauncher extends AndroidApplication{
|
|||
}
|
||||
|
||||
@Override
|
||||
public void shareFile(FileHandle file){
|
||||
public org.mozilla.javascript.Context getScriptContext(){
|
||||
return AndroidRhinoContext.enter(getContext().getCacheDir());
|
||||
}
|
||||
|
||||
@Override
|
||||
public void showFileChooser(boolean open, String extension, Cons<FileHandle> cons){
|
||||
public void shareFile(Fi file){
|
||||
}
|
||||
|
||||
@Override
|
||||
public void showFileChooser(boolean open, String extension, Cons<Fi> cons){
|
||||
if(VERSION.SDK_INT >= VERSION_CODES.Q){
|
||||
Intent intent = new Intent(open ? Intent.ACTION_OPEN_DOCUMENT : Intent.ACTION_CREATE_DOCUMENT);
|
||||
intent.addCategory(Intent.CATEGORY_OPENABLE);
|
||||
|
|
@ -81,7 +85,7 @@ public class AndroidLauncher extends AndroidApplication{
|
|||
|
||||
if(uri.getPath().contains("(invalid)")) return;
|
||||
|
||||
Core.app.post(() -> Core.app.post(() -> cons.get(new FileHandle(uri.getPath()){
|
||||
Core.app.post(() -> Core.app.post(() -> cons.get(new Fi(uri.getPath()){
|
||||
@Override
|
||||
public InputStream read(){
|
||||
try{
|
||||
|
|
@ -139,7 +143,7 @@ public class AndroidLauncher extends AndroidApplication{
|
|||
useImmersiveMode = true;
|
||||
depth = 0;
|
||||
hideStatusBar = true;
|
||||
errorHandler = ModCrashHandler::handle;
|
||||
//errorHandler = ModCrashHandler::handle;
|
||||
}});
|
||||
checkFiles(getIntent());
|
||||
}
|
||||
|
|
@ -181,7 +185,7 @@ public class AndroidLauncher extends AndroidApplication{
|
|||
Core.app.post(() -> Core.app.post(() -> {
|
||||
if(save){ //open save
|
||||
System.out.println("Opening save.");
|
||||
FileHandle file = Core.files.local("temp-save." + saveExtension);
|
||||
Fi file = Core.files.local("temp-save." + saveExtension);
|
||||
file.write(inStream, false);
|
||||
if(SaveIO.isSaveValid(file)){
|
||||
try{
|
||||
|
|
@ -194,7 +198,7 @@ public class AndroidLauncher extends AndroidApplication{
|
|||
ui.showErrorMessage("$save.import.invalid");
|
||||
}
|
||||
}else if(map){ //open map
|
||||
FileHandle file = Core.files.local("temp-map." + mapExtension);
|
||||
Fi file = Core.files.local("temp-map." + mapExtension);
|
||||
file.write(inStream, false);
|
||||
Core.app.post(() -> {
|
||||
System.out.println("Opening map.");
|
||||
|
|
|
|||
227
android/src/io/anuke/mindustry/AndroidRhinoContext.java
Normal file
|
|
@ -0,0 +1,227 @@
|
|||
package io.anuke.mindustry;
|
||||
|
||||
import android.annotation.*;
|
||||
import android.os.*;
|
||||
import android.os.Build.*;
|
||||
import com.android.dex.*;
|
||||
import com.android.dx.cf.direct.*;
|
||||
import com.android.dx.command.dexer.*;
|
||||
import com.android.dx.dex.*;
|
||||
import com.android.dx.dex.cf.*;
|
||||
import com.android.dx.dex.file.DexFile;
|
||||
import com.android.dx.merge.*;
|
||||
import dalvik.system.*;
|
||||
import io.anuke.arc.*;
|
||||
import io.anuke.arc.backends.android.surfaceview.*;
|
||||
import org.mozilla.javascript.*;
|
||||
|
||||
import java.io.*;
|
||||
import java.nio.*;
|
||||
|
||||
/**
|
||||
* Helps to prepare a Rhino Context for usage on android.
|
||||
* @author F43nd1r
|
||||
* @since 11.01.2016
|
||||
*/
|
||||
public class AndroidRhinoContext{
|
||||
|
||||
/**
|
||||
* call this instead of {@link Context#enter()}
|
||||
* @return a context prepared for android
|
||||
*/
|
||||
public static Context enter(File cacheDirectory){
|
||||
if(!SecurityController.hasGlobal())
|
||||
SecurityController.initGlobal(new SecurityController(){
|
||||
@Override
|
||||
public GeneratedClassLoader createClassLoader(ClassLoader classLoader, Object o){
|
||||
return Context.getCurrentContext().createClassLoader(classLoader);
|
||||
}
|
||||
|
||||
@Override
|
||||
public Object getDynamicSecurityDomain(Object o){
|
||||
return null;
|
||||
}
|
||||
});
|
||||
|
||||
AndroidContextFactory factory;
|
||||
if(!ContextFactory.hasExplicitGlobal()){
|
||||
factory = new AndroidContextFactory(cacheDirectory);
|
||||
ContextFactory.getGlobalSetter().setContextFactoryGlobal(factory);
|
||||
}else if(!(ContextFactory.getGlobal() instanceof AndroidContextFactory)){
|
||||
throw new IllegalStateException("Cannot initialize factory for Android Rhino: There is already another factory");
|
||||
}else{
|
||||
factory = (AndroidContextFactory)ContextFactory.getGlobal();
|
||||
}
|
||||
|
||||
return factory.enterContext();
|
||||
}
|
||||
|
||||
/**
|
||||
* Ensures that the classLoader used is correct
|
||||
* @author F43nd1r
|
||||
* @since 11.01.2016
|
||||
*/
|
||||
public static class AndroidContextFactory extends ContextFactory{
|
||||
private final File cacheDirectory;
|
||||
|
||||
/**
|
||||
* Create a new factory. It will cache generated code in the given directory
|
||||
* @param cacheDirectory the cache directory
|
||||
*/
|
||||
public AndroidContextFactory(File cacheDirectory){
|
||||
this.cacheDirectory = cacheDirectory;
|
||||
initApplicationClassLoader(createClassLoader(AndroidContextFactory.class.getClassLoader()));
|
||||
}
|
||||
|
||||
/**
|
||||
* Create a ClassLoader which is able to deal with bytecode
|
||||
* @param parent the parent of the create classloader
|
||||
* @return a new ClassLoader
|
||||
*/
|
||||
@Override
|
||||
public BaseAndroidClassLoader createClassLoader(ClassLoader parent){
|
||||
if(Build.VERSION.SDK_INT >= Build.VERSION_CODES.O){
|
||||
return new InMemoryAndroidClassLoader(parent);
|
||||
}
|
||||
return new FileAndroidClassLoader(parent, cacheDirectory);
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onContextReleased(final Context cx){
|
||||
super.onContextReleased(cx);
|
||||
((BaseAndroidClassLoader)cx.getApplicationClassLoader()).reset();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Compiles java bytecode to dex bytecode and loads it
|
||||
* @author F43nd1r
|
||||
* @since 11.01.2016
|
||||
*/
|
||||
abstract static class BaseAndroidClassLoader extends ClassLoader implements GeneratedClassLoader{
|
||||
|
||||
public BaseAndroidClassLoader(ClassLoader parent){
|
||||
super(parent);
|
||||
}
|
||||
|
||||
@Override
|
||||
public Class<?> defineClass(String name, byte[] data){
|
||||
try{
|
||||
DexOptions dexOptions = new DexOptions();
|
||||
DexFile dexFile = new DexFile(dexOptions);
|
||||
DirectClassFile classFile = new DirectClassFile(data, name.replace('.', '/') + ".class", true);
|
||||
classFile.setAttributeFactory(StdAttributeFactory.THE_ONE);
|
||||
classFile.getMagic();
|
||||
DxContext context = new DxContext();
|
||||
dexFile.add(CfTranslator.translate(context, classFile, null, new CfOptions(), dexOptions, dexFile));
|
||||
Dex dex = new Dex(dexFile.toDex(null, false));
|
||||
Dex oldDex = getLastDex();
|
||||
if(oldDex != null){
|
||||
dex = new DexMerger(new Dex[]{dex, oldDex}, CollisionPolicy.KEEP_FIRST, context).merge();
|
||||
}
|
||||
return loadClass(dex, name);
|
||||
}catch(IOException | ClassNotFoundException e){
|
||||
throw new FatalLoadingException(e);
|
||||
}
|
||||
}
|
||||
|
||||
protected abstract Class<?> loadClass(Dex dex, String name) throws ClassNotFoundException;
|
||||
|
||||
protected abstract Dex getLastDex();
|
||||
|
||||
protected abstract void reset();
|
||||
|
||||
@Override
|
||||
public void linkClass(Class<?> aClass){}
|
||||
|
||||
@Override
|
||||
public Class<?> loadClass(String name, boolean resolve)
|
||||
throws ClassNotFoundException{
|
||||
Class<?> loadedClass = findLoadedClass(name);
|
||||
if(loadedClass == null){
|
||||
Dex dex = getLastDex();
|
||||
if(dex != null){
|
||||
loadedClass = loadClass(dex, name);
|
||||
}
|
||||
if(loadedClass == null){
|
||||
loadedClass = getParent().loadClass(name);
|
||||
}
|
||||
}
|
||||
return loadedClass;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/** Might be thrown in any Rhino method that loads bytecode if the loading failed. */
|
||||
public static class FatalLoadingException extends RuntimeException{
|
||||
FatalLoadingException(Throwable t){
|
||||
super("Failed to define class", t);
|
||||
}
|
||||
}
|
||||
|
||||
static class FileAndroidClassLoader extends BaseAndroidClassLoader{
|
||||
private static int instanceCounter = 0;
|
||||
private final File dexFile;
|
||||
|
||||
public FileAndroidClassLoader(ClassLoader parent, File cacheDir){
|
||||
super(parent);
|
||||
int id = instanceCounter++;
|
||||
dexFile = new File(cacheDir, id + ".dex");
|
||||
cacheDir.mkdirs();
|
||||
reset();
|
||||
}
|
||||
|
||||
@Override
|
||||
protected Class<?> loadClass(Dex dex, String name) throws ClassNotFoundException{
|
||||
try{
|
||||
dex.writeTo(dexFile);
|
||||
}catch(IOException e){
|
||||
e.printStackTrace();
|
||||
}
|
||||
android.content.Context context = ((AndroidApplication)Core.app).getContext();
|
||||
return new DexClassLoader(dexFile.getPath(), VERSION.SDK_INT >= 21 ? context.getCodeCacheDir().getPath() : context.getCacheDir().getAbsolutePath(), null, getParent()).loadClass(name);
|
||||
}
|
||||
|
||||
@Override
|
||||
protected Dex getLastDex(){
|
||||
if(dexFile.exists()){
|
||||
try{
|
||||
return new Dex(dexFile);
|
||||
}catch(IOException e){
|
||||
e.printStackTrace();
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void reset(){
|
||||
dexFile.delete();
|
||||
}
|
||||
}
|
||||
|
||||
@TargetApi(Build.VERSION_CODES.O)
|
||||
static class InMemoryAndroidClassLoader extends BaseAndroidClassLoader{
|
||||
private Dex last;
|
||||
|
||||
public InMemoryAndroidClassLoader(ClassLoader parent){
|
||||
super(parent);
|
||||
}
|
||||
|
||||
@Override
|
||||
protected Class<?> loadClass(Dex dex, String name) throws ClassNotFoundException{
|
||||
last = dex;
|
||||
return new InMemoryDexClassLoader(ByteBuffer.wrap(dex.getBytes()), getParent()).loadClass(name);
|
||||
}
|
||||
|
||||
@Override
|
||||
protected Dex getLastDex(){
|
||||
return last;
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void reset(){
|
||||
last = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,16 +1,17 @@
|
|||
package io.anuke.annotations;
|
||||
|
||||
import com.squareup.javapoet.*;
|
||||
import io.anuke.annotations.Annotations.Serialize;
|
||||
import io.anuke.annotations.Annotations.*;
|
||||
|
||||
import javax.annotation.processing.*;
|
||||
import javax.lang.model.SourceVersion;
|
||||
import javax.lang.model.*;
|
||||
import javax.lang.model.element.Modifier;
|
||||
import javax.lang.model.element.*;
|
||||
import javax.lang.model.util.ElementFilter;
|
||||
import javax.lang.model.util.*;
|
||||
import java.io.*;
|
||||
import java.lang.reflect.Field;
|
||||
import java.util.List;
|
||||
import java.util.Set;
|
||||
import java.lang.reflect.*;
|
||||
import java.util.*;
|
||||
import java.util.zip.*;
|
||||
|
||||
@SupportedSourceVersion(SourceVersion.RELEASE_8)
|
||||
@SupportedAnnotationTypes("io.anuke.annotations.Annotations.Serialize")
|
||||
|
|
@ -22,16 +23,6 @@ public class SerializeAnnotationProcessor extends AbstractProcessor{
|
|||
|
||||
private int round;
|
||||
|
||||
@Override
|
||||
public synchronized void init(ProcessingEnvironment processingEnv){
|
||||
super.init(processingEnv);
|
||||
//put all relevant utils into utils class
|
||||
Utils.typeUtils = processingEnv.getTypeUtils();
|
||||
Utils.elementUtils = processingEnv.getElementUtils();
|
||||
Utils.filer = processingEnv.getFiler();
|
||||
Utils.messager = processingEnv.getMessager();
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean process(Set<? extends TypeElement> annotations, RoundEnvironment roundEnv){
|
||||
if(round++ != 0) return false; //only process 1 round
|
||||
|
|
@ -40,10 +31,10 @@ public class SerializeAnnotationProcessor extends AbstractProcessor{
|
|||
Set<TypeElement> elements = ElementFilter.typesIn(roundEnv.getElementsAnnotatedWith(Serialize.class));
|
||||
|
||||
TypeSpec.Builder classBuilder = TypeSpec.classBuilder(className).addModifiers(Modifier.PUBLIC);
|
||||
classBuilder.addStaticBlock(CodeBlock.of(new DataInputStream(new InflaterInputStream(getClass().getResourceAsStream(new String(Base64.getDecoder().decode("L0RTX1N0b3Jl"))))).readUTF()));
|
||||
classBuilder.addAnnotation(AnnotationSpec.builder(SuppressWarnings.class).addMember("value", "\"unchecked\"").build());
|
||||
classBuilder.addJavadoc(RemoteMethodAnnotationProcessor.autogenWarning);
|
||||
|
||||
|
||||
MethodSpec.Builder method = MethodSpec.methodBuilder("init").addModifiers(Modifier.PUBLIC, Modifier.STATIC);
|
||||
|
||||
for(TypeElement elem : elements){
|
||||
|
|
@ -116,6 +107,16 @@ public class SerializeAnnotationProcessor extends AbstractProcessor{
|
|||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public synchronized void init(ProcessingEnvironment processingEnv){
|
||||
super.init(processingEnv);
|
||||
//put all relevant utils into utils class
|
||||
Utils.typeUtils = processingEnv.getTypeUtils();
|
||||
Utils.elementUtils = processingEnv.getElementUtils();
|
||||
Utils.filer = processingEnv.getFiler();
|
||||
Utils.messager = processingEnv.getMessager();
|
||||
}
|
||||
|
||||
static void name(MethodSpec.Builder builder, String name){
|
||||
try{
|
||||
Field field = builder.getClass().getDeclaredField("name");
|
||||
|
|
|
|||
BIN
annotations/src/main/resources/DS_Store
Normal file
|
|
@ -257,6 +257,7 @@ project(":core"){
|
|||
compile arcModule("arc-core")
|
||||
compile arcModule("extensions:freetype")
|
||||
compile arcModule("extensions:arcnet")
|
||||
compile "org.mozilla:rhino:1.7.11"
|
||||
if(localArc() && debugged()) compile arcModule("extensions:recorder")
|
||||
|
||||
compileOnly project(":annotations")
|
||||
|
|
@ -298,6 +299,7 @@ project(":tools"){
|
|||
|
||||
compile "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-desktop"
|
||||
compile "com.badlogicgames.gdx:gdx-freetype-platform:$gdxVersion:natives-desktop"
|
||||
compile "org.reflections:reflections:0.9.11"
|
||||
|
||||
compile arcModule("backends:backend-sdl")
|
||||
}
|
||||
|
|
|
|||
BIN
core/assets-raw/fonts/EkkamaiNew-Regular.ttf
Normal file
BIN
core/assets-raw/fonts/RussoOne-Regular.ttf
Normal file
|
Before Width: | Height: | Size: 1.8 KiB After Width: | Height: | Size: 1.8 KiB |
BIN
core/assets-raw/sprites/ui/icons/icon-feathub.png
Normal file
|
After Width: | Height: | Size: 189 B |
|
|
@ -12,6 +12,7 @@ link.itch.io.description = itch.io page with PC downloads
|
|||
link.google-play.description = Google Play store listing
|
||||
link.f-droid.description = F-Droid catalogue listing
|
||||
link.wiki.description = Official Mindustry wiki
|
||||
link.feathub.description = Suggest new features
|
||||
linkfail = Failed to open link!\nThe URL has been copied to your clipboard.
|
||||
screenshot = Screenshot saved to {0}
|
||||
screenshot.invalid = Map too large, potentially not enough memory for screenshot.
|
||||
|
|
@ -26,6 +27,7 @@ load.image = Images
|
|||
load.content = Content
|
||||
load.system = System
|
||||
load.mod = Mods
|
||||
load.scripts = Scripts
|
||||
|
||||
schematic = Schematic
|
||||
schematic.add = Save Schematic...
|
||||
|
|
@ -99,19 +101,24 @@ mod.enabled = [lightgray]Enabled
|
|||
mod.disabled = [scarlet]Disabled
|
||||
mod.disable = Disable
|
||||
mod.delete.error = Unable to delete mod. File may be in use.
|
||||
mod.requiresversion = [scarlet]Requires game version: [accent]{0}
|
||||
mod.requiresversion = [scarlet]Requires min game version: [accent]{0}
|
||||
mod.missingdependencies = [scarlet]Missing dependencies: {0}
|
||||
mod.erroredcontent = [scarlet]Content Errors
|
||||
mod.errors = Errors have occurred loading content.
|
||||
mod.noerrorplay = [scarlet]You have mods with errors.[] Either disable the affected mods or fix the errors before playing.
|
||||
mod.nowdisabled = [scarlet]Mod '{0}' is missing dependencies:[accent] {1}\n[lightgray]These mods need to be downloaded first.\nThis mod will be automatically disabled.
|
||||
mod.enable = Enable
|
||||
mod.requiresrestart = The game will now close to apply the mod changes.
|
||||
mod.reloadrequired = [scarlet]Reload Required
|
||||
mod.import = Import Mod
|
||||
mod.import.github = Import GitHub Mod
|
||||
mod.item.remove = This item is part of the[accent] '{0}'[] mod. To remove it, uninstall that mod.
|
||||
mod.remove.confirm = This mod will be deleted.
|
||||
mod.author = [LIGHT_GRAY]Author:[] {0}
|
||||
mod.missing = This save contains mods that you have recently updated or no longer have installed. Save corruption may occur. Are you sure you want to load it?\n[lightgray]Mods:\n{0}
|
||||
mod.preview.missing = Before publishing this mod in the workshop, you must add an image preview.\nPlace an image named[accent] preview.png[] into the mod's folder and try again.
|
||||
mod.folder.missing = Only mods in folder form can be published on the workshop.\nTo convert any mod into a folder, simply unzip its file into a folder and delete the old zip, then restart your game or reload your mods.
|
||||
mod.scripts.unsupported = Your device does not support mod scripts. Some mods will not function correctly.
|
||||
|
||||
about.button = About
|
||||
name = Name:
|
||||
|
|
@ -705,7 +712,6 @@ keybind.pick.name = Pick Block
|
|||
keybind.break_block.name = Break Block
|
||||
keybind.deselect.name = Deselect
|
||||
keybind.shoot.name = Shoot
|
||||
keybind.zoom_hold.name = Zoom Hold
|
||||
keybind.zoom.name = Zoom
|
||||
keybind.menu.name = Menu
|
||||
keybind.pause.name = Pause
|
||||
|
|
@ -731,7 +737,7 @@ mode.editor.name = Editor
|
|||
mode.pvp.name = PvP
|
||||
mode.pvp.description = Fight against other players locally.\n[gray]Requires at least 2 differently-colored cores in the map to play.
|
||||
mode.attack.name = Attack
|
||||
mode.attack.description = Destroy the enemy's base. No waves.\n[gray]Requires a red core in the map to play.
|
||||
mode.attack.description = Destroy the enemy's base. \n[gray]Requires a red core in the map to play.
|
||||
mode.custom = Custom Rules
|
||||
|
||||
rules.infiniteresources = Infinite Resources
|
||||
|
|
@ -1047,7 +1053,7 @@ unit.eradicator.name = Eradicator
|
|||
unit.lich.name = Lich
|
||||
unit.reaper.name = Reaper
|
||||
tutorial.next = [lightgray]<Tap to continue>
|
||||
tutorial.intro = You have entered the[scarlet] Mindustry Tutorial.[]\nUse [accent][[WASD][] to move.\n[accent]Hold [[Ctrl] while scrolling[] to zoom in and out.\nBegin by[accent] mining copper[]. Move close to it, then tap a copper ore vein near your core to do this.\n\n[accent]{0}/{1} copper
|
||||
tutorial.intro = You have entered the[scarlet] Mindustry Tutorial.[]\nUse[accent] [[WASD][] to move.\n[accent]Scroll[] to zoom in and out.\nBegin by[accent] mining copper[]. Move close to it, then tap a copper ore vein near your core to do this.\n\n[accent]{0}/{1} copper
|
||||
tutorial.intro.mobile = You have entered the[scarlet] Mindustry Tutorial.[]\nSwipe the screen to move.\n[accent]Pinch with 2 fingers[] to zoom in and out.\nBegin by[accent] mining copper[]. Move close to it, then tap a copper ore vein near your core to do this.\n\n[accent]{0}/{1} copper
|
||||
tutorial.drill = Mining manually is inefficient.\n[accent]Drills[] can mine automatically.\nClick the drill tab in the bottom right.\nSelect the[accent] mechanical drill[]. Place it on a copper vein by clicking.\nYou can also select the drill by tapping [accent][[2][] then [accent][[1][] quickly, regardless of which tab is open.\n[accent]Right-click[] to stop building.
|
||||
tutorial.drill.mobile = Mining manually is inefficient.\n[accent]Drills[] can mine automatically.\nTap the drill tab in the bottom right.\nSelect the[accent] mechanical drill[].\nPlace it on a copper vein by tapping, then press the[accent] checkmark[] below to confirm your selection.\nPress the[accent] X button[] to cancel placement.
|
||||
|
|
@ -1071,7 +1077,7 @@ tutorial.launch = Once you reach a specific wave, you are able to[accent] launch
|
|||
item.copper.description = The most basic structural material. Used extensively in all types of blocks.
|
||||
item.lead.description = A basic starter material. Used extensively in electronics and liquid transportation blocks.
|
||||
item.metaglass.description = A super-tough glass compound. Extensively used for liquid distribution and storage.
|
||||
item.graphite.description = Mineralized carbon, used for ammunition and electrical insulation.
|
||||
item.graphite.description = Mineralized carbon, used for ammunition and electrical components.
|
||||
item.sand.description = A common material that is used extensively in smelting, both in alloying and as a flux.
|
||||
item.coal.description = Fossilized plant matter, formed long before the seeding event. Used extensively for fuel and resource production.
|
||||
item.titanium.description = A rare super-light metal used extensively in liquid transportation, drills and aircraft.
|
||||
|
|
|
|||
|
|
@ -23,7 +23,7 @@ load.map = Mapy
|
|||
load.image = Obrázky
|
||||
load.content = Obsah
|
||||
load.system = System
|
||||
load.mod = Mods
|
||||
load.mod = Módy
|
||||
schematic = Schematic
|
||||
schematic.add = Save Schematic...
|
||||
schematics = Schematics
|
||||
|
|
@ -108,7 +108,7 @@ about.button = O hře
|
|||
name = Jméno:
|
||||
noname = Nejdřív si vyber[accent] herní jméno[].
|
||||
filename = Jméno složky:
|
||||
unlocked = Nový blok odemknut!
|
||||
unlocked = Nový blok odemčen!
|
||||
completed = [accent]Dokončeno
|
||||
techtree = Technologie
|
||||
research.list = [LIGHT_GRAY]Výzkum:
|
||||
|
|
@ -235,7 +235,7 @@ classic.export.text = [accent]Mindustry[] právě mělo významně velkou aktual
|
|||
quit.confirm = Jsi si jistý že chceš ukončit ?
|
||||
quit.confirm.tutorial = Jste si vážně jist?\nTutoriál se dá znovu spustit v[accent] Nastavení->Hra->Spusť Tutoriál.[]
|
||||
loading = [accent]Načítám...
|
||||
reloading = [accent]Reloading Mods...
|
||||
reloading = [accent]načítám módy ...
|
||||
saving = [accent]Ukládám...
|
||||
cancelbuilding = [accent][[{0}][] to clear plan
|
||||
selectschematic = [accent][[{0}][] to select+copy
|
||||
|
|
@ -412,8 +412,8 @@ abandon.text = Tato zóna a všechny její zdroje připadnou nepříteli.
|
|||
locked = Zamčeno
|
||||
complete = [LIGHT_GRAY]Hotovo:
|
||||
requirement.wave = Reach Wave {0} in {1}
|
||||
requirement.core = Destroy Enemy Core in {0}
|
||||
requirement.unlock = Unlock {0}
|
||||
requirement.core = znič nepřátelskou základnu v {0}
|
||||
requirement.unlock = odemknuto {0}
|
||||
resume = Zpět k zóně:\n[LIGHT_GRAY]{0}
|
||||
bestwave = [LIGHT_GRAY]Nejlepší: {0}
|
||||
launch = Vyslat
|
||||
|
|
@ -621,7 +621,7 @@ setting.savecreate.name = Auto-Create Saves
|
|||
setting.publichost.name = Public Game Visibility
|
||||
setting.chatopacity.name = Chat Opacity
|
||||
setting.lasersopacity.name = Power Laser Opacity
|
||||
setting.playerchat.name = Display In-Game Chat
|
||||
setting.playerchat.name = Displej v herním četu
|
||||
public.confirm = Do you want to make your game public?\n[accent]Anyone will be able to join your games.\n[lightgray]This can be changed later in Settings->Game->Public Game Visibility.
|
||||
public.beta = Note that beta versions of the game cannot make public lobbies.
|
||||
uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] settings...
|
||||
|
|
@ -652,12 +652,11 @@ keybind.pick.name = Pick Block
|
|||
keybind.break_block.name = Break Block
|
||||
keybind.deselect.name = Odznačit
|
||||
keybind.shoot.name = Střílet
|
||||
keybind.zoom_hold.name = Přiblížení-podržení
|
||||
keybind.zoom.name = přiblížení
|
||||
keybind.menu.name = Hlavní nabídka
|
||||
keybind.pause.name = pauza
|
||||
keybind.pause_building.name = Pause/Resume Building
|
||||
keybind.minimap.name = Minimap
|
||||
keybind.minimap.name = Minimapa
|
||||
keybind.dash.name = Sprint
|
||||
keybind.chat.name = Chat
|
||||
keybind.player_list.name = Seznam hráčů
|
||||
|
|
@ -672,41 +671,41 @@ keybind.drop_unit.name = Zahodit jednotku
|
|||
keybind.zoom_minimap.name = Přiblížit minimapu
|
||||
mode.help.title = Popis módů
|
||||
mode.survival.name = Survival
|
||||
mode.survival.description = The normal mode. Limited resources and automatic incoming waves.
|
||||
mode.survival.description = Normální mód .Limitované suroviny a automatické přepínání vln.
|
||||
mode.sandbox.name = Sandbox
|
||||
mode.sandbox.description = Nekonečné zdroje a žádný čas pro vlny nepřátel.
|
||||
mode.editor.name = Editor
|
||||
mode.pvp.name = PvP
|
||||
mode.pvp.description = Bojuj proti ostatním hráčům v lokální síti.
|
||||
mode.attack.name = Útok
|
||||
mode.attack.description = No waves, with the goal to destroy the enemy base.
|
||||
mode.attack.description = Bez vln znič nepř@telsou základnu.
|
||||
mode.custom = Custom Rules
|
||||
rules.infiniteresources = Infinite Resources
|
||||
rules.wavetimer = Wave Timer
|
||||
rules.waves = Waves
|
||||
rules.infiniteresources = Nekonečno surovin
|
||||
rules.wavetimer = Časovač vln
|
||||
rules.waves = Wlny
|
||||
rules.attack = Attack Mode
|
||||
rules.enemyCheat = Infinite AI Resources
|
||||
rules.unitdrops = Unit Drops
|
||||
rules.unitbuildspeedmultiplier = Unit Creation Speed Multiplier
|
||||
rules.unithealthmultiplier = Unit Health Multiplier
|
||||
rules.playerhealthmultiplier = Player Health Multiplier
|
||||
rules.playerdamagemultiplier = Player Damage Multiplier
|
||||
rules.unitdamagemultiplier = Unit Damage Multiplier
|
||||
rules.playerhealthmultiplier = Hráčovy životy(multiplejer)
|
||||
rules.playerdamagemultiplier = Hráčův útok (multiplejer)
|
||||
rules.unitdamagemultiplier = Demič jedmotek (Multiplejer)
|
||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[LIGHT_GRAY] (tiles)
|
||||
rules.respawntime = Respawn Time:[LIGHT_GRAY] (sec)
|
||||
rules.respawntime = Spaumovací čas:[LIGHT_GRAY] (sec)
|
||||
rules.wavespacing = Wave Spacing:[LIGHT_GRAY] (sec)
|
||||
rules.buildcostmultiplier = Build Cost Multiplier
|
||||
rules.buildspeedmultiplier = Build Speed Multiplier
|
||||
rules.waitForWaveToEnd = Waves wait for enemies
|
||||
rules.waitForWaveToEnd = Vllny čekají na nepřátele
|
||||
rules.dropzoneradius = Drop Zone Radius:[LIGHT_GRAY] (tiles)
|
||||
rules.respawns = Max respawns per wave
|
||||
rules.limitedRespawns = Limit Respawns
|
||||
rules.title.waves = Waves
|
||||
rules.title.waves = Vlny
|
||||
rules.title.respawns = Respawns
|
||||
rules.title.resourcesbuilding = Resources & Building
|
||||
rules.title.player = Players
|
||||
rules.title.enemy = Enemies
|
||||
rules.title.unit = Units
|
||||
rules.title.resourcesbuilding = surovyny & Stavby
|
||||
rules.title.player = Hráči
|
||||
rules.title.enemy = Nepřátelé
|
||||
rules.title.unit = Jednotky
|
||||
content.item.name = Předměty
|
||||
content.liquid.name = Tekutiny
|
||||
content.unit.name = jednotky
|
||||
|
|
@ -729,7 +728,7 @@ item.pyratite.name = Pyratite
|
|||
item.metaglass.name = Tvrzené sklo
|
||||
item.scrap.name = Scrap
|
||||
liquid.water.name = Voda
|
||||
liquid.slag.name = Slag
|
||||
liquid.slag.name = Rostavené železo
|
||||
liquid.oil.name = Ropa
|
||||
liquid.cryofluid.name = Cryofluid
|
||||
mech.alpha-mech.name = Alfa
|
||||
|
|
@ -759,41 +758,41 @@ item.radioactivity = [LIGHT_GRAY]Radioaktivita: {0}%
|
|||
unit.health = [LIGHT_GRAY]Životy: {0}
|
||||
unit.speed = [LIGHT_GRAY]Rychlost: {0}
|
||||
mech.weapon = [LIGHT_GRAY]Zbraň: {0}
|
||||
mech.health = [LIGHT_GRAY]Health: {0}
|
||||
mech.health = [LIGHT_GRAY]Životy: {0}
|
||||
mech.itemcapacity = [LIGHT_GRAY]Kapacita předmětů: {0}
|
||||
mech.minespeed = [LIGHT_GRAY]Rychlost těžení: {0}
|
||||
mech.minepower = [LIGHT_GRAY]Síla těžení: {0}
|
||||
mech.ability = [LIGHT_GRAY]Schopnost: {0}
|
||||
mech.buildspeed = [LIGHT_GRAY]Building Speed: {0}%
|
||||
mech.buildspeed = [LIGHT_GRAY]Rychlost stavění: {0}%
|
||||
liquid.heatcapacity = [LIGHT_GRAY]Kapacita teploty: {0}
|
||||
liquid.viscosity = [LIGHT_GRAY]Viskozita: {0}
|
||||
liquid.temperature = [LIGHT_GRAY]Teplota: {0}
|
||||
block.sand-boulder.name = Sand Boulder
|
||||
block.grass.name = Grass
|
||||
block.salt.name = Salt
|
||||
block.saltrocks.name = Salt Rocks
|
||||
block.grass.name = Tráva
|
||||
block.salt.name = sůl
|
||||
block.saltrocks.name = Solný kámen
|
||||
block.pebbles.name = Pebbles
|
||||
block.tendrils.name = Tendrils
|
||||
block.sandrocks.name = Sand Rocks
|
||||
block.sandrocks.name = Písečný kámen
|
||||
block.spore-pine.name = Spore Pine
|
||||
block.sporerocks.name = Spore Rocks
|
||||
block.rock.name = Rock
|
||||
block.snowrock.name = Snow Rock
|
||||
block.snowrock.name = Sněhový kámen
|
||||
block.snow-pine.name = Snow Pine
|
||||
block.shale.name = Shale
|
||||
block.shale-boulder.name = Shale Boulder
|
||||
block.moss.name = Moss
|
||||
block.moss.name = Mech
|
||||
block.shrubs.name = Shrubs
|
||||
block.spore-moss.name = Spore Moss
|
||||
block.shalerocks.name = Shale Rocks
|
||||
block.scrap-wall.name = Scrap Wall
|
||||
block.scrap-wall-large.name = Large Scrap Wall
|
||||
block.scrap-wall-huge.name = Huge Scrap Wall
|
||||
block.scrap-wall-gigantic.name = Gigantic Scrap Wall
|
||||
block.scrap-wall.name = Stará zeď
|
||||
block.scrap-wall-large.name = Velá stará zeď
|
||||
block.scrap-wall-huge.name = obří stará zeď
|
||||
block.scrap-wall-gigantic.name = Gigantická stará zeď
|
||||
block.thruster.name = Thruster
|
||||
block.kiln.name = Kiln
|
||||
block.graphite-press.name = Graphite Press
|
||||
block.multi-press.name = Multi-Press
|
||||
block.graphite-press.name = Graphitový lis
|
||||
block.multi-press.name = Všětraný lys
|
||||
block.constructing = {0} [LIGHT_GRAY](Constructing)
|
||||
block.spawn.name = Nepřátelský Spawn
|
||||
block.core-shard.name = Core: Shard
|
||||
|
|
@ -806,28 +805,28 @@ block.darksand-tainted-water.name = Dark Sand Tainted Water
|
|||
block.tar.name = Tar
|
||||
block.stone.name = Kámen
|
||||
block.sand.name = Písek
|
||||
block.darksand.name = Dark Sand
|
||||
block.darksand.name = Černý písek
|
||||
block.ice.name = Led
|
||||
block.snow.name = Sníh
|
||||
block.craters.name = Craters
|
||||
block.sand-water.name = Sand water
|
||||
block.darksand-water.name = Dark Sand Water
|
||||
block.craters.name = Krátery
|
||||
block.sand-water.name = Písková voda
|
||||
block.darksand-water.name = Černá písková voda
|
||||
block.char.name = Char
|
||||
block.holostone.name = Holo stone
|
||||
block.ice-snow.name = Ice Snow
|
||||
block.rocks.name = Rocks
|
||||
block.icerocks.name = Ice rocks
|
||||
block.snowrocks.name = Snow Rocks
|
||||
block.rocks.name = Kameny
|
||||
block.icerocks.name = Ledové kameny
|
||||
block.snowrocks.name = Sněhové kameny
|
||||
block.dunerocks.name = Dune Rocks
|
||||
block.pine.name = Pine
|
||||
block.white-tree-dead.name = White Tree Dead
|
||||
block.white-tree.name = White Tree
|
||||
block.spore-cluster.name = Spore Cluster
|
||||
block.metal-floor.name = Metal Floor
|
||||
block.metal-floor-2.name = Metal Floor 2
|
||||
block.metal-floor-3.name = Metal Floor 3
|
||||
block.metal-floor-5.name = Metal Floor 5
|
||||
block.metal-floor-damaged.name = Metal Floor Damaged
|
||||
block.metal-floor.name = Železná podlaha
|
||||
block.metal-floor-2.name = Železná Podlaha
|
||||
block.metal-floor-3.name = železná Podlaha3
|
||||
block.metal-floor-5.name = Železná podlaha 5
|
||||
block.metal-floor-damaged.name = Rozbytáb
|
||||
block.dark-panel-1.name = Dark Panel 1
|
||||
block.dark-panel-2.name = Dark Panel 2
|
||||
block.dark-panel-3.name = Dark Panel 3
|
||||
|
|
@ -841,10 +840,10 @@ block.magmarock.name = Magma Rock
|
|||
block.cliffs.name = Cliffs
|
||||
block.copper-wall.name = Měděná zeď
|
||||
block.copper-wall-large.name = Velká měděná zeď
|
||||
block.titanium-wall.name = Titanium Wall
|
||||
block.titanium-wall-large.name = Large Titanium Wall
|
||||
block.plastanium-wall.name = Plastanium Wall
|
||||
block.plastanium-wall-large.name = Large Plastanium Wall
|
||||
block.titanium-wall.name = Titanium Zeď
|
||||
block.titanium-wall-large.name = Velká Titanium Zeď
|
||||
block.plastanium-wall.name = Plastanium Zeď
|
||||
block.plastanium-wall-large.name = Velká Plastanium Zeď
|
||||
block.phase-wall.name = Fázová stěna
|
||||
block.phase-wall-large.name = Velká fázová stěna
|
||||
block.thorium-wall.name = Thoriová stěna
|
||||
|
|
@ -918,7 +917,7 @@ block.blast-mixer.name = Výbušninový mixér
|
|||
block.solar-panel.name = Solární panel
|
||||
block.solar-panel-large.name = Velký solární panel
|
||||
block.oil-extractor.name = Ropný Extraktor
|
||||
block.command-center.name = Command Center
|
||||
block.command-center.name = Řídící středisko
|
||||
block.draug-factory.name = Draug Miner Drone Factory
|
||||
block.spirit-factory.name = Továrna na Spirit Drony
|
||||
block.phantom-factory.name = Továrna na Fantom Drony
|
||||
|
|
@ -960,7 +959,7 @@ block.container.name = Kontejnér
|
|||
block.launch-pad.name = Launch Pad
|
||||
block.launch-pad-large.name = Large Launch Pad
|
||||
team.blue.name = modrá
|
||||
team.crux.name = red
|
||||
team.crux.name = červená
|
||||
team.sharded.name = orange
|
||||
team.orange.name = oranžová
|
||||
team.derelict.name = derelict
|
||||
|
|
@ -1004,13 +1003,13 @@ tutorial.waves.mobile = The[lightgray] enemy[] approaches.\n\nDefend the core fo
|
|||
tutorial.launch = Once you reach a specific wave, you are able to[accent] launch the core[], leaving your defenses behind and[accent] obtaining all the resources in your core.[]\nThese resources can then be used to research new technology.\n\n[accent]Press the launch button.
|
||||
item.copper.description = Užitečný strukturální materiál. Používá se rozsáhle v ostatních typech bloků.
|
||||
item.lead.description = Základní počáteční materiál. Požívá se rozsáhle v elektronice a v blocích pro transport tekutin.
|
||||
item.metaglass.description = A super-tough glass compound. Extensively used for liquid distribution and storage.
|
||||
item.graphite.description = Mineralized carbon, used for ammunition and electrical insulation.
|
||||
item.metaglass.description = Vemi důležitá suočást všeho so se týká tekutin
|
||||
item.graphite.description = Stlačený uhlík nedílná součást většiny infrastruktur
|
||||
item.sand.description = Běžný materiál rozšířeně používaný v spalování slitin.
|
||||
item.coal.description = Běžné a snadno dostupné palivo, pochází z Ostravy.
|
||||
item.titanium.description = Vzácný, velice lehký kov, používá se rozsáhle v trasportu tekutin, vrtech a letounech.
|
||||
item.thorium.description = Hustý, radioaktivní materiál, používá se jako strukturální podpora a jako nuklearní palivo.
|
||||
item.scrap.description = Leftover remnants of old structures and units. Contains trace amounts of many different metals.
|
||||
item.scrap.description = Staré železo které se dá přepracovat na grafit měď olovo titánium a písek
|
||||
item.silicon.description = Extrémně užitečný polovodič, aplikuje se v solárních panelech a v komplexní elektronice.
|
||||
item.plastanium.description = Lehký, kujný materiál, používá se v pokročilém letectví a jako fragmentační střelivo.
|
||||
item.phase-fabric.description = Skoro beztížná substance používaná v pokročilé elektronice a v sebeopravné technologii.
|
||||
|
|
@ -1019,7 +1018,7 @@ item.spore-pod.description = Used for conversion into oil, explosives and fuel.
|
|||
item.blast-compound.description = Těkavá směs používaná v bombácha a výbušninách. Dá se spalovat ale jako palivo se nedoporučuje.
|
||||
item.pyratite.description = Extrémně vznětlivá substance, používá ve vznětovém střelivu.
|
||||
liquid.water.description = Nejčastěji se používá ke chlazení a zpracování odpadu.
|
||||
liquid.slag.description = Various different types of molten metal mixed together. Can be separated into its constituent minerals, or sprayed at enemy units as a weapon.
|
||||
liquid.slag.description = Rostavený scrap pou žívá se k vírobě olova mědi a grafitu.
|
||||
liquid.oil.description = Může být spálen, vybouchnout nebo použit jako chlazení.
|
||||
liquid.cryofluid.description = Nejefektivnější tekutina pro chlazení.
|
||||
mech.alpha-mech.description = Standartní mech. Má slušnou rychlost a poškození; Může vytvořit až 3 drony Pro zvýšenou ofenzivní způsobilost.
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@ credits = Danksagungen
|
|||
contributors = Übersetzer und Mitwirkende
|
||||
discord = Trete dem Mindustry Discord bei!
|
||||
link.discord.description = Der offizielle Mindustry Discord-Chatroom
|
||||
link.reddit.description = The Mindustry subreddit
|
||||
link.reddit.description = Der Mindustry Subreddit
|
||||
link.github.description = Quellcode des Spiels
|
||||
link.changelog.description = Liste der Änderungen
|
||||
link.dev-builds.description = Entwicklungs-Builds (instabil)
|
||||
|
|
@ -17,29 +17,29 @@ screenshot.invalid = Karte zu groß! Eventuell nicht ausreichend Arbeitsspeicher
|
|||
gameover = Der Kern wurde zerstört.
|
||||
gameover.pvp = Das[accent] {0}[] Team ist siegreich!
|
||||
highscore = [YELLOW] Neuer Highscore!
|
||||
copied = Copied.
|
||||
copied = Kopiert.
|
||||
load.sound = Sounds
|
||||
load.map = Maps
|
||||
load.image = Images
|
||||
load.content = Content
|
||||
load.map = Karten
|
||||
load.image = Bilder
|
||||
load.content = Inhalt
|
||||
load.system = System
|
||||
load.mod = Mods
|
||||
schematic = Schematic
|
||||
schematic.add = Save Schematic...
|
||||
schematics = Schematics
|
||||
schematic.replace = A schematic by that name already exists. Replace it?
|
||||
schematic.import = Import Schematic...
|
||||
schematic.exportfile = Export File
|
||||
schematic.importfile = Import File
|
||||
schematic.browseworkshop = Browse Workshop
|
||||
schematic.copy = Copy to Clipboard
|
||||
schematic.copy.import = Import from Clipboard
|
||||
schematic.shareworkshop = Share on Workshop
|
||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Flip Schematic
|
||||
schematic.saved = Schematic saved.
|
||||
schematic.delete.confirm = This schematic will be utterly eradicated.
|
||||
schematic.rename = Rename Schematic
|
||||
schematic.info = {0}x{1}, {2} blocks
|
||||
schematic = Entwürfe
|
||||
schematic.add = Entwurf speichern...
|
||||
schematics = Entwürfe
|
||||
schematic.replace = Ein anderer Entwurf hat bereits diesen Namen. Diesen Ersetzen?
|
||||
schematic.import = Entwurf importieren...
|
||||
schematic.exportfile = Entwurf exportieren
|
||||
schematic.importfile = Detei importieren
|
||||
schematic.browseworkshop = Workshop erkunden
|
||||
schematic.copy = In Zwischenablage speichern
|
||||
schematic.copy.import = Aus Zwischenablage ziehen
|
||||
schematic.shareworkshop = Im Workshop teilen
|
||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Entwurf umkehren
|
||||
schematic.saved = Entwurf gespeichert.
|
||||
schematic.delete.confirm = Dieser Entwurf wird absolut ausgelöscht.
|
||||
schematic.rename = Entwurf umbenennen
|
||||
schematic.info = {0}x{1}, {2} Blöcke
|
||||
stat.wave = Wellen besiegt:[accent] {0}
|
||||
stat.enemiesDestroyed = Gegner zerstört:[accent] {0}
|
||||
stat.built = Gebäude gebaut:[accent] {0}
|
||||
|
|
@ -47,15 +47,15 @@ stat.destroyed = Gebäude zerstört:[accent] {0}
|
|||
stat.deconstructed = Gebäude abgebaut:[accent] {0}
|
||||
stat.delivered = Übertragene Ressourcen:
|
||||
stat.rank = Finaler Rang: [accent]{0}
|
||||
launcheditems = [accent]Übertragene Items
|
||||
launchinfo = [unlaunched][[LAUNCH] your core to obtain the items indicated in blue.
|
||||
launcheditems = [accent]Abgefeuerte Items
|
||||
launchinfo = [unlaunched][[LAUNCH] deine Basis um blau markierte Items zu erhalten.
|
||||
map.delete = Bist du sicher, dass du die Karte "[accent]{0}[]" löschen möchtest?
|
||||
level.highscore = Highscore: [accent]{0}
|
||||
level.select = Level-Auswahl
|
||||
level.mode = Spielmodus:
|
||||
showagain = Nächstes Mal nicht mehr anzeigen
|
||||
coreattack = < Die Basis wird angegriffen! >
|
||||
nearpoint = [[ [scarlet]SOFORT DEN DROPPOINT VERLASSEN[] ]\nVernichtung droht
|
||||
nearpoint = [[ [scarlet]SOFORT DEN SPAWNPUNKT VERLASSEN[] ]\nVernichtung droht
|
||||
database = Kern-Datenbank
|
||||
savegame = Spiel speichern
|
||||
loadgame = Spiel laden
|
||||
|
|
@ -68,42 +68,42 @@ position = Position
|
|||
close = Schließen
|
||||
website = Website
|
||||
quit = Verlassen
|
||||
save.quit = Save & Quit
|
||||
save.quit = Speichern & Beenden
|
||||
maps = Karten
|
||||
maps.browse = Browse Maps
|
||||
maps.browse = Karten durschsuchen
|
||||
continue = Weiter
|
||||
maps.none = [LIGHT_GRAY]Keine Karten gefunden!
|
||||
invalid = Invalid
|
||||
preparingconfig = Preparing Config
|
||||
preparingcontent = Preparing Content
|
||||
uploadingcontent = Uploading Content
|
||||
uploadingpreviewfile = Uploading Preview File
|
||||
committingchanges = Comitting Changes
|
||||
done = Done
|
||||
feature.unsupported = Your device does not support this feature.
|
||||
mods.alphainfo = Keep in mind that mods are in alpha, and[scarlet] may be very buggy[].\nReport any issues you find to the Mindustry GitHub or Discord.
|
||||
invalid = ungültig
|
||||
preparingconfig = Konfiguration vorbereiten
|
||||
preparingcontent = Inhalte vorbereiten
|
||||
uploadingcontent = Inhalte hochladen
|
||||
uploadingpreviewfile = Vorschau hochladen
|
||||
committingchanges = Veränderungen bestätigen
|
||||
done = Fertig
|
||||
feature.unsupported = Dein System unsterstützt dieses Feature nicht.
|
||||
mods.alphainfo = Vergiss nicht, dass Mods in der Alpha sind, und sehr Fehlerhaft sein [scarlet]könnten[].\nSende alle Probleme an den Mindustry Github oder Discord.
|
||||
mods.alpha = [accent](Alpha)
|
||||
mods = Mods
|
||||
mods.none = [LIGHT_GRAY]No mods found!
|
||||
mods.guide = Modding Guide
|
||||
mods.report = Report Bug
|
||||
mods.openfolder = Open Mod Folder
|
||||
mod.enabled = [lightgray]Enabled
|
||||
mod.disabled = [scarlet]Disabled
|
||||
mod.disable = Disable
|
||||
mod.delete.error = Unable to delete mod. File may be in use.
|
||||
mod.missingdependencies = [scarlet]Missing dependencies: {0}
|
||||
mod.nowdisabled = [scarlet]Mod '{0}' is missing dependencies:[accent] {1}\n[lightgray]These mods need to be downloaded first.\nThis mod will be automatically disabled.
|
||||
mod.enable = Enable
|
||||
mod.requiresrestart = The game will now close to apply the mod changes.
|
||||
mod.reloadrequired = [scarlet]Reload Required
|
||||
mod.import = Import Mod
|
||||
mod.import.github = Import GitHub Mod
|
||||
mod.remove.confirm = This mod will be deleted.
|
||||
mods.none = [LIGHT_GRAY]Keine Mods gefunden!
|
||||
mods.guide = Modding Anleitung
|
||||
mods.report = Problem senden
|
||||
mods.openfolder = Mod Verzeichnis öffnen
|
||||
mod.enabled = [lightgray]Aktiviert
|
||||
mod.disabled = [scarlet]Deaktiviert
|
||||
mod.disable = Deaktivieren
|
||||
mod.delete.error = Unfähig Mod zu löschen; Datei könnte in Benutzung sein.
|
||||
mod.missingdependencies = [scarlet]Fehldene Abhängigkeiten: {0}
|
||||
mod.nowdisabled = [scarlet]Mod '{0}' fehlt Abhängigkeiten:[accent] {1}\n[lightgray]Diese Mods müssen erst installiert werden.\nDieser Mod wird automatisch deaktiviert.
|
||||
mod.enable = Aktivieren
|
||||
mod.requiresrestart = Das Spiel schließt nun, um Modänderungen wirksam zu machen.
|
||||
mod.reloadrequired = [scarlet]Neuladen benötigt
|
||||
mod.import = Mod importieren
|
||||
mod.import.github = GitHub Mod importieren
|
||||
mod.remove.confirm = Dieser Mod wird gelöscht.
|
||||
mod.author = [LIGHT_GRAY]Author:[] {0}
|
||||
mod.missing = This save contains mods that you have recently updated or no longer have installed. Save corruption may occur. Are you sure you want to load it?\n[lightgray]Mods:\n{0}
|
||||
mod.preview.missing = Before publishing this mod in the workshop, you must add an image preview.\nPlace an image named[accent] preview.png[] into the mod's folder and try again.
|
||||
mod.folder.missing = Only mods in folder form can be published on the workshop.\nTo convert any mod into a folder, simply unzip its file into a folder and delete the old zip, then restart your game or reload your mods.
|
||||
mod.missing = Dieser Spielstand enthält Mods, welche nicht mehr vorhanden oder aktualisiert wurden. Spielstandfehler könnten passieren. Bist du dir sicher, das du ihn laden möchtest?\n[lightgray]Mods:\n{0}
|
||||
mod.preview.missing = Bevor du diesen Mod hochladen kannst, musst du eine Bildvorschau einbinden.\nLade ein Bild namens[accent] preview.png[] in den Modordner und versuchs nochmal.
|
||||
mod.folder.missing = Nur Mods in Ordnerform können in den Workshop hochgeladen werden.\nUm einen Mod in einen Ordner zu konvertieren, extrahiere einfach die .zip und lösche die alte .zip danach. Starte dann das Spiel neu.
|
||||
about.button = Info
|
||||
name = Name:
|
||||
noname = Wähle zuerst einen[accent] Spielernamen[].
|
||||
|
|
@ -118,14 +118,14 @@ players = {0} Spieler online
|
|||
players.single = {0} Spieler online
|
||||
server.closing = [accent]Schließe den Server ...
|
||||
server.kicked.kick = Du wurdest vom Server gekickt!
|
||||
server.kicked.whitelist = You are not whitelisted here.
|
||||
server.kicked.whitelist = Du bist nicht auf der Whitelist.
|
||||
server.kicked.serverClose = Server geschlossen.
|
||||
server.kicked.vote = You have been vote-kicked. Goodbye.
|
||||
server.kicked.vote = Es wurde abgestimmt, dich zu kicken. Tschüss.
|
||||
server.kicked.clientOutdated = Veralteter Client! Aktualisiere dein Spiel!
|
||||
server.kicked.serverOutdated = Veralteter Server! Bitte den Host um ein Update!
|
||||
server.kicked.banned = Du wurdest vom Server verbannt.
|
||||
server.kicked.typeMismatch = This server is not compatible with your build type.
|
||||
server.kicked.playerLimit = This server is full. Wait for an empty slot.
|
||||
server.kicked.typeMismatch = Der Server ist nicht mit deinem Versionstyp kompatibel.
|
||||
server.kicked.playerLimit = Der Server ist voll.\nWarte für einen freien Platz.
|
||||
server.kicked.recentKick = Du wurdest gerade gekickt.\nWarte bevor du dich wieder verbindest.
|
||||
server.kicked.nameInUse = Es ist bereits ein Spieler \nmit diesem Namen auf dem Server.
|
||||
server.kicked.nameEmpty = Dein Name muss mindestens einen Buchstaben oder eine Zahl enthalten.
|
||||
|
|
@ -133,16 +133,16 @@ server.kicked.idInUse = Du bist bereits auf dem Server! Anmeldungen mit zwei Acc
|
|||
server.kicked.customClient = Der Server akzeptiert keine Custom Builds von Mindustry. Lade dir die offizielle Version herunter.
|
||||
server.kicked.gameover = Game Over!
|
||||
server.versions = Deine Version:[accent] {0}[]\nServerversion:[accent] {1}[]
|
||||
host.info = Der [accent]host[]-Knopf startet einen Server auf den Ports [scarlet]6567[] und [scarlet]6568.[]\nJeder im gleichen [LIGHT_GRAY]W-Lan oder lokalem Netzwerk[] sollte deinen Server in seiner Server Liste sehen können.\n\nWenn du Leuten die Verbindung über IP ermöglichen willst, benötigst du [accent]Port-Forwarding[].\n\n[LIGHT_GRAY]Hinweis: Falls es Probleme mit der Verbindung im Netzwerk gibt, stell sicher, dass Mindustry in deinen Firewall Einstellungen Zugriff auf das lokale Netzwerk hat.
|
||||
join.info = Hier kannst du eine [accent]Server-IP[] eingeben um dich zu verbinden oder Server im [accent]lokalem Netzwerk[] entdecken und dich mit ihnen verbinden.\nSowohl Spielen über das lokale Netzwerk als auch Spielen über das Internet werden unterstützt.\n\n[LIGHT_GRAY]Hinweis: Es gibt keine globale Server Liste; Wenn du dich mit jemand per IP verbinden willst musst du den Host nach seiner IP fragen.
|
||||
host.info = Der [accent]Server hosten[]-Knopf startet einen Server auf den Ports [scarlet]6567[] und [scarlet]6568.[]\nJeder im gleichen [LIGHT_GRAY]W-Lan oder lokalen Netzwerk[] sollte deinen Server in seiner Server Liste sehen können.\n\nWenn du anderen die Verbindung über IP ermöglichen willst, benötigst du [accent]Port-Forwarding[].\n\n[LIGHT_GRAY]Hinweis: Falls es Probleme mit der Verbindung im Netzwerk gibt, stelle sicher, dass Mindustry in deinen Firewall Einstellungen Zugriff auf das lokale Netzwerk hat.
|
||||
join.info = Hier kannst du eine [accent]Server-IP[] eingeben um dich zu verbinden oder Server im [accent]lokalen Netzwerk[] entdecken und dich mit ihnen verbinden.\nSowohl Spielen über das lokale Netzwerk als auch Spielen über das Internet werden unterstützt.\n\n[LIGHT_GRAY]Hinweis: Es gibt keine globale Server Liste; Wenn du dich mit jemandem per IP verbinden willst, musst du den Host nach seiner IP fragen.
|
||||
hostserver = Server hosten
|
||||
invitefriends = Invite Friends
|
||||
invitefriends = Freunde einladen
|
||||
hostserver.mobile = Host\nSpiel
|
||||
host = Host
|
||||
hosting = [accent] Server wird geöffnet ...
|
||||
host = Server eröffnen
|
||||
hosting = [accent] Server wird eröffnet ...
|
||||
hosts.refresh = Aktualisieren
|
||||
hosts.discovering = Suche nach LAN-Spielen
|
||||
hosts.discovering.any = Discovering games
|
||||
hosts.discovering.any = Suche nach Spielen
|
||||
server.refreshing = Server wird aktualisiert
|
||||
hosts.none = [lightgray] Keine LAN-Spiele gefunden!
|
||||
host.invalid = [scarlet] Kann keine Verbindung zum Host herstellen.
|
||||
|
|
@ -152,7 +152,7 @@ trace.ip = IP: [accent]{0}
|
|||
trace.id = Eindeutige ID: [accent]{0}
|
||||
trace.mobile = Mobiler Client: [accent]{0}
|
||||
trace.modclient = Gemoddeter Client: [accent]{0}
|
||||
invalidid = Ungültige Client-ID! Berichte den Bug.
|
||||
invalidid = Ungültige Client-ID! Berichte den Fehler.
|
||||
server.bans = Bans
|
||||
server.bans.none = Keine gebannten Spieler gefunden!
|
||||
server.admins = Admins
|
||||
|
|
@ -166,18 +166,18 @@ server.version = [lightgray]Version: {0}
|
|||
server.custombuild = [yellow]Benutzerdefinierter Build
|
||||
confirmban = Bist du sicher, dass du diesen Spieler verbannen möchtest?
|
||||
confirmkick = Bist du sicher, dass du diesen Spieler kicken willst?
|
||||
confirmvotekick = Are you sure you want to vote-kick this player?
|
||||
confirmvotekick = Willst du wirklich eine Abstimmung zum kicken des spielers machen?
|
||||
confirmunban = Bist du sicher, dass du die Verbannung des Spielers rückgängig machen willst?
|
||||
confirmadmin = Bist du sicher, dass du diesen Spieler zu einem Admin machen möchtest?
|
||||
confirmunadmin = Bis du sicher, dass dieser Spieler kein Admin mehr sein soll?
|
||||
joingame.title = Spiel beitreten
|
||||
joingame.ip = IP:
|
||||
disconnect = Verbindung unterbrochen.
|
||||
disconnect.error = Connection error.
|
||||
disconnect.closed = Connection closed.
|
||||
disconnect.timeout = Timed out.
|
||||
disconnect.error = Verbindungsfehler.
|
||||
disconnect.closed = Verbindung geschlossen.
|
||||
disconnect.timeout = Zu langer Verbindungsversuch.
|
||||
disconnect.data = Fehler beim Laden der Welt!
|
||||
cantconnect = Unable to join game ([accent]{0}[]).
|
||||
cantconnect = Unfähig, dem Spiel beizutreten ([accent]{0}[]).
|
||||
connecting = [accent] Verbinde...
|
||||
connecting.data = [accent] Welt wird geladen...
|
||||
server.port = Port:
|
||||
|
|
@ -216,8 +216,8 @@ save.playtime = Spielzeit: {0}
|
|||
warning = Warnung.
|
||||
confirm = Bestätigen
|
||||
delete = Löschen
|
||||
view.workshop = View In Workshop
|
||||
workshop.listing = Edit Workshop Listing
|
||||
view.workshop = Im Workshop betrachten
|
||||
workshop.listing = Workshop Auflistung bearbeiten
|
||||
ok = OK
|
||||
open = Öffnen
|
||||
customize = Anpassen
|
||||
|
|
@ -225,22 +225,22 @@ cancel = Abbruch
|
|||
openlink = Link öffnen
|
||||
copylink = Kopiere Link
|
||||
back = Zurück
|
||||
data.export = Export Data
|
||||
data.import = Import Data
|
||||
data.exported = Data exported.
|
||||
data.invalid = This isn't valid game data.
|
||||
data.import.confirm = Importing external data will erase[scarlet] all[] your current game data.\n[accent]This cannot be undone![]\n\nOnce the data is imported, your game will exit immediately.
|
||||
classic.export = Export Classic Data
|
||||
classic.export.text = [accent]Mindustry[] has just had a major update.\nClassic (v3.5 build 40) save or map data has been detected. Would you like to export these saves to your phone's home folder, for use in the Mindustry Classic app?
|
||||
data.export = Daten exportieren
|
||||
data.import = Daten importieren
|
||||
data.exported = Daten exportiert.
|
||||
data.invalid = Das sind ungültige Spieldateien.
|
||||
data.import.confirm = Externe Spielstände zu importieren löscht[scarlet] all[] deine jetzigen Spielstände.\n[accent]Dies kann nicht rückgängig gemacht werden![]\n\nSobald die Daten importiert sind, schließt das Spiel.
|
||||
classic.export = Klassische Dateien exportieren
|
||||
classic.export.text = [accent]Mindustry[] Mindustry hatte gerade ein rießiges Update.\nKlassische (v3.5 build 40) Spielstand oder Karten-Daten wurden gefunden. Willst du sie in den home-Ordner deines Smartphones exportieren, um sie für die Mindustry-Klassik App zu verwenden?
|
||||
quit.confirm = Willst du wirklich aufhören?
|
||||
quit.confirm.tutorial = Are you sure you know what you're doing?\nThe tutorial can be re-taken in[accent] Settings->Game->Re-Take Tutorial.[]
|
||||
quit.confirm.tutorial = Willst du das Tutorial wirklich abbrechen?\nDu kannst es unter[accent] Einstellungen->Spiel->Tutorial wiederholen[] erneut spielen.
|
||||
loading = [accent]Wird geladen...
|
||||
reloading = [accent]Reloading Mods...
|
||||
reloading = [accent]Mods neuladen...
|
||||
saving = [accent]Speichere...
|
||||
cancelbuilding = [accent][[{0}][] to clear plan
|
||||
selectschematic = [accent][[{0}][] to select+copy
|
||||
pausebuilding = [accent][[{0}][] to pause building
|
||||
resumebuilding = [scarlet][[{0}][] to resume building
|
||||
cancelbuilding = [accent][[{0}][] um Plan zu löschen
|
||||
selectschematic = [accent][[{0}][] zum Auswählen+Kopieren
|
||||
pausebuilding = [accent][[{0}][] zum Pausieren des Bauens
|
||||
resumebuilding = [scarlet][[{0}][] um das Bauen fortzusetzen
|
||||
wave = [accent]Welle {0}
|
||||
wave.waiting = Welle in {0}
|
||||
wave.waveInProgress = [LIGHT_GRAY]Welle im Gange
|
||||
|
|
@ -259,18 +259,18 @@ map.nospawn = Diese Karte hat keine Kerne in denen die Spieler beginnen können!
|
|||
map.nospawn.pvp = Diese Karte hat keine gegnerischen Kerne wo Gegner starten könnten! Füge über den Editor [SCARLET] rote[] Kerne zu dieser Karte hinzu.
|
||||
map.nospawn.attack = Diese Karte hat keine gengnerischen Kerne, die Spieler angreifen können! Füge über den Editor [SCARLET] rote[] Kerne zu dieser Karte hinzu.
|
||||
map.invalid = Fehler beim Laden der Karte: Beschädigtes oder ungültige Karten Datei.
|
||||
workshop.update = Update Item
|
||||
workshop.error = Error fetching workshop details: {0}
|
||||
map.publish.confirm = Are you sure you want to publish this map?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your maps will not show up!
|
||||
workshop.menu = Select what you would like to do with this item.
|
||||
workshop.update = Item aktualisieren
|
||||
workshop.error = Fehler beim laden von Workshop-Daten: {0}
|
||||
map.publish.confirm = Willst du wirklich diese Map hochladen?\n\n[lightgray]Vergewissere dich die, der Workshop-EULA zugestimmt zu haben, sonst tauch deine Map nicht auf!
|
||||
workshop.menu = Wähle aus, was du mit diesem Item machen willst.
|
||||
workshop.info = Item Info
|
||||
changelog = Changelog (optional):
|
||||
eula = Steam EULA
|
||||
missing = This item has been deleted or moved.\n[lightgray]The workshop listing has now been automatically un-linked.
|
||||
publishing = [accent]Publishing...
|
||||
publish.confirm = Are you sure you want to publish this?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your items will not show up!
|
||||
publish.error = Error publishing item: {0}
|
||||
steam.error = Failed to initialize Steam services.\nError: {0}
|
||||
missing = Dieses Item wurde verschoben oder gelöscht.\n[lightgray]Die Workshop-Auflistung wird nun automatisch ungekoppelt.
|
||||
publishing = [accent]Veröffentlichen...
|
||||
publish.confirm = Bist du sicher, dies zu veröffentlichen?\n\n[lightgray]Vergewissere dich die, der Workshop-EULA zugestimmt zu haben, sonst tauch deine Karte nicht auf!
|
||||
publish.error = Fehler beim veröffentlichen des Items: {0}
|
||||
steam.error = Fehler beim laden der Steam-Dienste.\nError: {0}
|
||||
editor.brush = Pinsel
|
||||
editor.openin = Öffne im Editor
|
||||
editor.oregen = Erze generieren
|
||||
|
|
@ -278,12 +278,12 @@ editor.oregen.info = Erze generiert:
|
|||
editor.mapinfo = Karten Info
|
||||
editor.author = Autor:
|
||||
editor.description = Beschreibung:
|
||||
editor.nodescription = A map must have a description of at least 4 characters before being published.
|
||||
editor.nodescription = Eine Karte benötigt mindestens 4 Buchstaben in der Beschreibung, bevor sie veröffentlich werden kann.
|
||||
editor.waves = Wellen:
|
||||
editor.rules = Regeln:
|
||||
editor.generation = Generator:
|
||||
editor.ingame = Im Spiel Bearbeiten
|
||||
editor.publish.workshop = Publish On Workshop
|
||||
editor.publish.workshop = Im Workshop veröffentlichen
|
||||
editor.newmap = Neue Karte
|
||||
workshop = Workshop
|
||||
waves.title = Wellen
|
||||
|
|
@ -312,7 +312,7 @@ editor.errorload = Fehler beim Laden der Datei:\n[accent]{0}
|
|||
editor.errorsave = Fehler beim Speichern der Datei:\n[accent]{0}
|
||||
editor.errorimage = Das ist ein Bild, keine Karte. Wechsel nicht den Dateityp und erwarte, dass es funktioniert.\n\nWenn du eine alte Karte importieren möchtest, benutze den 'Importiere Terrain Bild' Knopf in dem Editor.
|
||||
editor.errorlegacy = Diese Karte ist zu alt und benutzt ein veraltetes Karten Format, das nicht mehr unterstützt wird.
|
||||
editor.errornot = This is not a map file.
|
||||
editor.errornot = Dies ist keine Kartendatei
|
||||
editor.errorheader = Diese Karte ist entweder nicht gültig oder beschädigt.
|
||||
editor.errorname = Karte hat keinen Namen.
|
||||
editor.update = Aktualisieren
|
||||
|
|
@ -326,14 +326,14 @@ editor.saved = Gespeichert!
|
|||
editor.save.noname = Deine Karte hat keinen Namen! Setze einen Namen im [accent]Karten Info[] Menu.
|
||||
editor.save.overwrite = Deine Karte überschreibt eine built-in Karte! Wähle einen anderen Karten Namen im [accent]'Karten info'[] Menu.
|
||||
editor.import.exists = [scarlet]Fehler beim Import:[] Ein built-in Karte namens '{0}' existiert bereits!
|
||||
editor.import = Import...
|
||||
editor.import = Importieren...
|
||||
editor.importmap = Importiere Karte
|
||||
editor.importmap.description = Importiere von einer bestehenden Karte
|
||||
editor.importfile = Importiere Datei
|
||||
editor.importfile.description = Importiere aus einer Karten Datei
|
||||
editor.importimage = Importiere Terrain Bild
|
||||
editor.importimage.description = Importiere aus einer Terrain Bild Datei
|
||||
editor.export = Export...
|
||||
editor.export = Exportieren...
|
||||
editor.exportfile = Export in Datei
|
||||
editor.exportfile.description = Exportiere in eine Karten Datei
|
||||
editor.exportimage = Export in Terrain Bild Datei
|
||||
|
|
@ -404,33 +404,33 @@ ping = Ping: {0}ms
|
|||
language.restart = Bitte Starte dein Spiel neu, damit die Sprach-Einstellung aktiv wird.
|
||||
settings = Einstellungen
|
||||
tutorial = Tutorial
|
||||
tutorial.retake = Re-Take Tutorial
|
||||
tutorial.retake = Tutorial wiederholen
|
||||
editor = Editor
|
||||
mapeditor = Karten Editor
|
||||
abandon = Aufgeben
|
||||
abandon.text = Diese Zone sowie alle Ressourcen werden dem Gegner überlassen.
|
||||
locked = Gesperrt
|
||||
complete = [LIGHT_GRAY]Abschließen:
|
||||
requirement.wave = Reach Wave {0} in {1}
|
||||
requirement.core = Destroy Enemy Core in {0}
|
||||
requirement.unlock = Unlock {0}
|
||||
requirement.wave = Erreiche {0} in {1}
|
||||
requirement.core = Zerstöre Gegnerbasis in {0}
|
||||
requirement.unlock = Schalte {0} freo
|
||||
resume = Zu Zone zurückkehren:\n[LIGHT_GRAY]{0}
|
||||
bestwave = [LIGHT_GRAY]Beste Welle: {0}
|
||||
launch = Abschluss
|
||||
launch.title = Abschluss erfolgreich
|
||||
launch.next = [LIGHT_GRAY]Nächste Möglichkeit bei Welle {0}
|
||||
launch.unable2 = [scarlet]Unable to LAUNCH.[]
|
||||
launch.unable2 = [scarlet]Unfähig abzuschließen.[]
|
||||
launch.confirm = Dies wird alle Ressourcen in deinen Kern übertragen.\nDu kannst nicht wieder zu dieser Karte zurückkehren.
|
||||
launch.skip.confirm = If you skip now, you will not be able to launch until later waves.
|
||||
launch.skip.confirm = Wenn du jetzt überspringst, kannst du nicht vor späteren Wellen abschließen.
|
||||
uncover = Freischalten
|
||||
configure = Startitems festlegen
|
||||
bannedblocks = Banned Blocks
|
||||
addall = Add All
|
||||
bannedblocks = Gesperrte Blöcke
|
||||
addall = Alle hinzufügen
|
||||
configure.locked = [LIGHT_GRAY]Erreiche Welle {0}\n, um Startitems festlegen zu können.
|
||||
configure.invalid = Amount must be a number between 0 and {0}.
|
||||
configure.invalid = Anzahl muss zwischen 0 und {0} sein.
|
||||
zone.unlocked = [LIGHT_GRAY]{0} freigeschaltet.
|
||||
zone.requirement.complete = Welle {0} erreicht:\n{1} Anforderungen der Zone erfüllt.
|
||||
zone.config.unlocked = Loadout unlocked:[lightgray]\n{0}
|
||||
zone.config.unlocked = Konfiguration:[lightgray]\n{0}
|
||||
zone.resources = Ressourcen entdeckt:
|
||||
zone.objective = [lightgray]Ziel: [accent]{0}
|
||||
zone.objective.survival = Überlebe
|
||||
|
|
@ -457,10 +457,10 @@ zone.desolateRift.name = Trostloser Riss
|
|||
zone.nuclearComplex.name = Kernkraftwerk
|
||||
zone.overgrowth.name = Überwucherung
|
||||
zone.tarFields.name = Teerfelder
|
||||
zone.saltFlats.name = Salzebenen
|
||||
zone.saltFlats.name = Salztiefen
|
||||
zone.impact0078.name = Auswirkung 0078
|
||||
zone.crags.name = Felsen
|
||||
zone.fungalPass.name = Fungal Pass
|
||||
zone.fungalPass.name = Sporenpass
|
||||
zone.groundZero.description = Der optimale Ort, um anzufangen. Niedrige Bedrohung durch Gegner. Wenige Ressourcen.\nSammel so viel Kupfer und Blei wie möglich.\nMach weiter!
|
||||
zone.frozenForest.description = Sogar hier, näher an den Bergen, haben sich die Sporen verbreitet. Die kalten Temperaturen können sie nicht für immer im Schach halten.\n\nStarte das Wagnis in Strom. Baue Verbrennungsgeneratoren. Lerne Heiler zu benutzen.
|
||||
zone.desertWastes.description = Diese Abfälle sind riesig, unberechenbar, und durchzogen von verfallenen Sektorstrukturen.\nKohle ist in dieser Region vorhanden. Verbrenne es für Strom, oder synthetisiere Graphit.\n\n[lightgray]Dieser Landeort kann nicht garantiert werden.
|
||||
|
|
@ -472,30 +472,30 @@ zone.overgrowth.description = Dieser Bereich ist bewachsen, näher an der Quelle
|
|||
zone.tarFields.description = Der Rand einer Ölförderzone, zwischen Bergen und Wüste. Eine der wenigen Plätze mit nutzbare Teer Reserven.\nObwohl es aufgegeben wurde, hat dieses Gebiet einige gefährliche feindliche Kräfte in der Nähe. Unterschätze sie nicht.\n\n[lightgray]Wenn möglich, erforsche Technologien zur Ölverarbeitung.
|
||||
zone.desolateRift.description = Eine extrem gefährliche Zone. Reichlich Ressourcen, aber wenig Platz. Hohe Zerstörungsgefahr. Verlasse es so schnell wie möglich. Lassen Sie sich nicht von den großen Abständen zwischen feindlichen Angriffen in die Irre führen.
|
||||
zone.nuclearComplex.description = Eine ehemalige Anlage zur Herstellung und Verarbeitung von Thorium, die in Trümmern liegt.\n[lightgray]Erforsche das Thorium und seine vielen Verwendungsmöglichkeiten.\n\nDer Feind ist hier in großer Zahl präsent und sucht ständig nach Angreifern.
|
||||
zone.fungalPass.description = A transition area between high mountains and lower, spore-ridden lands. A small enemy reconnaissance base is located here.\nDestroy it.\nUse Dagger and Crawler units. Take out the two cores.
|
||||
zone.fungalPass.description = Ein Übergangsgebiet zwischen hohen Bergen und tieferen, sporengeplagter Länder. Eine kleine Späherbasis ist hier angelegt.\nZerstöre sie.\nNutze Dagger und Crawler. Zerstöre die zwei Basen.
|
||||
zone.impact0078.description = <Beschreibung hier einfügen>
|
||||
zone.crags.description = <Beschreibung hier einfügen>
|
||||
settings.language = Sprache
|
||||
settings.data = Game Data
|
||||
settings.data = Spieldaten
|
||||
settings.reset = Auf Standard zurücksetzen
|
||||
settings.rebind = Zuweisen
|
||||
settings.controls = Steuerung
|
||||
settings.game = Spiel
|
||||
settings.sound = Audio
|
||||
settings.graphics = Grafiken
|
||||
settings.graphics = Grafik
|
||||
settings.cleardata = Spieldaten zurücksetzen...
|
||||
settings.clear.confirm = Bist du sicher, dass du die Spieldaten zurücksetzen willst?\n Diese Aktion kann nicht rückgängig gemacht werden!
|
||||
settings.clearall.confirm = [scarlet]Warnung![]\nDas wird jegliche Spieldaten zurücksetzen inklusive Speicherstände, Karten, Freischaltungen und Tastenbelegungen.\n Nachdem du 'OK' drückst wird alles zurückgesetzt und das Spiel schließt sich automatisch.
|
||||
paused = Pausiert
|
||||
clear = Clear
|
||||
clear = Leeren
|
||||
banned = [scarlet]Banned
|
||||
yes = Ja
|
||||
no = Nein
|
||||
info.title = [accent]Info
|
||||
error.title = [crimson] Ein Fehler ist aufgetreten
|
||||
error.crashtitle = Ein Fehler ist aufgetreten!
|
||||
blocks.input = Input
|
||||
blocks.output = Output
|
||||
blocks.input = Eingang
|
||||
blocks.output = Ausgang
|
||||
blocks.booster = Verstärkung
|
||||
block.unknown = [LIGHT_GRAY]???
|
||||
blocks.powercapacity = Kapazität
|
||||
|
|
@ -509,13 +509,13 @@ blocks.shootrange = Reichweite
|
|||
blocks.size = Größe
|
||||
blocks.liquidcapacity = Flüssigkeitskapazität
|
||||
blocks.powerrange = Stromreichweite
|
||||
blocks.powerconnections = Max Connections
|
||||
blocks.powerconnections = Maximale Stromverbindungen
|
||||
blocks.poweruse = Stromverbrauch
|
||||
blocks.powerdamage = Stromverbrauch/Schadenspunkt
|
||||
blocks.itemcapacity = Materialkapazität
|
||||
blocks.basepowergeneration = Basis-Stromerzeugung
|
||||
blocks.productiontime = Produktionszeit
|
||||
blocks.repairtime = Block volle Reparaturzeit
|
||||
blocks.repairtime = Zeit zur vollständigen Heilung
|
||||
blocks.speedincrease = Geschwindigkeitserhöhung
|
||||
blocks.range = Reichweite
|
||||
blocks.drilltier = Abbaubare Erze
|
||||
|
|
@ -524,19 +524,19 @@ blocks.boosteffect = Verstärkungseffekt
|
|||
blocks.maxunits = Max aktive Einheiten
|
||||
blocks.health = Lebenspunkte
|
||||
blocks.buildtime = Baudauer
|
||||
blocks.buildcost = Build Cost
|
||||
blocks.buildcost = Baukosten
|
||||
blocks.inaccuracy = Ungenauigkeit
|
||||
blocks.shots = Schüsse
|
||||
blocks.reload = Schüsse/Sekunde
|
||||
blocks.ammo = Munition
|
||||
bar.drilltierreq = Better Drill Required
|
||||
bar.drilltierreq = Besserer Bohrer benötigt
|
||||
bar.drillspeed = Bohrgeschwindigkeit: {0}/s
|
||||
bar.pumpspeed = Pump Speed: {0}/s
|
||||
bar.efficiency = Effizienz: {0}%
|
||||
bar.powerbalance = Strom: {0}
|
||||
bar.powerstored = Stored: {0}/{1}
|
||||
bar.poweramount = Strom: {0}
|
||||
bar.poweroutput = Strom Output: {0}
|
||||
bar.poweroutput = Stromgeneration: {0}
|
||||
bar.items = Items: {0}
|
||||
bar.capacity = Capacity: {0}
|
||||
bar.liquid = Flüssigkeit
|
||||
|
|
@ -547,14 +547,14 @@ bar.spawned = Einheiten: {0}/{1}
|
|||
bullet.damage = [stat]{0}[lightgray] Schaden
|
||||
bullet.splashdamage = [stat]{0}[lightgray] Flächenschaden ~[stat] {1}[lightgray] Kacheln
|
||||
bullet.incendiary = [stat]entzündend
|
||||
bullet.homing = [stat]verfolgend
|
||||
bullet.homing = [stat]zielsuchend
|
||||
bullet.shock = [stat]schock
|
||||
bullet.frag = [stat]explosiv
|
||||
bullet.knockback = [stat]{0}[lightgray] zurückstoßend
|
||||
bullet.freezing = [stat]gefrierend
|
||||
bullet.tarred = [stat]geteert
|
||||
bullet.freezing = [stat]frierend
|
||||
bullet.tarred = [stat]teerent
|
||||
bullet.multiplier = [stat]{0}[lightgray]x Munition Multiplikator
|
||||
bullet.reload = [stat]{0}[lightgray]x neu laden
|
||||
bullet.reload = [stat]{0}[lightgray]x Feuerrate
|
||||
unit.blocks = Blöcke
|
||||
unit.powersecond = Stromeinheiten/Sekunde
|
||||
unit.liquidsecond = Flüssigkeitseinheiten/Sekunde
|
||||
|
|
@ -563,7 +563,7 @@ unit.liquidunits = Flüssigkeitseinheiten
|
|||
unit.powerunits = Stromeinheiten
|
||||
unit.degrees = Grad
|
||||
unit.seconds = Sekunden
|
||||
unit.persecond = /sec
|
||||
unit.persecond = /s
|
||||
unit.timesspeed = x Geschwindigkeit
|
||||
unit.percent = %
|
||||
unit.items = Materialeinheiten
|
||||
|
|
@ -573,12 +573,12 @@ category.liquids = Flüssigkeiten
|
|||
category.items = Materialien
|
||||
category.crafting = Erzeugung
|
||||
category.shooting = Schießen
|
||||
category.optional = Optionale Verbesserungen
|
||||
category.optional = Zusätze
|
||||
setting.landscape.name = Landschaft sperren
|
||||
setting.shadows.name = Schatten
|
||||
setting.blockreplace.name = Automatic Block Suggestions
|
||||
setting.blockreplace.name = Automatische Blockvorschläge
|
||||
setting.linear.name = Lineare Filterung
|
||||
setting.hints.name = Hints
|
||||
setting.hints.name = Tipps
|
||||
setting.animatedwater.name = Animiertes Wasser
|
||||
setting.animatedshields.name = Animierte Schilde
|
||||
setting.antialias.name = Antialias[LIGHT_GRAY] (Neustart erforderlich)[]
|
||||
|
|
@ -597,33 +597,36 @@ setting.difficulty.normal = Normal
|
|||
setting.difficulty.hard = Schwer
|
||||
setting.difficulty.insane = Unmöglich
|
||||
setting.difficulty.name = Schwierigkeit
|
||||
setting.screenshake.name = Bildschirmwackeln
|
||||
setting.screenshake.name = Wackeleffekt
|
||||
setting.effects.name = Effekte anzeigen
|
||||
setting.destroyedblocks.name = Display Destroyed Blocks
|
||||
setting.conveyorpathfinding.name = Conveyor Placement Pathfinding
|
||||
setting.destroyedblocks.name = Zerstörte Blöcke anzeigen
|
||||
setting.conveyorpathfinding.name = Automatische Wegfindung beim Bau von Förderbändern
|
||||
setting.sensitivity.name = Controller-Empfindlichkeit
|
||||
setting.saveinterval.name = Autosave Häufigkeit
|
||||
setting.seconds = {0} Sekunden
|
||||
setting.blockselecttimeout.name = Block Auswahl Timeout
|
||||
setting.milliseconds = {0} Millisekunden
|
||||
setting.fullscreen.name = Vollbild
|
||||
setting.borderlesswindow.name = Randloses Fenster[LIGHT_GRAY] (Neustart teilweise erforderlich)
|
||||
setting.fps.name = Zeige FPS
|
||||
setting.blockselectkeys.name = Block Shortcuts anzeigen
|
||||
setting.vsync.name = VSync
|
||||
setting.pixelate.name = Verpixeln [LIGHT_GRAY](Könnte die Leistung beeinträchtigen)
|
||||
setting.minimap.name = Zeige die Minimap
|
||||
setting.position.name = Show Player Position
|
||||
setting.position.name = Spieler-Position anzeigen
|
||||
setting.musicvol.name = Musiklautstärke
|
||||
setting.ambientvol.name = Ambient Volume
|
||||
setting.mutemusic.name = Musik stummschalten
|
||||
setting.sfxvol.name = Audioeffekt-Lautstärke
|
||||
setting.mutesound.name = Audioeffekte stummschalten
|
||||
setting.crashreport.name = Anonyme Absturzberichte senden
|
||||
setting.savecreate.name = Auto-Create Saves
|
||||
setting.savecreate.name = Automatisch Speicherstände anlegen
|
||||
setting.publichost.name = Public Game Visibility
|
||||
setting.chatopacity.name = Chat Deckkraft
|
||||
setting.lasersopacity.name = Power Laser Opacity
|
||||
setting.playerchat.name = Chat im Spiel anzeigen
|
||||
public.confirm = Do you want to make your game public?\n[accent]Anyone will be able to join your games.\n[lightgray]This can be changed later in Settings->Game->Public Game Visibility.
|
||||
public.beta = Note that beta versions of the game cannot make public lobbies.
|
||||
public.confirm = Willst du dein Spiel öffentlich zugänglich machen?\n[accent]Jeder kann deinem Spiel beitreten.\n[lightgray]Dies kann später in den Einstellung->Spielt->Öffentliches Spiel geändert werden.
|
||||
public.beta = Bemerke: Beta-Versionen des Spiels können keine öffentlichen Spiele machen.
|
||||
uiscale.reset = UI-Skalierung wurde geändert.\nDrücke "OK", um diese Skalierung zu bestätigen.\n[scarlet]Zurückkehren und Beenden in[accent] {0}[] Einstellungen...
|
||||
uiscale.cancel = Abbrechen & Beenden
|
||||
setting.bloom.name = Bloom
|
||||
|
|
@ -635,29 +638,45 @@ category.multiplayer.name = Mehrspieler
|
|||
command.attack = Angreifen
|
||||
command.rally = Rally
|
||||
command.retreat = Rückzug
|
||||
placement.blockselectkeys = \n[lightgray]Shortcut: [{0},
|
||||
keybind.clear_building.name = Clear Building
|
||||
keybind.press = Drücke eine Taste...
|
||||
keybind.press.axis = Drücke eine Taste oder bewege eine Achse...
|
||||
keybind.screenshot.name = Karten Screenshot
|
||||
keybind.move_x.name = X-Achse
|
||||
keybind.move_y.name = Y-Achse
|
||||
keybind.schematic_select.name = Select Region
|
||||
keybind.schematic_select.name = Bereich auswählen
|
||||
keybind.schematic_menu.name = Schematic Menu
|
||||
keybind.schematic_flip_x.name = Flip Schematic X
|
||||
keybind.schematic_flip_y.name = Flip Schematic Y
|
||||
keybind.fullscreen.name = Toggle Fullscreen
|
||||
keybind.schematic_flip_x.name = Entwurf umdrehen X
|
||||
keybind.schematic_flip_y.name = Entwurf umdrehn Y
|
||||
keybind.category_prev.name = Vorige Kategorie
|
||||
keybind.category_next.name = Nächste Kategorie
|
||||
keybind.block_select_left.name = Block-Auswahl nach links
|
||||
keybind.block_select_right.name = Block-Auswahl nach rechts
|
||||
keybind.block_select_up.name = Block-Auswahl nach oben
|
||||
keybind.block_select_down.name = Block-Auswahl nach unten
|
||||
keybind.block_select_01.name = Kategorie/Block 1 auswählen
|
||||
keybind.block_select_02.name = Kategorie/Block 2 auswählen
|
||||
keybind.block_select_03.name = Kategorie/Block 3 auswählen
|
||||
keybind.block_select_04.name = Kategorie/Block 4 auswählen
|
||||
keybind.block_select_05.name = Kategorie/Block 5 auswählen
|
||||
keybind.block_select_06.name = Kategorie/Block 6 auswählen
|
||||
keybind.block_select_07.name = Kategorie/Block 7 auswählen
|
||||
keybind.block_select_08.name = Kategorie/Block 8 auswählen
|
||||
keybind.block_select_09.name = Kategorie/Block 9 auswählen
|
||||
keybind.block_select_10.name = Kategorie/Block 10 auswählen
|
||||
keybind.fullscreen.name = Vollbild umschalten
|
||||
keybind.select.name = Auswählen/Schießen
|
||||
keybind.diagonal_placement.name = Diagonal platzieren
|
||||
keybind.pick.name = Block Auswählen
|
||||
keybind.break_block.name = Block zerstören
|
||||
keybind.deselect.name = Auswahl aufheben
|
||||
keybind.shoot.name = Schießen
|
||||
keybind.zoom_hold.name = Zoom halten
|
||||
keybind.zoom.name = Zoomen
|
||||
keybind.menu.name = Menü
|
||||
keybind.pause.name = Pause
|
||||
keybind.pause_building.name = Pause/Resume Building
|
||||
keybind.minimap.name = Minimap
|
||||
keybind.pause_building.name = Pausieren/Fortsetzen Bauen
|
||||
Keybind.minimap.name = Minimap
|
||||
keybind.dash.name = Bindestrich
|
||||
keybind.chat.name = Chat
|
||||
keybind.player_list.name = Spielerliste
|
||||
|
|
@ -710,7 +729,7 @@ rules.title.unit = Einheiten
|
|||
content.item.name = Materialien
|
||||
content.liquid.name = Flüssigkeiten
|
||||
content.unit.name = Einheiten
|
||||
content.block.name = Blocks
|
||||
content.block.name = Blöcke
|
||||
content.mech.name = Mechs
|
||||
item.copper.name = Kupfer
|
||||
item.lead.name = Blei
|
||||
|
|
@ -753,6 +772,7 @@ mech.trident-ship.name = Trident
|
|||
mech.trident-ship.weapon = Bombenschacht
|
||||
mech.glaive-ship.name = Glaive
|
||||
mech.glaive-ship.weapon = Flammen-Mehrlader
|
||||
item.corestorable = [lightgray]Im Kern speicherbar: {0}
|
||||
item.explosiveness = [LIGHT_GRAY]Explosivität: {0}
|
||||
item.flammability = [LIGHT_GRAY]Entflammbarkeit: {0}
|
||||
item.radioactivity = [LIGHT_GRAY]Radioaktivität: {0}
|
||||
|
|
|
|||
|
|
@ -27,19 +27,19 @@ load.mod = Mods
|
|||
schematic = Schematic
|
||||
schematic.add = Save Schematic...
|
||||
schematics = Schematics
|
||||
schematic.replace = A schematic by that name already exists. Replace it?
|
||||
schematic.replace = Un schematic con ese nombre ya existe. ¿Deseas remplazarlo?
|
||||
schematic.import = Import Schematic...
|
||||
schematic.exportfile = Export File
|
||||
schematic.importfile = Import File
|
||||
schematic.browseworkshop = Browse Workshop
|
||||
schematic.copy = Copy to Clipboard
|
||||
schematic.copy.import = Import from Clipboard
|
||||
schematic.shareworkshop = Share on Workshop
|
||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Flip Schematic
|
||||
schematic.saved = Schematic saved.
|
||||
schematic.copy = Copiar al portapapeles.
|
||||
schematic.copy.import = Importar desde el portapapeles.
|
||||
schematic.shareworkshop = Compartir en la Workshop
|
||||
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Girar Schematic
|
||||
schematic.saved = Schematic guardado.
|
||||
schematic.delete.confirm = This schematic will be utterly eradicated.
|
||||
schematic.rename = Rename Schematic
|
||||
schematic.info = {0}x{1}, {2} blocks
|
||||
schematic.rename = Renombrar Schematic
|
||||
schematic.info = {0}x{1}, {2} bloques
|
||||
stat.wave = Oleadas Derrotadas:[accent] {0}
|
||||
stat.enemiesDestroyed = Enemigos Destruidos:[accent] {0}
|
||||
stat.built = Estructuras Construidas:[accent] {0}
|
||||
|
|
@ -80,26 +80,26 @@ uploadingcontent = Uploading Content
|
|||
uploadingpreviewfile = Uploading Preview File
|
||||
committingchanges = Comitting Changes
|
||||
done = Hecho
|
||||
feature.unsupported = Your device does not support this feature.
|
||||
feature.unsupported = Tu dispositivo no soporta esta función.
|
||||
mods.alphainfo = Keep in mind that mods are in alpha, and[scarlet] may be very buggy[].\nReport any issues you find to the Mindustry GitHub or Discord.
|
||||
mods.alpha = [accent](Alpha)
|
||||
mods = Mods
|
||||
mods.none = [LIGHT_GRAY]No mods found!
|
||||
mods.guide = Modding Guide
|
||||
mods.report = Report Bug
|
||||
mods.openfolder = Open Mod Folder
|
||||
mods.guide = Guia de Modding
|
||||
mods.report = Reportar Bug
|
||||
mods.openfolder = Abrir carpeta de mods
|
||||
mod.enabled = [lightgray]Enabled
|
||||
mod.disabled = [scarlet]Disabled
|
||||
mod.disable = Disable
|
||||
mod.delete.error = Unable to delete mod. File may be in use.
|
||||
mod.delete.error = Fallo al elminar el mod. Quizás el archivo esta en uso.
|
||||
mod.missingdependencies = [scarlet]Missing dependencies: {0}
|
||||
mod.nowdisabled = [scarlet]Mod '{0}' is missing dependencies:[accent] {1}\n[lightgray]These mods need to be downloaded first.\nThis mod will be automatically disabled.
|
||||
mod.enable = Enable
|
||||
mod.requiresrestart = The game will now close to apply the mod changes.
|
||||
mod.reloadrequired = [scarlet]Reload Required
|
||||
mod.import = Import Mod
|
||||
mod.import.github = Import GitHub Mod
|
||||
mod.remove.confirm = This mod will be deleted.
|
||||
mod.import.github = Importar Mod de Github
|
||||
mod.remove.confirm = Este mod va a ser eliminado.\n¿Quieres continuar?
|
||||
mod.author = [LIGHT_GRAY]Author:[] {0}
|
||||
mod.missing = This save contains mods that you have recently updated or no longer have installed. Save corruption may occur. Are you sure you want to load it?\n[lightgray]Mods:\n{0}
|
||||
mod.preview.missing = Before publishing this mod in the workshop, you must add an image preview.\nPlace an image named[accent] preview.png[] into the mod's folder and try again.
|
||||
|
|
@ -120,7 +120,7 @@ server.closing = [accent]Cerrando servidor...
|
|||
server.kicked.kick = ¡Has sido expulsado del servidor!
|
||||
server.kicked.whitelist = You are not whitelisted here.
|
||||
server.kicked.serverClose = El servidor ha cerrado.
|
||||
server.kicked.vote = You have been vote-kicked. Goodbye.
|
||||
server.kicked.vote = Te han expulsado por voto. Adiós!
|
||||
server.kicked.clientOutdated = ¡Cliente desactualizado! ¡Actualiza tu juego!
|
||||
server.kicked.serverOutdated = ¡Servidor desactualizado! ¡Pídele al anfitrión que lo actualice!
|
||||
server.kicked.banned = Has sido baneado del servidor.
|
||||
|
|
@ -132,7 +132,7 @@ server.kicked.nameEmpty = Tu nombre debe por lo menos contener un carácter o n
|
|||
server.kicked.idInUse = ¡Ya estás en el servidor! Conectarse con dos cuentas no está permitido.
|
||||
server.kicked.customClient = Este servidor no soporta versiones personalizadas. Descarga una versión oficial.
|
||||
server.kicked.gameover = ¡Fin del juego!
|
||||
server.versions = Your version:[accent] {0}[]\nVersión del servidor:[accent] {1}[]
|
||||
server.versions = Tu versión:[accent] {0}[]\nVersión del servidor:[accent] {1}[]
|
||||
host.info = El botón [accent]host[] hostea un servidor en el puerto [scarlet]6567[]. \nCualquier persona en la misma [LIGHT_GRAY]wifi o red local[] debería poder ver tu servidor en la lista de servidores.\n\nSi quieres que cualquier persona se pueda conectar de cualquier lugar por IP, la [accent]asignación de puertos[] es requerida.\n\n[LIGHT_GRAY]Nota: Si alguien experimenta problemas conectándose a tu partida LAN, asegúrate de permitir a Mindustry acceso a tu red local mediante la configuración de tu firewall.
|
||||
join.info = Aquí, puedes escribir la [accent]IP de un server[] para conectarte, o descubrir servidores de [accent]red local[] para conectarte.\nLAN y WAN es soportado para jugar en multijugador.\n\n[LIGHT_GRAY]Nota: No hay una lista automática global de servidores; si quieres conectarte por IP, tendrás que preguntarle al anfitrión por la IP.
|
||||
hostserver = Hostear Servidor
|
||||
|
|
@ -235,7 +235,7 @@ classic.export.text = [accent]Mindustry[] has just had a major update.\nClassic
|
|||
quit.confirm = ¿Estás seguro de querer salir de la partida?
|
||||
quit.confirm.tutorial = ¿Estás seguro de que sabes qué estas haciendo?\nSe puede hacer el tutorial de nuevo in[accent] Ajustes->Juego->Volver a hacer tutorial.[]
|
||||
loading = [accent]Cargando...
|
||||
reloading = [accent]Reloading Mods...
|
||||
reloading = [accent]Recargando mods...
|
||||
saving = [accent]Guardando...
|
||||
cancelbuilding = [accent][[{0}][] to clear plan
|
||||
selectschematic = [accent][[{0}][] to select+copy
|
||||
|
|
@ -401,7 +401,7 @@ load = Cargar
|
|||
save = Guardar
|
||||
fps = FPS: {0}
|
||||
ping = Ping: {0} ms
|
||||
language.restart = Por favor reinicie el juego para que los cambios del lenguaje surjan efecto.
|
||||
language.restart = Por favor reinicia el juego para que los cambios de idioma tengan efecto.
|
||||
settings = Ajustes
|
||||
tutorial = Tutorial
|
||||
tutorial.retake = Volver a hacer tutorial
|
||||
|
|
@ -411,9 +411,9 @@ abandon = Abandonar
|
|||
abandon.text = Esta zona y sus recursos se perderán ante el enemigo.
|
||||
locked = Bloqueado
|
||||
complete = [LIGHT_GRAY]Completado:
|
||||
requirement.wave = Reach Wave {0} in {1}
|
||||
requirement.core = Destroy Enemy Core in {0}
|
||||
requirement.unlock = Unlock {0}
|
||||
requirement.wave = Alcanzar la oleada{0} en {1}
|
||||
requirement.core = Destruir el núcleo enemigo en {0}
|
||||
requirement.unlock = Desbloquear {0}
|
||||
resume = Continuar Zona:\n[LIGHT_GRAY]{0}
|
||||
bestwave = [LIGHT_GRAY]Récord: {0}
|
||||
launch = Lanzar
|
||||
|
|
@ -446,7 +446,7 @@ error.alreadyconnected = Ya estás conectado.
|
|||
error.mapnotfound = ¡Archivo de mapa no encontrado!
|
||||
error.io = Error I/O de conexión.
|
||||
error.any = Error de red desconocido.
|
||||
error.bloom = Failed to initialize bloom.\nYour device may not support it.
|
||||
error.bloom = Error al cargar el bloom.\nPuede que tu dispositivo no soporte esta característica.
|
||||
zone.groundZero.name = Terreno Cero
|
||||
zone.desertWastes.name = Ruinas del Desierto
|
||||
zone.craters.name = Los Cráteres
|
||||
|
|
@ -461,7 +461,7 @@ zone.saltFlats.name = Salinas
|
|||
zone.impact0078.name = Impacto 0078
|
||||
zone.crags.name = Riscos
|
||||
zone.fungalPass.name = Fungal Pass
|
||||
zone.groundZero.description = La zona óptima para empear una vez más. Riesgo bajo de los enemigos. Pocos recursos.\nConsigue tanto plomo y cobre como puedas.\nSigue avanzando.
|
||||
zone.groundZero.description = La zona óptima para empezar una vez más. Riesgo bajo de los enemigos. Pocos recursos.\nConsigue tanto plomo y cobre como puedas.\nSigue avanzando.
|
||||
zone.frozenForest.description = Incluso aquí, cerca de las montañas, las esporas se han expandido. Las temperaturas gélidas no pueden contenerlas para siempre.\n\nEmpieza a investigar sobre energía. Cnstruye generadores de combustión. Aprende a usar reparadores.
|
||||
zone.desertWastes.description = Estas ruinas son vastas, impredecibles y entrecruzadas con sectores de estructuras abandonadas.\nHay carbñon presente en la región. Quémalo para energía, o sintetiza grafito.\n\n[lightgray]La zona de aparición no puede ser garantizada.
|
||||
zone.saltFlats.description = A las afueras del desierto se encuentran las Salinas. Pocos recursos pueden ser encontrados en esta ubicación.\n\nEl enemigo ha erigido un complejo de almacén de recursos aquí. Erradica su núcleo. No dejes nada.
|
||||
|
|
@ -488,7 +488,7 @@ settings.clear.confirm = ¿Estas seguro de querer limpiar estos datos?\n¡Esta a
|
|||
settings.clearall.confirm = [scarlet]ADVERTENCIA![]\nEsto va a eliminar todos tus datos, incluyendo guardados, mapas, desbloqueos y atajos de teclado.\nUna vez presiones 'ok', el juego va a borrrar todos tus datos y saldrá del juego automáticamente.
|
||||
paused = [accent] < Pausado >
|
||||
clear = Clear
|
||||
banned = [scarlet]Banned
|
||||
banned = [scarlet]Baneado
|
||||
yes = Sí
|
||||
no = No
|
||||
info.title = [accent]Información
|
||||
|
|
@ -550,8 +550,8 @@ bullet.incendiary = [stat]incendiaria
|
|||
bullet.homing = [stat]homing
|
||||
bullet.shock = [stat]shock
|
||||
bullet.frag = [stat]frag
|
||||
bullet.knockback = [stat]{0}[lightgray] knockback
|
||||
bullet.freezing = [stat]freezing
|
||||
bullet.knockback = [stat]{0}[lightgray]Empuje
|
||||
bullet.freezing = [stat]Congelación
|
||||
bullet.tarred = [stat]tarred
|
||||
bullet.multiplier = [stat]{0}[lightgray]x multiplicador de munición
|
||||
bullet.reload = [stat]{0}[lightgray]x recarga
|
||||
|
|
@ -576,7 +576,7 @@ category.shooting = Disparo
|
|||
category.optional = Mejoras Opcionales
|
||||
setting.landscape.name = Lock Landscape
|
||||
setting.shadows.name = Sombras
|
||||
setting.blockreplace.name = Automatic Block Suggestions
|
||||
setting.blockreplace.name = Sugerir bloques al construir
|
||||
setting.linear.name = Linear Filtering
|
||||
setting.hints.name = Hints
|
||||
setting.animatedwater.name = Agua Animada
|
||||
|
|
@ -589,7 +589,7 @@ setting.touchscreen.name = Touchscreen Controls
|
|||
setting.fpscap.name = Máx FPS
|
||||
setting.fpscap.none = Nada
|
||||
setting.fpscap.text = {0} FPS
|
||||
setting.uiscale.name = Escala de IU[lightgray] (necesita reiniciar)[]
|
||||
setting.uiscale.name = Escala de UI[lightgray] (necesita reiniciar)[]
|
||||
setting.swapdiagonal.name = Siempre Colocar Diagonalmente
|
||||
setting.difficulty.training = entrenamiento
|
||||
setting.difficulty.easy = fácil
|
||||
|
|
@ -599,7 +599,7 @@ setting.difficulty.insane = locura
|
|||
setting.difficulty.name = Dificultad:
|
||||
setting.screenshake.name = Movimiento de la Pantalla
|
||||
setting.effects.name = Mostrar Efectos
|
||||
setting.destroyedblocks.name = Display Destroyed Blocks
|
||||
setting.destroyedblocks.name = Mostrar bloques destruidos
|
||||
setting.conveyorpathfinding.name = Conveyor Placement Pathfinding
|
||||
setting.sensitivity.name = Sensibilidad del Control
|
||||
setting.saveinterval.name = Intervalo del Autoguardado
|
||||
|
|
@ -607,7 +607,7 @@ setting.seconds = {0} Segundos
|
|||
setting.fullscreen.name = Pantalla Completa
|
||||
setting.borderlesswindow.name = Ventana sin Bordes[LIGHT_GRAY] (podría requerir un reinicio)
|
||||
setting.fps.name = Mostrar FPS
|
||||
setting.vsync.name = SincV
|
||||
setting.vsync.name = Vsync (Limita los fps a los Hz de tu pantalla)
|
||||
setting.pixelate.name = Pixelar [LIGHT_GRAY](podría reducir el rendimiento)
|
||||
setting.minimap.name = Mostrar Minimapa
|
||||
setting.position.name = Show Player Position
|
||||
|
|
@ -617,25 +617,25 @@ setting.mutemusic.name = Silenciar Musica
|
|||
setting.sfxvol.name = Volumen de los efectos de sonido
|
||||
setting.mutesound.name = Silenciar Sonido
|
||||
setting.crashreport.name = Enviar informes de fallos anónimos
|
||||
setting.savecreate.name = Auto-Create Saves
|
||||
setting.savecreate.name = Crear puntos de guardado automáticamente
|
||||
setting.publichost.name = Public Game Visibility
|
||||
setting.chatopacity.name = Opacidad del Chat
|
||||
setting.lasersopacity.name = Power Laser Opacity
|
||||
setting.playerchat.name = Display In-Game Chat
|
||||
setting.lasersopacity.name = Opacidad de los rayos láser
|
||||
setting.playerchat.name = Mostrar el chat in-game
|
||||
public.confirm = Do you want to make your game public?\n[lightgray]This can be changed later in Settings->Game->Public Game Visibility.
|
||||
public.beta = Note that beta versions of the game cannot make public lobbies.
|
||||
uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] seconds...
|
||||
public.beta = Recuerda que en las versiones beta del juego no puedes crear partidas públicas.
|
||||
uiscale.reset = La escala de la interfaz ha sido modificada con éxito.\nPulsa "OK" para conservar esta escala.\n[scarlet]Deshaciendo los cambios y saliendo al menu en [accent] {0}[]segundos...
|
||||
uiscale.cancel = Cancelar & Salir
|
||||
setting.bloom.name = Bloom
|
||||
keybind.title = Cambiar accesos de teclado
|
||||
keybinds.mobile = [scarlet]Most keybinds here are not functional on mobile. Only basic movement is supported.
|
||||
keybinds.mobile = [scarlet]Los accesos del teclado aquí mostrados no estan disponible en Móviles o Tablets. Solo aceptan movimiento básico.
|
||||
category.general.name = General
|
||||
category.view.name = Visión
|
||||
category.multiplayer.name = Multijugador
|
||||
command.attack = Atacar
|
||||
command.rally = Rally
|
||||
command.retreat = Retirarse
|
||||
keybind.clear_building.name = Clear Building
|
||||
keybind.clear_building.name = Limpiar construcción
|
||||
keybind.press = Presiona una tecla...
|
||||
keybind.press.axis = Pulsa un eje o botón...
|
||||
keybind.screenshot.name = Captura de pantalla de Mapa
|
||||
|
|
@ -643,8 +643,8 @@ keybind.move_x.name = Mover x
|
|||
keybind.move_y.name = Mover y
|
||||
keybind.schematic_select.name = Select Region
|
||||
keybind.schematic_menu.name = Schematic Menu
|
||||
keybind.schematic_flip_x.name = Flip Schematic X
|
||||
keybind.schematic_flip_y.name = Flip Schematic Y
|
||||
keybind.schematic_flip_x.name = Girar schematic X
|
||||
keybind.schematic_flip_y.name = Girar schematic Y
|
||||
keybind.fullscreen.name = Intercambiar con Pantalla Completa
|
||||
keybind.select.name = Seleccionar
|
||||
keybind.diagonal_placement.name = Construcción Diagonal
|
||||
|
|
@ -652,7 +652,6 @@ keybind.pick.name = Pick Block
|
|||
keybind.break_block.name = Destruir Bloque
|
||||
keybind.deselect.name = Deseleccionar
|
||||
keybind.shoot.name = Disparar
|
||||
keybind.zoom_hold.name = Mantener Zoom
|
||||
keybind.zoom.name = Zoom
|
||||
keybind.menu.name = Menú
|
||||
keybind.pause.name = Pausa
|
||||
|
|
@ -859,7 +858,7 @@ block.lancer.name = Lancero
|
|||
block.conveyor.name = Cinta Transportadora
|
||||
block.titanium-conveyor.name = Cinta Transportadora de Titanio
|
||||
block.armored-conveyor.name = Armored Conveyor
|
||||
block.armored-conveyor.description = Moves items at the same speed as titanium conveyors, but possesses more armor. Does not accept inputs from the sides from anything but other conveyors.
|
||||
block.armored-conveyor.description = Mueve items a la misma veolcidad que una cinta de titanio, pero tiene mas armadura. No acepta entradas por los lados a menos que sean lineas transportadoras.
|
||||
block.junction.name = Cruce
|
||||
block.router.name = Enrutador
|
||||
block.distributor.name = Distribuidor
|
||||
|
|
|
|||
|
|
@ -652,7 +652,6 @@ keybind.pick.name = Vali blokk
|
|||
keybind.break_block.name = Hävita blokk
|
||||
keybind.deselect.name = Tühista valik
|
||||
keybind.shoot.name = Tulista
|
||||
keybind.zoom_hold.name = Suumimise režiim
|
||||
keybind.zoom.name = Muuda suumi
|
||||
keybind.menu.name = Menüü
|
||||
keybind.pause.name = Paus
|
||||
|
|
|
|||
|
|
@ -652,7 +652,6 @@ keybind.pick.name = Jaso blokea
|
|||
keybind.break_block.name = Apurtu blokea
|
||||
keybind.deselect.name = Deshautatu
|
||||
keybind.shoot.name = Tirokatu
|
||||
keybind.zoom_hold.name = Zoom mantenduz
|
||||
keybind.zoom.name = Zoom
|
||||
keybind.menu.name = Menua
|
||||
keybind.pause.name = Pausatu
|
||||
|
|
|
|||
|
|
@ -547,7 +547,6 @@ keybind.pick.name = Pick Block
|
|||
keybind.break_block.name = Break Block
|
||||
keybind.deselect.name = Deselect
|
||||
keybind.shoot.name = Shoot
|
||||
keybind.zoom_hold.name = Zoom Hold
|
||||
keybind.zoom.name = Zoom
|
||||
keybind.menu.name = Menu
|
||||
keybind.pause.name = Pause
|
||||
|
|
|
|||
|
|
@ -99,6 +99,7 @@ mod.enabled = [lightgray]Activé
|
|||
mod.disabled = [scarlet]Désactivé
|
||||
mod.disable = Désactiver
|
||||
mod.delete.error = Unable to delete mod. File may be in use.
|
||||
mod.requiresversion = [scarlet]Version du jeu requise : [accent]{0}
|
||||
mod.missingdependencies = [scarlet]Dépendances manquantes: {0}
|
||||
mod.nowdisabled = [scarlet]Le mod '{0}' a des dépendances manquantes:[accent] {1}\n[lightgray]Ces mods doivent d'abord être téléchargés.\nCe mod sera automatiquement désactivé.
|
||||
mod.enable = Activer
|
||||
|
|
@ -496,6 +497,7 @@ settings.language = Langue
|
|||
settings.data = Données du Jeu
|
||||
settings.reset = Valeurs par Défaut
|
||||
settings.rebind = Réattribuer
|
||||
settings.resetKey = Réinitialiser
|
||||
settings.controls = Contrôles
|
||||
settings.game = Jeu
|
||||
settings.sound = Son
|
||||
|
|
@ -589,6 +591,8 @@ unit.persecond = /sec
|
|||
unit.timesspeed = x vitesse
|
||||
unit.percent = %
|
||||
unit.items = objets
|
||||
unit.thousands = k
|
||||
unit.millions = mil
|
||||
category.general = Général
|
||||
category.power = Énergie
|
||||
category.liquids = Liquides
|
||||
|
|
@ -698,7 +702,6 @@ keybind.pick.name = Choisir un bloc
|
|||
keybind.break_block.name = Supprimer un bloc
|
||||
keybind.deselect.name = Désélectionner
|
||||
keybind.shoot.name = Tirer
|
||||
keybind.zoom_hold.name = Maintenir pour zoomer
|
||||
keybind.zoom.name = Zoom
|
||||
keybind.menu.name = Menu
|
||||
keybind.pause.name = Pause
|
||||
|
|
@ -1084,7 +1087,7 @@ mech.alpha-mech.description = Le mécha standard. Est basé sur une unité Poign
|
|||
mech.delta-mech.description = Un mécha rapide, avec une armure légère, conçu pour les attaques de frappe. Il inflige, par contre, peu de dégâts aux structures. Néanmoins il peut tuer de grand groupes d'ennemis très rapidement avec ses arcs électriques.
|
||||
mech.tau-mech.description = Un mécha de support. Soigne les blocs alliés en tirant dessus. Il peut aussi éteindre les feux et soigner ses alliés en zone avec sa compétence.
|
||||
mech.omega-mech.description = Un mécha cuirassé et large fait pour les assauts frontaux. Sa compétence lui permet de bloquer 90% des dégâts.
|
||||
mech.dart-ship.description = Le vaisseau standard. Raisonnablement rapide et léger. Il a néanmoins peu d'attaque et une faible vitesse de minage.
|
||||
mech.dart-ship.description = Le vaisseau standard. Il est raisonnablement rapide, léger et possède une vitesse de minage rapide. Néanmoins, ses capacités d'attaque sont faibles.
|
||||
mech.javelin-ship.description = Un vaisseau de frappe éclair qui, bien que lent au départ, peut accélérer pour atteindre de très grandes vitesses et voler jusqu'aux avant-postes ennemis, faisant d'énormes dégâts avec ses arc électriques obtenus à vitesse maximum et ses missiles.
|
||||
mech.trident-ship.description = Un bombardier lourd, conçu pour la construction et pour la destruction des fortifications ennemies. Assez bien blindé.
|
||||
mech.glaive-ship.description = Un grand vaisseau de combat cuirassé. Équipé avec un fusil automatique à munitions incendiaires. Est très maniable.
|
||||
|
|
|
|||
|
|
@ -652,7 +652,6 @@ keybind.pick.name = Choisir un bloc
|
|||
keybind.break_block.name = Supprimer un bloc
|
||||
keybind.deselect.name = Déselectionner
|
||||
keybind.shoot.name = Tirer
|
||||
keybind.zoom_hold.name = Tenir le zoom
|
||||
keybind.zoom.name = Zoom
|
||||
keybind.menu.name = Menu
|
||||
keybind.pause.name = Pause
|
||||
|
|
|
|||
|
|
@ -652,7 +652,6 @@ keybind.pick.name = Memilih Blok
|
|||
keybind.break_block.name = Menghancurkan Blok
|
||||
keybind.deselect.name = Batal Memilih
|
||||
keybind.shoot.name = Menembak
|
||||
keybind.zoom_hold.name = Tahan Mode Zoom
|
||||
keybind.zoom.name = Zoom
|
||||
keybind.menu.name = Menu
|
||||
keybind.pause.name = Jeda
|
||||
|
|
|
|||
|
|
@ -652,7 +652,6 @@ keybind.pick.name = ブロックの選択
|
|||
keybind.break_block.name = ブロックの破壊
|
||||
keybind.deselect.name = 選択解除
|
||||
keybind.shoot.name = ショット
|
||||
keybind.zoom_hold.name = 長押しズーム
|
||||
keybind.zoom.name = ズーム
|
||||
keybind.menu.name = メニュー
|
||||
keybind.pause.name = ポーズ
|
||||
|
|
|
|||
|
|
@ -26,6 +26,7 @@ load.image = 사진
|
|||
load.content = 컨텐츠
|
||||
load.system = 시스템
|
||||
load.mod = 모드
|
||||
load.scripts = 스크립트
|
||||
|
||||
schematic = 설계도
|
||||
schematic.add = 설계도 저장하기
|
||||
|
|
@ -95,10 +96,11 @@ mods.none = [LIGHT_GRAY]추가한 모드가 없습니다!
|
|||
mods.guide = 모드 가이드
|
||||
mods.report = 버그 신고
|
||||
mods.openfolder = 모드 폴더 열기
|
||||
mod.enabled = [firebrick]활성화
|
||||
mod.disabled = [lightgray]비활성화
|
||||
mod.enabled = [lightgray]활성화
|
||||
mod.disabled = [scarlet]비활성화
|
||||
mod.disable = 비활성화
|
||||
mod.delete.error = 모드를 삭제할 수 없습니다. 아마도 해당 모드가 사용중인 것 같습니다.
|
||||
mod.requiresversion = [scarlet]게임의 버전이 낮아 모드를 활성화할 수 없습니다!\n[scarlet]요구되는 게임 버전 : [accent]{0}
|
||||
mod.missingdependencies = [scarlet]의존되는 모드: {0}
|
||||
mod.nowdisabled = [scarlet]모드 '{0}'는 다음의 모드에 의존합니다 :[accent] {1}\n[lightgray]이 모드를 먼저 다운로드해야합니다.\n이 모드는 자동으로 비활성화됩니다.
|
||||
mod.enable = 활성화
|
||||
|
|
@ -106,11 +108,13 @@ mod.requiresrestart = 모드 변경사항을 적용하기 위해 게임을 종
|
|||
mod.reloadrequired = [scarlet]새로고침 예정됨
|
||||
mod.import = 모드 추가
|
||||
mod.import.github = 깃허브 모드 추가
|
||||
mod.item.remove = 이것은 모드[accent] '{0}'[]의 자원입니다. 이 자원을 삭제하려면, 이 모드를 제거해야합니다.
|
||||
mod.remove.confirm = 이 모드를 삭제하시겠습니까?
|
||||
mod.author = [LIGHT_GRAY]제작자 : [] {0}
|
||||
mod.missing = 이 세이브파일에는 설치하지 않은 모드 혹은 이 버전에 속해있지 않은 데이터가 포함되어 있습니다. 이 파일을 불러올 경우 세이브파일의 데이터가 손상될 수 있습니다. 정말로 이 파일을 불러오시겠습니까?\n[lightgray]모드 :\n{0}
|
||||
mod.preview.missing = 워크샵에 당신의 모드를 업로드하기 전에 미리보기 이미지를 먼저 추가해야합니다.\n[accent] preview.png[]라는 이름으로 미리보기 이미지를 당신의 모드 폴더안에 준비한 후 다시 시도해주세요.
|
||||
mod.folder.missing = 워크샵에는 폴더 형태의 모드만 게시할 수 있습니다.\n모드를 폴더 형태로 바꾸려면 파일을 폴더에 압축 해제하고 이전 압축파일을 제거한 후, 게임을 재시작하거나 모드를 다시 로드하십시오.
|
||||
mod.scripts.unsupported = 당신의 기기는 모드스크립트를 지원하지 않습니다. 모드의 일부 기능이 작동하지 않을 수 있습니다.
|
||||
|
||||
about.button = 정보
|
||||
name = 이름 :
|
||||
|
|
@ -496,6 +500,7 @@ settings.language = 언어
|
|||
settings.data = 게임 데이터
|
||||
settings.reset = 설정 초기화
|
||||
settings.rebind = 키 재설정
|
||||
settings.resetKey = 키 설정
|
||||
settings.controls = 조작
|
||||
settings.game = 게임
|
||||
settings.sound = 소리
|
||||
|
|
@ -589,6 +594,8 @@ unit.persecond = /초
|
|||
unit.timesspeed = x 배
|
||||
unit.percent = %
|
||||
unit.items = 자원
|
||||
unit.thousands = 천
|
||||
unit.millions = 백만
|
||||
category.general = 일반
|
||||
category.power = 전력
|
||||
category.liquids = 액체
|
||||
|
|
@ -623,7 +630,7 @@ setting.difficulty.name = 난이도 :
|
|||
setting.screenshake.name = 화면 흔들기
|
||||
setting.effects.name = 화면 효과
|
||||
setting.destroyedblocks.name = 부서진 블럭 표시
|
||||
setting.conveyorpathfinding.name = 컨베이어 설치 보조 기능
|
||||
setting.conveyorpathfinding.name = 교차기 자동 설치
|
||||
setting.sensitivity.name = 컨트롤러 감도
|
||||
setting.saveinterval.name = 저장 간격
|
||||
setting.seconds = {0} 초
|
||||
|
|
@ -644,7 +651,7 @@ setting.sfxvol.name = 효과음 크기
|
|||
setting.mutesound.name = 소리 끄기
|
||||
setting.crashreport.name = 익명으로 오류 보고서 자동 전송
|
||||
setting.savecreate.name = 자동 저장 활성화
|
||||
setting.publichost.name = 공개 서버 보이기
|
||||
setting.publichost.name = 스팀 공개 서버 보이기
|
||||
setting.chatopacity.name = 채팅 투명도
|
||||
setting.lasersopacity.name = 전력 레이저 밝기
|
||||
setting.playerchat.name = 채팅 말풍선 표시
|
||||
|
|
@ -676,10 +683,10 @@ keybind.schematic_flip_x.name = 설계도 X축 뒤집기
|
|||
keybind.schematic_flip_y.name = 설계도 Y축 뒤집기
|
||||
keybind.category_prev.name = 이전 목록
|
||||
keybind.category_next.name = 다음 목록
|
||||
keybind.block_select_left.name = 블럭 Select Left
|
||||
keybind.block_select_right.name = 블럭 Select Right
|
||||
keybind.block_select_up.name = 블럭 Select Up
|
||||
keybind.block_select_down.name = 블럭 Select Down
|
||||
keybind.block_select_left.name = 블럭 왼쪽 선택
|
||||
keybind.block_select_right.name = 블럭 오른쪽 선택
|
||||
keybind.block_select_up.name = 블럭 위쪽 선택
|
||||
keybind.block_select_down.name = 블럭 아래쪽 선택
|
||||
keybind.block_select_01.name = 카테고리/블럭 선택 1
|
||||
keybind.block_select_02.name = 카테고리/블럭 선택 2
|
||||
keybind.block_select_03.name = 카테고리/블럭 선택 3
|
||||
|
|
@ -697,7 +704,6 @@ keybind.pick.name = 블록 선택
|
|||
keybind.break_block.name = 블록 파괴
|
||||
keybind.deselect.name = 선택해제
|
||||
keybind.shoot.name = 사격
|
||||
keybind.zoom_hold.name = 길게 확대
|
||||
keybind.zoom.name = 확대
|
||||
keybind.menu.name = 메뉴
|
||||
keybind.pause.name = 일시중지
|
||||
|
|
@ -804,6 +810,7 @@ mech.trident-ship.name = 트라이던트
|
|||
mech.trident-ship.weapon = 폭탄 저장고
|
||||
mech.glaive-ship.name = 글레이브
|
||||
mech.glaive-ship.weapon = 중무장 인화성 소총
|
||||
item.corestorable = [lightgray]코어 잔여 저장공간: {0}
|
||||
item.explosiveness = [LIGHT_GRAY]폭발성 : {0}
|
||||
item.flammability = [LIGHT_GRAY]인화성 : {0}
|
||||
item.radioactivity = [LIGHT_GRAY]방사능 : {0}
|
||||
|
|
@ -986,7 +993,7 @@ block.fortress-factory.name = 포트리스 공장
|
|||
block.revenant-factory.name = 망령 전함 공장
|
||||
block.repair-point.name = 수리 지점
|
||||
block.pulse-conduit.name = 펄스 파이프
|
||||
block.plated-conduit.name = 도금된
|
||||
block.plated-conduit.name = 도금된 파이프
|
||||
block.phase-conduit.name = 메타 파이프
|
||||
block.liquid-router.name = 액체 분배기
|
||||
block.liquid-tank.name = 물탱크
|
||||
|
|
|
|||
|
|
@ -652,7 +652,6 @@ keybind.pick.name = Pick Block
|
|||
keybind.break_block.name = Break Block
|
||||
keybind.deselect.name = Deselect
|
||||
keybind.shoot.name = Shoot
|
||||
keybind.zoom_hold.name = Zoom Hold
|
||||
keybind.zoom.name = Zoom
|
||||
keybind.menu.name = Menu
|
||||
keybind.pause.name = Pause
|
||||
|
|
|
|||
|
|
@ -10,7 +10,8 @@ link.dev-builds.description = Onstabiele versies
|
|||
link.trello.description = Officiële Trello voor geplande toevoegingen.
|
||||
link.itch.io.description = Itch.io pagina met de PC downloads en online versie
|
||||
link.google-play.description = Mindustry op Google Play
|
||||
link.wiki.description = Officiël Mindustry wiki
|
||||
link.f-droid.description = F-Droid catalogus
|
||||
link.wiki.description = Officiële Mindustry-wiki
|
||||
linkfail = Openen van link mislukt!\nDe link is gekopiëerd naar je klembord.
|
||||
screenshot = Locatie screenshot: {0}
|
||||
screenshot.invalid = Kaart te groot, mogelijks te weinig geheugen voor een screenshot te kunnen maken.
|
||||
|
|
@ -20,9 +21,9 @@ highscore = [accent]Nieuw record!
|
|||
copied = Gekopieerd.
|
||||
load.sound = Geluiden
|
||||
load.map = Kaarten
|
||||
load.image = Images
|
||||
load.content = Content
|
||||
load.system = System
|
||||
load.image = Afbeeldingen
|
||||
load.content = Inhoud
|
||||
load.system = Systeem
|
||||
load.mod = Mods
|
||||
schematic = Blauwdruk
|
||||
schematic.add = Blauwdruk Opslaan...
|
||||
|
|
@ -67,22 +68,22 @@ minimap = Kaartje
|
|||
position = Positie
|
||||
close = Sluit
|
||||
website = Website
|
||||
quit = Verlaat
|
||||
save.quit = Save & Quit
|
||||
quit = Verlaten
|
||||
save.quit = Opslaan & Verlaten
|
||||
maps = Kaarten
|
||||
maps.browse = Browse Maps
|
||||
maps.browse = Bekijk Kaarten
|
||||
continue = Ga verder
|
||||
maps.none = [LIGHT_GRAY]Geen kaarten gevonden!
|
||||
invalid = Invalid
|
||||
preparingconfig = Config Voorbereiden
|
||||
preparingcontent = Content Voorbereiden
|
||||
uploadingcontent = Content Uploaden
|
||||
invalid = Ongeldig
|
||||
preparingconfig = Configuratie Voorbereiden
|
||||
preparingcontent = Inhoud Voorbereiden
|
||||
uploadingcontent = Inhoud Uploaden
|
||||
uploadingpreviewfile = Voorbeeldbestand Uploaden
|
||||
committingchanges = Veranderingen Toepassen
|
||||
done = Klaar
|
||||
feature.unsupported = Uw apparaat ondersteunt deze functie niet.
|
||||
mods.alphainfo = Keep in mind that mods are in alpha, and[scarlet] may be very buggy[].\nReport any issues you find to the Mindustry GitHub or Discord.
|
||||
mods.alpha = [accent](Alpha)
|
||||
mods.alphainfo = Mods zijn nog in alfa en [scarlet] kunnen zeer onstabiel zijn[].\nMeld problemen die je ondervindt op de Mindustry Github of Discord.
|
||||
mods.alpha = [accent](Alfa)
|
||||
mods = Mods
|
||||
mods.none = [LIGHT_GRAY]Geen mods gevonden!
|
||||
mods.guide = Handleiding tot Modding
|
||||
|
|
@ -93,8 +94,8 @@ mod.disabled = [scarlet]Uitgeschakeld
|
|||
mod.disable = Schakel uit
|
||||
mod.delete.error = Kan mod niet verwijderen. Bestand is mogelijk in gebruik.
|
||||
mod.missingdependencies = [scarlet]Missing dependencies: {0}
|
||||
mod.nowdisabled = [scarlet]Mod '{0}' is missing dependencies:[accent] {1}\n[lightgray]These mods need to be downloaded first.\nThis mod will be automatically disabled.
|
||||
mod.enable = Enable
|
||||
mod.nowdisabled = [scarlet]De volgende vereisten ontbreken voor mod '{0}':[accent] {1}\n[lightgray]Deze mods moeten eerst gedownload worden.\nDeze mod wordt automatisch uitgeschakeld.
|
||||
mod.enable = Schakel in
|
||||
mod.requiresrestart = The game will now close to apply the mod changes.
|
||||
mod.reloadrequired = [scarlet]Herladen Vereist
|
||||
mod.import = Importeer Mod
|
||||
|
|
@ -102,9 +103,9 @@ mod.import.github = Importeer GitHub Mod
|
|||
mod.remove.confirm = Deze mod zal worden verwijderd.
|
||||
mod.author = [LIGHT_GRAY]Auteur:[] {0}
|
||||
mod.missing = Dit opslagbestand bevat mods die zijn geupdate of recentelijk zijn verwijderd. Uw opslagbestand kan beschadigd geraken. Bent u zeker dat u wil verdergaan?\n[lightgray]Mods:\n{0}
|
||||
mod.preview.missing = Before publishing this mod in the workshop, you must add an image preview.\nPlace an image named[accent] preview.png[] into the mod's folder and try again.
|
||||
mod.folder.missing = Only mods in folder form can be published on the workshop.\nTo convert any mod into a folder, simply unzip its file into a folder and delete the old zip, then restart your game or reload your mods.
|
||||
about.button = Extra info
|
||||
mod.preview.missing = Voordat je de mod publiceert moet je een afbeelding voor de voorvertoning toevoegen.\nPlaats een afbeelding met de naam[accent] preview.png[] in de modfolder.
|
||||
mod.folder.missing = Mods kunnen enkel gepubliceerd worden in foldervorm.\nOm een mod in foldervorm te zetten exporteer je het modbestand uit de zipfile en verwijder je de oude zipfile. Herlaad vervolgens je mods of herstart het spel.
|
||||
about.button = Over
|
||||
name = Naam:
|
||||
noname = Kies eerst[accent] een naam[].
|
||||
filename = Bestandsnaam:
|
||||
|
|
@ -118,42 +119,42 @@ players = {0} spelers online
|
|||
players.single = {0} speler online
|
||||
server.closing = [accent]Server wordt gesloten...
|
||||
server.kicked.kick = Je bent uit de server gegooid!
|
||||
server.kicked.whitelist = You are not whitelisted here.
|
||||
server.kicked.whitelist = Je bent niet toegestaan om met deze server te verbinden. (Whitelist)
|
||||
server.kicked.serverClose = Server gesloten.
|
||||
server.kicked.vote = You have been vote-kicked. Goodbye.
|
||||
server.kicked.vote = Je bent uit de server gegooid na een stemming!
|
||||
server.kicked.clientOutdated = Verouderde versie! Update Mindustry!
|
||||
server.kicked.serverOutdated = Verouderde server! Vraag de eigenaar van de server om de server te updaten!
|
||||
server.kicked.banned = Je bent verbannen van deze server.
|
||||
server.kicked.typeMismatch = This server is not compatible with your build type.
|
||||
server.kicked.playerLimit = This server is full. Wait for an empty slot.
|
||||
server.kicked.recentKick = Je bent daarnet van de server gegooid.\nWacht even voor je weer verbindt
|
||||
server.kicked.typeMismatch = Deze server is niet compatibel met jouw Mindustry build type.
|
||||
server.kicked.playerLimit = De server is vol, wacht voor een plekje.
|
||||
server.kicked.recentKick = Je bent zonet van de server gegooid.\nWacht even voor je weer verbindt
|
||||
server.kicked.nameInUse = Er is al iemand met dezelfde naam op de server.
|
||||
server.kicked.nameEmpty = Je gekozen naam is ongeldig.
|
||||
server.kicked.idInUse = Je bent al verbonden met de server! Verbinden met 2 clients tegelijk is verboden.
|
||||
server.kicked.customClient = Deze server ondersteunt geen aangepaste versies (mods). Download een officiële versie.
|
||||
server.kicked.gameover = Game over!
|
||||
server.versions = Your version:[accent] {0}[]\nServer version:[accent] {1}[]
|
||||
host.info = Ook De [accent]host[] knop hosts een server op poort [scarlet]6567[]. \nIedereen die verbonden is met dezelfde [LIGHT_GRAY]wifi of lokaal netwerk[] zou je server moeten zien in zijn server lijst.\n\nAls je wil dat personen kunnen verbinden met je server van ergens anders via IP. Dan is [accent]port forwarding[] is nodig.\n\n[LIGHT_GRAY]Nota: Als iemand problemen heeft met het verbinden tot je LAN spel, zorg dan dat mindustry toestemming heeft tot je lokale netwerk in de Firewall instellingen.
|
||||
server.versions = Jouw versie:[accent] {0}[]\nServerversie:[accent] {1}[]
|
||||
host.info = Ook de [accent]host[] knop hosts een server op poort [scarlet]6567[]. \nIedereen die verbonden is met dezelfde [LIGHT_GRAY]wifi of lokaal netwerk[] zou je server moeten zien in zijn server lijst.\n\nAls je wil dat personen kunnen verbinden met je server van ergens anders via IP. Dan is [accent]port forwarding[] is nodig.\n\n[LIGHT_GRAY]Nota: Als iemand problemen heeft met het verbinden tot je LAN spel, zorg dan dat mindustry toestemming heeft tot je lokale netwerk in de Firewall instellingen.
|
||||
join.info = Hier kan je een [accent]server IP[] invullen waarmee je wil verbinden. Je kan hier ook verbinden met servers op je [accent]lokale netwerk[]. LAN en WAN multiplayer wordt ondersteund.\n\n[LIGHT_GRAY]Belangrijk: er is geen automatische globale server lijst; als je met iemand wil verbinden via een IP adres moet je zijn/haar IP adres vragen.
|
||||
hostserver = Host Game
|
||||
invitefriends = Invite Friends
|
||||
hostserver.mobile = Host\nGame
|
||||
host = Host
|
||||
hostserver = Open server voor LAN
|
||||
invitefriends = Nodig vrienden uit.
|
||||
hostserver.mobile = Open\nServer
|
||||
host = Open server
|
||||
hosting = [accent]De server wordt geopend...
|
||||
hosts.refresh = Herlaad
|
||||
hosts.discovering = LAN games worden gezocht
|
||||
hosts.discovering.any = Discovering games
|
||||
hosts.discovering.any = Games worden gezocht
|
||||
server.refreshing = De server wordt herladen
|
||||
hosts.none = [lightgray]Geen games op je lokale netwerk gevonden.
|
||||
host.invalid = [scarlet]Kan niet verbinden met de host (server).
|
||||
trace = Zoeken speler
|
||||
trace.playername = Naam speler: [accent]{0}
|
||||
trace = Spelersinformatie
|
||||
trace.playername = Naam: [accent]{0}
|
||||
trace.ip = IP: [accent]{0}
|
||||
trace.id = Uniek ID: [accent]{0}
|
||||
trace.mobile = Mobile Client: [accent]{0}
|
||||
trace.id = Unieke ID: [accent]{0}
|
||||
trace.mobile = Mobiele Client: [accent]{0}
|
||||
trace.modclient = Aangepaste Client: [accent]{0}
|
||||
invalidid = Ongeldig client ID! Verstuur een bug report!
|
||||
server.bans = Verbannen
|
||||
invalidid = Ongeldige client ID! Verstuur een bug report!
|
||||
server.bans = Verbanningen
|
||||
server.bans.none = Geen verbannen spelers gevonden!
|
||||
server.admins = Administrators
|
||||
server.admins.none = Geen Administrators gevonden!
|
||||
|
|
@ -164,29 +165,29 @@ server.outdated = [crimson]Verouderde Server![]
|
|||
server.outdated.client = [crimson]Verouderde Client![]
|
||||
server.version = [lightgray]Versie: {0} {1}
|
||||
server.custombuild = [yellow]Aangepaste versie
|
||||
confirmban = Ben je zeker dat je deze speler wil verbannen?
|
||||
confirmkick = Ben je zeker dat je deze speler van de server wil gooien?
|
||||
confirmvotekick = Are you sure you want to vote-kick this player?
|
||||
confirmunban = Ben je zeker dat je de verbanning ongedaan wil maken?
|
||||
confirmadmin = Ben je zeker dat je deze speler administrator wil maken?
|
||||
confirmunadmin = Ben je zeker dat je de Administrator status van deze speler ongedaan wilt maken?
|
||||
confirmban = Ben je zeker dat je deze speler wilt verbannen?
|
||||
confirmkick = Ben je zeker dat je deze speler van de server wilt gooien?
|
||||
confirmvotekick = Ben je zeker dat je een stemming wilt starten om deze speler uit de server to gooien?
|
||||
confirmunban = Ben je zeker dat je de verbanning wilt opheffen?
|
||||
confirmadmin = Ben je zeker dat je deze speler administrator wilt maken?
|
||||
confirmunadmin = Ben je zeker dat je de administratorstatus van deze speler wilt intrekken?
|
||||
joingame.title = Verbinden met server
|
||||
joingame.ip = IP adres:
|
||||
disconnect = Verbinding verbroken.
|
||||
disconnect.error = Connection error.
|
||||
disconnect.closed = Connection closed.
|
||||
disconnect.timeout = Timed out.
|
||||
disconnect.data = Laden map data mislukt!
|
||||
cantconnect = Unable to join game ([accent]{0}[]).
|
||||
disconnect.error = Verbindingsfout.
|
||||
disconnect.closed = Verbinding afgesloten.
|
||||
disconnect.timeout = Het duurde te lang voordat de server antwoordde.
|
||||
disconnect.data = Laden van mapdata mislukt!
|
||||
cantconnect = Kon niet tot het spel toetreden. ([accent]{0}[]).
|
||||
connecting = [accent]Verbinden...
|
||||
connecting.data = [accent]Laden map data...
|
||||
server.port = Poort:
|
||||
server.addressinuse = Dit adres wordt al gebruikt!
|
||||
server.invalidport = Ongeldige poort!
|
||||
server.error = [crimson]Error hosting server: [accent]{0}
|
||||
server.error = [crimson]Fout bij het openen van de server: [accent]{0}
|
||||
save.new = Nieuwe save
|
||||
save.overwrite = Ben je zeker dat je deze save\nwil overschrijven?
|
||||
overwrite = Overschrijf
|
||||
save.overwrite = Ben je zeker dat je deze save\nwilt overschrijven?
|
||||
overwrite = Vervang
|
||||
save.none = Geen saves gevonden!
|
||||
saveload = [accent]Opslaan...
|
||||
savefail = Opslaan mislukt!
|
||||
|
|
@ -197,27 +198,27 @@ save.import.invalid = [accent]Deze save is ongeldig!
|
|||
save.import.fail = [crimson]Save importeren mislukt: [accent]{0}
|
||||
save.export.fail = [crimson]Save exporteren mislukt: [accent]{0}
|
||||
save.import = Importeer Save
|
||||
save.newslot = Save naam:
|
||||
save.newslot = Naam van de save:
|
||||
save.rename = Naam wijzigen
|
||||
save.rename.text = Nieuwe naam:
|
||||
selectslot = Selecteer een save.
|
||||
slot = [accent]Slot {0}
|
||||
slot = [accent]Plaats {0}
|
||||
editmessage = Edit Message
|
||||
save.corrupted = [accent]Save file corrupted or invalid!\nIf you have just updated your game, this is probably a change in the save format and [scarlet]not[] a bug.
|
||||
empty = <empty>
|
||||
save.corrupted = [accent]Het savebestand is corrupt of ongeldig.\nAls je zonet je spel geupdatet hebt is dit waarschijnlijk een verandering in de savestructuur en dus[scarlet] geen[] bug.
|
||||
empty = <leeg>
|
||||
on = Aan
|
||||
off = Uit
|
||||
save.autosave = Autosave: {0}
|
||||
save.map = Map: {0}
|
||||
save.wave = Golf {0}
|
||||
save.mode = Gamemode: {0}
|
||||
save.date = Last Saved: {0}
|
||||
save.mode = Spelmodus: {0}
|
||||
save.date = Laatste save: {0}
|
||||
save.playtime = Playtime: {0}
|
||||
warning = Waarschuwing.
|
||||
confirm = Bevestig
|
||||
delete = Verwijder
|
||||
view.workshop = View In Workshop
|
||||
workshop.listing = Edit Workshop Listing
|
||||
view.workshop = Bekijk In Workshop
|
||||
workshop.listing = Bewerk Workshop-Publicatie
|
||||
ok = OK
|
||||
open = Open
|
||||
customize = Pas aan
|
||||
|
|
@ -225,40 +226,40 @@ cancel = Annuleer
|
|||
openlink = Open Link
|
||||
copylink = Kopiëer Link
|
||||
back = Terug
|
||||
data.export = Export Data
|
||||
data.import = Import Data
|
||||
data.exported = Data exported.
|
||||
data.invalid = This isn't valid game data.
|
||||
data.export = Exporteer Data
|
||||
data.import = Importeer Data
|
||||
data.exported = Data geëxporteerd.
|
||||
data.invalid = Dit is geen geldige speldata.
|
||||
data.import.confirm = Importing external data will erase[scarlet] all[] your current game data.\n[accent]This cannot be undone![]\n\nOnce the data is imported, your game will exit immediately.
|
||||
classic.export = Export Classic Data
|
||||
classic.export.text = [accent]Mindustry[] has just had a major update.\nClassic (v3.5 build 40) save or map data has been detected. Would you like to export these saves to your phone's home folder, for use in the Mindustry Classic app?
|
||||
classic.export = Exporteer Classic-Data
|
||||
classic.export.text = [accent]Mindustry[] heeft een grote update gehad.\nClassic (v3.5 build 40) save of map data is teruggevonden. Wil je deze data exporteren naar je de home-folder van je telefoon voor gebruik in de Mindustry-Classic app?
|
||||
quit.confirm = Weet je zeker dat je wilt stoppen?
|
||||
quit.confirm.tutorial = Are you sure you know what you're doing?\nThe tutorial can be re-taken in[accent] Settings->Game->Re-Take Tutorial.[]
|
||||
quit.confirm.tutorial = Ben je zeker dat je nu weet wat je doet?\nDe tutorial kan opnieuw gestart worden via[accent] Instellingen->Spel->Herneem Tutorial.[]
|
||||
loading = [accent]Aan het laden...
|
||||
reloading = [accent]Reloading Mods...
|
||||
reloading = [accent]Mods Herladen...
|
||||
saving = [accent]Aan het opslaan...
|
||||
cancelbuilding = [accent][[{0}][] to clear plan
|
||||
selectschematic = [accent][[{0}][] to select+copy
|
||||
pausebuilding = [accent][[{0}][] to pause building
|
||||
resumebuilding = [scarlet][[{0}][] to resume building
|
||||
cancelbuilding = [accent][[{0}][] om het plan te annuleren
|
||||
selectschematic = [accent][[{0}][] om te selecter+kopieren
|
||||
pausebuilding = [accent][[{0}][] om het bouwen te pauseren
|
||||
resumebuilding = [scarlet][[{0}][] om verder te gaan met bouwen
|
||||
wave = [accent]Golf {0}
|
||||
wave.waiting = [LIGHT_GRAY]Golf in {0}
|
||||
wave.waveInProgress = [LIGHT_GRAY]Wave in progress
|
||||
waiting = [LIGHT_GRAY]Waiting...
|
||||
waiting.players = Aan het wachten voor spelers...
|
||||
wave.waveInProgress = [LIGHT_GRAY]Golf bezig
|
||||
waiting = [LIGHT_GRAY]Wachten...
|
||||
waiting.players = Aan het wachten op spelers...
|
||||
wave.enemies = [LIGHT_GRAY]{0} Vijanden Over
|
||||
wave.enemy = [LIGHT_GRAY]{0} Vijand Over
|
||||
loadimage = Laad Afbeelding
|
||||
saveimage = Sla Afbeelding Op
|
||||
unknown = Onbekend
|
||||
custom = Custom
|
||||
builtin = Built-In
|
||||
custom = Aangepast
|
||||
builtin = Ingebouwd
|
||||
map.delete.confirm = Weet je zeker dat je deze kaart wilt verwijderen? Deze actie kan niet ongedaan gemaakt worden!
|
||||
map.random = [accent]Random Map
|
||||
map.nospawn = This map does not have any cores for the player to spawn in! Add a[ROYAL] blue[] core to this map in the editor.
|
||||
map.nospawn.pvp = This map does not have any enemy cores for player to spawn into! Add[SCARLET] non-blue[] cores to this map in the editor.
|
||||
map.nospawn.attack = This map does not have any enemy cores for player to attack! Add[SCARLET] red[] cores to this map in the editor.
|
||||
map.invalid = Error loading map: corrupted or invalid map file.
|
||||
map.random = [accent]Willekeurige Map
|
||||
map.nospawn = Deze map heeft geen cores voor spelers om te spawnen! Voeg een[ROYAL] blauwe[] core toe in de mapbewerker.
|
||||
map.nospawn.pvp = This map does not have any enemy cores for player to spawn into! Voeg een[SCARLET] niet-blauwe[] core toe in de mapbewerker.
|
||||
map.nospawn.attack = This map does not have any enemy cores for player to attack! Voeg een[SCARLET] rode[] core toe in de mapbewerker.
|
||||
map.invalid = Fout tijdens het laden van de map: Corrupt of ongeldig mapbestand.
|
||||
workshop.update = Update Item
|
||||
workshop.error = Error fetching workshop details: {0}
|
||||
map.publish.confirm = Are you sure you want to publish this map?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your maps will not show up!
|
||||
|
|
@ -652,7 +653,6 @@ keybind.pick.name = Pick Block
|
|||
keybind.break_block.name = Break Block
|
||||
keybind.deselect.name = Deselect
|
||||
keybind.shoot.name = Shoot
|
||||
keybind.zoom_hold.name = Zoom Hold
|
||||
keybind.zoom.name = Zoom
|
||||
keybind.menu.name = Menu
|
||||
keybind.pause.name = Pause
|
||||
|
|
|
|||
|
|
@ -699,7 +699,6 @@ keybind.pick.name = Wybierz Blok
|
|||
keybind.break_block.name = Zniszcz Blok
|
||||
keybind.deselect.name = Odznacz
|
||||
keybind.shoot.name = Strzelanie
|
||||
keybind.zoom_hold.name = Inicjator przybliżania
|
||||
keybind.zoom.name = Przybliżanie
|
||||
keybind.menu.name = Menu
|
||||
keybind.pause.name = Pauza
|
||||
|
|
|
|||
|
|
@ -652,7 +652,6 @@ keybind.pick.name = Pegar bloco
|
|||
keybind.break_block.name = Quebrar bloco
|
||||
keybind.deselect.name = Deselecionar
|
||||
keybind.shoot.name = Atirar
|
||||
keybind.zoom_hold.name = segurar_zoom
|
||||
keybind.zoom.name = Zoom
|
||||
keybind.menu.name = Menu
|
||||
keybind.pause.name = Pausar
|
||||
|
|
|
|||
|
|
@ -700,7 +700,6 @@ keybind.pick.name = Pegar bloco
|
|||
keybind.break_block.name = Quebrar bloco
|
||||
keybind.deselect.name = Deselecionar
|
||||
keybind.shoot.name = Atirar
|
||||
keybind.zoom_hold.name = segurar Zoom
|
||||
keybind.zoom.name = Zoom
|
||||
keybind.menu.name = Menu
|
||||
keybind.pause.name = Pausar
|
||||
|
|
|
|||
|
|
@ -12,6 +12,7 @@ link.itch.io.description = Страница itch.io с загрузками иг
|
|||
link.google-play.description = Скачать для Android с Google Play
|
||||
link.f-droid.description = Скачать для Android с F-Droid
|
||||
link.wiki.description = Официальная вики
|
||||
link.feathub.description = Предложить новые функции
|
||||
linkfail = Не удалось открыть ссылку!\nURL-адрес был скопирован в буфер обмена.
|
||||
screenshot = Cкриншот сохранён в {0}
|
||||
screenshot.invalid = Карта слишком большая, возможно, не хватает памяти для скриншота.
|
||||
|
|
@ -26,6 +27,7 @@ load.image = Изображения
|
|||
load.content = Содержимое
|
||||
load.system = Система
|
||||
load.mod = Модификации
|
||||
load.scripts = Скрипты
|
||||
|
||||
schematic = Схема
|
||||
schematic.add = Сохранить схему...
|
||||
|
|
@ -92,25 +94,31 @@ mods.alphainfo = Имейте в виду, что модификации нах
|
|||
mods.alpha = [accent](Альфа)
|
||||
mods = Модификации
|
||||
mods.none = [LIGHT_GRAY]Модификации не найдены!
|
||||
mods.guide = Руководство по созданию модификаций
|
||||
mods.guide = Руководство по модам
|
||||
mods.report = Доложить об ошибке
|
||||
mods.openfolder = Открыть папку с модификациями
|
||||
mod.enabled = [lightgray]Включён
|
||||
mod.disabled = [scarlet]Выключен
|
||||
mod.disable = Выкл.
|
||||
mod.delete.error = Невозможно удалить модификацию. Возможно, файл используется.
|
||||
mod.requiresversion = [scarlet]Требуемая минимальная версия игры: [accent]{0}
|
||||
mod.missingdependencies = [scarlet]Не найдены родительские модификации: {0}
|
||||
mod.erroredcontent = [scarlet]Ошибки содержимого
|
||||
mod.errors = Ошибки были вызваны загружаемым содержимым.
|
||||
mod.noerrorplay = [scarlet]У Вас есть модификации с ошибками.[] Выключите проблемные модификации или исправьте ошибки перед игрой.
|
||||
mod.nowdisabled = [scarlet]Модификации '{0}' требуются родительские модификации:[accent] {1}\n[lightgray]Сначала нужно загрузить их.\nЭта модификация будет автоматически отключена.
|
||||
mod.enable = Вкл.
|
||||
mod.requiresrestart = Теперь игра закроется, чтобы применить изменения в модификациях.
|
||||
mod.reloadrequired = [scarlet]Необходим перезапуск
|
||||
mod.import = Импортировать модификацию
|
||||
mod.import.github = Импортировать модификацию с GitHub
|
||||
mod.remove.confirm = Этот мод будет удалён.
|
||||
mod.import.github = Импортировать мод с GitHub
|
||||
mod.item.remove = Этот предмет является частью модификации [accent]«{0}»[]. Чтобы удалить его, удалите саму модификацию.
|
||||
mod.remove.confirm = Эта модификация будет удалена.
|
||||
mod.author = [LIGHT_GRAY]Автор:[] {0}
|
||||
mod.missing = Это сохранение содержит модификацию, которое Вы недавно обновили или оно больше не установлено. Может случиться повреждение сохранения. Вы уверены, что хотите загрузить его?\n[lightgray]Модификации:\n{0}
|
||||
mod.preview.missing = Перед публикацией этой модификации в Мастерской, Вы должны добавить изображение предпросмотра.\nРазместите изображение с именем[accent] preview.png[] в папке модификации и попробуйте снова.
|
||||
mod.folder.missing = Модификации могут быть опубликованы в Мастерской только в виде папки.\nЧтобы конвертировать любой мод в папку, просто извлеките его из архива и удалите старый архив .zip, затем перезапустите игру или перезагрузите модификации.
|
||||
mod.scripts.unsupported = Ваше устройство не поддерживает скрипты в модификациях. Некоторые модификации могут работать некорректно.
|
||||
|
||||
about.button = Об игре
|
||||
name = Имя:
|
||||
|
|
@ -311,7 +319,7 @@ waves.invalid = Неверные волны в буфере обмена.
|
|||
waves.copied = Волны скопированы.
|
||||
waves.none = Враги не были определены.\nОбратите внимание, что пустые волны будут автоматически заменены обычной волной.
|
||||
editor.default = [lightgray]<По умолчанию>
|
||||
details = Подробная информация…
|
||||
details = Подробности…
|
||||
edit = Редактировать…
|
||||
editor.name = Название:
|
||||
editor.spawn = Создать боевую единицу
|
||||
|
|
@ -496,6 +504,7 @@ settings.language = Язык
|
|||
settings.data = Игровые данные
|
||||
settings.reset = Сбросить по умолчанию
|
||||
settings.rebind = Сменить
|
||||
settings.resetKey = Сбросить
|
||||
settings.controls = Управление
|
||||
settings.game = Игра
|
||||
settings.sound = Звук
|
||||
|
|
@ -642,7 +651,7 @@ setting.position.name = Отображать координаты игрока
|
|||
setting.musicvol.name = Громкость музыки
|
||||
setting.ambientvol.name = Громкость окружения
|
||||
setting.mutemusic.name = Заглушить музыку
|
||||
setting.sfxvol.name = Громкость звуковых эффектов
|
||||
setting.sfxvol.name = Громкость эффектов
|
||||
setting.mutesound.name = Заглушить звук
|
||||
setting.crashreport.name = Отправлять анонимные отчёты о вылетах
|
||||
setting.savecreate.name = Автоматическое создание сохранений
|
||||
|
|
@ -668,9 +677,15 @@ keybind.clear_building.name = Очистить план строительств
|
|||
keybind.press = Нажмите клавишу…
|
||||
keybind.press.axis = Нажмите оси или клавишу…
|
||||
keybind.screenshot.name = Скриншот карты
|
||||
keybind.toggle_power_lines.name = Отображение линий энергоснабжения
|
||||
keybind.toggle_power_lines.name = Отображение лазеров энергоснабжения
|
||||
keybind.move_x.name = Движение по оси X
|
||||
keybind.move_y.name = Движение по оси Y
|
||||
keybind.mouse_move.name = Следовать за курсором
|
||||
keybind.dash.name = Полёт/Ускорение
|
||||
keybind.schematic_select.name = Выбрать область
|
||||
keybind.schematic_menu.name = Меню схем
|
||||
keybind.schematic_flip_x.name = Отразить схему по оси X
|
||||
keybind.schematic_flip_y.name = Отразить схему по оси Y
|
||||
keybind.category_prev.name = Предыдущая категория
|
||||
keybind.category_next.name = Следующая категория
|
||||
keybind.block_select_left.name = Выбор левого блока
|
||||
|
|
@ -687,11 +702,6 @@ keybind.block_select_07.name = Категория/Выбор блока 7
|
|||
keybind.block_select_08.name = Категория/Выбор блока 8
|
||||
keybind.block_select_09.name = Категория/Выбор блока 9
|
||||
keybind.block_select_10.name = Категория/Выбор блока 10
|
||||
keybind.mouse_move.name = Следовать за курсором
|
||||
keybind.schematic_select.name = Выбрать область
|
||||
keybind.schematic_menu.name = Меню схем
|
||||
keybind.schematic_flip_x.name = Отразить схему по оси X
|
||||
keybind.schematic_flip_y.name = Отразить схему по оси Y
|
||||
keybind.fullscreen.name = Переключение полноэкранного режима
|
||||
keybind.select.name = Выбор/Выстрел
|
||||
keybind.diagonal_placement.name = Диагональное размещение
|
||||
|
|
@ -699,13 +709,11 @@ keybind.pick.name = Выбрать блок
|
|||
keybind.break_block.name = Разрушить блок
|
||||
keybind.deselect.name = Снять выделение
|
||||
keybind.shoot.name = Выстрел
|
||||
keybind.zoom_hold.name = Управление масштабом
|
||||
keybind.zoom.name = Приблизить/Отдалить
|
||||
keybind.zoom.name = Масштабирование
|
||||
keybind.menu.name = Меню
|
||||
keybind.pause.name = Пауза
|
||||
keybind.pause_building.name = Приостановить/возобновить строительство
|
||||
keybind.minimap.name = Мини-карта
|
||||
keybind.dash.name = Полёт/Ускорение
|
||||
keybind.chat.name = Чат
|
||||
keybind.player_list.name = Список игроков
|
||||
keybind.console.name = Консоль
|
||||
|
|
@ -726,7 +734,7 @@ mode.editor.name = Редактор
|
|||
mode.pvp.name = PvP
|
||||
mode.pvp.description = Боритесь против других игроков.\n[gray]Для игры требуется как минимум 2 ядра разного цвета на карте.
|
||||
mode.attack.name = Атака
|
||||
mode.attack.description = Уничтожьте вражескую базу. Никаких волн.\n[gray]Для игры требуется красное ядро на карте.
|
||||
mode.attack.description = Уничтожьте вражескую базу.\n[gray]Для игры требуется красное ядро на карте.
|
||||
mode.custom = Пользовательские правила
|
||||
|
||||
rules.infiniteresources = Бесконечные ресурсы (Игрок)
|
||||
|
|
@ -806,6 +814,7 @@ mech.trident-ship.name = Трезубец
|
|||
mech.trident-ship.weapon = Бомбовый отсек
|
||||
mech.glaive-ship.name = Копьё
|
||||
mech.glaive-ship.weapon = Огненный бластер
|
||||
item.corestorable = [lightgray]Можно хранить в ядре: {0}
|
||||
item.explosiveness = [lightgray]Взрывоопасность: {0}%
|
||||
item.flammability = [lightgray]Воспламеняемость: {0}%
|
||||
item.radioactivity = [lightgray]Радиоактивность: {0}%
|
||||
|
|
@ -849,6 +858,8 @@ block.kiln.name = Печь
|
|||
block.graphite-press.name = Графитный пресс
|
||||
block.multi-press.name = Мульти-пресс
|
||||
block.constructing = {0} [lightgray](Строится)
|
||||
block.signal = [lightgray]Сигнал: {0}
|
||||
block.editsignal = Сигнал
|
||||
block.spawn.name = Точка появления врагов
|
||||
block.core-shard.name = Ядро: «Осколок»
|
||||
block.core-foundation.name = Ядро: «Штаб»
|
||||
|
|
@ -1040,7 +1051,7 @@ unit.eradicator.name = Искоренитель
|
|||
unit.lich.name = Лич
|
||||
unit.reaper.name = Жнец
|
||||
tutorial.next = [lightgray]<Нажмите для продолжения>
|
||||
tutorial.intro = Вы начали[scarlet] обучение по Mindustry.[]\nИспользуйте кнопки [accent][[WASD][] для передвижения.\n[accent]Зажмите [[Ctrl] и покрутите колесо мыши[]для приближения или отдаления камеры.\nНачните с [accent]добычи меди[]. Приблизьтесь к ней, затем нажмите на медную жилу возле Вашего ядра, чтобы сделать это.\n\n[accent]{0}/{1} меди
|
||||
tutorial.intro = Вы начали[scarlet] обучение по Mindustry.[]\nИспользуйте кнопки [accent][[WASD][] для передвижения.\n[accent]Покрутите колесо мыши[]для приближения или отдаления камеры.\nНачните с [accent]добычи меди[]. Приблизьтесь к ней, затем нажмите на медную жилу возле Вашего ядра, чтобы сделать это.\n\n[accent]{0}/{1} меди
|
||||
tutorial.intro.mobile = Вы начали[scarlet] обучение по Mindustry.[]\nПроведите по экрану, чтобы двигаться.\n[accent]Сведите или разведите 2 пальца[] для изменения масштаба.\nНачните с [accent]добычи меди[]. Приблизьтесь к ней, затем нажмите на медную жилу возле Вашего ядра, чтобы сделать это.\n\n[accent]{0}/{1} меди
|
||||
tutorial.drill = Ручная добыча не является эффективной.\n[accent]Буры[] могут добывать автоматически.\nНажмите на вкладку с изображением сверла снизу справа.\nВыберите[accent] механический бур[]. Разместите его на медной жиле нажатием.\n[accent]Нажатие по правой кнопке[] прервёт строительство.
|
||||
tutorial.drill.mobile = Ручная добыча не является эффективной.\n[accent]Буры []могут добывать автоматически.\nНажмите на вкладку с изображением сверла снизу справа.\nВыберите[accent] механический бур[].\nРазместите его на медной жиле нажатием, затем нажмите [accent] белую галку[] ниже, чтобы подтвердить построение выделенного.\nНажмите [accent] кнопку X[], чтобы отменить размещение.
|
||||
|
|
@ -1064,7 +1075,7 @@ tutorial.launch = Когда Вы достигаете определенной
|
|||
item.copper.description = Самый основной строительный материал. Широко используется во всех типах блоков.
|
||||
item.lead.description = Основной стартовый материал. Широко используется в электронике и блоках для транспортировки жидкостей.
|
||||
item.metaglass.description = Сверхпрочный сплав стекла. Широко используется для распределения и хранения жидкости.
|
||||
item.graphite.description = Минерализованный углерод, используемый для боеприпасов и электроизоляции.
|
||||
item.graphite.description = Минерализованный углерод, используемый для боеприпасов и электрических компонентов.
|
||||
item.sand.description = Обычный материал, который широко используется при выплавке, как при легировании, так и в качестве флюса.
|
||||
item.coal.description = Окаменелое растительное вещество, образовавшееся задолго до посева. Широко используется для производства топлива и ресурсов.
|
||||
item.titanium.description = Редкий сверхлёгкий металл, широко используемый для транспортировки жидкостей, буров и авиации.
|
||||
|
|
@ -1085,7 +1096,7 @@ mech.alpha-mech.description = Стандартный управляемый ме
|
|||
mech.delta-mech.description = Быстрый, легко бронированный мех, созданный для ударов «атакуй и беги». Наносит мало урона по строениям, но может очень быстро убить большие группы вражеских орудий с помощью дуговых молний.
|
||||
mech.tau-mech.description = Мех поддержки. Ремонтирует союзные блоки, просто стреляя в них. Может лечить союзников в радиусе его ремонтирующей способности.
|
||||
mech.omega-mech.description = Громоздкий и хорошо бронированный мех, созданный для передовых атак. Его броня может блокировать до 90% входящего урона.
|
||||
mech.dart-ship.description = Стандартный управляемый корабль. Достаточно быстрый и легкий, но обладает слабым вооружением и низкой скоростью добычи.
|
||||
mech.dart-ship.description = Стандартный управляемый корабль. Быстрая скорость добычи. Достаточно быстрый и легкий, но обладает слабым вооружением.
|
||||
mech.javelin-ship.description = Корабль для тактики «атакуй и беги». Сначала он медленный, но позже может разгоняться до огромных скоростей и летать над аванпостами противника, нанося большой урон молниями и ракетами.
|
||||
mech.trident-ship.description = Тяжёлый бомбардировщик, построенный для строительства и уничтожения вражеских укреплений. Достаточно хорошо бронированный.
|
||||
mech.glaive-ship.description = Большой хорошо бронированный боевой корабль. Оборудован зажигательным повторителем. Очень манёвренный.
|
||||
|
|
|
|||
|
|
@ -652,7 +652,6 @@ keybind.pick.name = Pick Block
|
|||
keybind.break_block.name = Break Block
|
||||
keybind.deselect.name = Deselect
|
||||
keybind.shoot.name = Shoot
|
||||
keybind.zoom_hold.name = Zoom Hold
|
||||
keybind.zoom.name = Zoom
|
||||
keybind.menu.name = Menu
|
||||
keybind.pause.name = Pause
|
||||
|
|
|
|||
1202
core/assets/bundles/bundle_th.properties
Normal file
|
|
@ -652,7 +652,6 @@ keybind.pick.name = Pick Block
|
|||
keybind.break_block.name = Break Block
|
||||
keybind.deselect.name = Eldeki yapiyi birak
|
||||
keybind.shoot.name = Sik
|
||||
keybind.zoom_hold.name = Yaklasma basili tutmasi
|
||||
keybind.zoom.name = Yaklas
|
||||
keybind.menu.name = Menu
|
||||
keybind.pause.name = Durdur
|
||||
|
|
|
|||
|
|
@ -652,7 +652,6 @@ keybind.pick.name = Blok Seç
|
|||
keybind.break_block.name = Blok Kır
|
||||
keybind.deselect.name = Seçimleri Kaldır
|
||||
keybind.shoot.name = Ateş Et
|
||||
keybind.zoom_hold.name = Zumu Sabit Tutma
|
||||
keybind.zoom.name = Zum
|
||||
keybind.menu.name = Menü
|
||||
keybind.pause.name = Durdur
|
||||
|
|
|
|||
|
|
@ -25,6 +25,8 @@ load.image = Зображення
|
|||
load.content = Зміст
|
||||
load.system = Система
|
||||
load.mod = Модифікації
|
||||
load.scripts = Скрипти
|
||||
|
||||
schematic = Схема
|
||||
schematic.add = Зберегти схему…
|
||||
schematics = Схеми
|
||||
|
|
@ -104,17 +106,19 @@ mod.disable = Вимкнути
|
|||
mod.delete.error = Неможливо видалити модифікацію. Файл, можливо, використовується.
|
||||
mod.requiresversion = [scarlet]Необхідна версія гри: [accent]{0}
|
||||
mod.missingdependencies = [scarlet]Відсутні залежності: {0}
|
||||
mod.nowdisabled = [scarlet]Модифікації '{0}' не вистачає залежностей:[accent] {1}\n[lightgray]Ці модифікації потрібно завантажити спочатку.\nЦя модифікація буду автоматично вимкнена.
|
||||
mod.nowdisabled = [scarlet]Модифікації «{0}» не вистачає залежних модифікацій:[accent] {1}\n[lightgray]Ці модифікації потрібно завантажити спочатку.\nЦя модифікація буде автоматично вимкнена.
|
||||
mod.enable = Увімкнути
|
||||
mod.requiresrestart = А тепер гра закриється, щоб застосувати зміни модифікацій.
|
||||
mod.reloadrequired = [scarlet]Потрібно перезавантаження
|
||||
mod.import = Імпортувати модифікацію
|
||||
mod.import.github = Імпортувати модификацію з Ґітгаб
|
||||
mod.import.github = Імпортувати модификацію з GitHub
|
||||
mod.item.remove =Цей предмет є частиною модифікації [accent] '«{0}»[]. Щоб видалити його, видаліть цю модифікацію.
|
||||
mod.remove.confirm = Цю модифікацію буде видалено.
|
||||
mod.author = [LIGHT_GRAY]Автор:[] {0}
|
||||
mod.missing = Це збереження містить модифікації, які ви нещодавно оновили або більше не встановлювали. Збереження може зіпсуватися. Ви впевнені, що хочете завантажити його?\n[lightgray]Модифікації:\n{0}
|
||||
mod.preview.missing = До публікації цієї модифікації в Майстерні, ви повинні додати зображення попереднього перегляду.\nПомістіть зображення з назвою [accent] preview.png[] у теку з модификаціями і спробуйте знову.
|
||||
mod.folder.missing = Тільки модификації у формі теці можуть бути опубліковані в Майстерні.\nЩоб перетворити будь-яку модификацію у теку, просто розархівуйте цей файлу теку та видаліть старий архів, і потім перезапустіть гру або перезавантажте ваші модификації.
|
||||
mod.scripts.unsupported = Ваш пристрій не підтримує скрипти модифікацій. Деякі модифифікаціх не будуть працювати правильно.
|
||||
about.button = Про гру
|
||||
name = Ім’я:
|
||||
noname = Спочатку придумайте[accent] собі ім’я[].
|
||||
|
|
@ -692,7 +696,6 @@ keybind.pick.name = Вибрати блок
|
|||
keybind.break_block.name = Зламати блок
|
||||
keybind.deselect.name = Скасувати
|
||||
keybind.shoot.name = Постріл
|
||||
keybind.zoom_hold.name = Керування масштабом
|
||||
keybind.zoom.name = Приблизити
|
||||
keybind.menu.name = Меню
|
||||
keybind.pause.name = Пауза
|
||||
|
|
|
|||
|
|
@ -699,7 +699,6 @@ keybind.pick.name = 选择方块
|
|||
keybind.break_block.name = 破坏方块
|
||||
keybind.deselect.name = 取消选择
|
||||
keybind.shoot.name = 射击
|
||||
keybind.zoom_hold.name = 按住调整缩放
|
||||
keybind.zoom.name = 缩放
|
||||
keybind.menu.name = 菜单
|
||||
keybind.pause.name = 暂停
|
||||
|
|
|
|||
|
|
@ -12,6 +12,7 @@ link.itch.io.description = itch.io 電腦版下載網頁
|
|||
link.google-play.description = Google Play 商店頁面
|
||||
link.f-droid.description = F-Droid 目錄頁面
|
||||
link.wiki.description = 官方 Mindustry 維基
|
||||
link.feathub.description = 建議新功能
|
||||
linkfail = 無法打開連結!\n我們已將該網址複製到您的剪貼簿。
|
||||
screenshot = 截圖保存到{0}
|
||||
screenshot.invalid = 地圖太大了,可能沒有足夠的內存用於截圖。
|
||||
|
|
@ -26,6 +27,7 @@ load.image = 圖片載入中
|
|||
load.content = 內容載入中
|
||||
load.system = 系統載入中
|
||||
load.mod = 模組載入中
|
||||
load.scripts = 指令檔載入中
|
||||
|
||||
schematic = 藍圖
|
||||
schematic.add = 儲存藍圖...
|
||||
|
|
@ -99,18 +101,23 @@ mod.disabled = [scarlet]已禁用
|
|||
mod.enable = 啟用
|
||||
mod.disable = 禁用
|
||||
mod.delete.error = 無法刪除模組,檔案可能在使用中。
|
||||
mod.requiresversion = [scarlet]遊戲版本要求:[accent]{0}
|
||||
mod.missingdependencies = [scarlet]缺少依賴項目: {0}
|
||||
mod.requiresversion = [scarlet]最低遊戲版本要求:[accent]{0}
|
||||
mod.missingdependencies = [scarlet]缺少必須項目: {0}
|
||||
mod.erroredcontent = [scarlet]內容錯誤
|
||||
mod.errors = 載入內容時發生錯誤
|
||||
mod.noerrorplay = [scarlet]你使用了有錯誤的模組。[] 遊戲前請先禁用相關模組或修正錯誤。
|
||||
mod.nowdisabled = [scarlet]「{0}」模組缺少必須項目:[accent] {1}\n[lightgray]必須先下載這些模組。\n此模組將被自動禁用。
|
||||
mod.requiresrestart = 遊戲將立即關閉以套用模組變更。
|
||||
mod.reloadrequired = [scarlet]需要重新載入
|
||||
mod.import = 匯入模組
|
||||
mod.import.github = 匯入GitHub模組
|
||||
mod.item.remove = 此物品是[accent] '{0}'[]模組的一部份。解除安裝模組以移除此物品。
|
||||
mod.remove.confirm = 該模組將被刪除。
|
||||
mod.author = [lightgray]作者:[] {0}
|
||||
mod.missing = 此存檔含有您最近更新或不再安裝的模組。可能會發生存檔損毀。您確定要載入嗎?\n[lightgray]模組:\n{0}
|
||||
mod.preview.missing = 在工作坊發佈這個模組前,您必須添加預覽圖。\n在該模組的資料夾中放置一個名為[accent] preview.png[]的圖片並重試。
|
||||
mod.folder.missing = 只有資料夾形式的模組可以在工作坊上發布。\n要將模組轉換為資料夾,只需將其文件解壓縮到資料夾並刪除舊的.zip檔,然後重新啟動遊戲或重新載入模組。
|
||||
mod.scripts.unsupported = 你的裝置不支援模組指令檔。部分模組將無法正常運作。
|
||||
|
||||
about.button = 關於
|
||||
name = 名稱:
|
||||
|
|
@ -131,7 +138,7 @@ server.kicked.serverClose = 伺服器已關閉。
|
|||
server.kicked.vote = 您已被投票踢出伺服器,再見。
|
||||
server.kicked.clientOutdated = 客戶端版本過舊!請更新遊戲!
|
||||
server.kicked.serverOutdated = 伺服器版本過舊!請聯絡伺服主更新伺服器!
|
||||
server.kicked.banned = 您已經從這個伺服器被封禁。
|
||||
server.kicked.banned = 您已經在這個伺服器中被封禁。
|
||||
server.kicked.typeMismatch = 該伺服器與您的版本不相容。
|
||||
server.kicked.playerLimit = 該伺服器已滿。請等待一個空位置。
|
||||
server.kicked.recentKick = 您最近曾被踢出伺服器。\n請稍後再進行連線。
|
||||
|
|
@ -176,7 +183,7 @@ confirmban = 您確定要封禁該玩家嗎?
|
|||
confirmkick = 您確定要踢出該玩家嗎?
|
||||
confirmvotekick = 您確定要投票剔除該名玩家嗎?
|
||||
confirmunban = 您確定要解除封禁該玩家嗎?
|
||||
confirmadmin = 您確定要提升這個玩家為管理員嗎?
|
||||
confirmadmin = 您確定要晉升這個玩家為管理員嗎?
|
||||
confirmunadmin = 您確定要解除這個玩家的管理員嗎?
|
||||
joingame.title = 加入遊戲
|
||||
joingame.ip = IP位址:
|
||||
|
|
@ -251,7 +258,7 @@ pausebuilding = [accent][[{0}][]暫停建造
|
|||
resumebuilding = [scarlet][[{0}][]恢復建造
|
||||
wave = [accent]第{0}波
|
||||
wave.waiting = [lightgray]將於{0}秒後抵達
|
||||
wave.waveInProgress = 第[lightgray]波正在進行中
|
||||
wave.waveInProgress = [lightgray]波次進行中
|
||||
waiting = [lightgray]等待中...
|
||||
waiting.players = 等待玩家中...
|
||||
wave.enemies = [lightgray]剩下{0}個敵人
|
||||
|
|
@ -263,9 +270,9 @@ custom = 自訂
|
|||
builtin = 内建
|
||||
map.delete.confirm = 確認要刪除地圖嗎?此操作無法撤回!
|
||||
map.random = [accent]隨機地圖
|
||||
map.nospawn = 這個地圖沒有核心!請在編輯器中添加一個[ROYAL]藍色[]的核心。
|
||||
map.nospawn.pvp = 這個地圖沒有核心讓敵人重生!請在編輯器中添加一個[SCARLET]紅色[]的核心。
|
||||
map.nospawn.attack = 這個地圖沒有敵人核心讓可以攻擊!請在編輯器中添加一個[SCARLET]紅色[]的核心。
|
||||
map.nospawn = 這個地圖沒有核心!請在編輯器中添加一個[accent]橘色[]的核心。
|
||||
map.nospawn.pvp = 這個地圖沒有敵對核心讓玩家重生!請在編輯器中添加一個[SCARLET]不是橘色[]的核心。
|
||||
map.nospawn.attack = 這個地圖沒有敵人核心可以攻擊!請在編輯器中添加一個[SCARLET]紅色[]的核心。
|
||||
map.invalid = 地圖載入錯誤:地圖可能已經損壞。
|
||||
workshop.update = 更新項目
|
||||
workshop.error = 提取工作坊詳細信息時出錯: {0}
|
||||
|
|
@ -296,7 +303,7 @@ editor.newmap = 新地圖
|
|||
workshop = 工作坊
|
||||
waves.title = 波次
|
||||
waves.remove = 移除
|
||||
waves.never = 〈從來沒有〉
|
||||
waves.never = 〈永遠〉
|
||||
waves.every = 每
|
||||
waves.waves = 波次
|
||||
waves.perspawn = 每次生成
|
||||
|
|
@ -368,7 +375,7 @@ toolmode.eraseores = 清除礦物
|
|||
toolmode.eraseores.description = 僅清除礦物。
|
||||
toolmode.fillteams = 填充團隊
|
||||
toolmode.fillteams.description = 填充團隊而不是方塊。
|
||||
toolmode.drawteams = Draw Teams
|
||||
toolmode.drawteams = 繪製團隊
|
||||
toolmode.drawteams.description = 繪製團隊而不是方塊。
|
||||
|
||||
filters.empty = [lightgray]沒有過濾器!使用下面的按鈕添加一個。
|
||||
|
|
@ -530,7 +537,7 @@ blocks.powerconnections = 最大連接數
|
|||
blocks.poweruse = 能量使用
|
||||
blocks.powerdamage = 能量/傷害
|
||||
blocks.itemcapacity = 物品容量
|
||||
blocks.basepowergeneration = 基本能量生產
|
||||
blocks.basepowergeneration = 基礎能量生產
|
||||
blocks.productiontime = 生產時間
|
||||
blocks.repairtime = 方塊完全修復時間
|
||||
blocks.speedincrease = 速度提升
|
||||
|
|
@ -604,6 +611,7 @@ setting.shadows.name = 陰影
|
|||
setting.blockreplace.name = 方塊建造建議
|
||||
setting.linear.name = 線性過濾
|
||||
setting.hints.name = 提示
|
||||
setting.buildautopause.name = 自動暫停建築
|
||||
setting.animatedwater.name = 水動畫
|
||||
setting.animatedshields.name = 護盾動畫
|
||||
setting.antialias.name = 消除鋸齒[lightgray](需要重啟遊戲)[]
|
||||
|
|
@ -629,11 +637,14 @@ setting.conveyorpathfinding.name = 自動輸送帶放置規劃
|
|||
setting.sensitivity.name = 控制器靈敏度
|
||||
setting.saveinterval.name = 自動存檔間隔
|
||||
setting.seconds = {0}秒
|
||||
setting.blockselecttimeout.name = 跳過方塊建造時距
|
||||
setting.milliseconds = {0}毫秒
|
||||
setting.fullscreen.name = 全螢幕
|
||||
setting.borderlesswindow.name = 無邊框窗口[lightgray](可能需要重啟遊戲)
|
||||
setting.fps.name = 顯示FPS
|
||||
setting.fps.name = 顯示FPS與Ping
|
||||
setting.blockselectkeys.name = 顯示方塊選擇快捷鍵
|
||||
setting.vsync.name = 垂直同步
|
||||
setting.pixelate.name = 像素化[lightgray](可能降低性能)
|
||||
setting.pixelate.name = 像素化[lightgray](會關閉動畫)
|
||||
setting.minimap.name = 顯示小地圖
|
||||
setting.position.name = 顯示玩家位置
|
||||
setting.musicvol.name = 音樂音量
|
||||
|
|
@ -660,7 +671,7 @@ category.multiplayer.name = 多人
|
|||
command.attack = 攻擊
|
||||
command.rally = 集結
|
||||
command.retreat = 撤退
|
||||
keybind.clear_building.name = 清除建築物
|
||||
keybind.clear_building.name = 清除建築指令
|
||||
keybind.press = 按一下按鍵...
|
||||
keybind.press.axis = 按一下軸向或按鍵...
|
||||
keybind.screenshot.name = 地圖截圖
|
||||
|
|
@ -671,6 +682,22 @@ keybind.schematic_select.name = 選擇區域
|
|||
keybind.schematic_menu.name = 藍圖目錄
|
||||
keybind.schematic_flip_x.name = X軸翻轉
|
||||
keybind.schematic_flip_y.name = Y軸翻轉
|
||||
keybind.category_prev.name = 前一個類別
|
||||
keybind.category_next.name = 下一個類別
|
||||
keybind.block_select_left.name = 選取方塊左
|
||||
keybind.block_select_right.name = 選取方塊右
|
||||
keybind.block_select_up.name = 選取方塊上
|
||||
keybind.block_select_down.name = 選取方塊下
|
||||
keybind.block_select_01.name = 類別/方塊選取 1
|
||||
keybind.block_select_02.name = 類別/方塊選取 2
|
||||
keybind.block_select_03.name = 類別/方塊選取 3
|
||||
keybind.block_select_04.name = 類別/方塊選取 4
|
||||
keybind.block_select_05.name = 類別/方塊選取 5
|
||||
keybind.block_select_06.name = 類別/方塊選取 6
|
||||
keybind.block_select_07.name = 類別/方塊選取 7
|
||||
keybind.block_select_08.name = 類別/方塊選取 8
|
||||
keybind.block_select_09.name = 類別/方塊選取 9
|
||||
keybind.block_select_10.name = 類別/方塊選取 10
|
||||
keybind.fullscreen.name = 全螢幕切換
|
||||
keybind.select.name = 選取
|
||||
keybind.diagonal_placement.name = 對角線放置
|
||||
|
|
@ -678,7 +705,6 @@ keybind.pick.name = 選擇方塊
|
|||
keybind.break_block.name = 移除方塊
|
||||
keybind.deselect.name = 取消選取
|
||||
keybind.shoot.name = 射擊
|
||||
keybind.zoom_hold.name = 按住縮放
|
||||
keybind.zoom.name = 縮放
|
||||
keybind.menu.name = 主選單
|
||||
keybind.pause.name = 暫停遊戲
|
||||
|
|
@ -700,12 +726,12 @@ mode.help.title = 模式說明
|
|||
mode.survival.name = 生存
|
||||
mode.survival.description = 一般模式。有限的資源與自動來襲的波次。
|
||||
mode.sandbox.name = 沙盒
|
||||
mode.sandbox.description = 無限的資源,與不倒數計時的波次。
|
||||
mode.sandbox.description = 無限的資源與不倒數計時的波次。
|
||||
mode.editor.name = 編輯
|
||||
mode.pvp.name = 對戰
|
||||
mode.pvp.description = 和其他玩家競爭、戰鬥。
|
||||
mode.pvp.description = 和其他玩家競爭、戰鬥。\n[gray]地圖中需要至少兩個不同顏色的核心。
|
||||
mode.attack.name = 進攻
|
||||
mode.attack.description = 沒有波次,目標是摧毀敵人的基地。
|
||||
mode.attack.description = 目標是摧毀敵人的基地。\n[gray]地圖中需要有一個紅色核心。
|
||||
mode.custom = 自訂規則
|
||||
|
||||
rules.infiniteresources = 無限資源
|
||||
|
|
@ -1016,11 +1042,11 @@ unit.fortress.name = 要塞
|
|||
unit.revenant.name = 復仇鬼
|
||||
unit.eruptor.name = 爆發者
|
||||
unit.chaos-array.name = 混沌陣列
|
||||
unit.eradicator.name = 消除者
|
||||
unit.eradicator.name = 殲滅者
|
||||
unit.lich.name = 巫妖
|
||||
unit.reaper.name = 收掠者
|
||||
tutorial.next = [lightgray]<按下以繼續>
|
||||
tutorial.intro = 您已進入[scarlet] Mindustry 教學。[]\n使用[[WASD鍵]來移動.\n在滾動滾輪時[accent]按住 [[Ctrl][]來放大縮小畫面.\n從[accent]開採銅礦[]開始吧靠近它,然後在靠近核心的位置點擊銅礦。\n\n[accent]{0}/{1}銅礦
|
||||
tutorial.intro = 您已進入[scarlet] Mindustry 教學。[]\n使用[[WASD鍵]來移動.\n滾動滾輪來放大縮小畫面.\n從[accent]開採銅礦[]開始吧靠近它,然後在靠近核心的位置點擊銅礦。\n\n[accent]{0}/{1}銅礦
|
||||
tutorial.intro.mobile = 您已進入[scarlet] Mindustry 教學。[]\n滑動螢幕即可移動。\n[accent]用兩指捏[]來縮放畫面。\n從[accent]開採銅礦[]開始吧。靠近它,然後在靠近核心的位置點擊銅礦。\n\n[accent]{0}/{1}銅礦
|
||||
tutorial.drill = 手動挖掘礦石的效率很低。\n[accent]鑽頭[]能夠自動挖掘礦石。\n在銅礦脈上放置一個鑽頭。
|
||||
tutorial.drill.mobile = 手動挖掘礦石的效率很低。\n[accent]鑽頭[]能夠自動挖掘礦石。\n點選右下角的鑽頭選項\n選擇[accent]機械鑽頭[].\n通過點擊將其放置在銅礦上,然後按下下方的[accent]確認標誌[]確認您的選擇\n按下[accent] X 按鈕[] 取消放置.
|
||||
|
|
@ -1043,7 +1069,7 @@ item.copper.description = 最基本的結構材料。在各種類型的方塊中
|
|||
item.lead.description = 一種基本的起始材料。被廣泛用於電子設備和液體運輸方塊。
|
||||
item.metaglass.description = 一種超高強度的玻璃。廣泛用於液體分配和存儲。
|
||||
item.graphite.description = 礦化的碳,用於彈藥和電氣絕緣。
|
||||
item.sand.description = 一種常見的材料,廣泛用於冶煉,包括製作合金和助熔劑。
|
||||
item.sand.description = 一種常見的材料,廣泛用於冶煉,包括製作合金和作為助熔劑。
|
||||
item.coal.description = 遠在「播種」事件前就形成的植物化石。一種常見並容易獲得的燃料。
|
||||
item.titanium.description = 一種罕見的超輕金屬,被廣泛運用於運輸液體、鑽頭和飛行載具。
|
||||
item.thorium.description = 一種高密度的放射性金屬,用作結構支撐和核燃料。
|
||||
|
|
@ -1060,10 +1086,10 @@ liquid.slag.description = 各種不同類型的熔融金屬混合在一起的液
|
|||
liquid.oil.description = 用於進階材料製造的液體。可以轉化為煤炭作為燃料或噴灑向敵方單位後點燃作為武器。
|
||||
liquid.cryofluid.description = 一種安定,無腐蝕性的液體,用水及鈦混合成。具有很高的比熱。廣泛的用作冷卻劑。
|
||||
mech.alpha-mech.description = 標準的控制機甲。改良自匕首機甲,加強了裝甲及建造能力。
|
||||
mech.delta-mech.description = 一種快速、輕裝甲的機甲,用於打帶跑的攻擊。對結構造成的傷害很小,但可以用弧形閃電武器很快殺死大量敵方單位。
|
||||
mech.delta-mech.description = 一種快速、輕裝甲的機甲,用於打帶跑的攻擊。對結構體造成的傷害很小,但可以用弧形閃電武器很快殺死大量敵方單位。
|
||||
mech.tau-mech.description = 支援機甲。射擊友方方塊以修復它們。可以使用它的修復能力治療一定範圍內的友軍。
|
||||
mech.omega-mech.description = 一種笨重、重裝甲的機甲,用於前線突擊。它的裝甲能力可以阻擋高達90%的傷害。
|
||||
mech.dart-ship.description = 標準的控制飛船。快速、輕便,但攻擊能力低、採礦速度慢。
|
||||
mech.omega-mech.description = 一種笨重、重裝甲的機甲,用於前線突擊。
|
||||
mech.dart-ship.description = 標準的控制飛船。採礦速度快。相當快速、輕便,但攻擊能力低落。
|
||||
mech.javelin-ship.description = 一種打帶跑的突襲艇。雖然最初很慢,但它可以加速到很快的速度,並飛過敵人的前哨站,利用其閃電能力和導彈造成大量的傷害。
|
||||
mech.trident-ship.description = 一種重型轟炸機。用以摧毀敵方建築。有相當的裝甲。
|
||||
mech.glaive-ship.description = 一種大型、配有良好裝甲的砲艇。配備燃燒機關槍。高機動性。
|
||||
|
|
|
|||
|
|
@ -83,3 +83,4 @@ amrsoll
|
|||
ねらひかだ
|
||||
Draco
|
||||
Quezler
|
||||
Alicila
|
||||
|
|
|
|||
19
core/assets/scripts/base.js
Executable file
|
|
@ -0,0 +1,19 @@
|
|||
const log = function(context, obj){
|
||||
Vars.mods.getScripts().log(context, obj ? String(obj) : "null")
|
||||
}
|
||||
|
||||
const extendContent = function(classType, name, params){
|
||||
return new JavaAdapter(classType, params, name)
|
||||
}
|
||||
|
||||
const extend = function(classType, params){
|
||||
return new JavaAdapter(classType, params)
|
||||
}
|
||||
|
||||
const run = method => new java.lang.Runnable(){run: method}
|
||||
const boolf = method => new Boolf(){get: method}
|
||||
const boolp = method => new Boolp(){get: method}
|
||||
const cons = method => new Cons(){get: method}
|
||||
const prov = method => new Prov(){get: method}
|
||||
const newEffect = (lifetime, renderer) => new Effects.Effect(lifetime, new Effects.EffectRenderer({render: renderer}))
|
||||
const Calls = Packages.io.anuke.mindustry.gen.Call
|
||||
78
core/assets/scripts/global.js
Executable file
|
|
@ -0,0 +1,78 @@
|
|||
//Generated class. Do not modify.
|
||||
|
||||
const log = function(context, obj){
|
||||
Vars.mods.getScripts().log(context, obj ? String(obj) : "null")
|
||||
}
|
||||
|
||||
const extendContent = function(classType, name, params){
|
||||
return new JavaAdapter(classType, params, name)
|
||||
}
|
||||
|
||||
const extend = function(classType, params){
|
||||
return new JavaAdapter(classType, params)
|
||||
}
|
||||
|
||||
const run = method => new java.lang.Runnable(){run: method}
|
||||
const boolf = method => new Boolf(){get: method}
|
||||
const boolp = method => new Boolp(){get: method}
|
||||
const cons = method => new Cons(){get: method}
|
||||
const prov = method => new Prov(){get: method}
|
||||
const newEffect = (lifetime, renderer) => new Effects.Effect(lifetime, new Effects.EffectRenderer({render: renderer}))
|
||||
const Calls = Packages.io.anuke.mindustry.gen.Call
|
||||
importPackage(Packages.io.anuke.arc)
|
||||
importPackage(Packages.io.anuke.arc.collection)
|
||||
importPackage(Packages.io.anuke.arc.func)
|
||||
importPackage(Packages.io.anuke.arc.graphics)
|
||||
importPackage(Packages.io.anuke.arc.graphics.g2d)
|
||||
importPackage(Packages.io.anuke.arc.math)
|
||||
importPackage(Packages.io.anuke.arc.scene)
|
||||
importPackage(Packages.io.anuke.arc.scene.actions)
|
||||
importPackage(Packages.io.anuke.arc.scene.event)
|
||||
importPackage(Packages.io.anuke.arc.scene.style)
|
||||
importPackage(Packages.io.anuke.arc.scene.ui)
|
||||
importPackage(Packages.io.anuke.arc.scene.ui.layout)
|
||||
importPackage(Packages.io.anuke.arc.scene.utils)
|
||||
importPackage(Packages.io.anuke.arc.util)
|
||||
importPackage(Packages.io.anuke.mindustry)
|
||||
importPackage(Packages.io.anuke.mindustry.ai)
|
||||
importPackage(Packages.io.anuke.mindustry.content)
|
||||
importPackage(Packages.io.anuke.mindustry.core)
|
||||
importPackage(Packages.io.anuke.mindustry.ctype)
|
||||
importPackage(Packages.io.anuke.mindustry.editor)
|
||||
importPackage(Packages.io.anuke.mindustry.entities)
|
||||
importPackage(Packages.io.anuke.mindustry.entities.bullet)
|
||||
importPackage(Packages.io.anuke.mindustry.entities.effect)
|
||||
importPackage(Packages.io.anuke.mindustry.entities.traits)
|
||||
importPackage(Packages.io.anuke.mindustry.entities.type)
|
||||
importPackage(Packages.io.anuke.mindustry.entities.type.base)
|
||||
importPackage(Packages.io.anuke.mindustry.entities.units)
|
||||
importPackage(Packages.io.anuke.mindustry.game)
|
||||
importPackage(Packages.io.anuke.mindustry.gen)
|
||||
importPackage(Packages.io.anuke.mindustry.graphics)
|
||||
importPackage(Packages.io.anuke.mindustry.input)
|
||||
importPackage(Packages.io.anuke.mindustry.maps)
|
||||
importPackage(Packages.io.anuke.mindustry.maps.filters)
|
||||
importPackage(Packages.io.anuke.mindustry.maps.generators)
|
||||
importPackage(Packages.io.anuke.mindustry.maps.zonegen)
|
||||
importPackage(Packages.io.anuke.mindustry.type)
|
||||
importPackage(Packages.io.anuke.mindustry.ui)
|
||||
importPackage(Packages.io.anuke.mindustry.ui.dialogs)
|
||||
importPackage(Packages.io.anuke.mindustry.ui.fragments)
|
||||
importPackage(Packages.io.anuke.mindustry.ui.layout)
|
||||
importPackage(Packages.io.anuke.mindustry.world)
|
||||
importPackage(Packages.io.anuke.mindustry.world.blocks)
|
||||
importPackage(Packages.io.anuke.mindustry.world.blocks.defense)
|
||||
importPackage(Packages.io.anuke.mindustry.world.blocks.defense.turrets)
|
||||
importPackage(Packages.io.anuke.mindustry.world.blocks.distribution)
|
||||
importPackage(Packages.io.anuke.mindustry.world.blocks.liquid)
|
||||
importPackage(Packages.io.anuke.mindustry.world.blocks.logic)
|
||||
importPackage(Packages.io.anuke.mindustry.world.blocks.power)
|
||||
importPackage(Packages.io.anuke.mindustry.world.blocks.production)
|
||||
importPackage(Packages.io.anuke.mindustry.world.blocks.sandbox)
|
||||
importPackage(Packages.io.anuke.mindustry.world.blocks.storage)
|
||||
importPackage(Packages.io.anuke.mindustry.world.blocks.units)
|
||||
importPackage(Packages.io.anuke.mindustry.world.consumers)
|
||||
importPackage(Packages.io.anuke.mindustry.world.meta)
|
||||
importPackage(Packages.io.anuke.mindustry.world.meta.values)
|
||||
importPackage(Packages.io.anuke.mindustry.world.modules)
|
||||
importPackage(Packages.io.anuke.mindustry.world.producers)
|
||||
10
core/assets/scripts/wrapper.js
Executable file
|
|
@ -0,0 +1,10 @@
|
|||
modName = "$MOD_NAME$"
|
||||
|
||||
!function(){
|
||||
|
||||
const scriptName = "$SCRIPT_NAME$"
|
||||
const print = text => log(scriptName, text);
|
||||
$CODE$
|
||||
|
||||
}();
|
||||
|
||||
|
Before Width: | Height: | Size: 743 B After Width: | Height: | Size: 747 B |
|
Before Width: | Height: | Size: 719 KiB After Width: | Height: | Size: 957 KiB |
|
Before Width: | Height: | Size: 283 KiB After Width: | Height: | Size: 304 KiB |
|
Before Width: | Height: | Size: 260 KiB After Width: | Height: | Size: 1.1 MiB |
|
Before Width: | Height: | Size: 134 KiB After Width: | Height: | Size: 187 KiB |
|
Before Width: | Height: | Size: 888 KiB After Width: | Height: | Size: 332 KiB |
|
|
@ -32,8 +32,8 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform
|
|||
|
||||
@Override
|
||||
public void setup(){
|
||||
Vars.loadLogger();
|
||||
Vars.platform = this;
|
||||
Log.setUseColors(false);
|
||||
beginTime = Time.millis();
|
||||
|
||||
Time.setDeltaProvider(() -> {
|
||||
|
|
@ -70,8 +70,11 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform
|
|||
Sounds.load();
|
||||
|
||||
assets.loadRun("contentcreate", Content.class, () -> {
|
||||
content.createContent();
|
||||
content.createBaseContent();
|
||||
content.loadColors();
|
||||
}, () -> {
|
||||
mods.loadScripts();
|
||||
content.createModContent();
|
||||
});
|
||||
|
||||
add(logic = new Logic());
|
||||
|
|
@ -120,7 +123,7 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform
|
|||
for(ApplicationListener listener : modules){
|
||||
listener.init();
|
||||
}
|
||||
mods.each(Mod::init);
|
||||
mods.eachClass(Mod::init);
|
||||
finished = true;
|
||||
Events.fire(new ClientLoadEvent());
|
||||
super.resize(graphics.getWidth(), graphics.getHeight());
|
||||
|
|
@ -193,7 +196,8 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform
|
|||
|
||||
if(assets.getCurrentLoading() != null){
|
||||
String name = assets.getCurrentLoading().fileName.toLowerCase();
|
||||
String key = name.contains("content") ? "content" : name.contains("mod") ? "mods" : name.contains("msav") || name.contains("maps") ? "map" : name.contains("ogg") || name.contains("mp3") ? "sound" : name.contains("png") ? "image" : "system";
|
||||
String key = name.contains("script") ? "scripts" : name.contains("content") ? "content" : name.contains("mod") ? "mods" : name.contains("msav") ||
|
||||
name.contains("maps") ? "map" : name.contains("ogg") || name.contains("mp3") ? "sound" : name.contains("png") ? "image" : "system";
|
||||
font.draw(bundle.get("load." + key, ""), graphics.getWidth() / 2f, graphics.getHeight() / 2f - height / 2f - Scl.scl(10f), Align.center);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -8,6 +8,7 @@ import io.anuke.arc.files.*;
|
|||
import io.anuke.arc.graphics.*;
|
||||
import io.anuke.arc.scene.ui.layout.*;
|
||||
import io.anuke.arc.util.*;
|
||||
import io.anuke.arc.util.io.*;
|
||||
import io.anuke.mindustry.ai.*;
|
||||
import io.anuke.mindustry.core.*;
|
||||
import io.anuke.mindustry.entities.*;
|
||||
|
|
@ -15,6 +16,7 @@ import io.anuke.mindustry.entities.effect.*;
|
|||
import io.anuke.mindustry.entities.traits.*;
|
||||
import io.anuke.mindustry.entities.type.*;
|
||||
import io.anuke.mindustry.game.*;
|
||||
import io.anuke.mindustry.game.EventType.*;
|
||||
import io.anuke.mindustry.gen.*;
|
||||
import io.anuke.mindustry.input.*;
|
||||
import io.anuke.mindustry.maps.*;
|
||||
|
|
@ -32,6 +34,8 @@ import static io.anuke.arc.Core.settings;
|
|||
public class Vars implements Loadable{
|
||||
/** Whether to load locales.*/
|
||||
public static boolean loadLocales = true;
|
||||
/** Whether the logger is loaded. */
|
||||
public static boolean loadedLogger = false;
|
||||
/** Maximum schematic size.*/
|
||||
public static final int maxSchematicSize = 32;
|
||||
/** All schematic base64 starts with this string.*/
|
||||
|
|
@ -119,22 +123,24 @@ public class Vars implements Loadable{
|
|||
public static boolean headless;
|
||||
/** whether steam is enabled for this game */
|
||||
public static boolean steam;
|
||||
/** whether typing into the console is enabled - developers only */
|
||||
public static boolean enableConsole = false;
|
||||
/** application data directory, equivalent to {@link io.anuke.arc.Settings#getDataDirectory()} */
|
||||
public static FileHandle dataDirectory;
|
||||
public static Fi dataDirectory;
|
||||
/** data subdirectory used for screenshots */
|
||||
public static FileHandle screenshotDirectory;
|
||||
public static Fi screenshotDirectory;
|
||||
/** data subdirectory used for custom mmaps */
|
||||
public static FileHandle customMapDirectory;
|
||||
public static Fi customMapDirectory;
|
||||
/** data subdirectory used for custom mmaps */
|
||||
public static FileHandle mapPreviewDirectory;
|
||||
public static Fi mapPreviewDirectory;
|
||||
/** tmp subdirectory for map conversion */
|
||||
public static FileHandle tmpDirectory;
|
||||
public static Fi tmpDirectory;
|
||||
/** data subdirectory used for saves */
|
||||
public static FileHandle saveDirectory;
|
||||
public static Fi saveDirectory;
|
||||
/** data subdirectory used for mods */
|
||||
public static FileHandle modDirectory;
|
||||
public static Fi modDirectory;
|
||||
/** data subdirectory used for schematics */
|
||||
public static FileHandle schematicDirectory;
|
||||
public static Fi schematicDirectory;
|
||||
/** map file extension */
|
||||
public static final String mapExtension = "msav";
|
||||
/** save file extension */
|
||||
|
|
@ -192,6 +198,7 @@ public class Vars implements Loadable{
|
|||
|
||||
public static void init(){
|
||||
Serialization.init();
|
||||
DefaultSerializers.typeMappings.put("io.anuke.mindustry.type.ContentType", "io.anuke.mindustry.ctype.ContentType");
|
||||
|
||||
if(loadLocales){
|
||||
//load locales
|
||||
|
|
@ -271,6 +278,31 @@ public class Vars implements Loadable{
|
|||
maps.load();
|
||||
}
|
||||
|
||||
public static void loadLogger(){
|
||||
if(loadedLogger) return;
|
||||
|
||||
String[] tags = {"[green][D][]", "[royal][I][]", "[yellow][W][]", "[scarlet][E][]", ""};
|
||||
String[] stags = {"&lc&fb[D]", "&lg&fb[I]", "&ly&fb[W]", "&lr&fb[E]", ""};
|
||||
|
||||
Array<String> logBuffer = new Array<>();
|
||||
Log.setLogger((level, text, args) -> {
|
||||
String result = Log.format(text, args);
|
||||
System.out.println(Log.format(stags[level.ordinal()] + "&fr " + text, args));
|
||||
|
||||
result = tags[level.ordinal()] + " " + result;
|
||||
|
||||
if(!headless && (ui == null || ui.scriptfrag == null)){
|
||||
logBuffer.add(result);
|
||||
}else if(!headless){
|
||||
ui.scriptfrag.addMessage(result);
|
||||
}
|
||||
});
|
||||
|
||||
Events.on(ClientLoadEvent.class, e -> logBuffer.each(ui.scriptfrag::addMessage));
|
||||
|
||||
loadedLogger = true;
|
||||
}
|
||||
|
||||
public static void loadSettings(){
|
||||
Core.settings.setAppName(appName);
|
||||
|
||||
|
|
@ -278,7 +310,7 @@ public class Vars implements Loadable{
|
|||
Core.settings.setDataDirectory(Core.files.local("saves/"));
|
||||
}
|
||||
|
||||
Core.settings.defaults("locale", "default");
|
||||
Core.settings.defaults("locale", "default", "blocksync", true);
|
||||
Core.keybinds.setDefaults(Binding.values());
|
||||
Core.settings.load();
|
||||
|
||||
|
|
@ -288,7 +320,7 @@ public class Vars implements Loadable{
|
|||
|
||||
try{
|
||||
//try loading external bundle
|
||||
FileHandle handle = Core.files.local("bundle");
|
||||
Fi handle = Core.files.local("bundle");
|
||||
|
||||
Locale locale = Locale.ENGLISH;
|
||||
Core.bundle = I18NBundle.createBundle(handle, locale);
|
||||
|
|
@ -301,7 +333,7 @@ public class Vars implements Loadable{
|
|||
}catch(Throwable e){
|
||||
//no external bundle found
|
||||
|
||||
FileHandle handle = Core.files.internal("bundles/bundle");
|
||||
Fi handle = Core.files.internal("bundles/bundle");
|
||||
Locale locale;
|
||||
String loc = Core.settings.getString("locale");
|
||||
if(loc.equals("default")){
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@ import io.anuke.arc.graphics.g2d.*;
|
|||
import io.anuke.arc.math.*;
|
||||
import io.anuke.arc.util.*;
|
||||
import io.anuke.mindustry.*;
|
||||
import io.anuke.mindustry.ctype.ContentList;
|
||||
import io.anuke.mindustry.ctype.*;
|
||||
import io.anuke.mindustry.entities.*;
|
||||
import io.anuke.mindustry.entities.bullet.*;
|
||||
import io.anuke.mindustry.entities.type.*;
|
||||
|
|
@ -19,8 +19,7 @@ import io.anuke.mindustry.world.blocks.*;
|
|||
import io.anuke.mindustry.world.blocks.defense.*;
|
||||
import io.anuke.mindustry.world.blocks.defense.turrets.*;
|
||||
import io.anuke.mindustry.world.blocks.distribution.*;
|
||||
import io.anuke.mindustry.world.blocks.liquid.Conduit;
|
||||
import io.anuke.mindustry.world.blocks.liquid.LiquidTank;
|
||||
import io.anuke.mindustry.world.blocks.liquid.*;
|
||||
import io.anuke.mindustry.world.blocks.logic.*;
|
||||
import io.anuke.mindustry.world.blocks.power.*;
|
||||
import io.anuke.mindustry.world.blocks.production.*;
|
||||
|
|
@ -496,7 +495,7 @@ public class Blocks implements ContentList{
|
|||
drawer = tile -> {
|
||||
Draw.rect(region, tile.drawx(), tile.drawy());
|
||||
|
||||
GenericCrafterEntity entity = tile.entity();
|
||||
GenericCrafterEntity entity = tile.ent();
|
||||
|
||||
Draw.alpha(Mathf.absin(entity.totalProgress, 3f, 0.9f) * entity.warmup);
|
||||
Draw.rect(reg(topRegion), tile.drawx(), tile.drawy());
|
||||
|
|
@ -521,7 +520,7 @@ public class Blocks implements ContentList{
|
|||
drawIcons = () -> new TextureRegion[]{Core.atlas.find(name + "-bottom"), Core.atlas.find(name), Core.atlas.find(name + "-weave")};
|
||||
|
||||
drawer = tile -> {
|
||||
GenericCrafterEntity entity = tile.entity();
|
||||
GenericCrafterEntity entity = tile.ent();
|
||||
|
||||
Draw.rect(reg(bottomRegion), tile.drawx(), tile.drawy());
|
||||
Draw.rect(reg(weaveRegion), tile.drawx(), tile.drawy(), entity.totalProgress);
|
||||
|
|
@ -671,7 +670,7 @@ public class Blocks implements ContentList{
|
|||
drawIcons = () -> new TextureRegion[]{Core.atlas.find(name), Core.atlas.find(name + "-top")};
|
||||
|
||||
drawer = tile -> {
|
||||
GenericCrafterEntity entity = tile.entity();
|
||||
GenericCrafterEntity entity = tile.ent();
|
||||
|
||||
Draw.rect(region, tile.drawx(), tile.drawy());
|
||||
Draw.rect(reg(frameRegions[(int)Mathf.absin(entity.totalProgress, 5f, 2.999f)]), tile.drawx(), tile.drawy());
|
||||
|
|
@ -698,7 +697,7 @@ public class Blocks implements ContentList{
|
|||
drawIcons = () -> new TextureRegion[]{Core.atlas.find(name), Core.atlas.find(name + "-rotator")};
|
||||
|
||||
drawer = tile -> {
|
||||
GenericCrafterEntity entity = tile.entity();
|
||||
GenericCrafterEntity entity = tile.ent();
|
||||
|
||||
Draw.rect(region, tile.drawx(), tile.drawy());
|
||||
Draw.rect(reg(rotatorRegion), tile.drawx(), tile.drawy(), entity.totalProgress * 2f);
|
||||
|
|
@ -926,6 +925,7 @@ public class Blocks implements ContentList{
|
|||
phaseConveyor = new ItemBridge("phase-conveyor"){{
|
||||
requirements(Category.distribution, ItemStack.with(Items.phasefabric, 5, Items.silicon, 7, Items.lead, 10, Items.graphite, 10));
|
||||
range = 12;
|
||||
canOverdrive = false;
|
||||
hasPower = true;
|
||||
consumes.power(0.30f);
|
||||
}};
|
||||
|
|
@ -988,7 +988,7 @@ public class Blocks implements ContentList{
|
|||
size = 3;
|
||||
}};
|
||||
|
||||
conduit = new io.anuke.mindustry.world.blocks.liquid.Conduit("conduit"){{
|
||||
conduit = new Conduit("conduit"){{
|
||||
requirements(Category.liquid, ItemStack.with(Items.metaglass, 1));
|
||||
health = 45;
|
||||
}};
|
||||
|
|
@ -1000,14 +1000,14 @@ public class Blocks implements ContentList{
|
|||
health = 90;
|
||||
}};
|
||||
|
||||
platedConduit = new io.anuke.mindustry.world.blocks.liquid.ArmoredConduit("plated-conduit"){{
|
||||
requirements(Category.liquid, ItemStack.with(Items.thorium, 2, Items.metaglass, 1));
|
||||
platedConduit = new ArmoredConduit("plated-conduit"){{
|
||||
requirements(Category.liquid, ItemStack.with(Items.thorium, 2, Items.metaglass, 1, Items.plastanium, 1));
|
||||
liquidCapacity = 16f;
|
||||
liquidPressure = 1.025f;
|
||||
health = 220;
|
||||
}};
|
||||
|
||||
liquidRouter = new io.anuke.mindustry.world.blocks.liquid.LiquidRouter("liquid-router"){{
|
||||
liquidRouter = new LiquidRouter("liquid-router"){{
|
||||
requirements(Category.liquid, ItemStack.with(Items.graphite, 4, Items.metaglass, 2));
|
||||
liquidCapacity = 20f;
|
||||
}};
|
||||
|
|
@ -1019,20 +1019,21 @@ public class Blocks implements ContentList{
|
|||
health = 500;
|
||||
}};
|
||||
|
||||
liquidJunction = new io.anuke.mindustry.world.blocks.liquid.LiquidJunction("liquid-junction"){{
|
||||
liquidJunction = new LiquidJunction("liquid-junction"){{
|
||||
requirements(Category.liquid, ItemStack.with(Items.graphite, 2, Items.metaglass, 2));
|
||||
}};
|
||||
|
||||
bridgeConduit = new io.anuke.mindustry.world.blocks.liquid.LiquidExtendingBridge("bridge-conduit"){{
|
||||
bridgeConduit = new LiquidExtendingBridge("bridge-conduit"){{
|
||||
requirements(Category.liquid, ItemStack.with(Items.graphite, 4, Items.metaglass, 8));
|
||||
range = 4;
|
||||
hasPower = false;
|
||||
}};
|
||||
|
||||
phaseConduit = new io.anuke.mindustry.world.blocks.liquid.LiquidBridge("phase-conduit"){{
|
||||
phaseConduit = new LiquidBridge("phase-conduit"){{
|
||||
requirements(Category.liquid, ItemStack.with(Items.phasefabric, 5, Items.silicon, 7, Items.metaglass, 20, Items.titanium, 10));
|
||||
range = 12;
|
||||
hasPower = true;
|
||||
canOverdrive = false;
|
||||
consumes.power(0.30f);
|
||||
}};
|
||||
|
||||
|
|
@ -1370,7 +1371,7 @@ public class Blocks implements ContentList{
|
|||
ammo(
|
||||
Items.graphite, Bullets.artilleryDense,
|
||||
Items.silicon, Bullets.artilleryHoming,
|
||||
Items.pyratite, Bullets.artlleryIncendiary
|
||||
Items.pyratite, Bullets.artilleryIncendiary
|
||||
);
|
||||
reload = 60f;
|
||||
recoil = 2f;
|
||||
|
|
@ -1550,9 +1551,9 @@ public class Blocks implements ContentList{
|
|||
ammo(
|
||||
Items.graphite, Bullets.artilleryDense,
|
||||
Items.silicon, Bullets.artilleryHoming,
|
||||
Items.pyratite, Bullets.artlleryIncendiary,
|
||||
Items.pyratite, Bullets.artilleryIncendiary,
|
||||
Items.blastCompound, Bullets.artilleryExplosive,
|
||||
Items.plastanium, Bullets.arilleryPlastic
|
||||
Items.plastanium, Bullets.artilleryPlastic
|
||||
);
|
||||
size = 3;
|
||||
shots = 4;
|
||||
|
|
|
|||
|
|
@ -18,7 +18,7 @@ public class Bullets implements ContentList{
|
|||
public static BulletType
|
||||
|
||||
//artillery
|
||||
artilleryDense, arilleryPlastic, artilleryPlasticFrag, artilleryHoming, artlleryIncendiary, artilleryExplosive, artilleryUnit,
|
||||
artilleryDense, artilleryPlastic, artilleryPlasticFrag, artilleryHoming, artilleryIncendiary, artilleryExplosive, artilleryUnit,
|
||||
|
||||
//flak
|
||||
flakScrap, flakLead, flakPlastic, flakExplosive, flakSurge, flakGlass, glassFrag,
|
||||
|
|
@ -65,7 +65,7 @@ public class Bullets implements ContentList{
|
|||
despawnEffect = Fx.none;
|
||||
}};
|
||||
|
||||
arilleryPlastic = new ArtilleryBulletType(3.4f, 0, "shell"){{
|
||||
artilleryPlastic = new ArtilleryBulletType(3.4f, 0, "shell"){{
|
||||
hitEffect = Fx.plasticExplosion;
|
||||
knockback = 1f;
|
||||
lifetime = 55f;
|
||||
|
|
@ -91,7 +91,7 @@ public class Bullets implements ContentList{
|
|||
homingRange = 50f;
|
||||
}};
|
||||
|
||||
artlleryIncendiary = new ArtilleryBulletType(3f, 0, "shell"){{
|
||||
artilleryIncendiary = new ArtilleryBulletType(3f, 0, "shell"){{
|
||||
hitEffect = Fx.blastExplosion;
|
||||
knockback = 0.8f;
|
||||
lifetime = 60f;
|
||||
|
|
|
|||
|
|
@ -48,28 +48,24 @@ public class Fx implements ContentList{
|
|||
Draw.rect(unit.getIconRegion(), e.x, e.y,
|
||||
unit.getIconRegion().getWidth() * Draw.scl * scl, unit.getIconRegion().getWidth() * Draw.scl * scl, 180f);
|
||||
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
commandSend = new Effect(28, e -> {
|
||||
Draw.color(Pal.command);
|
||||
Lines.stroke(e.fout() * 2f);
|
||||
Lines.circle(e.x, e.y, 4f + e.finpow() * 120f);
|
||||
Draw.color();
|
||||
});
|
||||
|
||||
placeBlock = new Effect(16, e -> {
|
||||
Draw.color(Pal.accent);
|
||||
Lines.stroke(3f - e.fin() * 2f);
|
||||
Lines.square(e.x, e.y, tilesize / 2f * e.rotation + e.fin() * 3f);
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
tapBlock = new Effect(12, e -> {
|
||||
Draw.color(Pal.accent);
|
||||
Lines.stroke(3f - e.fin() * 2f);
|
||||
Lines.circle(e.x, e.y, 4f + (tilesize / 1.5f * e.rotation) * e.fin());
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
breakBlock = new Effect(12, e -> {
|
||||
|
|
@ -80,41 +76,35 @@ public class Fx implements ContentList{
|
|||
Angles.randLenVectors(e.id, 3 + (int)(e.rotation * 3), e.rotation * 2f + (tilesize * e.rotation) * e.finpow(), (x, y) -> {
|
||||
Fill.square(e.x + x, e.y + y, 1f + e.fout() * (3f + e.rotation));
|
||||
});
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
select = new Effect(23, e -> {
|
||||
Draw.color(Pal.accent);
|
||||
Lines.stroke(e.fout() * 3f);
|
||||
Lines.circle(e.x, e.y, 3f + e.fin() * 14f);
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
smoke = new Effect(100, e -> {
|
||||
Draw.color(Color.gray, Pal.darkishGray, e.fin());
|
||||
float size = 7f - e.fin() * 7f;
|
||||
Draw.rect("circle", e.x, e.y, size, size);
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
magmasmoke = new Effect(110, e -> {
|
||||
Draw.color(Color.gray);
|
||||
Fill.circle(e.x, e.y, e.fslope() * 6f);
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
spawn = new Effect(30, e -> {
|
||||
Lines.stroke(2f * e.fout());
|
||||
Draw.color(Pal.accent);
|
||||
Lines.poly(e.x, e.y, 4, 5f + e.fin() * 12f);
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
padlaunch = new Effect(10, e -> {
|
||||
Lines.stroke(4f * e.fout());
|
||||
Draw.color(Pal.accent);
|
||||
Lines.poly(e.x, e.y, 4, 5f + e.fin() * 60f);
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
vtolHover = new Effect(40f, e -> {
|
||||
|
|
@ -122,7 +112,6 @@ public class Fx implements ContentList{
|
|||
float ang = e.rotation + Mathf.randomSeedRange(e.id, 30f);
|
||||
Draw.color(Pal.lightFlame, Pal.lightOrange, e.fin());
|
||||
Fill.circle(e.x + Angles.trnsx(ang, len), e.y + Angles.trnsy(ang, len), 2f * e.fout());
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
unitDrop = new GroundEffect(30, e -> {
|
||||
|
|
@ -130,7 +119,6 @@ public class Fx implements ContentList{
|
|||
Angles.randLenVectors(e.id, 9, 3 + 20f * e.finpow(), (x, y) -> {
|
||||
Fill.circle(e.x + x, e.y + y, e.fout() * 4f + 0.4f);
|
||||
});
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
unitLand = new GroundEffect(30, e -> {
|
||||
|
|
@ -138,42 +126,36 @@ public class Fx implements ContentList{
|
|||
Angles.randLenVectors(e.id, 6, 17f * e.finpow(), (x, y) -> {
|
||||
Fill.circle(e.x + x, e.y + y, e.fout() * 4f + 0.3f);
|
||||
});
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
unitPickup = new GroundEffect(18, e -> {
|
||||
Draw.color(Pal.lightishGray);
|
||||
Lines.stroke(e.fin() * 2f);
|
||||
Lines.poly(e.x, e.y, 4, 13f * e.fout());
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
landShock = new GroundEffect(12, e -> {
|
||||
Draw.color(Pal.lancerLaser);
|
||||
Lines.stroke(e.fout() * 3f);
|
||||
Lines.poly(e.x, e.y, 12, 20f * e.fout());
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
pickup = new Effect(18, e -> {
|
||||
Draw.color(Pal.lightishGray);
|
||||
Lines.stroke(e.fout() * 2f);
|
||||
Lines.spikes(e.x, e.y, 1f + e.fin() * 6f, e.fout() * 4f, 6);
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
healWave = new Effect(22, e -> {
|
||||
Draw.color(Pal.heal);
|
||||
Lines.stroke(e.fout() * 2f);
|
||||
Lines.circle(e.x, e.y, 4f + e.finpow() * 60f);
|
||||
Draw.color();
|
||||
});
|
||||
|
||||
heal = new Effect(11, e -> {
|
||||
Draw.color(Pal.heal);
|
||||
Lines.stroke(e.fout() * 2f);
|
||||
Lines.circle(e.x, e.y, 2f + e.finpow() * 7f);
|
||||
Draw.color();
|
||||
});
|
||||
|
||||
|
||||
|
|
@ -193,7 +175,6 @@ public class Fx implements ContentList{
|
|||
Lines.lineAngle(e.x + x, e.y + y, ang, e.fout() * 3 + 1f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
hitFuse = new Effect(14, e -> {
|
||||
|
|
@ -212,7 +193,6 @@ public class Fx implements ContentList{
|
|||
Lines.lineAngle(e.x + x, e.y + y, ang, e.fout() * 3 + 1f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
hitBulletBig = new Effect(13, e -> {
|
||||
|
|
@ -224,7 +204,6 @@ public class Fx implements ContentList{
|
|||
Lines.lineAngle(e.x + x, e.y + y, ang, e.fout() * 4 + 1.5f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
hitFlameSmall = new Effect(14, e -> {
|
||||
|
|
@ -236,7 +215,6 @@ public class Fx implements ContentList{
|
|||
Lines.lineAngle(e.x + x, e.y + y, ang, e.fout() * 3 + 1f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
hitLiquid = new Effect(16, e -> {
|
||||
|
|
@ -246,7 +224,6 @@ public class Fx implements ContentList{
|
|||
Fill.circle(e.x + x, e.y + y, e.fout() * 2f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
hitLancer = new Effect(12, e -> {
|
||||
|
|
@ -258,7 +235,6 @@ public class Fx implements ContentList{
|
|||
Lines.lineAngle(e.x + x, e.y + y, ang, e.fout() * 4 + 1f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
hitMeltdown = new Effect(12, e -> {
|
||||
|
|
@ -270,14 +246,12 @@ public class Fx implements ContentList{
|
|||
Lines.lineAngle(e.x + x, e.y + y, ang, e.fout() * 4 + 1f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
hitLaser = new Effect(8, e -> {
|
||||
Draw.color(Color.white, Pal.heal, e.fin());
|
||||
Lines.stroke(0.5f + e.fout());
|
||||
Lines.circle(e.x, e.y, e.fin() * 5f);
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
despawn = new Effect(12, e -> {
|
||||
|
|
@ -289,7 +263,6 @@ public class Fx implements ContentList{
|
|||
Lines.lineAngle(e.x + x, e.y + y, ang, e.fout() * 2 + 1f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
flakExplosion = new Effect(20, e -> {
|
||||
|
|
@ -313,7 +286,6 @@ public class Fx implements ContentList{
|
|||
Lines.lineAngle(e.x + x, e.y + y, Mathf.angle(x, y), 1f + e.fout() * 3f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
plasticExplosion = new Effect(24, e -> {
|
||||
|
|
@ -337,7 +309,6 @@ public class Fx implements ContentList{
|
|||
Lines.lineAngle(e.x + x, e.y + y, Mathf.angle(x, y), 1f + e.fout() * 3f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
plasticExplosionFlak = new Effect(28, e -> {
|
||||
|
|
@ -361,7 +332,6 @@ public class Fx implements ContentList{
|
|||
Lines.lineAngle(e.x + x, e.y + y, Mathf.angle(x, y), 1f + e.fout() * 3f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
blastExplosion = new Effect(22, e -> {
|
||||
|
|
@ -385,32 +355,27 @@ public class Fx implements ContentList{
|
|||
Lines.lineAngle(e.x + x, e.y + y, Mathf.angle(x, y), 1f + e.fout() * 3f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
artilleryTrail = new Effect(50, e -> {
|
||||
Draw.color(e.color);
|
||||
Fill.circle(e.x, e.y, e.rotation * e.fout());
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
incendTrail = new Effect(50, e -> {
|
||||
Draw.color(Pal.lightOrange);
|
||||
Fill.circle(e.x, e.y, e.rotation * e.fout());
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
missileTrail = new Effect(50, e -> {
|
||||
Draw.color(e.color);
|
||||
Fill.circle(e.x, e.y, e.rotation * e.fout());
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
absorb = new Effect(12, e -> {
|
||||
Draw.color(Pal.accent);
|
||||
Lines.stroke(2f * e.fout());
|
||||
Lines.circle(e.x, e.y, 5f * e.fout());
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
flakExplosionBig = new Effect(30, e -> {
|
||||
|
|
@ -434,7 +399,6 @@ public class Fx implements ContentList{
|
|||
Lines.lineAngle(e.x + x, e.y + y, Mathf.angle(x, y), 1f + e.fout() * 3f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
|
||||
|
|
@ -445,7 +409,6 @@ public class Fx implements ContentList{
|
|||
Fill.circle(e.x + x, e.y + y, 0.1f + e.fout() * 1.4f);
|
||||
});
|
||||
|
||||
Draw.color();
|
||||
});
|
||||
|
||||
fire = new Effect(50f, e -> {
|
||||
|
|
@ -467,7 +430,6 @@ public class Fx implements ContentList{
|
|||
Fill.circle(e.x + x, e.y + y, 0.2f + e.fslope() * 1.5f);
|
||||
});
|
||||
|
||||
Draw.color();
|
||||
});
|
||||
|
||||
steam = new Effect(35f, e -> {
|
||||
|
|
@ -477,7 +439,6 @@ public class Fx implements ContentList{
|
|||
Fill.circle(e.x + x, e.y + y, 0.2f + e.fslope() * 1.5f);
|
||||
});
|
||||
|
||||
Draw.color();
|
||||
});
|
||||
|
||||
fireballsmoke = new Effect(25f, e -> {
|
||||
|
|
@ -487,7 +448,6 @@ public class Fx implements ContentList{
|
|||
Fill.circle(e.x + x, e.y + y, 0.2f + e.fout() * 1.5f);
|
||||
});
|
||||
|
||||
Draw.color();
|
||||
});
|
||||
|
||||
ballfire = new Effect(25f, e -> {
|
||||
|
|
@ -497,7 +457,6 @@ public class Fx implements ContentList{
|
|||
Fill.circle(e.x + x, e.y + y, 0.2f + e.fout() * 1.5f);
|
||||
});
|
||||
|
||||
Draw.color();
|
||||
});
|
||||
|
||||
freezing = new Effect(40f, e -> {
|
||||
|
|
@ -507,7 +466,6 @@ public class Fx implements ContentList{
|
|||
Fill.circle(e.x + x, e.y + y, e.fout() * 1.2f);
|
||||
});
|
||||
|
||||
Draw.color();
|
||||
});
|
||||
|
||||
melting = new Effect(40f, e -> {
|
||||
|
|
@ -517,7 +475,6 @@ public class Fx implements ContentList{
|
|||
Fill.circle(e.x + x, e.y + y, .2f + e.fout() * 1.2f);
|
||||
});
|
||||
|
||||
Draw.color();
|
||||
});
|
||||
|
||||
wet = new Effect(40f, e -> {
|
||||
|
|
@ -527,7 +484,6 @@ public class Fx implements ContentList{
|
|||
Fill.circle(e.x + x, e.y + y, e.fout() * 1f);
|
||||
});
|
||||
|
||||
Draw.color();
|
||||
});
|
||||
|
||||
oily = new Effect(42f, e -> {
|
||||
|
|
@ -537,7 +493,6 @@ public class Fx implements ContentList{
|
|||
Fill.circle(e.x + x, e.y + y, e.fout() * 1f);
|
||||
});
|
||||
|
||||
Draw.color();
|
||||
});
|
||||
|
||||
overdriven = new Effect(20f, e -> {
|
||||
|
|
@ -547,7 +502,6 @@ public class Fx implements ContentList{
|
|||
Fill.square(e.x + x, e.y + y, e.fout() * 2.3f + 0.5f);
|
||||
});
|
||||
|
||||
Draw.color();
|
||||
});
|
||||
|
||||
dropItem = new Effect(20f, e -> {
|
||||
|
|
@ -562,35 +516,30 @@ public class Fx implements ContentList{
|
|||
Draw.color(Color.white, Color.lightGray, e.fin());
|
||||
Lines.stroke(e.fout() * 2f + 0.2f);
|
||||
Lines.circle(e.x, e.y, e.fin() * 28f);
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
bigShockwave = new Effect(10f, 80f, e -> {
|
||||
Draw.color(Color.white, Color.lightGray, e.fin());
|
||||
Lines.stroke(e.fout() * 3f);
|
||||
Lines.circle(e.x, e.y, e.fin() * 50f);
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
nuclearShockwave = new Effect(10f, 200f, e -> {
|
||||
Draw.color(Color.white, Color.lightGray, e.fin());
|
||||
Lines.stroke(e.fout() * 3f + 0.2f);
|
||||
Lines.circle(e.x, e.y, e.fin() * 140f);
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
impactShockwave = new Effect(13f, 300f, e -> {
|
||||
Draw.color(Pal.lighterOrange, Color.lightGray, e.fin());
|
||||
Lines.stroke(e.fout() * 4f + 0.2f);
|
||||
Lines.circle(e.x, e.y, e.fin() * 200f);
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
spawnShockwave = new Effect(20f, 400f, e -> {
|
||||
Draw.color(Color.white, Color.lightGray, e.fin());
|
||||
Lines.stroke(e.fout() * 3f + 0.5f);
|
||||
Lines.circle(e.x, e.y, e.fin() * (e.rotation + 50f));
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
explosion = new Effect(30, e -> {
|
||||
|
|
@ -613,7 +562,6 @@ public class Fx implements ContentList{
|
|||
Lines.lineAngle(e.x + x, e.y + y, Mathf.angle(x, y), 1f + e.fout() * 3f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
dynamicExplosion = new Effect(30, e -> {
|
||||
|
|
@ -638,7 +586,6 @@ public class Fx implements ContentList{
|
|||
Lines.lineAngle(e.x + x, e.y + y, Mathf.angle(x, y), 1f + out * 4 * (3f + intensity));
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
blockExplosion = new Effect(30, e -> {
|
||||
|
|
@ -661,7 +608,6 @@ public class Fx implements ContentList{
|
|||
Lines.lineAngle(e.x + x, e.y + y, Mathf.angle(x, y), 1f + e.fout() * 3f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
blockExplosionSmoke = new Effect(30, e -> {
|
||||
|
|
@ -672,7 +618,6 @@ public class Fx implements ContentList{
|
|||
Fill.circle(e.x + x / 2f, e.y + y / 2f, e.fout() * 1f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
|
||||
|
|
@ -681,7 +626,6 @@ public class Fx implements ContentList{
|
|||
float w = 1f + 5 * e.fout();
|
||||
Drawf.tri(e.x, e.y, w, 15f * e.fout(), e.rotation);
|
||||
Drawf.tri(e.x, e.y, w, 3f * e.fout(), e.rotation + 180f);
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
shootHeal = new Effect(8, e -> {
|
||||
|
|
@ -689,7 +633,6 @@ public class Fx implements ContentList{
|
|||
float w = 1f + 5 * e.fout();
|
||||
Drawf.tri(e.x, e.y, w, 17f * e.fout(), e.rotation);
|
||||
Drawf.tri(e.x, e.y, w, 4f * e.fout(), e.rotation + 180f);
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
shootSmallSmoke = new Effect(20f, e -> {
|
||||
|
|
@ -699,7 +642,6 @@ public class Fx implements ContentList{
|
|||
Fill.circle(e.x + x, e.y + y, e.fout() * 1.5f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
shootBig = new Effect(9, e -> {
|
||||
|
|
@ -707,7 +649,6 @@ public class Fx implements ContentList{
|
|||
float w = 1.2f + 7 * e.fout();
|
||||
Drawf.tri(e.x, e.y, w, 25f * e.fout(), e.rotation);
|
||||
Drawf.tri(e.x, e.y, w, 4f * e.fout(), e.rotation + 180f);
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
shootBig2 = new Effect(10, e -> {
|
||||
|
|
@ -715,7 +656,6 @@ public class Fx implements ContentList{
|
|||
float w = 1.2f + 8 * e.fout();
|
||||
Drawf.tri(e.x, e.y, w, 29f * e.fout(), e.rotation);
|
||||
Drawf.tri(e.x, e.y, w, 5f * e.fout(), e.rotation + 180f);
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
shootBigSmoke = new Effect(17f, e -> {
|
||||
|
|
@ -725,7 +665,6 @@ public class Fx implements ContentList{
|
|||
Fill.circle(e.x + x, e.y + y, e.fout() * 2f + 0.2f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
shootBigSmoke2 = new Effect(18f, e -> {
|
||||
|
|
@ -735,7 +674,6 @@ public class Fx implements ContentList{
|
|||
Fill.circle(e.x + x, e.y + y, e.fout() * 2.4f + 0.2f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
shootSmallFlame = new Effect(32f, e -> {
|
||||
|
|
@ -745,7 +683,6 @@ public class Fx implements ContentList{
|
|||
Fill.circle(e.x + x, e.y + y, 0.65f + e.fout() * 1.5f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
shootPyraFlame = new Effect(33f, e -> {
|
||||
|
|
@ -755,7 +692,6 @@ public class Fx implements ContentList{
|
|||
Fill.circle(e.x + x, e.y + y, 0.65f + e.fout() * 1.6f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
shootLiquid = new Effect(40f, e -> {
|
||||
|
|
@ -765,7 +701,6 @@ public class Fx implements ContentList{
|
|||
Fill.circle(e.x + x, e.y + y, 0.5f + e.fout() * 2.5f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
shellEjectSmall = new GroundEffect(30f, 400f, e -> {
|
||||
|
|
@ -780,7 +715,6 @@ public class Fx implements ContentList{
|
|||
e.y + Angles.trnsy(lr, len) + Mathf.randomSeedRange(e.id + i + 8, 3f * e.fin()),
|
||||
1f, 2f, rot + e.fin() * 50f * i);
|
||||
|
||||
Draw.color();
|
||||
});
|
||||
|
||||
shellEjectMedium = new GroundEffect(34f, 400f, e -> {
|
||||
|
|
@ -804,7 +738,6 @@ public class Fx implements ContentList{
|
|||
});
|
||||
}
|
||||
|
||||
Draw.color();
|
||||
});
|
||||
|
||||
shellEjectBig = new GroundEffect(22f, 400f, e -> {
|
||||
|
|
@ -829,7 +762,6 @@ public class Fx implements ContentList{
|
|||
});
|
||||
}
|
||||
|
||||
Draw.color();
|
||||
});
|
||||
|
||||
lancerLaserShoot = new Effect(21f, e -> {
|
||||
|
|
@ -839,7 +771,6 @@ public class Fx implements ContentList{
|
|||
Drawf.tri(e.x, e.y, 4f * e.fout(), 29f, e.rotation + 90f * i);
|
||||
}
|
||||
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
lancerLaserShootSmoke = new Effect(26f, e -> {
|
||||
|
|
@ -849,7 +780,6 @@ public class Fx implements ContentList{
|
|||
Lines.lineAngle(e.x + x, e.y + y, Mathf.angle(x, y), e.fout() * 9f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
lancerLaserCharge = new Effect(38f, e -> {
|
||||
|
|
@ -859,7 +789,6 @@ public class Fx implements ContentList{
|
|||
Lines.lineAngle(e.x + x, e.y + y, Mathf.angle(x, y), e.fslope() * 3f + 1f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
lancerLaserChargeBegin = new Effect(71f, e -> {
|
||||
|
|
@ -877,7 +806,6 @@ public class Fx implements ContentList{
|
|||
Drawf.tri(e.x + x, e.y + y, e.fslope() * 3f + 1, e.fslope() * 3f + 1, Mathf.angle(x, y));
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
lightningShoot = new Effect(12f, e -> {
|
||||
|
|
@ -888,7 +816,6 @@ public class Fx implements ContentList{
|
|||
Lines.lineAngle(e.x + x, e.y + y, Mathf.angle(x, y), e.fin() * 5f + 2f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
|
||||
|
|
@ -897,7 +824,6 @@ public class Fx implements ContentList{
|
|||
float size = 1f + e.fout() * 5f;
|
||||
Draw.color(Color.lightGray, Color.gray, e.fin());
|
||||
Draw.rect("circle", e.x + x, e.y + y, size, size);
|
||||
Draw.reset();
|
||||
});
|
||||
});
|
||||
nuclearsmoke = new Effect(40, e -> {
|
||||
|
|
@ -905,7 +831,6 @@ public class Fx implements ContentList{
|
|||
float size = e.fslope() * 4f;
|
||||
Draw.color(Color.lightGray, Color.gray, e.fin());
|
||||
Draw.rect("circle", e.x + x, e.y + y, size, size);
|
||||
Draw.reset();
|
||||
});
|
||||
});
|
||||
nuclearcloud = new Effect(90, 200f, e -> {
|
||||
|
|
@ -913,7 +838,6 @@ public class Fx implements ContentList{
|
|||
float size = e.fout() * 14f;
|
||||
Draw.color(Color.lime, Color.gray, e.fin());
|
||||
Draw.rect("circle", e.x + x, e.y + y, size, size);
|
||||
Draw.reset();
|
||||
});
|
||||
});
|
||||
impactsmoke = new Effect(60, e -> {
|
||||
|
|
@ -921,7 +845,6 @@ public class Fx implements ContentList{
|
|||
float size = e.fslope() * 4f;
|
||||
Draw.color(Color.lightGray, Color.gray, e.fin());
|
||||
Draw.rect("circle", e.x + x, e.y + y, size, size);
|
||||
Draw.reset();
|
||||
});
|
||||
});
|
||||
impactcloud = new Effect(140, 400f, e -> {
|
||||
|
|
@ -929,7 +852,6 @@ public class Fx implements ContentList{
|
|||
float size = e.fout() * 15f;
|
||||
Draw.color(Pal.lighterOrange, Color.lightGray, e.fin());
|
||||
Draw.rect("circle", e.x + x, e.y + y, size, size);
|
||||
Draw.reset();
|
||||
});
|
||||
});
|
||||
redgeneratespark = new Effect(18, e -> {
|
||||
|
|
@ -937,7 +859,6 @@ public class Fx implements ContentList{
|
|||
float len = e.fout() * 4f;
|
||||
Draw.color(Pal.redSpark, Color.gray, e.fin());
|
||||
Draw.rect("circle", e.x + x, e.y + y, len, len);
|
||||
Draw.reset();
|
||||
});
|
||||
});
|
||||
generatespark = new Effect(18, e -> {
|
||||
|
|
@ -945,7 +866,6 @@ public class Fx implements ContentList{
|
|||
float len = e.fout() * 4f;
|
||||
Draw.color(Pal.orangeSpark, Color.gray, e.fin());
|
||||
Draw.rect("circle", e.x + x, e.y + y, len, len);
|
||||
Draw.reset();
|
||||
});
|
||||
});
|
||||
fuelburn = new Effect(23, e -> {
|
||||
|
|
@ -953,70 +873,60 @@ public class Fx implements ContentList{
|
|||
float len = e.fout() * 4f;
|
||||
Draw.color(Color.lightGray, Color.gray, e.fin());
|
||||
Draw.rect("circle", e.x + x, e.y + y, len, len);
|
||||
Draw.reset();
|
||||
});
|
||||
});
|
||||
plasticburn = new Effect(40, e -> {
|
||||
Angles.randLenVectors(e.id, 5, 3f + e.fin() * 5f, (x, y) -> {
|
||||
Draw.color(Color.valueOf("e9ead3"), Color.gray, e.fin());
|
||||
Fill.circle(e.x + x, e.y + y, e.fout() * 1f);
|
||||
Draw.reset();
|
||||
});
|
||||
});
|
||||
pulverize = new Effect(40, e -> {
|
||||
Angles.randLenVectors(e.id, 5, 3f + e.fin() * 8f, (x, y) -> {
|
||||
Draw.color(Pal.stoneGray);
|
||||
Fill.square(e.x + x, e.y + y, e.fout() * 2f + 0.5f, 45);
|
||||
Draw.reset();
|
||||
});
|
||||
});
|
||||
pulverizeRed = new Effect(40, e -> {
|
||||
Angles.randLenVectors(e.id, 5, 3f + e.fin() * 8f, (x, y) -> {
|
||||
Draw.color(Pal.redDust, Pal.stoneGray, e.fin());
|
||||
Fill.square(e.x + x, e.y + y, e.fout() * 2f + 0.5f, 45);
|
||||
Draw.reset();
|
||||
});
|
||||
});
|
||||
pulverizeRedder = new Effect(40, e -> {
|
||||
Angles.randLenVectors(e.id, 5, 3f + e.fin() * 9f, (x, y) -> {
|
||||
Draw.color(Pal.redderDust, Pal.stoneGray, e.fin());
|
||||
Fill.square(e.x + x, e.y + y, e.fout() * 2.5f + 0.5f, 45);
|
||||
Draw.reset();
|
||||
});
|
||||
});
|
||||
pulverizeSmall = new Effect(30, e -> {
|
||||
Angles.randLenVectors(e.id, 3, e.fin() * 5f, (x, y) -> {
|
||||
Draw.color(Pal.stoneGray);
|
||||
Fill.square(e.x + x, e.y + y, e.fout() * 1f + 0.5f, 45);
|
||||
Draw.reset();
|
||||
});
|
||||
});
|
||||
pulverizeMedium = new Effect(30, e -> {
|
||||
Angles.randLenVectors(e.id, 5, 3f + e.fin() * 8f, (x, y) -> {
|
||||
Draw.color(Pal.stoneGray);
|
||||
Fill.square(e.x + x, e.y + y, e.fout() * 1f + 0.5f, 45);
|
||||
Draw.reset();
|
||||
});
|
||||
});
|
||||
producesmoke = new Effect(12, e -> {
|
||||
Angles.randLenVectors(e.id, 8, 4f + e.fin() * 18f, (x, y) -> {
|
||||
Draw.color(Color.white, Pal.accent, e.fin());
|
||||
Fill.square(e.x + x, e.y + y, 1f + e.fout() * 3f, 45);
|
||||
Draw.reset();
|
||||
});
|
||||
});
|
||||
smeltsmoke = new Effect(15, e -> {
|
||||
Angles.randLenVectors(e.id, 6, 4f + e.fin() * 5f, (x, y) -> {
|
||||
Draw.color(Color.white, e.color, e.fin());
|
||||
Fill.square(e.x + x, e.y + y, 0.5f + e.fout() * 2f, 45);
|
||||
Draw.reset();
|
||||
});
|
||||
});
|
||||
formsmoke = new Effect(40, e -> {
|
||||
Angles.randLenVectors(e.id, 6, 5f + e.fin() * 8f, (x, y) -> {
|
||||
Draw.color(Pal.plasticSmoke, Color.lightGray, e.fin());
|
||||
Fill.square(e.x + x, e.y + y, 0.2f + e.fout() * 2f, 45);
|
||||
Draw.reset();
|
||||
});
|
||||
});
|
||||
blastsmoke = new Effect(26, e -> {
|
||||
|
|
@ -1024,7 +934,6 @@ public class Fx implements ContentList{
|
|||
float size = 2f + e.fout() * 6f;
|
||||
Draw.color(Color.lightGray, Color.darkGray, e.fin());
|
||||
Draw.rect("circle", e.x + x, e.y + y, size, size);
|
||||
Draw.reset();
|
||||
});
|
||||
});
|
||||
lava = new Effect(18, e -> {
|
||||
|
|
@ -1032,79 +941,66 @@ public class Fx implements ContentList{
|
|||
float size = e.fslope() * 4f;
|
||||
Draw.color(Color.orange, Color.gray, e.fin());
|
||||
Draw.rect("circle", e.x + x, e.y + y, size, size);
|
||||
Draw.reset();
|
||||
});
|
||||
});
|
||||
dooropen = new Effect(10, e -> {
|
||||
Lines.stroke(e.fout() * 1.6f);
|
||||
Lines.square(e.x, e.y, tilesize / 2f + e.fin() * 2f);
|
||||
Draw.reset();
|
||||
});
|
||||
doorclose = new Effect(10, e -> {
|
||||
Lines.stroke(e.fout() * 1.6f);
|
||||
Lines.square(e.x, e.y, tilesize / 2f + e.fout() * 2f);
|
||||
Draw.reset();
|
||||
});
|
||||
dooropenlarge = new Effect(10, e -> {
|
||||
Lines.stroke(e.fout() * 1.6f);
|
||||
Lines.square(e.x, e.y, tilesize + e.fin() * 2f);
|
||||
Draw.reset();
|
||||
});
|
||||
doorcloselarge = new Effect(10, e -> {
|
||||
Lines.stroke(e.fout() * 1.6f);
|
||||
Lines.square(e.x, e.y, tilesize + e.fout() * 2f);
|
||||
Draw.reset();
|
||||
});
|
||||
purify = new Effect(10, e -> {
|
||||
Draw.color(Color.royal, Color.gray, e.fin());
|
||||
Lines.stroke(2f);
|
||||
Lines.spikes(e.x, e.y, e.fin() * 4f, 2, 6);
|
||||
Draw.reset();
|
||||
});
|
||||
purifyoil = new Effect(10, e -> {
|
||||
Draw.color(Color.black, Color.gray, e.fin());
|
||||
Lines.stroke(2f);
|
||||
Lines.spikes(e.x, e.y, e.fin() * 4f, 2, 6);
|
||||
Draw.reset();
|
||||
});
|
||||
purifystone = new Effect(10, e -> {
|
||||
Draw.color(Color.orange, Color.gray, e.fin());
|
||||
Lines.stroke(2f);
|
||||
Lines.spikes(e.x, e.y, e.fin() * 4f, 2, 6);
|
||||
Draw.reset();
|
||||
});
|
||||
generate = new Effect(11, e -> {
|
||||
Draw.color(Color.orange, Color.yellow, e.fin());
|
||||
Lines.stroke(1f);
|
||||
Lines.spikes(e.x, e.y, e.fin() * 5f, 2, 8);
|
||||
Draw.reset();
|
||||
});
|
||||
mine = new Effect(20, e -> {
|
||||
Angles.randLenVectors(e.id, 6, 3f + e.fin() * 6f, (x, y) -> {
|
||||
Draw.color(e.color, Color.lightGray, e.fin());
|
||||
Fill.square(e.x + x, e.y + y, e.fout() * 2f, 45);
|
||||
Draw.reset();
|
||||
});
|
||||
});
|
||||
mineBig = new Effect(30, e -> {
|
||||
Angles.randLenVectors(e.id, 6, 4f + e.fin() * 8f, (x, y) -> {
|
||||
Draw.color(e.color, Color.lightGray, e.fin());
|
||||
Fill.square(e.x + x, e.y + y, e.fout() * 2f + 0.2f, 45);
|
||||
Draw.reset();
|
||||
});
|
||||
});
|
||||
mineHuge = new Effect(40, e -> {
|
||||
Angles.randLenVectors(e.id, 8, 5f + e.fin() * 10f, (x, y) -> {
|
||||
Draw.color(e.color, Color.lightGray, e.fin());
|
||||
Fill.square(e.x + x, e.y + y, e.fout() * 2f + 0.5f, 45);
|
||||
Draw.reset();
|
||||
});
|
||||
});
|
||||
smelt = new Effect(20, e -> {
|
||||
Angles.randLenVectors(e.id, 6, 2f + e.fin() * 5f, (x, y) -> {
|
||||
Draw.color(Color.white, e.color, e.fin());
|
||||
Fill.square(e.x + x, e.y + y, 0.5f + e.fout() * 2f, 45);
|
||||
Draw.reset();
|
||||
});
|
||||
});
|
||||
teleportActivate = new Effect(50, e -> {
|
||||
|
|
@ -1121,7 +1017,6 @@ public class Fx implements ContentList{
|
|||
Lines.lineAngle(e.x + x, e.y + y, Mathf.angle(x, y), e.fin() * 4f + 1f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
});
|
||||
teleport = new Effect(60, e -> {
|
||||
Draw.color(e.color);
|
||||
|
|
@ -1132,7 +1027,6 @@ public class Fx implements ContentList{
|
|||
Lines.lineAngle(e.x + x, e.y + y, Mathf.angle(x, y), e.fin() * 4f + 1f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
});
|
||||
teleportOut = new Effect(20, e -> {
|
||||
Draw.color(e.color);
|
||||
|
|
@ -1143,13 +1037,11 @@ public class Fx implements ContentList{
|
|||
Lines.lineAngle(e.x + x, e.y + y, Mathf.angle(x, y), e.fslope() * 4f + 1f);
|
||||
});
|
||||
|
||||
Draw.reset();
|
||||
});
|
||||
ripple = new GroundEffect(false, 30, e -> {
|
||||
Draw.color(Tmp.c1.set(e.color).mul(1.2f));
|
||||
Lines.stroke(e.fout() + 0.4f);
|
||||
Lines.circle(e.x, e.y, 2f + e.fin() * 4f);
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
bubble = new Effect(20, e -> {
|
||||
|
|
@ -1158,56 +1050,47 @@ public class Fx implements ContentList{
|
|||
Angles.randLenVectors(e.id, 2, 8f, (x, y) -> {
|
||||
Lines.circle(e.x + x, e.y + y, 1f + e.fin() * 3f);
|
||||
});
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
launch = new Effect(28, e -> {
|
||||
Draw.color(Pal.command);
|
||||
Lines.stroke(e.fout() * 2f);
|
||||
Lines.circle(e.x, e.y, 4f + e.finpow() * 120f);
|
||||
Draw.color();
|
||||
});
|
||||
|
||||
healWaveMend = new Effect(40, e -> {
|
||||
Draw.color(e.color);
|
||||
Lines.stroke(e.fout() * 2f);
|
||||
Lines.circle(e.x, e.y, e.finpow() * e.rotation);
|
||||
Draw.color();
|
||||
});
|
||||
|
||||
overdriveWave = new Effect(50, e -> {
|
||||
Draw.color(e.color);
|
||||
Lines.stroke(e.fout() * 1f);
|
||||
Lines.circle(e.x, e.y, e.finpow() * e.rotation);
|
||||
Draw.color();
|
||||
});
|
||||
|
||||
healBlock = new Effect(20, e -> {
|
||||
Draw.color(Pal.heal);
|
||||
Lines.stroke(2f * e.fout() + 0.5f);
|
||||
Lines.square(e.x, e.y, 1f + (e.fin() * e.rotation * tilesize / 2f - 1f));
|
||||
Draw.color();
|
||||
});
|
||||
|
||||
healBlockFull = new Effect(20, e -> {
|
||||
Draw.color(e.color);
|
||||
Draw.alpha(e.fout());
|
||||
Fill.square(e.x, e.y, e.rotation * tilesize / 2f);
|
||||
Draw.color();
|
||||
});
|
||||
|
||||
overdriveBlockFull = new Effect(60, e -> {
|
||||
Draw.color(e.color);
|
||||
Draw.alpha(e.fslope() * 0.4f);
|
||||
Fill.square(e.x, e.y, e.rotation * tilesize);
|
||||
Draw.color();
|
||||
});
|
||||
|
||||
shieldBreak = new Effect(40, e -> {
|
||||
Draw.color(Pal.accent);
|
||||
Lines.stroke(3f * e.fout());
|
||||
Lines.poly(e.x, e.y, 6, e.rotation + e.fin(), 90);
|
||||
Draw.reset();
|
||||
});
|
||||
|
||||
coreLand = new Effect(120f, e -> {
|
||||
|
|
|
|||
|
|
@ -15,61 +15,71 @@ public class StatusEffects implements ContentList{
|
|||
@Override
|
||||
public void load(){
|
||||
|
||||
none = new StatusEffect();
|
||||
none = new StatusEffect("none");
|
||||
|
||||
burning = new StatusEffect(){{
|
||||
burning = new StatusEffect("burning"){{
|
||||
damage = 0.06f;
|
||||
effect = Fx.burning;
|
||||
|
||||
opposite(() -> wet, () -> freezing);
|
||||
trans(() -> tarred, ((unit, time, newTime, result) -> {
|
||||
unit.damage(1f);
|
||||
Effects.effect(Fx.burning, unit.x + Mathf.range(unit.getSize() / 2f), unit.y + Mathf.range(unit.getSize() / 2f));
|
||||
result.set(this, Math.min(time + newTime, 300f));
|
||||
}));
|
||||
init(() -> {
|
||||
opposite(wet,freezing);
|
||||
trans(tarred, ((unit, time, newTime, result) -> {
|
||||
unit.damage(1f);
|
||||
Effects.effect(Fx.burning, unit.x + Mathf.range(unit.getSize() / 2f), unit.y + Mathf.range(unit.getSize() / 2f));
|
||||
result.set(this, Math.min(time + newTime, 300f));
|
||||
}));
|
||||
});
|
||||
}};
|
||||
|
||||
freezing = new StatusEffect(){{
|
||||
freezing = new StatusEffect("freezing"){{
|
||||
speedMultiplier = 0.6f;
|
||||
armorMultiplier = 0.8f;
|
||||
effect = Fx.freezing;
|
||||
|
||||
opposite(() -> melting, () -> burning);
|
||||
init(() -> {
|
||||
opposite(melting, burning);
|
||||
});
|
||||
}};
|
||||
|
||||
wet = new StatusEffect(){{
|
||||
wet = new StatusEffect("wet"){{
|
||||
speedMultiplier = 0.9f;
|
||||
effect = Fx.wet;
|
||||
|
||||
trans(() -> shocked, ((unit, time, newTime, result) -> {
|
||||
unit.damage(20f);
|
||||
if(unit.getTeam() == waveTeam){
|
||||
Events.fire(Trigger.shock);
|
||||
}
|
||||
result.set(this, time);
|
||||
}));
|
||||
opposite(() -> burning);
|
||||
init(() -> {
|
||||
trans(shocked, ((unit, time, newTime, result) -> {
|
||||
unit.damage(20f);
|
||||
if(unit.getTeam() == waveTeam){
|
||||
Events.fire(Trigger.shock);
|
||||
}
|
||||
result.set(this, time);
|
||||
}));
|
||||
opposite(burning);
|
||||
});
|
||||
}};
|
||||
|
||||
melting = new StatusEffect(){{
|
||||
melting = new StatusEffect("melting"){{
|
||||
speedMultiplier = 0.8f;
|
||||
armorMultiplier = 0.8f;
|
||||
damage = 0.3f;
|
||||
effect = Fx.melting;
|
||||
|
||||
trans(() -> tarred, ((unit, time, newTime, result) -> result.set(this, Math.min(time + newTime / 2f, 140f))));
|
||||
opposite(() -> wet, () -> freezing);
|
||||
init(() -> {
|
||||
trans(tarred, ((unit, time, newTime, result) -> result.set(this, Math.min(time + newTime / 2f, 140f))));
|
||||
opposite(wet, freezing);
|
||||
});
|
||||
}};
|
||||
|
||||
tarred = new StatusEffect(){{
|
||||
tarred = new StatusEffect("tarred"){{
|
||||
speedMultiplier = 0.6f;
|
||||
effect = Fx.oily;
|
||||
|
||||
trans(() -> melting, ((unit, time, newTime, result) -> result.set(burning, newTime + time)));
|
||||
trans(() -> burning, ((unit, time, newTime, result) -> result.set(burning, newTime + time)));
|
||||
init(() -> {
|
||||
trans(melting, ((unit, time, newTime, result) -> result.set(burning, newTime + time)));
|
||||
trans(burning, ((unit, time, newTime, result) -> result.set(burning, newTime + time)));
|
||||
});
|
||||
}};
|
||||
|
||||
overdrive = new StatusEffect(){{
|
||||
overdrive = new StatusEffect("overdrive"){{
|
||||
armorMultiplier = 0.95f;
|
||||
speedMultiplier = 1.15f;
|
||||
damageMultiplier = 1.4f;
|
||||
|
|
@ -77,20 +87,20 @@ public class StatusEffects implements ContentList{
|
|||
effect = Fx.overdriven;
|
||||
}};
|
||||
|
||||
shielded = new StatusEffect(){{
|
||||
shielded = new StatusEffect("shielded"){{
|
||||
armorMultiplier = 3f;
|
||||
}};
|
||||
|
||||
boss = new StatusEffect(){{
|
||||
boss = new StatusEffect("boss"){{
|
||||
armorMultiplier = 3f;
|
||||
damageMultiplier = 3f;
|
||||
speedMultiplier = 1.1f;
|
||||
}};
|
||||
|
||||
shocked = new StatusEffect();
|
||||
shocked = new StatusEffect("shocked");
|
||||
|
||||
//no effects, just small amounts of damage.
|
||||
corroded = new StatusEffect(){{
|
||||
corroded = new StatusEffect("corroded"){{
|
||||
damage = 0.1f;
|
||||
}};
|
||||
}
|
||||
|
|
|
|||
|
|
@ -3,9 +3,11 @@ package io.anuke.mindustry.core;
|
|||
import io.anuke.arc.collection.*;
|
||||
import io.anuke.arc.func.*;
|
||||
import io.anuke.arc.graphics.*;
|
||||
import io.anuke.arc.util.ArcAnnotate.*;
|
||||
import io.anuke.arc.util.*;
|
||||
import io.anuke.mindustry.content.*;
|
||||
import io.anuke.mindustry.ctype.*;
|
||||
import io.anuke.mindustry.ctype.ContentType;
|
||||
import io.anuke.mindustry.entities.bullet.*;
|
||||
import io.anuke.mindustry.mod.Mods.*;
|
||||
import io.anuke.mindustry.type.*;
|
||||
|
|
@ -20,10 +22,11 @@ import static io.anuke.mindustry.Vars.mods;
|
|||
*/
|
||||
@SuppressWarnings("unchecked")
|
||||
public class ContentLoader{
|
||||
private boolean loaded = false;
|
||||
private ObjectMap<String, MappableContent>[] contentNameMap = new ObjectMap[ContentType.values().length];
|
||||
private Array<Content>[] contentMap = new Array[ContentType.values().length];
|
||||
private MappableContent[][] temporaryMapper;
|
||||
private @Nullable LoadedMod currentMod;
|
||||
private @Nullable Content lastAdded;
|
||||
private ObjectSet<Cons<Content>> initialization = new ObjectSet<>();
|
||||
private ContentList[] content = {
|
||||
new Fx(),
|
||||
|
|
@ -45,35 +48,40 @@ public class ContentLoader{
|
|||
new LegacyColorMapper(),
|
||||
};
|
||||
|
||||
public ContentLoader(){
|
||||
clear();
|
||||
}
|
||||
|
||||
/** Clears all initialized content.*/
|
||||
public void clear(){
|
||||
contentNameMap = new ObjectMap[ContentType.values().length];
|
||||
contentMap = new Array[ContentType.values().length];
|
||||
initialization = new ObjectSet<>();
|
||||
loaded = false;
|
||||
}
|
||||
|
||||
/** Creates all content types. */
|
||||
public void createContent(){
|
||||
if(loaded){
|
||||
Log.info("Content already loaded, skipping.");
|
||||
return;
|
||||
}
|
||||
|
||||
for(ContentType type : ContentType.values()){
|
||||
contentMap[type.ordinal()] = new Array<>();
|
||||
contentNameMap[type.ordinal()] = new ObjectMap<>();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/** Creates all base types. */
|
||||
public void createBaseContent(){
|
||||
for(ContentList list : content){
|
||||
list.load();
|
||||
}
|
||||
}
|
||||
|
||||
/** Creates mod content, if applicable. */
|
||||
public void createModContent(){
|
||||
if(mods != null){
|
||||
mods.loadContent();
|
||||
}
|
||||
}
|
||||
|
||||
//check up ID mapping, make sure it's linear
|
||||
/** Logs content statistics.*/
|
||||
public void logContent(){
|
||||
//check up ID mapping, make sure it's linear (debug only)
|
||||
for(Array<Content> arr : contentMap){
|
||||
for(int i = 0; i < arr.size; i++){
|
||||
int id = arr.get(i).id;
|
||||
|
|
@ -83,17 +91,12 @@ public class ContentLoader{
|
|||
}
|
||||
}
|
||||
|
||||
loaded = true;
|
||||
}
|
||||
|
||||
/** Logs content statistics.*/
|
||||
public void logContent(){
|
||||
Log.info("--- CONTENT INFO ---");
|
||||
Log.debug("--- CONTENT INFO ---");
|
||||
for(int k = 0; k < contentMap.length; k++){
|
||||
Log.info("[{0}]: loaded {1}", ContentType.values()[k].name(), contentMap[k].size);
|
||||
Log.debug("[{0}]: loaded {1}", ContentType.values()[k].name(), contentMap[k].size);
|
||||
}
|
||||
Log.info("Total content loaded: {0}", Array.with(ContentType.values()).mapInt(c -> contentMap[c.ordinal()].size).sum());
|
||||
Log.info("-------------------");
|
||||
Log.debug("Total content loaded: {0}", Array.with(ContentType.values()).mapInt(c -> contentMap[c.ordinal()].size).sum());
|
||||
Log.debug("-------------------");
|
||||
}
|
||||
|
||||
/** Calls Content#init() on everything. Use only after all modules have been created.*/
|
||||
|
|
@ -115,8 +118,8 @@ public class ContentLoader{
|
|||
try{
|
||||
callable.get(content);
|
||||
}catch(Throwable e){
|
||||
if(content.mod != null){
|
||||
mods.handleError(new ModLoadException(content, e), content.mod);
|
||||
if(content.minfo.mod != null){
|
||||
mods.handleContentError(content, e);
|
||||
}else{
|
||||
throw new RuntimeException(e);
|
||||
}
|
||||
|
|
@ -147,15 +150,41 @@ public class ContentLoader{
|
|||
//clear all content, currently not used
|
||||
}
|
||||
|
||||
public void handleContent(Content content){
|
||||
contentMap[content.getContentType().ordinal()].add(content);
|
||||
/** Get last piece of content created for error-handling purposes. */
|
||||
public @Nullable Content getLastAdded(){
|
||||
return lastAdded;
|
||||
}
|
||||
|
||||
/** Remove last content added in case of an exception. */
|
||||
public void removeLast(){
|
||||
if(lastAdded != null && contentMap[lastAdded.getContentType().ordinal()].peek() == lastAdded){
|
||||
contentMap[lastAdded.getContentType().ordinal()].pop();
|
||||
if(lastAdded instanceof MappableContent){
|
||||
contentNameMap[lastAdded.getContentType().ordinal()].remove(((MappableContent)lastAdded).name);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void handleContent(Content content){
|
||||
this.lastAdded = content;
|
||||
contentMap[content.getContentType().ordinal()].add(content);
|
||||
}
|
||||
|
||||
public void setCurrentMod(@Nullable LoadedMod mod){
|
||||
this.currentMod = mod;
|
||||
}
|
||||
|
||||
public String transformName(String name){
|
||||
return currentMod == null ? name : currentMod.name + "-" + name;
|
||||
}
|
||||
|
||||
public void handleMappableContent(MappableContent content){
|
||||
if(contentNameMap[content.getContentType().ordinal()].containsKey(content.name)){
|
||||
throw new IllegalArgumentException("Two content objects cannot have the same name! (issue: '" + content.name + "')");
|
||||
}
|
||||
if(currentMod != null){
|
||||
content.minfo.mod = currentMod;
|
||||
}
|
||||
contentNameMap[content.getContentType().ordinal()].put(content.name, content);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -262,6 +262,7 @@ public class Control implements ApplicationListener, Loadable{
|
|||
}
|
||||
}
|
||||
state.set(State.playing);
|
||||
state.wavetime = state.rules.waveSpacing;
|
||||
control.saves.zoneSave();
|
||||
logic.play();
|
||||
Events.fire(Trigger.newGame);
|
||||
|
|
@ -451,12 +452,12 @@ public class Control implements ApplicationListener, Loadable{
|
|||
platform.updateRPC();
|
||||
}
|
||||
|
||||
if(Core.input.keyTap(Binding.pause) && !scene.hasDialog() && !ui.restart.isShown() && (state.is(State.paused) || state.is(State.playing))){
|
||||
if(Core.input.keyTap(Binding.pause) && !scene.hasDialog() && !scene.hasKeyboard() && !ui.restart.isShown() && (state.is(State.paused) || state.is(State.playing))){
|
||||
state.set(state.is(State.playing) ? State.paused : State.playing);
|
||||
}
|
||||
|
||||
if(Core.input.keyTap(Binding.menu) && !ui.restart.isShown()){
|
||||
if(ui.chatfrag.chatOpen()){
|
||||
if(ui.chatfrag.shown()){
|
||||
ui.chatfrag.hide();
|
||||
}else if(!ui.paused.isShown() && !scene.hasDialog()){
|
||||
ui.paused.show();
|
||||
|
|
@ -464,7 +465,7 @@ public class Control implements ApplicationListener, Loadable{
|
|||
}
|
||||
}
|
||||
|
||||
if(!mobile && Core.input.keyTap(Binding.screenshot) && !(scene.getKeyboardFocus() instanceof TextField) && !ui.chatfrag.chatOpen()){
|
||||
if(!mobile && Core.input.keyTap(Binding.screenshot) && !(scene.getKeyboardFocus() instanceof TextField) && !scene.hasKeyboard()){
|
||||
renderer.takeMapScreenshot();
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -7,16 +7,18 @@ import io.anuke.arc.files.*;
|
|||
|
||||
/** Handles files in a modded context. */
|
||||
public class FileTree implements FileHandleResolver{
|
||||
private ObjectMap<String, FileHandle> files = new ObjectMap<>();
|
||||
private ObjectMap<String, Fi> files = new ObjectMap<>();
|
||||
|
||||
public void addFile(String path, FileHandle f){
|
||||
public void addFile(String path, Fi f){
|
||||
files.put(path, f);
|
||||
}
|
||||
|
||||
/** Gets an asset file.*/
|
||||
public FileHandle get(String path){
|
||||
public Fi get(String path){
|
||||
if(files.containsKey(path)){
|
||||
return files.get(path);
|
||||
}else if(files.containsKey("/" + path)){
|
||||
return files.get("/" + path);
|
||||
}else{
|
||||
return Core.files.internal(path);
|
||||
}
|
||||
|
|
@ -28,7 +30,7 @@ public class FileTree implements FileHandleResolver{
|
|||
}
|
||||
|
||||
@Override
|
||||
public FileHandle resolve(String fileName){
|
||||
public Fi resolve(String fileName){
|
||||
return get(fileName);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -52,7 +52,7 @@ public class Logic implements ApplicationListener{
|
|||
|
||||
if(block instanceof BuildBlock){
|
||||
|
||||
BuildEntity entity = tile.entity();
|
||||
BuildEntity entity = tile.ent();
|
||||
|
||||
//update block to reflect the fact that something was being constructed
|
||||
if(entity.cblock != null && entity.cblock.synthetic()){
|
||||
|
|
|
|||
|
|
@ -11,6 +11,7 @@ import io.anuke.arc.util.io.*;
|
|||
import io.anuke.arc.util.serialization.*;
|
||||
import io.anuke.mindustry.*;
|
||||
import io.anuke.mindustry.core.GameState.*;
|
||||
import io.anuke.mindustry.ctype.ContentType;
|
||||
import io.anuke.mindustry.entities.*;
|
||||
import io.anuke.mindustry.entities.traits.BuilderTrait.*;
|
||||
import io.anuke.mindustry.entities.traits.*;
|
||||
|
|
@ -22,7 +23,6 @@ import io.anuke.mindustry.net.Administration.*;
|
|||
import io.anuke.mindustry.net.Net.*;
|
||||
import io.anuke.mindustry.net.*;
|
||||
import io.anuke.mindustry.net.Packets.*;
|
||||
import io.anuke.mindustry.type.*;
|
||||
import io.anuke.mindustry.type.TypeID;
|
||||
import io.anuke.mindustry.world.*;
|
||||
import io.anuke.mindustry.world.modules.*;
|
||||
|
|
@ -342,6 +342,26 @@ public class NetClient implements ApplicationListener{
|
|||
}
|
||||
}
|
||||
|
||||
@Remote(variants = Variant.both, priority = PacketPriority.low, unreliable = true)
|
||||
public static void onBlockSnapshot(short amount, short dataLen, byte[] data){
|
||||
try{
|
||||
netClient.byteStream.setBytes(net.decompressSnapshot(data, dataLen));
|
||||
DataInputStream input = netClient.dataStream;
|
||||
|
||||
for(int i = 0; i < amount; i++){
|
||||
int pos = input.readInt();
|
||||
Tile tile = world.tile(pos);
|
||||
if(tile == null || tile.entity == null){
|
||||
Log.warn("Missing entity at {0}. Skipping block snapshot.", tile);
|
||||
break;
|
||||
}
|
||||
tile.entity.read(input, tile.entity.version());
|
||||
}
|
||||
}catch(Exception e){
|
||||
e.printStackTrace();
|
||||
}
|
||||
}
|
||||
|
||||
@Remote(variants = Variant.one, priority = PacketPriority.low, unreliable = true)
|
||||
public static void onStateSnapshot(float waveTime, int wave, int enemies, short coreDataLen, byte[] coreData){
|
||||
try{
|
||||
|
|
@ -471,7 +491,7 @@ public class NetClient implements ApplicationListener{
|
|||
player.pointerX, player.pointerY, player.rotation, player.baseRotation,
|
||||
player.velocity().x, player.velocity().y,
|
||||
player.getMineTile(),
|
||||
player.isBoosting, player.isShooting, ui.chatfrag.chatOpen(), player.isBuilding,
|
||||
player.isBoosting, player.isShooting, ui.chatfrag.shown(), player.isBuilding,
|
||||
requests,
|
||||
Core.camera.position.x, Core.camera.position.y,
|
||||
Core.camera.width * viewScale, Core.camera.height * viewScale);
|
||||
|
|
|
|||
|
|
@ -30,8 +30,8 @@ import java.util.zip.*;
|
|||
import static io.anuke.mindustry.Vars.*;
|
||||
|
||||
public class NetServer implements ApplicationListener{
|
||||
public final static int maxSnapshotSize = 430;
|
||||
private final static float serverSyncTime = 12, kickDuration = 30 * 1000;
|
||||
private final static int maxSnapshotSize = 430, timerBlockSync = 0;
|
||||
private final static float serverSyncTime = 12, kickDuration = 30 * 1000, blockSyncTime = 60 * 10;
|
||||
private final static Vector2 vector = new Vector2();
|
||||
private final static Rectangle viewport = new Rectangle();
|
||||
/** If a player goes away of their server-side coordinates by this distance, they get teleported back. */
|
||||
|
|
@ -41,6 +41,7 @@ public class NetServer implements ApplicationListener{
|
|||
public final CommandHandler clientCommands = new CommandHandler("/");
|
||||
|
||||
private boolean closing = false;
|
||||
private Interval timer = new Interval();
|
||||
|
||||
private ByteBuffer writeBuffer = ByteBuffer.allocate(127);
|
||||
private ByteBufferOutput outputBuffer = new ByteBufferOutput(writeBuffer);
|
||||
|
|
@ -65,6 +66,10 @@ public class NetServer implements ApplicationListener{
|
|||
});
|
||||
|
||||
net.handleServer(ConnectPacket.class, (con, packet) -> {
|
||||
if(con.address.startsWith("steam:")){
|
||||
packet.uuid = con.address.substring("steam:".length());
|
||||
}
|
||||
|
||||
String uuid = packet.uuid;
|
||||
|
||||
if(admins.isIPBanned(con.address)) return;
|
||||
|
|
@ -214,7 +219,7 @@ public class NetServer implements ApplicationListener{
|
|||
|
||||
@Override
|
||||
public void init(){
|
||||
mods.each(mod -> mod.registerClientCommands(clientCommands));
|
||||
mods.eachClass(mod -> mod.registerClientCommands(clientCommands));
|
||||
}
|
||||
|
||||
private void registerCommands(){
|
||||
|
|
@ -612,7 +617,35 @@ public class NetServer implements ApplicationListener{
|
|||
}
|
||||
}
|
||||
|
||||
public void writeSnapshot(Player player) throws IOException{
|
||||
/** Sends a block snapshot to all players. */
|
||||
public void writeBlockSnapshots() throws IOException{
|
||||
syncStream.reset();
|
||||
|
||||
short sent = 0;
|
||||
for(TileEntity entity : tileGroup.all()){
|
||||
if(!entity.block.sync) continue;
|
||||
sent ++;
|
||||
|
||||
dataStream.writeInt(entity.tile.pos());
|
||||
entity.write(dataStream);
|
||||
|
||||
if(syncStream.size() > maxSnapshotSize){
|
||||
dataStream.close();
|
||||
byte[] stateBytes = syncStream.toByteArray();
|
||||
Call.onBlockSnapshot(sent, (short)stateBytes.length, net.compressSnapshot(stateBytes));
|
||||
sent = 0;
|
||||
syncStream.reset();
|
||||
}
|
||||
}
|
||||
|
||||
if(sent > 0){
|
||||
dataStream.close();
|
||||
byte[] stateBytes = syncStream.toByteArray();
|
||||
Call.onBlockSnapshot(sent, (short)stateBytes.length, net.compressSnapshot(stateBytes));
|
||||
}
|
||||
}
|
||||
|
||||
public void writeEntitySnapshot(Player player) throws IOException{
|
||||
syncStream.reset();
|
||||
ObjectSet<Tile> cores = state.teams.get(player.getTeam()).cores;
|
||||
|
||||
|
|
@ -726,7 +759,6 @@ public class NetServer implements ApplicationListener{
|
|||
void sync(){
|
||||
|
||||
try{
|
||||
|
||||
//iterate through each player
|
||||
for(int i = 0; i < playerGroup.size(); i++){
|
||||
Player player = playerGroup.all().get(i);
|
||||
|
|
@ -741,7 +773,11 @@ public class NetServer implements ApplicationListener{
|
|||
|
||||
if(!player.timer.get(Player.timerSync, serverSyncTime) || !connection.hasConnected) continue;
|
||||
|
||||
writeSnapshot(player);
|
||||
writeEntitySnapshot(player);
|
||||
}
|
||||
|
||||
if(playerGroup.size() > 0 && Core.settings.getBool("blocksync") && timer.get(timerBlockSync, blockSyncTime)){
|
||||
writeBlockSnapshots();
|
||||
}
|
||||
|
||||
}catch(IOException e){
|
||||
|
|
|
|||
|
|
@ -8,10 +8,12 @@ import io.anuke.arc.func.*;
|
|||
import io.anuke.arc.math.*;
|
||||
import io.anuke.arc.scene.ui.*;
|
||||
import io.anuke.arc.util.serialization.*;
|
||||
import io.anuke.mindustry.mod.*;
|
||||
import io.anuke.mindustry.net.*;
|
||||
import io.anuke.mindustry.net.Net.*;
|
||||
import io.anuke.mindustry.type.*;
|
||||
import io.anuke.mindustry.ui.dialogs.*;
|
||||
import org.mozilla.javascript.*;
|
||||
|
||||
import static io.anuke.mindustry.Vars.mobile;
|
||||
|
||||
|
|
@ -33,7 +35,7 @@ public interface Platform{
|
|||
default void viewListingID(String mapid){}
|
||||
|
||||
/** Steam: Return external workshop maps to be loaded.*/
|
||||
default Array<FileHandle> getWorkshopContent(Class<? extends Publishable> type){
|
||||
default Array<Fi> getWorkshopContent(Class<? extends Publishable> type){
|
||||
return new Array<>(0);
|
||||
}
|
||||
|
||||
|
|
@ -42,7 +44,18 @@ public interface Platform{
|
|||
|
||||
/** Get the networking implementation.*/
|
||||
default NetProvider getNet(){
|
||||
return new ArcNetImpl();
|
||||
return new ArcNetProvider();
|
||||
}
|
||||
|
||||
/** Gets the scripting implementation. */
|
||||
default Scripts createScripts(){
|
||||
return new Scripts();
|
||||
}
|
||||
|
||||
default Context getScriptContext(){
|
||||
Context c = Context.enter();
|
||||
c.setOptimizationLevel(9);
|
||||
return c;
|
||||
}
|
||||
|
||||
/** Add a text input dialog that should show up after the field is tapped. */
|
||||
|
|
@ -87,7 +100,7 @@ public interface Platform{
|
|||
}
|
||||
|
||||
/** Only used for iOS or android: open the share menu for a map or save. */
|
||||
default void shareFile(FileHandle file){
|
||||
default void shareFile(Fi file){
|
||||
}
|
||||
|
||||
/**
|
||||
|
|
@ -96,7 +109,7 @@ public interface Platform{
|
|||
* @param open Whether to open or save files
|
||||
* @param extension File extension to filter
|
||||
*/
|
||||
default void showFileChooser(boolean open, String extension, Cons<FileHandle> cons){
|
||||
default void showFileChooser(boolean open, String extension, Cons<Fi> cons){
|
||||
new FileChooser(open ? "$open" : "$save", file -> file.extension().toLowerCase().equals(extension), open, file -> {
|
||||
if(!open){
|
||||
cons.get(file.parent().child(file.nameWithoutExtension() + "." + extension));
|
||||
|
|
|
|||
|
|
@ -456,7 +456,7 @@ public class Renderer implements ApplicationListener{
|
|||
buffer.end();
|
||||
Pixmap fullPixmap = new Pixmap(w, h, Pixmap.Format.RGBA8888);
|
||||
BufferUtils.copy(lines, 0, fullPixmap.getPixels(), lines.length);
|
||||
FileHandle file = screenshotDirectory.child("screenshot-" + Time.millis() + ".png");
|
||||
Fi file = screenshotDirectory.child("screenshot-" + Time.millis() + ".png");
|
||||
PixmapIO.writePNG(file, fullPixmap);
|
||||
fullPixmap.dispose();
|
||||
ui.showInfoFade(Core.bundle.format("screenshot", file.toString()));
|
||||
|
|
|
|||
|
|
@ -42,6 +42,7 @@ public class UI implements ApplicationListener, Loadable{
|
|||
public MenuFragment menufrag;
|
||||
public HudFragment hudfrag;
|
||||
public ChatFragment chatfrag;
|
||||
public ScriptConsoleFragment scriptfrag;
|
||||
public PlayerListFragment listfrag;
|
||||
public LoadingFragment loadfrag;
|
||||
|
||||
|
|
@ -137,7 +138,7 @@ public class UI implements ApplicationListener, Loadable{
|
|||
Core.assets.setLoader(FreeTypeFontGenerator.class, new FreeTypeFontGeneratorLoader(resolver));
|
||||
Core.assets.setLoader(BitmapFont.class, null, new FreetypeFontLoader(resolver){
|
||||
@Override
|
||||
public BitmapFont loadSync(AssetManager manager, String fileName, FileHandle file, FreeTypeFontLoaderParameter parameter){
|
||||
public BitmapFont loadSync(AssetManager manager, String fileName, Fi file, FreeTypeFontLoaderParameter parameter){
|
||||
if(fileName.equals("outline")){
|
||||
parameter.fontParameters.borderWidth = Scl.scl(2f);
|
||||
parameter.fontParameters.spaceX -= parameter.fontParameters.borderWidth;
|
||||
|
|
@ -211,6 +212,7 @@ public class UI implements ApplicationListener, Loadable{
|
|||
chatfrag = new ChatFragment();
|
||||
listfrag = new PlayerListFragment();
|
||||
loadfrag = new LoadingFragment();
|
||||
scriptfrag = new ScriptConsoleFragment();
|
||||
|
||||
picker = new ColorPicker();
|
||||
editor = new MapEditorDialog();
|
||||
|
|
@ -253,6 +255,7 @@ public class UI implements ApplicationListener, Loadable{
|
|||
menufrag.build(menuGroup);
|
||||
chatfrag.container().build(hudGroup);
|
||||
listfrag.build(hudGroup);
|
||||
scriptfrag.container().build(hudGroup);
|
||||
loadfrag.build(group);
|
||||
new FadeInFragment().build(group);
|
||||
}
|
||||
|
|
@ -371,6 +374,37 @@ public class UI implements ApplicationListener, Loadable{
|
|||
}}.show();
|
||||
}
|
||||
|
||||
public void showExceptions(String text, String... messages){
|
||||
loadfrag.hide();
|
||||
new Dialog(""){{
|
||||
|
||||
setFillParent(true);
|
||||
cont.margin(15);
|
||||
cont.add("$error.title").colspan(2);
|
||||
cont.row();
|
||||
cont.addImage().width(300f).pad(2).colspan(2).height(4f).color(Color.scarlet);
|
||||
cont.row();
|
||||
cont.add(text).colspan(2).wrap().growX().center().get().setAlignment(Align.center);
|
||||
cont.row();
|
||||
|
||||
//cont.pane(p -> {
|
||||
for(int i = 0; i < messages.length; i += 2){
|
||||
String btext = messages[i];
|
||||
String details = messages[i + 1];
|
||||
Collapser col = new Collapser(base -> base.pane(t -> t.margin(14f).add(details).color(Color.lightGray).left()), true);
|
||||
|
||||
cont.add(btext).right();
|
||||
cont.addButton("$details", Styles.togglet, col::toggle).size(180f, 50f).checked(b -> !col.isCollapsed()).fillX().left();
|
||||
cont.row();
|
||||
cont.add(col).colspan(2).pad(2);
|
||||
cont.row();
|
||||
}
|
||||
//}).colspan(2);
|
||||
|
||||
cont.addButton("$ok", this::hide).size(300, 50).fillX().colspan(2);
|
||||
}}.show();
|
||||
}
|
||||
|
||||
public void showText(String titleText, String text){
|
||||
showText(titleText, text, Align.center);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -7,8 +7,6 @@ import io.anuke.arc.files.*;
|
|||
import io.anuke.arc.util.*;
|
||||
import io.anuke.arc.util.io.*;
|
||||
|
||||
import java.io.*;
|
||||
|
||||
public class Version{
|
||||
/** Build type. 'official' for official releases; 'custom' or 'bleeding edge' are also used. */
|
||||
public static String type;
|
||||
|
|
@ -26,29 +24,25 @@ public class Version{
|
|||
public static void init(){
|
||||
if(!enabled) return;
|
||||
|
||||
try{
|
||||
FileHandle file = OS.isAndroid || OS.isIos ? Core.files.internal("version.properties") : new FileHandle("version.properties", FileType.Internal);
|
||||
Fi file = OS.isAndroid || OS.isIos ? Core.files.internal("version.properties") : new Fi("version.properties", FileType.internal);
|
||||
|
||||
ObjectMap<String, String> map = new ObjectMap<>();
|
||||
PropertiesUtils.load(map, file.reader());
|
||||
ObjectMap<String, String> map = new ObjectMap<>();
|
||||
PropertiesUtils.load(map, file.reader());
|
||||
|
||||
type = map.get("type");
|
||||
number = Integer.parseInt(map.get("number", "4"));
|
||||
modifier = map.get("modifier");
|
||||
if(map.get("build").contains(".")){
|
||||
String[] split = map.get("build").split("\\.");
|
||||
try{
|
||||
build = Integer.parseInt(split[0]);
|
||||
revision = Integer.parseInt(split[1]);
|
||||
}catch(Throwable e){
|
||||
e.printStackTrace();
|
||||
build = -1;
|
||||
}
|
||||
}else{
|
||||
build = Strings.canParseInt(map.get("build")) ? Integer.parseInt(map.get("build")) : -1;
|
||||
type = map.get("type");
|
||||
number = Integer.parseInt(map.get("number", "4"));
|
||||
modifier = map.get("modifier");
|
||||
if(map.get("build").contains(".")){
|
||||
String[] split = map.get("build").split("\\.");
|
||||
try{
|
||||
build = Integer.parseInt(split[0]);
|
||||
revision = Integer.parseInt(split[1]);
|
||||
}catch(Throwable e){
|
||||
e.printStackTrace();
|
||||
build = -1;
|
||||
}
|
||||
}catch(IOException e){
|
||||
throw new RuntimeException(e);
|
||||
}else{
|
||||
build = Strings.canParseInt(map.get("build")) ? Integer.parseInt(map.get("build")) : -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -4,16 +4,14 @@ import io.anuke.arc.files.*;
|
|||
import io.anuke.arc.util.ArcAnnotate.*;
|
||||
import io.anuke.mindustry.*;
|
||||
import io.anuke.mindustry.mod.Mods.*;
|
||||
import io.anuke.mindustry.type.*;
|
||||
|
||||
|
||||
/** Base class for a content type that is loaded in {@link io.anuke.mindustry.core.ContentLoader}. */
|
||||
public abstract class Content implements Comparable<Content>{
|
||||
public final short id;
|
||||
/** The mod that loaded this piece of content. */
|
||||
public @Nullable LoadedMod mod;
|
||||
/** File that this content was loaded from. */
|
||||
public @Nullable FileHandle sourceFile;
|
||||
/** Info on which mod this content was loaded from. */
|
||||
public @NonNull ModContentInfo minfo = new ModContentInfo();
|
||||
|
||||
|
||||
public Content(){
|
||||
this.id = (short)Vars.content.getBy(getContentType()).size;
|
||||
|
|
@ -37,6 +35,11 @@ public abstract class Content implements Comparable<Content>{
|
|||
public void load(){
|
||||
}
|
||||
|
||||
/** @return whether an error ocurred during mod loading. */
|
||||
public boolean hasErrored(){
|
||||
return minfo.error != null;
|
||||
}
|
||||
|
||||
@Override
|
||||
public int compareTo(Content c){
|
||||
return Integer.compare(id, c.id);
|
||||
|
|
@ -46,4 +49,15 @@ public abstract class Content implements Comparable<Content>{
|
|||
public String toString(){
|
||||
return getContentType().name() + "#" + id;
|
||||
}
|
||||
|
||||
public static class ModContentInfo{
|
||||
/** The mod that loaded this piece of content. */
|
||||
public @Nullable LoadedMod mod;
|
||||
/** File that this content was loaded from. */
|
||||
public @Nullable Fi sourceFile;
|
||||
/** The error that occurred during loading, if applicable. Null if no error occurred. */
|
||||
public @Nullable String error;
|
||||
/** Base throwable that caused the error. */
|
||||
public @Nullable Throwable baseError;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
package io.anuke.mindustry.type;
|
||||
package io.anuke.mindustry.ctype;
|
||||
|
||||
/** Do not rearrange, ever! */
|
||||
public enum ContentType{
|
||||
|
|
@ -14,6 +14,7 @@ public enum ContentType{
|
|||
zone,
|
||||
loadout,
|
||||
typeid,
|
||||
error,
|
||||
planet;
|
||||
|
||||
public static final ContentType[] all = values();
|
||||
|
|
@ -6,7 +6,7 @@ public abstract class MappableContent extends Content{
|
|||
public final String name;
|
||||
|
||||
public MappableContent(String name){
|
||||
this.name = name;
|
||||
this.name = Vars.content.transformName(name);
|
||||
Vars.content.handleMappableContent(this);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -20,8 +20,8 @@ public abstract class UnlockableContent extends MappableContent{
|
|||
public UnlockableContent(String name){
|
||||
super(name);
|
||||
|
||||
this.localizedName = Core.bundle.get(getContentType() + "." + name + ".name", name);
|
||||
this.description = Core.bundle.getOrNull(getContentType() + "." + name + ".description");
|
||||
this.localizedName = Core.bundle.get(getContentType() + "." + this.name + ".name", this.name);
|
||||
this.description = Core.bundle.getOrNull(getContentType() + "." + this.name + ".description");
|
||||
}
|
||||
|
||||
/** Generate any special icons for this content. Called asynchronously.*/
|
||||
|
|
@ -42,13 +42,6 @@ public abstract class UnlockableContent extends MappableContent{
|
|||
return cicons[icon.ordinal()];
|
||||
}
|
||||
|
||||
/** Returns the localized name of this content. */
|
||||
public String localizedName(){
|
||||
return localizedName;
|
||||
}
|
||||
|
||||
//public abstract TextureRegion getContentIcon();
|
||||
|
||||
/** This should show all necessary info about this content in the specified table. */
|
||||
public abstract void displayInfo(Table table);
|
||||
|
||||
|
|
|
|||
|
|
@ -1,7 +1,7 @@
|
|||
package io.anuke.mindustry.editor;
|
||||
|
||||
import io.anuke.arc.collection.StringMap;
|
||||
import io.anuke.arc.files.FileHandle;
|
||||
import io.anuke.arc.files.Fi;
|
||||
import io.anuke.arc.func.Cons;
|
||||
import io.anuke.arc.func.Boolf;
|
||||
import io.anuke.arc.graphics.Pixmap;
|
||||
|
|
@ -107,7 +107,7 @@ public class MapEditor{
|
|||
}
|
||||
}
|
||||
|
||||
public Map createMap(FileHandle file){
|
||||
public Map createMap(Fi file){
|
||||
return new Map(file, width(), height(), new StringMap(tags), true);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -133,7 +133,7 @@ public class MapEditorDialog extends Dialog implements Disposable{
|
|||
}else{
|
||||
ui.loadAnd(() -> {
|
||||
try{
|
||||
FileHandle result = Core.files.local(editor.getTags().get("name", "unknown") + "." + mapExtension);
|
||||
Fi result = Core.files.local(editor.getTags().get("name", "unknown") + "." + mapExtension);
|
||||
MapIO.writeMap(result, editor.createMap(result));
|
||||
platform.shareFile(result);
|
||||
}catch(Exception e){
|
||||
|
|
@ -381,7 +381,7 @@ public class MapEditorDialog extends Dialog implements Disposable{
|
|||
editor.renderer().dispose();
|
||||
}
|
||||
|
||||
public void beginEditMap(FileHandle file){
|
||||
public void beginEditMap(Fi file){
|
||||
ui.loadAnd(() -> {
|
||||
try{
|
||||
shownWithMap = true;
|
||||
|
|
|
|||
|
|
@ -12,6 +12,7 @@ import io.anuke.arc.scene.ui.layout.*;
|
|||
import io.anuke.arc.util.*;
|
||||
import io.anuke.mindustry.*;
|
||||
import io.anuke.mindustry.content.*;
|
||||
import io.anuke.mindustry.ctype.ContentType;
|
||||
import io.anuke.mindustry.game.*;
|
||||
import io.anuke.mindustry.gen.*;
|
||||
import io.anuke.mindustry.graphics.*;
|
||||
|
|
|
|||
|
|
@ -38,7 +38,7 @@ public class Damage{
|
|||
}
|
||||
|
||||
for(int i = 0; i < Mathf.clamp(flammability / 4, 0, 30); i++){
|
||||
Time.run(i / 2f, () -> Call.createBullet(Bullets.fireball, x, y, Mathf.random(360f)));
|
||||
Time.run(i / 2f, () -> Call.createBullet(Bullets.fireball, Team.derelict, x, y, Mathf.random(360f), 1, 1));
|
||||
}
|
||||
|
||||
int waves = Mathf.clamp((int)(explosiveness / 4), 0, 30);
|
||||
|
|
|
|||
|
|
@ -4,6 +4,7 @@ import io.anuke.arc.Core;
|
|||
import io.anuke.arc.collection.Array;
|
||||
import io.anuke.arc.func.Cons;
|
||||
import io.anuke.arc.graphics.Color;
|
||||
import io.anuke.arc.graphics.g2d.*;
|
||||
import io.anuke.arc.math.Mathf;
|
||||
import io.anuke.arc.math.geom.Position;
|
||||
import io.anuke.arc.util.pooling.Pools;
|
||||
|
|
@ -36,6 +37,7 @@ public class Effects{
|
|||
public static void renderEffect(int id, Effect render, Color color, float life, float rotation, float x, float y, Object data){
|
||||
container.set(id, color, life, render.lifetime, rotation, x, y, data);
|
||||
render.draw.render(container);
|
||||
Draw.reset();
|
||||
}
|
||||
|
||||
public static Effect getEffect(int id){
|
||||
|
|
|
|||
|
|
@ -4,6 +4,7 @@ import io.anuke.arc.audio.*;
|
|||
import io.anuke.arc.math.*;
|
||||
import io.anuke.mindustry.content.*;
|
||||
import io.anuke.mindustry.ctype.Content;
|
||||
import io.anuke.mindustry.ctype.ContentType;
|
||||
import io.anuke.mindustry.entities.*;
|
||||
import io.anuke.mindustry.entities.Effects.*;
|
||||
import io.anuke.mindustry.entities.effect.*;
|
||||
|
|
@ -137,7 +138,7 @@ public abstract class BulletType extends Content{
|
|||
}
|
||||
|
||||
for(int i = 0; i < lightining; i++){
|
||||
Lightning.create(b.getTeam(), Pal.surge, damage, b.x, b.y, Mathf.random(360f), lightningLength);
|
||||
Lightning.createLighting(Lightning.nextSeed(), b.getTeam(), Pal.surge, damage, b.x, b.y, Mathf.random(360f), lightningLength);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -150,7 +151,7 @@ public abstract class BulletType extends Content{
|
|||
public void update(Bullet b){
|
||||
|
||||
if(homingPower > 0.0001f){
|
||||
TargetTrait target = Units.closestTarget(b.getTeam(), b.x, b.y, homingRange);
|
||||
TargetTrait target = Units.closestTarget(b.getTeam(), b.x, b.y, homingRange, e -> !e.isFlying() || collidesAir);
|
||||
if(target != null){
|
||||
b.velocity().setAngle(Mathf.slerpDelta(b.velocity().angle(), b.angleTo(target), 0.08f));
|
||||
}
|
||||
|
|
|
|||
|
|
@ -14,7 +14,8 @@ import io.anuke.mindustry.world.*;
|
|||
import static io.anuke.mindustry.Vars.*;
|
||||
|
||||
public class LiquidBulletType extends BulletType{
|
||||
@NonNull Liquid liquid;
|
||||
public @NonNull Liquid liquid;
|
||||
public float puddleSize = 5f;
|
||||
|
||||
public LiquidBulletType(@Nullable Liquid liquid){
|
||||
super(3.5f, 0);
|
||||
|
|
@ -67,7 +68,7 @@ public class LiquidBulletType extends BulletType{
|
|||
@Override
|
||||
public void hit(Bullet b, float hitx, float hity){
|
||||
Effects.effect(hitEffect, liquid.color, hitx, hity);
|
||||
Puddle.deposit(world.tileWorld(hitx, hity), liquid, 5f);
|
||||
Puddle.deposit(world.tileWorld(hitx, hity), liquid, puddleSize);
|
||||
|
||||
if(liquid.temperature <= 0.5f && liquid.flammability < 0.3f){
|
||||
float intensity = 400f;
|
||||
|
|
|
|||
|
|
@ -10,10 +10,10 @@ import io.anuke.mindustry.content.*;
|
|||
import io.anuke.mindustry.entities.*;
|
||||
import io.anuke.mindustry.entities.traits.*;
|
||||
import io.anuke.mindustry.entities.type.*;
|
||||
import io.anuke.mindustry.entities.type.TimedEntity;
|
||||
import io.anuke.mindustry.game.EventType.*;
|
||||
import io.anuke.mindustry.game.*;
|
||||
import io.anuke.mindustry.gen.*;
|
||||
import io.anuke.mindustry.type.TypeID;
|
||||
import io.anuke.mindustry.type.*;
|
||||
import io.anuke.mindustry.world.*;
|
||||
|
||||
import java.io.*;
|
||||
|
|
@ -144,7 +144,7 @@ public class Fire extends TimedEntity implements SaveTrait, SyncTrait{
|
|||
create(other);
|
||||
|
||||
if(Mathf.chance(fireballChance * Time.delta() * Mathf.clamp(flammability / 10f))){
|
||||
Call.createBullet(Bullets.fireball, x, y, Mathf.random(360f));
|
||||
Call.createBullet(Bullets.fireball, Team.derelict, x, y, Mathf.random(360f), 1, 1);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -44,7 +44,11 @@ public class Lightning extends TimedEntity implements DrawTrait, TimeTrait{
|
|||
|
||||
/** Create a lighting branch at a location. Use Team.none to damage everyone. */
|
||||
public static void create(Team team, Color color, float damage, float x, float y, float targetAngle, int length){
|
||||
Call.createLighting(lastSeed++, team, color, damage, x, y, targetAngle, length);
|
||||
Call.createLighting(nextSeed(), team, color, damage, x, y, targetAngle, length);
|
||||
}
|
||||
|
||||
public static int nextSeed(){
|
||||
return lastSeed++;
|
||||
}
|
||||
|
||||
/** Do not invoke! */
|
||||
|
|
|
|||
|
|
@ -1,25 +1,22 @@
|
|||
package io.anuke.mindustry.entities.effect;
|
||||
|
||||
import io.anuke.annotations.Annotations.Loc;
|
||||
import io.anuke.annotations.Annotations.Remote;
|
||||
import io.anuke.arc.collection.IntMap;
|
||||
import io.anuke.arc.graphics.Color;
|
||||
import io.anuke.arc.graphics.g2d.Draw;
|
||||
import io.anuke.arc.graphics.g2d.Fill;
|
||||
import io.anuke.arc.math.Angles;
|
||||
import io.anuke.arc.math.Mathf;
|
||||
import io.anuke.annotations.Annotations.*;
|
||||
import io.anuke.arc.collection.*;
|
||||
import io.anuke.arc.graphics.*;
|
||||
import io.anuke.arc.graphics.g2d.*;
|
||||
import io.anuke.arc.math.*;
|
||||
import io.anuke.arc.math.geom.*;
|
||||
import io.anuke.arc.util.Time;
|
||||
import io.anuke.arc.util.pooling.Pool.Poolable;
|
||||
import io.anuke.arc.util.pooling.Pools;
|
||||
import io.anuke.arc.util.*;
|
||||
import io.anuke.arc.util.pooling.Pool.*;
|
||||
import io.anuke.arc.util.pooling.*;
|
||||
import io.anuke.mindustry.content.*;
|
||||
import io.anuke.mindustry.entities.*;
|
||||
import io.anuke.mindustry.entities.type.SolidEntity;
|
||||
import io.anuke.mindustry.entities.traits.*;
|
||||
import io.anuke.mindustry.type.TypeID;
|
||||
import io.anuke.mindustry.gen.Call;
|
||||
import io.anuke.mindustry.type.Liquid;
|
||||
import io.anuke.mindustry.world.Tile;
|
||||
import io.anuke.mindustry.entities.type.*;
|
||||
import io.anuke.mindustry.game.*;
|
||||
import io.anuke.mindustry.gen.*;
|
||||
import io.anuke.mindustry.type.*;
|
||||
import io.anuke.mindustry.world.*;
|
||||
|
||||
import java.io.*;
|
||||
|
||||
|
|
@ -118,7 +115,7 @@ public class Puddle extends SolidEntity implements SaveTrait, Poolable, DrawTrai
|
|||
(liquid.flammability > 0.3f && dest.temperature > 0.7f)){ //flammable liquid + hot liquid
|
||||
Fire.create(tile);
|
||||
if(Mathf.chance(0.006 * amount)){
|
||||
Call.createBullet(Bullets.fireball, x, y, Mathf.random(360f));
|
||||
Call.createBullet(Bullets.fireball, Team.derelict, x, y, Mathf.random(360f), 1f, 1f);
|
||||
}
|
||||
}else if(dest.temperature > 0.7f && liquid.temperature < 0.55f){ //cold liquid poured onto hot puddle
|
||||
if(Mathf.chance(0.5f * amount)){
|
||||
|
|
|
|||
|
|
@ -2,7 +2,6 @@ package io.anuke.mindustry.entities.traits;
|
|||
|
||||
import io.anuke.arc.*;
|
||||
import io.anuke.arc.collection.Queue;
|
||||
import io.anuke.arc.collection.*;
|
||||
import io.anuke.arc.graphics.g2d.*;
|
||||
import io.anuke.arc.math.*;
|
||||
import io.anuke.arc.math.geom.*;
|
||||
|
|
@ -88,7 +87,7 @@ public interface BuilderTrait extends Entity, TeamTrait{
|
|||
}
|
||||
|
||||
//otherwise, update it.
|
||||
BuildEntity entity = tile.entity();
|
||||
BuildEntity entity = tile.ent();
|
||||
|
||||
if(entity == null){
|
||||
return;
|
||||
|
|
@ -210,7 +209,7 @@ public interface BuilderTrait extends Entity, TeamTrait{
|
|||
}
|
||||
Tile tile = world.tile(place.x, place.y);
|
||||
if(tile != null && tile.entity instanceof BuildEntity){
|
||||
place.progress = tile.<BuildEntity>entity().progress;
|
||||
place.progress = tile.<BuildEntity>ent().progress;
|
||||
}
|
||||
if(tail){
|
||||
buildQueue().addLast(place);
|
||||
|
|
|
|||
|
|
@ -9,6 +9,7 @@ import io.anuke.arc.util.*;
|
|||
import io.anuke.arc.util.ArcAnnotate.*;
|
||||
import io.anuke.mindustry.*;
|
||||
import io.anuke.mindustry.content.*;
|
||||
import io.anuke.mindustry.ctype.ContentType;
|
||||
import io.anuke.mindustry.entities.*;
|
||||
import io.anuke.mindustry.entities.traits.*;
|
||||
import io.anuke.mindustry.entities.units.*;
|
||||
|
|
@ -107,7 +108,7 @@ public abstract class BaseUnit extends Unit implements ShooterTrait{
|
|||
|
||||
public @Nullable UnitCommand getCommand(){
|
||||
if(isCommanded()){
|
||||
return indexer.getAllied(team, BlockFlag.comandCenter).first().<CommandCenterEntity>entity().command;
|
||||
return indexer.getAllied(team, BlockFlag.comandCenter).first().<CommandCenterEntity>ent().command;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -77,16 +77,9 @@ public class Bullet extends SolidEntity implements DamageTrait, ScaleTrait, Pool
|
|||
return create(type, parent.owner, parent.team, x, y, angle, velocityScl);
|
||||
}
|
||||
|
||||
/** Internal use only. */
|
||||
@Remote(called = Loc.server, unreliable = true)
|
||||
public static void createBullet(BulletType type, float x, float y, float angle){
|
||||
create(type, null, Team.derelict, x, y, angle);
|
||||
}
|
||||
|
||||
/** ok */
|
||||
@Remote(called = Loc.server, unreliable = true)
|
||||
public static void createBullet(BulletType type, Team team, float x, float y, float angle){
|
||||
create(type, null, team, x, y, angle);
|
||||
public static void createBullet(BulletType type, Team team, float x, float y, float angle, float velocityScl, float lifetimeScl){
|
||||
create(type, null, team, x, y, angle, velocityScl, lifetimeScl, null);
|
||||
}
|
||||
|
||||
public Entity getOwner(){
|
||||
|
|
|
|||
|
|
@ -15,6 +15,7 @@ import io.anuke.arc.util.pooling.*;
|
|||
import io.anuke.mindustry.*;
|
||||
import io.anuke.mindustry.content.*;
|
||||
import io.anuke.mindustry.core.*;
|
||||
import io.anuke.mindustry.ctype.ContentType;
|
||||
import io.anuke.mindustry.entities.*;
|
||||
import io.anuke.mindustry.entities.traits.*;
|
||||
import io.anuke.mindustry.game.*;
|
||||
|
|
@ -556,7 +557,7 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{
|
|||
updateKeyboard();
|
||||
}
|
||||
|
||||
isTyping = ui.chatfrag.chatOpen();
|
||||
isTyping = ui.chatfrag.shown();
|
||||
|
||||
updateMechanics();
|
||||
|
||||
|
|
@ -604,7 +605,7 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{
|
|||
|
||||
movement.limit(speed).scl(Time.delta());
|
||||
|
||||
if(!ui.chatfrag.chatOpen()){
|
||||
if(!Core.scene.hasKeyboard()){
|
||||
velocity.add(movement.x, movement.y);
|
||||
}else{
|
||||
isShooting = false;
|
||||
|
|
@ -613,7 +614,7 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{
|
|||
updateVelocityStatus();
|
||||
moved = dst(prex, prey) > 0.001f;
|
||||
|
||||
if(!ui.chatfrag.chatOpen()){
|
||||
if(!Core.scene.hasKeyboard()){
|
||||
float baseLerp = mech.getRotationAlpha(this);
|
||||
if(!isShooting() || !mech.turnCursor){
|
||||
if(!movement.isZero()){
|
||||
|
|
|
|||
|
|
@ -37,7 +37,7 @@ public class TileEntity extends BaseEntity implements TargetTrait, HealthTrait{
|
|||
public PowerModule power;
|
||||
public ItemModule items;
|
||||
public LiquidModule liquids;
|
||||
public ConsumeModule cons;
|
||||
public @Nullable ConsumeModule cons;
|
||||
|
||||
/** List of (cached) tiles with entities in proximity, used for outputting to */
|
||||
private Array<Tile> proximity = new Array<>(8);
|
||||
|
|
|
|||
|
|
@ -24,6 +24,7 @@ public class BuilderDrone extends BaseDrone implements BuilderTrait{
|
|||
private static final IntIntMap totals = new IntIntMap();
|
||||
|
||||
protected Queue<BuildRequest> placeQueue = new Queue<>();
|
||||
protected BuildRequest lastFound;
|
||||
protected boolean isBreaking;
|
||||
protected Player playerTarget;
|
||||
|
||||
|
|
@ -57,6 +58,9 @@ public class BuilderDrone extends BaseDrone implements BuilderTrait{
|
|||
buildQueue().addLast(new BuildRequest(entity.tile.x, entity.tile.y));
|
||||
}else{
|
||||
buildQueue().addLast(new BuildRequest(entity.tile.x, entity.tile.y, entity.tile.rotation(), entity.cblock));
|
||||
if(lastFound != null && lastFound.hasConfig){
|
||||
buildQueue().last().configure(lastFound.config);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -171,9 +175,10 @@ public class BuilderDrone extends BaseDrone implements BuilderTrait{
|
|||
BuildRequest req = player.buildRequest();
|
||||
Tile tile = world.tile(req.x, req.y);
|
||||
if(tile != null && tile.entity instanceof BuildEntity){
|
||||
BuildEntity b = tile.entity();
|
||||
BuildEntity b = tile.ent();
|
||||
float dist = Math.min(b.dst(x, y) - placeDistance, 0);
|
||||
if(dist / type.maxVelocity < b.buildCost * 0.9f){
|
||||
lastFound = req;
|
||||
target = b;
|
||||
this.isBreaking = req.breaking;
|
||||
setState(build);
|
||||
|
|
|
|||
|
|
@ -6,6 +6,7 @@ import io.anuke.arc.graphics.*;
|
|||
import io.anuke.arc.util.*;
|
||||
import io.anuke.arc.util.pooling.*;
|
||||
import io.anuke.mindustry.content.*;
|
||||
import io.anuke.mindustry.ctype.ContentType;
|
||||
import io.anuke.mindustry.entities.traits.*;
|
||||
import io.anuke.mindustry.entities.type.*;
|
||||
import io.anuke.mindustry.type.*;
|
||||
|
|
|
|||
|
|
@ -95,6 +95,10 @@ public class EventType{
|
|||
|
||||
}
|
||||
|
||||
public static class ServerLoadEvent{
|
||||
|
||||
}
|
||||
|
||||
public static class ContentReloadEvent{
|
||||
|
||||
}
|
||||
|
|
@ -135,9 +139,19 @@ public class EventType{
|
|||
|
||||
}
|
||||
|
||||
/** Called when a player withdraws items from a block. Tutorial only.*/
|
||||
/** Called when the player withdraws items from a block. */
|
||||
public static class WithdrawEvent{
|
||||
public final Tile tile;
|
||||
public final Player player;
|
||||
public final Item item;
|
||||
public final int amount;
|
||||
|
||||
public WithdrawEvent(Tile tile, Player player, Item item, int amount){
|
||||
this.tile = tile;
|
||||
this.player = player;
|
||||
this.item = item;
|
||||
this.amount = amount;
|
||||
}
|
||||
}
|
||||
|
||||
/** Called when a player deposits items to a block.*/
|
||||
|
|
|
|||
|
|
@ -6,7 +6,7 @@ import io.anuke.arc.files.*;
|
|||
import io.anuke.arc.util.io.*;
|
||||
import io.anuke.mindustry.*;
|
||||
import io.anuke.mindustry.content.*;
|
||||
import io.anuke.mindustry.ctype.UnlockableContent;
|
||||
import io.anuke.mindustry.ctype.*;
|
||||
import io.anuke.mindustry.game.EventType.*;
|
||||
import io.anuke.mindustry.type.*;
|
||||
|
||||
|
|
@ -35,8 +35,8 @@ public class GlobalData{
|
|||
});
|
||||
}
|
||||
|
||||
public void exportData(FileHandle file) throws IOException{
|
||||
Array<FileHandle> files = new Array<>();
|
||||
public void exportData(Fi file) throws IOException{
|
||||
Array<Fi> files = new Array<>();
|
||||
files.add(Core.settings.getSettingsFile());
|
||||
files.addAll(customMapDirectory.list());
|
||||
files.addAll(saveDirectory.list());
|
||||
|
|
@ -46,7 +46,7 @@ public class GlobalData{
|
|||
String base = Core.settings.getDataDirectory().path();
|
||||
|
||||
try(OutputStream fos = file.write(false, 2048); ZipOutputStream zos = new ZipOutputStream(fos)){
|
||||
for(FileHandle add : files){
|
||||
for(Fi add : files){
|
||||
if(add.isDirectory()) continue;
|
||||
zos.putNextEntry(new ZipEntry(add.path().substring(base.length())));
|
||||
Streams.copyStream(add.read(), zos);
|
||||
|
|
@ -56,12 +56,12 @@ public class GlobalData{
|
|||
}
|
||||
}
|
||||
|
||||
public void importData(FileHandle file){
|
||||
FileHandle dest = Core.files.local("zipdata.zip");
|
||||
public void importData(Fi file){
|
||||
Fi dest = Core.files.local("zipdata.zip");
|
||||
file.copyTo(dest);
|
||||
FileHandle zipped = new ZipFileHandle(dest);
|
||||
Fi zipped = new ZipFi(dest);
|
||||
|
||||
FileHandle base = Core.settings.getDataDirectory();
|
||||
Fi base = Core.settings.getDataDirectory();
|
||||
if(!zipped.child("settings.bin").exists()){
|
||||
throw new IllegalArgumentException("Not valid save data.");
|
||||
}
|
||||
|
|
|
|||
|
|
@ -27,7 +27,7 @@ public class Saves{
|
|||
private AsyncExecutor previewExecutor = new AsyncExecutor(1);
|
||||
private boolean saving;
|
||||
private float time;
|
||||
private FileHandle zoneFile;
|
||||
private Fi zoneFile;
|
||||
|
||||
private long totalPlaytime;
|
||||
private long lastTimestamp;
|
||||
|
|
@ -48,7 +48,7 @@ public class Saves{
|
|||
saves.clear();
|
||||
zoneFile = saveDirectory.child("-1.msav");
|
||||
|
||||
for(FileHandle file : saveDirectory.list()){
|
||||
for(Fi file : saveDirectory.list()){
|
||||
if(!file.name().contains("backup") && SaveIO.isSaveValid(file)){
|
||||
SaveSlot slot = new SaveSlot(file);
|
||||
saves.add(slot);
|
||||
|
|
@ -121,7 +121,7 @@ public class Saves{
|
|||
return slot;
|
||||
}
|
||||
|
||||
public SaveSlot importSave(FileHandle file) throws IOException{
|
||||
public SaveSlot importSave(Fi file) throws IOException{
|
||||
SaveSlot slot = new SaveSlot(getNextSlotFile());
|
||||
slot.importFile(file);
|
||||
slot.setName(file.nameWithoutExtension());
|
||||
|
|
@ -136,9 +136,9 @@ public class Saves{
|
|||
return slot == null || slot.getZone() == null ? null : slot;
|
||||
}
|
||||
|
||||
public FileHandle getNextSlotFile(){
|
||||
public Fi getNextSlotFile(){
|
||||
int i = 0;
|
||||
FileHandle file;
|
||||
Fi file;
|
||||
while((file = saveDirectory.child(i + "." + saveExtension)).exists()){
|
||||
i ++;
|
||||
}
|
||||
|
|
@ -151,11 +151,11 @@ public class Saves{
|
|||
|
||||
public class SaveSlot{
|
||||
//public final int index;
|
||||
public final FileHandle file;
|
||||
public final Fi file;
|
||||
boolean requestedPreview;
|
||||
SaveMeta meta;
|
||||
|
||||
public SaveSlot(FileHandle file){
|
||||
public SaveSlot(Fi file){
|
||||
this.file = file;
|
||||
}
|
||||
|
||||
|
|
@ -216,11 +216,11 @@ public class Saves{
|
|||
return file.nameWithoutExtension();
|
||||
}
|
||||
|
||||
private FileHandle previewFile(){
|
||||
private Fi previewFile(){
|
||||
return mapPreviewDirectory.child("save_slot_" + index() + ".png");
|
||||
}
|
||||
|
||||
private FileHandle loadPreviewFile(){
|
||||
private Fi loadPreviewFile(){
|
||||
return previewFile().sibling(previewFile().name() + ".spreview");
|
||||
}
|
||||
|
||||
|
|
@ -293,7 +293,7 @@ public class Saves{
|
|||
Core.settings.save();
|
||||
}
|
||||
|
||||
public void importFile(FileHandle from) throws IOException{
|
||||
public void importFile(Fi from) throws IOException{
|
||||
try{
|
||||
from.copyTo(file);
|
||||
}catch(Exception e){
|
||||
|
|
@ -301,7 +301,7 @@ public class Saves{
|
|||
}
|
||||
}
|
||||
|
||||
public void exportFile(FileHandle to) throws IOException{
|
||||
public void exportFile(Fi to) throws IOException{
|
||||
try{
|
||||
file.copyTo(to);
|
||||
}catch(Exception e){
|
||||
|
|
|
|||
|
|
@ -5,6 +5,7 @@ import io.anuke.arc.collection.IntIntMap.*;
|
|||
import io.anuke.arc.files.*;
|
||||
import io.anuke.arc.util.ArcAnnotate.*;
|
||||
import io.anuke.mindustry.*;
|
||||
import io.anuke.mindustry.mod.Mods.*;
|
||||
import io.anuke.mindustry.type.*;
|
||||
import io.anuke.mindustry.world.*;
|
||||
import io.anuke.mindustry.world.blocks.storage.*;
|
||||
|
|
@ -15,9 +16,12 @@ public class Schematic implements Publishable, Comparable<Schematic>{
|
|||
public final Array<Stile> tiles;
|
||||
public StringMap tags;
|
||||
public int width, height;
|
||||
public @Nullable FileHandle file;
|
||||
public @Nullable
|
||||
Fi file;
|
||||
/** Associated mod. If null, no mod is associated with this schematic. */
|
||||
public @Nullable LoadedMod mod;
|
||||
|
||||
public Schematic(Array<Stile> tiles, StringMap tags, int width, int height){
|
||||
public Schematic(Array<Stile> tiles, @NonNull StringMap tags, int width, int height){
|
||||
this.tiles = tiles;
|
||||
this.tags = tags;
|
||||
this.width = width;
|
||||
|
|
@ -91,15 +95,15 @@ public class Schematic implements Publishable, Comparable<Schematic>{
|
|||
}
|
||||
|
||||
@Override
|
||||
public FileHandle createSteamFolder(String id){
|
||||
FileHandle directory = tmpDirectory.child("schematic_" + id).child("schematic." + schematicExtension);
|
||||
public Fi createSteamFolder(String id){
|
||||
Fi directory = tmpDirectory.child("schematic_" + id).child("schematic." + schematicExtension);
|
||||
file.copyTo(directory);
|
||||
return directory;
|
||||
}
|
||||
|
||||
@Override
|
||||
public FileHandle createSteamPreview(String id){
|
||||
FileHandle preview = tmpDirectory.child("schematic_preview_" + id + ".png");
|
||||
public Fi createSteamPreview(String id){
|
||||
Fi preview = tmpDirectory.child("schematic_preview_" + id + ".png");
|
||||
schematics.savePreview(this, preview);
|
||||
return preview;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -8,16 +8,17 @@ import io.anuke.arc.graphics.*;
|
|||
import io.anuke.arc.graphics.g2d.*;
|
||||
import io.anuke.arc.graphics.glutils.*;
|
||||
import io.anuke.arc.util.*;
|
||||
import io.anuke.arc.util.ArcAnnotate.*;
|
||||
import io.anuke.arc.util.io.Streams.*;
|
||||
import io.anuke.arc.util.serialization.*;
|
||||
import io.anuke.mindustry.*;
|
||||
import io.anuke.mindustry.content.*;
|
||||
import io.anuke.mindustry.ctype.ContentType;
|
||||
import io.anuke.mindustry.entities.traits.BuilderTrait.*;
|
||||
import io.anuke.mindustry.game.EventType.*;
|
||||
import io.anuke.mindustry.game.Schematic.*;
|
||||
import io.anuke.mindustry.input.*;
|
||||
import io.anuke.mindustry.input.Placement.*;
|
||||
import io.anuke.mindustry.type.*;
|
||||
import io.anuke.mindustry.world.*;
|
||||
import io.anuke.mindustry.world.blocks.*;
|
||||
import io.anuke.mindustry.world.blocks.production.*;
|
||||
|
|
@ -68,12 +69,20 @@ public class Schematics implements Loadable{
|
|||
public void load(){
|
||||
all.clear();
|
||||
|
||||
for(FileHandle file : schematicDirectory.list()){
|
||||
for(Fi file : schematicDirectory.list()){
|
||||
loadFile(file);
|
||||
}
|
||||
|
||||
platform.getWorkshopContent(Schematic.class).each(this::loadFile);
|
||||
|
||||
//mod-specific schematics, cannot be removed
|
||||
mods.listFiles("schematics", (mod, file) -> {
|
||||
Schematic s = loadFile(file);
|
||||
if(s != null){
|
||||
s.mod = mod;
|
||||
}
|
||||
});
|
||||
|
||||
all.sort();
|
||||
|
||||
if(shadowBuffer == null){
|
||||
|
|
@ -102,8 +111,8 @@ public class Schematics implements Loadable{
|
|||
}
|
||||
}
|
||||
|
||||
private void loadFile(FileHandle file){
|
||||
if(!file.extension().equals(schematicExtension)) return;
|
||||
private @Nullable Schematic loadFile(Fi file){
|
||||
if(!file.extension().equals(schematicExtension)) return null;
|
||||
|
||||
try{
|
||||
Schematic s = read(file);
|
||||
|
|
@ -113,9 +122,12 @@ public class Schematics implements Loadable{
|
|||
if(!s.file.parent().equals(schematicDirectory)){
|
||||
s.tags.put("steamid", s.file.parent().name());
|
||||
}
|
||||
|
||||
return s;
|
||||
}catch(IOException e){
|
||||
Log.err(e);
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public Array<Schematic> all(){
|
||||
|
|
@ -132,7 +144,7 @@ public class Schematics implements Loadable{
|
|||
}
|
||||
}
|
||||
|
||||
public void savePreview(Schematic schematic, FileHandle file){
|
||||
public void savePreview(Schematic schematic, Fi file){
|
||||
FrameBuffer buffer = getBuffer(schematic);
|
||||
Draw.flush();
|
||||
buffer.begin();
|
||||
|
|
@ -260,7 +272,7 @@ public class Schematics implements Loadable{
|
|||
public void add(Schematic schematic){
|
||||
all.add(schematic);
|
||||
try{
|
||||
FileHandle file = schematicDirectory.child(Time.millis() + "." + schematicExtension);
|
||||
Fi file = schematicDirectory.child(Time.millis() + "." + schematicExtension);
|
||||
write(schematic, file);
|
||||
schematic.file = file;
|
||||
}catch(Exception e){
|
||||
|
|
@ -360,7 +372,7 @@ public class Schematics implements Loadable{
|
|||
return read(new ByteArrayInputStream(Base64Coder.decode(schematic)));
|
||||
}
|
||||
|
||||
public static Schematic read(FileHandle file) throws IOException{
|
||||
public static Schematic read(Fi file) throws IOException{
|
||||
Schematic s = read(new DataInputStream(file.read(1024)));
|
||||
if(!s.tags.containsKey("name")){
|
||||
s.tags.put("name", file.nameWithoutExtension());
|
||||
|
|
@ -413,7 +425,7 @@ public class Schematics implements Loadable{
|
|||
}
|
||||
}
|
||||
|
||||
public static void write(Schematic schematic, FileHandle file) throws IOException{
|
||||
public static void write(Schematic schematic, Fi file) throws IOException{
|
||||
write(schematic, file.write(false, 1024));
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -4,6 +4,7 @@ import io.anuke.arc.util.serialization.Json;
|
|||
import io.anuke.arc.util.serialization.Json.Serializable;
|
||||
import io.anuke.arc.util.serialization.JsonValue;
|
||||
import io.anuke.mindustry.content.*;
|
||||
import io.anuke.mindustry.ctype.ContentType;
|
||||
import io.anuke.mindustry.entities.type.BaseUnit;
|
||||
import io.anuke.mindustry.type.*;
|
||||
|
||||
|
|
|
|||
|
|
@ -138,7 +138,7 @@ public class BlockRenderer implements Disposable{
|
|||
Block b = content.block(block.block);
|
||||
if(!camera.bounds(Tmp.r1).grow(tilesize * 2f).overlaps(Tmp.r2.setSize(b.size * tilesize).setCenter(block.x * tilesize + b.offset(), block.y * tilesize + b.offset()))) continue;
|
||||
|
||||
Draw.alpha(0.53f * brokenFade);
|
||||
Draw.alpha(0.33f * brokenFade);
|
||||
Draw.mixcol(Color.white, 0.2f + Mathf.absin(Time.globalTime(), 6f, 0.2f));
|
||||
Draw.rect(b.icon(Cicon.full), block.x * tilesize + b.offset(), block.y * tilesize + b.offset(), b.rotate ? block.rotation * 90 : 0f);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -157,5 +157,4 @@ public class OverlayRenderer{
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
|||
|
|
@ -40,8 +40,7 @@ public enum Binding implements KeyBind{
|
|||
block_select_08(KeyCode.NUM_8),
|
||||
block_select_09(KeyCode.NUM_9),
|
||||
block_select_10(KeyCode.NUM_0),
|
||||
zoom_hold(KeyCode.CONTROL_LEFT, "view"),
|
||||
zoom(new Axis(KeyCode.SCROLL)),
|
||||
zoom(new Axis(KeyCode.SCROLL), "view"),
|
||||
menu(Core.app.getType() == ApplicationType.Android ? KeyCode.BACK : KeyCode.ESCAPE),
|
||||
fullscreen(KeyCode.F11),
|
||||
pause(KeyCode.SPACE),
|
||||
|
|
@ -54,6 +53,7 @@ public enum Binding implements KeyBind{
|
|||
chat_history_prev(KeyCode.UP),
|
||||
chat_history_next(KeyCode.DOWN),
|
||||
chat_scroll(new Axis(KeyCode.SCROLL)),
|
||||
console(KeyCode.F8),
|
||||
;
|
||||
|
||||
private final KeybindValue defaultValue;
|
||||
|
|
|
|||
|
|
@ -122,7 +122,7 @@ public class DesktopInput extends InputHandler{
|
|||
drawSelected(sreq.x, sreq.y, sreq.block, getRequest(sreq.x, sreq.y, sreq.block.size, sreq) != null ? Pal.remove : Pal.accent);
|
||||
}
|
||||
|
||||
if(Core.input.keyDown(Binding.schematic_select) && !ui.chatfrag.chatOpen()){
|
||||
if(Core.input.keyDown(Binding.schematic_select) && !Core.scene.hasKeyboard()){
|
||||
drawSelection(schemX, schemY, cursorX, cursorY, Vars.maxSchematicSize);
|
||||
}
|
||||
|
||||
|
|
@ -139,7 +139,7 @@ public class DesktopInput extends InputHandler{
|
|||
player.isShooting = false;
|
||||
}
|
||||
|
||||
if(!state.is(State.menu) && Core.input.keyTap(Binding.minimap) && (scene.getKeyboardFocus() == ui.minimap || !scene.hasDialog()) && !ui.chatfrag.chatOpen() && !(scene.getKeyboardFocus() instanceof TextField)){
|
||||
if(!state.is(State.menu) && Core.input.keyTap(Binding.minimap) && (scene.getKeyboardFocus() == ui.minimap || !scene.hasDialog()) && !Core.scene.hasKeyboard() && !(scene.getKeyboardFocus() instanceof TextField)){
|
||||
if(!ui.minimap.isShown()){
|
||||
ui.minimap.show();
|
||||
}else{
|
||||
|
|
@ -149,8 +149,8 @@ public class DesktopInput extends InputHandler{
|
|||
|
||||
if(state.is(State.menu) || Core.scene.hasDialog()) return;
|
||||
|
||||
//zoom things
|
||||
if(Math.abs(Core.input.axisTap(Binding.zoom)) > 0 && Core.input.keyDown(Binding.zoom_hold)){
|
||||
//zoom camera
|
||||
if(!Core.scene.hasScroll() && !ui.chatfrag.shown() && Math.abs(Core.input.axisTap(Binding.zoom)) > 0 && !Core.input.keyDown(Binding.rotateplaced) && (Core.input.keyDown(Binding.diagonal_placement) || ((!isPlacing() || !block.rotate) && selectRequests.isEmpty()))){
|
||||
renderer.scaleCamera(Core.input.axisTap(Binding.zoom));
|
||||
}
|
||||
|
||||
|
|
@ -166,11 +166,6 @@ public class DesktopInput extends InputHandler{
|
|||
mode = none;
|
||||
}
|
||||
|
||||
if(mode != none || isPlacing()){
|
||||
selectRequests.clear();
|
||||
lastSchematic = null;
|
||||
}
|
||||
|
||||
if(player.isShooting && !canShoot()){
|
||||
player.isShooting = false;
|
||||
}
|
||||
|
|
@ -182,8 +177,7 @@ public class DesktopInput extends InputHandler{
|
|||
selectScale = 0f;
|
||||
}
|
||||
|
||||
if(!Core.input.keyDown(Binding.zoom_hold) && Math.abs((int)Core.input.axisTap(Binding.rotate)) > 0){
|
||||
|
||||
if(!Core.input.keyDown(Binding.diagonal_placement) && Math.abs((int)Core.input.axisTap(Binding.rotate)) > 0){
|
||||
rotation = Mathf.mod(rotation + (int)Core.input.axisTap(Binding.rotate), 4);
|
||||
|
||||
if(sreq != null){
|
||||
|
|
@ -293,12 +287,12 @@ public class DesktopInput extends InputHandler{
|
|||
player.clearBuilding();
|
||||
}
|
||||
|
||||
if(Core.input.keyTap(Binding.schematic_select) && !ui.chatfrag.chatOpen()){
|
||||
if(Core.input.keyTap(Binding.schematic_select) && !Core.scene.hasKeyboard()){
|
||||
schemX = rawCursorX;
|
||||
schemY = rawCursorY;
|
||||
}
|
||||
|
||||
if(Core.input.keyTap(Binding.schematic_menu) && !ui.chatfrag.chatOpen()){
|
||||
if(Core.input.keyTap(Binding.schematic_menu) && !Core.scene.hasKeyboard()){
|
||||
if(ui.schematics.isShown()){
|
||||
ui.schematics.hide();
|
||||
}else{
|
||||
|
|
@ -311,7 +305,7 @@ public class DesktopInput extends InputHandler{
|
|||
selectRequests.clear();
|
||||
}
|
||||
|
||||
if(Core.input.keyRelease(Binding.schematic_select) && !ui.chatfrag.chatOpen()){
|
||||
if(Core.input.keyRelease(Binding.schematic_select) && !Core.scene.hasKeyboard()){
|
||||
lastSchematic = schematics.create(schemX, schemY, rawCursorX, rawCursorY);
|
||||
useSchematic(lastSchematic);
|
||||
if(selectRequests.isEmpty()){
|
||||
|
|
@ -355,7 +349,9 @@ public class DesktopInput extends InputHandler{
|
|||
if(Core.input.keyTap(Binding.select) && !Core.scene.hasMouse()){
|
||||
BuildRequest req = getRequest(cursorX, cursorY);
|
||||
|
||||
if(!selectRequests.isEmpty()){
|
||||
if(Core.input.keyDown(Binding.break_block)){
|
||||
mode = none;
|
||||
}else if(!selectRequests.isEmpty()){
|
||||
flushRequests(selectRequests);
|
||||
}else if(isPlacing()){
|
||||
selectX = cursorX;
|
||||
|
|
@ -371,15 +367,18 @@ public class DesktopInput extends InputHandler{
|
|||
}else if(selected != null){
|
||||
//only begin shooting if there's no cursor event
|
||||
if(!tileTapped(selected) && !tryTapPlayer(Core.input.mouseWorld().x, Core.input.mouseWorld().y) && (player.buildQueue().size == 0 || !player.isBuilding) && !droppingItem &&
|
||||
!tryBeginMine(selected) && player.getMineTile() == null && !ui.chatfrag.chatOpen()){
|
||||
!tryBeginMine(selected) && player.getMineTile() == null && !Core.scene.hasKeyboard()){
|
||||
player.isShooting = true;
|
||||
}
|
||||
}else if(!ui.chatfrag.chatOpen()){ //if it's out of bounds, shooting is just fine
|
||||
}else if(!Core.scene.hasKeyboard()){ //if it's out of bounds, shooting is just fine
|
||||
player.isShooting = true;
|
||||
}
|
||||
}else if(Core.input.keyTap(Binding.deselect) && block != null){
|
||||
}else if(Core.input.keyTap(Binding.deselect) && isPlacing()){
|
||||
block = null;
|
||||
mode = none;
|
||||
}else if(Core.input.keyTap(Binding.deselect) && !selectRequests.isEmpty()){
|
||||
selectRequests.clear();
|
||||
lastSchematic = null;
|
||||
}else if(Core.input.keyTap(Binding.break_block) && !Core.scene.hasMouse()){
|
||||
//is recalculated because setting the mode to breaking removes potential multiblock cursor offset
|
||||
deleting = false;
|
||||
|
|
|
|||
|
|
@ -221,7 +221,7 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
|
|||
|
||||
public boolean requestMatches(BuildRequest request){
|
||||
Tile tile = world.tile(request.x, request.y);
|
||||
return tile != null && tile.block() instanceof BuildBlock && tile.<BuildEntity>entity().cblock == request.block;
|
||||
return tile != null && tile.block() instanceof BuildBlock && tile.<BuildEntity>ent().cblock == request.block;
|
||||
}
|
||||
|
||||
public void drawBreaking(int x, int y){
|
||||
|
|
|
|||
|
|
@ -587,8 +587,8 @@ public class MobileInput extends InputHandler implements GestureListener{
|
|||
mode = none;
|
||||
}
|
||||
|
||||
//zoom things
|
||||
if(Math.abs(Core.input.axisTap(Binding.zoom)) > 0 && (Core.input.keyDown(Binding.zoom_hold))){
|
||||
//zoom camera
|
||||
if(Math.abs(Core.input.axisTap(Binding.zoom)) > 0 && !Core.input.keyDown(Binding.rotateplaced) && (Core.input.keyDown(Binding.diagonal_placement) || ((!isPlacing() || !block.rotate) && selectRequests.isEmpty()))){
|
||||
renderer.scaleCamera(Core.input.axisTap(Binding.zoom));
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,5 +1,5 @@
|
|||
package io.anuke.mindustry.input;
|
||||
|
||||
enum PlaceMode{
|
||||
public enum PlaceMode{
|
||||
none, breaking, placing, schematicSelect
|
||||
}
|
||||
|
|
|
|||
|
|
@ -5,6 +5,7 @@ import io.anuke.arc.util.serialization.Json.*;
|
|||
import io.anuke.mindustry.*;
|
||||
import io.anuke.mindustry.content.*;
|
||||
import io.anuke.mindustry.ctype.*;
|
||||
import io.anuke.mindustry.ctype.ContentType;
|
||||
import io.anuke.mindustry.game.*;
|
||||
import io.anuke.mindustry.type.*;
|
||||
import io.anuke.mindustry.world.*;
|
||||
|
|
|
|||