安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
/* BOOT FRAMES
* Each @"<text>" marks single frame, add as many as you want each will be displayed for one second
* @"" is multiline string so you can write multiple lines */
@"
Kernel: Initializing..."
,
@"
Kernel: Initialized.
Data Network: Scanning..."
,
@"
Kernel: Initialized.
Data Network: Scanned.
Display Nodes: Configuring..."
,
@"
Kernel: Initialized.
Data Network: Scanned.
Display Nodes: Configured.
Display Nodes: Booting..."
/* END OF BOOT FRAMES */
/* BOOT FRAMES
* Each @"<text>" marks single frame, add as many as you want each will be displayed for one second
* @"" is multiline string so you can write multiple lines */
@"
Kernel: Initializing..."
,
@"
Kernel: Initialized.
Network: Connecting..."
,
@"
Kernel: Initialized.
Network: Online.
Displays: Initializing..."
/* END OF BOOT FRAMES */
For instance, boot frames in PB custom data might look like:
BF1="Kernel: Initializing..."
BF2="Kernel: Initialized.\nNetwork: Connecting..."
BF3="Kernel: Initialized.\nNetwork: Online.\nDisplays: Initializing..."
A loop to read the custom data might take up less space in the code than the currently hard coded boot frames. :-)