diff options
Diffstat (limited to 'doc/translations/zh_CN.po')
-rw-r--r-- | doc/translations/zh_CN.po | 234 |
1 files changed, 118 insertions, 116 deletions
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index 76ea804df5..7647bf0081 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: 2022-07-26 01:54+0000\n" +"PO-Revision-Date: 2022-07-31 16:43+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" @@ -1322,7 +1322,6 @@ msgstr "" "在打印错误或警告时还会显示堆栈跟踪。" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Like [method print], but includes the current stack frame when running with " "the debugger turned on.\n" @@ -1332,10 +1331,11 @@ msgid "" " At: res://test.gd:15:_process()\n" "[/codeblock]" msgstr "" -"在代码位置打印堆栈轨迹,仅在打开调试器的情况下运行。\n" -"控制台中的输出如下所示:\n" +"与 [method 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" -"Frame 0 - res://test.gd:16 in function '_process'\n" +"Test print\n" +" At: res://test.gd:15:_process()\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml @@ -9581,7 +9581,6 @@ msgstr "" "制器也将保持相同的 ID。" #: doc/classes/ARVRController.xml -#, fuzzy msgid "" "The degree to which the controller vibrates. Ranges from [code]0.0[/code] to " "[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] " @@ -9589,9 +9588,8 @@ msgid "" "This is a useful property to animate if you want the controller to vibrate " "for a limited duration." msgstr "" -"控制器振动的程度。范围从 [code]0.0[/code] 到 [code]1.0[/code],精度 " -"[code].01[/code]。如果更改,会相应地更新 [member ARVRPositionalTracker." -"rumble]。\n" +"控制器振动的程度。范围从 [code]0.0[/code] 到 [code]1.0[/code]。如果更改," +"会相应地更新 [member ARVRPositionalTracker.rumble]。\n" "如果你想让控制器在限定时间内振动,这是一个有用的属性,可以将其动画化。" #: doc/classes/ARVRController.xml @@ -14589,6 +14587,10 @@ msgid "" "current, setting one camera's [member current] to [code]false[/code] will " "cause the other camera to be made current." msgstr "" +"如果为 [code]true[/code],则祖级 [Viewport] 正在使用这个相机。\n" +"如果场景中有多个相机,总会有一个被设为当前相机。例如,假设场景中存在两个 " +"[Camera] 节点并且只有一个为当前相机,那么如果把某一个相机的 [member current] " +"设为 [code]false[/code] 就会导致另一个相机被设为当前相机。" #: doc/classes/Camera.xml msgid "" @@ -17985,7 +17987,7 @@ msgstr "道奇蓝色。" #: doc/classes/Color.xml msgid "Firebrick color." -msgstr "火砖的颜色。" +msgstr "耐火砖红色。" #: doc/classes/Color.xml msgid "Floral white color." @@ -17997,11 +17999,11 @@ msgstr "森林绿色。" #: doc/classes/Color.xml msgid "Fuchsia color." -msgstr "紫红色的颜色。" +msgstr "洋红色。" #: doc/classes/Color.xml msgid "Gainsboro color." -msgstr "庚斯伯勒颜色。" +msgstr "庚斯伯勒灰色。" #: doc/classes/Color.xml msgid "Ghost white color." @@ -18013,7 +18015,7 @@ msgstr "金色。" #: doc/classes/Color.xml msgid "Goldenrod color." -msgstr "金黄的颜色。" +msgstr "金菊色。" #: doc/classes/Color.xml msgid "Gray color." @@ -18033,7 +18035,7 @@ msgstr "蜜露色。" #: doc/classes/Color.xml msgid "Hot pink color." -msgstr "炙热的粉红色。" +msgstr "亮粉色。" #: doc/classes/Color.xml msgid "Indian red color." @@ -18057,7 +18059,7 @@ msgstr "薰衣草色。" #: doc/classes/Color.xml msgid "Lavender blush color." -msgstr "薰衣草腮红的颜色。" +msgstr "薰衣草紫红色。" #: doc/classes/Color.xml msgid "Lawn green color." @@ -18081,7 +18083,7 @@ msgstr "淡青色。" #: doc/classes/Color.xml msgid "Light goldenrod color." -msgstr "淡淡的金黄色。" +msgstr "亮金菊黄色。" #: doc/classes/Color.xml msgid "Light gray color." @@ -22935,7 +22937,7 @@ msgstr "" msgid "" "A script implemented in the C# programming language (Mono-enabled builds " "only)." -msgstr "用C#编程语言实现的脚本(仅启用Mono的版本)。" +msgstr "用 C# 编程语言实现的脚本(仅 Mono 版本中存在)。" #: modules/mono/doc_classes/CSharpScript.xml msgid "" @@ -22943,14 +22945,14 @@ msgid "" "class and is only available in Mono-enabled Godot builds.\n" "See also [GodotSharp]." msgstr "" -"此类表示C#脚本。它与[GDScript]类的C#等效,并且仅在启用了Mono的Godot版本中可" -"用。\n" -"另请参阅[GodotSharp]。" +"这个类表示 C# 脚本,是 [GDScript] 类在 C# 中的对等体,仅在启用了 Mono 的 " +"Godot 版本中可用。\n" +"另请参阅 [GodotSharp]。" #: modules/mono/doc_classes/CSharpScript.xml #: modules/gdnative/doc_classes/PluginScript.xml msgid "Returns a new instance of the script." -msgstr "返回脚本的新实例。" +msgstr "返回该脚本的新实例。" #: doc/classes/CubeMap.xml msgid "A CubeMap is a 6-sided 3D texture." @@ -23267,7 +23269,7 @@ msgstr "重新计算曲线的烘焙点缓存。" msgid "" "Removes points that are closer than [code]CMP_EPSILON[/code] (0.00001) units " "to their neighbor on the curve." -msgstr "移除比曲线上的相邻点近[code]CMP_EPSILON[/code](0.00001)个单位的点。" +msgstr "移除比曲线上的相邻点近 [code]CMP_EPSILON[/code](0.00001)个单位的点。" #: doc/classes/Curve.xml doc/classes/Curve2D.xml doc/classes/Curve3D.xml msgid "Removes all points from the curve." @@ -23462,9 +23464,9 @@ msgid "" "the index is out of bounds, the function sends an error to the console, and " "returns [code](0, 0)[/code]." msgstr "" -"返回指向顶点[code]idx[/code]的控制点位置。返回的位置是相对于顶点[code]idx[/" -"code]的。如果索引超出了范围,函数会向控制台发送一条错误,并返回 [code](0, 0)" -"[/code]。" +"返回指向顶点 [code]idx[/code] 的控制点位置。返回的位置是相对于顶点 " +"[code]idx[/code] 的。如果索引超出了范围,函数会向控制台发送一条错误,并返回 " +"[code](0, 0)[/code]。" #: doc/classes/Curve2D.xml msgid "" @@ -23473,9 +23475,9 @@ msgid "" "code]. If the index is out of bounds, the function sends an error to the " "console, and returns [code](0, 0)[/code]." msgstr "" -"返回从顶点[code]idx[/code]引出的控制点位置。返回的位置是相对于顶点 " -"[code]idx[/code]。如果索引越界,函数会向控制台发送错误,并返回 [code](0, 0)[/" -"code]。" +"返回从顶点 [code]idx[/code] 引出的控制点位置。返回的位置是相对于顶点 " +"[code]idx[/code]。如果索引越界,函数会向控制台发送错误,并返回 [code](0, " +"0)[/code]。" #: doc/classes/Curve2D.xml msgid "" @@ -25234,9 +25236,9 @@ msgid "" "appear in the inspector when selecting a node that extends the class " "specified by [code]class_name[/code]." msgstr "" -"如果[code]class_name[/code]指定的类中的[code]property[/code]被禁用,则返回 " -"[code]true[/code]。当属性被禁用时,当[code]class_name[/code]类被指定为类的(继" -"承)父节点时,它将不会出现在检查器中。" +"如果 [code]class_name[/code] 指定的类中的 [code]property[/code] 属性被禁用," +"则返回 [code]true[/code]。禁用某一属性后,当选中继承自 " +"[code]class_name[/code] 类的节点时,该属性将不会出现在检查器中。" #: doc/classes/EditorFeatureProfile.xml msgid "" @@ -25252,18 +25254,19 @@ msgid "" "format obtained by using the feature profile manager's [b]Export[/b] button " "or the [method save_to_file] method." msgstr "" -"从文件中加载一个编辑器功能配置文件。该文件必须遵循JSON格式,通过使用功能配置" -"文件管理器的[b]Export[/b]按钮或[method save_to_file]方法获得。" +"从文件中加载一个编辑器功能配置文件。该文件必须遵循 JSON " +"格式,通过使用功能配置文件管理器的[b]导出[/b]按钮或 [method save_to_file] " +"方法获得。" #: doc/classes/EditorFeatureProfile.xml -#, fuzzy msgid "" "Saves the editor feature profile to a file in JSON format. It can then be " "imported using the feature profile manager's [b]Import[/b] button or the " "[method load_from_file] method." msgstr "" -"将编辑器的功能配置保存到JSON格式的文件中。然后可以使用特征配置文件管理器的[b]" -"导入[/b]按钮或[method load_from_file]按钮导入它。" +"将编辑器的功能配置保存到 JSON " +"格式的文件中。然后可以使用功能配置文件管理器的[b]导入[/b]按钮或 [method " +"load_from_file] 方法导入它。" #: doc/classes/EditorFeatureProfile.xml msgid "" @@ -25271,8 +25274,9 @@ msgid "" "by [code]class_name[/code]. When disabled, the class won't appear in the " "Create New Node dialog." msgstr "" -"如果 [code]disable[/code] 是 [code]true[/code],则禁用 [code]class_name[/" -"code] 指定的类。被禁用时,该类不会出现在“创建新 Node”对话框中。" +"如果 [code]disable[/code] 为 [code]true[/code],则禁用 " +"[code]class_name[/code] 指定的类。禁用后,该类不会出现在“创建新 " +"Node”对话框中。" #: doc/classes/EditorFeatureProfile.xml msgid "" @@ -25281,9 +25285,9 @@ msgid "" "appear in the Create New Node dialog but the inspector will be read-only " "when selecting a node that extends the class." msgstr "" -"如果 [code]disable[/code] 为 [code]true[/code],则禁用 [code]class_name[/" -"code] 指定的类的编辑。禁用时,类仍然会出现在“创建新 Node”对话框中,但在选择继" -"承的节点时,检查器将只读。" +"如果 [code]disable[/code] 为 [code]true[/code],则禁用 " +"[code]class_name[/code] 指定的类的编辑。禁用后,该类仍然会出现在“创建新 " +"Node”对话框中,但在选中继承的节点时,检查器将只读。" #: doc/classes/EditorFeatureProfile.xml msgid "" @@ -25292,9 +25296,10 @@ msgid "" "When a property is disabled, it won't appear in the inspector when selecting " "a node that extends the class specified by [code]class_name[/code]." msgstr "" -"如果 [code]disable[/code] 是 [code]true[/code],则禁用 [code]class_name[/" -"code] 指定的类中的 [code]property[/code] 的编辑。当属性被禁用时,当选择继承 " -"[code]class_name[/code] 指定的类的节点时,它将不会出现在检查器中。" +"如果 [code]disable[/code] 为 [code]true[/code],则禁用 " +"[code]class_name[/code] 指定的类中的 [code]property[/code] " +"属性的编辑。禁用某一属性后,选中继承自 [code]class_name[/code] " +"指定的类的节点时,这个属性将不会出现在检查器中。" #: doc/classes/EditorFeatureProfile.xml msgid "" @@ -25325,7 +25330,7 @@ msgstr "" msgid "" "The AssetLib tab. If this feature is disabled, the AssetLib tab won't " "display." -msgstr "AssetLib选项卡。如果禁用此功能,则不会显示AssetLib选项卡。" +msgstr "AssetLib 选项卡。如果禁用此功能,则不会显示 AssetLib 选项卡。" #: doc/classes/EditorFeatureProfile.xml msgid "" @@ -29678,14 +29683,13 @@ msgid "The default exposure used for tonemapping." msgstr "用于色调映射的默认曝光。" #: doc/classes/Environment.xml -#, fuzzy msgid "" "The tonemapping mode to use. Tonemapping is the process that \"converts\" " "HDR values to be suitable for rendering on a SDR display. (Godot doesn't " "support rendering on HDR displays yet.)" msgstr "" -"要使用的色调映射模式。色调映射是“转换”HDR 值以适合在 LDR 显示器上呈现的过程。" -"(Godot 尚不支持在 HDR 显示器上进行渲染。)" +"要使用的色调映射模式。色调映射是将 HDR 值“转换”为适合在 SDR " +"显示器上呈现的值过程。(Godot 尚不支持在 HDR 显示器上进行渲染。)" #: doc/classes/Environment.xml msgid "" @@ -31958,16 +31962,16 @@ msgstr "" "[b]注意:[/b]直线是使用方向向量而不是终点指定的。" #: doc/classes/Geometry.xml -#, fuzzy msgid "" "Given an array of [Vector2]s representing tiles, builds an atlas. The " "returned dictionary has two keys: [code]points[/code] is an array of " "[Vector2] that specifies the positions of each tile, [code]size[/code] " "contains the overall size of the whole atlas as [Vector2]." msgstr "" -"给定表示图块的[Vector2]数组,构建一个地图集。返回的字典有两个键:" -"[code]points[/code]是[Vector2]的向量,用于指定每个图块的位置,[code]size[/" -"code]包含整个图集的整体大小,作为[Vector2]。" +"给定表示图块的 [Vector2] " +"数组,构建一个地图集。返回的字典有两个键:[code]points[/code] 是 [Vector2] " +"的数组,用于指定每个图块的位置,[code]size[/code] 包含整个图集的整体大小," +"是一个 [Vector2]。" #: doc/classes/Geometry.xml msgid "" @@ -33247,9 +33251,7 @@ msgstr "小图矩形的大小。地图自身基于网格区域的大小,并被 msgid "" "If [code]true[/code], enables disconnection of existing connections in the " "GraphEdit by dragging the right end." -msgstr "" -"如果为 [code]true[/code],通过拖动右端,可以断开图形编辑GraphEdit中现有的连" -"接。" +msgstr "如果为 [code]true[/code],通过拖动右端,可以断开 GraphEdit 中现有的连接。" #: doc/classes/GraphEdit.xml msgid "The scroll offset." @@ -33306,9 +33308,9 @@ msgid "" "code] slot of the [code]from[/code] GraphNode and the [code]to_slot[/code] " "slot of the [code]to[/code] GraphNode is attempted to be created." msgstr "" -"当试图创建[code]来自from[/code]图形节点GraphNode1的[code]from_slot[/code]槽和" -"[code]to[/code]图形节点GraphNode2的[code]to_slot[/code]槽之间的连接时,会向图" -"形编辑GraphEdit发出。" +"尝试创建从 [code]from[/code] GraphNode 的 [code]from_slot[/code] 槽到 " +"[code]to[/code] GraphNode 的 [code]to_slot[/code] 槽之间的连接时,会向该 " +"GraphEdit 发出。" #: doc/classes/GraphEdit.xml msgid "" @@ -33335,9 +33337,9 @@ msgid "" "slot of [code]from[/code] GraphNode and [code]to_slot[/code] slot of " "[code]to[/code] GraphNode is attempted to be removed." msgstr "" -"当试图移除 [code]from[/code] 图形节点GraphNode1的 [code]from_slot[/code]槽和" -"[code]to[/code] 图形节点GraphNode 的[code]to_slot[/code] 槽之间的连接时,会发" -"送到图形编辑GraphEdit。" +"尝试移除从 [code]from[/code] GraphNode 的 [code]from_slot[/code] 槽到 " +"[code]to[/code] GraphNode 的 [code]to_slot[/code] 槽之间的连接时,会向该 " +"GraphEdit 发出。" #: doc/classes/GraphEdit.xml msgid "" @@ -33561,9 +33563,8 @@ msgstr "" msgid "" "Sets the [Color] of the right (output) side of the slot [code]idx[/code] to " "[code]color_right[/code]." -msgstr "" -"将插槽[code]idx[/code]的右侧(输出)的颜色[Color]设置为[code]color_right[/" -"code]。" +msgstr "将插槽 [code]idx[/code] 的右侧(输出)的颜色 [Color] 设置为 " +"[code]color_right[/code]。" #: doc/classes/GraphNode.xml msgid "" @@ -33599,7 +33600,7 @@ msgstr "" #: doc/classes/GraphNode.xml msgid "If [code]true[/code], the GraphNode is a comment node." -msgstr "如果为 [code]true[/code],则 GraphNode 是注释节点。" +msgstr "如果为 [code]true[/code],则该 GraphNode 是注释节点。" #: doc/classes/GraphNode.xml msgid "" @@ -33627,7 +33628,7 @@ msgstr "" #: doc/classes/GraphNode.xml msgid "If [code]true[/code], the GraphNode is selected." -msgstr "如果为 [code]true[/code],图形节点GraphNode被选中。" +msgstr "如果为 [code]true[/code],则该 GraphNode 被选中。" #: doc/classes/GraphNode.xml msgid "" @@ -41016,7 +41017,6 @@ msgid "The tint of [Font]'s outline." msgstr "对 [Font] 轮廓的染色。" #: doc/classes/Label3D.xml -#, fuzzy msgid "" "Sets the render priority for the text outline. Higher priority objects will " "be sorted in front of lower priority objects.\n" @@ -41028,8 +41028,8 @@ msgid "" "sorted from back to front (subject to priority)." msgstr "" "设置文本轮廓的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n" -"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant ALPHA_CUT_DISABLED](默认" -"值)时适用。\n" +"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant " +"ALPHA_CUT_DISABLED](默认值)时适用。\n" "[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序" "方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。" @@ -41038,7 +41038,6 @@ msgid "The size of one pixel's width on the label to scale it in 3D." msgstr "标签上一个像素宽度的大小,以 3D 缩放。" #: doc/classes/Label3D.xml -#, fuzzy msgid "" "Sets the render priority for the text. Higher priority objects will be " "sorted in front of lower priority objects.\n" @@ -41050,8 +41049,8 @@ msgid "" "sorted from back to front (subject to priority)." msgstr "" "设置文本的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n" -"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant ALPHA_CUT_DISABLED](默认" -"值)时适用。\n" +"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant " +"ALPHA_CUT_DISABLED](默认值)时适用。\n" "[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序" "方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。" @@ -41077,11 +41076,10 @@ msgid "If set, lights in the environment affect the label." msgstr "如果打开,环境中的灯光会影响该标签。" #: doc/classes/Label3D.xml -#, fuzzy msgid "" "If set, text can be seen from the back as well. If not, the text is " "invisible when looking at it from behind." -msgstr "如果打开,从后面也可以看到文本,如果不打开,从后面看它是不可见的。" +msgstr "如果打开,从后面也可以看到文本。如果不打开,从后面看该文本是不可见的。" #: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml #: doc/classes/SpriteBase3D.xml @@ -46077,7 +46075,6 @@ msgid "An instance of a [NavigationMesh]." msgstr "[NavigationMesh] 的一个实例。" #: doc/classes/NavigationMeshInstance.xml -#, fuzzy msgid "" "An instance of a [NavigationMesh]. It tells the [Navigation] node what can " "be navigated and what cannot, based on the [NavigationMesh] resource.\n" @@ -46096,13 +46093,13 @@ msgid "" "The cost of traveling distances inside this region can be controlled with " "the [member travel_cost] multiplier." msgstr "" -"[NavigationMesh] 的实例。[Navigation] 节点根据它的 [NavigationMesh] 资源来确" -"定哪些可以进行导航、哪些不能。\n" +"[NavigationMesh] 的实例。[Navigation] 节点根据它的 [NavigationMesh] " +"资源来确定哪些可以进行导航、哪些不能。\n" "默认情况下,这个节点会在默认的 [World] 导航地图中进行注册。如果这个节点是 " "[Navigation] 节点的子项,就会在该导航节点的导航地图中进行注册。\n" "如果两个地图共享类似的边界,就可以相互连接。你可以通过 [method " -"NavigationServer.map_set_edge_connection_margin] 设置两个顶点连接两条边界所需" -"的最小距离。\n" +"NavigationServer.map_set_edge_connection_margin] " +"设置两个顶点连接两条边界所需的最小距离。\n" "[b]注意:[/b]将两个地区的导航网格相互重叠并不足以将其相连。它们必须共享类似的" "边界。\n" "从另一个地区进入这个地图的消耗可以通过 [member enter_cost] 进行控制。\n" @@ -46415,7 +46412,6 @@ msgid "A region of the 2D navigation map." msgstr "2D 导航地图上的一个地区。" #: doc/classes/NavigationPolygonInstance.xml -#, fuzzy msgid "" "A region of the navigation map. It tells the [Navigation2DServer] what can " "be navigated and what cannot, based on its [NavigationPolygon] resource.\n" @@ -46434,13 +46430,13 @@ msgid "" "The pathfinding cost of traveling distances inside this region can be " "controlled with the [member travel_cost] multiplier." msgstr "" -"导航地图上的地区。[Navigation2DServer] 根据它的 [NavigationPolygon] 资源来确" -"定哪些可以进行导航、哪些不能。\n" +"导航地图上的地区。[Navigation2DServer] 根据它的 [NavigationPolygon] " +"资源来确定哪些可以进行导航、哪些不能。\n" "默认情况下,这个节点会在默认的 [World2D] 导航地图中进行注册。如果这个节点是 " "[Navigation2D] 节点的子项,就会在该导航节点的导航地图中进行注册。\n" "如果两个地图共享类似的边界,就可以相互连接。你可以通过 [method " -"Navigation2DServer.map_set_edge_connection_margin] 设置两个顶点连接两条边界所" -"需的最小距离。\n" +"Navigation2DServer.map_set_edge_connection_margin] " +"设置两个顶点连接两条边界所需的最小距离。\n" "[b]注意:[/b]将两个地区的导航网格相互重叠并不足以将其相连。它们必须共享类似的" "边界。\n" "从另一个地区进入这个地图的寻路消耗可以通过 [member enter_cost] 进行控制。\n" @@ -46587,7 +46583,7 @@ msgstr "控制这个服务器是否激活。" msgid "" "A [NetworkedMultiplayerPeer] implementation that can be controlled from a " "script." -msgstr "" +msgstr "对 [NetworkedMultiplayerPeer] 的一种实现,能够通过脚本控制。" #: doc/classes/NetworkedMultiplayerCustom.xml msgid "" @@ -46596,6 +46592,9 @@ msgid "" "Its purpose is to allow adding a new backend for the high-Level multiplayer " "API without needing to use GDNative." msgstr "" +"对 [NetworkedMultiplayerPeer] 的一种实现,能够作为 [member MultiplayerAPI." +"network_peer] 使用并且通过脚本控制。\n" +"其目的是为高级多人 API 添加新的后端,不必使用 GDNative。" #: doc/classes/NetworkedMultiplayerCustom.xml msgid "" @@ -46604,24 +46603,26 @@ msgid "" "(originating from the [signal packet_generated] signal on the sending peer), " "passing it to this method will deliver it locally." msgstr "" +"向本地 [MultiplayerAPI] 传递数据包。\n" +"当你的脚本通过网络收到其他对等体的数据包时(发送方发出 [signal " +"packet_generated] 信号),将其传递给这个方法会在本地进行传递。" #: doc/classes/NetworkedMultiplayerCustom.xml msgid "" "Initialize the peer with the given [code]peer_id[/code] (must be between 1 " "and 2147483647)." -msgstr "" +msgstr "使用给定的 [code]peer_id[/code] 初始化该对等体(必须在 1 和 2147483647 " +"之间)。" #: doc/classes/NetworkedMultiplayerCustom.xml -#, fuzzy msgid "" "Set the state of the connection. See [enum NetworkedMultiplayerPeer." "ConnectionStatus]." -msgstr "返回连接的当前状态。见 [enum ConnectionStatus]。" +msgstr "设置连接的状态。见 [enum NetworkedMultiplayerPeer.ConnectionStatus]。" #: doc/classes/NetworkedMultiplayerCustom.xml -#, fuzzy msgid "Set the max packet size that this peer can handle." -msgstr "设置该实例使用的光照图。" +msgstr "设置这个对等体所能够处理的最大数据包大小。" #: doc/classes/NetworkedMultiplayerCustom.xml msgid "" @@ -46630,6 +46631,9 @@ msgid "" "the network (which should call [method deliver_packet] with the data when " "it's received)." msgstr "" +"当本地 [MultiplayerAPI] 生成数据包时触发。\n" +"你的脚本应当获取这个数据包并将其通过网络发送给请求的对等体(" +"对方收到该数据时应当调用 [method deliver_packet])。" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" @@ -50336,6 +50340,10 @@ msgid "" "series don't support cubemap shadows and will fall back to dual paraboloid " "shadows as a result." msgstr "" +"为这个 [OmniLight] 使用的阴影渲染模式。见 [enum ShadowMode]。\n" +"[b]注意:[/b]在 GLES2 中,只有支持深度立方体贴图功能的 GPU 才支持 [constant " +"SHADOW_CUBE]。Radeon HD 4000 系列等较老的 GPU " +"不支持立方体贴图阴影,因此会回退到使用双抛物面阴影。" #: doc/classes/OmniLight.xml msgid "" @@ -50345,14 +50353,13 @@ msgstr "" "阴影被渲染到一个双抛物面纹理。比 [constant SHADOW_CUBE] 更快,但质量较差。" #: doc/classes/OmniLight.xml -#, fuzzy msgid "" "Shadows are rendered to a cubemap. Slower than [constant " "SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that " "feature support for depth cubemaps." msgstr "" -"阴影被渲染成一个立方体贴图。比 [constant SHADOW_DUAL_PARABOLOID] 慢,但质量更" -"高。" +"阴影被渲染至一个立方体贴图。比 [constant SHADOW_DUAL_PARABOLOID] " +"慢,但质量更高。仅在支持深度立方体贴图功能的 GPU 上支持。" #: doc/classes/OmniLight.xml msgid "Use more detail vertically when computing the shadow." @@ -72901,7 +72908,6 @@ msgid "The size of one pixel's width on the sprite to scale it in 3D." msgstr "精灵上一个像素宽度的大小,以 3D 缩放。" #: doc/classes/SpriteBase3D.xml -#, fuzzy msgid "" "Sets the render priority for the sprite. Higher priority objects will be " "sorted in front of lower priority objects.\n" @@ -72912,9 +72918,9 @@ msgid "" "This is because opaque objects are not sorted, while transparent objects are " "sorted from back to front (subject to priority)." msgstr "" -"设置精灵的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n" -"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant ALPHA_CUT_DISABLED](默认" -"值)时适用。\n" +"设置该精灵的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n" +"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant " +"ALPHA_CUT_DISABLED](默认值)时适用。\n" "[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序" "方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。" @@ -76499,14 +76505,13 @@ msgid "Sets the text for a specific line." msgstr "设置特定行的文本。" #: doc/classes/TextEdit.xml -#, fuzzy msgid "" "Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/" "code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n" "Bookmarks are shown in the [member breakpoint_gutter]." msgstr "" -"如果 [code]bookmark[/code] 为 true,则为行 [code]line[/code] 设置书签。如果 " -"[code]bookmark[/code] 为 false,则删除该书签。\n" +"如果 [code]bookmark[/code] 为 [code]true[/code],则为行 [code]line[/code] " +"设置书签。如果 [code]bookmark[/code] 为 [code]false[/code],则删除该书签。\n" "书签显示在 [member breakpoint_gutter] 中。" #: doc/classes/TextEdit.xml @@ -80906,14 +80911,12 @@ msgid "" msgstr "返回使用 [method set_metadata] 为指定列设置的元数据。" #: doc/classes/TreeItem.xml -#, fuzzy msgid "" "Returns the next sibling TreeItem in the tree or a null object if there is " "none." -msgstr "返回树中的下一个 TreeItem,如果没有,则返回一个空对象。" +msgstr "返回树中的下一个兄弟 TreeItem,如果没有,则返回一个空对象。" #: doc/classes/TreeItem.xml -#, fuzzy msgid "" "Returns the next visible sibling TreeItem in the tree or a null object if " "there is none.\n" @@ -80921,8 +80924,8 @@ msgid "" "visible element in the tree when called on the last visible element, " "otherwise it returns [code]null[/code]." msgstr "" -"返回树中下一个可见的 TreeItem,如果没有,则返回空对象。\n" -"如果 [code]wrap[/code] 被启用,当在最后一个可见元素上调用时,该方法将环绕到树" +"返回树中下一个可见的兄弟 TreeItem,如果没有,则返回空对象。\n" +"如果启用了 [code]wrap[/code],当在最后一个可见元素上调用时,该方法将环绕到树" "中的第一个可见元素,否则它将返回 [code]null[/code]。" #: doc/classes/TreeItem.xml @@ -80930,14 +80933,12 @@ msgid "Returns the parent TreeItem or a null object if there is none." msgstr "返回父级 TreeItem,如果没有,则返回一个空对象。" #: doc/classes/TreeItem.xml -#, fuzzy msgid "" "Returns the previous sibling TreeItem in the tree or a null object if there " "is none." -msgstr "返回树中的前一个 TreeItem,如果没有,则返回一个空对象。" +msgstr "返回树中的前一个兄弟 TreeItem,如果没有,则返回一个空对象。" #: doc/classes/TreeItem.xml -#, fuzzy msgid "" "Returns the previous visible sibling TreeItem in the tree or a null object " "if there is none.\n" @@ -80945,8 +80946,8 @@ msgid "" "visible element in the tree when called on the first visible element, " "otherwise it returns [code]null[/code]." msgstr "" -"返回树中前一个可见的 TreeItem,如果没有,则返回 null 对象。\n" -"如果 [code]wrap[/code] 被启用,当在第一个可见元素上调用时,该方法将环绕到树中" +"返回树中前一个可见的兄弟 TreeItem,如果没有,则返回 null 对象。\n" +"如果启用了 [code]wrap[/code],当在第一个可见元素上调用时,该方法将环绕到树中" "最后一个可见元素,否则它将返回 [code]null[/code]。" #: doc/classes/TreeItem.xml @@ -89273,6 +89274,10 @@ msgid "" "viewport_set_use_32_bpc_depth].\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" +"如果为 " +"[code]true[/code],该视区会渲染至高动态范围(HDR)而不是标准动态范围(SDR)。" +"另请参阅 [method viewport_set_use_32_bpc_depth]。\n" +"[b]注意:[/b]仅在 GLES3 后端可用。" #: doc/classes/VisualServer.xml msgid "If [code]true[/code], the viewport's canvas is not rendered." @@ -89370,7 +89375,6 @@ msgid "" msgstr "设置视窗的 2D/3D 模式。选项见 [enum ViewportUsage] 常量。" #: doc/classes/VisualServer.xml -#, fuzzy msgid "" "If [code]true[/code], allocates the viewport's framebuffer with full " "floating-point precision (32-bit) instead of half floating-point precision " @@ -89378,11 +89382,9 @@ msgid "" "on the same [Viewport] to set HDR to [code]true[/code].\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" -"如果为 [code]true[/code],分配该视窗的帧缓冲时将使用完整浮点数精度(32 位)而" -"不是半浮点数精度(16 位)。仅在同时启用 [member hdr] 时有效。\n" -"[b]注意:[/b]启用这个设置不会提升渲染质量。使用完整浮点数精度较慢,一般只有要" -"求更高精度的高级着色器需要使用。如果是要减少条带效应,请启用 [member " -"debanding]。\n" +"如果为 [code]true[/code],分配该视区的帧缓冲时将使用完整浮点数精度(32 " +"位)而不是半浮点数精度(16 位)。只有在同一个 [Viewport] 上通过 [method " +"viewport_set_use_32_bpc_depth] 将 HDR 设为 [code]true[/code] 时有效。\n" "[b]注意:[/b]仅在 GLES3 后端中可用。" #: doc/classes/VisualServer.xml |