diff options
Diffstat (limited to 'doc/translations/zh_CN.po')
-rw-r--r-- | doc/translations/zh_CN.po | 1442 |
1 files changed, 805 insertions, 637 deletions
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index cf0267429a..966ec9b0f9 100644 --- a/doc/translations/zh_CN.po +++ b/doc/translations/zh_CN.po @@ -59,11 +59,12 @@ # ErrorDreemurr <diandaokui@qq.com>, 2021. # 烧风 <hk-shao@foxmail.com>, 2022. # Yan Chen <cyan97087@gmail.com>, 2022. +# Caten <catenhu@gmail.com>, 2022. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-09-26 05:24+0000\n" +"PO-Revision-Date: 2022-12-12 06:48+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" @@ -72,7 +73,7 @@ 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 4.14.1\n" +"X-Generator: Weblate 4.15-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -685,7 +686,8 @@ msgid "" " 1.5 0.0 0.0\n" "[/codeblock]" msgstr "" -"返回 [code]a/b[/code] 的浮点模数,对正负数进行一致的循环。\n" +",对正负数进行一致的循环返回 [code]a/b[/code] 的浮点模数,对正负数进行一致的" +"循环。\n" "[codeblock]\n" "for i in 7:\n" " var x = 0.5 * i - 1.5\n" @@ -696,10 +698,10 @@ msgstr "" "-1.5 -0.0 0.0\n" "-1.0 -1.0 0.5\n" "-0.5 -0.5 1.0\n" -" 0.0 0.0 0.0\n" -" 0.5 0.5 0.5\n" -" 1.0 1.0 1.0\n" -" 1.5 0.0 0.0\n" +" 0.0 0.0 0.0\n" +" 0.5 0.5 0.5\n" +" 1.0 1.0 1.0\n" +" 1.5 0.0 0.0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml @@ -717,8 +719,8 @@ msgid "" "[/codeblock]" msgstr "" "返回对 [code]instance[/code] 节点中指定函数 [code]funcname[/code] 的引用。由" -"于函数在GDScript中不是一级对象,因此请使用 [code]funcref[/code] 将 [FuncRef] " -"存储在变量中,然后再调用它。\n" +"于函数在 GDScript 中不是一级对象,因此请使用 [code]funcref[/code] 将 " +"[FuncRef] 存储在变量中,然后再进行调用。\n" "[codeblock]\n" "func foo():\n" " return(\"bar\")\n" @@ -728,8 +730,10 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" -"Returns an array of dictionaries representing the current call stack.\n" +"Returns an array of dictionaries representing the current call stack. See " +"also [method print_stack].\n" "[codeblock]\n" "func _ready():\n" " foo()\n" @@ -744,7 +748,11 @@ msgid "" "[codeblock]\n" "[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " "source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] [method get_stack] only works if the running instance is " +"connected to a debugging server (i.e. an editor instance). [method " +"get_stack] will not work in projects exported in release mode, or in " +"projects exported in debug mode if not connected to a debugging server." msgstr "" "返回一个表示当前调用堆栈的字典数组。\n" "[codeblock]\n" @@ -1262,10 +1270,10 @@ msgstr "" "-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" +" 0 0 0\n" +" 1 1 1\n" +" 2 2 2\n" +" 3 0 0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml @@ -1348,18 +1356,17 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Prints a stack track at code location, only works when running with debugger " -"turned on.\n" +"Prints a stack trace at the current code location. See also [method " +"get_stack].\n" "Output in the console would look something like this:\n" "[codeblock]\n" "Frame 0 - res://test.gd:16 in function '_process'\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] [method print_stack] only works if the running instance is " +"connected to a debugging server (i.e. an editor instance). [method " +"print_stack] will not work in projects exported in release mode, or in " +"projects exported in debug mode if not connected to a debugging server." msgstr "" -"在代码位置打印堆栈轨迹,仅在打开调试器的情况下运行。\n" -"控制台中的输出如下所示:\n" -"[codeblock]\n" -"Frame 0 - res://test.gd:16 in function '_process'\n" -"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -4382,6 +4389,26 @@ msgid "Hints that an image is compressed using lossless compression." msgstr "提示一个图片使用了无损压缩进行压缩。" #: doc/classes/@GlobalScope.xml +msgid "" +"Hint that a property represents a particular type. If a property is " +"[constant TYPE_STRING], allows to set a type from the create dialog. If you " +"need to create an [Array] to contain elements of a specific type, the " +"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] " +"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n" +"[codeblock]\n" +"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n" +"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array " +"of floats.\n" +"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of " +"resources.\n" +"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] " +"# Two-dimensional array of resources.\n" +"[/codeblock]\n" +"[b]Note:[/b] The final colon is required to specify for properly detecting " +"built-in types." +msgstr "" + +#: doc/classes/@GlobalScope.xml msgid "The property is serialized and saved in the scene file (default)." msgstr "将属性序列化并保存到场景文件中(默认)。" @@ -4979,8 +5006,8 @@ msgstr "" "confirmed] 信号时执行类似输入验证的操作,则可以将其设置为 [code]false[/" "code],然后在自己的逻辑中处理对话框的隐藏。\n" "[b]注意:[/b]从此类派生的某些节点可以具有不同的默认值,并且可能有自己的内置逻" -"辑会覆盖此设置。例如,[FileDialog] 默认其为 [code]false[/code],并在按下确定" -"时实现了自己的输入验证代码,如果输入有效,最终将隐藏对话框。因此,不能在 " +"辑会覆盖此设置。例如 [FileDialog] 默认其为 [code]false[/code],并在按下确定时" +"实现了自己的输入验证代码,如果输入有效,最终将隐藏对话框。因此,不能在 " "[FileDialog] 中使用此属性来禁止在按确定时隐藏对话框。" #: doc/classes/AcceptDialog.xml @@ -5169,8 +5196,7 @@ msgstr "2D 精灵动画" #: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml #: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml #: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml -#: doc/classes/InputEventAction.xml doc/classes/Label.xml -#: doc/classes/Particles2D.xml doc/classes/Timer.xml +#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml #: doc/classes/VisibilityNotifier2D.xml msgid "2D Dodge The Creeps Demo" msgstr "2D Dodge The Creeps 演示" @@ -5577,16 +5603,16 @@ msgid "" "Returns the in handle of the key identified by [code]key_idx[/code]. The " "[code]track_idx[/code] must be the index of a Bezier Track." msgstr "" -"返回由 [code]key_idx[/code] 识别的键的输入句柄,[code]track_idx[/code] 必须是" -"贝塞尔轨道的索引。" +"返回由 [code]key_idx[/code] 识别的键的入点手柄,[code]track_idx[/code] 必须是" +"贝赛尔曲线轨道的索引。" #: doc/classes/Animation.xml msgid "" "Returns the out handle of the key identified by [code]key_idx[/code]. The " "[code]track_idx[/code] must be the index of a Bezier Track." msgstr "" -"返回由 [code]key_idx[/code] 识别的键的输出句柄,[code]track_idx[/code] 必须是" -"贝塞尔轨道的索引。" +"返回由 [code]key_idx[/code] 识别的键的出点手柄,[code]track_idx[/code] 必须是" +"贝赛尔曲线轨道的索引。" #: doc/classes/Animation.xml msgid "" @@ -7910,6 +7936,12 @@ msgid "" "[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a " "warning about possibly unexpected behavior when using that shape for an area." msgstr "" +"3D 区域可以检测到 [CollisionObject] 节点间的重叠、进入及退出。也可以修改或覆" +"盖局部的物理参数(重力、阻尼)、将音频导流至自定义的音频总线。\n" +"要为区域设置形状,请将一个 [CollisionShape] 或 [CollisionPolygon] 节点添加为" +"该区域的[i]直接[/i]子节点(或者添加多个这种节点作为直接子节点)。\n" +"[b]警告:[/b]使用凹多边形(也叫“三角形网格”)作为区域的形状时,可能产生出乎预" +"料的行为,见 [ConcavePolygonShape]。" #: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml #: doc/classes/ViewportTexture.xml @@ -7999,8 +8031,8 @@ msgid "" "multiplies the gravity vector. This is useful to alter the force of gravity " "without altering its direction." msgstr "" -"该区域内的重力强度(单位:m/s^2)。这个值是重力向量的倍数。这个量在改变引力大" -"小而不改变其方向很有用。" +"该区域内的重力强度(单位为米每秒的平方)。这个值是重力向量的倍数。这个量在改" +"变引力大小而不改变其方向很有用。" #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "" @@ -8233,6 +8265,12 @@ msgid "" "[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly " "unexpected behavior when using that shape for an area." msgstr "" +"2D 区域可以检测到 [CollisionObject2D] 节点间的重叠、进入及退出。也可以修改或" +"覆盖局部的物理参数(重力、阻尼)、将音频导流至自定义的音频总线。\n" +"要为区域设置形状,请将一个 [CollisionShape2D] 或 [CollisionPolygon2D] 节点添" +"加为该区域的[i]直接[/i]子节点(或者添加多个这种节点作为直接子节点)。\n" +"[b]警告:[/b]使用凹多边形(也叫“三角形网格”)作为区域的形状时,可能产生出乎预" +"料的行为,见 [ConcavePolygonShape2D]。" #: doc/classes/Area2D.xml msgid "Using Area2D" @@ -8323,7 +8361,7 @@ msgid "" "multiplies the gravity vector. This is useful to alter the force of gravity " "without altering its direction." msgstr "" -"该区域的重力强度(以像素/秒的平方为单位)。这个值是重力向量的倍数。这对改变引" +"该区域的重力强度(单位为像素每秒的平方)。这个值是重力向量的倍数。这对改变引" "力大小而不改变其方向很有用。" #: doc/classes/Area2D.xml @@ -8770,6 +8808,7 @@ msgstr "" "较慢。这是因为所有放置在删除元素之后的元素都必须重新索引。" #: doc/classes/Array.xml +#, fuzzy msgid "" "Assigns the given value to all elements in the array. This can typically be " "used together with [method resize] to create an array with a given size and " @@ -8778,7 +8817,10 @@ msgid "" "var array = []\n" "array.resize(10)\n" "array.fill(0) # Initialize the 10 elements to 0.\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, " +"[Array], [Dictionary], etc.) then the array is filled with the references to " +"the same object, i.e. no duplicates are created." msgstr "" "将该数组中的所有元素都设置为给定的值。通常与 [method resize] 一起使用,用于创" "建给定大小数组并对其元素进行初始化:\n" @@ -9034,8 +9076,12 @@ msgstr "" "索引之间的变化。" #: doc/classes/Array.xml +#, fuzzy msgid "" "Sorts the array.\n" +"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/" +"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values " +"considered equal may have their order changed when using [method sort].\n" "[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural " "order). This may lead to unexpected behavior when sorting an array of " "strings ending with a sequence of numbers. Consider the following example:\n" @@ -9055,6 +9101,7 @@ msgstr "" "[/codeblock]" #: doc/classes/Array.xml +#, fuzzy msgid "" "Sorts the array using a custom method. The arguments are an object that " "holds the method and the name of such method. The custom method receives two " @@ -9063,9 +9110,13 @@ msgid "" "For two elements [code]a[/code] and [code]b[/code], if the given method " "returns [code]true[/code], element [code]b[/code] will be after element " "[code]a[/code] in the array.\n" +"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/" +"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values " +"considered equal may have their order changed when using [method " +"sort_custom].\n" "[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm " -"expects a deterministic result. Doing so will result in unexpected " -"behavior.\n" +"expects a deterministic result. Randomizing the return value will result in " +"unexpected behavior.\n" "[codeblock]\n" "class MyCustomSorter:\n" " static func sort_ascending(a, b):\n" @@ -9161,7 +9212,6 @@ msgstr "" "加曲面之前调用。" #: doc/classes/ArrayMesh.xml -#, fuzzy msgid "" "Creates a new surface.\n" "Surfaces are created to be rendered using a [code]primitive[/code], which " @@ -9195,7 +9245,14 @@ msgstr "" "ArrayType]。例如,[code]arrays[0][/code] 是顶点的数组。总是需要第一个顶点子数" "组,其他的可选。添加一个索引数组使这个函数进入“索引模式”,顶点和其他数组作为" "数据来源,索引数组定义其顶点顺序。所有的子数组必须与顶点数组具有相同的长度," -"或者为空,如果使用了 [constant ARRAY_INDEX] 时除外。" +"或者为空,如果使用了 [constant ARRAY_INDEX] 时除外。\n" +"[code]compress_flags[/code] 是由 [enum Mesh.ArrayFormat] 枚举值组成的位域,默" +"认为 [constant Mesh.ARRAY_COMPRESS_DEFAULT]。\n" +"[b]注意:[/b][code]compress_flags[/code] 默认会启用 [constant Mesh." +"ARRAY_COMPRESS_COLOR],所以顶点颜色会作为 8 位无符号整数存储。这会导致过亮颜" +"色被钳制到 [code]Color(1, 1, 1, 1)[/code],降低颜色的精度。要存储 HDR 顶点颜" +"色,请将 [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ Mesh.ARRAY_COMPRESS_COLOR[/" +"code] 传入 [code]compress_flags[/code],移除顶点颜色压缩标志。" #: doc/classes/ArrayMesh.xml msgid "Removes all blend shapes from this [ArrayMesh]." @@ -9731,10 +9788,10 @@ msgid "" msgstr "" "调用这个来初始化这个接口。第一个被初始化的接口确定为主接口,用于渲染输出。\n" "在初始化了接口之后,需要启用视窗的 AR/VR 模式,将开始渲染。\n" -"[b]注意:[/b]对于任何使用 Godot 主输出的设备,如移动 VR,你必须在主视窗上启" +"[b]注意:[/b]对于任何使用 Godot 主输出的设备,如移动 VR,你必须在主视口上启" "用 AR/VR 模式。\n" "如果你为一个处理自己输出的平台这样做(如 OpenVR),Godot 就会在屏幕上只显示一" -"只眼睛而不失真。另外,你可以在场景中添加一个单独的视窗节点,在该视窗上启用 " +"只眼睛而不失真。另外,你可以在场景中添加一个单独的视口节点,在该视口上启用 " "AR/VR。它将被用来输出到 HMD,让你在主窗口中做你喜欢的事情,比如用一个单独的相" "机作为旁观者相机,或者渲染一些完全不同的东西。\n" "虽然目前没有使用,但你可以激活其他接口。如果你想跟踪其他平台的控制器,可能希" @@ -12345,15 +12402,14 @@ msgid "Clears the audio sample data buffer." msgstr "清除音频样本数据缓冲区。" #: doc/classes/AudioStreamGeneratorPlayback.xml +#, fuzzy msgid "" -"Returns the number of audio data frames left to play. If this returned " -"number reaches [code]0[/code], the audio will stop playing until frames are " -"added again. Therefore, make sure your script can always generate and push " -"new audio frames fast enough to avoid audio cracking." +"Returns the number of frames that can be pushed to the audio sample data " +"buffer without overflowing it. If the result is [code]0[/code], the buffer " +"is full." msgstr "" -"返回要播放的音频数据帧数。如果返回的数字达到 [code]0[/code],音频将停止播放," -"直到再次添加帧。因此,请确保你的脚本始终能够以足够快的速度生成和推送新的音频" -"帧,以避免音频破裂。" +"如果可以将大小为 [code]amount[/code] 的缓冲区推送到音频采样数据缓冲区而不使其" +"溢出,则返回 [code]true[/code],否则返回 [code]false[/code]。" #: doc/classes/AudioStreamGeneratorPlayback.xml msgid "" @@ -12877,8 +12933,8 @@ msgid "" "PCM8 to signed PCM8, subtract 128 from each byte." msgstr "" "包含以字节为单位的音频数据。\n" -"[b]注意:[/b]此属性需要有符号的 PCM8数据。要将无符号的 PCM8转换为有符号的 " -"PCM8,需要从每个字节中减去128。" +"[b]注意:[/b]此属性需要有符号的 PCM8 数据。要将无符号的 PCM8 转换为有符号的 " +"PCM8,需要从每个字节中减去 128。" #: doc/classes/AudioStreamSample.xml msgid "Audio format. See [enum Format] constants for values." @@ -12986,16 +13042,17 @@ msgstr "" "[code]texture(SCREEN_TEXTURE, ...)[/code] 函数在着色器脚本中对其进行访问。" #: doc/classes/BackBufferCopy.xml +#, fuzzy msgid "" "Node for back-buffering the currently-displayed screen. The region defined " -"in the BackBufferCopy node is buffered with the content of the screen it " +"in the [BackBufferCopy] node is buffered with the content of the screen it " "covers, or the entire screen according to the copy mode set. Use the " "[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to " "access the buffer.\n" "[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), " "anchors and margins won't apply to child [Control]-derived nodes. This can " "be problematic when resizing the window. To avoid this, add [Control]-" -"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of " +"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of " "adding them as children." msgstr "" "用于对当前屏幕显示进行后台缓冲的节点。BackBufferCopy 节点中定义的区域与其覆盖" @@ -13011,26 +13068,30 @@ msgid "Buffer mode. See [enum CopyMode] constants." msgstr "缓冲区模式。见 [enum CopyMode] 常量。" #: doc/classes/BackBufferCopy.xml +#, fuzzy msgid "" -"The area covered by the BackBufferCopy. Only used if [member copy_mode] is " +"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is " "[constant COPY_MODE_RECT]." msgstr "" "BackBufferCopy 覆盖的区域。只有当 [member copy_mode] 是 [constant " "COPY_MODE_RECT] 时才使用。" #: doc/classes/BackBufferCopy.xml +#, fuzzy msgid "" -"Disables the buffering mode. This means the BackBufferCopy node will " +"Disables the buffering mode. This means the [BackBufferCopy] node will " "directly use the portion of screen it covers." msgstr "" "禁用缓冲模式。这意味着 BackBufferCopy 节点将直接使用它所覆盖的屏幕部分。" #: doc/classes/BackBufferCopy.xml -msgid "BackBufferCopy buffers a rectangular region." +#, fuzzy +msgid "[BackBufferCopy] buffers a rectangular region." msgstr "BackBufferCopy 缓冲一个矩形区域。" #: doc/classes/BackBufferCopy.xml -msgid "BackBufferCopy buffers the entire screen." +#, fuzzy +msgid "[BackBufferCopy] buffers the entire screen." msgstr "BackBufferCopy 缓冲整个屏幕。" #: doc/classes/BakedLightmap.xml @@ -13419,7 +13480,7 @@ msgid "" "group]." msgstr "" "改变按钮的 [member pressed] 状态,不触发 [signal toggled]。当你只想改变按钮的" -"状态而不发送按下事件时使用(例如,在初始化场景时)。只有当 [member " +"状态而不发送按下事件时使用(例如在初始化场景时)。只有当 [member " "toggle_mode] 是 [code]true[/code] 时才有效。\n" "[b]注意:[/b]这个方法不会释放其按钮 [member group] 中的其他按钮。" @@ -14028,7 +14089,7 @@ msgstr "" #: doc/classes/Bone2D.xml msgid "" "Length of the bone's representation drawn in the editor's viewport in pixels." -msgstr "在编辑器的视窗中绘制的骨骼的长度,单位为像素。" +msgstr "在编辑器的视口中绘制的骨骼的长度,单位为像素。" #: doc/classes/Bone2D.xml msgid "" @@ -14735,10 +14796,10 @@ msgstr "" "相机的视野角度,以度为单位。仅适用于透视模式。由于 [member keep_aspect] 锁定" "一个轴,因此 [code]fov[/code] 设置另一个轴的视角。\n" "作为参考,默认的垂直视野值([code]70.0[/code])相当于以下水平 FOV:\n" -"- 在 4:3 视窗中约86.07 度\n" -"- 在 16:10 视窗中约 96.50 度\n" -"- 在 16:9 视窗中约102.45 度\n" -"- 在 21:9 视窗中约117.06 度" +"- 在 4:3 视口中约86.07 度\n" +"- 在 16:10 视口中约 96.50 度\n" +"- 在 16:9 视口中约102.45 度\n" +"- 在 21:9 视口中约117.06 度" #: doc/classes/Camera.xml msgid "" @@ -15169,9 +15230,9 @@ msgid "" "example, use [code]Vector2(0.5, 0.5)[/code] for a 2× zoom-in, and " "[code]Vector2(4, 4)[/code] for a 4× zoom-out." msgstr "" -"相机相对于视窗的缩放比例。大于 [code]Vector2(1, 1)[/code] 的值会缩小内容,而" -"较小的值会起到放大镜的作用。例如,将 [code]Vector2(0.5, 0.5)[/code] 放大 2 " -"倍,然后将 [code]Vector2(4, 4)[/code] 用于 4 倍缩小。" +"相机相对于视口的缩放比例。大于 [code]Vector2(1, 1)[/code] 的值会缩小内容,而" +"较小的值会起到放大的作用。例如,将 [code]Vector2(0.5, 0.5)[/code] 放大 2 倍," +"然后将 [code]Vector2(4, 4)[/code] 用于 4 倍缩小。" #: doc/classes/Camera2D.xml msgid "" @@ -15308,11 +15369,11 @@ msgstr "移除指定的相机源 [code]feed[/code]。" #: doc/classes/CameraServer.xml msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." -msgstr "当添加 [CameraFeed] 时触发(例如,插入网络摄像头)。" +msgstr "当添加 [CameraFeed] 时触发(例如插入网络摄像头时)。" #: doc/classes/CameraServer.xml msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." -msgstr "当移除 [CameraFeed] 时触发(例如,拔掉网络摄像头)。" +msgstr "当移除 [CameraFeed] 时触发(例如拔掉网络摄像头时)。" #: doc/classes/CameraServer.xml msgid "The RGBA camera image." @@ -16592,7 +16653,7 @@ msgstr "" "外观不同。为了遵循用户体验,建议在切换它对某些东西有[b]直接[/b]影响时使用" "CheckButton。例如,如果切换它可以启用或禁用设置而不需要用户按下确认按钮时,使" "用它。\n" -"参阅[BaseButton],它包含了与该节点相关的常规属性和方法。" +"另请参阅 [BaseButton],它包含了与该节点相关的常规属性和方法。" #: doc/classes/CheckButton.xml msgid "The [CheckButton] text's font color." @@ -17030,7 +17091,6 @@ msgid "Removes the given shape owner." msgstr "移除给定形状的所有者。" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml -#, fuzzy msgid "" "If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/" "code] in the [member collision_layer].\n" @@ -17039,11 +17099,10 @@ msgid "" msgstr "" "如果 [code]value[/code] 为 [code]true[/code],则设置 [member " "collision_layer] 中指定的 [code]bit[/code] 位。\n" -"如果 [code]value[/code] 为 [code]false[/code],清除 [member collision_layer] " -"中指定的 [code]bit[/code] 位。" +"如果 [code]value[/code] 为 [code]false[/code],则清除 [member " +"collision_layer] 中指定的 [code]bit[/code] 位。" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml -#, fuzzy msgid "" "If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/" "code] in the [member collision_mask].\n" @@ -17052,8 +17111,8 @@ msgid "" msgstr "" "如果 [code]value[/code] 为 [code]true[/code],则设置 [member collision_mask] " "中指定的 [code]bit[/code] 位。\n" -"如果 [code]value[/code] 为 [code]false[/code],清除 [member collision_mask] " -"中指定的 [code]bit[/code] 位。" +"如果 [code]value[/code] 为 [code]false[/code],则清除 [member " +"collision_mask] 中指定的 [code]bit[/code] 位。" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml msgid "Returns the [code]owner_id[/code] of the given shape." @@ -17427,7 +17486,6 @@ msgid "Node that represents collision shape data in 3D space." msgstr "表示 3D 空间中的碰撞形状数据的节点。" #: doc/classes/CollisionShape.xml -#, fuzzy msgid "" "Editor facility for creating and editing collision shapes in 3D space. Set " "the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this " @@ -17437,10 +17495,11 @@ msgid "" "example, add this to an [Area] to give it a detection shape, or add it to a " "[PhysicsBody] to create a solid object." msgstr "" -"用于在 3D 空间中创建和编辑碰撞形状的编辑工具。您可以使用此节点表示各种碰撞形" -"状,例如,将其添加到 [Area] 以使其具有检测形状,或将其添加到物理体 " -"[PhysicsBody] 以创建实体对象。[b]重要[/b]:这是一个编辑器专用的创建形状的助" -"手,使用 [method CollisionObject.shape_owner_get_shape] 获取实际形状。" +"用于在 3D 空间中创建和编辑碰撞形状的编辑工具。请使用 [member shape] 属性配置" +"形状。[b]重要[/b]:这是专为编辑器提供的形状创建工具,要获取实际形状,请使用 " +"[method CollisionObject.shape_owner_get_shape]。\n" +"你可以使用这个节点表示各种碰撞形状,例如,将其添加到 [Area] 以使其具有检测形" +"状,或将其添加到物理体 [PhysicsBody] 以创建实体对象。" #: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml #: doc/classes/Physics2DDirectBodyState.xml @@ -17475,7 +17534,6 @@ msgid "Node that represents collision shape data in 2D space." msgstr "表示2D空间中的碰撞形状数据的节点。" #: doc/classes/CollisionShape2D.xml -#, fuzzy msgid "" "Editor facility for creating and editing collision shapes in 2D space. Set " "the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this " @@ -17485,10 +17543,11 @@ msgid "" "example, add this to an [Area2D] to give it a detection shape, or add it to " "a [PhysicsBody2D] to create a solid object." msgstr "" -"编辑器功能,用于在2D空间中创建和编辑碰撞形状。您可以使用此节点表示各种碰撞形" -"状,例如,将其添加到 [Area2D] 以提供检测形状,或将其添加到 [PhysicsBody2D] 以" -"创建实体。[b]重要事项[/b]:这是创建形状的仅编辑器助手,请使用 [method " -"CollisionObject2D.shape_owner_get_shape] 获取实际形状。" +"用于在 2D 空间中创建和编辑碰撞形状的编辑工具。请使用 [member shape] 属性配置" +"形状。[b]重要[/b]:这是专为编辑器提供的形状创建工具,要获取实际形状,请使用 " +"[method CollisionObject2D.shape_owner_get_shape]。\n" +"你可以使用这个节点表示各种碰撞形状,例如,将其添加到 [Area2D] 以使其具有检测" +"形状,或将其添加到物理体 [PhysicsBody2D] 以创建实体对象。" #: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml #: doc/classes/RectangleShape2D.xml doc/classes/TileMap.xml @@ -18827,6 +18886,17 @@ msgid "" "Physics the area will not detect any collisions with the concave shape at " "all (this is a known bug)." msgstr "" +"凹多边形形状资源,可以放到 [PhysicsBody] 和区域之中。这种形状是通过输入一组三" +"角形来创建的。\n" +"[b]注意:[/b]用于碰撞时,[ConcavePolygonShape] 应与 [StaticBody] 等静态 " +"[PhysicsBody] 节点一起使用,与 [KinematicBody] 和非 Static 模式的 " +"[RigidBody] 一起使用是无法正常工作的。\n" +"[b]警告:[/b]将这种形状用于 [Area](通过 [CollisionShape] 节点,例如选中 " +"[MeshInstance] 节点后,通过出现的[i]网格[/i]菜单中的[i]创建三角网格碰撞同级[/" +"i]来创建)可能得到出乎预料的结果:使用 Godot Physics 时,区域只会检测与 " +"[ConcavePolygonShape] 的三角形面产生的碰撞(不会检测该形状的“内部”,这里只是" +"举个例子),使用 Bullet Physics 时根本不会检测到任何与凹形状的碰撞(这是已知" +"的问题)。" #: doc/classes/ConcavePolygonShape.xml msgid "Returns the faces (an array of triangles)." @@ -18841,7 +18911,6 @@ msgid "Concave polygon 2D shape resource for physics." msgstr "凹面多边形2D形状资源用于物理。" #: doc/classes/ConcavePolygonShape2D.xml -#, fuzzy msgid "" "Concave polygon 2D shape resource for physics. It is made out of segments " "and is optimal for complex polygonal concave collisions. However, it is not " @@ -18858,12 +18927,16 @@ msgid "" "the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of " "the shape, for example)." msgstr "" -"凹面多边形2D形状资源用于物理。它是由线段组成的,是复杂的多边形凹面碰撞的最佳" -"选择。但是,建议不要将其用于[RigidBody2D]节点。建议使用凸分解模式(实体)或多" -"个凸对象的CollisionPolygon2D代替。否则,凹多边形2D形状更适合静态碰撞。\n" -"[ConvexPolygonShape2D]和[ConcavePolygonShape2D]之间的主要区别在于,凹面多边形" -"假定其为凹面,并使用更复杂的碰撞检测方法,而凸面多边形则将自身强制变为凸面," -"以加快碰撞检测的速度。" +"用于物理的凹多边形 2D 形状资源。它是由线段组成的,是复杂的多边形凹面碰撞的最" +"佳选择。但是建议不要将其用于 [RigidBody2D] 节点。建议使用凸分解模式(实体)或" +"多个凸对象的 CollisionPolygon2D 代替。否则,凹多边形 2D 形状更适合静态碰" +"撞。\n" +"[ConvexPolygonShape2D] 和 [ConcavePolygonShape2D] 之间的主要区别在于,凹多边" +"形假定其为凹面,并使用更复杂的碰撞检测方法,而凸多边形则将自身强制变为凸面," +"以加快碰撞检测的速度。\n" +"[b]警告:[/b]将这种形状用于 [Area2D](通过 [CollisionShape2D] 节点)可能得到" +"出乎预料的结果:区域只会检测与 [ConcavePolygonShape2D] 的线段产生的碰撞(不会" +"检测该形状的“内部”,这里只是举个例子)。" #: doc/classes/ConcavePolygonShape2D.xml msgid "" @@ -19599,7 +19672,7 @@ msgstr "" "时,本地覆盖项始终优先。\n" "[b]注意:[/b]为覆盖项设 [code]null[/code] 值可将其删除。该行为已废弃,将在 " "4.0 中移除,请换成 [method remove_stylebox_override]。\n" -"参阅 [method get_stylebox]。\n" +"另请参阅 [method get_stylebox]。\n" "[b]通过复制来修改 StyleBox 中的属性的示例:[/b]\n" "[codeblock]\n" "# 下面的代码片段假设子节点 MyButton 分配了一个 StyleBoxFlat。\n" @@ -19672,7 +19745,7 @@ msgstr "找到下一个可以接受焦点的 [Control],在树的下方。" #: doc/classes/Control.xml msgid "" "Finds the previous (above in the tree) [Control] that can receive the focus." -msgstr "找到可以接收焦点的上一个 [Control],在树的上方。" +msgstr "找到上一个可以接受焦点的 [Control],在树的上方。" #: doc/classes/Control.xml msgid "" @@ -19735,11 +19808,11 @@ msgstr "" "code],则使用当前控件的类名作为类型,如果定义了 [member " "theme_type_variation] 则也会使用。如果类型是类名,则还会按继承顺序检查其父" "类。\n" -"对于当前控件,首先考虑其本地覆盖项,参阅 [method add_color_override],然后是" -"其分配的 [member theme]。在当前控件之后,考虑每个父控件及其分配的 [member " -"theme];未分配[member theme]的控件将被跳过。如果在树中找不到匹配的 [Theme]," -"则使用自定义项目 [Theme]和默认的 [Theme],参阅 [member ProjectSettings.gui/" -"theme/custom]。\n" +"对于当前控件,会首先考虑其本地覆盖项(见 [method add_color_override]),然后" +"再是为其分配的 [member theme]。在当前控件之后,考虑每个父控件及其分配的 " +"[member theme];未分配 [member theme] 的控件将被跳过。如果在树中找不到匹配的 " +"[Theme],则使用自定义项目 [Theme](见 [member ProjectSettings.gui/theme/" +"custom])和默认的 [Theme]。\n" "[codeblock]\n" "func _ready():\n" " # 获取为当前控件类定义的字体颜色(如果存在)。\n" @@ -19925,12 +19998,11 @@ msgid "" "be clicked instead\n" "[/codeblock]" msgstr "" -"创建一个[InputEventMouseButton],尝试点击控件。如果接收到该事件,控件就会获得" -"焦点。\n" +"创建尝试点击该控件的 [InputEventMouseButton]。如果接收到该事件,该控件就会获" +"得焦点。\n" "[codeblock]\n" "func _process(delta):\n" -" grab_click_focus() #when clicking another Control node, this node will " -"be clicked instead\n" +" grab_click_focus() # 点击其它 Control 节点时,实际会点到这个节点\n" "[/codeblock]" #: doc/classes/Control.xml @@ -19991,7 +20063,7 @@ msgid "" "Returns [code]true[/code] if this is the current focused control. See " "[member focus_mode]." msgstr "" -"如果这是当前的焦点控件,则返回 [code]true[/code]。参阅[member focus_mode]。" +"如果这是当前的焦点控件,则返回 [code]true[/code]。见 [member focus_mode]。" #: doc/classes/Control.xml msgid "" @@ -20057,7 +20129,7 @@ msgid "" msgstr "" "如果此 [Control] 节点中具有指定 [code]name[/code] 的主题着色器存在本地覆盖" "项,则返回 [code]true[/code]。\n" -"参阅[method add_shader_override]。" +"见 [method add_shader_override]。" #: doc/classes/Control.xml msgid "" @@ -20078,7 +20150,7 @@ msgid "" msgstr "" "如果在此 [Control] 节点中具有指定 [code]name[/code] 的主题 [StyleBox] 的本地" "覆盖项,则返回 [code]true[/code]。\n" -"参阅 [method add_stylebox_override]。" +"见 [method add_stylebox_override]。" #: doc/classes/Control.xml msgid "" @@ -20148,15 +20220,15 @@ msgid "" "[code]push_opposite_anchor[/code] was [code]false[/code], the left anchor " "would get value 0.5." msgstr "" -"将由[enum Margin]枚举的[code]margin[/code]常量标识的锚设置为值[code]anchor[/" -"code]。用于[member anchor_bottom],[member anchor_left],[member " -"anchor_right]和[member anchor_top]的setter方法。\n" -"如果[code]keep_margin[/code]为 [code]true[/code],则在执行此操作后不会更新边" -"距。\n" -"如果[code]push_opposite_anchor[/code]为 [code]true[/code],并且相对的锚点与该" -"锚点重叠,则相对的锚点将覆盖其值。例如,当将左锚点设置为1且右锚点的值为0.5" -"时,右锚点的值也将为1。如果[code]push_opposite_anchor[/code]为 [code]false[/" -"code],则左锚点将得到值0.5。" +"将由 [code]margin[/code] 常量标识的锚点设置为值 [code]anchor[/code],取值为 " +"[enum Margin] 枚举。这是 [member anchor_bottom]、[member anchor_left]、" +"[member anchor_right]、[member anchor_top] 的 setter 方法。\n" +"如果 [code]keep_margin[/code] 为 [code]true[/code],则在执行此操作后不会更新" +"边距。\n" +"如果 [code]push_opposite_anchor[/code] 为 [code]true[/code],并且相对的锚点与" +"该锚点重叠,则相对的锚点将覆盖其值。例如,当将左锚点设置为 1 且右锚点的值为 " +"0.5 时,右锚点的值也将为 1。如果 [code]push_opposite_anchor[/code] 为 " +"[code]false[/code],则左锚点将得到值 0.5。" #: doc/classes/Control.xml msgid "" @@ -20165,15 +20237,14 @@ msgid "" "offset yourself (see [method set_margin])." msgstr "" "与 [method set_anchor] 的工作原理相同,但是它代替 [code]keep_margin[/code] 参" -"数和边距的自动更新,它允许您自己设置边距偏移量(请参阅 [method " -"set_margin])。" +"数和边距的自动更新,它允许您自己设置边距偏移量(见 [method set_margin])。" #: doc/classes/Control.xml msgid "" "Sets both anchor preset and margin preset. See [method set_anchors_preset] " "and [method set_margins_preset]." msgstr "" -"设置锚点预设和边距预设。请参阅 [method set_anchors_preset] 和 [method " +"设置锚点预设和边距预设。见 [method set_anchors_preset] 和 [method " "set_margins_preset]。" #: doc/classes/Control.xml @@ -20193,7 +20264,7 @@ msgid "" "Sets [member margin_left] and [member margin_top] at the same time. " "Equivalent of changing [member rect_position]." msgstr "" -"同时设置[member margin_left]和[member margin_top]。等效于更改[member " +"同时设置 [member margin_left] 和 [member margin_top]。等效于更改 [member " "rect_position]。" #: doc/classes/Control.xml @@ -20285,7 +20356,7 @@ msgstr "" #: doc/classes/Control.xml msgid "Sets [member margin_right] and [member margin_bottom] at the same time." -msgstr "同时设置[member margin_right]和[member margin_bottom]。" +msgstr "同时设置 [member margin_right] 和 [member margin_bottom]。" #: doc/classes/Control.xml msgid "" @@ -20305,9 +20376,9 @@ msgid "" "If [code]keep_margins[/code] is [code]true[/code], control's anchors will be " "updated instead of margins." msgstr "" -"将[member rect_global_position]设置为给定的[code]position[/code]。\n" -"如果[code]keep_margins[/code]为 [code]true[/code],则控件的锚点将被更新,而不" -"是边距。" +"将 [member rect_global_position] 设置为给定的 [code]position[/code]。\n" +"如果 [code]keep_margins[/code] 为 [code]true[/code],则更新的是控件的锚点,而" +"不是边距。" #: doc/classes/Control.xml msgid "" @@ -20345,9 +20416,9 @@ msgid "" "If [code]keep_margins[/code] is [code]true[/code], control's anchors will be " "updated instead of margins." msgstr "" -"将[member rect_position]设置为给定的[code]position[/code]。\n" -"如果[code]keep_margins[/code]为 [code]true[/code],则控件的锚点将被更新,而不" -"是边距。" +"将 [member rect_position] 设置为给定的 [code]position[/code]。\n" +"如果 [code]keep_margins[/code] 为 [code]true[/code],则更新的是控件的锚点,而" +"不是边距。" #: doc/classes/Control.xml msgid "Sets the rotation (in radians)." @@ -20431,8 +20502,8 @@ msgid "" "The focus access mode for the control (None, Click or All). Only one Control " "can be focused at the same time, and it will receive keyboard signals." msgstr "" -"控件的焦点访问模式(“无”,“单击”或“全部”)。只能同时集中一个控件,它将接收键" -"盘信号。" +"控件的焦点访问模式(“无”“单击”或“全部”)。只能同时聚焦一个控件,该控件会收到" +"键盘信号。" #: doc/classes/Control.xml msgid "" @@ -20740,7 +20811,7 @@ msgstr "" msgid "" "The size of the node's bounding rectangle, in pixels. [Container] nodes " "update this property automatically." -msgstr "节点边界矩形的大小,以像素为单位。[Container]节点会自动更新此属性。" +msgstr "节点边界矩形的大小,以像素为单位。[Container] 节点会自动更新此属性。" #: doc/classes/Control.xml msgid "" @@ -20907,11 +20978,11 @@ msgstr "当节点更改大小时发送。使用 [member rect_size] 获取新大 #: doc/classes/Control.xml msgid "Sent when the mouse pointer enters the node." -msgstr "当鼠标指针进入节点时发送。" +msgstr "当鼠标指针进入该节点时发送。" #: doc/classes/Control.xml msgid "Sent when the mouse pointer exits the node." -msgstr "当鼠标指针退出节点时发送。" +msgstr "当鼠标指针退出该节点时发送。" #: doc/classes/Control.xml msgid "Sent when the node grabs focus." @@ -20927,8 +20998,8 @@ msgid "" "control. Happens when you call one of the [code]add_*_override[/code] " "methods." msgstr "" -"当节点的 [member theme] 改变时,就在Godot重绘控件之前发送。当你调用" -"[code]add_*_override[/code]方法之一时发生。" +"当节点的 [member theme] 改变时,就在 Godot 重绘控件之前发送。当你调用 " +"[code]add_*_override[/code] 方法之一时发生。" #: doc/classes/Control.xml msgid "Sent when an open modal dialog closes. See [method show_modal]." @@ -20960,8 +21031,8 @@ msgid "" "beam pointer has a shape similar to \"I\". It tells the user they can " "highlight or insert text." msgstr "" -"当用户将节点悬停时,显示系统的I型光束鼠标光标。工字梁指针的形状类似于“I”。它" -"告诉用户他们可以突出显示或插入文本。" +"当用户将节点悬停时,显示系统的 I 型光束鼠标光标。工字梁指针的形状类似于“I”。" +"它告诉用户他们可以突出显示或插入文本。" #: doc/classes/Control.xml msgid "" @@ -21000,7 +21071,7 @@ msgid "" "grabbing, like a node in the Scene dock." msgstr "" "当用户悬停节点时,显示系统的落地鼠标光标。它可以是一个张开的手。它告诉用户可" -"以放下一个他们当前正在抓取的物品,比如场景dock中的一个节点。" +"以放下一个他们当前正在抓取的物品,比如场景面板中的一个节点。" #: doc/classes/Control.xml msgid "" @@ -21053,8 +21124,8 @@ msgid "" "2 double-headed arrows at a 90 degree angle. It tells the user they can move " "a UI element freely." msgstr "" -"当用户将节点悬停时,显示系统的移动鼠标光标。它以90度角显示2个双向箭头。它告诉" -"用户他们可以自由移动 UI 元素。" +"当用户将节点悬停时,显示系统的移动鼠标光标。它以 90 度角显示 2 个双向箭头。它" +"告诉用户他们可以自由移动 UI 元素。" #: doc/classes/Control.xml msgid "" @@ -21240,8 +21311,8 @@ msgid "" "the available space without pushing any other node. Use with [member " "size_flags_horizontal] and [member size_flags_vertical]." msgstr "" -"告诉父[Container]扩展此节点的边界,以在不推其他节点的情况下填充所有可用空间。" -"使用[member size_flags_horizontal]和[member size_flags_vertical]。" +"告诉父 [Container] 扩展此节点的边界,以在不推其他节点的情况下填充所有可用空" +"间。用于 [member size_flags_horizontal] 和 [member size_flags_vertical]。" #: doc/classes/Control.xml msgid "" @@ -21251,17 +21322,17 @@ msgid "" "size_flags_stretch_ratio]. Use with [member size_flags_horizontal] and " "[member size_flags_vertical]." msgstr "" -"告诉父级[Container]让该节点占用您标记的轴上的所有可用空间。如果将多个相邻节点" -"设置为扩展,它们将根据其拉伸比共享空间。参阅[member " -"size_flags_stretch_ratio]。与[member size_flags_horizontal]和[member " -"size_flags_vertical]一起使用。" +"告诉父级 [Container] 让该节点占用您标记的轴上的所有可用空间。如果将多个相邻节" +"点设置为扩展,它们将根据其拉伸比共享空间。见 [member " +"size_flags_stretch_ratio]。用于 [member size_flags_horizontal] 和 [member " +"size_flags_vertical]。" #: doc/classes/Control.xml msgid "" "Sets the node's size flags to both fill and expand. See the 2 constants " "above for more information." msgstr "" -"将节点的大小标志设置为同时填充和扩展。有关更多信息,请参阅上面的2个常量。" +"将节点的大小标志设置为同时填充和扩展。有关更多信息,请参阅上面的 2 个常量。" #: doc/classes/Control.xml msgid "" @@ -21271,8 +21342,8 @@ msgid "" "size_flags_vertical]." msgstr "" "告诉父级 [Container] 使节点本身居中。它基于控件的包围框居中,因此它不适用于 " -"fill 或 expand 尺寸标志。与 [member size_flags_horizontal] 和 [member " -"size_flags_vertical] 一起使用。" +"fill 或 expand 尺寸标志。用于 [member size_flags_horizontal] 和 [member " +"size_flags_vertical]。" #: doc/classes/Control.xml msgid "" @@ -21282,8 +21353,8 @@ msgid "" "size_flags_vertical]." msgstr "" "告诉父级 [Container] 将节点与其末端(底部或右侧)对齐。它不适用于 fill 或 " -"expand size 标志。与 [member size_flags_horizontal] 和 [member " -"size_flags_vertical] 一起使用。" +"expand size 标志。用于 [member size_flags_horizontal] 和 [member " +"size_flags_vertical]。" #: doc/classes/Control.xml msgid "" @@ -21440,7 +21511,8 @@ msgid "" "and doesn't need to be configured by the user." msgstr "" "基于 CPU 的 3D 粒子节点,用于创建各种粒子系统和效果。\n" -"参阅 [Particles],它是以硬件加速提供相同的功能,但可能无法在旧设备上运行。\n" +"另请参阅 [Particles],它是以硬件加速提供相同的功能,但可能无法在旧设备上运" +"行。\n" "[b]注意:[/b]与 [Particles] 不同,其可见性矩形是即时生成的,不需要用户配置。" #: doc/classes/CPUParticles.xml @@ -21703,7 +21775,7 @@ msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Align Y axis of particle with the direction of its velocity." -msgstr "将粒子的Y轴与其速度方向对齐。" +msgstr "将粒子的 Y 轴与其速度方向对齐。" #: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml msgid "If [code]true[/code], particles will not move on the z axis." @@ -24007,6 +24079,14 @@ msgid "Cylinder shape for collisions." msgstr "碰撞用的圆柱体形状。" #: doc/classes/CylinderShape.xml +msgid "" +"Cylinder shape for collisions.\n" +"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics " +"engine, there are several known bugs with cylinder collision shapes. Using " +"[CapsuleShape] or [BoxShape] instead is recommended." +msgstr "" + +#: doc/classes/CylinderShape.xml msgid "The cylinder's height." msgstr "圆柱体的高度。" @@ -25459,7 +25539,7 @@ msgstr "AssetLib 选项卡。如果禁用此功能,则不会显示 AssetLib msgid "" "Scene tree editing. If this feature is disabled, the Scene tree dock will " "still be visible but will be read-only." -msgstr "场景树编辑。如果禁用此功能,场景树停靠点仍将可见,但将是只读的。" +msgstr "场景树编辑。如果禁用此功能,场景树面板仍将可见,但将是只读的。" #: doc/classes/EditorFeatureProfile.xml msgid "" @@ -26049,7 +26129,7 @@ msgstr "" #: doc/classes/EditorInspector.xml msgid "A control used to edit properties of an object." -msgstr "用于编辑所选节点属性的控件。" +msgstr "用于编辑对象属性的控件。" #: doc/classes/EditorInspector.xml msgid "" @@ -26654,9 +26734,9 @@ msgid "" "custom gizmos to the 3D preview viewport for a [Spatial].\n" "See [method add_inspector_plugin] for an example of how to register a plugin." msgstr "" -"注册一个新的空间辅助器插件 [EditorSpatialGizmoPlugin]。Gizmo插件用于为 " -"[Spatial] 的 3D预览视窗添加自定义的 gizmos。\n" -"参见 [method add_inspector_plugin] 以了解如何注册一个插件的例子。" +"注册一个新的 [EditorSpatialGizmoPlugin]。小工具插件可以在 3D 预览视区中为 " +"[Spatial] 添加自定义的小工具。\n" +"注册插件的示例见 [method add_inspector_plugin]。" #: doc/classes/EditorPlugin.xml msgid "" @@ -27143,7 +27223,7 @@ msgstr "删除由 [method add_scene_import_plugin] 注册的场景导入器。" #: doc/classes/EditorPlugin.xml msgid "Removes a gizmo plugin registered by [method add_spatial_gizmo_plugin]." -msgstr "删除由 [method add_spatial_gizmo_plugin] 注册的控制器插件。" +msgstr "删除由 [method add_spatial_gizmo_plugin] 注册的小工具插件。" #: doc/classes/EditorPlugin.xml msgid "Removes a menu [code]name[/code] from [b]Project > Tools[/b]." @@ -27810,6 +27890,7 @@ msgid "Base script that can be used to add extension functions to the editor." msgstr "可用于为编辑器添加扩展功能的基础脚本。" #: doc/classes/EditorScript.xml +#, fuzzy msgid "" "Scripts extending this class and implementing its [method _run] method can " "be executed from the Script Editor's [b]File > Run[/b] menu option (or by " @@ -27827,7 +27908,10 @@ msgid "" "[/codeblock]\n" "[b]Note:[/b] The script is run in the Editor context, which means the output " "is visible in the console window started with the Editor (stdout) instead of " -"the usual Godot [b]Output[/b] dock." +"the usual Godot [b]Output[/b] dock.\n" +"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when " +"nothing references it. This can cause errors during asynchronous operations " +"if there are no references to the script." msgstr "" "扩展该类并实现其 [method _run] 方法的脚本可以在编辑器运行时通过脚本编辑器的" "[b]文件 > 运行[/b]菜单选项(或按 [code]Ctrl+Shift+X[/code])执行。这对于向 " @@ -28165,7 +28249,7 @@ msgstr "" #: doc/classes/EditorSpatialGizmo.xml msgid "Custom gizmo for editing Spatial objects." -msgstr "用于编辑空间对象的自定义小工具。" +msgstr "用于编辑 Spatial 对象的自定义小工具。" #: doc/classes/EditorSpatialGizmo.xml msgid "" @@ -28181,7 +28265,7 @@ msgid "" "Adds the specified [code]segments[/code] to the gizmo's collision shape for " "picking. Call this function during [method redraw]." msgstr "" -"将指定的 [code]segments[/code] 添加到 gizmo 的碰撞形状中,以便挑选。在 " +"将指定的线段 [code]segments[/code] 添加到小工具的碰撞形状中,用于点选。请在 " "[method redraw] 时调用此函数。" #: doc/classes/EditorSpatialGizmo.xml @@ -28190,8 +28274,8 @@ msgid "" "generated from a regular [Mesh] too. Call this function during [method " "redraw]." msgstr "" -"将碰撞三角形添加到小工具中,供挑选。也可以从普通的 [Mesh] 生成 " -"[TriangleMesh]。在 [method redraw] 时调用此函数。" +"将碰撞三角形添加到小工具中,用于点选。也可以从普通的 [Mesh] 生成 " +"[TriangleMesh]。请在 [method redraw] 时调用此函数。" #: doc/classes/EditorSpatialGizmo.xml msgid "" @@ -28200,8 +28284,8 @@ msgid "" "There are virtual functions which will be called upon editing of these " "handles. Call this function during [method redraw]." msgstr "" -"添加一个句柄(点)列表,可以用来对编辑的对象进行变形。\n" -"有一些虚函数将在编辑这些句柄时被调用。在 [method redraw]时调用这个函数。" +"添加列表中的手柄(点),可以用来对编辑的对象进行变形。\n" +"编辑这些手柄时会调用一些虚函数。请在 [method redraw] 时调用这个函数。" #: doc/classes/EditorSpatialGizmo.xml msgid "" @@ -28209,8 +28293,8 @@ msgid "" "lines are used for visualizing the gizmo. Call this function during [method " "redraw]." msgstr "" -"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。" +"在小工具上添加使用给定材质的线条(形式为 2 个点的集合)。线条将用于显示小工" +"具。请在 [method redraw] 时调用此函数。" #: doc/classes/EditorSpatialGizmo.xml msgid "" @@ -28219,10 +28303,10 @@ msgid "" "is [code]true[/code], the mesh will rotate to always face the camera. Call " "this function during [method redraw]." msgstr "" -"以指定的 [code]billboard[/code] 状态、[code]skeleton[/code] 和 " -"[code]materia[/code] 添加网格到小工具。如果 [code]billboard[/code] 为 " -"[code]true[/code],则网格将旋转为始终面向相机。在 [method redraw] 时调用此函" -"数。" +"在小工具上添加指定的网格,网格使用的是指定的 [code]billboard[/code] 状态、" +"[code]skeleton[/code] 和 [code]materia[/code]。如果 [code]billboard[/code] " +"为 [code]true[/code],则网格将旋转为始终面向相机。请在 [method redraw] 时调用" +"此函数。" #: doc/classes/EditorSpatialGizmo.xml msgid "" @@ -28233,7 +28317,7 @@ msgstr "添加一个未缩放的广告牌以实现可视化。在 [method redraw #: doc/classes/EditorSpatialGizmo.xml msgid "" "Removes everything in the gizmo including meshes, collisions and handles." -msgstr "移除小工具中的一切,包括网格、碰撞和句柄。" +msgstr "移除小工具中的一切,包括网格、碰撞和手柄。" #: doc/classes/EditorSpatialGizmo.xml msgid "" @@ -28242,9 +28326,9 @@ msgid "" "If the [code]cancel[/code] parameter is [code]true[/code], an option to " "restore the edited value to the original is provided." msgstr "" -"提交一个正在编辑的句柄(句柄必须是之前通过[method add_handles]添加的)。\n" -"如果[code]cancel[/code]参数是[code]true[/code],则提供了一个将编辑后的值恢复" -"到原始值的选项。" +"提交正在编辑的手柄(手柄必须是之前通过 [method add_handles] 添加的)。\n" +"如果 [code]cancel[/code] 参数为 [code]true[/code],则会提供一个将编辑后的值恢" +"复到原始值的选项。" #: doc/classes/EditorSpatialGizmo.xml msgid "" @@ -28252,16 +28336,16 @@ msgid "" "by [method add_handles]).\n" "Handles can be named for reference to the user when editing." msgstr "" -"获取已编辑的句柄的名称(句柄必须是之前通过[method add_handles]添加的)。\n" -"句柄的名称可以在编辑时被命名作为用户参考。" +"获取编辑的手柄的名称(手柄必须是之前通过 [method add_handles] 添加的)。\n" +"手柄的名称可以在编辑时被命名作为用户参考。" #: doc/classes/EditorSpatialGizmo.xml msgid "" "Gets actual value of a handle. This value can be anything and used for " "eventually undoing the motion when calling [method commit_handle]." msgstr "" -"获取一个句柄的实际值,这个值可以是任何东西,用于在调用[method commit_handle]" -"时最终撤销动作。这个值可以是任何东西,用于在调用[method commit_handle]时最终" +"获取手柄的实际值。这个值可以是任何东西,用于在调用 [method commit_handle] 时" +"最终撤销动作。这个值可以是任何东西,用于在调用 [method commit_handle] 时最终" "撤销动作。" #: doc/classes/EditorSpatialGizmo.xml @@ -28281,15 +28365,16 @@ msgid "" "Returns [code]true[/code] if the handle at index [code]index[/code] is " "highlighted by being hovered with the mouse." msgstr "" -"如果鼠标悬停索引为 [code]index[/code] 的句柄高亮,则返回 [code]true[/code]。" +"如果鼠标悬停在索引为 [code]index[/code] 的手柄上使之高亮,则返回 [code]true[/" +"code]。" #: doc/classes/EditorSpatialGizmo.xml msgid "" "This function is called when the [Spatial] this gizmo refers to changes (the " "[method Spatial.update_gizmo] is called)." msgstr "" -"当这个工具所指 [Spatial] 的变化时([method Spatial.update_gizmo] 函数被调" -"用)。" +"这个小工具所引用的 [Spatial] 发生变化时([method Spatial.update_gizmo] 函数被" +"调用)会调用这个函数。" #: doc/classes/EditorSpatialGizmo.xml msgid "" @@ -28298,8 +28383,8 @@ msgid "" "The [Camera] is also provided so screen coordinates can be converted to " "raycasts." msgstr "" -"当用户在屏幕坐标中拖动一个 gizmo 工具手柄时(之前用 [method add_handles] 添加" -"的),就会使用这个函数。\n" +"当用户在屏幕坐标中拖动小工具手柄时(之前用 [method add_handles] 添加),就会" +"使用这个函数。\n" "还提供了相机 [Camera],以便将屏幕坐标转换为射线投影。" #: doc/classes/EditorSpatialGizmo.xml @@ -28307,18 +28392,19 @@ msgid "" "Sets the gizmo's hidden state. If [code]true[/code], the gizmo will be " "hidden. If [code]false[/code], it will be shown." msgstr "" -"设置工具的隐藏状态。如果为 [code]true[/code],则小控件将被隐藏。如果为 " -"[code]false[/code],将显示它。" +"设置该小工具的隐藏状态。如果为 [code]true[/code],则该小工具将被隐藏。如果为 " +"[code]false[/code] 则会显示。" #: doc/classes/EditorSpatialGizmo.xml msgid "" "Sets the reference [Spatial] node for the gizmo. [code]node[/code] must " "inherit from [Spatial]." -msgstr "设置工具的参考 [Spatial] 节点。[code]node[/code]必须继承自 [Spatial]。" +msgstr "" +"设置该小工具所引用的 [Spatial] 节点。[code]node[/code]必须继承自 [Spatial]。" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "Used by the editor to define Spatial gizmo types." -msgstr "由编辑部用于定义空间小工具的类型。" +msgstr "由编辑部用于定义 Spatial 小工具的类型。" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" @@ -28329,8 +28415,8 @@ msgid "" "To use [EditorSpatialGizmoPlugin], register it using the [method " "EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" -"[EditorSpatialGizmoPlugin] 可用于定义新的控制器类型。这样做的主要方法有两种:" -"比较简单的控制器可以扩展 [EditorSpatialGizmoPlugin],或者可以创建新的 " +"[EditorSpatialGizmoPlugin] 可用于定义新的小工具类型。这样做的主要方法有两种:" +"比较简单的小工具可以扩展 [EditorSpatialGizmoPlugin],或者可以创建新的 " "[EditorSpatialGizmo] 类型。有关更多信息,请参阅文档中的教程。\n" "要使用 [EditorSpatialGizmoPlugin],请先用 [method EditorPlugin." "add_spatial_gizmo_plugin] 注册。" @@ -28348,13 +28434,13 @@ msgid "" "Override this method to define whether the gizmo can be hidden or not. " "Returns [code]true[/code] if not overridden." msgstr "" -"重写此方法以定义是否可以隐藏 Gizmo。如果未覆盖,则返回 [code]true[/code]。" +"重写此方法以定义是否可以隐藏该小工具。如果未覆盖,则返回 [code]true[/code]。" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "Override this method to commit gizmo handles. Called for this plugin's " "active gizmos." -msgstr "重写此方法以提交 Gizmo 句柄。调用此插件的活动辅助工具。" +msgstr "重写此方法以提交小工具手柄。会为这个插件的活动小工具进行调用。" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" @@ -28405,13 +28491,13 @@ msgstr "" msgid "" "Override this method to provide gizmo's handle names. Called for this " "plugin's active gizmos." -msgstr "重写此方法以提供 Gizmo 的句柄名称。调用此插件的活动工具。" +msgstr "重写此方法以提供小工具的手柄名称。会为这个插件的活动小工具进行调用。" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "Gets actual value of a handle from gizmo. Called for this plugin's active " "gizmos." -msgstr "从 Gizmo 获取句柄的实际值。调用此插件的活动工具。" +msgstr "从小工具获取手柄的实际值。会为这个插件的活动小工具进行调用。" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" @@ -28426,7 +28512,7 @@ msgstr "" msgid "" "Override this method to provide the name that will appear in the gizmo " "visibility menu." -msgstr "重写此方法以提供将出现在工具可见性菜单中的名称。" +msgstr "重写此方法以提供将出现在小工具可见性菜单中的名称。" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" @@ -28437,10 +28523,10 @@ msgid "" "overridden, this method will return [code]0[/code], which means custom " "gizmos will automatically override built-in gizmos." msgstr "" -"重写此方法可以设置工具的优先级。值越高,优先级越高。如果具有较高优先级的工具" -"与另一个工具发生冲突,则仅使用具有较高优先级的工具。\n" -"所有内置编辑器小控件均返回 [code]-1[/code]优先级。如果未重写,则此方法将返回 " -"[code]0[/code],这意味着自定义控件将自动覆盖内置控件。" +"重写此方法可以设置小工具的优先级。值越高,优先级越高。如果具有较高优先级的小" +"工具与另一个小工具发生冲突,则仅使用具有较高优先级的小工具。\n" +"所有内置编辑器小工具均返回 [code]-1[/code] 优先级。如果未重写,则此方法将返" +"回 [code]0[/code],这意味着自定义控件将自动覆盖内置小工具。" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" @@ -28449,34 +28535,36 @@ msgid "" "if it returns [code]true[/code] the node gets a generic [EditorSpatialGizmo] " "assigned and is added to this plugin's list of active gizmos." msgstr "" -"覆盖这个方法来定义哪些空间节点有这个插件的 gizmo。每当一个 [Spatial] 节点被添" -"加到一个场景中时,这个方法就会被调用,如果它返回 [code]true[/code],该节点就" -"会被分配一个通用的 [EditorSpatialGizmo],并被添加到这个插件的激活 Gizmos列表" -"中。" +"覆盖这个方法来定义哪些 Spatial 节点有这个插件的小工具。每当一个 [Spatial] 节" +"点被添加到一个场景中时,这个方法就会被调用,如果它返回 [code]true[/code],该" +"节点就会被分配一个通用的 [EditorSpatialGizmo],并被添加到这个插件的激活小工具" +"列表中。" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "Gets whether a handle is highlighted or not. Called for this plugin's active " "gizmos." -msgstr "获取句柄是否高亮显示。调用此插件的活动工具。" +msgstr "获取手柄是否高亮显示。会为这个插件的活动小工具进行调用。" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "Override this method to define whether a Spatial with this gizmo should be " "selectable even when the gizmo is hidden." -msgstr "覆盖此方法,以定义具有此工具的空间是否应该在工具被隐藏时也可以被选择。" +msgstr "" +"覆盖此方法,以定义具有此小工具的 Spatial 是否应该在小工具被隐藏时也可以被选" +"择。" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "Callback to redraw the provided gizmo. Called for this plugin's active " "gizmos." -msgstr "回调以重新绘制提供的工具。调用此插件的活动工具。" +msgstr "用以重绘给定的小工具的回调。会为这个插件的活动小工具进行调用。" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" "Update the value of a handle after it has been updated. Called for this " "plugin's active gizmos." -msgstr "更新句柄后更新其值。调用此插件的活动工具。" +msgstr "更新手柄后更新其值。会为这个插件的活动小工具进行调用。" #: doc/classes/EditorSpinSlider.xml msgid "Godot editor's control for editing numeric values." @@ -28902,8 +28990,8 @@ msgid "" "here.\n" "[/codeblock]" msgstr "" -"返回自引擎初始化以来的总帧数,在每个[b]空闲帧[/b]都会进行,无论渲染循环是否被" -"启用。参阅 [method get_frames_drawn] 和 [method get_physics_frames]。\n" +"返回自引擎初始化以来的总帧数,无论是否启用渲染循环,每个[b]空闲帧[/b]都会增" +"长。另请参阅 [method get_frames_drawn] 和 [method get_physics_frames]。\n" "[method get_idle_frames] 可以用来减少运行高消耗逻辑的次数,而不需要依靠 " "[Timer]。\n" "[codeblock]\n" @@ -29143,14 +29231,14 @@ msgstr "" "信息可能会被隐藏,即使它们是由其他脚本触发。如果在 [code]tool[/code] 脚本中把" "这个设置为 [code]false[/code],这也会影响到编辑器本身。在确保错误信息被启用之" "前,[i]请勿[/i]报告错误(因为默认情况下是会的)。\n" -"[b]注意:[/b]当从编辑器运行一个项目时,这个属性不影响编辑器的错误选项卡。" +"[b]注意:[/b]从编辑器运行项目时,这个属性不影响编辑器的错误选项卡。" #: doc/classes/Engine.xml msgid "" "The desired frames per second. If the hardware cannot keep up, this setting " "may not be respected. A value of 0 means no limit." msgstr "" -"所需的每秒帧数。如果硬件无法跟上,则可能不遵守此设置。值为0表示没有限制。" +"所需的每秒帧数。如果硬件无法跟上,则可能不遵守此设置。值为 0 表示没有限制。" #: doc/classes/Engine.xml msgid "" @@ -29863,7 +29951,7 @@ msgid "" msgstr "" "使用自定义的透明颜色清除背景,并允许定义天空的阴影和反射。这种模式比 " "[constant BG_SKY] 稍快,应是在可以看到反射,但天空本身不可见的场景中的首选" -"(例如,自上而下的相机)。" +"(例如俯视角相机)。" #: doc/classes/Environment.xml msgid "Displays a [CanvasLayer] in the background." @@ -30830,7 +30918,7 @@ msgid "" "will change the window title to \"Open a File\")." msgstr "" "如果为 [code]true[/code],更改 [code]Mode[/code] 属性将相应地设置窗口标题(例" -"如,将模式设置为 [constant MODE_OPEN_FILE] 会将窗口标题更改为“打开文件”)。" +"如将模式设置为 [constant MODE_OPEN_FILE] 会将窗口标题更改为“打开文件”)。" #: doc/classes/FileDialog.xml msgid "If [code]true[/code], the dialog will show hidden files." @@ -36983,7 +37071,7 @@ msgstr "原始纹理(在压缩前)使用 sRGB 空间。" msgid "" "Source texture (before compression) is a normal texture (e.g. it can be " "compressed into two channels)." -msgstr "原始纹理(在压缩前)是法线纹理(例如,可以压缩为两个通道)。" +msgstr "原始纹理(在压缩前)是法线纹理(例如可以压缩为两个通道)。" #: doc/classes/Image.xml msgid "Source texture (before compression) is a [TextureLayered]." @@ -41441,11 +41529,14 @@ msgstr "" "如果为 [code]true[/code],则光线的效果会逆转,使区域变暗并投射明亮的阴影。" #: doc/classes/Light.xml +#, fuzzy msgid "" "The size of the light in Godot units. Only considered in baked lightmaps and " "only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing " "this value will make the shadows appear blurrier. This can be used to " -"simulate area lights to an extent." +"simulate area lights to an extent.\n" +"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] " +"(the light's scale or its parent's scale)." msgstr "" "灯光的大小,使用 Godot 的单位。只在烘焙的光照贴图中考虑,并且只在 [member " "light_bake_mode] 被设置为 [constant BAKE_ALL] 时考虑。增加这个值会使阴影看起" @@ -43128,8 +43219,8 @@ msgstr "" "点击后会弹出 [PopupMenu] 的特殊按钮。\n" "可以使用 [code]get_popup().add_item(\"菜单项目名称\")[/code] 在这个 " "[PopupMenu] 中创建新项目。你也可以直接从编辑器中创建它们。要做到这点,选择 " -"[MenuButton] 节点,然后在 2D 编辑器顶部的工具栏中,点击[b]项目[/b],然后点击" -"弹出窗口中的[b]添加[/b]。你将能够赋予每个项目新的属性。\n" +"[MenuButton] 节点,然后在 2D 编辑器顶部的工具栏中,点击[b]列表项[/b],然后点" +"击弹出窗口中的[b]添加[/b]。你将能够赋予每个项目新的属性。\n" "与该节点相关的常用属性和方法请参阅 [BaseButton]。" #: doc/classes/MenuButton.xml doc/classes/OptionButton.xml @@ -43286,23 +43377,23 @@ msgstr "" msgid "" "Returns all the vertices that make up the faces of the mesh. Each three " "vertices represent one triangle." -msgstr "返回所有在这个网格中,构成面的顶点。每三个顶点代表一个三角形。" +msgstr "返回网格中所有构成面的顶点。每三个顶点代表一个三角形。" #: doc/classes/Mesh.xml msgid "Returns the amount of surfaces that the [Mesh] holds." -msgstr "返回该网格的面数。" +msgstr "返回该 [Mesh] 中表面的个数。" #: doc/classes/Mesh.xml msgid "" "Returns the arrays for the vertices, normals, uvs, etc. that make up the " "requested surface (see [method ArrayMesh.add_surface_from_arrays])." msgstr "" -"返回所有组成面所需的东西构成的数组的数组,例如顶点,法向,UV等。(参阅" -"[method ArrayMesh.add_surface_from_arrays])。" +"返回构成请求表面的顶点、法线、UV 等数组。(见 [method ArrayMesh." +"add_surface_from_arrays])。" #: doc/classes/Mesh.xml msgid "Returns the blend shape arrays for the requested surface." -msgstr "返回所需面的混合形状数组。" +msgstr "返回请求表面的混合形状数组。" #: doc/classes/Mesh.xml msgid "" @@ -43326,31 +43417,31 @@ msgstr "" #: doc/classes/Mesh.xml msgid "Render array as points (one vertex equals one point)." -msgstr "将顶点数组渲染为点阵(一个顶点对应一个点阵中的点)。" +msgstr "将数组渲染为点(一个顶点对应一个点)。" #: doc/classes/Mesh.xml msgid "Render array as lines (every two vertices a line is created)." -msgstr "将顶点组渲染为线条(每两个顶点之间创建一条连线)。" +msgstr "将数组渲染为线(每两个顶点创建一条连线)。" #: doc/classes/Mesh.xml msgid "Render array as line strip." -msgstr "将顶点组渲染为线条。" +msgstr "将数组渲染为线条。" #: doc/classes/Mesh.xml msgid "Render array as line loop (like line strip, but closed)." -msgstr "将数组渲染成线状环(像线条,但是封闭的)。" +msgstr "将数组渲染为线环(类似线条,但是封闭的)。" #: doc/classes/Mesh.xml msgid "Render array as triangles (every three vertices a triangle is created)." -msgstr "将顶点组渲染为三角形(每三个相邻顶点创建一个三角形)。" +msgstr "将数组渲染为三角形(每三个顶点创建一个三角形)。" #: doc/classes/Mesh.xml msgid "Render array as triangle strips." -msgstr "将顶点组渲染为三角形线框。" +msgstr "将数组渲染为三角形条。" #: doc/classes/Mesh.xml msgid "Render array as triangle fans." -msgstr "将数组渲染成三角形扇形。" +msgstr "将数组渲染为三角形扇。" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Blend shapes are normalized." @@ -43358,46 +43449,45 @@ msgstr "混合形状是被归一化了的。" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Blend shapes are relative to base weight." -msgstr "混合形状相对于基础的权重。" +msgstr "混合形状是相对于基础的权重。" #: doc/classes/Mesh.xml msgid "" "Mesh array contains vertices. All meshes require a vertex array so this " "should always be present." -msgstr "" -"网格组包含许多顶点。每一个网格都需要一个顶点数组,所以这应该持久化储存。" +msgstr "网格数组包含顶点。所有网格都需要有顶点数组,所以这应该始终存在。" #: doc/classes/Mesh.xml msgid "Mesh array contains normals." -msgstr "网格组包含法线。" +msgstr "网格数组包含法线。" #: doc/classes/Mesh.xml msgid "Mesh array contains tangents." -msgstr "网格组包含切向。" +msgstr "网格数组包含切线。" #: doc/classes/Mesh.xml msgid "Mesh array contains colors." -msgstr "网格组包含颜色。" +msgstr "网格数组包含颜色。" #: doc/classes/Mesh.xml msgid "Mesh array contains UVs." -msgstr "网格组包含 UV。" +msgstr "网格数组包含 UV。" #: doc/classes/Mesh.xml msgid "Mesh array contains second UV." -msgstr "网格组包含第二套 UV。" +msgstr "网格数组包含第二套 UV。" #: doc/classes/Mesh.xml msgid "Mesh array contains bones." -msgstr "网格组包含骨骼。" +msgstr "网格数组包含骨骼。" #: doc/classes/Mesh.xml msgid "Mesh array contains bone weights." -msgstr "网格组包含骨骼权重。" +msgstr "网格数组包含骨骼权重。" #: doc/classes/Mesh.xml msgid "Mesh array uses indices." -msgstr "网格组使用索引。" +msgstr "网格数组使用索引。" #: doc/classes/Mesh.xml msgid "" @@ -43411,11 +43501,11 @@ msgstr "用于标记压缩(半精度浮点)顶点数组的标志。" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed (half float) normal array." -msgstr "曾经用于标记压缩(半精度浮点)法向数组的标志。" +msgstr "用于标记压缩(半精度浮点)法向数组的标志。" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed (half float) tangent array." -msgstr "曾经用于标记压缩(半精度浮点)切向数组的标志。" +msgstr "用于标记压缩(半精度浮点)切线数组的标志。" #: doc/classes/Mesh.xml msgid "" @@ -43424,16 +43514,19 @@ msgid "" "unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, " "1)[/code] and reduce colors' precision." msgstr "" +"用于标记压缩(半精度浮点)颜色数组的标志。\n" +"[b]注意:[/b]如果启用这个标志,顶点颜色会作为 8 位无符号整数存储。这会导致过" +"亮颜色被钳制到 [code]Color(1, 1, 1, 1)[/code],降低颜色的精度。" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed (half float) UV coordinates array." -msgstr "曾用于标记压缩(半精度浮点)UV 坐标数组的标志。" +msgstr "用于标记压缩(半精度浮点)UV 坐标数组的标志。" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "" "Flag used to mark a compressed (half float) UV coordinates array for the " "second UV coordinates." -msgstr "曾用于标记第二套 UV 坐标的压缩(半精度浮点)UV 坐标数组的标志。" +msgstr "用于标记第二套 UV 坐标的压缩(半精度浮点)UV 坐标数组的标志。" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed bone array." @@ -43445,11 +43538,11 @@ msgstr "用于标记压缩(半精度浮点)权重数组的标志。" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark a compressed index array." -msgstr "曾用于标记压缩索引数组的标志。" +msgstr "用于标记压缩索引数组的标志。" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark that the array contains 2D vertices." -msgstr "曾用于标记包含 2D 顶点的数组的标志。" +msgstr "用于标记包含 2D 顶点的数组的标志。" #: doc/classes/Mesh.xml doc/classes/VisualServer.xml msgid "Flag used to mark that the array uses 16-bit bones instead of 8-bit." @@ -43462,7 +43555,6 @@ msgid "" msgstr "标志用于标记数组使用法线和切线向量的八面表示法,而不是笛卡尔式。" #: doc/classes/Mesh.xml -#, fuzzy msgid "" "Used to set flags [constant ARRAY_COMPRESS_VERTEX], [constant " "ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant " @@ -43477,7 +43569,10 @@ msgstr "" "ARRAY_COMPRESS_NORMAL]、[constant ARRAY_COMPRESS_TANGENT]、[constant " "ARRAY_COMPRESS_COLOR]、[constant ARRAY_COMPRESS_TEX_UV]、[constant " "ARRAY_COMPRESS_TEX_UV2]、[constant ARRAY_COMPRESS_WEIGHTS]、[constant " -"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] 。" +"ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] 。\n" +"[b]注意:[/b]因为这个标志会启用 [constant ARRAY_COMPRESS_COLOR],所以顶点颜色" +"会作为 8 位无符号整数存储。这会导致过亮颜色被钳制到 [code]Color(1, 1, 1, 1)[/" +"code],降低颜色的精度。" #: doc/classes/Mesh.xml msgid "Array of vertices." @@ -43489,7 +43584,7 @@ msgstr "法线数组。" #: doc/classes/Mesh.xml msgid "Array of tangents as an array of floats, 4 floats per tangent." -msgstr "切向数组。每一个切向数据由四个 float 变量描述。" +msgstr "切线数组,是浮点数数组,每 4 个浮点数表示一条切线。" #: doc/classes/Mesh.xml msgid "Array of colors." @@ -43505,7 +43600,7 @@ msgstr "第二套 UV 坐标数组。" #: doc/classes/Mesh.xml msgid "Array of bone data." -msgstr "骨骼数据的数组。" +msgstr "骨骼数据数组。" #: doc/classes/Mesh.xml msgid "Array of weights." @@ -43517,7 +43612,7 @@ msgstr "索引数组。" #: doc/classes/MeshDataTool.xml msgid "Helper tool to access and edit [Mesh] data." -msgstr "用于帮助编辑和使用 [Mesh] 网格数据的工具。" +msgstr "用于访问和编辑 [Mesh] 数据的辅助工具。" #: doc/classes/MeshDataTool.xml msgid "" @@ -43587,7 +43682,7 @@ msgstr "将当前 MeshDataTool 中所有的数据全部清除。" #: doc/classes/MeshDataTool.xml msgid "Adds a new surface to specified [Mesh] with edited data." -msgstr "使用编辑后的数据,向特定的[Mesh]中添加一个新的面。" +msgstr "使用编辑后的数据,向指定的 [Mesh] 中添加一个新的表面。" #: doc/classes/MeshDataTool.xml msgid "" @@ -43595,11 +43690,11 @@ msgid "" "Requires [Mesh] with primitive type [constant Mesh.PRIMITIVE_TRIANGLES]." msgstr "" "使用给定 [Mesh] 的指定表面来填充 MeshDataTool 的数据。\n" -"要求 [Mesh] 具有基本类型 [constant Mesh.PRIMITIVE_TRIANGLES]。" +"要求 [Mesh] 的图元类型为 [constant Mesh.PRIMITIVE_TRIANGLES]。" #: doc/classes/MeshDataTool.xml msgid "Returns the number of edges in this [Mesh]." -msgstr "返回这个[Mesh]的边数。" +msgstr "返回这个 [Mesh] 的边数。" #: doc/classes/MeshDataTool.xml msgid "Returns array of faces that touch given edge." @@ -43656,15 +43751,15 @@ msgid "" "ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" "See [enum ArrayMesh.ArrayFormat] for a list of format flags." msgstr "" -"返回 [Mesh] 的格式,该格式是由 [Mesh] 格式标识组合而成的整数。例如,一个同时" -"包含顶点和法线的网格将返回 [code]3[/code]格式,因为 [constant ArrayMesh." -"ARRAY_FORMAT_VERTEX] = [code]1[/code],[constant ArrayMesh." -"ARRAY_FORMAT_NORMAL] = [code]2[/code]。\n" -"参阅 [enum ArrayMesh.ArrayFormat] 的格式标识列表。" +"返回该 [Mesh] 的格式,该格式是由 [Mesh] 格式标识组合而成的整数。例如,一个同" +"时包含顶点和法线的网格返回的格式是 [code]3[/code],因为 [constant ArrayMesh." +"ARRAY_FORMAT_VERTEX] 是 [code]1[/code] 而 [constant ArrayMesh." +"ARRAY_FORMAT_NORMAL] 是 [code]2[/code]。\n" +"格式标志列表见 [enum ArrayMesh.ArrayFormat]。" #: doc/classes/MeshDataTool.xml msgid "Returns the material assigned to the [Mesh]." -msgstr "返回分配给 [Mesh] 的材质。" +msgstr "返回分配给该 [Mesh] 的材质。" #: doc/classes/MeshDataTool.xml msgid "Returns the vertex at given index." @@ -43672,7 +43767,7 @@ msgstr "返回给定索引处的顶点。" #: doc/classes/MeshDataTool.xml msgid "Returns the bones of the given vertex." -msgstr "返回给定顶点的骨架。" +msgstr "返回给定顶点的骨骼。" #: doc/classes/MeshDataTool.xml msgid "Returns the color of the given vertex." @@ -43700,7 +43795,7 @@ msgstr "返回给定顶点的法线。" #: doc/classes/MeshDataTool.xml msgid "Returns the tangent of the given vertex." -msgstr "返回给定顶点的正切值。" +msgstr "返回给定顶点的切线。" #: doc/classes/MeshDataTool.xml msgid "Returns the UV of the given vertex." @@ -43732,7 +43827,7 @@ msgstr "设置给定顶点的位置。" #: doc/classes/MeshDataTool.xml msgid "Sets the bones of the given vertex." -msgstr "设置给定顶点的骨架。" +msgstr "设置给定顶点的骨骼。" #: doc/classes/MeshDataTool.xml msgid "Sets the color of the given vertex." @@ -43805,7 +43900,7 @@ msgid "" "calculated from the mesh geometry. It's mainly used for testing." msgstr "" "这个辅助工具创建 [MeshInstance] 子节点,在每个顶点都有根据网格几何形状计算的" -"辅助线框。其主要用于测试。" +"小工具。其主要用于测试。" #: doc/classes/MeshInstance.xml msgid "" @@ -43954,7 +44049,7 @@ msgstr "" #: doc/classes/MeshInstance2D.xml msgid "The [Mesh] that will be drawn by the [MeshInstance2D]." -msgstr "[Mesh] 将由 [MeshInstance2D] 绘制。" +msgstr "该 [MeshInstance2D] 绘制的 [Mesh]。" #: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml msgid "" @@ -44009,15 +44104,15 @@ msgstr "" #: doc/classes/MeshLibrary.xml msgid "Returns the first item with the given name." -msgstr "返回第一个指定名称的 item。" +msgstr "返回第一个具有指定名称的项。" #: doc/classes/MeshLibrary.xml msgid "Returns the list of item IDs in use." -msgstr "返回正在使用的 item id 列表。" +msgstr "返回正在使用的项目 ID 列表。" #: doc/classes/MeshLibrary.xml msgid "Returns the item's mesh." -msgstr "返回该 item 的网格模型。" +msgstr "返回该项目的网格。" #: doc/classes/MeshLibrary.xml msgid "Returns the transform applied to the item's mesh." @@ -44025,7 +44120,7 @@ msgstr "返回应用到项目网格的变换。" #: doc/classes/MeshLibrary.xml msgid "Returns the item's name." -msgstr "返回项的名称。" +msgstr "返回该项的名称。" #: doc/classes/MeshLibrary.xml msgid "Returns the item's navigation mesh." @@ -44082,7 +44177,7 @@ msgstr "" #: doc/classes/MeshLibrary.xml msgid "Sets the item's navigation mesh." -msgstr "设置此项的导航网格。" +msgstr "设置该项的导航网格。" #: doc/classes/MeshLibrary.xml msgid "Sets the transform to apply to the item's navigation mesh." @@ -44117,7 +44212,7 @@ msgstr "" #: doc/classes/MeshTexture.xml msgid "Sets the base texture that the Mesh will use to draw." -msgstr "设置网格用来绘制的基础纹理。" +msgstr "设置该 Mesh 用来绘制的基础纹理。" #: doc/classes/MeshTexture.xml msgid "Sets the size of the image, needed for reference." @@ -44211,7 +44306,7 @@ msgstr "显示器与设备内部镜片之间的距离,单位为厘米。" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml msgid "The width of the display in centimeters." -msgstr "显示器的宽度,以厘米为单位。" +msgstr "显示器的宽度,单位为厘米。" #: modules/mobile_vr/doc_classes/MobileVRInterface.xml msgid "" @@ -44244,7 +44339,7 @@ msgid "" "performance." msgstr "" "过采样设置。由于镜头失真,我们必须以比屏幕自然分辨率更高的质量渲染我们的缓冲" -"区。介于1.5和2.0之间的值通常可以提供良好的结果,但会牺牲性能。" +"区。介于 1.5 和 2.0 之间的值通常可以提供良好的结果,但会牺牲性能。" #: doc/classes/MultiMesh.xml msgid "Provides high-performance mesh instancing." @@ -44281,7 +44376,7 @@ msgstr "" #: doc/classes/MultiMesh.xml msgid "Gets a specific instance's color." -msgstr "获取一个特定实例的颜色。" +msgstr "获取特定实例的颜色。" #: doc/classes/MultiMesh.xml msgid "Returns the custom data that has been set for a specific instance." @@ -44289,7 +44384,7 @@ msgstr "返回已经为特定实例设置的自定义数据。" #: doc/classes/MultiMesh.xml msgid "Returns the [Transform] of a specific instance." -msgstr "返回一个特定实例的 [Transform]。" +msgstr "返回特定实例的 [Transform]。" #: doc/classes/MultiMesh.xml msgid "Returns the [Transform2D] of a specific instance." @@ -44423,7 +44518,7 @@ msgid "" "Limits the number of instances drawn, -1 draws all instances. Changing this " "does not change the sizes of the buffers." msgstr "" -"限制绘制的实例数量,-1会绘制所有的实例。改变这一点并不改变缓冲区的大小。" +"限制绘制的实例数量,-1 会绘制所有的实例。改变这一点并不改变缓冲区的大小。" #: doc/classes/MultiMesh.xml msgid "Use this when using 2D transforms." @@ -44501,7 +44596,7 @@ msgid "" msgstr "" "[MultiMeshInstance] 是特有的节点,用于基于 [MultiMesh] 资源的 " "[GeometryInstance] 的实例。\n" -"这对于优化给定网格的大量实例的渲染是非常有用的(例如,森林中的树木或草丛)。" +"这对于优化给定网格的大量实例的渲染是非常有用的(例如森林中的树木或草丛)。" #: doc/classes/MultiMeshInstance.xml msgid "" @@ -45452,6 +45547,7 @@ msgid "3D agent used in navigation for collision avoidance." msgstr "在导航中用于防撞的 3D 代理。" #: doc/classes/NavigationAgent.xml +#, fuzzy msgid "" "3D agent that is used in navigation to reach a location while avoiding " "static and dynamic obstacles. The dynamic obstacles are avoided using RVO " @@ -45465,7 +45561,10 @@ msgid "" "use the [method get_next_location] function once every physics frame to " "update the internal path logic of the NavigationAgent. The returned vector " "position from this function should be used as the next movement position for " -"the agent's parent Node." +"the agent's parent Node.\n" +"[b]Note:[/b] By default, the expensive calculations for avoidance are done " +"in a thread. In HTML5 exports without thread support, they will be done on " +"the main thread, which can lead to performance issues." msgstr "" "导航中使用的 3D 代理,可以在前往某个位置时躲避静态和动态障碍物。躲避动态障碍" "物使用的是 RVO(Reciprocal Velocity Obstacles,相对速度障碍物)防撞算法。代理" @@ -45768,6 +45867,7 @@ msgid "2D agent used in navigation for collision avoidance." msgstr "在导航中用于防撞的 2D 代理。" #: doc/classes/NavigationAgent2D.xml +#, fuzzy msgid "" "2D agent that is used in navigation to reach a location while avoiding " "static and dynamic obstacles. The dynamic obstacles are avoided using RVO " @@ -45781,7 +45881,10 @@ msgid "" "use the [method get_next_location] function once every physics frame to " "update the internal path logic of the NavigationAgent. The returned vector " "position from this function should be used as the next movement position for " -"the agent's parent Node." +"the agent's parent Node.\n" +"[b]Note:[/b] By default, the expensive calculations for avoidance are done " +"in a thread. In HTML5 exports without thread support, they will be done on " +"the main thread, which can lead to performance issues." msgstr "" "导航中使用的 2D 代理,可以在前往某个位置时躲避静态和动态障碍物。躲避动态障碍" "物使用的是 RVO(Reciprocal Velocity Obstacles,相对速度障碍物)防撞算法。代理" @@ -46660,6 +46763,7 @@ msgid "Server interface for low-level 3D navigation access." msgstr "访问底层 3D 导航的服务器接口。" #: doc/classes/NavigationServer.xml +#, fuzzy msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" @@ -46680,6 +46784,9 @@ msgid "" "modified velocity as-is might lead to pushing and agent outside of a " "navigable area. This is a limitation of the collision avoidance system, any " "more complex situation may require the use of the physics engine.\n" +"[b]Note:[/b] By default, the expensive calculations for avoidance are done " +"in a thread. In HTML5 exports without thread support, they will be done on " +"the main thread, which can lead to performance issues.\n" "This server keeps tracks of any call and executes them during the sync " "phase. This means that you can request any change to the map, using any " "thread, without worrying." @@ -46899,19 +47006,19 @@ msgid "" "code] is specified, the client will also listen to the given port; this is " "useful for some NAT traversal techniques." msgstr "" -"创建客户端,使用指定的[code]端口[/code]连接到[code]地址[/code]的服务器上。给" -"定的地址需要是一个完全合格的域名(例如,[code]\"www.example.com\"[/code])或" -"一个IPv4或IPv6格式的IP地址(例如,[code]\"192.168.1.1\"[/code])。" -"[code]port[/code]是服务器所监听的端口。[code]in_bandwidth[/code]和" -"[code]out_bandwidth[/code]参数可用于将传入和传出的带宽限制在给定的字节数/秒。" -"默认的0意味着无限的带宽。请注意,ENet会在对等体之间连接的特定一侧战略性地丢弃" -"数据包,以确保对等体的带宽不被淹没。带宽参数也决定了连接的窗口大小,它限制了" -"在任何给定时间内可能正在传输的可靠数据包的数量。如果创建了一个客户端,返回" -"[constant OK];如果这个NetworkedMultiplayerENet实例已经有一个开放的连接(在这" -"种情况下,你需要先调用[method close_connection]),返回[constant " -"ERR_CANT_CREATE];如果不能创建客户端,返回[constant ERR_CANT_CREATE]。如果指" -"定了[code]client_port[/code],客户端也将监听给定的端口;这对一些NAT穿越技术很" -"有用。" +"创建客户端,使用指定的 [code]port[/code]连接到[code]address[/code]的服务器" +"上。给定的地址需要是一个完全合格的域名(例如 [code]\"www.example.com\"[/" +"code])或一个 IPv4 或 IPv6 格式的 IP 地址(例如 [code]\"192.168.1.1\"[/" +"code])。[code]port[/code] 是服务器所监听的端口。[code]in_bandwidth[/code] " +"和 [code]out_bandwidth[/code] 参数可用于将传入和传出的带宽限制在给定的字节数/" +"秒。默认的 0 意味着无限的带宽。请注意,ENet 会在对等体之间连接的特定一侧战略" +"性地丢弃数据包,以确保对等体的带宽不被淹没。带宽参数也决定了连接的窗口大小," +"它限制了在任何给定时间内可能正在传输的可靠数据包的数量。如果创建了一个客户" +"端,返回 [constant OK];如果这个 NetworkedMultiplayerENet 实例已经有一个开放" +"的连接(在这种情况下,你需要先调用 [method close_connection]),返回 " +"[constant ERR_CANT_CREATE];如果不能创建客户端,则返回 [constant " +"ERR_CANT_CREATE]。如果指定了 [code]client_port[/code],客户端也将监听给定的端" +"口;这对一些 NAT 穿越技术很有用。" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" @@ -46930,16 +47037,16 @@ msgid "" "case you need to call [method close_connection] first) or [constant " "ERR_CANT_CREATE] if the server could not be created." msgstr "" -"创建服务器,通过[code]port[/code]监听连接。该端口需要是一个可用的、未使用的端" -"口,在0到65535之间。注意,低于1024的端口是特权端口,根据平台的不同可能需要提" -"高权限。要改变服务器监听的接口,请使用[method set_bind_ip]。默认IP是通配符" -"[code]\"*\"[/code],它监听所有可用的接口。[code]max_clients[/code]是允许同时" -"进行的最大客户数,可以使用任何数字,最高可达4095,尽管可实现的同时进行的客户" -"数可能要低得多,并且取决于应用。关于带宽参数的其他细节,见[method " -"create_client]。如果服务器被创建,返回[constant OK];如果这个" -"NetworkedMultiplayerENet实例已经有一个开放的连接(在这种情况下,你需要先调用" -"[method close_connection]),返回[constant ERR_CANT_CREATE];如果服务器不能被" -"创建,返回[constant ERR_CANT_CREATE]。" +"创建服务器,通过 [code]port[/code] 监听连接。该端口需要是一个可用的、未使用的" +"端口,在 0 到 65535 之间。注意,低于 1024 的端口是特权端口,根据平台的不同可" +"能需要提高权限。要改变服务器监听的接口,请使用 [method set_bind_ip]。默认 IP " +"是通配符 [code]\"*\"[/code],会监听所有可用的接口。[code]max_clients[/code] " +"是允许同时进行的最大客户数,可以使用任何数字,最高可达 4095,尽管可实现的同时" +"进行的客户数可能要低得多,并且取决于应用。关于带宽参数的其他细节,见 [method " +"create_client]。如果服务器被创建,则返回 [constant OK];如果这个 " +"NetworkedMultiplayerENet 实例已经有一个开放的连接(在这种情况下,你需要先调" +"用 [method close_connection]),则返回 [constant ERR_CANT_CREATE];如果服务器" +"不能被创建,则返回 [constant ERR_CANT_CREATE]。" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" @@ -50429,7 +50536,7 @@ msgstr "" "[OccluderShape] 是 [Occluder] 节点所使用的资源,用于几何遮挡剔除。\n" "该多边形必须是凸多边形。多边形顶点的创建与删除可以在编辑器的检查器中进行,也" "可以通过调用 [code]set_polygon_points[/code] 实现。每一条边的顶点都可以通过在" -"编辑器视窗中拖拽句柄设置。\n" +"编辑器视窗中拖拽手柄设置。\n" "另外,每一个多边形遮挡器都可以支持单个空洞。如果你在编辑器的检查器中为空洞添" "加至少三个顶点,就可以在编辑器视窗中拖拽空洞边缘顶点的句柄。\n" "一般而言,多边形以及空洞的边数越少,运行时系统的处理速度就越快,所以在大多数" @@ -50525,11 +50632,14 @@ msgstr "" "光的衰减(下降)曲线。在[b]检查器[/b]中,通过右键点击曲线,可以获得许多预设。" #: doc/classes/OmniLight.xml +#, fuzzy msgid "" "The light's radius. Note that the effectively lit area may appear to be " "smaller depending on the [member omni_attenuation] in use. No matter the " "[member omni_attenuation] in use, the light will never reach anything " -"outside this radius." +"outside this radius.\n" +"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] " +"(the light's scale or its parent's scale)." msgstr "" "光的半径。请注意,有效的照明区域可能看起来更小,这取决于使用的 [member " "omni_attenuation]。无论使用何种 [member omni_attenuation],光线都不会到达这个" @@ -51187,13 +51297,14 @@ msgid "Returns the audio driver name for the given index." msgstr "返回给定索引的音频驱动程序名称。" #: doc/classes/OS.xml +#, fuzzy msgid "" "Returns the [i]global[/i] cache data directory according to the operating " -"system's standards. On desktop platforms, this path can be overridden by " -"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting " -"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in " -"Godot projects[/url] in the documentation for more information. See also " -"[method get_config_dir] and [method get_data_dir].\n" +"system's standards. On Linux, this path can be overridden by setting the " +"[code]XDG_CACHE_HOME[/code] environment variable before starting the " +"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot " +"projects[/url] in the documentation for more information. See also [method " +"get_config_dir] and [method get_data_dir].\n" "Not to be confused with [method get_user_data_dir], which returns the " "[i]project-specific[/i] user data path." msgstr "" @@ -51251,13 +51362,14 @@ msgstr "" "[/codeblock]" #: doc/classes/OS.xml +#, fuzzy msgid "" "Returns the [i]global[/i] user configuration directory according to the " -"operating system's standards. On desktop platforms, this path can be " -"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable " -"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths." -"html]File paths in Godot projects[/url] in the documentation for more " -"information. See also [method get_cache_dir] and [method get_data_dir].\n" +"operating system's standards. On Linux, this path can be overridden by " +"setting the [code]XDG_CONFIG_HOME[/code] environment variable before " +"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File " +"paths in Godot projects[/url] in the documentation for more information. See " +"also [method get_cache_dir] and [method get_data_dir].\n" "Not to be confused with [method get_user_data_dir], which returns the " "[i]project-specific[/i] user data path." msgstr "" @@ -51286,13 +51398,14 @@ msgid "" msgstr "返回当前使用的视频驱动程序,使用[enum VideoDriver]中的一个值。" #: doc/classes/OS.xml +#, fuzzy msgid "" "Returns the [i]global[/i] user data directory according to the operating " -"system's standards. On desktop platforms, this path can be overridden by " -"setting the [code]XDG_DATA_HOME[/code] environment variable before starting " -"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in " -"Godot projects[/url] in the documentation for more information. See also " -"[method get_cache_dir] and [method get_config_dir].\n" +"system's standards. On Linux, this path can be overridden by setting the " +"[code]XDG_DATA_HOME[/code] environment variable before starting the project. " +"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot " +"projects[/url] in the documentation for more information. See also [method " +"get_cache_dir] and [method get_config_dir].\n" "Not to be confused with [method get_user_data_dir], which returns the " "[i]project-specific[/i] user data path." msgstr "" @@ -53747,6 +53860,17 @@ msgid "Particle systems (2D)" msgstr "粒子系统(2D)" #: doc/classes/Particles2D.xml +#, fuzzy +msgid "2D Particles Demo" +msgstr "2D 平台跳跃演示" + +#: doc/classes/Particles2D.xml +msgid "" +"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the " +"player)" +msgstr "" + +#: doc/classes/Particles2D.xml msgid "Returns a rectangle containing the positions of all existing particles." msgstr "返回一个包含所有现存粒子位置的矩形。" @@ -58864,7 +58988,7 @@ msgid "" "visual size by using the gizmo in the 2D editor while the node is selected." msgstr "" "用于编辑的通用 2D 位置提示。它就像一个普通的 [Node2D],但它在 2D 编辑器中始终" -"显示为一个十字。选择节点时,可以使用 2D 编辑器中的小控件来设置十字的视觉大" +"显示为一个十字。选中节点时,可以使用 2D 编辑器中的小工具来设置十字的视觉大" "小。" #: doc/classes/Position3D.xml @@ -61824,7 +61948,7 @@ msgid "" "Physics2DServer.AREA_PARAM_GRAVITY, 98)\n" "[/codeblock]" msgstr "" -"2D 中默认的重力强度(单位:每秒平方像素)。\n" +"2D 中默认的重力强度(单位为像素每秒的平方)。\n" "[b]注意:[/b]这个属性只在项目启动时被读取。要在运行时改变默认的重力,请使用以" "下代码示例:\n" "[codeblock]\n" @@ -61980,7 +62104,7 @@ msgid "" "PhysicsServer.AREA_PARAM_GRAVITY, 9.8)\n" "[/codeblock]" msgstr "" -"3D 中的默认重力强度,单位:米/秒平方。\n" +"3D 中的默认重力强度(单位为米每秒的平方)。\n" "[b]注意:[/b]该属性仅在项目启动时读取。要在运行时更改默认重力,请使用以下代码" "示例:\n" "[codeblock]\n" @@ -63080,17 +63204,25 @@ msgstr "" "的值通常会给出最好的结果。另见 [member rendering/quality/filters/use_fxaa]。" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "If [code]true[/code], uses a fast post-processing filter to make banding " -"significantly less visible. In some cases, debanding may introduce a " -"slightly noticeable dithering pattern. It's recommended to enable debanding " -"only when actually needed since the dithering pattern will make lossless-" -"compressed screenshots larger.\n" +"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by " +"debanding unless the [member Environment.background_mode] is [constant " +"Environment.BG_CANVAS]. In this case, [member rendering/quality/" +"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n" +"In some cases, debanding may introduce a slightly noticeable dithering " +"pattern. It's recommended to enable debanding only when actually needed " +"since the dithering pattern will make lossless-compressed screenshots " +"larger.\n" "[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/" "depth/hdr] must also be [code]true[/code] for debanding to be effective.\n" "[b]Note:[/b] There are known issues with debanding breaking rendering on " "mobile platforms. Due to this, it is recommended to leave this option " -"disabled when targeting mobile platforms." +"disabled when targeting mobile platforms.\n" +"[b]Note:[/b] This property is only read when the project starts. To set " +"debanding at run-time, set [member Viewport.debanding] on the root " +"[Viewport] instead." msgstr "" "如果为 [code]true[/code],则使用快速后处理过滤器使条带明显不那么明显。在某些" "情况下,去带可能会引入稍微明显的抖动模式。建议仅在实际需要时启用去条带,因为" @@ -65231,33 +65363,45 @@ msgstr "返回此对象是否分配了有效的搜索模式。" #: modules/regex/doc_classes/RegEx.xml msgid "" "Searches the text for the compiled pattern. Returns a [RegExMatch] container " -"of the first matching result if found, otherwise [code]null[/code]. The " -"region to search within can be specified without modifying where the start " -"and end anchor would be." +"of the first matching result if found, otherwise [code]null[/code].\n" +"The region to search within can be specified with [code]offset[/code] and " +"[code]end[/code]. This is useful when searching for another match in the " +"same [code]subject[/code] by calling this method again after a previous " +"success. Setting these parameters differs from passing over a shortened " +"string. For example, the start anchor [code]^[/code] is not affected by " +"[code]offset[/code], and the character before [code]offset[/code] will be " +"checked for the word boundary [code]\\b[/code]." msgstr "" -"在文本中搜索编译后的模式。如果找到,返回第一个匹配结果的 [RegExMatch] 容器," -"否则返回 [code]null[/code]。可以指定要搜索的区域,而不需要修改开始和结束锚点" -"的位置。" #: modules/regex/doc_classes/RegEx.xml msgid "" "Searches the text for the compiled pattern. Returns an array of [RegExMatch] " "containers for each non-overlapping result. If no results were found, an " -"empty array is returned instead. The region to search within can be " -"specified without modifying where the start and end anchor would be." +"empty array is returned instead.\n" +"The region to search within can be specified with [code]offset[/code] and " +"[code]end[/code]. This is useful when searching for another match in the " +"same [code]subject[/code] by calling this method again after a previous " +"success. Setting these parameters differs from passing over a shortened " +"string. For example, the start anchor [code]^[/code] is not affected by " +"[code]offset[/code], and the character before [code]offset[/code] will be " +"checked for the word boundary [code]\\b[/code]." msgstr "" -"在文本中搜索编译过的模式。为每个不重叠的结果返回一个 [RegExMatch] 容器数组。" -"如果没有发现任何结果,则返回一个空数组。可以指定要搜索的区域,而不需要修改开" -"始和结束锚点的位置。" #: modules/regex/doc_classes/RegEx.xml +#, fuzzy msgid "" "Searches the text for the compiled pattern and replaces it with the " "specified string. Escapes and backreferences such as [code]$1[/code] and " "[code]$name[/code] are expanded and resolved. By default, only the first " "instance is replaced, but it can be changed for all instances (global " -"replacement). The region to search within can be specified without modifying " -"where the start and end anchor would be." +"replacement).\n" +"The region to search within can be specified with [code]offset[/code] and " +"[code]end[/code]. This is useful when searching for another match in the " +"same [code]subject[/code] by calling this method again after a previous " +"success. Setting these parameters differs from passing over a shortened " +"string. For example, the start anchor [code]^[/code] is not affected by " +"[code]offset[/code], and the character before [code]offset[/code] will be " +"checked for the word boundary [code]\\b[/code]." msgstr "" "搜索文本中的编译模式,并将其替换为指定的字符串。诸如 [code]$1[/code] 和 " "[code]$name[/code] 等转义和反向引用会被展开和解决。默认情况下,只有第一个实例" @@ -67799,7 +67943,6 @@ msgstr "" "以避免混淆。有关 portal 模式的完整说明,请参阅 [CullInstance]。" #: doc/classes/RoomManager.xml -#, fuzzy msgid "" "Switches the portal culling system on and off.\n" "It is important to note that when portal culling is active, it is " @@ -67814,11 +67957,13 @@ msgid "" "[VisualInstance] are expected to show when the system is active." msgstr "" "打开和关闭入口剔除系统。\n" -"需要注意的是,当入口剔除处于活动状态时,它负责[b]所有[/b] 3d 剔除。某些编辑器" -"功能可能更难使用,因此切换活动标志旨在确保您的 [Room] / [Portal] 布局在编辑器" -"中工作。\n" +"需要注意的是,当入口剔除处于活动状态时,它负责进行[b]所有[/b] 3d 剔除。活动状" +"态下,可能无法使用编辑器中的部分可视化调试工具,因此活动标志的开关的目的只是" +"确保您的 [Room] / [Portal] 布局在编辑器中能够正常工作。\n" "当 [code]room graph[/code] 被卸载(空间尚未转换)时,切换到 [code]active[/" -"code] 将不起作用。" +"code] 将不起作用。\n" +"[b]注意:[/b]出于效率的考虑,入口系统在设计时只考虑了核心可视对象类型。具体来" +"说,就是只有继承自 [VisualInstance] 的节点才会在该系统启用时显示。" #: doc/classes/RoomManager.xml msgid "" @@ -67999,7 +68144,7 @@ msgstr "" #: doc/classes/RoomManager.xml msgid "Shows the [Portal] margins when the portal gizmo is used in the editor." -msgstr "当在编辑器中使用入口工具时,显示 [Portal] 的边界。" +msgstr "当在编辑器中使用入口小工具时,显示 [Portal] 的边界。" #: doc/classes/RoomManager.xml msgid "" @@ -68834,8 +68979,12 @@ msgid "Call a group immediately (calls are normally made on idle)." msgstr "对组进行调用时,立即执行(正常情况下是在空闲时调用的)。" #: doc/classes/SceneTree.xml -msgid "Call a group only once even if the call is executed many times." -msgstr "对组进行调用时,即便执行了多次调用也只调用一次。" +msgid "" +"Call a group only once even if the call is executed many times.\n" +"[b]Note:[/b] Arguments are not taken into account when deciding whether the " +"call is unique or not. Therefore when the same method is called with " +"different arguments, only the first call will be performed." +msgstr "" #: doc/classes/SceneTree.xml msgid "No stretching." @@ -68928,7 +69077,6 @@ msgid "" msgstr "通过脚本进行通用动画的轻量级对象,使用 [Tweener]。" #: doc/classes/SceneTreeTween.xml -#, fuzzy msgid "" "[SceneTreeTween] is a tween managed by the scene tree. As opposed to " "[Tween], it does not require the instantiation of a node.\n" @@ -69065,6 +69213,16 @@ msgstr "" " tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n" "[/codeblock]\n" "上面的示例中,该节点的所有子节点都会依次被移动到 (0, 0)。\n" +"你应该避免在对象的同一个属性上使用多个 [SceneTreeTween]。如果对某个属性同时进" +"行两个或者更多的补间动画,会优先使用最后创建的那个设置最终的值。如果你想要中" +"断并重启动画,请考虑将该 [SceneTreeTween] 赋给变量:\n" +"[codeblock]\n" +"var tween\n" +"func animate():\n" +" if tween:\n" +" tween.kill() # 终止之前的补间动画。\n" +" tween = create_tween()\n" +"[/codeblock]\n" "一些 [Tweener] 会用到过渡和缓动。前者接受 [enum Tween.TransitionType] 常量," "指的是如何处理该动画的时间(示例见 [url=https://easings.net/]easings.net[/" "url])。第二个接受的是 [enum Tween.EaseType] 常量,控制 [code]trans_type[/" @@ -69074,7 +69232,10 @@ msgstr "" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "tween_cheatsheet.png]补间缓动与过渡类型速查表[/url]\n" "[b]注意:[/b]所有 [SceneTreeTween] 都默认会自动启动。如果要阻止某个 " -"[SceneTreeTween] 自动启动,你可以在创建后立即调用 [method stop]。" +"[SceneTreeTween] 自动启动,你可以在创建后立即调用 [method stop]。\n" +"[b]注意:[/b][SceneTreeTween] 的处理时机在当前帧的所有节点之后,即在 [method " +"Node._process] 或 [method Node._physics_process] 之后(取决于 [enum Tween." +"TweenProcessMode])。" #: doc/classes/SceneTreeTween.xml msgid "" @@ -70806,9 +70967,9 @@ msgid "" "the optional [code]attachment_path[/code] can define a [Spatial] the pinned " "vertex will be attached to." msgstr "" -"设置表面顶点的固定状态。当设置为 [code]true[/code] 时,可选的" -"[code]attachment_path[/code]可以定义一个空间[Spatial],被固定的顶点将连接到这" -"个空间。" +"设置表面顶点的固定状态。当设置为 [code]true[/code] 时,可选的 " +"[code]attachment_path[/code] 可以定义一个 [Spatial],被固定的顶点将连接到这个" +"节点。" #: doc/classes/SoftBody.xml msgid "" @@ -71114,7 +71275,7 @@ msgid "" "editor context and it has a valid gizmo." msgstr "" "设置节点是否通知其全局和局部变换的变化。[Spatial] 默认情况下不会传播,除非是" -"在编辑器上下文中,并且它有一个有效的控制器。" +"在编辑器上下文中,并且它有一个有效的小工具。" #: doc/classes/Spatial.xml msgid "" @@ -71219,12 +71380,15 @@ msgid "" msgstr "旋转部分局部变换为度,按 YXZ-Euler 角格式指定(X 角、Y 角、Z 角)。" #: doc/classes/Spatial.xml +#, fuzzy msgid "" "Scale part of the local transformation.\n" "[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the " "transformation matrix. Due to the way scale is represented with " "transformation matrices in Godot, the scale values will either be all " -"positive or all negative." +"positive or all negative.\n" +"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] " +"property. For example, [Light]s are not visually affected by [member scale]." msgstr "" "局部变换的缩放部分。\n" "[b]注意:[/b]3D 中,变换矩阵是无法分解出正负混合的缩放的。由于 Godot 中使用变" @@ -71273,39 +71437,41 @@ msgid "" "need to ask for it, with [method set_notify_transform]. The notification is " "also sent if the node is in the editor context and it has a valid gizmo." msgstr "" -"当空间节点的全局变换发生变化时,空间节点会收到这个通知。这意味着当前节点或父" -"节点改变了它的变换。\n" +"当 Spatial 节点的全局变换发生变化时会收到这个通知。这意味着当前节点或父节点改" +"变了它的变换。\n" "为了使 [constant NOTIFICATION_TRANSFORM_CHANGED] 生效,用户首先需要用 " "[method set_notify_transform] 发送请求。如果节点是在编辑器的上下文中,并且它" -"有一个有效的控制器(Gizmo),那么该通知也会被发送。" +"有一个有效的小工具,那么该通知也会被发送。" #: doc/classes/Spatial.xml msgid "" "Spatial nodes receives this notification when they are registered to new " "[World] resource." -msgstr "空间节点在注册到新的 [World] 资源时会收到此通知。" +msgstr "Spatial 节点在注册到新的 [World] 资源时会收到此通知。" #: doc/classes/Spatial.xml msgid "" "Spatial nodes receives this notification when they are unregistered from " "current [World] resource." -msgstr "当空间节点从当前的 [World] 资源中取消注册时,它们会收到此通知。" +msgstr "当 Spatial 节点从当前的 [World] 资源中取消注册时,它们会收到此通知。" #: doc/classes/Spatial.xml msgid "Spatial nodes receives this notification when their visibility changes." -msgstr "空间节点在其可见性发生变化时会收到此通知。" +msgstr "Spatial 节点在其可见性发生变化时会收到此通知。" #: doc/classes/Spatial.xml msgid "" "Spatial nodes receives this notification if the portal system gameplay " "monitor detects they have entered the gameplay area." -msgstr "如果入口系统游戏监视器检测到它们已进入游戏区域,空间节点会收到此通知。" +msgstr "" +"如果入口系统游戏监视器检测到它们已进入游戏区域,Spatial 节点会收到此通知。" #: doc/classes/Spatial.xml msgid "" "Spatial nodes receives this notification if the portal system gameplay " "monitor detects they have exited the gameplay area." -msgstr "如果入口系统游戏监视器检测到它们已退出游戏区域,空间节点会收到此通知。" +msgstr "" +"如果入口系统游戏监视器检测到它们已退出游戏区域,Spatial 节点会收到此通知。" #: doc/classes/SpatialMaterial.xml msgid "Default 3D rendering material." @@ -72867,8 +73033,11 @@ msgstr "" "max_lights_per_object],以着色器编译时间为代价。" #: doc/classes/SpotLight.xml -msgid "The spotlight's angle in degrees." -msgstr "聚光灯的角度,单位是度。" +msgid "" +"The spotlight's angle in degrees.\n" +"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] " +"(the light's scale or its parent's scale)." +msgstr "" #: doc/classes/SpotLight.xml msgid "The spotlight's angular attenuation curve." @@ -72879,11 +73048,14 @@ msgid "The spotlight's light energy attenuation curve." msgstr "聚光灯的光量衰减曲线。" #: doc/classes/SpotLight.xml +#, fuzzy msgid "" "The maximal range that can be reached by the spotlight. Note that the " "effectively lit area may appear to be smaller depending on the [member " "spot_attenuation] in use. No matter the [member spot_attenuation] in use, " -"the light will never reach anything outside this range." +"the light will never reach anything outside this range.\n" +"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] " +"(the light's scale or its parent's scale)." msgstr "" "聚光灯可以达到的最大范围。请注意,根据使用的 [member spot_attenuation],有效" "照明区域可能看起来更小。无论使用[member spot_attenuation],光都不会到达此范围" @@ -77961,55 +78133,49 @@ msgid "Clears all values on the theme." msgstr "清除主题上的所有值。" #: doc/classes/Theme.xml -#, fuzzy msgid "" "Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/" "code]." msgstr "" -"如果主题包含 [code]node_type[/code],则清除名为 [code]name[/code] 的 [Color]" +"如果主题包含 [code]theme_type[/code],则清除名为 [code]name[/code] 的 [Color]" "颜色。" #: doc/classes/Theme.xml -#, fuzzy msgid "" "Clears the constant at [code]name[/code] if the theme has [code]theme_type[/" "code]." msgstr "" -"如果主题包含 [code]node_type[/code],则清除名为 [code]name[/code] 的常量。" +"如果主题包含 [code]theme_type[/code],则清除名为 [code]name[/code] 的常量。" #: doc/classes/Theme.xml -#, fuzzy msgid "" "Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/" "code]." msgstr "" -"如果主题包含 [code]node_type[/code],则清除名为 [code]name[/code] 的 [Font]字" -"体。" +"如果主题包含 [code]theme_type[/code],则清除名为 [code]name[/code] 的 [Font]" +"字体。" #: doc/classes/Theme.xml -#, fuzzy msgid "" "Clears the icon at [code]name[/code] if the theme has [code]theme_type[/" "code]." msgstr "" -"如果主题包含 [code]node_type[/code],则清除名为 [code]name[/code] 的图标。" +"如果主题包含 [code]theme_type[/code],则清除名为 [code]name[/code] 的图标。" #: doc/classes/Theme.xml -#, fuzzy msgid "" "Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/" "code]." msgstr "" -"如果主题包含 [code]node_type[/code],则清除名为 [code]name[/code] 的 " +"如果主题包含 [code]theme_type[/code],则清除名为 [code]name[/code] 的 " "[StyleBox]样式盒。" #: doc/classes/Theme.xml -#, fuzzy msgid "" "Clears the theme item of [code]data_type[/code] at [code]name[/code] if the " "theme has [code]theme_type[/code]." msgstr "" -"如果主题具有 [code]node_type[/code],则清除 [code]name[/code] 处的 " +"如果主题具有 [code]theme_type[/code],则清除 [code]name[/code] 处的 " "[code]data_type[/code] 主题项。" #: doc/classes/Theme.xml @@ -78029,21 +78195,20 @@ msgid "Sets the theme's values to a copy of a given theme." msgstr "将主题的取值设置为指定主题的副本。" #: doc/classes/Theme.xml -#, fuzzy msgid "" "Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/" "code]." -msgstr "如果主题有[code]node_type[/code],返回 [code]name[/code]处的[Color]。" +msgstr "" +"如果主题有 [code]theme_type[/code],返回 [code]name[/code] 处的 [Color]。" #: doc/classes/Theme.xml -#, fuzzy msgid "" "Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s " "name, for use in [method get_color], if the theme has [code]theme_type[/" "code]." msgstr "" -"如果主题有[code]node_type[/code],将所有的[Color]作为[PoolStringArray]返回," -"并填充每个[Color]的名称,用于[method get_color]使用。" +"如果主题有 [code]theme_type[/code],将所有的 [Color] 作为 [PoolStringArray] " +"返回,并填充每个 [Color] 的名称,用于 [method get_color] 使用。" #: doc/classes/Theme.xml msgid "" @@ -78054,20 +78219,18 @@ msgstr "" "[method get_color] 和/或 [method get_color_list] 使用。" #: doc/classes/Theme.xml -#, fuzzy msgid "" "Returns the constant at [code]name[/code] if the theme has [code]theme_type[/" "code]." -msgstr "如果主题有 [code]node_type[/code],返回 [code]name[/code] 处的常量。" +msgstr "如果主题有 [code]theme_type[/code],返回 [code]name[/code] 处的常量。" #: doc/classes/Theme.xml -#, fuzzy msgid "" "Returns all the constants as a [PoolStringArray] filled with each constant's " "name, for use in [method get_constant], if the theme has [code]theme_type[/" "code]." msgstr "" -"如果主题有 [code]node_type[/code],将所有常量作为 [PoolStringArray] 返回,并" +"如果主题有 [code]theme_type[/code],将所有常量作为 [PoolStringArray] 返回,并" "填充每个常量的名称,以供 [method get_constant] 使用。" #: doc/classes/Theme.xml @@ -78080,23 +78243,21 @@ msgstr "" "get_constant]和/或[method get_constant_list]使用。" #: doc/classes/Theme.xml -#, fuzzy msgid "" "Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/" "code]. If such item does not exist and [member default_font] is set on the " "theme, the default font will be returned." msgstr "" -"如果主题有 [code]node_type[/code],则返回名为 [code]name[/code] 的 [Font]。如" -"果不存在这样的项目,而该主题设置了 [member default_font],则会返回该默认字" +"如果主题有 [code]theme_type[/code],则返回名为 [code]name[/code] 的 [Font]。" +"如果不存在这样的项目,而该主题设置了 [member default_font],则会返回该默认字" "体。" #: doc/classes/Theme.xml -#, fuzzy msgid "" "Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s " "name, for use in [method get_font], if the theme has [code]theme_type[/code]." msgstr "" -"如果主题有 [code]node_type[/code],将所有的 [Font] 作为 [PoolStringArray] 返" +"如果主题有 [code]theme_type[/code],将所有的 [Font] 作为 [PoolStringArray] 返" "回,并填入每个 [Font] 的名称,以供 [method get_font] 使用。" #: doc/classes/Theme.xml @@ -78108,21 +78269,20 @@ msgstr "" "get_font]和/或[method get_font_list]使用。" #: doc/classes/Theme.xml -#, fuzzy msgid "" "Returns the icon [Texture] at [code]name[/code] if the theme has " "[code]theme_type[/code]." msgstr "" -"如果主题有[code]node_type[/code],返回 [code]name[/code]处的图标[Texture]。" +"如果主题有 [code]theme_type[/code],返回 [code]name[/code] 处的图标 " +"[Texture]。" #: doc/classes/Theme.xml -#, fuzzy msgid "" "Returns all the icons as a [PoolStringArray] filled with each [Texture]'s " "name, for use in [method get_icon], if the theme has [code]theme_type[/code]." msgstr "" -"如果主题有[code]node_type[/code],则返回所有的图标为一个[PoolStringArray],并" -"填入每个[Texture]的名称,以供[method get_icon]使用。" +"如果主题有 [code]theme_type[/code],则返回所有的图标为一个 " +"[PoolStringArray],并填入每个 [Texture] 的名称,以供 [method get_icon] 使用。" #: doc/classes/Theme.xml msgid "" @@ -78133,7 +78293,6 @@ msgstr "" "get_icon]和/或[method get_icon_list]使用。" #: doc/classes/Theme.xml -#, fuzzy msgid "" "Returns the [StyleBox] at [code]name[/code] if the theme has " "[code]theme_type[/code].\n" @@ -78141,12 +78300,12 @@ msgid "" "Valid [code]theme_type[/code]s may be found using [method " "get_stylebox_types]." msgstr "" -"如果主题有[code]node_type[/code],返回 [code]name[/code]处的[StyleBox]。\n" -"可以使用[method get_stylebox_list]找到有效的[code]name[/code]。可以通过" -"[method get_stylebox_types]来找到有效的[code]node_type[/code]。" +"如果主题有 [code]theme_type[/code],返回 [code]name[/code] 处的 " +"[StyleBox]。\n" +"可以使用 [method get_stylebox_list] 找到有效的 [code]name[/code]。可以通过 " +"[method get_stylebox_types] 来找到有效的 [code]theme_type[/code]。" #: doc/classes/Theme.xml -#, fuzzy msgid "" "Returns all the [StyleBox]s as a [PoolStringArray] filled with each " "[StyleBox]'s name, for use in [method get_stylebox], if the theme has " @@ -78154,9 +78313,10 @@ msgid "" "Valid [code]theme_type[/code]s may be found using [method " "get_stylebox_types]." msgstr "" -"如果主题有[code]node_type[/code],则返回所有[StyleBox]的[PoolStringArray],并" -"填入每个[StyleBox]的名称,以供[method get_stylebox]使用。\n" -"可以使用[method get_stylebox_types]找到有效的[code]node_type[/code]。" +"如果主题有 [code]theme_type[/code],则返回所有 [StyleBox] 的 " +"[PoolStringArray],并填入每个 [StyleBox] 的名称,以供 [method get_stylebox] " +"使用。\n" +"可以使用 [method get_stylebox_types] 找到有效的 [code]theme_type[/code]。" #: doc/classes/Theme.xml msgid "" @@ -78168,7 +78328,6 @@ msgstr "" "[method get_stylebox]和/或[method get_stylebox_list]使用。" #: doc/classes/Theme.xml -#, fuzzy msgid "" "Returns the theme item of [code]data_type[/code] at [code]name[/code] if the " "theme has [code]theme_type[/code].\n" @@ -78176,14 +78335,13 @@ msgid "" "a data type specific method. Valid [code]theme_type[/code]s may be found " "using [method get_theme_item_types] or a data type specific method." msgstr "" -"如果主题有 [code]node_type[/code],则以 [code]name[/code] 返回 " +"如果主题有 [code]theme_type[/code],则以 [code]name[/code] 返回 " "[code]data_type[/code] 的主题项目。\n" "使用 [method get_theme_item_list] 或数据类型特定方法,可能会找到有效的 " "[code]name[/code]。可以使用 [method get_theme_item_types] 或数据类型特定方" -"法,找到有效的 [code]node_type[/code]。" +"法,找到有效的 [code]theme_type[/code]。" #: doc/classes/Theme.xml -#, fuzzy msgid "" "Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] " "filled with each theme items's name, for use in [method get_theme_item] or a " @@ -78191,11 +78349,11 @@ msgid "" "Valid [code]theme_type[/code]s may be found using [method " "get_theme_item_types] or a data type specific method." msgstr "" -"返回所有[code]data_type[/code]的主题项目,以[PoolStringArray]的形式填入每个主" -"题项目的名称,如果主题有[code]node_type[/code],可以在[method get_theme_item]" -"或特定数据类型方法中使用。\n" -"可以通过[method get_theme_item_types]或特定数据类型的方法找到有效的" -"[code]node_type[/code]。" +"返回所有 [code]data_type[/code] 的主题项目,以 [PoolStringArray] 的形式填入每" +"个主题项目的名称,如果主题有 [code]theme_type[/code],可以在 [method " +"get_theme_item] 或特定数据类型方法中使用。\n" +"可以通过 [method get_theme_item_types] 或特定数据类型的方法找到有效的 " +"[code]theme_type[/code]。" #: doc/classes/Theme.xml msgid "" @@ -78208,16 +78366,15 @@ msgstr "" "或数据类型特定方法使用。" #: doc/classes/Theme.xml -#, fuzzy msgid "" "Returns all the theme types as a [PoolStringArray] filled with unique type " "names, for use in other [code]get_*[/code] functions of this theme.\n" "[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in " "future version." msgstr "" -"将所有的主题类型作为一个[PoolStringArray]返回,其中填入了唯一的类型名称,以供" -"这个主题的其他[code]get_*[/code]函数使用。\n" -"[b]注意:[/b][code]node_type[/code]没有生效,在未来的版本中会被删除。" +"将所有的主题类型作为一个 [PoolStringArray] 返回,其中填入了唯一的类型名称,以" +"供这个主题的其他 [code]get_*[/code] 函数使用。\n" +"[b]注意:[/b][code]theme_type[/code] 没有生效,在未来的版本中会被删除。" #: doc/classes/Theme.xml msgid "" @@ -78233,28 +78390,26 @@ msgid "" msgstr "返回给定的基础类型 [code]base_type[/code] 的所有类型变种。" #: doc/classes/Theme.xml -#, fuzzy msgid "" "Returns [code]true[/code] if [Color] with [code]name[/code] is in " "[code]theme_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]theme_type[/" "code]." msgstr "" -"如果带有[code]name[/code]的[Color]在[code]node_type[/code]中,则返回 " +"如果 [code]theme_type[/code] 中存在名为 [code]name[/code] 的 [Color],则返回 " "[code]true[/code]。\n" -"如果主题没有[code]node_type[/code],则返回 [code]false[/code]。" +"如果主题没有 [code]theme_type[/code],则返回 [code]false[/code]。" #: doc/classes/Theme.xml -#, fuzzy msgid "" "Returns [code]true[/code] if constant with [code]name[/code] is in " "[code]theme_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]theme_type[/" "code]." msgstr "" -"如果带有[code]name[/code]的常量在[code]node_type[/code]中,则返回 " +"如果 [code]theme_type[/code] 中存在名为 [code]name[/code] 的常量,则返回 " "[code]true[/code]。\n" -"如果主题没有[code]node_type[/code],则返回 [code]false[/code]。" +"如果主题没有[code]theme_type[/code],则返回 [code]false[/code]。" #: doc/classes/Theme.xml msgid "" @@ -78264,52 +78419,48 @@ msgstr "" "如果这个主题有一个有效的[member default_font]值,返回 [code]true[/code]。" #: doc/classes/Theme.xml -#, fuzzy msgid "" "Returns [code]true[/code] if [Font] with [code]name[/code] is in " "[code]theme_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]theme_type[/" "code]." msgstr "" -"如果带有[code]name[/code]的[Font]在[code]node_type[/code]中,则返回 " +"如果 [code]theme_type[/code] 中存在名为 [code]name[/code] 的 [Font],则返回 " "[code]true[/code]。\n" -"如果主题没有[code]node_type[/code],则返回 [code]false[/code]。" +"如果主题没有[code]theme_type[/code],则返回 [code]false[/code]。" #: doc/classes/Theme.xml -#, fuzzy msgid "" "Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in " "[code]theme_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]theme_type[/" "code]." msgstr "" -"如果带有[code]name[/code]的图标[Texture]在[code]node_type[/code]中,则返回 " -"[code]true[/code]。\n" -"如果主题没有[code]node_type[/code],则返回 [code]false[/code]。" +"如果 [code]theme_type[/code] 中存在名为 [code]name[/code] 的图标 [Texture]," +"则返回 [code]true[/code]。\n" +"如果主题没有[code]theme_type[/code],则返回 [code]false[/code]。" #: doc/classes/Theme.xml -#, fuzzy msgid "" "Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in " "[code]theme_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]theme_type[/" "code]." msgstr "" -"如果带有[code]name[/code]的[StyleBox]在[code]node_type[/code]中,返回 " -"[code]true[/code]。\n" -"如果主题没有[code]node_type[/code],则返回 [code]false[/code]。" +"如果 [code]theme_type[/code] 中存在名为 [code]name[/code] 的 [StyleBox],则返" +"回 [code]true[/code]。\n" +"如果主题没有[code]theme_type[/code],则返回 [code]false[/code]。" #: doc/classes/Theme.xml -#, fuzzy msgid "" "Returns [code]true[/code] if a theme item of [code]data_type[/code] with " "[code]name[/code] is in [code]theme_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]theme_type[/" "code]." msgstr "" -"如果一个 [code]data_type[/code] 的主题项目与 [code]name[/code] 在 " -"[code]node_type[/code] 中,则返回 [code]true[/code]。\n" -"如果该主题没有 [code]node_type[/code],则返回 [code]false[/code]。" +"如果 [code]theme_type[/code] 中存在名为 [code]name[/code] 的 " +"[code]data_type[/code] 类型的主题项目,则返回 [code]true[/code]。\n" +"如果该主题没有 [code]theme_type[/code],则返回 [code]false[/code]。" #: doc/classes/Theme.xml msgid "" @@ -78341,123 +78492,111 @@ msgstr "" "被消除。如果该类型为类型变种的基础类型,则那些变种会失去其基础类型。" #: doc/classes/Theme.xml -#, fuzzy msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]theme_type[/code]. If [code]name[/code] is already taken, " "this method fails." msgstr "" -"如果主题有 [code]node_type[/code],则将 [code]old_name[/code] 的 [Color] 重命" -"名为 [code]name[/code]。如果 [code]name[/code] 已经被占用,则此方法将失败。" +"如果主题有 [code]theme_type[/code],则将 [code]old_name[/code] 的 [Color] 重" +"命名为 [code]name[/code]。如果 [code]name[/code] 已经被占用,则此方法将失败。" #: doc/classes/Theme.xml -#, fuzzy msgid "" "Renames the constant at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]theme_type[/code]. If [code]name[/code] is already taken, " "this method fails." msgstr "" -"如果主题有 [code]node_type[/code],则将 [code]old_name[/code] 的常量重命名为 " -"[code]name[/code]。如果 [code]name[/code] 已经被占用,则此方法失败。" +"如果主题有 [code]theme_type[/code],则将 [code]old_name[/code] 的常量重命名" +"为 [code]name[/code]。如果 [code]name[/code] 已经被占用,则此方法失败。" #: doc/classes/Theme.xml -#, fuzzy msgid "" "Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]theme_type[/code]. If [code]name[/code] is already taken, " "this method fails." msgstr "" -"如果主题有 [code]node_type[/code],则将 [code]old_name[/code] 的 [Font] 重命" +"如果主题有 [code]theme_type[/code],则将 [code]old_name[/code] 的 [Font] 重命" "名为 [code]name[/code]。如果 [code]name[/code] 已经被占用,则此方法失败。" #: doc/classes/Theme.xml -#, fuzzy msgid "" "Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme " "has [code]theme_type[/code]. If [code]name[/code] is already taken, this " "method fails." msgstr "" -"如果主题有 [code]node_type[/code],则将 [code]old_name[/code] 的图标重命名为 " -"[code]name[/code]。如果 [code]name[/code] 已经被占用,则此方法失败。" +"如果主题有 [code]theme_type[/code],则将 [code]old_name[/code] 的图标重命名" +"为 [code]name[/code]。如果 [code]name[/code] 已经被占用,则此方法失败。" #: doc/classes/Theme.xml -#, fuzzy msgid "" "Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]theme_type[/code]. If [code]name[/code] is already taken, " "this method fails." msgstr "" -"如果主题有 [code]node_type[/code],则将 [StyleBox] 在 [code]old_name[/code] " +"如果主题有 [code]theme_type[/code],则将 [StyleBox] 在 [code]old_name[/code] " "重命名为 [code]name[/code]。如果 [code]name[/code] 已经被占用,此方法会失败。" #: doc/classes/Theme.xml -#, fuzzy msgid "" "Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to " "[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/" "code] is already taken, this method fails." msgstr "" -"如果主题具有 [code]node_type[/code],则将 [code]old_name[/code] 处的 " +"如果主题具有 [code]theme_type[/code],则将 [code]old_name[/code] 处的 " "[code]data_type[/code] 的主题项重命名为 [code]name[/code]。如果 [code]name[/" "code] 已经被占用,则此方法失败。" #: doc/classes/Theme.xml -#, fuzzy msgid "" "Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in " "[code]theme_type[/code].\n" "Creates [code]theme_type[/code] if the theme does not have it." msgstr "" -"在 [code]node_type[/code] 中的 [code]name[/code] 处,设置主题的[Color]为" -"[code]color[/code]。\n" -"如果主题没有[code]node_type[/code],则创建该节点。" +"在主题的 [code]theme_type[/code] 中,将名为 [code]name[/code] 的 [Color] 设置" +"为 [code]color[/code]。\n" +"如果该主题没有 [code]theme_type[/code],会创建该主题类型。" #: doc/classes/Theme.xml -#, fuzzy msgid "" "Sets the theme's constant to [code]constant[/code] at [code]name[/code] in " "[code]theme_type[/code].\n" "Creates [code]theme_type[/code] if the theme does not have it." msgstr "" -"在 [code]node_type[/code] 中的 [code]name[/code] 处,将主题的常量设置为" +"在主题的 [code]theme_type[/code] 中,将名为 [code]name[/code] 的常量设置为 " "[code]constant[/code]。\n" -"如果主题没有,则创建[code]node_type[/code]。" +"如果该主题没有 [code]theme_type[/code],会创建该主题类型。" #: doc/classes/Theme.xml -#, fuzzy msgid "" "Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in " "[code]theme_type[/code].\n" "Creates [code]theme_type[/code] if the theme does not have it." msgstr "" -"在 [code]node_type[/code] 中的 [code]name[/code] 处将主题的 [Font] 设置为" -"[code]font[/code]。\n" -"如果主题没有[code]node_type[/code],则创建该节点。" +"在主题的 [code]theme_type[/code] 中,将名为 [code]name[/code] 的 [Font] 设置" +"为 [code]font[/code]。\n" +"如果该主题没有 [code]theme_type[/code],会创建该主题类型。" #: doc/classes/Theme.xml -#, fuzzy msgid "" "Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] " "in [code]theme_type[/code].\n" "Creates [code]theme_type[/code] if the theme does not have it." msgstr "" -"在 [code]node_type[/code] 中的 [code]name[/code] 处设置主题的图标[Texture]为" -"[code]texture[/code]。\n" -"如果主题没有[code]node_type[/code],则创建该节点。" +"在主题的 [code]theme_type[/code] 中,将名为 [code]name[/code] 的图标 " +"[Texture] 设置为 [code]texture[/code]。\n" +"如果该主题没有 [code]theme_type[/code],会创建该主题类型。" #: doc/classes/Theme.xml -#, fuzzy msgid "" "Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in " "[code]theme_type[/code].\n" "Creates [code]theme_type[/code] if the theme does not have it." msgstr "" -"将主题的[StyleBox]设置为[code]stylebox[/code],在[code]node_type[/code]的" -"[code]name[/code]处。\n" -"如果主题没有[code]node_type[/code],则创建该节点。" +"在主题的 [code]theme_type[/code] 中,将名为 [code]name[/code] 的 [StyleBox] " +"设置为 [code]stylebox[/code]。\n" +"如果该主题没有 [code]theme_type[/code],会创建该主题类型。" #: doc/classes/Theme.xml -#, fuzzy msgid "" "Sets the theme item of [code]data_type[/code] to [code]value[/code] at " "[code]name[/code] in [code]theme_type[/code].\n" @@ -78465,10 +78604,11 @@ msgid "" "code].\n" "Creates [code]theme_type[/code] if the theme does not have it." msgstr "" -"将[code]data_type[/code]的主题项目设置为[code]value[/code],在" -"[code]node_type[/code]中的[code]name[/code]。\n" -"如果[code]value[/code]类型与[code]data_type[/code]不匹配,则不做任何处理。\n" -"如果主题没有[code]node_type[/code],则创建该类型。" +"在主题的 [code]theme_type[/code] 中,将名为 [code]name[/code] 的 " +"[code]data_type[/code] 类型的主题项目设置为 [code]value[/code]。\n" +"如果 [code]value[/code]类型与 [code]data_type[/code]不匹配,则不做任何处" +"理。\n" +"如果该主题没有 [code]theme_type[/code],会创建该主题类型。" #: doc/classes/Theme.xml msgid "" @@ -78743,7 +78883,7 @@ msgid "" "Optionally, the tilemap's half offset can be ignored." msgstr "" "返回与指定的图块地图(基于网格)坐标相对应的单元格左上角的局部坐标。\n" -"要获得全局坐标,请使用[method Node2D.to_global]。\n" +"要获得全局位置,请使用 [method Node2D.to_global]:\n" "[codeblock]\n" "var local_position = my_tilemap.map_to_world(map_position)\n" "var global_position = my_tilemap.to_global(local_position)\n" @@ -78807,17 +78947,18 @@ msgstr "" #: doc/classes/TileMap.xml msgid "Sets the given collision layer bit." -msgstr "设置指定碰撞层bit位。" +msgstr "设置指定碰撞层比特位。" #: doc/classes/TileMap.xml msgid "Sets the given collision mask bit." -msgstr "设置指定碰撞遮罩bit位。" +msgstr "设置指定碰撞遮罩比特位。" #: doc/classes/TileMap.xml msgid "" "Applies autotiling rules to the cell (and its adjacent cells) referenced by " "its grid-based X and Y coordinates." -msgstr "对基于网格的X和Y坐标所引用的单元格,及其相邻单元格,应用自动平移规则。" +msgstr "" +"对基于网格的 X 和 Y 坐标所引用的单元格(及其相邻单元格)应用自动平移规则。" #: doc/classes/TileMap.xml msgid "" @@ -78826,8 +78967,8 @@ msgid "" "Calling with invalid (or missing) parameters applies autotiling rules for " "the entire tilemap." msgstr "" -"对指定区域内的单元格应用自动平移规则,由基于网格的X和Y坐标指定。\n" -"用无效的或缺失的参数调用时,自动平铺规则应用于整个图块地图。" +"对指定区域内的单元格应用自动平移规则(由基于网格的 X 和 Y 坐标指定)。\n" +"用无效(或缺失)的参数调用时,自动平铺规则应用于整个图块地图。" #: doc/classes/TileMap.xml msgid "" @@ -78875,15 +79016,15 @@ msgstr "依次排列的图块的偏移量。可能的取值见 [enum HalfOffset] msgid "" "The TileMap's quadrant size. Optimizes drawing by batching, using chunks of " "this size." -msgstr "图块地图的象限大小。使用这个尺寸的图块,通过批处理优化绘制。" +msgstr "该 TileMap 的象限大小。会使用这个大小的区块对绘制进行批处理优化。" #: doc/classes/TileMap.xml msgid "The TileMap's cell size." -msgstr "图块地图的单元大小。" +msgstr "该 TileMap 的单元格大小。" #: doc/classes/TileMap.xml msgid "Position for tile origin. See [enum TileOrigin] for possible values." -msgstr "图块原点的坐标。可能的取值见 [enum TileOrigin]。" +msgstr "图块原点的位置。可能的取值见 [enum TileOrigin]。" #: doc/classes/TileMap.xml msgid "" @@ -83220,9 +83361,9 @@ msgid "" "result at position [code]weight[/code]. [code]weight[/code] is on the range " "of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -"用[code]pre_a[/code]和[code]post_b[/code]作为句柄,在这个向量和[code]b[/code]" -"之间进行三次插值,并在[code]weight[/code]位置返回结果。[code]weight[/code]的" -"范围是0.0 到 1.0,表示插值的量。" +"用 [code]pre_a[/code] 和 [code]post_b[/code] 作为控制柄,在这个向量和 " +"[code]b[/code] 之间进行三次插值,并在 [code]weight[/code] 位置返回结果。" +"[code]weight[/code] 的范围是 0.0 到 1.0,表示插值的量。" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" @@ -83501,9 +83642,9 @@ msgid "" "result at position [code]weight[/code]. [code]weight[/code] is on the range " "of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -"用 [code]pre_a[/code] 和 [code]post_b[/code] 作为句柄,在这个向量和 [code]b[/" -"code] 之间进行三次插值,并在 [code]weight[/code] 位置返回结果。[code]weight[/" -"code] 的范围是 0.0 到 1.0,表示插值的量。" +"用 [code]pre_a[/code] 和 [code]post_b[/code] 作为控制柄,在这个向量和 " +"[code]b[/code] 之间进行三次插值,并在 [code]weight[/code] 位置返回结果。" +"[code]weight[/code] 的范围是 0.0 到 1.0,表示插值的量。" #: doc/classes/Vector3.xml msgid "Returns the distance between this vector and [code]b[/code]." @@ -83524,11 +83665,11 @@ msgid "" "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]." msgstr "" "返回此向量与 [code]b[/code] 的点积。这可以用来比较两个向量之间的角度。例如," -"这可以用来确定一个敌人是否正面对玩家。\n" -"对于直角 90 度,点积将是 [code]0[/code],对于窄于 90 度的角度,点积大于 0,对" -"于宽于 90 度的角度,点积小于 0。\n" -"当使用归一化单位向量,向量朝向相反方向时,结果总是在 [code]-1.0[/code](180 " -"度角)和 [code]1.0[/code](0 度角)之间,当向量对齐。\n" +"这可以用来确定敌人是否面对玩家。\n" +"直角(90 度)的点积是 [code]0[/code],夹角小于 90 度点积大于 0,夹角大于 90 " +"度点积小于 0。\n" +"使用单位(归一化)向量时,结果总是在表示方向相反的 [code]-1.0[/code](180 度" +"角)和表示方向相同的 [code]1.0[/code](0 度角)之间。\n" "[b]注意:[/b][code]a.dot(b)[/code] 与 [code]b.dot(a)[/code] 等价。" #: doc/classes/Vector3.xml @@ -83554,8 +83695,8 @@ msgid "" "constants. If all components are equal, this method returns [constant " "AXIS_X]." msgstr "" -"返回向量的最大值的轴。参阅 [code]AXIS_*[/code] 常量。如果所有分量都相等,该方" -"法返回 [constant AXIS_X]。" +"返回该向量中值最大的轴。见 [code]AXIS_*[/code] 常量。如果所有分量都相等,则该" +"方法返回 [constant AXIS_X]。" #: doc/classes/Vector3.xml msgid "" @@ -83563,8 +83704,8 @@ msgid "" "constants. If all components are equal, this method returns [constant " "AXIS_Z]." msgstr "" -"返回矢量的最小值的轴。参阅 [code]AXIS_*[/code] 常量。如果所有分量都相等,本方" -"法返回 [constant AXIS_Z]。" +"返回该向量中值最小的轴。见 [code]AXIS_*[/code] 常量。如果所有分量都相等,则该" +"方法返回 [constant AXIS_Z]。" #: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." @@ -83589,8 +83730,8 @@ msgid "" "clockwise direction when viewed from the side specified by the [code]axis[/" "code]." msgstr "" -"返回给定向量的带符号的角度,单位是弧度。当从[code]axis[/code]指定的一侧看,该" -"角度的符号在逆时针方向是正的,在顺时针方向是负的。" +"返回给定向量的带符号的角度,单位是弧度。当从 [code]axis[/code] 指定的一侧看," +"该角度的符号在逆时针方向是正的,在顺时针方向是负的。" #: doc/classes/Vector3.xml msgid "" @@ -83701,8 +83842,8 @@ msgid "" "value in the 25 - 30 range for hard braking." msgstr "" "通过施加一个制动力使车辆减速。只有当车轮接触到表面时,车辆才会减速。你需要施" -"加多少力来使你的车辆充分减速,取决于车辆的[member RigidBody.mass]。对于一个质" -"量设置为1000的车辆,尝试在25-30的范围内进行硬制动。" +"加多少力来使你的车辆充分减速,取决于车辆的 [member RigidBody.mass]。对于一个" +"质量设置为 1000 的车辆,尝试在 25 到 30 的范围内进行硬制动。" #: doc/classes/VehicleBody.xml msgid "" @@ -83718,8 +83859,8 @@ msgid "" 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" +"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 到 " +"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。" @@ -83730,8 +83871,8 @@ msgid "" "VehicleWheel.use_as_steering] set to [code]true[/code] will automatically be " "rotated." msgstr "" -"车辆的转向角。将此设置为非零值将导致车辆在移动时转向。将[member VehicleWheel." -"use_as_steering]设置为 [code]true[/code]的车轮会自动旋转。" +"车辆的转向角。将此设置为非零值将导致车辆在移动时转向。将 [member " +"VehicleWheel.use_as_steering] 设置为 [code]true[/code] 的车轮会自动旋转。" #: doc/classes/VehicleWheel.xml msgid "Physics object that simulates the behavior of a wheel." @@ -83802,9 +83943,9 @@ msgid "" "car will keep bouncing as the spring keeps its energy. A good value for this " "is around 0.3 for a normal car, 0.5 for a race car." msgstr "" -"当弹簧被压缩时,应用在弹簧上的阻尼。这个值应该在0.0(无阻尼)和1.0之间。0.0的" -"值意味着汽车将持续弹跳,因为弹簧将保持其能量。一个好的值是,普通汽车0.3左右," -"赛车0.5左右。" +"当弹簧被压缩时,应用在弹簧上的阻尼。这个值应该在 0.0(无阻尼)和 1.0 之间。" +"0.0 的值意味着汽车将持续弹跳,因为弹簧将保持其能量。普通汽车 0.3 左右,赛车 " +"0.5 左右比较好。" #: doc/classes/VehicleWheel.xml msgid "" @@ -83813,9 +83954,9 @@ msgid "" "higher than the [member damping_compression] property. For a [member " "damping_compression] value of 0.3, try a relaxation value of 0.5." msgstr "" -"放松时施加在弹簧上的阻尼。这个值应该在0.0(无阻尼)和1.0之间。这个值应该总是" -"比 [member damping_compression] 属性稍高。对于 [member damping_compression] " -"值0.3,尝试放松值为0.5。" +"放松时施加在弹簧上的阻尼。这个值应该在 0.0(无阻尼)和 1.0 之间。这个值应该总" +"是比 [member damping_compression] 属性稍高。对于 [member " +"damping_compression] 值 0.3,尝试放松值为 0.5。" #: doc/classes/VehicleWheel.xml msgid "" @@ -83846,9 +83987,9 @@ msgid "" "will not carry the weight of the vehicle. Good results are often obtained by " "a value that is about 3× to 4× this number." msgstr "" -"弹簧所能抵抗的最大力。此值应该高于[VehicleBody]的[member RigidBody.mass]的四" -"分之一,否则弹簧将无法承载车辆的重量。通常由大约3×到4×这个数字的值,以获得良" -"好的效果。" +"弹簧所能抵抗的最大力。此值应该高于 [VehicleBody] 的 [member RigidBody.mass] " +"的四分之一,否则弹簧将无法承载车辆的重量。通常由大约 3× 到 4× 这个数字的值," +"以获得良好的效果。" #: doc/classes/VehicleWheel.xml msgid "" @@ -83856,8 +83997,8 @@ msgid "" "50 for an off-road car, a value between 50 and 100 for a race car and try " "something around 200 for something like a Formula 1 car." msgstr "" -"这个值定义了悬架的刚度。越野车使用低于50的值,赛车使用50至100的值,像一级方程" -"式赛车则尝试200左右的值。" +"这个值定义了悬架的刚度。越野车使用低于 50 的值,赛车使用 50 至 100 的值,像一" +"级方程式赛车则尝试 200 左右的值。" #: doc/classes/VehicleWheel.xml msgid "" @@ -83898,10 +84039,10 @@ msgid "" "simulate tire wear.\n" "It's best to set this to 1.0 when starting out." msgstr "" -"这决定了这个轮子的抓地力有多大。它与车轮所接触的表面的摩擦力设置相结合。0.0意" -"味着没有抓地力,1.0是正常抓地力。对于漂移车的设置,尝试将后轮的抓地力设置得比" -"前轮略低,或者使用较低的数值来模拟轮胎的磨损。\n" -"在开始时最好将其设置为1.0。" +"这决定了这个轮子的抓地力有多大。它与车轮所接触的表面的摩擦力设置相结合。0.0 " +"意味着没有抓地力,1.0 是正常抓地力。对于漂移车的设置,尝试将后轮的抓地力设置" +"得比前轮略低,或者使用较低的数值来模拟轮胎的磨损。\n" +"在开始时最好将其设置为 1.0。" #: doc/classes/VehicleWheel.xml msgid "The radius of the wheel in meters." @@ -83915,9 +84056,9 @@ msgid "" "will take when bottoming out, then use the rest length to move the wheel " "down to the position it should be in when the car is in rest." msgstr "" -"这是轮子从原点下降的距离,以米为单位。不要把这个设置为0.0,然后把车轮移到位置" -"上,而是把车轮的原点(Godot中的Gizmo)移到车轮触底时的位置,然后使用剩余长度" -"将轮子向下移动到汽车静止时它应该所处位置。" +"这是轮子从原点下降的距离,以米为单位。不要把这个设置为 0.0,然后把车轮移到位" +"置上,而是把车轮的原点(Godot 中的小工具)移到车轮触底时的位置,然后使用剩余" +"长度将轮子向下移动到汽车静止时它应该所处位置。" #: doc/classes/VehicleWheel.xml msgid "" @@ -83925,8 +84066,8 @@ msgid "" "your vehicle will be prone to rolling over, while a value of 0.0 will resist " "body roll." msgstr "" -"这个值会影响车辆的滚动。如果所有车轮都设置为1.0,车辆将容易翻车,而0.0的值将" -"阻止车身侧倾。" +"这个值会影响车辆的滚动。如果所有车轮都设置为 1.0,车辆将容易翻车,而 0.0 的值" +"将阻止车身侧倾。" #: doc/classes/VFlowContainer.xml msgid "Vertical flow container." @@ -83970,21 +84111,21 @@ msgstr "" #: doc/classes/VideoPlayer.xml msgid "Returns the current frame as a [Texture]." -msgstr "将当前帧作为[Texture]返回。" +msgstr "将当前帧作为 [Texture] 返回。" #: doc/classes/VideoPlayer.xml msgid "" "Returns [code]true[/code] if the video is playing.\n" "[b]Note:[/b] The video is still considered playing if paused during playback." msgstr "" -"如果视频正在播放,返回 [code]true[/code] 。\n" +"如果视频正在播放,返回 [code]true[/code]。\n" "[b]注意:[/b]如果在播放过程中暂停,视频仍被认为在播放。" #: doc/classes/VideoPlayer.xml msgid "" "Starts the video playback from the beginning. If the video is paused, this " "will not unpause the video." -msgstr "从头开始播放视频。如果视频暂停,这不会取消暂停。" +msgstr "从头开始播放视频。如果视频处于暂停状态,不会取消暂停。" #: doc/classes/VideoPlayer.xml msgid "" @@ -83992,8 +84133,8 @@ msgid "" "[b]Note:[/b] Although the stream position will be set to 0, the first frame " "of the video stream won't become the current frame." msgstr "" -"停止视频播放并将视频流位置设置为0。\n" -"[b]注意:[/b]虽然视频流位置将被设置为0,但视频流的第一帧不会成为当前帧。" +"停止视频播放并将视频流位置设置为 0。\n" +"[b]注意:[/b]虽然视频流位置将被设置为 0,但视频流的第一帧不会成为当前帧。" #: doc/classes/VideoPlayer.xml msgid "The embedded audio track to play." @@ -84044,7 +84185,7 @@ msgstr "音频音量为线性值。" #: doc/classes/VideoPlayer.xml msgid "Audio volume in dB." -msgstr "音频音量,单位是dB。" +msgstr "音频音量,单位是 dB。" #: doc/classes/VideoPlayer.xml msgid "Emitted when playback is finished." @@ -84060,8 +84201,8 @@ msgid "" "[VideoStream] can all be used as resource types to play back videos in " "[VideoPlayer]." msgstr "" -"所有视频流的资源类型基类。派生自[VideoStream]的类都可以作为资源类型,在" -"[VideoPlayer]中播放视频。" +"所有视频流的资源类型基类。派生自 [VideoStream] 的类都可以作为资源类型,在 " +"[VideoPlayer] 中播放视频。" #: modules/gdnative/doc_classes/VideoStreamGDNative.xml msgid "[VideoStream] resource for video formats implemented via GDNative." @@ -84081,7 +84222,7 @@ msgstr "" #: modules/gdnative/doc_classes/VideoStreamGDNative.xml msgid "Returns the video file handled by this [VideoStreamGDNative]." -msgstr "返回由这个[VideoStreamGDNative]处理的视频文件。" +msgstr "返回由这个 [VideoStreamGDNative] 处理的视频文件。" #: modules/gdnative/doc_classes/VideoStreamGDNative.xml msgid "" @@ -84089,12 +84230,12 @@ msgid "" "supported extensions depend on the GDNative plugins used to expose video " "formats." msgstr "" -"设置此[VideoStreamGDNative]资源处理的视频文件。支持的扩展取决于,用于公开视频" -"格式的GDNative插件。" +"设置此 [VideoStreamGDNative] 资源处理的视频文件。支持的扩展取决于,用于公开视" +"频格式的 GDNative 插件。" #: modules/theora/doc_classes/VideoStreamTheora.xml msgid "[VideoStream] resource for Ogg Theora videos." -msgstr "[VideoStream] Ogg Theora视频的资源。" +msgstr "[VideoStream] Ogg Theora 视频的资源。" #: modules/theora/doc_classes/VideoStreamTheora.xml msgid "" @@ -84227,7 +84368,7 @@ msgid "" "Returns the first valid [World] for this viewport, searching the [member " "world] property of itself and any Viewport ancestor." msgstr "" -"返回该视窗的首个有效 [World],在它自身及任何 Viewport 祖先节点的 [member " +"返回该视口的首个有效 [World],在它自身及任何 Viewport 祖先节点的 [member " "world] 属性中查找。" #: doc/classes/Viewport.xml @@ -84235,7 +84376,7 @@ msgid "" "Returns the first valid [World2D] for this viewport, searching the [member " "world_2d] property of itself and any Viewport ancestor." msgstr "" -"返回该视窗的首个有效 [World2D],在它自身及任何 Viewport 祖先节点的 [member " +"返回该视口的首个有效 [World2D],在它自身及任何 Viewport 祖先节点的 [member " "world_2d] 属性中查找。" #: doc/classes/Viewport.xml @@ -84290,7 +84431,7 @@ msgstr "" #: doc/classes/Viewport.xml msgid "Returns the viewport's RID from the [VisualServer]." -msgstr "从 [VisualServer] 返回该视窗的 RID。" +msgstr "从 [VisualServer] 返回该视口的 RID。" #: doc/classes/Viewport.xml msgid "Returns the visible rectangle in global screen coordinates." @@ -84327,8 +84468,7 @@ msgid "" "Returns [code]true[/code] if the size override is enabled. See [method " "set_size_override]." msgstr "" -"如果启用了尺寸覆盖,则返回 [code]true[/code]。请参阅 [method " -"set_size_override]。" +"如果启用了尺寸覆盖,则返回 [code]true[/code]。见 [method set_size_override]。" #: doc/classes/Viewport.xml msgid "" @@ -84363,7 +84503,7 @@ msgid "" "size. If the size parameter is [code](-1, -1)[/code], it won't update the " "size." msgstr "" -"设置该视窗的尺寸覆盖。如果 [code]enable[/code] 参数是 [code]true[/code],就会" +"设置该视口的尺寸覆盖。如果 [code]enable[/code] 参数是 [code]true[/code],就会" "使用覆盖,否则就使用默认尺寸。如果尺寸参数是 [code](-1, -1)[/code],它将不会" "更新尺寸。" @@ -84380,15 +84520,15 @@ msgstr "" #: doc/classes/Viewport.xml msgid "If [code]true[/code], the viewport will be used in AR/VR process." -msgstr "如果为 [code]true[/code],该视窗将用于AR/VR进程。" +msgstr "如果为 [code]true[/code],该视口将用于AR/VR进程。" #: doc/classes/Viewport.xml msgid "If [code]true[/code], the viewport will process 2D audio streams." -msgstr "如果为 [code]true[/code],该视窗将处理 2D 音频流。" +msgstr "如果为 [code]true[/code],该视口将处理 2D 音频流。" #: doc/classes/Viewport.xml msgid "If [code]true[/code], the viewport will process 3D audio streams." -msgstr "如果为 [code]true[/code],该视窗将处理 3D 音频流。" +msgstr "如果为 [code]true[/code],该视口将处理 3D 音频流。" #: doc/classes/Viewport.xml msgid "" @@ -84396,16 +84536,22 @@ msgid "" "positions of all child [CanvasItem]s. This is relative to the global canvas " "transform of the viewport." msgstr "" -"该视窗的画布变换,对改变所有子 [CanvasItem] 的屏幕位置很有用。相对于该视窗的" +"该视口的画布变换,对改变所有子 [CanvasItem] 的屏幕位置很有用。相对于该视口的" "全局画布变换。" #: doc/classes/Viewport.xml +#, fuzzy msgid "" "If [code]true[/code], uses a fast post-processing filter to make banding " -"significantly less visible. In some cases, debanding may introduce a " -"slightly noticeable dithering pattern. It's recommended to enable debanding " -"only when actually needed since the dithering pattern will make lossless-" -"compressed screenshots larger.\n" +"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by " +"debanding unless the [member Environment.background_mode] is [constant " +"Environment.BG_CANVAS]. In this case, [member usage] must also be set to " +"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/" +"filters/use_debanding].\n" +"In some cases, debanding may introduce a slightly noticeable dithering " +"pattern. It's recommended to enable debanding only when actually needed " +"since the dithering pattern will make lossless-compressed screenshots " +"larger.\n" "[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be " "[code]true[/code] for debanding to be effective." msgstr "" @@ -84420,11 +84566,12 @@ msgid "The overlay mode for test rendered geometry in debug purposes." msgstr "在调试时,用于测试渲染的几何图形的叠加模式。" #: doc/classes/Viewport.xml +#, fuzzy msgid "" -"If [code]true[/code], the viewport will disable 3D rendering. For actual " -"disabling use [code]usage[/code]." +"If [code]true[/code], the viewport will disable 3D rendering. To actually " +"disable allocation of 3D buffers, set [member usage] instead." msgstr "" -"如果为 [code]true[/code],该视窗将禁用 3D 渲染。对于实际禁用,使用 " +"如果为 [code]true[/code],该视口将禁用 3D 渲染。对于实际禁用,使用 " "[code]usage[/code]。" #: doc/classes/Viewport.xml @@ -84438,24 +84585,24 @@ msgid "" msgstr "" "启用快速近似抗锯齿。FXAA 是一种流行的屏幕空间抗锯齿方法,它的速度很快,但会使" "图像看起来很模糊,特别是在较低的分辨率。在 1440p 和 4K 这样的大分辨率下,它仍" -"然可以较好工作。一些损失的锐度可以通过启用对比度适应性锐化来恢复,参阅 " -"[member sharpen_intensity]。" +"然可以较好工作。一些损失的锐度可以通过启用对比度适应性锐化来恢复(见 [member " +"sharpen_intensity])。" #: doc/classes/Viewport.xml msgid "" "The global canvas transform of the viewport. The canvas transform is " "relative to this." -msgstr "该视窗的全局画布变换。画布变换是相对于这个的。" +msgstr "该视口的全局画布变换。画布变换是相对于这个的。" #: doc/classes/Viewport.xml msgid "If [code]true[/code], the viewport will not receive input events." -msgstr "如果为 [code]true[/code],该视窗将不接收输入事件。" +msgstr "如果为 [code]true[/code],该视口将不接收输入事件。" #: doc/classes/Viewport.xml msgid "" "If [code]true[/code], the GUI controls on the viewport will lay pixel " "perfectly." -msgstr "如果为 [code]true[/code],该视窗上的 GUI 控件将完美地放置像素。" +msgstr "如果为 [code]true[/code],该视口上的 GUI 控件将完美地放置像素。" #: doc/classes/Viewport.xml msgid "" @@ -84468,7 +84615,7 @@ msgid "" "[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" -"如果为 [code]true[/code],视窗的渲染将获益于高动态范围算法。高动态范围允许视" +"如果为 [code]true[/code],视口的渲染将获益于高动态范围算法。高动态范围允许视" "窗接收 0-1 范围以外的数值。在 Godot 中 HDR 默认使用半精度浮点数(16 位)。要" "使用全精度浮点数(32 位),请启用 [member use_32_bpc_depth]。\n" "[b]注意:[/b]需要将 [member usage] 设置为 [constant USAGE_3D] 或 [constant " @@ -84488,11 +84635,11 @@ msgid "" "require input in linear color space!" msgstr "" "如果为 [code]true[/code],3D 渲染后的结果将不会应用线性到 sRGB 的颜色转换。当" -"视窗被用作渲染目标时,这点很重要,因为渲染结果会被用作另一个视窗中渲染的 3D " -"物体的纹理。如果视窗被用来创建不基于颜色的数据,噪声、高度图、采图等,这也很" -"重要。当视窗被用作 2D 对象的纹理时,或者视窗是你的最终输出时,请不要启用这个" +"视口被用作渲染目标时,这点很重要,因为渲染结果会被用作另一个视窗中渲染的 3D " +"物体的纹理。如果视口被用来创建不基于颜色的数据,噪声、高度图、采图等,这也很" +"重要。当视口被用作 2D 对象的纹理时,或者视口是你的最终输出时,请不要启用这个" "功能。对于 GLES2 驱动来说,这将把 sRGB 输出转换为线性输出,这应该只用于需要线" -"性色彩空间输入的VR插件!" +"性色彩空间输入的 VR 插件!" #: doc/classes/Viewport.xml msgid "" @@ -84500,22 +84647,22 @@ msgid "" "edges at the cost of significantly worse performance. A value of 4 is best " "unless targeting very high-end systems." msgstr "" -"多重采样抗锯齿模式。一个较高的数字会使边缘更平滑,但代价是性能明显下降。除非" -"是针对非常高端的系统,否则数值为4是最好的。" +"多重采样抗锯齿模式。数字越高边缘越平滑,但代价是性能明显下降。除非是针对非常" +"高端的系统,否则数值为 4 是最好的。" #: doc/classes/Viewport.xml msgid "" "If [code]true[/code], the viewport will use a unique copy of the [World] " "defined in [member world]." msgstr "" -"如果为 [code]true[/code],该视窗将使用 [member world] 中定义的 [World] 的唯一" +"如果为 [code]true[/code],该视口将使用 [member world] 中定义的 [World] 的唯一" "副本。" #: doc/classes/Viewport.xml msgid "" "If [code]true[/code], the objects rendered by viewport become subjects of " "mouse picking process." -msgstr "如果为 [code]true[/code],该视窗渲染的对象将成为鼠标拾取过程的对象。" +msgstr "如果为 [code]true[/code],该视口渲染的对象将成为鼠标拾取过程的对象。" #: doc/classes/Viewport.xml msgid "" @@ -84526,7 +84673,7 @@ msgid "" "information see [method VisualServer.viewport_set_render_direct_to_screen]." msgstr "" "如果为 [code]true[/code],会直接将该 Viewport 渲染到屏幕上,而不是渲染到根视" -"窗上。只在 GLES2 中可用。这是一个低级别的优化,在大多数情况下不应该使用。如果" +"口上。只在 GLES2 中可用。这是一个低级别的优化,在大多数情况下不应该使用。如果" "使用,从该 Viewport 或从 [code]SCREEN_TEXTURE[/code] 读取将变得不可用。更多信" "息参阅 [method VisualServer.viewport_set_render_direct_to_screen]。" @@ -84535,12 +84682,12 @@ msgid "" "The clear mode when viewport used as a render target.\n" "[b]Note:[/b] This property is intended for 2D usage." msgstr "" -"视窗用作渲染目标时的清除模式。\n" +"视口用作渲染目标时的清除模式。\n" "[b]注意:[/b]此属性适用于 2D 使用。" #: doc/classes/Viewport.xml msgid "The update mode when viewport used as a render target." -msgstr "视窗用作渲染目标时的更新模式。" +msgstr "视口用作渲染目标时的更新模式。" #: doc/classes/Viewport.xml msgid "" @@ -84598,7 +84745,7 @@ msgid "" "The width and height of viewport. Must be set to a value greater than or " "equal to 2 pixels on both dimensions. Otherwise, nothing will be displayed." msgstr "" -"视窗的宽度和高度。必须在两个维度上设置为大于或等于 2 像素的值。否则,将不会显" +"视口的宽度和高度。必须在两个维度上设置为大于或等于 2 像素的值。否则,将不会显" "示任何东西。" #: doc/classes/Viewport.xml @@ -84609,11 +84756,14 @@ msgstr "如果为 [code]true[/code],尺寸重写也会影响拉伸。" msgid "" "If [code]true[/code], the viewport should render its background as " "transparent." -msgstr "如果为 [code]true[/code],该视区应使其背景渲染为透明。" +msgstr "如果为 [code]true[/code],该视口应使其背景渲染为透明。" #: doc/classes/Viewport.xml +#, fuzzy msgid "" -"The rendering mode of viewport.\n" +"The viewport's rendering mode. This controls which buffers are allocated for " +"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage " +"and improve performance slightly, especially on low-end devices.\n" "[b]Note:[/b] If set to [constant USAGE_2D] or [constant " "USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " "HDR is not supported for 2D." @@ -84657,7 +84807,7 @@ msgid "" "Emitted when the size of the viewport is changed, whether by [method " "set_size_override], resize of window, or some other means." msgstr "" -"当视窗的大小被改变时,无论是通过 [method set_size_override]、调整窗口的大小," +"当视口的大小被改变时,无论是通过 [method set_size_override]、调整窗口的大小," "还是其他方式,都会触发。" #: doc/classes/Viewport.xml @@ -84877,10 +85027,10 @@ msgid "" "[b]Note:[/b] [member stretch] must be [code]true[/code] for this property to " "work." msgstr "" -"将视窗的有效分辨率除以这个值,同时保留其比例。这可以用来加快渲染速度。\n" -"例如,一个1280×720的视窗,如果[member stretch_shrink]设置为[code]2[/code],将" -"以640×360的尺寸进行渲染,同时在容器中占据同样的尺寸。\n" -"[b]注意:[/b][member stretch]拉伸必须是[code]true[/code],这个属性才能发挥作" +"将视口的有效分辨率除以这个值,同时保留其比例。这可以用来加快渲染速度。\n" +"例如,将 1280×720 的视口的 [member stretch_shrink] 设置为 [code]2[/code],将" +"以 640×360 的尺寸进行渲染,同时在容器中占据同样的尺寸。\n" +"[b]注意:[/b][member stretch] 必须是 [code]true[/code],这个属性才能发挥作" "用。" #: doc/classes/ViewportTexture.xml @@ -84945,27 +85095,27 @@ msgstr "返回由给定的 [enum Enabler] 常量标识的启用程序是否处 #: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml msgid "" "Sets active state of the enabler identified by given [enum Enabler] constant." -msgstr "设置由给定的[enum Enabler]常量识别的启用程序的活动状态。" +msgstr "设置由给定的 [enum Enabler] 常量识别的启用程序的活动状态。" #: doc/classes/VisibilityEnabler.xml msgid "If [code]true[/code], [RigidBody] nodes will be paused." -msgstr "如果为 [code]true[/code],[RigidBody]节点将被暂停。" +msgstr "如果为 [code]true[/code],[RigidBody] 节点将被暂停。" #: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml msgid "If [code]true[/code], [AnimationPlayer] nodes will be paused." -msgstr "如果为 [code]true[/code],[AnimationPlayer]节点将被暂停。" +msgstr "如果为 [code]true[/code],[AnimationPlayer] 节点将被暂停。" #: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml msgid "This enabler will pause [AnimationPlayer] nodes." -msgstr "这个启用程序将暂停[AnimationPlayer]节点。" +msgstr "这个启用程序将暂停 [AnimationPlayer] 节点。" #: doc/classes/VisibilityEnabler.xml msgid "This enabler will freeze [RigidBody] nodes." -msgstr "这个启用程序将冻结[RigidBody]节点。" +msgstr "这个启用程序将冻结 [RigidBody] 节点。" #: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml msgid "Represents the size of the [enum Enabler] enum." -msgstr "表示[enum Enabler]枚举的大小。" +msgstr "表示 [enum Enabler] 枚举的大小。" #: doc/classes/VisibilityEnabler2D.xml msgid "" @@ -84981,38 +85131,39 @@ msgid "" "[b]Note:[/b] VisibilityEnabler2D will not affect nodes added after scene " "initialization." msgstr "" -"VisibilityEnabler2D会在[RigidBody2D]、[AnimationPlayer]和其他节点不可见时禁用" -"它们。它只会影响与VisibilityEnabler2D的根节点相同的节点,以及根节点本身。\n" -"如果你只想接收通知,请使用[VisibilityNotifier2D]代替。\n" -"[b]注意:[/b]由于性能原因,VisibilityEnabler2D使用一个近似的启发式方法,其精" +"VisibilityEnabler2D 会在 [RigidBody2D]、[AnimationPlayer] 和其他节点不可见时" +"禁用它们。它只会影响与 VisibilityEnabler2D 的根节点相同的节点,以及根节点本" +"身。\n" +"如果你只想接收通知,请使用 [VisibilityNotifier2D] 代替。\n" +"[b]注意:[/b]由于性能原因,VisibilityEnabler2D 使用一个近似的启发式方法,其精" "度由 [member ProjectSettings.world/2d/cell_size] 决定。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[Area2D]节点作为[Camera2D]节点的子节" +"检查,请使用另一种方法,例如添加一个 [Area2D] 节点作为 [Camera2D] 节点的子节" "点。\n" -"[b]注意:[/b]VisibilityEnabler2D不会影响场景初始化后添加的节点。" +"[b]注意:[/b]VisibilityEnabler2D 不会影响场景初始化后添加的节点。" #: doc/classes/VisibilityEnabler2D.xml msgid "If [code]true[/code], [RigidBody2D] nodes will be paused." -msgstr "如果为 [code]true[/code],[RigidBody2D]节点将被暂停。" +msgstr "如果为 [code]true[/code],[RigidBody2D] 节点将被暂停。" #: doc/classes/VisibilityEnabler2D.xml msgid "If [code]true[/code], [AnimatedSprite] nodes will be paused." -msgstr "如果为 [code]true[/code],[AnimatedSprite]节点将被暂停。" +msgstr "如果为 [code]true[/code],[AnimatedSprite] 节点将被暂停。" #: doc/classes/VisibilityEnabler2D.xml msgid "If [code]true[/code], [Particles2D] nodes will be paused." -msgstr "如果为 [code]true[/code],[Particles2D]节点将被暂停。" +msgstr "如果为 [code]true[/code],[Particles2D] 节点将被暂停。" #: doc/classes/VisibilityEnabler2D.xml msgid "" "If [code]true[/code], the parent's [method Node._physics_process] will be " "stopped." msgstr "" -"如果为 [code]true[/code],父级的[method Node._physics_process]将被停止。" +"如果为 [code]true[/code],父级的 [method Node._physics_process] 将被停止。" #: doc/classes/VisibilityEnabler2D.xml msgid "" "If [code]true[/code], the parent's [method Node._process] will be stopped." -msgstr "如果为 [code]true[/code],父级的[method Node._process]将被停止。" +msgstr "如果为 [code]true[/code],父级的 [method Node._process] 将被停止。" #: doc/classes/VisibilityEnabler2D.xml msgid "This enabler will freeze [RigidBody2D] nodes." @@ -85075,7 +85226,7 @@ msgstr "" #: doc/classes/VisibilityNotifier.xml msgid "The VisibilityNotifier's bounding box." -msgstr "VisibilityNotifier的边界框。" +msgstr "VisibilityNotifier 的边界框。" #: doc/classes/VisibilityNotifier.xml msgid "" @@ -85093,19 +85244,19 @@ msgstr "" #: doc/classes/VisibilityNotifier.xml msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view." -msgstr "当VisibilityNotifier进入[Camera]的视图时触发。" +msgstr "当 VisibilityNotifier 进入 [Camera] 的视图时触发。" #: doc/classes/VisibilityNotifier.xml msgid "Emitted when the VisibilityNotifier exits a [Camera]'s view." -msgstr "当VisibilityNotifier退出[Camera]的视图时触发。" +msgstr "当 VisibilityNotifier 退出 [Camera] 的视图时触发。" #: doc/classes/VisibilityNotifier.xml msgid "Emitted when the VisibilityNotifier enters the screen." -msgstr "当VisibilityNotifier进入屏幕时触发。" +msgstr "当 VisibilityNotifier 进入屏幕时触发。" #: doc/classes/VisibilityNotifier.xml msgid "Emitted when the VisibilityNotifier exits the screen." -msgstr "当VisibilityNotifier退出屏幕时触发。" +msgstr "当 VisibilityNotifier 退出屏幕时触发。" #: doc/classes/VisibilityNotifier2D.xml msgid "" @@ -85119,12 +85270,13 @@ msgid "" "world/2d/cell_size]. If you need precise visibility checking, use another " "method such as adding an [Area2D] node as a child of a [Camera2D] node." msgstr "" -"VisibilityNotifier2D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视" -"窗时,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[VisibilityEnabler2D]代替。\n" -"[b]注意:[/b]由于性能原因,VisibilityNotifier2D使用一个近似的启发式方法,其精" -"度由 [member ProjectSettings.world/2d/cell_size] 决定。如果你需要精确的可见性" -"检查,请使用另一种方法,如添加一个[Area2D]节点作为[Camera2D]节点的子节点。" +"VisibilityNotifier2D 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视" +"口时,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 [VisibilityEnabler2D] 代替。\n" +"[b]注意:[/b]由于性能原因,VisibilityNotifier2D 使用一个近似的启发式方法,其" +"精度由 [member ProjectSettings.world/2d/cell_size] 决定。如果你需要精确的可见" +"性检查,请使用另一种方法,如添加一个 [Area2D] 节点作为 [Camera2D] 节点的子节" +"点。" #: doc/classes/VisibilityNotifier2D.xml msgid "" @@ -85140,27 +85292,27 @@ msgstr "" #: doc/classes/VisibilityNotifier2D.xml msgid "The VisibilityNotifier2D's bounding rectangle." -msgstr "VisibilityNotifier2D的边界矩形。" +msgstr "VisibilityNotifier2D 的边界矩形。" #: doc/classes/VisibilityNotifier2D.xml msgid "Emitted when the VisibilityNotifier2D enters the screen." -msgstr "当VisibilityNotifier2D进入屏幕时触发。" +msgstr "当 VisibilityNotifier2D 进入屏幕时触发。" #: doc/classes/VisibilityNotifier2D.xml msgid "Emitted when the VisibilityNotifier2D exits the screen." -msgstr "当VisibilityNotifier2D退出屏幕时触发。" +msgstr "当 VisibilityNotifier2D 退出屏幕时触发。" #: doc/classes/VisibilityNotifier2D.xml msgid "Emitted when the VisibilityNotifier2D enters a [Viewport]'s view." -msgstr "当VisibilityNotifier2D进入[Viewport]的视图时触发。" +msgstr "当 VisibilityNotifier2D 进入 [Viewport] 的视图时触发。" #: doc/classes/VisibilityNotifier2D.xml msgid "Emitted when the VisibilityNotifier2D exits a [Viewport]'s view." -msgstr "当VisibilityNotifier2D退出[Viewport]的视图时触发。" +msgstr "当 VisibilityNotifier2D 退出 [Viewport] 的视图时触发。" #: doc/classes/VisualInstance.xml msgid "Parent of all visual 3D nodes." -msgstr "所有可视3D节点的父节点。" +msgstr "所有可视 3D 节点的父节点。" #: doc/classes/VisualInstance.xml msgid "" @@ -85181,7 +85333,7 @@ msgid "" "Returns the [AABB] (also known as the bounding box) for this " "[VisualInstance]. See also [method get_transformed_aabb]." msgstr "" -"返回此[VisualInstance]的[AABB],也称为边界框。参阅[method " +"返回此 [VisualInstance] 的 [AABB],也称为边界框。另请参阅 [method " "get_transformed_aabb]。" #: doc/classes/VisualInstance.xml @@ -85190,8 +85342,8 @@ msgid "" "example, if the Node is a [MeshInstance], this will return the RID of the " "associated [Mesh]." msgstr "" -"返回与此[VisualInstance]相关的资源的RID。例如,如果该节点是一个" -"[MeshInstance],这将返回相关的[Mesh]的RID。" +"返回与此 [VisualInstance] 相关的资源的 RID。例如,如果该节点是一个 " +"[MeshInstance],这将返回相关的 [Mesh] 的 RID。" #: doc/classes/VisualInstance.xml msgid "" @@ -85199,9 +85351,9 @@ msgid "" "by [method VisualServer.instance_create]. This RID is needed if you want to " "call [VisualServer] functions directly on this [VisualInstance]." msgstr "" -"返回这个实例的RID。这个RID与[method VisualServer.instance_create]所返回的RID" -"相同。如果你想在这个[VisualInstance]上直接调用[VisualServer]函数,就需要这个" -"RID。" +"返回这个实例的 RID。这个 RID 与 [method VisualServer.instance_create] 所返回" +"的 RID 相同。如果你想在这个 [VisualInstance] 上直接调用 [VisualServer] 函数," +"就需要这个 RID。" #: doc/classes/VisualInstance.xml msgid "" @@ -85218,9 +85370,9 @@ msgid "" "Transformed in this case means the [AABB] plus the position, rotation, and " "scale of the [Spatial]'s [Transform]. See also [method get_aabb]." msgstr "" -"返回此[VisualInstance]的变换后的[AABB],也称为边界框。\n" -"这里的变换是指[AABB]加上[Spatial]的[Transform]的位置、旋转和缩放。参阅" -"[method get_aabb]。" +"返回此 [VisualInstance] 的变换后的 [AABB],也称为边界框。\n" +"这里的变换是指 [AABB] 加上 [Spatial] 的 [Transform] 的位置、旋转和缩放。另请" +"参阅 [method get_aabb]。" #: doc/classes/VisualInstance.xml msgid "" @@ -85242,7 +85394,23 @@ msgid "" "render object this [VisualInstance] is set to." msgstr "" "绘制此 [VisualInstance] 的渲染层。\n" -"此对象仅对[Camera]可见,其剔除遮罩包括此[VisualInstance]设置的渲染对象。" +"此对象仅对 [Camera]可见,其剔除遮罩包括此 [VisualInstance] 设置的渲染对象。" + +#: doc/classes/VisualInstance.xml +msgid "" +"The sorting offset used by this [VisualInstance]. Adjusting it to a higher " +"value will make the [VisualInstance] reliably draw on top of other " +"[VisualInstance]s that are otherwise positioned at the same spot." +msgstr "" + +#: doc/classes/VisualInstance.xml +msgid "" +"If [code]true[/code], the object is sorted based on the [AABB] center. " +"Sorted based on the global position otherwise.\n" +"The [AABB] center based sorting is generally more accurate for 3D models. " +"The position based sorting instead allows to better control the drawing " +"order when working with [Particles] and [CPUParticles]." +msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "A script implemented in the Visual Script programming environment." @@ -85320,13 +85488,13 @@ msgid "" "[code]from_port[/code] would be fed into [code]to_node[/code]'s " "[code]to_port[/code]." msgstr "" -"连接两个数据端口。[code]from_node[/code]的[code]from_port[/code]的值将被输入" -"[code]to_node[/code]的[code]to_port[/code]。" +"连接两个数据端口。[code]from_node[/code] 的 [code]from_port[/code] 的值将被输" +"入 [code]to_node[/code] 的 [code]to_port[/code]。" #: modules/visual_script/doc_classes/VisualScript.xml msgid "" "Disconnect two data ports previously connected with [method data_connect]." -msgstr "断开之前用[method data_connect]连接的两个数据端口。" +msgstr "断开之前用 [method data_connect] 连接的两个数据端口。" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns the id of a function's entry point node." @@ -85346,7 +85514,7 @@ msgstr "返回节点的坐标,单位是像素。" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns the default (initial) value of a variable." -msgstr "返回变量的初始默认值。" +msgstr "返回变量的默认(初始)值。" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns whether a variable is exported." @@ -85418,10 +85586,10 @@ msgid "" "Unlike [method data_connect], there isn't a [code]to_port[/code], since the " "target node can have only one sequence port." msgstr "" -"连接两个序列端口。执行将从[code]from_node[/code]的[code]from_output[/code]输" -"入[code]to_node[/code]。\n" -"与[method data_connect]不同,没有[code]to_port[/code],因为目标节点只能有一个" -"序列端口。" +"连接两个序列端口。执行将从 [code]from_node[/code] 的 [code]from_output[/" +"code] 输入 [code]to_node[/code]。\n" +"与 [method data_connect] 不同,没有 [code]to_port[/code],因为目标节点只能有" +"一个序列端口。" #: modules/visual_script/doc_classes/VisualScript.xml msgid "" @@ -94604,8 +94772,8 @@ msgid "" "scenario, a navigation map and a sound space. Spatial nodes register their " "resources into the current world." msgstr "" -"拥有与世界相关的一切的类。物理空间、视觉场景、导航地图和声音空间。空间节点将" -"其资源注册到当前世界中。" +"拥有与世界相关的一切的类。物理空间、视觉场景、导航地图和声音空间。Spatial 节" +"点将其资源注册到当前世界中。" #: doc/classes/World.xml msgid "" |