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Diffstat (limited to 'doc/translations/zh_CN.po')
-rw-r--r-- | doc/translations/zh_CN.po | 2420 |
1 files changed, 2000 insertions, 420 deletions
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index a93fabf919..d2d3354d48 100644 --- a/doc/translations/zh_CN.po +++ b/doc/translations/zh_CN.po @@ -60,11 +60,14 @@ # 烧风 <hk-shao@foxmail.com>, 2022. # Yan Chen <cyan97087@gmail.com>, 2022. # Caten <catenhu@gmail.com>, 2022. +# 风青山 <idleman@yeah.net>, 2023. +# zehuai wu <wuzehuai@gmail.com>, 2023. +# matrixant <yuan545@hotmail.com>, 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2023-01-09 20:42+0000\n" +"PO-Revision-Date: 2023-02-10 06:54+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" @@ -73,7 +76,7 @@ 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 4.15.1-dev\n" +"X-Generator: Weblate 4.16-dev\n" msgid "Description" msgstr "描述" @@ -84,9 +87,15 @@ msgstr "教程" msgid "Properties" msgstr "属性" +msgid "Constructors" +msgstr "构造函数" + msgid "Methods" msgstr "方法" +msgid "Operators" +msgstr "操作符" + msgid "Theme Properties" msgstr "主题属性" @@ -102,9 +111,15 @@ msgstr "常量" msgid "Property Descriptions" msgstr "属性说明" +msgid "Constructor Descriptions" +msgstr "构造函数说明" + msgid "Method Descriptions" msgstr "方法说明" +msgid "Operator Descriptions" +msgstr "操作符说明" + msgid "Theme Property Descriptions" msgstr "主题属性说明" @@ -159,88 +174,1059 @@ msgid "Built-in GDScript functions." msgstr "内置 GDScript 函数。" msgid "" +"A list of GDScript-specific utility functions accessed in any script.\n" +"For the list of the global functions and constants see [@GlobalScope]." +msgstr "" +"可在任何脚本中访问的,GDScript专用的实用函数的列表。\n" +"有关全局函数和常量的列表,请参阅 [@GlobalScope]。" + +msgid "GDScript exports" +msgstr "GDScript的导出" + +msgid "" +"Returns a [Color] constructed from red ([param r8]), green ([param g8]), " +"blue ([param b8]), and optionally alpha ([param a8]) integer channels, each " +"divided by [code]255.0[/code] for their final value.\n" +"[codeblock]\n" +"var red = Color8(255, 0, 0) # Same as Color(1, 0, 0)\n" +"var dark_blue = Color8(0, 0, 51) # Same as Color(0, 0, 0.2).\n" +"var my_color = Color8(306, 255, 0, 102) # Same as Color(1.2, 1, 0, 0.4).\n" +"[/codeblock]" +msgstr "" +"返回一个由红([param r8])、绿([param g8])、蓝([param b8])和可选的阿尔法" +"([param a8])整数通道构造的 [Color],每个通道除以 [code]255.0[/code],作为其" +"最终值。\n" +"[codeblock]\n" +"var red = Color8(255, 0, 0) # 与 Color(1, 0, 0) 相同\n" +"var dark_blue = Color8(0, 0, 51) # 与 Color(0, 0, 0.2) 相同。\n" +"var my_color = Color8(306, 255, 0, 102) # 与 Color(1.2, 1, 0, 0.4) 相同。\n" +"[/codeblock]" + +msgid "" +"Asserts that the [param condition] is [code]true[/code]. If the [param " +"condition] is [code]false[/code], an error is generated. When running from " +"the editor, the running project will also be paused until you resume it. " +"This can be used as a stronger form of [method @GlobalScope.push_error] for " +"reporting errors to project developers or add-on users.\n" +"An optional [param message] can be shown in addition to the generic " +"\"Assertion failed\" message. You can use this to provide additional details " +"about why the assertion failed.\n" +"[b]Warning:[/b] For performance reasons, the code inside [method assert] is " +"only executed in debug builds or when running the project from the editor. " +"Don't include code that has side effects in an [method assert] call. " +"Otherwise, the project will behave differently when exported in release " +"mode.\n" +"[codeblock]\n" +"# Imagine we always want speed to be between 0 and 20.\n" +"var speed = -10\n" +"assert(speed < 20) # True, the program will continue\n" +"assert(speed >= 0) # False, the program will stop\n" +"assert(speed >= 0 and speed < 20) # You can also combine the two conditional " +"statements in one check\n" +"assert(speed < 20, \"the speed limit is 20\") # Show a message\n" +"[/codeblock]" +msgstr "" +"断言条件 [param condition] 为 [code]true[/code]。如果条件 [param condition] " +"为 [code]false[/code] ,则会生成一个错误。如果是从编辑器运行的,正在运行的项" +"目还会被暂停,直到手动恢复。该函数可以作为 [method @GlobalScope.push_error] " +"的加强版,用于向项目开发者或插件用户报错。\n" +"如果给出了可选的 [param message] 参数,在通用的“Assertion failed”消息之外,还" +"会显示该信息。你可以使用它来提供关于断言失败原因的其他详细信息。\n" +"[b]注意:[/b]出于对性能的考虑,[method assert] 中的代码只会在调试版本或者从编" +"辑器运行项目时执行。所以不要在 [method assert] 调用中加入具有副作用的代码。否" +"则,项目在以发行模式导出后将有不一致的行为。\n" +"[codeblock]\n" +"# 比如说我们希望 speed 始终在 0 和 20 之间。\n" +"speed = -10\n" +"assert(speed < 20) # True,程序会继续执行\n" +"assert(speed >= 0) # False,程序会停止\n" +"assert(speed >= 0 && speed < 20) # 你还可以在单次断言中合并两个条件语句\n" +"assert(speed < 20, \"speed = %f, but the speed limit is 20\" % speed) # 在消" +"息中显示详情\n" +"[/codeblock]" + +msgid "" +"Returns a single character (as a [String]) of the given Unicode code point " +"(which is compatible with ASCII code).\n" +"[codeblock]\n" +"a = char(65) # a is \"A\"\n" +"a = char(65 + 32) # a is \"a\"\n" +"a = char(8364) # a is \"€\"\n" +"[/codeblock]" +msgstr "" +"返回给定的 Unicode 码位(与ASCII码兼容)的单字符字符串(作为一个" +"[String])。\n" +"[codeblock]\n" +"a = char(65) # a 是“A”\n" +"a = char(65 + 32) # a 是“a”\n" +"a = char(8364) # a 是“€”\n" +"[/codeblock]" + +msgid "" +"Converts [param what] to [param type] in the best way possible. The [param " +"type] uses the [enum Variant.Type] values.\n" +"[codeblock]\n" +"var a = [4, 2.5, 1.2]\n" +"print(a is Array) # Prints true\n" +"\n" +"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" +"print(b) # Prints [4, 2, 1]\n" +"print(b is Array) # Prints false\n" +"[/codeblock]" +msgstr "" +"尽可能以最佳方式将 [param what] 转换为 [param type]。[param type] 使用 [enum " +"Variant.Type] 值。\n" +"[codeblock]\n" +"var a = [4, 2.5, 1.2]\n" +"print(a is Array) # 输出 true\n" +"\n" +"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n" +"print(b) # 输出 [4, 2, 1]\n" +"print(b is Array) # 输出 false\n" +"[/codeblock]" + +msgid "" +"Converts a [param dictionary] (created with [method inst_to_dict]) back to " +"an Object instance. Can be useful for deserializing." +msgstr "" +"将一个 [param dictionary] (用 [method inst_to_dict] 创建的)转换回为一个 " +"Object 实例。在反序列化时可能很有用。" + +msgid "" +"Returns an array of dictionaries representing the current call stack. See " +"also [method print_stack].\n" +"[codeblock]\n" +"func _ready():\n" +" foo()\n" +"\n" +"func foo():\n" +" bar()\n" +"\n" +"func bar():\n" +" print(get_stack())\n" +"[/codeblock]\n" +"Starting from [code]_ready()[/code], [code]bar()[/code] would print:\n" +"[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]\n" +"[b]Note:[/b] This function 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.\n" +"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing " +"so will return an empty array." +msgstr "" +"返回一个表示当前调用堆栈的字典数组。另请参阅 [method print_stack]。\n" +"[codeblock]\n" +"func _ready():\n" +" foo()\n" +"\n" +"func foo():\n" +" bar()\n" +"\n" +"func bar():\n" +" print(get_stack())\n" +"[/codeblock]\n" +"从 [code]_ready()[/code] 开始,[code]bar()[/code] 将打印:\n" +"[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]\n" +"[b]注意:[/b]只有在运行的实例连接到调试服务器(即编辑器实例)后,该函数才有" +"效。[method get_stack] 不适用于以发布模式导出的项目;或者在未连接到调试服务器" +"的情况下,以调试模式导出的项目。\n" +"[b]注意:[/b]不支持从 [Thread] 调用此函数。这样做将返回一个空数组。" + +msgid "" +"Returns the passed [param instance] converted to a Dictionary. Can be useful " +"for serializing.\n" +"[b]Note:[/b] Cannot be used to serialize objects with built-in scripts " +"attached or objects allocated within built-in scripts.\n" +"[codeblock]\n" +"var foo = \"bar\"\n" +"func _ready():\n" +" var d = inst_to_dict(self)\n" +" print(d.keys())\n" +" print(d.values())\n" +"[/codeblock]\n" +"Prints out:\n" +"[codeblock]\n" +"[@subpath, @path, foo]\n" +"[, res://test.gd, bar]\n" +"[/codeblock]" +msgstr "" +"返回传入的 [param instance] 转换为的字典。可用于序列化。\n" +"[b]注意:[/b]不能用于序列化附加了内置脚本的对象,或在内置脚本中分配的对象。\n" +"[codeblock]\n" +"var foo = \"bar\"\n" +"func _ready():\n" +" var d = inst_to_dict(self)\n" +" print(d.keys())\n" +" print(d.values())\n" +"[/codeblock]\n" +"输出:\n" +"[codeblock]\n" +"[@subpath, @path, foo]\n" +"[, res://test.gd, bar]\n" +"[/codeblock]" + +msgid "" +"Returns the length of the given Variant [param var]. The length can be the " +"character count of a [String], the element count of any array type or the " +"size of a [Dictionary]. For every other Variant type, a run-time error is " +"generated and execution is stopped.\n" +"[codeblock]\n" +"a = [1, 2, 3, 4]\n" +"len(a) # Returns 4\n" +"\n" +"b = \"Hello!\"\n" +"len(b) # Returns 6\n" +"[/codeblock]" +msgstr "" +"返回给定 Variant [param var] 的长度。长度可以是 [String] 的字符数、任意数组类" +"型的元素数、或 [Dictionary] 的大小等。对于所有其他 Variant 类型,都会生成运行" +"时错误并停止执行。\n" +"[codeblock]\n" +"a = [1, 2, 3, 4]\n" +"len(a) # 返回 4\n" +"\n" +"b = \"Hello!\"\n" +"len(b) # 返回 6\n" +"[/codeblock]" + +msgid "" +"Returns a [Resource] from the filesystem located at the absolute [param " +"path]. Unless it's already referenced elsewhere (such as in another script " +"or in the scene), the resource is loaded from disk on function call, which " +"might cause a slight delay, especially when loading large scenes. To avoid " +"unnecessary delays when loading something multiple times, either store the " +"resource in a variable or use [method preload].\n" +"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " +"in the FileSystem dock and choosing \"Copy Path\" or by dragging the file " +"from the FileSystem dock into the script.\n" +"[codeblock]\n" +"# Load a scene called \"main\" located in the root of the project directory " +"and cache it in a variable.\n" +"var main = load(\"res://main.tscn\") # main will contain a PackedScene " +"resource.\n" +"[/codeblock]\n" +"[b]Important:[/b] The path must be absolute. A relative path will always " +"return [code]null[/code].\n" +"This function is a simplified version of [method ResourceLoader.load], which " +"can be used for more advanced scenarios.\n" +"[b]Note:[/b] Files have to be imported into the engine first to load them " +"using this function. If you want to load [Image]s at run-time, you may use " +"[method Image.load]. If you want to import audio files, you can use the " +"snippet described in [member AudioStreamMP3.data]." +msgstr "" +"从位于绝对 [param path] 的文件系统中返回一个 [Resource]。除非该资源已在其他地" +"方引用(例如在另一个脚本或场景中),否则资源是在函数调用时从磁盘加载的,这可" +"能会导致轻微的延迟,尤其是在加载大型场景时。为避免在多次加载某些内容时出现不" +"必要的延迟,可以将资源存储在变量中或使用预加载 [method preload]。\n" +"[b]注意:[/b]资源路径可以通过右键单击文件系统停靠面板中的资源并选择“复制路" +"径”,或将文件从文件系统停靠面板拖到脚本中获得。\n" +"[codeblock]\n" +"# 加载位于项目目录根部的一个名为“main”的场景,并将其缓存在一个变量中。\n" +"var main = load(\"res://main.tscn\") # main 将包含一个 PackedScene 资源。\n" +"[/codeblock]\n" +"[b]重要提示:[/b]路径必须是绝对路径。相对路径将始终返回 [code]null[/code]。\n" +"这个方法是 [method ResourceLoader.load] 的简化版,原版方法可以用于更高级的场" +"景。\n" +"[b]注意:[/b]必须先将文件导入引擎才能使用此函数加载它们。如果你想在运行时加" +"载 [Image],你可以使用 [method Image.load]。如果要导入音频文件,可以使用 " +"[member AudioStreamMP3.data]中描述的代码片段。" + +msgid "" +"Returns a [Resource] from the filesystem located at [param path]. During run-" +"time, the resource is loaded when the script is being parsed. This function " +"effectively acts as a reference to that resource. Note that this function " +"requires [param path] to be a constant [String]. If you want to load a " +"resource from a dynamic/variable path, use [method load].\n" +"[b]Note:[/b] Resource paths can be obtained by right clicking on a resource " +"in the Assets Panel and choosing \"Copy Path\" or by dragging the file from " +"the FileSystem dock into the script.\n" +"[codeblock]\n" +"# Create instance of a scene.\n" +"var diamond = preload(\"res://diamond.tscn\").instantiate()\n" +"[/codeblock]" +msgstr "" +"从位于 [param path] 的文件系统中返回一个 [Resource]。在运行时期间,该资源将在" +"解析脚本时加载。实际可以将这个函数视作对该资源的引用。请注意,此函数要求 " +"[param path] 为常量 [String]。如果要从动态/可变路径加载资源,请使用 [method " +"load]。\n" +"[b]注意:[/b]资源路径可以通过右键单击资产面板中的资源并选择“复制路径”,或通过" +"将文件从文件系统停靠面板拖到脚本中来获得。\n" +"[codeblock]\n" +"# 创建场景的实例。\n" +"var diamond = preload(\"res://diamond.tscn\").instantiate()\n" +"[/codeblock]" + +msgid "" +"Like [method @GlobalScope.print], but includes the current stack frame when " +"running with the debugger turned on.\n" +"The output in the console may look like the following:\n" +"[codeblock]\n" +"Test print\n" +"At: res://test.gd:15:_process()\n" +"[/codeblock]\n" +"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing " +"so will instead print the thread ID." +msgstr "" +"与 [method @GlobalScope.print] 类似,但在打开调试器运行时还会包含当前栈帧。\n" +"控制台中的输出应该是类似这样的:\n" +"[codeblock]\n" +"Test print\n" +"At: res://test.gd:15:_process()\n" +"[/codeblock]\n" +"[b]注意:[/b]不支持从 [Thread] 中调用此方法。调用时会输出线程 ID。" + +msgid "" +"Prints a stack trace at the current code location. See also [method " +"get_stack].\n" +"The output in the console may look like the following:\n" +"[codeblock]\n" +"Frame 0 - res://test.gd:16 in function '_process'\n" +"[/codeblock]\n" +"[b]Note:[/b] This function 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.\n" +"[b]Note:[/b] Calling this function from a [Thread] is not supported. Doing " +"so will instead print the thread ID." +msgstr "" +"输出当前代码位置的栈追踪。另请参阅 [method get_stack]。\n" +"控制台中的输出是类似这样的:\n" +"[codeblock]\n" +"Frame 0 - res://test.gd:16 in function '_process'\n" +"[/codeblock]\n" +"[b]注意:[/b]只有在运行的实例连接到调试服务器(即编辑器实例)后,该函数才有" +"效。[method print_stack] 不适用于以发布模式导出的项目;或者在未连接到调试服务" +"器的情况下,以调试模式导出的项目。\n" +"[b]注意:[/b]不支持从 [Thread] 调用此函数。这样做将改为打印线程 ID。" + +msgid "" +"Returns an array with the given range. [method range] can be called in three " +"ways:\n" +"[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and " +"stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is " +"[b]exclusive[/b].\n" +"[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by " +"steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/" +"code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], " +"respectively.\n" +"[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], " +"increases/decreases by steps of [code]s[/code], and stops [i]before[/i] " +"[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are " +"[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/" +"code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is " +"[code]0[/code], an error message is printed.\n" +"[method range] converts all arguments to [int] before processing.\n" +"[b]Note:[/b] Returns an empty array if no value meets the value constraint " +"(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n" +"Examples:\n" +"[codeblock]\n" +"print(range(4)) # Prints [0, 1, 2, 3]\n" +"print(range(2, 5)) # Prints [2, 3, 4]\n" +"print(range(0, 6, 2)) # Prints [0, 2, 4]\n" +"print(range(4, 1, -1)) # Prints [4, 3, 2]\n" +"[/codeblock]\n" +"To iterate over an [Array] backwards, use:\n" +"[codeblock]\n" +"var array = [3, 6, 9]\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" +"[/codeblock]\n" +"Output:\n" +"[codeblock]\n" +"9\n" +"6\n" +"3\n" +"[/codeblock]\n" +"To iterate over [float], convert them in the loop.\n" +"[codeblock]\n" +"for i in range (3, 0, -1):\n" +" print(i / 10.0)\n" +"[/codeblock]\n" +"Output:\n" +"[codeblock]\n" +"0.3\n" +"0.2\n" +"0.1\n" +"[/codeblock]" +msgstr "" +"返回给定范围的数组。[method range] 的调用方法有三种:\n" +"[code]range(n: int)[/code]:从 0 开始,每次加 1,在到达 [code]n[/code] [i]之" +"前[/i]停止。[b]不包含[/b]参数 [code]n[/code]。\n" +"[code]range(b: int, n: int)[/code]:从 [code]b[/code] 开始,每次加 1,在到达 " +"[code]n[/code] [i]之前[/i]停止。[b]包含[/b]参数 [code]b[/code],[b]不包含[/b]" +"参数 [code]n[/code]。\n" +"[code]range(b: int, n: int, s: int)[/code]:从 [code]b[/code] 开始,每次加 " +"[code]s[/code],在到达 [code]n[/code] [i]之前[/i]停止。[b]包含[/b]参数 " +"[code]b[/code],[b]不包含[/b]参数 [code]n[/code]。参数 [code]s[/code] [b]可" +"以[/b]为负数,但不能为 [code]0[/code]。如果 [code]s[/code] 为 [code]0[/" +"code],会输出一条错误。\n" +"[method range] 会先将所有参数转换为 [int] 再进行处理。\n" +"[b]注意:[/b]如果不存在满足条件的值,则返回空数组(例如 [code]range(2, 5, -1)" +"[/code] 和 [code]range(5, 5, 1)[/code])。\n" +"示例:\n" +"[codeblock]\n" +"print(range(4)) # 输出 [0, 1, 2, 3]\n" +"print(range(2, 5)) # 输出 [2, 3, 4]\n" +"print(range(0, 6, 2)) # 输出 [0, 2, 4]\n" +"print(range(4, 1, -1)) # 输出 [4, 3, 2]\n" +"[/codeblock]\n" +"反向遍历 [Array] 请使用:\n" +"[codeblock]\n" +"var array = [3, 6, 9]\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" +"[/codeblock]\n" +"输出:\n" +"[codeblock]\n" +"9\n" +"6\n" +"3\n" +"[/codeblock]\n" +"要遍历 [float],请在循环中转换它们。\n" +"[codeblock]\n" +"for i in range (3, 0, -1):\n" +" print(i / 10.0)\n" +"[/codeblock]\n" +"输出:\n" +"[codeblock]\n" +"0.3\n" +"0.2\n" +"0.1\n" +"[/codeblock]" + +msgid "" +"Returns [code]true[/code] if the given [Object]-derived class exists in " +"[ClassDB]. Note that [Variant] data types are not registered in [ClassDB].\n" +"[codeblock]\n" +"type_exists(\"Sprite2D\") # Returns true\n" +"type_exists(\"NonExistentClass\") # Returns false\n" +"[/codeblock]" +msgstr "" +"如果 [ClassDB] 中存在给定的 [Object] 派生类,则返回 [code]true[/code]。请注" +"意,[Variant] 数据类型未在 [ClassDB] 中注册。\n" +"[codeblock]\n" +"type_exists(\"Sprite2D\") # 返回 true\n" +"type_exists(\"NonExistentClass\") # 返回 false\n" +"[/codeblock]" + +msgid "" +"Constant that represents how many times the diameter of a circle fits around " +"its perimeter. This is equivalent to [code]TAU / 2[/code], or 180 degrees in " +"rotations." +msgstr "" +"常量,表示圆的周长是直径的多少倍。相当于 [code]TAU / 2[/code],或以弧度表示的" +"180度。" + +msgid "" "The circle constant, the circumference of the unit circle in radians. This " "is equivalent to [code]PI * 2[/code], or 360 degrees in rotations." msgstr "" -"圆常量,单位圆的周长,单位为弧度。相当于 [code]PI * 2[/code],即 360 度的旋转" +"圆常量,单位圆的周长,单位为弧度。相当于 [code]PI * 2[/code],即 360 度的弧度" "值。" +msgid "" +"Positive floating-point infinity. This is the result of floating-point " +"division when the divisor is [code]0.0[/code]. For negative infinity, use " +"[code]-INF[/code]. Dividing by [code]-0.0[/code] will result in negative " +"infinity if the numerator is positive, so dividing by [code]0.0[/code] is " +"not the same as dividing by [code]-0.0[/code] (despite [code]0.0 == -0.0[/" +"code] returning [code]true[/code]).\n" +"[b]Warning:[/b] Numeric infinity is only a concept with floating-point " +"numbers, and has no equivalent for integers. Dividing an integer number by " +"[code]0[/code] will not result in [constant INF] and will result in a run-" +"time error instead." +msgstr "" +"正浮点无穷大。这是除数为 [code]0.0[/code] 时浮点除法的结果。对于负无穷大,使" +"用 [code]-INF[/code]。如果分子为正,除以 [code]-0.0[/code] 将导致负无穷大,因" +"此除以 [code]0.0[/code] 与除以 [code]-0.0[/code] 不同(尽管 [code]0.0 == " +"-0.0[/code] 返回 [code]true[/code])。\n" +"[b]警告:[/b]数值无穷大只是浮点数的一个概念,对于整数来说没有对应的概念。将整" +"数除以 [code]0[/code] 不会产生 [constant INF],而是会产生一个运行时错误。" + +msgid "" +"\"Not a Number\", an invalid floating-point value. [constant NAN] has " +"special properties, including that it is not equal to itself ([code]NAN == " +"NAN[/code] returns [code]false[/code]). It is output by some invalid " +"operations, such as dividing floating-point [code]0.0[/code] by [code]0.0[/" +"code].\n" +"[b]Warning:[/b] \"Not a Number\" is only a concept with floating-point " +"numbers, and has no equivalent for integers. Dividing an integer [code]0[/" +"code] by [code]0[/code] will not result in [constant NAN] and will result in " +"a run-time error instead." +msgstr "" +"“Not a Number”(不是一个数),一个无效的浮点数值。[constant NAN] 有许多特殊的" +"性质,包括它不等于自身([code]NAN == NAN[/code] 返回 [code]false[/code])。它" +"是由一些无效运算输出的,例如将浮点数 [code]0.0[/code] 除以 [code]0.0[/" +"code]。\n" +"[b]警告:[/b]“不是一个数”只是浮点数的概念,整数中没有对应的概念。将整数 " +"[code]0[/code] 除以 [code]0[/code] 不会产生 [constant NAN],而是会产生一个运" +"行时错误。" + +msgid "" +"Mark the following property as exported (editable in the Inspector dock and " +"saved to disk). To control the type of the exported property use the type " +"hint notation.\n" +"[codeblock]\n" +"@export var int_number = 5\n" +"@export var float_number: float = 5\n" +"[/codeblock]" +msgstr "" +"将以下属性标记为已导出(可在 Inspector Dock 中编辑并保存到磁盘)。要控制导出" +"属性的类型,请使用类型提示表示法。\n" +"[codeblock]\n" +"@export var int_number = 5\n" +"@export var float_number: float = 5\n" +"[/codeblock]" + +msgid "" +"Define a new category for the following exported properties. This helps to " +"organize properties in the Inspector dock.\n" +"See also [constant PROPERTY_USAGE_CATEGORY].\n" +"[codeblock]\n" +"@export_category(\"My Properties\")\n" +"@export var number = 3\n" +"@export var string = \"\"\n" +"[/codeblock]\n" +"[b]Note:[/b] Categories in the property list are supposed to indicate " +"different base types, so the use of this annotation is not encouraged. See " +"[annotation @export_group] and [annotation @export_subgroup] instead." +msgstr "" +"为以下导出的属性定义一个新类别。这有助于在检查器停靠栏中组织属性。\n" +"另请参见 [constant PROPERTY_USAGE_CATEGORY]。\n" +"[codeblock]\n" +"@export_category(\"My Properties\")\n" +"@export var number = 3\n" +"@export var string = \"\"\n" +"[/codeblock]\n" +"[b]注意:[/b]属性列表中的类别应该指示不同的基本类型,因此不鼓励使用此注解。请" +"参阅 [annotation @export_group] 和 [annotation @export_subgroup]。" + +msgid "" +"Export a [Color] property without transparency (its alpha fixed as " +"[code]1.0[/code]).\n" +"See also [constant PROPERTY_HINT_COLOR_NO_ALPHA].\n" +"[codeblock]\n" +"@export_color_no_alpha var modulate_color: Color\n" +"[/codeblock]" +msgstr "" +"导出一个没有透明度的 [Color] 属性(它的 alpha 固定为 [code]1.0[/code])。\n" +"另见 [constant PROPERTY_HINT_COLOR_NO_ALPHA]。\n" +"[codeblock]\n" +"@export_color_no_alpha var modulate_color: Color\n" +"[/codeblock]" + +msgid "" +"Export a [String] property as a path to a directory. The path will be " +"limited to the project folder and its subfolders. See [annotation " +"@export_global_dir] to allow picking from the entire filesystem.\n" +"See also [constant PROPERTY_HINT_DIR].\n" +"[codeblock]\n" +"@export_dir var sprite_folder: String\n" +"[/codeblock]" +msgstr "" +"将 [String] 属性作为目录路径导出。该路径将被限制在项目文件夹及其子文件夹中。" +"请参阅 [annotation @export_global_dir],以允许从整个文件系统中进行选择。\n" +"另请参见 [constant PROPERTY_HINT_DIR]。\n" +"[codeblock]\n" +"@export_dir var sprite_folder: String\n" +"[/codeblock]" + +msgid "" +"Export a floating-point property with an easing editor widget. Additional " +"hints can be provided to adjust the behavior of the widget. " +"[code]\"attenuation\"[/code] flips the curve, which makes it more intuitive " +"for editing attenuation properties. [code]\"positive_only\"[/code] limits " +"values to only be greater than or equal to zero.\n" +"See also [constant PROPERTY_HINT_EXP_EASING].\n" +"[codeblock]\n" +"@export_exp_easing var transition_speed\n" +"@export_exp_easing(\"attenuation\") var fading_attenuation\n" +"@export_exp_easing(\"positive_only\") var effect_power\n" +"[/codeblock]" +msgstr "" +"使用缓动编辑器小部件导出浮点属性。可以提供额外的提示来调整小部件的行为。" +"[code]\"attenuation\"[/code] 翻转曲线,使编辑衰减属性更加直观。" +"[code]\"positive_only\"[/code] 将值限制为仅大于或等于零。\n" +"另请参见 [constant PROPERTY_HINT_EXP_EASING]。\n" +"[codeblock]\n" +"@export_exp_easing var transition_speed\n" +"@export_exp_easing(\"attenuation\") var fading_attenuation\n" +"@export_exp_easing(\"positive_only\") var effect_power\n" +"[/codeblock]" + +msgid "" +"Export a [String] property as a path to a file. The path will be limited to " +"the project folder and its subfolders. See [annotation @export_global_file] " +"to allow picking from the entire filesystem.\n" +"If [param filter] is provided, only matching files will be available for " +"picking.\n" +"See also [constant PROPERTY_HINT_FILE].\n" +"[codeblock]\n" +"@export_file var sound_effect_file: String\n" +"@export_file(\"*.txt\") var notes_file: String\n" +"[/codeblock]" +msgstr "" +"将 [String] 属性导出为文件的路径。该路径将限于项目文件夹及其子文件夹。请参阅 " +"[annotation @export_global_file],以允许从整个文件系统中进行选择。\n" +"如果提供了 [param filter],则只有匹配的文件可供选择。\n" +"另请参见 [constant PROPERTY_HINT_FILE]。\n" +"[codeblock]\n" +"@export_file var sound_effect_file: String\n" +"@export_file(\"*.txt\") var notes_file: String\n" +"[/codeblock]" + +msgid "" +"Export an integer property as a bit flag field for 2D navigation layers. The " +"widget in the Inspector dock will use the layer names defined in [member " +"ProjectSettings.layer_names/2d_navigation/layer_1].\n" +"See also [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION].\n" +"[codeblock]\n" +"@export_flags_2d_navigation var navigation_layers: int\n" +"[/codeblock]" +msgstr "" +"将整数属性导出为 2D 导航层的位标志字段。检查器停靠栏中的小部件,将使用在 " +"[member ProjectSettings.layer_names/2d_navigation/layer_1] 中定义的层名称。\n" +"另请参见 [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION]。\n" +"[codeblock]\n" +"@export_flags_2d_navigation var navigation_layers: int\n" +"[/codeblock]" + +msgid "" +"Export an integer property as a bit flag field for 2D physics layers. The " +"widget in the Inspector dock will use the layer names defined in [member " +"ProjectSettings.layer_names/2d_physics/layer_1].\n" +"See also [constant PROPERTY_HINT_LAYERS_2D_PHYSICS].\n" +"[codeblock]\n" +"@export_flags_2d_physics var physics_layers: int\n" +"[/codeblock]" +msgstr "" +"将整数属性导出为 2D 物理层的位标志字段。检查器停靠栏中的小部件,将使用在 " +"[member ProjectSettings.layer_names/2d_physics/layer_1] 中定义的层名称。\n" +"另请参见 [constant PROPERTY_HINT_LAYERS_2D_PHYSICS]。\n" +"[codeblock]\n" +"@export_flags_2d_physics var physics_layers: int\n" +"[/codeblock]" + +msgid "" +"Export an integer property as a bit flag field for 2D render layers. The " +"widget in the Inspector dock will use the layer names defined in [member " +"ProjectSettings.layer_names/2d_render/layer_1].\n" +"See also [constant PROPERTY_HINT_LAYERS_2D_RENDER].\n" +"[codeblock]\n" +"@export_flags_2d_render var render_layers: int\n" +"[/codeblock]" +msgstr "" +"将整数属性导出为 2D 渲染层的位标志字段。检查器停靠栏中的小工具将使用在 " +"[member ProjectSettings.layer_names/2d_render/layer_1] 中定义的层名称。\n" +"另请参见 [constant PROPERTY_HINT_LAYERS_2D_RENDER]。\n" +"[codeblock]\n" +"@export_flags_2d_render var render_layers: int\n" +"[/codeblock]" + +msgid "" +"Export an integer property as a bit flag field for 3D navigation layers. The " +"widget in the Inspector dock will use the layer names defined in [member " +"ProjectSettings.layer_names/3d_navigation/layer_1].\n" +"See also [constant PROPERTY_HINT_LAYERS_3D_NAVIGATION].\n" +"[codeblock]\n" +"@export_flags_3d_navigation var navigation_layers: int\n" +"[/codeblock]" +msgstr "" +"将整数属性导出为 3D 导航层的位标志字段。检查器停靠面板中的小工具将使用在 " +"[member ProjectSettings.layer_names/3d_navigation/layer_1] 中定义的层名称。\n" +"另请参见 [constant PROPERTY_HINT_LAYERS_3D_NAVIGATION]。\n" +"[codeblock]\n" +"@export_flags_3d_navigation var navigation_layers: int\n" +"[/codeblock]" + +msgid "" +"Export an integer property as a bit flag field for 3D physics layers. The " +"widget in the Inspector dock will use the layer names defined in [member " +"ProjectSettings.layer_names/3d_physics/layer_1].\n" +"See also [constant PROPERTY_HINT_LAYERS_3D_PHYSICS].\n" +"[codeblock]\n" +"@export_flags_3d_physics var physics_layers: int\n" +"[/codeblock]" +msgstr "" +"将整数属性导出为 3D 物理层的位标志字段。检查器停靠面板中的小工具将使用在 " +"[member ProjectSettings.layer_names/3d_physics/layer_1] 中定义的层名称。\n" +"另请参见 [constant PROPERTY_HINT_LAYERS_3D_PHYSICS]。\n" +"[codeblock]\n" +"@export_flags_3d_physics var physics_layers: int\n" +"[/codeblock]" + +msgid "" +"Export an integer property as a bit flag field for 3D render layers. The " +"widget in the Inspector dock will use the layer names defined in [member " +"ProjectSettings.layer_names/3d_render/layer_1].\n" +"See also [constant PROPERTY_HINT_LAYERS_3D_RENDER].\n" +"[codeblock]\n" +"@export_flags_3d_render var render_layers: int\n" +"[/codeblock]" +msgstr "" +"将整数属性导出为 3D 渲染层的位标志字段。检查器停靠面板中的小工具将使用在 " +"[member ProjectSettings.layer_names/3d_render/layer_1] 中定义的层名称。\n" +"另请参见 [constant PROPERTY_HINT_LAYERS_3D_RENDER]。\n" +"[codeblock]\n" +"@export_flags_3d_render var render_layers: int\n" +"[/codeblock]" + +msgid "" +"Export a [String] property as a path to a directory. The path can be picked " +"from the entire filesystem. See [annotation @export_dir] to limit it to the " +"project folder and its subfolders.\n" +"See also [constant PROPERTY_HINT_GLOBAL_DIR].\n" +"[codeblock]\n" +"@export_global_dir var sprite_folder: String\n" +"[/codeblock]" +msgstr "" +"将 [String] 属性导出为目录路径。可以从整个文件系统中选择路径。请参阅 " +"[annotation @export_dir] 以将其限制为项目文件夹及其子文件夹。\n" +"另请参见 [constant PROPERTY_HINT_GLOBAL_DIR]。\n" +"[codeblock]\n" +"@export_global_dir var sprite_folder: String\n" +"[/codeblock]" + +msgid "" +"Export a [String] property as a path to a file. The path can be picked from " +"the entire filesystem. See [annotation @export_file] to limit it to the " +"project folder and its subfolders.\n" +"If [param filter] is provided, only matching files will be available for " +"picking.\n" +"See also [constant PROPERTY_HINT_GLOBAL_FILE].\n" +"[codeblock]\n" +"@export_global_file var sound_effect_file: String\n" +"@export_global_file(\"*.txt\") var notes_file: String\n" +"[/codeblock]" +msgstr "" +"将 [String] 属性作为文件路径导出。可以从整个文件系统中选择路径。请参阅 " +"[annotation @export_file],以将其限制为项目文件夹及其子文件夹。\n" +"如果提供了 [param filter],则只有匹配的文件可供选择。\n" +"另请参见 [constant PROPERTY_HINT_GLOBAL_FILE]。\n" +"[codeblock]\n" +"@export_global_file var sound_effect_file: String\n" +"@export_global_file(\"*.txt\") var notes_file: String\n" +"[/codeblock]" + +msgid "" +"Define a new group for the following exported properties. This helps to " +"organize properties in the Inspector dock. Groups can be added with an " +"optional [param prefix], which would make group to only consider properties " +"that have this prefix. The grouping will break on the first property that " +"doesn't have a prefix. The prefix is also removed from the property's name " +"in the Inspector dock.\n" +"If no [param prefix] is provided, the every following property is added to " +"the group. The group ends when then next group or category is defined. You " +"can also force end a group by using this annotation with empty strings for " +"parameters, [code]@export_group(\"\", \"\")[/code].\n" +"Groups cannot be nested, use [annotation @export_subgroup] to add subgroups " +"within groups.\n" +"See also [constant PROPERTY_USAGE_GROUP].\n" +"[codeblock]\n" +"@export_group(\"My Properties\")\n" +"@export var number = 3\n" +"@export var string = \"\"\n" +"\n" +"@export_group(\"Prefixed Properties\", \"prefix_\")\n" +"@export var prefix_number = 3\n" +"@export var prefix_string = \"\"\n" +"\n" +"@export_group(\"\", \"\")\n" +"@export var ungrouped_number = 3\n" +"[/codeblock]" +msgstr "" +"为以下导出的属性定义一个新组。这有助于在检查器停靠面板中组织属性。可以使用可" +"选的 [param prefix] 添加组,这将使组仅考虑具有此前缀的属性。分组将在第一个没" +"有前缀的属性上中断。前缀也将从检查器停靠面板中的属性名称中移除。\n" +"如果未提供 [param prefix],则将以下每个属性添加到组中。当定义下一个组或类别" +"时,该组结束。您还可以通过将此注解与空字符串的参数一起使用来强制结束组," +"[code]@export_group(\"\", \"\")[/code]。\n" +"组不能被嵌套,使用 [annotation @export_subgroup] 在组内添加子组。\n" +"另见 [constant PROPERTY_USAGE_GROUP]。\n" +"[codeblock]\n" +"@export_group(\"My Properties\")\n" +"@export var number = 3\n" +"@export var string = \"\"\n" +"\n" +"@export_group(\"Prefixed Properties\", \"prefix_\")\n" +"@export var prefix_number = 3\n" +"@export var prefix_string = \"\"\n" +"\n" +"@export_group(\"\", \"\")\n" +"@export var ungrouped_number = 3\n" +"[/codeblock]" + +msgid "" +"Export a [String] property with a large [TextEdit] widget instead of a " +"[LineEdit]. This adds support for multiline content and makes it easier to " +"edit large amount of text stored in the property.\n" +"See also [constant PROPERTY_HINT_MULTILINE_TEXT].\n" +"[codeblock]\n" +"@export_multiline var character_biography\n" +"[/codeblock]" +msgstr "" +"用一个大的 [TextEdit] 部件而不是 [LineEdit] 导出一个 [String] 属性。这增加了" +"对多行内容的支持,使其更容易编辑存储在属性中的大量文本。\n" +"参见 [constant PROPERTY_HINT_MULTILINE_TEXT]。\n" +"[codeblock]\n" +"@export_multiline var character_biography\n" +"[/codeblock]" + +msgid "" +"Export a [String] property with a placeholder text displayed in the editor " +"widget when no value is present.\n" +"See also [constant PROPERTY_HINT_PLACEHOLDER_TEXT].\n" +"[codeblock]\n" +"@export_placeholder(\"Name in lowercase\") var character_id: String\n" +"[/codeblock]" +msgstr "" +"导出一个带有一个占位符文本的 [String] 属性,当没有值时,编辑器小部件中会显示" +"该占位符文本。\n" +"另请参见 [constant PROPERTY_HINT_PLACEHOLDER_TEXT]。\n" +"[codeblock]\n" +"@export_placeholder(\"Name in lowercase\") var character_id: String\n" +"[/codeblock]" + +msgid "" +"Define a new subgroup for the following exported properties. This helps to " +"organize properties in the Inspector dock. Subgroups work exactly like " +"groups, except they need a parent group to exist. See [annotation " +"@export_group].\n" +"See also [constant PROPERTY_USAGE_SUBGROUP].\n" +"[codeblock]\n" +"@export_group(\"My Properties\")\n" +"@export var number = 3\n" +"@export var string = \"\"\n" +"\n" +"@export_subgroup(\"My Prefixed Properties\", \"prefix_\")\n" +"@export var prefix_number = 3\n" +"@export var prefix_string = \"\"\n" +"[/codeblock]\n" +"[b]Note:[/b] Subgroups cannot be nested, they only provide one extra level " +"of depth. Just like the next group ends the previous group, so do the " +"subsequent subgroups." +msgstr "" +"为接下来的导出属性定义一个新的子组。这有助于组织检查器停靠面板中的属性。子组" +"的工作方式与组完全一样,只是它们需要一个父组才能存在。请参阅 [annotation " +"@export_group]。\n" +"另请参见 [constant PROPERTY_USAGE_SUBGROUP]。\n" +"[codeblock]\n" +"@export_group(\"My Properties\")\n" +"@export var number = 3\n" +"@export var string = \"\"\n" +"\n" +"@export_subgroup(\"My Prefixed Properties\", \"prefix_\")\n" +"@export var prefix_number = 3\n" +"@export var prefix_string = \"\"\n" +"[/codeblock]\n" +"[b]注意:[/b]子组不能嵌套,它们只提供一层额外的深度。就像新组使前一个组结束一" +"样,后续的子组也会打断之前的子组。" + msgid "Random number generation" msgstr "随机数生成" -msgid "Converts from decibels to linear energy (audio)." -msgstr "从分贝转换为线性能量(音频)。" +msgid "" +"Returns the absolute value of a [Variant] parameter [param x] (i.e. non-" +"negative value). Supported types: [int], [float], [Vector2], [Vector2i], " +"[Vector3], [Vector3i], [Vector4], [Vector4i].\n" +"[codeblock]\n" +"var a = abs(-1)\n" +"# a is 1\n" +"\n" +"var b = abs(-1.2)\n" +"# b is 1.2\n" +"\n" +"var c = abs(Vector2(-3.5, -4))\n" +"# c is (3.5, 4)\n" +"\n" +"var d = abs(Vector2i(-5, -6))\n" +"# d is (5, 6)\n" +"\n" +"var e = abs(Vector3(-7, 8.5, -3.8))\n" +"# e is (7, 8.5, 3.8)\n" +"\n" +"var f = abs(Vector3i(-7, -8, -9))\n" +"# f is (7, 8, 9)\n" +"[/codeblock]\n" +"[b]Note:[/b] For better type safety, use [method absf], [method absi], " +"[method Vector2.abs], [method Vector2i.abs], [method Vector3.abs], [method " +"Vector3i.abs], [method Vector4.abs], or [method Vector4i.abs]." +msgstr "" +"返回一个 [Variant] 类型参数 [param x] 的绝对值(即非负值)。支持的类型:" +"[int]、[float]、[Vector2]、[Vector2i]、[Vector3]、[Vector3i]、[Vector4]、" +"[Vector4i] 。\n" +"[codeblock]\n" +"var a = abs(-1)\n" +"# a=1\n" +"\n" +"var b = abs(-1.2)\n" +"# b=1.2\n" +"\n" +"var c = abs(Vector2(-3.5, -4))\n" +"# c=(3.5, 4)\n" +"\n" +"var d = abs(Vector2i(-5, -6))\n" +"# d=(5, 6)\n" +"\n" +"var e = abs(Vector3(-7, 8.5, -3.8))\n" +"# e=(7, 8.5, 3.8)\n" +"\n" +"var f = abs(Vector3i(-7, -8, -9))\n" +"# f=(7, 8, 9)\n" +"[/codeblock]\n" +"[b]注意:[/b] 为了更好的类型安全,请使用 [method absf]、[method absi]、" +"[method Vector2.abs]、[method Vector2i.abs]、[method Vector3.abs]、[method " +"Vector3i.abs]、[method Vector4.abs] 或 [method Vector4i.abs]。" msgid "" -"Prints one or more arguments to strings in the best way possible to standard " -"error line.\n" +"Returns the absolute value of float parameter [param x] (i.e. positive " +"value).\n" "[codeblock]\n" -"printerr(\"prints to stderr\")\n" +"# a is 1.2\n" +"var a = absf(-1.2)\n" "[/codeblock]" msgstr "" -"以可能的最佳方式将一个或多个参数作为字符串输出到标准错误行。\n" +"返回浮点参数 [param x] 的绝对值(即正值)。\n" "[codeblock]\n" -"printerr(\"prints to stderr\")\n" +"# a=1.2\n" +"var a = absf(-1.2)\n" "[/codeblock]" msgid "" -"Prints one or more arguments to the console with a space between each " -"argument.\n" +"Returns the absolute value of int parameter [param x] (i.e. positive " +"value).\n" "[codeblock]\n" -"prints(\"A\", \"B\", \"C\") # Prints A B C\n" +"# a is 1\n" +"var a = absi(-1)\n" "[/codeblock]" msgstr "" -"将一个或多个参数打印到控制台,每个参数之间有一个空格。\n" +"返回整数参数 [param x] 的绝对值(即正值)。\n" "[codeblock]\n" -"prints(\"A\", \"B\", \"C\") # 输出 A B C\n" +"# a=1\n" +"var a = absi(-1)\n" "[/codeblock]" msgid "" -"Prints one or more arguments to the console with a tab between each " -"argument.\n" +"Returns the arc cosine of [param x] in radians. Use to get the angle of " +"cosine [param x]. [param x] must be between [code]-1.0[/code] and [code]1.0[/" +"code] (inclusive), otherwise, [method acos] will return [constant @GDScript." +"NAN].\n" "[codeblock]\n" -"printt(\"A\", \"B\", \"C\") # Prints A B C\n" +"# c is 0.523599 or 30 degrees if converted with rad_to_deg(c)\n" +"var c = acos(0.866025)\n" "[/codeblock]" msgstr "" -"将一个或多个参数打印到控制台,每个参数之间有一个制表符。\n" +"返回 [param x] 的反余弦,单位为弧度。用来获取余弦 [param x] 的角度。[param " +"x] 必须在 [code]-1.0[/code] 和 [code]1.0[/code](包括)之间,否则 [method " +"acos] 将返回 [constant @GDScript.NAN]。\n" "[codeblock]\n" -"printt(\"A\", \"B\", \"C\") # 输出 A B C\n" +"# 如果用 rad_to_deg(c) 转换,c为0.523599或30度\n" +"var c = acos(0.866025)\n" "[/codeblock]" msgid "" -"Pushes a warning message to Godot's built-in debugger and to the OS " -"terminal.\n" +"Returns the arc sine of [param x] in radians. Use to get the angle of sine " +"[param x]. [param x] must be between [code]-1.0[/code] and [code]1.0[/code] " +"(inclusive), otherwise, [method asin] will return [constant @GDScript.NAN].\n" "[codeblock]\n" -"push_warning(\"test warning\") # Prints \"test warning\" to debugger and " -"terminal as warning call\n" +"# s is 0.523599 or 30 degrees if converted with rad_to_deg(s)\n" +"var s = asin(0.5)\n" "[/codeblock]" msgstr "" -"将警告消息推送到 Godot 的内置调试器和 OS 终端。\n" +"返回 [param x] 的反正弦值,单位为弧度。用来获取正弦 [param x] 的角度。[param " +"x] 必须在 [code]-1.0[/code] 和 [code]1.0[/code](包括)之间,否则 [method " +"asin] 将返回 [constant @GDScript.NAN]。\n" "[codeblock]\n" -"push_warning(\"test warning\") # 以警告的形式向调试器和终端输出 \"test " -"warning\"\n" +"# 如果用 rad_to_deg(s) 转换,s为0.523599或30度\n" +"var s = asin(0.5)\n" "[/codeblock]" msgid "" -"Returns a random unsigned 32-bit integer. Use remainder to obtain a random " -"value in the interval [code][0, N - 1][/code] (where N is smaller than " -"2^32).\n" +"Returns the arc tangent of [param x] in radians. Use it to get the angle " +"from an angle's tangent in trigonometry.\n" +"The method cannot know in which quadrant the angle should fall. See [method " +"atan2] if you have both [code]y[/code] and [code]x[/code].\n" +"[codeblock]\n" +"var a = atan(0.5) # a is 0.463648\n" +"[/codeblock]\n" +"If [param x] is between [code]-PI / 2[/code] and [code]PI / 2[/code] " +"(inclusive), [code]atan(tan(x))[/code] is equal to [param x]." +msgstr "" +"返回 [param x] 的反正切值,单位是弧度。在三角函数中用它来得到一个角上切线的角" +"度。\n" +"该方法无法确定角度应该落在哪个象限。如果你同时拥有 [code]y[/code] 和 " +"[code]x[/code],请参见 [method atan2]。\n" +"[codeblock]\n" +"var a = atan(0.5) # a=0.463648\n" +"[/codeblock]\n" +"如果 [param x] 在 [code]-PI/2[/code] 和 [code]PI/2[/code](包括)之间," +"[code]atan(tan(x))[/code] 等于 [param x]。" + +msgid "" +"Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle " +"of tangent [code]y/x[/code]. To compute the value, the method takes into " +"account the sign of both arguments in order to determine the quadrant.\n" +"Important note: The Y coordinate comes first, by convention.\n" "[codeblock]\n" -"randi() # Returns random integer between 0 and 2^32 - 1\n" -"randi() % 20 # Returns random integer between 0 and 19\n" -"randi() % 100 # Returns random integer between 0 and 99\n" -"randi() % 100 + 1 # Returns random integer between 1 and 100\n" +"var a = atan2(0, -1) # a is 3.141593\n" "[/codeblock]" msgstr "" -"返回一个随机的无符号 32 位整数。使用余数获得区间 [code][0, N - 1][/code] (其" -"中 N 小于 2^32)的随机值。\n" +"返回 [code]y/x[/code] 的反正切值,单位为弧度。用来获得切线的角度 [code]y/x[/" +"code] 。为了计算该值,该方法考虑了两个参数的符号,以确定象限。\n" +"重要提示:按照惯例,Y坐标在前。\n" "[codeblock]\n" -"randi() # 返回介于 0 到 2^32 - 1 之间的随机整数\n" -"randi() % 20 # 返回介于 0 到 19之间的随机整数\n" -"randi() % 100 # 返回介于 0 到 99 之间的随机整数\n" -"randi() % 100 + 1 # 返回介于 1 到 100 之间的随机整数\n" +"var a = atan2(0, -1) # a=3.141593\n" "[/codeblock]" +msgid "Converts from decibels to linear energy (audio)." +msgstr "从分贝转换为线性能量(音频)。" + +msgid "" +"Rounds [param x] downward (towards negative infinity), returning the largest " +"whole number that is not more than [param x].\n" +"A type-safe version of [method floor], returning a [float]." +msgstr "" +"将 [param x] 向下舍入(向负无穷大),返回不超过 [param x] 的最大整数。\n" +"一个类型安全的 [method floor] 版本,返回一个 [float]。" + +msgid "" +"Returns whether [param x] is a finite value, i.e. it is not [constant " +"@GDScript.NAN], positive infinity, or negative infinity." +msgstr "" +"返回 [param x] 是否为有限值,即不是 [constant @GDScript.NAN]、正无穷大或负无" +"穷大。" + +msgid "" +"Returns [code]true[/code] if [param x] is either positive infinity or " +"negative infinity." +msgstr "如果 [param x] 是正无穷大或负无穷大,则返回 [code]true[/code] 。" + +msgid "" +"Returns [code]true[/code] if the Object that corresponds to [param id] is a " +"valid object (e.g. has not been deleted from memory). All Objects have a " +"unique instance ID." +msgstr "" +"如果与 [param id] 对应的 Object 是有效的对象(例如没有从内存中删除),则返回 " +"[code]true[/code] 。所有对象都有唯一的实例 ID。" + +msgid "" +"Returns [code]true[/code] if [param instance] is a valid Object (e.g. has " +"not been deleted from memory)." +msgstr "" +"如果 [param instance] 是有效的 Object(例如,没有从内存中删除),则返回 " +"[code]true[/code] 。" + +msgid "" +"Returns [code]true[/code] if [param x] is a NaN (\"Not a Number\" or " +"invalid) value." +msgstr "如果 [param x] 是 NaN(“非数字”或无效)值,则返回 [code]true[/code] 。" + msgid "The [AudioServer] singleton." msgstr "[AudioServer] 单例。" @@ -342,6 +1328,9 @@ msgstr "ESC 键。" msgid "Tab key." msgstr "Tab 键。" +msgid "Shift + Tab key." +msgstr "Shift + Tab 键。" + msgid "Backspace key." msgstr "退格键。" @@ -1079,6 +2068,98 @@ msgstr "忙碌错误。" msgid "Skip error." msgstr "跳过错误。" +msgid "" +"Hints that a vector property should allow its components to be linked. For " +"example, this allows [member Vector2.x] and [member Vector2.y] to be edited " +"together." +msgstr "" +"提示向量属性应该允许分量链接。例如,这能够让 [member Vector2.x] 和 [member " +"Vector2.y] 被一起编辑。" + +msgid "" +"Hints that an [int] property is a bitmask using the optionally named 2D " +"render layers." +msgstr "提示 [int] 属性为位掩码,表示可命名的 2D 渲染层。" + +msgid "" +"Hints that an [int] property is a bitmask using the optionally named 2D " +"physics layers." +msgstr "提示 [int] 属性为位掩码,表示可命名的 2D 物理层。" + +msgid "" +"Hints that an [int] property is a bitmask using the optionally named 2D " +"navigation layers." +msgstr "提示 [int] 属性为位掩码,表示可命名的 2D 导航层。" + +msgid "" +"Hints that an [int] property is a bitmask using the optionally named 3D " +"render layers." +msgstr "提示 [int] 属性为位掩码,表示可命名的 3D 渲染层。" + +msgid "" +"Hints that an [int] property is a bitmask using the optionally named 3D " +"physics layers." +msgstr "提示 [int] 属性为位掩码,表示可命名的 3D 物理层。" + +msgid "" +"Hints that an [int] property is a bitmask using the optionally named 3D " +"navigation layers." +msgstr "提示 [int] 属性为位掩码,表示可命名的 3D 导航层。" + +msgid "" +"Hints that a [String] property is a path to a file. Editing it will show a " +"file dialog for picking the path. The hint string can be a set of filters " +"with wildcards like [code]\"*.png,*.jpg\"[/code]." +msgstr "" +"提示 [String] 属性为文件的路径。编辑时会弹出选取路径的文件对话框。提示字符串" +"可以设为一组带有通配符的筛选器,例如 [code]\"*.png,*.jpg\"[/code]。" + +msgid "" +"Hints that a [String] property is a path to a directory. Editing it will " +"show a file dialog for picking the path." +msgstr "提示 [String] 属性为目录的路径。编辑时会弹出选取路径的文件对话框。" + +msgid "" +"Hints that a [String] property is an absolute path to a file outside the " +"project folder. Editing it will show a file dialog for picking the path. The " +"hint string can be a set of filters with wildcards, like [code]\"*.png,*." +"jpg\"[/code]." +msgstr "" +"提示 [String] 属性为文件的绝对路径,位于项目文件夹之外。编辑时会弹出选取路径" +"的文件对话框。提示字符串可以设为一组带有通配符的筛选器,例如 [code]\"*.png,*." +"jpg\"[/code]。" + +msgid "" +"Hints that a [String] property is an absolute path to a directory outside " +"the project folder. Editing it will show a file dialog for picking the path." +msgstr "" +"提示 [String] 属性为目录的绝对路径,位于项目文件夹之外。编辑时会弹出选取路径" +"的文件对话框。" + +msgid "" +"Hints that a [String] property is text with line breaks. Editing it will " +"show a text input field where line breaks can be typed." +msgstr "" +"提示 [String] 属性为包含换行的文本。编辑是会显示文本输入字段,可以进行换行。" + +msgid "Hints that a [String] property is an [Expression]." +msgstr "提示 [String] 属性为 [Expression]。" + +msgid "" +"Hints that a [String] property should show a placeholder text on its input " +"field, if empty. The hint string is the placeholder text to use." +msgstr "" +"提示 [String] 属性在为空时应当显示占位文本。提示字符串为所使用的占位文本。" + +msgid "" +"Hints that a quaternion property should disable the temporary euler editor." +msgstr "提示四元数属性应当禁用临时欧拉值编辑器。" + +msgid "" +"Hints that a string property is a password, and every character is replaced " +"with the secret character." +msgstr "提示字符串属性为密码,每一个字符都会被替换为秘密字符。" + 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)。" @@ -1257,6 +2338,9 @@ msgstr "向量数学" msgid "Advanced vector math" msgstr "高等向量数学" +msgid "Constructs an [AABB] as a copy of the given [AABB]." +msgstr "构造给定 [AABB] 的副本。" + msgid "Constructs an [AABB] from a position and size." msgstr "从一个位置和大小构造 [AABB] 。" @@ -1450,13 +2534,6 @@ msgstr "2D 精灵动画" msgid "2D Dodge The Creeps Demo" msgstr "2D Dodge The Creeps 演示" -msgid "" -"The current animation from the [member frames] resource. If this value " -"changes, the [code]frame[/code] counter is reset." -msgstr "" -"来自 [member frames] 资源的当前动画。如果这个值发生变化,[code]frame[/code] " -"计数器会被重置。" - msgid "If [code]true[/code], texture will be centered." msgstr "如果为 [code]true[/code],纹理将被居中。" @@ -1466,8 +2543,8 @@ msgstr "如果为 [code]true[/code],纹理将被水平翻转。" msgid "If [code]true[/code], texture is flipped vertically." msgstr "如果为 [code]true[/code],纹理将被垂直翻转。" -msgid "The displayed animation frame's index." -msgstr "显示的动画帧的索引。" +msgid "The texture's drawing offset." +msgstr "纹理的绘图偏移量。" msgid "" "The [SpriteFrames] resource containing the animation(s). Allows you the " @@ -1477,12 +2554,6 @@ msgstr "" "包含动画的 [SpriteFrames] 资源。可以对 [SpriteFrames] 资源进行加载、编辑、清" "空、唯一化、保存状态等操作。" -msgid "The texture's drawing offset." -msgstr "纹理的绘图偏移量。" - -msgid "Emitted when [member frame] changed." -msgstr "当 [member frame] 更改时发出。" - msgid "" "2D sprite node in 3D world, that can use multiple 2D textures for animation." msgstr "3D 世界中的 2D 精灵节点,可以使用多个 2D 纹理进行动画处理。" @@ -1490,16 +2561,6 @@ msgstr "3D 世界中的 2D 精灵节点,可以使用多个 2D 纹理进行动 msgid "2D Sprite animation (also applies to 3D)" msgstr "2D 精灵动画(也适用于 3D)" -msgid "" -"The current animation from the [code]frames[/code] resource. If this value " -"changes, the [code]frame[/code] counter is reset." -msgstr "" -"来自 [code]frames[/code] 资源的当前动画。如果这个值发生变化,[code]frame[/" -"code] 计数器会被重置。" - -msgid "The [SpriteFrames] resource containing the animation(s)." -msgstr "包含动画的 [SpriteFrames] 资源。" - msgid "Proxy texture for simple frame-based animations." msgstr "基于简单帧动画的代理纹理。" @@ -1731,12 +2792,6 @@ msgstr "" "节点上显示过滤器编辑。" msgid "" -"Adds an input to the node. This is only useful for nodes created for use in " -"an [AnimationNodeBlendTree]." -msgstr "" -"为节点添加一个输入。这只对创建用于 [AnimationNodeBlendTree] 的节点有用。" - -msgid "" "Blend another animation node (in case this node contains children animation " "nodes). This function is only useful if you inherit from [AnimationRootNode] " "instead, else editors will not display your node for addition." @@ -1778,16 +2833,6 @@ msgstr "" msgid "If [code]true[/code], filtering is enabled." msgstr "如果为 [code]true[/code],则启用筛选功能。" -msgid "" -"Emitted by nodes that inherit from this class and that have an internal tree " -"when one of their nodes changes. The nodes that emit this signal are " -"[AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], " -"[AnimationNodeStateMachine], and [AnimationNodeBlendTree]." -msgstr "" -"由继承自该类且内部有树的节点发出,当其一个节点发生变化时。发出此信号的节点有 " -"[AnimationNodeBlendSpace1D]、[AnimationNodeBlendSpace2D]、" -"[AnimationNodeStateMachine] 和 [AnimationNodeBlendTree]。" - msgid "Do not use filtering." msgstr "不要使用筛选功能。" @@ -1912,6 +2957,11 @@ msgid "Returns the number of points on the blend axis." msgstr "返回混合轴上的点的数量。" msgid "" +"Controls the interpolation between animations. See [enum BlendMode] " +"constants." +msgstr "控制动画之间的插值。见 [enum BlendMode] 常量。" + +msgid "" "The blend space's axis's upper limit for the points' position. See [method " "add_blend_point]." msgstr "混合空间的轴的点的位置上限。见 [method add_blend_point]。" @@ -1927,6 +2977,21 @@ msgstr "当在轴上移动一个点时,要捕捉到的位置增量。" msgid "Label of the virtual axis of the blend space." msgstr "混合空间虚拟轴的标签。" +msgid "The interpolation between animations is linear." +msgstr "动画之间的插点是线性的。" + +msgid "" +"The blend space plays the animation of the node the blending position is " +"closest to. Useful for frame-by-frame 2D animations." +msgstr "混合空间播放混合位置最接近的节点的动画。对逐帧的2D动画很有用。" + +msgid "" +"Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at " +"the last animation's playback position." +msgstr "" +"类似于 [constant BLEND_MODE_DISCRETE],但在最后一个动画的播放位置开始新的动" +"画。" + msgid "" "Blends linearly between three [AnimationNode] of any type placed in a 2D " "space." @@ -1963,11 +3028,6 @@ msgstr "" "新。" msgid "" -"Controls the interpolation between animations. See [enum BlendMode] " -"constants." -msgstr "控制动画之间的插值。见 [enum BlendMode] 常量。" - -msgid "" "The blend space's X and Y axes' upper limit for the points' position. See " "[method add_blend_point]." msgstr "混合空间的 X 轴和 Y 轴的点的位置上限。见 [method add_blend_point]。" @@ -1991,21 +3051,6 @@ msgid "" "one of their vertices changes position." msgstr "每当创建、移除混合空间的三角形,或当其中一个顶点改变位置时发出。" -msgid "The interpolation between animations is linear." -msgstr "动画之间的插点是线性的。" - -msgid "" -"The blend space plays the animation of the node the blending position is " -"closest to. Useful for frame-by-frame 2D animations." -msgstr "混合空间播放混合位置最接近的节点的动画。对逐帧的2D动画很有用。" - -msgid "" -"Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at " -"the last animation's playback position." -msgstr "" -"类似于 [constant BLEND_MODE_DISCRETE],但在最后一个动画的播放位置开始新的动" -"画。" - msgid "[AnimationTree] node resource that contains many blend type nodes." msgstr "[AnimationTree] 节点资源,其中包含许多混合类型节点。" @@ -2220,18 +3265,6 @@ msgid "Clears all queued, unplayed animations." msgstr "清除所有已排队、未播放的动画。" msgid "" -"Gets the actual playing speed of current animation or 0 if not playing. This " -"speed is the [member playback_speed] property multiplied by " -"[code]custom_speed[/code] argument specified when calling the [method play] " -"method." -msgstr "" -"获取当前动画的实际播放速度,如果没有播放则为0。这个速度是调用[method play]方" -"法时指定的[member playback_speed]属性乘以[code]custom_speed[/code]参数。" - -msgid "Returns [code]true[/code] if playing an animation." -msgstr "如果正在播放动画,则返回 [code]true[/code]。" - -msgid "" "Queues an animation for playback once the current one is done.\n" "[b]Note:[/b] If a looped animation is currently playing, the queued " "animation will never play unless the looped animation is stopped somehow." @@ -2388,11 +3421,6 @@ msgid "" msgstr "如果为 [code]true[/code],该区域的音频总线将覆盖默认的音频总线。" msgid "" -"The falloff factor for point gravity. The greater the value, the faster " -"gravity decreases with distance." -msgstr "点重力的衰减系数。该值越大,重力值随距离下降的速度就越快。" - -msgid "" "The rate at which objects stop moving in this area. Represents the linear " "velocity lost per second.\n" "See [member ProjectSettings.physics/2d/default_linear_damp] for more details " @@ -2489,6 +3517,9 @@ msgstr "" msgid "A generic array datatype." msgstr "通用数组数据类型。" +msgid "Constructs an empty [Array]." +msgstr "构造空的 [Array]。" + msgid "" "Appends an element at the end of the array (alias of [method push_back])." msgstr "向数组末尾追加一个元素([method push_back] 的别名)。" @@ -3289,6 +4320,9 @@ msgid "" "range from -30 to 0." msgstr "限制器开始生效的阈值,以分贝为单位。值的范围可以从 -30 到 0。" +msgid "Adds a low-pass filter to the audio bus." +msgstr "向音频总线添加一个低通滤波器。" + msgid "" "Cuts frequencies higher than the [member AudioEffectFilter.cutoff_hz] and " "allows lower frequencies to pass." @@ -3560,9 +4594,6 @@ msgid "" msgstr "" "返回分配给给定总线和效果指数(以及可选的通道)的 [AudioEffectInstance]。" -msgid "Returns the names of all audio devices detected on the system." -msgstr "返回系统中检测到的所有音频设备的名称。" - msgid "Returns the sample rate at the output of the [AudioServer]." msgstr "返回 [AudioServer] 输出的采样率。" @@ -3596,19 +4627,6 @@ msgstr "解锁音频驱动程序的主循环。(锁定后,你始终需要手 msgid "Number of available audio buses." msgstr "可用音频总线的数量。" -msgid "" -"Name of the current device for audio output (see [method get_device_list]). " -"On systems with multiple audio outputs (such as analog, USB and HDMI audio), " -"this can be used to select the audio output device. The value " -"[code]\"Default\"[/code] will play audio on the system-wide default audio " -"output. If an invalid device name is set, the value will be reverted back to " -"[code]\"Default\"[/code]." -msgstr "" -"当前音频输出设备名称(见 [method get_device_list])。在具有多个音频输出的系统" -"中(例如模拟、USB、HDMI 音频),可用于选择音频输出设备。将值设为 " -"[code]\"Default\"[/code] 则会从系统默认的音频输出播放音频。如果设置了无效的设" -"备名称,该值会被恢复为 [code]\"Default\"[/code]。" - msgid "Emitted when the [AudioBusLayout] changes." msgstr "当 [AudioBusLayout] 改变时发出。" @@ -3813,15 +4831,9 @@ msgstr "" "重定向,使其在特定的音频总线中播放。一个例子是可以用来制作“水域”,将水中播放" "的声音重定向至单独的音频总线,让声音听起来像是在水下播放。" -msgid "Dampens audio over distance with this as an exponent." -msgstr "以此为指数,将声音在距离上进行衰减。" - msgid "Maximum distance from which audio is still hearable." msgstr "音频仍可听到的最大距离。" -msgid "Base volume without dampening." -msgstr "基础音量,无衰减。" - msgid "Plays positional sound in 3D space." msgstr "在 3D 空间中播放与位置相关的声音。" @@ -3830,14 +4842,6 @@ msgid "" "[AudioStreamPlayer3D]." msgstr "返回与这个 [AudioStreamPlayer3D] 相关联的 [AudioStreamPlayback] 对象。" -msgid "" -"Dampens audio using a low-pass filter above this frequency, in Hz. To " -"disable the dampening effect entirely, set this to [code]20500[/code] as " -"this frequency is above the human hearing limit." -msgstr "" -"使用高于此频率的低通滤波器衰减音频,以 Hz 为单位。要完全禁用阻尼效果,请将其" -"设置为 [code]20500[/code],因为该频率高于人类听力极限。" - msgid "Amount how much the filter affects the loudness, in decibels." msgstr "滤波器对响度的影响程度,以分贝为单位。" @@ -3869,21 +4873,6 @@ msgstr "" "校验。这是因为音频总线布局可以在设置这个属性后再加载。如果这个给定的名称在运" "行时无法解析,就会回退到 [code]\"Master\"[/code]。" -msgid "The angle in which the audio reaches cameras undampened." -msgstr "音频到达相机的角度,不受衰减。" - -msgid "" -"If [code]true[/code], the audio should be dampened according to the " -"direction of the sound." -msgstr "如果为 [code]true[/code],则应根据声音的方向对音频进行衰减。" - -msgid "" -"Dampens audio if camera is outside of [member emission_angle_degrees] and " -"[member emission_angle_enabled] is set by this factor, in decibels." -msgstr "" -"如果样机在 [member emission_angle_degrees] 之外,并且 [member " -"emission_angle_enabled] 被设置为这个系数,则对音频进行减弱,单位是分贝。" - msgid "Sets the absolute maximum of the soundlevel, in decibels." msgstr "设置声级的绝对最大值,以分贝为单位。" @@ -3902,29 +4891,6 @@ msgid "" "over a larger distance." msgstr "衰减效果的系数。更高的值使声音在更远的距离可以听到。" -msgid "The base sound level unaffected by dampening, in decibels." -msgstr "不受阻尼影响的基本声级,单位为分贝。" - -msgid "Linear dampening of loudness according to distance." -msgstr "根据距离对响度进行线性衰减。" - -msgid "Squared dampening of loudness according to distance." -msgstr "根据距离对响度进行平方衰减。" - -msgid "Logarithmic dampening of loudness according to distance." -msgstr "根据距离对数降低响度。" - -msgid "" -"No dampening of loudness according to distance. The sound will still be " -"heard positionally, unlike an [AudioStreamPlayer]. [constant " -"ATTENUATION_DISABLED] can be combined with a [member max_distance] value " -"greater than [code]0.0[/code] to achieve linear attenuation clamped to a " -"sphere of a defined size." -msgstr "" -"不会根据距离衰减响度。与 [AudioStreamPlayer] 不同,声音仍会在位置上被听到。" -"[constant ATTENUATION_DISABLED] 可以与大于 [code]0.0[/code] 的 [member " -"max_distance] 值结合使用,以实现线性衰减,限制在定义的球体大小。" - msgid "Disables doppler tracking." msgstr "禁用多普勒跟踪。" @@ -4775,6 +5741,9 @@ msgstr "矩阵变换演示" msgid "2.5D Demo" msgstr "2.5D 演示" +msgid "Constructs a [Basis] as a copy of the given [Basis]." +msgstr "构造给定 [Basis] 的副本。" + msgid "Constructs a pure rotation basis matrix from the given quaternion." msgstr "根据给定的四元数构造一个纯旋转基矩阵。" @@ -4957,6 +5926,9 @@ msgstr "附着骨骼的名称。" msgid "Boolean built-in type." msgstr "布尔型内置型。" +msgid "Constructs a [bool] as a copy of the given [bool]." +msgstr "构造给定 [bool] 的副本。" + msgid "" "Cast a [float] value to a boolean value, this method will return " "[code]false[/code] if [code]0.0[/code] is passed in, and [code]true[/code] " @@ -5057,6 +6029,12 @@ msgstr "返回当前按下的按钮。" msgid "Emitted when one of the buttons of the group is pressed." msgstr "当该组中的一个按钮被按下时触发。" +msgid "Constructs an empty [Callable], with no object nor method bound." +msgstr "构造空的 [Callable],没有绑定对象和方法。" + +msgid "Constructs a [Callable] as a copy of the given [Callable]." +msgstr "构造给定 [Callable] 的副本。" + msgid "Calls the specified method after optional delay." msgstr "在可选的延迟之后调用指定的方法。" @@ -5846,8 +6824,11 @@ msgstr "" msgid "BBCode in RichTextLabel" msgstr "RichTextLabel 中的 BBCode" +msgid "RichTextEffect test project (third-party)" +msgstr "RichTextEffect 测试项目(第三方)" + msgid "The color the character will be drawn with." -msgstr "绘制角色所用的颜色。" +msgstr "绘制字符所用的颜色。" msgid "" "Contains the arguments passed in the opening BBCode tag. By default, " @@ -5875,6 +6856,18 @@ msgstr "" "1)}\n" "[/codeblock]" +msgid "" +"Number of glyphs in the grapheme cluster. This value is set in the first " +"glyph of a cluster. Setting this property won't affect drawing." +msgstr "" +"字素簇中的字形数量。该值在簇的第一个字形中设置。设置此属性不会影响绘制。" + +msgid "" +"Glyph flags. See [enum TextServer.GraphemeFlag] for more info. Setting this " +"property won't affect drawing." +msgstr "" +"字形标志。详情见 [enum TextServer.GraphemeFlag]。设置此属性不会影响绘制。" + msgid "The position offset the character will be drawn with (in pixels)." msgstr "绘制字符的位置偏移量(以像素为单位)。" @@ -6240,6 +7233,64 @@ msgid "GUI Drag And Drop Demo" msgstr "GUI 拖放演示" msgid "" +"Constructs a default [Color] from opaque black. This is the same as " +"[constant BLACK].\n" +"[b]Note:[/b] in C#, constructs an empty color with all of its components set " +"to [code]0.0[/code] (transparent black)." +msgstr "" +"用不透明的黑色构造默认的 [Color],与 [constant BLACK] 相同。\n" +"[b]注意:[/b]在 C# 中构造的空颜色,其所有分量都为 [code]0.0[/code](透明" +"黑)。" + +msgid "Constructs a [Color] as a copy of the given [Color]." +msgstr "构造给定 [Color] 的副本。" + +msgid "" +"Returns the linear interpolation between this color's components and [param " +"to]'s components. The interpolation factor [param weight] should be between " +"0.0 and 1.0 (inclusive). See also [method @GlobalScope.lerp].\n" +"[codeblocks]\n" +"[gdscript]\n" +"var red = Color(1.0, 0.0, 0.0)\n" +"var aqua = Color(0.0, 1.0, 0.8)\n" +"\n" +"red.lerp(aqua, 0.2) # Returns Color(0.8, 0.2, 0.16)\n" +"red.lerp(aqua, 0.5) # Returns Color(0.5, 0.5, 0.4)\n" +"red.lerp(aqua, 1.0) # Returns Color(0.0, 1.0, 0.8)\n" +"[/gdscript]\n" +"[csharp]\n" +"var red = new Color(1.0f, 0.0f, 0.0f);\n" +"var aqua = new Color(0.0f, 1.0f, 0.8f);\n" +"\n" +"red.Lerp(aqua, 0.2f); // Returns Color(0.8f, 0.2f, 0.16f)\n" +"red.Lerp(aqua, 0.5f); // Returns Color(0.5f, 0.5f, 0.4f)\n" +"red.Lerp(aqua, 1.0f); // Returns Color(0.0f, 1.0f, 0.8f)\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"返回将该颜色的分量和 [param to] 的分量进行线性插值的结果。插值系数 [param " +"weight] 应该在 0.0 和 1.0 之间(闭区间)。另请参阅 [method @GlobalScope." +"lerp]。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var red = Color(1.0, 0.0, 0.0)\n" +"var aqua = Color(0.0, 1.0, 0.8)\n" +"\n" +"red.lerp(aqua, 0.2) # 返回 Color(0.8, 0.2, 0.16)\n" +"red.lerp(aqua, 0.5) # 返回 Color(0.5, 0.5, 0.4)\n" +"red.lerp(aqua, 1.0) # 返回 Color(0.0, 1.0, 0.8)\n" +"[/gdscript]\n" +"[csharp]\n" +"var red = new Color(1.0f, 0.0f, 0.0f);\n" +"var aqua = new Color(0.0f, 1.0f, 0.8f);\n" +"\n" +"red.Lerp(aqua, 0.2f); // 返回 Color(0.8f, 0.2f, 0.16f)\n" +"red.Lerp(aqua, 0.5f); // 返回 Color(0.5f, 0.5f, 0.4f)\n" +"red.Lerp(aqua, 1.0f); // 返回 Color(0.0f, 1.0f, 0.8f)\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" "The color's alpha component, typically on the range of 0 to 1. A value of 0 " "means that the color is fully transparent. A value of 1 means that the color " "is fully opaque." @@ -7063,11 +8114,6 @@ msgstr "" "信号。参阅常量来了解每个常量的作用。" 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。" - -msgid "" "Tells the parent [Container] nodes how they should resize and place the node " "on the X axis. Use one of the [enum SizeFlags] constants to change the " "flags. See the constants to learn what each does." @@ -8226,6 +9272,15 @@ msgstr "字典类型。" msgid "GDScript basics: Dictionary" msgstr "GDScript 基础:字典" +msgid "Constructs an empty [Dictionary]." +msgstr "构造空的 [Dictionary]。" + +msgid "Returns the list of keys in the dictionary." +msgstr "返回该字典中的键列表。" + +msgid "Returns the list of values in this dictionary." +msgstr "返回该字典中的值列表。" + msgid "Type used to handle the filesystem." msgstr "用于处理文件系统的类型。" @@ -9476,6 +10531,37 @@ msgid "" "project." msgstr "在文件对话框中设置本项目最近访问过的文件夹列表。" +msgid "" +"The tint intensity to use for the subresources background in the Inspector " +"dock. The tint is used to distinguish between different subresources in the " +"inspector. Higher values result in a more noticeable background color " +"difference." +msgstr "" +"检查器面板中,子资源背景的着色强度。着色用于区分检查器中不同的子资源。值越" +"高,背景色差越容易区分。" + +msgid "" +"The \"start\" stop of the color gradient to use for bones in the 2D skeleton " +"editor." +msgstr "2D 骨架编辑器中,骨骼颜色渐变的“开始”点。" + +msgid "" +"The \"end\" stop of the color gradient to use for bones in the 2D skeleton " +"editor." +msgstr "2D 骨架编辑器中,骨骼颜色渐变的“结束”点。" + +msgid "" +"The color to use for inverse kinematics-enabled bones in the 2D skeleton " +"editor." +msgstr "2D 骨架编辑器中,用于启用了反向运动学的骨骼的颜色。" + +msgid "" +"The outline color to use for non-selected bones in the 2D skeleton editor. " +"See also [member editors/2d/bone_selected_color]." +msgstr "" +"2D 骨架编辑器中,用于未选中骨骼的轮廓颜色。另见 [member editors/2d/" +"bone_selected_color]。" + msgid "Emitted after any editor setting has changed." msgstr "在编辑器设置改变后触发。" @@ -9932,6 +11018,44 @@ msgstr "要显示的最大图层 ID。只有在使用 [constant BG_CANVAS] 背 msgid "The background mode. See [enum BGMode] for possible values." msgstr "背景模式。可能的取值见 [enum BGMode]。" +msgid "" +"If set above [code]0.0[/code] (exclusive), blends between the fog's color " +"and the color of the background [Sky]. This has a small performance cost " +"when set above [code]0.0[/code]. Must have [member background_mode] set to " +"[constant BG_SKY].\n" +"This is useful to simulate [url=https://en.wikipedia.org/wiki/" +"Aerial_perspective]aerial perspective[/url] in large scenes with low density " +"fog. However, it is not very useful for high-density fog, as the sky will " +"shine through. When set to [code]1.0[/code], the fog color comes completely " +"from the [Sky]. If set to [code]0.0[/code], aerial perspective is disabled." +msgstr "" +"如果设置大于 [code]0.0[/code](不含),会在雾的颜色和背景 [Sky] 的颜色之间进" +"行混合。设置大于 [code]0.0[/code] 时有较小的性能代价。必须将 [member " +"background_mode] 设置为 [constant BG_SKY]。\n" +"对于模拟雾密度较低的大场景中的[https://zh.wikipedia.org/wiki/" +"%E7%A9%BA%E6%B0%94%E9%80%8F%E8%A7%86]空气透视[/url]很有用。但对于高密度的雾来" +"说不是很有用,因为天空会被照亮。设置为 [code]1.0[/code] 时,雾的颜色完全来自 " +"[Sky]。设置为 [code]0.0[/code] 时,会禁用空气透视。" + +msgid "The fog's color." +msgstr "雾的颜色。" + +msgid "The fog's brightness. Higher values result in brighter fog." +msgstr "雾的亮度。值越高,雾越亮。" + +msgid "" +"The factor to use when affecting the sky with non-volumetric fog. [code]1.0[/" +"code] means that fog can fully obscure the sky. Lower values reduce the " +"impact of fog on sky rendering, with [code]0.0[/code] not affecting sky " +"rendering at all.\n" +"[b]Note:[/b] [member fog_sky_affect] has no visual effect if [member " +"fog_aerial_perspective] is [code]1.0[/code]." +msgstr "" +"非体积雾影响天空时使用的系数。[code]1.0[/code] 表示雾可以完全遮蔽天空。较低的" +"值会减少雾对天空渲染的影响,[code]0.0[/code] 完全不影响天空的渲染。\n" +"[b]注意:[/b]如果 [member fog_aerial_perspective] 为 [code]1.0[/code]," +"[member fog_sky_affect] 不会有视觉效果。" + msgid "The glow blending mode." msgstr "辉光混合模式。" @@ -9942,6 +11066,9 @@ msgstr "" "泛光的强度。如果设置为大于 [code]0[/code] 的值,则将在比 [member " "glow_hdr_threshold] 成员更暗的区域中显示辉光。" +msgid "If [code]true[/code], the glow effect is enabled." +msgstr "如果为 [code]true[/code],则启用辉光效果。" + msgid "" "The higher threshold of the HDR glow. Areas brighter than this threshold " "will be clamped for the purposes of the glow effect." @@ -9952,6 +11079,31 @@ msgid "The bleed scale of the HDR glow." msgstr "HDR 辉光的逸出缩放。" msgid "" +"The intensity of the 1st level of glow. This is the most \"local\" level " +"(least blurry)." +msgstr "第 1 级辉光的强度。这是最“局部”的级别(最不模糊)。" + +msgid "The intensity of the 2nd level of glow." +msgstr "第 2 级辉光的强度。" + +msgid "The intensity of the 3rd level of glow." +msgstr "第 3 级辉光的强度。" + +msgid "The intensity of the 4th level of glow." +msgstr "第 4 级辉光的强度。" + +msgid "The intensity of the 5th level of glow." +msgstr "第 5 级辉光的强度。" + +msgid "The intensity of the 6th level of glow." +msgstr "第 6 级辉光的强度。" + +msgid "" +"The intensity of the 7th level of glow. This is the most \"global\" level " +"(blurriest)." +msgstr "第 7 级辉光的强度。这是最“全局”的级别(最模糊)。" + +msgid "" "The screen-space ambient occlusion intensity on materials that have an AO " "texture defined. Values higher than [code]0[/code] will make the SSAO effect " "visible in areas darkened by AO textures." @@ -10313,12 +11465,18 @@ msgstr "应用于文件图标的颜色调制。" msgid "The color modulation applied to the folder icon." msgstr "应用于文件夹图标的颜色调制。" +msgid "Custom icon for the back arrow." +msgstr "向后箭头的自定义图标。" + msgid "Custom icon for files." msgstr "文件的自定义图标。" msgid "Custom icon for folders." msgstr "文件夹的自定义图标。" +msgid "Custom icon for the forward arrow." +msgstr "向前箭头的自定义图标。" + msgid "Custom icon for the parent folder arrow." msgstr "父文件夹箭头的自定义图标。" @@ -10331,12 +11489,55 @@ msgstr "切换隐藏按钮的自定义图标。" msgid "Float built-in type." msgstr "浮点数内置类型。" +msgid "" +"The [float] built-in type is a 64-bit double-precision floating-point " +"number, equivalent to [code]double[/code] in C++. This type has 14 reliable " +"decimal digits of precision. The [float] type can be stored in [Variant], " +"which is the generic type used by the engine. The maximum value of [float] " +"is approximately [code]1.79769e308[/code], and the minimum is approximately " +"[code]-1.79769e308[/code].\n" +"Many methods and properties in the engine use 32-bit single-precision " +"floating-point numbers instead, equivalent to [code]float[/code] in C++, " +"which have 6 reliable decimal digits of precision. For data structures such " +"as [Vector2] and [Vector3], Godot uses 32-bit floating-point numbers by " +"default, but it can be changed to use 64-bit doubles if Godot is compiled " +"with the [code]precision=double[/code] option.\n" +"Math done using the [float] type is not guaranteed to be exact or " +"deterministic, and will often result in small errors. You should usually use " +"the [method @GlobalScope.is_equal_approx] and [method @GlobalScope." +"is_zero_approx] methods instead of [code]==[/code] to compare [float] values " +"for equality." +msgstr "" +"[float] 内置类型是 64 位双精度浮点数,相当于 C++ 中的 [code]double[/code]。这" +"个类型有 14 个可靠的十进制小数位精度。可以在引擎所使用的通用类型 [Variant] 中" +"存储 [float] 类型。[float] 的最大值约为 [code]1.79769e308[/code],最小值约为 " +"[code]-1.79769e308[/code]。\n" +"不过引擎中的大多数方法和属性使用的都是 32 位单精度浮点数,相当于 C++ 中的 " +"[code]float[/code],有 6 位可靠的十进制小数位精度。Godot 在 [Vector2] 和 " +"[Vector3] 等数据结构中默认使用 32 位浮点数,但如果 Godot 编译时使用了 " +"[code]precision=double[/code] 选项,就会改为 64 位 double。\n" +"使用 [float] 类型进行的数学运算无法保证精确与稳定,经常会产生较小的误差。你通" +"常应该使用 [method @GlobalScope.is_equal_approx] 和 [method @GlobalScope." +"is_zero_approx] 方法来比较 [float] 值是否相等,不应该用 [code]==[/code]。" + msgid "Wikipedia: Double-precision floating-point format" msgstr "维基百科:双精度浮点数格式" msgid "Wikipedia: Single-precision floating-point format" msgstr "维基百科:单精度浮点数格式" +msgid "Constructs a default-initialized [float] set to [code]0.0[/code]." +msgstr "构造默认初始化的 [float],会被设为 [code]0.0[/code]。" + +msgid "Constructs a [float] as a copy of the given [float]." +msgstr "构造给定 [float] 的副本。" + +msgid "" +"Converts a [String] to a [float], following the same rules as [method String." +"to_float]." +msgstr "" +"将 [String] 转换为 [float],遵循与 [method String.to_float] 相同的规则。" + msgid "" "Cast a [bool] value to a floating-point value, [code]float(true)[/code] will " "be equal to 1.0 and [code]float(false)[/code] will be equal to 0.0." @@ -10344,6 +11545,12 @@ msgstr "" "将 [bool] 值转换为浮点值,[code]float(true)[/code] 将等于 1.0," "[code]float(false)[/code] 将等于 0.0。" +msgid "" +"Cast an [int] value to a floating-point value, [code]float(1)[/code] will be " +"equal to [code]1.0[/code]." +msgstr "" +"将 [int] 值转换为浮点值,[code]float(1)[/code] 将等于 [code]1.0[/code]。" + msgid "Base class for flow containers." msgstr "流式容器的基类。" @@ -10369,6 +11576,9 @@ msgstr "子节点的垂直分隔量。" msgid "Returns the font ascent (number of pixels above the baseline)." msgstr "返回字体的上升幅度(超出基线的像素数)。" +msgid "Returns the font descent (number of pixels below the baseline)." +msgstr "返回字体的减少量(低于基线的像素数)。" + msgid "A script implemented in the GDScript programming language." msgstr "用 GDScript 编程语言实现的脚本。" @@ -10443,11 +11653,6 @@ msgid "" "the X axis." msgstr "正方向的最小旋转,以挣脱并绕 X 轴旋转。" -msgid "" -"The amount of rotational damping across the Y axis. The lower, the more " -"dampening occurs." -msgstr "Y 轴上的旋转阻尼量。值越低,旋转的阻尼就越大。" - msgid "If [code]true[/code], rotation across the Y axis is limited." msgstr "如果为 [code]true[/code],则跨越 Y 轴的旋转将受到限制。" @@ -10480,11 +11685,6 @@ msgid "" "the Y axis." msgstr "正方向的最小旋转,以挣脱并绕 Y 轴旋转。" -msgid "" -"The amount of rotational damping across the Z axis. The lower, the more " -"dampening occurs." -msgstr "跨越 Z 轴的旋转阻尼量。值越低,阻尼就越多。" - msgid "If [code]true[/code], rotation across the Z axis is limited." msgstr "如果为 [code]true[/code],则跨越 Z 轴的旋转将受到限制。" @@ -10697,11 +11897,6 @@ msgid "The speed of all rotations across the axes." msgstr "所有跨轴旋转的速度。" msgid "" -"The amount of rotational damping across the axes. The lower, the more " -"dampening occurs." -msgstr "跨越 Z 轴的旋转阻尼量。值越低,发生的阻尼就越多。" - -msgid "" "The amount of rotational restitution across the axes. The lower, the more " "restitution occurs." msgstr "在各轴上的旋转恢复量。值越低,发生的恢复量越大。" @@ -11178,10 +12373,10 @@ msgid "" msgstr "当用户改变滚动偏移量时发出。在代码中改变滚动偏移量时,它不会被触发。" msgid "Color of major grid lines." -msgstr "主网格线条颜色。" +msgstr "主要栅格线的颜色。" msgid "Color of minor grid lines." -msgstr "次要网格线的颜色。" +msgstr "次要栅格线的颜色。" msgid "The fill color of the selection rectangle." msgstr "选定的矩形的填充颜色。" @@ -11202,7 +12397,7 @@ msgid "The icon for the snap toggle button." msgstr "吸附动按钮的图标。" msgid "The background drawn under the grid." -msgstr "绘制在网格下方的背景。" +msgstr "绘制在栅格下方的背景。" msgid "Disables all input and output slots of the GraphNode." msgstr "禁用 GraphNode 的所有输入和输出槽。" @@ -11341,7 +12536,7 @@ msgstr "[GraphNode] 被选中时使用的背景。" msgid "" "Grid container used to arrange Control-derived children in a grid like " "layout." -msgstr "网格容器,用于将派生自 Control 的子节点按照类似网格的形式排列。" +msgstr "栅格容器,用于将派生自 Control 的子节点按照类似栅格的形式排列。" msgid "" "GridContainer will arrange its Control-derived children in a grid like " @@ -11355,10 +12550,10 @@ msgid "" "[b]Note:[/b] GridContainer only works with child nodes inheriting from " "Control. It won't rearrange child nodes inheriting from Node2D." msgstr "" -"GridContainer 将把它的 Control 派生的子节点排布在一个类似网格的结构中,网格的" +"GridContainer 将把它的 Control 派生的子节点排布在一个类似栅格的结构中,栅格的" "列数由 [member columns] 属性指定,行数等于容器中子节点的数量除以列数。例如," "如果容器有 5 个子节点、2 列,那么容器中就会有 3 行。\n" -"请注意,网格布局将保留每个大小的容器的列和行,并且空列将自动扩展。\n" +"请注意,栅格布局将保留每个大小的容器的列和行,并且空列将自动扩展。\n" "[b]注意:[/b]GridContainer 只对继承自 Control 的子节点生效。它不会重新排列继" "承自 Node2D 的子节点。" @@ -12507,6 +13702,13 @@ msgstr "图像数据类型。" msgid "Importing images" msgstr "导入图像" +msgid "" +"Converts a bump map to a normal map. A bump map provides a height offset per-" +"pixel, while a normal map provides a normal direction per pixel." +msgstr "" +"将凹凸贴图转换为法线贴图。凹凸贴图提供每个像素的高度偏移,而法线贴图提供每个" +"像素的法线方向。" + msgid "Removes the image's mipmaps." msgstr "删除图像的多级渐远纹理。" @@ -13630,7 +14832,7 @@ msgid "" "code with [method add_action] and [method action_add_event]. See [method " "Node._input]." msgstr "" -"管理所有的 [InputEventAction],可以通过项目设置菜单[b]项目 > 项目设置 > 键位" +"管理所有的 [InputEventAction],可以通过项目设置菜单[b]项目 > 项目设置 > 输入" "映射[/b]或在代码中用 [method add_action] 和 [method action_add_event] 创建/修" "改。请参阅 [method Node._input]。" @@ -13704,6 +14906,9 @@ msgstr "" msgid "Integer built-in type." msgstr "整数内置类型。" +msgid "Constructs an [int] as a copy of the given [int]." +msgstr "构造给定 [int] 的副本。" + msgid "" "Cast a [bool] value to an integer value, [code]int(true)[/code] will be " "equals to 1 and [code]int(false)[/code] will be equals to 0." @@ -13741,6 +14946,13 @@ msgstr "" "}\n" "[/codeblock]" +msgid "" +"Returns resolved addresses, or an empty array if an error happened or " +"resolution didn't happen yet (see [method get_resolve_item_status])." +msgstr "" +"如果发生错误或尚未发生解析,则返回已解析的地址或空数组(请参阅 [method " +"get_resolve_item_status])。" + msgid "DNS hostname resolver status: No status." msgstr "DNS 主机名解析器状态:无状态。" @@ -15454,16 +16666,6 @@ msgstr "" "[b]注意:[/b]如果线程已经拥有互斥锁的所有权,该函数将无阻塞地返回。" msgid "" -"Tries locking this [Mutex], but does not block. Returns [constant OK] on " -"success, [constant ERR_BUSY] otherwise.\n" -"[b]Note:[/b] This function returns [constant OK] if the thread already has " -"ownership of the mutex." -msgstr "" -"试图锁定此 [Mutex],但并不阻塞。成功时返回 [constant OK],否则返回 [constant " -"ERR_BUSY]。\n" -"[b]注意:[/b]如果线程已经拥有了该 Mutex 的所有权,该函数返回 [constant OK]。" - -msgid "" "Unlocks this [Mutex], leaving it to other threads.\n" "[b]Note:[/b] If a thread called [method lock] or [method try_lock] multiple " "times while already having ownership of the mutex, it must also call [method " @@ -15474,30 +16676,6 @@ msgstr "" "[method try_lock],它也必须调用相同次数的 [method unlock] 才能正确解锁." msgid "" -"Returns this agent's current path from start to finish in global " -"coordinates. The path only updates when the target location is changed or " -"the agent requires a repath. The path array is not intended to be used in " -"direct path movement as the agent has its own internal path logic that would " -"get corrupted by changing the path array manually. Use the intended [method " -"get_next_location] once every physics frame to receive the next path point " -"for the agents movement as this function also updates the internal path " -"logic." -msgstr "" -"返回这个代理从起点到终点的当前路径,使用全局坐标。该路径只会在目标位置发生变" -"化,或者代理要求重新计算路径时更新。路径数组不应直接用作移动路径,代理有其内" -"部的路径逻辑,手动修改路径数组可能会造成破坏。请在每一个物理帧中调用一次 " -"[method get_next_location] 获取该代理的下一个路径点,这个函数会更新其内部的路" -"径逻辑。" - -msgid "" -"Returns the reachable final location in global coordinates. This can change " -"if the navigation path is altered in any way. Because of this, it would be " -"best to check this each frame." -msgstr "" -"返回可到达的最终位置的全局坐标。如果导航路径由于任何原因发生改变,这个位置也" -"可能发生变化。因此,最好每一帧都检查一下。" - -msgid "" "Returns the [RID] of the navigation map for this NavigationAgent node. This " "function returns always the map set on the NavigationAgent node and not the " "map of the abstract agent on the NavigationServer. If the agent map is " @@ -15513,17 +16691,6 @@ msgstr "" "NavigationAgent 的导航地图,能够同时在 NavigationServer 上的代理。" msgid "" -"Returns the next location in global coordinates that can be moved to, making " -"sure that there are no static objects in the way. If the agent does not have " -"a navigation path, it will return the position of the agent's parent. The " -"use of this function once every physics frame is required to update the " -"internal path logic of the NavigationAgent." -msgstr "" -"返回可以移动至的下一个位置,使用全局坐标,确保中途没有静态物体阻挡。如果代理" -"没有导航路径,则会返回代理父节点的位置。必须在每个物理帧都调用一次这个函数," -"更新 NavigationAgent 内部的路径逻辑。" - -msgid "" "Sets the [RID] of the navigation map this NavigationAgent node should use " "and also updates the [code]agent[/code] on the NavigationServer." msgstr "" @@ -15562,14 +16729,6 @@ msgstr "" "入重新寻路的死循环,因为它在每次物理帧更新后都会超过或者到不了下一个点。" msgid "" -"The maximum distance the agent is allowed away from the ideal path to the " -"final location. This can happen due to trying to avoid collisions. When the " -"maximum distance is exceeded, it recalculates the ideal path." -msgstr "" -"允许代理偏离理想路径的最大距离。可能为了防撞而产生偏离。超出最大距离时,会重" -"新计算理想路径。" - -msgid "" "The distance threshold before the final target point is considered to be " "reached. This will allow an agent to not have to hit the point of the final " "target exactly, but only the area. If this value is set to low the " @@ -15581,9 +16740,6 @@ msgstr "" "终的目标,到达该区域内即可。如果这个值设得太小,该 NavigationAgent 将陷入重新" "寻路的死循环,因为它在每次物理帧更新后都会超过或者到不了最终的目标点。" -msgid "Notifies when the final location is reached." -msgstr "抵达终点位置时发出通知。" - msgid "" "The NavigationAgent height offset is subtracted from the y-axis value of any " "vector path position for this NavigationAgent. The NavigationAgent height " @@ -16834,6 +17990,17 @@ msgstr "预先解析的场景树路径。" msgid "2D Role Playing Game Demo" msgstr "2D 角色扮演游戏演示" +msgid "Constructs an empty [NodePath]." +msgstr "构造空的 [NodePath]。" + +msgid "" +"Constructs a [NodePath] as a copy of the given [NodePath]. " +"[code]NodePath(\"example\")[/code] is equivalent to [code]^\"example\"[/" +"code]." +msgstr "" +"构造给定 [NodePath] 的副本。[code]NodePath(\"example\")[/code] 等价于 " +"[code]^\"example\"[/code]。" + msgid "" "Returns [code]true[/code] if the node path is absolute (as opposed to " "relative), which means that it starts with a slash character ([code]/[/" @@ -17164,22 +18331,6 @@ msgstr "" "[b]注意:[/b] 线程 ID 不是确定的,也许会在应用程序重新启动时被重复使用。" msgid "" -"Returns [code]true[/code] if the Godot binary used to run the project is a " -"[i]debug[/i] export template, or when running in the editor.\n" -"Returns [code]false[/code] if the Godot binary used to run the project is a " -"[i]release[/i] export template.\n" -"To check whether the Godot binary used to run the project is an export " -"template (debug or release), use [code]OS.has_feature(\"standalone\")[/code] " -"instead." -msgstr "" -"如果用于运行项目的 Godot 二进制文件是[i]调试[/i]导出模板,或是在编辑器中运行" -"时,则返回 [code]true[/code]。\n" -"如果用于运行项目的 Godot 二进制文件是[i]发布[/i]导出模板,则返回 " -"[code]false[/code]。\n" -"要检查用于运行项目的 Godot 二进制文件是否为导出模板(调试或发布),请使用 " -"[code]OS.has_feature(\"standalone\")[/code] 代替。" - -msgid "" "At the moment this function is only used by [code]AudioDriverOpenSL[/code] " "to request permission for [code]RECORD_AUDIO[/code] on Android." msgstr "" @@ -17237,6 +18388,13 @@ msgstr "图片目录路径。" msgid "Ringtones directory path." msgstr "铃声目录路径。" +msgid "Constructs an empty [PackedByteArray]." +msgstr "构造空的 [PackedByteArray]。" + +msgid "" +"Constructs a [PackedByteArray] as a copy of the given [PackedByteArray]." +msgstr "构造给定 [PackedByteArray] 的副本。" + 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 " @@ -17272,15 +18430,52 @@ msgstr "改变给定索引处的字节。" msgid "Sorts the elements of the array in ascending order." msgstr "将该数组中的元素按升序排列。" +msgid "Constructs an empty [PackedColorArray]." +msgstr "构造空的 [PackedColorArray]。" + +msgid "" +"Constructs a [PackedColorArray] as a copy of the given [PackedColorArray]." +msgstr "构造给定 [PackedColorArray] 的副本。" + msgid "Appends a value to the array." msgstr "将一个值添加到数组中。" msgid "Changes the [Color] at the given index." msgstr "更改给定索引处的 [Color]。" +msgid "Constructs an empty [PackedFloat32Array]." +msgstr "构造空的 [PackedFloat32Array]。" + +msgid "" +"Constructs a [PackedFloat32Array] as a copy of the given " +"[PackedFloat32Array]." +msgstr "构造给定 [PackedFloat32Array] 的副本。" + msgid "Changes the float at the given index." msgstr "更改给定索引处的浮点数。" +msgid "Constructs an empty [PackedFloat64Array]." +msgstr "构造空的 [PackedFloat64Array]。" + +msgid "" +"Constructs a [PackedFloat64Array] as a copy of the given " +"[PackedFloat64Array]." +msgstr "构造给定 [PackedFloat64Array] 的副本。" + +msgid "Constructs an empty [PackedInt32Array]." +msgstr "构造空的 [PackedInt32Array]。" + +msgid "" +"Constructs a [PackedInt32Array] as a copy of the given [PackedInt32Array]." +msgstr "构造给定 [PackedInt32Array] 的副本。" + +msgid "Constructs an empty [PackedInt64Array]." +msgstr "构造空的 [PackedInt64Array]。" + +msgid "" +"Constructs a [PackedInt64Array] as a copy of the given [PackedInt64Array]." +msgstr "构造给定 [PackedInt64Array] 的副本。" + msgid "An abstraction of a serialized scene." msgstr "对序列化场景的抽象。" @@ -17318,6 +18513,13 @@ msgstr "" "化的情况。\n" "[b]注意:[/b]仅在编辑器构建中可用。" +msgid "Constructs an empty [PackedStringArray]." +msgstr "构造空的 [PackedStringArray]。" + +msgid "" +"Constructs a [PackedStringArray] as a copy of the given [PackedStringArray]." +msgstr "构造给定 [PackedStringArray] 的副本。" + msgid "Appends a string element at end of the array." msgstr "在数组的末尾追加字符串元素。" @@ -17327,12 +18529,28 @@ msgstr "更改给定索引处的 [String]。" msgid "2D Navigation Astar Demo" msgstr "2D A 星导航演示" +msgid "Constructs an empty [PackedVector2Array]." +msgstr "构造空的 [PackedVector2Array]。" + +msgid "" +"Constructs a [PackedVector2Array] as a copy of the given " +"[PackedVector2Array]." +msgstr "构造给定 [PackedVector2Array] 的副本。" + msgid "Inserts a [Vector2] at the end." msgstr "在末尾插入一个 [Vector2]。" msgid "Changes the [Vector2] at the given index." msgstr "更改给定索引处的 [Vector2]。" +msgid "Constructs an empty [PackedVector3Array]." +msgstr "构造空的 [PackedVector3Array]。" + +msgid "" +"Constructs a [PackedVector3Array] as a copy of the given " +"[PackedVector3Array]." +msgstr "构造给定 [PackedVector3Array] 的副本。" + msgid "Inserts a [Vector3] at the end." msgstr "在末尾插入一个 [Vector3]。" @@ -17798,6 +19016,65 @@ msgstr "" msgid "The body's mass." msgstr "实体的质量。" +msgid "" +"The sky's overall brightness multiplier. Higher values result in a brighter " +"sky." +msgstr "天空整体亮度的乘数。数值越高,天空就越亮。" + +msgid "" +"Modulates the [Color] on the bottom half of the sky to represent the ground." +msgstr "调制天空下半部分的 [Color],这部分代表地面。" + +msgid "" +"Controls the strength of [url=https://en.wikipedia.org/wiki/" +"Mie_scattering]Mie scattering[/url] for the sky. Mie scattering results from " +"light colliding with larger particles (like water). On earth, Mie scattering " +"results in a whitish color around the sun and horizon." +msgstr "" +"控制天空中[url=https://zh.wikipedia.org/wiki/" +"%E7%B1%B3%E6%B0%8F%E6%95%A3%E5%B0%84]米氏散射[/url]的强度。米氏散射是光与较大" +"的粒子(例如水)碰撞的结果。在地球上,米氏散射的结果是太阳和地平线周围的颜色" +"发白。" + +msgid "" +"Controls the [Color] of the [url=https://en.wikipedia.org/wiki/" +"Mie_scattering]Mie scattering[/url] effect. While not physically accurate, " +"this allows for the creation of alien-looking planets." +msgstr "" +"控制天空中[url=https://zh.wikipedia.org/wiki/" +"%E7%B1%B3%E6%B0%8F%E6%95%A3%E5%B0%84]米氏散射[/url]效果的 [Color]。虽然在物理" +"上并不准确,但可以创造出看上去像的外星球的天空。" + +msgid "" +"Controls the direction of the [url=https://en.wikipedia.org/wiki/" +"Mie_scattering]Mie scattering[/url]. A value of [code]1[/code] means that " +"when light hits a particle it's passing through straight forward. A value of " +"[code]-1[/code] means that all light is scatter backwards." +msgstr "" +"控制[url=https://zh.wikipedia.org/wiki/%E7%B1%B3%E6%B0%8F%E6%95%A3%E5%B0%84]" +"米氏散射[/url]的方向。值为 [code]1[/code] 表示当光照到粒子时会直接穿过。值为" +"[code]-1[/code] 表示所有的光都是向后散射的。" + +msgid "" +"Controls the strength of the [url=https://en.wikipedia.org/wiki/" +"Rayleigh_scattering]Rayleigh scattering[/url]. Rayleigh scattering results " +"from light colliding with small particles. It is responsible for the blue " +"color of the sky." +msgstr "" +"控制[url=https://zh.wikipedia.org/zh/%E7%91%9E%E5%88%A9%E6%95%A3%E5%B0%84]瑞" +"利散射[/url]的强度。瑞利散射是光与较小粒子碰撞的结果,是天空呈蓝色的原因。" + +msgid "" +"Controls the [Color] of the [url=https://en.wikipedia.org/wiki/" +"Rayleigh_scattering]Rayleigh scattering[/url]. While not physically " +"accurate, this allows for the creation of alien-looking planets. For " +"example, setting this to a red [Color] results in a Mars-looking atmosphere " +"with a corresponding blue sunset." +msgstr "" +"控制[url=https://zh.wikipedia.org/zh/%E7%91%9E%E5%88%A9%E6%95%A3%E5%B0%84]瑞" +"利散射[/url]的 [Color]。虽然在物理上并不准确,但可以创造出看上去像的外星球的" +"天空。例如,将其设为红色 [Color],可以得到火星大气的外观,日落时为蓝色。" + msgid "Base class for all objects affected by physics in 2D space." msgstr "2D空间中所有受物理影响的对象的基类。" @@ -18351,21 +19628,6 @@ msgid "" "a center point." msgstr "常量,用于设置/获取区域中的重力向量是方向,还是中心点。" -msgid "" -"Constant to set/get the falloff factor for point gravity of an area. The " -"greater this value is, the faster the strength of gravity decreases with the " -"square of distance." -msgstr "" -"常量,用于设置/获取区域中的点重力的衰减系数。这个值越大,重力的强度随着距离的" -"平方下降得越快。" - -msgid "" -"This constant was used to set/get the falloff factor for point gravity. It " -"has been superseded by [constant AREA_PARAM_GRAVITY_DISTANCE_SCALE]." -msgstr "" -"这个常量用于设置/获取点重力的衰减因子。它已经被 [constant " -"AREA_PARAM_GRAVITY_DISTANCE_SCALE] 所取代了。" - msgid "Constant to set/get the priority (order of processing) of an area." msgstr "常量,用于设置/获取区域的优先级(处理顺序)。" @@ -18419,12 +19681,6 @@ msgstr "常量,用于设置/获取物体的惯性。" msgid "Constant to set/get a body's gravity multiplier." msgstr "常量,用于设置/获取物体的重力倍数。" -msgid "Constant to set/get a body's linear dampening factor." -msgstr "常量,用于设置/获取物体的线性阻尼系数。" - -msgid "Constant to set/get a body's angular dampening factor." -msgstr "常量,用于设置/获取物体的角度阻尼系数。" - msgid "Represents the size of the [enum BodyParameter] enum." msgstr "表示 [enum BodyParameter] 枚举的大小。" @@ -18834,6 +20090,9 @@ msgstr "" "而“d”是原点到平面的距离(在“法线”方向)。“上方”或“上方”平面被认为是法线指向的" "平面一侧。" +msgid "Constructs a [Plane] as a copy of the given [Plane]." +msgstr "构造给定 [Plane] 的副本。" + msgid "Creates a plane from the three points, given in clockwise order." msgstr "根据顺时针顺序给出的三个点创建一个平面。" @@ -19162,6 +20421,12 @@ msgstr "背景的样式。" msgid "The style of the progress (i.e. the part that fills the bar)." msgstr "进度的样式(即填充进度条的部分)。" +msgid "3D projection (4x4 matrix)." +msgstr "3D 投影(4×4 矩阵)。" + +msgid "Constructs a [Projection] as a copy of the given [Projection]." +msgstr "构造给定 [Projection] 的副本。" + msgid "Contains global variables accessible from everywhere." msgstr "包含全局变量,可以从任何地方访问。" @@ -20245,6 +21510,9 @@ msgstr "3D 中的 2D 演示" msgid "Quaternion." msgstr "四元数." +msgid "Constructs a [Quaternion] as a copy of the given [Quaternion]." +msgstr "构造给定 [Quaternion] 的副本。" + msgid "" "Constructs a quaternion that will rotate around the given axis by the " "specified angle. The axis must be a normalized vector." @@ -20503,6 +21771,9 @@ msgid "" "The ray's destination point, relative to the RayCast's [code]position[/code]." msgstr "光线的目标点,相对于该 RayCast 的 [code]position[/code]。" +msgid "Constructs a [Rect2] as a copy of the given [Rect2]." +msgstr "构造给定 [Rect2] 的副本。" + msgid "Constructs a [Rect2] by position and size." msgstr "按位置和大小构造一个 [Rect2]。" @@ -20527,6 +21798,15 @@ msgid "" msgstr "返回该 [Rect2] 的中心,等于 [member position] + ([member size] / 2)。" msgid "" +"Returns [code]true[/code] if the [Rect2] has area, and [code]false[/code] if " +"the [Rect2] is linear, empty, or has a negative [member size]. See also " +"[method get_area]." +msgstr "" +"如果该 [Rect2] 有面积,则返回 [code]true[/code] ;如果该 [Rect2] 是线性的、空" +"的或有负的 [member size],则返回 [code]false[/code] 。另请参阅 [member " +"get_area]。" + +msgid "" "Returns [code]true[/code] if the [Rect2] contains a point. By convention, " "the right and bottom edges of the [Rect2] are considered exclusive, so " "points on these edges are [b]not[/b] included.\n" @@ -20539,6 +21819,18 @@ msgstr "" "[b]注意:[/b]对于[i]大小为负[/i]的 [Rect2],该方法并不可靠。请使用 [method " "abs] 获取等价的正数大小矩形再检查是否包含某个点。" +msgid "Constructs a [Rect2i] as a copy of the given [Rect2i]." +msgstr "构造给定 [Rect2i] 的副本。" + +msgid "" +"Returns [code]true[/code] if the [Rect2i] has area, and [code]false[/code] " +"if the [Rect2i] is linear, empty, or has a negative [member size]. See also " +"[method get_area]." +msgstr "" +"如果该 [Rect2i] 有面积,则返回 [code]true[/code] ;如果该 [Rect2i] 是线性的、" +"空的或有负的 [member size],则返回 [code]false[/code] 。另请参阅 [member " +"get_area]。" + msgid "Base class for reference-counted objects." msgstr "引用计数对象的基类。" @@ -20619,21 +21911,6 @@ msgid "" msgstr "定义反射强度。" msgid "" -"The maximum distance away from the [ReflectionProbe] an object can be before " -"it is culled. Decrease this to improve performance, especially when using " -"the [constant UPDATE_ALWAYS] [member update_mode].\n" -"[b]Note:[/b] The maximum reflection distance is always at least equal to the " -"[member extents]. This means that decreasing [member max_distance] will not " -"always cull objects from reflections, especially if the reflection probe's " -"[member extents] are already large." -msgstr "" -"设置对象在被剔除前与该 [ReflectionProbe] 的最大距离。调低可以提升性能,尤其是" -"使用 [constant UPDATE_ALWAYS] 作为 [member update_mode] 时。\n" -"[b]注意:[/b]最大反射距离总是至少等于 [member extents] 的。这意味着减小 " -"[member max_distance] 并不总能将对象剔除出反射,尤其是在反射探针的 [member " -"extents] 相当大时。" - -msgid "" "Sets how frequently the [ReflectionProbe] is updated. Can be [constant " "UPDATE_ONCE] or [constant UPDATE_ALWAYS]." msgstr "" @@ -21158,12 +22435,6 @@ msgstr "" "多。相当于 [member ReflectionProbe.enable_shadows]。" msgid "" -"Sets the size of the area that the reflection probe will capture. Equivalent " -"to [member ReflectionProbe.extents]." -msgstr "" -"设置反射探针将捕获的区域的大小。相当于 [member ReflectionProbe.extents]。" - -msgid "" "Sets the intensity of the reflection probe. Intensity modulates the strength " "of the reflection. Equivalent to [member ReflectionProbe.intensity]." msgstr "" @@ -21255,10 +22526,6 @@ msgstr "设置视口的调试绘图模式。可选项见 [enum ViewportDebugDraw msgid "If [code]true[/code], the viewport's canvas is not rendered." msgstr "如果为 [code]true[/code],则不渲染视口的画布。" -msgid "" -"If [code]true[/code], rendering of a viewport's environment is disabled." -msgstr "如果为 [code]true[/code],则禁用视口环境的渲染。" - msgid "Sets the viewport's global transformation matrix." msgstr "设置视口的全局变换矩阵。" @@ -21907,17 +23174,6 @@ msgstr "" "要添加一个自定义效果,使用[method install_effect]会更方便。" msgid "" -"If [code]true[/code], the label's height will be automatically updated to " -"fit its content.\n" -"[b]Note:[/b] This property is used as a workaround to fix issues with " -"[RichTextLabel] in [Container]s, but it's unreliable in some cases and will " -"be removed in future versions." -msgstr "" -"如果为 [code]true[/code],标签的高度将自动更新以适应其内容。\n" -"[b]注意:[/b]此属性用作解决 [Container] 中 [RichTextLabel] 问题的解决方法,但" -"在某些情况下不可靠,将在未来版本中删除。" - -msgid "" "If [code]true[/code], the label underlines meta tags such as [code][url]" "{text}[/url][/code]." msgstr "" @@ -22024,6 +23280,12 @@ msgstr "[RichTextLabel] 的正常背景。" msgid "Handle for a [Resource]'s unique ID." msgstr "[Resource] 的唯一 ID 的句柄。" +msgid "Constructs an empty [RID] with the invalid ID [code]0[/code]." +msgstr "构造空的 [RID],内容为无效的 ID [code]0[/code]。" + +msgid "Constructs a [RID] as a copy of the given [RID]." +msgstr "构造给定 [RID] 的副本。" + msgid "2D Physics Platformer Demo" msgstr "2D 物理平台跳跃演示" @@ -22514,14 +23776,6 @@ msgstr "" "可用于同步多个 [Thread] 的同步信号量。创建时初始化为零。小心避免死锁。对于二" "进制版本,请参阅 [Mutex]。" -msgid "" -"Like [method wait], but won't block, so if the value is zero, fails " -"immediately and returns [constant ERR_BUSY]. If non-zero, it returns " -"[constant OK] to report success." -msgstr "" -"与 [method wait] 类似,但不会阻塞,所以如果值为零,则会立即失败并返回 " -"[constant ERR_BUSY]。如果非零,则会返回 [constant OK],表示成功。" - msgid "The ray's length." msgstr "射线的长度。" @@ -22607,6 +23861,12 @@ msgstr "" msgid "A shortcut for binding input." msgstr "绑定输入的快捷方式。" +msgid "Constructs an empty [Signal] with no object nor signal name bound." +msgstr "构造空的 [Signal],没有绑定对象和信号名称。" + +msgid "Constructs a [Signal] as a copy of the given [Signal]." +msgstr "构造给定 [Signal] 的副本。" + msgid "Skeleton for 2D characters and animated objects." msgstr "2D 角色和动画对象的骨架。" @@ -23206,6 +24466,12 @@ msgstr "" "轮询连接以检查传入的字节。在 [method StreamPeer.get_available_bytes] 之前调用" "它以使其正常工作。" +msgid "Constructs an empty [String] ([code]\"\"[/code])." +msgstr "构造空的 [String]([code]\"\"[/code])。" + +msgid "Constructs a [String] as a copy of the given [String]." +msgstr "构造给定 [String] 的副本。" + msgid "" "Returns a copy of the string with special characters escaped using the C " "language standard." @@ -23229,6 +24495,15 @@ msgid "" "meanings according to the XML standard." msgstr "返回根据 XML 标准将转义字符替换为其含义的字符串副本。" +msgid "An optimized string type for unique names." +msgstr "针对唯一名称优化的字符串类型。" + +msgid "Constructs an empty [StringName]." +msgstr "构造空的 [StringName]。" + +msgid "Constructs a [StringName] as a copy of the given [StringName]." +msgstr "构造给定 [StringName] 的副本。" + msgid "Base class for drawing stylized boxes for the UI." msgstr "用于为 UI 绘制风格化框的基类。" @@ -23598,14 +24873,6 @@ msgstr "绘制时扩展此样式盒的上边距,使其绘制得比请求的大 msgid "Modulates the color of the texture when this style box is drawn." msgstr "绘制此样式盒时用于调制纹理的颜色。" -msgid "" -"Species a sub-region of the texture to use.\n" -"This is equivalent to first wrapping the texture in an [AtlasTexture] with " -"the same region." -msgstr "" -"指定要使用的纹理的子区域。\n" -"这相当于首先将纹理包裹在具有相同区域的 [AtlasTexture] 中。" - msgid "The texture to use when drawing this style box." msgstr "绘制此样式盒时所使用的纹理。" @@ -23695,6 +24962,11 @@ msgstr "绘制前始终清除渲染目标。" msgid "Never clear the render target." msgstr "永不清除渲染目标。" +msgid "" +"Clear the render target on the next frame, then switch to [constant " +"CLEAR_MODE_NEVER]." +msgstr "在下一帧清除渲染目标,然后切换到 [constant CLEAR_MODE_NEVER]。" + msgid "Do not update the render target." msgstr "不要更新渲染目标。" @@ -23779,14 +25051,6 @@ msgstr "" "一个顶点提交,则可能根本无法使用此信息。" msgid "" -"Specifies whether the current vertex (if using only vertex arrays) or " -"current index (if also using index arrays) should use smooth normals for " -"normal calculation." -msgstr "" -"指定当前顶点(如果仅使用顶点数组)或当前索引(如果还使用索引数组)是否应使用" -"平滑法线进行法线计算。" - -msgid "" "Specifies a tangent to use for the [i]next[/i] vertex. If every vertex needs " "to have this information set and you fail to submit it for the first vertex, " "this information may not be used at all." @@ -24039,6 +25303,24 @@ msgstr "返回给定行换行的次数。" msgid "Returns an array of [String]s representing each wrapped index." msgstr "返回代表各个换行索引的 [String] 数组。" +msgid "Returns the equivalent minimap line at [param position]" +msgstr "返回小地图 [param position] 处等价的行" + +msgid "" +"Returns the local position and size for the grapheme at the given [param " +"line] and [param column]. If [code]x[/code] or [code]y[/code] position of " +"the returned rect equal [code]-1[/code], the position is outside of the " +"viewable area of the control.\n" +"[b]Note:[/b] The Y position of the returned rect corresponds to the top side " +"of the line, unlike [method get_pos_at_line_column] which returns the bottom " +"side." +msgstr "" +"返回字素的本地位置和大小,该字素位于给定行 [code]line[/code] 和列 " +"[code]column[/code]。如果返回的矩形中,位置的 [code]x[/code] 或 [code]y[/" +"code] 等于 [code]-1[/code],表示位于该控件的可视范围之外。\n" +"[b]注意:[/b]位置中的 Y 对应该行的顶部,而 [method get_pos_at_line_column] 返" +"回的则是底部。" + msgid "Returns the text inside the selection." msgstr "返回选择内的文本。" @@ -24063,13 +25345,6 @@ msgstr "有“撤销”动作可用时返回 [code]true[/code]。" msgid "Returns if the given line is wrapped." msgstr "返回给定的行是否换行。" -msgid "" -"Triggers a right-click menu action by the specified index. See [enum " -"MenuItems] for a list of available indexes." -msgstr "" -"按指定的索引触发右键单击菜单操作。有关可用索引的列表,请参阅 [enum " -"MenuItems]。" - msgid "Perform redo operation." msgstr "执行重做操作。" @@ -24212,8 +25487,93 @@ msgstr "文本上一个像素宽度的大小,以 3D 缩放。" msgid "The text to generate mesh from." msgstr "用于生成网格的文本。" -msgid "Returns the font descent (number of pixels below the baseline)." -msgstr "返回字体的减少量(低于基线的像素数)。" +msgid "Returns size of the text." +msgstr "返回该文本的大小。" + +msgid "Returns extra spacing added between glyphs or lines in pixels." +msgstr "返回字形或行之间添加的额外间距,单位为像素。" + +msgid "" +"Breaks text into words and returns array of character ranges. Use [param " +"grapheme_flags] to set what characters are used for breaking (see [enum " +"GraphemeFlag])." +msgstr "" +"将文本分解成单词并返回字符范围的数组。请使用 [param grapheme_flags] 来设置哪" +"些字符会被用于分解(见 [enum GraphemeFlag])。" + +msgid "" +"Returns grapheme index at the specified pixel offset at the baseline, or " +"[code]-1[/code] if none is found." +msgstr "" +"返回字素的索引,该字素位于基线上指定像素偏移的位置,如果没有找到,则返回 " +"[code]-1[/code]。" + +msgid "Do not break the line." +msgstr "不换行。" + +msgid "" +"Break the line at the line mandatory break characters (e.g. [code]\"\\n\"[/" +"code])." +msgstr "在强制换行符处换行(例如 [code]\"\\n\"[/code])。" + +msgid "Break the line between the words." +msgstr "在单词之间换行。" + +msgid "Break the line between any unconnected graphemes." +msgstr "在任何不相连的字素之间换行。" + +msgid "" +"Should be used only in conjunction with [constant BREAK_WORD_BOUND], break " +"the line between any unconnected graphemes, if it's impossible to break it " +"between the words." +msgstr "" +"只应与 [constant BREAK_WORD_BOUND] 一起使用,如果不可能在单词之间换行,则在任" +"何不相连的字素之间换行。" + +msgid "Remove edge spaces from the broken line segments." +msgstr "移除每一行头尾的空格。" + +msgid "Trims the text per word instead of per grapheme." +msgstr "逐词修剪文本,而不是逐字素修剪文本。" + +msgid "Grapheme is supported by the font, and can be drawn." +msgstr "字素由字体支持,并且可以被绘制。" + +msgid "Grapheme is part of right-to-left or bottom-to-top run." +msgstr "字素是从右至左或从下至上书写的一部分。" + +msgid "" +"Grapheme is not part of source text, it was added by justification process." +msgstr "字素不是源文本的一部分,而是通过两端对齐过程添加的。" + +msgid "Grapheme is whitespace." +msgstr "字素是空白字符。" + +msgid "Grapheme is mandatory break point (e.g. [code]\"\\n\"[/code])." +msgstr "字素是强制换行点(例如 [code]\"\\n\"[/code])。" + +msgid "Grapheme is optional break point (e.g. space)." +msgstr "字素是可选换行点(例如空格)。" + +msgid "Grapheme is the tabulation character." +msgstr "字素是制表符。" + +msgid "Grapheme is kashida." +msgstr "字素是 Kashida。" + +msgid "Grapheme is punctuation character." +msgstr "字素是标点符号。" + +msgid "Grapheme is underscore character." +msgstr "字素是下划线字符。" + +msgid "" +"Grapheme is connected to the previous grapheme. Breaking line before this " +"grapheme is not safe." +msgstr "字素与前一个字素相连。在这个字素之前换行是不安全的。" + +msgid "It is safe to insert a U+0640 before this grapheme for elongation." +msgstr "在这个字素之前插入 U+0640 以进行伸长是安全的。" msgid "Disables font hinting (smoother but less crisp)." msgstr "禁用字体提示(更平滑但不那么清晰)。" @@ -24948,6 +26308,9 @@ msgstr "" "三个 [Vector2] 值组成:[member x]、[member y]、[member origin]。\n" "更多信息请阅读文档文章《矩阵和变换》。" +msgid "Constructs a [Transform2D] as a copy of the given [Transform2D]." +msgstr "构造给定 [Transform2D] 的副本。" + msgid "Constructs the transform from a given angle (in radians) and position." msgstr "从一个给定的角度(单位为弧度)和位置构造变换。" @@ -25044,6 +26407,9 @@ msgstr "" "列)组成。\n" "更多信息请阅读文档文章《矩阵和变换》。" +msgid "Constructs a [Transform3D] as a copy of the given [Transform3D]." +msgstr "构造给定 [Transform3D] 的副本。" + msgid "" "The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, " "and Z axis. These vectors can be interpreted as the basis vectors of local " @@ -25257,22 +26623,9 @@ msgid "" msgstr "" "当具有 [constant TreeItem.CELL_MODE_CUSTOM] 的单元格被点击,进行编辑时触发。" -msgid "Emitted when an item's label is double-clicked." -msgstr "当一个项目的标签被双击时触发。" - msgid "Emitted when an item is collapsed by a click on the folding arrow." msgstr "当一个项目的折叠箭头被点击折叠时触发。" -msgid "" -"Emitted when a custom button is pressed (i.e. in a [constant TreeItem." -"CELL_MODE_CUSTOM] mode cell)." -msgstr "" -"当自定义按钮被按下时触发(即在 [constant TreeItem.CELL_MODE_CUSTOM] 模式单元" -"格中)。" - -msgid "Emitted when an item's icon is double-clicked." -msgstr "当项目的图标被双击时触发。" - msgid "Emitted when an item is edited." msgstr "当项目被编辑时触发。" @@ -26089,6 +27442,9 @@ msgstr "[VBoxContainer] 的元素之间的垂直空间。" msgid "3Blue1Brown Essence of Linear Algebra" msgstr "3Blue1Brown《线性代数的本质》" +msgid "Constructs a [Vector2] as a copy of the given [Vector2]." +msgstr "构造给定 [Vector2] 的副本。" + msgid "" "Returns a new vector with all components in absolute values (i.e. positive)." msgstr "返回一个新的向量,其所有分量都是绝对值,即正值。" @@ -26179,6 +27535,12 @@ msgstr "上单位向量。在 2D 中 Y 是向下的,所以这个向量指向 - msgid "Down unit vector. Y is down in 2D, so this vector points +Y." msgstr "下单位向量。在 2D 中 Y 是向下的,所以这个向量指向 +Y。" +msgid "Constructs a [Vector2i] as a copy of the given [Vector2i]." +msgstr "构造给定 [Vector2i] 的副本。" + +msgid "Constructs a [Vector3] as a copy of the given [Vector3]." +msgstr "构造给定 [Vector3] 的副本。" + msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "返回与给定向量的无符号最小角度,单位为弧度。" @@ -26217,6 +27579,15 @@ msgid "" "direction of south." msgstr "后单位向量。代表局部的后方向,全局的南方向。" +msgid "Constructs a [Vector3i] as a copy of the given [Vector3i]." +msgstr "构造给定 [Vector3i] 的副本。" + +msgid "Constructs a [Vector4] as a copy of the given [Vector4]." +msgstr "构造给定 [Vector4] 的副本。" + +msgid "Constructs a [Vector4i] as a copy of the given [Vector4i]." +msgstr "构造给定 [Vector4i] 的副本。" + msgid "Physics body that simulates the behavior of a car." msgstr "模拟汽车行为的物理体。" @@ -26385,17 +27756,6 @@ msgstr "播放结束时触发。" msgid "[VideoStream] resource for Ogg Theora videos." msgstr "[VideoStream] Ogg Theora 视频的资源。" -msgid "Returns the Ogg Theora video file handled by this [VideoStreamTheora]." -msgstr "返回由这个 [VideoStreamTheora] 处理的 Ogg Theora 视频文件。" - -msgid "" -"Sets the Ogg Theora video file that this [VideoStreamTheora] resource " -"handles. The [code]file[/code] name should have the [code].ogv[/code] " -"extension." -msgstr "" -"设置该 [VideoStreamTheora] 资源处理的 Ogg Theora 视频文件。[code]file[/code] " -"的名称应该有 [code].ogv[/code] 扩展名。" - msgid "" "Returns the first valid [World2D] for this viewport, searching the [member " "world_2d] property of itself and any Viewport ancestor." @@ -26403,9 +27763,6 @@ msgstr "" "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。" -msgid "Returns the total transform of the viewport." -msgstr "返回视口的总的变换。" - msgid "" "Returns the mouse's position in this [Viewport] using the coordinate system " "of this [Viewport]." @@ -26441,12 +27798,6 @@ msgstr "" "影,但是会降低阴影的质量。一个好的做法是让象限具有不同数量的细分,并尽可能地" "减少细分。" -msgid "" -"Moves the mouse pointer to the specified position in this [Viewport] using " -"the coordinate system of this [Viewport]." -msgstr "" -"将鼠标指针移动到该 [Viewport] 中的指定位置,使用该 [Viewport] 的坐标系。" - msgid "If [code]true[/code], the viewport will process 2D audio streams." msgstr "如果为 [code]true[/code],该视口将处理 2D 音频流。" @@ -28281,9 +29632,6 @@ msgid "" "(any byte combination is allowed)." msgstr "指定 WebSockets 消息应以二进制有效载荷的形式传输(允许任何字节组合)。" -msgid "How to make a VR game for WebXR with Godot" -msgstr "如何使用 Godot 制作 WebXR 的 VR 游戏" - msgid "" "Checks if the given [code]session_mode[/code] is supported by the user's " "browser.\n" @@ -28332,6 +29680,18 @@ msgstr "目标射线由手持指示器发射,很可能是 VR 触摸控制器 msgid "Target ray from touch screen, mouse or other tactile input device." msgstr "目标射线由触摸屏、鼠标等触觉输入设备发射。" +msgid "" +"The window can't be resizing by dragging its resize grip. It's still " +"possible to resize the window using [member size]. This flag is ignored for " +"full screen windows. Set with [member unresizable]." +msgstr "" +"该窗口不能通过拖动其调整大小的手柄来调整大小。仍然可以使用 [member size] 来调" +"整窗口的大小。这个标志对于全屏窗口来说是被忽略的。用 [member unresizable] 设" +"置。" + +msgid "The color of the title's text." +msgstr "标题文本的颜色。" + msgid "The font used to draw the title." msgstr "用于绘制标题的字体。" @@ -28542,11 +29902,152 @@ msgstr "追踪功能失效(相机未插电或被遮挡、灯塔关闭,等等 msgid "The origin point in AR/VR." msgstr "AR/VR 的原点。" +msgid "The angular velocity for this pose." +msgstr "该姿势的角速度。" + +msgid "" +"If [code]true[/code] our tracking data is up to date. If [code]false[/code] " +"we're no longer receiving new tracking data and our state is whatever that " +"last valid state was." +msgstr "" +"如果为 [code]true[/code],则我们的追踪数据是最新的。如果为 [code]false[/" +"code],我们将不再接收新的追踪数据,并且我们的状态是最后一个有效状态。" + +msgid "The linear velocity of this pose." +msgstr "该姿势的线速度。" + +msgid "" +"The tracking confidence for this pose, provides insight on how accurate the " +"spatial positioning of this record is." +msgstr "此姿势的追踪置信度,提供了有关此记录的空间定位准确度的洞察力。" + +msgid "" +"The transform containing the original and transform as reported by the XR " +"runtime." +msgstr "该变换包含由 XR 运行时报告的原点和变换。" + +msgid "No tracking information is available for this pose." +msgstr "此姿势没有可用的追踪信息。" + +msgid "Tracking information is deemed accurate and up to date." +msgstr "追踪信息被认为是准确且最新的。" + msgid "A tracked object." -msgstr "跟踪对象。" +msgstr "追踪对象。" + +msgid "" +"An instance of this object represents a device that is tracked, such as a " +"controller or anchor point. HMDs aren't represented here as they are handled " +"internally.\n" +"As controllers are turned on and the [XRInterface] detects them, instances " +"of this object are automatically added to this list of active tracking " +"objects accessible through the [XRServer].\n" +"The [XRController3D] and [XRAnchor3D] both consume objects of this type and " +"should be used in your project. The positional trackers are just under-the-" +"hood objects that make this all work. These are mostly exposed so that " +"GDExtension-based interfaces can interact with them." +msgstr "" +"此对象的一个实例,表示一个被追踪的设备,例如一个控制器或锚点。HMD 没有在此处" +"表示,因为它们是在内部处理的。\n" +"当控制器被打开,并且 [XRInterface] 检测到它们时,此对象的实例会自动被添加到可" +"通过 [XRServer] 访问的活动追踪对象列表中。\n" +"[XRController3D] 和 [XRAnchor3D] 都使用这种类型的对象,并且应该在您的项目中使" +"用。位置追踪器只是使这一切正常工作的底层对象。这些大部分都是公开的,以便基于 " +"GDExtension 的接口,可以与它们交互。" + +msgid "" +"Returns an input for this tracker. It can return a boolean, float or " +"[Vector2] value depending on whether the input is a button, trigger or " +"thumbstick/thumbpad." +msgstr "" +"返回此追踪器的输入。它可以返回一个布尔值、浮点数或 [Vector2] 值,具体取决于输" +"入是一个按钮、触发器还是拇指杆/拇指板。" + +msgid "" +"Returns the current [XRPose] state object for the bound [param name] pose." +msgstr "返回绑定 [param name] 姿势的当前 [XRPose] 状态对象。" + +msgid "" +"Returns [code]true[/code] if the tracker is available and is currently " +"tracking the bound [param name] pose." +msgstr "" +"如果追踪器可用,并且当前正在追踪绑定的 [param name] 姿势,则返回 [code]true[/" +"code]。" + +msgid "" +"Marks this pose as invalid, we don't clear the last reported state but it " +"allows users to decide if trackers need to be hidden if we loose tracking or " +"just remain at their last known position." +msgstr "" +"将此姿势标记为无效,我们不会清除最后报告的状态,但如果我们失去追踪,它允许用" +"户决定是否需要隐藏追踪器,或仅保留在其最后一个已知位置。" + +msgid "" +"Changes the value for the given input. This method is called by a " +"[XRInterface] implementation and should not be used directly." +msgstr "更改给定输入的值。此方法由一个 [XRInterface] 实现调用,不应直接使用。" + +msgid "" +"Sets the transform, linear velocity, angular velocity and tracking " +"confidence for the given pose. This method is called by a [XRInterface] " +"implementation and should not be used directly." +msgstr "" +"设置给定姿势的变换、线速度、角速度和追踪置信度。此方法由一个 [XRInterface] 实" +"现调用,不应直接使用。" + +msgid "The description of this tracker." +msgstr "此追踪器的描述。" + +msgid "Defines which hand this tracker relates to." +msgstr "定义此追踪器与哪只手相关。" + +msgid "" +"The unique name of this tracker. The trackers that are available differ " +"between various XR runtimes and can often be configured by the user. Godot " +"maintains a number of reserved names that it expects the [XRInterface] to " +"implement if applicable:\n" +"- [code]left_hand[/code] identifies the controller held in the players left " +"hand\n" +"- [code]right_hand[/code] identifies the controller held in the players " +"right hand" +msgstr "" +"此追踪器的唯一名称。可用的追踪器因各种 XR 运行时而异,并且通常可以由用户配" +"置。Godot 维护了一些保留名称,如果可应用,它希望 [XRInterface] 来实现:\n" +"- [code]left_hand[/code] 标识玩家左手握持的控制器\n" +"- [code]right_hand[/code] 标识玩家右手握持的控制器" + +msgid "" +"The profile associated with this tracker, interface dependent but will " +"indicate the type of controller being tracked." +msgstr "与此追踪器关联的配置文件,取决于界面,但将指示被追踪的控制器类型。" + +msgid "The type of tracker." +msgstr "该追踪器的类型。" + +msgid "" +"Emitted when a button on this tracker is pressed. Note that many XR runtimes " +"allow other inputs to be mapped to buttons." +msgstr "" +"当该追踪器上的一个按钮被按下时发出。请注意,许多 XR 运行时允许将其他输入映射" +"到按钮。" + +msgid "Emitted when a button on this tracker is released." +msgstr "当该追踪器上的一个按钮被释放时发出。" + +msgid "Emitted when a trigger or similar input on this tracker changes value." +msgstr "当此追踪器上的一个触发器或类似输入更改值时发出。" + +msgid "Emitted when a thumbstick or thumbpad on this tracker moves." +msgstr "当该追踪器上的一个拇指杆或拇指板移动时发出。" + +msgid "Emitted when the state of a pose tracked by this tracker changes." +msgstr "当被此追踪器追踪的一个姿势状态发生变化时发出。" + +msgid "Emitted when the profile of our tracker changes." +msgstr "当我们的追踪器的配置发生变化时发出。" msgid "The hand this tracker is held in is unknown or not applicable." -msgstr "这个追踪器所持的手是未知的或不适用的。" +msgstr "手持该追踪器的手是未知的或不适用的。" msgid "This tracker is the left hand controller." msgstr "此跟踪器是左手控制器。" @@ -28555,30 +30056,63 @@ msgid "This tracker is the right hand controller." msgstr "此跟踪器是右手控制器。" msgid "Server for AR and VR features." -msgstr "AR 和 VR 功能的服务。" +msgstr "用于 AR 和 VR 功能的服务。" msgid "" "The AR/VR server is the heart of our Advanced and Virtual Reality solution " "and handles all the processing." -msgstr "AR/VR 服务器是我们“高级虚拟现实”解决方案的核心,负责进行所有处理。" +msgstr "AR/VR 服务器是我们“高级虚拟现实”解决方案的核心,负责执行所有处理。" + +msgid "Registers an [XRInterface] object." +msgstr "注册一个 [XRInterface] 对象。" + +msgid "" +"Registers a new [XRPositionalTracker] that tracks a spatial location in real " +"space." +msgstr "注册一个新的 [XRPositionalTracker],用于跟踪现实空间中的一个空间位置。" msgid "Returns the primary interface's transformation." msgstr "返回主界面的变换。" msgid "" +"Returns the interface registered at the given [param idx] index in the list " +"of interfaces." +msgstr "返回在接口列表中给定 [param idx] 索引处注册的接口。" + +msgid "" "Returns the number of interfaces currently registered with the AR/VR server. " "If your project supports multiple AR/VR platforms, you can look through the " "available interface, and either present the user with a selection or simply " "try to initialize each interface and use the first one that returns " "[code]true[/code]." msgstr "" -"返回当前在AR/VR服务器上注册的接口数量。如果你的项目支持多个AR/VR平台,你可以" -"查看可用的接口,并向用户展示一个选择,或者简单地尝试初始化每个接口,并使用第" -"一个返回 [code]true[/code]的接口。" +"返回当前在AR/VR服务上注册的界面数量。如果你的项目支持多个AR/VR平台,你可以查" +"看可用的界面,并向用户展示一个选择,或者简单地尝试初始化每个界面,并使用第一" +"个返回 [code]true[/code]的界面。" msgid "" "Returns a list of available interfaces the ID and name of each interface." -msgstr "返回可用接口的列表,每个接口的ID和名称。" +msgstr "返回可用界面的列表,每个界面的ID和名称。" + +msgid "" +"Returns the reference frame transform. Mostly used internally and exposed " +"for GDExtension build interfaces." +msgstr "返回引用帧的变换。主要在内部使用,并公开以用于 GDExtension 构建接口。" + +msgid "Returns the positional tracker with the given [param tracker_name]." +msgstr "返回具有给定 [param tracker_name] 的位置追踪器。" + +msgid "Returns a dictionary of trackers for [param tracker_types]." +msgstr "返回 [param tracker_types] 的追踪器字典。" + +msgid "Removes this [param interface]." +msgstr "移除该 [param interface]。" + +msgid "Removes this positional [param tracker]." +msgstr "移除该位置 [param tracker]。" + +msgid "The primary [XRInterface] currently bound to the [XRServer]." +msgstr "当前绑定到 [XRServer] 的主 [XRInterface]。" msgid "" "Allows you to adjust the scale to your game's units. Most AR/VR platforms " @@ -28587,6 +30121,40 @@ msgstr "" "允许你根据你的游戏的单位来调整缩放。大多数 AR/VR 平台假定 1 个游戏世界单位 = " "1 个现实世界的米。" +msgid "" +"Emitted when a new tracker has been added. If you don't use a fixed number " +"of controllers or if you're using [XRAnchor3D]s for an AR solution, it is " +"important to react to this signal to add the appropriate [XRController3D] or " +"[XRAnchor3D] nodes related to this new tracker." +msgstr "" +"当一个新的追踪器被添加时发出。如果您不使用一个固定数量的控制器,或者如果您将 " +"[XRAnchor3D] 用于一个 AR 解决方案,请务必对此信号做出反应,以添加与该新追踪器" +"相适的 [XRController3D] 或 [XRAnchor3D] 节点 。" + +msgid "" +"Emitted when a tracker is removed. You should remove any [XRController3D] or " +"[XRAnchor3D] points if applicable. This is not mandatory, the nodes simply " +"become inactive and will be made active again when a new tracker becomes " +"available (i.e. a new controller is switched on that takes the place of the " +"previous one)." +msgstr "" +"当一个追踪器被移除时发出。如此,您应该移除任何 [XRController3D] 或 " +"[XRanchor3D] 点。这不是强制性的,这些节点只是变得不活动,并且当一个新的追踪器" +"可用时,将再次激活(即打开一个新的控制器,来代替前一个控制器)。" + +msgid "" +"Emitted when an existing tracker has been updated. This can happen if the " +"user switches controllers." +msgstr "当现有追踪器被更新时发出。如果用户切换控制器,则可能会发生这种情况。" + +msgid "" +"The tracker tracks the location of the players head. This is usually a " +"location centered between the players eyes. Note that for handheld AR " +"devices this can be the current location of the device." +msgstr "" +"追踪器追踪玩家头部的位置。这通常是玩家眼睛之间的中心位置。请注意,对于手持式 " +"AR 设备,这可能是该设备的当前位置。" + msgid "The tracker tracks the location of a controller." msgstr "追踪器追踪控制器的位置。" @@ -28624,3 +30192,15 @@ msgid "" "Does not reset the orientation of the HMD, only the position of the player " "gets centered." msgstr "不重置 HMD 的方向,只让玩家的位置居中。" + +msgid "" +"Opens the zip archive at the given [param path] and reads its file index." +msgstr "打开给定 [param path] 的压缩文件,并读取其文件索引。" + +msgid "" +"Loads the whole content of a file in the loaded zip archive into memory and " +"returns it.\n" +"Must be called after [method open]." +msgstr "" +"将加载的 zip 存档中文件的全部内容加载到内存中并返回它。\n" +"必须在 [method open] 之后调用。" |