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html/master/_images/components.png


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html/master/_images/units.png


+ 1 - 1
html/master/_sources/gameplay/unit_interaction.rst.txt

@@ -31,7 +31,7 @@ spawned in a world this way:
 	end
 
 To obtain a specific Unit by name (its name as set in the :ref:`Level Editor
-<renaming_objects>`, *not* the unit name itself):
+<Renaming objects>`, *not* the unit name itself):
 
 .. code:: lua
 

+ 2 - 2
html/master/_sources/getting_started/basic_concepts.rst.txt

@@ -63,8 +63,8 @@ components and hierarchy. Changes to a prefab are automatically propagated to
 every instance of that prefab.
 
 Unit Prefabs are created by saving existing units inside
-the :ref:`level_editor`, or, more commonly, by importing them from
-a :ref:`meshes <importing_meshes>` or :ref:`sprites <importing_sprites>`.
+the :ref:`level_editor`, or, more commonly, by importing them
+from :ref:`scenes <importing_scenes>` or :ref:`sprites <importing_sprites>`.
 
 World
 -----

+ 10 - 0
html/master/_sources/units/introduction.rst.txt

@@ -8,6 +8,11 @@ Units
 Units are the basic building block in Crown. A Unit represents a single
 logical object in the game world: a character, a light, a prop, and so on.
 
+.. figure:: images/units.png
+   :align: center
+
+   A unit imported from a scene, a camera unit, and a unit representing a sprite.
+
 At the most fundamental level, Units are just numeric IDs that identify a
 specific object in a World. Units on their own are empty. You add Components
 to a Unit to give it behaviour and appearance.
@@ -19,6 +24,11 @@ Contrary to some other engines, in Crown all Unit Components are optional,
 even the Transform Component can be omitted. This way you can have purely
 functional Units with no runtime cost.
 
+.. figure:: images/components.png
+   :align: center
+
+   A "light" unit with its transform component displayed in the Inspector.
+
 Units can have any number of components attached to them, but only one
 component per type is allowed.
 

+ 3 - 3
html/master/gameplay/unit_interaction.html

@@ -3,7 +3,7 @@
 <head>
   <meta charset="utf-8" /><meta name="generator" content="Docutils 0.17.1: http://docutils.sourceforge.net/" />
 
-    <meta property="article:modified_time" content="2026-02-16T00:35:33+00:00" /><meta property="og:title" content="Interacting with Units" />
+    <meta property="article:modified_time" content="2026-02-18T12:04:24+00:00" /><meta property="og:title" content="Interacting with Units" />
 <meta property="og:type" content="website" />
 <meta property="og:url" content="https://docs.crownengine.org/html/latest/gameplay/unit_interaction.html" />
 <meta property="og:site_name" content="Crown 0.60.0 Manual" />
@@ -128,7 +128,7 @@ spawned in a world this way:</p>
 <span class="kr">end</span>
 </pre></div>
 </div>
-<p>To obtain a specific Unit by name (its name as set in the <span class="xref std std-ref">Level Editor</span>, <em>not</em> the unit name itself):</p>
+<p>To obtain a specific Unit by name (its name as set in the <a class="reference internal" href="../level_editor/level_tree.html#renaming-objects"><span class="std std-ref">Level Editor</span></a>, <em>not</em> the unit name itself):</p>
 <div class="highlight-lua notranslate"><div class="highlight"><pre><span></span><span class="n">door</span> <span class="o">=</span> <span class="n">World</span><span class="p">.</span><span class="n">unit_by_name</span><span class="p">(</span><span class="n">world</span><span class="p">,</span> <span class="s2">&quot;main_door&quot;</span><span class="p">)</span>
 </pre></div>
 </div>
@@ -243,7 +243,7 @@ receive regular collision events, instead, they will receive trigger events:</p>
 
   <div role="contentinfo">
     <p>&#169; <a href="../copyright.html">Copyright</a> Except where otherwise noted, content on this page is licensed under a CC-BY-SA 4.0 Int. License.
-      <span class="lastupdated">Last updated on Feb 16, 2026.
+      <span class="lastupdated">Last updated on Feb 18, 2026.
       </span></p>
   </div>
 

+ 4 - 4
html/master/getting_started/basic_concepts.html

@@ -3,7 +3,7 @@
 <head>
   <meta charset="utf-8" /><meta name="generator" content="Docutils 0.17.1: http://docutils.sourceforge.net/" />
 
-    <meta property="article:modified_time" content="2025-11-27T16:23:47+00:00" /><meta property="og:title" content="Basic Concepts" />
+    <meta property="article:modified_time" content="2026-02-18T12:04:24+00:00" /><meta property="og:title" content="Basic Concepts" />
 <meta property="og:type" content="website" />
 <meta property="og:url" content="https://docs.crownengine.org/html/latest/getting_started/basic_concepts.html" />
 <meta property="og:site_name" content="Crown 0.60.0 Manual" />
@@ -158,8 +158,8 @@ units can then reference this prefab, instantly inheriting all of its
 components and hierarchy. Changes to a prefab are automatically propagated to
 every instance of that prefab.</p>
 <p>Unit Prefabs are created by saving existing units inside
-the <a class="reference internal" href="../level_editor/level_editor.html#level-editor"><span class="std std-ref">Editor overview</span></a>, or, more commonly, by importing them from
-a <span class="xref std std-ref">meshes</span> or <a class="reference internal" href="../importing_resources/importing_sprites.html#importing-sprites"><span class="std std-ref">sprites</span></a>.</p>
+the <a class="reference internal" href="../level_editor/level_editor.html#level-editor"><span class="std std-ref">Editor overview</span></a>, or, more commonly, by importing them
+from <a class="reference internal" href="../importing_resources/importing_scenes.html#importing-scenes"><span class="std std-ref">scenes</span></a> or <a class="reference internal" href="../importing_resources/importing_sprites.html#importing-sprites"><span class="std std-ref">sprites</span></a>.</p>
 </section>
 <section id="world">
 <h2>World<a class="headerlink" href="#world" title="Permalink to this headline">¶</a></h2>
@@ -199,7 +199,7 @@ at the same time, enabling complex multi-layered scenes.</p>
 
   <div role="contentinfo">
     <p>&#169; <a href="../copyright.html">Copyright</a> Except where otherwise noted, content on this page is licensed under a CC-BY-SA 4.0 Int. License.
-      <span class="lastupdated">Last updated on Nov 27, 2025.
+      <span class="lastupdated">Last updated on Feb 18, 2026.
       </span></p>
   </div>
 

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html/master/searchindex.js


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html/master/sitemap.xml


+ 17 - 3
html/master/units/introduction.html

@@ -3,12 +3,14 @@
 <head>
   <meta charset="utf-8" /><meta name="generator" content="Docutils 0.17.1: http://docutils.sourceforge.net/" />
 
-    <meta property="article:modified_time" content="2026-02-18T11:16:10+00:00" /><meta property="og:title" content="Introduction" />
+    <meta property="article:modified_time" content="2026-02-18T13:11:11+00:00" /><meta property="og:title" content="Introduction" />
 <meta property="og:type" content="website" />
 <meta property="og:url" content="https://docs.crownengine.org/html/latest/units/introduction.html" />
 <meta property="og:site_name" content="Crown 0.60.0 Manual" />
-<meta property="og:description" content="Units: Units are the basic building block in Crown. A Unit represents a single logical object in the game world: a character, a light, a prop, and so on. At the most fundamental level, Units are just numeric IDs that identify a specific object in a World. Units on their own ar..." />
-<meta name="description" content="Units: Units are the basic building block in Crown. A Unit represents a single logical object in the game world: a character, a light, a prop, and so on. At the most fundamental level, Units are just numeric IDs that identify a specific object in a World. Units on their own ar..." />
+<meta property="og:description" content="Units: Units are the basic building block in Crown. A Unit represents a single logical object in the game world: a character, a light, a prop, and so on. A unit imported from a scene, a camera unit, and a unit representing a sprite., At the most fundamental level, Units are ju..." />
+<meta property="og:image" content="https://docs.crownengine.org/html/latest/_images/units.png" />
+<meta property="og:image:alt" content="Crown 0.60.0 Manual" />
+<meta name="description" content="Units: Units are the basic building block in Crown. A Unit represents a single logical object in the game world: a character, a light, a prop, and so on. A unit imported from a scene, a camera unit, and a unit representing a sprite., At the most fundamental level, Units are ju..." />
 
   <meta name="viewport" content="width=device-width, initial-scale=1.0" />
   <title>Introduction &mdash; Crown 0.60.0 Manual 0.61.0 documentation</title>
@@ -110,6 +112,12 @@
 <h2>Units<a class="headerlink" href="#units" title="Permalink to this headline">¶</a></h2>
 <p>Units are the basic building block in Crown. A Unit represents a single
 logical object in the game world: a character, a light, a prop, and so on.</p>
+<figure class="align-center" id="id1">
+<img alt="../_images/units.png" src="../_images/units.png" />
+<figcaption>
+<p><span class="caption-text">A unit imported from a scene, a camera unit, and a unit representing a sprite.</span><a class="headerlink" href="#id1" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
 <p>At the most fundamental level, Units are just numeric IDs that identify a
 specific object in a World. Units on their own are empty. You add Components
 to a Unit to give it behaviour and appearance.</p>
@@ -119,6 +127,12 @@ to a Unit to give it behaviour and appearance.</p>
 <p>Contrary to some other engines, in Crown all Unit Components are optional,
 even the Transform Component can be omitted. This way you can have purely
 functional Units with no runtime cost.</p>
+<figure class="align-center" id="id2">
+<img alt="../_images/components.png" src="../_images/components.png" />
+<figcaption>
+<p><span class="caption-text">A “light” unit with its transform component displayed in the Inspector.</span><a class="headerlink" href="#id2" title="Permalink to this image">¶</a></p>
+</figcaption>
+</figure>
 <p>Units can have any number of components attached to them, but only one
 component per type is allowed.</p>
 </section>

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