diff options
-rw-r--r-- | doc/translations/es.po | 6 | ||||
-rw-r--r-- | doc/translations/fr.po | 19 | ||||
-rw-r--r-- | doc/translations/ja.po | 8 | ||||
-rw-r--r-- | doc/translations/pt_BR.po | 217 | ||||
-rw-r--r-- | doc/translations/sv.po | 11 | ||||
-rw-r--r-- | doc/translations/zh_CN.po | 885 |
6 files changed, 618 insertions, 528 deletions
diff --git a/doc/translations/es.po b/doc/translations/es.po index f950d6acb2..b08ea3f25b 100644 --- a/doc/translations/es.po +++ b/doc/translations/es.po @@ -32,7 +32,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2021-12-16 12:46+0000\n" +"PO-Revision-Date: 2021-12-16 20:56+0000\n" "Last-Translator: Rémi Verschelde <remi@godotengine.org>\n" "Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/es/>\n" @@ -41,7 +41,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 4.10-dev\n" +"X-Generator: Weblate 4.10\n" #: doc/tools/make_rst.py msgid "Description" @@ -15480,7 +15480,7 @@ msgstr "La cámara se actualiza con la llamada [code]_physics_process[/code]." #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." -msgstr "La cámara se actualiza con la llamada de [code]process[/code]." +msgstr "La cámara se actualiza con la llamada de [code]_process[/code]." #: doc/classes/CameraFeed.xml msgid "" diff --git a/doc/translations/fr.po b/doc/translations/fr.po index ac00d2fbb3..4ea6aa6aef 100644 --- a/doc/translations/fr.po +++ b/doc/translations/fr.po @@ -48,13 +48,15 @@ # syns <jpo.drt@gmail.com>, 2021. # Gallonigher <meduse1500@ovh.fr>, 2021. # Timothée MB <timothee.me@gmail.com>, 2021. +# Florent <fnuttens@dabao.fr>, 2021. +# Benjamin Peter <benji.peter@hotmail.fr>, 2021. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" -"PO-Revision-Date: 2021-12-16 12:44+0000\n" -"Last-Translator: Rémi Verschelde <remi@godotengine.org>\n" +"PO-Revision-Date: 2021-12-19 17:31+0000\n" +"Last-Translator: Benjamin Peter <benji.peter@hotmail.fr>\n" "Language-Team: French <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/fr/>\n" "Language: fr\n" @@ -62,7 +64,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 4.10-dev\n" +"X-Generator: Weblate 4.10\n" #: doc/tools/make_rst.py msgid "Description" @@ -486,7 +488,6 @@ msgstr "" "nouveau en une instance. Utile pour la désérialisation." #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns an \"eased\" value of [code]x[/code] based on an easing function " "defined with [code]curve[/code]. This easing function is based on an " @@ -516,11 +517,11 @@ msgstr "" "- 1.0: Linéaire\n" "- Entre -1.0 et 0.0 (exclusif): Ease out-in\n" "- 0.0: Constante\n" -"- Entre 0.0 à 1.0 (exclusif): Ease in\n" +"- Entre 0.0 et 1.0 (exclusif): Ease in\n" "- 1.0: Linéaire\n" "- Supérieur à 1.0 (exclusif): Ease out\n" "[/codeblock]\n" -"[url=https ://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "Voir également [method smoothstep]. Si vous avez besoin de réaliser des " "transitions plus avancées, utilisez [Tween] ou [AnimationPlayer]." @@ -3546,7 +3547,7 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "Trigger on a VR controller." -msgstr "" +msgstr "Déclencheur sur un contrôleur VR." #: doc/classes/@GlobalScope.xml msgid "" @@ -3571,6 +3572,8 @@ msgstr "Bouton \"menu\" sur l'un des contrôleurs Oculus Touch." #: doc/classes/@GlobalScope.xml msgid "Menu button in OpenVR (Except when Oculus Touch controllers are used)." msgstr "" +"Bouton de menu dans OpenVR (sauf lorsque les contrôleurs Oculus Touch sont " +"utilisés)." #: doc/classes/@GlobalScope.xml msgid "Gamepad button Select." @@ -3578,7 +3581,7 @@ msgstr "Bouton Select de la manette." #: doc/classes/@GlobalScope.xml msgid "Gamepad button Start." -msgstr "" +msgstr "Bouton Start de la manette." #: doc/classes/@GlobalScope.xml msgid "Gamepad DPad up." diff --git a/doc/translations/ja.po b/doc/translations/ja.po index d2bc91e733..e7f1fbeb4d 100644 --- a/doc/translations/ja.po +++ b/doc/translations/ja.po @@ -5639,8 +5639,8 @@ msgid "" "Sets the transition curve (easing) for a specific key (see the built-in math " "function [method @GDScript.ease])." msgstr "" -"特定のキーの遷移曲線 (イージング) を設定します (組み込みの数学関数 " -"[method@GDScript.ease] を参照) 。" +"特定のキーの遷移曲線 (イージング) を設定します (組み込みの数学関数 [method " +"@GDScript.ease] を参照) 。" #: doc/classes/Animation.xml msgid "Sets the value of an existing key." @@ -6202,8 +6202,8 @@ msgid "" "max_space]." msgstr "" "[AnimationNodeBlendTree] に追加するリソースです。\n" -"これは仮想軸であり、あらゆる種類の [AnimationNode] を [add_blend_point " -"method] を使って追加することができます。\n" +"これは仮想軸であり、あらゆる種類の [AnimationNode] を [method " +"add_blend_point] を使って追加することができます。\n" "ノードの現在値に最も近い2つの [AnimationNode] の線形ブレンドを出力します。\n" "軸の範囲は [member min_space] および [member max_space] で設定できます。" diff --git a/doc/translations/pt_BR.po b/doc/translations/pt_BR.po index f61ed4c821..b54adfe904 100644 --- a/doc/translations/pt_BR.po +++ b/doc/translations/pt_BR.po @@ -30,12 +30,14 @@ # Fernando H. Rosa <ferhrosa@gmail.com>, 2021. # Alefy San <alefyferreiradeoliveira@outlook.com>, 2021. # Supernova Files <filessupernova@gmail.com>, 2021. +# Leo Lamas <leoslamas@gmail.com>, 2021. +# Vinicius A. Portela <vinicius@simpx.net>, 2021. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2021-12-02 20:24+0000\n" -"Last-Translator: Supernova Files <filessupernova@gmail.com>\n" +"PO-Revision-Date: 2021-12-19 17:31+0000\n" +"Last-Translator: Vinicius A. Portela <vinicius@simpx.net>\n" "Language-Team: Portuguese (Brazil) <https://hosted.weblate.org/projects/" "godot-engine/godot-class-reference/pt_BR/>\n" "Language: pt_BR\n" @@ -43,7 +45,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n > 1;\n" -"X-Generator: Weblate 4.10-dev\n" +"X-Generator: Weblate 4.10\n" #: doc/tools/make_rst.py msgid "Description" @@ -461,7 +463,6 @@ msgstr "" "inst2dict]), de volta em uma instância. Útil para desserialização." #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns an \"eased\" value of [code]x[/code] based on an easing function " "defined with [code]curve[/code]. This easing function is based on an " @@ -489,14 +490,14 @@ msgstr "" "[codeblock]\n" "- Menor que -1.0 (exclusivo): Ease in-out\n" "- 1.0: Linear\n" -"- Entre -1.0 and 0.0 (exclusivo): Ease out-in\n" +"- Entre -1.0 e 0.0 (exclusivo): Ease out-in\n" "- 0.0: Constant\n" -"- Entre 0.0 to 1.0 (exclusivo): Ease in\n" +"- Entre 0.0 e 1.0 (exclusivo): Ease in\n" "- 1.0: Linear\n" "- Maior que 1.0 (exclusivo): Ease out\n" "[/codeblock]\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" -"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" +"ease_cheatsheet.png]tabela de exemplos para ease() curve[/url]\n" "Veja também [method smoothstep]. Se você precisa fazer transições mais " "avançadas, use [Tween] ou [AnimationPlayer]." @@ -537,10 +538,11 @@ msgstr "" "Arredonda [code]s[/code] para baixo (em direção ao infinito negativo), " "retornando o maior número inteiro que não seja superior a [code]s[/code].\n" "[codeblock]\n" -"a = floor(2.45) # a é 2.0\n" -"a = floor(2.99) # a é 2.0\n" +"a = floor(2.45) # a é 2.0\n" +"a = floor(2.99) # a é 2.0\n" "a = floor(-2.99) # a é -3.0\n" "[/codeblock]\n" +"Veja também [method ceil], [method round], [method stepify], e [int].\n" "[b]Nota:[/b] Este método retorna uma float. Se você precisar de um inteiro e " "[code]s[/code] não é um número negativo, você pode usar [code]int(s)[/code] " "diretamente." @@ -903,7 +905,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Loads a resource from the filesystem located at [code]path[/code]. The " "resource is loaded on the method call (unless it's referenced already " @@ -941,7 +942,9 @@ msgstr "" "PackedScene.\n" "[/codeblock]\n" "[b]Importante:[/b] O caminho deve ser absoluto, um caminho local irá " -"retornar [code]null[/code]." +"retornar [code]null[/code].\n" +"Esse método é uma versão simplificada de [method ResourceLoader.load], que " +"pode ser usado em situações mais avançadas." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1120,7 +1123,6 @@ msgstr "" "coordenadas cartesiano (Eixos X e Y)." #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns the integer modulus of [code]a/b[/code] that wraps equally in " "positive and negative.\n" @@ -1142,28 +1144,21 @@ msgstr "" "Retorna o módulo inteiro de [code]a/b[/code] que segue na mesma direção no " "positivo e negativo.\n" "[codeblock]\n" -"var i = -6\n" -"while i < 5:\n" -" prints(i, posmod(i, 3))\n" -" i += 1\n" +"for i in range(-3, 4):\n" +" print(\"%2d %2d %2d\" % [i, i % 3, posmod(i, 3)])\n" "[/codeblock]\n" "Produz:\n" "[codeblock]\n" -"-6 0\n" -"-5 1\n" -"-4 2\n" -"-3 0\n" -"-2 1\n" -"-1 2\n" -"0 0\n" -"1 1\n" -"2 2\n" -"3 0\n" -"4 1\n" +"-3 0 0\n" +"-2 -2 1\n" +"-1 -1 2\n" +" 0 0 0\n" +" 1 1 1\n" +" 2 2 2\n" +" 3 0 0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns the result of [code]base[/code] raised to the power of [code]exp[/" "code].\n" @@ -1171,7 +1166,8 @@ msgid "" "pow(2, 5) # Returns 32.0\n" "[/codeblock]" msgstr "" -"Retorna o resultado de [code]x[/code] elevado à potência [code]y[/code].\n" +"Retorna o resultado de [code]base[/code] elevado à potência [code]exp[/" +"code].\n" "[codeblock]\n" "pow(2, 5) # Retorna 32\n" "[/codeblock]" @@ -1316,7 +1312,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Pushes an error message to Godot's built-in debugger and to the OS " "terminal.\n" @@ -1333,7 +1328,10 @@ msgstr "" "[codeblock]\n" "push_error(\"test error\") # Imprime \"test error\" para o depurador e o " "terminal como uma chamada de erro\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Nota:[/b] Erros impressos desse jeito não pausam a execução do projeto. " +"Para imprimir uma mensagem de erro e pausar a execução do projeto em builds " +"de debug, use [code]assert(false, \"test error\")[/code] em seu lugar." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1352,7 +1350,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Converts an angle expressed in radians to degrees.\n" "[codeblock]\n" @@ -1361,7 +1358,7 @@ msgid "" msgstr "" "Converte um ângulo representado em radianos para graus.\n" "[codeblock]\n" -"rad2deg(0.523599) # Retorna 30\n" +"rad2deg(0.523599) # Retorna 30.0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml @@ -1932,6 +1929,25 @@ msgid "" "[code]wrapf[/code] is more flexible than using the [method fposmod] approach " "by giving the user control over the minimum value." msgstr "" +"Envolve [code]value[/code] de ponto flutuante entre [code]min[/code] e " +"[code]max[/code].\n" +"Útil para criar comportamentos como loops e superfícies infinitas.\n" +"[codeblock]\n" +"# Loop infinito entre 5.0 e 9.9\n" +"value = wrapf(value + 0.1, 5.0, 10.0)\n" +"[/codeblock]\n" +"[codeblock]\n" +"# Rotação infinita (em radianos)\n" +"angle = wrapf(angle + 0.1, 0.0, TAU)\n" +"[/codeblock]\n" +"[codeblock]\n" +"# Rotação infinita (em radianos)\n" +"angle = wrapf(angle + 0.1, -PI, PI)\n" +"[/codeblock]\n" +"[b]Nota:[/b] Se [code]min[/code] for [code]0[/code], isso é equivalente a " +"[method fposmod], então prefira o seu uso.\n" +"[code]wrapf[/code] é mais flexível que usar [method fposmod] dando ao " +"usuário o controle sobre o valor mínimo." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1951,6 +1967,21 @@ msgid "" "[code]wrapi[/code] is more flexible than using the [method posmod] approach " "by giving the user control over the minimum value." msgstr "" +"Envolve um [code]value[/code] inteiro entre [code]min[/code] e [code]max[/" +"code].\n" +"Útil para a criação de loops ou superfícies infinitas.\n" +"[codeblock]\n" +"# Loop infinito entre 5 e 9\n" +"frame = wrapi(frame + 1, 5, 10)\n" +"[/codeblock]\n" +"[codeblock]\n" +"# o resultado é -2\n" +"var resultado = wrapi(-6, -5, -1)\n" +"[/codeblock]\n" +"[b]Nota:[/b] Se [code]min[/code] for [code]0[/code], isso é equivalente a " +"[method posmod], então prefira o seu uso.\n" +"[code]wrapi[/code] é mais flexível que usar [method posmod] dando ao usuário " +"o controle sobre o valor mínimo." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1996,6 +2027,47 @@ msgid "" "[code]GDScriptFunctionState[/code]. Notice [code]yield(get_tree(), " "\"idle_frame\")[/code] from the above example." msgstr "" +"Para a execução da função e retorna o atual estado suspenso para a função de " +"chamada.\n" +"Da função de chamada, chama [method GDScriptFunctionState.resume] no estado " +"para resumir a execução. Isso invalida o estado. De dentro da função " +"retomada, [code]yield()[/code] retorna o que quer que tenha sido passado na " +"chamada de [code]resume()[/code].\n" +"Se passados um objeto e um sinal, a execução é retomada quando o objeto " +"emite o sinal passado. Nesse caso, [code]yield()[/code] retorna o argumento " +"passado em [code]emit_signal()[/code] se o sinal receber somente um " +"argumento, ou um array contendo todos os argumentos passados para " +"[code]emit_signal()[/code] se o sinal receber múltiplos argumentos.\n" +"Você também pode usar [code]yield[/code] para esperar uma função terminar:\n" +"[codeblock]\n" +"func _ready():\n" +" yield(countdown(), \"completed\") # esperando até que a função " +"countdown() termine\n" +" print('Ready')\n" +"\n" +"func countdown():\n" +" yield(get_tree(), \"idle_frame\") # retorna um objeto " +"GDScriptFunctionState para _ready()\n" +" print(3)\n" +" yield(get_tree().create_timer(1.0), \"timeout\")\n" +" print(2)\n" +" yield(get_tree().create_timer(1.0), \"timeout\")\n" +" print(1)\n" +" yield(get_tree().create_timer(1.0), \"timeout\")\n" +"\n" +"# imprime:\n" +"# 3\n" +"# 2\n" +"# 1\n" +"# Ready\n" +"[/codeblock]\n" +"Quando estiver usando yield() numa função, o sinal [code]completed[/code] " +"será emitido automaticamente quando a função retornar. Isso pode, portanto, " +"ser usado como parâmetro para o [code]signal[/code] do método [code]yield[/" +"code] que está sendo retomado.\n" +"Para usar yield() em uma função, a função resultante também precisa retornar " +"um [code]GDScriptFunctionState[/code]. Note o [code]yield(get_tree(), " +"\"idle_frame\")[/code] no exemplo acima." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -2026,6 +2098,16 @@ msgid "" "code] will not result in [constant INF] and will result in a run-time error " "instead." msgstr "" +"Ponto flutuante positivo infinito. Esse é o resultado de uma divisão em " +"ponto flutuante quando o divisor é [code]0.0[/code]. Para infinito negativo, " +"use [code]-INF[/code]. Dividir por [code]-0.0[/code] irá resultar em um " +"infinito negativo se o numerador for positivo, então, dividir por [code]0.0[/" +"code] não é o mesmo que dividir por [code]-0.0[/code] (mesmo que [code]0.0 " +"== -0.0[/code] retorne [code]true[/code]).\n" +"[b]Note:[/b] Infinito numérico é apenas um conceito para números em ponto " +"flutuante, e não tem equivalente para inteiros. Dividir um número inteiro " +"por [code]0[/code] não resultará em [constant INF] e resultará em um erro em " +"tempo de execução." #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -2039,6 +2121,15 @@ msgid "" "[code]0[/code] will not result in [constant NAN] and will result in a run-" "time error instead." msgstr "" +"\"Not a Number\" (Não é um número), um valor de ponto-flutuante inválido. " +"[constant NAN] tem propriedades especiais, incluindo que ele não é igual a " +"ele mesmo ([code]NAN == NAN[/code] retorna [code]false[/code]). Ele é o " +"retorno de algumas operações inválidas, como dividir o ponto flutuante " +"[code]0.0[/code] por [code]0.0[/code].\n" +"[b]Nota:[/b] \"Not a Number\" é apenas um conceito com números de ponto " +"flutuante, e não tem equivalência para inteiros. Dividir um inteiro [code]0[/" +"code] por [code]0[/code] não vai resultar [constant NAN] ao invés disso " +"resultará num erro de execução." #: doc/classes/@GlobalScope.xml msgid "Global scope constants and variables." @@ -2529,7 +2620,7 @@ msgstr "Tecla de direção direita." #: doc/classes/@GlobalScope.xml msgid "" "Media back key. Not to be confused with the Back button on an Android device." -msgstr "" +msgstr "Tecla Voltar Media. Não confundir com tecla Voltar no device Android." #: doc/classes/@GlobalScope.xml #, fuzzy @@ -3488,11 +3579,11 @@ msgstr "Botão A do controlador de jogo SDL." #: doc/classes/@GlobalScope.xml msgid "Grip (side) buttons on a VR controller." -msgstr "" +msgstr "Botões laterais em um controle VR." #: doc/classes/@GlobalScope.xml msgid "Push down on the touchpad or main joystick on a VR controller." -msgstr "" +msgstr "Aperte o touchpad ou o joystick principal em um controle VR." #: doc/classes/@GlobalScope.xml msgid "Trigger on a VR controller." @@ -3503,20 +3594,26 @@ msgid "" "A button on the right Oculus Touch controller, X button on the left " "controller (also when used in OpenVR)." msgstr "" +"Um botão no controle Oculus Touch direto, botão X no controle esquerdo " +"(também quando usado no OpenVR)." #: doc/classes/@GlobalScope.xml msgid "" "B button on the right Oculus Touch controller, Y button on the left " "controller (also when used in OpenVR)." msgstr "" +"Botão B no lado direito do controle Oculus Touch, botão Y no lado esquerdo " +"do controle (também usado no OpenVR)." #: doc/classes/@GlobalScope.xml msgid "Menu button on either Oculus Touch controller." -msgstr "" +msgstr "Botão menu em ambos os controles Oculus Touch." #: doc/classes/@GlobalScope.xml msgid "Menu button in OpenVR (Except when Oculus Touch controllers are used)." msgstr "" +"Botão menu no OpenVR (Exceto quando os controles Oculus Touch estão sendo " +"usados)." #: doc/classes/@GlobalScope.xml msgid "Gamepad button Select." @@ -3528,19 +3625,19 @@ msgstr "Botão Start do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad DPad up." -msgstr "" +msgstr "Botão cima no direcional do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad DPad down." -msgstr "" +msgstr "Botão baixo no direcional do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad DPad left." -msgstr "" +msgstr "Botão esquerdo no direcional do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad DPad right." -msgstr "" +msgstr "Botão direito no direcional do controle." #: doc/classes/@GlobalScope.xml #, fuzzy @@ -3549,7 +3646,7 @@ msgstr "Guia de botões do controlador de jogo SDL." #: doc/classes/@GlobalScope.xml msgid "Gamepad SDL miscellaneous button." -msgstr "" +msgstr "Botão diverso SDL do controle." #: doc/classes/@GlobalScope.xml #, fuzzy @@ -3583,11 +3680,11 @@ msgstr "Guia de botões do controlador de jogo SDL." #: doc/classes/@GlobalScope.xml msgid "Gamepad left trigger." -msgstr "" +msgstr "Gatilho esquerdo do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad left stick click." -msgstr "" +msgstr "Clique na alavanca esquerda do controle." #: doc/classes/@GlobalScope.xml #, fuzzy @@ -3596,67 +3693,67 @@ msgstr "Botão direito do mouse." #: doc/classes/@GlobalScope.xml msgid "Gamepad right trigger." -msgstr "" +msgstr "Gatilho direito do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad right stick click." -msgstr "" +msgstr "Clique na alavanca direita do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad left stick horizontal axis." -msgstr "" +msgstr "Eixo horizontal da alavanca esquerda do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad left stick vertical axis." -msgstr "" +msgstr "Eixo vertical da alavanca esquerda do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad right stick horizontal axis." -msgstr "" +msgstr "Eixo horizontal da alavanca direita do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad right stick vertical axis." -msgstr "" +msgstr "Eixo vertical da alavanca direita do controle." #: doc/classes/@GlobalScope.xml msgid "Generic gamepad axis 4." -msgstr "" +msgstr "Eixo 4 do controle genérico." #: doc/classes/@GlobalScope.xml msgid "Generic gamepad axis 5." -msgstr "" +msgstr "Eixo 5 do controle genérico." #: doc/classes/@GlobalScope.xml msgid "Gamepad left trigger analog axis." -msgstr "" +msgstr "Eixo analógico do gatilho esquerdo do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad right trigger analog axis." -msgstr "" +msgstr "Eixo analógico do gatilho direito do controle." #: doc/classes/@GlobalScope.xml msgid "Generic gamepad axis 8." -msgstr "" +msgstr "Eixo 8 do controle genérico." #: doc/classes/@GlobalScope.xml msgid "Generic gamepad axis 9." -msgstr "" +msgstr "Eixo 9 do controle genérico." #: doc/classes/@GlobalScope.xml msgid "Represents the maximum number of joystick axes supported." -msgstr "" +msgstr "Representa o número máximo de eixos suportados no joystick." #: doc/classes/@GlobalScope.xml msgid "Gamepad left analog trigger." -msgstr "" +msgstr "Gatilho analógico esquerdo do controle." #: doc/classes/@GlobalScope.xml msgid "Gamepad right analog trigger." -msgstr "" +msgstr "Gatilho analógico direito do controle." #: doc/classes/@GlobalScope.xml msgid "VR Controller analog trigger." -msgstr "" +msgstr "Gatilho analógico do controle VR." #: doc/classes/@GlobalScope.xml #, fuzzy diff --git a/doc/translations/sv.po b/doc/translations/sv.po index 4f3f8f0176..5a73b2cd17 100644 --- a/doc/translations/sv.po +++ b/doc/translations/sv.po @@ -5,12 +5,13 @@ # # Christoffer Sundbom <christoffer_karlsson@live.se>, 2021. # Kent Jofur <kent.jofur@gmail.com>, 2021. +# Alex25820 <alexs25820@gmail.com>, 2021. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2021-10-31 13:40+0000\n" -"Last-Translator: Kent Jofur <kent.jofur@gmail.com>\n" +"PO-Revision-Date: 2021-12-19 17:31+0000\n" +"Last-Translator: Alex25820 <alexs25820@gmail.com>\n" "Language-Team: Swedish <https://hosted.weblate.org/projects/godot-engine/" "godot-class-reference/sv/>\n" "Language: sv\n" @@ -18,7 +19,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=n != 1;\n" -"X-Generator: Weblate 4.9-dev\n" +"X-Generator: Weblate 4.10\n" #: doc/tools/make_rst.py msgid "Description" @@ -26,7 +27,7 @@ msgstr "Beskrivning" #: doc/tools/make_rst.py msgid "Tutorials" -msgstr "Guider" +msgstr "Handledningar" #: doc/tools/make_rst.py msgid "Properties" @@ -50,7 +51,7 @@ msgstr "Uppräkningar" #: doc/tools/make_rst.py msgid "Constants" -msgstr "Konstanter" +msgstr "Begränsningar" #: doc/tools/make_rst.py msgid "Property Descriptions" diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index 291b5ebd5a..88cb225a00 100644 --- a/doc/translations/zh_CN.po +++ b/doc/translations/zh_CN.po @@ -61,7 +61,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2021-12-16 09:50+0000\n" +"PO-Revision-Date: 2021-12-21 07:06+0000\n" "Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n" "Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/" "godot-engine/godot-class-reference/zh_Hans/>\n" @@ -70,7 +70,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" -"X-Generator: Weblate 4.10-dev\n" +"X-Generator: Weblate 4.10\n" #: doc/tools/make_rst.py msgid "Description" @@ -1577,26 +1577,27 @@ msgid "" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" -"返回[code]s[/code]在[code]0[/code]和[code]1[/code]之间平滑插值的结果,基于" -"[code]s[/code]相对于边从[code]from[/code]和到[code]to[/code]的位置。\n" -"如果[code]s <= from[/code],返回值为[code]0[/code];如果[code]s >= to[/" -"code],返回值为[code]1[/code]。如果[code]s[/code]位于[code]from[/code]和" -"[code]to[/code]之间,返回值遵循一个S型曲线,将[code]s[/code]映射到[code]0[/" -"code]和[code]1[/code]之间。\n" -"这条S形曲线是立方Hermite插值器,由[code]f(y)=3*y^2-2*y^3[/code]给出,其中" -"[code]y=(x-from)/(to-from)[/code]。\n" +"返回 [code]s[/code] 在 [code]0[/code] 和 [code]1[/code] 之间平滑插值的结果," +"基于 [code]s[/code] 相对于边从 [code]from[/code] 和到 [code]to[/code] 的位" +"置。\n" +"如果 [code]s <= from[/code],返回值为 [code]0[/code];如果 [code]s >= to[/" +"code],返回值为 [code]1[/code]。如果 [code]s[/code] 位于 [code]from[/code] " +"和 [code]to[/code] 之间,返回值遵循一个 S 型曲线,将 [code]s[/code] 映射到 " +"[code]0[/code] 和 [code]1[/code] 之间。\n" +"这条 S 形曲线是立方 Hermite 插值器,由 [code]f(y)=3*y^2-2*y^3[/code] 给出,其" +"中 [code]y = (x-from) / (to-from)[/code]。\n" "[codeblock]\n" "smoothstep(0, 2, -5.0) # 返回 0.0\n" "smoothstep(0, 2, 0.5) # 返回 0.15625\n" "smoothstep(0, 2, 1.0) # 返回 0.5\n" "smoothstep(0, 2, 2.0) # 返回1.0\n" "[/codeblock]\n" -"与曲线值为[code]-1.6521[/code]的[method ease]相比,[method smoothstep]返回最" -"平滑的曲线,导数没有突然变化。如果你需要执行更高级的过渡,请使用[Tween]或" -"[AnimationPlayer]。\n" +"与曲线值为 [code]-1.6521[/code] 的 [method ease] 相比,[method smoothstep] 返" +"回最平滑的曲线,导数没有突然变化。如果你需要执行更高级的过渡,请使用 [Tween] " +"或 [AnimationPlayer]。\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" -"smoothstep_ease_comparison.png]smoothstep()与 ease(x, -1.6521)返回值的比较[/" -"url]" +"smoothstep_ease_comparison.png]smoothstep() 与 ease(x, -1.6521) 返回值的比较" +"[/url]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1829,8 +1830,8 @@ msgid "" "}\n" "[/codeblock]" msgstr "" -"将一个 Variant [code]var[/code] 转换为一个格式化的字符串,以后可以使用 " -"[method str2var] 对其进行解析。\n" +"将 Variant [code]var[/code] 转换为格式化的字符串,以后可以使用 [method " +"str2var] 对其进行解析。\n" "[codeblock]\n" "a = { \"a\": 1, \"b\": 2 }\n" "print(var2str(a))\n" @@ -1974,14 +1975,14 @@ msgid "" "\"idle_frame\")[/code] from the above example." msgstr "" "停止函数的执行并将当前的暂停状态返回给调用函数。\n" -"从调用者那里,对该状态调用[method GDScriptFunctionState.resume]来恢复执行。这" -"将使该状态无效。在恢复的函数中,[code]yield()[/code]返回传递给[code]resume()" -"[/code]函数调用的东西。\n" -"如果传递了一个对象和一个信号,当该对象发出给定的信号时,就会恢复执行。在这种" -"情况下,[code]yield()[/code]返回传递给[code]emit_signal()[/code]的参数,如果" -"信号只需要一个参数,则返回一个包含传递给[code]emit_signal()[/code]所有参数的" -"数组。\n" -"你也可以使用[code]yield[/code]来等待一个函数完成。\n" +"从调用者那里,对该状态调用 [method GDScriptFunctionState.resume] 来恢复执行。" +"这将使该状态无效。在恢复的函数中,[code]yield()[/code] 返回传递给 " +"[code]resume()[/code] 函数调用的东西。\n" +"如果传递了对象和信号,当该对象发出给定的信号时,就会恢复执行。此时,如果该信" +"号只有一个参数,[code]yield()[/code] 会返回传递给 [code]emit_signal()[/code] " +"的参数,如果该信号有多个参数,则返回一个包含传递给 [code]emit_signal()[/" +"code] 的所有参数的数组。\n" +"你还可以使用 [code]yield[/code] 来等待函数的完成:\n" "[codeblock]\n" "func _ready():\n" " yield(countdown(), \"completed\") # 等待 countdown() 函数的完成\n" @@ -2001,27 +2002,27 @@ msgstr "" "# 3\n" "# 2\n" "# 1\n" -"#Ready\n" +"# Ready\n" "[/codeblock]\n" -"当对一个函数处于让步等待时,[code]completed[/code]信号将在函数返回时自动发" -"出。因此,它可以作为[code]signal[/code]的参数用于[code]yield[/code]方法的恢" -"复。\n" -"为了在一个函数上让步等待,产生的函数也应该返回一个" -"[code]GDScriptFunctionState[/code]。注意上面的例子中[code]yield(get_tree(), " +"当对一个函数处于让步等待时,[code]completed[/code] 信号将在函数返回时自动发" +"出。因此,它可以作为 [code]signal[/code] 的参数用于 [code]yield[/code] 方法的" +"恢复。\n" +"为了在一个函数上让步等待,产生的函数也应该返回一个 " +"[code]GDScriptFunctionState[/code]。注意上面的例子中 [code]yield(get_tree(), " "\"idle_frame\")[/code]。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Constant that represents how many times the diameter of a circle fits around " "its perimeter. This is equivalent to [code]TAU / 2[/code]." -msgstr "代表圆直径适合其周长多少倍的常量。这等效于 [code]TAU / 2[/code]。" +msgstr "常量,表示圆的周长是直径的多少倍。等价于 [code]TAU / 2[/code]。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "The circle constant, the circumference of the unit circle in radians. This " "is equivalent to [code]PI * 2[/code], or 360 degrees in rotations." msgstr "" -"圆常数,单位圆的周长,单位为弧度。这相当于[code]PI * 2[/code],或360度的旋转" +"圆常量,单位圆的周长,单位为弧度。等价于 [code]PI * 2[/code],即 360 度的旋转" "值。" #: modules/gdscript/doc_classes/@GDScript.xml @@ -2075,13 +2076,13 @@ msgid "" "Singletons are also documented here, since they can be accessed from " "anywhere." msgstr "" -"全局范围的常量和变量。关于错误代码、键盘扫描码(scancodes)、属性提示等的常量都" -"驻留在这全局域中。\n" -"单例也被记录在这里,因为它们可以从任何地方被访问。" +"全局作用域的常量和变量。这些会都驻留在全局,如错误码、键盘扫描码、属性提示等" +"常量。\n" +"单例也被记录在这里,因为可以从任何地方访问它们。" #: doc/classes/@GlobalScope.xml msgid "The [ARVRServer] singleton." -msgstr "[ARVRServer]单例。" +msgstr "[ARVRServer] 单例。" #: doc/classes/@GlobalScope.xml msgid "The [AudioServer] singleton." @@ -2089,7 +2090,7 @@ msgstr "[AudioServer] 单例。" #: doc/classes/@GlobalScope.xml msgid "The [CameraServer] singleton." -msgstr "[CameraServer]单例。" +msgstr "[CameraServer] 单例。" #: doc/classes/@GlobalScope.xml msgid "The [ClassDB] singleton." @@ -5927,21 +5928,21 @@ msgstr "" #: doc/classes/AnimationNodeBlend2.xml msgid "Blends two animations linearly inside of an [AnimationNodeBlendTree]." -msgstr "在[AnimationNodeBlendTree]中线性地混合两个动画。" +msgstr "在 [AnimationNodeBlendTree] 中将两个动画进行线性混合。" #: doc/classes/AnimationNodeBlend2.xml msgid "" "A resource to add to an [AnimationNodeBlendTree]. Blends two animations " "linearly based on an amount value in the [code][0.0, 1.0][/code] range." msgstr "" -"添加到 [AnimationNodeBlendTree] 的资源。根据[code][0.0,1.0][/code]范围内的量" -"值线性地混合两个动画。" +"添加到 [AnimationNodeBlendTree] 的资源。根据 [code][0.0,1.0][/code] 范围内的" +"量值线性地混合两个动画。" #: doc/classes/AnimationNodeBlend3.xml msgid "" "Blends two of three animations linearly inside of an " "[AnimationNodeBlendTree]." -msgstr "在一个[AnimationNodeBlendTree]中线性地混合三个动画中的两个。" +msgstr "在 [AnimationNodeBlendTree] 中将三个动画中的两个进行线性混合。" #: doc/classes/AnimationNodeBlend3.xml msgid "" @@ -6219,8 +6220,8 @@ msgid "" "Connects the output of an [AnimationNode] as input for another " "[AnimationNode], at the input port specified by [code]input_index[/code]." msgstr "" -"将一个[AnimationNode]的输出作为另一个[AnimationNode]的输入,连接在" -"[code]input_index[/code]指定的输入端口。" +"将一个 [AnimationNode] 的输出作为另一个 [AnimationNode] 的输入,连接在由 " +"[code]input_index[/code] 指定的输入端口。" #: doc/classes/AnimationNodeBlendTree.xml msgid "Disconnects the node connected to the specified input." @@ -6989,7 +6990,7 @@ msgstr "在动画中达到时立即进行方法调用。" #: doc/classes/AnimationTree.xml msgid "" "A node to be used for advanced animation transitions in an [AnimationPlayer]." -msgstr "用于[AnimationPlayer]中高级动画转换的节点。" +msgstr "用于 [AnimationPlayer] 中高级动画过渡的节点。" #: doc/classes/AnimationTree.xml msgid "" @@ -7002,10 +7003,10 @@ msgid "" "[AnimationPlayer] node should be used solely for adding, deleting, and " "editing animations." msgstr "" -"用于[AnimationPlayer]中高级动画过渡的节点。\n" -"[b]注意:[/b]当与一个[AnimationPlayer]链接时,相应的[AnimationPlayer]的一些属" -"性和方法将不会像预期的那样发挥作用。播放和过渡应该只使用[AnimationTree]和它的" -"组成[AnimationNode]来处理。[AnimationPlayer]节点应仅用于添加、删除和编辑动" +"用于 [AnimationPlayer] 中高级动画过渡的节点。\n" +"[b]注意:[/b]与 [AnimationPlayer] 连接时,该 [AnimationPlayer] 的一些属性和方" +"法将不会像预期的那样发挥作用。播放和过渡应该只使用 [AnimationTree] 和组成它" +"的 [AnimationNode] 来处理。[AnimationPlayer] 节点应仅用于添加、删除和编辑动" "画。" #: doc/classes/AnimationTree.xml @@ -8737,13 +8738,12 @@ msgstr "" "learnopengl.com/Advanced-OpenGL/Face-culling]环绕顺序[/url]。" #: doc/classes/ArrayMesh.xml -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/3d/procedural_geometry/" "arraymesh.html" msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/content/" -"procedural_geometry/arraymesh.html" +"https://docs.godotengine.org/zh_CN/stable/tutorials/3d/procedural_geometry/" +"arraymesh.html" #: doc/classes/ArrayMesh.xml msgid "" @@ -13361,8 +13361,8 @@ msgid "" "Supports distance fields. For using vector font files like TTF directly, see " "[DynamicFont]." msgstr "" -"使用[code]*.fnt[/code]包含纹理图库的字体来渲染文本。支持距离字段。关于直接使" -"用TTF等矢量字体文件,请参阅[DynamicFont]。" +"使用 [code]*.fnt[/code] 包含纹理图库的字体来渲染文本。支持距离字段。关于直接" +"使用 TTF 等矢量字体文件,请参阅 [DynamicFont]。" #: doc/classes/BitmapFont.xml msgid "" @@ -13599,8 +13599,8 @@ msgid "" "code] if [code]0[/code] is passed in, and [code]true[/code] for all other " "ints." msgstr "" -"将一个[int]值转换为一个布尔值,如果传入[code]0[/code],本方法将返回" -"[code]false[/code],对于所有其他int,本方法将返回[code]true[/code]。" +"将 [int] 值转换为布尔值,传入 [code]0[/code] 时,本方法将返回 [code]false[/" +"code],对于所有其他整数,本方法将返回 [code]true[/code]。" #: doc/classes/bool.xml msgid "" @@ -13608,8 +13608,8 @@ msgid "" "[code]false[/code] if [code]0.0[/code] is passed in, and [code]true[/code] " "for all other floats." msgstr "" -"将一个[float]值转换为一个布尔值,如果传入[code]0.0[/code],本方法将返回" -"[code]false[/code],对于其他所有的float,本方法将返回[code]true[/code]。" +"将 [float] 值转换为布尔值,如果传入 [code]0.0[/code],本方法将返回 " +"[code]false[/code],对于其他所有的浮点数,本方法将返回 [code]true[/code]。" #: doc/classes/bool.xml msgid "" @@ -13619,10 +13619,10 @@ msgid "" "Examples: [code]bool(\"False\")[/code] returns [code]true[/code], " "[code]bool(\"\")[/code] returns [code]false[/code]." msgstr "" -"将一个[String]值转换为布尔值,如果传入[code]\"\"[/code],本方法将返回" -"[code]false[/code],对于所有非空字符串,本方法将返回[code]true[/code]。\n" -"示例。[code]bool(\"False\")[/code] returns [code]true[/code]," -"[code]bool(\"\")[/code] returns [code]false[/code]。" +"将 [String] 值转换为布尔值,如果传入 [code]\"\"[/code],本方法将返回 " +"[code]false[/code],对于所有非空字符串,本方法将返回 [code]true[/code]。\n" +"示例:[code]bool(\"False\")[/code] 返回 [code]true[/code],[code]bool(\"\")[/" +"code] 返回 [code]false[/code]。" #: doc/classes/BoxContainer.xml msgid "Base class for box containers." @@ -13888,7 +13888,7 @@ msgstr "当该组中的一个按钮被按下时触发。" #: doc/classes/Camera.xml msgid "Camera node, displays from a point of view." -msgstr "相机节点,从一个角度显示。" +msgstr "相机节点,会从某个角度进行显示。" #: doc/classes/Camera.xml msgid "" @@ -13916,7 +13916,7 @@ msgstr "" #: doc/classes/Camera.xml msgid "Returns the camera's RID from the [VisualServer]." -msgstr "从[VisualServer]返回相机的RID。" +msgstr "从 [VisualServer] 返回相机的 RID。" #: doc/classes/Camera.xml msgid "" @@ -15480,11 +15480,10 @@ msgstr "" #: doc/classes/CharFXTransform.xml doc/classes/RichTextEffect.xml #: doc/classes/RichTextLabel.xml -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/ui/bbcode_in_richtextlabel.html" msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/gui/" +"https://docs.godotengine.org/zh_CN/stable/tutorials/ui/" "bbcode_in_richtextlabel.html" #: doc/classes/CharFXTransform.xml doc/classes/RichTextEffect.xml @@ -16135,7 +16134,7 @@ msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "Returns the object's [RID]." -msgstr "返回对象的[RID]。" +msgstr "返回对象的 [RID]。" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "" @@ -18434,16 +18433,14 @@ msgstr "" "[method get_stylebox],以及这个类提供的 [code]add_*_override[/code] 方法。" #: doc/classes/Control.xml -#, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/ui/index.html" -msgstr "https://docs.godotengine.org/zh_CN/stable/tutorials/gui/index.html" +msgstr "https://docs.godotengine.org/zh_CN/stable/tutorials/ui/index.html" #: doc/classes/Control.xml -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/ui/control_node_gallery.html" msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/gui/control_node_gallery." +"https://docs.godotengine.org/zh_CN/stable/tutorials/ui/control_node_gallery." "html" #: doc/classes/Control.xml @@ -19742,7 +19739,6 @@ msgstr "" "的位置。" #: doc/classes/Control.xml -#, fuzzy msgid "" "The node's scale, relative to its [member rect_size]. Change this property " "to scale the node around its [member rect_pivot_offset]. The Control's " @@ -19759,17 +19755,17 @@ msgid "" "[code]yield(get_tree(), \"idle_frame\")[/code] then set its [member " "rect_scale] property." msgstr "" -"节点的缩放,相对于其[member rect_size]。改变这个属性可以使节点围绕它的" -"[member rect_pivot_offset]缩放。控件的[member hint_tooltip]也将根据这个值进行" -"缩放。\n" -"[b]注意:[/b] 这个属性主要用于动画用途。当控件被缩放时,控件内的文本将看起来" -"是像素化或模糊的。要在你的项目支持多种分辨率,请使用[url=https://docs." -"godotengine.org/zh_CN/stable/tutorials/viewports/multiple_resolutions.html]文" +"节点的缩放,相对于其 [member rect_size]。改变这个属性可以使节点围绕它的 " +"[member rect_pivot_offset] 缩放。该 Control 的 [member hint_tooltip] 也将根据" +"这个值进行缩放。\n" +"[b]注意:[/b]这个属性主要用于动画用途。当控件被缩放时,控件内的文本将看起来是" +"像素化或模糊的。要在你的项目支持多种分辨率,请使用[url=https://docs." +"godotengine.org/zh_CN/stable/tutorials/rendering/multiple_resolutions.html]文" "档[/url]中描述的合适的视窗拉伸模式,而不是单独缩放控件。\n" -"[b]注意:[/b] 如果控件节点是[Container]节点的一个子节点,当场景实例化时,缩放" -"将被重置为[code]Vector2(1, 1)[/code]。要在实例化时设置控件的缩放,使用" -"[code]yield(get_tree(), \"idle_frame\")[/code]等待一帧,然后设置其[member " -"rect_scale]属性。" +"[b]注意:[/b]如果控件节点是 [Container] 节点的子节点,当场景实例化时,缩放将" +"被重置为 [code]Vector2(1, 1)[/code]。要在实例化时设置控件的缩放,使用 " +"[code]yield(get_tree(), \"idle_frame\")[/code] 等待一帧,然后设置其 [member " +"rect_scale] 属性。" #: doc/classes/Control.xml msgid "" @@ -21448,7 +21444,7 @@ msgstr "盒子的高度从盒子的中心开始测量。" #: modules/csg/doc_classes/CSGBox.xml msgid "The material used to render the box." -msgstr "用于渲染盒子的材料。" +msgstr "用于渲染盒子的材质。" #: modules/csg/doc_classes/CSGBox.xml msgid "Width of the box measured from the center of the box." @@ -21497,7 +21493,7 @@ msgstr "圆柱体的高度。" #: modules/csg/doc_classes/CSGCylinder.xml msgid "The material used to render the cylinder." -msgstr "用于渲染圆柱体的材料。" +msgstr "用于渲染圆柱体的材质。" #: modules/csg/doc_classes/CSGCylinder.xml msgid "The radius of the cylinder." @@ -21885,7 +21881,7 @@ msgstr "该节点允许您创建一个供CSG系统使用的球体。" #: modules/csg/doc_classes/CSGSphere.xml msgid "The material used to render the sphere." -msgstr "用于渲染球体的材料。" +msgstr "用于渲染球体的材质。" #: modules/csg/doc_classes/CSGSphere.xml msgid "Number of vertical slices for the sphere." @@ -21922,7 +21918,7 @@ msgstr "圆环的内半径。" #: modules/csg/doc_classes/CSGTorus.xml msgid "The material used to render the torus." -msgstr "用于渲染圆环的材料。" +msgstr "用于渲染圆环的材质。" #: modules/csg/doc_classes/CSGTorus.xml msgid "The outer radius of the torus." @@ -23113,12 +23109,11 @@ msgstr "" "一个数值。" #: doc/classes/Dictionary.xml -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/scripting/gdscript/" "gdscript_basics.html#dictionary" msgstr "" -"https://docs.godotengine.org/zh_CN/stable/getting_started/scripting/gdscript/" +"https://docs.godotengine.org/zh_CN/stable/tutorials/scripting/gdscript/" "gdscript_basics.html#dictionary" #: doc/classes/Dictionary.xml @@ -23389,13 +23384,13 @@ msgid "" " print(\"An error occurred when trying to access the path.\")\n" "[/codeblock]" msgstr "" -"目录类型。它用于管理目录及其内容,县不限于项目文件夹。\n" -"创建新的[Directory]目录时,其默认打开的目录为[code]res://[/code]。这在将来可" -"能会改变,因此建议始终使用 [method open] 来初始化您要操作的 [Directory],并进" -"行显式的错误检查。\n" -"[b]注意:[/b] 导入了很多资源类型,例如纹理或声音文件,它们的源资产不会包含在" -"导出的游戏中,因为导出时只使用导入的版本内容。使用 [ResourceLoader] 访问导入" -"的资源。\n" +"目录类型。用于管理目录及其内容(并不仅限于项目文件夹)。\n" +"新建 [Directory] 时,其默认打开的目录为 [code]res://[/code]。这在将来可能会改" +"变,因此建议始终使用 [method open] 将您要操作的 [Directory] 初始化至想要操作" +"的位置,并进行显式的错误检查。\n" +"[b]注意:[/b]很多资源类型是经过导入的(例如纹理或声音文件),导出后的游戏中不" +"会包含源素材,只会使用导入后的版本。请使用 [ResourceLoader] 访问导入后的资" +"源。\n" "下面是一个关于如何遍历目录文件的示例:\n" "[codeblock]\n" "func dir_contents(path):\n" @@ -23405,20 +23400,18 @@ msgstr "" " var file_name = dir.get_next()\n" " while file_name != \"\":\n" " if dir.current_is_dir():\n" -" print(\"Found directory: \" + file_name)\n" +" print(\"发现目录:\" + file_name)\n" " else:\n" -" print(\"Found file: \" + file_name)\n" +" print(\"发现文件:\" + file_name)\n" " file_name = dir.get_next()\n" " else:\n" -" print(\"An error occurred when trying to access the path.\")\n" +" print(\"尝试访问路径时出错。\")\n" "[/codeblock]" #: doc/classes/Directory.xml doc/classes/File.xml -#, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/scripting/filesystem.html" msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/2d/particle_systems_2d." -"html" +"https://docs.godotengine.org/zh_CN/stable/tutorials/scripting/filesystem.html" #: doc/classes/Directory.xml msgid "" @@ -23769,7 +23762,7 @@ msgstr "" #: doc/classes/DynamicFont.xml msgid "DynamicFont renders vector font files at runtime." -msgstr "DynamicFont在运行时渲染矢量字体文件。" +msgstr "DynamicFont 在运行时渲染矢量字体文件。" #: doc/classes/DynamicFont.xml msgid "" @@ -26452,12 +26445,11 @@ msgstr "" "[/codeblock]" #: doc/classes/EditorScenePostImport.xml -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/assets_pipeline/" "importing_scenes.html#custom-script" msgstr "" -"https://docs.godotengine.org/zh_CN/stable/getting_started/workflow/assets/" +"https://docs.godotengine.org/zh_CN/stable/tutorials/assets_pipeline/" "importing_scenes.html#custom-script" #: doc/classes/EditorScenePostImport.xml @@ -26880,7 +26872,7 @@ msgid "" "lines are used for visualizing the gizmo. Call this function during [method " "redraw]." msgstr "" -"用给定的材料在小工具上添加线条到gizmo (作为2个点的集合)。线条用于可视化" +"用给定的材质在小工具上添加线条到gizmo (作为2个点的集合)。线条用于可视化" "gizmo。在[method redraw]时调用此函数。" #: doc/classes/EditorSpatialGizmo.xml @@ -26941,7 +26933,7 @@ msgid "" "retrieve materials using [method EditorSpatialGizmoPlugin.get_material]." msgstr "" "返回拥有此小工具的 [EditorSpatialGizmoPlugin] 。使用 [method " -"EditorSpatialGizmoPlugin.get_material] 检索材料很有用。" +"EditorSpatialGizmoPlugin.get_material] 检索材质很有用。" #: doc/classes/EditorSpatialGizmo.xml msgid "Returns the Spatial node associated with this gizmo." @@ -27016,7 +27008,7 @@ msgid "" "Adds a new material to the internal material list for the plugin. It can " "then be accessed with [method get_material]. Should not be overridden." msgstr "" -"将新材料添加到插件的内部插件列表中。然后可以使用[method get_material]访问它。" +"将新材质添加到插件的内部插件列表中。然后可以使用[method get_material]访问它。" "不会该被覆盖。" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -27049,8 +27041,8 @@ msgid "" "Should not be overridden.\n" "You can optionally provide a texture to use instead of the default icon." msgstr "" -"创建一个手柄材料及其variants (选定的和/或可编辑的),并将它们添加到内部材料" -"列表。然后可以用 [method get_material] 访问它们,并在 [method " +"创建一个手柄材质及其变体 (选定的和/或可编辑的),并将它们添加到内部材质列" +"表。然后可以用 [method get_material] 访问它们,并在 [method " "EditorSpatialGizmo.add_handles] 中使用。不应该被重写。\n" "你可以选择性地提供一个纹理来代替默认的图标。" @@ -27061,8 +27053,8 @@ msgid "" "[method get_material] and used in [method EditorSpatialGizmo." "add_unscaled_billboard]. Should not be overridden." msgstr "" -"创建一个图标材料及其variants (选定的和/或可编辑的),并将它们添加到内部材料" -"列表。然后可以用 [method get_material] 访问它们,并在 [method " +"创建一个图标材质及其变体 (选定的和/或可编辑的),并将它们添加到内部材质列" +"表。然后可以用 [method get_material] 访问它们,并在 [method " "EditorSpatialGizmo.add_unscaled_billboard] 中使用。不应该被重写。" #: doc/classes/EditorSpatialGizmoPlugin.xml @@ -27072,8 +27064,8 @@ msgid "" "[method get_material] and used in [method EditorSpatialGizmo.add_mesh] and " "[method EditorSpatialGizmo.add_lines]. Should not be overridden." msgstr "" -"创建一个没有阴影的材料及其variants (选定的和/或可编辑的),并将它们添加到内" -"部材料列表。然后可以用 [method get_material] 访问它们,并在 [method " +"创建一个没有阴影的材质及其变体 (选定的和/或可编辑的),并将它们添加到内部材" +"质列表。然后可以用 [method get_material] 访问它们,并在 [method " "EditorSpatialGizmo.add_mesh] 和 [method EditorSpatialGizmo.add_lines] 中使" "用。不应该被重写。" @@ -27095,8 +27087,8 @@ msgid "" "[EditorSpatialGizmo] is provided, it will try to get the corresponding " "variant (selected and/or editable)." msgstr "" -"从内部材料列表中获取材料。如果提供了一个 [EditorSpatialGizmo] ,它将尝试获取" -"相应的variant (选定的和/或可编辑的)。" +"从内部材质列表中获取材质。如果提供了一个 [EditorSpatialGizmo] ,它将尝试获取" +"相应的变体 (选定的和/或可编辑的)。" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" @@ -28168,7 +28160,7 @@ msgstr "" msgid "" "The fade-in distance for screen-space reflections. Affects the area from the " "reflected material to the screen-space reflection)." -msgstr "屏幕空间反射的淡入距离。影响从反射材料到屏幕空间反射的区域。" +msgstr "屏幕空间反射的淡入距离。影响从反射材质到屏幕空间反射的区域。" #: doc/classes/Environment.xml msgid "" @@ -28411,10 +28403,10 @@ msgid "" "will eventually become white if the light is bright enough to saturate the " "camera sensor." msgstr "" -"高质量的Academy Color Encoding System学院色彩编码系统色调映射运算器,符合行业" -"标准。执行更精确的物理曲线拟合,更好地模拟光线在现实世界中的工作方式。光线和" -"发光材料的颜色会随着发光能量的增加而变浅,如果光线足够亮,足以使相机传感器饱" -"和,最终会变成白色。" +"高质量的 Academy Color Encoding System(学院色彩编码系统)色调映射器,符合行" +"业标准。执行更精确的物理曲线拟合,更好地模拟光线在现实世界中的工作方式。光线" +"和发光材质的颜色会随着发光能量的增加而变浅,如果光线足够亮,足以使相机传感器" +"饱和,最终会变成白色。" #: doc/classes/Environment.xml msgid "Low depth-of-field blur quality (fastest)." @@ -29400,14 +29392,14 @@ msgid "" "Cast a [bool] value to a floating-point value, [code]float(true)[/code] will " "be equal to 1.0 and [code]float(false)[/code] will be equal to 0.0." msgstr "" -"将一个[bool]值投给一个浮点值,[code]float(true)[/code]将等于1.0," -"[code]float(false)[/code]将等于0.0。" +"将 [bool] 值转换为浮点值,[code]float(true)[/code] 将等于 1.0," +"[code]float(false)[/code] 将等于 0.0。" #: doc/classes/float.xml msgid "" "Cast an [int] value to a floating-point value, [code]float(1)[/code] will be " "equal to 1.0." -msgstr "将一个[int]值投给一个浮点值,[code]float(1)[/code]将等于1.0。" +msgstr "将 [int] 值转换为浮点值,[code]float(1)[/code] 将等于 1.0。" #: doc/classes/float.xml msgid "" @@ -29420,12 +29412,12 @@ msgid "" "calling [code]float(\"1a3\")[/code] will return 1 while calling " "[code]float(\"1e3a2\")[/code] will return 1000.0." msgstr "" -"将一个[String]值转换成一个浮点值。这个方法接受浮点数字符串,如" -"[code]\"1.23\"[/code]和指数符号字符串作为其参数,所以调用[code]float(\"1e3\")" -"[/code]将返回1000.0,调用[code]float(\"1e-3\")[/code]将返回0.001。用一个无效" -"的float字符串调用这个方法将返回0。该方法在第一个无效字符处停止解析,并将返回" -"到目前为止的解析结果,因此调用[code]float(\"1a3\")[/code]将返回1,而调用" -"[code]float(\"1e3a2\")[/code]将返回1000.0。" +"将 [String] 值转换为浮点值。这个方法的参数接受类似 [code]\"1.23\"[/code] 的浮" +"点数字符串,以及指数符号字符串,所以调用 [code]float(\"1e3\")[/code] 将返回 " +"1000.0,调用 [code]float(\"1e-3\")[/code] 将返回 0.001。使用无效的浮点数字符" +"串调用这个方法将返回 0。该方法会在第一个无效字符处停止解析并返回到目前为止的" +"解析结果,因此调用 [code]float(\"1a3\")[/code] 将返回1,而调用 " +"[code]float(\"1e3a2\")[/code] 将返回 1000.0。" #: doc/classes/Font.xml msgid "Internationalized font and text drawing support." @@ -30763,7 +30755,7 @@ msgid "" "Base node for geometry-based visual instances. Shares some common " "functionality like visibility and custom materials." msgstr "" -"基于几何图形的视觉实例的基础节点。分享一些共同的机制,如可见性和自定义材料。" +"基于几何图形的视觉实例的基础节点。分享一些共同的机制,如可见性和自定义材质。" #: doc/classes/GeometryInstance.xml msgid "" @@ -30853,8 +30845,8 @@ msgid "" "material set in any material slot of the mesh." msgstr "" "整个几何体的材质覆盖。\n" -"如果一个材料被分配给这个属性,它将会被用来代替在网格的任何材料槽中设置的任何" -"材料。" +"如果一个材质被分配给这个属性,它将会被用来代替在网格的任何材质槽中设置的任何" +"材质。" #: doc/classes/GeometryInstance.xml msgid "" @@ -32248,14 +32240,14 @@ msgstr "" #: doc/classes/GrooveJoint2D.xml msgid "Groove constraint for 2D physics." -msgstr "2D物理的沟槽约束。" +msgstr "2D 物理的沟槽约束。" #: doc/classes/GrooveJoint2D.xml msgid "" "Groove constraint for 2D physics. This is useful for making a body \"slide\" " "through a segment placed in another." msgstr "" -"2D物理的沟槽约束。这对于使一个物体“滑过”放置在另一个物体上的区段很有用。" +"2D 物理的沟槽约束。这对于使一个物体“滑过”放置在另一个物体上的区段很有用。" #: doc/classes/GrooveJoint2D.xml msgid "" @@ -32306,32 +32298,32 @@ msgid "" "[/codeblock]\n" "[b]Note:[/b] Not available in HTML5 exports." msgstr "" -"HashingContext类提供了一个接口,用于计算多次迭代的加密哈希值。例如,当计算大" -"文件的哈希值(你不必在内存中加载它们)、网络流和一般的数据流(你不必持有缓冲" -"区)时,这很有用。\n" -"[enum HashType]枚举显示了支持的哈希算法。\n" +"HashingContext 类为计算多次迭代的加密哈希值提供接口。例如,当计算大文件的哈希" +"值(你不必在内存中加载它们)、网络流和一般的数据流(你不必持有缓冲区)时,这" +"很有用。\n" +"[enum HashType] 枚举显示了支持的哈希算法。\n" "[codeblock]\n" "const CHUNK_SIZE = 1024\n" "\n" "func hash_file(path):\n" " var ctx = HashingContext.new()\n" " var file = File.new()\n" -" # 开始一个 SHA-256 context.\n" +" # 开始一个 SHA-256 context。\n" " ctx.start(HashingContext.HASH_SHA256)\n" -" # 检查文件是否存在.\n" +" # 检查文件是否存在。\n" " if not file.file_exists(path):\n" " return\n" -" # 打开文件的哈希.\n" +" # 打开文件的哈希。\n" " file.open(path, File.READ)\n" -" # 在读取每一区块后,更新上下文.\n" +" # 在读取每一区块后,更新上下文。\n" " while not file.eof_reached():\n" " ctx.update(file.get_buffer(CHUNK_SIZE))\n" -" # 获取计算的哈希值.\n" +" # 获取计算的哈希值。\n" " var res = ctx.finish()\n" -" # 以十六进制字符串和数组的形式打印结果.\n" +" # 以十六进制字符串和数组的形式打印结果。\n" " printt(res.hex_encode(), Array(res))\n" "[/codeblock]\n" -"[b]注意:[/b] 这在导出为HTML5时是不可用的。" +"[b]注意:[/b]这在导出为 HTML5 时是不可用的。" #: doc/classes/HashingContext.xml msgid "Closes the current context, and return the computed hash." @@ -32355,11 +32347,11 @@ msgstr "哈希算法:MD5。" #: doc/classes/HashingContext.xml msgid "Hashing algorithm: SHA-1." -msgstr "哈希算法。SHA-1。" +msgstr "哈希算法:SHA-1。" #: doc/classes/HashingContext.xml msgid "Hashing algorithm: SHA-256." -msgstr "哈希算法。SHA-256。" +msgstr "哈希算法:SHA-256。" #: doc/classes/HBoxContainer.xml msgid "Horizontal box container." @@ -32367,11 +32359,11 @@ msgstr "水平盒容器。" #: doc/classes/HBoxContainer.xml msgid "Horizontal box container. See [BoxContainer]." -msgstr "水平的容器。参阅[BoxContainer]。" +msgstr "水平盒容器。请参阅 [BoxContainer]。" #: doc/classes/HBoxContainer.xml msgid "The horizontal space between the [HBoxContainer]'s elements." -msgstr "[HBoxContainer]的元素之间的水平空间。" +msgstr "[HBoxContainer] 的元素之间的水平间隙。" #: doc/classes/HeightMapShape.xml msgid "Height map shape for 3D physics." @@ -32380,14 +32372,14 @@ msgstr "3D 物理的高度图形状。" #: doc/classes/HeightMapShape.xml msgid "" "Height map shape resource, which can be added to a [PhysicsBody] or [Area]." -msgstr "高度图形状资源,可以添加到[PhysicsBody]或[Area]中。" +msgstr "高度图形状资源,可以添加到 [PhysicsBody] 或 [Area] 中。" #: doc/classes/HeightMapShape.xml msgid "" "Height map data, pool array must be of [member map_width] * [member " "map_depth] size." msgstr "" -"高度图数据,池数组的大小必须是 [member map_width] * [member map_depth] 。" +"高度图数据,池数组的大小必须是 [member map_width] * [member map_depth]。" #: doc/classes/HeightMapShape.xml msgid "" @@ -32425,7 +32417,7 @@ msgstr "返回指定参数的值。" #: doc/classes/HingeJoint.xml msgid "If [code]true[/code], enables the specified flag." -msgstr "如果为[code]true[/code],启用指定的flag。" +msgstr "如果为 [code]true[/code],启用指定的标志。" #: doc/classes/HingeJoint.xml doc/classes/PinJoint.xml msgid "Sets the value of the specified parameter." @@ -32485,7 +32477,7 @@ msgstr "两个物体向不同方向移动时被拉回到一起的速度。" #: doc/classes/HMACContext.xml msgid "Used to create an HMAC for a message using a key." -msgstr "用来为一个使用密钥的信息创建HMAC。" +msgstr "用来为一个使用密钥的信息创建 HMAC。" #: doc/classes/HMACContext.xml msgid "" @@ -32536,8 +32528,8 @@ msgid "" "[/codeblock]\n" "[b]Note:[/b] Not available in HTML5 exports." msgstr "" -"HMACContext类对于高级的HMAC用例非常有用,例如流式消息,因为它支持在一段时间内" -"创建消息,而不是一次性提供。\n" +"HMACContext 类对于高级的 HMAC 用例非常有用,例如流式消息,因为它支持在一段时" +"间内创建消息,而不是一次性提供。\n" "[codeblock]\n" "extends Node\n" "var ctx = HMACContext.new()\n" @@ -32555,7 +32547,7 @@ msgstr "" " var hmac = ctx.finish()\n" " print(hmac.hex_encode())\n" "[/codeblock]\n" -"而在C#中,我们可以使用下面的方法。\n" +"而在 C# 中,我们可以使用下面的方法。\n" "[codeblock]\n" "using Godot;\n" "using System;\n" @@ -32580,21 +32572,21 @@ msgstr "" " }\n" "}\n" "[/codeblock]\n" -"[b]注意:[/b] 在HTML5导出中不可用。" +"[b]注意:[/b]在 HTML5 导出中不可用。" #: doc/classes/HMACContext.xml msgid "" "Returns the resulting HMAC. If the HMAC failed, an empty [PoolByteArray] is " "returned." -msgstr "返回生成的HMAC。如果HMAC失败,将返回一个空的[PoolByteArray]。" +msgstr "返回生成的 HMAC。如果 HMAC 失败,将返回一个空的 [PoolByteArray]。" #: doc/classes/HMACContext.xml msgid "" "Initializes the HMACContext. This method cannot be called again on the same " "HMACContext until [method finish] has been called." msgstr "" -"初始化HMACContext。在[method finish]被调用之前,不能在同一个HMACContext上再次" -"调用此方法。" +"初始化 HMACContext。在 [method finish] 被调用之前,不能在同一个 HMACContext " +"上再次调用此方法。" #: doc/classes/HMACContext.xml msgid "" @@ -32602,8 +32594,8 @@ msgid "" "[method finish] is called to append [code]data[/code] to the message, but " "cannot be called until [method start] has been called." msgstr "" -"更新要进行HMAC的消息。在调用[method finish]将[code]data[/code]追加到消息中之" -"前,可以多次调用,但在调用[method start]之前不能调用。" +"更新要进行 HMAC 的消息。在调用 [method finish] 将 [code]data[/code] 追加到消" +"息中之前,可以多次调用,但在调用 [method start] 之前不能调用。" #: doc/classes/HScrollBar.xml msgid "Horizontal scroll bar." @@ -32619,8 +32611,8 @@ msgid "" "Icon used as a button to scroll the [ScrollBar] left. Supports custom step " "using the [member ScrollBar.custom_step] property." msgstr "" -"作为按钮使用的图标,它用于使[ScrollBar]向左滚动。滚动步长由[member ScrollBar." -"custom_step] 属性值自定义。" +"作为按钮使用的图标,它用于使 [ScrollBar] 向左滚动。滚动步长由 [member " +"ScrollBar.custom_step] 属性值自定义。" #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml msgid "Displayed when the mouse cursor hovers over the decrement button." @@ -32635,8 +32627,8 @@ msgid "" "Icon used as a button to scroll the [ScrollBar] right. Supports custom step " "using the [member ScrollBar.custom_step] property." msgstr "" -"作为按钮使用的图标,它用于使[ScrollBar]向右滚动。滚动步长由[member ScrollBar." -"custom_step] 属性值自定义。" +"作为按钮使用的图标,它用于使 [ScrollBar] 向右滚动。滚动步长由 [member " +"ScrollBar.custom_step] 属性值自定义。" #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml msgid "Displayed when the mouse cursor hovers over the increment button." @@ -32662,7 +32654,7 @@ msgstr "在拖动条被拖动时使用。" #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml msgid "Used as background of this [ScrollBar]." -msgstr "用作此[ScrollBar]的背景。" +msgstr "用作此 [ScrollBar] 的背景。" #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml msgid "Used as background when the [ScrollBar] has the GUI focus." @@ -32866,7 +32858,7 @@ msgid "" "the body length will also be [code]-1[/code]." msgstr "" "返回响应体长度。\n" -"[b]注意:[/b] 部分 Web 服务器可能不发送响应体长度,此时返回值将为 [code]-1[/" +"[b]注意:[/b]部分 Web 服务器可能不发送响应体长度,此时返回值将为 [code]-1[/" "code]。如果使用分块传输编码,响应体的长度也将为 [code]-1[/code]。" #: doc/classes/HTTPClient.xml @@ -34079,12 +34071,11 @@ msgstr "" "能无法导入。" #: doc/classes/Image.xml doc/classes/ImageTexture.xml -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/assets_pipeline/" "importing_images.html" msgstr "" -"https://docs.godotengine.org/zh_CN/stable/getting_started/workflow/assets/" +"https://docs.godotengine.org/zh_CN/stable/tutorials/assets_pipeline/" "importing_images.html" #: doc/classes/Image.xml @@ -35491,11 +35482,11 @@ msgid "" "action deadzones. However, you can override the deadzone to be whatever you " "want (on the range of 0 to 1)." msgstr "" -"通过指定正负X和Y轴的四个动作来获取向量矢量。\n" -"这个方法在获取向量输入时很有用,比如从操纵杆、方向盘、箭头或WASD。向量的长度" -"被限制为1,并且有一个圆形的死区,这对于使用向量输入进行运动很有用。\n" -"默认情况下,死区根据动作死区的平均值自动计算。然而,你可以覆盖死区,获得你想" -"要的,注,在0到1的范围内。" +"通过指定正负 X 和 Y 轴的四个动作来获取输入向量。\n" +"这个方法在获取向量输入时很有用,比如从操纵杆、方向盘、箭头或 WASD。向量的长度" +"被限制为 1,并且有一个圆形的死区,这对于使用向量输入进行运动很有用。\n" +"默认情况下,死区根据动作死区的平均值自动计算。然而,你可以把死区覆盖为任何你" +"想要的值(在 0 到 1 的范围内)。" #: doc/classes/Input.xml msgid "" @@ -36689,23 +36680,23 @@ msgid "" "print(max_int) # -9223372036854775808, we overflowed and wrapped around.\n" "[/codeblock]" msgstr "" -"有符号的64位整数类型。\n" -"它可以在[code][-2^63, 2^63 - 1][/code]区间取值,即[code]" +"有符号的 64 位整数类型。\n" +"它可以在 [code][-2^63, 2^63 - 1][/code] 区间内取值,即 [code]" "[-9223372036854775808, 9223372036854775807][/code]。超过这个界限将从头/尾环绕" "循环。\n" -"[int]是一个[Variant]变量类型,因此在给一个[Variant]变量分配整数值时将被使用。" -"它也可以用[code]: int[/code]类型提示来执行。\n" -"[codeblock]\n" -"var my_variant = 0 # int, value 0.\n" -"my_variant += 4.2 # float, value 4.2.\n" -"var my_int: int = 1 # int, value 1.\n" -"my_int = 4.2 # int, value 4, 右值被隐式强制转换为int\n" -"my_int = int(\"6.7\") # int, value 6, String是用int显式强制转换的。\n" +"[int] 是 [Variant] 的一种类型,因此会在为 [Variant] 赋整数值时使用。也可以通" +"过 [code]: int[/code] 类型提示来强制使用。\n" +"[codeblock]\n" +"var my_variant = 0 # int,值为 0。\n" +"my_variant += 4.2 # float,值为 4.2。\n" +"var my_int: int = 1 # int,值为 1。\n" +"my_int = 4.2 # int,值为 4,右侧的值被隐式转换为 int。\n" +"my_int = int(\"6.7\") # int,值为 6,该 String 被显式转换为 int。\n" "\n" "var max_int = 9223372036854775807\n" -"print(max_int) # 9223372036854775807, OK.\n" +"print(max_int) # 9223372036854775807,没问题。\n" "max_int += 1\n" -"print(max_int) # -9223372036854775808, 值溢出并绕到最小值。\n" +"print(max_int) # -9223372036854775808,值溢出了,并进行了环绕。\n" "[/codeblock]" #: doc/classes/int.xml @@ -37419,13 +37410,12 @@ msgstr "" "compiling_for_web.html]为 Web平台编译[/url]。" #: doc/classes/JavaScript.xml -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/export/exporting_for_web." "html#calling-javascript-from-script" msgstr "" -"https://docs.godotengine.org/zh_CN/stable/getting_started/workflow/export/" -"exporting_for_web.html#calling-javascript-from-script" +"https://docs.godotengine.org/zh_CN/stable/tutorials/export/exporting_for_web." +"html#calling-javascript-from-script" #: doc/classes/JavaScript.xml msgid "" @@ -37594,12 +37584,11 @@ msgstr "" "接口维基百科。" #: doc/classes/JNISingleton.xml -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/platform/android/" "android_plugin.html" msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/plugins/android/" +"https://docs.godotengine.org/zh_CN/stable/tutorials/platform/android/" "android_plugin.html" #: doc/classes/Joint.xml @@ -38798,16 +38787,16 @@ msgid "" "from it. Light contains the common variables and parameters used for " "lighting." msgstr "" -"Light是灯光节点的[i]抽象[/i]基类。它不能被实例化,所以它不应该被直接使用。其" +"Light 是灯光节点的[i]抽象[/i]基类。它不能被实例化,所以它不应该被直接使用。其" "他类型的灯光节点都是继承自它。灯光包含用于照明的常用变量和参数。" #: doc/classes/Light.xml msgid "Returns the value of the specified [enum Light.Param] parameter." -msgstr "返回指定的[enum Light.Param]参数的值。" +msgstr "返回指定的 [enum Light.Param] 参数的值。" #: doc/classes/Light.xml msgid "Sets the value of the specified [enum Light.Param] parameter." -msgstr "设置指定的[enum Light.Param]参数的值。" +msgstr "设置指定的 [enum Light.Param] 参数的值。" #: doc/classes/Light.xml msgid "" @@ -39325,7 +39314,7 @@ msgid "" "The direction difference in radians between vector points. This value is " "only used if [code]joint mode[/code] is set to [constant LINE_JOINT_SHARP]." msgstr "" -"矢量点之间弧度的方向差。仅当 [code]joint mode[/code] 设置为 [constant " +"向量点之间弧度的方向差。仅当 [code]joint mode[/code] 设置为 [constant " "LINE_JOINT_SHARP] 时,才使用此值。" #: doc/classes/Line2D.xml @@ -41509,21 +41498,19 @@ msgstr "" "由于实例可能具有任何行为,用于可见性的AABB必须由用户提供。" #: doc/classes/MultiMesh.xml doc/classes/MultiMeshInstance.xml -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/performance/vertex_animation/" "animating_thousands_of_fish.html" msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/3d/vertex_animation/" -"animating_thousands_of_fish.html" +"https://docs.godotengine.org/zh_CN/stable/tutorials/performance/" +"vertex_animation/animating_thousands_of_fish.html" #: doc/classes/MultiMesh.xml doc/classes/MultiMeshInstance.xml -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/performance/using_multimesh." "html" msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/optimization/" +"https://docs.godotengine.org/zh_CN/stable/tutorials/performance/" "using_multimesh.html" #: doc/classes/MultiMesh.xml @@ -42025,12 +42012,11 @@ msgstr "" "是,要注意避免死锁。" #: doc/classes/Mutex.xml doc/classes/Semaphore.xml doc/classes/Thread.xml -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/performance/threads/" "using_multiple_threads.html" msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/threads/" +"https://docs.godotengine.org/zh_CN/stable/tutorials/performance/threads/" "using_multiple_threads.html" #: doc/classes/Mutex.xml @@ -43469,13 +43455,12 @@ msgstr "" "外,请参阅高级网络教程和相应的演示。" #: doc/classes/Node.xml -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/getting_started/step_by_step/" "nodes_and_scenes.html" msgstr "" "https://docs.godotengine.org/zh_CN/stable/getting_started/step_by_step/" -"scenes_and_nodes.html" +"nodes_and_scenes.html" #: doc/classes/Node.xml msgid "https://github.com/godotengine/godot-demo-projects/" @@ -45365,21 +45350,19 @@ msgstr "" "Object本身,而不是它的任何子类,如[Reference]。" #: doc/classes/Object.xml doc/classes/Reference.xml doc/classes/Resource.xml -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/best_practices/" "node_alternatives.html" msgstr "" -"https://docs.godotengine.org/zh_CN/stable/getting_started/workflow/" -"best_practices/node_alternatives.html" +"https://docs.godotengine.org/zh_CN/stable/tutorials/best_practices/" +"node_alternatives.html" #: doc/classes/Object.xml -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/scripting/gdscript/" "gdscript_exports.html#advanced-exports" msgstr "" -"https://docs.godotengine.org/zh_CN/stable/getting_started/scripting/gdscript/" +"https://docs.godotengine.org/zh_CN/stable/tutorials/scripting/gdscript/" "gdscript_exports.html#advanced-exports" #: doc/classes/Object.xml @@ -47441,7 +47424,6 @@ msgstr "" "Windows 之外的所有平台上都区分大小写。" #: doc/classes/OS.xml -#, fuzzy msgid "" "Returns [code]true[/code] if the feature for the given feature tag is " "supported in the currently running instance, depending on the platform, " @@ -47451,12 +47433,11 @@ msgid "" "documentation for more details.\n" "[b]Note:[/b] Tag names are case-sensitive." msgstr "" -"如果给定的特征标签的特征在当前运行的实例中得到支持,则返回[code]true[/code]," -"具体取决于平台和构建等。可以用来检查你当前是否在运行一个调试构建,是否在某个" -"平台或架构上,等等。更多细节请参考[url=https://docs.godotengine.org/zh_CN/" -"stable/getting_started/workflow/export/feature_tags.html]功能标签[/url]文" -"档。\n" -"[b]注意:[/b] 标签名称区分大小写。" +"如果给定的特征标签的特征在当前运行的实例中得到支持,则返回 [code]true[/" +"code],具体取决于平台和构建等。可以用来检查你当前是否在运行一个调试构建,是否" +"在某个平台或架构上,等等。更多细节请参考[url=https://docs.godotengine.org/" +"zh_CN/stable/tutorials/export/feature_tags.html]功能标签[/url]文档。\n" +"[b]注意:[/b]标签名称区分大小写。" #: doc/classes/OS.xml msgid "" @@ -48988,13 +48969,12 @@ msgstr "" "见 AABB[/b]。否则,粒子可能会由于相机位置和角度的改变突然消失。" #: doc/classes/Particles.xml -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/performance/vertex_animation/" "controlling_thousands_of_fish.html" msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/3d/vertex_animation/" -"controlling_thousands_of_fish.html" +"https://docs.godotengine.org/zh_CN/stable/tutorials/performance/" +"vertex_animation/controlling_thousands_of_fish.html" #: doc/classes/Particles.xml msgid "" @@ -50101,7 +50081,7 @@ msgstr "" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the linear velocity vector at the collider's contact point." -msgstr "返回碰撞体接触点处的线速度矢量。" +msgstr "返回碰撞体接触点处的线速度向量。" #: doc/classes/Physics2DDirectBodyState.xml msgid "" @@ -50183,7 +50163,7 @@ msgstr "物体停止转动的速度,如果没有任何其他力使它运动。 #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml msgid "The total gravity vector being currently applied to this body." -msgstr "这个物体上的总重力矢量。" +msgstr "这个物体上的总重力向量。" #: doc/classes/Physics2DDirectBodyState.xml #: doc/classes/PhysicsDirectBodyState.xml @@ -51059,13 +51039,13 @@ msgstr "在一个地区设置/获得重力强度的常数。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to set/get gravity vector/center in an area." -msgstr "在一个区域内设置/获取重力矢量/中心的常数。" +msgstr "在一个区域内设置/获取重力向量/中心的常数。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" "Constant to set/get whether the gravity vector of an area is a direction, or " "a center point." -msgstr "常数用于设置/获取一个区域的重力矢量是一个方向,还是一个中心点。" +msgstr "常数用于设置/获取一个区域的重力向量是一个方向,还是一个中心点。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" @@ -54193,10 +54173,9 @@ msgstr "进度的样式(即填充进度条的部分)。" #: doc/classes/ProjectSettings.xml msgid "Contains global variables accessible from everywhere." -msgstr "包含可从任何地方访问的全局变量。" +msgstr "包含全局变量,可以从任何地方访问。" #: doc/classes/ProjectSettings.xml -#, fuzzy msgid "" "Contains global variables accessible from everywhere. Use [method " "get_setting], [method set_setting] or [method has_setting] to access them. " @@ -54220,22 +54199,22 @@ msgid "" "[i]also[/i] override the setting with the desired feature tags if you want " "them to override base project settings on all platforms and configurations." msgstr "" -"包含可以从任何地方访问的全局变量。使用[method get_setting]、[method " -"set_setting]或[method has_setting]来访问它们。存储在[code]project.godot[/" -"code]中的变量也被加载到ProjectSettings中,使得这个对象对于读取自定义游戏配置" -"选项时非常有用。\n" -"当命名一个项目设置属性时,使用设置的完整路径,包括类别。例如," -"[code]\"application/config/name\"[/code]为项目名称。类别和属性名称可以在项目" -"设置对话框中查看。\n" -"[b]特性标签:[/b] 可以使用[url=https://docs.godotengine.org/zh_CN/latest/" -"tutorials/export/feature_tags.html]特性标签[/url]为特定的平台和配置(调试、发" -"布...)覆盖项目设置。\n" -"[b]覆盖:[/b] 任何项目设置都可以通过在项目的根目录下创建一个名为 " -"[code]override.cfg[/code] 的文件来覆盖。这也可以在导出的项目中使用,把这个文" -"件放在与项目二进制文件相同的目录下。覆盖仍会考虑基本项目设置[url=https://" -"docs.godotengine.org/zh_CN/latest/tutorials/export/feature_tags.html]功能标签" -"[/url]。因此,如果你想让它们在所有平台和配置上覆盖基本项目设置,请确保[i]也[/" -"i]用所需的特性标签覆盖该设置。" +"包含全局变量,可以从任何地方访问。使用 [method get_setting]、[method " +"set_setting]、[method has_setting] 访问。存储在 [code]project.godot[/code] 中" +"的变量也会被加载到 ProjectSettings 中,因此这个对象在读取自定义游戏配置选项时" +"非常有用。\n" +"指定“项目设置”的属性时,请使用设置的完整路径,包括类别。例如项目名称应使用 " +"[code]\"application/config/name\"[/code]。类别和属性名称可以在“项目设置”对话" +"框中查看。\n" +"[b]特性标签:[/b]可以使用[url=https://docs.godotengine.org/zh_CN/stable/" +"tutorials/export/feature_tags.html]特性标签[/url]来针对特定的平台和配置(调" +"试、发布……)做项目设置的覆盖。\n" +"[b]覆盖:[/b]在项目的根目录下创建名为 [code]override.cfg[/code] 的文件,就可" +"以对任意项目设置进行覆盖。对于已导出的项目,把这个文件放在与项目二进制文件相" +"同的目录下,也可以达到覆盖的目的。覆盖时仍会考虑基础项目设置的[url=https://" +"docs.godotengine.org/zh_CN/stable/tutorials/export/feature_tags.html]特性标签" +"[/url]。因此,如果你想让它们在所有平台和配置上覆盖基础项目设置,请确保[i]也用" +"[/i]所需的特性标签覆盖该设置。" #: doc/classes/ProjectSettings.xml msgid "" @@ -54258,12 +54237,12 @@ msgid "" "ProjectSettings.add_property_info(property_info)\n" "[/codeblock]" msgstr "" -"向属性添加自定义属性信息。字典必须包含:\n" -"-[code]name[/code]:[String](属性的名称)\n" -"-[code]type[/code]: [int](参阅[enum Variant.Type])\n" -"-可选地[code]hint[/code]: [int](参阅 [enum PropertyHint])和" +"向属性添加自定义属性信息。字典必须包含:\n" +"-[code]name[/code]:[String](属性的名称)\n" +"-[code]type[/code]:[int](请参阅 [enum Variant.Type])\n" +"-可选的 [code]hint[/code]:[int](请参阅 [enum PropertyHint])和 " "[code]hint_string[/code]: [String]\n" -"[b]示例:[/b]\n" +"[b]示例:[/b]\n" "[codeblock]\n" "ProjectSettings.set(\"category/property_name\", 0)\n" "\n" @@ -54279,13 +54258,13 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "Clears the whole configuration (not recommended, may break things)." -msgstr "清除整个配置(不推荐,可能会弄坏东西)。" +msgstr "清除整个配置(不推荐,可能会弄坏东西)。" #: doc/classes/ProjectSettings.xml msgid "" "Returns the order of a configuration value (influences when saved to the " "config file)." -msgstr "返回配置值的顺序(保存到配置文件时会产生影响)。" +msgstr "返回配置值的顺序(保存到配置文件时会产生影响)。" #: doc/classes/ProjectSettings.xml msgid "" @@ -54331,8 +54310,8 @@ msgid "" msgstr "" "返回与本地化 [code]path[/code](以 [code]res://[/code] 或 [code]user://[/" "code] 开头)相对应的绝对原生 OS 路径。返回的路径将因操作系统和用户首选项而" -"异。请参阅 [url=https://docs.godotengine.org/zh_CN/stable/tutorials/io/" -"data_paths.html]Godot 项目中的文件路径[/url] 以查看这些路径转换为什么。另见" +"异。这些路径会转换为什么请参阅[url=https://docs.godotengine.org/zh_CN/stable/" +"tutorials/io/data_paths.html]《Godot 项目中的文件路径》[/url]。另请参阅 " "[method localize_path]。\n" "[b]注意:[/b]对 [code]res://[/code] 调用 [method globalize_path] 在导出的项目" "中不会起作用。当从导出的项目运行时,请将可执行文件的基目录添加到路径中:\n" @@ -54353,7 +54332,7 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "Returns [code]true[/code] if a configuration value is present." -msgstr "如果存在配置值,则返回[code]true[/code]。" +msgstr "配置值存在时返回 [code]true[/code]。" #: doc/classes/ProjectSettings.xml msgid "" @@ -54368,13 +54347,13 @@ msgid "" "specify the offset in bytes to the start of the resource pack. This is only " "supported for .pck files." msgstr "" -"将[code]pack[/code]指定的.pck或.zip文件的内容加载到资源文件系统([code]res://" -"[/code])。成功时返回[code]true[/code]。\n" -"[b]注意:[/b] 如果[code]pack[/code]中的文件与已经在资源文件系统中的文件路径相" -"同,尝试加载该文件时,将使用[code]pack[/code]中的文件,除非" -"[code]replace_files[/code] 被设置为[code]false[/code]。\n" -"[b]注意:[/b] 可选的[code]offset[/code]参数,可以用来指定资源包开始的字节偏移" -"量。这只支持.pck文件。" +"将 [code]pack[/code] 指定的 .pck 或 .zip 文件的内容加载到资源文件系统" +"([code]res://[/code])。成功时返回 [code]true[/code]。\n" +"[b]注意:[/b]如果 [code]pack[/code] 中的文件与已经在资源文件系统中的文件路径" +"相同,尝试加载该文件时,将使用 [code]pack[/code] 中的文件,除非 " +"[code]replace_files[/code] 被设置为 [code]false[/code]。\n" +"[b]注意:[/b]可选的 [code]offset[/code] 参数,可以用来指定资源包开始的字节偏" +"移量。这只支持 .pck 文件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -54390,13 +54369,13 @@ msgid "" "Returns [code]true[/code] if the specified property exists and its initial " "value differs from the current value." msgstr "" -"如果指定的属性存在,并且其初始值与当前值不同,则返回[code]true[/code]。" +"如果指定的属性存在,并且其初始值与当前值不同,则返回 [code]true[/code]。" #: doc/classes/ProjectSettings.xml msgid "" "Returns the specified property's initial value. Returns [code]null[/code] if " "the property does not exist." -msgstr "返回指定属性的初始值。如果属性不存在,则返回[code]null[/code]。" +msgstr "返回指定属性的初始值。如果属性不存在,则返回 [code]null[/code]。" #: doc/classes/ProjectSettings.xml msgid "" @@ -54407,8 +54386,8 @@ msgid "" "save_custom] to save [code]override.cfg[/code] file." msgstr "" "将配置保存到 [code]project.godot[/code] 文件中。\n" -"[b]注意:[/b]此方法是为编辑器插件使用的,因为修改后的[ProjectSettings]无法在" -"运行的应用程序中加载回来。如果要更改导出项目中的项目设置,请使用 [method " +"[b]注意:[/b]此方法是为编辑器插件使用的,因为修改后的 [ProjectSettings] 无法" +"在运行的应用程序中加载回来。如果要更改导出项目中的项目设置,请使用 [method " "save_custom] 保存 [code]override.cfg[/code] 文件。" #: doc/classes/ProjectSettings.xml @@ -54419,10 +54398,10 @@ msgid "" "code] file, which is also text, but can be used in exported projects unlike " "other formats." msgstr "" -"将配置保存到自定义文件。文件扩展名必须是[code].godot[/code](以基于文本的" -"[ConfigFile]格式保存)或[code].binary[/code](以二进制格式保存)。你也可以保" -"存为[code]override.cfg[/code]文件,它也是文本,但与其他格式不同,可以在导出的" -"项目中使用。" +"将配置保存到自定义文件。文件扩展名必须是 [code].godot[/code](以基于文本的 " +"[ConfigFile] 格式保存)或 [code].binary[/code](以二进制格式保存)。你也可以" +"保存为 [code]override.cfg[/code] 文件,它也是文本,但与其他格式不同,可以在导" +"出的项目中使用。" #: doc/classes/ProjectSettings.xml msgid "" @@ -54434,7 +54413,7 @@ msgstr "设置指定属性的初始值。这是属性恢复到的值。" msgid "" "Sets the order of a configuration value (influences when saved to the config " "file)." -msgstr "设置配置值的顺序(保存到配置文件时会产生影响)。" +msgstr "设置配置值的顺序(保存到配置文件时会产生影响)。" #: doc/classes/ProjectSettings.xml msgid "" @@ -54463,16 +54442,16 @@ msgid "" "code was also renamed to [code]GodotPayment[/code]." msgstr "" "逗号分隔的自定义 Android 模块列表(必须已在 Android 导出模板中构建)使用其 " -"Java 包路径,例如[code]\"org/godotengine/godot/MyCustomSingleton,com/example/" -"foo/FrenchFriesFactory\"[/code]。\n" -"[b]注意:[/b] 自 Godot 3.2.2 起,[code]org/godotengine/godot/GodotPaymentV3[/" +"Java 包路径,例如 [code]\"org/godotengine/godot/MyCustomSingleton,com/" +"example/foo/FrenchFriesFactory\"[/code]。\n" +"[b]注意:[/b]自 Godot 3.2.2 起,[code]org/godotengine/godot/GodotPaymentV3[/" "code] 模块被弃用,取而代之的是 [code]GodotPayment[/code] 插件,该插件应在 " "Android 中启用在 [code]Plugins[/code] 部分下导出预设。在代码中访问的单例也被" "重命名为 [code]GodotPayment[/code]。" #: doc/classes/ProjectSettings.xml msgid "Background color for the boot splash." -msgstr "启动的背景色。" +msgstr "启动界面的背景色。" #: doc/classes/ProjectSettings.xml msgid "" @@ -54480,12 +54459,12 @@ msgid "" "when engine starts. If [code]false[/code], the engine will leave it at the " "default pixel size." msgstr "" -"如果[code]true[/code],则在引擎启动时将启动图片扩展到整个窗口长度。如果" -"[code]false[/code],引擎将保持默认像素大小。" +"如果为 [code]true[/code],引擎启动时会将启动图片扩展到整个窗口长度。如果为 " +"[code]false[/code],引擎将保持其默认像素大小。" #: doc/classes/ProjectSettings.xml msgid "Path to an image used as the boot splash." -msgstr "用作启动图片的路径。" +msgstr "用作启动画面的图片路径。" #: doc/classes/ProjectSettings.xml msgid "" @@ -56541,7 +56520,8 @@ msgstr "" "量,代价是让宽相略变粗糙,可能在某些情况下为物理带来压力。\n" "默认值在大多数情况下可以很好地工作。为 0.0 时将关闭该优化,较大的值可能能够更" "好地处理较大、较快的运动物体。\n" -"[b]注意:[/b]仅在启用 [member ProjectSettings.physics/3d/use_bvh] 时使用。" +"[b]注意:[/b]仅在启用 [member ProjectSettings.physics/3d/godot_physics/" +"use_bvh] 时使用。" #: doc/classes/ProjectSettings.xml msgid "" @@ -57192,7 +57172,7 @@ msgid "" "materials. This increases performance in scenes with high overdraw, when " "complex materials and lighting are used." msgstr "" -"如果 [code]true[/code],则在渲染材质之前执行先前的深度传递。当使用复杂的材料" +"如果 [code]true[/code],则在渲染材质之前执行先前的深度传递。当使用复杂的材质" "和照明时,这会提高高透支场景的性能。" #: doc/classes/ProjectSettings.xml @@ -57390,7 +57370,7 @@ msgid "" "variants are used by rough materials." msgstr "" "如果 [code]true[/code],则使用大量样本来创建反射探针和全景背景(天空)的模糊" -"变体。这些模糊的变体可以被粗糙的材料使用。" +"变体。这些模糊的变体可以被粗糙的材质使用。" #: doc/classes/ProjectSettings.xml msgid "" @@ -59346,9 +59326,9 @@ msgstr "" "行,并释放不再使用的资源。这意味着未使用的资源在被删除之前会停留一段时间。" #: doc/classes/Resource.xml -#, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/scripting/resources.html" -msgstr "https://docs.godotengine.org/zh_CN/stable/tutorials/i18n/locales.html" +msgstr "" +"https://docs.godotengine.org/zh_CN/stable/tutorials/scripting/resources.html" #: doc/classes/Resource.xml msgid "" @@ -61102,7 +61082,7 @@ msgid "" "axis will be set as the given vector length. This is useful for jumping " "behavior." msgstr "" -"设置物体在给定轴上的速度。给定矢量轴上的速度将设置为给定矢量长度。这对于跳跃" +"设置物体在给定轴上的速度。给定矢量轴上的速度将设置为给定向量长度。这对于跳跃" "行为很有用。" #: doc/classes/RigidBody2D.xml @@ -61731,7 +61711,7 @@ msgid "" "will only operate on exported or running projects, in order to prevent " "accidental alteration to the scene and loss of data." msgstr "" -"如果启用,系统将在转换期间尝试合并 [Room] 内的相似网格(特别是在材料方面)。" +"如果启用,系统将在转换期间尝试合并 [Room] 内的相似网格(特别是在材质方面)。" "这可以显着减少渲染期间所需的绘制调用和状态更改的数量,尽管代价是降低了剔除粒" "度。\n" "[b]注意:[/b]此操作在转换过程中的运行时运行,并且只会在导出或运行的项目上运" @@ -62154,26 +62134,25 @@ msgid "" "[SceneTree] is the default [MainLoop] implementation used by scenes, and is " "thus in charge of the game loop." msgstr "" -"作为最重要的类之一,[SceneTree]管理着场景中节点的层次结构以及场景本身。节点可" -"以被添加、检索和删除。整个场景树可以被暂停,包括当前场景。场景可以被加载、切" -"换和重新加载。\n" -"你也可以使用[SceneTree]将你的节点组织成组,每个节点都可以被分配到你想要创建的" -"组,例如一个 \"敌人\" 组。然后你可以迭代这些组,甚至可以一次调用方法并设置所" -"有组成员的属性。\n" -"[SceneTree]由场景使用的默认[MainLoop]实现,因此负责游戏的循环。" +"作为最重要的类之一,[SceneTree] 管理着场景中节点的层次结构以及场景本身。节点" +"可以被添加、检索和删除。整个场景树可以被暂停,包括当前场景。场景可以被加载、" +"切换和重新加载。\n" +"你也可以使用 [SceneTree] 将你的节点组织成组,每个节点都可以被分配到你想要创建" +"的组,例如“敌人”组。然后你可以遍历这些组,甚至可以统一对所有组成员调用方法并" +"设置属性。\n" +"[SceneTree] 是场景所使用的默认 [MainLoop] 实现,因此掌控着游戏循环。" #: doc/classes/SceneTree.xml -#, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/scripting/scene_tree.html" -msgstr "https://docs.godotengine.org/zh_CN/stable/tutorials/shading/index.html" +msgstr "" +"https://docs.godotengine.org/zh_CN/stable/tutorials/scripting/scene_tree.html" #: doc/classes/SceneTree.xml -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/rendering/multiple_resolutions." "html" msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/viewports/" +"https://docs.godotengine.org/zh_CN/stable/tutorials/rendering/" "multiple_resolutions.html" #: doc/classes/SceneTree.xml @@ -62367,11 +62346,11 @@ msgid "" "iOS Human Interface Guidelines, the user is expected to close apps via the " "Home button." msgstr "" -"在当前迭代结束时退出应用程序。进程的[code]exit_code[/code]可以选择性地作为参" -"数传递。如果这个参数是[code]0[/code]或更大,它将覆盖在退出应用程序之前定义的" -"[member OS.exit_code]。\n" -"[b]注意:[/b] 在iOS上,这个方法不起作用。参考iOS界面指南建议,用户应该通过主" -"页按钮来关闭应用程序。" +"在当前迭代结束时退出应用程序。进程的 [code]exit_code[/code] 可以选择性地作为" +"参数传递。如果这个参数大于等于 [code]0[/code],它将覆盖在退出应用程序之前定义" +"的 [member OS.exit_code]。\n" +"[b]注意:[/b]这个方法在 iOS 上不起作用。根据《iOS 人机界面指南》中的建议,用" +"户应该通过 Home 键来关闭应用程序。" #: doc/classes/SceneTree.xml msgid "" @@ -62393,7 +62372,7 @@ msgid "" "Enabled by default.\n" "For mobile platforms, see [method set_quit_on_go_back]." msgstr "" -"如果[code]true[/code],应用程序自动接受退出。默认启用。\n" +"为 [code]true[/code] 时应用程序将自动接受退出。默认启用。\n" "对于移动平台,请参阅 [method set_quit_on_go_back]。" #: doc/classes/SceneTree.xml @@ -62401,7 +62380,7 @@ msgid "" "Sets the given [code]property[/code] to [code]value[/code] on all members of " "the given group." msgstr "" -"在给定组的所有成员上将给定的 [code]property[/code] 设置为 [code]value[/" +"在给定组的所有成员上将给定的属性 [code]property[/code] 设置为 [code]value[/" "code]。" #: doc/classes/SceneTree.xml @@ -62414,7 +62393,7 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "Marks the most recent [InputEvent] as handled." -msgstr "将最新的[InputEvent]标记为已处理。" +msgstr "将最新的 [InputEvent] 标记为已处理。" #: doc/classes/SceneTree.xml msgid "" @@ -62423,10 +62402,10 @@ msgid "" "To handle 'Go Back' button when this option is disabled, use [constant " "MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]." msgstr "" -"如果[code]true[/code],应用程序在返回时自动退出,例如在Android上。默认情况是" -"启用的。\n" -"要在这个选项被禁用时处理'Go Back'按钮,请使用 [constant MainLoop." -"NOTIFICATION_WM_GO_BACK_REQUEST] 。" +"为 [code]true[/code] 时应用程序将在返回时自动退出(例如在 Android 上)。默认" +"启用。\n" +"要在这个选项被禁用时处理“返回”按钮,请使用 [constant MainLoop." +"NOTIFICATION_WM_GO_BACK_REQUEST]。" #: doc/classes/SceneTree.xml msgid "" @@ -62536,6 +62515,15 @@ msgid "" "quality/dynamic_fonts/use_oversampling[/code] in [ProjectSettings]. The " "property can however be overridden at runtime as needed." msgstr "" +"为 [code]true[/code] 时启用字体过采样。这意味着根据视窗的缩放比例不同," +"[DynamicFont] 渲染的大小会比配置大小更高或更低。例如,如果视窗的缩放系数为 " +"1.5,那么配置为 14 号大小的字体将会按照 21 号大小渲染([code]14 * 1.5[/" +"code])。\n" +"[b]注意:[/b]字体过采样仅在视窗拉伸模式为 [constant STRETCH_MODE_VIEWPORT] 且" +"拉伸比例模式不是 [constant STRETCH_ASPECT_IGNORE] 时有效。\n" +"[b]注意:[/b]项目启动时会为活动的 [SceneTree] 自动设置该属性,取值为 " +"[ProjectSettings] 的 [code]rendering/quality/dynamic_fonts/use_oversampling[/" +"code]。不过运行时可以根据需要对该属性进行覆盖。" #: doc/classes/SceneTree.xml msgid "" @@ -62753,9 +62741,9 @@ msgstr "" "的基类之一相匹配,[method Object.set_script] 会扩展该对象。" #: doc/classes/Script.xml -#, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/scripting/index.html" -msgstr "https://docs.godotengine.org/zh_CN/stable/tutorials/shading/index.html" +msgstr "" +"https://docs.godotengine.org/zh_CN/stable/tutorials/scripting/index.html" #: doc/classes/Script.xml msgid "Returns [code]true[/code] if the script can be instanced." @@ -62970,6 +62958,15 @@ msgid "" "ensure_control_visible(child_node)\n" "[/codeblock]" msgstr "" +"保证给定的 [code]control[/code] 控件可见(必须是 ScrollContainer 的直接或间接" +"子节点)。会被 [member follow_focus] 使用。\n" +"[b]注意:[/b]在同一帧内刚被加入的节点上无效。如果你希望滚动至新加的子节点,就" +"必须使用 [signal SceneTree.idle_frame] 等待至下一帧:\n" +"[codeblock]\n" +"add_child(child_node)\n" +"yield(get_tree(), \"idle_frame\")\n" +"ensure_control_visible(child_node)\n" +"[/codeblock]" #: doc/classes/ScrollContainer.xml msgid "" @@ -63110,18 +63107,16 @@ msgstr "" "链接的教程。" #: doc/classes/Shader.xml doc/classes/ShaderMaterial.xml -#, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/shaders/index.html" -msgstr "https://docs.godotengine.org/zh_CN/stable/tutorials/shading/index.html" +msgstr "https://docs.godotengine.org/zh_CN/stable/tutorials/shaders/index.html" #: doc/classes/Shader.xml -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/shaders/" "introduction_to_shaders.html" msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/3d/introduction_to_3d." -"html" +"https://docs.godotengine.org/zh_CN/stable/tutorials/shaders/" +"introduction_to_shaders.html" #: doc/classes/Shader.xml msgid "" @@ -63916,8 +63911,7 @@ msgstr "柔性网格物理体。" msgid "" "A deformable physics body. Used to create elastic or deformable objects such " "as cloth, rubber, or other flexible materials." -msgstr "" -"一个可变形的物理体。用于创建弹性或可变形的物体,如布、橡胶或其他柔性材料。" +msgstr "可变形的物理体。用于创建弹性或可变形的物体,如布、橡胶或其他柔性材质。" #: doc/classes/SoftBody.xml msgid "https://docs.godotengine.org/en/3.4/tutorials/physics/soft_body.html" @@ -64003,7 +63997,7 @@ msgstr "该 SoftBody 的质量。" #: doc/classes/Spatial.xml msgid "Most basic 3D game object, parent of all 3D-related nodes." -msgstr "最基本的 3D 游戏对象,与 3D 相关的所有节点的父节点。" +msgstr "最基本的 3D 游戏对象,是所有与 3D 相关的节点的父节点。" #: doc/classes/Spatial.xml msgid "" @@ -64373,7 +64367,7 @@ msgstr "如果门户系统游戏监视器检测到它们已退出游戏区域, #: doc/classes/SpatialMaterial.xml msgid "Default 3D rendering material." -msgstr "默认的3D渲染材料。" +msgstr "默认的 3D 渲染材质。" #: doc/classes/SpatialMaterial.xml msgid "" @@ -64441,7 +64435,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "The material's base color." -msgstr "材料的底色。" +msgstr "材质的底色。" #: doc/classes/SpatialMaterial.xml msgid "" @@ -64530,7 +64524,7 @@ msgid "" "flags_unshaded] set to [code]true[/code]." msgstr "" "如果 [code]true[/code],则启用清漆渲染。在照明计算中添加二级透明通路,从而导" -"致添加镜面反射斑点。这使得材料看起来好像有一层透明层,可以是有光泽的也可以是" +"致添加镜面反射斑点。这使得材质看起来好像有一层透明层,可以是有光泽的也可以是" "粗糙的。\n" "[b]注意:[/b]如果材质将 [member flags_unshaded] 设置为 [code]true[/code],则" "透明涂层渲染不可见。" @@ -64842,11 +64836,11 @@ msgid "" "metal and non-metal sections. To alter the amount of reflection use [member " "roughness]." msgstr "" -"高值使材料看起来更像金属。非金属使用其反射率作为漫射色,并在镜面反射上添加漫" +"高值使材质看起来更像金属。非金属使用其反射率作为漫射色,并在镜面反射上添加漫" "射。对于非金属,反射出现在反照率颜色之上。金属使用其反射率作为镜面反射的倍" -"数,并将漫射色设置为黑色,从而产生有色反射。材料在全金属或全非金属时效果更" -"好,介于[code]0[/code]和[code]1[/code]之间的值只能用于金属和非金属部分之间的" -"混合。要改变反射量,请使用[member roughness]。" +"数,并将漫射色设置为黑色,从而产生有色反射。材质在全金属或全非金属时效果更" +"好,介于 [code]0[/code] 和 [code]1[/code] 之间的值只能用于金属和非金属部分之" +"间的混合。要改变反射量,请使用[member roughness]。" #: doc/classes/SpatialMaterial.xml msgid "" @@ -65187,12 +65181,12 @@ msgid "" "because it is blending the texture between the three axes, it is unsuitable " "when you are trying to achieve crisp texturing." msgstr "" -"如果[code]true[/code],纹理将不使用[code]UV[/code],而是使用三平面纹理查找来" -"确定如何应用纹理。三平面纹理使用对象表面的方向来混合纹理坐标之间。它从源纹理" -"中读取3次,每个轴一次,然后根据像素与每个轴的紧密程度在结果之间进行混合。这通" -"常用于自然特征,以获得真实的材料混合。由于三平面纹理处理每一个像素需要更多的" -"纹理读取,所以它比普通的UV纹理处理要慢得多。此外,由于它是在三个轴之间混合纹" -"理,所以当你试图实现清晰的纹理时,它是不合适的。" +"如果 [code]true[/code],纹理将不使用 [code]UV[/code],而是使用三平面纹理查找" +"来确定如何应用纹理。三平面纹理使用对象表面的方向来混合纹理坐标之间。它从源纹" +"理中读取3次,每个轴一次,然后根据像素与每个轴的紧密程度在结果之间进行混合。这" +"通常用于自然特征,以获得真实的材质混合。由于三平面纹理处理每一个像素需要更多" +"的纹理读取,所以它比普通的UV纹理处理要慢得多。此外,由于它是在三个轴之间混合" +"纹理,所以当你试图实现清晰的纹理时,它是不合适的。" #: doc/classes/SpatialMaterial.xml msgid "" @@ -65229,12 +65223,12 @@ msgid "" "because it is blending the texture between the three axes, it is unsuitable " "when you are trying to achieve crisp texturing." msgstr "" -"如果[code]true[/code],纹理将不使用[code]UV[/code],而是使用三平面纹理查找来" -"确定如何应用纹理。三平面纹理使用对象表面的方向来混合纹理坐标之间。它从源纹理" -"中读取3次,每个轴一次,然后根据像素与每个轴的紧密程度在结果之间进行混合。这通" -"常用于自然特征,以获得真实的材料混合。由于三平面纹理处理每一个像素需要更多的" -"纹理读取,所以它比普通的UV纹理处理要慢得多。此外,由于它是在三个轴之间混合纹" -"理,所以当你试图实现清晰的纹理时,它是不合适的。" +"如果 [code]true[/code],纹理将不使用 [code]UV[/code],而是使用三平面纹理查找" +"来确定如何应用纹理。三平面纹理使用对象表面的方向来混合纹理坐标之间。它从源纹" +"理中读取 3 次,每个轴一次,然后根据像素与每个轴的紧密程度在结果之间进行混合。" +"这通常用于自然特征,以获得真实的材质混合。由于三平面纹理处理每一个像素需要更" +"多的纹理读取,所以它比普通的 UV 纹理处理要慢得多。此外,由于它是在三个轴之间" +"混合纹理,所以当你试图实现清晰的纹理时,它是不合适的。" #: doc/classes/SpatialMaterial.xml msgid "" @@ -66763,114 +66757,113 @@ msgid "" "Strings are reference-counted and use a copy-on-write approach, so passing " "them around is cheap in resources." msgstr "" -"这是一个内置的字符串类(也是GDScript使用的字符串类)。它支持Unicode,并提供了" -"处理字符串的所有必要手段。字符串是有引用计数的,并使用写时复制的方法,所以在" -"资源上传递它们很节省资源。" +"这是内置的字符串类(也是 GDScript 所使用的字符串类)。它支持 Unicode,提供了" +"处理字符串的所有必要手段。字符串进行了引用计数,实现了写时复制,所以在资源中" +"进行传递的成本很低。" #: doc/classes/String.xml -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/scripting/gdscript/" "gdscript_format_string.html" msgstr "" -"https://docs.godotengine.org/zh_CN/stable/getting_started/scripting/gdscript/" +"https://docs.godotengine.org/zh_CN/stable/tutorials/scripting/gdscript/" "gdscript_format_string.html" #: doc/classes/String.xml msgid "Constructs a new String from the given [bool]." -msgstr "从给定的 [bool] 构造一个新的 String。" +msgstr "从给定的 [bool] 构造新 String。" #: doc/classes/String.xml msgid "Constructs a new String from the given [int]." -msgstr "从给定的[int]构造一个新的字符串。" +msgstr "从给定的 [int] 构造新 String。" #: doc/classes/String.xml msgid "Constructs a new String from the given [float]." -msgstr "从给定的[float]构造一个新的字符串。" +msgstr "从给定的 [float] 构造新 String。" #: doc/classes/String.xml msgid "Constructs a new String from the given [Vector2]." -msgstr "从给定的[Vector2]构造一个新的字符串。" +msgstr "从给定的 [Vector2] 构造新 String。" #: doc/classes/String.xml msgid "Constructs a new String from the given [Rect2]." -msgstr "从给定的 [Rect2] 构造一个新字符串。" +msgstr "从给定的 [Rect2] 构造新 String。" #: doc/classes/String.xml msgid "Constructs a new String from the given [Vector3]." -msgstr "从给定的 [Vector3] 构造一个新字符串。" +msgstr "从给定的 [Vector3] 构造新 String。" #: doc/classes/String.xml msgid "Constructs a new String from the given [Transform2D]." -msgstr "从给定的 [Transform2D] 构造一个新字符串。" +msgstr "从给定的 [Transform2D] 构造新 String。" #: doc/classes/String.xml msgid "Constructs a new String from the given [Plane]." -msgstr "从给定的 [Plane] 构造一个新字符串。" +msgstr "从给定的 [Plane] 构造新 String。" #: doc/classes/String.xml msgid "Constructs a new String from the given [Quat]." -msgstr "从给定的 [Quat] 构造一个新字符串。" +msgstr "从给定的 [Quat] 构造新 String。" #: doc/classes/String.xml msgid "Constructs a new String from the given [AABB]." -msgstr "从给定的 [AABB] 构造一个新字符串。" +msgstr "从给定的 [AABB] 构造新 String。" #: doc/classes/String.xml msgid "Constructs a new String from the given [Basis]." -msgstr "从给定的 [Basis] 构造一个新字符串。" +msgstr "从给定的 [Basis] 构造新 String。" #: doc/classes/String.xml msgid "Constructs a new String from the given [Transform]." -msgstr "从给定的 [Transform] 构造一个新字符串。" +msgstr "从给定的 [Transform] 构造新 String。" #: doc/classes/String.xml msgid "Constructs a new String from the given [Color]." -msgstr "从给定的 [Color] 构造一个新字符串。" +msgstr "从给定的 [Color] 构造新 String。" #: doc/classes/String.xml msgid "Constructs a new String from the given [NodePath]." -msgstr "从给定的 [NodePath] 构造一个新字符串。" +msgstr "从给定的 [NodePath] 构造新 String。" #: doc/classes/String.xml msgid "Constructs a new String from the given [RID]." -msgstr "从给定的 [RID] 构造一个新字符串。" +msgstr "从给定的 [RID] 构造新 String。" #: doc/classes/String.xml msgid "Constructs a new String from the given [Dictionary]." -msgstr "从给定的 [Dictionary] 构造一个新字符串。" +msgstr "从给定的 [Dictionary] 构造新 String。" #: doc/classes/String.xml msgid "Constructs a new String from the given [Array]." -msgstr "从给定的 [Array] 构造一个新字符串。" +msgstr "从给定的 [Array] 构造新 String。" #: doc/classes/String.xml msgid "Constructs a new String from the given [PoolByteArray]." -msgstr "从给定的[PoolByteArray]构造一个新的字符串。" +msgstr "从给定的 [PoolByteArray] 构造新 String。" #: doc/classes/String.xml msgid "Constructs a new String from the given [PoolIntArray]." -msgstr "从给定的[PoolIntArray]构造一个新的字符串。" +msgstr "从给定的 [PoolIntArray] 构造新 String。" #: doc/classes/String.xml msgid "Constructs a new String from the given [PoolRealArray]." -msgstr "从给定的[PoolRealArray]构造一个新的字符串。" +msgstr "从给定的 [PoolRealArray] 构造新 String。" #: doc/classes/String.xml msgid "Constructs a new String from the given [PoolStringArray]." -msgstr "从给定的[PoolStringArray]构造一个新的字符串。" +msgstr "从给定的 [PoolStringArray] 构造新 String。" #: doc/classes/String.xml msgid "Constructs a new String from the given [PoolVector2Array]." -msgstr "从给定的[PoolVector2Array]构造一个新的字符串。" +msgstr "从给定的 [PoolVector2Array] 构造新 String。" #: doc/classes/String.xml msgid "Constructs a new String from the given [PoolVector3Array]." -msgstr "从给定的[PoolVector3Array]构造一个新的字符串。" +msgstr "从给定的 [PoolVector3Array] 构造新 String。" #: doc/classes/String.xml msgid "Constructs a new String from the given [PoolColorArray]." -msgstr "从给定的[PoolColorArray]构建一个新的字符串。" +msgstr "从给定的 [PoolColorArray] 构造新 String。" #: doc/classes/String.xml msgid "Returns [code]true[/code] if the string begins with the given string." @@ -69306,13 +69299,13 @@ msgstr "返回所有栏位及内部边距的总宽度。" #: doc/classes/TextEdit.xml msgid "" "Returns a [String] text with the word under the caret (text cursor) location." -msgstr "返回一个[String]文本,该文本中的单词位于caret(文本光标)的位置。" +msgstr "返回一个 [String] 文本,该文本中的单词位于 caret(文本光标)的位置。" #: doc/classes/TextEdit.xml msgid "" "Returns whether the specified [code]keyword[/code] has a color set to it or " "not." -msgstr "返回指定的关键字[code]keyword[/code]是否有一个颜色被设置为它。" +msgstr "返回指定的关键字 [code]keyword[/code] 是否有一个颜色被设置为它。" #: doc/classes/TextEdit.xml doc/classes/UndoRedo.xml msgid "Returns [code]true[/code] if a \"redo\" action is available." @@ -69337,19 +69330,19 @@ msgstr "返回指定索引处的行是否隐藏。" #: doc/classes/TextEdit.xml msgid "" "Returns [code]true[/code] when the specified [code]line[/code] is bookmarked." -msgstr "当指定的行[code]line[/code]被标记为书签时,返回[code]true[/code]。" +msgstr "当指定的行 [code]line[/code] 被标记为书签时,返回 [code]true[/code]。" #: doc/classes/TextEdit.xml msgid "" "Returns [code]true[/code] when the specified [code]line[/code] has a " "breakpoint." -msgstr "当指定的行[code]line[/code]有断点时返回[code]true[/code]。" +msgstr "当指定的行 [code]line[/code] 有断点时返回 [code]true[/code]。" #: doc/classes/TextEdit.xml msgid "" "Returns [code]true[/code] when the specified [code]line[/code] is marked as " "safe." -msgstr "当指定的行[code]line[/code]被标记为安全时返回[code]true[/code]。" +msgstr "当指定的行 [code]line[/code] 被标记为安全时返回 [code]true[/code]。" #: doc/classes/TextEdit.xml msgid "Returns if the given line is wrapped." @@ -69447,7 +69440,7 @@ msgstr "" #: doc/classes/TextEdit.xml msgid "If [code]true[/code], hides the line of the specified index." -msgstr "如果[code]true[/code],隐藏指定索引的行。" +msgstr "如果 [code]true[/code],隐藏指定索引的行。" #: doc/classes/TextEdit.xml msgid "" @@ -69455,8 +69448,8 @@ msgid "" "This will show the line number with the color provided in the " "[code]safe_line_number_color[/code] theme property." msgstr "" -"如果为[code]true[/code],将行[code]line[/code]标记为安全。\n" -"这将以[code]safe_line_number_color[/code]主题属性中提供的颜色显示行号。" +"如果为 [code]true[/code],将行 [code]line[/code] 标记为安全。\n" +"这将以 [code]safe_line_number_color[/code] 主题属性中提供的颜色显示行号。" #: doc/classes/TextEdit.xml msgid "Toggle the folding of the code block at the given line." @@ -69771,12 +69764,12 @@ msgid "" "[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics " "hardware limitations. Larger textures may fail to import." msgstr "" -"纹理的作用是在视频硬件中注册一个图像,然后可以在3D模型或2D[Sprite]或" -"GUI[Control]中使用。\n" -"纹理通常是通过从文件中加载来创建的。参阅[method @GDScript.load]。\n" -"[Texture]是其他资源的基础。它不能被直接使用。\n" -"[b]注意:[/b] 由于图形硬件的限制,最大的纹理尺寸是16384×16384像素。较大的纹理" -"可能无法导入。" +"纹理的原理是在视频硬件中注册图像,然后就可以在 3D 模型、2D 精灵 [Sprite]、" +"GUI 控件 [Control] 中使用。\n" +"纹理通常是通过从文件中加载来创建的。请参阅 [method @GDScript.load]。\n" +"[Texture] 是一些其他资源的基类,无法直接使用。\n" +"[b]注意:[/b]由于图形硬件的限制,最大的纹理尺寸是 16384×16384 像素。较大的纹" +"理可能无法导入。" #: doc/classes/Texture.xml msgid "" @@ -70471,10 +70464,9 @@ msgstr "" "还可以通过编写 [code].theme[/code] 文件加载主题资源,更多信息见文档。" #: doc/classes/Theme.xml -#, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/ui/gui_skinning.html" msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/gui/gui_skinning.html" +"https://docs.godotengine.org/zh_CN/stable/tutorials/ui/gui_skinning.html" #: doc/classes/Theme.xml msgid "Clears all values on the theme." @@ -70954,13 +70946,12 @@ msgstr "" "限制。" #: doc/classes/Thread.xml -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/performance/threads/" "thread_safe_apis.html" msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/threads/thread_safe_apis." -"html" +"https://docs.godotengine.org/zh_CN/stable/tutorials/performance/threads/" +"thread_safe_apis.html" #: doc/classes/Thread.xml msgid "" @@ -74990,9 +74981,9 @@ msgid "" "code] if it's equal to [code]Vector2(0, 0)[/code]. Otherwise, a Vector2 will " "always evaluate to [code]true[/code]." msgstr "" -"2元素结构,可用于表示二维空间中的坐标或其他任何一对数字值。\n" -"[b]注意:[/b]在一个布尔语境中,如果Vector2等于[code]Vector2(0, 0)[/code],它" -"将评估为[code]false[/code]。否则,Vector2将总是评估为[code]true[/code]。" +"2 元素结构,可用于表示 2D 空间中的坐标或其他任何一对数字值。\n" +"[b]注意:[/b]在布尔语境中,如果 Vector2 等于 [code]Vector2(0, 0)[/code],它将" +"评估为 [code]false[/code]。否则,Vector2 将总是评估为 [code]true[/code]。" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" @@ -75003,7 +74994,7 @@ msgstr "" #: doc/classes/Vector2.xml msgid "" "Constructs a new Vector2 from the given [code]x[/code] and [code]y[/code]." -msgstr "从给定的[code]x[/code]和[code]y[/code]构建新的Vector2。" +msgstr "从给定的 [code]x[/code] 和 [code]y[/code] 构建新的 Vector2。" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" @@ -75062,7 +75053,7 @@ msgstr "返回这个向量的长宽比,即[member x] 与[member y]的比例。 #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." -msgstr "返回从由给定法线定义的平面上 \"反弹\" 的向量。" +msgstr "返回从由给定法线定义的平面上“反弹”的向量。" #: doc/classes/Vector2.xml msgid "" @@ -75111,7 +75102,7 @@ msgstr "" #: doc/classes/Vector2.xml msgid "Returns the distance between this vector and [code]to[/code]." -msgstr "返回此向量与[code]to[/code]之间的距离。" +msgstr "返回此向量与 [code]to[/code] 之间的距离。" #: doc/classes/Vector2.xml msgid "" @@ -75269,51 +75260,51 @@ msgstr "返回一个与原来相比逆时针旋转90度的垂直向量,长度 msgid "" "The vector's X component. Also accessible by using the index position [code]" "[0][/code]." -msgstr "矢量的X分量。也可以通过使用索引位置[code][0][/code]访问。" +msgstr "向量的 X 分量。也可以通过使用索引位置 [code][0][/code] 访问。" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "The vector's Y component. Also accessible by using the index position [code]" "[1][/code]." -msgstr "矢量的Y分量。也可以通过使用索引位置[code][1][/code]访问。" +msgstr "向量的 Y 分量。也可以通过使用索引位置 [code][1][/code] 访问。" #: doc/classes/Vector2.xml msgid "Enumerated value for the X axis." -msgstr "X轴的枚举值。" +msgstr "X 轴的枚举值。" #: doc/classes/Vector2.xml msgid "Enumerated value for the Y axis." -msgstr "Y轴的枚举值。" +msgstr "Y 轴的枚举值。" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "Zero vector, a vector with all components set to [code]0[/code]." -msgstr "零向量,一个所有分量都设置为[code]0[/code]的向量。" +msgstr "零向量,所有分量都设置为 [code]0[/code] 的向量。" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "One vector, a vector with all components set to [code]1[/code]." -msgstr "一个向量,所有分量都设置为[code]1[/code]的向量。" +msgstr "一向量,所有分量都设置为 [code]1[/code] 的向量。" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" "Infinity vector, a vector with all components set to [constant @GDScript." "INF]." -msgstr "无穷大向量,一个所有分量都设置为[constant @GDScript.INF]的向量。" +msgstr "无穷大向量,所有分量都设置为 [constant @GDScript.INF] 的向量。" #: doc/classes/Vector2.xml msgid "Left unit vector. Represents the direction of left." -msgstr "左单位矢量。代表左的方向。" +msgstr "左单位向量。代表左的方向。" #: doc/classes/Vector2.xml msgid "Right unit vector. Represents the direction of right." -msgstr "右单位矢量。代表右的方向。" +msgstr "右单位向量。代表右的方向。" #: doc/classes/Vector2.xml msgid "Up unit vector. Y is down in 2D, so this vector points -Y." -msgstr "向上单位向量。Y在2D中是向下的,所以这个向量指向-Y。" +msgstr "上单位向量。Y 在 2D 中是向下的,所以这个向量指向 -Y。" #: doc/classes/Vector2.xml msgid "Down unit vector. Y is down in 2D, so this vector points +Y." -msgstr "向下单位向量。在2D中Y是向下的,所以这个向量指向+Y。" +msgstr "下单位向量。在 2D 中 Y 是向下的,所以这个向量指向 +Y。" #: doc/classes/Vector3.xml msgid "Vector used for 3D math." @@ -75348,7 +75339,7 @@ msgstr "返回一个新的向量,所有的分量都是四舍五入的,向正 #: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." -msgstr "返回此向量与[code]b[/code]的叉积。" +msgstr "返回此向量与 [code]b[/code] 的叉积。" #: doc/classes/Vector3.xml msgid "" @@ -75436,7 +75427,7 @@ msgstr "将此向量向[code]to[/code]移动,以固定[code]delta[/code]量。 #: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." -msgstr "返回与[code]b[/code]的外积。" +msgstr "返回与 [code]b[/code] 的外积。" #: doc/classes/Vector3.xml msgid "Returns this vector projected onto another vector [code]b[/code]." @@ -75497,25 +75488,25 @@ msgstr "向量的Z分量。也可以通过使用索引位置[code][2][/code]访 msgid "" "Enumerated value for the X axis. Returned by [method max_axis] and [method " "min_axis]." -msgstr "X轴的枚举值。由[method max_axis]和[method min_axis]返回。" +msgstr "X 轴的枚举值。由 [method max_axis] 和 [method min_axis] 返回。" #: doc/classes/Vector3.xml msgid "" "Enumerated value for the Y axis. Returned by [method max_axis] and [method " "min_axis]." -msgstr "Y轴的枚举值。由 [method max_axis] 和 [method min_axis] 返回。" +msgstr "Y 轴的枚举值。由 [method max_axis] 和 [method min_axis] 返回。" #: doc/classes/Vector3.xml msgid "" "Enumerated value for the Z axis. Returned by [method max_axis] and [method " "min_axis]." -msgstr "Z轴的枚举值。由 [method max_axis] 和 [method min_axis]返回。" +msgstr "Z 轴的枚举值。由 [method max_axis] 和 [method min_axis] 返回。" #: doc/classes/Vector3.xml msgid "" "Left unit vector. Represents the local direction of left, and the global " "direction of west." -msgstr "左单位向量。代表局部的左方向,以及全局的西方向。" +msgstr "左单位向量。代表局部的左方向,全局的西方向。" #: doc/classes/Vector3.xml msgid "" @@ -75525,23 +75516,23 @@ msgstr "右单位向量。代表局部的右方向,全局的东方向。" #: doc/classes/Vector3.xml msgid "Up unit vector." -msgstr "向上单位向量。" +msgstr "上单位向量。" #: doc/classes/Vector3.xml msgid "Down unit vector." -msgstr "向下单位向量。" +msgstr "下单位向量。" #: doc/classes/Vector3.xml msgid "" "Forward unit vector. Represents the local direction of forward, and the " "global direction of north." -msgstr "前进单位向量。代表局部前进方向,以及全局的北方向。" +msgstr "前单位向量。代表局部的前方向,全局的北方向。" #: doc/classes/Vector3.xml msgid "" "Back unit vector. Represents the local direction of back, and the global " "direction of south." -msgstr "后单位向量。代表局部后方向,以及全局的南方向。" +msgstr "后单位向量。代表局部的后方向,全局的南方向。" #: doc/classes/VehicleBody.xml msgid "Physics body that simulates the behavior of a car." @@ -75601,10 +75592,10 @@ msgid "" "you will need to add logic for this if you wish to simulate gears.\n" "A negative value will result in the vehicle reversing." msgstr "" -"通过施加一个引擎力来加速车辆。只有当[member VehicleWheel.use_as_traction]设置" -"为[code]true[/code]并与表面接触的车轮才会加速。车辆的[member RigidBody.mass]" -"对车辆的加速度有影响。对于一个质量设置为1000的车辆,可以尝试在25-50的范围内选" -"择加速度的值。\n" +"通过施加一个引擎力来加速车辆。只有当 [member VehicleWheel.use_as_traction] 设" +"置为 [code]true[/code] 并与表面接触的车轮才会加速。车辆的 [member RigidBody." +"mass] 对车辆的加速度有影响。对于一个质量设置为 1000 的车辆,可以尝试在 25-50 " +"的范围内选择加速度的值。\n" "[b]注意:[/b]模拟不考虑齿轮的影响,如果你想模拟齿轮,将需要为其添加逻辑。\n" "负值将导致车辆倒车。" @@ -75652,7 +75643,7 @@ msgstr "" #: doc/classes/VehicleWheel.xml msgid "Returns [code]true[/code] if this wheel is in contact with a surface." -msgstr "如果轮子与表面接触,返回[code]true[/code]。" +msgstr "如果轮子与表面接触,返回 [code]true[/code]。" #: doc/classes/VehicleWheel.xml msgid "" @@ -76031,7 +76022,6 @@ msgid "Creates a sub-view into the screen." msgstr "在屏幕中创建一个子视图。" #: doc/classes/Viewport.xml -#, fuzzy msgid "" "A Viewport creates a different view into the screen, or a sub-view inside " "another viewport. Children 2D Nodes will display on it, and children Camera " @@ -76050,22 +76040,24 @@ msgid "" "to be upside down. Enabling [member render_target_v_flip] will display the " "Viewport with the correct orientation." msgstr "" -"视窗在屏幕上创建不同的视图,或者是另一个视窗中的子视图。子代2D节点会在其上显" -"示,子代相机3D节点也会在其上渲染。\n" -"另外,视窗可以有自己的2D或3D世界,所以它们不会与其他视窗共享其所绘制的内" +"视窗在屏幕上创建不同的视图,或者是另一个视窗中的子视图。子代 2D 节点会在其上" +"显示,子代 3D 摄像机节点也会在其上渲染。\n" +"另外,视窗可以有自己的 2D 或 3D 世界,所以它们不会与其他视窗共享其所绘制的内" "容。\n" -"如果视窗是[ViewportContainer]的子节点,它将自动占用其大小,否则必须手动设" +"如果视窗是 [ViewportContainer] 的子节点,它将自动占用其大小,否则必须手动设" "置。\n" -"视窗也可以选择成为音频监听者,会根据它的2D或3D摄像机的子节点来产生位置音" +"视窗也可以选择成为音频监听者,会根据它的 2D 或 3D 摄像机的子节点来产生位置音" "频。\n" "另外,如果设备有多个屏幕,视窗可以被分配到不同的屏幕。\n" "最后,视窗也可以作为渲染目标,在这种情况下,除非相关的纹理被用于绘制,否则它" -"们将不可见。" +"们将不可见。\n" +"[b]注意:[/b]默认情况下,Godot 3.x 新创建的 Viewport 是上下颠倒的。启用 " +"[member render_target_v_flip] 可以使该 Viewport 使用正确的朝向显示。" #: doc/classes/Viewport.xml -#, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/rendering/index.html" -msgstr "https://docs.godotengine.org/zh_CN/stable/tutorials/shading/index.html" +msgstr "" +"https://docs.godotengine.org/zh_CN/stable/tutorials/rendering/index.html" #: doc/classes/Viewport.xml doc/classes/ViewportTexture.xml msgid "https://godotengine.org/asset-library/asset/128" @@ -76390,6 +76382,8 @@ msgid "" "Since Viewports in Godot 3.x render upside-down, it's recommended to set " "this to [code]true[/code] in most situations." msgstr "" +"为 [code]true[/code] 时,渲染结果会被垂直翻转。因为 Godot 3.x 中 Viewport 渲" +"染的内容是上下颠倒的,所以推荐在大多数情况下将其设置为 [code]true[/code]。" #: doc/classes/Viewport.xml msgid "The subdivision amount of the first quadrant on the shadow atlas." @@ -76724,7 +76718,6 @@ msgid "Enables certain nodes only when approximately visible." msgstr "只在大约可见时启用某些节点。" #: doc/classes/VisibilityEnabler.xml -#, fuzzy msgid "" "The VisibilityEnabler will disable [RigidBody] and [AnimationPlayer] nodes " "when they are not visible. It will only affect other nodes within the same " @@ -76740,14 +76733,14 @@ msgid "" "[b]Note:[/b] VisibilityEnabler will not affect nodes added after scene " "initialization." msgstr "" -"当[RigidBody]和[AnimationPlayer]节点不可见时,VisibilityEnabler将禁用它们。它" -"只会影响与VisibilityEnabler本身相同场景中的其他节点。\n" -"如果你只是想接收通知,请使用[VisibilityNotifier]代替。\n" -"[b]注意:[/b] VisibilityEnabler由于性能原因使用了一个近似的启发式方法。它没有" -"考虑到墙和其他遮挡物。启发式这一实现细节,在未来的版本中可能会改变。如果你需" -"要精确的可见性检查,请使用另一种方法,例如添加一个[Area]节点作为[Camera]节点" -"的子节点和/或[method Vector3.dot]。\n" -"[b]注意:[/b] VisibilityEnabler不会影响场景初始化后添加的节点。" +"当 [RigidBody] 和 [AnimationPlayer] 节点不可见时,VisibilityEnabler 将禁用它" +"们。它只会影响与 VisibilityEnabler 本身相同场景中的其他节点。\n" +"如果你只是想接收通知,请使用 [VisibilityNotifier] 代替。\n" +"[b]注意:[/b]VisibilityEnabler 由于性能原因使用了一个近似的启发式方法。它不会" +"考虑墙和其他遮挡物(除非你使用了 [Portal])。启发式这一实现细节,在未来的版本" +"中可能会改变。如果你需要精确的可见性检查,请使用另一种方法,例如添加一个 " +"[Area] 节点作为 [Camera] 节点的子节点和/或 [method Vector3.dot]。\n" +"[b]注意:[/b]VisibilityEnabler 不会影响场景初始化后添加的节点。" #: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml msgid "" @@ -76851,7 +76844,6 @@ msgid "Detects approximately when the node is visible on screen." msgstr "大约在节点在屏幕上可见时进行检测。" #: doc/classes/VisibilityNotifier.xml -#, fuzzy msgid "" "The VisibilityNotifier detects when it is visible on the screen. It also " "notifies when its bounding rectangle enters or exits the screen or a " @@ -76865,13 +76857,13 @@ msgid "" "use another method such as adding an [Area] node as a child of a [Camera] " "node and/or [method Vector3.dot]." msgstr "" -"VisibilityNotifier检测它在屏幕上是否可见。当它的边界矩形进入或退出屏幕或" -"[Camera]的视图时,它也会发出通知。\n" -"如果你想让节点在退出屏幕时自动禁用,请使用[VisibilityEnabler]代替。\n" -"[b]注意:[/b] VisibilityNotifier由于性能原因使用了一个近似的启发式方法。它没" -"有考虑到墙和其他遮挡物。启发式这一实现细节,在未来的版本中可能会改变。如果你" -"需要精确的可见性检查,请使用另一种方法,例如添加一个[Area]节点作为[Camera]节" -"点的子节点和/或[method Vector3.dot]。" +"VisibilityNotifier 检测它在屏幕上是否可见。当它的边界矩形进入或退出屏幕或 " +"[Camera] 的视图时,它也会发出通知。\n" +"如果你想让节点在退出屏幕时自动禁用,请使用 [VisibilityEnabler] 代替。\n" +"[b]注意:[/b]VisibilityNotifier 由于性能原因使用了一个近似的启发式方法。它不" +"会考虑墙和其他遮挡物(除非你使用了 [Portal])。启发式这一实现细节,在未来的版" +"本中可能会改变。如果你需要精确的可见性检查,请使用另一种方法,例如添加一个 " +"[Area] 节点作为 [Camera] 节点的子节点和/或 [method Vector3.dot]。" #: doc/classes/VisibilityNotifier.xml msgid "" @@ -79072,11 +79064,10 @@ msgstr "" "视窗的画布的子项,或者它需要是最终连接到画布的另一个画布项的子项。" #: doc/classes/VisualServer.xml -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/performance/using_servers.html" msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/optimization/" +"https://docs.godotengine.org/zh_CN/stable/tutorials/performance/" "using_servers.html" #: doc/classes/VisualServer.xml @@ -82286,7 +82277,7 @@ msgstr "框架中顶点的数量。" #: doc/classes/VisualServer.xml msgid "The amount of modified materials in the frame." -msgstr "框架中修改材料的数量。" +msgstr "框架中修改材质的数量。" #: doc/classes/VisualServer.xml msgid "The amount of shader rebinds in the frame." @@ -82593,11 +82584,10 @@ msgstr "" "并控制着色器的流程。" #: doc/classes/VisualShaderNode.xml -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/shaders/visual_shaders.html" msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/shading/visual_shaders." +"https://docs.godotengine.org/zh_CN/stable/tutorials/shaders/visual_shaders." "html" #: doc/classes/VisualShaderNode.xml @@ -83596,13 +83586,12 @@ msgstr "" "表,请参阅着色器参考,即查看[code]Tutorials[/code]教程部分的链接。" #: doc/classes/VisualShaderNodeInput.xml -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/shaders/shader_reference/index." "html" msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/shading/" -"shading_reference/index.html" +"https://docs.godotengine.org/zh_CN/stable/tutorials/shaders/shader_reference/" +"index.html" #: doc/classes/VisualShaderNodeInput.xml msgid "" |