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{
"$schema": "../../plugin.lang.schema.json",
"languageTag": "zh-CN",
"fileDescription": "Spine插件的字符串资源。",
"text": {
"plugins": {
"esotericsoftware_spineconstruct3": {
"name": "Spine",
"description": "Spine运行时 for Construct3。",
"help-url": "https://www.construct.net",
"properties": {
"spine-skeleton-file": {
"name": "骨架",
"desc": "骨架文件"
},
"spine-atlas-file": {
"name": "图集",
"desc": "图集文件"
},
"spine-loader-scale": {
"name": "加载比例",
"desc": "加载比例"
},
"select-skin": {
"name": "选择皮肤",
"desc": "打开对话框从骨架中选择皮肤",
"link-text": "选择"
},
"select-animation": {
"name": "选择动画",
"desc": "打开对话框从骨架中选择动画",
"link-text": "选择"
},
"spine-animation": {
"name": "动画",
"desc": "动画"
},
"spine-skin": {
"name": "皮肤",
"desc": "皮肤"
},
"spine-bounds-provider-group": {
"name": "边界提供者",
"desc": "选择所需的边界提供者并填写相应的属性。"
},
"spine-bounds-provider": {
"name": "边界提供者",
"desc": "要使用的边界提供者。",
"items": {
"setup": "初始姿势边界",
"animation-skin": "动画/皮肤边界"
}
},
"spine-bounds-provider-move": {
"name": "位置边界",
"desc": "在调整边界大小和位置时保持骨架固定在一个位置。"
},
"spine-offset-scale-x": {
"name": "偏移缩放X",
"desc": "偏移缩放X"
},
"spine-offset-scale-y": {
"name": "偏移缩放Y",
"desc": "偏移缩放Y"
},
"spine-debug-skeleton": {
"name": "调试骨架",
"desc": "绘制骨架骨骼的调试可视化"
},
"spine-enable-collision": {
"name": "启用碰撞",
"desc": "通过创建精灵碰撞体启用碰撞检测"
},
"spine-bounds-offset-x": {
"name": "X偏移",
"desc": "X偏移"
},
"spine-bounds-offset-y": {
"name": "Y偏移",
"desc": "Y偏移"
},
"spine-bounds-offset-angle": {
"name": "偏移角度",
"desc": "偏移角度"
},
"set-bounds": {
"name": "重置边界",
"desc": "点击以使用当前配置重置边界,但保持当前缩放。",
"link-text": "重置"
}
},
"aceCategories": {
"custom": "自定义"
},
"conditions": {
"on-skeleton-loaded": {
"list-name": "骨架加载完成时",
"display-text": "骨架加载完成时",
"description": "当骨架加载完成时执行操作"
},
"on-animation-event": {
"list-name": "动画事件触发时",
"display-text": "当轨道{1}上的动画{2}触发{0}事件时",
"description": "当动画事件发生时触发。使用空字符串匹配任意事件/动画,或使用-1匹配任意轨道。",
"params": {
"event": {
"name": "事件名称",
"desc": "事件名称start、dispose、event、interrupt、end、complete。空字符串匹配任意事件。"
},
"animation": {
"name": "动画",
"desc": "动画名称。空字符串匹配任意动画。"
},
"track": {
"name": "轨道编号",
"desc": "轨道索引。使用-1匹配任意轨道。"
}
}
},
"is-mirrored": {
"list-name": "是否镜像",
"display-text": "是否镜像",
"description": "检查骨架是否水平镜像"
},
"is-flipped": {
"list-name": "是否翻转",
"display-text": "是否翻转",
"description": "检查骨架是否垂直翻转"
},
"is-skeleton-loaded": {
"list-name": "骨架是否已加载",
"display-text": "骨架是否已加载",
"description": "检查骨架是否已完成加载"
},
"is-playing": {
"list-name": "是否正在播放",
"display-text": "是否正在播放",
"description": "检查动画是否正在播放"
},
"is-inside-slot": {
"list-name": "点是否在插槽内",
"display-text": "点({0}, {1})是否在插槽{2}内",
"description": "检查世界坐标中的点是否在插槽的附件多边形内",
"params": {
"x": {
"name": "X",
"desc": "X世界坐标"
},
"y": {
"name": "Y",
"desc": "Y世界坐标"
},
"slot-name": {
"name": "插槽名称",
"desc": "要检查的插槽名称"
}
}
},
"is-inside-bone-radius": {
"list-name": "点是否在骨骼半径内",
"display-text": "点({0}, {1})是否在骨骼{2}的{3}像素范围内",
"description": "检查世界坐标中的点是否在骨骼位置的指定半径范围内",
"params": {
"x": {
"name": "X",
"desc": "X世界坐标"
},
"y": {
"name": "Y",
"desc": "Y世界坐标"
},
"bone-name": {
"name": "骨骼名称",
"desc": "要检查的骨骼名称"
},
"radius": {
"name": "半径",
"desc": "骨骼位置周围的半径(像素)"
}
}
},
"is-animation-playing": {
"list-name": "动画是否正在播放",
"display-text": "动画{0}是否在轨道{1}上播放",
"description": "检查动画是否正在播放。使用空字符串匹配任何动画,使用-1匹配所有轨道。",
"params": {
"animation-name": {
"name": "动画名称",
"desc": "动画名称。空字符串匹配任何动画。"
},
"track-index": {
"name": "轨道索引",
"desc": "轨道索引。使用-1检查所有轨道。"
}
}
}
},
"actions": {
"set-skin": {
"list-name": "设置皮肤",
"display-text": "设置皮肤 {0}",
"description": "设置皮肤",
"params": {
"skin-name": {
"name": "皮肤列表",
"desc": "用逗号分隔的要设置的皮肤列表。空字符串表示取消设置所有皮肤。"
}
}
},
"mirror": {
"list-name": "镜像",
"display-text": "设置镜像为 {0}",
"description": "水平镜像骨架",
"params": {
"is-mirrored": {
"name": "是否镜像",
"desc": "设为true时水平镜像骨架设为false时正常显示。"
}
}
},
"flip": {
"list-name": "翻转",
"display-text": "设置翻转为 {0}",
"description": "垂直翻转骨架",
"params": {
"is-flipped": {
"name": "是否翻转",
"desc": "设为true时垂直翻转骨架设为false时正常显示。"
}
}
},
"set-animation": {
"list-name": "设置动画",
"display-text": "在轨道{0}上设置动画{1},循环{2}",
"description": "设置动画",
"params": {
"track-index": {
"name": "轨道",
"desc": "轨道"
},
"animation": {
"name": "动画名称",
"desc": "动画名称"
},
"loop": {
"name": "循环",
"desc": "循环"
}
}
},
"add-animation": {
"list-name": "添加动画",
"display-text": "在轨道{0}上添加动画{1},循环{2},延迟{3}",
"description": "添加动画",
"params": {
"track-index": {
"name": "轨道",
"desc": "轨道"
},
"animation": {
"name": "动画名称",
"desc": "动画名称"
},
"loop": {
"name": "循环",
"desc": "循环"
},
"delay": {
"name": "延迟",
"desc": "延迟"
}
}
},
"play": {
"list-name": "播放",
"display-text": "播放动画",
"description": "恢复或播放动画"
},
"stop": {
"list-name": "停止",
"display-text": "停止动画",
"description": "暂停或停止动画"
},
"set-empty-animation": {
"list-name": "设置空动画",
"display-text": "在轨道{0}上设置空动画,混合时长{1}",
"description": "在特定轨道上设置空动画",
"params": {
"track-index": {
"name": "轨道",
"desc": "轨道索引"
},
"mix-duration": {
"name": "混合时长",
"desc": "从当前动画混合到空动画的持续时间(秒)"
}
}
},
"add-empty-animation": {
"list-name": "添加空动画",
"display-text": "在轨道{0}上添加空动画,混合时长{1},延迟{2}",
"description": "将空动画添加到特定轨道的动画队列中",
"params": {
"track-index": {
"name": "轨道",
"desc": "轨道索引"
},
"mix-duration": {
"name": "混合时长",
"desc": "从当前动画混合到空动画的持续时间(秒)"
},
"delay": {
"name": "延迟",
"desc": "动画开始前的延迟时间(秒)"
}
}
},
"set-attachment": {
"list-name": "设置附件",
"display-text": "将插槽{0}的附件设置为{1}",
"description": "更改特定插槽上的附件",
"params": {
"slot-name": {
"name": "插槽名称",
"desc": "插槽的名称"
},
"attachment-name": {
"name": "附件名称",
"desc": "要设置的附件名称"
}
}
},
"create-custom-skin": {
"list-name": "创建自定义皮肤",
"display-text": "创建自定义皮肤{0}",
"description": "创建一个可以组合多个皮肤的新自定义皮肤",
"params": {
"skin-name": {
"name": "皮肤名称",
"desc": "自定义皮肤的名称"
}
}
},
"add-custom-skin": {
"list-name": "添加到自定义皮肤",
"display-text": "将皮肤{1}添加到自定义皮肤{0}",
"description": "将现有皮肤添加到自定义皮肤",
"params": {
"custom-skin-name": {
"name": "自定义皮肤名称",
"desc": "要添加到的自定义皮肤名称"
},
"skin-to-add-name": {
"name": "要添加的皮肤",
"desc": "要添加的现有皮肤名称"
}
}
},
"set-custom-skin": {
"list-name": "设置自定义皮肤",
"display-text": "设置自定义皮肤{0}",
"description": "将自定义皮肤应用到骨架",
"params": {
"skin-name": {
"name": "皮肤名称",
"desc": "要应用的自定义皮肤名称"
}
}
},
"set-time-scale": {
"list-name": "设置时间缩放",
"display-text": "将轨道{0}的时间缩放设置为{1}",
"description": "设置特定轨道或整个动画状态的时间缩放。针对轨道时,时间缩放仅影响该轨道上的当前动画。使用-1设置全局动画状态时间缩放。设置为0可暂停。",
"params": {
"track-index": {
"name": "轨道",
"desc": "要设置时间缩放的轨道索引,或-1设置全局动画状态时间缩放。"
},
"time-scale": {
"name": "时间缩放",
"desc": "时间缩放倍数1.0为正常速度0为暂停"
}
}
},
"set-animation-time": {
"list-name": "设置动画时间",
"display-text": "将轨道{0}的动画时间设置为{1}{2}",
"description": "设置轨道上动画的当前时间",
"params": {
"track-index": {
"name": "轨道",
"desc": "轨道索引"
},
"time": {
"name": "时间",
"desc": "时间值秒或0.0-1.0的比例)"
},
"units": {
"name": "单位",
"desc": "时间单位",
"items": {
"seconds": "秒(绝对时间)",
"ratio": "比例0.0到1.0"
}
}
}
},
"set-animation-mix": {
"list-name": "设置动画混合",
"display-text": "设置从动画{0}到{1}的混合时长为{2}",
"description": "设置从一个动画过渡到另一个动画时的混合/淡入淡出时长",
"params": {
"from-name": {
"name": "起始动画",
"desc": "过渡起始的动画名称"
},
"to-name": {
"name": "目标动画",
"desc": "过渡目标的动画名称"
},
"duration": {
"name": "时长",
"desc": "混合时长(秒)"
}
}
},
"set-default-mix": {
"list-name": "设置默认混合",
"display-text": "设置默认混合时长为{0}",
"description": "设置动画过渡时使用的默认混合时长(当没有为特定动画对定义混合时长时使用)",
"params": {
"duration": {
"name": "时长",
"desc": "默认混合时长(秒)"
}
}
},
"set-physics-mode": {
"list-name": "设置物理模式",
"display-text": "设置物理模式为{0}",
"description": "设置物理模式以控制物理约束的更新和应用方式",
"params": {
"physics-mode": {
"name": "物理模式",
"desc": "物理模式",
"items": {
"none": "无(物理不更新也不应用)",
"reset": "重置(物理重置为当前姿势)",
"update": "更新(物理更新并应用)",
"pose": "姿势(应用物理姿势但不更新)"
}
}
}
},
"set-skeleton-color": {
"list-name": "设置骨架颜色",
"display-text": "设置骨架颜色为{0}",
"description": "设置整个骨架的颜色。接受十六进制颜色(#RRGGBB 或 #RRGGBBAA或颜色名称。",
"params": {
"color": {
"name": "颜色",
"desc": "颜色值(十六进制如 #FF0000 或颜色名称)"
}
}
},
"set-track-alpha": {
"list-name": "设置轨道透明度",
"display-text": "在轨道{1}上设置透明度为{0}",
"description": "设置动画轨道的透明度/不透明度。用于混合不同轨道上的动画。",
"params": {
"alpha": {
"name": "透明度",
"desc": "透明度值0.0 到 1.0,其中 0 为完全透明1 为完全不透明)"
},
"track-index": {
"name": "轨道索引",
"desc": "要设置透明度的轨道索引"
}
}
},
"set-track-mix-blend": {
"list-name": "设置轨道混合模式",
"display-text": "在轨道{1}上设置混合模式为{0}",
"description": "设置动画轨道的混合模式。控制动画如何分层和组合。",
"params": {
"mix-blend": {
"name": "混合模式",
"desc": "混合模式",
"items": {
"setup": "设置(过渡到/从设置姿势)",
"first": "首次(用于首次应用的动画)",
"replace": "替换(用于分层动画)",
"add": "叠加(用于分层动画的叠加混合)"
}
},
"track-index": {
"name": "轨道索引",
"desc": "要设置混合模式的轨道索引"
}
}
},
"clear-track": {
"list-name": "清除轨道",
"display-text": "清除轨道{0}",
"description": "清除给定的轨道,如果为-1则清除所有轨道",
"params": {
"track-index": {
"name": "轨道索引",
"desc": "要清除的轨道索引。-1表示清除所有轨道。"
}
}
},
"set-slot-color": {
"list-name": "设置插槽颜色",
"display-text": "设置插槽{0}的颜色为{1}",
"description": "设置插槽的颜色。接受十六进制颜色(#RRGGBB 或 #RRGGBBAA或颜色名称。",
"params": {
"slot-name": {
"name": "插槽名称",
"desc": "要修改的插槽名称"
},
"color": {
"name": "颜色",
"desc": "颜色值(十六进制如 #FF0000 或颜色名称)"
}
}
},
"reset-slot-colors": {
"list-name": "重置插槽颜色",
"display-text": "重置插槽{0}的颜色",
"description": "将插槽颜色重置为设置姿势值。留空插槽名称以重置所有插槽。",
"params": {
"slot-name": {
"name": "插槽名称",
"desc": "要重置的插槽名称。留空以重置所有插槽。"
}
}
},
"set-bone-pose": {
"list-name": "设置骨骼姿势",
"display-text": "设置骨骼{0}位置({3}, {4}),旋转{5},缩放({6}, {7}){1}模式,{2}",
"description": "设置骨骼姿势。一次:仅在当前帧应用。保持:每帧重新应用,与之前保持的值合并。使用释放骨骼保持操作停止保持。位置和旋转使用所选的坐标空间(游戏或本地)。缩放始终为本地值。",
"params": {
"bone-name": {
"name": "骨骼名称",
"desc": "要更新的骨骼名称"
},
"mode": {
"name": "模式",
"desc": "位置和旋转的坐标空间。本地:值直接作为骨骼本地姿势应用。游戏:值从游戏空间转换。",
"items": {
"local": "本地",
"game": "游戏"
}
},
"apply-mode": {
"name": "应用方式",
"desc": "一次:仅在当前帧应用姿势。保持:每帧重新应用姿势,直到释放。保持模式下,留为空字符串的值将保留该轴之前的保持值。",
"items": {
"once": "一次",
"hold": "保持"
}
},
"x": {
"name": "X",
"desc": "X位置。游戏模式下为游戏空间坐标本地模式下为骨骼本地坐标。设为空字符串保持当前值。"
},
"y": {
"name": "Y",
"desc": "Y位置。游戏模式下为游戏空间坐标本地模式下为骨骼本地坐标。设为空字符串保持当前值。"
},
"rotation": {
"name": "旋转",
"desc": "旋转角度(度)。游戏模式下为游戏空间角度,本地模式下为骨骼本地角度。设为空字符串保持当前值。"
},
"scaleX": {
"name": "缩放X",
"desc": "骨骼的本地缩放X。无论模式如何始终作为本地缩放应用。设为空字符串保持当前值。"
},
"scaleY": {
"name": "缩放Y",
"desc": "骨骼的本地缩放Y。无论模式如何始终作为本地缩放应用。设为空字符串保持当前值。"
}
}
},
"release-bone-hold": {
"list-name": "释放骨骼保持",
"display-text": "释放骨骼{0}的保持,重置为初始姿势:{1}",
"description": "释放已保持的骨骼姿势,允许动画重新控制该骨骼。可选择将骨骼重置为初始姿势。",
"params": {
"bone-name": {
"name": "骨骼名称",
"desc": "要释放的骨骼名称"
},
"reset-to-setup": {
"name": "重置为初始姿势",
"desc": "如果勾选,释放保持后将骨骼重置为初始姿势。"
}
}
},
"setup-pose": {
"list-name": "重置为初始姿势",
"display-text": "将{0}重置为初始姿势",
"description": "将骨骼和/或插槽重置为初始姿势值。",
"params": {
"target": {
"name": "目标",
"desc": "要重置为初始姿势的内容。",
"items": {
"all": "全部(骨骼和插槽)",
"bones": "骨骼",
"slots": "插槽"
}
}
}
},
"setup-bone-slot-pose": {
"list-name": "重置骨骼/插槽为初始姿势",
"display-text": "将{0} {1}重置为初始姿势",
"description": "将指定的骨骼或插槽重置为初始姿势值。",
"params": {
"type": {
"name": "类型",
"desc": "要重置的目标类型。",
"items": {
"bone": "骨骼",
"slot": "插槽"
}
},
"name": {
"name": "名称",
"desc": "要重置的骨骼或插槽名称。"
}
}
},
"attach-instance-to-bone": {
"list-name": "将实例附加到骨骼",
"display-text": "将实例UID {0}附加到骨骼{1},偏移({2}, {3}, {4}°)",
"description": "使对象实例跟随骨架骨骼的位置和旋转。实例将每帧自动更新其位置和角度以匹配骨骼。偏移量在骨骼的本地空间中应用(随骨骼旋转)。",
"params": {
"uid": {
"name": "UID",
"desc": "要附加的对象实例的UID使用类似Sprite.UID的表达式"
},
"bone-name": {
"name": "骨骼名称",
"desc": "要跟随的骨骼名称"
},
"offset-x": {
"name": "X偏移",
"desc": "距骨骼位置的X偏移在骨骼本地空间中"
},
"offset-y": {
"name": "Y偏移",
"desc": "距骨骼位置的Y偏移在骨骼本地空间中"
},
"offset-angle": {
"name": "角度偏移",
"desc": "距骨骼旋转的角度偏移(度)"
}
}
},
"attach-object-to-bone": {
"list-name": "将对象附加到骨骼",
"display-text": "将{0}附加到骨骼{1},偏移({2}, {3}, {4}°)",
"description": "使选中的对象实例跟随骨架骨骼的位置和旋转。实例将每帧自动更新其位置和角度以匹配骨骼。偏移量在骨骼的本地空间中应用(随骨骼旋转)。",
"params": {
"object": {
"name": "对象",
"desc": "要附加的对象类型(选中的实例将被附加)"
},
"bone-name": {
"name": "骨骼名称",
"desc": "要跟随的骨骼名称"
},
"offset-x": {
"name": "X偏移",
"desc": "距骨骼位置的X偏移在骨骼本地空间中"
},
"offset-y": {
"name": "Y偏移",
"desc": "距骨骼位置的Y偏移在骨骼本地空间中"
},
"offset-angle": {
"name": "角度偏移",
"desc": "距骨骼旋转的角度偏移(度)"
}
}
},
"detach-object-from-bone": {
"list-name": "将对象从骨骼分离",
"display-text": "将{0}从骨骼{1}分离",
"description": "停止选中的对象实例跟随骨骼。实例将保持在其当前位置。",
"params": {
"object": {
"name": "对象",
"desc": "要分离的对象类型(选中的实例将被分离)"
},
"bone-name": {
"name": "骨骼名称",
"desc": "要分离的骨骼名称"
}
}
},
"detach-all-from-bone": {
"list-name": "将所有实例从骨骼分离",
"display-text": "将所有实例从骨骼{0}分离",
"description": "停止所有对象实例跟随骨骼。实例将保持在其当前位置。",
"params": {
"bone-name": {
"name": "骨骼名称",
"desc": "要分离的骨骼名称"
}
}
},
"add-handle": {
"list-name": "添加控制柄",
"display-text": "为{0} {1}添加交互控制柄,半径{2}(调试:{3}",
"description": "为骨骼或插槽添加可以用鼠标拖动的交互控制柄。半径决定可点击区域的大小。",
"params": {
"type": {
"name": "类型",
"desc": "要添加的控制柄类型",
"items": {
"bone": "骨骼(拖动骨骼位置)",
"slot": "插槽(拖动插槽附件位置)"
}
},
"name": {
"name": "名称",
"desc": "要添加控制柄的骨骼或插槽名称"
},
"radius": {
"name": "半径",
"desc": "可点击区域的半径(像素)"
},
"debug": {
"name": "调试",
"desc": "是否显示控制柄的调试可视化"
}
}
},
"remove-handle": {
"list-name": "移除控制柄",
"display-text": "从{0} {1}移除控制柄",
"description": "从骨骼或插槽移除交互控制柄。",
"params": {
"type": {
"name": "类型",
"desc": "要移除的控制柄类型",
"items": {
"bone": "骨骼",
"slot": "插槽"
}
},
"name": {
"name": "名称",
"desc": "要移除控制柄的骨骼或插槽名称"
}
}
},
"set-bounds": {
"list-name": "设置边界",
"display-text": "设置边界为({0}, {1}, {2}, {3})",
"description": "在Spine世界坐标中设置游戏对象的边界。骨架的视觉大小保持不变只有边界区域改变。骨架保持在相同位置渲染。",
"params": {
"x": {
"name": "X",
"desc": "边界在Spine世界坐标中的X偏移"
},
"y": {
"name": "Y",
"desc": "边界在Spine世界坐标中的Y偏移"
},
"width": {
"name": "宽度",
"desc": "边界在Spine世界坐标中的宽度"
},
"height": {
"name": "高度",
"desc": "边界在Spine世界坐标中的高度"
}
}
},
"set-bounds-for-skin-animation": {
"list-name": "根据皮肤/动画设置边界",
"display-text": "根据皮肤{0}和动画{1}设置边界",
"description": "根据指定的皮肤和动画计算并设置边界。使用独立的骨架通过遍历动画帧来计算边界框。骨架的视觉大小保持不变。",
"params": {
"skins": {
"name": "皮肤",
"desc": "逗号分隔的皮肤名称列表。留空以使用默认皮肤。"
},
"animation": {
"name": "动画",
"desc": "用于计算边界的动画名称。留空以使用初始姿势。"
}
}
},
"set-bounds-for-setup-pose": {
"list-name": "根据初始姿势设置边界",
"display-text": "根据初始姿势设置边界",
"description": "根据骨架的初始姿势计算并设置边界。骨架的视觉大小保持不变。"
}
},
"expressions": {
"slot-attachment": {
"description": "获取插槽上的附件名称。如果没有附件则返回空字符串。",
"translated-name": "SlotAttachment",
"params": {
"slot-name": {
"name": "插槽名称",
"desc": "插槽的名称"
}
}
},
"slot-attachment-placeholder": {
"description": "获取插槽上附件的皮肤占位符名称,如果使用默认皮肤则返回附件名称。如果没有附件则返回空字符串。",
"translated-name": "SlotAttachmentPlaceholder",
"params": {
"slot-name": {
"name": "插槽名称",
"desc": "插槽的名称"
}
}
},
"bone-x": {
"description": "获取骨骼的世界X位置。",
"translated-name": "BoneX",
"params": {
"bone-name": {
"name": "骨骼名称",
"desc": "骨骼的名称"
}
}
},
"bone-y": {
"description": "获取骨骼的世界Y位置。",
"translated-name": "BoneY",
"params": {
"bone-name": {
"name": "骨骼名称",
"desc": "骨骼的名称"
}
}
},
"bone-rotation": {
"description": "获取骨骼的世界旋转角度。",
"translated-name": "BoneRotation",
"params": {
"bone-name": {
"name": "骨骼名称",
"desc": "骨骼的名称"
}
}
},
"bone-length": {
"description": "获取骨骼的长度。",
"translated-name": "BoneLength",
"params": {
"bone-name": {
"name": "骨骼名称",
"desc": "骨骼的名称"
}
}
},
"bone-world-x": {
"description": "获取骨骼的C3世界X位置。",
"translated-name": "BoneWorldX",
"params": {
"bone-name": {
"name": "骨骼名称",
"desc": "骨骼的名称"
}
}
},
"bone-world-y": {
"description": "获取骨骼的C3世界Y位置。",
"translated-name": "BoneWorldY",
"params": {
"bone-name": {
"name": "骨骼名称",
"desc": "骨骼的名称"
}
}
},
"current-skin": {
"description": "获取当前皮肤名称。如果有多个皮肤处于活动状态,返回逗号分隔的名称。",
"translated-name": "CurrentSkin"
},
"current-animation": {
"description": "获取特定轨道上当前播放的动画名称。",
"translated-name": "CurrentAnimation",
"params": {
"track-index": {
"name": "轨道索引",
"desc": "轨道的索引"
}
}
},
"get-event-data": {
"description": "获取最后触发的动画事件的数据。通常在'动画事件触发时'条件中使用。有效字段: \"float\", \"int\", \"string\", \"balance\", \"volume\", \"audiopath\", \"event\", \"track\", \"animation\"。",
"translated-name": "GetEventData",
"params": {
"field": {
"name": "\"float\"|\"int\"|\"string\"|\"balance\"|\"volume\"|\"audiopath\"|\"event\"|\"track\"|\"animation\"",
"desc": "要检索的事件数据字段"
}
}
},
"time-scale": {
"description": "获取特定轨道或全局动画状态的时间缩放。使用-1获取全局动画状态时间缩放。",
"translated-name": "TimeScale",
"params": {
"track-index": {
"name": "轨道",
"desc": "轨道索引,或-1获取全局动画状态时间缩放。"
}
}
},
"loop": {
"description": "获取轨道上当前动画是否设置为循环1 = 循环0 = 不循环)。",
"translated-name": "Loop",
"params": {
"track-index": {
"name": "轨道",
"desc": "轨道索引。"
}
}
},
"current-animation-start": {
"description": "获取指定轨道上当前动画的开始时间。",
"translated-name": "CurrentAnimationStart",
"params": {
"track-index": {
"name": "轨道索引",
"desc": "轨道索引"
}
}
},
"current-animation-end": {
"description": "获取指定轨道上当前动画的结束时间。",
"translated-name": "CurrentAnimationEnd",
"params": {
"track-index": {
"name": "轨道索引",
"desc": "轨道索引"
}
}
},
"current-animation-last": {
"description": "获取指定轨道上当前动画的最后应用时间。",
"translated-name": "CurrentAnimationLast",
"params": {
"track-index": {
"name": "轨道索引",
"desc": "轨道索引"
}
}
},
"bounds-x": {
"description": "获取当前边界的X偏移。",
"translated-name": "BoundsX"
},
"bounds-y": {
"description": "获取当前边界的Y偏移。",
"translated-name": "BoundsY"
},
"bounds-width": {
"description": "获取当前边界的宽度。",
"translated-name": "BoundsWidth"
},
"bounds-height": {
"description": "获取当前边界的高度。",
"translated-name": "BoundsHeight"
}
},
"custom_ui": {
"spine-enable-collision": {
"title": "删除精灵对象类型",
"message": "这是{0}的最后一个实例。您可以删除{0}或仅禁用精灵碰撞体。删除精灵碰撞体将移除事件表中所有相关的ACE如果有。您想如何继续",
"buttons": {
"0": "仅禁用",
"1": "禁用并删除{0}"
}
},
"skeleton-not-loaded": {
"title": "错误",
"message": "骨架未加载。请确保已设置图集和骨架文件。"
},
"no-animations": {
"title": "无动画",
"message": "在骨架中未找到动画。"
},
"no-skins": {
"title": "无皮肤",
"message": "在骨架中未找到皮肤。"
},
"select-animation": {
"title": "选择动画"
},
"select-skins": {
"title": "选择皮肤"
},
"invalid-skins": {
"title": "无效皮肤",
"message": "以下皮肤在骨架中不存在:{0}。\n\n它们已被删除。请使用\"选择皮肤\"按钮从现有皮肤中选择。"
},
"invalid-animation": {
"title": "无效动画",
"message": "动画\"{0}\"在骨架中不存在。\n\n它已被删除。请使用\"选择动画\"按钮从现有动画中选择。"
}
}
}
}
}
}