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-rw-r--r--doc/translations/zh_CN.po2420
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。"