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Diffstat (limited to 'doc/translations/zh_CN.po')
-rw-r--r-- | doc/translations/zh_CN.po | 336 |
1 files changed, 224 insertions, 112 deletions
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index d2179a01f2..76ea804df5 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: 2022-07-17 07:14+0000\n" +"PO-Revision-Date: 2022-07-26 01:54+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" @@ -645,7 +645,7 @@ msgstr "" "a = floor(2.99) # a = 2.0\n" "a = floor(-2.99) # a = -3.0\n" "[/codeblock]\n" -"请参阅 [method ceil]、[method round]、[method stepify] 和 [int]。\n" +"另请参阅 [method ceil]、[method round]、[method stepify] 和 [int]。\n" "[b]注意:[/b]该方法返回一个浮点数。如果你需要整数,而 [code]s[/code] 是非负" "数,你可以直接使用 [code]int(s)[/code]。" @@ -1322,8 +1322,21 @@ msgstr "" "在打印错误或警告时还会显示堆栈跟踪。" #: modules/gdscript/doc_classes/@GDScript.xml -msgid "Like [method print], but prints only when used in debug mode." -msgstr "与 [method print] 类似,但仅在调试模式下使用时才打印。" +#, fuzzy +msgid "" +"Like [method print], but includes the current stack frame when running with " +"the debugger turned on.\n" +"Output in the console would look something like this:\n" +"[codeblock]\n" +"Test print\n" +" 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" +"[codeblock]\n" +"Frame 0 - res://test.gd:16 in function '_process'\n" +"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -9568,10 +9581,11 @@ 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] with precision [code].01[/code]. If changed, updates " -"[member ARVRPositionalTracker.rumble] accordingly.\n" +"[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] " +"accordingly.\n" "This is a useful property to animate if you want the controller to vibrate " "for a limited duration." msgstr "" @@ -12380,6 +12394,10 @@ msgid "" "name can't be resolved at runtime, it will fall back to [code]\"Master\"[/" "code]." msgstr "" +"这个音频在哪个总线上播放。\n" +"[b]注意:[/b]设置这个属性时,请记住它并不会对给定的名称是否与现有总线匹配进行" +"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]。" #: doc/classes/AudioStreamPlayer.xml msgid "" @@ -12580,6 +12598,10 @@ msgid "" "name can't be resolved at runtime, it will fall back to [code]\"Master\"[/" "code]." msgstr "" +"播放音频的总线。\n" +"[b]注意:[/b]设置这个属性时,请记住它并不会对给定的名称是否与现有总线匹配进行" +"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]。" #: doc/classes/AudioStreamPlayer3D.xml msgid "" @@ -14560,9 +14582,13 @@ msgstr "描述此相机渲染哪些 3D 渲染层的剔除掩码。" #: doc/classes/Camera.xml msgid "" -"If [code]true[/code], the ancestor [Viewport] is currently using this camera." +"If [code]true[/code], the ancestor [Viewport] is currently using this " +"camera.\n" +"If multiple cameras are in the scene, one will always be made current. For " +"example, if two [Camera] nodes are present in the scene and only one is " +"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],则说明祖级的 [Viewport] 当前正在使用这个摄像头。" #: doc/classes/Camera.xml msgid "" @@ -25230,10 +25256,11 @@ msgstr "" "文件管理器的[b]Export[/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] button." +"[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。" @@ -29651,9 +29678,10 @@ 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 LDR display. (Godot doesn't " +"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。" @@ -31930,9 +31958,10 @@ 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 a vector of " +"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 "" @@ -35784,7 +35813,6 @@ msgid "" msgstr "允许的最大重定向数。用于防止无限重定向循环。" #: doc/classes/HTTPRequest.xml -#, fuzzy msgid "" "If set to a value greater than [code]0.0[/code] before the request starts, " "the HTTP request will time out after [code]timeout[/code] seconds have " @@ -35795,11 +35823,11 @@ msgid "" "leave this to [code]0.0[/code] to prevent the download from failing if it " "takes too much time." msgstr "" -"如果设为大于 [code]0.0[/code] 的值,在经过 [code]timeout[/code] 秒仍未[i]完成" -"[/i]请求时,该 HTTP 请求就会超时。对于 REST API 等较小的 HTTP 请求,将 " -"[member timeout] 设为大于 [code]0.0[/code] 的值可以定时防止应用程序在失败时陷" -"入长时间的无响应状态。下载文件时请保持 [code]0.0[/code],防止在需要花费较长时" -"间下载时导致下载失败。" +"如果在请求开始前设为大于 [code]0.0[/code] 的值,在经过 [code]timeout[/code] " +"秒仍未[i]完成[/i]请求时,该 HTTP 请求就会超时。对于 REST API 等较小的 HTTP 请" +"求,将 [member timeout] 设为 [code]10.0[/code] 到 [code]30.0[/code] 之间的值" +"可以定时防止应用程序在失败时陷入长时间的无响应状态。下载文件时请保持 " +"[code]0.0[/code],防止在需要花费较长时间下载时导致下载失败。" #: doc/classes/HTTPRequest.xml msgid "If [code]true[/code], multithreading is used to improve performance." @@ -37641,7 +37669,6 @@ 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 " @@ -37663,8 +37690,8 @@ msgstr "" "输入累积在默认情况下是启用的。它可以被禁用,将以增加CPU使用率为代价,获得稍微" "更精确及更灵敏的输入。在需要自由绘制线条的应用中,一般应用在用户绘制线条时禁" "用输入累加,以获得紧跟实际输入的结果。\n" -"[b]注意:[/b]默认[i]禁用[/i]输入累积是出于向后兼容的缘故。然而我们推荐那些不" -"需要非常活跃输入的游戏将其启用,能够降低 CPU 占用。" +"[b]注意:[/b]输入累积是默认[i]启用[/i]的。推荐那些不需要非常活跃输入的游戏保" +"持启用,能够降低 CPU 占用。" #: doc/classes/Input.xml msgid "Emitted when a joypad device has been connected or disconnected." @@ -38390,7 +38417,6 @@ 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" @@ -38407,9 +38433,11 @@ msgid "" "avoid visible gaps in lines if the user is moving the mouse quickly." msgstr "" "包含鼠标和笔的运动信息。支持相对、绝对位置和速度。见 [method Node._input]。\n" -"[b]注意:[/b]默认情况下,这个事件能够每帧发出多次,提供更精确的输入报告,但代" -"价是更高的 CPU 占用。你可以将 [member Input.use_accumulated_input] 设为 " -"[code]true[/code],将每帧中的多个事件合并为单个事件进行发送。\n" +"[b]注意:[/b]这个事件的行为受 [member Input.use_accumulated_input] 取值的影" +"响。设为 [code]true[/code] 时(默认),从操作系统获取到的鼠标/笔的移动事件会" +"被合并,每个渲染帧最多只会发出一个累积事件。设为 [code]false[/code] 时,收到" +"几个事件就会发出几个事件,即每个渲染帧可能发出多次,能够精确地汇报输入,但代" +"价是占用 CPU。\n" "[b]注意:[/b]如果你使用 InputEventMouseMotion 来画线,请考虑同时实现" "[url=https://zh.wikipedia.org/zh-cn/" "%E5%B8%83%E9%9B%B7%E6%A3%AE%E6%BC%A2%E5%A7%86%E7%9B%B4%E7%B7%9A%E6%BC%94%E7%AE%97%E6%B3%95]" @@ -38420,13 +38448,12 @@ msgid "Mouse and input coordinates" msgstr "鼠标和输入坐标" #: doc/classes/InputEventMouseMotion.xml -#, fuzzy msgid "" "Returns [code]true[/code] when using the eraser end of a stylus pen.\n" "[b]Note:[/b] This property is implemented on Linux, macOS and Windows." msgstr "" -"返回键盘布局的数量。\n" -"[b]注意:[/b]本方法在Linux、macOS和Windows上实现。" +"使用手写笔的橡皮端时,返回 [code]true[/code]。\n" +"[b]注意:[/b]这个属性在 Linux、macOS 和 Windows 上实现。" #: doc/classes/InputEventMouseMotion.xml msgid "" @@ -40989,10 +41016,11 @@ 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" -"[b]Node:[/b] This only applies if [member alpha_cut] is set to [constant " +"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant " "ALPHA_CUT_DISABLED] (default value).\n" "[b]Note:[/b] This only applies to sorting of transparent objects. This will " "not impact how transparent objects are sorted relative to opaque objects. " @@ -41010,10 +41038,11 @@ 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" -"[b]Node:[/b] This only applies if [member alpha_cut] is set to [constant " +"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant " "ALPHA_CUT_DISABLED] (default value).\n" "[b]Note:[/b] This only applies to sorting of transparent objects. This will " "not impact how transparent objects are sorted relative to opaque objects. " @@ -41048,8 +41077,9 @@ 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 texture is " +"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。" @@ -46047,6 +46077,7 @@ 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" @@ -46060,7 +46091,7 @@ msgid "" "two regions. They must share a similar edge.\n" "The cost of entering this region from another region can be controlled with " "the [member enter_cost] value.\n" -"[b]Note[/b]: This value is not added to the path cost when the start " +"[b]Note:[/b] This value is not added to the path cost when the start " "position is already inside this region.\n" "The cost of traveling distances inside this region can be controlled with " "the [member travel_cost] multiplier." @@ -46384,6 +46415,7 @@ 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" @@ -46397,7 +46429,7 @@ msgid "" "two regions. They must share a similar edge.\n" "The pathfinding cost of entering this region from another region can be " "controlled with the [member enter_cost] value.\n" -"[b]Note[/b]: This value is not added to the path cost when the start " +"[b]Note:[/b] This value is not added to the path cost when the start " "position is already inside this region.\n" "The pathfinding cost of traveling distances inside this region can be " "controlled with the [member travel_cost] multiplier." @@ -46551,6 +46583,54 @@ msgstr "" msgid "Control activation of this server." msgstr "控制这个服务器是否激活。" +#: doc/classes/NetworkedMultiplayerCustom.xml +msgid "" +"A [NetworkedMultiplayerPeer] implementation that can be controlled from a " +"script." +msgstr "" + +#: doc/classes/NetworkedMultiplayerCustom.xml +msgid "" +"A [NetworkedMultiplayerPeer] implementation that can be used as a [member " +"MultiplayerAPI.network_peer] and controlled from a script.\n" +"Its purpose is to allow adding a new backend for the high-Level multiplayer " +"API without needing to use GDNative." +msgstr "" + +#: doc/classes/NetworkedMultiplayerCustom.xml +msgid "" +"Deliver a packet to the local [MultiplayerAPI].\n" +"When your script receives a packet from other peers over the network " +"(originating from the [signal packet_generated] signal on the sending peer), " +"passing it to this method will deliver it locally." +msgstr "" + +#: doc/classes/NetworkedMultiplayerCustom.xml +msgid "" +"Initialize the peer with the given [code]peer_id[/code] (must be between 1 " +"and 2147483647)." +msgstr "" + +#: 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]。" + +#: 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。" + +#: doc/classes/NetworkedMultiplayerCustom.xml +msgid "" +"Emitted when the local [MultiplayerAPI] generates a packet.\n" +"Your script should take this packet and send it to the requested peer over " +"the network (which should call [method deliver_packet] with the data when " +"it's received)." +msgstr "" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -50248,8 +50328,14 @@ msgid "See [enum ShadowDetail]." msgstr "见 [enum ShadowDetail]。" #: doc/classes/OmniLight.xml -msgid "See [enum ShadowMode]." -msgstr "见 [enum ShadowMode]。" +msgid "" +"The shadow rendering mode to use for this [OmniLight]. See [enum " +"ShadowMode].\n" +"[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that " +"feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 " +"series don't support cubemap shadows and will fall back to dual paraboloid " +"shadows as a result." +msgstr "" #: doc/classes/OmniLight.xml msgid "" @@ -50259,9 +50345,11 @@ 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." +"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。" @@ -57224,9 +57312,8 @@ msgstr "改变给定索引处的字节。" #: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml #: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml #: doc/classes/PoolVector3Array.xml -#, fuzzy msgid "Sorts the elements of the array in ascending order." -msgstr "从数组中删除位于索引的元素。" +msgstr "将该数组中的元素按升序排列。" #: doc/classes/PoolByteArray.xml msgid "" @@ -63789,14 +63876,14 @@ msgid "" "Generates a pseudo-random float between [code]0.0[/code] and [code]1.0[/" "code] (inclusive)." msgstr "" -"产生一个[code]0.0[/code]和[code]1.0[/code](包括端点)之间的伪随机浮点数。" +"生成一个[code]0.0[/code]和[code]1.0[/code](包括端点)之间的伪随机浮点数。" #: doc/classes/RandomNumberGenerator.xml msgid "" "Generates a pseudo-random float between [code]from[/code] and [code]to[/" "code] (inclusive)." msgstr "" -"产生一个[code]from[/code]和[code]to[/code](包括端点)之间的伪随机浮点数。" +"生成一个[code]from[/code]和[code]to[/code](包括端点)之间的伪随机浮点数。" #: doc/classes/RandomNumberGenerator.xml msgid "" @@ -63805,8 +63892,8 @@ msgid "" "specified [code]mean[/code] and a standard [code]deviation[/code]. This is " "also called Gaussian distribution." msgstr "" -"产生一个[url=https://en.wikipedia.org/wiki/Normal_distribution]正态分布[/url]" -"的伪随机数,使用Box-Muller变换,具有指定的[code]mean[/code]和标准" +"生成一个[url=https://en.wikipedia.org/wiki/Normal_distribution]正态分布[/url]" +"的伪随机数,使用 Box-Muller 变换,具有指定的 [code]mean[/code] 和标准 " "[code]deviation[/code]。这也被称为高斯分布。" #: doc/classes/RandomNumberGenerator.xml @@ -63814,16 +63901,16 @@ msgid "" "Generates a pseudo-random 32-bit unsigned integer between [code]0[/code] and " "[code]4294967295[/code] (inclusive)." msgstr "" -"产生一个[code]0[/code]和[code]4294967295[/code](含端点)之间的伪随机32位无符" -"号整数。" +"生成一个 [code]0[/code] 和 [code]4294967295[/code](含端点)之间的伪随机 32 " +"位无符号整数。" #: doc/classes/RandomNumberGenerator.xml msgid "" "Generates a pseudo-random 32-bit signed integer between [code]from[/code] " "and [code]to[/code] (inclusive)." msgstr "" -"产生一个[code]to[/code]和[code]from[/code](含端点)之间的伪随机32位有符号整" -"数。" +"生成一个 [code]to[/code] 和 [code]from[/code](含端点)之间的伪随机 32 位有符" +"号整数。" #: doc/classes/RandomNumberGenerator.xml msgid "Setups a time-based seed to generator." @@ -63926,20 +64013,20 @@ msgstr "使该 [Range] 停止与任何其他 Range 共享其成员变量。" #: doc/classes/Range.xml msgid "" "If [code]true[/code], [member value] may be greater than [member max_value]." -msgstr "如果为 [code]true[/code],[member value]可能大于[member max_value]。" +msgstr "如果为 [code]true[/code],[member value] 可能大于 [member max_value]。" #: doc/classes/Range.xml msgid "" "If [code]true[/code], [member value] may be less than [member min_value]." -msgstr "如果为 [code]true[/code],[member value]可能小于[member min_value]。" +msgstr "如果为 [code]true[/code],[member value] 可能小于 [member min_value]。" #: doc/classes/Range.xml msgid "" "If [code]true[/code], and [code]min_value[/code] is greater than 0, " "[code]value[/code] will be represented exponentially rather than linearly." msgstr "" -"如果为 [code]true[/code],并且[code]min_value[/code]大于0,[code]value[/code]" -"将以指数方式而不是线性方式表示。" +"如果为 [code]true[/code],并且 [code]min_value[/code] 大于 0,[code]value[/" +"code] 将以指数方式而不是线性方式表示。" #: doc/classes/Range.xml msgid "" @@ -63961,12 +64048,12 @@ msgid "" "multiplied by [code]page[/code] over the difference between [code]min_value[/" "code] and [code]max_value[/code]." msgstr "" -"页面大小。主要用于[ScrollBar]。ScrollBar的长度是它的尺寸乘以[code]page[/code]" -"超过[code]min_value[/code]和[code]max_value[/code]之间的差值。" +"页面大小。主要用于 [ScrollBar]。ScrollBar 的长度是它的尺寸乘以 [code]page[/" +"code] 超过 [code]min_value[/code] 和 [code]max_value[/code] 之间的差值。" #: doc/classes/Range.xml msgid "The value mapped between 0 and 1." -msgstr "该值在0和1之间进行映射。" +msgstr "该值在 0 和 1 之间进行映射。" #: doc/classes/Range.xml msgid "" @@ -63982,9 +64069,9 @@ msgid "" "[code]value[/code] will first be rounded to a multiple of [code]step[/code] " "then rounded to the nearest integer." msgstr "" -"如果大于0,[code]value[/code]将总是被四舍五入为[code]step[/code]的倍数。如果" -"[code]rounded[/code]也是[code]true[/code],[code]value[/code]将首先被四舍五入" -"为[code]step[/code]的倍数,然后舍入为最近的整数。" +"如果大于 0,[code]value[/code] 将总是被四舍五入为 [code]step[/code] 的倍数。" +"如果 [code]rounded[/code] 也是 [code]true[/code],[code]value[/code] 将首先被" +"四舍五入为 [code]step[/code] 的倍数,然后舍入为最近的整数。" #: doc/classes/Range.xml msgid "Range's current value." @@ -63995,8 +64082,8 @@ msgid "" "Emitted when [member min_value], [member max_value], [member page], or " "[member step] change." msgstr "" -"在 [member min_value], [member max_value], [member page], 或 [member step] 改" -"变时释放信号。" +"在 [member min_value]、[member max_value]、[member page]、[member step] 改变" +"时释放信号。" #: doc/classes/Range.xml msgid "" @@ -64039,12 +64126,12 @@ msgstr "" "以便找到沿光线路径最近的对象。\n" "RayCast 可以忽略某些对象,方法是通过 [code]add_exception[/code] 将它们添加到" "例外列表中,或者通过使用碰撞层和掩码设置,进行适当的过滤。\n" -"RayCast 可以配置为报告与 [Area]([member collide_with_areas]) 和/或 " -"[PhysicsBody]([member collide_with_bodies]) 的碰撞。\n" +"RayCast 可以配置为报告与 [Area]([member collide_with_areas])和/或 " +"[PhysicsBody]([member collide_with_bodies])的碰撞。\n" "只有启用的光线投射才能检测空间并报告碰撞。\n" -"RayCast 计算每个物理帧的交集(参阅 [Node]),并将结果缓存起来,以便稍后使用," -"直到下一帧。如果物理帧之间(或同一帧期间)需要多次检测,请在调整光线投射后使" -"用[method force_raycast_update]。" +"RayCast 计算每个物理帧的交集(见 [Node]),并将结果缓存起来,以便稍后使用,直" +"到下一帧。如果物理帧之间(或同一帧期间)需要多次检测,请在调整光线投射后使用 " +"[method force_raycast_update]。" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" @@ -64072,7 +64159,7 @@ msgid "" msgstr "" "更新射线的碰撞信息。使用此方法立即更新碰撞信息,而不是等待下一次 " "[code]_physics_process[/code] 调用,例如,如果光线或其父级已更改状态。\n" -"[b]注意:[/b][code]enabled[/code]不需要此功能。" +"[b]注意:[/b][code]enabled[/code] 不需要此功能。" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" @@ -64098,7 +64185,7 @@ msgid "" "[b]Note:[/b] Bit indices range from 0-19." msgstr "" "如果通过的位索引被打开,则返回 [code]true[/code]。\n" -"[b]注意:[/b]位指数范围为0-19。" +"[b]注意:[/b]位指数范围为 0-19。" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" @@ -64136,8 +64223,8 @@ msgid "" "Sets the bit index passed to the [code]value[/code] passed.\n" "[b]Note:[/b] Bit indexes range from 0-19." msgstr "" -"将传递的位索引设置为传递的[code]值[/code]。\n" -"[b]注意:[/b]位索引的范围是0-19。" +"将传递的位索引设置为传递的 [code]value[/code]。\n" +"[b]注意:[/b]位索引的范围是 0-19。" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" @@ -64172,9 +64259,9 @@ msgid "" "If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in " "[member ProjectSettings.debug/shapes/collision/shape_color] is used." msgstr "" -"如果在 [b]Debug[/b] 菜单中启用了可见碰撞形状 [b]Visible Collision Shapes[/" -"b],则可用于在编辑器中和运行时绘制形状的自定义颜色。如果 [RayCast] 与某物体发" -"生碰撞,此颜色将在运行时突出显示。\n" +"如果在[b]调试[/b]菜单中启用了[b]显示碰撞区域[/b],则可用于在编辑器中和运行时" +"绘制形状的自定义颜色。如果 [RayCast] 与某物体发生碰撞,此颜色将在运行时突出显" +"示。\n" "如果设置为 [code]Color(0.0, 0.0, 0.0)[/code](默认),则使用 [member " "ProjectSettings.debug/shapes/collision/shape_color] 中设置的颜色。" @@ -64186,8 +64273,8 @@ msgid "" "shape to be visible at run-time." msgstr "" "如果设置为 [code]1[/code],则将一条线用作调试形状。否则,将绘制一个截断的金字" -"塔来表示 [RayCast]。需要在 [b]调试[/b] 菜单中启用可见碰撞形状 [b]Visible " -"Collision Shapes[/b],以便调试形状在运行时可见。" +"塔来表示 [RayCast]。需要在[b]调试[/b]菜单中启用[b]显示碰撞区域[/b],以便调试" +"形状在运行时可见。" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "If [code]true[/code], collisions will be reported." @@ -64259,9 +64346,9 @@ msgid "" "itself from whatever is touching its far endpoint. It's often useful for " "characters." msgstr "" -"用于3D碰撞的射线形状,它可以被设置成一个[PhysicsBody]或[Area]。一条射线并不是" -"真正的碰撞体;然而,它试图将自己与其远端点接触的东西分开。这通常对角色很有" -"用。" +"用于 3D 碰撞的射线形状,它可以被设置成一个 [PhysicsBody] 或 [Area]。一条射线" +"并不是真正的碰撞体;然而,它试图将自己与其远端点接触的东西分开。这通常对角色" +"很有用。" #: doc/classes/RayShape.xml doc/classes/RayShape2D.xml msgid "The ray's length." @@ -64301,11 +64388,11 @@ msgstr "" #: doc/classes/Rect2.xml msgid "Constructs a [Rect2] by position and size." -msgstr "按位置和大小构造一个[Rect2]。" +msgstr "按位置和大小构造一个 [Rect2]。" #: doc/classes/Rect2.xml msgid "Constructs a [Rect2] by x, y, width, and height." -msgstr "通过x、y、宽度和高度构造一个[Rect2]。" +msgstr "通过 x、y、宽度和高度构造一个 [Rect2]。" #: doc/classes/Rect2.xml msgid "" @@ -68818,7 +68905,6 @@ msgid "" msgstr "返回该 [SceneTreeTween] 目前是否正在执行,即未暂停且未完成。" #: doc/classes/SceneTreeTween.xml -#, fuzzy msgid "" "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a " "[SceneTreeTween] contained by the scene tree (i.e. the array from [method " @@ -68832,7 +68918,7 @@ msgstr "" "[SceneTreeTween](即 [method SceneTree.get_processed_tweens] 返回的数组中包含" "这个 [SceneTreeTween])。[SceneTreeTween] 失效的情况有:补间完成、被销毁、使" "用 [code]SceneTreeTween.new()[/code] 创建。无效的 [SceneTreeTween] 不能追加 " -"[Tweener]。" +"[Tweener]。但你仍然能够使用 [method interpolate_value]。" #: doc/classes/SceneTreeTween.xml msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]." @@ -68879,7 +68965,6 @@ msgstr "" "的默认缓动类型。" #: doc/classes/SceneTreeTween.xml -#, fuzzy msgid "" "Sets the number of times the tweening sequence will be repeated, i.e. " "[code]set_loops(2)[/code] will run the animation twice.\n" @@ -70738,13 +70823,13 @@ msgstr "启用此节点的呈现。将 [member visible] 更改为 [code]true[/co msgid "" "Transforms [code]local_point[/code] from this node's local space to world " "space." -msgstr "将 [code]local_point[/code] 从该节点的本地空间转换为世界空间。" +msgstr "将 [code]local_point[/code] 从这个节点的局部空间转换为世界空间。" #: doc/classes/Spatial.xml msgid "" "Transforms [code]global_point[/code] from world space to this node's local " "space." -msgstr "将 [code]global_point[/code] 从世界空间转换到这个节点的本地空间。" +msgstr "将 [code]global_point[/code] 从世界空间转换到这个节点的局部空间。" #: doc/classes/Spatial.xml msgid "" @@ -70754,7 +70839,7 @@ msgid "" "offset of [code](2, 0, 0)[/code] would actually add 20 ([code]2 * 10[/code]) " "to the X coordinate." msgstr "" -"通过给定的偏移量 [Vector3] 改变节点的位置。\n" +"通过给定的偏移量 [Vector3] 改变该节点的位置。\n" "注意,平移 [code]offset[/code] 受节点缩放的影响,所以如果按例如 [code]" "(10,1,1)[/code] 进行缩放,平移 [code](2,0,0)[/code] 实际上会在 X 坐标上增加 " "20 ([code]2 * 10[/code])。" @@ -70762,22 +70847,21 @@ msgstr "" #: doc/classes/Spatial.xml msgid "" "Changes the node's position by the given offset [Vector3] in local space." -msgstr "通过给定的偏移量 [Vector3] 改变节点在局部空间中的位置。" +msgstr "通过给定的局部空间偏移量 [Vector3] 改变该节点的位置。" #: doc/classes/Spatial.xml msgid "Updates the [SpatialGizmo] of this node." -msgstr "更新该节点的 [SpatialGizmo]。" +msgstr "更新这个节点的 [SpatialGizmo]。" #: doc/classes/Spatial.xml msgid "" "The [SpatialGizmo] for this node. Used for example in [EditorSpatialGizmo] " "as custom visualization and editing handles in Editor." msgstr "" -"此节点的 [SpatialGizmo]。例如在 [EditorSpatialGizmo] 中用作编辑器中的自定义可" -"视化和编辑手柄。" +"这个节点的 [SpatialGizmo]。例如在 [EditorSpatialGizmo] 中用作编辑器中的自定义" +"可视化和编辑手柄。" #: doc/classes/Spatial.xml -#, fuzzy msgid "" "Rotation part of the global transformation in radians, specified in terms of " "YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n" @@ -70789,7 +70873,7 @@ msgid "" "point numbers. Therefore, applying affine operations on the rotation " "\"vector\" is not meaningful." msgstr "" -"局部变换的旋转部分以弧度表示,以 YXZ-Euler 角的形式表示(X 角、Y 角、Z " +"全局变换的旋转部分,单位为弧度,以 YXZ 欧拉角的形式表示(X 角、Y 角、Z " "角)。\n" "[b]注意:[/b]在数学意义上,旋转是一个矩阵而不是一个向量。这三个欧拉角是旋转矩" "阵欧拉角参数化的三个独立参数,存储在 [Vector3] 数据结构中并不是因为旋转是一个" @@ -70798,13 +70882,13 @@ msgstr "" #: doc/classes/Spatial.xml msgid "World space (global) [Transform] of this node." -msgstr "此节点的世界空间(全局)[Transform]。" +msgstr "这个节点的世界空间(全局)变换 [Transform]。" #: doc/classes/Spatial.xml msgid "" "Global position of this node. This is equivalent to [code]global_transform." "origin[/code]." -msgstr "" +msgstr "这个节点的全局位置。与 [code]global_transform.origin[/code] 等价。" #: doc/classes/Spatial.xml msgid "" @@ -70818,7 +70902,7 @@ msgid "" "point numbers. Therefore, applying affine operations on the rotation " "\"vector\" is not meaningful." msgstr "" -"局部变换的旋转部分以弧度表示,以 YXZ-Euler 角的形式表示(X 角、Y 角、Z " +"局部变换的旋转部分,单位为弧度,以 YXZ 欧拉角的形式表示(X 角、Y 角、Z " "角)。\n" "[b]注意:[/b]在数学意义上,旋转是一个矩阵而不是一个向量。这三个欧拉角是旋转矩" "阵欧拉角参数化的三个独立参数,存储在 [Vector3] 数据结构中并不是因为旋转是一个" @@ -70839,17 +70923,17 @@ msgid "" "transformation matrices in Godot, the scale values will either be all " "positive or all negative." msgstr "" -"本地变换中的缩放。\n" +"局部变换的缩放部分。\n" "[b]注意:[/b]3D 中,变换矩阵是无法分解出正负混合的缩放的。由于 Godot 中使用变" "换矩阵来表示缩放,得到的缩放值要么全正、要么全负。" #: doc/classes/Spatial.xml msgid "Local space [Transform] of this node, with respect to the parent node." -msgstr "该节点相对于父节点的局部空间 [Transform]。" +msgstr "这个节点相对于父节点的局部空间 [Transform]。" #: doc/classes/Spatial.xml msgid "Local translation of this node." -msgstr "此节点的局部变换。" +msgstr "这个节点的局部变换。" #: doc/classes/Spatial.xml msgid "" @@ -72817,10 +72901,11 @@ 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" -"[b]Node:[/b] This only applies if [member alpha_cut] is set to [constant " +"[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant " "ALPHA_CUT_DISABLED] (default value).\n" "[b]Note:[/b] This only applies to sorting of transparent objects. This will " "not impact how transparent objects are sorted relative to opaque objects. " @@ -76414,9 +76499,10 @@ 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 true. Deletes " -"the bookmark if [code]bookmark[/code] is false.\n" +"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 " @@ -80281,7 +80367,7 @@ msgid "" "is_selected]." msgstr "" "返回当前获得焦点的列,如果没有焦点列,则返回 -1。\n" -"在[constant SELECT_SINGLE] 模式下,焦点列是被选中的列。在 [constant " +"在 [constant SELECT_SINGLE] 模式下,焦点列是被选中的列。在 [constant " "SELECT_ROW] 模式下,如果有任意项被选中,焦点列总是 0。在 [constant " "SELECT_MULTI] 模式下,焦点列是焦点光标下的列,但不一定有列被选中。\n" "要判断一个项的某一列是否被选中,请使用 [method TreeItem.is_selected]。" @@ -80306,12 +80392,12 @@ msgid "" "will use their \"min_width\" in a similar fashion to [member Control." "size_flags_stretch_ratio]." msgstr "" -"设置一个列的最小宽度。拥有“Expand”标志的列将以类似于 [member Control." +"设置某一列的最小宽度。拥有“Expand”标志的列将以类似于 [member Control." "size_flags_stretch_ratio] 的方式使用其“min_width”最小宽度。" #: doc/classes/Tree.xml msgid "Sets the title of a column." -msgstr "设置一个列的标题。" +msgstr "设置某一列的标题。" #: doc/classes/Tree.xml msgid "" @@ -80485,7 +80571,7 @@ msgid "" "other flags." msgstr "" "禁用所有放置部分,但仍然允许通过 [method get_drop_section_at_position] 检" -"测“物品上”的放置部分。\n" +"测“项目上”的放置部分。\n" "[b]注意:[/b]这是默认的标志,当与其他标志结合时,它没有效果。" #: doc/classes/Tree.xml @@ -80549,7 +80635,7 @@ msgid "" "Draws the guidelines if not zero, this acts as a boolean. The guideline is a " "horizontal line drawn at the bottom of each item." msgstr "" -"如果不为零就绘制参考线,这作为一个布尔值。参考线是在每个项的底部画的一条水平" +"如果不为零就绘制参考线,行为类似于布尔值。参考线是在每个项的底部画的一条水平" "线。" #: doc/classes/Tree.xml @@ -80557,8 +80643,8 @@ msgid "" "Draws the relationship lines if not zero, this acts as a boolean. " "Relationship lines are drawn at the start of child items to show hierarchy." msgstr "" -"如果不为零,则绘制关系线,这作为一个布尔值。关系线在子项的开始处绘制,以显示" -"层次结构。" +"如果不为零就绘制关系线,行为类似于布尔值。关系线在子项的开始处绘制,以显示层" +"次结构。" #: doc/classes/Tree.xml msgid "" @@ -80820,14 +80906,17 @@ 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 TreeItem in the tree or a null object if there is none." +"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。" #: doc/classes/TreeItem.xml +#, fuzzy msgid "" -"Returns the next visible TreeItem in the tree or a null object if there is " -"none.\n" +"Returns the next visible sibling TreeItem in the tree or a null object if " +"there is none.\n" "If [code]wrap[/code] is enabled, the method will wrap around to the first " "visible element in the tree when called on the last visible element, " "otherwise it returns [code]null[/code]." @@ -80841,14 +80930,17 @@ 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 TreeItem in the tree or a null object if there is none." +"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。" #: doc/classes/TreeItem.xml +#, fuzzy msgid "" -"Returns the previous visible TreeItem in the tree or a null object if there " -"is none.\n" +"Returns the previous visible sibling TreeItem in the tree or a null object " +"if there is none.\n" "If [code]wrap[/code] is enabled, the method will wrap around to the last " "visible element in the tree when called on the first visible element, " "otherwise it returns [code]null[/code]." @@ -89175,8 +89267,12 @@ msgid "Sets the viewport's global transformation matrix." msgstr "设置视窗的全局变换矩阵。" #: doc/classes/VisualServer.xml -msgid "If [code]true[/code], the viewport renders to hdr." -msgstr "如果为 [code]true[/code],视窗将呈现为 hdr。" +msgid "" +"If [code]true[/code], the viewport renders to high dynamic range (HDR) " +"instead of standard dynamic range (SDR). See also [method " +"viewport_set_use_32_bpc_depth].\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" #: doc/classes/VisualServer.xml msgid "If [code]true[/code], the viewport's canvas is not rendered." @@ -89274,6 +89370,22 @@ 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 " +"(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used " +"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" +"[b]注意:[/b]仅在 GLES3 后端中可用。" + +#: doc/classes/VisualServer.xml msgid "" "If [code]true[/code], the viewport uses augmented or virtual reality " "technologies. See [ARVRInterface]." |