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Diffstat (limited to 'doc/translations/zh_CN.po')
-rw-r--r-- | doc/translations/zh_CN.po | 443 |
1 files changed, 258 insertions, 185 deletions
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index e39b32f496..2888f15fd1 100644 --- a/doc/translations/zh_CN.po +++ b/doc/translations/zh_CN.po @@ -62,7 +62,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-06-23 04:30+0000\n" +"PO-Revision-Date: 2022-07-05 23:52+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" @@ -5171,19 +5171,19 @@ msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/SpriteBase3D.xml msgid "If [code]true[/code], texture will be centered." -msgstr "为 [code]true[/code] 时纹理将被居中。" +msgstr "如果为 [code]true[/code],纹理将被居中。" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml #: doc/classes/SpriteBase3D.xml doc/classes/TextureButton.xml #: doc/classes/TextureRect.xml msgid "If [code]true[/code], texture is flipped horizontally." -msgstr "为 [code]true[/code] 时纹理将被水平翻转。" +msgstr "如果为 [code]true[/code],纹理将被水平翻转。" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml #: doc/classes/SpriteBase3D.xml doc/classes/TextureButton.xml #: doc/classes/TextureRect.xml msgid "If [code]true[/code], texture is flipped vertically." -msgstr "为 [code]true[/code] 时纹理将被垂直翻转。" +msgstr "如果为 [code]true[/code],纹理将被垂直翻转。" #: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml msgid "The displayed animation frame's index." @@ -7945,7 +7945,7 @@ msgstr "该区域音频总线的名称。" #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "" "If [code]true[/code], the area's audio bus overrides the default audio bus." -msgstr "为 [code]true[/code] 时该区域的音频总线将覆盖默认的音频总线。" +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。" #: doc/classes/Area.xml msgid "" @@ -7991,13 +7991,14 @@ msgstr "" #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "If [code]true[/code], other monitoring areas can detect this area." -msgstr "为 [code]true[/code] 时其他监测区域可以检测到这个区域。" +msgstr "如果为 [code]true[/code],其他监测区域可以检测到这个区域。" #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "" "If [code]true[/code], the area detects bodies or areas entering and exiting " "it." -msgstr "为 [code]true[/code] 时该区域能够检测到进入和退出该区域的实体或区域。" +msgstr "" +"如果为 [code]true[/code],该区域能够检测到进入和退出该区域的实体或区域。" #: doc/classes/Area.xml doc/classes/Area2D.xml msgid "The area's priority. Higher priority areas are processed first." @@ -8013,7 +8014,7 @@ msgstr "" #: doc/classes/Area.xml msgid "If [code]true[/code], the area applies reverb to its associated audio." -msgstr "为 [code]true[/code] 时该区域会将混响应用于其相关音频。" +msgstr "如果为 [code]true[/code],该区域会将混响应用于其相关音频。" #: doc/classes/Area.xml msgid "The reverb bus name to use for this area's associated audio." @@ -12370,7 +12371,7 @@ msgstr "停止音频。" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml msgid "If [code]true[/code], audio plays when added to scene tree." -msgstr "为 [code]true[/code] 时在添加到场景树时播放音频。" +msgstr "如果为 [code]true[/code],在添加到场景树时将播放音频。" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml msgid "Bus on which this audio is playing." @@ -14962,7 +14963,7 @@ msgid "" "without smoothing, even with this setting enabled, invoke [method " "reset_smoothing]." msgstr "" -"为 [code]true[/code] 时,相机会在达到极限时平滑地停止。\n" +"如果为 [code]true[/code],相机会在达到极限时平滑地停止。\n" "当 [member smoothing_enabled] 为 [code]false[/code] 时,该属性无效。\n" "[b]注意:[/b]要立即将相机的位置更新到限制范围内而不进行平滑,即使启用了此设" "置,也要调用 [method reset_smoothing]。" @@ -15003,15 +15004,15 @@ msgstr "相机的过程回调。请参阅[enum Camera2DProcessMode]。" #: doc/classes/Camera2D.xml msgid "If [code]true[/code], the camera view rotates with the target." -msgstr "为 [code]true[/code] 时,相机视图将随目标旋转。" +msgstr "如果为 [code]true[/code],相机视图将随目标旋转。" #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], the camera smoothly moves towards the target at " "[member smoothing_speed]." msgstr "" -"为 [code]true[/code] 时,相机将以 [member smoothing_speed] 的速度平滑地朝目标" -"移动。" +"如果为 [code]true[/code],相机将以 [member smoothing_speed] 的速度平滑地朝目" +"标移动。" #: doc/classes/Camera2D.xml msgid "" @@ -15045,10 +15046,12 @@ msgid "" msgstr "相机的位置要考虑垂直/水平偏移和屏幕尺寸。" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_physics_process[/code] callback." msgstr "相机通过 [code]_physics_process[/code] 回调进行更新。" #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml +#: doc/classes/InterpolatedCamera.xml msgid "The camera updates with the [code]_process[/code] callback." msgstr "相机通过 [code]_process[/code] 回调进行更新。" @@ -16766,11 +16769,11 @@ msgstr "" #: doc/classes/ClippedCamera.xml msgid "If [code]true[/code], the camera stops on contact with [Area]s." -msgstr "为 [code]true[/code] 时,相机将在与 [Area] 接触时停止。" +msgstr "如果为 [code]true[/code],相机将在与 [Area] 接触时停止。" #: doc/classes/ClippedCamera.xml msgid "If [code]true[/code], the camera stops on contact with [PhysicsBody]s." -msgstr "为 [code]true[/code] 时,相机将在与 [PhysicsBody] 接触时停止。" +msgstr "如果为 [code]true[/code],相机将在与 [PhysicsBody] 接触时停止。" #: doc/classes/ClippedCamera.xml msgid "" @@ -21615,7 +21618,7 @@ msgstr "" msgid "" "The [Mesh] used for each particle. If [code]null[/code], particles will be " "spheres." -msgstr "每个粒子使用的 [Mesh]。如果[code]null[/code],则粒子将是球形。" +msgstr "每个粒子使用的 [Mesh]。如果为 [code]null[/code],则粒子将为球形。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles2D.xml @@ -21640,7 +21643,7 @@ msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's orbital velocity will vary along this [Curve]." -msgstr "每个粒子的轨道速度将沿此 [Curve] 变化。" +msgstr "每个粒子的轨道速度将跟随这个 [Curve] 变化。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml @@ -21661,7 +21664,7 @@ msgstr "径向加速度应用于每个粒子。使粒子加速远离原点。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's radial acceleration will vary along this [Curve]." -msgstr "每个粒子的径向加速度将沿此 [Curve] 变化。" +msgstr "每个粒子的径向加速度将跟随这个 [Curve] 变化。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml @@ -21676,31 +21679,31 @@ msgstr "发射寿命随机率。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Initial scale applied to each particle." -msgstr "初始比例应用于每个粒子。" +msgstr "每个粒子的初始缩放。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's scale will vary along this [Curve]." -msgstr "每个粒子的比例将随着 [Curve] 的变化而变化。" +msgstr "每个粒子的缩放将跟随这个 [Curve] 变化。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml msgid "Scale randomness ratio." -msgstr "标度随机率。" +msgstr "缩放随机率。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/Particles2D.xml msgid "" "Particle system's running speed scaling ratio. A value of [code]0[/code] can " "be used to pause the particles." -msgstr "粒子系统的运行速度缩放比例。值[code]0[/code]可用于暂停粒子。" +msgstr "粒子系统的运行速度缩放比例。将值设为 [code]0[/code] 可用于暂停粒子。" #: doc/classes/CPUParticles.xml msgid "" "Each particle's initial direction range from [code]+spread[/code] to [code]-" "spread[/code] degrees. Applied to X/Z plane and Y/Z planes." msgstr "" -"每个粒子的初始方向范围为[code]+spread[/code]至[code]-spread[/code]度。适用于" -"X/Z平面和Y/Z平面。" +"每个粒子的初始方向范围为 [code]+spread[/code] 至 [code]-spread[/code] 度。适" +"用于 X/Z 平面和 Y/Z 平面。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml @@ -21713,7 +21716,7 @@ msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml msgid "Each particle's tangential acceleration will vary along this [Curve]." -msgstr "每个粒子的切向加速度将沿此 [Curve] 变化。" +msgstr "每个粒子的切向加速度将跟随这个 [Curve] 变化。" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml @@ -21932,23 +21935,23 @@ msgstr "每个粒子的初始颜色。如果定义了 [member texture],它将 msgid "" "Each particle's color will vary along this [Gradient] (multiplied with " "[member color])." -msgstr "每个粒子的颜色将随着这个 [Gradient] 变化,即与 [member color] 相乘。" +msgstr "每个粒子的颜色将随着这个 [Gradient] 变化(与 [member color] 相乘)。" #: doc/classes/CPUParticles2D.xml msgid "" "The rectangle's extents if [member emission_shape] is set to [constant " "EMISSION_SHAPE_RECTANGLE]." msgstr "" -"如果 [member emission_shape] 设置为 [constant EMISSION_SHAPE_RECTANGLE],则矩" -"形的范围。" +"[member emission_shape] 设置为 [constant EMISSION_SHAPE_RECTANGLE] 时,该矩形" +"的范围。" #: doc/classes/CPUParticles2D.xml msgid "" "The sphere's radius if [member emission_shape] is set to [constant " "EMISSION_SHAPE_SPHERE]." msgstr "" -"如果 [member emission_shape] 设置为 [constant EMISSION_SHAPE_SPHERE],则球体" -"的半径。" +"[member emission_shape] 设置为 [constant EMISSION_SHAPE_SPHERE] 时,该球体的" +"半径。" #: doc/classes/CPUParticles2D.xml doc/classes/Particles.xml #: doc/classes/Particles2D.xml @@ -22070,7 +22073,7 @@ msgstr "" " key.save(\"user://generated.key\")\n" " cert.save(\"user://generated.crt\")\n" " # 加密\n" -" var data = \"Some data\"\n" +" var data = \"具体的数据\"\n" " var encrypted = crypto.encrypt(key, data.to_utf8())\n" " # 解密\n" " var decrypted = crypto.decrypt(key, encrypted)\n" @@ -24229,9 +24232,12 @@ msgstr "" "换的世界空间坐标(原点)会被忽略。只会用基来确定光线的方向。" #: doc/classes/DirectionalLight.xml +#, fuzzy msgid "" "Amount of extra bias for shadow splits that are far away. If self-shadowing " -"occurs only on the splits far away, increasing this value can fix them." +"occurs only on the splits far away, increasing this value can fix them. This " +"is ignored when [member directional_shadow_mode] is [constant " +"SHADOW_ORTHOGONAL]." msgstr "" "远处阴影分裂的额外偏置量。如果自身阴影只产生远处的分裂,增加这个值可以修复它" "们。" @@ -24239,9 +24245,10 @@ msgstr "" #: doc/classes/DirectionalLight.xml msgid "" "If [code]true[/code], shadow detail is sacrificed in exchange for smoother " -"transitions between splits." +"transitions between splits. Enabling shadow blend splitting also has a " +"moderate performance cost. This is ignored when [member " +"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]." msgstr "" -"如果为 [code]true[/code],则会牺牲阴影细节,以换取更平滑的分割之间的过渡。" #: doc/classes/DirectionalLight.xml msgid "" @@ -24250,8 +24257,12 @@ msgid "" msgstr "优化阴影渲染的细节与运动。见 [enum ShadowDepthRange]。" #: doc/classes/DirectionalLight.xml -msgid "The maximum distance for shadow splits." -msgstr "阴影分割的最大距离。" +msgid "" +"The maximum distance for shadow splits. Increasing this value will make " +"directional shadows visible from further away, at the cost of lower overall " +"shadow detail and performance (since more objects need to be included in the " +"directional shadow rendering)." +msgstr "" #: doc/classes/DirectionalLight.xml msgid "The light's shadow rendering algorithm. See [enum ShadowMode]." @@ -24264,32 +24275,35 @@ msgid "" msgstr "当物体垂直于光线时,可用于修复自身阴影的特殊情况。" #: doc/classes/DirectionalLight.xml +#, fuzzy msgid "" "The distance from camera to shadow split 1. Relative to [member " "directional_shadow_max_distance]. Only used when [member " -"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or " -"[code]SHADOW_PARALLEL_4_SPLITS[/code]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" "相机到影子分割1的距离。相对于[member directional_shadow_max_distance]。只有当" "[member directional_shadow_mode]是[code]SHADOW_PARALLEL_2_SPLITS[/code]或" "[code]SHADOW_PARALLEL_4_SPLITS[/code]时才使用。" #: doc/classes/DirectionalLight.xml +#, fuzzy msgid "" "The distance from shadow split 1 to split 2. Relative to [member " "directional_shadow_max_distance]. Only used when [member " -"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or " -"[code]SHADOW_PARALLEL_4_SPLITS[/code]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant " +"SHADOW_PARALLEL_4_SPLITS]." msgstr "" "阴影分割1到分割2的距离。相对于[member directional_shadow_max_distance]。仅在" "[member directional_shadow_mode]为[code]SHADOW_PARALLEL_2_SPLITS[/code]或" "[code]SHADOW_PARALLEL_4_SPLITS[/code]时使用。" #: doc/classes/DirectionalLight.xml +#, fuzzy msgid "" "The distance from shadow split 2 to split 3. Relative to [member " "directional_shadow_max_distance]. Only used when [member " -"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]." +"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]." msgstr "" "从影子分割2到分割3的距离。相对于[member directional_shadow_max_distance]。只" "有当[member directional_shadow_mode]为[code]SHADOW_PARALLEL_4_SPLITS[/code]时" @@ -24905,9 +24919,9 @@ msgid "" "control whose size changes over time, unless a pixel art aesthetic is " "desired." msgstr "" -"为 [code]true[/code] 时将使用过滤功能。如果字体过度采样被禁用或无效,这将使字" -"体在缩放时变得模糊,而非像素化。当在尺寸随时变化的控件中使用字体时,建议启用" -"这个功能,除非是像素设计。" +"如果为 [code]true[/code],将使用过滤功能。如果字体过度采样被禁用或无效,这将" +"使字体在缩放时变得模糊,而非像素化。当在尺寸随时变化的控件中使用字体时,建议" +"启用这个功能,除非是像素设计。" #: doc/classes/DynamicFont.xml msgid "" @@ -24915,8 +24929,8 @@ msgid "" "appearance when downscaling it if font oversampling is disabled or " "ineffective." msgstr "" -"为 [code]true[/code] 时将使用 mipmap 多级渐远纹理。在字体过度采样被禁用或无效" -"时,可改善字体缩小时的表现。" +"如果为 [code]true[/code],将使用 mipmap 多级渐远纹理。在字体过度采样被禁用或" +"无效时,可改善字体缩小时的表现。" #: doc/classes/DynamicFont.xml msgid "Spacing at the top." @@ -24950,8 +24964,8 @@ msgid "" "If [code]true[/code], the font is rendered with anti-aliasing. This property " "applies both to the main font and its outline (if it has one)." msgstr "" -"为 [code]true[/code] 时将以抗锯齿方式渲染该字体。此属性既适用于主字体,也适用" -"于其轮廓(如果有)。" +"如果为 [code]true[/code],将以抗锯齿方式渲染该字体。此属性既适用于主字体,也" +"适用于其轮廓(如果有)。" #: doc/classes/DynamicFontData.xml msgid "The path to the vector font file." @@ -26310,8 +26324,8 @@ msgid "" "If [code]true[/code], enables distraction-free mode which hides side docks " "to increase the space available for the main view." msgstr "" -"为 [code]true[/code] 时将启用专注模式,该模式会隐藏侧边面板,增加主视图的可用" -"空间。" +"如果为 [code]true[/code],将启用专注模式,该模式会隐藏侧边面板,增加主视图的" +"可用空间。" #: doc/classes/EditorPlugin.xml msgid "Used by the editor to extend its functionality." @@ -26325,7 +26339,7 @@ msgid "" "editor." msgstr "" "编辑器使用插件来扩展功能。最常见的插件类型是编辑给定的节点或资源类型、导入插" -"件和导出插件。另请参阅[EditorScript]向编辑器添加函数。" +"件和导出插件。另请参阅 [EditorScript] 向编辑器添加函数。" #: doc/classes/EditorPlugin.xml msgid "" @@ -26344,7 +26358,7 @@ msgstr "" "将控件添加到底部面板(包含“输出”“调试”“动画”等)。返回对添加的按钮的引用。您" "可以根据需要隐藏/显示按钮。停用插件后,请确保使用 [method " "remove_control_from_bottom_panel] 移除自定义控件,并使用 [method Node." -"queue_free] 释放。" +"queue_free] 将其释放。" #: doc/classes/EditorPlugin.xml msgid "" @@ -26357,11 +26371,11 @@ msgid "" "with [method remove_control_from_container] and free it with [method Node." "queue_free]." msgstr "" -"将自定义控件添加到容器中(参阅 [enum CustomControlContainer])。在编辑器用户" -"界面中,有许多位置可以添加自定义控件。\n" +"将自定义控件添加到容器中(见 [enum CustomControlContainer])。在编辑器用户界" +"面中,有许多位置可以添加自定义控件。\n" "请记住,您必须自己管理您的自定义控件的可见性(并且很可能在添加后隐藏它)。\n" -"当你的插件停用时,请确保使用 [method remove_control_from_container] 删除你的" -"自定义控件,并使用 [method Node.queue_free] 释放它。" +"当你的插件被停用时,请确保使用 [method remove_control_from_container] 删除你" +"的自定义控件,并使用 [method Node.queue_free] 将其释放。" #: doc/classes/EditorPlugin.xml msgid "" @@ -26535,7 +26549,7 @@ msgstr "" msgid "" "Called by the engine when the user disables the [EditorPlugin] in the Plugin " "tab of the project settings window." -msgstr "当用户在项目设置窗口的插件选项卡中禁用[EditorPlugin]时,由引擎调用。" +msgstr "当用户在项目设置窗口的插件选项卡中禁用 [EditorPlugin] 时,由引擎调用。" #: doc/classes/EditorPlugin.xml msgid "" @@ -26569,8 +26583,8 @@ msgid "" " return false\n" "[/codeblock]" msgstr "" -"当2D编辑器的视窗被更新时,由引擎调用。使用 [code]overlay[/code] [Control] 进" -"行绘制。你可以通过调用 [method update_overlays] 手动更新视窗。\n" +"引擎会在 2D 编辑器的视区发生更新时调用。使用 [code]overlay[/code] [Control] " +"进行绘制。你可以通过调用 [method update_overlays] 手动更新视窗。\n" "[codeblock]\n" "func forward_canvas_draw_over_viewport(overlay):\n" " # 在光标位置画一个圆。\n" @@ -26661,7 +26675,7 @@ msgid "" " return false\n" "[/codeblock]" msgstr "" -"当3D编辑器的视窗被更新时,由引擎调用。使用 [code]overlay[/code] 控件 " +"引擎会在 3D 编辑器的视区发生更新时调用。使用 [code]overlay[/code] 控件 " "[Control] 进行绘制。你可以通过调用 [method update_overlays] 更新覆盖手动更新" "视窗。\n" "[codeblock]\n" @@ -26993,9 +27007,9 @@ msgid "" "inside [method forward_spatial_gui_input]. It might be especially usable if " "your plugin will want to use raycast in the scene." msgstr "" -"如果你想在[method forward_spatial_gui_input]里面接收来自3D视图屏幕的输入,请" -"使用这个方法。如果你的插件想要在场景中使用光线广播,那么这个方法可能特别有" -"用。" +"如果你想在 [method forward_spatial_gui_input] 里面接收来自 3D 视图屏幕的输" +"入,请使用这个方法。如果你的插件想要在场景中使用光线投射,那么这个方法可能特" +"别有用。" #: doc/classes/EditorPlugin.xml msgid "" @@ -28874,7 +28888,7 @@ msgid "" "the editor and when running the project from the editor, but it will " "evaluate to [code]false[/code] when the code is run from an exported project." msgstr "" -"为 [code]true[/code] 时表示该脚本目前正在编辑器内运行。这对 [code]tool[/" +"如果为 [code]true[/code],表示该脚本目前正在编辑器内运行。这对 [code]tool[/" "code] 脚本很有用,可以在特定条件下绘制编辑器辅助内容,或者防止在编辑器中意外" "地运行会影响场景状态的“游戏”代码。\n" "[codeblock]\n" @@ -37613,6 +37627,7 @@ msgid "Controls the mouse mode. See [enum MouseMode] for more information." msgstr "控制鼠标模式。详情请参阅 [enum MouseMode]。" #: doc/classes/Input.xml +#, fuzzy msgid "" "If [code]true[/code], similar input events sent by the operating system are " "accumulated. When input accumulation is enabled, all input events generated " @@ -37623,7 +37638,10 @@ msgid "" "input at the cost of increased CPU usage. In applications where drawing " "freehand lines is required, input accumulation should generally be disabled " "while the user is drawing the line to get results that closely follow the " -"actual input." +"actual input.\n" +"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward " +"compatibility reasons. It is however recommended to enable it for games " +"which don't require very reactive input, as this will decrease CPU usage." msgstr "" "如果为 [code]true[/code],会对操作系统发送的类似输入事件进行累积。当启用输入" "累积时,在一帧中产生的所有输入事件将被合并,并在该帧完成渲染时发出。因此,这" @@ -38355,13 +38373,15 @@ msgid "Input event type for mouse motion events." msgstr "鼠标移动事件的输入事件类型。" #: doc/classes/InputEventMouseMotion.xml +#, fuzzy msgid "" "Contains mouse and pen motion information. Supports relative, absolute " "positions and speed. See [method Node._input].\n" -"[b]Note:[/b] By default, this event is only emitted once per frame rendered " -"at most. If you need more precise input reporting, set [member Input." -"use_accumulated_input] to [code]false[/code] to make events emitted as often " -"as possible. If you use InputEventMouseMotion to draw lines, consider " +"[b]Note:[/b] By default, this event can be emitted multiple times per frame " +"rendered, allowing for precise input reporting, at the expense of CPU usage. " +"You can set [member Input.use_accumulated_input] to [code]true[/code] to let " +"multiple events merge into a single emitted event per frame.\n" +"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider " "implementing [url=https://en.wikipedia.org/wiki/" "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to " "avoid visible gaps in lines if the user is moving the mouse quickly." @@ -38763,6 +38783,12 @@ msgid "" msgstr "如果为 [code]true[/code],并且设置了目标,相机将自动移动。" #: doc/classes/InterpolatedCamera.xml +#, fuzzy +msgid "" +"The camera's process callback. See [enum InterpolatedCameraProcessMode]." +msgstr "相机的过程回调。请参阅[enum Camera2DProcessMode]。" + +#: doc/classes/InterpolatedCamera.xml msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." @@ -45389,7 +45415,7 @@ 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。" -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +#: doc/classes/NavigationAgent.xml msgid "" "The radius of the avoidance agent. This is the \"body\" of the avoidance " "agent and not the avoidance maneuver starting radius (which is controlled by " @@ -45522,6 +45548,14 @@ msgstr "" "位域,用于决定该 [NavigationAgent2D] 所属的导航地图层。请求路径时,代理会忽略" "没有任何匹配层的导航网格。" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"The radius of the avoidance agent. This is the \"body\" of the avoidance " +"agent and not the avoidance maneuver starting radius (which is controlled by " +"[member neighbor_dist]).\n" +"Does not affect normal pathfinding." +msgstr "" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "用于模拟可步行区域和障碍物的网格。" @@ -51787,8 +51821,8 @@ msgid "" "Shows all resources in the game. Optionally, the list can be written to a " "file by specifying a file path in [code]tofile[/code]." msgstr "" -"显示游戏中的所有资源。也可以通过在[code]tofile[/code]中指定文件路径将该列表写" -"入文件。" +"显示游戏中的所有资源。也可以通过在 [code]tofile[/code] 中指定文件路径将该列表" +"写入文件。" #: doc/classes/OS.xml msgid "Shows the list of loaded textures sorted by size in memory." @@ -51808,16 +51842,17 @@ msgid "" "Windows or bounce the dock icon on OSX.\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" -"要求用户注意该窗口。它会在Windows上闪烁任务栏按钮,或在OSX上弹出Dock图标。\n" -"[b]注意:[/b]这个方法在Linux、macOS和Windows上实现。" +"要求用户注意该窗口。它会在 Windows 上闪烁任务栏按钮,或在 OSX 上让 Dock 图标" +"弹跳。\n" +"[b]注意:[/b]这个方法在 Linux、macOS 和 Windows 上实现。" #: doc/classes/OS.xml msgid "" "At the moment this function is only used by [code]AudioDriverOpenSL[/code] " "to request permission for [code]RECORD_AUDIO[/code] on Android." msgstr "" -"目前,这个函数只被[code]AudioDriverOpenSL[/code]用来请求Android上" -"[code]RECORD_AUDIO[/code]的权限。" +"目前,这个函数只被 [code]AudioDriverOpenSL[/code] 用来请求 Android 上 " +"[code]RECORD_AUDIO[/code] 的权限。" #: doc/classes/OS.xml msgid "" @@ -51826,9 +51861,9 @@ msgid "" "applications.\n" "[b]Note:[/b] This method is implemented on Android." msgstr "" -"通过这个功能,你可以申请危险的权限,因为在Android应用程序中,正常的权限会在安" +"你可以通过这个函数申请危险的权限,因为在 Android 应用程序中,正常的权限会在安" "装时自动授予。\n" -"[b]注意:[/b]此方法在Android上实现。" +"[b]注意:[/b]这个方法在 Android 上实现。" #: doc/classes/OS.xml msgid "" @@ -51875,15 +51910,15 @@ msgstr "" "应用程序可以通过使用 [method get_ime_selection] 和 [method get_ime_text] 函数" "来检索组合状态。\n" "输入完成时提交完成的组合字符串。\n" -"[b]注意:[/b]该方法在 Linux、macOS 和 Windows 上实现。" +"[b]注意:[/b]这个方法在 Linux、macOS 和 Windows 上实现。" #: doc/classes/OS.xml msgid "" "Sets position of IME suggestion list popup (in window coordinates).\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" -"设置 IME 建议列表弹出窗口的位置(在窗口坐标中)。\n" -"[b]注意:[/b]此方法在 Linux、macOS 和 Windows 上实现。" +"设置 IME 建议列表弹出窗口的位置(使用窗口坐标)。\n" +"[b]注意:[/b]这个方法在 Linux、macOS 和 Windows 上实现。" #: doc/classes/OS.xml msgid "" @@ -51896,7 +51931,7 @@ msgstr "" "使用多尺寸平台特定图标文件设置游戏的图标(在 Windows 上是 [code]*.ico[/" "code],在 macOS 上是 [code]*.icns[/code])。\n" "适当的大小子图标用于窗口标题、任务栏/程序坞和窗口选择对话框。\n" -"[b]注意:[/b]此方法在 macOS 和 Windows 上实现。" +"[b]注意:[/b]这个方法在 macOS 和 Windows 上实现。" #: doc/classes/OS.xml msgid "Sets the name of the current thread." @@ -51904,7 +51939,7 @@ msgstr "设置当前线程的名称。" #: doc/classes/OS.xml msgid "Enables backup saves if [code]enabled[/code] is [code]true[/code]." -msgstr "如果[code]enabled[/code]为 [code]true[/code],则启用备份保存。" +msgstr "如果 [code]enabled[/code] 为 [code]true[/code],则启用备份保存。" #: doc/classes/OS.xml msgid "" @@ -51912,7 +51947,7 @@ msgid "" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" "设置窗口是否应始终位于顶部。\n" -"[b]注意:[/b]该方法在 Linux、macOS 和 Windows 上实现。" +"[b]注意:[/b]这个方法在 Linux、macOS 和 Windows 上实现。" #: doc/classes/OS.xml msgid "" @@ -51937,18 +51972,18 @@ msgstr "" "设置窗口的一个接受鼠标事件的多边形区域。该区域外的鼠标事件将被传递出去。\n" "传递一个空数组将禁用穿透支持(所有鼠标事件将被窗口拦截,这是默认行为)。\n" "[codeblock]\n" -"# 设置区域,使用Path2D节点。\n" -"OS.set_window_mouse_passthrough($Path2D.curve.get_baked_points() )\n" +"# 设置区域,使用 Path2D 节点。\n" +"OS.set_window_mouse_passthrough($Path2D.curve.get_baked_points())\n" "\n" -"# 设置区域,使用Polygon2D节点。\n" +"# 设置区域,使用 Polygon2D 节点。\n" "OS.set_window_mouse_passthrough($Polygon2D.polygon)\n" "\n" "# 重置区域为默认值。\n" -"OS.set_window_mouse_passthrough([] )\n" +"OS.set_window_mouse_passthrough([])\n" "[/codeblock]\n" -"[b]注意:[/b]在Windows上,位于区域外的窗口部分不会被绘制,而在Linux和macOS上" -"则会。\n" -"[b]注意:[/b]这个方法在Linux、macOS和Windows上实现。" +"[b]注意:[/b]在 Windows 上,位于区域外的窗口部分不会被绘制,而在 Linux 和 " +"macOS 上则会。\n" +"[b]注意:[/b]这个方法在 Linux、macOS 和 Windows 上实现。" #: doc/classes/OS.xml msgid "" @@ -51960,7 +51995,7 @@ msgstr "" "将窗口标题设置为指定的字符串。\n" "[b]注意:[/b]应该偶尔使用,不要每帧都设置,因为这会对某些窗口管理器的性能产生" "负面影响。\n" -"[b]注意:[/b]该方法在 HTML5、Linux、macOS 和 Windows 上实现。" +"[b]注意:[/b]这个方法在 HTML5、Linux、macOS 和 Windows 上实现。" #: doc/classes/OS.xml msgid "" @@ -51991,7 +52026,7 @@ msgstr "" "[code]mailto[/code] URL 方案[/url]。\n" "可以使用 [method ProjectSettings.globalize_path] 将 [code]res://[/code] 和 " "[code]user://[/code] 路径转换为本方法所使用的系统路径。\n" -"[b]注意:[/b]本方法在 Android、iOS、HTML5、Linux、macOS、以及 Windows 上实" +"[b]注意:[/b]这个方法在 Android、iOS、HTML5、Linux、macOS、以及 Windows 上实" "现。" #: doc/classes/OS.xml @@ -52011,7 +52046,7 @@ msgstr "" "测)。\n" "需要把 [code]multiline[/code] 参数设置为 [code]true[/code] 才能输入多行文本," "如在 [TextEdit] 中。\n" -"[b]注意:[/b]此方法在 Android、iOS 和 UWP 上实现。" +"[b]注意:[/b]这个方法在 Android、iOS 和 UWP 上实现。" #: doc/classes/OS.xml msgid "The clipboard from the host OS. Might be unavailable on some platforms." @@ -52330,27 +52365,27 @@ msgstr "" #: doc/classes/OS.xml msgid "Landscape screen orientation." -msgstr "横向屏幕方向。" +msgstr "横屏方向。" #: doc/classes/OS.xml msgid "Portrait screen orientation." -msgstr "纵向屏幕方向。" +msgstr "竖屏方向。" #: doc/classes/OS.xml msgid "Reverse landscape screen orientation." -msgstr "反转横向屏幕方向。" +msgstr "倒横屏方向。" #: doc/classes/OS.xml msgid "Reverse portrait screen orientation." -msgstr "反转纵向屏幕方向。" +msgstr "倒竖屏方向。" #: doc/classes/OS.xml msgid "Uses landscape or reverse landscape based on the hardware sensor." -msgstr "根据硬件传感器使用横向或反向横向。" +msgstr "根据硬件传感器使用横屏或倒横屏方向。" #: doc/classes/OS.xml msgid "Uses portrait or reverse portrait based on the hardware sensor." -msgstr "根据硬件传感器使用纵向或反向纵向。" +msgstr "根据硬件传感器使用竖屏或倒竖屏。" #: doc/classes/OS.xml msgid "Uses most suitable orientation based on the hardware sensor." @@ -52542,7 +52577,7 @@ msgstr "" #: doc/classes/PackedScene.xml msgid "If passed to [method instance], blocks edits to the scene state." -msgstr "如果传递给[method instance],则阻止对场景状态的编辑。" +msgstr "如果传递给 [method instance],则阻止对场景状态的编辑。" #: doc/classes/PackedScene.xml msgid "" @@ -52561,7 +52596,7 @@ msgid "" msgstr "" "如果传递给 [method instance],向本地场景提供本地场景资源。只有主场景应该接收" "主编辑状态。\n" -"[b]注意:[/b]只在编辑器构建中可用。" +"[b]注意:[/b]仅在编辑器构建中可用。" #: doc/classes/PackedScene.xml msgid "" @@ -52653,10 +52688,10 @@ msgid "" "Do not use this option if the serialized object comes from untrusted sources " "to avoid potential security threats such as remote code execution." msgstr "" -"[i]已废弃。[/i] 你应该使用 [code]get_var[/code] 和 [code]put_var[/code] 参数" -"来代替它。\n" -"如果为 [code]true[/code],多人游戏API将允许在RPC/RSETs期间对对象进行编码和解" -"码。\n" +"[i]已废弃。[/i]你应该使用 [code]get_var[/code] 和 [code]put_var[/code] 参数来" +"代替它。\n" +"如果为 [code]true[/code],多人游戏 API 将允许在 RPC/RSET 期间对对象进行编码和" +"解码。\n" "[b]警告:[/b]反序列化的对象可能包含会被执行的代码。如果序列化的对象来自不受信" "任的来源,请不要使用这个选项,以避免潜在的安全威胁,如远程代码执行。" @@ -52739,17 +52774,17 @@ msgstr "表示当前正在与远程对等方进行握手的 [PacketPeerDTLS] 的 #: doc/classes/PacketPeerDTLS.xml msgid "" "A status representing a [PacketPeerDTLS] that is connected to a remote peer." -msgstr "表示连接到远程对等方的[PacketPeerDTLS]的状态。" +msgstr "表示连接到远程对等方的 [PacketPeerDTLS] 的状态。" #: doc/classes/PacketPeerDTLS.xml msgid "A status representing a [PacketPeerDTLS] in a generic error state." -msgstr "表示处于一般错误状态的[PacketPeerDTLS]的状态。" +msgstr "表示处于一般错误状态的 [PacketPeerDTLS] 的状态。" #: doc/classes/PacketPeerDTLS.xml msgid "" "An error status that shows a mismatch in the DTLS certificate domain " "presented by the host and the domain requested for validation." -msgstr "显示主机提供的DTLS证书域与请求验证的域不匹配的错误状态。" +msgstr "显示主机提供的 DTLS 证书域与请求验证的域不匹配的错误状态。" #: doc/classes/PacketPeerStream.xml msgid "Wrapper to use a PacketPeer over a StreamPeer." @@ -52768,16 +52803,16 @@ msgstr "" #: doc/classes/PacketPeerStream.xml msgid "The wrapped [StreamPeer] object." -msgstr "被·包装的[StreamPeer]对象。" +msgstr "被包装的 [StreamPeer] 对象。" #: doc/classes/PacketPeerUDP.xml msgid "UDP packet peer." -msgstr "UDP数据包客户端。" +msgstr "UDP 数据包客户端。" #: doc/classes/PacketPeerUDP.xml msgid "" "UDP packet peer. Can be used to send raw UDP packets as well as [Variant]s." -msgstr "UDP数据包对等体。可以用来发送原始的UDP数据包以及[Variant]。" +msgstr "UDP 数据包对等体。可以用来发送原始的 UDP 数据包以及 [Variant]。" #: doc/classes/PacketPeerUDP.xml msgid "Closes the UDP socket the [PacketPeerUDP] is currently listening on." @@ -52905,9 +52940,9 @@ msgid "" "[b]Note:[/b] [method set_broadcast_enabled] must be enabled before sending " "packets to a broadcast address (e.g. [code]255.255.255.255[/code])." msgstr "" -"设置发送数据包和变量的目标地址和端口。如果需要,将使用DNS解析一个主机名。\n" +"设置发送数据包和变量的目标地址和端口。如果需要,将使用 DNS 解析主机名。\n" "[b]注意:[/b]在向广播地址(例如:[code]255.255.255.255[/code])发送数据包之" -"前,必须启用[method set_broadcast_enabled]。" +"前,必须启用 [method set_broadcast_enabled]。" #: doc/classes/PacketPeerUDP.xml msgid "" @@ -53047,8 +53082,8 @@ msgid "" "limit, the background will stop scrolling. Must be lower than [member " "scroll_limit_end] to work." msgstr "" -"开始滚动的左上角限制。如果相机超出这个限制,背景将停止滚动。必须低于[member " -"scroll_limit_end]才能工作。" +"开始滚动的左上角限制。如果相机超出这个限制,背景将停止滚动。必须低于 [member " +"scroll_limit_end] 才能工作。" #: doc/classes/ParallaxBackground.xml msgid "" @@ -53056,8 +53091,8 @@ msgid "" "limit, the background will stop scrolling. Must be higher than [member " "scroll_limit_begin] to work." msgstr "" -"右下角限制滚动结束。如果相机超出这个限制,背景将停止滚动。必须高于[member " -"scroll_limit_begin]才能工作。" +"右下角限制滚动结束。如果相机超出这个限制,背景将停止滚动。必须高于 [member " +"scroll_limit_begin] 才能工作。" #: doc/classes/ParallaxBackground.xml msgid "" @@ -53065,8 +53100,8 @@ msgid "" "[Camera2D], but can be used to manually manage scrolling when no camera is " "present." msgstr "" -"视差背景的滚动值。使用[Camera2D]时自动计算,但可用于手动管理无摄像头时的滚" -"动。" +"视差背景的滚动值。使用 [Camera2D] 时会自动计算,但也可用于手动管理无摄像机时" +"的滚动。" #: doc/classes/ParallaxLayer.xml msgid "A parallax scrolling layer to be used with [ParallaxBackground]." @@ -53092,15 +53127,15 @@ msgid "" "scrolling background. If an axis is set to [code]0[/code], the [Texture] " "will not be mirrored." msgstr "" -"视差图层的[Texture]镜像。用于创建无限滚动的背景。如果一个轴被设置为[code]0[/" -"code],[Texture]将不会被镜像。" +"视差图层的 [Texture] 镜像。用于创建无限滚动的背景。如果某个轴被设置为 " +"[code]0[/code],[Texture] 将不会被镜像。" #: doc/classes/ParallaxLayer.xml msgid "" "The ParallaxLayer's offset relative to the parent ParallaxBackground's " "[member ParallaxBackground.scroll_offset]." msgstr "" -"ParallaxLayer 相对于父 ParallaxBackground 的偏移量 [member " +"该 ParallaxLayer 的偏移量,相对于父 ParallaxBackground 的 [member " "ParallaxBackground.scroll_offset]。" #: doc/classes/ParallaxLayer.xml @@ -62852,10 +62887,13 @@ msgid "" msgstr "阴影贴图的细分象限大小。请参阅阴影映射文档。" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" -"Size for shadow atlas (used for OmniLights and SpotLights). See " -"documentation." -msgstr "阴影图集的尺寸(用于 OmniLight 和 SpotLight)。见文档。" +"Size for shadow atlas (used for OmniLights and SpotLights). The value will " +"be rounded up to the nearest power of 2. See shadow mapping documentation." +msgstr "" +"设置阴影图集的图像大小(用于全向光和聚光)。该值将被四舍五入到最接近的 2 的" +"幂。" #: doc/classes/ProjectSettings.xml msgid "" @@ -64068,8 +64106,8 @@ msgid "" "queries are required between physics frames (or during the same frame) use " "[method force_raycast_update] after adjusting the raycast." msgstr "" -"RayCast 表示一条从原点到目标位置 [code]cast_to[/code] 的直线。它被用来查询2D" -"空间,以便沿着射线的路径找到最近的物体。\n" +"RayCast 表示一条从原点到目标位置 [code]cast_to[/code] 的直线。它被用来查询 " +"2D 空间,以便沿着射线的路径找到最近的物体。\n" "RayCast2D 可以忽略一些物体,通过 [code]add_exception[/code] 将它们添加到异常" "列表中,通过设置碰撞层进行适当的过滤,或者通过类型掩码过滤物体类型。\n" "RayCast2D 可以被配置为报告 [Area2D]([member collide_with_areas])和 " @@ -66926,11 +66964,12 @@ msgid "" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody2D] or [TileMap]." msgstr "" -"当与另一个[PhysicsBody2D]或[TileMap]发生碰撞时触发。需要将[member " -"contact_monitor]设置为 [code]true[/code],并且将[member contacts_reported]设" -"置得足够高以检测所有的碰撞。如果[TileSet]有碰撞[Shape2D],就会检测到[TileMap]" -"的。\n" -"[code]body[/code]是其他[PhysicsBody2D]或[TileMap]的[Node],如果它存在于树中。" +"当与另一个 [PhysicsBody2D] 或 [TileMap] 发生碰撞时触发。需要将 [member " +"contact_monitor] 设置为 [code]true[/code],并且将 [member contacts_reported] " +"设置得足够高以检测所有的碰撞。如果[TileSet] 有碰撞 [Shape2D],就会检测到 " +"[TileMap] 的。\n" +"[code]body[/code] 是其他 [PhysicsBody2D] 或 [TileMap] 的 [Node],如果它存在于" +"树中。" #: doc/classes/RigidBody2D.xml msgid "" @@ -67001,20 +67040,22 @@ msgid "" "RigidBody2D used by the [Physics2DServer]. Get the [CollisionShape2D] node " "with [code]self.shape_owner_get_owner(local_shape_index)[/code]." msgstr "" -"当这个RigidBody2D的一个[Shape2D]和另一个[PhysicsBody2D]或[TileMap]的[Shape2D]" -"之间的碰撞结束时触发。要求[member contact_monitor]设置为 [code]true[/code]," -"[member contacts_reported]设置得足够高以检测所有的碰撞。如果[TileSet]有碰撞" -"[Shape2D],就会检测到[TileMap]的。\n" -"[code]body_rid[/code] [Physics2DServer]使用的其他[PhysicsBody2D]或[TileSet]的" -"[CollisionObject2D]的 [RID]。\n" -"[code]body[/code] 另一个[PhysicsBody2D]或[TileMap]的[Node],如果它存在于树" -"中。\n" -"[code]body_shape_index[/code] 由[Physics2DServer]使用的其他[PhysicsBody2D]或" -"[TileMap]的[Shape2D]的索引。用[code]body." -"shape_owner_get_owner(body_shape_index)[/code]获得[CollisionShape2D]节点。\n" -"[code]local_shape_index[/code]这个RigidBody2D的[Shape2D]的索引,由" -"[Physics2DServer]使用。用[code]self.shape_owner_get_owner(local_shape_index)" -"[/code]获取[CollisionShape2D]节点。" +"当这个 RigidBody2D 的一个 [Shape2D] 和另一个 [PhysicsBody2D] 或 [TileMap] 的 " +"[Shape2D] 之间的碰撞结束时触发。要求 [member contact_monitor] 设置为 " +"[code]true[/code],[member contacts_reported] 设置得足够高以检测所有的碰撞。" +"如果 [TileSet] 有碰撞 [Shape2D],就会检测到 [TileMap] 的。\n" +"[code]body_rid[/code] [Physics2DServer] 使用的其他 [PhysicsBody2D] 或 " +"[TileSet] 的 [CollisionObject2D] 的 [RID]。\n" +"[code]body[/code] 另一个 [PhysicsBody2D] 或 [TileMap] 的 [Node],如果它存在于" +"树中。\n" +"[code]body_shape_index[/code] 由 [Physics2DServer] 使用的其他 " +"[PhysicsBody2D] 或 [TileMap] 的 [Shape2D]的索引。用 [code]body." +"shape_owner_get_owner(body_shape_index)[/code] 获得 [CollisionShape2D] 节" +"点。\n" +"[code]local_shape_index[/code] 这个 RigidBody2D 的 [Shape2D] 的索引,由 " +"[Physics2DServer] 使用。用 [code]self." +"shape_owner_get_owner(local_shape_index)[/code] 获取 [CollisionShape2D] 节" +"点。" #: doc/classes/RigidBody2D.xml msgid "" @@ -67032,14 +67073,14 @@ msgstr "静态模式。物体的行为就像一个[StaticBody2D],不会移动 msgid "" "Character mode. Similar to [constant MODE_RIGID], but the body can not " "rotate." -msgstr "角色模式。与[constant MODE_RIGID]类似,但主体不能旋转。" +msgstr "角色模式。与 [constant MODE_RIGID] 类似,但主体不能旋转。" #: doc/classes/RigidBody2D.xml msgid "" "Kinematic mode. The body behaves like a [KinematicBody2D], and must be moved " "by code." msgstr "" -"运动学模式。这个物体的行为就像一个[KinematicBody2D],必须通过代码来移动。" +"运动学模式。这个物体的行为就像一个 [KinematicBody2D],必须通过代码来移动。" #: doc/classes/RigidBody2D.xml msgid "" @@ -67053,14 +67094,13 @@ msgstr "" msgid "" "Continuous collision detection enabled using raycasting. This is faster than " "shapecasting but less precise." -msgstr "使用射线投射启用连续碰撞检测。这比 shapecasting 快,但精度较低。" +msgstr "使用射线投射启用连续碰撞检测。这比形状投射快,但精度较低。" #: doc/classes/RigidBody2D.xml msgid "" "Continuous collision detection enabled using shapecasting. This is the " "slowest CCD method and the most precise." -msgstr "" -"使用 shapecasting 启用连续碰撞检测。这是最慢的 CCD 方法,也是最精确的。" +msgstr "使用形状投射启用连续碰撞检测。这是最慢的 CCD 方法,也是最精确的。" #: doc/classes/Room.xml msgid "Room node, used to group objects together locally for [Portal] culling." @@ -67611,8 +67651,8 @@ msgid "" "scene as the result of [method PackedScene.get_state]." msgstr "" "维护一个与场景相关的资源、节点、导出的和重写的属性以及内置脚本的列表。\n" -"这个类不能直接实例化,它是作为[method PackedScene.get_state]的结果为一个给定" -"的场景检索的。" +"这个类不能直接实例化,它是作为 [method PackedScene.get_state] 的结果为一个给" +"定的场景检索的。" #: doc/classes/SceneState.xml msgid "" @@ -67640,7 +67680,7 @@ msgstr "" #: doc/classes/SceneState.xml msgid "Returns the method connected to the signal at [code]idx[/code]." -msgstr "返回连接到[code]idx[/code]处信号的方法。" +msgstr "返回连接到 [code]idx[/code] 处信号的方法。" #: doc/classes/SceneState.xml msgid "Returns the name of the signal at [code]idx[/code]." @@ -67720,9 +67760,9 @@ msgid "" "If [code]for_parent[/code] is [code]true[/code], returns the path of the " "[code]idx[/code] node's parent instead." msgstr "" -"返回 [code]idx[/code]处的节点的路径。\n" -"如果[code]for_parent[/code]是[code]true[/code],则返回 [code]idx[/code]节点的" -"父节点的路径。" +"返回 [code]idx[/code] 处的节点的路径。\n" +"如果 [code]for_parent[/code] 是 [code]true[/code],则返回 [code]idx[/code] 节" +"点的父节点的路径。" #: doc/classes/SceneState.xml msgid "" @@ -67757,8 +67797,8 @@ msgid "" "Returns [code]true[/code] if the node at [code]idx[/code] is an " "[InstancePlaceholder]." msgstr "" -"如果[code]idx[/code]处的节点是一个[InstancePlaceholder],返回 [code]true[/" -"code]。" +"如果 [code]idx[/code] 处的节点是一个 [InstancePlaceholder],则返回 " +"[code]true[/code]。" #: doc/classes/SceneState.xml msgid "" @@ -67958,7 +67998,7 @@ msgstr "返回此 [SceneTree] 的 [member network_peer] 的唯一对等 ID。" #: doc/classes/SceneTree.xml msgid "Returns the number of nodes in this [SceneTree]." -msgstr "返回此[SceneTree]中的节点数。" +msgstr "返回此 [SceneTree] 中的节点数。" #: doc/classes/SceneTree.xml msgid "Returns a list of all nodes assigned to the given group." @@ -67974,7 +68014,7 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "Returns the sender's peer ID for the most recently received RPC call." -msgstr "返回最近收到的RPC调用的发送者的对等ID。" +msgstr "返回最近收到的 RPC 调用的发送者的对等 ID。" #: doc/classes/SceneTree.xml msgid "Returns [code]true[/code] if the given group exists." @@ -68316,23 +68356,23 @@ msgstr "当 [SceneTree] 层次结构发生变化(移动或重命名子项等 #: doc/classes/SceneTree.xml msgid "Call a group with no flags (default)." -msgstr "调用没有标志的组(默认)。" +msgstr "对组进行调用时,不使用标志(默认)。" #: doc/classes/SceneTree.xml msgid "Call a group in reverse scene order." -msgstr "以相反的场景顺序调用组。" +msgstr "对组进行调用时,使用逆场景序。" #: doc/classes/SceneTree.xml msgid "Call a group immediately (calls are normally made on idle)." -msgstr "立即调用一个组(调用通常在空闲时进行)。" +msgstr "对组进行调用时,立即执行(正常情况下是在空闲时调用的)。" #: doc/classes/SceneTree.xml msgid "Call a group only once even if the call is executed many times." -msgstr "即使调用多次执行,也只调用一次组。" +msgstr "对组进行调用时,即便执行了多次调用也只调用一次。" #: doc/classes/SceneTree.xml msgid "No stretching." -msgstr "未拉伸。" +msgstr "不拉伸。" #: doc/classes/SceneTree.xml msgid "Render stretching in higher resolution (interpolated)." @@ -68342,7 +68382,7 @@ msgstr "以更高的分辨率渲染拉伸(插值)。" msgid "" "Keep the specified display resolution. No interpolation. Content may appear " "pixelated." -msgstr "保持指定的显示分辨率。没有插值。内容可能会出现像素化。" +msgstr "保持指定的显示分辨率。不做插值。内容可能会出现像素化。" #: doc/classes/SceneTree.xml msgid "" @@ -68360,13 +68400,13 @@ msgstr "在任意轴上用黑条填充来保持相同的长宽比。这可以防 msgid "" "Expand vertically. Left/right black bars may appear if the window is too " "wide." -msgstr "垂直展开。如果窗口太宽,可能会出现左/右黑条。" +msgstr "垂直扩展。如果窗口太宽,可能会出现左/右黑条。" #: doc/classes/SceneTree.xml msgid "" "Expand horizontally. Top/bottom black bars may appear if the window is too " "tall." -msgstr "水平展开。如果窗口太高,可能会出现顶部/底部黑条。" +msgstr "水平扩展。如果窗口太高,可能会出现顶部/底部黑条。" #: doc/classes/SceneTree.xml msgid "" @@ -68393,9 +68433,9 @@ msgid "" "The timer will be dereferenced after its time elapses. To preserve the " "timer, you can keep a reference to it. See [Reference]." msgstr "" -"由场景树管理的一次性定时器,它在完成时发[signal timeout] 信号。请参阅 " +"由场景树管理的一次性定时器,它在完成时发 [signal timeout] 信号。另请参阅 " "[method SceneTree.create_timer]。\n" -"与 [Timer] 相反,它不需要实例化节点。常用于创建一次性的延迟定时器,如下面的例" +"与 [Timer] 不同,它不需要实例化节点。常用于创建一次性的延迟定时器,如下面的例" "子:\n" "[codeblock]\n" "func some_function():\n" @@ -73594,9 +73634,32 @@ msgstr "" #: doc/classes/String.xml msgid "" "Formats the string by replacing all occurrences of [code]placeholder[/code] " -"with [code]values[/code]." +"with the elements of [code]values[/code].\n" +"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in " +"[code]placeholder[/code] will be replaced with the corresponding keys in " +"advance. Array elements use their index as keys.\n" +"[codeblock]\n" +"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is " +"named after it.\n" +"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is " +"named after it.\"\n" +"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n" +"\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n" +"[/codeblock]\n" +"Some additional handling is performed when [code]values[/code] is an array. " +"If [code]placeholder[/code] does not contain an underscore, the elements of " +"the array will be used to replace one occurrence of the placeholder in turn; " +"If an array element is another 2-element array, it'll be interpreted as a " +"key-value pair.\n" +"[codeblock]\n" +"# Prints: User 42 is Godot.\n" +"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n" +"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", " +"\"Godot\"]]))\n" +"[/codeblock]" msgstr "" -"格式化字符串,将所有的 [code]placeholder[/code] 替换为 [code]values[/code]。" #: doc/classes/String.xml msgid "If the string is a valid file path, returns the base directory name." @@ -74414,13 +74477,12 @@ msgstr "" #: doc/classes/StyleBox.xml msgid "" -"Draws this stylebox using a [CanvasItem] with given [RID].\n" -"You can get a [RID] value using [method Object.get_instance_id] on a " -"[CanvasItem]-derived node." +"Draws this stylebox using a canvas item identified by the given [RID].\n" +"The [RID] value can either be the result of [method CanvasItem." +"get_canvas_item] called on an existing [CanvasItem]-derived node, or " +"directly from creating a canvas item in the [VisualServer] with [method " +"VisualServer.canvas_item_create]." msgstr "" -"使用具有给定 [RID] 的 [CanvasItem] 绘制此StyleBox。\n" -"您可以在 [CanvasItem] 派生节点上使用 [method Object.get_instance_id] 获取 " -"[RID] 值。" #: doc/classes/StyleBox.xml msgid "Returns the size of this [StyleBox] without the margins." @@ -76272,6 +76334,11 @@ msgid "If [code]true[/code], a right-click displays the context menu." msgstr "为 [code]true[/code] 时右键单击会显示上下文菜单。" #: doc/classes/TextEdit.xml +#, fuzzy +msgid "If [code]true[/code], allow drag and drop of selected text." +msgstr "如果为 [code]true[/code],则可以选择和编辑该值。" + +#: doc/classes/TextEdit.xml msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." @@ -83788,12 +83855,14 @@ msgid "The subdivision amount of the fourth quadrant on the shadow atlas." msgstr "阴影图集上第四象限的细分量。" #: doc/classes/Viewport.xml +#, fuzzy msgid "" "The shadow atlas' resolution (used for omni and spot lights). The value will " "be rounded up to the nearest power of 2.\n" -"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-" -"created viewports default to a value of 0, this value must be set above 0 " -"manually." +"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] " +"directional shadows won't be visible. Since user-created viewports default " +"to a value of [code]0[/code], this value must be set above [code]0[/code] " +"manually (typically at least [code]256[/code])." msgstr "" "阴影图集的分辨率(用于全向光和聚光)。该值将四舍五入到最接近的 2 的幂。\n" "[b]注意:[/b]如果设置为 0,阴影将不可见。由于用户创建的视区默认值为 0,因此必" @@ -83830,8 +83899,12 @@ msgid "" msgstr "如果为 [code]true[/code],该视窗应使其背景渲染为透明。" #: doc/classes/Viewport.xml -msgid "The rendering mode of viewport." -msgstr "视窗的渲染模式。" +msgid "" +"The rendering mode of viewport.\n" +"[b]Note:[/b] If set to [constant USAGE_2D] or [constant " +"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since " +"HDR is not supported for 2D." +msgstr "" #: doc/classes/Viewport.xml msgid "" |