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Add info about collection proxies for zh #419

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cn update corresponds to [pull 259](https://github.com/defold/doc/pul…
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application security
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porting guidelines
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cn update for 7/19/2022
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title
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Updated android keystore info zh_cn
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Update about renderer and other things
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Update PS4 development and other things
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Dynamic prototype part of the collection factory.
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manual for collision events
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Updated sprite documentation to include info about multiple textures
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Update camera manual for zh with new function.
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typo
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fix minor mistakes
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8 changes: 4 additions & 4 deletions docs/zh/manuals/addressing.md
Original file line number Diff line number Diff line change
Expand Up @@ -76,7 +76,7 @@ id可以随意设置. 当前我们对游戏对象设置了一个id "bean", sprit

- 首先需要指定目标对象的id ("buddy"),
- 然后是对象/组件分隔符 ("#"),
- 组后是组件的id ("controller").
- 最后是组件的id ("controller").

回过头来看上个例子我们没有指定对象的id, 系统默认对象就是脚本所在的 *当前游戏对象*.

Expand Down Expand Up @@ -155,9 +155,9 @@ Defold 提供两种简化写法用来简化消息传递时需要输入的完整

## 哈希标记

引擎把每个标记都存为哈希值. 所有以组件或游戏对象为参数的方法可以接受字符串, 哈希或者 URL 对象. 我们已经在上面看到如何使用字符串进行定位了.
引擎把每个 id 都存为哈希值. 所有以组件或游戏对象为参数的方法可以接受字符串, 哈希或者 URL 对象. 我们已经在上面看到如何使用字符串进行定位了.

当你获取游戏对象的标记, 引擎总是返回一个绝对路径标记的哈希值:
当你获取游戏对象的 id , 引擎总是返回一个绝对路径 id 的哈希值:

```lua
local my_id = go.get_id()
Expand All @@ -181,7 +181,7 @@ go.set_position(pos, spawned_id)
local other_id = hash("/path/to/the/object")
go.set_position(pos, other_id)

-- This will not work! Relative addresses must be given as strings.
-- 这样无法工作! 相对地址必须使用字符串.
local relative_id = hash("my_object")
go.set_position(pos, relative_id)
```
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2 changes: 1 addition & 1 deletion docs/zh/manuals/application-lifecycle.md
Original file line number Diff line number Diff line change
Expand Up @@ -35,7 +35,7 @@ Defold 应用或者游戏的生命周期相当简单. 引擎切换运行三种

因为 `init()` 代码里可以有消息发布, 工厂创建对象, 删除对象等等操作, 引擎接下来会进入 "post-update" 阶段. 此时消息被发布出去, 工厂实际创建对象, 需要删除的对象进行删除操作. 注意 post-update 阶段包含的 "dispatch messages" 序列不仅发送消息队列还会处理发送给集合代理的消息. 代理子队列 (开启关闭, 载入和标记卸载) 等步骤在此时进行处理.

也就是说在 `init()` 里进行 [集合工厂](/manuals/collection-proxy) 加载操作是完全可行的, 集合初始化, 从代理卸载集合---这些都能在第一个 `update()` 被调用之前进行, 也就是在引擎退出初始化进入更新循环之前进行:
也就是说在 `init()` 里进行 [集合代理](/manuals/collection-proxy) 加载操作是完全可行的, 集合初始化, 从代理卸载集合---这些都能在第一个 `update()` 被调用之前进行, 也就是在引擎退出初始化进入更新循环之前进行:

```lua
function init(self)
Expand Down
2 changes: 1 addition & 1 deletion docs/zh/manuals/atlas.md
Original file line number Diff line number Diff line change
Expand Up @@ -67,7 +67,7 @@ Extrude Borders
: 每个图片四周的边缘挤出. 片元着色器采样图片边缘的时候, 相邻图片 (同个图集) 边缘可能会被采集到. 挤出边缘就可以解决这个问题.

Max Page Size
: 多页图集的最大尺寸. 可以用来把一个图集切分成多页来限制图集尺寸以便只用一个 draw call. 它必须与`/builtins/materials/*_paged_atlas.material` 里开启 multi-page atlas enabled materials 一起使用.
: 多页图集的最大尺寸. 可以用来把一个图集切分成多页来限制图集尺寸同时仍然只用一个 draw call. 它必须与`/builtins/materials/*_paged_atlas.material` 里开启 multi-page atlas enabled materials 一起使用.

![Multi-page atlas](images/atlas/multipage_atlas.png)

Expand Down
2 changes: 2 additions & 0 deletions docs/zh/manuals/ios.md
Original file line number Diff line number Diff line change
Expand Up @@ -241,6 +241,8 @@ xcrun simctl install booted your.app
open /Applications/Xcode.app/Contents/Developer/Applications/Simulator.app
```

:[Apple 隐私清单](../shared/apple-privacy-manifest.md)


## 出口合规信息

Expand Down
2 changes: 2 additions & 0 deletions docs/zh/manuals/macos.md
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Expand Up @@ -120,3 +120,5 @@ $ xcrun stapler staple "Game.app"
这在 [Apple 开发者文档](https://developer.apple.com/macos/submit/) 里已经详细说明. 注意提交前要确保已加入权限和签名.

注意: 发布到 Mac App Store 不需要任何认证.

:[Apple 隐私清单](../shared/apple-privacy-manifest.md)
19 changes: 13 additions & 6 deletions docs/zh/manuals/physics-events.md
Original file line number Diff line number Diff line change
Expand Up @@ -9,17 +9,24 @@ brief: 集中使用 `physics.set_listener()` 进行碰撞监听, 传导碰撞和

## 设置物理世界监听器

要使用这个新方法, 需要使用 `physics.set_listener` 函数. 这个函数的参数是一个回调函数, 物理世界中的所有交互发生时就会调用该函数. 一般语法如下:
Defold 中, 各个集合代理创建各自的物理世界. 所以操作多个集合代理的时候, 保持各个物理世界的独立性很重要. 为确保物理事件在各个物理世界中正确处理, 必须对每个集合代理的世界分别设置监听器.

```lua
physics.set_listener(function(self, event, data)
-- Event handling logic goes here
end)
这钟机制意味着物理事件的侦听器必须在代理集合的上下文中设置. 这样就可以将侦听器直接与相关的物理世界关联起来, 使其能够准确地处理物理事件.

以下是在集合代理里设置物理世界监听器的例子:

```lua
function init(self)
-- 假设此脚本附加到了代理加载集合中的游戏对象里
-- 为此集合代理的物理世界设置物理世界侦听器
physics.set_listener(physics_world_listener)
end
```

通过实现此方法, 就可以确保集合代理生成的每个物理世界都有其专用的侦听器. 这对于使用多个集合代理的项目里能有效处理物理事件很重要.

::: important
如果设置了监听器, [物理消息](/manuals/physics-messages) 就不会再发送了.
如果设置了监听器, [物理消息](/manuals/physics-messages) 就不会再发送给有监听器的物理世界了.
:::

## 事件数据结构
Expand Down
6 changes: 6 additions & 0 deletions docs/zh/manuals/project-settings.md
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Expand Up @@ -427,6 +427,9 @@ Storyboard 文件 (.storyboard). 其创建方法详情请见 [iOS 教程](/manua
#### Info.plist
如果设置了, 则打包应用时使用此 info.plist 文件.

#### Privacy Manifest
该应用的 Apple 隐私清单. 默认指向 `/builtins/manifests/ios/PrivacyInfo.xcprivacy`.

#### Custom Entitlements
如果设置了, 则打包应用会把这里的配置与档案文件 (.entitlements, .xcent, .plist) 里面设置的权限相混合.

Expand Down Expand Up @@ -489,6 +492,9 @@ Google Cloud Messaging Sender Id. 此值由 Google 签发, 设置后才能开启
#### Info.plist
如果设置了, 则编译时使用指定的 info.plist 文件.

#### Privacy Manifest
该应用的 Apple 隐私清单. 默认指向 `/builtins/manifests/ios/PrivacyInfo.xcprivacy`.

#### Bundle Identifier
打包id使得 macOS 认识你的应用的版本更新. 你的打包 ID 必须在 Apple 注册且确保应用唯一性. iOS 与 macOS 应用不可以使用同一id. 它至少由两部分组成. 用点号连接. 每部分必须以字母开头, 由字母数字下划线或者连字符(-)组成.

Expand Down
8 changes: 8 additions & 0 deletions docs/zh/shared/apple-privacy-manifest.md
Original file line number Diff line number Diff line change
@@ -0,0 +1,8 @@

## Apple 隐私清单

隐私清单是一个属性列表, 用于记录您的应用或第三方 SDK 收集的数据类型, 以及使用 API 的理由. 对于您的应用或第三方 SDK 收集的每种类型的数据以及使用 API 的理由, 需要记录在其捆绑的隐私清单文件中.

Defold 在 game.project 文件里的 Privacy Manifest 项提供了默认的清单文件. 创建应用程序包时, 隐私清单将与项目依赖项中的各个隐私清单合并, 包含在应用程序包中.

关于隐私清单更多详情请参考 [Apple 的官方文档](https://developer.apple.com/documentation/bundleresources/privacy_manifest_files?language=objc).
2 changes: 1 addition & 1 deletion docs/zh/shared/components.md
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@

![Components](../shared/images/components.png){srcset="../shared/images/components@2x.png 2x"}

许多组件含有某些属性是可以在运行时控制的, 根据组件属性的不同类型, 调用交换的函数也不一样:
许多组件含有某些属性是可以在运行时控制的, 根据组件属性的不同类型, 调用交互的函数也不一样:

```lua
-- 关闭 "body" 精灵
Expand Down