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Diffstat (limited to 'doc/translations/zh_CN.po')
-rw-r--r-- | doc/translations/zh_CN.po | 6109 |
1 files changed, 3545 insertions, 2564 deletions
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index 987dbc88ad..9d8db6ea96 100644 --- a/doc/translations/zh_CN.po +++ b/doc/translations/zh_CN.po @@ -52,12 +52,17 @@ # 有趣极了 <2944595791@qq.com>, 2021. # 刘亚西 <wayrboy123@gmail.com>, 2021. # 诗鸷Temsys <shenshichao920@hotmail.com>, 2021. +# Sam Sun <oppositenormal@outlook.com>, 2021. +# sudo-behappy <3216539984@qq.com>, 2021. +# Cc <2590090025@qq.com>, 2021. +# 苏轼 <youwanyuyu@gmail.com>, 2021. +# ErrorDreemurr <diandaokui@qq.com>, 2021. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2021-10-16 13:25+0000\n" -"Last-Translator: WangYi13 <wyi13@outlook.com>\n" +"PO-Revision-Date: 2021-11-03 13:15+0000\n" +"Last-Translator: suplife <2634557184@qq.com>\n" "Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/" "godot-engine/godot-class-reference/zh_Hans/>\n" "Language: zh_CN\n" @@ -67,43 +72,43 @@ msgstr "" "Plural-Forms: nplurals=2; plural=(n != 1);\n" "X-Generator: Weblate 4.9-dev\n" -#: doc/tools/makerst.py +#: doc/tools/make_rst.py msgid "Description" msgstr "描述" -#: doc/tools/makerst.py +#: doc/tools/make_rst.py msgid "Tutorials" msgstr "教程" -#: doc/tools/makerst.py +#: doc/tools/make_rst.py msgid "Properties" msgstr "属性" -#: doc/tools/makerst.py +#: doc/tools/make_rst.py msgid "Methods" msgstr "方法" -#: doc/tools/makerst.py +#: doc/tools/make_rst.py msgid "Theme Properties" msgstr "主题属性" -#: doc/tools/makerst.py +#: doc/tools/make_rst.py msgid "Signals" msgstr "信号" -#: doc/tools/makerst.py +#: doc/tools/make_rst.py msgid "Enumerations" msgstr "枚举" -#: doc/tools/makerst.py +#: doc/tools/make_rst.py msgid "Constants" msgstr "常量" -#: doc/tools/makerst.py +#: doc/tools/make_rst.py msgid "Property Descriptions" msgstr "属性说明" -#: doc/tools/makerst.py +#: doc/tools/make_rst.py msgid "Method Descriptions" msgstr "方法说明" @@ -152,8 +157,8 @@ msgid "" "[/codeblock]\n" "Supported color names are the same as the constants defined in [Color]." msgstr "" -"根据标准名称 [code]name[/code] 返回一个颜色,[code]alpha[/code] 值的范围为0到" -"1。\n" +"根据标准名称 [code]name[/code] 和在0到1区间的值 [code]alpha[/code] 返回一个颜" +"色。\n" "[codeblock]\n" "red = ColorN(\"red\", 1)\n" "[/codeblock]\n" @@ -242,7 +247,7 @@ msgstr "" "push_error] 的加强版,用于向项目开发者或插件用户报错。\n" "[b]注意:[/b] 出于对性能的考虑,[method assert] 中的代码只会在调试版本或者从" "编辑器运行项目时执行。所以不要在 [method assert] 调用中加入具有副作用的代码。" -"否则,项目在以发布模式导出后将有不一致的行为。\n" +"否则,项目在以发行模式导出后将有不一致的行为。\n" "如果给出了可选的 [code]message[/code] 参数,在通用的“Assertion failed”消息之" "外,还会显示该信息。你可以使用它来提供关于断言失败原因的其他详细信息。\n" "[codeblock]\n" @@ -486,18 +491,18 @@ msgstr "" "\"值。这个缓和函数是基于指数。曲线[code]curve[/code]可以是任何浮点数,具体数" "值会导致以下行为。\n" "[codeblock]\n" -"- 低于-1.0(独占)。缓进缓出\n" +"- 低于-1.0(不包括)。缓进缓出\n" "- 1.0:线性\n" -"- 在-1.0和0.0之间(独占)。缓出-进\n" +"- 在-1.0和0.0之间(不包括)。缓出-进\n" "- 0.0: 恒定\n" "- 在0.0到1.0之间(不包括)。缓进\n" "- 1.0:线性\n" "- 大于1.0(不包括)。缓出\n" "[/codeblock]\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" -"ease_cheatsheet.png]ease()曲线值作弊表[/url]\n" -"也请看[方法smoothstep]。如果你需要执行更高级的转场,请使用[Tween]或" -"[AnimationPlayer]。(如果地址无法访问用raw.sevencdn.com替换raw." +"ease_cheatsheet.png]ease()曲线值备忘图[/url]\n" +"也请看[method smoothstep]。如果你需要执行更高级的转场,请使用[Tween]或" +"[AnimationPlayer]。(如果备忘图地址无法访问用raw.sevencdn.com替换raw." "githubusercontent.com可加速访问)。" #: modules/gdscript/doc_classes/@GDScript.xml:274 @@ -539,7 +544,7 @@ msgstr "" "a = floor(2.99) # a = 2.0\n" "a = floor(-2.99) # a = -3.0\n" "[/codeblock]\n" -"另见 [method ceil]、[method round]、[method stepify] 和 [int]。\n" +"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。如果你需要一个整数,而 [code]s[/code] 是" "一个非负数,你可以直接使用 [code]int(s)[/code]。" @@ -736,11 +741,10 @@ msgstr "" "考虑给定范围,返回归一化值。这与 [method lerp] 相反。\n" "[codeblock]\n" "var middle = lerp(20, 30, 0.75)\n" -"# `middle` is now 27.5.\n" -"# Now, we pretend to have forgotten the original ratio and want to get it " -"back.\n" +"# `middle` 现在是 27.5\n" +"# 现在,我们假装忘记了原来的比例,想把它找回来。\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" -"# `ratio` is now 0.75.\n" +"# `ratio` 现在是 0.75.\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:430 @@ -754,9 +758,9 @@ msgid "" msgstr "" "如果 [code]a[/code] 和 [code]b[/code] 彼此近似相等,则返回 [code]true[/" "code]。\n" -"在此,近似等于是指 [code]a[/code] 和 [code]b[/code] 彼此之间在较小的内部ε内," -"它随数字的大小成比例。\n" -"具有相同符号的无穷大值被视为相等。" +"这里,近似相等意味着[code]a[/code]和[code]b[/code]相互之间在一个小的内部ε里," +"这个内部ε随着数字的大小而变化。 \n" +"相同符号的无穷大值被认为是相等的。" #: modules/gdscript/doc_classes/@GDScript.xml:439 msgid "" @@ -816,12 +820,12 @@ msgid "" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" "[/codeblock]" msgstr "" -"用一个归一化的值在两个值之间进行线性插值。这与[method inverse_lerp]相反。\n" -"如果[code]from[/code]和[code]to[/code]参数类型是[int]或[float],返回值是" -"[float]。\n" -"如果两者都是相同的矢量类型([Vector2]、[Vector3]或[Color]),返回值将是相同的" -"类型([code]lerp[/code]然后调用该矢量类型的[code]linear_interpolate[/code]方" -"法)。\n" +"用一个归一化的值在两个值之间进行线性插值。这与 [method inverse_lerp]相反。\n" +"如果[code] from [/code]和[code] to [/code]参数类型是 [int] 或 [float],返回值" +"都是[float]。\n" +"如果两者都是相同的向量类型([Vector2]、[Vector3]或[Color]),返回值将是相同的" +"类型([code]lerp[/code]然后调用该向量类型的[code] linear_interpolate [/code]" +"方法)。\n" "[codeblock]\n" "lerp(0, 4, 0.75) # 返回3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # 返回 Vector2(2, 3.5)\n" @@ -1577,7 +1581,7 @@ msgstr "" "code]和[code]1[/code]之间。\n" "这条S形曲线是立方Hermite插值器,由[code]f(y)=3*y^2-2*y^3[/code]给出,其中" "[code]y=(x-from)/(to-from)[/code]。\n" -"[codeblock]。\n" +"[codeblock]\n" "smoothstep(0, 2, -5.0) # 返回 0.0\n" "smoothstep(0, 2, 0.5) # 返回 0.15625\n" "smoothstep(0, 2, 1.0) # 返回 0.5\n" @@ -1586,7 +1590,7 @@ msgstr "" "与曲线值为[code]-1.6521[/code]的[method ease]相比,[method smoothstep]返回最" "平滑的曲线,导数没有突然变化。如果你需要执行更高级的过渡,请使用[Tween]或" "[AnimationPlayer]。\n" -"[url=https://raw.sevencdn.com/godotengine/godot-docs/3.4/img/" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" "smoothstep_ease_comparison.png]smoothstep()与 ease(x, -1.6521)返回值的比较[/" "url]" @@ -2245,9 +2249,8 @@ msgid "Vertical bottom alignment, usually for text-derived classes." msgstr "垂直下对齐,常用于文本派生类。" #: doc/classes/@GlobalScope.xml:140 -#, fuzzy msgid "Scancodes with this bit applied are non-printable." -msgstr "键码在启用了该比特位后是不可打印的。" +msgstr "该比特位应用的键码不可打印。" #: doc/classes/@GlobalScope.xml:143 msgid "Escape key." @@ -4586,6 +4589,9 @@ msgid "" "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" +"返回嵌入文本的标签。\n" +"[b]警告:[/b]这是个必要的内部节点,删除和释放它有可能造成崩溃。如果你希望隐藏" +"它或它的任意一个子节点,请使用它们的 [member CanvasItem.visible] 属性。" #: doc/classes/AcceptDialog.xml:41 msgid "" @@ -4594,6 +4600,9 @@ msgid "" "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" +"返回OK按钮\n" +"[b]警告:[/b]这是个必要的内部节点,删除和释放它有可能造成崩溃。如果你希望隐藏" +"它或它的任意一个子节点,请使用它们的 [member CanvasItem.visible] 属性。" #: doc/classes/AcceptDialog.xml:49 msgid "" @@ -4924,7 +4933,6 @@ msgid "Proxy texture for simple frame-based animations." msgstr "基于简单帧动画的代理纹理。" #: doc/classes/AnimatedTexture.xml:7 -#, fuzzy msgid "" "[AnimatedTexture] is a resource format for frame-based animations, where " "multiple textures can be chained automatically with a predefined delay for " @@ -4940,15 +4948,17 @@ msgid "" "[b]Note:[/b] AnimatedTexture doesn't support using [AtlasTexture]s. Each " "frame needs to be a separate [Texture]." msgstr "" -"[AnimatedTexture]是用于基于帧的动画的资源格式,其中可以自动为每个帧以预定义的" -"延迟链接多个纹理。与[AnimationPlayer]或[AnimatedSprite2D]不同,它不是[Node]," -"但具有可以在可以使用[Texture2D]资源的任何地方使用的优点,例如在[TileSet]" +"[AnimatedTexture]是一种资源格式,用于基于帧的动画,其中多个纹理自动链接起来," +"每帧有预定义延迟。与[AnimationPlayer]或[AnimatedSprite]不同,它不是一个" +"[Node],其优点是可在任何可以使用[Texture]资源的地方使用,例如在[TileSet]" "中。\n" -"动画的回放由[member fps]属性以及每帧的可选延迟控制(请参阅[method " -"set_frame_delay])。动画循环播放,即它将在播放最后一帧后在第0帧自动重新开" -"始。\n" -"[AnimatedTexture]当前要求所有帧纹理具有相同的大小,否则较大的纹理将被裁剪以匹" -"配最小的纹理。另外,它不支持[AtlasTexture]。每个帧需要是单独的图像。" +"动画的播放由[member fps]属性以及每一帧的可选延迟控制,参阅[method " +"set_frame_delay]。动画是循环播放的,也就是说,在播放完最后一帧后,它将自动从" +"第0帧重新开始。\n" +"[AnimatedTexture]目前要求所有帧的纹理具有相同的尺寸,否则较大的纹理会被裁剪," +"与最小的纹理相匹配。\n" +"[b]注意:[/b] AnimatedTexture不支持使用[AtlasTexture]。每一帧都需要是一个单独" +"的[Texture]。" #: doc/classes/AnimatedTexture.xml:19 msgid "Returns the given frame's delay value." @@ -4987,7 +4997,6 @@ msgstr "" "[/codeblock]" #: doc/classes/AnimatedTexture.xml:49 -#, fuzzy msgid "" "Assigns a [Texture] to the given frame. Frame IDs start at 0, so the first " "frame has ID 0, and the last frame of the animation has ID [member frames] - " @@ -4997,9 +5006,9 @@ msgid "" "animation." msgstr "" "将[Texture2D]分配给给定的帧。帧ID从0开始,因此第一帧的ID为0,动画的最后一帧的" -"ID为[member 帧]-1。\n" +"ID为[member frames] -1。\n" "您可以定义任意数量的纹理,直到[constant MAX_FRAMES],但要记住,只有0到" -"[member 帧]-1的帧会成为动画的一部分。" +"[member frames]-1的帧会成为动画的一部分。" #: doc/classes/AnimatedTexture.xml:56 msgid "Sets the currently visible frame of the texture." @@ -5062,7 +5071,6 @@ msgid "Contains data used to animate everything in the engine." msgstr "包含用于对引擎中所有内容进行动画处理的数据。" #: doc/classes/Animation.xml:7 -#, fuzzy msgid "" "An Animation resource contains data used to animate everything in the " "engine. Animations are divided into tracks, and each track must be linked to " @@ -5083,22 +5091,21 @@ msgid "" "tracks have different types, each with its own set of dedicated methods. " "Check [enum TrackType] to see available types." msgstr "" -"动画资源包含用于对引擎中所有内容进行动画处理的数据。动画分为轨道,每个轨道必" -"须链接到一个节点。通过将定时键(事件)添加到轨道,可以随时间更改该节点的状" -"态。\n" +"动画资源包含数据,用于对引擎中的一切对象进行动画化。动画被划分为轨道,每个轨" +"道必须与一个节点相连。通过向轨道添加时间键或事件,节点状态则可通过时间来改" +"变。\n" "[codeblock]\n" -"# This creates an animation that makes the node \"Enemy\" move to the right " -"by\n" -"# 100 pixels in 0.5 seconds.\n" +"# 这将创建一个动画,使节点 \"Enemy\" 向右移动\n" +"# 在0.5秒内移动100像素。\n" "var animation = Animation.new()\n" "var track_index = animation.add_track(Animation.TYPE_VALUE)\n" "animation.track_set_path(track_index, \"Enemy:position:x\")\n" "animation.track_insert_key(track_index, 0.0, 0)\n" "animation.track_insert_key(track_index, 0.5, 100)\n" "[/codeblock]\n" -"动画只是数据容器,必须将其添加到诸如[AnimationPlayer]之类的节点才能播放。动画" -"轨道有不同的类型,每种都有自己的专用方法集。选中 [enum TrackType]以查看可用的" -"类型。" +"动画只是数据容器,必须添加到[AnimationPlayer]或[AnimationTreePlayer]等节点上" +"才能播放。动画轨道有不同的类型,每个都有自己的一套专用方法。参阅[enum " +"TrackType]查看可用类型。" #: doc/classes/Animation.xml:20 doc/classes/AnimationPlayer.xml:12 msgid "https://docs.godotengine.org/en/3.4/tutorials/animation/index.html" @@ -5432,7 +5439,6 @@ msgid "Sets the value of an existing key." msgstr "设置现有键的值。" #: doc/classes/Animation.xml:446 -#, fuzzy msgid "" "Sets the path of a track. Paths must be valid scene-tree paths to a node and " "must be specified starting from the parent node of the node that will " @@ -5441,11 +5447,11 @@ msgid "" "For example, [code]\"character/skeleton:ankle\"[/code] or [code]\"character/" "mesh:transform/local\"[/code]." msgstr "" -"设置轨迹的路径。路径必须是通往节点的有效场景树路径,并且必须从重现动画的节点" -"的父节点开始指定。控制属性或骨骼的轨迹必须在路径后附加其名称,并以[code]\":" -"\"[/code]分隔。\n" -"例如,[code]\"character/skeleton:ankle\"[/code]or[code]\"character/mesh:" -"transform/local\"[/code]。" +"设置轨道的路径。路径必须是指向节点场景树的有效路径,必须从将要实现动画的节点" +"的父节点开始指定。控件属性或骨骼的轨道必须在路径后面加上它们的名字,用" +"[code]\":\"[/code]分隔。\n" +"例如,[code]\"character/skeleton:ankle\"[/code] 或[code]\"character/mesh:" +"transform/local\"[/code] 。" #: doc/classes/Animation.xml:455 msgid "" @@ -5501,13 +5507,13 @@ msgstr "" "确的插值和循环。" #: doc/classes/Animation.xml:516 -#, fuzzy msgid "" "A flag indicating that the animation must loop. This is used for correct " "interpolation of animation cycles, and for hinting the player that it must " "restart the animation." msgstr "" -"表示动画必须循环的标志。用于正确的动画循环插值,并提示玩家必须重新开始动画。" +"指示动画必须循环的标志。这用于动画循环正确插值,以及提示播放器须重新启动动" +"画。" #: doc/classes/Animation.xml:519 msgid "The animation step value." @@ -6389,9 +6395,8 @@ msgid "Renames the given node." msgstr "重命名给定的节点。" #: doc/classes/AnimationNodeStateMachine.xml:152 -#, fuzzy msgid "Replaces the node and keeps its transitions unchanged." -msgstr "更换节点并保持其过渡不变。" +msgstr "替换节点并保持其过渡不变。" #: doc/classes/AnimationNodeStateMachine.xml:159 msgid "Sets the given node as the graph end point." @@ -6437,9 +6442,8 @@ msgid "Returns the currently playing animation state." msgstr "返回当前播放的动画状态。" #: doc/classes/AnimationNodeStateMachinePlayback.xml:32 -#, fuzzy msgid "Returns the playback position within the current animation state." -msgstr "返回接触点的局部坐标系下的位置。" +msgstr "返回当前动画状态内的播放位置。" #: doc/classes/AnimationNodeStateMachinePlayback.xml:38 msgid "" @@ -6465,7 +6469,6 @@ msgid "" msgstr "按照最短路径从当前状态过渡到另一个状态。" #: doc/classes/AnimationNodeStateMachineTransition.xml:14 -#, fuzzy msgid "" "Turn on auto advance when this condition is set. The provided name will " "become a boolean parameter on the [AnimationTree] that can be controlled " @@ -6478,11 +6481,11 @@ msgid "" "(linear_velocity.x == 0)\n" "[/codeblock]" msgstr "" -"当设置此条件时,开启自动前进。提供的名称将成为[AnimationTree]上的一个布尔参" -"数,可以从代码中进行控制(见[url=https://docs.godotengine.org/zh_CN/latest/" -"tutorials/animation/animation_tree.html#controlling-from-code][/url])。例" -"如,如果[member AnimationTree.tree_root]是一个[AnimationNodeStateMachine],并" -"且[member advance_condition]设置为[code]\"idle\"[/code]:\n" +"设置此条件,开启自动前进。提供的名称将成为[AnimationTree]上的一个布尔参数,可" +"以通过代码控制,参阅[url=https://docs.godotengine.org/en/3.4/tutorials/" +"animation/animation_tree.html#controlling-from-code][/url]。例如,如果" +"[member AnimationTree.tree_root]是一个[AnimationNodeStateMachine],[member " +"advance_condition]被设置为[code]\"idle\"[/code]。\n" "[codeblock]\n" "$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and " "(linear_velocity.x == 0)\n" @@ -6577,6 +6580,21 @@ msgid "" "animation_tree[\"parameters/Seek/seek_position\"] = 12.0\n" "[/codeblock]" msgstr "" +"这个节点可以使命令发生在动画图示的所有子级上。使用这个节点类型可以从" +"[AnimationNodeBlendTree]内部的开头或某个播放位置开始播放[Animation]。在设置时" +"间和改变动画播放后,通过设置其[code]seek_position[/code]值为[code]-1.0[/" +"code],使节点在下一个处理帧自动进入休眠模式。\n" +"[codeblock]\n" +"# 从头开始播放子动画。\n" +"animation_tree.set(\"parameters/Seek/seek_position\", 0.0)\n" +"# 另一种语法(结果与上述相同)。\n" +"animation_tree[\"parameters/Seek/seek_position\"] = 0.0\n" +"\n" +"# 从12秒的时间戳开始播放子动画。\n" +"animation_tree.set(\"parameters/Seek/seek_position\", 12.0)\n" +"# 另一种语法(结果与上述相同)。\n" +"animation_tree[\"parameters/Seek/seek_position\"] = 12.0\n" +"[/codeblock]" #: doc/classes/AnimationNodeTransition.xml:4 msgid "A generic animation transition node for [AnimationTree]." @@ -6728,16 +6746,16 @@ msgid "" "time this is called, they may be updated too early. To perform the update " "immediately, call [code]advance(0)[/code]." msgstr "" -"用键[code]with key[/code]播放动画。可以设置自定义混合时间和速度。如果[code] " -"custom_speed [/code]为负,[code] from_end [/code]is[code]true[/code],则动画" -"将向后播放(相当于调用[method play_backwards])。\n" -"[AnimationPlayer]使用[member Assigned_animation]跟踪其当前或最后播放的动画。" -"如果使用相同的动画[code] name [/code]或没有[code] name [/code]参数调用此方" -"法,则分配的动画将在暂停时继续播放,或者在停止时重新启动(请参阅[方法]停止]," -"同时暂停和停止。如果动画已经在播放,它将继续播放。\n" -"[b]注意:[/b]下次处理[AnimationPlayer]时,动画将被更新。如果在调用的同时更新" -"了其他变量,则它们可能更新得太早。要立即执行更新,请调用[code] advance(0)[/" -"code]。" +"播放键名为 [code]name[/code] 的动画。可以设置自定义混合时间和速度。如果" +"[code] custom_speed [/code]为负,[code] from_end [/code] =[code]true[/code]," +"则动画将向后播放(相当于调用 [method play_backwards])。\n" +"[AnimationPlayer] 使用 [member Assigned_animation] 跟踪其当前或最后播放的动" +"画。如果使用相同的动画名 [code]name[/code] 或没有 [code] name [/code] 参数调" +"用此方法,则分配的动画将在暂停时继续播放,或者在停止时重新启动(请参阅 " +"[method stop],同时暂停和停止。如果动画已经在播放,它将继续播放。\n" +"[b]注意:[/b]下次处理 [AnimationPlayer] 时,动画将被更新。如果在调用的同时更" +"新了其他变量,则它们可能更新得太早。要立即执行更新,请调用 [code] advance(0)" +"[/code]。" #: doc/classes/AnimationPlayer.xml:129 msgid "" @@ -6746,9 +6764,9 @@ msgid "" "code] and [code]from_end = true[/code], so see its description for more " "information." msgstr "" -"反向播放按键[code]name[/code]的动画。\n" -"这个方法是 [method play] 的简写,其中 [code]custom_speed = -1.0[/code] and " -"[code]from_end = true[/code],所以更多信息请参阅其描述。" +"反向播放键名称为 [code]name[/code] 的动画。\n" +"这个方法是 [method play] 的简写,只是其中参数设为 [code]custom_speed = -1.0[/" +"code] 和 [code]from_end = true[/code],所以更多信息请参阅其描述。" #: doc/classes/AnimationPlayer.xml:137 msgid "" @@ -6880,6 +6898,10 @@ msgid "" "defined by the reset animation, if any, with the editor keeping the values " "that the nodes had before saving." msgstr "" +"这由编辑器使用。如果设置为[code]true[/code],场景在保存时将应用重置动画的效果" +"(就像它回到0时间点),然后在保存后恢复原状。\n" +"换句话说,保存的场景文件将包含 \"默认状态\",是由重置动画定义,如果有,编辑器" +"保持节点在保存前的值。" #: doc/classes/AnimationPlayer.xml:219 msgid "The node from which node path references will travel." @@ -6944,7 +6966,6 @@ msgid "" msgstr "用于[AnimationPlayer]中高级动画转换的节点。" #: doc/classes/AnimationTree.xml:7 -#, fuzzy msgid "" "A node to be used for advanced animation transitions in an " "[AnimationPlayer].\n" @@ -6955,25 +6976,27 @@ msgid "" "[AnimationPlayer] node should be used solely for adding, deleting, and " "editing animations." msgstr "" -"注意:当与[AnimationPlayer]链接时,对应的[AnimationPlayer]的一些属性和方法将" -"无法按照预期的方式运行。播放和转场应仅使用[AnimationTree]及其组成的" -"[AnimationNode]来处理。AnimationPlayer]节点应仅用于添加、删除和编辑动画。" +"用于[AnimationPlayer]中高级动画过渡的节点。\n" +"[b]注意:[/b]当与一个[AnimationPlayer]链接时,相应的[AnimationPlayer]的一些属" +"性和方法将不会像预期的那样发挥作用。播放和过渡应该只使用[AnimationTree]和它的" +"组成[AnimationNode]来处理。[AnimationPlayer]节点应仅用于添加、删除和编辑动" +"画。" #: doc/classes/AnimationTree.xml:19 msgid "Manually advance the animations by the specified time (in seconds)." msgstr "手动将动画前进指定的时间(单位为秒)。" #: doc/classes/AnimationTree.xml:25 -#, fuzzy msgid "" "Retrieve the motion of the [member root_motion_track] as a [Transform] that " "can be used elsewhere. If [member root_motion_track] is not a path to a " "track of type [constant Animation.TYPE_TRANSFORM], returns an identity " "transformation. See also [member root_motion_track] and [RootMotionView]." msgstr "" -"获取 [member root_motion_track] 的运动,类型为 [Transform],可在其它地方使" -"用。如果 [member root_motion_track] 不是 [constant Animation.TYPE_TRANSFORM] " -"类型轨道的路径,则返回恒等变换。" +"检索[member root_motion_track]的运动,作为一个可以在其他地方使用的" +"[Transform]。如果[member root_motion_track]不是一个[constant Animation." +"TYPE_TRANSFORM]类型轨道的路径,返回一个变换ID。参阅[member root_motion_track]" +"和[RootMotionView]。" #: doc/classes/AnimationTree.xml:38 msgid "If [code]true[/code], the [AnimationTree] will be processing." @@ -6991,7 +7014,6 @@ msgstr "" "该 [AnimationTree] 的处理模式。可用的模式见 [enum AnimationProcessMode]。" #: doc/classes/AnimationTree.xml:47 -#, fuzzy msgid "" "The path to the Animation track used for root motion. Paths must be valid " "scene-tree paths to a node, and must be specified starting from the parent " @@ -7004,12 +7026,13 @@ msgid "" "stay in place. See also [method get_root_motion_transform] and " "[RootMotionView]." msgstr "" -"根运动所使用的动画轨道的路径。路径必须是有效的场景树节点路径,并且必须从想要" -"再现动画的节点的父节点开始。如果要指定控制属性或者骨骼的轨道,可以将对应的名" -"称写在路径后面,以 [code]\":\"[/code] 分隔。例如 [code]\"character/skeleton:" -"ankle\"[/code] 和 [code]\"character/mesh:transform/local\"[/code]。\n" -"如果轨道是 [constant Animation.TYPE_TRANSFORM] 类型的,对应的变换将被取消,动" -"画看上去就是在原地进行。" +"用于根部运动的动画轨道的路径。路径必须是指向节点的场景树有效路径,必须从将实" +"现动画的节点的父节点开始指定。要指定控件属性或骨骼的轨道,请在路径后附加其名" +"称,用[code]\":\"[/code]隔开。例如,[code]\"character/skeleton:ankle\"[/code]" +"或[code]\"character/mesh:transform/local\"[/code]。\n" +"如果轨道的类型是[constant Animation.TYPE_TRANSFORM],那么将取消视觉上的变换," +"其动画将看起来留在原地。参阅[method get_root_motion_transform]和" +"[RootMotionView]。" #: doc/classes/AnimationTree.xml:51 msgid "The root animation node of this [AnimationTree]. See [AnimationNode]." @@ -7049,50 +7072,52 @@ msgid "" "depending on the graph.\n" "See [AnimationTree] for a more full-featured replacement of this node." msgstr "" +"[i]已弃用。[/i] 节点图示工具,用于混合绑定在[AnimationPlayer]上的多个动画。对" +"于给角色或其他基于骨架的配件制作动画特别有用。它可以结合几个动画来形成一个所" +"需的姿势。\n" +"它从[AnimationPlayer]节点获取[Animation],并根据图示将它们混合起来。\n" +"参阅[AnimationTree]以获得该节点的更全面的功能替代。" #: doc/classes/AnimationTreePlayer.xml:20 -#, fuzzy msgid "Adds a [code]type[/code] node to the graph with name [code]id[/code]." -msgstr "为索引 [code]tab_idx[/code] 处的选项卡设置 [code]title[/code]。" +msgstr "添加[code]type[/code]节点到图示中,名称为[code]id[/code]。" #: doc/classes/AnimationTreePlayer.xml:27 -#, fuzzy msgid "" "Shifts position in the animation timeline. [code]delta[/code] is the time in " "seconds to shift. Events between the current frame and [code]delta[/code] " "are handled." msgstr "" -"移动动画时间轴上的位置并立即更新动画。[code]delta[/code]是要移动的时间,单位" -"是秒。处理当前帧和 [code]delta[/code] 之间的事件。" +"移动动画时间轴上的位置。[code]delta[/code]是移动的时间,单位是秒。当前帧和" +"[code]delta[/code]之间的事件被处理。" #: doc/classes/AnimationTreePlayer.xml:34 -#, fuzzy msgid "" "Returns the [AnimationPlayer]'s [Animation] bound to the " "[AnimationTreePlayer]'s animation node with name [code]id[/code]." msgstr "" -"如果[AnimationPlayer]存储了带有[code]name[/code]with key[Animation],返回" -"[code]true[/code]。" +"返回与[AnimationTreePlayer]的动画节点绑定的[Animation],名称为[code]id[/" +"code]。" #: doc/classes/AnimationTreePlayer.xml:41 -#, fuzzy msgid "" "Returns the name of the [member master_player]'s [Animation] bound to this " "animation node." -msgstr "返回此索引处的混合形状的名称。" +msgstr "返回与此动画节点绑定的[member master_player]的[Animation]名称。" #: doc/classes/AnimationTreePlayer.xml:48 -#, fuzzy msgid "" "Returns the absolute playback timestamp of the animation node with name " "[code]id[/code]." -msgstr "返回[code]idx[/code]处的节点名称。" +msgstr "返回名称为[code]id[/code]的动画节点的绝对播放时间戳。" #: doc/classes/AnimationTreePlayer.xml:56 msgid "" "Binds a new [Animation] from the [member master_player] to the " "[AnimationTreePlayer]'s animation node with name [code]id[/code]." msgstr "" +"将名称为[code]id[/code]的新[Animation]从[member master_player]绑定到" +"[AnimationTreePlayer]的动画节点。" #: doc/classes/AnimationTreePlayer.xml:65 msgid "" @@ -7100,25 +7125,26 @@ msgid "" "[code]id[/code] turns off the track modifying the property at [code]path[/" "code]. The modified node's children continue to animate." msgstr "" +"如果[code]enable[/code]为[code]true[/code],则ID为[code]id[/code]的动画节点将" +"关闭修改[code]path[/code]属性的轨道。修改后的节点的子代继续进行动画处理。" #: doc/classes/AnimationTreePlayer.xml:73 msgid "" "Binds the [Animation] named [code]source[/code] from [member master_player] " "to the animation node [code]id[/code]. Recalculates caches." msgstr "" +"将[member master_player]中名为[code]source[/code]的[Animation]绑定到动画节点" +"[code]id[/code]。重新计算缓存。" #: doc/classes/AnimationTreePlayer.xml:82 -#, fuzzy msgid "" "Returns whether node [code]id[/code] and [code]dst_id[/code] are connected " "at the specified slot." -msgstr "" -"返回索引[code]idx[/code]处项目的id。[code]id[/code]可以手动分配,而索引不能。" +msgstr "返回节点[code]id[/code]和[code]dst_id[/code]是否在指定的插槽上连接。" #: doc/classes/AnimationTreePlayer.xml:89 -#, fuzzy msgid "Returns the blend amount of a Blend2 node given its name." -msgstr "返回指定轨道中的键数。" +msgstr "返回给定名称的Blend2节点的混合量。" #: doc/classes/AnimationTreePlayer.xml:97 msgid "" @@ -7128,6 +7154,10 @@ msgid "" "At 0, output is input A. Towards 1, the influence of A gets lessened, the " "influence of B gets raised. At 1, output is input B." msgstr "" +"设置Blend2节点的混合量,给定其名称和值。\n" +"一个Blend2节点混合两个动画(A和B),混合量在0到1之间。\n" +"在0的时候,输出是输入A。接近1的时候,A的影响变小,B的影响变大。在1时,输出是" +"输入B。" #: doc/classes/AnimationTreePlayer.xml:108 msgid "" @@ -7135,11 +7165,12 @@ msgid "" "[code]id[/code] turns off the track modifying the property at [code]path[/" "code]. The modified node's children continue to animate." msgstr "" +"如果[code]enable[/code]是[code]true[/code],名称为[code]id[/code]的Blend2节点" +"会关闭修改[code]path[/code]处属性的轨道。被修改的节点的子节点继续处理动画。" #: doc/classes/AnimationTreePlayer.xml:115 -#, fuzzy msgid "Returns the blend amount of a Blend3 node given its name." -msgstr "返回指定轨道中的键数。" +msgstr "返回给定名称的Blend3节点的混合量。" #: doc/classes/AnimationTreePlayer.xml:123 msgid "" @@ -7158,9 +7189,8 @@ msgstr "" "为1时,输出为动画B+。" #: doc/classes/AnimationTreePlayer.xml:132 -#, fuzzy msgid "Returns the blend amount of a Blend4 node given its name." -msgstr "返回指定轨道中的键数。" +msgstr "返回给定名称的Blend4节点的混合量。" #: doc/classes/AnimationTreePlayer.xml:140 msgid "" @@ -7168,35 +7198,36 @@ msgid "" "A Blend4 Node blends two pairs of animations.\n" "The two pairs are blended like Blend2 and then added together." msgstr "" +"设置Blend4节点的混合量,给定其名称和值。\n" +"Blend4节点可以混合两对动画。\n" +"这两对动画像Blend2一样被混合,然后相加在一起。" #: doc/classes/AnimationTreePlayer.xml:151 -#, fuzzy msgid "" "Connects node [code]id[/code] to [code]dst_id[/code] at the specified input " "slot." -msgstr "断开连接到指定输入端的节点。" +msgstr "将节点[code]id[/code]连接到指定输入插槽的[code]dst_id[/code]。" #: doc/classes/AnimationTreePlayer.xml:159 -#, fuzzy msgid "" "Disconnects nodes connected to [code]id[/code] at the specified input slot." -msgstr "断开连接到指定输入端的节点。" +msgstr "断开在指定输入插槽连接到[code]id[/code]的节点。" #: doc/classes/AnimationTreePlayer.xml:165 -#, fuzzy msgid "Returns a [PoolStringArray] containing the name of all nodes." -msgstr "返回一个 [Array],包含当前所有连接手柄的设备 ID。" +msgstr "返回包含所有节点名称的[PoolStringArray]。" #: doc/classes/AnimationTreePlayer.xml:172 -#, fuzzy msgid "Returns the mix amount of a Mix node given its name." -msgstr "返回指定轨道中的键数。" +msgstr "返回给定名称的Mix节点的混合量。" #: doc/classes/AnimationTreePlayer.xml:180 msgid "" "Sets the mix amount of a Mix node given its name and value.\n" "A Mix node adds input b to input a by the amount given by ratio." msgstr "" +"设置混合节点的混合量,给定它的名称和值。\n" +"混合节点将输入b添加到输入a中,其量由比率给出。" #: doc/classes/AnimationTreePlayer.xml:188 msgid "Check if a node exists (by name)." @@ -7206,90 +7237,78 @@ msgstr "按名称检查节点是否存在。" msgid "" "Returns the input count for a given node. Different types of nodes have " "different amount of inputs." -msgstr "" +msgstr "返回给定节点的输入计数。不同类型的节点有不同的输入数量。" #: doc/classes/AnimationTreePlayer.xml:203 -#, fuzzy msgid "Returns the input source for a given node input." -msgstr "返回给定步骤的输入断点。" +msgstr "返回给定节点输入的输入源。" #: doc/classes/AnimationTreePlayer.xml:210 -#, fuzzy msgid "Returns position of a node in the graph given its name." -msgstr "返回指定名称的动画节点。" +msgstr "返回给定其名称节点在图示中的位置。" #: doc/classes/AnimationTreePlayer.xml:217 -#, fuzzy msgid "Gets the node type, will return from [enum NodeType] enum." -msgstr "获取当前节点的类型。与[enum NodeType]常量比较。" +msgstr "获取节点类型,将从[enum NodeType]枚举中返回。" #: doc/classes/AnimationTreePlayer.xml:225 -#, fuzzy msgid "Renames a node in the graph." -msgstr "从图中删除指定的节点。" +msgstr "重命名图示中的一个节点。" #: doc/classes/AnimationTreePlayer.xml:233 -#, fuzzy msgid "Sets the position of a node in the graph given its name and position." -msgstr "将给定的节点设置为图形的端点。" +msgstr "设置节点在图示中的位置,给定其名称和位置。" #: doc/classes/AnimationTreePlayer.xml:240 -#, fuzzy msgid "Returns the autostart delay of a OneShot node given its name." -msgstr "返回给定轨道中给定键的值。" +msgstr "返回给定名称的OneShot节点的自动启动延迟。" #: doc/classes/AnimationTreePlayer.xml:247 -#, fuzzy msgid "Returns the autostart random delay of a OneShot node given its name." -msgstr "返回指定名称的动画节点。" +msgstr "返回给定名称的OneShot节点的自动启动随机延迟。" #: doc/classes/AnimationTreePlayer.xml:254 -#, fuzzy msgid "Returns the fade in time of a OneShot node given its name." -msgstr "返回指定名称的动画节点。" +msgstr "返回给定名称的OneShot节点的淡入时间。" #: doc/classes/AnimationTreePlayer.xml:261 -#, fuzzy msgid "Returns the fade out time of a OneShot node given its name." -msgstr "返回与给定名称相匹配的第一个图块。" +msgstr "返回给定其名称的OneShot节点的淡出时间。" #: doc/classes/AnimationTreePlayer.xml:268 -#, fuzzy msgid "Returns whether a OneShot node will auto restart given its name." -msgstr "返回指定名称的动画节点。" +msgstr "返回OneShot节点是否会根据其名称自动重新启动。" #: doc/classes/AnimationTreePlayer.xml:275 -#, fuzzy msgid "Returns whether a OneShot node is active given its name." -msgstr "返回指定名称的动画节点。" +msgstr "返回指定名称的OneShot节点是否处于活动状态。" #: doc/classes/AnimationTreePlayer.xml:283 msgid "" "Sets the autorestart property of a OneShot node given its name and value." -msgstr "" +msgstr "设置OneShot节点的自动启动属性,给定其名称和值。" #: doc/classes/AnimationTreePlayer.xml:291 msgid "" "Sets the autorestart delay of a OneShot node given its name and value in " "seconds." -msgstr "" +msgstr "设置OneShot节点的自动启动延迟,给定其名称和值,单位秒。" #: doc/classes/AnimationTreePlayer.xml:299 msgid "" "Sets the autorestart random delay of a OneShot node given its name and value " "in seconds." -msgstr "" +msgstr "设置OneShot节点的自动重启随机延迟,给定其名称和数值,单位秒。" #: doc/classes/AnimationTreePlayer.xml:307 -#, fuzzy msgid "" "Sets the fade in time of a OneShot node given its name and value in seconds." -msgstr "设置插值为指定的[code]time[/code],单位秒。" +msgstr "设置OneShot节点的淡入时间,给定其名称和数值,单位秒。" #: doc/classes/AnimationTreePlayer.xml:315 msgid "" "Sets the fade out time of a OneShot node given its name and value in seconds." -msgstr "" +msgstr "设置OneShot节点的淡出时间,给定其名称和数值,单位秒。" #: doc/classes/AnimationTreePlayer.xml:324 msgid "" @@ -7297,16 +7316,16 @@ msgid "" "[code]id[/code] turns off the track modifying the property at [code]path[/" "code]. The modified node's children continue to animate." msgstr "" +"如果[code]enable[/code]是[code]true[/code],ID为[code]id[/code]的OneShot节点" +"会关闭修改[code]path[/code]处属性的轨道。被修改的节点的子节点继续进行动画。" #: doc/classes/AnimationTreePlayer.xml:331 -#, fuzzy msgid "Starts a OneShot node given its name." -msgstr "开始播放指定的动画。" +msgstr "启动指定名称的OneShot节点。" #: doc/classes/AnimationTreePlayer.xml:338 -#, fuzzy msgid "Stops the OneShot node with name [code]id[/code]." -msgstr "返回[code]idx[/code]处的节点名称。" +msgstr "停止名称为[code]id[/code]的OneShot节点。" #: doc/classes/AnimationTreePlayer.xml:344 msgid "" @@ -7314,21 +7333,21 @@ msgid "" "animation nodes. Needed when external sources modify the animation nodes' " "state." msgstr "" +"手动重新计算由动画节点生成的轨道信息缓存。当外部资源修改动画节点的状态时需要" +"用到。" #: doc/classes/AnimationTreePlayer.xml:351 -#, fuzzy msgid "Removes the animation node with name [code]id[/code]." -msgstr "移除按键[code]name[/code]的动画。" +msgstr "移除名称为[code]id[/code]的动画节点。" #: doc/classes/AnimationTreePlayer.xml:357 msgid "Resets this [AnimationTreePlayer]." msgstr "重置此 [AnimationTreePlayer]。" #: doc/classes/AnimationTreePlayer.xml:364 -#, fuzzy msgid "" "Returns the time scale value of the TimeScale node with name [code]id[/code]." -msgstr "返回具有给定 [code] name [/code] 的材质属性的默认值。" +msgstr "返回名称为[code]id[/code]的TimeScale节点的时间缩放值。" #: doc/classes/AnimationTreePlayer.xml:372 msgid "" @@ -7339,6 +7358,9 @@ msgid "" "If applied after a blend or mix, affects all input animations to that blend " "or mix." msgstr "" +"设置名称为[code]id[/code]的TimeScale节点的时间缩放为[code]scale[/code]。\n" +"时间缩放节点用来加快[Animation]的速度,如果缩放高于1,就会减慢它们。\n" +"如果在混合后应用,会影响到该混合的所有输入动画。" #: doc/classes/AnimationTreePlayer.xml:382 msgid "" @@ -7347,33 +7369,34 @@ msgid "" "This functions as a seek in the [Animation] or the blend or mix of " "[Animation]s input in it." msgstr "" +"设置名称为[code]id[/code]的TimeSeek节点的时间查寻值为[code]seconds[/code]。\n" +"这在[Animation]或输入的[Animation]的混合中起到查寻的作用。" #: doc/classes/AnimationTreePlayer.xml:391 -#, fuzzy msgid "" "Deletes the input at [code]input_idx[/code] for the transition node with " "name [code]id[/code]." -msgstr "返回[code]prop_idx[/code]处的属性名称,用于[code]idx[/code]处的节点。" +msgstr "删除名称为[code]id[/code]的过渡节点的[code]input_idx[/code]的输入。" #: doc/classes/AnimationTreePlayer.xml:398 -#, fuzzy msgid "" "Returns the index of the currently evaluated input for the transition node " "with name [code]id[/code]." -msgstr "返回带有给定[code]id[/code]的项的索引。" +msgstr "返回名称为[code]id[/code]的过渡节点的当前评估输入的索引。" #: doc/classes/AnimationTreePlayer.xml:405 msgid "" "Returns the number of inputs for the transition node with name [code]id[/" "code]. You can add inputs by right-clicking on the transition node." msgstr "" +"返回名称为[code]id[/code]的过渡节点的输入数。你可以通过右键点击过渡节点来增加" +"输入。" #: doc/classes/AnimationTreePlayer.xml:412 -#, fuzzy msgid "" "Returns the cross fade time for the transition node with name [code]id[/" "code]." -msgstr "返回[code]idx[/code]处的节点名称。" +msgstr "返回名称为[code]id[/code]的过渡节点的交叉淡化时间。" #: doc/classes/AnimationTreePlayer.xml:420 msgid "" @@ -7381,41 +7404,41 @@ msgid "" "transition node with name [code]id[/code] is set to automatically advance to " "the next input upon completion." msgstr "" +"如果过渡节点上名称为[code]id[/code]的[code]input_idx[/code]的输入被设置为在完" +"成后自动前进到下一个输入,则返回[code]true[/code]。" #: doc/classes/AnimationTreePlayer.xml:428 -#, fuzzy msgid "" "The transition node with name [code]id[/code] sets its current input at " "[code]input_idx[/code]." msgstr "" -"将轨道 [code]idx[/code] 的索引位置改为 [code]to_idx[/code] 中定义的位置。" +"名称为 [code]id[/code] 的过渡节点将其当前输入设置为 [code]input_idx[/code]。" #: doc/classes/AnimationTreePlayer.xml:437 msgid "" "The transition node with name [code]id[/code] advances to its next input " "automatically when the input at [code]input_idx[/code] completes." msgstr "" +"当[code]input_idx[/code]处的输入完成后,名称为[code]id[/code]的过渡节点自动进" +"行到下一个输入。" #: doc/classes/AnimationTreePlayer.xml:445 -#, fuzzy msgid "" "Resizes the number of inputs available for the transition node with name " "[code]id[/code]." -msgstr "返回与给定[code] id [/code]关联的点的权重比例。" +msgstr "调整名称为[code]id[/code]的过渡节点的可用输入数。" #: doc/classes/AnimationTreePlayer.xml:453 -#, fuzzy msgid "" "The transition node with name [code]id[/code] sets its cross fade time to " "[code]time_sec[/code]." msgstr "" -"将轨道 [code]idx[/code] 的索引位置改为 [code]to_idx[/code] 中定义的位置。" +"名称为[code]id[/code]的过渡节点将其交叉淡化时间设置为[code]time_sec[/code]。" #: doc/classes/AnimationTreePlayer.xml:459 -#, fuzzy msgid "" "If [code]true[/code], the [AnimationTreePlayer] is able to play animations." -msgstr "如果 [code]true[/code] 时,[AnimationTree] 将执行逻辑处理。" +msgstr "如果[code]true[/code],[AnimationTreePlayer]就能够播放动画。" #: doc/classes/AnimationTreePlayer.xml:462 msgid "" @@ -7423,6 +7446,8 @@ msgid "" "It accesses the bones, so it should point to the same node the " "[AnimationPlayer] would point its Root Node at." msgstr "" +"相对访问其他节点的节点。\n" +"它访问骨骼,应该指向[AnimationPlayer]将指向其根节点的同一个节点。" #: doc/classes/AnimationTreePlayer.xml:466 msgid "" @@ -7430,6 +7455,9 @@ msgid "" "binds animations to animation nodes.\n" "Once set, [Animation] nodes can be added to the [AnimationTreePlayer]." msgstr "" +"通过 [AnimationPlayer] 的路径,此 [AnimationTreePlayer] 将动画绑定到动画节" +"点。\n" +"设置后,[Animation]节点可以添加到[AnimationPlayer]。" #: doc/classes/AnimationTreePlayer.xml:470 msgid "The thread in which to update animations." @@ -7494,39 +7522,45 @@ msgid "https://godotengine.org/asset-library/asset/127" msgstr "https://godotengine.org/asset-library/asset/127" #: doc/classes/Area.xml:17 +#, fuzzy msgid "" -"Returns a list of intersecting [Area]s. For performance reasons (collisions " -"are all processed at the same time) this list is modified once during the " -"physics step, not immediately after objects are moved. Consider using " -"signals instead." +"Returns a list of intersecting [Area]s. The overlapping area's [member " +"CollisionObject.collision_layer] must be part of this area's [member " +"CollisionObject.collision_mask] in order to be detected.\n" +"For performance reasons (collisions are all processed at the same time) this " +"list is modified once during the physics step, not immediately after objects " +"are moved. Consider using signals instead." msgstr "" -"返回一个相交的区域[Area]的列表。由于性能原因(碰撞都是同时处理的),这个列表" -"在物理步骤中被修改一次,而不是在物体被移动后立即修改。可以考虑使用信号来代" -"替。" +"返回一个相交的[PhysicsBody]的列表。由于性能的原因(碰撞都是在同一时间处理" +"的),这个列表在物理步骤中被修改一次,而不是在物体被移动后立即修改。可以考虑" +"使用信号来代替。" -#: doc/classes/Area.xml:23 +#: doc/classes/Area.xml:24 +#, fuzzy msgid "" -"Returns a list of intersecting [PhysicsBody]s. For performance reasons " -"(collisions are all processed at the same time) this list is modified once " -"during the physics step, not immediately after objects are moved. Consider " -"using signals instead." +"Returns a list of intersecting [PhysicsBody]s. The overlapping body's " +"[member CollisionObject.collision_layer] must be part of this area's [member " +"CollisionObject.collision_mask] in order to be detected.\n" +"For performance reasons (collisions are all processed at the same time) this " +"list is modified once during the physics step, not immediately after objects " +"are moved. Consider using signals instead." msgstr "" "返回一个相交的[PhysicsBody]的列表。由于性能的原因(碰撞都是在同一时间处理" "的),这个列表在物理步骤中被修改一次,而不是在物体被移动后立即修改。可以考虑" "使用信号来代替。" -#: doc/classes/Area.xml:30 +#: doc/classes/Area.xml:32 msgid "" "If [code]true[/code], the given area overlaps the Area.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, list of overlaps is updated once per frame and before the " "physics step. Consider using signals instead." msgstr "" -"如果 [code]true[/code],则给定区域与该区域重叠。\n" -" [b]注意:[/b]在移动物体后,这个测试的结果不是即时的。为了性能,重叠列表在每" -"一帧和物理步骤之前更新一次。可以考虑用信号代替。" +"如果 [code]true[/code],则给定区域与该区域重叠.\n" +"[b]注意:[/b]在移动物体后,这个测试的结果不是即时的。为了性能,重叠列表在每一" +"帧和物理步骤之前更新一次。可以考虑用信号代替。" -#: doc/classes/Area.xml:38 +#: doc/classes/Area.xml:40 msgid "" "If [code]true[/code], the given physics body overlaps the Area.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " @@ -7536,48 +7570,48 @@ msgid "" "instance (while GridMaps are not physics body themselves, they register " "their tiles with collision shapes as a virtual physics body)." msgstr "" -"如果为[code]true[/code],则给定的物理体与该区域重叠。\n" +"如果为[code]true[/code],则给定的物理体与该区域重叠.\n" "[b]注意:[/b]在移动物体后,这个测试的结果不是即时的。为了提高性能,重叠列表在" "每一帧和物理步骤之前更新一次。可以考虑使用信号来代替。\n" "[code]body[/code]参数可以是一个[PhysicsBody]或一个[GridMap]实例(虽然GridMaps" "本身不是物理体,但它们用碰撞形状注册它们的瓦片(tiles)作为一个虚拟物理体)。" -#: doc/classes/Area.xml:46 +#: doc/classes/Area.xml:48 msgid "" "The rate at which objects stop spinning in this area. Represents the angular " "velocity lost per second.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" -"物体在此区域停止旋转的速度。代表每秒损失的角速度。\n" +"物体在此区域停止旋转的速度。代表每秒损失的角速度.\n" "关于阻尼的更多细节,见[member ProjectSettings.physics/3d/" "default_angular_damp]。" -#: doc/classes/Area.xml:50 doc/classes/Area2D.xml:52 +#: doc/classes/Area.xml:52 doc/classes/Area2D.xml:54 msgid "The name of the area's audio bus." -msgstr "该区域音频总线的名称。" +msgstr "该区域音频总线的名称." -#: doc/classes/Area.xml:53 doc/classes/Area2D.xml:55 +#: doc/classes/Area.xml:55 doc/classes/Area2D.xml:57 msgid "" "If [code]true[/code], the area's audio bus overrides the default audio bus." msgstr "如果[code]true[/code],该区域的音频总线覆盖默认的音频总线。" -#: doc/classes/Area.xml:56 +#: doc/classes/Area.xml:58 msgid "" "The area's gravity intensity (in meters per second squared). This value " "multiplies the gravity vector. This is useful to alter the force of gravity " "without altering its direction." msgstr "" -"该区域内的重力强度(单位:米/秒平方)。这个值是重力向量的倍数。这对只改变引力" -"大小而不改变其方向很有用。" +"该区域内的重力强度(单位:m/s^2)。这个值是重力向量的倍数。这个量在改变引力大" +"小而不改变其方向很有用。" -#: doc/classes/Area.xml:59 doc/classes/Area2D.xml:61 +#: doc/classes/Area.xml:61 doc/classes/Area2D.xml:63 msgid "" "The falloff factor for point gravity. The greater the value, the faster " "gravity decreases with distance." -msgstr "点状重力的衰减系数。该值越大,重力值随距离下降的速度就越快。" +msgstr "点重力的衰减系数。该值越大,重力值随距离下降的速度就越快。" -#: doc/classes/Area.xml:62 doc/classes/Area2D.xml:64 +#: doc/classes/Area.xml:64 doc/classes/Area2D.xml:66 msgid "" "If [code]true[/code], gravity is calculated from a point (set via [member " "gravity_vec]). See also [member space_override]." @@ -7585,40 +7619,40 @@ msgstr "" "如果 [code]true[/code],则从一个点计算重力(通过 [member gravity_vec] 设" "置)。参阅 [member space_override]。" -#: doc/classes/Area.xml:65 doc/classes/Area2D.xml:67 +#: doc/classes/Area.xml:67 doc/classes/Area2D.xml:69 msgid "" "The area's gravity vector (not normalized). If gravity is a point (see " "[member gravity_point]), this will be the point of attraction." msgstr "" -"区域的重力向量(未归一化)。如果重力是一个点(请参阅[membergravity_point])," -"则这将是吸引力点。" +"区域的未归一化的重力向量。如果重力作用在一个点上,则它将是引力点。参阅" +"[membergravity_point]。" -#: doc/classes/Area.xml:68 +#: doc/classes/Area.xml:70 msgid "" "The rate at which objects stop moving in this area. Represents the linear " "velocity lost per second.\n" "See [member ProjectSettings.physics/3d/default_linear_damp] for more details " "about damping." msgstr "" -"物体在此区域停止运动的速度。代表每秒损失的线速度。\n" +"物体在此区域减速的速率。代表每秒损失的线速度。\n" "关于阻尼的更多细节,见[member ProjectSettings.physics/3d/" "default_linear_damp]。" -#: doc/classes/Area.xml:72 doc/classes/Area2D.xml:74 +#: doc/classes/Area.xml:74 doc/classes/Area2D.xml:76 msgid "If [code]true[/code], other monitoring areas can detect this area." msgstr "如果[code]true[/code],其他监测区域可以检测到这个区域。" -#: doc/classes/Area.xml:75 doc/classes/Area2D.xml:77 +#: doc/classes/Area.xml:77 doc/classes/Area2D.xml:79 msgid "" "If [code]true[/code], the area detects bodies or areas entering and exiting " "it." msgstr "如果[code]true[/code],则该区域检测进入和退出该区域的机构或区域。" -#: doc/classes/Area.xml:78 doc/classes/Area2D.xml:80 +#: doc/classes/Area.xml:80 doc/classes/Area2D.xml:82 msgid "The area's priority. Higher priority areas are processed first." msgstr "该地区的优先级。优先级较高的地区优先处理。" -#: doc/classes/Area.xml:81 +#: doc/classes/Area.xml:83 msgid "" "The degree to which this area applies reverb to its associated audio. Ranges " "from [code]0[/code] to [code]1[/code] with [code]0.1[/code] precision." @@ -7626,15 +7660,15 @@ msgstr "" "该区域对其相关音频应用混响的程度。范围从[code]0[/code]到[code]1[/code],精度" "为[code]0.1[/code]。" -#: doc/classes/Area.xml:84 +#: doc/classes/Area.xml:86 msgid "If [code]true[/code], the area applies reverb to its associated audio." -msgstr "如果[code]true[/code],则该区域将混响应用于其相关音频。" +msgstr "如果为[code]true[/code],则该区域将混响应用于其相关音频。" -#: doc/classes/Area.xml:87 +#: doc/classes/Area.xml:89 msgid "The reverb bus name to use for this area's associated audio." -msgstr "这个区域的相关音频要使用的混响总线名称。" +msgstr "这个区域的相关音频要使用的混响总线名称." -#: doc/classes/Area.xml:90 +#: doc/classes/Area.xml:92 msgid "" "The degree to which this area's reverb is a uniform effect. Ranges from " "[code]0[/code] to [code]1[/code] with [code]0.1[/code] precision." @@ -7642,23 +7676,23 @@ msgstr "" "这个区域的混响效果均匀的程度。范围从[code]0[/code]到[code]1[/code],精度为" "[code]0.1[/code]。" -#: doc/classes/Area.xml:93 doc/classes/Area2D.xml:83 +#: doc/classes/Area.xml:95 doc/classes/Area2D.xml:85 msgid "" "Override mode for gravity and damping calculations within this area. See " "[enum SpaceOverride] for possible values." msgstr "该区域内重力和阻尼计算的覆盖模式。可能的值见[enum SpaceOverride]。" -#: doc/classes/Area.xml:100 +#: doc/classes/Area.xml:102 msgid "" "Emitted when another Area enters this Area. Requires [member monitoring] to " "be set to [code]true[/code].\n" "[code]area[/code] the other Area." msgstr "" -"当另一个区域进入这个区域时发出的。需要将监控[member monitoring]设置为" +"当另一个Area进入这个Area时触发。需要将监控[member monitoring]设置为" "[code]true[/code]。\n" -"[code]area[/code]参数是进入的其他区域。" +"[code]area[/code]参数是另外一个Area。" -#: doc/classes/Area.xml:107 +#: doc/classes/Area.xml:109 msgid "" "Emitted when another Area exits this Area. Requires [member monitoring] to " "be set to [code]true[/code].\n" @@ -7666,10 +7700,9 @@ msgid "" msgstr "" "当另一个区域退出这个区域时发出的。要求监控[member monitoring]被设置为" "[code]true[/code]。\n" -"[code]area[/code]参数是进入的其他区域。" +"[code]area[/code]参数是另外一个Area。" -#: doc/classes/Area.xml:117 doc/classes/Area.xml:130 -#, fuzzy +#: doc/classes/Area.xml:119 doc/classes/Area.xml:132 msgid "" "Emitted when one of another Area's [Shape]s enters one of this Area's " "[Shape]s. Requires [member monitoring] to be set to [code]true[/code].\n" @@ -7683,17 +7716,19 @@ msgid "" "the [PhysicsServer]. Get the [CollisionShape] node with [code]self." "shape_owner_get_owner(local_shape_index)[/code]." msgstr "" -"当另一个区域的一个形状[Shape]进入这个区域的一个形状[Shape]时发出的。要求监控" -"[member monitoring]被设置为[code]true[/code]。\n" -"[code] area_id[/code] 参数是[PhysicsServer]使用的其他区域的[CollisionObject]" -"的[RID]。\n" -"[code]area[/code] 参数是其他区域。\n" -"[code]area_shape[/code] 参数是被[PhysicsServer]使用的其他区域的[Shape]的索" -"引。\n" -"[code]local_shape[/code]参数是被[PhysicsServer]使用的这个区域的[Shape]的索" -"引。" +"当另一个区域的一个[Shape]进入这个区域的一个[Shape]时发出的。要求[member " +"monitoring] 被设置为[code]true[/code]。\n" +"[code]area_rid[/code] [PhysicsServer]使用的其他区域的[CollisionObject]的" +"[RID]。\n" +"[code]area[/code] 其他区域。\n" +"[code]area_shape_index[/code] [PhysicsServer]使用的其他区域的[Shape]的索引。" +"用[code]area.shape_owner_get_owner(area_shape_index)[/code]获得" +"[CollisionShape]节点。\n" +"[code]local_shape_index[/code]是[PhysicsServer]使用的该区域的[Shape]的索引。" +"用[code]self.shape_owner_get_owner(local_shape_index)[/code]获得" +"[CollisionShape]节点。" -#: doc/classes/Area.xml:140 +#: doc/classes/Area.xml:142 msgid "" "Emitted when a [PhysicsBody] or [GridMap] enters this Area. Requires [member " "monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the " @@ -7704,10 +7739,10 @@ msgstr "" "当[PhysicsBody]或[GridMap]进入这个区域时发出的。需要将监控[member monitoring]" "设置为[code]true[/code]。如果[MeshLibrary]有碰撞形状[Shape],就会检测到" "[GridMap]。\n" -"[code]body[/code]是另一个[PhysicsBody]或[GridMap]的节点[Node],如果它存在于场" -"景树中。" +"[code]body[/code], 如果它存在于场景树中, 是另一个[PhysicsBody]或[GridMap]节点" +"[Node]。" -#: doc/classes/Area.xml:147 +#: doc/classes/Area.xml:149 msgid "" "Emitted when a [PhysicsBody] or [GridMap] exits this Area. Requires [member " "monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the " @@ -7715,14 +7750,13 @@ msgid "" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody] or [GridMap]." msgstr "" -"当[PhysicsBody]或[GridMap]离开这个区域时发出的。需要将监控[member monitoring]" +"当[PhysicsBody]或[GridMap]离开这个Area时发出的。需要将监控[member monitoring]" "设置为[code]true[/code]。如果[MeshLibrary]有碰撞形状[Shape],就会检测到" "[GridMap]。\n" -"[code]body[/code]是其他[PhysicsBody]或[GridMap]的[Node],如果它存在于场景树" -"中。" +"[code]body[/code], 如果它存在于场景树中, 是其他[PhysicsBody]或[GridMap]的" +"[Node]。" -#: doc/classes/Area.xml:157 doc/classes/Area.xml:170 -#, fuzzy +#: doc/classes/Area.xml:159 doc/classes/Area.xml:172 msgid "" "Emitted when one of a [PhysicsBody] or [GridMap]'s [Shape]s enters one of " "this Area's [Shape]s. Requires [member monitoring] to be set to [code]true[/" @@ -7738,29 +7772,31 @@ msgid "" "the [PhysicsServer]. Get the [CollisionShape] node with [code]self." "shape_owner_get_owner(local_shape_index)[/code]." msgstr "" -"当[PhysicsBody]或[GridMap]的一个形状[Shape]进入这个区域的一个形状[Shape]时发" -"出的。需要将监控[member monitoring]设置为[code]true[/code]。如果[MeshLibrary]" -"有碰撞形状[Shape],就会检测到[GridMap]。\n" -"[code]body_id[/code]参数是[PhysicsServer]使用的[PhysicsBody]或[MeshLibrary]的" -"[CollisionObject]的RID。\n" -"[code]body[/code] 参数是[PhysicsBody]或[GridMap]的[Node],如果它存在于树" -"中。\n" -"[code]body_shape[/code] 参数是由[PhysicsServer]使用的[PhysicsBody]或[GridMap]" -"的[Shape]的索引。\n" -"[code]local_shape[/code] 参数是[PhysicsServer]使用的这个区域的[Shape]的索引。" - -#: doc/classes/Area.xml:180 doc/classes/Area2D.xml:170 +"当[PhysicsBody]或[GridMap]的一个[Shape]进入这个区域的一个[Shape]时触发。需要" +"将[member monitoring]设置为[code]true[/code]。如果[MeshLibrary]有碰撞" +"[Shape],就会检测到[GridMap]。\n" +"[code]body_rid[/code] [PhysicsServer]使用的[PhysicsBody]或[MeshLibrary]的" +"[CollisionObject]的[RID]。\n" +"[code]body[/code] [PhysicsBody]或[GridMap]的[Node],如果它存在于树中的话。\n" +"[code]body_shape_index[/code] [PhysicsServer]使用的[PhysicsBody]或[GridMap]的" +"[Shape]的索引。用[code]body.shape_owner_get_owner(body_shape_index)[/code]获" +"取[CollisionShape]节点。\n" +"[code]local_shape_index[/code]这个区域的[Shape]的索引,由[PhysicsServer]使" +"用。用[code]self.shape_owner_get_owner(local_shape_index)[/code]获得" +"[CollisionShape]节点。" + +#: doc/classes/Area.xml:182 doc/classes/Area2D.xml:172 msgid "This area does not affect gravity/damping." msgstr "这个区域不影响重力/阻尼。" -#: doc/classes/Area.xml:183 doc/classes/Area2D.xml:173 +#: doc/classes/Area.xml:185 doc/classes/Area2D.xml:175 msgid "" "This area adds its gravity/damping values to whatever has been calculated so " "far (in [member priority] order)." msgstr "" "该区域将其重力/阻尼值加到迄今为止计算出的任何值上(按[member 优先级]排序)。" -#: doc/classes/Area.xml:186 doc/classes/Area2D.xml:176 +#: doc/classes/Area.xml:188 doc/classes/Area2D.xml:178 msgid "" "This area adds its gravity/damping values to whatever has been calculated so " "far (in [member priority] order), ignoring any lower priority areas." @@ -7768,13 +7804,13 @@ msgstr "" "该区域将其重力/阻尼值添加到到目前为止已计算的任何内容(按[member 优先级]顺" "序),而忽略任何较低优先级的区域。" -#: doc/classes/Area.xml:189 doc/classes/Area2D.xml:179 +#: doc/classes/Area.xml:191 doc/classes/Area2D.xml:181 msgid "" "This area replaces any gravity/damping, even the defaults, ignoring any " "lower priority areas." msgstr "该区域将替换所有重力/阻尼,甚至是默认值,而忽略任何较低优先级的区域。" -#: doc/classes/Area.xml:192 doc/classes/Area2D.xml:182 +#: doc/classes/Area.xml:194 doc/classes/Area2D.xml:184 msgid "" "This area replaces any gravity/damping calculated so far (in [member " "priority] order), but keeps calculating the rest of the areas." @@ -7813,26 +7849,32 @@ msgid "https://godotengine.org/asset-library/asset/120" msgstr "https://godotengine.org/asset-library/asset/120" #: doc/classes/Area2D.xml:19 +#, fuzzy msgid "" -"Returns a list of intersecting [Area2D]s. For performance reasons " -"(collisions are all processed at the same time) this list is modified once " -"during the physics step, not immediately after objects are moved. Consider " -"using signals instead." +"Returns a list of intersecting [Area2D]s. The overlapping area's [member " +"CollisionObject2D.collision_layer] must be part of this area's [member " +"CollisionObject2D.collision_mask] in order to be detected.\n" +"For performance reasons (collisions are all processed at the same time) this " +"list is modified once during the physics step, not immediately after objects " +"are moved. Consider using signals instead." msgstr "" "返回相交的 [Area2D] 的列表。由于性能原因(碰撞都是同时处理的),该列表不会在" "对象移动后立即更新,只会在物理更新时进行统一修改。可以考虑改用信号。" -#: doc/classes/Area2D.xml:25 +#: doc/classes/Area2D.xml:26 +#, fuzzy msgid "" -"Returns a list of intersecting [PhysicsBody2D]s. For performance reasons " -"(collisions are all processed at the same time) this list is modified once " -"during the physics step, not immediately after objects are moved. Consider " -"using signals instead." +"Returns a list of intersecting [PhysicsBody2D]s. The overlapping body's " +"[member CollisionObject2D.collision_layer] must be part of this area's " +"[member CollisionObject2D.collision_mask] in order to be detected.\n" +"For performance reasons (collisions are all processed at the same time) this " +"list is modified once during the physics step, not immediately after objects " +"are moved. Consider using signals instead." msgstr "" "返回相交的 [PhysicsBody2D] 的列表。由于性能原因(碰撞都是同时处理的),该列表" "不会在对象移动后立即更新,只会在物理更新时进行统一修改。可以考虑改用信号。" -#: doc/classes/Area2D.xml:32 +#: doc/classes/Area2D.xml:34 msgid "" "If [code]true[/code], the given area overlaps the Area2D.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " @@ -7843,7 +7885,7 @@ msgstr "" "[b]注意:[/b]在移动物体后,这个测试的结果不是即时的。为了性能,重叠列表在每一" "帧和物理步骤之前更新一次。可以考虑用信号代替。" -#: doc/classes/Area2D.xml:40 +#: doc/classes/Area2D.xml:42 msgid "" "If [code]true[/code], the given physics body overlaps the Area2D.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " @@ -7859,7 +7901,7 @@ msgstr "" "[code]body[/code]参数可以是一个[PhysicsBody2D]或一个[TileMap]实例(虽然" "TileMaps本身不是物理体,但它们用碰撞形状注册它们的瓦片作为一个虚拟物理体)。" -#: doc/classes/Area2D.xml:48 +#: doc/classes/Area2D.xml:50 msgid "" "The rate at which objects stop spinning in this area. Represents the angular " "velocity lost per second.\n" @@ -7870,7 +7912,7 @@ msgstr "" "关于阻尼的更多细节,见[member ProjectSettings.physics/2D/" "default_angular_damp]。" -#: doc/classes/Area2D.xml:58 +#: doc/classes/Area2D.xml:60 msgid "" "The area's gravity intensity (in pixels per second squared). This value " "multiplies the gravity vector. This is useful to alter the force of gravity " @@ -7879,7 +7921,7 @@ msgstr "" "该区域的重力强度(以像素/秒的平方为单位)。这个值是重力向量的倍数。这对改变引" "力大小而不改变其方向很有用。" -#: doc/classes/Area2D.xml:70 +#: doc/classes/Area2D.xml:72 msgid "" "The rate at which objects stop moving in this area. Represents the linear " "velocity lost per second.\n" @@ -7890,7 +7932,7 @@ msgstr "" "关于阻尼的更多细节,见[member ProjectSettings.physics/2D/" "default_linear_damp]。" -#: doc/classes/Area2D.xml:90 +#: doc/classes/Area2D.xml:92 msgid "" "Emitted when another Area2D enters this Area2D. Requires [member monitoring] " "to be set to [code]true[/code].\n" @@ -7900,7 +7942,7 @@ msgstr "" "[code]true[/code]。\n" "[code]area[/code]参数是其他Area2D。" -#: doc/classes/Area2D.xml:97 +#: doc/classes/Area2D.xml:99 msgid "" "Emitted when another Area2D exits this Area2D. Requires [member monitoring] " "to be set to [code]true[/code].\n" @@ -7910,8 +7952,7 @@ msgstr "" "[code]true[/code]。\n" "[code]area[/code]参数是其他Area2D。" -#: doc/classes/Area2D.xml:107 -#, fuzzy +#: doc/classes/Area2D.xml:109 msgid "" "Emitted when one of another Area2D's [Shape2D]s enters one of this Area2D's " "[Shape2D]s. Requires [member monitoring] to be set to [code]true[/code].\n" @@ -7925,18 +7966,19 @@ msgid "" "used by the [Physics2DServer]. Get the [CollisionShape2D] node with " "[code]self.shape_owner_get_owner(local_shape_index)[/code]." msgstr "" -"当另一个Area2D的[Shape2D]s进入这个Area2D的[Shape2D]s时发出的。要求监控" -"[member monitoring]被设置为[code]true[/code]。\n" -"[code]area_id[/code] 参数是由[Physics2DServer]使用的其他Area2D的" +"当另一个Area2D的[Shape2D]进入此Area2D的[Shape2D]时触发。需要将 [member " +"monitoring] 设置为[code]true[/code]。\n" +"[code]area_rid[/code] 由[Physics2DServer]使用的其他Area2D的" "[CollisionObject2D]的[RID]。\n" -"[code]area[/code] 参数是其他Area2D。\n" -"[code]area_shape[/code] 参数是[Physics2DServer]使用的其他Area2D的[Shape2D]的" -"索引。\n" -"[code]local_shape[/code]参数是 由[Physics2DServer]使用的这个Area2D的[Shape2D]" -"的索引。" +"[code]area[/code] 其他Area2D。\n" +"[code]area_shape_index[/code][Physics2DServer]使用的其他Area2D的[Shape2D]的索" +"引。用[code]area.shape_owner_get_owner(area_shape_index)[/code]获得" +"[CollisionShape2D]节点。\n" +"[code]local_shape_index[/code]此Area2D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/Area2D.xml:120 -#, fuzzy +#: doc/classes/Area2D.xml:122 msgid "" "Emitted when one of another Area2D's [Shape2D]s exits one of this Area2D's " "[Shape2D]s. Requires [member monitoring] to be set to [code]true[/code].\n" @@ -7950,17 +7992,19 @@ msgid "" "used by the [Physics2DServer]. Get the [CollisionShape2D] node with " "[code]self.shape_owner_get_owner(local_shape_index)[/code]." msgstr "" -"当另一个Area2D的[Shape2D]s离开这个Area2D的[Shape2D]s之一时发出。要求监控" -"[member monitoring]被设置为[code]true[/code]。\n" -"[code]area_id[/code] 参数是由[Physics2DServer]使用的其他Area2D的" +"当另一个Area2D的[Shape2D]退出这个Area2D的[Shape2D]之一时触发。要求[member " +"monitoring] 被设置为[code]true[/code]。\n" +"[code]area_rid[/code] 由[Physics2DServer]使用的其他Area2D的" "[CollisionObject2D]的[RID]。\n" -"[code]area[/code] 参数是其他Area2D。\n" -"[code]area_shape[/code] 参数是[Physics2DServer]使用的其他Area2D的[Shape2D]的" -"索引。\n" -"[code]local_shape[/code] 参数是由[Physics2DServer]使用的这个Area2D的[Shape2D]" -"的索引。" +"[code]area[/code] 其他Area2D。\n" +"[code]area_shape_index[/code][Physics2DServer]使用的其他Area2D的[Shape2D]的索" +"引。用[code]area.shape_owner_get_owner(area_shape_index)[/code]获取" +"[CollisionShape2D]节点。\n" +"[code]local_shape_index[/code]这个Area2D的[Shape2D]的索引,由" +"[Physics2DServer]使用。用[code]self.shape_owner_get_owner(local_shape_index)" +"[/code]获得[CollisionShape2D]节点。" -#: doc/classes/Area2D.xml:130 +#: doc/classes/Area2D.xml:132 msgid "" "Emitted when a [PhysicsBody2D] or [TileMap] enters this Area2D. Requires " "[member monitoring] to be set to [code]true[/code]. [TileMap]s are detected " @@ -7974,7 +8018,7 @@ msgstr "" "[code]body[/code]参数是其他[PhysicsBody2D]或[TileMap]的[Node],如果它存在于树" "中。" -#: doc/classes/Area2D.xml:137 +#: doc/classes/Area2D.xml:139 msgid "" "Emitted when a [PhysicsBody2D] or [TileMap] exits this Area2D. Requires " "[member monitoring] to be set to [code]true[/code]. [TileMap]s are detected " @@ -7988,8 +8032,7 @@ msgstr "" "[code]body[/code] 参数是其他 [PhysicsBody2D] 或 [TileMap] 的 [Node],如果它存" "在于树中。" -#: doc/classes/Area2D.xml:147 -#, fuzzy +#: doc/classes/Area2D.xml:149 msgid "" "Emitted when one of a [PhysicsBody2D] or [TileMap]'s [Shape2D]s enters one " "of this Area2D's [Shape2D]s. Requires [member monitoring] to be set to " @@ -8007,20 +8050,21 @@ msgid "" "used by the [Physics2DServer]. Get the [CollisionShape2D] node with " "[code]self.shape_owner_get_owner(local_shape_index)[/code]." msgstr "" -"当[PhysicsBody2D]或[TileMap]的[Shape2D]之一进入此Area2D的[Shape2D]之一时发" -"出。需要将监控[member monitoring]设置为[code]true[/code]。如果[TileSet]有碰撞" -"形状[Shape2D]s,就会检测到[TileMap]s。\n" -"[code]body_id[/code]参数是 [Physics2DServer]使用的[PhysicsBody2D]或[TileSet]" -"的[CollisionObject2D]的RID。\n" -"[code]body[/code]参数是 [PhysicsBody2D]或[TileMap]的[节点],如果它在树上存在" -"的话。\n" -"[code]body_shape[/code] 参数是[Physics2DServer]使用的[PhysicsBody2D]或" -"[TileMap]的[Shape2D]的索引。\n" -"[code]local_shape[/code] 参数是[Physics2DServer]使用的这个Area2D的[Shape2D]的" -"索引。" +"当[PhysicsBody2D]或[TileMap]的[Shape2D]之一进入此Area2D的[Shape2D]之一时触" +"发。需要将[member monitoring]设置为[code]true[/code]。如果[TileSet]有" +"Collision[Shape2D],就会检测到[TileMap]。\n" +"[code]body_rid[/code] [Physics2DServer]使用的[PhysicsBody2D]或[TileSet]的" +"[CollisionObject2D]的[RID]。\n" +"[code]body[/code] [PhysicsBody2D]或[TileMap]的[Node],如果它在树上存在的" +"话。\n" +"[code]body_shape_index[/code] [Physics2DServer]使用的[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]此Area2D的[Shape2D]的索引,由[Physics2DServer]" +"使用。用[code]self.shape_owner_get_owner(local_shape_index)[/code]获得" +"[CollisionShape2D]节点。" -#: doc/classes/Area2D.xml:160 -#, fuzzy +#: doc/classes/Area2D.xml:162 msgid "" "Emitted when one of a [PhysicsBody2D] or [TileMap]'s [Shape2D]s exits one of " "this Area2D's [Shape2D]s. Requires [member monitoring] to be set to " @@ -8038,17 +8082,19 @@ msgid "" "used by the [Physics2DServer]. Get the [CollisionShape2D] node with " "[code]self.shape_owner_get_owner(local_shape_index)[/code]." msgstr "" -"当[PhysicsBody2D]或[TileMap]的一个[Shape2D]离开这个Area2D的一个[Shape2D]时发" -"出的。需要将监控[member monitoring]设置为[code]true[/code]。如果[TileSet]有碰" -"撞形状[Shape2D]s,就会检测到[TileMap]s。\n" -"[code]body_id[/code] 参数是[Physics2DServer]使用的[PhysicsBody2D]或[TileSet]" -"的[CollisionObject2D]的RID。\n" -"[code]body[/code]参数是[PhysicsBody2D]或[TileMap]的[Node],如果它存在于树中的" +"当[PhysicsBody2D]或[TileMap]的一个[Shape2D]退出这个Area2D的一个[Shape2D]时发" +"出的。需要将[member monitoring]设置为[code]true[/code]。如果[TileSet]有碰撞" +"[Shape2D],就会检测到[TileMap]。\n" +"[code]body_rid[/code] 是[Physics2DServer]使用的[PhysicsBody2D]或[TileSet]的" +"[CollisionObject2D]的[RID]。\n" +"[code]body[/code] [PhysicsBody2D]或[TileMap]的[Node],如果它在树上存在的" "话。\n" -"[code]body_shape[/code] 参数是[Physics2DServer]使用的[PhysicsBody2D]或" -"[TileMap]的[Shape2D]的索引。\n" -"[code]local_shape[/code] 参数是[Physics2DServer]使用的这个Area2D的[Shape2D]的" -"索引。" +"[code]body_shape_index[/code] [Physics2DServer]使用的[PhysicsBody2D]或" +"[TileMap]的[Shape2D]的索引。用[code]body." +"shape_owner_get_owner(body_shape_index)[/code]获取[CollisionShape2D]节点。\n" +"[code]local_shape_index[/code]此Area2D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/Array.xml:4 msgid "A generic array datatype." @@ -8373,6 +8419,9 @@ msgid "" "[b]Note:[/b] Arrays with equal contents can still produce different hashes. " "Only the exact same arrays will produce the same hashed integer value." msgstr "" +"返回这个数组的整数哈希值\n" +"[b]注意:[/b] 仅仅内容相同的数组会产生不同的哈希值, 必须要完全一致的数组才会产" +"生相同的哈希值." #: doc/classes/Array.xml:232 msgid "" @@ -8383,6 +8432,11 @@ msgid "" "element is close to the beginning of the array (index 0). This is because " "all elements placed after the newly inserted element have to be reindexed." msgstr "" +"在给定的数组位置插入一个新值. 位置必须合法, 或者在数组末尾([code]pos == " +"size()[/code]).\n" +"[b]注意:[/b] 这个数组没有返回值.\n" +"[b]注意:[/b] 在较大的数组中, 如果插入值的位置在数组偏前的位置, 这个方法的运行" +"速度会比较慢, 因为在插入值后面所有的元素都要被重新索引." #: doc/classes/Array.xml:239 doc/classes/PoolByteArray.xml:96 #: doc/classes/PoolColorArray.xml:48 doc/classes/PoolIntArray.xml:49 @@ -8421,14 +8475,22 @@ msgid "" "removed element. The larger the array and the lower the index of the removed " "element, the slower [method pop_at] will be." msgstr "" +"移除并返回索引[code]position[/code]处的数组元素。如果是负数,[code]position[/" +"code]被认为是相对于数组的末端。如果数组是空的或者被越界访问,则保留数组不动," +"并返回[code]null[/code]。当数组被越界访问时,会打印出一条错误信息,但当数组为" +"空时,则不会。\n" +"[b]注意:[/b] 在大的数组上,这个方法可能比[method pop_back]慢,因为它将重新索" +"引位于被移除元素之后的数组元素。数组越大,被移除元素的索引越低,[method " +"pop_at]的速度就越慢。" #: doc/classes/Array.xml:265 -#, fuzzy msgid "" "Removes and returns the last element of the array. Returns [code]null[/code] " "if the array is empty, without printing an error message. See also [method " "pop_front]." -msgstr "删除并返回数组中的末尾元素。数组为空时,返回 [code]null[/code]。" +msgstr "" +"删除并返回数组中的末尾元素。数组为空时,返回 [code]null[/code]。另请参阅 " +"[method pop_front]。" #: doc/classes/Array.xml:271 msgid "" @@ -8439,12 +8501,16 @@ msgid "" "pop_back] as it will reindex all the array's elements every time it's " "called. The larger the array, the slower [method pop_front] will be." msgstr "" +"移除并返回数组的第一个元素。如果数组是空的,将不会输出任何错误信息并返回" +"[code]null[/code]。另请参阅 [method pop_back]。\n" +"[b]注意:[/b] 当数组元素很多时,由于 [method pop_front] 每次调用时都要重新寻" +"找数组所有元素的索引,所以会比 [method pop_back] 慢很多。数组 越大,[method " +"pop_front] 越慢。" #: doc/classes/Array.xml:278 -#, fuzzy msgid "" "Appends an element at the end of the array. See also [method push_front]." -msgstr "向数组末尾追加一个元素([method push_back] 的别名)。" +msgstr "在数组的末端添加一个元素。参阅[method push_front]。" #: doc/classes/Array.xml:284 msgid "" @@ -8453,6 +8519,9 @@ msgid "" "push_back] as it will reindex all the array's elements every time it's " "called. The larger the array, the slower [method push_front] will be." msgstr "" +"在数组的开头添加一个元素。参阅[method push_back]。\n" +"[b]注意:[/b] 在大数组中,这个方法比[method push_back]慢得多,因为每次调用它都" +"会重新索引所有数组的元素。数组越大,[method push_front]的速度就越慢。" #: doc/classes/Array.xml:291 msgid "" @@ -8464,6 +8533,11 @@ msgid "" "element is close to the beginning of the array (index 0). This is because " "all elements placed after the removed element have to be reindexed." msgstr "" +"按索引从数组中移除一个元素。如果索引在数组中不存在,则什么也不会发生。要通过" +"搜索一个元素的值来移除它,请使用[method erase]来代替。\n" +"[b]注意:[/b] 这个方法是就地操作,不返回值。\n" +"[b]注意:[/b] 在大数组中,如果被删除的元素靠近数组的开头(索引0),这个方法会" +"比较慢。这是因为所有放置在被移除元素之后的元素都要被重新索引。" #: doc/classes/Array.xml:299 msgid "" @@ -8531,7 +8605,6 @@ msgstr "" "[/codeblock]" #: doc/classes/Array.xml:346 -#, fuzzy msgid "" "Sorts the array using a custom method. The arguments are an object that " "holds the method and the name of such method. The custom method receives two " @@ -8555,21 +8628,23 @@ msgid "" "print(my_items) # Prints [[4, Tomato], [5, Potato], [9, Rice]].\n" "[/codeblock]" msgstr "" -"使用自定义方法对数组进行排序。参数是一个持有方法的对象和方法的名称。自定义方" -"法接收两个参数(数组中的一对元素),必须返回[code]true[/code]or[code]false[/" -"code]。\n" -"[b]注意:[/b]您不能随机化返回值,因为堆栈算法希望得到确定的结果。这样做会导致" -"意外的行为。\n" -"(codeblock)\n" +"使用一个自定义的方法对数组进行排序。参数是一个持有该方法的对象和该方法的名" +"称。自定义方法接收两个参数(一对来自数组的元素),并且必须返回[code]true[/" +"code]或者[code]false[/code]。\n" +"对于两个元素[code]a[/code]和[code]b[/code],如果给定的方法返回[code]true[/" +"code],元素[code]b[/code]将在数组中元素[code]a[/code]之后。\n" +"[b]注意:[/b] 你不能随机化返回值,因为堆排序算法期望一个确定的结果。而这样做会" +"导致意外的行为。\n" +"[codeblock]\n" "class MyCustomSorter:\n" -"static func sort_ascending(a, b):\n" -"if a[0] < b[0]:\n" -"return true\n" -"return false\n" +" static func sort_ascending(a, b):\n" +" if a[0] < b[0]:\n" +" return true\n" +" return false\n" "\n" -"var my_items = [[5, \"Potato\"], [9, \"Rice\"], [4, \"Tomato\"]] 。\n" +"var my_items = [[5, \"Potato\"], [9, \"Rice\"], [4, \"Tomato\"]]\n" "my_items.sort_custom(MyCustomSorter, \"sort_ascending\")\n" -"print(my_items) #Prints[[4, Tomato], [5, Potato], [9, Rice]]。\n" +"print(my_items) # Prints [[4, Tomato], [5, Potato], [9, Rice]].\n" "[/codeblock]" #: doc/classes/ArrayMesh.xml:4 @@ -8578,7 +8653,6 @@ msgid "" msgstr "[Mesh] 网格类型,提供了用于从数组构造表面的工具。" #: doc/classes/ArrayMesh.xml:7 -#, fuzzy msgid "" "The [ArrayMesh] is used to construct a [Mesh] by specifying the attributes " "as arrays.\n" @@ -8605,28 +8679,27 @@ msgid "" "OpenGL/Face-culling]winding order[/url] for front faces of triangle " "primitive modes." msgstr "" -"[ArrayMesh]用于通过将属性指定为数组来构造[Mesh](网格)。\n" -"最基本的例子是创建一个单一的三角形。\n" +"[ArrayMesh]是用来构造一个[Mesh]的,其属性指定为数组。\n" +"最基本的例子是创建单个三角形:\n" "[codeblock]\n" -"var vertices = PackedVector3Array()\n" +"var vertices = PoolVector3Array()\n" "vertices.push_back(Vector3(0, 1, 0))\n" "vertices.push_back(Vector3(1, 0, 0))\n" "vertices.push_back(Vector3(0, 0, 1))\n" -"# Initialize ArrayMesh。\n" +"# Initialize the ArrayMesh.\n" "var arr_mesh = ArrayMesh.new()\n" "var arrays = []\n" "arrays.resize(ArrayMesh.ARRAY_MAX)\n" -"arrays[ArrayMesh.ARRAY_VERTEX] = vertices。\n" -"# Create Mesh。\n" +"arrays[ArrayMesh.ARRAY_VERTEX] = vertices\n" +"# Create the Mesh.\n" "arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)\n" -"var m = MeshInstance3D.new()\n" +"var m = MeshInstance.new()\n" "m.mesh = arr_mesh\n" "[/codeblock]\n" -"[MeshInstance3D]已准备好添加到[SceneTree]中显示。\n" -"程序化几何体的生成还可以参考[ImmediateGeometry3D]、[MeshDataTool]和" -"[SurfaceTool]。\n" -"[b]Note:[/b]Godot对三角形基元模式的前脸使用顺时针[url=https://learnopengl." -"com/Advanced-OpenGL/Face-culling]winding order[/url]。" +"这个[MeshInstance]已经准备就绪,以添加到要显示的[SceneTree]中。\n" +"参阅[ImmediateGeometry]、[MeshDataTool]和[SurfaceTool]的程序性几何体生成。\n" +"[b]注意:[/b] Godot对三角形基本网格模式的正面使用顺时针[url=https://" +"learnopengl.com/Advanced-OpenGL/Face-culling]环绕顺序[/url]。" #: doc/classes/ArrayMesh.xml:29 msgid "" @@ -8645,7 +8718,6 @@ msgstr "" "加曲面之前调用。" #: doc/classes/ArrayMesh.xml:46 -#, fuzzy msgid "" "Creates a new surface.\n" "Surfaces are created to be rendered using a [code]primitive[/code], which " @@ -8662,18 +8734,16 @@ msgid "" "length as the vertex array or be empty, except for [constant ARRAY_INDEX] if " "it is used." msgstr "" -"创建一个新曲面。\n" -"创建表面以使用[code] primitive [/code]进行渲染,该基元可以是[enum Mesh." -"PrimitiveType]中定义的任何类型。 (请注意,使用索引时,建议仅使用点,线或三角" -"形。)[method.Mesh.get_surface_count]将成为此新曲面的[code] surf_idx [/" +"创建一个新的面。\n" +"创建面是为了使用 [code]primitive[/code] 进行渲染,可以是 [enum Mesh." +"PrimitiveType] 中定义的任何类型。(注意,当使用索引时,建议只使用点、线或三角" +"形)。[method Mesh.get_surface_count] 值将成为这个新面的 [code]surface_idx[/" "code]。\n" -"[code] arrays [/code]参数是一个数组数组。有关此数组中使用的值,请参阅[enum " -"ArrayType]。例如,[code] arrays [0] [/code]是顶点的数组。始终需要第一个顶点子" -"数组;其他是可选的。添加索引数组会使此函数进入“索引模式”,在该模式下,顶点和" -"其他数组成为数据源,而索引数组定义了顶点顺序。所有子数组的长度必须与顶点数组" -"相同,或者为空,除非使用了[constant ARRAY_INDEX]。\n" -"添加索引数组会使此函数进入“索引模式”,其中顶点和其他数组成为数据源,并且索引" -"数组定义了顶点的顺序。" +"[code]arrays[/code] 参数是数组阵列。关于这个数组中使用的值,参阅 [enum " +"ArrayType]。例如,[code]arrays[0][/code] 是顶点的数组。总是需要第一个顶点子数" +"组,其他的可选。添加一个索引数组使这个函数进入 \"索引模式\",顶点和其他数组作" +"为数据来源,索引数组定义其顶点顺序。所有的子数组必须与顶点数组具有相同的长" +"度,或者为空,如果使用了 [constant ARRAY_INDEX] 时除外。" #: doc/classes/ArrayMesh.xml:54 msgid "Removes all blend shapes from this [ArrayMesh]." @@ -8741,13 +8811,12 @@ msgid "" msgstr "返回所请求曲面的基本类型(请参阅[method add_surface_from_arrays])。" #: doc/classes/ArrayMesh.xml:143 -#, fuzzy msgid "" "Removes a surface at position [code]surf_idx[/code], shifting greater " "surfaces one [code]surf_idx[/code] slot down." msgstr "" -"将索引 [code]effect_idx[/code] 的效果从索引 [code]bus_idx[/code] 的总线上删" -"除。" +"移除位置[code]surf_idx[/code]的一个面,将较大的面向下移动一个[code]surf_idx[/" +"code]槽。" #: doc/classes/ArrayMesh.xml:151 msgid "Sets a name for a given surface." @@ -8785,23 +8854,21 @@ msgid "Amount of weights/bone indices per vertex (always 4)." msgstr "每个顶点的权重/骨指数量(始终为 4)。" #: doc/classes/ArrayMesh.xml:181 -#, fuzzy msgid "[PoolVector3Array], [PoolVector2Array], or [Array] of vertex positions." -msgstr "顶点位置的[PackedVector3Array]、[PackedVector2Array]或[Array]。" +msgstr "[PoolVector3Array], [PoolVector2Array], 或[Array]的顶点位置。" #: doc/classes/ArrayMesh.xml:184 msgid "[PoolVector3Array] of vertex normals." msgstr "[PoolVector3Array] 顶点法线。" #: doc/classes/ArrayMesh.xml:187 -#, fuzzy msgid "" "[PoolRealArray] of vertex tangents. Each element in groups of 4 floats, " "first 3 floats determine the tangent, and the last the binormal direction as " "-1 or 1." msgstr "" -"顶点切线的[PackedFloat32Array]。每组元素由4个浮点组成,前3个浮点确定切线,最" -"后一个双法线方向为-1或1。" +"顶点切线的[PoolRealArray]。每个元素以4个浮点数为一组,前3个浮点数决定切线,最" +"后一个是-1或1的双法线方向。" #: doc/classes/ArrayMesh.xml:190 msgid "[PoolColorArray] of vertex colors." @@ -8812,26 +8879,20 @@ msgid "[PoolVector2Array] for UV coordinates." msgstr "[PoolVector2Array] 用于UV坐标。" #: doc/classes/ArrayMesh.xml:196 -#, fuzzy msgid "[PoolVector2Array] for second UV coordinates." -msgstr "第二个UV坐标的[PackedVector2Array]。" +msgstr "[PoolVector2Array]用于第二UV坐标。" #: doc/classes/ArrayMesh.xml:199 -#, fuzzy msgid "" "[PoolRealArray] or [PoolIntArray] of bone indices. Each element in groups of " "4 floats." -msgstr "" -"骨骼索引的[PackedFloat32Array]或[PackedInt32Array]。每个元素以4个浮点数为一" -"组。" +msgstr "[PoolRealArray]或[PoolIntArray]的骨骼索引。每个元素以4个浮点数为一组。" #: doc/classes/ArrayMesh.xml:202 -#, fuzzy msgid "[PoolRealArray] of bone weights. Each element in groups of 4 floats." -msgstr "骨骼重量的[PackedFloat32Array]。每个元素以4个浮点数为一组。" +msgstr "骨骼权重的[PoolRealArray]。每个元素以4个浮点数为一组。" #: doc/classes/ArrayMesh.xml:205 -#, fuzzy msgid "" "[PoolIntArray] of integers used as indices referencing vertices, colors, " "normals, tangents, and textures. All of those arrays must have the same " @@ -8844,12 +8905,12 @@ msgid "" "vertices of each triangle. For lines, the index array is in pairs indicating " "the start and end of each line." msgstr "" -"整数[PackedInt32Array]用作引用顶点,颜色,法线,切线和纹理的索引。所有这些数" -"组必须具有与顶点数组相同数量的元素。索引不能超出顶点数组的大小。当存在此索引" -"数组时,它将函数置于“索引模式”,其中索引选择第* i *个顶点,法线,切线,颜色," -"UV等。这意味着是否要具有不同的法线或颜色沿着边缘,您必须复制顶点。\n" -"对于三角形,索引数组被解释为三元组,指的是每个三角形的顶点。对于行,索引数组" -"是成对的,指示每行的开始和结束。" +"[PoolIntArray]整数数组,用作引用顶点、颜色、法线、切线和纹理的索引。所有这些" +"数组必须具有与顶点数组相同的元素数量。任何索引都不能超过顶点数组的大小。当这" +"个索引数组出现时,它使函数进入 \"索引模式\",其中索引选择*i*的顶点、法线、切" +"线、颜色、UV等。这意味着如果你想沿着一条边有不同的法线或颜色,需拷贝顶点。\n" +"对于三角形,索引数组被解释为三元组,指的是每个三角形的顶点。对于线,索引数组" +"是成对的,表示每条线的起点和终点。" #: doc/classes/ArrayMesh.xml:209 doc/classes/Mesh.xml:225 #: doc/classes/VisualServer.xml:3270 @@ -8897,7 +8958,6 @@ msgid "An anchor point in AR space." msgstr "AR空间中的锚点。" #: doc/classes/ARVRAnchor.xml:7 -#, fuzzy msgid "" "The [ARVRAnchor] point is a spatial node that maps a real world location " "identified by the AR platform to a position within the game world. For " @@ -8913,14 +8973,14 @@ msgid "" "more about the real world out there especially if only part of the surface " "is in view." msgstr "" -"[XRAnchor3D]点是空间节点,它将AR平台识别的现实世界的位置映射到游戏世界中的一" -"个位置。例如,只要ARKit中的平面检测开启,ARKit就会识别并更新平面的位置,如桌" -"子、地板等,并为其创建锚点。\n" -"这个节点通过其独特的ID被映射到其中一个锚点。当你收到一个新的锚点可用的信号" -"时,你应该为该锚点在你的场景中添加这个节点。你可以预先定义节点并设置ID;节点" -"将简单地保持在0,0,0上,直到一个平面被识别。\n" -"请记住,只要启用了平面检测,锚的大小、放置和方向就会随着检测逻辑了解更多关于" -"现实世界的信息而更新,尤其是在只有部分表面可见的情况下。" +"[ARVRAnchor]点是空间节点,它将AR平台识别的现实世界的位置映射到游戏世界中相应" +"位置。例如,只要ARKit中的平面检测开启,ARKit就会识别并更新平面(桌子、地板" +"等)的位置,并为其创建锚点。\n" +"此节点通过其特有ID映射到其中一个锚点。当你收到一个新锚点可用的信号时,在你的" +"场景中,应该为该锚点添加这个节点。你可以预先定义节点并设置ID;节点将简单地保" +"持在0,0,0,直到一个平面被识别。\n" +"请记住,只要启用了平面检测,锚的大小、位置和方向就会随着检测逻辑对外面真实世" +"界的信息而更新,特别是在只有部分表面在视野中的情况下。" #: doc/classes/ARVRAnchor.xml:17 msgid "Returns the name given to this anchor." @@ -8935,7 +8995,6 @@ msgstr "" "点,则返回 [code]false[/code]。" #: doc/classes/ARVRAnchor.xml:29 -#, fuzzy msgid "" "If provided by the [ARVRInterface], this returns a mesh object for the " "anchor. For an anchor, this can be a shape related to the object being " @@ -8943,9 +9002,9 @@ msgid "" "can be used to create shadows/reflections on surfaces or for generating " "collision shapes." msgstr "" -"如果由[XRInterface]提供,这将返回锚点的网格对象。对于锚点来说,这可以是一个与" -"被追踪物体有关的形状,也可以是一个提供与锚点有关的拓扑结构的网格,可以用来在" -"表面上创建阴影及反射,或者用于生成碰撞形状。" +"如果由[ARVRInterface]提供,这将返回一个锚的网格对象。对于一个锚,这可以是一个" +"与被追踪物体相关的形状,也可以是一个提供与锚相关的拓扑的网格,可以用于在表面" +"上创建阴影/反射,或者用于生成碰撞形状。" #: doc/classes/ARVRAnchor.xml:35 msgid "" @@ -8991,7 +9050,6 @@ msgid "" msgstr "应用了一些 AR/VR 规则的相机节点,例如位置跟踪。" #: doc/classes/ARVRCamera.xml:7 -#, fuzzy msgid "" "This is a helper spatial node for our camera; note that, if stereoscopic " "rendering is applicable (VR-HMD), most of the camera properties are ignored, " @@ -9004,11 +9062,11 @@ msgid "" "tracking data of the HMD and the location of the ARVRCamera can lag a few " "milliseconds behind what is used for rendering as a result." msgstr "" -"这是用于相机的辅助空间节点;注意,如果是应用于立体渲染(VR-HMD),大部分的相" -"机属性会被忽略,因为HMD信息会重写它们。唯一可以保证的属性是近平面和远平面。\n" -"这个节点的位置和方向由XR服务器自动更新,以表示HMD的位置,如果这种跟踪是可用" -"的,则可在游戏逻辑使用。请注意,与XR控制器相反,渲染线程可以访问HMD的最新跟踪" -"数据,因此XRCamera3D的位置可能比用于渲染的位置滞后几毫秒。" +"这是用于我们相机辅助的空间节点;请注意,如果适用立体渲染 (VR-HMD),大多数相机" +"属性将被忽略,因为 HMD 信息会覆盖它们。唯一可以信任的属性是近平面和远平面。\n" +"该节点的位置和方向由 ARVR 服务自动更新,以反映 HMD 的位置(如果这类跟踪可用," +"并可被游戏逻辑使用)。请注意,与 ARVR 控制器相比,渲染线程可以获取 HMD 的最新" +"跟踪数据,从而 ARVRCamera 的位置可能会滞后于对于渲染的位置几毫秒。" #: doc/classes/ARVRCamera.xml:11 doc/classes/ARVRController.xml:12 #: doc/classes/ARVRInterface.xml:11 doc/classes/ARVROrigin.xml:13 @@ -9021,7 +9079,6 @@ msgid "A spatial node representing a spatially-tracked controller." msgstr "表示空间跟踪控制器的空间节点。" #: doc/classes/ARVRController.xml:7 -#, fuzzy msgid "" "This is a helper spatial node that is linked to the tracking of controllers. " "It also offers several handy passthroughs to the state of buttons and such " @@ -9036,14 +9093,14 @@ msgid "" "[ARVRServer]. This makes this node ideal to add child nodes to visualize the " "controller." msgstr "" -"这是一个与控制器的跟踪有关的辅助空间节点。它还为控制器上的按钮等状态提供了几" -"个方便的通道。\n" -"控制器是通过他们的ID链接的。你可以在控制器可用之前创建控制器节点。如果你的游" -"戏总是使用两个控制器,即每只手一个,你可以用ID1和2预先定义控制器;一旦控制器" -"被识别,它们就会被激活。如果你计划使用额外的控制器,则应该对信号做出响应,并" -"在你的场景中添加XRController3D节点。\n" -"控制器节点的位置会由[XRServer]自动更新。这使得该节点非常适合添加子节点以实现" -"可视化控制器。" +"这是链接到控制器跟踪的辅助空间节点。它还为控制器上的按钮等状态提供了几个便捷" +"的通道。\n" +"控制器通过它们的 ID 链接。你可以在控制器可用之前创建控制器节点。如果你的游戏" +"总是使用两个控制器,即每只手一个,你可以预先定义 ID 为 1 和 2 的控制器;一旦" +"确定了控制器,它们就会被激活。如果你希望使用额外的控制器,应该对信号加以处" +"理,并将 ARVRController 节点添加到您场景中。\n" +"控制器节点的位置由 [ARVRServer] 自动更新。这使得该节点非常适合添加子节点以实" +"现可视化控制器。" #: doc/classes/ARVRController.xml:18 msgid "" @@ -9052,22 +9109,20 @@ msgid "" msgstr "如果激活,如果由使用的AR/VR SDK提供,则返回相关控制器的名称。" #: doc/classes/ARVRController.xml:24 -#, fuzzy msgid "" "Returns the hand holding this controller, if known. See [enum " "ARVRPositionalTracker.TrackerHand]." msgstr "" -"返回持有此控制器的手,在知道的情况下。参阅[enum XRPositionalTracker." +"返回持有此控制器的手,如果知道的话。参阅[enum ARVRPositionalTracker." "TrackerHand]。" #: doc/classes/ARVRController.xml:30 -#, fuzzy msgid "" "Returns [code]true[/code] if the bound controller is active. ARVR systems " "attempt to track active controllers." msgstr "" -"如果绑定的控制器处于激活状态,返回[code]true[/code]。XR系统尝试跟踪激活的控制" -"器。" +"如果绑定的控制器处于活动状态,返回[code]true[/code]。ARVR系统尝试跟踪活动的控" +"制器。" #: doc/classes/ARVRController.xml:37 msgid "" @@ -9076,7 +9131,6 @@ msgid "" msgstr "为嵌入到控制器中的触发器、触摸板等返回给定轴的值。" #: doc/classes/ARVRController.xml:43 -#, fuzzy msgid "" "Returns the ID of the joystick object bound to this. Every controller " "tracked by the [ARVRServer] that has buttons and axis will also be " @@ -9085,31 +9139,28 @@ msgid "" "the AR/VR controllers. This ID is purely offered as information so you can " "link up the controller with its joystick entry." msgstr "" -"返回与此绑定的操纵杆对象的ID。[XRServer]追踪每个控制器,如果有按钮和轴,会被" -"注册为Godot的操纵杆。这意味着所有正常的操纵杆追踪和输入映射将对AR/VR控制器上" -"的按钮和轴也起作用。这个ID是提供的信息,这样你就可以把控制器和它的操纵杆条目" -"关联起来。" +"返回与此绑定的摇杆对象的ID。由[ARVRServer]跟踪的每个控制器,如果有按钮和轴," +"也将被注册为Godot中的摇杆。这意味着所有正常的摇杆跟踪和输入映射将对AR/VR控制" +"器上的按钮和轴起作用。这个ID纯粹是作为信息提供的,这样你就可以把控制器和它的" +"摇杆条目关联起来。" #: doc/classes/ARVRController.xml:49 -#, fuzzy msgid "" "If provided by the [ARVRInterface], this returns a mesh associated with the " "controller. This can be used to visualize the controller." msgstr "" -"如果由[XRInterface]提供,将返回一个与控制器相关的网格。可用于可视化控制器。" +"如果由 [ARVRInterface]提供,则返回与控制器相关的网格。这可用于可视化控制器。" #: doc/classes/ARVRController.xml:56 -#, fuzzy msgid "" "Returns [code]true[/code] if the button at index [code]button[/code] is " "pressed. See [enum JoystickList], in particular the [code]JOY_VR_*[/code] " "constants." msgstr "" -"如果索引[code]button[/code]处的按钮被按下,则返回[code]true[/code]。参阅" -"[enum JoyButtonList]。" +"如果索引[code]button[/code]处的按钮被按下,返回[code]true[/code]。参阅[enum " +"JoystickList],特别是[code]JOY_VR_*[/code]常数。" #: doc/classes/ARVRController.xml:62 -#, fuzzy msgid "" "The controller's ID.\n" "A controller ID of 0 is unbound and will always result in an inactive node. " @@ -9121,15 +9172,15 @@ msgid "" "When a controller is turned off, its slot is freed. This ensures controllers " "will keep the same ID even when controllers with lower IDs are turned off." msgstr "" -"控制器的ID。\n" -"控制器ID为0是不绑定,将始终有一个未激活的节点。控制器ID 1保留给第一个识别自身" -"左手的控制器,ID 2保留给第一个识别自身右手的控制器。\n" -"对于[XRServer]检测到的任何其他控制器,我们继续使用控制器ID 3。\n" -"当一个控制器被关闭时,释放它的插槽。这确保控制器将保持相同的ID,即使ID较低的" -"控制器被关闭。" +"控制器的 ID。\n" +"控制器 ID 为 0 是未绑定的,并且始终会导致节点处于非活动状态。控制器 ID 1 保留" +"给第一个将自己标识为左侧控制器的控制器,ID 2 保留给第一个将其标识为右侧控制器" +"的控制器。\n" +"对于 [ARVRServer] 检测到的任何其他控制器,继而使用控制器 ID 3。\n" +"当控制器关闭时,它的插槽被释放。这可确保即使在关闭 ID 较低的控制器时,其他控" +"制器也将保持相同的 ID。" #: doc/classes/ARVRController.xml:68 -#, 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 " @@ -9138,8 +9189,8 @@ msgid "" "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]。如果改变了,会相应地更新[member XRPositionalTracker.rumble]。\n" -"如果你想让控制器在有限的时间内振动,这是一个有用的动画属性。" +"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:76 msgid "Emitted when a button on this controller is pressed." @@ -9163,7 +9214,6 @@ msgid "Base class for an AR/VR interface implementation." msgstr "AR/VR接口实现的基类。" #: doc/classes/ARVRInterface.xml:7 -#, fuzzy msgid "" "This class needs to be implemented to make an AR or VR platform available to " "Godot and these should be implemented as C++ modules or GDNative modules " @@ -9174,11 +9224,11 @@ msgid "" "give us a working setup. You can query the available interfaces through " "[ARVRServer]." msgstr "" -"这个类需要实现,以使AR或VR平台在Godot中可用,这些内容应以C++模块或GDNative模" -"块实现,注意,对于GDNative应使用子类XRScriptInterface。其部分接口暴露给" -"GDScript,因此你可以检测、启用和配置AR或VR平台。\n" -"接口的编写方式将是简单地启用它们,就可以得到环境安装。你可以通过[XRServer]查" -"询可用的接口。" +"需要实现这个类才能使 AR 或 VR 平台可供 Godot 使用,并且应实现为 C++ 模块或 " +"GDNative 模块,注意,对于 GDNative,应使用子类 ARVRScriptInterface。部分接口" +"向 GDScript 公开,因而,您可以检测、启用和配置 AR 或 VR 平台。\n" +"接口应以这样的方式编写,只需启用它们就可以为我们提供工作配置。您可以通过" +"[ARVRServer]查询可用接口。" #: doc/classes/ARVRInterface.xml:17 msgid "" @@ -9345,26 +9395,23 @@ msgid "" msgstr "追踪功能失效,即相机未插电或被遮挡,灯塔关闭,等等。" #: modules/gdnative/doc_classes/ARVRInterfaceGDNative.xml:4 -#, fuzzy msgid "GDNative wrapper for an ARVR interface." -msgstr "XR接口的GDNative包装器。" +msgstr "ARVR接口的GDNative包装器。" #: modules/gdnative/doc_classes/ARVRInterfaceGDNative.xml:7 -#, fuzzy msgid "" "This is a wrapper class for GDNative implementations of the ARVR interface. " "To use a GDNative ARVR interface, simply instantiate this object and set " "your GDNative library containing the ARVR interface implementation." msgstr "" -"这是一个包装类,用于XR接口的GDNative实现。要使用GDNative XR接口,只需将此对象" -"实例化,并设置你GDNative库中包含XR接口的实现。" +"这是 ARVR 接口的 GDNative 实现的包装类。要使用 GDNative ARVR 接口,只需实例化" +"此对象并设置包含 ARVR 接口实现的 GDNative 库。" #: doc/classes/ARVROrigin.xml:4 msgid "The origin point in AR/VR." msgstr "AR/VR的原点。" #: doc/classes/ARVROrigin.xml:7 -#, fuzzy msgid "" "This is a special node within the AR/VR system that maps the physical " "location of the center of our tracking space to the virtual location within " @@ -9379,33 +9426,30 @@ msgid "" "be a child node of this car. Or, if you're implementing a teleport system to " "move your character, you should change the position of this node." msgstr "" -"这是AR/VR系统中的特殊节点,它将我们追踪空间中心的物理位置映射到游戏世界中的虚" -"拟位置。\n" -"在你的场景中应该至少有一个这样的节点。所有的XRCamera3D、XRController3D和" -"XRAnchor3D节点都应该是这个节点的直接子节点,这样空间追踪才能正常工作。\n" -"当你的角色需要在游戏世界中移动时,你会更新这个节点的位置,而我们并没有在现实" -"世界中移动。现实世界中的运动总是与这个原点有关。\n" -"例如,如果你的角色正在驾驶一辆汽车,XROrigin3D节点应该是这辆汽车的一个子节" -"点。或者,如果你正在实现一个传送系统来移动你的角色,你应该改变这个节点的位" -"置。" +"这是 AR/VR 系统中的一个特殊节点,它将我们跟踪空间中心的物理位置映射到游戏世界" +"中的虚拟位置。\n" +"你的场景中应该有且必须有这样节点。所有 ARVRCamera、ARVRController 和 " +"ARVRAnchor 节点都应该是该节点的直接子节点,以便空间跟踪正常运行。\n" +"当你的角色需要在游戏世界中移动而我们不在现实世界中移动时,会更新此节点的位" +"置。现实世界中的运动总是与这个原点有关。\n" +"例如,如果你的角色正在驾驶汽车,则 ARVROrigin 节点应该是这辆车的子节点。或" +"者,如果通过传送系统来移动角色,应该更改此节点的位置。" #: doc/classes/ARVROrigin.xml:19 -#, fuzzy msgid "" "Allows you to adjust the scale to your game's units. Most AR/VR platforms " "assume a scale of 1 game world unit = 1 real world meter.\n" "[b]Note:[/b] This method is a passthrough to the [ARVRServer] itself." msgstr "" -"允许你根据你的游戏的单位来调整比例。大多数AR/VR平台的比例是,1个游戏世界的单" -"位=1个现实世界的米。\n" -"[b]注意:[/b]这种方法是对[XRServer]本身的一种穿透。" +"允许你根据你的游戏的单位来调整比例。大多数AR/VR平台假定1个游戏世界的单位=1个" +"现实世界的米的比例。\n" +"[b]注意:[/b]这种方法是通过[ARVRServer]本身的。" #: doc/classes/ARVRPositionalTracker.xml:4 msgid "A tracked object." msgstr "跟踪对象。" #: doc/classes/ARVRPositionalTracker.xml:7 -#, fuzzy msgid "" "An instance of this object represents a device that is tracked, such as a " "controller or anchor point. HMDs aren't represented here as they are handled " @@ -9418,13 +9462,13 @@ msgid "" "hood objects that make this all work. These are mostly exposed so that " "GDNative-based interfaces can interact with them." msgstr "" -"此对象的一个实例代表一个被追踪的设备,如控制器或锚点。这里不代表HMD,因为它们" -"是内部处理的。\n" -"当打开控制器,并且AR/VR接口检测到它们时,会自动添加这个对象的实例到通过这个" -"[XRServer]访问的激活的跟踪对象列表中。\n" -"[XRController3D]和[XRAnchor3D]会消耗这种类型的对象,你应在项目中使用。位置跟" -"踪器只是使这一切工作的幕后对象。这些对象通常被公开出来,以便基于GDNative的接" -"口可以与它们进行交互。" +"此对象的实例表示被跟踪的设备,例如控制器或锚点。由于 HMD 是在内部处理的,因此" +"不表示 HMD。\n" +"当控制器打开并且 AR/VR 界面检测到它们时,此对象的实例会自动添加到可通过 " +"[ARVRServer] 访问的活动的跟踪对象列表中。\n" +"[ARVRController] 和 [ARVRAnchor] 都使用这种类型的对象,你应该在的项目中使用。" +"位置跟踪器只是使这一切正常工作的底层对象。这些大部分都是公开的,以便基于 " +"GDNative 的接口可以与它们交互。" #: doc/classes/ARVRPositionalTracker.xml:18 msgid "" @@ -9457,14 +9501,13 @@ msgid "Returns the world-space controller position." msgstr "返回世界空间控制器的位置。" #: doc/classes/ARVRPositionalTracker.xml:54 -#, fuzzy msgid "" "Returns the internal tracker ID. This uniquely identifies the tracker per " "tracker type and matches the ID you need to specify for nodes such as the " "[ARVRController] and [ARVRAnchor] nodes." msgstr "" -"返回内部追踪器的ID。这是对每个跟踪器类型的唯一标识,与你需要为" -"[XRController3D]和[XRAnchor3D]节点指定的ID相匹配。" +"返回内部跟踪器的ID。这是对每个跟踪器类型的唯一标识,与你需要为" +"[ARVRController]和[ARVRAnchor]节点指定的ID相匹配。" #: doc/classes/ARVRPositionalTracker.xml:60 msgid "Returns [code]true[/code] if this device tracks orientation." @@ -9520,7 +9563,7 @@ msgstr "注册一个[ARVRInterface]对象。" msgid "" "Registers a new [ARVRPositionalTracker] that tracks a spatial location in " "real space." -msgstr "" +msgstr "注册一个新的[ARVRPositionalTracker],跟踪现实空间中的空间位置。" #: doc/classes/ARVRServer.xml:32 msgid "" @@ -9560,7 +9603,7 @@ msgstr "" #: doc/classes/ARVRServer.xml:44 msgid "" "Clears our current primary interface if it is set to the provided interface." -msgstr "" +msgstr "如果设置为提供的接口,则清除我们当前的主接口。" #: doc/classes/ARVRServer.xml:51 msgid "" @@ -9598,7 +9641,6 @@ msgid "" msgstr "返回可用接口的列表,每个接口的ID和名称。" #: doc/classes/ARVRServer.xml:82 -#, fuzzy msgid "" "Returns the absolute timestamp (in μs) of the last [ARVRServer] commit of " "the AR/VR eyes to [VisualServer]. The value comes from an internal call to " @@ -9617,7 +9659,6 @@ msgstr "" "get_last_commit_usec]和[method get_last_process_usec]之间的差异。" #: doc/classes/ARVRServer.xml:94 -#, fuzzy msgid "" "Returns the absolute timestamp (in μs) of the last [ARVRServer] process " "callback. The value comes from an internal call to [method OS." @@ -9649,7 +9690,6 @@ msgid "Removes this positional tracker." msgstr "移除此位置跟踪器。" #: doc/classes/ARVRServer.xml:133 -#, fuzzy msgid "The primary [ARVRInterface] currently bound to the [ARVRServer]." msgstr "当前绑定到 [XRServer] 的主要 [XRInterface]。" @@ -9670,19 +9710,17 @@ msgid "Emitted when an interface is removed." msgstr "当接口被删除时触发。" #: doc/classes/ARVRServer.xml:157 -#, fuzzy msgid "" "Emitted when a new tracker has been added. If you don't use a fixed number " "of controllers or if you're using [ARVRAnchor]s for an AR solution, it is " "important to react to this signal to add the appropriate [ARVRController] or " "[ARVRAnchor] nodes related to this new tracker." msgstr "" -"添加新跟踪器时触发。如果你不使用固定数量的控制器,或者你使用[XRAnchor3D]的AR" -"解决方案,那么对这个信号做出反应,添加与这个新追踪器相关的适当的" -"[XRController3D]或[XRAnchor3D]节点将很重要。" +"当新的追踪器被添加时触发。如果你不使用固定数量的控制器,或者你在AR解决方案中" +"使用[ARVRAnchor],那么对这个信号做出反应,以添加与这个新追踪器相关的适当的" +"[ARVRController]或[ARVRAnchor]节点,将会很重要。" #: doc/classes/ARVRServer.xml:165 -#, fuzzy msgid "" "Emitted when a tracker is removed. You should remove any [ARVRController] or " "[ARVRAnchor] points if applicable. This is not mandatory, the nodes simply " @@ -9690,9 +9728,9 @@ msgid "" "available (i.e. a new controller is switched on that takes the place of the " "previous one)." msgstr "" -"当追踪器被移除时触发。如果适用,你应该删除任何[XRController3D]或[XRAnchor3D]" -"点。这不是强制性的,这些节点将变得非激活,当一个新的追踪器可用时,即一个新的" -"控制器被打开,取代了之前的控制器,这些节点将被重新激活。" +"删除跟踪器时触发。如果适当,您应该删除所有 [ARVRController] 或 [ARVRAnchor] " +"点。这不是强制性的,节点只是变为不活动状态,当新的跟踪器可用时将再次激活,即" +"打开一个新的控制器来代替前一个控制器。" #: doc/classes/ARVRServer.xml:171 msgid "The tracker tracks the location of a controller." @@ -9755,14 +9793,12 @@ msgstr "" "动态的,而内容的大小需要相应调整而不失去比例的问题。" #: doc/classes/AspectRatioContainer.xml:15 -#, fuzzy msgid "Specifies the horizontal relative position of child controls." -msgstr "子节点的水平分隔量。" +msgstr "指定子控件的水平相对位置。" #: doc/classes/AspectRatioContainer.xml:18 -#, fuzzy msgid "Specifies the vertical relative position of child controls." -msgstr "子节点的垂直分隔量。" +msgstr "指定子控件的垂直相对位置。" #: doc/classes/AspectRatioContainer.xml:21 msgid "" @@ -9773,9 +9809,8 @@ msgstr "" "stretch_mode]。" #: doc/classes/AspectRatioContainer.xml:24 -#, fuzzy msgid "The stretch mode used to align child controls." -msgstr "用于“呼叫方法”轨道的呼叫模式。" +msgstr "用来对齐子控件的拉伸模式。" #: doc/classes/AspectRatioContainer.xml:29 msgid "" @@ -9784,11 +9819,10 @@ msgid "" msgstr "子控件的高度会根据容器的宽度自动调整。" #: doc/classes/AspectRatioContainer.xml:32 -#, fuzzy msgid "" "The width of child controls is automatically adjusted based on the height of " "the container." -msgstr "如果为 [code]true[/code],控件将自动调整高度以适合其内容。" +msgstr "子控件的宽度会根据容器的高度自动调整。" #: doc/classes/AspectRatioContainer.xml:35 msgid "" @@ -9811,30 +9845,25 @@ msgstr "" "用时,这仅允许显示受其自身边界矩形限制的容器区域。" #: doc/classes/AspectRatioContainer.xml:42 -#, fuzzy msgid "" "Aligns child controls with the beginning (left or top) of the container." -msgstr "将子项与容器的开端对齐。" +msgstr "将子控件与容器的开头对齐,左侧或顶部。" #: doc/classes/AspectRatioContainer.xml:45 -#, fuzzy msgid "Aligns child controls with the center of the container." -msgstr "将子项与容器的中心对齐。" +msgstr "使子控件与容器的中心对齐。" #: doc/classes/AspectRatioContainer.xml:48 -#, fuzzy msgid "Aligns child controls with the end (right or bottom) of the container." -msgstr "将子项与容器的末端对齐。" +msgstr "将子控件与容器的末端对齐,右侧或底部。" #: doc/classes/AStar.xml:4 -#, fuzzy msgid "" "An implementation of A* to find the shortest paths among connected points in " "space." -msgstr "A *的一种实现,用于在空间中的连接点之间找到最短路径。" +msgstr "A* 的一种实现,用于寻找空间中连接点之间的最短路径。" #: doc/classes/AStar.xml:7 -#, fuzzy msgid "" "A* (A star) is a computer algorithm that is widely used in pathfinding and " "graph traversal, the process of plotting short paths among vertices " @@ -9877,16 +9906,16 @@ msgid "" "[code]1.0[/code], then this equals the sum of Euclidean distances of all " "segments in the path." msgstr "" -"A*(A star)是一个计算机算法,被广泛应用于寻路和图遍历,即在顶点(points)之" -"间绘制短路径的过程,通过给定的一组边(segments)。由于它的性能和精度,得到了" -"广泛的应用。Godot的A*算法实现默认使用三维空间中的点和欧氏距离。\n" -"你必须使用[method add_point]手动添加点并使用[method connect_points]手动创建" -"边。然后你可以使用[method are_points_connected]函数测试两个点之间是否存在路" -"径,使用[method get_id_path]获取包含索引的路径,或者使用[method " -"get_point_path]来获取包含真实坐标的路径。\n" -"使用非欧几里德距离也是可以的。为此,创建一个类继承[code]AStar[/code]并重写 " -"[method _compute_cost] 和 [method _estimate_cost]方法。两者都需要输入两个索引" -"并返回一个长度,如下面的例子所示。\n" +"A*即A 星是一种计算机算法,广泛用于寻路和图遍历,通过一组给定的边或线段,在顶" +"点或点之间绘制短路径的过程。由于其性能和准确性,而被广泛使用。 Godot 的 A* 实" +"现默认使用三维空间中的点和欧式距离。\n" +"您需要使用 [method add_point] 手动添加点,并使用 [method connect_points] 手动" +"创建线段。然后,可以使用 [method are_points_connected] 函数测试两点之间是否存" +"在路径,通过 [method get_id_path] 获取包含索引的路径,或使用 [method " +"get_point_path] 获取包含实际坐标的路径。\n" +"也可以使用非欧式距离。为此,创建一个扩展 [code]AStar[/code] 的类并重写方法 " +"[method _compute_cost] 和 [method _estimate_cost]。这两个方法都接受两个索引并" +"返回一个长度,如以下示例所示:\n" "[codeblock]\n" "class MyAStar:\n" " extends AStar\n" @@ -9897,11 +9926,17 @@ msgstr "" " func _estimate_cost(u, v):\n" " return min(0, abs(u - v) - 1)\n" "[/codeblock]\n" -"[method _estimate_cost]应该返回距离的一个下界,即[code]_estimate_cost(u, v) " -"<= _compute_cost(u, v)[/code]。这是对算法的一个提示,因为自定义的" -"[code]_compute_cost[/code]可能计算量很大。如果不是这样,请让[method " -"_estimate_cost]返回与[method _compute_cost]相同的值,以便为算法提供最准确的信" -"息。" +"[method _estimate_cost] 应返回距离的下限,即 [code]_estimate_cost(u, v) <= " +"_compute_cost(u, v)[/code]。这可以作为算法的提示,因为自定义 " +"[code]_compute_cost[/code] 可能计算量很大。如果不是这种情况,请使 [method " +"_estimate_cost] 返回与 [method _compute_cost] 相同的值,以便为算法提供最准确" +"的信息。\n" +"如果使用默认的 [method _estimate_cost] 和 [method _compute_cost] 方法,或者如" +"果提供的 [method _estimate_cost] 方法返回成本的下限,则 A* 返回的路径将是成本" +"最低的路径。这里,路径的代价等于路径中所有段的[method_compute_cost]结果之和乘" +"以各个段端点的[code]weight_scale[/code]权重。如果使用默认方法并且所有点的 " +"[code]weight_scale[/code] 设置为 [code]1.0[/code],则这等于路径中所有段的欧式" +"距离之和。" #: doc/classes/AStar.xml:31 msgid "" @@ -9921,7 +9956,6 @@ msgstr "" "注意这个函数隐藏在默认的 [code]AStar[/code] 类中。" #: doc/classes/AStar.xml:50 -#, fuzzy msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " @@ -9939,15 +9973,17 @@ msgid "" "If there already exists a point for the given [code]id[/code], its position " "and weight scale are updated to the given values." msgstr "" -"在给定的位置添加一个新的点。算法优先选择[code]weight_scale[/code]较低的点来形" -"成路径。[code]id[/code]必须是0或更大,[code]weight_scale[/code]必须是1或更" -"大。\n" +"在给定的位置添加一个新的点,并使用给定的标识符。[code]id[/code]必须是0或者更" +"大,[code]weight_scale[/code]必须是1或者更大。\n" +"在确定从邻点到此点的一段路程的总成本时,[code]weight_scale[/code]要乘以" +"[method _compute_cost]的结果。因此,在其他条件相同的情况下,算法优先选择" +"[code]weight_scale[/code]较低的点来形成路径。\n" "[codeblock]\n" "var astar = AStar.new()\n" "astar.add_point(1, Vector3(1, 0, 0), 4) # Adds the point (1, 0, 0) with " "weight_scale 4 and id 1\n" "[/codeblock]\n" -"如果给定的[code]id[/code]已经存在一个点,那么它的位置和权重刻度将更新到给定的" +"如果对于给定的[code]id[/code]已经存在一个点,它的位置和权重将被更新为给定的" "值。" #: doc/classes/AStar.xml:65 @@ -10123,7 +10159,6 @@ msgid "Returns the number of points currently in the points pool." msgstr "返回当前积分池中的积分数量。" #: doc/classes/AStar.xml:187 -#, fuzzy msgid "" "Returns an array with the points that are in the path found by AStar between " "the given points. The array is ordered from the starting point to the ending " @@ -10131,8 +10166,10 @@ msgid "" "[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " "will return an empty [PoolVector3Array] and will print an error message." msgstr "" -"返回一个数组,该数组包含了AStar在给定点之间找到的路径上的点。数组从路径的起始" -"点到结束点排序。" +"返回一个数组,其中包含 AStar 在给定点之间找到的路径中的点。数组从路径的起点到" +"终点进行排序。\n" +"[b]注意:[/b] 这个方法不是线程安全的。如果从 [Thread] 调用,它将返回一个空的 " +"[PoolVector3Array] 并打印一条错误消息。" #: doc/classes/AStar.xml:195 doc/classes/AStar2D.xml:179 msgid "" @@ -10193,6 +10230,9 @@ msgid "" "_compute_cost] when determining the overall cost of traveling across a " "segment from a neighboring point to this point." msgstr "" +"为给定的[code]id[/code]的点设置[code]weight_scale[/code]。在确定从邻接点到这" +"个点的一段路程的总成本时,[code]weight_scale[/code]要乘以[method " +"_compute_cost]的结果。" #: doc/classes/AStar2D.xml:4 msgid "AStar class representation that uses 2D vectors as edges." @@ -10222,7 +10262,6 @@ msgstr "" "请注意,这个函数隐藏在默认的 [code]AStar2D[/code] 类中。" #: doc/classes/AStar2D.xml:36 -#, fuzzy msgid "" "Adds a new point at the given position with the given identifier. The " "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must " @@ -10240,16 +10279,17 @@ msgid "" "If there already exists a point for the given [code]id[/code], its position " "and weight scale are updated to the given values." msgstr "" -"在给定的位置添加一个新的点。算法优先选择[code]weight_scale[/code]较低的点来形" -"成路径。[code]id[/code]必须是0或更大,[code]weight_scale[/code]必须是1或更" -"大。\n" +"在给定的位置添加一个新的点,并使用给定的标识符。[code]id[/code]必须是0或者更" +"大,[code]weight_scale[/code]必须是1或者更大。\n" +"在确定从相邻点到此点的一段路程的总成本时,[code]weight_scale[/code]要乘以" +"[method _compute_cost]的结果。因此,在其他条件相同的情况下,算法优先选择" +"[code]weight_scale[/code]较低的点来形成路径。\n" "[codeblock]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(1, 0), 4) # Adds the point (1, 0) with " "weight_scale 4 and id 1\n" "[/codeblock]\n" -"如果给定的[code]id[/code]已经存在一个点,那么它的位置和权重刻度将更新到给定的" -"值。" +"如果已经存在一个给定[code]id[/code]的点,它的位置和权重将被更新为给定值。" #: doc/classes/AStar2D.xml:50 msgid "Returns whether there is a connection/segment between the given points." @@ -10382,7 +10422,6 @@ msgstr "" "[/codeblock]" #: doc/classes/AStar2D.xml:171 -#, fuzzy msgid "" "Returns an array with the points that are in the path found by AStar2D " "between the given points. The array is ordered from the starting point to " @@ -10390,8 +10429,10 @@ msgid "" "[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it " "will return an empty [PoolVector2Array] and will print an error message." msgstr "" -"返回一个数组,该数组包含了AStar2D在给定点之间找到的路径中的点。数组从路径的起" -"始点到结束点排序。" +"返回一个数组,该数组包含了AStar2D在给定点之间找到的路径中的点。该数组从路径的" +"起点到终点排序。\n" +"[b]注意:[/b] 这个方法不是线程安全的。如果从一个[Thread]线程中调用,它将返回" +"一个空的[PoolVector2Array],并打印一个错误信息。" #: doc/classes/AtlasTexture.xml:4 msgid "" @@ -10416,11 +10457,20 @@ msgid "" "FLAG_REPEAT] and [constant Texture.FLAG_MIRRORED_REPEAT] flags are ignored " "when using an AtlasTexture." msgstr "" +"[Texture]资源,由[member region]定义,裁剪出[member atlas]纹理的一个部分。主" +"要的用例是从纹理图集中裁剪出纹理,一个大的纹理文件,包含了多个较小的纹理。由 " +"[member atlas]的[Texture]、定义使用 [member atlas]区域的[member region]和定义" +"边界宽度的[member margin]组成。\n" +"[AtlasTexture]不能在[AnimatedTexture]中使用,不能在[TextureRect]等节点中平" +"铺,如果在其他[AtlasTexture]资源内部使用,将不能正常工作。多个[AtlasTexture]" +"资源可以用来裁剪图集中的多个纹理。与使用多个小文件相比,使用一个纹理图集有助" +"于优化视频内存消耗和渲染调用。\n" +"[b]注意:[/b] AtlasTextures不支持重复。当使用AtlasTexture时,[constant " +"Texture.FLAG_REPEAT]和[constant Texture.FLAG_MIRRORED_REPEAT]标志被忽略。" #: doc/classes/AtlasTexture.xml:17 -#, fuzzy msgid "The texture that contains the atlas. Can be any [Texture] subtype." -msgstr "包含图集的纹理。可以是任何 [Texture2D]子类型。" +msgstr "包含图集的纹理。可以是任何[Texture]子类型。" #: doc/classes/AtlasTexture.xml:20 msgid "" @@ -10514,7 +10564,7 @@ msgstr "" #: doc/classes/AudioEffectCapture.xml:4 msgid "Captures audio from an audio bus in real-time." -msgstr "" +msgstr "从音频总线上实时捕捉音频。" #: doc/classes/AudioEffectCapture.xml:7 msgid "" @@ -10525,20 +10575,22 @@ msgid "" "data from a microphone, implement application defined effects, or to " "transmit audio over the network." msgstr "" +"音频效果捕获是一种音频效果,可将所附音频效果总线的所有音频帧复制到其内部环缓" +"冲器中。\n" +"应用程序代码应使用 [method get_buffer]从该环缓冲器中消耗这些音频帧,并根据需" +"要进行处理,例如从麦克风捕获数据、实现应用程序定义的效果或通过网络传输音频。" #: doc/classes/AudioEffectCapture.xml:17 -#, fuzzy msgid "" "Returns [code]true[/code] if at least [code]frames[/code] audio frames are " "available to read in the internal ring buffer." msgstr "" -"如果给定[code]name[/code]的字体在这个[Control]节点中具有有效的覆盖,则返回" -"[code]true[/code]。" +"如果内部环缓冲器中至少有[code]frames[/code]音频帧可供读取,则返回[code]true[/" +"code]。" #: doc/classes/AudioEffectCapture.xml:23 -#, fuzzy msgid "Clears the internal ring buffer." -msgstr "清除库。" +msgstr "清除内部环缓冲区。" #: doc/classes/AudioEffectCapture.xml:30 msgid "" @@ -10548,35 +10600,35 @@ msgid "" "samples if available, or an empty [PoolVector2Array] if insufficient data " "was available." msgstr "" +"从内部环缓冲区获取下一个[code]frames[/code]音频样本。\n" +"如果有的话,返回一个正好包含[code]frames[/code]音频样本的[PoolVector2Array]," +"如果没有足够的数据,则返回一个空[PoolVector2Array]。" #: doc/classes/AudioEffectCapture.xml:37 -#, fuzzy msgid "Returns the total size of the internal ring buffer in frames." -msgstr "返回文件的大小,以字节(bytes)形式。" +msgstr "返回内部环缓冲区的总大小,以帧为单位。" #: doc/classes/AudioEffectCapture.xml:43 -#, fuzzy msgid "" "Returns the number of audio frames discarded from the audio bus due to full " "buffer." -msgstr "返回这个目录的子目录的数量。" +msgstr "返回由于缓冲区满而从音频总线上丢弃的音频帧的数量。" #: doc/classes/AudioEffectCapture.xml:49 -#, fuzzy msgid "" "Returns the number of frames available to read using [method get_buffer]." -msgstr "返回环形缓冲区中当前可用的数据包数。" +msgstr "返回可使用 [method get_buffer] 读取的帧数。" #: doc/classes/AudioEffectCapture.xml:55 -#, fuzzy msgid "Returns the number of audio frames inserted from the audio bus." -msgstr "返回动画中的帧数。" +msgstr "返回从音频总线插入的音频帧的数量。" #: doc/classes/AudioEffectCapture.xml:61 msgid "" "Length of the internal ring buffer, in seconds. Setting the buffer length " "will have no effect if already initialized." msgstr "" +"内部环缓冲区的长度,单位是秒。如果已经初始化,设置缓冲区长度将没有效果。" #: doc/classes/AudioEffectChorus.xml:4 msgid "Adds a chorus audio effect." @@ -10783,16 +10835,14 @@ msgid "" msgstr "[code]tap2[/code]的平移位置。值的范围为-1(完全向左)至1(完全向右)。" #: doc/classes/AudioEffectDistortion.xml:4 -#, fuzzy msgid "" "Adds a distortion audio effect to an Audio bus.\n" "Modify the sound to make it distorted." msgstr "" -"为音频总线添加失真音频效果。\n" +"在音频总线上添加一个失真的音频效果。\n" "修改声音,使其失真。" #: doc/classes/AudioEffectDistortion.xml:8 -#, fuzzy msgid "" "Different types are available: clip, tan, lo-fi (bit crushing), overdrive, " "or waveshape.\n" @@ -10800,10 +10850,10 @@ msgid "" "make the sound \"crunchy\" or \"abrasive\". For games, it can simulate sound " "coming from some saturated device or speaker very efficiently." msgstr "" -"修改声音并使其混淆。可用的类型有: clip, tan, lo-fi (bit crushing), " -"overdrive, or waveshape。\n" -"通过使波形扭曲,频率内容会发生变化,这通常会使声音“嘎吱”或“磨砂”。对于游戏," -"它可以非常有效地模拟来自某些饱和设备或扬声器的声音。" +"提供不同类型的类型:clip, tan, lo-fi (bit crushing), overdrive, or " +"waveshape.\n" +"通过扭曲波形,频率内容会发生变化,这通常会使声音\"清脆\"或\"粗糙\"。对于游" +"戏,它可以非常有效地模拟来自一些饱和设备或扬声器的声音。" #: doc/classes/AudioEffectDistortion.xml:12 #: doc/classes/AudioEffectFilter.xml:10 @@ -10934,7 +10984,7 @@ msgstr "" "频段8:4000赫兹\n" "频段9:8000赫兹\n" "频段10:16000赫兹\n" -"另见[AudioEffectEQ]、[AudioEffectEQ6]、[AudioEffectEQ21]。" +"参阅[AudioEffectEQ]、[AudioEffectEQ6]、[AudioEffectEQ21]。" #: doc/classes/AudioEffectEQ21.xml:4 msgid "" @@ -10993,7 +11043,7 @@ msgstr "" "频段19:11000赫兹\n" "频段20:16000赫兹\n" "频段21:22000赫兹\n" -"另见[AudioEffectEQ]、[AudioEffectEQ6]、[AudioEffectEQ10]。" +"参阅[AudioEffectEQ]、[AudioEffectEQ6]、[AudioEffectEQ10]。" #: doc/classes/AudioEffectEQ6.xml:4 msgid "" @@ -11041,9 +11091,8 @@ msgid "Gain amount of the frequencies after the filter." msgstr "滤波后频率的增益量。" #: doc/classes/AudioEffectFilter.xml:24 -#, fuzzy msgid "Amount of boost in the frequency range near the cutoff frequency." -msgstr "在截止频率附近泛音的提升量。" +msgstr "在截断频率附近的频率范围内的提升量。" #: doc/classes/AudioEffectHighPassFilter.xml:4 msgid "Adds a high-pass filter to the Audio Bus." @@ -11057,10 +11106,8 @@ msgstr "" "削减比[member AudioEffectFilter.cutoff_hz]更低的频率,允许更高的频率通过。" #: doc/classes/AudioEffectHighShelfFilter.xml:4 -#, fuzzy msgid "Reduces all frequencies above the [member AudioEffectFilter.cutoff_hz]." -msgstr "" -"削减比[member AudioEffectFilter.cutoff_hz]更低的频率,允许更高的频率通过。" +msgstr "降低所有高于[member AudioEffectFilter.cutoff_hz]的频率。" #: doc/classes/AudioEffectLimiter.xml:4 msgid "Adds a soft-clip limiter audio effect to an Audio bus." @@ -11110,10 +11157,8 @@ msgstr "" "削减比[member AudioEffectFilter.cutoff_hz]更低的频率,允许更高的频率通过。" #: doc/classes/AudioEffectLowShelfFilter.xml:4 -#, fuzzy msgid "Reduces all frequencies below the [member AudioEffectFilter.cutoff_hz]." -msgstr "" -"削减比[member AudioEffectFilter.cutoff_hz]更低的频率,允许更高的频率通过。" +msgstr "降低[member AudioEffectFilter.cutoff_hz]以下的所有频率。" #: doc/classes/AudioEffectNotchFilter.xml:4 msgid "Adds a notch filter to the Audio bus." @@ -11208,6 +11253,9 @@ msgid "" "this higher latency are especially noticeable on sounds that have sudden " "amplitude changes." msgstr "" +"[url=https://en.wikipedia.org/wiki/Fast_Fourier_transform]快速傅里叶变换[/" +"url]缓冲区的大小。较高的数值可以使效果随时间平滑,但有较大的延迟。这种较高的" +"延迟对有突然幅度变化的声音的影响特别明显。" #: doc/classes/AudioEffectPitchShift.xml:19 msgid "" @@ -11215,6 +11263,8 @@ msgid "" "are more demanding on the CPU and may cause audio cracking if the CPU can't " "keep up." msgstr "" +"要使用的过采样系数。更高的值会带来更好的质量,但对CPU的要求更高,如果CPU跟不" +"上,可能会导致音频破裂。" #: doc/classes/AudioEffectPitchShift.xml:22 msgid "" @@ -11223,6 +11273,9 @@ msgid "" "(infinitely low pitch, inaudible) to [code]16[/code] (16 times higher than " "the initial pitch)." msgstr "" +"要使用的音阶。[code]1.0[/code]是默认的音高,播放的声音没有改变。[member " +"pitch_scale]的范围从[code]0.0[/code](无限低的音调,听不见)到[code]16[/code]" +"(比初始音调高16倍)。" #: doc/classes/AudioEffectPitchShift.xml:27 #: doc/classes/AudioEffectSpectrumAnalyzer.xml:28 @@ -11230,6 +11283,8 @@ msgid "" "Use a buffer of 256 samples for the Fast Fourier transform. Lowest latency, " "but least stable over time." msgstr "" +"使用 256 个样品的缓冲器进行快速傅里叶变换。最低延迟,但随着时间的推移最不稳" +"定。" #: doc/classes/AudioEffectPitchShift.xml:30 #: doc/classes/AudioEffectSpectrumAnalyzer.xml:31 @@ -11237,6 +11292,7 @@ msgid "" "Use a buffer of 512 samples for the Fast Fourier transform. Low latency, but " "less stable over time." msgstr "" +"使用 512 个样本的缓冲器进行快速傅里叶变换。低延迟,但随着时间的推移不太稳定。" #: doc/classes/AudioEffectPitchShift.xml:33 #: doc/classes/AudioEffectSpectrumAnalyzer.xml:34 @@ -11244,6 +11300,8 @@ msgid "" "Use a buffer of 1024 samples for the Fast Fourier transform. This is a " "compromise between latency and stability over time." msgstr "" +"使用 1024 个样本的缓冲器进行快速傅里叶变换。随着时间的推移,这是延迟和稳定性" +"之间的折衷。" #: doc/classes/AudioEffectPitchShift.xml:36 #: doc/classes/AudioEffectSpectrumAnalyzer.xml:37 @@ -11251,6 +11309,7 @@ msgid "" "Use a buffer of 2048 samples for the Fast Fourier transform. High latency, " "but stable over time." msgstr "" +"使用 2048 个样品的缓冲器进行快速傅里叶变换。随着时间的推移,延迟高但稳定。" #: doc/classes/AudioEffectPitchShift.xml:39 #: doc/classes/AudioEffectSpectrumAnalyzer.xml:40 @@ -11258,6 +11317,8 @@ msgid "" "Use a buffer of 4096 samples for the Fast Fourier transform. Highest " "latency, but most stable over time." msgstr "" +"使用 4096 个样品的缓冲器进行快速傅里叶变换。随着时间的推移,延迟最高但最稳" +"定。" #: doc/classes/AudioEffectPitchShift.xml:42 #: doc/classes/AudioEffectSpectrumAnalyzer.xml:43 @@ -11374,7 +11435,7 @@ msgstr "输出修改后声音的百分比。在0时,只输出原始声音。 #: doc/classes/AudioEffectSpectrumAnalyzer.xml:4 msgid "Audio effect that can be used for real-time audio visualizations." -msgstr "" +msgstr "可用于实时音频可视化的音频效果。" #: doc/classes/AudioEffectSpectrumAnalyzer.xml:7 msgid "" @@ -11382,6 +11443,8 @@ msgid "" "time audio visualizations.\n" "See also [AudioStreamGenerator] for procedurally generating sounds." msgstr "" +"这种音频效果不影响声音输出,但可以用于实时音频可视化。\n" +"参阅[AudioStreamGenerator],以程序化地生成声音。" #: doc/classes/AudioEffectSpectrumAnalyzer.xml:11 msgid "Audio Spectrum Demo" @@ -11398,6 +11461,8 @@ msgid "" "The length of the buffer to keep (in seconds). Higher values keep data " "around for longer, but require more memory." msgstr "" +"要保留的缓冲区长度(以秒为单位)。较高的值将数据保存的时间更长,但需要更多的" +"内存。" #: doc/classes/AudioEffectSpectrumAnalyzer.xml:21 msgid "" @@ -11407,6 +11472,9 @@ msgid "" "effects of this higher latency are especially noticeable with sudden " "amplitude changes." msgstr "" +"[url=https://en.wikipedia.org/wiki/Fast_Fourier_transform]快速傅里叶变换[/" +"url]缓冲区的大小。较高的值可以使频谱分析随时间的推移而平滑,但有较大的延迟。" +"这种较高延迟的影响在突然的振幅变化中特别明显。" #: doc/classes/AudioEffectSpectrumAnalyzerInstance.xml:21 msgid "Use the average value as magnitude." @@ -11715,6 +11783,12 @@ msgid "" "class from GDScript, consider using a lower [member mix_rate] such as 11,025 " "Hz or 22,050 Hz." msgstr "" +"此音频流不播放声音,需要脚本为其生成音频数据。参阅" +"[AudioStreamGeneratorPlayback]。\n" +"另请参阅 [AudioEffectSpectrumAnalyzer] 用于执行实时音频频谱分析。\n" +"[b]注意:[/b] 由于性能限制,最好从 C# 或通过 GDNative 编译的语言中使用此类。" +"如果你仍然想从GDScript中使用这个类,请考虑使用较低的 [member mix_rate],例如 " +"11,025 Hz 或 22,050 Hz。" #: doc/classes/AudioStreamGenerator.xml:19 msgid "" @@ -11723,6 +11797,9 @@ msgid "" "resulting in increased CPU usage and more risk for audio cracking if the CPU " "can't keep up." msgstr "" +"要生成的缓冲区的长度,以秒为单位。较低的值会带来更少的延迟,但需要脚本更快地" +"生成音频数据,从而导致 CPU 使用率增加,如果 CPU 跟不上,则音频破裂的风险更" +"大。" #: doc/classes/AudioStreamGenerator.xml:22 msgid "" @@ -11739,6 +11816,14 @@ msgid "" "[code]32000[/code] or [code]22050[/code] may be usable with no loss in " "quality." msgstr "" +"使用的采样率(单位:Hz)。更高的值对CPU要求更高,但会带来更好的质量。\n" +"在游戏中,常用的采样率有[code]11025[/code]、[code]16000[/code]、[code]22050[/" +"code]、[code]32000[/code]、[code]44100[/code]和[code]48000[/code]。\n" +"根据[url=https://en.wikipedia.org/wiki/Nyquist" +"%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon采样定理[/url],当超过40000" +"赫兹时,人类的听觉没有质量上的差别(因为大多数人只能听到~20000赫兹,往往更" +"少)。如果你要生成较低音调的声音,例如语音,则可以使用较低的采样率,例如 " +"[code]32000[/code] 或 [code]22050[/code],而不会降低质量。" #: doc/classes/AudioStreamGeneratorPlayback.xml:4 msgid "Plays back audio generated using [AudioStreamGenerator]." @@ -11748,22 +11833,20 @@ msgstr "播放使用[AudioStreamGenerator]生成的音频。" msgid "" "This class is meant to be used with [AudioStreamGenerator] to play back the " "generated audio in real-time." -msgstr "" +msgstr "此类旨在与 [AudioStreamGenerator] 一起使用以实时播放生成的音频。" #: doc/classes/AudioStreamGeneratorPlayback.xml:18 -#, fuzzy msgid "" "Returns [code]true[/code] if a buffer of the size [code]amount[/code] can be " "pushed to the audio sample data buffer without overflowing it, [code]false[/" "code] otherwise." msgstr "" -"如果[member cull_mask]中给定的[code]layer[/code]被启用,返回[code]true[/" -"code],否则返回[code]false[/code]。" +"如果可以将大小为 [code]amount[/code] 的缓冲区推送到音频采样数据缓冲区而不使其" +"溢出,则返回 [code]true[/code],否则返回 [code]false[/code]。" #: doc/classes/AudioStreamGeneratorPlayback.xml:24 -#, fuzzy msgid "Clears the audio sample data buffer." -msgstr "包含以字节为单位的音频数据。" +msgstr "清除音频样本数据缓冲区。" #: doc/classes/AudioStreamGeneratorPlayback.xml:30 msgid "" @@ -11772,6 +11855,9 @@ msgid "" "added again. Therefore, make sure your script can always generate and push " "new audio frames fast enough to avoid audio cracking." msgstr "" +"返回要播放的音频数据帧数。如果返回的数字达到 [code]0[/code],音频将停止播放," +"直到再次添加帧。因此,请确保你的脚本始终能够以足够快的速度生成和推送新的音频" +"帧,以避免音频破裂。" #: doc/classes/AudioStreamGeneratorPlayback.xml:42 msgid "" @@ -11779,6 +11865,9 @@ msgid "" "efficient than [method push_frame] in C# and compiled languages via " "GDNative, but [method push_buffer] may be [i]less[/i] efficient in GDScript." msgstr "" +"将多个音频数据帧推送到缓冲区。这通常比 C# 中的 [method push_frame] 和通过 " +"GDNative 编译的语言更有效,但 [method push_buffer] 在 GDScript 中的效率可能 " +"[i]低[/i]。" #: doc/classes/AudioStreamGeneratorPlayback.xml:49 msgid "" @@ -11786,6 +11875,9 @@ msgid "" "efficient than [method push_buffer] in C# and compiled languages via " "GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript." msgstr "" +"将单个音频数据帧推送到缓冲区。在C#和通过GDNative编译的语言中,这通常比" +"[method push_buffer]效率低,但在GDScript中[method push_frame]可能[i]更高效[/" +"i]。" #: modules/minimp3/doc_classes/AudioStreamMP3.xml:4 #: modules/minimp3/doc_classes/AudioStreamMP3.xml:7 @@ -11836,6 +11928,9 @@ msgid "" "To play audio positionally, use [AudioStreamPlayer2D] or " "[AudioStreamPlayer3D] instead of [AudioStreamPlayer]." msgstr "" +"以非位置方式支持播放音频流。\n" +"要在位置上播放音频,请使用[AudioStreamPlayer2D]或[AudioStreamPlayer3D]而不是" +"[AudioStreamPlayer]。" #: doc/classes/AudioStreamPlayer.xml:22 msgid "Returns the position in the [AudioStream] in seconds." @@ -11923,9 +12018,8 @@ msgid "" msgstr "音频将在第二通道,也就是通常的中央播放。" #: doc/classes/AudioStreamPlayer2D.xml:4 -#, fuzzy msgid "Plays positional sound in 2D space." -msgstr "在3D空间中播放3D声音。" +msgstr "在 2D 空间中播放位置声音。" #: doc/classes/AudioStreamPlayer2D.xml:7 msgid "" @@ -11936,6 +12030,11 @@ msgid "" "[member volume_db] to a very low value like [code]-100[/code] (which isn't " "audible to human hearing)." msgstr "" +"播放音频,随着与屏幕中心的距离而减弱。\n" +"参阅[AudioStreamPlayer]来播放非位置性的声音。\n" +"[b]注意:[/b] 隐藏一个[AudioStreamPlayer2D]节点并不能禁用其音频输出。要暂时禁" +"用[AudioStreamPlayer2D]的音频输出,请将[member volume_db]设置为一个非常低的" +"值,如[code]-100[/code](人的听觉听不到)。" #: doc/classes/AudioStreamPlayer2D.xml:18 #: doc/classes/AudioStreamPlayer3D.xml:19 @@ -11973,9 +12072,8 @@ msgid "Base volume without dampening." msgstr "基础音量,无衰减。" #: doc/classes/AudioStreamPlayer3D.xml:4 -#, fuzzy msgid "Plays positional sound in 3D space." -msgstr "在3D空间中播放3D声音。" +msgstr "在 3D 空间中播放位置声音。" #: doc/classes/AudioStreamPlayer3D.xml:7 msgid "" @@ -11993,6 +12091,15 @@ msgid "" "[member unit_db] to a very low value like [code]-100[/code] (which isn't " "audible to human hearing)." msgstr "" +"播放具有定向性的声音效果,如果需要,可随着距离的增加而减弱,产生空间中可听到" +"的位置效果。为了更逼真,低通滤波器会自动应用于远处的声音。这可以通过设置" +"[member attenuation_filter_cutoff_hz]为[code]20500[/code]来禁用。\n" +"默认情况下,音频是从相机的位置听到的,这可以通过在场景中添加一个[Listener]节" +"点,并通过对其调用[method Listener.make_current]来启用它,以改变。\n" +"参阅[AudioStreamPlayer]来播放非位置的声音。\n" +"[b]注意:[/b] 隐藏一个[AudioStreamPlayer3D]节点并不能禁用其音频输出。要暂时禁" +"用[AudioStreamPlayer3D]的音频输出,请将[member unit_db]设置为一个非常低的值," +"如[code]-100[/code](人的听觉听不到)。" #: doc/classes/AudioStreamPlayer3D.xml:25 msgid "" @@ -12006,11 +12113,12 @@ msgid "" "disable the dampening effect entirely, set this to [code]20500[/code] as " "this frequency is above the human hearing limit." msgstr "" +"使用高于此频率的低通滤波器衰减音频,以 Hz 为单位。要完全禁用阻尼效果,请将其" +"设置为 [code]20500[/code],因为该频率高于人类听力极限。" #: doc/classes/AudioStreamPlayer3D.xml:57 -#, fuzzy msgid "Amount how much the filter affects the loudness, in decibels." -msgstr "滤波器对响度的影响程度,单位为dB。" +msgstr "滤波器对响度的影响程度,以分贝为单位。" #: doc/classes/AudioStreamPlayer3D.xml:60 msgid "" @@ -12022,14 +12130,14 @@ msgstr "" "用衰减。" #: doc/classes/AudioStreamPlayer3D.xml:63 -#, fuzzy msgid "" "If [code]true[/code], audio plays when the AudioStreamPlayer3D node is added " "to scene tree." -msgstr "如果[code]true[/code],则在添加到场景树时播放音频。" +msgstr "" +"如果 [code]true[/code],则在将 AudioStreamPlayer3D 节点添加到场景树时播放音" +"频。" #: doc/classes/AudioStreamPlayer3D.xml:66 -#, fuzzy msgid "The bus on which this audio is playing." msgstr "播放此音频的总线。" @@ -12041,6 +12149,10 @@ msgid "" "doppler_tracking] property is set to a value other than [constant Camera." "DOPPLER_TRACKING_DISABLED]." msgstr "" +"决定 [url=https://en.wikipedia.org/wiki/Doppler_effect] 多普勒效应 [/url] 应" +"该在哪一步计算。\n" +"[b]注意:[/b]仅当当前[Camera]的[member Camera.doppler_tracking]属性设置为" +"[constant Camera.DOPPLER_TRACKING_DISABLED]以外的值时有效。" #: doc/classes/AudioStreamPlayer3D.xml:73 msgid "The angle in which the audio reaches cameras undampened." @@ -12053,18 +12165,16 @@ msgid "" msgstr "如果[code]true[/code],则应根据声音的方向对音频进行衰减。" #: doc/classes/AudioStreamPlayer3D.xml:79 -#, fuzzy msgid "" "Dampens audio if camera is outside of [member emission_angle_degrees] and " "[member emission_angle_enabled] is set by this factor, in decibels." msgstr "" -"如果相机在[membermission_angle_degrees]之外,并以此参数设置" -"[membermission_angle_enabled],则衰减音频,以dB为单位。" +"如果样机在[member emission_angle_degrees]之外,并且[member " +"emission_angle_enabled]被设置为这个系数,则对音频进行减弱,单位是分贝。" #: doc/classes/AudioStreamPlayer3D.xml:82 -#, fuzzy msgid "Sets the absolute maximum of the soundlevel, in decibels." -msgstr "设置声级的绝对最大值,单位为dB。" +msgstr "设置声级的绝对最大值,以分贝为单位。" #: doc/classes/AudioStreamPlayer3D.xml:85 msgid "" @@ -12079,29 +12189,26 @@ msgid "" msgstr "决定当音源超出 [member max_distance] 范围时,是否应该暂停音频。" #: doc/classes/AudioStreamPlayer3D.xml:97 -#, fuzzy msgid "The [AudioStream] resource to be played." -msgstr "要播放的[AudioStream]对象。" +msgstr "要播放的[AudioStream]资源。" #: doc/classes/AudioStreamPlayer3D.xml:100 -#, fuzzy msgid "" "If [code]true[/code], the playback is paused. You can resume it by setting " "[member stream_paused] to [code]false[/code]." msgstr "" -"如果 [code]true[/code],则暂停播放。您可以通过将 [code]stream_paused[/code] " -"设置为 [code]false[/code] 来恢复播放。" +"如果[code]true[/code],则播放会暂停。你可以通过设置[member stream_paused]为" +"[code]false[/code]来恢复它。" #: doc/classes/AudioStreamPlayer3D.xml:103 -#, fuzzy msgid "The base sound level unaffected by dampening, in decibels." -msgstr "未受阻尼影响的基本声级,单位为dB。" +msgstr "不受阻尼影响的基本声级,单位为分贝。" #: doc/classes/AudioStreamPlayer3D.xml:106 msgid "" "The factor for the attenuation effect. Higher values make the sound audible " "over a larger distance." -msgstr "" +msgstr "衰减效果的系数。更高的值使声音在更远的距离可以听到。" #: doc/classes/AudioStreamPlayer3D.xml:118 msgid "Linear dampening of loudness according to distance." @@ -12123,6 +12230,9 @@ msgid "" "greater than [code]0.0[/code] to achieve linear attenuation clamped to a " "sphere of a defined size." msgstr "" +"不会根据距离衰减响度。与 [AudioStreamPlayer] 不同,声音仍会在位置上被听到。 " +"[constant ATTENUATION_DISABLED] 可以与大于 [code]0.0[/code] 的 [member " +"max_distance] 值结合使用,以实现线性衰减,限制在定义的球体大小。" #: doc/classes/AudioStreamPlayer3D.xml:130 msgid "" @@ -12130,6 +12240,9 @@ msgid "" "but keeps the sound playing at the correct position if the camera leaves and " "enters the [AudioStreamPlayer3D]'s [member max_distance] radius." msgstr "" +"将此音频混合,即使它超出范围。这会增加 CPU 使用率,但如果相机离开并进入 " +"[AudioStreamPlayer3D] 的 [member max_distance] 半径,则保持声音在正确的位置播" +"放。" #: doc/classes/AudioStreamPlayer3D.xml:133 msgid "" @@ -12137,21 +12250,21 @@ msgid "" "will cause the sound to restart if the camera leaves and enters the " "[AudioStreamPlayer3D]'s [member max_distance] radius." msgstr "" +"超出范围时暂停此音频。这会降低 CPU 使用率,但如果相机离开并进入 " +"[AudioStreamPlayer3D] 的 [member max_distance] 半径,则会使声音重新开始。" #: doc/classes/AudioStreamPlayer3D.xml:136 msgid "Disables doppler tracking." msgstr "禁用多普勒跟踪。" #: doc/classes/AudioStreamPlayer3D.xml:139 -#, fuzzy msgid "Executes doppler tracking in idle step (every rendered frame)." -msgstr "以空闲步骤执行多普勒跟踪。" +msgstr "在空闲的步骤中执行多普勒跟踪(每渲染一帧)。" #: doc/classes/AudioStreamPlayer3D.xml:142 -#, fuzzy msgid "" "Executes doppler tracking in physics step (every simulated physics frame)." -msgstr "在物理运算步骤中执行doppler(多普勒)跟踪。" +msgstr "在物理步骤中执行多普勒跟踪(每个模拟的物理帧)。" #: doc/classes/AudioStreamRandomPitch.xml:4 msgid "Plays audio with random pitch shifting." @@ -12174,7 +12287,6 @@ msgid "Stores audio data loaded from WAV files." msgstr "存储从WAV文件加载的音频数据。" #: doc/classes/AudioStreamSample.xml:7 -#, fuzzy msgid "" "AudioStreamSample stores sound samples loaded from WAV files. To play the " "stored sound, use an [AudioStreamPlayer] (for non-positional audio) or " @@ -12183,10 +12295,11 @@ msgid "" "This class can also be used to store dynamically-generated PCM audio data. " "See also [AudioStreamGenerator] for procedural audio generation." msgstr "" -"AudioStreamSample存储从WAV文件加载的声音样本。要播放存储的声音,请使用" -"[AudioStreamPlayer](用于非定位音频)或[AudioStreamPlayer2D]/" -"[AudioStreamPlayer3D](用于定位音频)。声音可以被循环播放。\n" -"这个类也可以用来存储动态生成的PCM音频数据。" +"AudioStreamSample 存储从 WAV 文件加载的声音样本。要播放存储的声音,请使用 " +"[AudioStreamPlayer](用于非定位音频)或 [AudioStreamPlayer2D]/" +"[AudioStreamPlayer3D](用于定位音频)。声音可以循环播放。\n" +"此类还可用于存储动态生成的 PCM 音频数据。另请参阅 [AudioStreamGenerator] 以了" +"解程序音频生成。" #: doc/classes/AudioStreamSample.xml:17 msgid "" @@ -12253,6 +12366,14 @@ msgid "" "[code]32000[/code] or [code]22050[/code] may be usable with no loss in " "quality." msgstr "" +"混合这个音频的采样率。更高的数值需要更多的存储空间,但会带来更好的质量。\n" +"在游戏中,常用的采样率有[code]11025[/code]、[code]16000[/code]、[code]22050[/" +"code]、[code]32000[/code]、[code]44100[/code],以及[code]48000[/code]。\n" +"根据[url=https://en.wikipedia.org/wiki/Nyquist" +"%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon采样定理[/url],当超过40000" +"赫兹时,对于人的听觉没有质量上的差别(因为大多数人只能听到~20000赫兹,往往更" +"少)。如果你使用低音调的声音,如语音,较低的采样率,如[code]32000[/code]或" +"[code]22050[/code]可能是可用的,没有质量上的损失。" #: doc/classes/AudioStreamSample.xml:45 msgid "If [code]true[/code], audio is stereo." @@ -12306,7 +12427,6 @@ msgstr "" "texture(SCREEN_TEXTURE,...)[/code]函数在着色器脚本中对其进行访问。" #: doc/classes/BackBufferCopy.xml:7 -#, fuzzy msgid "" "Node for back-buffering the currently-displayed screen. The region defined " "in the BackBufferCopy node is buffered with the content of the screen it " @@ -12319,13 +12439,13 @@ msgid "" "derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of " "adding them as children." msgstr "" -"用于对当前显示的屏幕进行反缓冲的节点。在BackBufferCopy节点中定义的区域将用它" -"所覆盖的屏幕内容进行缓冲,或者根据设置的复制模式对整个屏幕进行缓冲。在你的着" -"色器脚本中使用[code]texture(SCREEN_TEXTURE,...)[/code]函数来访问缓冲区。\n" -"[b]注意:[/b]由于该节点继承自 [Node2D] (而非[Control]),因此锚点和边距将不会" -"应用于[Control]派生的子节点。这在调整窗口大小时可能会有问题。为了避免这种情" -"况,请将 [Control] 派生节点作为 [i] siblings[/i] 添加到 BackBufferCopy 节点," -"而不是将它们作为子节点添加。" +"用于对当前屏幕显示进行后台缓冲的节点。 BackBufferCopy 节点中定义的区域与其覆" +"盖屏幕的内容一起缓冲,或者根据拷贝模式设置的整个屏幕进行缓冲。在着色器脚本中" +"使用 [code]texture(SCREEN_TEXTURE, ...)[/code] 函数来访问缓冲区。\n" +"[b]注意:[/b] 由于该节点继承自 [Node2D],而非 [Control],锚点和边距将不会应用" +"于从 [Control] 派生的子节点。这在调整窗口大小时可能会出现问题。为避免这种情" +"况,请将 [Control] 派生节点作为 [i]同级[/i] 添加到 BackBufferCopy 节点,而不" +"是将它们添加为子节点。" #: doc/classes/BackBufferCopy.xml:16 msgid "Buffer mode. See [enum CopyMode] constants." @@ -12367,35 +12487,46 @@ msgid "" "[b]Note:[/b] Due to how lightmaps work, most properties only have a visible " "effect once lightmaps are baked again." msgstr "" +"烘焙光照贴图是向场景添加间接(或烘焙)光照的替代工作流程。与 [GIProbe] 方法不" +"同,烘焙光照贴图在低端 PC 和移动设备上运行良好,因为它们在运行时几乎不消耗资" +"源。\n" +"[b]注意:[/b] 由于光照贴图的工作原理,大多数属性只有在光照贴图再次烘焙后才会" +"看到效果。" #: doc/classes/BakedLightmap.xml:11 msgid "https://docs.godotengine.org/en/3.4/tutorials/3d/baked_lightmaps.html" msgstr "https://docs.godotengine.org/en/3.4/tutorials/3d/baked_lightmaps.html" #: doc/classes/BakedLightmap.xml:19 +#, fuzzy msgid "" "Bakes the lightmap, scanning from the given [code]from_node[/code] root and " "saves the resulting [BakedLightmapData] in [code]data_save_path[/code]. If " -"no save path is provided it will try to match the path from the current " +"no root node is provided, parent of this node will be used as root instead. " +"If no save path is provided it will try to match the path from the current " "[member light_data]." msgstr "" +"烘焙光照贴图,从给定的 [code]from_node[/code] 根扫描并将结果 " +"[BakedLightmapData] 保存在 [code]data_save_path[/code] 中。如果没有提供保存路" +"径,它将尝试匹配来自当前 [member light_data] 的路径。" #: doc/classes/BakedLightmap.xml:25 msgid "" "When enabled, the lightmapper will merge the textures for all meshes into a " "single large layered texture. Not supported in GLES2." msgstr "" +"启用后,光照贴图会将所有网格的纹理合并为一个大的分层纹理。 GLES2 不支持。" #: doc/classes/BakedLightmap.xml:28 msgid "" "Maximum size of each lightmap layer, only used when [member atlas_generate] " "is enabled." -msgstr "" +msgstr "每个光照贴图层的最大尺寸,仅在启用 [member atlas_generate] 时使用。" #: doc/classes/BakedLightmap.xml:31 msgid "" "Raycasting bias used during baking to avoid floating point precision issues." -msgstr "" +msgstr "在烘焙过程中使用光线投射偏置来避免浮点数精度问题。" #: doc/classes/BakedLightmap.xml:34 msgid "" @@ -12410,16 +12541,23 @@ msgid "" "[b]Note:[/b] [member bounce_indirect_energy] only has an effect if [member " "bounces] is set to a value greater than or equal to [code]1[/code]." msgstr "" +"每次反弹的能量乘数。较高的值将使间接照明更亮。 [code]1.0[/code] 的值表示与物" +"理相一致的行为,但在使用少量反弹时,可以使用更高的值使间接照明传播更明显。这" +"可用于通过降低[member bounces]的数量然后增加 [member bounce_indirect_energy] " +"来加快烘焙时间。与 [member BakedLightmapData.energy] 不同,此属性不会影响灯光" +"节点、自发光材质和环境发出的直接光照。\n" +"[b]注意:[/b] [member bounce_indirect_energy] 仅在[member bounces] 设置为大于" +"或等于[code]1[/code]的值时有效。" #: doc/classes/BakedLightmap.xml:38 msgid "" "Number of light bounces that are taken into account during baking. See also " "[member bounce_indirect_energy]." -msgstr "" +msgstr "烘焙过程中考虑的光线反射次数。参阅 [member bounce_indirect_energy]。" #: doc/classes/BakedLightmap.xml:41 msgid "Grid size used for real-time capture information on dynamic objects." -msgstr "" +msgstr "用于实时捕获动态对象信息的网格大小。" #: doc/classes/BakedLightmap.xml:44 msgid "" @@ -12427,11 +12565,13 @@ msgid "" "computed. This octree will then be used to light dynamic objects in the " "scene." msgstr "" +"启用后,将计算包含场景照明信息的八叉树。然后此八叉树将用于照亮场景中的动态对" +"象。" #: doc/classes/BakedLightmap.xml:47 msgid "" "Bias value to reduce the amount of light proagation in the captured octree." -msgstr "" +msgstr "偏置值,用于减少捕获的八叉树中的光传播量。" #: doc/classes/BakedLightmap.xml:50 msgid "Bake quality of the capture data." @@ -12442,12 +12582,16 @@ msgid "" "If a baked mesh doesn't have a UV2 size hint, this value will be used to " "roughly compute a suitable lightmap size." msgstr "" +"如果烘焙后的网格没有UV2的尺寸提示,这个值将被用来粗略计算出合适的光照贴图尺" +"寸。" #: doc/classes/BakedLightmap.xml:56 msgid "" "The environment color when [member environment_mode] is set to [constant " "ENVIRONMENT_MODE_CUSTOM_COLOR]." msgstr "" +"[member environment_mode] 设置为 [constant ENVIRONMENT_MODE_CUSTOM_COLOR] 时" +"的环境颜色。" #: doc/classes/BakedLightmap.xml:59 msgid "" @@ -12455,18 +12599,20 @@ msgid "" "[constant ENVIRONMENT_MODE_CUSTOM_COLOR] or [constant " "ENVIRONMENT_MODE_CUSTOM_SKY]." msgstr "" +"[member environment_mode] 设置为 [constant ENVIRONMENT_MODE_CUSTOM_COLOR] 或 " +"[constant ENVIRONMENT_MODE_CUSTOM_SKY] 时的能量比例系数。" #: doc/classes/BakedLightmap.xml:62 -#, fuzzy msgid "" "The [Sky] resource to use when [member environment_mode] is set o [constant " "ENVIRONMENT_MODE_CUSTOM_SKY]." -msgstr "当[member overlay]设置为[constant OVERLAY_POSITION]时使用的背景。" +msgstr "" +"当 [member environment_mode] 设置为 [constant ENVIRONMENT_MODE_CUSTOM_SKY] 时" +"要使用的 [Sky] 资源。" #: doc/classes/BakedLightmap.xml:65 -#, fuzzy msgid "The rotation of the baked custom sky." -msgstr "编辑场景的根。" +msgstr "烘焙自定义天空的旋转。" #: doc/classes/BakedLightmap.xml:68 msgid "" @@ -12475,6 +12621,8 @@ msgid "" "amount of light on all the lightmap texels. Can be used for artistic control " "on shadow color." msgstr "" +"所有光照贴图纹理元素的最小环境光。这不考虑场景几何体的任何遮挡,它只是确保所" +"有光照贴图纹理元素上的光量最小。可用于阴影颜色的艺术控制。" #: doc/classes/BakedLightmap.xml:71 msgid "Decides which environment to use during baking." @@ -12486,12 +12634,14 @@ msgid "" "in the baked lightmap, also used as the bounds of the captured region for " "dynamic lighting." msgstr "" +"烘焙光照贴图的大小。只有该区域内的网格才会包含在烘焙光照贴图中,也用作动态光" +"照捕获区域的边界。" #: doc/classes/BakedLightmap.xml:77 msgid "" "Deprecated, in previous versions it determined the location where lightmaps " "were be saved." -msgstr "" +msgstr "已废弃,在以前的版本中,它决定了光照贴图的保存位置。" #: doc/classes/BakedLightmap.xml:80 msgid "The calculated light data." @@ -12503,6 +12653,8 @@ msgid "" "amount of samples for each quality level can be configured in the project " "settings." msgstr "" +"决定在不正确的光照烘烤中每一个纹理元素的采样量。可以在项目设置中配置每个质量" +"级别的采样量。" #: doc/classes/BakedLightmap.xml:86 msgid "" @@ -12511,12 +12663,15 @@ msgid "" "disk usage if the scene contains only white lights or you don't mind losing " "color information in indirect lighting." msgstr "" +"在光照贴图纹理中存储全色值。禁用时,光照贴图纹理将存储单个亮度通道。如果场景" +"仅包含白光或者您不介意在间接照明中丢失颜色信息,则可以禁用以减少磁盘使用量。" #: doc/classes/BakedLightmap.xml:89 msgid "" "When enabled, a lightmap denoiser will be used to reduce the noise inherent " "to Monte Carlo based global illumination." msgstr "" +"启用后,将使用光照贴图降噪器来减少基于Monte Carlo的全局照明固有的噪声。" #: doc/classes/BakedLightmap.xml:92 msgid "" @@ -12529,23 +12684,29 @@ msgid "" "lightmap banding even when using the GLES2 backend or if [member " "ProjectSettings.rendering/quality/depth/hdr] is [code]false[/code]." msgstr "" +"如果 [code]true[/code],则以高动态范围格式 (EXR) 存储光照贴图纹理。如果 " +"[code]false[/code],则将光照贴图纹理存储在低动态范围的 PNG 图像中。这可以设置" +"为 [code]false[/code] 以减少磁盘占用,但超过 1.0 的光照值将被限制,你可能会看" +"到因精度降低而导致的条纹。\n" +"[b]注意:[/b] 将 [member use_hdr] 设置为 [code]true[/code] 即使使用 GLES2 后" +"端或 [member ProjectSettings.rendering/quality/depth/hdr] 为 [code]false,也" +"会降低光照贴图条纹[/code]。" #: doc/classes/BakedLightmap.xml:98 msgid "The lowest bake quality mode. Fastest to calculate." -msgstr "" +msgstr "最低烘焙质量模式。计算速度最快。" #: doc/classes/BakedLightmap.xml:101 -#, fuzzy msgid "The default bake quality mode." -msgstr "默认的文本字体。" +msgstr "默认烘焙质量模式。" #: doc/classes/BakedLightmap.xml:104 msgid "A higher bake quality mode. Takes longer to calculate." -msgstr "" +msgstr "更高的烘焙质量模式。需要更长的时间来计算。" #: doc/classes/BakedLightmap.xml:107 msgid "The highest bake quality mode. Takes the longest to calculate." -msgstr "" +msgstr "最高的烘烤质量模式。需要最长的时间来计算。" #: doc/classes/BakedLightmap.xml:110 msgid "Baking was successful." @@ -12556,46 +12717,56 @@ msgid "" "Returns if no viable save path is found. This can happen where an [member " "image_path] is not specified or when the save location is invalid." msgstr "" +"如果没有找到合适的保存路径,则返回。这可能发生在没有指定[member image_path]或" +"者保存位置无效的情况下。" #: doc/classes/BakedLightmap.xml:116 doc/classes/SpatialMaterial.xml:622 msgid "Currently unused." msgstr "当前未使用." #: doc/classes/BakedLightmap.xml:119 -#, fuzzy msgid "Returns when the baker cannot save per-mesh textures to file." -msgstr "返回分配给图块的形状数量。" +msgstr "当烘焙器不能将每个网格的纹理保存到文件时返回。" #: doc/classes/BakedLightmap.xml:122 -#, fuzzy msgid "The size of the generated lightmaps is too large." -msgstr "生成平面的大小。" +msgstr "生成的光照贴图尺寸过大。" #: doc/classes/BakedLightmap.xml:125 msgid "Some mesh contains UV2 values outside the [code][0,1][/code] range." -msgstr "" +msgstr "有些网格包含[code][0,1][/code]范围以外的UV2值。" #: doc/classes/BakedLightmap.xml:128 -#, fuzzy msgid "Returns if user cancels baking." -msgstr "返回取消按钮。" +msgstr "如果用户取消了烘烤,则返回。" + +#: doc/classes/BakedLightmap.xml:131 +msgid "" +"Returns if lightmapper can't be created. Unless you are using a custom " +"lightmapper, please report this as bug." +msgstr "" -#: doc/classes/BakedLightmap.xml:133 +#: doc/classes/BakedLightmap.xml:134 +msgid "" +"There is no root node to start baking from. Either provide [code]from_node[/" +"code] argument or attach this node to a parent that should be used as root." +msgstr "" + +#: doc/classes/BakedLightmap.xml:137 msgid "No environment is used during baking." msgstr "烘焙过程中不使用任何环境。" -#: doc/classes/BakedLightmap.xml:136 +#: doc/classes/BakedLightmap.xml:140 msgid "The baked environment is automatically picked from the current scene." -msgstr "" +msgstr "烘焙环境会自动从当前场景中获取。" -#: doc/classes/BakedLightmap.xml:139 +#: doc/classes/BakedLightmap.xml:143 msgid "A custom sky is used as environment during baking." -msgstr "" +msgstr "在烘焙过程中使用自定义天空作为环境。" -#: doc/classes/BakedLightmap.xml:142 -#, fuzzy +#: doc/classes/BakedLightmap.xml:146 msgid "A custom solid color is used as environment during baking." -msgstr "自定义的[World2D],可以作为2D环境源。" +msgstr "烘焙过程中使用自定义纯色作为环境。" #: doc/classes/BakedLightmapData.xml:56 msgid "" @@ -12605,11 +12776,15 @@ msgid "" "lighting or emissive materials), adjust [member BakedLightmap." "bounce_indirect_energy] and bake lightmaps again." msgstr "" +"烘焙和动态捕获对象的全局能量乘数。这可以在运行时更改,而无需再次烘焙光照贴" +"图。\n" +"要仅调整间接照明的能量,即不影响直接照明或自发光材质,请调整 [member " +"BakedLightmap.bounce_indirect_energy] 并再次烘焙光照贴图。" #: doc/classes/BakedLightmapData.xml:60 msgid "" "Controls whether dynamic capture objects receive environment lighting or not." -msgstr "" +msgstr "控制动态捕捉对象是否接收环境光照。" #: doc/classes/BaseButton.xml:4 msgid "Base class for different kinds of buttons." @@ -12662,6 +12837,10 @@ msgid "" "[b]Note:[/b] This method doesn't unpress other buttons in its button [member " "group]." msgstr "" +"改变按钮的[member pressed]状态,不触发[signal toggled]。当你只想改变按钮的状" +"态而不发送按下事件时使用(例如,在初始化场景时)。只有当[member toggle_mode]" +"是[code]true[/code]时才有效。\n" +"[b]注意:[/b] 这个方法不会释放其按钮[member group] 中的其他按钮。" #: doc/classes/BaseButton.xml:48 msgid "" @@ -12691,6 +12870,8 @@ msgid "" "will be removed in Godot 4.0. This property no longer has any effect when " "set. Please use [member Control.focus_mode] instead." msgstr "" +"[i]已弃用。[/i] 由于冗余,此属性已弃用,将在 Godot 4.0 中删除。此属性在设置后" +"不会有任何影响。请改用 [member Control.focus_mode]。" #: doc/classes/BaseButton.xml:62 msgid "[ButtonGroup] associated to the button." @@ -12705,7 +12886,7 @@ msgid "" "value." msgstr "" "如果[code]true[/code],当按下按钮时将光标移到按钮外时,按钮会保持按下状态。\n" -"[b]注意:[/b]该属性只影响按钮的视觉外观。无论该属性的值是多少,信号都会在同一" +"[b]注意:[/b]该属性只影响按钮的视觉表现。无论该属性的值是多少,信号都会在同一" "时刻发出。" #: doc/classes/BaseButton.xml:69 @@ -12717,6 +12898,11 @@ msgid "" "emitted. If you want to change the pressed state without emitting that " "signal, use [method set_pressed_no_signal]." msgstr "" +"如果 [code]true[/code],按钮为按下状态。表示按钮被按下或切换(如果 [member " +"toggle_mode] 处于激活状态)。仅当 [member toggle_mode] 为 [code]true[/code] " +"时才有效。\n" +"[b]注:[/b]设置 [member pressed] 将导致 [signal toggled] 触发。如果你想在不触" +"发该信号的情况下更改按下状态,请使用 [method set_pressed_no_signal]。" #: doc/classes/BaseButton.xml:73 msgid "[ShortCut] associated to the button." @@ -12946,15 +13132,16 @@ msgid "Returns the inverse of the matrix." msgstr "返回矩阵的逆值。" #: doc/classes/Basis.xml:97 -#, fuzzy msgid "" "Returns [code]true[/code] if this basis and [code]b[/code] are approximately " "equal, by calling [code]is_equal_approx[/code] on each component.\n" "[b]Note:[/b] For complicated reasons, the epsilon argument is always " "discarded. Don't use the epsilon argument, it does nothing." msgstr "" -"通过对每个分量调用[code]is_equal_approx[/code],如果这个基础和[code]b[/code]" -"近似相等,返回[code]true[/code]。" +"如果这个 basis 和[code]b[/code]近似相等,返回[code]true[/code],是通过对每个" +"分量调用[code]is_equal_approx[/code]。\n" +"[b]注意:[/b] 由于复杂的原因,epsilon参数总是被丢弃,不要使用它,它没有任何作" +"用。" #: doc/classes/Basis.xml:104 msgid "" @@ -13106,7 +13293,7 @@ msgstr "返回设置为[code]true[/code]的位图元素的数量。" msgid "" "Applies morphological dilation to the bitmap. The first argument is the " "dilation amount, Rect2 is the area where the dilation will be applied." -msgstr "" +msgstr "在位图上应用形态扩展。第一个参数是扩展量,Rect2是要应用扩展的区域。" #: doc/classes/BitMap.xml:66 msgid "" @@ -13243,7 +13430,7 @@ msgstr "" #: doc/classes/Bone2D.xml:36 msgid "" "Length of the bone's representation drawn in the editor's viewport in pixels." -msgstr "在编辑器的视口中绘制的骨骼的长度,单位为像素。" +msgstr "在编辑器的视窗中绘制的骨骼的长度,单位为像素。" #: doc/classes/Bone2D.xml:39 msgid "" @@ -13257,14 +13444,13 @@ msgid "A node that will attach to a bone." msgstr "一个会附着在骨骼上的节点。" #: doc/classes/BoneAttachment.xml:7 -#, fuzzy msgid "" "This node must be the child of a [Skeleton] node. You can then select a bone " "for this node to attach to. The BoneAttachment node will copy the transform " "of the selected bone." msgstr "" -"此节点必须是[Skeleton3D]节点的子节点。然后,您可以为这个节点选择一个骨骼来附" -"着。BoneAttachment3D 节点将复制所选骨骼的变形。" +"此节点必须是 [Skeleton] 节点的子节点。然后,你可以为此节点选择要附加的骨骼。 " +"BoneAttachment 节点将拷贝所选骨骼的变换。" #: doc/classes/BoneAttachment.xml:15 msgid "The name of the attached bone." @@ -13275,7 +13461,6 @@ msgid "Boolean built-in type." msgstr "布尔型内置型。" #: doc/classes/bool.xml:7 -#, fuzzy msgid "" "Boolean is a built-in type. There are two boolean values: [code]true[/code] " "and [code]false[/code]. You can think of it as a switch with on or off (1 or " @@ -13324,12 +13509,12 @@ msgid "" " can_shoot = true\n" "[/codeblock]" msgstr "" -"布尔型是一个内置类型。有两个布尔值。[code]true[/code]和[code]false[/code]。你" -"可以把它想象成一个开关,有开或关(1或0)的设置。布尔运算在编程中用于条件语句" -"中的逻辑,比如[code]if[/code]语句。\n" -"布尔运算可以直接用于[code]if[/code]语句中。下面的代码在[code]if can_shoot:[/" -"code]行中演示了这一点。你不需要使用[code]==true[/code],你只需要[code]if " -"can_shoot:[/code]。同样,使用 [code]if not can_shoot:[/code] 而不是 [code]== " +"布尔是内置类型。有两个布尔值。[code]true[/code]和[code]false[/code]。你可以把" +"它想象成有开或关状态的开关(1或0)。布尔在编程中用于条件语句的逻辑,如" +"[code]if[/code]语句。\n" +"布尔可以直接用于[code]if[/code]语句中。下面的代码在[code]if can_shoot:[/code]" +"行中演示了这一点。你不需要使用[code]==true[/code],你只需要[code]if " +"can_shoot:[/code]。同样地,使用[code]if not can_shoot:[/code]而不是[code]== " "false[/code]。\n" "[codeblock]\n" "var can_shoot = true\n" @@ -13338,12 +13523,11 @@ msgstr "" " if can_shoot:\n" " pass # Perform shooting actions here.\n" "[/codeblock]\n" -"The following code will only create a bullet if both conditions are met: " -"action \"shoot\" is pressed and if [code]can_shoot[/code] is [code]true[/" -"code].\n" -"[b]Note:[/b] [code]Input.is_action_pressed(\"shoot\")[/code] is also a " -"boolean that is [code]true[/code] when \"shoot\" is pressed and [code]false[/" -"code] when \"shoot\" isn't pressed.\n" +"下面的代码只有在两个条件都满足的情况下才会产生子弹:动作 \"shoot\" 被按下,并" +"且如果[code]can_shoot[/code]是[code]true[/code]。\n" +"[b]注意:[/b][code]Input.is_action_pressed(\"shoot\")[/code]也是一个布尔值," +"当 \"shoot\"被按下时为[code]true[/code],当 \"shoot\" 没有被按下时为" +"[code]false[/code]。\n" "[codeblock]\n" "var can_shoot = true\n" "\n" @@ -13351,10 +13535,9 @@ msgstr "" " if can_shoot and Input.is_action_pressed(\"shoot\"):\n" " create_bullet()\n" "[/codeblock]\n" -"The following code will set [code]can_shoot[/code] to [code]false[/code] and " -"start a timer. This will prevent player from shooting until the timer runs " -"out. Next [code]can_shoot[/code] will be set to [code]true[/code] again " -"allowing player to shoot once again.\n" +"下面的代码将把[code]can_shoot[/code]设置为[code]false[/code]并启动一个定时" +"器。这将阻止玩家射击,直到定时器用完。然后[code]can_shoot[/code]设置为" +"[code]true[/code],再次允许玩家进行射击。\n" "[codeblock]\n" "var can_shoot = true\n" "onready var cool_down = $CoolDownTimer\n" @@ -13405,29 +13588,26 @@ msgid "Base class for box containers." msgstr "盒子容器的基类。" #: doc/classes/BoxContainer.xml:7 -#, fuzzy msgid "" "Arranges child controls vertically or horizontally, and rearranges the " "controls automatically when their minimum size changes." -msgstr "垂直或水平排列子[Control]节点,并在其最小尺寸更改时自动重新排列它们。" +msgstr "垂直或水平排列子控件,并在其最小尺寸更改时自动重新排列。" #: doc/classes/BoxContainer.xml:16 -#, fuzzy msgid "" "Adds a control to the box as a spacer. If [code]true[/code], [code]begin[/" "code] will insert the spacer control in front of other children." msgstr "" -"在方框中添加一个 [Control] 节点作为间隔。如果 [code]begin[/code] 是 " -"[code]true[/code],它将在所有其他子节点前插入 [Control] 节点。" +"将控件添加到盒子作为间隔。如果 [code]true[/code], [code]begin[/code] 将在其他" +"子级之前插入间隔控件。" #: doc/classes/BoxContainer.xml:22 -#, fuzzy msgid "" "The alignment of the container's children (must be one of [constant " "ALIGN_BEGIN], [constant ALIGN_CENTER] or [constant ALIGN_END])." msgstr "" -"容器子代的对齐方式(必须是[constant ALIGN_BEGIN]、[constant ALIGN_CENTER]或" -"[constant ALIGN_END]中的一个)。" +"容器子项的对齐方式,必须是 [constant ALIGN_BEGIN]、[constant ALIGN_CENTER] " +"或 [constant ALIGN_END] 之一。" #: doc/classes/BoxContainer.xml:28 msgid "Aligns children with the beginning of the container." @@ -13446,9 +13626,8 @@ msgid "Box shape resource." msgstr "盒形资源。" #: doc/classes/BoxShape.xml:7 -#, fuzzy msgid "3D box shape that can be a child of a [PhysicsBody] or [Area]." -msgstr "3D盒子形状可以是[PhysicsBody3D]或[Area3D]的子级。" +msgstr "3D 盒子形状,可以是 [PhysicsBody] 或 [Area] 的子项。" #: doc/classes/BoxShape.xml:10 doc/classes/CapsuleShape.xml:10 #: doc/classes/ConcavePolygonShape.xml:11 doc/classes/ConvexPolygonShape.xml:10 @@ -13476,7 +13655,6 @@ msgid "Standard themed Button." msgstr "标准主题按钮。" #: doc/classes/Button.xml:7 -#, fuzzy msgid "" "Button is the standard themed button. It can contain text and an icon, and " "will display them according to the current [Theme].\n" @@ -13501,8 +13679,8 @@ msgid "" "given time. Use [TouchScreenButton] for buttons that trigger gameplay " "movement or actions, as [TouchScreenButton] supports multitouch." msgstr "" -"按钮是标准主题按钮。它可以包含文本和图标,并将根据当前的[主题]显示它们。\n" -"[b]创建按钮并在被代码按下时分配动作的示例:[/b]\n" +"标准的主题按钮。它可以包含文字和图标,并根据当前的 [Theme]显示。\n" +"[b]创建按钮并在按下代码时配置动作的示例:[/b]\n" "[codeblock]\n" "func _ready():\n" " var button = Button.new()\n" @@ -13513,8 +13691,12 @@ msgstr "" "func _button_pressed():\n" " print(\"Hello world!\")\n" "[/codeblock]\n" -"也可以在编辑器中创建按钮(如所有Control节点),但是某些情况下可能需要通过代码" -"创建它们。" +"按钮像所有控件节点一样,也可以在编辑器中创建,但在某些情况下可能需要从代码中" +"创建。\n" +"参阅 [BaseButton],其中包括与此节点相关的通用属性和方法。\n" +"[b]注意:[/b] 按钮不处理触摸输入,因此不支持多点触控,因为模拟鼠标在给定时间" +"只能按下一个按钮。将 [TouchScreenButton] 用于触发游戏移动或动作的按钮,因为 " +"[TouchScreenButton] 支持多点触控。" #: doc/classes/Button.xml:25 doc/classes/Dictionary.xml:89 #: doc/classes/GridContainer.xml:12 doc/classes/OS.xml:10 @@ -13595,26 +13777,33 @@ msgid "Text [Color] used when the [Button] is disabled." msgstr "禁用[Button]时使用的文本[Color]。" #: doc/classes/Button.xml:77 +msgid "" +"Text [Color] used when the [Button] is focused. Only replaces the normal " +"text color of the button. Disabled, hovered, and pressed states take " +"precedence over this color." +msgstr "" + +#: doc/classes/Button.xml:80 msgid "Text [Color] used when the [Button] is being hovered." msgstr "悬停[Button]时使用的文本[Color]。" -#: doc/classes/Button.xml:80 +#: doc/classes/Button.xml:83 msgid "Text [Color] used when the [Button] is being pressed." msgstr "正在按下 [Button] 时使用的文本 [Color] 。" -#: doc/classes/Button.xml:83 +#: doc/classes/Button.xml:86 msgid "[StyleBox] used when the [Button] is being hovered." msgstr "悬停[Button]时使用的[StyleBox]。" -#: doc/classes/Button.xml:86 +#: doc/classes/Button.xml:89 msgid "The horizontal space between [Button]'s icon and text." msgstr "[Button]的图标和文本之间的水平间距。" -#: doc/classes/Button.xml:89 +#: doc/classes/Button.xml:92 msgid "Default [StyleBox] for the [Button]." msgstr "[Button]的默认[StyleBox]。" -#: doc/classes/Button.xml:92 +#: doc/classes/Button.xml:95 msgid "[StyleBox] used when the [Button] is being pressed." msgstr "按下[Button]时使用的[StyleBox]。" @@ -13644,16 +13833,14 @@ msgid "Returns the current pressed button." msgstr "返回当前按下的按钮。" #: doc/classes/ButtonGroup.xml:33 -#, fuzzy msgid "Emitted when one of the buttons of the group is pressed." -msgstr "当该控制器上的一个按钮被按下时触发。" +msgstr "当该组中的一个按钮被按下时触发。" #: doc/classes/Camera.xml:4 msgid "Camera node, displays from a point of view." msgstr "相机节点,从一个角度显示。" #: doc/classes/Camera.xml:7 -#, fuzzy msgid "" "Camera is a special node that displays what is visible from its current " "location. Cameras register themselves in the nearest [Viewport] node (when " @@ -13663,10 +13850,10 @@ msgid "" "capabilities to a [Viewport], and, without one, a scene registered in that " "[Viewport] (or higher viewports) can't be displayed." msgstr "" -"[Camera3D]是一个特殊节点,显示从其当前位置可见的内容。相机将自己注册在最近的" -"[Viewport]节点中(升序场景树)。每个视口只能激活一个相机。如果场景树上没有可" -"用的视区,则摄影机将在全局视口中注册。换句话说,相机仅向[视口]提供3D显示功" -"能,而没有一个相机,则无法显示在[Viewport](或更高视口)中注册的场景。" +"相机是一个特殊节点,用于显示从其当前位置可见的内容。相机在最近的 [Viewport] " +"节点中注册自己(当树上行)。每个视窗只能激活一个相机。如果在树上没有可用的视" +"窗,相机将在全局视窗中注册。换句话说,相机只是为 [Viewport] 提供3D显示能力," +"如果没有,则无法显示在该 [Viewport] 或更高视窗中注册的场景。" #: doc/classes/Camera.xml:17 msgid "" @@ -13678,9 +13865,8 @@ msgstr "" "[code]true[/code],请求使下一个相机成为当前相机(如果有)。" #: doc/classes/Camera.xml:23 -#, fuzzy msgid "Returns the camera's RID from the [VisualServer]." -msgstr "从[RenderingServer]中返回相机的RID。" +msgstr "从[VisualServer]返回相机的RID。" #: doc/classes/Camera.xml:29 msgid "" @@ -13689,6 +13875,9 @@ msgid "" "to the position and orientation of the camera by subclassed cameras such as " "[ClippedCamera], [InterpolatedCamera] and [ARVRCamera]." msgstr "" +"返回相机的变换加上垂直[member v_offset]和水平[member h_offset]的偏移量;以及" +"由子类相机如[ClippedCamera]、[InterpolatedCamera]和[ARVRCamera]对相机的位置和" +"方向做出的任何其他调整。" #: doc/classes/Camera.xml:36 msgid "" @@ -13699,14 +13888,13 @@ msgstr "" "code],否则返回[code]false[/code]。" #: doc/classes/Camera.xml:42 -#, fuzzy msgid "" "Returns the camera's frustum planes in world space units as an array of " "[Plane]s in the following order: near, far, left, top, right, bottom. Not to " "be confused with [member frustum_offset]." msgstr "" -"以世界空间为单位,以[Plane]数组的形式返回相机的平截头体平面,顺序为:近、远、" -"左、上、右、下。不要与 [member frustum_offset] 混淆。" +"以世界空间单位将相机的视锥平面作为 [Plane] 数组按以下顺序返回:near、far、" +"left、top、right、bottom。不要与 [member frustum_offset] 混淆。" #: doc/classes/Camera.xml:49 msgid "" @@ -13736,36 +13924,33 @@ msgstr "" "屏幕宽度/高度等因素。" #: doc/classes/Camera.xml:71 -#, fuzzy msgid "" "Returns the 3D point in world space that maps to the given 2D coordinate in " "the [Viewport] rectangle on a plane that is the given [code]z_depth[/code] " "distance into the scene away from the camera." msgstr "" -"返回世界空间中的 3D 点,该点在 [Viewport] 矩形中映射到给定 2D 坐标的平面上," -"该平面的深度为给定 [code]z_depth[/code] 的距离到场景中与相机的距离。" +"返回世界空间中的 3D 点,该点映射到平面上 [Viewport] 矩形中的给定 2D 坐标,该" +"平面距离相机的场景为给定的 [code]z_depth[/code] 距离。" #: doc/classes/Camera.xml:78 -#, fuzzy msgid "" "Returns a normal vector in world space, that is the result of projecting a " "point on the [Viewport] rectangle by the camera projection. This is useful " "for casting rays in the form of (origin, normal) for object intersection or " "picking." msgstr "" -"返回世界空间中的法线向量,即通过相机投影在[Viewport]矩形上的一个点的结果。这" -"对于以(原点,法线)的形式投射光线以进行物体交汇或选取很有用。" +"返回世界空间中的法线向量,即相机投影在[Viewport]矩形上投影一个点的结果。这对" +"于以原点、法线,投射光线形式用于对象相交或拾取很有用。" #: doc/classes/Camera.xml:85 -#, fuzzy msgid "" "Returns a 3D position in world space, that is the result of projecting a " "point on the [Viewport] rectangle by the camera projection. This is useful " "for casting rays in the form of (origin, normal) for object intersection or " "picking." msgstr "" -"返回世界空间中的3D位置,即通过相机投影在[Viewport]矩形上的一个点的结果。这对" -"于以(原点、法线)形式投射光线以进行物体交汇或选取很有用。" +"返回世界空间中的 3D 坐标,即相机投影在 [Viewport] 矩形上投影一个点的结果。这" +"对于以原点、法线,投射光线形式用于对象相交或拾取很有用。" #: doc/classes/Camera.xml:93 msgid "" @@ -13773,16 +13958,15 @@ msgid "" msgstr "启用或禁用[member cull_mask]中给定的[code]layer[/code]。" #: doc/classes/Camera.xml:103 -#, fuzzy msgid "" "Sets the camera projection to frustum mode (see [constant " "PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/" "code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in " "world space units." msgstr "" -"通过指定 [code]size[/code]、[code]offset[/code],以及 [code]z_near[/code] 和 " -"[code]z_far[/code] 剪辑平面(以世界空间为单位),将相机投影设置为 frustum 模" -"式(请参阅 [constant PROJECTION_FRUSTUM])。" +"通过指定 [code]size[/code] 、 [code]offset[/code] 以及以世界空间为单位的 " +"[code]z_near[/code] 和 [code]z_far[/code] 裁剪平面,将相机投影设置为视锥模" +"式,参阅 [constant PROJECTION_FRUSTUM]。" #: doc/classes/Camera.xml:112 msgid "" @@ -13824,6 +14008,17 @@ msgid "" "unproject_position(global_transform.origin)\n" "[/codeblock]" msgstr "" +"返回[Viewport]矩形中的2D坐标,该坐标映射到世界空间中给定的3D点。\n" +"[b]注意:[/b]当使用它来定位3D视窗上的GUI元素时,如果3D点在相机后面,请使用" +"[method is_position_behind]来防止它们显示。\n" +"[codeblock]\n" +"# 这个代码块是继承自Spatial的脚本的一部分。\n" +"# `control`是对继承自Control的节点的引用。\n" +"control.visible = not get_viewport().get_camera()." +"is_position_behind(global_transform.origin)\n" +"control.rect_position = get_viewport().get_camera()." +"unproject_position(global_transform.origin)\n" +"[/codeblock]" #: doc/classes/Camera.xml:141 msgid "" @@ -13848,6 +14043,13 @@ msgid "" "Perspective menu in the top-left corner of the 3D viewport and toggle " "[b]Enable Doppler[/b]." msgstr "" +"如果不是[constant DOPPLER_TRACKING_DISABLED],此相机将模拟[url=https://en." +"wikipedia.org/wiki/Doppler_effect]多普勒效果[/url]的对象在特定" +"[code]_process[/code]方法中的变化。多普勒效果只对[member AudioStreamPlayer3D." +"doppler_tracking]设置为[constant AudioStreamPlayer3D." +"DOPPLER_TRACKING_DISABLED]以外的值的[AudioStreamPlayer3D]节点进行模拟。\n" +"[b]注意:[/b]要在编辑器中切换多普勒效果预览,使用三维视窗左上角的透视菜单,并" +"切换为[b]启用多普勒[/b]。" #: doc/classes/Camera.xml:151 msgid "The [Environment] to use for this camera." @@ -13860,7 +14062,6 @@ msgid "" msgstr "该相机相对于其本地Z轴的远裁边界的距离。" #: doc/classes/Camera.xml:157 -#, fuzzy msgid "" "The camera's field of view angle (in degrees). Only applicable in " "perspective mode. Since [member keep_aspect] locks one axis, [code]fov[/" @@ -13872,13 +14073,13 @@ msgid "" "- ~102.45 degrees in a 16:9 viewport\n" "- ~117.06 degrees in a 21:9 viewport" msgstr "" -"相机的视场角(度)。仅适用于透视模式。由于[member keep_aspect]锁定一个轴," -"[code]fov[/code]设置另一个轴的视场角。\n" -"作为参考,默认的垂直视场角值([code]75.0[/code])相当于水平视场角。\n" -"- 在4:3的视口中,约91.31度\n" -"- ~101.67度,在16:10的视口中\n" -"- ~107.51度,在16:9的视口中\n" -"- ~121.63度,在21:9的视口中" +"相机的视野角度,以度为单位。仅适用于透视模式。由于 [member keep_aspect] 锁定" +"一个轴,因此 [code]fov[/code] 设置另一个轴的视角。\n" +"作为参考,默认的垂直视野值 ([code]70.0[/code]) 等效于以下水平 FOV:\n" +"- 在 4:3 视窗中约86.07 度\n" +"- 在 16:10 视窗中约 96.50 度\n" +"- 在 16:9 视窗中约102.45 度\n" +"- 在 21:9 视窗中约117.06 度" #: doc/classes/Camera.xml:165 msgid "" @@ -14006,7 +14207,6 @@ msgid "Camera node for 2D scenes." msgstr "二维场景的相机节点。" #: doc/classes/Camera2D.xml:7 -#, fuzzy msgid "" "Camera node for 2D scenes. It forces the screen (current layer) to scroll " "following this node. This makes it easier (and faster) to program scrollable " @@ -14022,15 +14222,15 @@ msgid "" "limits. You can use [method get_camera_screen_center] to get the real " "position." msgstr "" -"二维场景的相机节点。它强制屏幕(当前层)跟随这个节点滚动。这使得对可滚动场景" -"进行编程比手动改变基于[CanvasItem]节点的位置更容易(也更快)。\n" -"这个节点的目的是作为一个简单的帮手,让事情快速进行,可能会发生需要更多的功能" -"来改变相机的工作方式。要制作自己的自定义相机节点,请继承[Node2D],并通过设置" -"[Viewport]中的[member Viewport.canvas_transform]来改变画布的变换(您可以通过" -"[method Node.get_viewport]获得当前的[Viewport])。\n" -"注意,[Camera2D]节点的[code]position[/code]并不代表屏幕的实际位置,它可能会因" -"为应用的平滑或限制而有所不同。你可以使用[method get_camera_screen_center]来获" -"取真实位置。" +"用于2D场景的相机节点。它强制屏幕(当前层)跟随该节点滚动。与手动改变基于 " +"[CanvasItem] 节点的坐标相比,这使得对可滚动场景进行编程更加容易和快捷。\n" +"这个节点旨在成为简单的助手,让事情便捷,但可能需要更多的功能来改变相机的工作" +"方式。要制作自定义相机节点,则从[Node2D]继承,并通过设置[Viewport]中的" +"[member Viewport.canvas_transform]来改变画布的变换(你可以通过使用[method " +"Node.get_viewport]获得当前的[Viewport])。\n" +"请注意,[Camera2D]节点的[code]position[/code]并不代表屏幕的实际坐标,它可能会" +"因为应用的平滑或限制而有所不同。你可以使用[method get_camera_screen_center]来" +"获取实际坐标。" #: doc/classes/Camera2D.xml:13 doc/classes/TileMap.xml:13 #: doc/classes/TileSet.xml:13 @@ -14086,7 +14286,7 @@ msgstr "" msgid "" "Make this the current 2D camera for the scene (viewport and layer), in case " "there are many cameras in the scene." -msgstr "使之成为场景(视口和图层)的当前2D相机,以防场景中有很多相机。" +msgstr "使之成为场景(视窗和图层)的当前2D相机,以防场景中有很多相机。" #: doc/classes/Camera2D.xml:70 msgid "" @@ -14221,6 +14421,10 @@ msgid "" "without smoothing, even with this setting enabled, invoke [method " "reset_smoothing]." msgstr "" +"如果 [code]true[/code],相机在达到极限时平滑地停止。\n" +"如果平滑被禁用,这将不起作用。\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]。" #: doc/classes/Camera2D.xml:143 msgid "" @@ -14282,7 +14486,7 @@ msgid "" "example, use [code]Vector2(0.5, 0.5)[/code] for a 2× zoom-in, and " "[code]Vector2(4, 4)[/code] for a 4× zoom-out." msgstr "" -"相机相对于视口的缩放比例。大于[code] Vector2(1,1)[/code]的值会缩小内容,而" +"相机相对于视窗的缩放比例。大于[code] Vector2(1,1)[/code]的值会缩小内容,而" "较小的值会起到放大镜的作用。例如,将[code] Vector2(0.5,0.5)[/code]放大2" "倍,然后将[code] Vector2(4,4)[/code]用于4倍缩小。" @@ -14313,7 +14517,6 @@ msgid "" msgstr "通过相机源,您可以访问连接到设备的单个物理相机。" #: doc/classes/CameraFeed.xml:7 -#, fuzzy msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " @@ -14323,53 +14526,48 @@ msgid "" "for you if you set the environment to show the camera image in the " "background." msgstr "" -"通过相机源,您可以访问连接到设备的单个物理相机。启用后,Godot 将开始从相机捕" -"获帧,然后可以使用。另请参阅 [CameraServer]。\n" +"通过相机源,你可以访问连接到设备的单个物理相机。启用后,Godot 将开始从相机捕" +"获帧,然后使用。\n" "[b]注意:[/b]很多相机会返回YCbCr图像,这些图像被分成两个纹理,需要在着色器中" -"组合。如果您将环境设置为在背景中显示相机图像,Godot 会自动为您执行此操作。" +"组合。如果你将环境设置为在背景中显示相机图像,Godot 会自动为将执行此操作。" #: doc/classes/CameraFeed.xml:16 -#, fuzzy msgid "Returns the unique ID for this feed." -msgstr "返回该对等体的IP。" +msgstr "返回该源的唯一ID。" #: doc/classes/CameraFeed.xml:22 msgid "Returns the camera's name." msgstr "返回相机的名称。" #: doc/classes/CameraFeed.xml:28 -#, fuzzy msgid "Returns the position of camera on the device." -msgstr "返回给定ID处的位置追踪器。" +msgstr "返回设备上的相机位置。" #: doc/classes/CameraFeed.xml:34 -#, fuzzy msgid "If [code]true[/code], the feed is active." -msgstr "如果[code]true[/code],则暂停视频。" +msgstr "如果[code]true[/code],则源是激活的。" #: doc/classes/CameraFeed.xml:37 -#, fuzzy msgid "The transform applied to the camera's image." -msgstr "返回应用于该项导航网格的转换。" +msgstr "应用于相机图像的变换。" #: doc/classes/CameraFeed.xml:42 -#, fuzzy msgid "No image set for the feed." -msgstr "没有关于已编辑属性的提示。" +msgstr "没有为该源设置图像。" #: doc/classes/CameraFeed.xml:45 msgid "Feed supplies RGB images." -msgstr "Feed 提供 RGB 图像。" +msgstr "源提供RGB图像。" #: doc/classes/CameraFeed.xml:48 msgid "Feed supplies YCbCr images that need to be converted to RGB." -msgstr "" +msgstr "源提供的 YCbCr 图像需要转换成 RGB 图像。" #: doc/classes/CameraFeed.xml:51 msgid "" "Feed supplies separate Y and CbCr images that need to be combined and " "converted to RGB." -msgstr "" +msgstr "源提供单独的Y和CbCr图像,需要合并并转换为RGB。" #: doc/classes/CameraFeed.xml:54 msgid "Unspecified position." @@ -14377,42 +14575,37 @@ msgstr "未指定坐标。" #: doc/classes/CameraFeed.xml:57 msgid "Camera is mounted at the front of the device." -msgstr "" +msgstr "相机安装在了设备前部。" #: doc/classes/CameraFeed.xml:60 msgid "Camera is mounted at the back of the device." -msgstr "" +msgstr "相机安装在了设备后部。" #: doc/classes/CameraServer.xml:4 msgid "Server keeping track of different cameras accessible in Godot." msgstr "服务器跟踪Godot中可访问的不同摄像头。" #: doc/classes/CameraServer.xml:7 -#, fuzzy msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" "It is notably used to provide AR modules with a video feed from the camera." msgstr "" -"[CameraServer]跟踪Godot中可访问的不同摄像头。这些是外部摄像头,如网络摄像头或" -"手机上的摄像头。\n" -"值得注意的是,它用于为AR模块提供来自摄像头的视频源。\n" -"[b]注意:[/b]这个类目前只在macOS和iOS上实现。在其他平台上,将无法使用" -"[CameraFeed]。" +"[CameraServer]记录了Godot中可访问的不同摄像机。这些是外部摄像机,如网络摄像机" +"或手机上的摄像机。\n" +"它主要用于为AR模块提供来自摄像机的视频资料。" #: doc/classes/CameraServer.xml:17 -#, fuzzy msgid "Adds a camera feed to the camera server." -msgstr "将相机[code]feed[/code]添加到相机服务器。" +msgstr "将相机源添加到相机服务。" #: doc/classes/CameraServer.xml:23 msgid "Returns an array of [CameraFeed]s." -msgstr "返回一个[CameraFeed]的数组。" +msgstr "返回一个 [CameraFeed] 数组。" #: doc/classes/CameraServer.xml:30 -#, fuzzy msgid "Returns the [CameraFeed] with this id." -msgstr "返回此信号的名称。" +msgstr "返回具有此ID的[CameraFeed]。" #: doc/classes/CameraServer.xml:36 msgid "Returns the number of [CameraFeed]s registered." @@ -14423,14 +14616,12 @@ msgid "Removes a [CameraFeed]." msgstr "移除[CameraFeed]。" #: doc/classes/CameraServer.xml:51 -#, fuzzy msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." -msgstr "当添加[CameraFeed]时发出(例如,插入了网络摄像头)。" +msgstr "当添加[CameraFeed]时触发,例如,插入网络摄像头。" #: doc/classes/CameraServer.xml:57 -#, fuzzy msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." -msgstr "当[CameraFeed]被移除时发出(例如,网络摄像头被拔掉)。" +msgstr "移除 [CameraFeed] 时触发,例如拔掉网络摄像头。" #: doc/classes/CameraServer.xml:63 msgid "The RGBA camera image." @@ -14450,7 +14641,7 @@ msgstr "CbCr分量相机的图像。" #: doc/classes/CameraTexture.xml:4 msgid "Texture provided by a [CameraFeed]." -msgstr "纹理由[CameraFeed]提供。" +msgstr "由[CameraFeed]提供的纹理。" #: doc/classes/CameraTexture.xml:7 msgid "" @@ -14569,11 +14760,11 @@ msgid "Draws a colored polygon of any amount of points, convex or concave." msgstr "绘制任意数量点的彩色多边形,凸或凹。" #: doc/classes/CanvasItem.xml:80 -#, fuzzy msgid "" "Draws a line from a 2D point to another, with a given color and width. It " "can be optionally antialiased." -msgstr "用给定的颜色和宽度,从一个2D点画一条线到另一个点。" +msgstr "" +"绘制一条从 2D 点到另一个点的线,具有给定的颜色和宽度。它可以选择抗锯齿。" #: doc/classes/CanvasItem.xml:91 msgid "" @@ -14588,9 +14779,11 @@ msgid "" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" +"使用uniform [code]color[/code] 绘制多条平行线。\n" +"[b]注:[/b] [code]width[/code] 和 [code]antialiased[/code] 目前没有实现,没有" +"效果。" #: doc/classes/CanvasItem.xml:112 -#, fuzzy msgid "" "Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" "by-segment coloring. Colors assigned to line segments match by index between " @@ -14598,8 +14791,10 @@ msgid "" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" -"以统一的[code]width[/code]和逐段着色的方式绘制多条平行线。分配给线段的颜色与" -"[code]points[/code]和[code]colors[/code]之间的索引相匹配。" +"以 uniform 的 [code]width[/code] 和逐段着色绘制多条平行线。分配给线段的颜色" +"按 [code]points[/code] 和 [code]colors[/code] 之间的索引匹配。\n" +"[b]注:[/b] [code]width[/code]和[code]antialiased[/code]目前没有实现,没有效" +"果。" #: doc/classes/CanvasItem.xml:122 msgid "" @@ -14614,34 +14809,32 @@ msgid "Draws a polygon of any amount of points, convex or concave." msgstr "绘制任意数量的点的多边形,凸或凹。" #: doc/classes/CanvasItem.xml:144 -#, fuzzy msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " "[code]width[/code] and optional antialiasing." -msgstr "绘制具有统一[code]colors[/code]和[code]width[/code]的相互连接的线段。" +msgstr "" +"以uniform 的[code]color[/code]和[code]width[/code]来绘制相互连接的线段,可选" +"抗锯齿。" #: doc/classes/CanvasItem.xml:154 -#, fuzzy msgid "" "Draws interconnected line segments with a uniform [code]width[/code], " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" "code]." msgstr "" -"绘制具有统一[code]width[/code]和逐段着色的相互连接的线段。分配给线段的颜色与" -"[code]点[/code]和[code]colors[/code]之间的索引匹配。" +"以uniform的[code]width[/code]绘制相互连接的线段,逐段着色,可选抗锯齿。分配给" +"线段的颜色通过[code]points[/code]和[code]colors[/code]之间的索引进行匹配。" #: doc/classes/CanvasItem.xml:166 -#, fuzzy msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " "for a triangle and 4 points for a quad." msgstr "" -"绘制一个自定义基元。1点为一个点,2点为一条线,3点为一个三角形,4点为一个四边" +"绘制自定义基本网格。1点为一个点,2点为一条线,3点为一个三角形,4点为一个四边" "形。" #: doc/classes/CanvasItem.xml:177 -#, fuzzy msgid "" "Draws a rectangle. If [code]filled[/code] is [code]true[/code], the " "rectangle will be filled with the [code]color[/code] specified. If " @@ -14652,11 +14845,12 @@ msgid "" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only " "effective if [code]filled[/code] is [code]false[/code]." msgstr "" -"绘制一个矩形。如果[code]fill[/code]是[code]true[/code],则用指定的" -"[code]color[/code]填充矩形。如果[code]fill[/code]是[code]false[/code],则以指" -"定的[code]color[/code]和[code]width[/code]来绘制矩形。\n" -"[b]注意:[/b] [code]width[/code]只有在[code]filled[/code]为[code]false[/code]" -"时才有效。" +"绘制一个矩形。如果[code]filled[/code]是[code]true[/code],矩形将被填充为指定" +"的[code]color[/code]。如果[code]filled[/code]是[code]false[/code],矩形将以" +"[code]color[/code]和[code]width[/code]指定的笔画形式绘制。如果" +"[code]antialiased[/code]是[code]true[/code],线条抗锯齿。\n" +"[b]注意:[/b][code]width[/code]和[code]antialiased[/code]只有在[code]filled[/" +"code]是[code]false[/code]时才有效。" #: doc/classes/CanvasItem.xml:187 msgid "" @@ -14671,7 +14865,6 @@ msgid "" msgstr "设置通过矩阵绘制时的自定义变换。之后绘制的任何东西都将被转换。" #: doc/classes/CanvasItem.xml:205 -#, fuzzy msgid "" "Draws [code]text[/code] using the specified [code]font[/code] at the " "[code]position[/code] (bottom-left corner using the baseline of the font). " @@ -14688,14 +14881,14 @@ msgid "" "[/codeblock]\n" "See also [method Font.draw]." msgstr "" -"在[code]position[/code](左上角)使用指定的[code]font[/code]绘制[code]text[/" -"code]。文本的颜色将乘以 [code]modulate[/code]。如果 [code]clip_w[/code] 大于" -"或等于0,如果文本超过指定的宽度,则会被剪切。\n" -"[b]使用默认项目字体的示例:[/b]。\n" +"使用指定的[code]font[/code]在[code]position[/code]绘制[code]text[/code](左下" +"角作为字体的基线)。该文本的颜色将乘以[code]modulate[/code]。如果" +"[code]clip_w[/code]大于或等于0,文本超过了指定的宽度,将被裁剪。\n" +"[b]使用项目默认字体的例子:[/b]\n" "[codeblock]\n" -"# If using this method in a script that redraws constantly, move the\n" -"# `default_font` declaration to a member variable assigned in `_ready()`\n" -"# so the Control is only created once.\n" +"# 如果在不断重绘的脚本中使用此方法,\n" +"# 则将`default_font`声明移动到在`_ready()`中赋值的成员变量中\n" +"# 这样Control只创建一次。\n" "var default_font = Control.new().get_font(\"font\")\n" "draw_string(default_font, Vector2(64, 64), \"Hello world\")\n" "[/codeblock]\n" @@ -14741,9 +14934,8 @@ msgid "Returns the [RID] of the [World2D] canvas where this item is in." msgstr "返回此项目所在的[World2D]画布的[RID]。" #: doc/classes/CanvasItem.xml:275 -#, fuzzy msgid "Returns the canvas item RID used by [VisualServer] for this item." -msgstr "返回[RenderingServer]为该项目使用的canvas项目RID。" +msgstr "返回此[VisualServer]项使用的画布项RID。" #: doc/classes/CanvasItem.xml:281 msgid "Returns the transform matrix of this item's canvas." @@ -14772,7 +14964,7 @@ msgstr "返回此项目的变换矩阵。" #: doc/classes/CanvasItem.xml:317 msgid "Returns the viewport's boundaries as a [Rect2]." -msgstr "以[Rect2]形式返回视口的边界。" +msgstr "以[Rect2]形式返回视窗的边界。" #: doc/classes/CanvasItem.xml:323 msgid "Returns this item's transform in relation to the viewport." @@ -14933,6 +15125,8 @@ msgid "" "or when an action is taking place that may have impacted these boundaries (e." "g. changing [member Sprite.texture])." msgstr "" +"在物体[Rect2]边缘(位置或大小)改变,或有影响到边缘的操作(比如修改[member " +"Sprite.texture])时触发。" #: doc/classes/CanvasItem.xml:455 msgid "Emitted when the visibility (hidden/visible) changes." @@ -14968,6 +15162,8 @@ msgid "" "applicable for render targets with a transparent background. No lighting " "will be applied." msgstr "" +"关闭混合模式。颜色(包括 alpha)将会变原来的样子。仅能在渲染透明背景的目标使" +"用。不会应用任何光照。" #: doc/classes/CanvasItem.xml:479 msgid "" @@ -15019,16 +15215,15 @@ msgid "The manner in which material reacts to lighting." msgstr "材质对照明的反应方式。" #: doc/classes/CanvasItemMaterial.xml:21 -#, fuzzy msgid "" "The number of columns in the spritesheet assigned as [Texture] for a " "[Particles2D] or [CPUParticles2D].\n" "[b]Note:[/b] This property is only used and visible in the editor if [member " "particles_animation] is [code]true[/code]." msgstr "" -"Spritesheet中为[GPUParticles2D]或[CPUParticles2D]分配为[Texture2D]的列数。\n" -"[b]注意:[/b]仅当[memberparticles_animation]为[code] true [/code]时,此属性才" -"在编辑器中使用和可见。" +"为 [Particles2D] 或 [CPUParticles2D] 分配为 [Texture] 精灵表中的列数。\n" +"[b]注意:[/b]这个属性只有在 [member particles_animation] 为 [code]true[/code]" +"时才会被使用,并在编辑器中可见。" #: doc/classes/CanvasItemMaterial.xml:25 msgid "" @@ -15041,19 +15236,17 @@ msgstr "" "会在编辑器中使用并可见。" #: doc/classes/CanvasItemMaterial.xml:29 -#, fuzzy msgid "" "The number of rows in the spritesheet assigned as [Texture] for a " "[Particles2D] or [CPUParticles2D].\n" "[b]Note:[/b] This property is only used and visible in the editor if [member " "particles_animation] is [code]true[/code]." msgstr "" -"Spritesheet中为[GPUParticles2D]或[CPUParticles2D]分配为[Texture2D]的行数。\n" +"spritesheet中为[GPUParticles2D]或[CPUParticles2D]分配为[Texture2D]的行数。\n" "[b]注意:[/b]仅当[member particle_animation]为[code] true [/code]时,此属性才" "在编辑器中使用和可见。" #: doc/classes/CanvasItemMaterial.xml:33 -#, fuzzy msgid "" "If [code]true[/code], enable spritesheet-based animation features when " "assigned to [Particles2D] and [CPUParticles2D] nodes. The [member " @@ -15062,8 +15255,8 @@ msgid "" "This property (and other [code]particles_anim_*[/code] properties that " "depend on it) has no effect on other types of nodes." msgstr "" -"如果[code]true[/code],当分配给[GPUParticles2D]和[CPUParticles2D]节点时,启用" -"基于spritesheet的动画功能。[member ParticlesMaterial.anim_speed]或[member " +"如果为[code]true[/code],当分配给[GPUParticles2D]和[CPUParticles2D]节点时,启" +"用基于spritesheet的动画功能。[member ParticlesMaterial.anim_speed]或[member " "CPUParticles2D.anim_speed]也应设置为正值,才能播放动画。\n" "这个属性(以及其他依赖于它的[code]particles_anim_*[/code]属性)对其他类型的节" "点没有影响。" @@ -15114,13 +15307,13 @@ msgid "" "code], uses the default viewport instead." msgstr "" "分配给[CanvasLayer]的自定义[Viewport]节点。如果[code]null[/code],则使用默认" -"的视口。" +"的视窗。" #: doc/classes/CanvasLayer.xml:27 msgid "" "Sets the layer to follow the viewport in order to simulate a pseudo 3D " "effect." -msgstr "将图层设置为跟随视口,以模拟伪3D效果。" +msgstr "将图层设置为跟随视窗,以模拟伪3D效果。" #: doc/classes/CanvasLayer.xml:30 msgid "" @@ -15179,6 +15372,8 @@ msgid "" "[b]Note:[/b] The capsule's total height is equal to [member mid_height] + 2 " "* [member radius]." msgstr "" +"胶囊体中间圆柱体(除了两个半球体的部分)的高度。\n" +"[b]注意:[/b]圆柱体的总高度等于[member mid_height] + 2 * [member radius]。" #: doc/classes/CapsuleMesh.xml:19 msgid "Number of radial segments on the capsule mesh." @@ -15281,17 +15476,16 @@ msgid "The color the character will be drawn with." msgstr "绘制角色所用的颜色。" #: doc/classes/CharFXTransform.xml:31 -#, fuzzy msgid "" "The time elapsed since the [RichTextLabel] was added to the scene tree (in " "seconds). Time stops when the [RichTextLabel] is paused (see [member Node." "pause_mode]). Resets when the text in the [RichTextLabel] is changed.\n" "[b]Note:[/b] Time still passes while the [RichTextLabel] is hidden." msgstr "" -"自从[RichTextLabel]添加到场景树以来经过的时间(以秒为单位)。除非项目" -"[RichTextLabel]的[member Node.pause_mode]设置为[constant Node." -"PAUSE_MODE_PROCESS],否则暂停项目时,时间将停止。\n" -"[b]注意:[/b]当[RichTextLabel]被隐藏,时间仍然流逝。" +"自[RichTextLabel]被添加到场景树后所经过的时间,单位秒。时间在[RichTextLabel]" +"暂停时停止,参阅[member Node.pause_mode]。当[RichTextLabel]中的文本改变时,会" +"重新设置。\n" +"[b]注意:[/b] 当[RichTextLabel]被隐藏时,时间仍会增加。" #: doc/classes/CharFXTransform.xml:35 msgid "" @@ -15339,7 +15533,6 @@ msgid "Binary choice user interface widget. See also [CheckButton]." msgstr "二元选择(有或无)用户界面小部件。另请参阅[CheckButton]。" #: doc/classes/CheckBox.xml:7 -#, fuzzy msgid "" "A checkbox allows the user to make a binary choice (choosing only one of two " "possible options). It's similar to [CheckButton] in functionality, but it " @@ -15350,10 +15543,11 @@ msgid "" "See also [BaseButton] which contains common properties and methods " "associated with this node." msgstr "" -"复选框允许用户进行二元选择(在两个可能的选项中只选择一个)。它的功能与" -"[CheckButton]类似,但它的外观不同。为了遵循既定的UX模式,建议在切换CheckBox对" -"某件事情有[b]no[/b]立竿见影的效果时使用它。例如,当切换它只有在按下确认按钮后" -"才会做某事时,就应该使用它。" +"复选框让用户做出二元选择,即在两个可能的选项中只选择一个。它在功能上类似于" +"[CheckButton],但外观不同。为了遵循用户体验,建议在切换它对某些东西[b]没有[/" +"b]直接影响时使用CheckBox。例如,当切换它只会在确认按钮被按下时做一些事情时," +"使用它。\n" +"参阅[BaseButton],它包含了与该节点相关的常规属性和方法。" #: doc/classes/CheckBox.xml:22 msgid "The vertical offset used when rendering the check icons (in pixels)." @@ -15363,86 +15557,103 @@ msgstr "呈现复选图标时使用的垂直偏移量(以像素为单位)。 msgid "The check icon to display when the [CheckBox] is checked." msgstr "选中[CheckBox]时显示的复选图标。" -#: doc/classes/CheckBox.xml:30 +#: doc/classes/CheckBox.xml:28 +#, fuzzy +msgid "The check icon to display when the [CheckBox] is checked and disabled." +msgstr "选中并禁用[CheckButton]时显示的图标。" + +#: doc/classes/CheckBox.xml:31 msgid "" "The [StyleBox] to display as a background when the [CheckBox] is disabled." msgstr "当[CheckBox]被禁用时,作为背景显示的[StyleBox]。" -#: doc/classes/CheckBox.xml:33 +#: doc/classes/CheckBox.xml:34 msgid "" "The [StyleBox] to display as a background when the [CheckBox] is focused." msgstr "当[CheckBox]被聚焦时,作为背景显示的[StyleBox]。" -#: doc/classes/CheckBox.xml:36 +#: doc/classes/CheckBox.xml:37 msgid "The [Font] to use for the [CheckBox] text." msgstr "用于[CheckBox]文本的[Font]。" -#: doc/classes/CheckBox.xml:39 +#: doc/classes/CheckBox.xml:40 msgid "The [CheckBox] text's font color." msgstr "[CheckBox]文本的字体颜色。" -#: doc/classes/CheckBox.xml:42 +#: doc/classes/CheckBox.xml:43 msgid "The [CheckBox] text's font color when it's disabled." msgstr "[CheckBox]文本被禁用时的字体颜色。" -#: doc/classes/CheckBox.xml:45 +#: doc/classes/CheckBox.xml:46 +msgid "" +"The [CheckBox] text's font color when it's focused. Only replaces the normal " +"text color of the checkbox. Disabled, hovered, and pressed states take " +"precedence over this color." +msgstr "" + +#: doc/classes/CheckBox.xml:49 msgid "The [CheckBox] text's font color when it's hovered." msgstr "[CheckBox]文本在悬停时的字体颜色。" -#: doc/classes/CheckBox.xml:48 +#: doc/classes/CheckBox.xml:52 msgid "The [CheckBox] text's font color when it's hovered and pressed." msgstr "当[CheckBox]文本被悬停和按下时的字体颜色。" -#: doc/classes/CheckBox.xml:51 +#: doc/classes/CheckBox.xml:55 msgid "The [CheckBox] text's font color when it's pressed." msgstr "文本被按下时的字体颜色。" -#: doc/classes/CheckBox.xml:54 +#: doc/classes/CheckBox.xml:58 msgid "" "The [StyleBox] to display as a background when the [CheckBox] is hovered." msgstr "当[CheckBox]被悬停时作为背景显示的[StyleBox]。" -#: doc/classes/CheckBox.xml:57 +#: doc/classes/CheckBox.xml:61 msgid "" "The [StyleBox] to display as a background when the [CheckBox] is hovered and " "pressed." msgstr "当[CheckBox]被悬停和按下时,作为背景显示的[StyleBox]。" -#: doc/classes/CheckBox.xml:60 +#: doc/classes/CheckBox.xml:64 msgid "The separation between the check icon and the text (in pixels)." msgstr "复选图标和文本之间的分隔(以像素为单位)。" -#: doc/classes/CheckBox.xml:63 doc/classes/CheckButton.xml:58 +#: doc/classes/CheckBox.xml:67 doc/classes/CheckButton.xml:61 msgid "The [StyleBox] to display as a background." msgstr "[StyleBox]显示为背景。" -#: doc/classes/CheckBox.xml:66 +#: doc/classes/CheckBox.xml:70 msgid "" "The [StyleBox] to display as a background when the [CheckBox] is pressed." msgstr "按下[CheckBox]时,[StyleBox]显示为背景。" -#: doc/classes/CheckBox.xml:69 +#: doc/classes/CheckBox.xml:73 msgid "" "If the [CheckBox] is configured as a radio button, the icon to display when " "the [CheckBox] is checked." msgstr "如果将[CheckBox]配置为单选按钮,则选中[CheckBox]时显示的图标。" -#: doc/classes/CheckBox.xml:74 +#: doc/classes/CheckBox.xml:78 msgid "" "If the [CheckBox] is configured as a radio button, the icon to display when " "the [CheckBox] is unchecked." msgstr "如果将[CheckBox]配置为单选按钮,则取消选中[CheckBox]时显示的图标。" -#: doc/classes/CheckBox.xml:79 +#: doc/classes/CheckBox.xml:83 msgid "The check icon to display when the [CheckBox] is unchecked." msgstr "未选中[CheckBox]时显示的复选图标。" +#: doc/classes/CheckBox.xml:86 +#, fuzzy +msgid "" +"The check icon to display when the [CheckBox] is unchecked and disabled." +msgstr "未选中和禁用[CheckButton]时显示的图标。" + #: doc/classes/CheckButton.xml:4 msgid "Checkable button. See also [CheckBox]." msgstr "可检查的按钮。另请参阅[CheckBox]。" #: doc/classes/CheckButton.xml:7 -#, fuzzy msgid "" "CheckButton is a toggle button displayed as a check field. It's similar to " "[CheckBox] in functionality, but it has a different appearance. To follow " @@ -15453,10 +15664,11 @@ msgid "" "See also [BaseButton] which contains common properties and methods " "associated with this node." msgstr "" -"CheckButton是显示为检查字段的切换按钮。它在功能上类似于[CheckBox],但是外观不" -"同。要遵循已建立的UX模式,建议在切换时对按钮使用[b]immediate[/b]效果时使用" -"CheckButton。例如,如果切换它启用/禁用设置而无需用户按下确认按钮,则应使用" -"它。" +"CheckButton是一个切换按钮,显示为一个可选字段。它在功能上类似于[CheckBox],但" +"外观不同。为了遵循用户体验,建议在切换它对某些东西有[b]直接[/b]影响时使用" +"CheckButton。例如,如果切换它可以启用或禁用设置而不需要用户按下确认按钮时,使" +"用它。\n" +"参阅[BaseButton],它包含了与该节点相关的常规属性和方法。" #: doc/classes/CheckButton.xml:22 msgid "The vertical offset used when rendering the toggle icons (in pixels)." @@ -15485,49 +15697,56 @@ msgid "The [CheckButton] text's font color when it's disabled." msgstr "[CheckButton]文本在禁用时的字体颜色。" #: doc/classes/CheckButton.xml:40 +msgid "" +"The [CheckButton] text's font color when it's focused. Only replaces the " +"normal text color of the button. Disabled, hovered, and pressed states take " +"precedence over this color." +msgstr "" + +#: doc/classes/CheckButton.xml:43 msgid "The [CheckButton] text's font color when it's hovered." msgstr "悬停时[CheckButton]文本的字体颜色。" -#: doc/classes/CheckButton.xml:43 +#: doc/classes/CheckButton.xml:46 msgid "The [CheckButton] text's font color when it's hovered and pressed." msgstr "当[CheckButton]被悬停和按下时,其文本的字体颜色。" -#: doc/classes/CheckButton.xml:46 +#: doc/classes/CheckButton.xml:49 msgid "The [CheckButton] text's font color when it's pressed." msgstr "按下[CheckButton]时文本的字体颜色。" -#: doc/classes/CheckButton.xml:49 +#: doc/classes/CheckButton.xml:52 msgid "" "The [StyleBox] to display as a background when the [CheckButton] is hovered." msgstr "当[CheckButton]被悬停时作为背景显示的[StyleBox]。" -#: doc/classes/CheckButton.xml:52 +#: doc/classes/CheckButton.xml:55 msgid "" "The [StyleBox] to display as a background when the [CheckButton] is hovered " "and pressed." msgstr "当[CheckButton]被悬停和按下时作为背景显示的[StyleBox]。" -#: doc/classes/CheckButton.xml:55 +#: doc/classes/CheckButton.xml:58 msgid "The separation between the toggle icon and the text (in pixels)." msgstr "切换图标和文本之间的分隔(以像素为单位)。" -#: doc/classes/CheckButton.xml:61 +#: doc/classes/CheckButton.xml:64 msgid "The icon to display when the [CheckButton] is unchecked." msgstr "未选中[CheckButton]时显示的图标。" -#: doc/classes/CheckButton.xml:64 +#: doc/classes/CheckButton.xml:67 msgid "The icon to display when the [CheckButton] is unchecked and disabled." msgstr "未选中和禁用[CheckButton]时显示的图标。" -#: doc/classes/CheckButton.xml:67 +#: doc/classes/CheckButton.xml:70 msgid "The icon to display when the [CheckButton] is checked." msgstr "选中[CheckButton]时显示的图标。" -#: doc/classes/CheckButton.xml:70 +#: doc/classes/CheckButton.xml:73 msgid "The icon to display when the [CheckButton] is checked and disabled." msgstr "选中并禁用[CheckButton]时显示的图标。" -#: doc/classes/CheckButton.xml:73 +#: doc/classes/CheckButton.xml:76 msgid "" "The [StyleBox] to display as a background when the [CheckButton] is pressed." msgstr "当[CheckButton]被按下时作为背景显示的[StyleBox]。" @@ -15576,19 +15795,17 @@ msgid "" msgstr "返回与该类关联的类别,以用于文档和资产库。需要调试模式。" #: doc/classes/ClassDB.xml:39 -#, fuzzy msgid "" "Returns an array with all the keys in [code]enum[/code] of [code]class[/" "code] or its ancestry." msgstr "" -"返回一个数组,其中带有 [code] class [/code] 的所有整数常量或其祖先的名称。" +"返回一个数组,其中包含 [code]class[/code] 或其父级的 [code]enum[/code] 中的所" +"有键。" #: doc/classes/ClassDB.xml:47 -#, fuzzy msgid "" "Returns an array with all the enums of [code]class[/code] or its ancestry." -msgstr "" -"返回一个数组,其中带有 [code] class [/code] 的所有整数常量或其祖先的名称。" +msgstr "返回一个数组,其中包含 [code]class[/code] 或其父级的所有枚举。" #: doc/classes/ClassDB.xml:55 msgid "" @@ -15599,13 +15816,10 @@ msgstr "" "时,始终返回0。" #: doc/classes/ClassDB.xml:64 -#, fuzzy msgid "" "Returns which enum the integer constant [code]name[/code] of [code]class[/" "code] or its ancestry belongs to." -msgstr "" -"返回[code] class [/code]的整数常量[code] name [/code]或其父级的值。找不到常量" -"时,始终返回0。" +msgstr "返回 [code]class[/code] 或其父级所属的枚举整数常量 [code]name[/code]。" #: doc/classes/ClassDB.xml:72 msgid "" @@ -15615,7 +15829,6 @@ msgstr "" "返回一个数组,其中带有 [code] class [/code] 的所有整数常量或其祖先的名称。" #: doc/classes/ClassDB.xml:80 -#, fuzzy msgid "" "Returns an array with all the methods of [code]class[/code] or its ancestry " "if [code]no_inheritance[/code] is [code]false[/code]. Every element of the " @@ -15626,11 +15839,13 @@ msgid "" "[b]Note:[/b] In exported release builds the debug info is not available, so " "the returned dictionaries will contain only method names." msgstr "" -"如果[code] no_inheritance [/code]为[code] false [/code],则返回具有[code] " -"class [/code]或其父级的所有方法的数组。数组的每个元素都是带有以下键的" -"[Dictionary]:[code] args [/code],[code] default_args [/code],[code] flags " -"[/code],[code] id [/code],[code]name[/code],[code]return: (class_name, " -"hint, hint_string, name, type, usage)[/code]。" +"如果[code]no_inheritance[/code]是[code]false[/code],返回一个包含" +"[code]class[/code]或其父级所有方法的数组。数组的每个元素都是一个" +"[Dictionary],其键值如:[code]args[/code], [code]default_args[/code], " +"[code]flags[/code], [code]id[/code], [code]name[/code], [code]return:" +"(class_name, hint, hint_string, name, type, usage)[/code]。\n" +"[b]注意:[/b]在导出的发布版本中,调试信息不可用,所以返回的字典将只包含方法名" +"称。" #: doc/classes/ClassDB.xml:89 msgid "" @@ -15670,12 +15885,10 @@ msgstr "" "[[method class_get_signal]中所述。" #: doc/classes/ClassDB.xml:122 -#, fuzzy msgid "" "Returns whether [code]class[/code] or its ancestry has an enum called " "[code]name[/code] or not." -msgstr "" -"返回[code] class [/code]或其父级是否有一个称为[code] signal [/code]的信号。" +msgstr "返回[code]class[/code]或其父级是否有一个称为[code]name[/code]的信号。" #: doc/classes/ClassDB.xml:130 msgid "" @@ -15734,18 +15947,16 @@ msgid "" msgstr "返回[code]inherits[/code]是否是[code] class [/code]的祖先。" #: doc/classes/ClippedCamera.xml:4 -#, fuzzy msgid "A [Camera] that includes collision." -msgstr "包含碰撞的[Camera3D]。" +msgstr "包含碰撞的相机 [Camera]。" #: doc/classes/ClippedCamera.xml:7 -#, fuzzy msgid "" "This node extends [Camera] to add collisions with [Area] and/or " "[PhysicsBody] nodes. The camera cannot move through colliding objects." msgstr "" -"该节点扩展了[Camera3D]以添加与[Area3D]和/或[PhysicsBody3D]节点的碰撞。相机无" -"法在碰撞的物体之间移动。" +"此节点扩展 [Camera] 以添加与 [Area] 和/或 [PhysicsBody] 节点的碰撞。摄像机无" +"法穿过碰撞物体。" #: doc/classes/ClippedCamera.xml:16 msgid "" @@ -15781,7 +15992,7 @@ msgstr "删除与指定节点的冲突异常。" #: doc/classes/ClippedCamera.xml:57 msgid "Removes a collision exception with the specified [RID]." -msgstr "删除具有指定[RID]的碰撞异常。" +msgstr "删除指定[RID]的碰撞异常。" #: doc/classes/ClippedCamera.xml:65 msgid "" @@ -15792,14 +16003,12 @@ msgstr "" "[b]注意:[/b]位索引的范围是0-19。" #: doc/classes/ClippedCamera.xml:72 -#, fuzzy msgid "If [code]true[/code], the camera stops on contact with [Area]s." -msgstr "如果[code]true[/code],相机与[Area3D]s接触时停止。" +msgstr "如果[code]true[/code],相机与[Area]s接触时停止。" #: doc/classes/ClippedCamera.xml:75 -#, fuzzy msgid "If [code]true[/code], the camera stops on contact with [PhysicsBody]s." -msgstr "如果[code]true[/code],相机在接触[PhysicsBody3D]时停止。" +msgstr "如果[code]true[/code],相机在接触[PhysicsBody]时停止。" #: doc/classes/ClippedCamera.xml:78 msgid "" @@ -15809,6 +16018,10 @@ msgid "" "masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" +"相机的碰撞遮罩。只有在对象有至少一个碰撞层和碰撞这招匹对时才能被检测到。详细" +"信息请参阅文档[url=https://docs.godotengine.org/en/3.4/tutorials/physics/" +"physics_introduction.html#collision-layers-and-masks]Collision layers and " +"masks[/url]。" #: doc/classes/ClippedCamera.xml:81 msgid "" @@ -15825,7 +16038,6 @@ msgid "Base node for collision objects." msgstr "碰撞对象的基础节点。" #: doc/classes/CollisionObject.xml:7 -#, fuzzy msgid "" "CollisionObject is the base class for physics objects. It can hold any " "number of collision [Shape]s. Each shape must be assigned to a [i]shape " @@ -15833,13 +16045,12 @@ msgid "" "owners are not nodes and do not appear in the editor, but are accessible " "through code using the [code]shape_owner_*[/code] methods." msgstr "" -"CollisionObject3D是物理对象的基类。它可以容纳任意数量的碰撞[Shape3D]。每个形" -"状必须分配给[i]shape owner[/i]。 CollisionObject3D可以具有任意数量的形状所有" -"者。形状所有者不是节点,也不显示在编辑器中,但是可以使用[code] shape_owner _ " -"* [/code]方法通过代码进行访问。" +"CollisionObject是物理学对象的基类。它可以容纳任何数量的碰撞形状 [Shape]s。每" +"个形状必须分配给一个形状所有者 [i]shape owner[/i]。CollisionObject可以有任意" +"数量的形状所有者。形状所有者不是节点,也不会出现在编辑器中,但是可以通过代码" +"使用[code] shape_owner_* [/code]方法进行访问。" #: doc/classes/CollisionObject.xml:20 -#, fuzzy msgid "" "Receives unhandled [InputEvent]s. [code]position[/code] is the location in " "world space of the mouse pointer on the surface of the shape with index " @@ -15847,10 +16058,9 @@ msgid "" "surface at that point. Connect to the [signal input_event] signal to easily " "pick up these events." msgstr "" -"接受未处理的[InputEvent]。 [code] click_position [/code]是世界空间中的被单击" -"位置,[code] click_normal [/code]是从[Shape3D]的被单击表面开始的法线向量,位" -"于[code] shape_idx [/code]。连接到[code] input_event [/code]信号即可轻松接收" -"这些事件。" +"接收未处理的事件 [InputEvent]。 [code]position[/code] 是鼠标指针在具有索引 " +"[code]shape_idx[/code] 的形状表面在世界空间中的位置,[code]normal[/code] 是该" +"点表面的法向量。连接到 [signal input_event] 信号以轻松获取这些事件。" #: doc/classes/CollisionObject.xml:27 doc/classes/CollisionObject2D.xml:25 msgid "" @@ -15861,18 +16071,18 @@ msgstr "" "引用。" #: doc/classes/CollisionObject.xml:34 doc/classes/CollisionObject2D.xml:32 -#, fuzzy msgid "" "Returns whether or not the specified [code]bit[/code] of the [member " "collision_layer] is set." -msgstr "返回指定的[code] class [/code]是否可用。" +msgstr "" +"返回是否设置了碰撞层 [member collision_layer] 的指定位[code] bit[/code]。" #: doc/classes/CollisionObject.xml:41 doc/classes/CollisionObject2D.xml:39 -#, fuzzy msgid "" "Returns whether or not the specified [code]bit[/code] of the [member " "collision_mask] is set." -msgstr "如果指定碰撞遮罩bit位被设置,返回[code]true[/code]。" +msgstr "" +"返回是否设置了碰撞掩码 [member collision_mask] 的指定位[code] bit[/code]。" #: doc/classes/CollisionObject.xml:47 doc/classes/CollisionObject2D.xml:45 msgid "Returns the object's [RID]." @@ -15901,6 +16111,10 @@ msgid "" "If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/" "code] in the the [member collision_layer]." msgstr "" +"如果[code]value[/code]为[code]true[/code],则设置[member collision_layer]中指" +"定的[code]bit[/code]位。\n" +"如果[code]value[/code]为[code]false[/code],清除[member collision_layer]中指" +"定的 [code]bit[/code]位。" #: doc/classes/CollisionObject.xml:84 doc/classes/CollisionObject2D.xml:96 msgid "" @@ -15909,15 +16123,18 @@ msgid "" "If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/" "code] in the the [member collision_mask]." msgstr "" +"如果[code]value[/code]为[code]true[/code],则设置[member collision_mask]中指" +"定的[code]bit[/code]位。\n" +"如果[code]value[/code]为[code]false[/code],清除[member collision_mask]中指定" +"的 [code]bit[/code]位。" #: doc/classes/CollisionObject.xml:92 doc/classes/CollisionObject2D.xml:104 msgid "Returns the [code]owner_id[/code] of the given shape." msgstr "返回指定形状的[code]owner_id[/code]。" #: doc/classes/CollisionObject.xml:100 -#, fuzzy msgid "Adds a [Shape] to the shape owner." -msgstr "给形状所有者添加一个[Shape2D]。" +msgstr "向形状所有者添加形状 [Shape]。" #: doc/classes/CollisionObject.xml:107 doc/classes/CollisionObject2D.xml:119 msgid "Removes all shapes from the shape owner." @@ -15928,20 +16145,18 @@ msgid "Returns the parent object of the given shape owner." msgstr "返回给定形状所有者的父对象。" #: doc/classes/CollisionObject.xml:122 -#, fuzzy msgid "Returns the [Shape] with the given id from the given shape owner." -msgstr "从给定的形状所有者那里返回给定id的[Shape2D]。" +msgstr "从给定的形状所有者返回具有给定 id 的形状 [Shape]。" #: doc/classes/CollisionObject.xml:129 doc/classes/CollisionObject2D.xml:141 msgid "Returns the number of shapes the given shape owner contains." msgstr "返回给定形状所有者包含的形状数量。" #: doc/classes/CollisionObject.xml:137 -#, fuzzy msgid "" "Returns the child index of the [Shape] with the given id from the given " "shape owner." -msgstr "从给定的形状所有者那里返回给定id的[Shape2D]的子索引。" +msgstr "返回具有给定形状所有者的给定 id 的形状 [Shape] 的子索引。" #: doc/classes/CollisionObject.xml:144 msgid "Returns the shape owner's [Transform]." @@ -15960,7 +16175,6 @@ msgid "Sets the [Transform] of the given shape owner." msgstr "设置给定形状所有者的[Transform]。" #: doc/classes/CollisionObject.xml:174 -#, fuzzy msgid "" "The physics layers this CollisionObject3D is in. Collision objects can exist " "in one or more of 32 different layers. See also [member collision_mask].\n" @@ -15970,12 +16184,14 @@ msgid "" "physics_introduction.html#collision-layers-and-masks]Collision layers and " "masks[/url] in the documentation for more information." msgstr "" -"区域的物理层。可碰撞的物体可以存在于32个不同层中的任何一层。如果物体A在物体B" -"扫描的任何一层中,或者物体B在物体A扫描的任何一层中,则检测到接触。也请参阅" -"[member collision_mask]。" +"CollisionObject3D 所在的物理层。碰撞对象可以存在于 32 个不同层中的一个或多" +"个。另见 [member collision_mask]。\n" +"[b]注意:[/b]如果对象A在对象B扫描的任何层中,或者对象B在对象A扫描的任何层中," +"则检测到接触。有关更多信息,请参阅文档中的 [url=https://docs.godotengine.org/" +"en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-" +"masks] 碰撞层和掩码[/url]。" #: doc/classes/CollisionObject.xml:178 -#, fuzzy msgid "" "The physics layers this CollisionObject3D scans. Collision objects can scan " "one or more of 32 different layers. See also [member collision_layer].\n" @@ -15985,38 +16201,38 @@ msgid "" "physics_introduction.html#collision-layers-and-masks]Collision layers and " "masks[/url] in the documentation for more information." msgstr "" -"区域的物理层。可碰撞的物体可以存在于32个不同层中的任何一层。如果物体A在物体B" -"扫描的任何一层中,或者物体B在物体A扫描的任何一层中,则检测到接触。也请参阅" -"[member collision_mask]。" +"CollisionObject3D 扫描的物理层。碰撞对象可以扫描 32 个不同层中的一个或多个。" +"另见 [member collision_layer]]。\n" +"[b]注意:[/b]如果对象A在对象B扫描的任何层中,或者对象B在对象A扫描的任何层中," +"则检测到接触。有关更多信息,请参阅文档中的 [url=https://docs.godotengine.org/" +"en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-" +"masks] 碰撞层和掩码[/url]。" #: doc/classes/CollisionObject.xml:182 -#, fuzzy msgid "" "If [code]true[/code], the [CollisionObject] will continue to receive input " "events as the mouse is dragged across its shapes." msgstr "" -"如果[code] true [/code],则当鼠标在其形状上拖动时,[CollisionObject3D]将继续" -"接收输入事件。" +"如果[code] true[/code],[CollisionObject] 将在鼠标拖过其形状时继续接收输入事" +"件。" #: doc/classes/CollisionObject.xml:185 -#, fuzzy msgid "" "If [code]true[/code], the [CollisionObject]'s shapes will respond to " "[RayCast]s." -msgstr "如果[code]true[/code],[CollisionObject3D]的形状将响应于[RayCast3D]。" +msgstr "" +"如果[code] true[/code],[CollisionObject] 的形状将对 [RayCast] 做出反应。" #: doc/classes/CollisionObject.xml:196 -#, fuzzy msgid "" "Emitted when the object receives an unhandled [InputEvent]. [code]position[/" "code] is the location in world space of the mouse pointer on the surface of " "the shape with index [code]shape_idx[/code] and [code]normal[/code] is the " "normal vector of the surface at that point." msgstr "" -"接受未处理的[InputEvent]。 [code] click_position [/code]是世界空间中的被单击" -"位置,[code] click_normal [/code]是从[Shape3D]的被单击表面开始的法线向量,位" -"于[code] shape_idx [/code]。连接到[code] input_event [/code]信号即可轻松接收" -"这些事件。" +"当对象收到未处理的 [InputEvent] 时发出。 [code]position[/code] 是鼠标指针在具" +"有索引 [code]shape_idx[/code] 的形状表面在世界空间中的位置,[code]normal[/" +"code] 是该点表面的法向量." #: doc/classes/CollisionObject.xml:201 msgid "Emitted when the mouse pointer enters any of this object's shapes." @@ -16111,7 +16327,6 @@ msgid "Sets the [Transform2D] of the given shape owner." msgstr "设置给定形状所有者的[Transform2D]。" #: doc/classes/CollisionObject2D.xml:202 -#, fuzzy msgid "" "The physics layers this CollisionObject2D is in. Collision objects can exist " "in one or more of 32 different layers. See also [member collision_mask].\n" @@ -16121,12 +16336,14 @@ msgid "" "physics_introduction.html#collision-layers-and-masks]Collision layers and " "masks[/url] in the documentation for more information." msgstr "" -"区域的物理层。可碰撞的物体可以存在于32个不同层中的任何一层。如果物体A在物体B" -"扫描的任何一层中,或者物体B在物体A扫描的任何一层中,则检测到接触。也请参阅" -"[member collision_mask]。" +"这个CollisionObject2D所在的物理层。碰撞对象可以存在于32个不同层中的一个或多" +"个。也见[member collision_mask]。\n" +"[b]注意:[/b]如果对象A在对象B扫描的任何层中,或者对象B在对象A扫描的任何层中," +"则检测到接触。更多信息见文档[url=https://docs.godotengine.org/en/latest/" +"tutorials/physics/physics_introduction.html#collision-layers-and-masks] 碰撞" +"层和掩码[/url]。" #: doc/classes/CollisionObject2D.xml:206 -#, fuzzy msgid "" "The physics layers this CollisionObject2D scans. Collision objects can scan " "one or more of 32 different layers. See also [member collision_layer].\n" @@ -16136,9 +16353,12 @@ msgid "" "physics_introduction.html#collision-layers-and-masks]Collision layers and " "masks[/url] in the documentation for more information." msgstr "" -"区域的物理层。可碰撞的物体可以存在于32个不同层中的任何一层。如果物体A在物体B" -"扫描的任何一层中,或者物体B在物体A扫描的任何一层中,则检测到接触。也请参阅" -"[member collision_mask]。" +"这个CollisionObject2D所扫描的物理层。碰撞对象可以扫描32个不同层中的一个或多" +"个。也见[member collision_layer]。\n" +"[b]注意:[/b] 如果对象A在对象B扫描的任何层中,或者对象B在对象A扫描的任何层" +"中,就会检测到接触。更多信息见文档[url=https://docs.godotengine.org/en/" +"latest/tutorials/physics/physics_introduction.html#collision-layers-and-" +"masks] 碰撞层和掩码[/url]。" #: doc/classes/CollisionObject2D.xml:210 msgid "" @@ -16157,9 +16377,9 @@ msgid "" "[code]true[/code] and at least one [code]collision_layer[/code] bit to be " "set. See [method _input_event] for details." msgstr "" -"在发生输入事件时发出。要求[member input_pickable]为[code] true [/code],并且" -"至少要设置一个[code] collision_layer [/code]位。有关详细信息,请参阅" -"[method_input_event]。" +"当输入事件发生时发出。要求 [member input_pickable]为[code] true[/code],并至" +"少要设置一个[code] collision_layer [/code]位。有关详细信息,请参阅[method " +"_input_event]。" #: doc/classes/CollisionObject2D.xml:224 msgid "" @@ -16184,7 +16404,6 @@ msgid "Editor-only class for defining a collision polygon in 3D space." msgstr "仅限编辑器的类,用于在3D空间中定义碰撞多边形。" #: doc/classes/CollisionPolygon.xml:7 -#, fuzzy msgid "" "Allows editing a collision polygon's vertices on a selected plane. Can also " "set a depth perpendicular to that plane. This class is only available in the " @@ -16192,8 +16411,8 @@ msgid "" "for gameplay. Properties modified during gameplay will have no effect." msgstr "" "允许在选定平面上编辑碰撞多边形的顶点。也可以设置垂直于该平面的深度。此类仅在" -"编辑器中可用。运行时它不会出现在场景树中。为游戏创建一个[Shape3D]。在游戏过程" -"中修改的属性将无效。" +"编辑器中可用。它不会在运行时出现在场景树中。为游戏创建一个形状 [Shape]。在游" +"戏过程中修改的属性将不起作用。" #: doc/classes/CollisionPolygon.xml:15 msgid "" @@ -16209,7 +16428,7 @@ msgstr "如果[code]true[/code],将不会产生碰撞。" msgid "" "The collision margin for the generated [Shape]. See [member Shape.margin] " "for more details." -msgstr "" +msgstr "生成的[Shape]的碰撞边。参阅[member Shape.margin]获取更多细节。" #: doc/classes/CollisionPolygon.xml:24 msgid "" @@ -16263,14 +16482,13 @@ msgstr "" "多边形的对撞机来说效果更好。" #: doc/classes/CollisionPolygon2D.xml:27 -#, fuzzy msgid "" "The polygon's list of vertices. The final point will be connected to the " "first. The returned value is a clone of the [PoolVector2Array], not a " "reference." msgstr "" -"多边形的顶点列表。最终点将连接到第一个点。返回的值是[PackedVector2Array]的克" -"隆,而不是引用。" +"多边形的顶点列表。最后一个点将与第一个点相连。返回值是 [PoolVector2Array] 的" +"克隆,不是引用。" #: doc/classes/CollisionPolygon2D.xml:32 msgid "Collisions will include the polygon and its contained area." @@ -16285,7 +16503,6 @@ msgid "Node that represents collision shape data in 3D space." msgstr "表示3D空间中的碰撞形状数据的节点。" #: doc/classes/CollisionShape.xml:7 -#, fuzzy msgid "" "Editor facility for creating and editing collision shapes in 3D space. You " "can use this node to represent all sorts of collision shapes, for example, " @@ -16294,10 +16511,10 @@ msgid "" "only helper to create shapes, use [method CollisionObject." "shape_owner_get_shape] to get the actual shape." msgstr "" -"编辑器功能,用于在3D空间中创建和编辑碰撞形状。您可以使用此节点表示各种碰撞形" -"状,例如,将其添加到[Area3D]中以提供检测形状,或将其添加到[PhysicsBody3D]中以" -"创建实体。 [b]要点[/b]:这是一个仅用于编辑器的创建形状的助手,请使用[method " -"CollisionObject3D.shape_owner_get_shape]获取实际形状。" +"用于在 3D 空间中创建和编辑碰撞形状的编辑工具。您可以使用此节点表示各种碰撞形" +"状,例如,将其添加到 [Area] 以使其具有检测形状,或将其添加到物理体 " +"[PhysicsBody] 以创建实体对象。[b]重要 [/b]:这是一个编辑器专用的创建形状的助" +"手,使用 [method CollisionObject.shape_owner_get_shape] 获取实际形状。" #: doc/classes/CollisionShape.xml:10 doc/classes/CollisionShape2D.xml:10 #: doc/classes/Physics2DDirectBodyState.xml:10 @@ -16313,11 +16530,10 @@ msgstr "" "html" #: doc/classes/CollisionShape.xml:19 -#, fuzzy msgid "" "Sets the collision shape's shape to the addition of all its convexed " "[MeshInstance] siblings geometry." -msgstr "设置碰撞形状的形状为其所有凸出的[MeshInstance3D]兄弟姐妹几何形状的和。" +msgstr "将碰撞形状的形状设置为其所有凸出的 [MeshInstance] 兄弟几何体的相加。" #: doc/classes/CollisionShape.xml:26 msgid "" @@ -16358,11 +16574,12 @@ msgid "https://godotengine.org/asset-library/asset/113" msgstr "https://godotengine.org/asset-library/asset/113" #: doc/classes/CollisionShape2D.xml:19 -#, fuzzy msgid "" "A disabled collision shape has no effect in the world. This property should " "be changed with [method Object.set_deferred]." -msgstr "禁用的碰撞形状对世界没有任何影响。" +msgstr "" +"禁用的碰撞形状在世界中没有影响。这个属性应该用 [method Object.set_deferred] " +"改变。" #: doc/classes/CollisionShape2D.xml:22 msgid "" @@ -16448,7 +16665,6 @@ msgstr "" "[/codeblock]" #: doc/classes/Color.xml:37 -#, fuzzy msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" @@ -16456,13 +16672,12 @@ msgid "" "var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" -"从一个32位整数中构造一个颜色(每个字节代表RGBA配置文件的一个组成部分)。\n" +"从 RGBA 格式的 32 位整数构造颜色,每个字节代表一个颜色通道。\n" "[codeblock]\n" -"var c = Color(274) # Equivalent to RGBA(0, 0, 1, 18)\n" +"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" #: doc/classes/Color.xml:49 -#, fuzzy msgid "" "Constructs a color from RGB values, typically between 0 and 1. Alpha will be " "1.\n" @@ -16470,13 +16685,12 @@ msgid "" "var color = Color(0.2, 1.0, 0.7) # Similar to Color8(51, 255, 178, 255)\n" "[/codeblock]" msgstr "" -"使用0和1之间的值从RGB配置文件中构建颜色。 阿尔法将始终为1。\n" +"根据 RGB 值构造颜色,通常介于 0 和 1 之间。Alpha 将为 1。\n" "[codeblock]\n" -"var c = Color(0.2, 1.0, 0.7) # Equivalent to RGBA(51, 255, 178, 255)\n" +"var color = Color(0.2, 1.0, 0.7) # Similar to Color8(51, 255, 178, 255)\n" "[/codeblock]" #: doc/classes/Color.xml:62 -#, fuzzy msgid "" "Constructs a color from RGBA values, typically between 0 and 1.\n" "[codeblock]\n" @@ -16484,9 +16698,10 @@ msgid "" "204)\n" "[/codeblock]" msgstr "" -"使用0和1之间的值从RGBA配置文件中构建颜色。\n" +"根据 RGBA 值构造颜色,通常介于 0 和 1 之间。\n" "[codeblock]\n" -"var c = Color(0.2, 1.0, 0.7, 0.8) # Equivalent to RGBA(51, 255, 178, 204)\n" +"var color = Color(0.2, 1.0, 0.7, 0.8) # Similar to Color8(51, 255, 178, " +"204)\n" "[/codeblock]" #: doc/classes/Color.xml:72 @@ -16556,7 +16771,6 @@ msgstr "" "[/codeblock]" #: doc/classes/Color.xml:117 -#, fuzzy msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" @@ -16565,14 +16779,14 @@ msgid "" "var gray = c.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" -"返回反色[code](1-r,1-g,1-b,a)[/code]。\n" +"返回颜色的灰度表示。\n" +"灰度值计算为 [code](r + g + b) / 3[/code]。\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var inverted_color = c.inverted() # A color of an RGBA(178, 153, 26, 255)\n" +"var c = Color(0.2, 0.45, 0.82)\n" +"var gray = c.gray() # A value of 0.466667\n" "[/codeblock]" #: doc/classes/Color.xml:128 -#, fuzzy msgid "" "Returns the inverted color [code](1 - r, 1 - g, 1 - b, a)[/code].\n" "[codeblock]\n" @@ -16582,8 +16796,8 @@ msgid "" msgstr "" "返回反色[code](1-r,1-g,1-b,a)[/code]。\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var inverted_color = c.inverted() # A color of an RGBA(178, 153, 26, 255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var inverted_color = color.inverted() # Equivalent to Color(0.7, 0.6, 0.1)\n" "[/codeblock]" #: doc/classes/Color.xml:139 @@ -16611,7 +16825,6 @@ msgstr "" "[/codeblock]" #: doc/classes/Color.xml:158 -#, fuzzy msgid "" "Returns the linear interpolation with another color. The interpolation " "factor [code]weight[/code] is between 0 and 1.\n" @@ -16622,15 +16835,15 @@ msgid "" "0.0)\n" "[/codeblock]" msgstr "" -"返回另一种颜色的线性插值。插值因子[code]t[/code]在0和1之间。\n" +"返回另一种颜色的线性插值。插值系数 [code]weight[/code] 介于 0 和 1 之间。\n" "[codeblock]\n" "var c1 = Color(1.0, 0.0, 0.0)\n" "var c2 = Color(0.0, 1.0, 0.0)\n" -"var li_c = c1.lerp(c2, 0.5) # A color of an RGBA(128, 128, 0, 255)\n" +"var li_c = c1.linear_interpolate(c2, 0.5) # Equivalent to Color(0.5, 0.5, " +"0.0)\n" "[/codeblock]" #: doc/classes/Color.xml:169 -#, fuzzy msgid "" "Returns the color converted to a 32-bit integer in ABGR format (each byte " "represents a color channel). ABGR is the reversed version of the default " @@ -16640,15 +16853,14 @@ msgid "" "print(color.to_abgr32()) # Prints 4281565439\n" "[/codeblock]" msgstr "" -"以 ABGR 格式返回颜色的 32 位整数(每个字节代表 ABGR 配置文件的一个组成部" -"分)。ABGR是默认格式的反转版本。\n" +"返回转换为 ABGR 格式的 32 位整数的颜色,每个字节代表一个颜色通道。 ABGR 是默" +"认格式的转置版本。\n" "[codeblock]\n" -"var c = Color(1, 0.5, 0.2)\n" -"print(c.to_abgr32()) # Prints 4281565439\n" +"var color = Color(1, 0.5, 0.2)\n" +"print(color.to_abgr32()) # Prints 4281565439\n" "[/codeblock]" #: doc/classes/Color.xml:179 -#, fuzzy msgid "" "Returns the color converted to a 64-bit integer in ABGR format (each word " "represents a color channel). ABGR is the reversed version of the default " @@ -16658,15 +16870,14 @@ msgid "" "print(color.to_abgr64()) # Prints -225178692812801\n" "[/codeblock]" msgstr "" -"以 ABGR 格式返回颜色的 64 位整数(每个字代表 ABGR 配置文件的一个组件)。ABGR" -"是默认格式的反转版本。\n" +"返回转换为 ABGR 格式的 64 位整数的颜色,每个字代表一个颜色通道。 ABGR 是默认" +"格式的转置版本。\n" "[codeblock]\n" -"var c = Color(1, 0.5, 0.2)\n" -"print(c.to_abgr64()) # Prints -225178692812801\n" +"var color = Color(1, 0.5, 0.2)\n" +"print(color.to_abgr64()) # Prints -225178692812801\n" "[/codeblock]" #: doc/classes/Color.xml:189 -#, fuzzy msgid "" "Returns the color converted to a 32-bit integer in ARGB format (each byte " "represents a color channel). ARGB is more compatible with DirectX.\n" @@ -16675,15 +16886,14 @@ msgid "" "print(color.to_argb32()) # Prints 4294934323\n" "[/codeblock]" msgstr "" -"以ARGB格式返回颜色的32位整数(每个字节代表ARGB配置文件的一个组成部分)。ARGB" -"与DirectX更兼容。\n" +"返回转换为 ARGB 格式的 32 位整数的颜色,每个字节代表一个颜色通道。 ARGB 与 " +"DirectX 更加兼容。\n" "[codeblock]\n" -"var c = Color(1, 0.5, 0.2)\n" -"print(c.to_argb32()) # Prints 4294934323\n" +"var color = Color(1, 0.5, 0.2)\n" +"print(color.to_argb32()) # Prints 4294934323\n" "[/codeblock]" #: doc/classes/Color.xml:199 -#, fuzzy msgid "" "Returns the color converted to a 64-bit integer in ARGB format (each word " "represents a color channel). ARGB is more compatible with DirectX.\n" @@ -16692,11 +16902,11 @@ msgid "" "print(color.to_argb64()) # Prints -2147470541\n" "[/codeblock]" msgstr "" -"以ARGB格式返回颜色的64位整数(每个字代表ARGB配置文件的一个组成部分)。ARGB与" -"DirectX更兼容。\n" +"返回转换为 ARGB 格式的 64 位整数的颜色,每个字代表一个颜色通道。 ARGB 与 " +"DirectX 更加兼容。\n" "[codeblock]\n" -"var c = Color(1, 0.5, 0.2)\n" -"print(c.to_argb64()) # Prints -2147470541\n" +"var color = Color(1, 0.5, 0.2)\n" +"print(color.to_argb64()) # Prints -2147470541\n" "[/codeblock]" #: doc/classes/Color.xml:210 @@ -16721,7 +16931,6 @@ msgstr "" "[/codeblock]" #: doc/classes/Color.xml:222 -#, fuzzy msgid "" "Returns the color converted to a 32-bit integer in RGBA format (each byte " "represents a color channel). RGBA is Godot's default format.\n" @@ -16730,15 +16939,14 @@ msgid "" "print(color.to_rgba32()) # Prints 4286526463\n" "[/codeblock]" msgstr "" -"以RGBA格式返回颜色的32位整数(每个字节代表RGBA配置文件的一个组成部分)。RGBA" -"是Godot的默认格式。\n" +"返回转换为 RGBA 格式的 32 位整数的颜色,每个字节代表一个颜色通道。 RGBA 是 " +"Godot 的默认格式。\n" "[codeblock]\n" -"var c = Color(1, 0.5, 0.2)\n" -"print(c.to_rgba32()) # Prints 4286526463\n" +"var color = Color(1, 0.5, 0.2)\n" +"print(color.to_rgba32()) # Prints 4286526463\n" "[/codeblock]" #: doc/classes/Color.xml:232 -#, fuzzy msgid "" "Returns the color converted to a 64-bit integer in RGBA format (each word " "represents a color channel). RGBA is Godot's default format.\n" @@ -16747,11 +16955,11 @@ msgid "" "print(color.to_rgba64()) # Prints -140736629309441\n" "[/codeblock]" msgstr "" -"以RGBA格式返回颜色的64位整数(每个字代表RGBA配置文件的一个组成部分)。RGBA是" -"Godot的默认格式。\n" +"返回转换为 RGBA 格式的 64 位整数的颜色,每个字代表一个颜色通道。 RGBA 是 " +"Godot 的默认格式。\n" "[codeblock]\n" -"var c = Color(1, 0.5, 0.2)\n" -"print(c.to_rgba64()) # Prints -140736629309441\n" +"var color = Color(1, 0.5, 0.2)\n" +"print(color.to_rgba64()) # Prints -140736629309441\n" "[/codeblock]" #: doc/classes/Color.xml:242 @@ -17395,17 +17603,18 @@ msgid "" "[ColorPickerButton] instead if you need a button that brings up a " "[ColorPicker] in a pop-up." msgstr "" +"显示一个取色器部件。可以从RGB/RGBA彩色空间内选取一个颜色。\n" +"[b]注意:[/b]这个控件就是取色器本身。如果你需要一个能够弹出一个[ColorPicker]" +"窗口的按钮,你可以使用一个[ColorPickerButton]来代替它。" #: doc/classes/ColorPicker.xml:18 -#, fuzzy msgid "" "Adds the given color to a list of color presets. The presets are displayed " "in the color picker and the user will be able to select them.\n" "[b]Note:[/b] The presets list is only for [i]this[/i] color picker." msgstr "" -"将指定的颜色添加到颜色预设列表中。预设的颜色会显示在颜色选择器中,用户可以选" -"择它们。\n" -"[b]注意:[/b]预设列表仅适用于[i]this[/i]颜色选择器。" +"将给定的颜色添加到颜色预设列表中。用户将能够选择颜色选择器中颜色预设。\n" +"[b]注意:[/b]预设列表仅适用于[i]这个[/i]颜色选择器。" #: doc/classes/ColorPicker.xml:26 msgid "" @@ -17521,6 +17730,11 @@ msgid "" "preview swatch to be visible. Make sure to set [member Control." "rect_min_size] to a big enough value to give the button enough space." msgstr "" +"将[ColorPicker]封装成可以通过按一个按钮来进行使用。点击按钮可以切换出可见的" +"[ColorPicker]。\n" +"另请参阅[BaseButton]。它包括了和这个节点共同拥有的属性和方法。\n" +"[b]注意:[/b]按钮默认状态时可能非常窄,导致颜色预览样本不可见。确保将[member " +"Control.rect_min_size]设置的足够大从而给这个按钮足够的空间去显示。" #: doc/classes/ColorPickerButton.xml:19 msgid "" @@ -17529,9 +17743,11 @@ msgid "" "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" +"返回此节点所切换的 [ColorPicker]。\n" +"[b]警告:[/b] 这是一个必需的内部节点,移除和释放它可能会导致崩溃。如果你希望" +"隐藏它或其所有子项,请使用其 [member CanvasItem.visible] 属性。" #: doc/classes/ColorPickerButton.xml:26 -#, fuzzy msgid "" "Returns the control's [PopupPanel] which allows you to connect to popup " "signals. This allows you to handle events when the ColorPicker is shown or " @@ -17540,8 +17756,10 @@ msgid "" "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" -"返回控件的[PopupPanel],允许您连接到弹出信号。这使您可以在显示或隐藏" -"ColorPicker时处理事件。" +"返回控件的 [PopupPanel],它允许你连接到弹出信号。这允许你在显示或隐藏 " +"ColorPicker 时事件处理。\n" +"[b]警告:[/b] 这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果你希望" +"隐藏它或其任何子项,请使用其 [member CanvasItem.visible] 属性。" #: doc/classes/ColorPickerButton.xml:36 msgid "" @@ -17593,26 +17811,33 @@ msgid "Text [Color] used when the [ColorPickerButton] is disabled." msgstr "禁用[ColorPickerButton]时使用的文本[Color]。" #: doc/classes/ColorPickerButton.xml:80 +msgid "" +"Text [Color] used when the [ColorPickerButton] is focused. Only replaces the " +"normal text color of the button. Disabled, hovered, and pressed states take " +"precedence over this color." +msgstr "" + +#: doc/classes/ColorPickerButton.xml:83 msgid "Text [Color] used when the [ColorPickerButton] is being hovered." msgstr "悬停[ColorPickerButton]时使用的文本[Color]。" -#: doc/classes/ColorPickerButton.xml:83 +#: doc/classes/ColorPickerButton.xml:86 msgid "Text [Color] used when the [ColorPickerButton] is being pressed." msgstr "按下[ColorPickerButton]时使用的文本[Color]。" -#: doc/classes/ColorPickerButton.xml:86 +#: doc/classes/ColorPickerButton.xml:89 msgid "[StyleBox] used when the [ColorPickerButton] is being hovered." msgstr "悬停[ColorPickerButton]时使用的[StyleBox]。" -#: doc/classes/ColorPickerButton.xml:89 +#: doc/classes/ColorPickerButton.xml:92 msgid "The horizontal space between [ColorPickerButton]'s icon and text." msgstr "[ColorPickerButton]的图标和文本之间的水平间距。" -#: doc/classes/ColorPickerButton.xml:92 +#: doc/classes/ColorPickerButton.xml:95 msgid "Default [StyleBox] for the [ColorPickerButton]." msgstr "[ColorPickerButton]的默认[StyleBox]。" -#: doc/classes/ColorPickerButton.xml:95 +#: doc/classes/ColorPickerButton.xml:98 msgid "[StyleBox] used when the [ColorPickerButton] is being pressed." msgstr "按下[ColorPickerButton]时使用的[StyleBox]。" @@ -17625,6 +17850,8 @@ msgid "" "Displays a rectangle filled with a solid [member color]. If you need to " "display the border alone, consider using [ReferenceRect] instead." msgstr "" +"显示一个用纯色 [member color] 填充的矩形。如果你需要单独显示边框,请考虑使用 " +"[ReferenceRect] 代替。" #: doc/classes/ColorRect.xml:16 msgid "" @@ -17643,7 +17870,6 @@ msgid "Concave polygon shape." msgstr "凹面多边形形状。" #: doc/classes/ConcavePolygonShape.xml:7 -#, fuzzy msgid "" "Concave polygon shape resource, which can be set into a [PhysicsBody] or " "area. This shape is created by feeding a list of triangles.\n" @@ -17651,11 +17877,11 @@ msgid "" "work with static [PhysicsBody] nodes like [StaticBody] and will not work " "with [KinematicBody] or [RigidBody] with a mode other than Static." msgstr "" -"凹面多边形资源,可以将其设置为[PhysicsBody3D]或区域。通过输入一系列三角形来创" -"建此形状。\n" -"注意:[ConcavePolygonShape3D]用于碰撞时,旨在与诸如[StaticBody3D]之类的静态" -"[PhysicsBody3D]节点一起使用,而不适用于除静态以外的其他模式的" -"[KinematicBody3D]或[RigidBody3D]节点。" +"凹多边形形状资源,可设置为[PhysicsBody]或区域。这个形状是通过提供一个三角形列" +"表来创建的。\n" +"[b]注意:[/b] 用于碰撞时,[ConcavePolygonShape] 旨在与静态 [PhysicsBody] 节点" +"一起使用,如 [StaticBody],并且不适用于具有非静态模式的 [KinematicBody] 或 " +"[RigidBody]。" #: doc/classes/ConcavePolygonShape.xml:17 msgid "Returns the faces (an array of triangles)." @@ -17695,12 +17921,10 @@ msgid "" msgstr "组成[ConcavePolygonShape2D]线段的点的数组。" #: doc/classes/ConeTwistJoint.xml:4 -#, fuzzy msgid "A twist joint between two 3D PhysicsBodies." -msgstr "两个3D实体之间的扭曲关节。" +msgstr "两个 3D PhysicsBodies 之间的扭转关节。" #: doc/classes/ConeTwistJoint.xml:7 -#, fuzzy msgid "" "The joint can rotate the bodies across an axis defined by the local x-axes " "of the [Joint].\n" @@ -17709,9 +17933,10 @@ msgid "" "axes of the Joint in the local space of the two Bodies. See also " "[Generic6DOFJoint]." msgstr "" -"关节可以使实体沿由[Joint3D]的局部x轴定义的轴旋转。\n" -"扭曲轴作为[Joint3D]的X轴启动。\n" -"身体摆动后,将扭曲轴计算为在两个身体的局部空间中的Joint3D的x轴的中间。" +"关节可以在 [Joint] 的局部 x 轴定义的轴上旋转物体。\n" +"扭转轴是以[Joint]的X轴为起始。\n" +"一旦物体摆动,扭转轴就会被计算为两个物体的局部空间中的关节的X轴的中间位置。参" +"阅[Generic6DOFJoint]。" #: doc/classes/ConeTwistJoint.xml:30 doc/classes/ConeTwistJoint.xml:62 #: doc/classes/PhysicsServer.xml:1076 @@ -17737,7 +17962,6 @@ msgstr "关节开始扭曲的难易程度。如果太低,则需要更多的力 #: doc/classes/ConeTwistJoint.xml:40 doc/classes/ConeTwistJoint.xml:52 #: doc/classes/PhysicsServer.xml:1066 -#, fuzzy msgid "" "Swing is rotation from side to side, around the axis perpendicular to the " "twist axis.\n" @@ -17746,10 +17970,10 @@ msgid "" "Could be defined as looseness in the [ConeTwistJoint].\n" "If below 0.05, this behavior is locked." msgstr "" -"摆动是围绕垂直于扭曲轴的轴从一侧到另一侧旋转。\n" -"摆动跨度定义了沿摆动轴不会校正多少旋转。\n" -"可以在[ConeTwistJoint3D]中定义为松动。\n" -"如果低于0.05,则此行为将被锁定。" +"摆动是围绕垂直于扭转轴的轴线从一边到另一边的旋转。\n" +"摆动跨度定义了,多少旋转不会沿着摆动轴得到纠正。\n" +"可以定义[ConeTwistJoint]的松动性。\n" +"如果低于0.05,此行为被锁定。" #: doc/classes/ConeTwistJoint.xml:46 doc/classes/ConeTwistJoint.xml:58 #: doc/classes/PhysicsServer.xml:1072 @@ -17772,7 +17996,6 @@ msgid "Helper class to handle INI-style files." msgstr "用于处理INI样式文件的Helper类。" #: doc/classes/ConfigFile.xml:7 -#, fuzzy msgid "" "This helper class can be used to store [Variant] values on the filesystem " "using INI-style formatting. The stored values are identified by a section " @@ -17838,41 +18061,67 @@ msgid "" "standardized, Godot's ConfigFile formatting may differ from files written by " "other programs." msgstr "" -"该帮助程序类可用于使用INI样式格式在文件系统上存储[Variant]值。存储的值由一个" -"部分和一个键标识:\n" +"这个辅助类可以用来在文件系统中使用INI风格来格式化存储[Variant]值。存储的值由" +"部分和对应键来识别。\n" "[codeblock]\n" "[section]\n" "some_key=42\n" -"string_example=\"Hello World3D!\"\n" +"string_example=\"Hello World!\"\n" "a_vector=Vector3( 1, 0, 2 )\n" "[/codeblock]\n" -"The stored data can be saved to or parsed from a file, though ConfigFile " -"objects can also be used directly without accessing the filesystem.\n" -"The following example shows how to parse an INI-style file from the system, " -"read its contents and store new values in it:\n" +"存储的数据可以被保存到文件中,或从文件中解析出来,尽管ConfigFile对象也可以直" +"接使用而不需要访问文件系统。\n" +"下面的例子展示了如何创建一个简单的[ConfigFile]并将其保存在磁盘上。\n" "[codeblock]\n" +"# 创建新的 ConfigFile 对象。\n" "var config = ConfigFile.new()\n" -"var err = config.load(\"user://settings.cfg\")\n" -"if err == OK: # If not, something went wrong with the file loading\n" -" # Look for the display/width pair, and default to 1024 if missing\n" -" var screen_width = config.get_value(\"display\", \"width\", 1024)\n" -" # Store a variable if and only if it hasn't been defined yet\n" -" if not config.has_section_key(\"audio\", \"mute\"):\n" -" config.set_value(\"audio\", \"mute\", false)\n" -" # Save the changes by overwriting the previous file\n" -" config.save(\"user://settings.cfg\")\n" +"\n" +"# 存储一些值。\n" +"config.set_value(\"Player1\", \"player_name\", \"Steve\")\n" +"config.set_value(\"Player1\", \"best_score\", 10)\n" +"config.set_value(\"Player2\", \"player_name\", \"V3geta\")\n" +"config.set_value(\"Player2\", \"best_score\", 9001)\n" +"\n" +"# 把它保存到一个文件中(如果已经存在则覆盖)。\n" +"config.save(\"user://scores.cfg\")\n" "[/codeblock]\n" -"请记住,部分和属性名称不能包含空格。在保存和加载时,空格后的所有内容都将被忽" +"这个例子显示了如何加载上述文件。\n" +"[codeblock]\n" +"var score_data = {}\n" +"var config = ConfigFile.new()\n" +"\n" +"# 从文件中加载数据。\n" +"var err = config.load(\"user://scores.cfg\")\n" +"\n" +"# 如果文件没有加载,请忽略它。\n" +"if err != OK:\n" +" return\n" +"\n" +"# 遍历所有部分。\n" +"for player in config.get_sections():\n" +" # 取出每个部分的数据。\n" +" var player_name = config.get_value(player, \"player_name\")\n" +" var player_score = config.get_value(player, \"best_score\")\n" +" score_data[player_name] = player_score\n" +"[/codeblock]\n" +"任何改变ConfigFile的操作,如[method set_value]、[method clear]或[method " +"erase_section],都只改变内存中加载的内容。如果你想把变化写入文件,必须用" +"[method save]、[method save_encrypted]或[method save_encrypted_pass]保存这些" +"变化。\n" +"请记住,部分和属性名称不能包含空格。空格之后的内容在保存和加载时都会被忽" "略。\n" -"ConfigFiles还可以包含以分号([code]; [/code])开头的手动编写的注释行。解析文" -"件时,这些行将被忽略。请注意,保存ConfigFile时,注释将丢失。这对于专用的服务" -"器配置文件仍然很有用,这些文件通常在没有明确的用户操作的情况下永远不会被覆" -"盖。" +"配置文件还可以包含以分号开头的手动编写的注释行([code];[/code])。这些行在解" +"析文件时将被忽略。请注意,在保存ConfigFile时,注释将会丢失。注释对于专用的服" +"务器配置文件仍然很有用,因为如果没有明确的用户操作,这些文件通常不会被覆" +"盖。\n" +"[b]注意:[/b] 给予配置文件扩展名对其格式或行为没有任何影响。根据惯例,这里使" +"用的是[code].cfg[/code]扩展名,但任何其他扩展名,如[code].ini[/code]也是有效" +"的。由于[code].cfg[/code]和[code].ini[/code]都不是标准化的,Godot的ConfigFile" +"格式可能与其他程序编写的文件有所不同。" #: doc/classes/ConfigFile.xml:59 -#, fuzzy msgid "Removes the entire contents of the config." -msgstr "返回图块的纹理偏移量。" +msgstr "删除配置的全部内容。" #: doc/classes/ConfigFile.xml:66 msgid "" @@ -17951,15 +18200,14 @@ msgstr "" "返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。" #: doc/classes/ConfigFile.xml:144 -#, fuzzy msgid "" "Parses the passed string as the contents of a config file. The string is " "parsed and loaded in the ConfigFile object which the method was called on.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" -"将传入的字符串解析为配置文件的内容。该字符串被解析并加载到调用该方法的" -"ConfigFile对象中。\n" -"返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。" +"将传递的字符串解析为配置文件的内容。该字符串被解析并加载到调用该方法的 " +"ConfigFile 对象中。\n" +"返回 [enum Error] 常量之一,成功时返回 [code]OK[/code]。" #: doc/classes/ConfigFile.xml:152 msgid "" @@ -18032,6 +18280,9 @@ msgid "" "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" +"返回取消按钮。\n" +"[b]警告:[/b] 这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果你希望" +"隐藏它或其任何子项,请使用其 [member CanvasItem.visible] 属性。" #: doc/classes/Container.xml:4 msgid "Base node for containers." @@ -18076,7 +18327,6 @@ msgstr "" "小。" #: doc/classes/Control.xml:7 -#, fuzzy msgid "" "Base class for all UI-related nodes. [Control] features a bounding rectangle " "that defines its extents, an anchor position relative to its parent control " @@ -18111,26 +18361,32 @@ msgid "" "[method get_icon], [method get_stylebox], and the [code]add_*_override[/" "code] methods provided by this class." msgstr "" -"所有与UI相关的节点的基类。 [Control]具有定义其范围的边界矩形,相对于其父控件" -"或当前视口的锚点位置以及表示锚点偏移的边距。当节点,它的任何父节点或屏幕尺寸" -"更改时,边距会自动更新。\n" -"有关Godot的UI系统,锚点,边距和容器的更多信息,请参阅手册中的相关教程。要构建" -"灵活的UI,您需要混合使用从[Control]和[Container]节点继承的UI元素。\n" +"所有 UI 相关节点的基类。 [Control] 具有定义其范围的边界矩形、相对于其父控件或" +"当前视窗的锚点位置以及表示锚点偏移的边距。 当节点、其任何父节点或屏幕尺寸发生" +"变化时,边距会自动更新。\n" +"更多关于 Godot 的 UI 系统、锚点、边距和容器的信息,请参阅手册中的相关教程。 " +"要构建灵活的 UI,您需要混合使用从 [Control] 和 [Container] 节点继承的 UI 元" +"素。\n" "[b]用户界面节点和输入[/b]\n" -"Godot首先通过调用[method Node._input]将输入事件发送到场景的根节点。 [method " -"Node._input]将事件从节点树向下转发到鼠标光标下方或键盘焦点上的节点。为此,它" -"调用[code] MainLoop._input_event [/code]。\n" -"[b] FIXME:[/b] DisplayServer拆分和输入重构后不再有效。\n" -"调用[method accept_event],因此没有其他节点接收该事件。接受输入后,将对其进行" -"处理,因此[method Node._unhandled_input]将不会对其进行处理。\n" -"键盘焦点中只能有一个[Control]节点。仅焦点所在的节点将接收键盘事件。要获得焦" -"点,请调用[methodgrap_focus]。当另一个节点抓住[Control]节点或将其隐藏在焦点中" -"时,该节点将失去焦点。\n" -"将[member mouse_filter]设置为[constant MOUSE_FILTER_IGNORE],以通知[Control]" -"节点忽略鼠标或触摸事件。如果将图标放在按钮顶部,则将需要它。\n" -"[Theme]资源会更改控件的外观。如果更改[Control]节点上的[Theme],它将影响其所有" -"子级。要覆盖某些主题的参数,请调用[code] add_theme _ * _ override [/code]方法" -"之一,例如[method add_theme_font_override]。您可以使用检查器覆盖主题。" +"Godot 首先通过调用 [method Node._input] 将输入事件发送到场景的根节点。 " +"[method Node._input] 将事件沿节点树向下转发到鼠标光标下或键盘焦点上的节点。 " +"为此,它调用 [method MainLoop._input_event]。 调用 [method accept_event] 以便" +"没有其他节点收到该事件。 一旦你接受一个输入,它就会被处理,所以 [method Node." +"_unhandled_input] 不会处理它。\n" +"只有一个 [Control] 节点可以处于键盘焦点。 只有处于焦点的节点才会接收键盘事" +"件。 要获得焦点,请调用 [method grab_focus]。在另一个节点获得聚焦时 " +"[Control] 节点会失去焦点,或者您隐藏焦点中的节点。\n" +"将 [member mouse_filter] 设置为 [constant MOUSE_FILTER_IGNORE] 以告诉 " +"[Control] 节点忽略鼠标或触摸事件。 如果您在按钮顶部放置一个图标,您将需要" +"它。\n" +"[Theme] 资源更改控件的外观。 如果您更改 [Control] 节点上的 [Theme],则会影响" +"其所有子节点。 要覆盖某些主题的参数,请调用 [code]add_*_override[/code] 方法" +"之一,例如 [method add_font_override]。 您可以使用属性检查器覆盖主题。\n" +"[b]注意:[/b] 主题相关项 [i]不是[/i] [Object] 对象属性。这意味着你不能使用 " +"[method Object.get] 和 [method Object.set] 访问它们的值。相反,请使用 " +"[method get_color]、[method get_constant]、[method get_font]、[method " +"get_icon]、[method get_stylebox],以及这个类提供的 [code]add_*_override[/" +"code] 方法。" #: doc/classes/Control.xml:17 msgid "https://docs.godotengine.org/en/3.4/tutorials/gui/index.html" @@ -18173,7 +18429,6 @@ msgstr "" "如果未覆盖,则默认为[constant Vector2.ZERO]。" #: doc/classes/Control.xml:41 -#, fuzzy msgid "" "Virtual method to be implemented by the user. Use this method to process and " "accept inputs on UI elements. See [method accept_event].\n" @@ -18195,27 +18450,27 @@ msgid "" "[member rect_clip_content] or [method _clips_input] enabled.\n" "[b]Note:[/b] Event position is relative to the control origin." msgstr "" -"用户要实现的虚拟方法。使用此方法来处理和接受UI元素上的输入。参阅[方法" +"由用户实现的虚方法。使用此方法处理和接受 UI 元素上的输入。参阅[method " "accept_event]。\n" -"示例:单击一个控件。\n" +"例:单击控件。\n" "[codeblock]\n" "func _gui_input(event):\n" " if event is InputEventMouseButton:\n" " if event.button_index == BUTTON_LEFT and event.pressed:\n" " print(\"I've been clicked D:\")\n" "[/codeblock]\n" -"在以下情况下,该事件不会触发:\n" -"*在控件外部单击(请参阅[method has_point]);\n" -"*控件的[member mouse_filter]设置为[constant MOUSE_FILTER_IGNORE];\n" -"*控件被其顶部的另一个[Control]阻塞,该控件没有将[member mouse_filter]设置为" -"[constant MOUSE_FILTER_IGNORE];\n" -"*控件的父级已将[member mouse_filter]设置为[constant MOUSE_FILTER_STOP]或已接" -"受该事件;\n" -"*它发生在父级矩形的外部,并且父级启用了[member rect_clip_content]或[method " -"_clips_input]。" +"如果出现以下情况,则不会触发该事件:\n" +"* 在控件外点击(参阅[method has_point]);\n" +"* 控件将 [member mouse_filter] 设置为 [constant MOUSE_FILTER_IGNORE];\n" +"* 控件被其上的另一个 [Control] 阻挡,该控件没有将 [member mouse_filter] 设置" +"为 [constant MOUSE_FILTER_IGNORE];\n" +"* 控件的父级已将 [member mouse_filter] 设置为 [constant MOUSE_FILTER_STOP] 或" +"已接受该事件;\n" +"* 它发生在父级的矩形之外,并且父级已启用 [member rect_clip_content] 或 " +"[method _clips_input]。\n" +"[b]注:[/b] 事件坐林标相对于控件原点。" #: doc/classes/Control.xml:62 -#, fuzzy msgid "" "Virtual method to be implemented by the user. Returns a [Control] node that " "should be used as a tooltip instead of the default one. The [code]for_text[/" @@ -18248,26 +18503,28 @@ msgid "" " return tooltip\n" "[/codeblock]" msgstr "" -"用户要实现的虚拟方法。返回一个[Control]节点,该节点应用作工具提示,而不是默认" -"提示。使用[code] for_text [/code]参数来确定工具提示应包含的文本(可能是" -"[member hint_tooltip]的内容)。\n" -"返回的节点必须是[Control]类型或Control-derieved类型。它可以具有任何类型的子节" -"点。当工具提示消失时,它会被释放,因此请确保您始终提供一个新实例,而不是例如" -"场景中的节点。当返回[code] null [/code]或非Control节点时,将使用默认的工具提" -"示。\n" -"[b]注意:[/b]工具提示会缩小到最小尺寸。如果要确保它是完全可见的,则可能需要将" -"其[member rect_min_size]设置为一些非零值。\n" -"自定义构造的节点的用法示例:\n" +"由用户实现的虚方法。返回一个 [Control] 节点,该节点应用作工具提示而不是默认节" +"点。 [code]for_text[/code] 包含 [member hint_tooltip] 属性的内容。\n" +"返回的节点必须是 [Control] 或 Control-derived 类型。它可以有任何类型的子节" +"点。当工具提示消失时它会被释放,因此请确保你始终提供一个新实例(如果你想使用" +"场景树中预先存在的节点,可以复制它并传递复制的实例)。当返回 [code]null[/" +"code] 或非控件节点时,将使用默认工具提示。\n" +"返回的节点将作为子节点添加到 [PopupPanel],因此你应该只提供该面板的内容。该 " +"[PopupPanel] 可以使用 [method Theme.set_stylebox] 为类型 [code]\"TooltipPanel" +"\"[/code] 设置主题,参阅 [member hint_tooltip] 示例。\n" +"[b]注意:[/b]工具提示缩小到最小尺寸。如果你想确保它完全可见,需将其 [member " +"rect_min_size] 设置为非零值。\n" +"自定义构建节点的使用示例:\n" "[codeblock]\n" "func _make_custom_tooltip(for_text):\n" " var label = Label.new()\n" " label.text = for_text\n" " return label\n" "[/codeblock]\n" -"Example of usage with custom scene instance:\n" +"自定义场景实例的使用示例:\n" "[codeblock]\n" "func _make_custom_tooltip(for_text):\n" -" var tooltip = preload(\"SomeTooltipScene.tscn\").instance()\n" +" var tooltip = preload(\"res://SomeTooltipScene.tscn\").instance()\n" " tooltip.get_node(\"Label\").text = for_text\n" " return tooltip\n" "[/codeblock]" @@ -18298,6 +18555,17 @@ msgid "" "\"))\n" "[/codeblock]" msgstr "" +"使用指定的 [code]name[/code] 为主题 [Color] 创建本地覆盖项。获取控件的主题项" +"时,本地覆盖项始终优先。无法删除覆盖项,但可以使用相应的默认值覆盖它。\n" +"参阅[method get_color]。\n" +"[b]覆盖标签颜色并其后重置的示例:[/b]\n" +"[codeblock]\n" +"# 给定子标签节点\"MyLabel\",用自定义值覆盖其字体颜色。\n" +"$MyLabel.add_color_override(\"font_color\", Color(1, 0.5, 0))\n" +"# 重置子标签的字体颜色。\n" +"$MyLabel.add_color_override(\"font_color\", get_color(\"font_color\", \"Label" +"\"))\n" +"[/codeblock]" #: doc/classes/Control.xml:109 msgid "" @@ -18307,6 +18575,9 @@ msgid "" "the corresponding default value.\n" "See also [method get_constant]." msgstr "" +"为指定 [code]name[/code] 的主题常量创建本地覆盖项。获取控件的主题项时,本地覆" +"盖项始终优先。无法删除覆盖项,但可以使用相应的默认值覆盖它。\n" +"参阅[method get_constant]。" #: doc/classes/Control.xml:118 msgid "" @@ -18316,6 +18587,9 @@ msgid "" "value.\n" "See also [method get_font]." msgstr "" +"使用指定的 [code]name[/code] 为主题 [Font] 创建本地覆盖项。获取控件的主题项" +"时,本地覆盖项始终优先。可以通过为其分配 [code]null[/code] 值来删除覆盖。\n" +"参阅[method get_font]。" #: doc/classes/Control.xml:127 msgid "" @@ -18325,6 +18599,9 @@ msgid "" "value.\n" "See also [method get_icon]." msgstr "" +"为指定 [code]name[/code] 的主题图标创建本地覆盖项。获取控件的主题项时,本地覆" +"盖项始终优先。可以通过为其分配 [code]null[/code] 值来删除覆盖。\n" +"参阅[method get_icon]。" #: doc/classes/Control.xml:136 msgid "" @@ -18333,6 +18610,8 @@ msgid "" "the control. An override can be removed by assigning it a [code]null[/code] " "value." msgstr "" +"为指定 [code]name[/code] 的主题着色器创建本地覆盖项。获取控件的主题项时,本地" +"覆盖项始终优先。可以通过为其分配 [code]null[/code] 值来删除覆盖。" #: doc/classes/Control.xml:144 msgid "" @@ -18355,6 +18634,21 @@ msgid "" "$MyButton.add_stylebox_override(\"normal\", null)\n" "[/codeblock]" msgstr "" +"使用指定的 [code]name[/code] 为主题 [StyleBox] 创建本地覆盖项。获取控件的主题" +"项时,本地覆盖项始终优先。可以通过为其分配 [code]null[/code] 值来删除覆盖。\n" +"参阅[method get_stylebox]。\n" +"[b]通过复制来修改StyleBox中的属性的示例:[/b]\n" +"[codeblock]\n" +"# 下面的代码片段假设子节点 MyButton 分配了一个 StyleBoxFlat。\n" +"# 资源是跨实例共享的,所以我们需要复制它\n" +"# 以避免修改所有其他按钮的外观。\n" +"var new_stylebox_normal = $MyButton.get_stylebox(\"normal\").duplicate()\n" +"new_stylebox_normal.border_width_top = 3\n" +"new_stylebox_normal.border_color = Color(0, 1, 0.5)\n" +"$MyButton.add_stylebox_override(\"normal\", new_stylebox_normal)\n" +"# 删除样式框覆盖。\n" +"$MyButton.add_stylebox_override(\"normal\", null)\n" +"[/codeblock]" #: doc/classes/Control.xml:165 msgid "" @@ -18410,13 +18704,12 @@ msgstr "" #: doc/classes/Control.xml:193 msgid "" "Finds the next (below in the tree) [Control] that can receive the focus." -msgstr "" +msgstr "找到下一个可以接受焦点的[Control],在树的下方。" #: doc/classes/Control.xml:199 -#, fuzzy msgid "" "Finds the previous (above in the tree) [Control] that can receive the focus." -msgstr "返回树中的前一个TreeItem树项,如果没有,则返回一个空对象。" +msgstr "找到可以接收焦点的上一个[Control],在树的上方。" #: doc/classes/Control.xml:207 msgid "" @@ -18473,6 +18766,22 @@ msgid "" " modulate = get_color(\"font_color\", \"Button\")\n" "[/codeblock]" msgstr "" +"如果该 [Theme] 具有指定 [code]name[/code] 和 [code]theme_type[/code] 的颜色" +"项,则从树中第一个匹配的 [Theme] 返回 [Color]。如果省略 [code]theme_type[/" +"code],则使用当前控件的类名作为类型。如果类型是类名,则还会按继承顺序检查其父" +"类。\n" +"对于当前控件,首先考虑其本地覆盖项,参阅 [method add_color_override],然后是" +"其分配的 [member theme]。在当前控件之后,考虑每个父控件及其分配的 [member " +"theme];未分配[member theme]的控件将被跳过。如果在树中找不到匹配的 [Theme]," +"则使用自定义项目 [Theme]和默认的 [Theme],参阅 [member ProjectSettings.gui/" +"theme/custom]。\n" +"[codeblock]\n" +"func _ready():\n" +" # 获取为当前控件类定义的字体颜色(如果存在)。\n" +" modulate = get_color(\"font_color\")\n" +" # 获取为 Button 类定义的字体颜色。\n" +" modulate = get_color(\"font_color\", \"Button\")\n" +"[/codeblock]" #: doc/classes/Control.xml:243 msgid "" @@ -18487,6 +18796,9 @@ msgid "" "[code]theme_type[/code].\n" "See [method get_color] for details." msgstr "" +"如果该 [Theme] 具有指定 [code]name[/code] 和 [code]theme_type[/code] 的常量项" +"目,则从树中的第一个匹配的 [Theme] 返回常量。\n" +"有关详细信息,参阅 [method get_color]。" #: doc/classes/Control.xml:259 msgid "" @@ -18551,6 +18863,9 @@ msgid "" "code].\n" "See [method get_color] for details." msgstr "" +"如果该 [Theme] 具有指定 [code]name[/code] 和 [code]theme_type[/code] 的字体项" +"目,则从树中第一个匹配的 [Theme] 返回 [Font]。\n" +"有关详细信息,请参阅 [method get_color]。" #: doc/classes/Control.xml:307 msgid "" @@ -18567,6 +18882,9 @@ msgid "" "code].\n" "See [method get_color] for details." msgstr "" +"如果该 [Theme] 具有指定 [code]name[/code] 和 [code]theme_type[/code] 的图标项" +"目,则从树中第一个匹配的 [Theme] 返回图标。\n" +"有关详细信息,请参阅 [method get_color]。" #: doc/classes/Control.xml:323 msgid "" @@ -18609,6 +18927,9 @@ msgid "" "[code]theme_type[/code].\n" "See [method get_color] for details." msgstr "" +"如果该 [Theme] 具有指定 [code]name[/code] 和 [code]theme_type[/code] 的样式框" +"项目,则从树中第一个匹配的 [Theme] 返回 [StyleBox]。\n" +"有关详细信息,请参阅 [method get_color]。" #: doc/classes/Control.xml:368 msgid "" @@ -18616,6 +18937,9 @@ msgid "" "[Theme] has a valid [member Theme.default_font] value.\n" "See [method get_color] for details." msgstr "" +"如果 [Theme] 具有有效的 [member Theme.default_font] 值,则从树中第一个匹配的 " +"[Theme] 返回默认字体。\n" +"有关详细信息,参阅 [method get_color]。" #: doc/classes/Control.xml:376 msgid "" @@ -18650,46 +18974,46 @@ msgid "" msgstr "从另一个控件中窃取焦点,并成为焦点控件(请参阅[member focus_mode])。" #: doc/classes/Control.xml:400 -#, fuzzy msgid "" "Returns [code]true[/code] if there is a matching [Theme] in the tree that " "has a color item with the specified [code]name[/code] and [code]theme_type[/" "code].\n" "See [method get_color] for details." msgstr "" -"如果可以实例化指定[code]class[/code]中的对象,则返回[code] true [/code],否则" -"返回[code] false [/code]。" +"如果树中存在匹配的 [Theme] 且具有指定 [code]name[/code] 和 [code]theme_type[/" +"code] 的颜色项,则返回 [code]true[/code]。\n" +"有关详细信息,参阅 [method get_color]。" #: doc/classes/Control.xml:408 -#, fuzzy msgid "" "Returns [code]true[/code] if there is a local override for a theme [Color] " "with the specified [code]name[/code] in this [Control] node.\n" "See [method add_color_override]." msgstr "" -"如果给定[code]name[/code]的[Color]在这个[Control]节点中具有有效的覆盖,则返回" -"[code]true[/code]。" +"如果在此 [Control] 节点中具有指定 [code]name[/code] 的主题颜色 [Color] 的本地" +"覆盖项,则返回 [code]true[/code]。\n" +"参阅 [method add_color_override]。" #: doc/classes/Control.xml:417 -#, fuzzy msgid "" "Returns [code]true[/code] if there is a matching [Theme] in the tree that " "has a constant item with the specified [code]name[/code] and " "[code]theme_type[/code].\n" "See [method get_color] for details." msgstr "" -"如果可以实例化指定[code]class[/code]中的对象,则返回[code] true [/code],否则" -"返回[code] false [/code]。" +"如果树中存在匹配的 [Theme] 且具有指定 [code]name[/code] 和 [code]theme_type[/" +"code] 的常量项目,则返回 [code]true[/code]。\n" +"有关详细信息,参阅 [method get_color]。" #: doc/classes/Control.xml:425 -#, fuzzy msgid "" "Returns [code]true[/code] if there is a local override for a theme constant " "with the specified [code]name[/code] in this [Control] node.\n" "See [method add_constant_override]." msgstr "" -"如果由名称 [code]name[/code] 指定的设置存在,则返回 [code]true[/code],否则返" -"回 [code]false[/code]。" +"如果此 [Control] 节点中具有指定 [code]name[/code] 的主题常量存在本地覆盖项," +"则返回 [code]true[/code]。\n" +"参阅 [method add_constant_override]。" #: doc/classes/Control.xml:432 msgid "" @@ -18699,46 +19023,46 @@ msgstr "" "如果这是当前的焦点控件,则返回[code] true [/code]。参阅[member focus_mode]。" #: doc/classes/Control.xml:440 -#, fuzzy msgid "" "Returns [code]true[/code] if there is a matching [Theme] in the tree that " "has a font item with the specified [code]name[/code] and [code]theme_type[/" "code].\n" "See [method get_color] for details." msgstr "" -"如果可以实例化指定[code]class[/code]中的对象,则返回[code] true [/code],否则" -"返回[code] false [/code]。" +"如果树中存在匹配的 [Theme] 且具有指定 [code]name[/code] 和 [code]theme_type[/" +"code] 的字体项目,则返回 [code]true[/code]。\n" +"有关详细信息,参阅 [method get_color]。" #: doc/classes/Control.xml:448 -#, fuzzy msgid "" "Returns [code]true[/code] if there is a local override for a theme [Font] " "with the specified [code]name[/code] in this [Control] node.\n" "See [method add_font_override]." msgstr "" -"如果由名称 [code]name[/code] 指定的设置存在,则返回 [code]true[/code],否则返" -"回 [code]false[/code]。" +"如果在此 [Control] 节点中具有指定 [code]name[/code] 的主题 [Font] 的本地覆盖" +"项目,则返回 [code]true[/code]。\n" +"参阅[method add_font_override]。" #: doc/classes/Control.xml:457 -#, fuzzy msgid "" "Returns [code]true[/code] if there is a matching [Theme] in the tree that " "has an icon item with the specified [code]name[/code] and [code]theme_type[/" "code].\n" "See [method get_color] for details." msgstr "" -"如果可以实例化指定[code]class[/code]中的对象,则返回[code] true [/code],否则" -"返回[code] false [/code]。" +"如果树中存在匹配的 [Theme] 且具有指定 [code]name[/code] 和 [code]theme_type[/" +"code] 的图标项目,则返回 [code]true[/code]。\n" +"有关详细信息,参阅 [method get_color]。" #: doc/classes/Control.xml:465 -#, fuzzy msgid "" "Returns [code]true[/code] if there is a local override for a theme icon with " "the specified [code]name[/code] in this [Control] node.\n" "See [method add_icon_override]." msgstr "" -"如果由名称 [code]name[/code] 指定的设置存在,则返回 [code]true[/code],否则返" -"回 [code]false[/code]。" +"如果此 [Control] 节点中具有指定 [code]name[/code] 的主题图标存在本地覆盖项," +"则返回 [code]true[/code]。\n" +"参阅 [method add_icon_override]。" #: doc/classes/Control.xml:473 msgid "" @@ -18755,35 +19079,35 @@ msgstr "" "has_point(point)[/code]。" #: doc/classes/Control.xml:482 -#, fuzzy msgid "" "Returns [code]true[/code] if there is a local override for a theme shader " "with the specified [code]name[/code] in this [Control] node.\n" "See [method add_shader_override]." msgstr "" -"如果由名称 [code]name[/code] 指定的设置存在,则返回 [code]true[/code],否则返" -"回 [code]false[/code]。" +"如果此 [Control] 节点中具有指定 [code]name[/code] 的主题着色器存在本地覆盖" +"项,则返回 [code]true[/code]。\n" +"参阅[method add_shader_override]。" #: doc/classes/Control.xml:491 -#, fuzzy msgid "" "Returns [code]true[/code] if there is a matching [Theme] in the tree that " "has a stylebox item with the specified [code]name[/code] and " "[code]theme_type[/code].\n" "See [method get_color] for details." msgstr "" -"如果可以实例化指定[code]class[/code]中的对象,则返回[code] true [/code],否则" -"返回[code] false [/code]。" +"如果树中存在匹配的 [Theme] 且具有指定 [code]name[/code] 和 [code]theme_type[/" +"code] 的样式框项目,则返回 [code]true[/code]。\n" +"有关详细信息,参阅 [method get_color]。" #: doc/classes/Control.xml:499 -#, fuzzy msgid "" "Returns [code]true[/code] if there is a local override for a theme " "[StyleBox] with the specified [code]name[/code] in this [Control] node.\n" "See [method add_stylebox_override]." msgstr "" -"如果具有给定[code]name[/code]的[StyleBox]在此[Control]节点中具有有效的覆盖," -"则返回[code] true [/code]。" +"如果在此 [Control] 节点中具有指定 [code]name[/code] 的主题 [StyleBox] 的本地" +"覆盖项,则返回 [code]true[/code]。\n" +"参阅 [method add_stylebox_override]。" #: doc/classes/Control.xml:506 msgid "" @@ -18844,7 +19168,6 @@ msgstr "" "set_margins_preset]。" #: doc/classes/Control.xml:551 -#, fuzzy msgid "" "Sets the anchors to a [code]preset[/code] from [enum Control.LayoutPreset] " "enum. This is the code equivalent to using the Layout menu in the 2D " @@ -18852,9 +19175,9 @@ msgid "" "If [code]keep_margins[/code] is [code]true[/code], control's position will " "also be updated." msgstr "" -"将锚设置为 [code] preset [/code] 从 [enum Control.LayoutPreset] 列举。这相当" -"于在 2D 编辑器中使用布局菜单。\n" -"如果 [code]keep_margins[/code] 是[code]true[/code],控制的位置也将更新。" +"将锚点设置为 [enum Control.LayoutPreset] 枚举中的 [code]preset[/code]。这是等" +"效于在 2D 编辑器中使用布局菜单的编码。\n" +"如果 [code]keep_margins[/code] 是 [code]true[/code],控件的位置也会更新。" #: doc/classes/Control.xml:559 msgid "" @@ -18918,7 +19241,6 @@ msgstr "" "[/codeblock]" #: doc/classes/Control.xml:594 -#, fuzzy msgid "" "Shows the given control at the mouse pointer. A good time to call this " "method is in [method get_drag_data]. The control must not be in the scene " @@ -18937,13 +19259,14 @@ msgid "" " return color\n" "[/codeblock]" msgstr "" -"在鼠标指针处显示给定的控件。调用此方法的好时机在[method get_drag_data]中。该" -"控件一定不能在场景树中。\n" +"在鼠标指针处显示指定的控件。调用此方法好的时机,是在 [method get_drag_data] " +"中。控件不得位于场景树当中。你不应该释放控件,也不应该在拖动持续时间结束保留" +"对控件的引用。拖拽结束后会自动删除。\n" "[codeblock]\n" "export (Color, RGBA) var color = Color(1, 0, 0, 1)\n" "\n" "func get_drag_data(position):\n" -" # Use a control that is not in the tree\n" +" # 使用不在树中的控件\n" " var cpb = ColorPickerButton.new()\n" " cpb.color = color\n" " cpb.rect_size = Vector2(50, 50)\n" @@ -18989,7 +19312,6 @@ msgstr "" "margin_right]和[member margin_top]的设置方法。" #: doc/classes/Control.xml:646 -#, fuzzy msgid "" "Sets the margins to a [code]preset[/code] from [enum Control.LayoutPreset] " "enum. This is the code equivalent to using the Layout menu in the 2D " @@ -19001,12 +19323,12 @@ msgid "" "Use parameter [code]margin[/code] to determine the gap between the [Control] " "and the edges." msgstr "" -"将[enum Control.LayoutPreset]枚举的边距设置为[code]preset[/code]。这等效于在" -"2D编辑器中使用“布局”菜单的代码。\n" -"将参数[code] resize_mode [/code]与[enum Control.LayoutPresetMode]中的常量一起" -"使用,可以更好地确定[Control]的结果大小。如果将恒定大小与更改大小的预设一起使" -"用,例如[code] PRESET_LEFT_WIDE [/code]。\n" -"使用参数[code] margin [/code]确定[Control]和边缘之间的间隙。" +"从 [enum Control.LayoutPreset] 枚举将边距设置为 [code]preset[/code]。这是等效" +"于在 2D 编辑器中使用布局菜单的编码。\n" +"使用参数 [code]resize_mode[/code] 和 [enum Control.LayoutPresetMode] 中的常量" +"来更好地确定 [Control] 的最终大小。如果与更改大小的预设一起使用,则常规大小将" +"被忽略,例如[code]PRESET_LEFT_WIDE[/code]。\n" +"使用参数 [code]margin[/code] 确定 [Control] 和边缘之间的间隙。" #: doc/classes/Control.xml:656 msgid "" @@ -19042,14 +19364,19 @@ msgid "" "If [code]exclusive[/code] is [code]true[/code], other controls will not " "receive input and clicking outside this control will not close it." msgstr "" +"模态显示控件。控件必须是一个子窗口。模态控件捕获输入信号,直到关闭或访问它们" +"之外的区域。当模态控件失去焦点或按下 ESC 键时,会自动隐藏。模态控件广泛用于弹" +"出对话框和菜单。\n" +"如果 [code]exclusive[/code] 为 [code]true[/code],则其他控件将不会接收输入," +"并且在此控件外单击不会关闭它。" #: doc/classes/Control.xml:688 msgid "" "Moves the mouse cursor to [code]to_position[/code], relative to [member " "rect_position] of this [Control]." msgstr "" -"将鼠标光标移动到[code]to_position[/code],相对于这个[控件]的[member " -"rect_position]。" +"将鼠标光标移动到 [code]to_position[/code],相对于这个控件 [Control] 的 " +"[member rect_position]。" #: doc/classes/Control.xml:694 msgid "" @@ -19082,14 +19409,13 @@ msgstr "" "更改右边距的更新方式。为了方便起见,可以使用[enum Anchor]常量之一。" #: doc/classes/Control.xml:703 -#, fuzzy msgid "" "Anchors the top edge of the node to the origin, the center or the end of its " "parent control. It changes how the top margin updates when the node moves or " "changes size. You can use one of the [enum Anchor] constants for convenience." msgstr "" -"将节点的顶部边缘锚定到其父控件的原点,中心或末端。它更改了节点移动或更改大小" -"时上边距的更新方式。为了方便起见,可以使用[enum Anchor]常量之一。" +"锚定节点的顶部边缘到原点、中心或其父控件的末端。当节点移动或改变大小时,它可" +"以改变顶边的更新方式。为了便捷,你可以使用[enum Anchor]常数之一。" #: doc/classes/Control.xml:706 msgid "" @@ -19126,7 +19452,6 @@ msgstr "" "最接近的[Control]。" #: doc/classes/Control.xml:715 -#, fuzzy msgid "" "Tells Godot which node it should give keyboard focus to if the user presses " "the right arrow on the keyboard or right on a gamepad by default. You can " @@ -19134,10 +19459,10 @@ msgid "" "must be a [Control]. If this property is not set, Godot will give focus to " "the closest [Control] to the bottom of this one." msgstr "" -"告诉Godot,默认情况下,如果用户按下键盘上的向右箭头或游戏手柄上的向右箭头,则" -"应将焦点对准哪个节点。您可以通过编辑[code] ui_right [/code]输入操作来更改键。" -"该节点必须是[Control]。如果未设置此属性,则Godot会将焦点放在该控件底部最接近" -"的[Control]。" +"告诉Godot,如果用户按键盘上的右键或默认的游戏手柄上的右键,它应该把键盘焦点给" +"哪个节点。你可以通过编辑[code]ui_right[/code]输入动作来改变这个键。该节点必须" +"是一个[Control]。如果没有设置这个属性,Godot将把焦点交给离这个节点底部最近的" +"[Control]。" #: doc/classes/Control.xml:718 msgid "" @@ -19153,7 +19478,6 @@ msgstr "" "接近的[Control]。" #: doc/classes/Control.xml:721 -#, fuzzy msgid "" "Tells Godot which node it should give keyboard focus to if the user presses " "Tab on a keyboard by default. You can change the key by editing the " @@ -19161,12 +19485,11 @@ msgid "" "If this property is not set, Godot will select a \"best guess\" based on " "surrounding nodes in the scene tree." msgstr "" -"告诉Godot,如果用户默认情况下按键盘上的[kbd] Tab [/kbd],则应将焦点对准键盘上" -"的哪个节点。您可以通过编辑[code] ui_focus_next [/code]输入操作来更改键。\n" -"如果未设置此属性,则Godot将基于场景树中的周围节点选择“best guess”。" +"告诉Godot,如果用户默认按键盘上的Tab键,它应该把键盘焦点给哪个节点。你可以通" +"过编辑[code]ui_focus_next[/code]输入动作来改变这个键。\n" +"如果这个属性没有设置,Godot会根据场景树中的周围节点选择一个 \"最佳猜测\"。" #: doc/classes/Control.xml:725 -#, fuzzy msgid "" "Tells Godot which node it should give keyboard focus to if the user presses " "Shift+Tab on a keyboard by default. You can change the key by editing the " @@ -19174,9 +19497,9 @@ msgid "" "If this property is not set, Godot will select a \"best guess\" based on " "surrounding nodes in the scene tree." msgstr "" -"告诉Godot,如果用户默认情况下按键盘上的[kbd] Shift + Tab [/kbd],则应将焦点对" -"准哪个节点。您可以通过编辑[code] ui_focus_prev [/code]输入操作来更改键。\n" -"如果未设置此属性,则Godot将基于场景树中的周围节点选择“best guess”。" +"告诉Godot,如果用户按键盘上的Shift+Tab键,它应该把键盘焦点给哪个节点,这是默" +"认。你可以通过编辑[code]ui_focus_prev[/code]输入动作来改变这个键。\n" +"如果没有设置这个属性,Godot会根据场景树中的周围节点选择一个 \"最佳猜测\"。" #: doc/classes/Control.xml:729 msgid "" @@ -19218,6 +19541,22 @@ msgid "" "theme.set_color(\"font_color\", \"TooltipLabel\", Color(0, 1, 1))\n" "[/codeblock]" msgstr "" +"改变工具提示的文本。当用户的鼠标光标在这个控件上停留片刻,工具提示就会出现," +"前提是[member mouse_filter]属性非[constant MOUSE_FILTER_IGNORE]。你可以用项目" +"设置中的[code]gui/timers/tooltip_delay_sec[/code]选项改变工具提示出现的时" +"间。\n" +"工具提示的弹出将使用默认的实现,或者你可以通过覆盖[method " +"_make_custom_tooltip]提供一个自定义的实现。默认的工具提示包括一个[PopupPanel]" +"和[Label],其主题属性可以通过[code]\"TooltipPanel\"[/code]和" +"[code]\"TooltipLabel\"[/code]方法分别进行自定义。如:\n" +"[codeblock]\n" +"var style_box = StyleBoxFlat.new()\n" +"style_box.set_bg_color(Color(1, 1, 0))\n" +"style_box.set_border_width_all(2)\n" +"# 我们在这里假设`theme`属性已经被事先分配了一个自定义的Theme。\n" +"theme.set_stylebox(\"panel\", \"TooltipPanel\", style_box)\n" +"theme.set_color(\"font_color\", \"TooltipLabel\", Color(0, 1, 1))\n" +"[/codeblock]" #: doc/classes/Control.xml:747 msgid "" @@ -19226,6 +19565,9 @@ msgid "" "handling. The viewport first hides the modal and after marks the input as " "handled." msgstr "" +"启用当你关闭控件模态时,输入是否传播。\n" +"如果[code]false[/code],在视窗输入事件处理时停止事件处理。视窗首先隐藏模态," +"之后将输入标记为已处理。" #: doc/classes/Control.xml:751 msgid "" @@ -19352,7 +19694,6 @@ msgstr "" "的位置。" #: doc/classes/Control.xml:792 -#, fuzzy msgid "" "The node's scale, relative to its [member rect_size]. Change this property " "to scale the node around its [member rect_pivot_offset]. The Control's " @@ -19369,17 +19710,17 @@ msgid "" "[code]yield(get_tree(), \"idle_frame\")[/code] then set its [member " "rect_scale] property." msgstr "" -"节点相对于其[member rect_size]的比例。更改此属性以围绕其[member " -"rect_pivot_offset]缩放节点。控件的[member hint_tooltip]也会根据此值进行缩" -"放。\n" -"[b]注意:[/b]此属性主要用于动画目的。缩放控件时,控件内的文本将看起来像素化或" -"模糊。要在您的项目中支持多种分辨率,请使用[url = https://docs.godotengine." -"org/zh_CN/latest/tutorials/viewports/multiple_resolutions." -"html]documentation[/ url]中所述的适当视口拉伸模式分别缩放控件。\n" -"[b]注意:[/b]如果控制节点是[Container]节点的子级,则在场景被实例化时,比例将" -"重置为[code] Vector2(1, 1)[/code]。要设置控件的缩放比例,请使用[code] yield " -"(get_tree(), \"idle_frame\")[/code]等待一帧,然后设置其[member rect_scale]属" -"性。" +"节点的缩放,相对于其[member rect_size]。改变这个属性可以使节点围绕它的" +"[member rect_pivot_offset]缩放。控件的[member hint_tooltip]也将根据这个值进行" +"缩放。\n" +"[b]注意:[/b] 这个属性主要用于动画用途。当控件被缩放时,控件内的文本将看起来" +"是像素化或模糊的。要在你的项目支持多种分辨率,请使用[url=https://docs." +"godotengine.org/en/3.4/tutorials/viewports/multiple_resolutions.html]文档[/" +"url]中描述的合适的视窗拉伸模式,而不是单独缩放控件。\n" +"[b]注意:[/b] 如果控件节点是[Container]节点的一个子节点,当场景实例化时,缩放" +"将被重置为[code]Vector2(1, 1)[/code]。要在实例化时设置控件的缩放,使用" +"[code]yield(get_tree(), \"idle_frame\")[/code]等待一帧,然后设置其[member " +"rect_scale]属性。" #: doc/classes/Control.xml:797 msgid "" @@ -19440,9 +19781,8 @@ msgid "Emitted when the node's minimum size changes." msgstr "当节点的最小大小更改时发出。" #: doc/classes/Control.xml:836 -#, fuzzy msgid "Emitted when a modal [Control] is closed. See [method show_modal]." -msgstr "按下自定义按钮时发出。 参阅[方法add_button]。" +msgstr "当模态控件[Control]被关闭时触发。参阅[method show_modal]。" #: doc/classes/Control.xml:841 msgid "" @@ -19453,6 +19793,11 @@ msgid "" "at least until the mouse is moved to reach the parent's [code]Rect[/code] " "area." msgstr "" +"当鼠标进入控件的[code]Rect[/code]区域时触发,只要其[member mouse_filter]允许" +"事件到达。\n" +"[b]注意:[/b] 如果鼠标在进入父控件的[code]Rect[/code]区域之前进入子[Control]" +"节点,在鼠标移动到父控件的[code]Rect[/code]区域之前,不会发出[signal " +"mouse_entered]。" #: doc/classes/Control.xml:847 msgid "" @@ -19462,6 +19807,10 @@ msgid "" "child [Control] node, even if the mouse cursor is still inside the parent's " "[code]Rect[/code] area." msgstr "" +"当鼠标离开控件的[code]Rect[/code]区域时触发,只要其[member mouse_filter]允许" +"事件到达。\n" +"[b]注意:[/b] 如果鼠标进入一个子[Control]节点,即使鼠标光标仍然在父" +"[code]Rect[/code]区域内,[signal mouse_exited]也将触发。" #: doc/classes/Control.xml:853 msgid "Emitted when the control changes size." @@ -19514,18 +19863,17 @@ msgid "Sent when the node loses focus." msgstr "当节点失去焦点时发送。" #: doc/classes/Control.xml:888 -#, fuzzy msgid "" "Sent when the node's [member theme] changes, right before Godot redraws the " "control. Happens when you call one of the [code]add_*_override[/code] " "methods." msgstr "" -"当节点的[member theme]更改时发送,就在Godot重画控件之前。调用[code] " -"add_theme _ * _ override [/code]方法之一时发生。" +"当节点的 [member theme] 改变时,就在Godot重绘控件之前发送。当你调用" +"[code]add_*_override[/code]方法之一时发生。" #: doc/classes/Control.xml:891 msgid "Sent when an open modal dialog closes. See [method show_modal]." -msgstr "" +msgstr "当一个打开的模态对话框关闭时发送。参阅[method show_modal]。" #: doc/classes/Control.xml:894 msgid "" @@ -19970,10 +20318,9 @@ msgid "Convex polygon shape for 3D physics." msgstr "用于3D物理的凸多边形形状。" #: doc/classes/ConvexPolygonShape.xml:7 -#, fuzzy msgid "" "Convex polygon shape resource, which can be added to a [PhysicsBody] or area." -msgstr "凸多边形形状资源,可以将其添加到[PhysicsBody3D]或区域中。" +msgstr "凸多边形形状资源,可以添加到[PhysicsBody]或area区域。" #: doc/classes/ConvexPolygonShape.xml:16 msgid "The list of 3D points forming the convex polygon shape." @@ -20002,14 +20349,13 @@ msgstr "" "以加快碰撞检测的速度。" #: doc/classes/ConvexPolygonShape2D.xml:17 -#, fuzzy msgid "" "Based on the set of points provided, this creates and assigns the [member " "points] property using the convex hull algorithm. Removing all unneeded " "points. See [method Geometry.convex_hull_2d] for details." msgstr "" -"基于提供的点集,这将使用凸包算法创建并分配[member points]属性。删除所有不需要" -"的点。有关详细信息,请参阅[method Geometry2D.convex_hull]。" +"基于所提供点的集合,使用凸包算法创建和分配 [member points]属性。删除所有不需" +"要的点。参阅[method Geometry.convex_hull_2d]。" #: doc/classes/ConvexPolygonShape2D.xml:23 msgid "" @@ -20022,7 +20368,6 @@ msgid "CPU-based 3D particle emitter." msgstr "基于CPU的3D粒子发射器。" #: doc/classes/CPUParticles.xml:7 -#, fuzzy msgid "" "CPU-based 3D particle node used to create a variety of particle systems and " "effects.\n" @@ -20032,16 +20377,15 @@ msgid "" "and doesn't need to be configured by the user." msgstr "" "基于CPU的3D粒子节点,用于创建各种粒子系统和效果。\n" -"另请参阅[GPUParticles3D],它提供与硬件加速相同的功能,但可能无法在较旧的设备" -"上运行。" +"参阅[Particles],它是以硬件加速提供相同的功能,但可能无法在旧设备上运行。\n" +"[b]注意:[/b] 与[Particles]不同,其可见性矩形是即时生成的,不需要用户配置。" #: doc/classes/CPUParticles.xml:18 -#, fuzzy msgid "" "Sets this node's properties to match a given [Particles] node with an " "assigned [ParticlesMaterial]." msgstr "" -"设置此节点的属性,以使给定的[GPUParticles2D]节点与分配的[ParticlesMaterial]匹" +"设置此节点的属性,以将给定的 [Particles] 节点与指定的 [ParticlesMaterial] 匹" "配。" #: doc/classes/CPUParticles.xml:25 doc/classes/CPUParticles2D.xml:26 @@ -20092,6 +20436,9 @@ msgid "" "therefore removing all particles that were already emitted before changing " "[member amount]." msgstr "" +"在一个发射周期内排放的粒子数(对应于[member lifetime])。\n" +"[b]注意:[/b]改变[member amount]将重置粒子发射,因此,在改变[member amount]之" +"前已经排放的所有粒子将被移除。" #: doc/classes/CPUParticles.xml:94 doc/classes/CPUParticles2D.xml:95 msgid "Initial rotation applied to each particle, in degrees." @@ -20150,22 +20497,21 @@ msgid "Animation speed randomness ratio." msgstr "动画速度随机率。" #: doc/classes/CPUParticles.xml:130 -#, fuzzy msgid "" "Each particle's initial color. To have particle display color in a " "[SpatialMaterial] make sure to set [member SpatialMaterial." "vertex_color_use_as_albedo] to [code]true[/code]." msgstr "" -"每个粒子的初始颜色。如果[GPUParticles2D]的[code]texture[/code]被定义,它将乘" -"以这个颜色。要让粒子在[BaseMaterial3D]中显示颜色,请确保设置[member " -"BaseMaterial3D]。vertex_color_use_as_albedo] [code]true[/code]。" +"每个粒子的初始颜色。为了让粒子在[SpatialMaterial]中显示颜色,请确保将[member " +"SpatialMaterial.vertex_color_use_as_albedo]设置为[code]true[/code]。" #: doc/classes/CPUParticles.xml:133 doc/classes/ParticlesMaterial.xml:118 -#, fuzzy msgid "" "Each particle's color will vary along this [GradientTexture] over its " "lifetime (multiplied with [member color])." -msgstr "每个粒子的颜色将沿着这个[GradientTexture]变化。" +msgstr "" +"每个粒子的颜色将在其生命周期内随着这个[GradientTexture]变化,即与[member " +"color]相乘。" #: doc/classes/CPUParticles.xml:136 doc/classes/CPUParticles2D.xml:137 #: doc/classes/ParticlesMaterial.xml:121 @@ -20221,32 +20567,28 @@ msgstr "" "EMISSION_SHAPE_DIRECTED_POINTS]时产生粒子的初始位置。" #: doc/classes/CPUParticles.xml:163 -#, fuzzy msgid "" "The axis for the ring shaped emitter when using [constant " "EMISSION_SHAPE_RING]." -msgstr "设置使用[constant EMISSION_SHAPE_DIRECTED_POINTS]时粒子发射的方向。" +msgstr "使用[constant EMISSION_SHAPE_RING]时,环形发射器的轴。" #: doc/classes/CPUParticles.xml:166 -#, fuzzy msgid "" "The height for the ring shaped emitter when using [constant " "EMISSION_SHAPE_RING]." -msgstr "设置使用[constant EMISSION_SHAPE_DIRECTED_POINTS]时粒子发射的方向。" +msgstr "使用[constant EMISSION_SHAPE_RING]时,环形发射器的高度。" #: doc/classes/CPUParticles.xml:169 -#, fuzzy msgid "" "The inner radius for the ring shaped emitter when using [constant " "EMISSION_SHAPE_RING]." -msgstr "设置使用[constant EMISSION_SHAPE_DIRECTED_POINTS]时粒子发射的方向。" +msgstr "使用[constant EMISSION_SHAPE_RING]时,环形发射器的内半径。" #: doc/classes/CPUParticles.xml:172 -#, fuzzy msgid "" "The radius for the ring shaped emitter when using [constant " "EMISSION_SHAPE_RING]." -msgstr "设置使用[constant EMISSION_SHAPE_DIRECTED_POINTS]时粒子发射的方向。" +msgstr "使用[constant EMISSION_SHAPE_RING]时,环形发射器的半径。" #: doc/classes/CPUParticles.xml:175 doc/classes/CPUParticles2D.xml:164 msgid "" @@ -20347,9 +20689,8 @@ msgstr "初始速度随机率。" #: doc/classes/CPUParticles.xml:223 doc/classes/CPUParticles2D.xml:203 #: doc/classes/Particles.xml:81 doc/classes/Particles2D.xml:52 -#, fuzzy msgid "The amount of time each particle will exist (in seconds)." -msgstr "每个粒子将存在的时间量。" +msgstr "每个粒子存在的时间,以秒为单位。" #: doc/classes/CPUParticles.xml:226 doc/classes/CPUParticles2D.xml:206 #: doc/classes/ParticlesMaterial.xml:196 @@ -20656,9 +20997,8 @@ msgstr "" "调制。" #: doc/classes/CPUParticles.xml:373 doc/classes/ParticlesMaterial.xml:325 -#, fuzzy msgid "Particles will be emitted in a ring or cylinder." -msgstr "粒子将在矩形区域内发射。" +msgstr "粒子将以环形或圆柱的形式发射出来。" #: doc/classes/CPUParticles.xml:376 doc/classes/CPUParticles2D.xml:353 #: doc/classes/ParticlesMaterial.xml:328 @@ -20670,7 +21010,6 @@ msgid "CPU-based 2D particle emitter." msgstr "基于CPU的2D粒子发射器。" #: doc/classes/CPUParticles2D.xml:7 -#, fuzzy msgid "" "CPU-based 2D particle node used to create a variety of particle systems and " "effects.\n" @@ -20680,8 +21019,8 @@ msgid "" "fly and doesn't need to be configured by the user." msgstr "" "基于CPU的2D粒子节点,用于创建各种粒子系统和效果。\n" -"另请参阅[GPUParticles2D],它提供与硬件加速相同的功能,但可能无法在较旧的设备" -"上运行。" +"参阅[Particles2D],它通过硬件加速提供相同的功能,但可能无法在旧设备上运行。\n" +"[b]注意:[/b] 其与[Particles2D]不同,可见性矩形是即时生成的,不需要用户配置。" #: doc/classes/CPUParticles2D.xml:12 doc/classes/Particles2D.xml:14 msgid "" @@ -20690,13 +21029,12 @@ msgstr "" "https://docs.godotengine.org/en/3.4/tutorials/2d/particle_systems_2d.html" #: doc/classes/CPUParticles2D.xml:19 -#, fuzzy msgid "" "Sets this node's properties to match a given [Particles2D] node with an " "assigned [ParticlesMaterial]." msgstr "" -"设置此节点的属性,以使给定的[GPUParticles2D]节点与分配的[ParticlesMaterial]匹" -"配。" +"设置此节点的属性,以将给定的 [Particles2D] 节点与指定的 [ParticlesMaterial] " +"匹配。" #: doc/classes/CPUParticles2D.xml:131 msgid "" @@ -20705,11 +21043,10 @@ msgid "" msgstr "每个粒子的初始颜色。如果定义了[member 纹理],它将乘以该颜色。" #: doc/classes/CPUParticles2D.xml:134 -#, fuzzy msgid "" "Each particle's color will vary along this [Gradient] (multiplied with " "[member color])." -msgstr "每个粒子的颜色将沿着这个[GradientTexture]变化。" +msgstr "每个粒子的颜色将随着这个[Gradient]变化,即与[member color]相乘。" #: doc/classes/CPUParticles2D.xml:161 msgid "" @@ -20871,35 +21208,35 @@ msgid "" "string-comparison-with-double-hmac-strategy]this blog post[/url] for more " "information." msgstr "" +"比较两个[PoolByteArray]是否相等,而不泄露时间信息,以防止计时攻击。\n" +"更多信息参阅[url=https://paragonie.com/blog/2015/11/preventing-timing-" +"attacks-on-string-comparison-with-double-hmac-strategy]这篇博文[/url]。" #: doc/classes/Crypto.xml:56 -#, fuzzy msgid "" "Decrypt the given [code]ciphertext[/code] with the provided private " "[code]key[/code].\n" "[b]Note:[/b] The maximum size of accepted ciphertext is limited by the key " "size." msgstr "" -"用提供的私有[code]key[/code]解密给定的[code]ciphertext[/code]。\n" -"[b]注[/b]:可接受的密文的最大大小受密钥大小限制。" +"用提供的私人[code]key[/code]解密给定的[code]ciphertext[/code]。\n" +"[b]注意:[/b]所接受的密码文本的最大尺寸受到密钥大小限制。" #: doc/classes/Crypto.xml:65 -#, fuzzy msgid "" "Encrypt the given [code]plaintext[/code] with the provided public [code]key[/" "code].\n" "[b]Note:[/b] The maximum size of accepted plaintext is limited by the key " "size." msgstr "" -"使用提供的公共[code]key[/code]对给定的[code]plaintext[/code]进行加密。\n" -"[b]注[/b]:可接受的明文的最大大小受密钥大小限制。" +"用提供的公钥 [code]key[/code] 加密给定的[code]plaintext[/code]。\n" +"[b]注意:[/b]接受的明文的最大尺寸受到密钥大小的限制。" #: doc/classes/Crypto.xml:73 -#, fuzzy msgid "" "Generates a [PoolByteArray] of cryptographically secure random bytes with " "given [code]size[/code]." -msgstr "生成具有给定[code]size[/code]的加密安全随机字节的[PackedByteArray]。" +msgstr "生成具有给定 [code]size[/code] 的加密安全随机字节的 [PoolByteArray]。" #: doc/classes/Crypto.xml:80 msgid "" @@ -20953,6 +21290,11 @@ msgid "" "Currently, only [constant HashingContext.HASH_SHA256] and [constant " "HashingContext.HASH_SHA1] are supported." msgstr "" +"使用 [code]key[/code] 生成 [code]msg[/code] 的 [url=https://en.wikipedia.org/" +"wiki/HMAC]HMAC[/url] 摘要。 [code]hash_type[/code] 参数是用于内部和外部哈希的" +"哈希算法。\n" +"目前仅支持 [constant HashingContext.HASH_SHA256] 和 [constant HashingContext." +"HASH_SHA1]。" #: doc/classes/Crypto.xml:117 msgid "" @@ -20997,17 +21339,16 @@ msgstr "" "如果此CryptoKey仅具有公共部分,而没有私有部分,则返回[code] true [/code]。" #: doc/classes/CryptoKey.xml:25 -#, fuzzy msgid "" "Loads a key from [code]path[/code]. If [code]public_only[/code] is " "[code]true[/code], only the public key will be loaded.\n" "[b]Note:[/b] [code]path[/code] should be a \"*.pub\" file if " "[code]public_only[/code] is [code]true[/code], a \"*.key\" file otherwise." msgstr "" -"从[code]path[/code]加载密钥。如果[code] public_only [/code]为[code] true [/" -"code],则仅会加载公共密钥。\n" -"[b]注释[/b]:如果[code] public_only [/code]为[code] true [/code],则[code] " -"path [/code]应为“ * .pub”文件,否则为“ * .key”文件。" +"从[code]path[/code]加载一个密钥。如果[code]public_only[/code]是[code]true[/" +"code],将只加载公钥。\n" +"[b]注意:[/b] 如果[code]public_only[/code]是[code]true[/code],[code]path[/" +"code]应该是一个 \"*.pub \" 文件,否则是 \"*.key \" 文件。" #: doc/classes/CryptoKey.xml:34 msgid "" @@ -21018,17 +21359,16 @@ msgstr "" "true [/code],则仅会加载公共密钥。" #: doc/classes/CryptoKey.xml:42 -#, fuzzy msgid "" "Saves a key to the given [code]path[/code]. If [code]public_only[/code] is " "[code]true[/code], only the public key will be saved.\n" "[b]Note:[/b] [code]path[/code] should be a \"*.pub\" file if " "[code]public_only[/code] is [code]true[/code], a \"*.key\" file otherwise." msgstr "" -"将密钥保存到给定的[code]path[/code]。如果[code] public_only [/code]为[code] " -"true [/code],则仅会保存公钥。\n" -"[b]注意[/b]:如果[code] public_only [/code]为[code] true [/code],则[code] " -"path [/code]应为“ * .pub”文件,否则为“ * .key”文件。" +"将密钥保存到给定的 [code]path[/code]。如果 [code]public_only[/code] 为 " +"[code]true[/code],则只会保存公钥。\n" +"[b]注意:[/b]如果[code]public_only[/code]是[code]true[/code],则[code]path[/" +"code]应该是一个\"*.pub\"文件,否则是\"*.key\"文件。" #: doc/classes/CryptoKey.xml:50 msgid "" @@ -21067,7 +21407,6 @@ msgid "A CSG node that allows you to combine other CSG modifiers." msgstr "一个CSG节点,允许您组合其他CSG修改器。" #: modules/csg/doc_classes/CSGCombiner.xml:7 -#, fuzzy msgid "" "For complex arrangements of shapes, it is sometimes needed to add structure " "to your CSG nodes. The CSGCombiner node allows you to create this structure. " @@ -21078,10 +21417,11 @@ msgid "" "then do an operation that takes the two end results as its input to create " "the final shape." msgstr "" -"对于复杂的形状排列,有时需要将结构添加到CSG节点。 CSGCombiner3D节点允许您创建" -"此结构。节点封装其子节点的CSG操作结果。以此方式,可以对作为一个CSGCombiner3D" -"节点的子代的一组形状进行操作,对作为第二CSGCombiner3D节点的子代的第二组形状进" -"行一组单独操作,然后进行以下操作:将两个最终结果作为输入以创建最终形状。" +"对于复杂的形状排列,有时需要向CSG节点添加结构体。CSGCombiner节点允许你创建这" +"种结构体。该节点封装了其子节点的CSG操作的结果。通过这种方式,可以对作为一个" +"CSGCombiner节点的子节点的一组形状进行操作,并对作为第二个CSGCombiner节点的子" +"节点的第二组形状进行单独的操作,然后进行操作,将两个最终结果作为其输入来创建" +"最终形状。" #: modules/csg/doc_classes/CSGCylinder.xml:4 msgid "A CSG Cylinder shape." @@ -21124,7 +21464,7 @@ msgid "" "will have a flat shaded look." msgstr "" "如果[code] true [/code],则将圆柱体的法线设置为具有平滑效果,使圆柱体看起来是" -"圆形的。如果[code]false[/code],则圆柱体将具有平坦的阴影外观。" +"圆形的。如果[code]false[/code],则圆柱体将具有平坦的阴影表现。" #: modules/csg/doc_classes/CSGMesh.xml:4 msgid "A CSG Mesh shape that uses a mesh resource." @@ -21152,6 +21492,10 @@ msgid "" "If a flat shader is required, ensure that all faces' vertex normals are " "parallel." msgstr "" +"用来作为CSG形状的[Mesh]资源。\n" +"[b]注意:[/b] 当使用[ArrayMesh]时,除非需要一个平面着色器,否则要避免使用顶点" +"法线的网格。默认情况下,CSGMesh会忽略网格的顶点法线,并使用面的法线计算平整的" +"着色器。如果需要使用平面着色器,请确保所有面的顶点法线是平行的。" #: modules/csg/doc_classes/CSGPolygon.xml:4 msgid "Extrudes a 2D polygon shape to create a 3D mesh." @@ -21161,13 +21505,12 @@ msgstr "拉伸2D多边形形状以创建3D网格。" msgid "" "An array of 2D points is extruded to quickly and easily create a variety of " "3D meshes." -msgstr "" +msgstr "挤出一组 2D 点以快速创建各种 3D 网格。" #: modules/csg/doc_classes/CSGPolygon.xml:15 -#, fuzzy msgid "" "When [member mode] is [constant MODE_DEPTH], the depth of the extrusion." -msgstr "[member mode]为[constant MODE_DEPTH]时的挤出深度。" +msgstr "当[member mode]为[constant MODE_DEPTH]时,挤出的深度。" #: modules/csg/doc_classes/CSGPolygon.xml:18 msgid "" @@ -21176,10 +21519,13 @@ msgid "" "V around the outline of the [member polygon]), the bottom-left quarter to " "the front end face, and the bottom-right quarter to the back end face." msgstr "" +"用于生成的网格的材质。UV将材质的上半部分映射到挤出的形状,即U沿挤出物的长度," +"V围绕 [member polygon]的轮廓,左下角的四分之一映射到前端面,右下角的四分之一" +"映射到后端面。" #: modules/csg/doc_classes/CSGPolygon.xml:21 msgid "The [member mode] used to extrude the [member polygon]." -msgstr "" +msgstr "用于挤出 [member polygon] 的 [member mode] 。" #: modules/csg/doc_classes/CSGPolygon.xml:24 msgid "" @@ -21188,12 +21534,15 @@ msgid "" "shape. If [code]false[/code] the top half of the material is repeated every " "step of the extrusion." msgstr "" +"当 [member mode] 为[constant MODE_PATH]时,默认情况下, [member material]的上" +"半部分会沿着挤出形状的整个长度被拉伸。如果[code]false[/code],挤出的每一步都" +"会重复材质的上半部分。" #: modules/csg/doc_classes/CSGPolygon.xml:27 msgid "" "When [member mode] is [constant MODE_PATH], the path interval or ratio of " "path points to extrusions." -msgstr "" +msgstr "当[member mode] 为[constant MODE_PATH]时,路径间隔或路径点比例挤出。" #: modules/csg/doc_classes/CSGPolygon.xml:30 msgid "" @@ -21201,6 +21550,8 @@ msgid "" "interval should be by distance ([constant PATH_INTERVAL_DISTANCE]) or " "subdivision fractions ([constant PATH_INTERVAL_SUBDIVIDE])." msgstr "" +"当 [member mode] 为 [constant MODE_PATH] 时,这将确定间隔是按距离([constant " +"PATH_INTERVAL_DISTANCE])还是细分分数([constant PATH_INTERVAL_SUBDIVIDE])。" #: modules/csg/doc_classes/CSGPolygon.xml:33 msgid "" @@ -21208,6 +21559,8 @@ msgid "" "the path are joined, by adding an extrusion between the last and first " "points of the path." msgstr "" +"当 [member mode] 为 [constant MODE_PATH] 时,如果 [code]true[/code] 路径的两" +"端会被连接起来,在路径的最后一个点和第一个点之间添加挤出。" #: modules/csg/doc_classes/CSGPolygon.xml:36 msgid "" @@ -21215,24 +21568,33 @@ msgid "" "[Transform] of the [CSGPolygon] is used as the starting point for the " "extrusions, not the [Transform] of the [member path_node]." msgstr "" +"当[member mode]为[constant MODE_PATH]时,如果[code]true[/code],则使用" +"[CSGPolygon]的[Transform]作为挤出的起点,而不是[member path_node]的" +"[Transform]。" #: modules/csg/doc_classes/CSGPolygon.xml:39 msgid "" "When [member mode] is [constant MODE_PATH], the location of the [Path] " "object used to extrude the [member polygon]." msgstr "" +"[member mode] 为[constant MODE_PATH]时,用于挤出 [member polygon] 的 [Path] " +"对象的坐标。" #: modules/csg/doc_classes/CSGPolygon.xml:42 msgid "" "When [member mode] is [constant MODE_PATH], the [enum PathRotation] method " "used to rotate the [member polygon] as it is extruded." msgstr "" +"当 [member mode] 为 [constant MODE_PATH] 时,[enum PathRotation] 方法用于在挤" +"出时旋转[member polygon]。" #: modules/csg/doc_classes/CSGPolygon.xml:45 msgid "" "When [member mode] is [constant MODE_PATH], extrusions that are less than " "this angle, will be merged together to reduce polygon count." msgstr "" +"当 [member mode] 为 [constant MODE_PATH] 时,小于此角度的挤出将合并在一起以减" +"少多边形数量。" #: modules/csg/doc_classes/CSGPolygon.xml:48 msgid "" @@ -21240,45 +21602,43 @@ msgid "" "path, in meters, the texture coordinates will tile. When set to 0, texture " "coordinates will match geometry exactly with no tiling." msgstr "" +"当[member mode] 为[constant MODE_PATH] 时,这是纹理坐标沿着路径的距离,以米为" +"单位,将进行平铺。当设置为0时,纹理坐标将与几何图形完全匹配,没有平铺。" #: modules/csg/doc_classes/CSGPolygon.xml:51 -#, fuzzy msgid "The point array that defines the 2D polygon that is extruded." -msgstr "点数组定义了我们将要拉伸的形状。" +msgstr "定义挤出的二维多边形的点数组。" #: modules/csg/doc_classes/CSGPolygon.xml:54 -#, fuzzy msgid "If [code]true[/code], applies smooth shading to the extrusions." -msgstr "如果[code]true[/code],隐藏指定索引的行。" +msgstr "如果[code]true[/code],则对挤出应用平滑着色。" #: modules/csg/doc_classes/CSGPolygon.xml:57 msgid "" "When [member mode] is [constant MODE_SPIN], the total number of degrees the " "[member polygon] is rotated when extruding." msgstr "" +"当[member mode]为[constant MODE_SPIN],[member polygon]在挤出时旋转的总度数。" #: modules/csg/doc_classes/CSGPolygon.xml:60 -#, fuzzy msgid "" "When [member mode] is [constant MODE_SPIN], the number of extrusions made." -msgstr "[member mode]为[constant MODE_SPIN]时的挤出次数。" +msgstr "[member mode] 为 [constant MODE_SPIN] 时,挤出的次数。" #: modules/csg/doc_classes/CSGPolygon.xml:65 msgid "The [member polygon] shape is extruded along the negative Z axis." -msgstr "" +msgstr "[member polygon] 形状沿负 Z 轴挤出。" #: modules/csg/doc_classes/CSGPolygon.xml:68 -#, fuzzy msgid "" "The [member polygon] shape is extruded by rotating it around the Y axis." -msgstr "通过绕轴旋转Shape3D可以将其拉伸。" +msgstr "[member polygon]形状通过围绕Y轴旋转来挤出。" #: modules/csg/doc_classes/CSGPolygon.xml:71 -#, fuzzy msgid "" "The [member polygon] shape is extruded along the [Path] specified in [member " "path_node]." -msgstr "Shape3D沿由[member path_node]中设置的[Shape3D]设置的路径拉伸。" +msgstr "[member polygon] 形状沿 [member path_node] 中指定的 [Path] 挤出。" #: modules/csg/doc_classes/CSGPolygon.xml:74 msgid "" @@ -21286,6 +21646,8 @@ msgid "" "[b]Note:[/b] Requires the path's Z coordinates to continually decrease to " "ensure viable shapes." msgstr "" +"[member polygon] 多边形的形状不会被旋转。\n" +"[b]注意:[/b]要求路径的Z坐标不断减少,以确保可行的形状。" #: modules/csg/doc_classes/CSGPolygon.xml:78 msgid "" @@ -21294,13 +21656,14 @@ msgid "" "[b]Note:[/b] Requires the path's Z coordinates to continually decrease to " "ensure viable shapes." msgstr "" +"[member polygon] 多边形的形状沿路径旋转,但不绕路径轴旋转。\n" +"[b]注意:[/b] 需要路径的 Z 坐标不断减小以确保可行的形状。" #: modules/csg/doc_classes/CSGPolygon.xml:82 -#, fuzzy msgid "" "The [member polygon] shape follows the path and its rotations around the " "path axis." -msgstr "绕X轴旋转时所能产生的最大力。" +msgstr "[member polygon] 多边形的形状跟随路径及其围绕路径轴的旋转。" #: modules/csg/doc_classes/CSGPolygon.xml:85 msgid "" @@ -21308,12 +21671,16 @@ msgid "" "will determine the distance, in meters, each interval of the path will " "extrude." msgstr "" +"当 [member mode] 被设置为路径[constant MODE_PATH] 时,[member path_interval] " +"将决定路径的每个间隔将被挤出的距离,单位为米。" #: modules/csg/doc_classes/CSGPolygon.xml:88 msgid "" "When [member mode] is set to [constant MODE_PATH], [member path_interval] " "will subdivide the polygons along the path." msgstr "" +"当 [member mode] 被设置为路径 [constant MODE_PATH]时,[member path_interval] " +"将沿着路径细分多边形。" #: modules/csg/doc_classes/CSGPrimitive.xml:4 msgid "Base class for CSG primitives." @@ -21384,7 +21751,6 @@ msgstr "" "均被忽略。" #: modules/csg/doc_classes/CSGShape.xml:60 -#, fuzzy msgid "" "The physics layers this area is in.\n" "Collidable objects can exist in any of 32 different layers. These layers " @@ -21398,11 +21764,13 @@ msgid "" "documentation for more information." msgstr "" "这个区域所处的物理层。\n" -"可碰撞的物体可以存在于32个不同的层中的任何一个。这些层的工作方式就像一个标签" -"系统,而不是可视化的。一个可碰撞对象可以使用这些层来选择它可以与哪些对象碰" -"撞,使用 collision_mask 属性。\n" -"如果对象A在对象B扫描的任何一个图层中,或者对象B在对象A扫描的任何一个图层中," -"那么就会检测到一个接触。" +"可碰撞的物体可以存在于32个不同层中的任何一个。这些层的工作就像一个标签系统," +"而不是可视化的。一个可碰撞物体可以使用这些层来选择它可以与哪些物体碰撞,使用 " +"collision_mask 属性。\n" +"如果对象A在对象B所扫描的任何层中,或者对象B在对象A所扫描的任何层中,就会检测" +"到接触。详见文档中的[url=https://docs.godotengine.org/en/3.4/tutorials/" +"physics/physics_introduction.html#collision-layers-and-masks]碰撞层和掩码[/" +"url]。" #: modules/csg/doc_classes/CSGShape.xml:65 msgid "" @@ -21411,6 +21779,9 @@ msgid "" "html#collision-layers-and-masks]Collision layers and masks[/url] in the " "documentation for more information." msgstr "" +"此 CSG 形状将要扫描碰撞的物理层。有关更多信息,请参阅文档中的 [url=https://" +"docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction." +"html#collision-layers-and-masks]碰撞层和掩码[/url]。" #: modules/csg/doc_classes/CSGShape.xml:68 msgid "" @@ -21484,7 +21855,7 @@ msgid "" "have a flat shaded look." msgstr "" "如果[code] true [/code],则将圆柱体的法线设置为具有平滑效果,使圆柱体看起来是" -"圆形的。如果[code]false[/code],则圆柱体将具有平坦的阴影外观。" +"圆形的。如果[code]false[/code],则圆柱体将具有平坦的阴影表现。" #: modules/csg/doc_classes/CSGTorus.xml:4 msgid "A CSG Torus shape." @@ -21521,7 +21892,7 @@ msgid "" "have a flat shaded look." msgstr "" "如果[code] true [/code]设置圆环的法线以提供平滑效果,则使圆环看起来是圆形的。" -"如果[code]false[/code],则圆环将具有平坦的阴影外观。" +"如果[code]false[/code],则圆环将具有平坦的阴影表现。" #: modules/mono/doc_classes/CSharpScript.xml:4 msgid "" @@ -21562,47 +21933,47 @@ msgid "" "to make an object look as if it's reflecting its surroundings. This usually " "delivers much better performance than other reflection methods." msgstr "" +"通常用于伪造反射的 6 面 3D 纹理。它可用于使对象看起来好像在反射其周围环境。这" +"通常比其他反射方法提供更好的性能。" #: doc/classes/CubeMap.xml:15 msgid "Returns the [CubeMap]'s height." msgstr "返回[CubeMap]的高度。" #: doc/classes/CubeMap.xml:22 -#, fuzzy msgid "" "Returns an [Image] for a side of the [CubeMap] using one of the [enum Side] " "constants." -msgstr "使用[enum BodyMode]常量之一设置body模式。" +msgstr "使用 [enum Side] 边常数之一返回 [CubeMap] 的一个侧面图像 [Image]。" #: doc/classes/CubeMap.xml:28 msgid "Returns the [CubeMap]'s width." msgstr "返回[CubeMap]的宽度。" #: doc/classes/CubeMap.xml:36 -#, fuzzy msgid "" "Sets an [Image] for a side of the [CubeMap] using one of the [enum Side] " "constants." -msgstr "使用[enum BodyMode]常量之一设置body模式。" +msgstr "" +"为 [CubeMap] 的一个边设置图像 [Image],使用枚举边 [enum Side]常数之一。" #: doc/classes/CubeMap.xml:42 -#, fuzzy msgid "" "The render flags for the [CubeMap]. See the [enum Flags] constants for " "details." -msgstr "" -"选项卡容器中所有选项卡的对齐方式。有关详细信息,请参阅 [enum TabAlign] 常量。" +msgstr "[CubeMap] 的渲染标志。有关详细信息,请参阅 [enum Flags] 常量。" #: doc/classes/CubeMap.xml:45 msgid "" "The lossy storage quality of the [CubeMap] if the storage mode is set to " "[constant STORAGE_COMPRESS_LOSSY]." msgstr "" +"如果存储模式设置为 [constant STORAGE_COMPRESS_LOSSY],则 [CubeMap] 为有损存储" +"质量。" #: doc/classes/CubeMap.xml:48 -#, fuzzy msgid "The [CubeMap]'s storage mode. See [enum Storage] constants." -msgstr "Camera2D的锚点。参阅[enum AnchorMode]常量。" +msgstr "[CubeMap] 的存储模式。参阅 [enum AnchorMode] 常量。" #: doc/classes/CubeMap.xml:53 msgid "Store the [CubeMap] without any compression." @@ -21610,46 +21981,41 @@ msgstr "存储[CubeMap]而不进行任何压缩。" #: doc/classes/CubeMap.xml:56 msgid "Store the [CubeMap] with strong compression that reduces image quality." -msgstr "" +msgstr "以降低图像质量的强压缩方式存储 [CubeMap]。" #: doc/classes/CubeMap.xml:59 msgid "" "Store the [CubeMap] with moderate compression that doesn't reduce image " "quality." -msgstr "" +msgstr "以不降低图像质量的适度压缩方式存储 [CubeMap]。" #: doc/classes/CubeMap.xml:62 -#, fuzzy msgid "Identifier for the left face of the [CubeMap]." -msgstr "反转网格的面。" +msgstr "[CubeMap] 左面的标识符。" #: doc/classes/CubeMap.xml:65 -#, fuzzy msgid "Identifier for the right face of the [CubeMap]." -msgstr "反转网格的面。" +msgstr "[CubeMap] 右面的标识符。" #: doc/classes/CubeMap.xml:68 msgid "Identifier for the bottom face of the [CubeMap]." -msgstr "" +msgstr "[CubeMap] 底面的标识符。" #: doc/classes/CubeMap.xml:71 -#, fuzzy msgid "Identifier for the top face of the [CubeMap]." -msgstr "反转网格的面。" +msgstr "[CubeMap] 顶面的标识符。" #: doc/classes/CubeMap.xml:74 -#, fuzzy msgid "Identifier for the front face of the [CubeMap]." -msgstr "反转网格的面。" +msgstr "[CubeMap] 正面的标识符。" #: doc/classes/CubeMap.xml:77 -#, fuzzy msgid "Identifier for the back face of the [CubeMap]." -msgstr "反转网格的面。" +msgstr "[CubeMap] 背面的标识符。" #: doc/classes/CubeMap.xml:80 msgid "Generate mipmaps, to enable smooth zooming out of the texture." -msgstr "" +msgstr "生成 mipmap,以实现纹理的平滑缩放。" #: doc/classes/CubeMap.xml:83 msgid "Repeat (instead of clamp to edge)." @@ -21657,18 +22023,17 @@ msgstr "重复(而不是限制到边缘)。" #: doc/classes/CubeMap.xml:86 msgid "Turn on magnifying filter, to enable smooth zooming in of the texture." -msgstr "" +msgstr "打开放大滤镜,使纹理平滑放大。" #: doc/classes/CubeMap.xml:89 msgid "Default flags. Generate mipmaps, repeat, and filter are enabled." -msgstr "" +msgstr "默认标志。启用生成 mipmap、重复和滤镜。" #: doc/classes/CubeMesh.xml:4 msgid "Generate an axis-aligned cuboid [PrimitiveMesh]." msgstr "生成与轴对齐的长方体[PrimitiveMesh]。" #: doc/classes/CubeMesh.xml:7 -#, fuzzy msgid "" "Generate an axis-aligned cuboid [PrimitiveMesh].\n" "The cube's UV layout is arranged in a 3×2 layout that allows texturing each " @@ -21679,9 +22044,13 @@ msgid "" "this, increase [member subdivide_depth], [member subdivide_height] and " "[member subdivide_width] until you no longer notice UV jittering." msgstr "" -"生成与轴对齐的长方体[PrimitiveMesh]。\n" -"多维数据集的UV布局以3×2布局进行排列,从而可以分别纹理化每个面。要在所有面上应" -"用相同的纹理,请将材质的UV属性更改为[code] Vector3(3,2,1)[/code]。" +"生成一个轴对齐的立方体[PrimitiveMesh]。\n" +"这个立方体的UV布局是以3×2的方式排列的,可以对每个面单独进行纹理处理。要在所有" +"的面上应用相同的纹理,将材质的UV属性改为 [code]Vector3(3, 2, 1)[/code]。\n" +"[b]注意:[/b]当使用一个大的纹理 [CubeMesh]时(例如作为地板),你可能会遇到UV" +"抖动的问题,这取决于相机的角度。为了解决这个问题,增加细分深度 [member " +"subdivide_depth]、[member subdivide_height] 细分高度和细分宽带 [member " +"subdivide_width],直到你不再注意到UV抖动。" #: doc/classes/CubeMesh.xml:17 msgid "Size of the cuboid mesh." @@ -21701,7 +22070,7 @@ msgstr "沿X轴插入的额外边缘环的数量。" #: doc/classes/CullInstance.xml:4 msgid "Parent of all nodes that can be culled by the Portal system." -msgstr "" +msgstr "所有可以被Portal入口系统剔除的节点的父节点。" #: doc/classes/CullInstance.xml:7 msgid "" @@ -21724,6 +22093,18 @@ msgid "" "Objects that are not [code]Static[/code] or [code]Dynamic[/code] can be " "freely created and deleted during the lifetime of the game level." msgstr "" +"为可以被[Portal]系统剔除的节点提供通用功能。\n" +"[code]Static[/code]和[code]Dynamic[/code]对象是系统中最有效的管理对象,但有一" +"些注意事项。当使用[RoomManager] [code]rooms_convert[/code]函数转换[Room]时," +"它们最初应该存在,并且其寿命应该与游戏级别相同,也就是说,在你调用" +"[RoomManager]的[code]rooms_clear[/code]之前一直存在。虽然你不应该在游戏过程中" +"创建或删除这些对象,但可以用标准的[code]hide[/code]和[code]show[/code]命令管" +"理它们的可见性。\n" +"另一方面,[code]Roaming[/code]对象需要额外的处理来跟踪它们在哪个[Room]中。这" +"使它们能够有效地被剔除,无论其位置。\n" +"[code]Global[/code]对象不被入口系统剔除,只使用视图视锥剔除。\n" +"不是[code]Static[/code]或[code]Dynamic[/code]的对象可以在游戏关卡的生命周期内" +"自由创建和删除。" #: doc/classes/CullInstance.xml:19 msgid "" @@ -21735,6 +22116,11 @@ msgid "" "This can be used to control autoplacement of building exteriors in an outer " "[RoomGroup]." msgstr "" +"当设置为[code]0[/code]时,[CullInstance]将被自动放置在具有最高优先级的[Room]" +"中。\n" +"当设置为[code]0[/code]以外的值时,系统将尝试在具有[code]autoplace_priority[/" +"code]的[Room]中自动放置,如果它存在的话。\n" +"这可以用来控制建筑外面的在外部[RoomGroup]的自动放置。" #: doc/classes/CullInstance.xml:24 msgid "" @@ -21746,12 +22132,16 @@ msgid "" "[code]PORTAL_MODE_STATIC[/code] or [code]PORTAL_MODE_DYNAMIC[/code], and for " "[Portal]s." msgstr "" +"当没有为 [Room] 明确指定手动边界时,凸形边界将根据房间内对象的几何形状进行估" +"算。此设置确定对象的几何形状是否包含在此房间边界估算之中。\n" +"[b]注意:[/b]此设置仅在对象设置为[code]PORTAL_MODE_STATIC[/code]或" +"[code]PORTAL_MODE_DYNAMIC[/code]时有相,并且适用于[Portal]。" #: doc/classes/CullInstance.xml:28 msgid "" "When using [Room]s and [Portal]s, this specifies how the [CullInstance] is " "processed in the system." -msgstr "" +msgstr "当使用[Room]和[Portal]时,这规定了[CullInstance]在系统中的处理方式。" #: doc/classes/CullInstance.xml:33 msgid "" @@ -21763,6 +22153,11 @@ msgid "" "data has been invalidated. You will need to reconvert the rooms using the " "[RoomManager] to activate the system again." msgstr "" +"用于[b]不会移动[/b]的[Room]内的实例--例如,墙壁、地板。\n" +"[b]注意:[/b] 如果你在房间图形加载即转换的时候,试图删除一个" +"[code]PORTAL_MODE_STATIC[/code]实例,它将卸载房间图形并停用入口剔除。这是因为" +"[b]房间图形[/b]的数据已经失效。你将需要使用[RoomManager]重新转换房间以再次激" +"活系统。" #: doc/classes/CullInstance.xml:37 msgid "" @@ -21774,22 +22169,27 @@ msgid "" "data has been invalidated. You will need to reconvert the rooms using the " "[RoomManager] to activate the system again." msgstr "" +"用于房间内会移动但 [b] 不会改变房间 [/b] 的实例 - 例如移动平台。\n" +"[b]注意:[/b] 如果在加载即转换房间图形时尝试删除 [code]PORTAL_MODE_DYNAMIC[/" +"code] 实例,它将卸载房间图形并停用入口剔除。这是因为[b]房间图形[/b]数据已经失" +"效。将需要使用 [RoomManager] 重新转换房间以再次激活系统。" #: doc/classes/CullInstance.xml:41 msgid "Use for instances that will move [b]between[/b] [Room]s - e.g. players." -msgstr "" +msgstr "用于在 [Room] [b]之间 [/b] 移动的实例 - 例如玩家。" #: doc/classes/CullInstance.xml:44 msgid "" "Use for instances that will be frustum culled only - e.g. first person " "weapon, debug." -msgstr "" +msgstr "用于只会被视锥剔除的实例 - 例如第一人称武器,调试。" #: doc/classes/CullInstance.xml:47 msgid "" "Use for instances that will not be shown at all - e.g. [b]manual room " "bounds[/b] (specified by prefix [i]'Bound_'[/i])." msgstr "" +"用于根本不会显示的实例 - 例如[b]手动房间边界[/b],由前缀[i]'Bound_'[/i]指定。" #: doc/classes/Curve.xml:4 msgid "A mathematic curve." @@ -21992,9 +22392,8 @@ msgstr "" "它应该是足够近似的。" #: doc/classes/Curve2D.xml:39 -#, fuzzy msgid "Returns the cache of points as a [PoolVector2Array]." -msgstr "以[PackedVector2Array]的形式返回点的缓存。" +msgstr "以[PoolVector2Array]的形式返回缓存的点。" #: doc/classes/Curve2D.xml:46 msgid "" @@ -22007,36 +22406,35 @@ msgstr "" "[code]to_point[/code] 必须在这条曲线的局部空间中。" #: doc/classes/Curve2D.xml:54 doc/classes/Curve3D.xml:67 -#, fuzzy msgid "" "Returns the closest baked point (in curve's local space) to [code]to_point[/" "code].\n" "[code]to_point[/code] must be in this curve's local space." msgstr "" -"返回距离 [code]to_point[/code] 最近的点 (在曲线的局部空间)。\n" -"[code]to_point[/code] 必须在这条曲线的局部空间中。" +"返回最接近 [code]to_point[/code] 并烘焙好的点(在曲线的局部空间)。\n" +"[code]to_point[/code] 必须是在这个曲线的局部空间。" #: doc/classes/Curve2D.xml:68 -#, fuzzy msgid "" "Returns the position of the control point leading to the vertex [code]idx[/" "code]. The returned position is relative to the vertex [code]idx[/code]. If " "the index is out of bounds, the function sends an error to the console, and " "returns [code](0, 0)[/code]." msgstr "" -"返回指向顶点[code]idx[/code]的控制点的位置。如果索引超出边界,函数会向控制台" -"发送一个错误信息,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:75 -#, fuzzy msgid "" "Returns the position of the control point leading out of the vertex " "[code]idx[/code]. The returned position is relative to the vertex [code]idx[/" "code]. If the index is out of bounds, the function sends an error to the " "console, and returns [code](0, 0)[/code]." msgstr "" -"返回指向顶点[code]idx[/code]的控制点的位置。如果索引超出边界,函数会向控制台" -"发送一个错误信息,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:82 msgid "" @@ -22102,24 +22500,22 @@ msgstr "" "错误信息。" #: doc/classes/Curve2D.xml:123 doc/classes/Curve3D.xml:153 -#, fuzzy msgid "" "Sets the position of the control point leading to the vertex [code]idx[/" "code]. If the index is out of bounds, the function sends an error to the " "console. The position is relative to the vertex." msgstr "" -"设置通往顶点 [code]idx[/code] 的控制点的位置。如果索引超出范围,函数会向控制" -"台发送一个错误信息。" +"设置通往顶点 [code]idx[/code] 的控制点位置。如果索引超出范围,函数会向控制台" +"发送错误信息。" #: doc/classes/Curve2D.xml:131 doc/classes/Curve3D.xml:161 -#, fuzzy msgid "" "Sets the position of the control point leading out of the vertex [code]idx[/" "code]. If the index is out of bounds, the function sends an error to the " "console. The position is relative to the vertex." msgstr "" -"设置从顶点[code]idx[/code]引出的控制点的位置。如果索引超出范围,函数会向控制" -"台发送一个错误信息。" +"设置从顶点[code]idx[/code]引出的控制点位置。如果索引超出范围,该函数会向控制" +"台发送错误。位置是相对于顶点的。" #: doc/classes/Curve2D.xml:139 doc/classes/Curve3D.xml:169 msgid "" @@ -22171,35 +22567,31 @@ msgid "Describes a Bézier curve in 3D space." msgstr "描述二维空间的贝兹尔曲线。" #: doc/classes/Curve3D.xml:7 -#, fuzzy msgid "" "This class describes a Bézier curve in 3D space. It is mainly used to give a " "shape to a [Path], but can be manually sampled for other purposes.\n" "It keeps a cache of precalculated points along the curve, to speed up " "further calculations." msgstr "" -"该类描述了二维空间中的贝兹尔曲线。它主要用于给[Path2D]一个形状,但也可以手动" -"采样用于其他目的。\n" -"它保留了沿曲线的预计算点的缓存,以加快进一步的计算。" +"该类描述了三维空间中的贝塞尔曲线。它主要用于给 [Path] 提供一个形状,但也可以" +"为其他目的手动取样。\n" +"它沿曲线保留了一个预先计算好的点缓存,以加快进一步的计算。" #: doc/classes/Curve3D.xml:39 -#, fuzzy msgid "Returns the cache of points as a [PoolVector3Array]." -msgstr "以[PackedVector2Array]的形式返回点的缓存。" +msgstr "以 [PoolVector3Array] 的形式返回缓存的点。" #: doc/classes/Curve3D.xml:45 -#, fuzzy msgid "Returns the cache of tilts as a [PoolRealArray]." -msgstr "以[PackedFloat32Array]的形式返回倾斜的缓存。" +msgstr "以 [PoolRealArray] 的形式返回倾斜的缓存。" #: doc/classes/Curve3D.xml:51 -#, fuzzy msgid "" "Returns the cache of up vectors as a [PoolVector3Array].\n" "If [member up_vector_enabled] is [code]false[/code], the cache will be empty." msgstr "" -"返回作为[PackedVector3Array]的up向量缓存。\n" -"如果[member up_vector_enabled]为[code]false[/code],则缓存为空。" +"以 [PoolVector3Array] 的形式返回向上向量的缓存。\n" +"如果 [member up_vector_enabled] 是 [code]false[/code],缓存将是空的。" #: doc/classes/Curve3D.xml:59 msgid "" @@ -22213,26 +22605,26 @@ msgstr "" "[code]to_point[/code] 必须在这条曲线的局部空间中。" #: doc/classes/Curve3D.xml:81 -#, fuzzy msgid "" "Returns the position of the control point leading to the vertex [code]idx[/" "code]. The returned position is relative to the vertex [code]idx[/code]. If " "the index is out of bounds, the function sends an error to the console, and " "returns [code](0, 0, 0)[/code]." msgstr "" -"返回从顶点[code]idx[/code]引出的控制点的位置。如果索引超出边界,函数向控制台" -"发送一个错误信息,并返回[code](0,0,0)[/code]。" +"返回通往顶点 [code]idx[/code] 的控制点的位置。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个错误,并返回 " +"[code](0, 0, 0)[/code]。" #: doc/classes/Curve3D.xml:88 -#, fuzzy msgid "" "Returns the position of the control point leading out of the vertex " "[code]idx[/code]. The returned position is relative to the vertex [code]idx[/" "code]. If the index is out of bounds, the function sends an error to the " "console, and returns [code](0, 0, 0)[/code]." msgstr "" -"返回从顶点[code]idx[/code]引出的控制点的位置。如果索引超出边界,函数向控制台" -"发送一个错误信息,并返回[code](0,0,0)[/code]。" +"返回从顶点 [code]idx[/code] 伸出的控制点的位置。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个错误,并返回 " +"[code](0, 0, 0)[/code]。" #: doc/classes/Curve3D.xml:95 msgid "" @@ -22240,8 +22632,8 @@ msgid "" "bounds, the function sends an error to the console, and returns [code](0, 0, " "0)[/code]." msgstr "" -"返回顶点的位置[code]idx[/code]。如果索引超出边界,函数会向控制台发送一个错误" -"信息,并返回[code](0,0,0)[/code]。" +"返回顶点的位置 [code]idx[/code]。如果索引超出边界,函数会向控制台发送一个错误" +"信息,并返回 [code](0,0,0)[/code]。" #: doc/classes/Curve3D.xml:102 msgid "" @@ -22272,7 +22664,6 @@ msgstr "" "[/code]。" #: doc/classes/Curve3D.xml:119 -#, fuzzy msgid "" "Returns a point within the curve at position [code]offset[/code], where " "[code]offset[/code] is measured as a distance in 3D units along the curve.\n" @@ -22283,12 +22674,12 @@ msgid "" "Cubic interpolation tends to follow the curves better, but linear is faster " "(and often, precise enough)." msgstr "" -"返回曲线中位于 [code]offset[/code] 位置的一个点,其中 [code]offset[/code] 是" -"沿曲线的像素距离。\n" -"为此,它找到 [code]offset[/code] 所在的两个缓存点,然后对其进行插值。如果将 " -"[code]cubic[/code] 设置为 [code]true[/code] 则为立方插值,如果设置为 [code] " -"false[/code] 则为线性插值。\n" -"立方内插往往能更好地跟随曲线,但线性内插速度更快(而且通常足够精确)。" +"返回曲线中 [code]offset[/code] 偏移位置的一个点,其中 [code]offset[/code] 以" +"沿曲线的 3D 单位距离测量。\n" +"为了做到这一点,它找到 [code]offset[/code] 所在的两个缓存点,然后进行内插值。" +"如果 [code]cubic[/code] 被设置为[code]true[/code],这个插值是立方的,如果设置" +"为 [code]false[/code],则是线性的。\n" +"立体插值倾向于更好地遵循曲线,但线性插值更快(而且通常足够精确)。" #: doc/classes/Curve3D.xml:129 msgid "" @@ -22310,7 +22701,6 @@ msgstr "" "code]。" #: doc/classes/Curve3D.xml:177 -#, fuzzy msgid "" "Sets the tilt angle in radians for the point [code]idx[/code]. If the index " "is out of bounds, the function sends an error to the console.\n" @@ -22318,10 +22708,10 @@ msgid "" "the path would have. In the case of a curve controlling a [PathFollow], this " "tilt is an offset over the natural tilt the [PathFollow] calculates." msgstr "" -"设置 [code]idx[/code] 点的倾斜角,单位为弧度。如果索引超出范围,函数会向控制" -"台发送一个错误信息。\n" -"倾斜度控制着沿着路径上移动的物体的视线轴的旋转。如果是控制 [PathFollow3D] 的" -"曲线,这个倾斜度是 [PathFollow3D] 计算的自然倾斜度的偏移。" +"以弧度为单位设置点 [code]idx[/code] 的倾斜角度。如果索引超出范围,该函数会向" +"控制台发送错误。\n" +"倾斜控制着沿路径移动的对象沿观察轴的旋转。在控制 [PathFollow] 的曲线的情况" +"下,此倾斜是对 [PathFollow] 计算的自然倾斜的偏移。" #: doc/classes/Curve3D.xml:195 msgid "" @@ -22336,7 +22726,6 @@ msgstr "" "的点越多,占用的内存也越多,所以使用时要注意。" #: doc/classes/Curve3D.xml:198 -#, fuzzy msgid "" "If [code]true[/code], the curve will bake up vectors used for orientation. " "This is used when [member PathFollow.rotation_mode] is set to [constant " @@ -22369,20 +22758,21 @@ msgid "Class representing a cylindrical [PrimitiveMesh]." msgstr "表示圆柱形[PrimitiveMesh]的类。" #: doc/classes/CylinderMesh.xml:7 -#, fuzzy msgid "" "Class representing a cylindrical [PrimitiveMesh]. This class can be used to " "create cones by setting either the [member top_radius] or [member " "bottom_radius] properties to [code]0.0[/code]." msgstr "" -"表示圆柱形[PrimitiveMesh]的类。该类可以通过设置[member top_radius]或[member " -"bottom_radius]属性为0.0来创建圆锥体。" +"表示圆柱形[PrimitiveMesh]的类。通过将[member top_radius]或[member " +"bottom_radius]属性设置为[code]0.0[/code],这个类可以用来创建圆锥体。" #: doc/classes/CylinderMesh.xml:15 msgid "" "Bottom radius of the cylinder. If set to [code]0.0[/code], the bottom faces " "will not be generated, resulting in a conic shape." msgstr "" +"圆柱体的底部半径。如果设置为[code]0.0[/code],而不会生成底面,从而形成圆锥" +"体。" #: doc/classes/CylinderMesh.xml:18 msgid "Full height of the cylinder." @@ -22393,6 +22783,7 @@ msgid "" "Number of radial segments on the cylinder. Higher values result in a more " "detailed cylinder/cone at the cost of performance." msgstr "" +"圆柱体上的径向段数。更高的值会生成更细致的圆柱体或圆锥体,但以性能为代价。" #: doc/classes/CylinderMesh.xml:24 msgid "" @@ -22404,12 +22795,18 @@ msgid "" "altering the vertex data using a shader or procedural mesh tool, [member " "rings] should be kept to its default value." msgstr "" +"沿圆柱体的高度的边缘环的数量。除非使用着色器或程序网格工具来更改顶点数据,否" +"则更改 [member rings] 不会影响显示,[member rings] 应保持其默认值。较高的值会" +"产生更多的细分,这可用于使用着色器或程序网格工具创建更平滑的显示效果,但以性" +"能为代价。" #: doc/classes/CylinderMesh.xml:27 msgid "" "Top radius of the cylinder. If set to [code]0.0[/code], the top faces will " "not be generated, resulting in a conic shape." msgstr "" +"圆柱体的顶部半径。如果设置为 [code]0.0[/code],则不会生成顶部面,形成圆锥形" +"状。" #: doc/classes/CylinderShape.xml:4 doc/classes/CylinderShape.xml:7 msgid "Cylinder shape for collisions." @@ -22472,7 +22869,6 @@ msgid "Dictionary type." msgstr "字典类型。" #: doc/classes/Dictionary.xml:7 -#, fuzzy msgid "" "Dictionary type. Associative container which contains values referenced by " "unique keys. Dictionaries are composed of pairs of keys (which must be " @@ -22579,58 +22975,64 @@ msgid "" "another value after it was initialized." msgstr "" "字典类型。关联容器,包含由唯一键引用的值。字典由键(必须是唯一的)和值对组" -"成。当添加元素时,字典将保留插入顺序,即使在打印字典时可能不会反映出来。在其" -"他编程语言中,这种数据结构有时被称为哈希图或关联数组。\n" -"您可以通过在大括号[code]{}[/code]中放置一个以逗号分隔的[code]key: value[/" -"code]对的列表来定义一个字典。\n" -"不支持在迭代元素[b]时擦除元素[/b],并且会导致未定义的行为。\n" +"成。\n" +"当添加元素时,字典将保留插入顺序,即使在打印字典时可能不会反映出来。\n" +"在其他编程语言中,这种数据结构有时被称为哈希图或关联数组。\n" +"您可以通过在大括号[code]{}[/code]中放置一个以逗号分隔的 [code]key: value[/" +"code] 对的列表来定义一个字典。\n" +"[b]不支持[/b] 在迭代元素时擦除元素,这会导致不明确的行为。\n" "[b]注意:[/b] 字典总是通过引用传递的。要获得一个可以独立于原始字典进行修改的字" -"典副本,请使用[方法 duplicate]。\n" +"典副本,请使用 [method duplicate]。\n" "创建一个字典。\n" "[codeblock]\n" -"var my_dir = {} # Creates an empty dictionary.\n" -"var points_dir = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n" -"var another_dir = {\n" -" key1: value1,\n" -" key2: value2,\n" -" key3: value3,\n" +"var my_dict = {} # 创建一个空字典\n" +"\n" +"var dict_variable_key = \"Another key name\"\n" +"var dict_variable_value = \"value2\"\n" +"var another_dict = {\n" +" \"Some key name\": \"value1\",\n" +" dict_variable_key: dict_variable_value,\n" +"}\n" +"\n" +"var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n" +"\n" +"# 可替代的Lua-风格语法。\n" +"# 键并不需要加引号,但只有字符常量参数能被用作键名。\n" +"# 并且,键名必须以字母或下划线开头。\n" +"# 这里,some_key是一个字符串,不是变量!\n" +"another_dict = {\n" +" some_key = 42,\n" "}\n" "[/codeblock]\n" -"You can access a dictionary's values by referencing the appropriate key. In " -"the above example, [code]points_dir[\"White\"][/code] will return [code]50[/" -"code]. You can also write [code]points_dir.White[/code], which is " -"equivalent. However, you'll have to use the bracket syntax if the key you're " -"accessing the dictionary with isn't a fixed string (such as a number or " -"variable).\n" +"你可以通过引用合适的键来访问一个字典。在上方的示例中," +"[code]points_dir[\"White\"][/code] 会返回 [code]50[/code]。你也可以写成 " +"[code]points_dir.White[/code],效果都是相同的。但是如果你需要访问的键不是一个" +"固定的字符串(比如数字或变量)时,你需要使用方括号。\n" "[codeblock]\n" "export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n" "var points_dir = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n" "\n" "func _ready():\n" -" # We can't use dot syntax here as `my_color` is a variable.\n" +" # 这里我们不能使用点,因为‘my_color’是个变量。\n" " var points = points_dir[my_color]\n" "[/codeblock]\n" -"In the above code, [code]points[/code] will be assigned the value that is " -"paired with the appropriate color selected in [code]my_color[/code].\n" -"Dictionaries can contain more complex data:\n" +"在上方的代码中,[code]points[/code] 会被赋值为 [code]my_color[/code]中选取的" +"颜色。\n" +"字典可以容纳更加复杂的数据:\n" "[codeblock]\n" -"my_dir = {\"First Array\": [1, 2, 3, 4]} # Assigns an Array to a String " -"key.\n" +"my_dir = {\"First Array\": [1, 2, 3, 4]} # 将一个数组分配给一个字符串键。\n" "[/codeblock]\n" -"To add a key to an existing dictionary, access it like an existing key and " -"assign to it:\n" +"如果想要给字典添加一个键,可以像访问已有的键一样:\n" "[codeblock]\n" "var points_dir = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n" -"points_dir[\"Blue\"] = 150 # Add \"Blue\" as a key and assign 150 as its " -"value.\n" +"points_dir[\"Blue\"] = 150 # 添加键\"Blue\",并将其数值设定为150\n" "[/codeblock]\n" -"Finally, dictionaries can contain different types of keys and values in the " -"same dictionary:\n" +"最终,同一个字典内可以容纳不同类型的键和值:\n" "[codeblock]\n" -"# This is a valid dictionary.\n" -"# To access the string \"Nested value\" below, use `my_dir.sub_dir.sub_key` " -"or `my_dir[\"sub_dir\"][\"sub_key\"]`.\n" -"# Indexing styles can be mixed and matched depending on your needs.\n" +"# 这是一个合法的字典。\n" +"# 使用`my_dir.sub_dir.sub_key`或`my_dir[\"sub_dir\"][\"sub_key\"]`来访问下方" +"的字符串\"Nested value\"。\n" +"# 根据你不同的需求可以修改索引样式。\n" "var my_dir = {\n" " \"String Key\": 5,\n" " 4: [1, 2, 3],\n" @@ -22638,29 +23040,31 @@ msgstr "" " \"sub_dir\": {\"sub_key\": \"Nested value\"},\n" "}\n" "[/codeblock]\n" -"[b]Note:[/b] Unlike [Array]s, you can't compare dictionaries directly:\n" +"[b]注意:[/b] 和数组不同的是,你不能直接进行字典对比:\n" "[codeblock]\n" "array1 = [1, 2, 3]\n" "array2 = [1, 2, 3]\n" "\n" "func compare_arrays():\n" -" print(array1 == array2) # Will print true.\n" +" print(array1 == array2) # 会输出true。\n" "\n" "dir1 = {\"a\": 1, \"b\": 2, \"c\": 3}\n" "dir2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n" "\n" "func compare_dictionaries():\n" -" print(dir1 == dir2) # Will NOT print true.\n" +" print(dir1 == dir2) # 不会输出true。\n" "[/codeblock]\n" -"You need to first calculate the dictionary's hash with [method hash] before " -"you can compare them:\n" +"想要对比字典,首先需要用 [method hash] 计算字典哈希。\n" "[codeblock]\n" "dir1 = {\"a\": 1, \"b\": 2, \"c\": 3}\n" "dir2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n" "\n" "func compare_dictionaries():\n" -" print(dir1.hash() == dir2.hash()) # Will print true.\n" -"[/codeblock]" +" print(dir1.hash() == dir2.hash()) # 会输出true。\n" +"[/codeblock]\n" +"[b]注意:[/b]当使用 [code]const[/code] 来声明一个字典时,字典本身依然可以通过" +"定义键的数值来进行修改。使用 [code]const[/code] 只能防止在它初始化完成后被给" +"予另一个数值。" #: doc/classes/Dictionary.xml:87 msgid "" @@ -22688,15 +23092,15 @@ msgid "Returns [code]true[/code] if the dictionary is empty." msgstr "如果字典为空,返回[code]true[/code]。" #: doc/classes/Dictionary.xml:114 -#, fuzzy msgid "" "Erase a dictionary key/value pair by key. Returns [code]true[/code] if the " "given key was present in the dictionary, [code]false[/code] otherwise.\n" "[b]Note:[/b] Don't erase elements while iterating over the dictionary. You " "can iterate over the [method keys] array instead." msgstr "" -"按键擦除字典中的键/值对。如果给定的键存在于字典中,返回 [code]true[/code],否" -"则返回 [code]false[/code]。遍历字典时不擦除元素。" +"依据key擦除字典的键值对。如果指定的 key 存在于字典中,返回 [code]true[/" +"code] ,否则返回 [code]false[/code] 。\n" +"[b]注意:[/b] 在迭代字典时不要擦除元素。可以迭代 [method keys] 数组。" #: doc/classes/Dictionary.xml:123 msgid "" @@ -22732,11 +23136,10 @@ msgstr "" "算符一样)也会评估为[code]true[/code]。" #: doc/classes/Dictionary.xml:144 -#, fuzzy msgid "" "Returns [code]true[/code] if the dictionary has all the keys in the given " "array." -msgstr "如果字典中的所有键都在给定的数组中,返回[code]true[/code]。" +msgstr "如果字典具有给定数组中的所有键,则返回 [code]true[/code] 。" #: doc/classes/Dictionary.xml:150 msgid "" @@ -22767,9 +23170,8 @@ msgid "Returns the list of keys in the [Dictionary]." msgstr "返回[Dictionary]中的键列表。" #: doc/classes/Dictionary.xml:169 -#, fuzzy msgid "Returns the number of keys in the dictionary." -msgstr "返回目录里文件的数量。" +msgstr "返回字典中键的数量。" #: doc/classes/Dictionary.xml:175 msgid "Returns the list of values in the [Dictionary]." @@ -22777,10 +23179,9 @@ msgstr "返回[Dictionary]中的值列表。" #: doc/classes/DirectionalLight.xml:4 msgid "Directional light from a distance, as from the Sun." -msgstr "来自远处的定向光源,如来自太阳的光。" +msgstr "来自远处的平行光源,如来自太阳的光。" #: doc/classes/DirectionalLight.xml:7 -#, fuzzy msgid "" "A directional light is a type of [Light] node that models an infinite number " "of parallel rays covering the entire scene. It is used for lights with " @@ -22788,9 +23189,9 @@ msgid "" "or moonlight. The worldspace location of the DirectionalLight transform " "(origin) is ignored. Only the basis is used to determine light direction." msgstr "" -"方向灯是一种[Light3D]节点,它可以模拟覆盖整个场景的无限数量的平行光线。它用于" -"离场景较远的具有强烈强度的灯光,以模拟太阳光或月光。DirectionalLight3D变换" -"(原点)的世界空间位置被忽略。只有基础被用来确定光的方向。" +"平行光是[Light]节点的一种类型,它可以模拟出覆盖整个场景的无限多的平行光线。它" +"用于离场景很远的具有强烈强度的灯光,以模拟太阳光或月光。DirectionalLight变换" +"的世界空间坐标原点被忽略。只有基点被用来确定光线方向。" #: doc/classes/DirectionalLight.xml:10 doc/classes/Light.xml:10 #: doc/classes/OmniLight.xml:11 doc/classes/SpotLight.xml:11 @@ -22804,6 +23205,8 @@ 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." 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。" #: doc/classes/DirectionalLight.xml:19 msgid "" @@ -22830,7 +23233,7 @@ msgstr "灯光的阴影渲染算法。参阅[enum ShadowMode]。" msgid "" "Can be used to fix special cases of self shadowing when objects are " "perpendicular to the light." -msgstr "" +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:34 msgid "" @@ -22910,7 +23313,6 @@ msgid "Type used to handle the filesystem." msgstr "用于处理文件系统的类型。" #: doc/classes/Directory.xml:7 -#, fuzzy msgid "" "Directory type. It is used to manage directories and their content (not " "restricted to the project folder).\n" @@ -22939,11 +23341,14 @@ msgid "" " print(\"An error occurred when trying to access the path.\")\n" "[/codeblock]" msgstr "" -"目录类型。它用于管理目录及其内容(不限于项目文件夹)。\n" -"当创建一个新的[目录]时,必须使用[方法open]显式打开它,然后才能使用大多数方" -"法。然而,[method file_exists]和[method dir_exists]可以在不打开目录的情况下使" -"用。如果是这样,它们使用的是相对于[code]res://[/code]的路径。\n" -"下面是一个关于如何遍历一个目录中的文件的例子。\n" +"目录类型。它用于管理目录及其内容,县不限于项目文件夹。\n" +"创建新的[Directory]目录时,其默认打开的目录为[code]res://[/code]。这在将来可" +"能会改变,因此建议始终使用 [method open] 来初始化您要操作的 [Directory],并进" +"行显式的错误检查。\n" +"[b]注意:[/b] 导入了很多资源类型,例如纹理或声音文件,它们的源资产不会包含在" +"导出的游戏中,因为导出时只使用导入的版本内容。使用 [ResourceLoader] 访问导入" +"的资源。\n" +"下面是一个关于如何遍历目录文件的示例:\n" "[codeblock]\n" "func dir_contents(path):\n" " var dir = Directory.new()\n" @@ -23003,22 +23408,18 @@ msgstr "" "code]被认为是目录)。" #: doc/classes/Directory.xml:58 -#, fuzzy msgid "" "Returns whether the target directory exists. The argument can be relative to " "the current directory, or an absolute path." msgstr "" -"返回目标目录是否存在。该参数可以相对于当前目录,也可以是绝对路径。\n" -"如果未打开[Directory],则该路径是相对于[code] res:// [/code]的。" +"返回目标目录是否存在。参数可以是相对于当前目录的路径,也可以是绝对路径。" #: doc/classes/Directory.xml:65 -#, fuzzy msgid "" "Returns whether the target file exists. The argument can be relative to the " "current directory, or an absolute path." msgstr "" -"返回目标文件是否存在。参数可以是当前目录的相对路径,也可以是绝对路径。\n" -"如果 [Directory] 没有打开,则路径是相对于 [code]res://[/code] 。" +"返回目标文件是否存在。参数可以是相对于当前目录的路径,也可以是绝对路径。" #: doc/classes/Directory.xml:71 msgid "" @@ -23037,14 +23438,13 @@ msgstr "" "动器的名称。" #: doc/classes/Directory.xml:84 -#, fuzzy msgid "" "On Windows, returns the name of the drive (partition) passed as an argument " "(e.g. [code]C:[/code]). On other platforms, or if the requested drive does " "not exist, the method returns an empty String." msgstr "" -"在Windows上,返回作为参数传递的驱动器(分区)的名称(例如[code]C:[/code])。" -"在其他平台上,或者如果请求的驱动器不存在,该方法返回一个空字符串。" +"在Windows上,返回作为参数传递的驱动器即分区的名称,例如,[code]C:[/code]。在" +"其他平台上,如果请求的驱动器不存在,该方法返回一个空的字符串。" #: doc/classes/Directory.xml:90 msgid "" @@ -23080,7 +23480,6 @@ msgstr "" "该方法返回0或-1。" #: doc/classes/Directory.xml:111 -#, fuzzy msgid "" "Initializes the stream used to list all files and directories using the " "[method get_next] function, closing the currently opened stream if needed. " @@ -23091,20 +23490,19 @@ msgid "" "If [code]skip_hidden[/code] is [code]true[/code], hidden files are filtered " "out." msgstr "" -"使用[method get_next]函数初始化用于列出所有文件和目录的流,并在需要时关闭当前" -"打开的流。处理完流后,通常应使用[method list_dir_end]将其关闭。\n" -"如果[code] skip_navigational [/code]is[code]true[/code],那么[code].[/code]和" -"[code] .. [/code]被过滤掉。\n" -"如果[code] skip_hidden [/code]为[code]true[/code],则隐藏文件将被过滤掉。" +"初始化用于列出所有文件和目录的流,使用 [method get_next] 函数,如果需要,可关" +"闭当前打开的流。一旦流被处理完毕,通常应该用 [method list_dir_end] 关闭。\n" +"如果 [code]skip_navigational[/code] 是 [code]true[/code],过滤 [code].[/" +"code] 和 [code]..[/code]。\n" +"如果 [code]skip_hidden[/code] 是 [code]true[/code],过滤隐藏文件。" #: doc/classes/Directory.xml:119 -#, fuzzy msgid "" "Closes the current stream opened with [method list_dir_begin] (whether it " "has been fully processed with [method get_next] does not matter)." msgstr "" -"关闭用[method list_dir_begin]打开的当前流(是否已被[method get_next]完全处理并" -"不重要)。" +"关闭用[method list_dir_begin]打开的当前流,并不关注是否已经用[method " +"get_next]完成处理。" #: doc/classes/Directory.xml:126 msgid "" @@ -23156,7 +23554,6 @@ msgstr "" "返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。" #: doc/classes/Directory.xml:159 -#, fuzzy msgid "" "Renames (move) the [code]from[/code] file or directory to the [code]to[/" "code] destination. Both arguments should be paths to files or directories, " @@ -23164,9 +23561,10 @@ msgid "" "is not access-protected, it will be overwritten.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" -"将[code]from[/code]文件重命名(移动)到[code]to[/code]目的地。两个参数都应该" -"是相对或绝对文件的路径。如果目标文件存在并且没有访问保护,它将被覆盖。\n" -"返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。" +"将 [code]from[/code] 文件或目录重命名且移动到 [code]to[/code] 目标。两个参数" +"都应该是文件或目录的相对路径或绝对路径。如果目标文件或目录存在且不受访问保" +"护,它将被覆盖。\n" +"返回 [enum Error] 代码常量之一,成功时返回 [code]OK[/code]。" #: doc/classes/DTLSServer.xml:4 msgid "Helper class to implement a DTLS server." @@ -23309,7 +23707,6 @@ msgstr "" "供证书的同时提供额外的 CA 证书息。" #: doc/classes/DTLSServer.xml:77 -#, fuzzy msgid "" "Try to initiate the DTLS handshake with the given [code]udp_peer[/code] " "which must be already connected (see [method PacketPeerUDP." @@ -23318,9 +23715,9 @@ msgid "" "[constant PacketPeerDTLS.STATUS_HANDSHAKING], as it is normal that 50% of " "the new connections will be invalid due to cookie exchange." msgstr "" -"尝试与给定的 [code]udp_peer[/code] 启动 DTLS 握手,该 peer 必须已经连接(参" -"阅 [method PacketPeerUDP.connect_to_host])。\n" -"[b]注意[/b]。你必须检查返回的PacketPeerUDP的状态是否为[常量PacketPeerDTLS." +"尝试与给定的[code]udp_peer[/code]启动DTLS握手,该peer必须已经连接,参阅" +"[method PacketPeerUDP.connect_to_host]。\n" +"[b]注意:[/b] 你必须检查返回PacketPeerUDP的状态是否为[constant PacketPeerDTLS." "STATUS_HANDSHAKING],因为正常情况下,50%的新连接会因为cookie交换而无效。" #: doc/classes/DynamicFont.xml:4 @@ -23328,7 +23725,6 @@ msgid "DynamicFont renders vector font files at runtime." msgstr "DynamicFont在运行时渲染矢量字体文件。" #: doc/classes/DynamicFont.xml:7 -#, fuzzy msgid "" "DynamicFont renders vector font files dynamically at runtime instead of " "using a prerendered texture atlas like [BitmapFont]. This trades the faster " @@ -23355,21 +23751,24 @@ msgid "" "In FontForge, use [b]File > Generate Fonts[/b], click [b]Options[/b], choose " "the desired features then generate the font." msgstr "" -"DynamicFont在运行时动态地渲染矢量字体文件,如TTF或OTF,而不是像[BitmapFont]那" -"样使用预先渲染的纹理图集。这是以[BitmapFont]更快的加载时间来换取在运行时改变" -"字体参数的效果如大小和间距。[DynamicFontData]引用字体文件路径。DynamicFont还" -"支持定义一个或多个备用字体,当显示主字体不支持的字符时,将使用这些字体。\n" -"DynamicFont使用[url=https://www.freetype.org/]FreeType[/url]库进行光栅化。\n" +"DynamicFont在运行时动态渲染矢量字体文件,而不是像[BitmapFont]那样使用预渲染的" +"纹理图集。使用[BitmapFont]加载时间更快,在运行时可改变字体参数,如大小和间" +"距。[DynamicFontData]引用字体文件路径。DynamicFont还支持定义一个或多个备用字" +"体,这些字体将在主字体不支持显示的字符时使用。\n" +"DynamicFont使用[url=https://www.freetype.org/]FreeType[/url]库进行光栅化处" +"理。支持的格式有TrueType([code].ttf[/code])、OpenType([code].otf[/code])" +"和Web Open Font Format 1([code].woff[/code])。而[i]不支持[/i]Web Open Font " +"Format 2([code].woff2[/code])。\n" "[codeblock]\n" "var dynamic_font = DynamicFont.new()\n" "dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n" -"Dynamic_font.size = 64\n" +"dynamic_font.size = 64\n" "$\"Label\".set(\"custom_fonts/font\", dynamic_font)\n" "[/codeblock]\n" -"[b]注意:[/b] DynamicFont 还不支持从右到左排版、连字、文本塑形、可变字体和可" -"选字体功能等功能。如果你想把可选字体功能 \"烘焙\" 到TTF字体文件中,可以使用" -"[url=https://fontforge.org/]FontForge[/url]来实现。在FontForge中,使用[b]文件" -">生成字体[/b],点击[b]选项[/b],选择所需的特征,然后生成字体。" +"[b]注意:[/b] DynamicFont还不支持诸如字距、从右到左的排版、连接词、文本变形、" +"可变字体和可选字体等功能。如果你想把可选的字体功能 \"烘焙\" 进一个TTF字体文" +"件,可使用[url=https://fontforge.org/]FontForge[/url]。在FontForge中,使用[b]" +"文件>生成字体[/b],点击[b]选项[/b],选择需要的功能,然后生成字体。" #: doc/classes/DynamicFont.xml:25 msgid "Adds a fallback font." @@ -23424,6 +23823,8 @@ msgid "" "This can be a negative number to make the distance between characters " "smaller." msgstr "" +"每个字符的额外间距,单位为像素。\n" +"这可以是负数,使字符之间的距离更小。" #: doc/classes/DynamicFont.xml:88 msgid "" @@ -23431,6 +23832,8 @@ msgid "" "extra_spacing_char]) in pixels.\n" "This can be a negative number to make the distance between words smaller." msgstr "" +"空格字符的额外间距,单位是像素,除了[member extra_spacing_char]。\n" +"这可以是负数,使字符之间的距离更小。" #: doc/classes/DynamicFont.xml:92 msgid "Extra spacing at the top in pixels." @@ -23469,6 +23872,9 @@ msgid "" "control whose size changes over time, unless a pixel art aesthetic is " "desired." msgstr "" +"如果[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:111 msgid "" @@ -23476,6 +23882,8 @@ msgid "" "appearance when downscaling it if font oversampling is disabled or " "ineffective." msgstr "" +"如果[code]true[/code],则使用mipmapping。如果字体过度采样被禁用或无效,可改善" +"字体缩小时的表现。" #: doc/classes/DynamicFont.xml:116 msgid "Spacing at the top." @@ -23532,9 +23940,8 @@ msgid "Use the default font hinting mode (crisper but less smooth)." msgstr "使用默认的字体提示模式(更清晰但不太流畅)。" #: doc/classes/EditorExportPlugin.xml:4 -#, fuzzy msgid "A script that is executed when exporting the project." -msgstr "导出项目时执行的脚本。" +msgstr "在导出项目时执行的脚本。" #: doc/classes/EditorExportPlugin.xml:7 msgid "" @@ -23544,6 +23951,9 @@ msgid "" "called at the beginning of the export process and then [method _export_file] " "is called for each exported file." msgstr "" +"每当用户导出项目时,会自动激活编辑器的导出插件。其最常用在确定哪些文件被包含" +"到导出的项目中。对于每个插件,在导出过程开始时调用[method _export_begin],然" +"后调用每个导出文件的[method _export_file]。" #: doc/classes/EditorExportPlugin.xml:19 msgid "" @@ -23554,6 +23964,10 @@ msgid "" "exported project. [code]flags[/code] is only used when running a runnable " "profile, e.g. when using native run on Android." msgstr "" +"由用户重写的虚方法。在导出开始时它被调用,并提供关于导出的所有信息。" +"[code]features[/code] 是导出的特性列表,[code]is_debug[/code] 是[code]true[/" +"code] 用于调试构建,[code]path[/code] 是导出项目的目标路径。[code]flags[/" +"code]只运行在可运行配置时使用,例如在Android上使用本地运行。" #: doc/classes/EditorExportPlugin.xml:25 msgid "" @@ -23571,6 +23985,10 @@ msgid "" "Calling [method skip] inside this callback will make the file not included " "in the export." msgstr "" +"由用户重写的虚拟方法。每个导出的文件调用它,并提供可用于识别文件的参数。" +"[code]path[/code] 是文件的路径,[code]type[/code] 是文件所代表的 [Resource] " +"类型(例如[PackedScene]),[code]features[/code] 是导出的特征列表。\n" +"在这个回调中调用 [method skip] 将使该文件不包括在导出中。" #: doc/classes/EditorExportPlugin.xml:44 msgid "" @@ -23579,19 +23997,22 @@ msgid "" "the file. If [code]remap[/code] is [code]true[/code], file will not be " "exported, but instead remapped to the given [code]path[/code]." msgstr "" +"添加一个要导出的自定义文件。[code]path[/code] 是可用于加载文件的虚拟路径," +"[code]file [/code] 是文件的二进制数据。如果 [code]remap[/code] 是 [code] " +"true [/code],则文件将不会导出,而是重新映射到给定的 [code]path [/code]。" #: doc/classes/EditorExportPlugin.xml:51 -#, fuzzy msgid "" "Adds an iOS bundle file from the given [code]path[/code] to the exported " "project." -msgstr "将一个证书保存到给定的[code]path[/code],应是一个 \"*.crt \"文件。" +msgstr "从给定的 [code]path[/code] 添加一个iOS捆绑文件到导出的项目。" #: doc/classes/EditorExportPlugin.xml:58 msgid "" "Adds a C++ code to the iOS export. The final code is created from the code " "appended by each active export plugin." msgstr "" +"将C++代码添加到iOS导出中。最终的代码是由每个激活的导出插件附加的代码创建的。" #: doc/classes/EditorExportPlugin.xml:65 msgid "" @@ -23602,39 +24023,41 @@ msgid "" "This method should not be used for System libraries as they are already " "present on the device." msgstr "" +"在iOS的Xcode项目中链接阶段添加动态库(*.dylib, *.framework),并将其嵌入到生" +"成的二进制文件中。\n" +"[b]注意:[/b] 对于静态库(*.a)的工作方式与[method add_ios_framework]相同。\n" +"这个方法不应用于系统库,因为它们已经在设备上存在。" #: doc/classes/EditorExportPlugin.xml:74 msgid "" "Adds a static library (*.a) or dynamic library (*.dylib, *.framework) to " "Linking Phase in iOS's Xcode project." msgstr "" +"在iOS的Xcode项目中链接阶段添加静态库(*.a)或动态库(*.dylib,*.framework)。" #: doc/classes/EditorExportPlugin.xml:81 -#, fuzzy msgid "Adds linker flags for the iOS export." -msgstr "在标签堆中添加一个换行标签。" +msgstr "为 iOS 导出添加链接器标志。" #: doc/classes/EditorExportPlugin.xml:88 msgid "Adds content for iOS Property List files." msgstr "为iOS属性列表文件添加内容。" #: doc/classes/EditorExportPlugin.xml:95 -#, fuzzy msgid "Adds a static lib from the given [code]path[/code] to the iOS project." -msgstr "将一个证书保存到给定的[code]path[/code],应是一个 \"*.crt \"文件。" +msgstr "从给定的[code]path[/code]添加静态库到iOS项目。" #: doc/classes/EditorExportPlugin.xml:103 -#, fuzzy msgid "" "Adds a shared object with the given [code]tags[/code] and destination " "[code]path[/code]." -msgstr "添加具有指定[code]path[/code]和[code]weights[/code]的骨骼." +msgstr "添加指定 [code]tags[/code] 和目标 [code]path[/code] 的共享对象。" #: doc/classes/EditorExportPlugin.xml:109 msgid "" "To be called inside [method _export_file]. Skips the current file, so it's " "not included in the export." -msgstr "" +msgstr "在[method _export_file]中调用。跳过当前文件,因此它不包括在导出中。" #: doc/classes/EditorFeatureProfile.xml:4 msgid "" @@ -23837,6 +24260,9 @@ msgid "" "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" +"返回用于显示文件系统的[code]VBoxContainer[/code]。\n" +"[b]警告:[/b] 这是一个必需的内部节点,移除和释放它可能会导致崩溃。如果你想隐" +"藏它或它的任何子节点,请使用 [member CanvasItem.visible] 属性。" #: doc/classes/EditorFileDialog.xml:35 msgid "" @@ -23881,7 +24307,7 @@ msgstr "[EditorFileDialog]向用户显示资源的视图格式。" #: doc/classes/EditorFileDialog.xml:60 msgid "" "The purpose of the [EditorFileDialog], which defines the allowed behaviors." -msgstr "" +msgstr "[EditorFileDialog] 的用途,它定义了允许的行为。" #: doc/classes/EditorFileDialog.xml:64 msgid "" @@ -23977,6 +24403,8 @@ msgid "" "string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/code], " "[i]not[/i] a file extension such as [code]\".gd\"[/code]." msgstr "" +"返回文件的资源类型,给定完整路径。这将返回字符串,如[code]\"Resource\"[/code]" +"或[code]\"GDScript\"[/code],[i]不是[/i]文件扩展名,如[code]\".gd\"[/code]。" #: doc/classes/EditorFileSystem.xml:23 msgid "Gets the root directory object." @@ -24017,9 +24445,8 @@ msgid "Emitted if the filesystem changed." msgstr "在文件系统更改的时候触发。" #: doc/classes/EditorFileSystem.xml:80 -#, fuzzy msgid "Emitted if a resource is reimported." -msgstr "当资源被重新导入时,触发该信号。" +msgstr "重新导入资源时触发。" #: doc/classes/EditorFileSystem.xml:86 msgid "" @@ -24098,6 +24525,9 @@ msgid "" "returns a string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/" "code], [i]not[/i] a file extension such as [code]\".gd\"[/code]." msgstr "" +"返回索引[code]idx[/code]处文件的资源类型。这将返回字符串,如[code]\"Resource" +"\"[/code]或[code]\"GDScript\"[/code],[i]不是[/i]文件扩展名,如[code]\".gd" +"\"[/code]。" #: doc/classes/EditorFileSystemDirectory.xml:77 msgid "Returns the name of this directory." @@ -24143,7 +24573,8 @@ msgid "" "get_resource_type]. They may optionally specify some import presets that " "affect the import process. EditorImportPlugins are responsible for creating " "the resources and saving them in the [code].import[/code] directory (see " -"[member ProjectSettings.application/config/project_data_dir_name]).\n" +"[member ProjectSettings.application/config/" +"use_hidden_project_data_directory]).\n" "Below is an example EditorImportPlugin that imports a [Mesh] from a file " "with the extension \".special\" or \".spec\":\n" "[codeblock]\n" @@ -24187,15 +24618,16 @@ msgid "" " return ResourceSaver.save(filename, mesh)\n" "[/codeblock]" msgstr "" -"EditorImportPlugins提供了一种扩展编辑器资源导入功能的方法。使用它们从自定义文" -"件中导入资源,或提供编辑器现有导入器的替代方案。用[method EditorPlugin." +"EditorImportPlugins提供了一种扩展编辑器资源导入功能的方法。使用它们来导入自定" +"义文件资源,或者成为编辑器现有导入器的替代品。用[method EditorPlugin." "add_import_plugin]注册你的[EditorPlugin]。\n" -"EditorImportPlugins通过与特定的文件扩展名和资源类型关联来工作。参阅[method " -"get_recognized_extensions]和[method get_resource_type]。它们可以选择性地指定" -"一些影响导入过程的导入预设。EditorImportPlugins负责创建资源并将其保存在" -"[code].import[/code]目录下。\n" -"下面是一个从扩展名为\".special \"或\".spec \"的文件导入[Mesh]的" -"EditorImportPlugin示例。\n" +"EditorImportPlugins通过与特定的文件扩展名和资源类型相关联来工作。参阅 " +"[method get_recognized_extensions] 和 [method get_resource_type]。它们可以选" +"择性地指定一些影响导入过程的导入预置。EditorImportPlugins负责创建资源并将其保" +"存在[code].import[/code]目录中,参阅[member ProjectSettings.application/" +"config/project_data_dir_name]。\n" +"下面是一个EditorImportPlugin的例子,它从扩展名为\".special \"或\".spec \"的文" +"件中导入一个[Mesh]:\n" "[codeblock]\n" "tool\n" "extends EditorImportPlugin\n" @@ -24204,7 +24636,7 @@ msgstr "" " return \"my.special.plugin\"\n" "\n" "func get_visible_name():\n" -" return \"Special Mesh Importer\"\n" +" return \"Special Mesh\"\n" "\n" "func get_recognized_extensions():\n" " return [\"special\", \"spec\"]\n" @@ -24234,8 +24666,7 @@ msgstr "" "reader\n" "\n" " var filename = save_path + \".\" + get_save_extension()\n" -" ResourceSaver.save(filename, mesh)\n" -" return OK\n" +" return ResourceSaver.save(filename, mesh)\n" "[/codeblock]" #: doc/classes/EditorImportPlugin.xml:51 doc/classes/ResourceImporter.xml:10 @@ -24258,7 +24689,6 @@ msgstr "" "选), [code]hint_string[/code](可选), [code]use[/code](可选)。" #: doc/classes/EditorImportPlugin.xml:64 -#, fuzzy msgid "" "Gets the order of this importer to be run when importing resources. " "Importers with [i]lower[/i] import orders will be called first, and higher " @@ -24267,8 +24697,10 @@ msgid "" "code] unless overridden by a specific importer. See [enum ResourceImporter." "ImportOrder] for some predefined values." msgstr "" -"获取导入资源时该导入器的运行顺序。更高的值将在更晚被调用。使用该值可确保导入" -"器在已导入依赖关系后运行。" +"获取该导入器在导入资源时的运行顺序。具有[i]较低[/i]导入顺序的导入器将被首先调" +"用,较高值的将被其后调用。使用这个来确保导入器在依赖项已经被导入后执行。默认" +"的导入顺序是 [code]0[/code],除非被指定的导入器重写。参阅 [enum " +"ResourceImporter.ImportOrder] 了解相关预定义的值。" #: doc/classes/EditorImportPlugin.xml:70 msgid "Gets the unique name of the importer." @@ -24347,14 +24779,18 @@ msgstr "" msgid "" "Gets the extension used to save this resource in the [code].import[/code] " "directory (see [member ProjectSettings.application/config/" -"project_data_dir_name])." -msgstr "获取用于将此资源保存在 [code].import[/code] 目录中的扩展名。" +"use_hidden_project_data_directory])." +msgstr "" +"获取用于在[code].import[/code]目录中保存此资源的扩展名,参阅[member " +"ProjectSettings.application/config/project_data_dir_name]。" #: doc/classes/EditorImportPlugin.xml:130 msgid "" "Gets the name to display in the import window. You should choose this name " "as a continuation to \"Import as\", e.g. \"Import as Special Mesh\"." msgstr "" +"获取在导入窗口中显示的名称。你应该选择这个名字作为 \"Import as\" 的延续,例" +"如 \"Import as Special Mesh\"。" #: doc/classes/EditorImportPlugin.xml:141 msgid "" @@ -24375,7 +24811,6 @@ msgid "A tab used to edit properties of the selected node." msgstr "用于编辑所选节点的属性的选项卡。" #: doc/classes/EditorInspector.xml:7 -#, fuzzy msgid "" "The editor inspector is by default located on the right-hand side of the " "editor. It's used to edit the properties of the selected node. For example, " @@ -24385,8 +24820,8 @@ msgid "" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton using [method EditorInterface.get_inspector]." msgstr "" -"编辑器检查器默认位于编辑器的右侧。它是用来编辑所选节点的属性的。例如,你可以" -"选择一个节点,如Sprite2D,然后通过检查器工具编辑它的变换。编辑器检查器是游戏" +"编辑器检查器默认位于编辑器的右侧。用来编辑所选节点的属性。例如,你可以选择一" +"个节点,如[Sprite],然后通过检查器工具编辑其transform变换。编辑器检查器是游戏" "开发工作流程中的一个重要工具。\n" "[b]注意:[/b] 这个类不应该被直接实例化。而是,使用[method EditorInterface." "get_inspector]访问单例。" @@ -24454,7 +24889,6 @@ msgid "Plugin for adding custom property editors on inspector." msgstr "用于在检查器上添加自定义属性编辑器的插件。" #: doc/classes/EditorInspectorPlugin.xml:7 -#, fuzzy msgid "" "These plugins allow adding custom property editors to [EditorInspector].\n" "Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" @@ -24468,15 +24902,15 @@ msgid "" "Finally, [method parse_end] will be called.\n" "On each of these calls, the \"add\" functions can be called." msgstr "" -"该插件允许在[EditorInspector]中添加自定义属性编辑器。\n" -"插件通过[Object EditorPlugin.add_inspector_plugin]方法注册。\n" -"当编辑对象时,调用[Object can_handle]函数,如果支持对象类型,必须返回" +"该插件允许向[EditorInspector]添加自定义属性编辑器。\n" +"插件通过[method EditorPlugin.add_inspector_plugin]注册。\n" +"当一个对象被编辑时,[method can_handle]函数被调用,如果支持对象类型,必须返回" "[code]true[/code]。\n" -"如果支持,将调用[Object parse_begin]函数,允许在类的开头放置自定义控件。\n" -"随后,[Object parse_category]和[Object parse_property]将被每个类别和属性被调" -"用。它们也提供了向检查器添加自定义控件的功能。\n" -"最后,[Object parse_end]将被调用。\n" -"在每个调用中,都可以调用“add”函数。" +"如果支持,函数[method parse_begin]将被调用,允许在类的开头放置自定义控件。\n" +"随后,调用每个类型和属性[method parse_category]和[method parse_property]。其" +"也提供了向检查器添加自定义控件的能力。\n" +"最后,调用[method parse_end]。\n" +"在这些调用中,每一个都可以调用 \"add\"函数。" #: doc/classes/EditorInspectorPlugin.xml:16 msgid "" @@ -24487,23 +24921,23 @@ msgstr "" "inspector_plugins.html" #: doc/classes/EditorInspectorPlugin.xml:23 -#, fuzzy msgid "Adds a custom control, which is not necessarily a property editor." -msgstr "添加一个自定义控件,不一定是属性编辑器。" +msgstr "添加自定义控件,它不一定是属性编辑器。" #: doc/classes/EditorInspectorPlugin.xml:31 -#, fuzzy msgid "" "Adds a property editor for an individual property. The [code]editor[/code] " "control must extend [EditorProperty]." -msgstr "添加一个属性编辑器,这个必须继承[EditorProperty]。" +msgstr "" +"为单独的属性添加属性编辑器。[code]editor[/code]控件必须扩展[EditorProperty]。" #: doc/classes/EditorInspectorPlugin.xml:40 -#, fuzzy msgid "" "Adds an editor that allows modifying multiple properties. The [code]editor[/" "code] control must extend [EditorProperty]." -msgstr "添加一个允许修改多个属性的编辑器,它必须继承[EditorProperty]。" +msgstr "" +"添加一个编辑器,允许修改多个属性。[code]editor[/code]控件必须扩展" +"[EditorProperty]。" #: doc/classes/EditorInspectorPlugin.xml:47 msgid "Returns [code]true[/code] if this object can be handled by this plugin." @@ -24550,7 +24984,7 @@ msgstr "" "新)加载场景,渲染网格预览,检查和编辑资源和对象。它允许自定义窗口,保存和" "(重新)加载场景,渲染网格预览,检查和编辑资源和对象,并提供对" "[EditorSettings]、[EditorFileSystem]、[EditorResourcePreview]、" -"[ScriptEditor]、编辑器视口和场景信息的访问。\n" +"[ScriptEditor]、编辑器视窗和场景信息的访问。\n" "[b]注意:[/b]这个类不应该直接实例化。相反,使用[method EditorPlugin." "get_editor_interface]访问单例。" @@ -24558,14 +24992,13 @@ msgstr "" msgid "" "Edits the given [Node]. The node will be also selected if it's inside the " "scene tree." -msgstr "" +msgstr "编辑给定的[Node]。如果该节点在场景树内,将被选中。" #: doc/classes/EditorInterface.xml:24 msgid "Edits the given [Resource]." msgstr "编辑给定的[Resource]。" #: doc/classes/EditorInterface.xml:30 -#, fuzzy msgid "" "Returns the main container of Godot editor's window. For example, you can " "use it to retrieve the size of the container and place your controls " @@ -24573,8 +25006,9 @@ msgid "" "[b]Warning:[/b] Removing and freeing this node will render the editor " "useless and may cause a crash." msgstr "" -"返回Godot编辑器窗口的主容器。例如,您可以用它来获取容器的大小,并据此放置您的" -"控件。" +"返回Godot编辑器窗口的主容器。例如,你可以用它来检索容器的大小并相应地放置你的" +"控件。\n" +"[b]警告:[/b] 删除和释放这个节点将使编辑器失效,并可能导致崩溃。" #: doc/classes/EditorInterface.xml:37 msgid "Returns the current path being viewed in the [FileSystemDock]." @@ -24593,13 +25027,17 @@ msgid "" "code] and [code]interface/editor/custom_display_scale[/code] editor " "settings. Editor must be restarted for changes to be properly applied." msgstr "" +"返回编辑器用户UI的实际比例,[code]1.0[/code]比例为100%。这可以用来调整由插件" +"添加的用户UI的位置和尺寸。\n" +"[b]注意:[/b]这个值是通过[code]interface/editor/display_scale[/code]和" +"[code]interface/editor/custom_display_scale[/code]编辑器设置项来设置。编辑器" +"必须重新启动才能正确应用这些变化。" #: doc/classes/EditorInterface.xml:56 msgid "Returns the editor's [EditorSettings] instance." msgstr "返回编辑器的[EditorSettings]实例。" #: doc/classes/EditorInterface.xml:62 -#, fuzzy msgid "" "Returns the main editor control. Use this as a parent for main screens.\n" "[b]Note:[/b] This returns the main editor control containing the whole " @@ -24607,8 +25045,10 @@ msgid "" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." msgstr "" -"返回主编辑器控件。将其作为主屏幕的父屏幕。\n" -"[b]注意:[/b] 这将返回包含整个编辑器的主编辑器控件,而不是具体的2D或3D视窗。" +"返回主编辑器控件。将其作为主屏幕的父控件。\n" +"[b]注意:[/b] 这将返回包含整个编辑器的主编辑器控件,而不是具体的 2D或 3D视" +"窗。\n" +"[b]警告:[/b] 删除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。" #: doc/classes/EditorInterface.xml:70 msgid "" @@ -24616,6 +25056,8 @@ msgid "" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." msgstr "" +"返回编辑器的文件系统面板 [FileSystemDock] 实例。\n" +"[b]警告:[/b] 移除和释放此节点将使编辑器的一部分失去作用,并可能导致崩溃。" #: doc/classes/EditorInterface.xml:77 msgid "" @@ -24623,6 +25065,8 @@ msgid "" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." msgstr "" +"返回编辑器的属性检查器 [EditorInspector]实例。\n" +"[b]警告:[/b] 删除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。" #: doc/classes/EditorInterface.xml:84 msgid "Returns an [Array] with the file paths of the currently opened scenes." @@ -24648,6 +25092,8 @@ msgid "" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." msgstr "" +"返回编辑器的脚本编辑器 [ScriptEditor] 实例。\n" +"[b]警告:[/b] 删除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。" #: doc/classes/EditorInterface.xml:115 msgid "" @@ -24664,12 +25110,14 @@ msgid "Returns the editor's [EditorSelection] instance." msgstr "返回编辑器的[EditorSelection]实例。" #: doc/classes/EditorInterface.xml:130 -#, fuzzy msgid "" "Shows the given property on the given [code]object[/code] in the editor's " "Inspector dock. If [code]inspector_only[/code] is [code]true[/code], plugins " "will not attempt to edit [code]object[/code]." -msgstr "在编辑器的检查起面板中显示给定[code]object[/code]的属性。" +msgstr "" +"在编辑器的属性检查器中显示给定对象 [code]object[/code] 的给定属性。如果 " +"[code]inspector_only[/code] = [code]true[/code],插件将不会尝试编辑对象 " +"[code]object[/code]。" #: doc/classes/EditorInterface.xml:136 msgid "" @@ -24688,10 +25136,9 @@ msgstr "" "其目录名称一致。" #: doc/classes/EditorInterface.xml:151 -#, fuzzy msgid "" "Returns mesh previews rendered at the given size as an [Array] of [Texture]s." -msgstr "以[Texture2D]的数组[Array]形式返回以给定尺寸渲染的网格预览。" +msgstr "返回 [Array] 数组包含给定尺寸渲染的网格预览图[Texture]。" #: doc/classes/EditorInterface.xml:158 msgid "Opens the scene at the given path." @@ -24832,7 +25279,6 @@ msgstr "" "用[method Node.queue_free]释放它。" #: doc/classes/EditorPlugin.xml:56 -#, fuzzy msgid "" "Adds a custom type, which will appear in the list of nodes or resources. An " "icon can be optionally passed.\n" @@ -24845,12 +25291,12 @@ msgid "" "During run-time, this will be a simple object with a script so this function " "does not need to be called then." msgstr "" -"添加自定义类型,该类型将出现在节点或资源列表中。可以选择传递图标。\n" -"选择给定的节点或资源后,将实例化基本类型(例如“ Node3D”,“ Control”,“ " -"Resource”),然后将脚本加载并设置为此对象。\n" -"您可以使用虚拟方法[method handles]通过检查脚本或使用[code] is [/code]关键字来" -"检查是否正在编辑您的自定义对象。\n" -"在运行时,这将是带有脚本的简单对象,因此无需再调用此函数。" +"添加一个自定义类型,它将出现在节点或资源的列表中。可以选择指定一个图标。\n" +"当给定的节点或资源被选中时,基本类型将被实例化(即 \"Spatial\"、\"Control" +"\"、\"Resource\"),然后脚本将被加载并设置为这个对象。\n" +"你可以使用虚拟方法 [method handles] 通过检查脚本或使用 [code]is[/code] 关键字" +"来检查是否正在编辑自定义对象。\n" +"在运行时,这将是一个带有脚本的简单对象,因此不需要调用此函数。" #: doc/classes/EditorPlugin.xml:66 msgid "" @@ -24858,6 +25304,9 @@ msgid "" "tasks when the project is being exported.\n" "See [method add_inspector_plugin] for an example of how to register a plugin." msgstr "" +"注册一个新的编辑器导出插件 [EditorExportPlugin]。导出插件是用来在项目被导出时" +"执行任务的。\n" +"参见 [method add_inspector_plugin],了解如何注册一个插件的例子。" #: doc/classes/EditorPlugin.xml:74 msgid "" @@ -24867,6 +25316,11 @@ msgid "" "add_scene_import_plugin] instead.\n" "See [method add_inspector_plugin] for an example of how to register a plugin." msgstr "" +"注册一个新的编辑器导入插件 [EditorImportPlugin]。导入插件用于导入自定义和不支" +"持的资产,作为一个自定义的 [Resource] 资源类型。\n" +"[b]注意:[/b] 如果你想导入自定义的 3D 资产格式,请使用 [method " +"add_scene_import_plugin] 代替。\n" +"参见 [method add_inspector_plugin] 以了解如何注册一个插件的例子。" #: doc/classes/EditorPlugin.xml:83 msgid "" @@ -24888,12 +25342,30 @@ msgid "" " remove_inspector_plugin(inspector_plugin)\n" "[/codeblock]" msgstr "" +"注册一个新的编辑器属性检查器插件[EditorInspectorPlugin]。检查器插件用于扩展 " +"[EditorInspector] 并为你的对象属性提供自定义配置工具。\n" +"[b]注意:[/b] 当你的 [EditorPlugin] 被禁用时,一定要使用 [method " +"remove_inspector_plugin] 来删除注册的 [EditorInspectorPlugin],以防止泄漏和出" +"现意外行为。\n" +"[codeblock]\n" +"const MyInspectorPlugin = preload(\"res://addons/your_addon/path/to/your/" +"script.gd\")\n" +"var inspector_plugin = MyInspectorPlugin.new()\n" +"\n" +"func _enter_tree():\n" +" add_inspector_plugin( inspector_plugin)\n" +"\n" +"func _exit_tree():\n" +" remove_inspector_plugin(inspector_plugin)\n" +"[/codeblock]" #: doc/classes/EditorPlugin.xml:101 msgid "" "Registers a new [EditorSceneImporter]. Scene importers are used to import " "custom 3D asset formats as scenes." msgstr "" +"注册一个新的场景导入器 [EditorSceneImporter]。场景导入器是用来导入自定义的三" +"维资产格式作为场景。" #: doc/classes/EditorPlugin.xml:108 msgid "" @@ -24901,6 +25373,9 @@ msgid "" "custom gizmos to the 3D preview viewport for a [Spatial].\n" "See [method add_inspector_plugin] for an example of how to register a plugin." msgstr "" +"注册一个新的空间辅助器插件 [EditorSpatialGizmoPlugin]。Gizmo插件用于为 " +"[Spatial] 的 3D预览视窗添加自定义的 gizmos。\n" +"参见 [method add_inspector_plugin] 以了解如何注册一个插件的例子。" #: doc/classes/EditorPlugin.xml:119 msgid "" @@ -24942,6 +25417,10 @@ msgid "" "code], the project will not run. The run is aborted immediately, so this " "also prevents all other plugins' [method build] methods from running." msgstr "" +"这个方法在编辑器即将运行项目时被调用。然后,该插件可以在项目运行前执行所需的" +"操作。\n" +"这个方法必须返回一个布尔值。如果这个方法返回 [code]false[/code],项目将不会运" +"行。运行被立即中止,所以这也会阻止所有其他插件的[method build] 方法运行。" #: doc/classes/EditorPlugin.xml:147 msgid "" @@ -24990,6 +25469,21 @@ 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" +"[codeblock]\n" +"func forward_canvas_draw_over_viewport(overlay):\n" +" # 在光标位置画一个圆。\n" +" overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color." +"white)\n" +"\n" +"func forward_canvas_gui_input(event):\n" +" if event is InputEventMouseMotion:\n" +" # 当光标被移动时,重绘视窗。\n" +" update_overlays()\n" +" return true\n" +" return false\n" +"[/codeblock]" #: doc/classes/EditorPlugin.xml:192 msgid "" @@ -24999,6 +25493,10 @@ msgid "" "You need to enable calling of this method by using [method " "set_force_draw_over_forwarding_enabled]." msgstr "" +"这个方法和 [method forward_canvas_draw_over_viewport] 一样,只是它在所有东西" +"的上面绘制。当你需要一个额外的层显示在其他东西上面时,这个方法很有用。\n" +"你需要通过使用 [method set_force_draw_over_forwarding_enabled] 来激活这个方法" +"的调用。" #: doc/classes/EditorPlugin.xml:200 msgid "" @@ -25024,7 +25522,7 @@ msgid "" " return forward\n" "[/codeblock]" msgstr "" -"当当前编辑场景中有一个根节点时被调用,[method handles]实现,在2D视口中发生按" +"当当前编辑场景中有一个根节点时被调用,[method handles]实现,在2D视窗中发生按" "键输入[InputEvent]。拦截按键输入[InputEvent],如果[code]return true[/code] " "[EditorPlugin]消耗键值[code]event[/code],否则将键值[code]event[/code]转发给" "其他Editor类。例子:\n" @@ -25063,6 +25561,21 @@ 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 " +"[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" +"func forward_spatial_draw_over_viewport(overlay):\n" +" # 在光标位置画一个圆。\n" +" overlay.draw_circle(overlay.get_local_mouse_position(), 64)\n" +"\n" +"func forward_spatial_gui_input(camera, event):\n" +" if event is InputEventMouseMotion:\n" +" # 当光标被移动时,重绘视窗。\n" +" update_overlays()\n" +" return true\n" +" return false\n" +"[/codeblock]" #: doc/classes/EditorPlugin.xml:241 msgid "" @@ -25072,6 +25585,10 @@ msgid "" "You need to enable calling of this method by using [method " "set_force_draw_over_forwarding_enabled]." msgstr "" +"这个方法和 [method forward_spatial_draw_over_viewport] 一样,只是它在所有东西" +"的上面绘制。当你需要一个额外的层显示在其他东西上面时,这个方法很有用。\n" +"你需要通过使用 [method set_force_draw_over_forwarding_enabled] 来激活这个方法" +"的调用。" #: doc/classes/EditorPlugin.xml:250 msgid "" @@ -25097,7 +25614,7 @@ msgid "" " return forward\n" "[/codeblock]" msgstr "" -"在当前编辑的场景中存在根节点时调用,实现[方法句柄]并在3D视口中发生按键输入" +"在当前编辑的场景中存在根节点时调用,实现[方法句柄]并在3D视窗中发生按键输入" "[InputEvent]。拦截按键输入[InputEvent],如果[code]return true [/code],则" "[EditorPlugin]会使用键值[code]event[/code],否则将键值[code]event[/code]转发" "到其他Editor类。例子:\n" @@ -25135,7 +25652,6 @@ msgstr "" "返回[EditorInterface]对象,该对象使您可以控制Godot编辑器的窗口及其功能。" #: doc/classes/EditorPlugin.xml:283 -#, fuzzy msgid "" "Override this method in your plugin to return a [Texture] in order to give " "it an icon.\n" @@ -25152,15 +25668,15 @@ msgid "" "\"EditorIcons\")\n" "[/codeblock]" msgstr "" -"在插件中重写此方法以返回[Texture2D]以为其提供图标。\n" -"对于主屏幕插件,它显示在屏幕顶部,在“ 2D”,“ 3D”,“脚本”和“ AssetLib”按钮的右" -"侧。\n" -"理想情况下,插件图标应为白色,透明背景,大小为16x16像素。\n" +"在你的插件中覆盖这个方法,返回一个纹理 [Texture],以便给它一个图标。\n" +"对于主界面的插件,它出现在屏幕的顶部,在 \"2D\"、\"3D\"、\"Script \"和 " +"\"AssetLib \"按钮的右边。\n" +"理想情况下,插件的图标应该是透明背景的白色,尺寸为16x16像素。\n" "[codeblock]\n" "func get_plugin_icon():\n" -" # You can use a custom icon:\n" +" # 你可以使用一个自定义的图标。\n" " return preload(\"res://addons/my_plugin/my_plugin_icon.svg\")\n" -" # Or use a built-in icon:\n" +" # 或者使用一个内置的图标。\n" " return get_editor_interface().get_base_control().get_icon(\"Node\", " "\"EditorIcons\")\n" "[/codeblock]" @@ -25177,15 +25693,15 @@ msgstr "" "侧。" #: doc/classes/EditorPlugin.xml:305 -#, fuzzy msgid "" "Gets the Editor's dialogue used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." msgstr "" -"获取用于制作脚本的编辑器对话框。\n" -"[b]注意:[/b]用户可以在使用前对其进行配置。" +"获取用于创建脚本的编辑器对话框。\n" +"[b]注意:[/b] 用户可以在使用前对其进行配置。\n" +"[b]警告:[/b] 移除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。" #: doc/classes/EditorPlugin.xml:313 msgid "" @@ -25241,9 +25757,8 @@ msgid "Minimizes the bottom panel." msgstr "最小化底部面板。" #: doc/classes/EditorPlugin.xml:352 -#, fuzzy msgid "Makes a specific item in the bottom panel visible." -msgstr "将特定资源类型保存到文件。" +msgstr "使底部面板中的一个特定项目可见。" #: doc/classes/EditorPlugin.xml:359 msgid "" @@ -25283,33 +25798,28 @@ msgstr "从扩展面板中删除控件。您必须手动[method Node.queue_free] #: doc/classes/EditorPlugin.xml:402 msgid "Removes a custom type added by [method add_custom_type]." -msgstr "删除由[method add_custom_type]添加的自定义类型。" +msgstr "删除由 [method add_custom_type] 添加的自定义类型。" #: doc/classes/EditorPlugin.xml:409 -#, fuzzy msgid "Removes an export plugin registered by [method add_export_plugin]." -msgstr "删除由[method add_custom_type]添加的自定义类型。" +msgstr "删除由 [method add_export_plugin] 注册的导出插件。" #: doc/classes/EditorPlugin.xml:416 -#, fuzzy msgid "Removes an import plugin registered by [method add_import_plugin]." -msgstr "删除由[method add_custom_type]添加的自定义类型。" +msgstr "删除由 [method add_import_plugin] 注册的导入插件。" #: doc/classes/EditorPlugin.xml:423 -#, fuzzy msgid "Removes an inspector plugin registered by [method add_import_plugin]" -msgstr "删除由[method add_custom_type]添加的自定义类型。" +msgstr "删除由 [method add_import_plugin] 注册的检查器插件" #: doc/classes/EditorPlugin.xml:430 -#, fuzzy msgid "" "Removes a scene importer registered by [method add_scene_import_plugin]." -msgstr "删除由[method add_custom_type]添加的自定义类型。" +msgstr "删除由 [method add_scene_import_plugin] 注册的场景导入器。" #: doc/classes/EditorPlugin.xml:437 -#, fuzzy msgid "Removes a gizmo plugin registered by [method add_spatial_gizmo_plugin]." -msgstr "删除由[method add_custom_type]添加的自定义类型。" +msgstr "删除由 [method add_spatial_gizmo_plugin] 注册的控制器插件。" #: doc/classes/EditorPlugin.xml:444 msgid "Removes a menu [code]name[/code] from [b]Project > Tools[/b]." @@ -25330,6 +25840,9 @@ msgid "" "editor when their viewports are updated. You need to call this method only " "once and it will work permanently for this plugin." msgstr "" +"启用2D编辑器的 [method forward_canvas_force_draw_over_viewport] 和3D编辑器的 " +"[method forward_spatial_force_draw_over_viewport] 在其视窗更新时的调用。你只" +"需要调用这个方法一次,它就会对这个插件永久起作用。" #: doc/classes/EditorPlugin.xml:462 msgid "" @@ -25357,6 +25870,11 @@ msgid "" "forward_spatial_draw_over_viewport] and [method " "forward_spatial_force_draw_over_viewport] to be called." msgstr "" +"更新 2D 和 3D 编辑器视窗的覆盖层。导致方法 [method " +"forward_canvas_draw_over_viewport]、[method " +"forward_canvas_force_draw_over_viewport]、[method " +"forward_spatial_draw_over_viewport] 和 [method " +"forward_spatial_force_draw_over_viewport] 被调用。" #: doc/classes/EditorPlugin.xml:490 msgid "" @@ -25432,13 +25950,15 @@ msgstr "" #: doc/classes/EditorProperty.xml:44 msgid "Must be implemented to provide a custom tooltip to the property editor." -msgstr "" +msgstr "必须实现为属性编辑器提供一个自定义工具提示。" #: doc/classes/EditorProperty.xml:51 msgid "" "Puts the [code]editor[/code] control below the property label. The control " "must be previously added using [method Node.add_child]." msgstr "" +"将 [code]editor[/code] 编辑器控件放在属性标签的下面。该控件必须事先用 " +"[method Node.add_child] 添加。" #: doc/classes/EditorProperty.xml:57 msgid "When this virtual function is called, you must update your editor." @@ -25456,14 +25976,13 @@ msgid "" msgstr "在检查面板使用,当属性为可选中时,设置属性为[code]true[/code]。" #: doc/classes/EditorProperty.xml:69 -#, fuzzy msgid "" "Used by the inspector, set to [code]true[/code] when the property is drawn " "with the editor theme's warning color. This is used for editable children's " "properties." msgstr "" -"在检查面板使用,当属性必须用错误颜色绘制时,设置为[code]true[/code]。这用于可" -"编辑的子属性。" +"由检查器使用,当属性用编辑器主题的警告颜色着色时,设置为[code]true[/code]。这" +"用于可编辑的子节点的属性。" #: doc/classes/EditorProperty.xml:72 msgid "" @@ -25523,7 +26042,7 @@ msgstr "选择时触发。内部使用。" #: doc/classes/EditorResourcePicker.xml:4 msgid "Godot editor's control for selecting [Resource] type properties." -msgstr "" +msgstr "Godot 编辑器用于选择 [Resource] 类型属性的控件。" #: doc/classes/EditorResourcePicker.xml:7 msgid "" @@ -25534,6 +26053,11 @@ msgid "" "[b]Note:[/b] This [Control] does not include any editor for the resource, as " "editing is controlled by the Inspector dock itself or sub-Inspectors." msgstr "" +"此 [Control] 节点用于编辑器的属性检查器以允许编辑 [Resource] 类型属性。它提供" +"了创建、加载、保存和转换资源的选项。可以与 [EditorInspectorPlugin] 检查器插件" +"一起使用以重新创建相同的行为。\n" +"[b]注意:[/b]这个 [Control] 不包括资源的任何编辑器,因为编辑是由属性检查器本" +"身或子检查器控制的。" #: doc/classes/EditorResourcePicker.xml:32 msgid "" @@ -25541,12 +26065,16 @@ msgid "" "[member base_type]. If the [member base_type] is empty, an empty list is " "returned." msgstr "" +"返回一个与 [member base_type] 对应的所有允许的类型和子类型的列表。如果 " +"[member base_type] 是空,将返回一个空的列表。" #: doc/classes/EditorResourcePicker.xml:46 msgid "" "This virtual method can be implemented to handle context menu items not " "handled by default. See [method set_create_options]." msgstr "" +"此虚拟方法可以实现处理默认未处理的上下文菜单项目。参见 [method " +"set_create_options]。" #: doc/classes/EditorResourcePicker.xml:53 msgid "" @@ -25557,44 +26085,51 @@ msgid "" "[b]Note:[/b] Implement [method handle_menu_selected] to handle these custom " "items." msgstr "" +"在更新 [EditorResourcePicker] 的上下文菜单时调用这个虚拟方法。实现这个方法可" +"以用你自己的选项覆盖 \"新建... \"项目。[code]menu_node[/code] 是对 " +"[PopupMenu] 菜单弹窗节点的引用。\n" +"[b]注意:[/b] 实现 [method handle_menu_selected] 来处理这些自定义项目。" #: doc/classes/EditorResourcePicker.xml:61 msgid "" "Sets the toggle mode state for the main button. Works only if [member " "toggle_mode] is set to [code]true[/code]." msgstr "" +"设置主按钮的切换模式状态。只有当 [member toggle_mode] 被设置为 [code]true[/" +"code] 时才起作用。" #: doc/classes/EditorResourcePicker.xml:67 msgid "" "The base type of allowed resource types. Can be a comma-separated list of " "several options." -msgstr "" +msgstr "允许资源类型的基本类型。可以是几个选项的逗号分离列表。" #: doc/classes/EditorResourcePicker.xml:70 -#, fuzzy msgid "If [code]true[/code], the value can be selected and edited." -msgstr "如果[code]true[/code],物体可以被光线探测到。" +msgstr "如果 [code]true[/code],则可以选择和编辑该值。" #: doc/classes/EditorResourcePicker.xml:73 -#, fuzzy msgid "The edited resource value." -msgstr "要使用的[NavigationMesh]资源。" +msgstr "已编辑的资源值。" #: doc/classes/EditorResourcePicker.xml:76 msgid "" "If [code]true[/code], the main button with the resource preview works in the " "toggle mode. Use [method set_toggle_pressed] to manually set the state." msgstr "" +"如果 [code]true[/code],带有资源预览的主按钮在切换模式下工作。使用 [method " +"set_toggle_pressed] 来手动设置状态。" #: doc/classes/EditorResourcePicker.xml:83 -#, fuzzy msgid "Emitted when the value of the edited resource was changed." -msgstr "每当资源发生变化时就会发出。" +msgstr "当正在编辑的资源改变值时发出。" -#: doc/classes/EditorResourcePicker.xml:89 -#, fuzzy -msgid "Emitted when the resource value was set and user clicked to edit it." -msgstr "在检查器中选择资源时触发。" +#: doc/classes/EditorResourcePicker.xml:90 +msgid "" +"Emitted when the resource value was set and user clicked to edit it. When " +"[code]edit[/code] is [code]true[/code], the signal was caused by the context " +"menu \"Edit\" option." +msgstr "" #: doc/classes/EditorResourcePreview.xml:4 msgid "Helper to generate previews of resources or files." @@ -25633,6 +26168,13 @@ msgid "" "[code]receiver_func[/code] will still be called, but the preview will be " "null." msgstr "" +"将正在编辑的资源 [code]resource[/code] 排队进行预览。一旦预览准备好了,接收" +"器 [code]receiver[/code] 的 [code]receiver_func[/code] 将被调用。" +"[code]receiver_func[/code] 必须接受以下四个参数。[String] path, [Texture] " +"preview, [Texture] thumbnail_preview, [Variant] userdata。[code]userdata[/" +"code] 可以是任何东西,并将在 [code]receiver_func[/code] 被调用时返回。\n" +"[b]注意:[/b]如果无法创建预览,[code]receiver_func[/code] 仍将被调用,但预览" +"将为空。" #: doc/classes/EditorResourcePreview.xml:45 msgid "" @@ -25646,6 +26188,14 @@ msgid "" "[code]receiver_func[/code] will still be called, but the preview will be " "null." msgstr "" +"将位于路径 [code]path [/code] 的资源文件排队以进行预览。预览准备好后,将调用" +"接收器 [code]receiver [/code] 的 [code]receiver_func [/code] 。" +"[code]receiver_func[/code] 必须带有以下四个参数:[String] path, [Texture] " +"preview, [Texture] thumbnail_preview, [Variant] userdata。用户数据 " +"[code]userdata[/code] 可以是任何东西,并将在调用 [code]receiver_func[/code] " +"返回。\n" +"[b]注意:[/b] 如果无法创建预览,则仍将调用 [code]receiver_func [/code],但预" +"览将无效。" #: doc/classes/EditorResourcePreview.xml:53 msgid "Removes a custom preview generator." @@ -25703,8 +26253,8 @@ msgid "" "Care must be taken because this function is always called from a thread (not " "the main thread)." msgstr "" -"直接从具有指定大小的路径生成预览。实现此操作是可选的,因为默认代码将加载并调" -"用[method generate]。\n" +"直接从指定大小的路径生成预览。实现此操作是可选的,因为默认代码将加载并调用" +"[method generate]。\n" "返回空纹理是失败的好方法,并让另一个生成器负责。\n" "注意!,因为始终从线程(而不是主线程)调用此函数。" @@ -25734,7 +26284,6 @@ msgid "FBX 3D asset importer." msgstr "FBX 3D资产导入器。" #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml:7 -#, fuzzy msgid "" "This is an FBX 3D asset importer with full support for most FBX features.\n" "If exporting a FBX scene from Autodesk Maya, use these FBX export settings:\n" @@ -25761,30 +26310,29 @@ msgid "" "- Binary format in FBX 2017\n" "[/codeblock]" msgstr "" -"这是一个基于[url=http://assimp.org/]Assimp[/url]的FBX 3D资源导入器。它目前有" -"许多已知的限制,并且对静态网格效果最好。大多数动画网格无法正确导入。\n" -"如果从 Autodesk Maya 导出 FBX 场景,请使用这些 FBX 导出设置。\n" -"[codeblock]\n" -"- Smoothing Groups\n" -"- Smooth Mesh\n" -"- Triangluate (for meshes with blend shapes)\n" -"- Bake Animation\n" -"- Resample All\n" -"- Deformed Models\n" -"- Skins\n" -"- Blend Shapes\n" -"- Curve Filters\n" -"- Constant Key Reducer\n" -"- Auto Tangents Only\n" -"- *Do not check* Constraints (as it will break the file)\n" -"- Can check Embed Media (embeds textures into the exported FBX file)\n" -" - Note that when importing embedded media, the texture and mesh will be a " -"single immutable file.\n" -" - You will have to re-export then re-import the FBX if the texture has " -"changed.\n" -"- Units: Centimeters\n" -"- Up Axis: Y\n" -"- Binary format in FBX 2017\n" +"这是一个FBX 3D资产导入器,完全支持大多数FBX功能。\n" +"如果从Autodesk Maya导出一个FBX场景,请使用这些FBX导出设置:\n" +"[codeblock]\n" +"- Smoothing Groups 平滑化组\n" +"- Smooth Mesh 平滑网格\n" +"- Triangluate 三角(用于具有混合形状的网格)\n" +"- Bake Animation 烘焙动画\n" +"- Resample All 全部重采样\n" +"- Deformed Models 变形的模型\n" +"- Skins 蒙皮\n" +"- Blend Shapes 混合形状\n" +"- Curve Filters 曲线过滤器\n" +"- Constant Key Reducer 恒定键值减少器\n" +"- Auto Tangents Only 仅自动切线\n" +"- *Do not check* Constraints (as it will break the file) *不要勾选*约束(因为" +"会破坏文件)。\n" +"- Can check Embed Media (embeds textures into the exported FBX file) 可以勾选" +"嵌入媒介(将纹理嵌入到导出的FBX文件中)。\n" +" - 注意,当导入嵌入媒介时,纹理和网格将是一个单一的不可更改的文件。\n" +" - 如果纹理发生了变化,你将不得不重新导出然后重新导入FBX。\n" +"- Units: Centimeters 单位:分米\n" +"- Up Axis: Y 上轴:Y\n" +"-Binary format in FBX 2017 二进制格式为2017 FBX\n" "[/codeblock]" #: doc/classes/EditorScenePostImport.xml:4 @@ -25869,7 +26417,6 @@ msgid "Base script that can be used to add extension functions to the editor." msgstr "可用于为编辑器添加扩展功能的基础脚本。" #: doc/classes/EditorScript.xml:7 -#, fuzzy msgid "" "Scripts extending this class and implementing its [method _run] method can " "be executed from the Script Editor's [b]File > Run[/b] menu option (or by " @@ -25889,20 +26436,21 @@ msgid "" "is visible in the console window started with the Editor (stdout) instead of " "the usual Godot [b]Output[/b] dock." msgstr "" -"可以通过脚本编辑器的[b] File> Run [/b]菜单选项(或通过按[kbd] Ctrl + Shift + " -"X [/kbd])来执行扩展此类并实现其[method _run]方法的脚本。这对于将自定义的编辑" -"器内功能添加到Godot很有用。对于更复杂的添加,请考虑改为使用[EditorPlugin]。\n" -"[b]注意:[/b]扩展脚本需要启用[code]tool[/code]模式。\n" +"扩展该类并实现其 [method _run] 方法的脚本可以在编辑器运行时通过脚本编辑器的 " +"[b]File > Run[/b] 菜单选项(或按 [code]Ctrl+Shift+X[/code])执行。这对于向 " +"Godot添加自定义的编辑内功能很有用。对于更复杂的添加,可以考虑使用 " +"[EditorPlugin] 代替。\n" +"[b]注意:[/b] 扩展脚本需要启用 [code]tool[/code] 工具模式。\n" "[b]示例脚本:[/b]\n" -"[codeblock]\n" +"[codeeblock]\n" "tool\n" "extends EditorScript\n" "\n" "func _run():\n" " print(\"Hello from the Godot Editor!\")\n" "[/codeblock]\n" -"[b]注意:[/b]该脚本在编辑器上下文中运行,这意味着输出在以编辑器(stdout)开始" -"的控制台窗口中可见,而不是通常的Godot [b] Output [/b]停靠栏。" +"[b]注意:[/b] 脚本在编辑器上下文中运行,这意味着输出在与编辑器一起启动的控制" +"台窗口(stdout),而不是通常的 Godot [b]输出[/b]面板 。" #: doc/classes/EditorScript.xml:25 msgid "This method is executed by the Editor when [b]File > Run[/b] is used." @@ -25929,6 +26477,7 @@ msgid "" "Godot editor's control for selecting the [code]script[/code] property of a " "[Node]." msgstr "" +"Godot 编辑器的控件,用于选择节点 [Node] 的脚本 [code] script [/code] 属性。" #: doc/classes/EditorScriptPicker.xml:7 msgid "" @@ -25941,10 +26490,16 @@ msgid "" "[b]Note:[/b] You must set the [member script_owner] for the custom context " "menu items to work." msgstr "" +"与 [EditorResourcePicker] 类似,这个 [Control] 节点在编辑器的检查器面板中使" +"用,但只用于编辑 [Node] 的 [code]script[/code] 属性。创建包含所有可能子类型的" +"新资源的默认选项 被替换为打开“附加节点脚本”对话框的专用按钮。可以与 " +"[EditorInspectorPlugin] 一起使用以重新创建相同的行为。\n" +"[b]注意:[/b] 你必须设置 [member script_owner] 才能让自定义的上下文菜单项发挥" +"作用。" #: doc/classes/EditorScriptPicker.xml:16 msgid "The owner [Node] of the script property that holds the edited resource." -msgstr "" +msgstr "持有被编辑资源的脚本属性的所有者 [Node]。" #: doc/classes/EditorSelection.xml:4 msgid "Manages the SceneTree selection in the editor." @@ -25967,6 +26522,9 @@ msgid "" "inspector. If you want to edit a node, use [method EditorInterface." "edit_node]." msgstr "" +"将一个节点添加到选择中。\n" +"[b]注意:[/b]新选择的节点不会在检查器中自动被编辑。如果你想编辑一个节点,请使" +"用 [method EditorInterface.edit_node]。" #: doc/classes/EditorSelection.xml:24 msgid "Clear the selection." @@ -26213,19 +26771,17 @@ msgstr "" "配置变化时更新逻辑。" #: doc/classes/EditorSpatialGizmo.xml:4 -#, fuzzy msgid "Custom gizmo for editing Spatial objects." -msgstr "用于编辑Node3D对象的自定义小工具。" +msgstr "用于编辑空间对象的自定义小工具。" #: doc/classes/EditorSpatialGizmo.xml:7 -#, fuzzy msgid "" "Custom gizmo that is used for providing custom visualization and editing " "(handles) for 3D Spatial objects. See [EditorSpatialGizmoPlugin] for more " "information." msgstr "" -"自定义小工具,用于为Node3D对象提供自定义可视化和编辑(句柄)。更多信息请参阅" -"[EditorNode3DGizmoPlugin]。" +"自定义小工具,用于为 3D Spatial 对象提供自定义可视化和编辑(手柄)。更多信息" +"请参阅 [EditorNode3DGizmoPlugin]。" #: doc/classes/EditorSpatialGizmo.xml:16 msgid "" @@ -26316,18 +26872,16 @@ msgstr "" "撤销动作。" #: doc/classes/EditorSpatialGizmo.xml:100 -#, fuzzy msgid "" "Returns the [EditorSpatialGizmoPlugin] that owns this gizmo. It's useful to " "retrieve materials using [method EditorSpatialGizmoPlugin.get_material]." msgstr "" -"返回拥有此gezmo的[EditorNode3DGizmoPlugin]。使用[method " -"EditorNode3DGizmoPlugin.get_material]检索材质很有用。" +"返回拥有此小工具的 [EditorSpatialGizmoPlugin] 。使用 [method " +"EditorSpatialGizmoPlugin.get_material] 检索材料很有用。" #: doc/classes/EditorSpatialGizmo.xml:106 -#, fuzzy msgid "Returns the Spatial node associated with this gizmo." -msgstr "返回与此小工具相关联的Node3D节点。" +msgstr "返回与此小工具相关联的 Spatial 节点。" #: doc/classes/EditorSpatialGizmo.xml:113 msgid "" @@ -26337,24 +26891,23 @@ msgstr "" "如果鼠标悬停索引为 [code]index[/code] 的句柄高亮,则返回[code]true[/code]。" #: doc/classes/EditorSpatialGizmo.xml:119 -#, fuzzy msgid "" "This function is called when the [Spatial] this gizmo refers to changes (the " "[method Spatial.update_gizmo] is called)." msgstr "" -"当[Node3D]这个工具所指的变化时([method Node3D.update_gizmo]函数被调用)。" +"当这个工具所指 [Spatial] 的变化时([method Node3D.update_gizmo] 函数被调" +"用)。" #: doc/classes/EditorSpatialGizmo.xml:128 -#, fuzzy msgid "" "This function is used when the user drags a gizmo handle (previously added " "with [method add_handles]) in screen coordinates.\n" "The [Camera] is also provided so screen coordinates can be converted to " "raycasts." msgstr "" -"当用户在屏幕坐标中拖动工具句柄(之前用[method add_handles]添加的)时,使用该" -"函数。\n" -"还提供了[Camera3D],这样屏幕坐标就可以转换为射线广播。" +"当用户在屏幕坐标中拖动一个 gizmo 工具手柄时(之前用 [method add_handles] 添加" +"的),就会使用这个函数。\n" +"还提供了相机 [Camera],以便将屏幕坐标转换为射线投影。" #: doc/classes/EditorSpatialGizmo.xml:136 msgid "" @@ -26365,28 +26918,26 @@ msgstr "" "[code]false[/code],将显示它。" #: doc/classes/EditorSpatialGizmo.xml:143 -#, fuzzy msgid "" "Sets the reference [Spatial] node for the gizmo. [code]node[/code] must " "inherit from [Spatial]." -msgstr "设置工具的参考[Node3D]节点。 [code] node [/code]必须继承自[Node3D]。" +msgstr "" +"设置工具的参考 [Spatial] 节点。 [code] node [/code]必须继承自 [Spatial]。" #: doc/classes/EditorSpatialGizmoPlugin.xml:4 -#, fuzzy msgid "Used by the editor to define Spatial gizmo types." -msgstr "编辑器使用它来定义Node3D 工具类型。" +msgstr "由编辑部用于定义空间小工具的类型。" #: doc/classes/EditorSpatialGizmoPlugin.xml:7 -#, fuzzy msgid "" "EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " "two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " "gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " "documentation for more info." msgstr "" -"EditorNode3DGizmoPlugin允许您定义一种新的辅助工具类型。这样做的主要方法有两" -"种:扩展[EditorNode3DGizmoPlugin]以获得更简单的Gizmos,或创建新的" -"[EditorNode3DGizmo]类型。有关更多信息,请参阅文档中的教程。" +"EditorSpatialGizmoPlugin 允许您定义一种新的辅助工具类型。这样做的主要方法有两" +"种:扩展 [EditorSpatialGizmoPlugin] 以获得更简单的Gizmos,或创建新的 " +"[EditorSpatialGizmoPlugin] 类型。有关更多信息,请参阅文档中的教程。" #: doc/classes/EditorSpatialGizmoPlugin.xml:10 msgid "" @@ -26418,17 +26969,15 @@ msgid "" msgstr "重写此方法以提交Gizmo句柄。调用此插件的活动辅助工具。" #: doc/classes/EditorSpatialGizmoPlugin.xml:41 -#, fuzzy msgid "" "Override this method to return a custom [EditorSpatialGizmo] for the spatial " "nodes of your choice, return [code]null[/code] for the rest of nodes. See " "also [method has_gizmo]." msgstr "" -"重写此方法可为您选择的空间节点返回自定义[EditorNode3DGizmo],为其余节点返回" -"[code] null [/code]。另请参阅[method has_gizmo]。" +"重写此方法可为您选择的空间节点返回自定义 [EditorSpatialGizmo],为其余节点返" +"回 [code]null[/code]。另请参阅 [method has_gizmo]。" #: doc/classes/EditorSpatialGizmoPlugin.xml:50 -#, fuzzy msgid "" "Creates a handle material with its variants (selected and/or editable) and " "adds them to the internal material list. They can then be accessed with " @@ -26436,33 +26985,33 @@ msgid "" "Should not be overridden.\n" "You can optionally provide a texture to use instead of the default icon." msgstr "" -"创建具有其变体(选定和/或可编辑)的句柄材质,并将其添加到内部材质列表中。然后" -"可以使用[method get_material]访问它们,并在[method EditorNode3DGizmo." -"add_handles]中使用它们。不应该被覆盖。" +"创建一个手柄材料及其variants (选定的和/或可编辑的),并将它们添加到内部材料" +"列表。然后可以用 [method get_material] 访问它们,并在 [method " +"EditorSpatialGizmo.add_handles] 中使用。不应该被重写。\n" +"你可以选择性地提供一个纹理来代替默认的图标。" #: doc/classes/EditorSpatialGizmoPlugin.xml:61 -#, fuzzy msgid "" "Creates an icon material with its variants (selected and/or editable) and " "adds them to the internal material list. They can then be accessed with " "[method get_material] and used in [method EditorSpatialGizmo." "add_unscaled_billboard]. Should not be overridden." msgstr "" -"创建一个图标材质及其变体,注,选定的和/或可编辑的,并将它们添加到内部材质列" -"表。然后可以用[method get_material]访问它们,并在[method EditorNode3DGizmo." -"add_unscaled_billboard]中使用。不应该被重写。" +"创建一个图标材料及其variants (选定的和/或可编辑的),并将它们添加到内部材料" +"列表。然后可以用 [method get_material] 访问它们,并在 [method " +"EditorSpatialGizmo.add_unscaled_billboard] 中使用。不应该被重写。" #: doc/classes/EditorSpatialGizmoPlugin.xml:72 -#, fuzzy msgid "" "Creates an unshaded material with its variants (selected and/or editable) " "and adds them to the internal material list. They can then be accessed with " "[method get_material] and used in [method EditorSpatialGizmo.add_mesh] and " "[method EditorSpatialGizmo.add_lines]. Should not be overridden." msgstr "" -"创建具有其变体(选定和/或可编辑)的无阴影材质,并将其添加到内部材质列表中。然" -"后可以使用[method get_material]访问它们,并在[method EditorNode3DGizmo." -"add_mesh]和[method EditorNode3DGizmo.add_lines]中使用它们。不应该被覆盖。" +"创建一个没有阴影的材料及其variants (选定的和/或可编辑的),并将它们添加到内" +"部材料列表。然后可以用 [method get_material] 访问它们,并在 [method " +"EditorSpatialGizmo.add_mesh] 和 [method EditorSpatialGizmo.add_lines] 中使" +"用。不应该被重写。" #: doc/classes/EditorSpatialGizmoPlugin.xml:80 msgid "" @@ -26477,14 +27026,13 @@ msgid "" msgstr "从Gizmo获取句柄的实际值。调用此插件的活动工具。" #: doc/classes/EditorSpatialGizmoPlugin.xml:96 -#, fuzzy msgid "" "Gets material from the internal list of materials. If an " "[EditorSpatialGizmo] is provided, it will try to get the corresponding " "variant (selected and/or editable)." msgstr "" -"从内部物料清单中获取材质。如果提供了[EditorNode3DGizmo],它将尝试获取相应的变" -"体(已选择/或可编辑)。" +"从内部材料列表中获取材料。如果提供了一个 [EditorSpatialGizmo] ,它将尝试获取" +"相应的variant (选定的和/或可编辑的)。" #: doc/classes/EditorSpatialGizmoPlugin.xml:102 msgid "" @@ -26507,16 +27055,16 @@ msgstr "" "[code] 0 [/code],这意味着自定义控件将自动覆盖内置控件。" #: doc/classes/EditorSpatialGizmoPlugin.xml:116 -#, fuzzy msgid "" "Override this method to define which Spatial nodes have a gizmo from this " "plugin. Whenever a [Spatial] node is added to a scene this method is called, " "if it returns [code]true[/code] the node gets a generic [EditorSpatialGizmo] " "assigned and is added to this plugin's list of active gizmos." msgstr "" -"重写此方法,以定义该插件中哪些Node3D节点具有Gizmo。每当将[Node3D]节点添加到场" -"景时,都会调用此方法,如果它返回[code] true [/code],则该节点将获得分配的通用" -"[EditorNode3DGizmo]并将其添加到此插件的活动工具列表中。" +"覆盖这个方法来定义哪些空间节点有这个插件的 gizmo。每当一个 [Spatial] 节点被添" +"加到一个场景中时,这个方法就会被调用,如果它返回 [code]true[/code],该节点就" +"会被分配一个通用的 [EditorSpatialGizmo],并被添加到这个插件的激活 Gizmos列表" +"中。" #: doc/classes/EditorSpatialGizmoPlugin.xml:124 msgid "" @@ -26525,11 +27073,10 @@ msgid "" msgstr "获取句柄是否高亮显示。调用此插件的活动工具。" #: doc/classes/EditorSpatialGizmoPlugin.xml:130 -#, fuzzy msgid "" "Override this method to define whether a Spatial with this gizmo should be " "selectable even when the gizmo is hidden." -msgstr "重写此方法以定义是否应选择具有此工具的Node3D(即使工具已隐藏)。" +msgstr "覆盖此方法,以定义具有此工具的空间是否应该在工具被隐藏时也可以被选择。" #: doc/classes/EditorSpatialGizmoPlugin.xml:137 msgid "" @@ -26544,9 +27091,8 @@ msgid "" msgstr "更新句柄后更新其值。调用此插件的活动工具。" #: doc/classes/EditorSpinSlider.xml:4 -#, fuzzy msgid "Godot editor's control for editing numeric values." -msgstr "Godot编辑器的脚本编辑器。" +msgstr "Godot编辑器用于编辑数值的控件。" #: doc/classes/EditorSpinSlider.xml:7 msgid "" @@ -26554,6 +27100,8 @@ msgid "" "of numeric values. Can be used with [EditorInspectorPlugin] to recreate the " "same behavior." msgstr "" +"这个 [Control] 节点在编辑器的检查器面板中使用,允许编辑数值。可以与 " +"[EditorInspectorPlugin] 一起使用,以重新创建相同的行为。" #: doc/classes/EditorVCSInterface.xml:4 msgid "" @@ -26621,7 +27169,6 @@ msgstr "" "- [code]\"offset\"[/code]存储自第一个上下文行内容以来行变化的偏移量。" #: doc/classes/EditorVCSInterface.xml:36 -#, fuzzy msgid "" "Returns a [Dictionary] containing the path of the detected file change " "mapped to an integer signifying what kind of change the corresponding file " @@ -26634,14 +27181,14 @@ msgid "" "- [code]3[/code]: Deleted\n" "- [code]4[/code]: Typechanged" msgstr "" -"返回一个[Dictionary],其中包含检测到的文件变化的路径,并将其映射为一个整数," -"表示相应文件经历了什么样的变化。\n" -"以下整数值被用来表示检测到的文件是。\n" -"- [code]0[/code]:新到VCS工作目录的文件\n" -"- [code]1[/code]:修改后\n" -"- [code]2[/code]:重新命名\n" -"- [code]3[/code]:已删除\n" -"- [code]4[/code]:类型已改变" +"返回一个 [Dictionary],包含检测到的更改文件的路径,映射到一个整数,该整数表示" +"相应文件更改的状态。\n" +"以下整数值用于表示检测到的文件是:\n" +"- [code]0[/code]:新的 VCS 工作目录\n" +"- [code]1[/code]:修改\n" +"- [code]2[/code]:重命名\n" +"- [code]3[/code]:删除\n" +"- [code]4[/code]:类型改变" #: doc/classes/EditorVCSInterface.xml:48 msgid "Returns the project name of the VCS working directory." @@ -26769,7 +27316,6 @@ msgstr "" "[code]copyright[/code], [code]license[/code]}" #: doc/classes/Engine.xml:33 -#, fuzzy msgid "" "Returns a Dictionary of Arrays of donor names.\n" "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " @@ -26777,21 +27323,22 @@ msgid "" "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" "code], [code]bronze_donors[/code]}" msgstr "" -"返回捐助者名称数组的字典。\n" -"{[code] platinum_sponsors [/code],[code] gold_sponsors [/code],[code] " -"mini_sponsors [/code],[code] gold_donors [/code],[code] silver_donors [/" -"code],[code] bronze_donors [/code]}" +"返回捐赠者姓名数组的字典。\n" +"{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], " +"[code]silver_sponsors[/code], [code]bronze_sponsors[/code], " +"[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/" +"code], [code]bronze_donors[/code]}" #: doc/classes/Engine.xml:40 -#, fuzzy msgid "" "Returns the total number of frames drawn. On headless platforms, or if the " "render loop is disabled with [code]--disable-render-loop[/code] via command " "line, [method get_frames_drawn] always returns [code]0[/code]. See [method " "get_idle_frames]." msgstr "" -"返回绘制的总帧数。如果通过命令行使用[code]--disable-render-loop[/code]禁用渲" -"染循环,则返回[code]0[/code]。参阅[method get_idle_frames]。" +"返回绘制的总帧数。在精简平台上,或者如果通过命令行使用 [code]--disable-" +"render-loop[/code] 禁用渲染循环,[method get_frames_drawn] 总是返回 [code]0[/" +"code]。参阅[method get_idle_frames]。" #: doc/classes/Engine.xml:46 msgid "Returns the frames per second of the running game." @@ -26812,6 +27359,16 @@ msgid "" "here.\n" "[/codeblock]" msgstr "" +"返回自引擎初始化以来的总帧数,在每个[b]空闲帧[/b]都会进行,无论渲染循环是否被" +"启用。参阅[method get_frames_drawn]和[method get_physics_frames]。\n" +"[method get_idle_frames]可以用来减少运行高消耗逻辑的次数,而不需要依靠" +"[Timer]。\n" +"[codeblock]\n" +"func _process(_delta):\n" +" if Engine.get_idle_frames() % 2 == 0:\n" +" pass # Run expensive logic only once every 2 idle (render) frames " +"here.\n" +"[/codeblock]" #: doc/classes/Engine.xml:64 msgid "" @@ -26840,6 +27397,15 @@ msgid "" " pass # Run expensive logic only once every 2 physics frames here.\n" "[/codeblock]" msgstr "" +"返回自引擎初始化以来通过的总帧数,该帧数在每个[b]物理帧[/b]上进行。参阅" +"[method get_idle_frames]。\n" +"[method get_physics_frames]可以用来减少运行高消耗逻辑的次数,而不需要依靠" +"[Timer]。\n" +"[codeblock]\n" +"func _physics_process(_delta):\n" +" if Engine.get_physics_frames() % 2 == 0:\n" +" pass # Run expensive logic only once every 2 physics frames here.\n" +"[/codeblock]" #: doc/classes/Engine.xml:94 msgid "" @@ -26849,12 +27415,12 @@ msgid "" msgstr "返回渲染框架时当前物理滴标记中的分数。这可用于实现固定的时间步插值。" #: doc/classes/Engine.xml:101 -#, fuzzy msgid "" "Returns a global singleton with given [code]name[/code]. Often used for " "plugins, e.g. [code]GodotPayment[/code] on Android." msgstr "" -"返回具有给定[code]name[/code]的全局单例。通常用于插件,例如GodotPayments。" +"返回具有给定[code]name[/code]的全局单例。通常用于插件,例如Android上的" +"[code]GodotPayment[/code]。" #: doc/classes/Engine.xml:107 msgid "" @@ -26947,6 +27513,22 @@ 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 "" +"如果[code]true[/code],则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,可以有条件绘制编辑器助手,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" +"if Engine.editor_hint:\n" +" draw_gizmos()\n" +"else:\n" +" simulate_physics()\n" +"[/codeblock]\n" +"更多信息请参阅文档中[url=https://docs.godotengine.org/en/3.4/tutorials/misc/" +"running_code_in_the_editor.html]在编辑器中运行代码[/url]。\n" +"[b]注意:[/b]要检测脚本是否从编辑器[i]构建[/i]中运行(例如按[code]F5[/code]" +"时),请使用带有[code]\"editor\"[/code]参数的[method OS.has_feature]代替。" +"[code]OS.has_feature(\"editor\")[/code]当代码在编辑器中运行和从编辑器中运行项" +"目时都会评估为[code]true[/code],但当代码从导出的项目中运行时它会评估为" +"[code]false[/code]。" #: doc/classes/Engine.xml:153 msgid "" @@ -26964,7 +27546,6 @@ msgstr "" "入更灵敏或解决隧道问题,但请记住,这样做会增加CPU的使用。" #: doc/classes/Engine.xml:156 -#, fuzzy msgid "" "Controls how much physics ticks are synchronized with real time. For 0 or " "less, the ticks are synchronized. Such values are recommended for network " @@ -26977,10 +27558,12 @@ msgid "" "solution, the physics jitter fix should be disabled by setting [member " "physics_jitter_fix] to [code]0[/code]." msgstr "" -"控制物理时钟与实时同步的程度。为0或更少,则是同步的。这样的值建议用于网络游" -"戏,因为时钟同步很重要。较高的数值会导致游戏中的时钟和真实时钟有较大的偏差," -"但允许平滑帧率抖动。默认值0.5对大多数人来说应该是没有问题的;高于2的值可能会" -"导致游戏对掉帧的反应有明显的延迟,不建议使用。" +"控制物理时钟与实时同步程度。如果是0或更少,时钟是同步的。这样的值建议用于网络" +"游戏,因为时钟的同步性很重要。较高的值会导致游戏中的时钟和真实时钟之间的偏差" +"较大,但可以平滑帧速率的抖动。默认值0.5对大多数人来说应该是良好的;超过2的值" +"可能导致游戏对掉帧的反应有明显的延迟,因此不推荐使用。\n" +"[b]注意:[/b]为了获得最佳效果,当使用自定义物理插值这种解决方案时,应通过将" +"[member physics_jitter_fix]设置为[code]0[/code]来禁用物理抖动修复。" #: doc/classes/Engine.xml:160 msgid "" @@ -26996,6 +27579,14 @@ msgid "" "[b]Note:[/b] This property does not impact the editor's Errors tab when " "running a project from the editor." msgstr "" +"如果[code]false[/code],停止打印错误和警告信息到控制台和编辑器输出日志。这可" +"以用来在单元测试套件运行期间隐藏错误和警告信息。这个属性等同于[member " +"ProjectSettings.application/run/disable_stderr]项目设置。\n" +"[b]警告:[/b] 如果你在项目的任意位置将其设置为[code]false[/code],重要的错误信" +"息可能会被隐藏,即使它们是由其他脚本触发。如果在[code]@tool[/code]脚本中把这" +"个设置为[code]false[/code],这也会影响到编辑器本身。在确保错误信息被启用之" +"前,[i]不[/i]报告错误(默认情况下)。\n" +"[b]注意:[/b]当从编辑器运行一个项目时,这个属性不影响编辑器的错误选项卡。" #: doc/classes/Engine.xml:165 msgid "" @@ -27021,7 +27612,6 @@ msgid "" msgstr "用于定义多个渲染选项的环境节点(如[WorldEnvironment])的资源。" #: doc/classes/Environment.xml:7 -#, fuzzy msgid "" "Resource for environment nodes (like [WorldEnvironment]) that define " "multiple environment operations (such as background [Sky] or [Color], " @@ -27037,13 +27627,17 @@ msgid "" "framebuffer_allocation], or for specific Viewports via the [member Viewport." "usage] property." msgstr "" -"环境节点(如[WorldEnvironment])的资源,这些节点定义了多个环境操作(如背景" -"[Sky]或[Color]、环境光、雾、景深...)。这些参数会影响场景的最终渲染。这些操作" -"的顺序是\n" -"- 景深 模糊\n" +"环境节点(如 [WorldEnvironment])的资源,这些节点定义了多个环境操作(如背景 " +"[Sky] 或 [Color]、环境光、雾、景深……)。这些参数会影响场景的最终渲染。这些操" +"作的顺序是:\n" +"- 景深模糊\n" "- 辉光\n" -"- 色调地图(自动曝光\n" -"- 调整数" +"- 色调映射(自动曝光)\n" +"- 调整\n" +"这些效果仅在 [Viewport] 的预期使用方法为“3D”或者“3D Without Effects”时生效。" +"根视窗的预期使用方法可以通过 [member ProjectSettings.rendering/quality/" +"intended_usage/framebuffer_allocation] 调整,其它视窗通过 [member Viewport." +"usage] 调整。" #: doc/classes/Environment.xml:15 doc/classes/WorldEnvironment.xml:12 msgid "" @@ -27092,14 +27686,13 @@ msgstr "" "才有效。" #: doc/classes/Environment.xml:43 -#, fuzzy msgid "" "Applies the provided [Texture] resource to affect the global color aspect of " "the rendered scene. Effective only if [code]adjustment_enabled[/code] is " "[code]true[/code]." msgstr "" -"应用所提供的 [Texture2D] 资源来影响渲染场景的全局颜色。只有当" -"[code]adjusting_enabled[/code]是[code]true[/code]时才有效。" +"应用所提供的[Texture]资源来影响渲染场景的全局颜色表现。只有在" +"[code]adjustment_enabled[/code]为[code]true[/code]时才有效。" #: doc/classes/Environment.xml:46 msgid "" @@ -27182,7 +27775,7 @@ msgstr "自动曝光效果的速度。影响相机执行自动曝光所需的时 #: doc/classes/Environment.xml:79 msgid "The ID of the camera feed to show in the background." -msgstr "在背景中显示的相机信号的ID。" +msgstr "在背景中显示的相机源的ID。" #: doc/classes/Environment.xml:82 msgid "" @@ -27191,12 +27784,12 @@ msgid "" msgstr "要显示的最大图层ID。只有在使用 [constant BG_CANVAS] 背景模式时有效。" #: doc/classes/Environment.xml:85 -#, fuzzy msgid "" "The [Color] displayed for clear areas of the scene. Only effective when " "using the [constant BG_COLOR] or [constant BG_COLOR_SKY] background modes)." msgstr "" -"场景中清晰区域显示的[Color]。只有在使用 [constant BG_COLOR] 背景模式时有效。" +"场景中清除区域显示的[Color]。仅在使用[constant BG_COLOR]或[constant " +"BG_COLOR_SKY]背景模式时有效。" #: doc/classes/Environment.xml:88 msgid "The power of the light emitted by the background." @@ -27207,34 +27800,28 @@ msgid "The background mode. See [enum BGMode] for possible values." msgstr "背景模式。请参阅[enum BGMode]了解可能的值。" #: doc/classes/Environment.xml:94 -#, fuzzy msgid "The [Sky] resource defined as background." -msgstr "使用天空资源作为背景。" +msgstr "[Sky] 天空资源定义为背景。" #: doc/classes/Environment.xml:97 -#, fuzzy msgid "The [Sky] resource's custom field of view." -msgstr "用于此[Environment]的[天空]资源。" +msgstr "[Sky] 天空资源的自定义视野。" #: doc/classes/Environment.xml:100 -#, fuzzy msgid "The [Sky] resource's rotation expressed as a [Basis]." -msgstr "[Mesh]资源用作CSG形状。" +msgstr "以[Basis]表示的[Sky]天空资源的旋转。" #: doc/classes/Environment.xml:103 -#, fuzzy msgid "The [Sky] resource's rotation expressed as Euler angles in radians." -msgstr "贴图的旋转(以弧度为单位)." +msgstr "[Sky] 资源旋转的欧拉角,以弧度单位。" #: doc/classes/Environment.xml:106 -#, fuzzy msgid "The [Sky] resource's rotation expressed as Euler angles in degrees." -msgstr "贴图的旋转(以度数为单位)." +msgstr "[Sky] 天空资源旋转的欧拉角,单位为度。" #: doc/classes/Environment.xml:109 -#, fuzzy msgid "The amount of far blur for the depth-of-field effect." -msgstr "效果中的声音数量。" +msgstr "用于景深效果的远处模糊数量。" #: doc/classes/Environment.xml:112 msgid "" @@ -27242,24 +27829,24 @@ msgid "" msgstr "远景模糊效果影响渲染的距离。" #: doc/classes/Environment.xml:115 -#, fuzzy msgid "If [code]true[/code], enables the depth-of-field far blur effect." -msgstr "如果为[code]true[/code],启用指定的flag。" +msgstr "如果[code]true[/code],启用景深远景模糊效果。" #: doc/classes/Environment.xml:118 msgid "" "The depth-of-field far blur's quality. Higher values can mitigate the " "visible banding effect seen at higher strengths, but are much slower." msgstr "" +"景深远处模糊的质量。较高的数值可以减轻在较高强度下看到的可见带状效应,但速度" +"要慢得多。" #: doc/classes/Environment.xml:121 msgid "The length of the transition between the no-blur area and far blur." msgstr "无模糊区域和远模糊区域之间的过渡长度。" #: doc/classes/Environment.xml:124 -#, fuzzy msgid "The amount of near blur for the depth-of-field effect." -msgstr "效果中的声音数量。" +msgstr "用于景深效果的近似模糊的数量。" #: doc/classes/Environment.xml:127 msgid "" @@ -27267,15 +27854,16 @@ msgid "" msgstr "近似模糊效果影响渲染的地方与相机的距离。" #: doc/classes/Environment.xml:130 -#, fuzzy msgid "If [code]true[/code], enables the depth-of-field near blur effect." -msgstr "如果为[code]true[/code],启用指定的flag。" +msgstr "如果[code]true[/code],启用景深近模糊效果。" #: doc/classes/Environment.xml:133 msgid "" "The depth-of-field near blur's quality. Higher values can mitigate the " "visible banding effect seen at higher strengths, but are much slower." msgstr "" +"景深近模糊的质量。较高的数值可以减轻在较高强度下看到的可见带状效应,但速度要" +"慢得多。" #: doc/classes/Environment.xml:136 msgid "The length of the transition between the near blur and no-blur area." @@ -27305,13 +27893,12 @@ msgstr "" "机)。" #: doc/classes/Environment.xml:151 -#, fuzzy msgid "" "The fog's depth end distance from the camera. If this value is set to 0, it " "will be equal to the current camera's [member Camera.far] value." msgstr "" -"雾的深度与相机的距离。如果此值被设置为0,则等于当前相机的[member Camera3D." -"far]值。" +"雾的深度终点与摄像机的距离。如果此值被设置为0,则等于当前摄像机的[member " +"Camera.far]值。" #: doc/classes/Environment.xml:154 msgid "" @@ -27358,14 +27945,13 @@ msgstr "" "示。否则,将从下往上显示。" #: doc/classes/Environment.xml:169 -#, fuzzy msgid "" "The intensity of the depth fog color transition when looking towards the " "sun. The sun's direction is determined automatically using the " "DirectionalLight node in the scene." msgstr "" -"向太阳方向看去时,深度雾色过渡的强度。使用场景中的 DirectionalLight3D 节点自" -"动确定太阳的方向。" +"朝着太阳看时,深度雾颜色过渡的强度。太阳的方向是通过场景中的平行光节点自动确" +"定的。" #: doc/classes/Environment.xml:172 msgid "The depth fog's [Color] when looking towards the sun." @@ -27392,6 +27978,9 @@ msgid "" "[b]Note:[/b] When using the GLES2 renderer, this is only available if the " "GPU supports the [code]GL_EXT_gpu_shader4[/code] extension." msgstr "" +"以牺牲性能为代价,消除由更高级别采样产生的块状效应。\n" +"[b]注意:[/b] 使用 GLES2渲染器时,只有GPU支持 [code]GL_EXT_gpu_shader4[/" +"code] 扩展时才可用。" #: doc/classes/Environment.xml:185 msgid "The glow blending mode." @@ -27438,6 +28027,9 @@ msgid "" "stable during movement. However, it is very expensive and makes the glow " "post process take twice as long." msgstr "" +"在辉光的下采样过程中获取更多的样本。这可以确保辉光捕捉到单个像素,使辉光在移" +"动过程中看起来更平滑、更稳定。然而,它非常吃性能,使辉光的后期处理需要两倍的" +"时间。" #: doc/classes/Environment.xml:206 msgid "" @@ -27519,11 +28111,10 @@ msgid "" msgstr "屏幕空间反射的最大步数。数值越高,速度越慢。" #: doc/classes/Environment.xml:248 -#, fuzzy msgid "" "If [code]true[/code], screen-space reflections will take the material " "roughness into account." -msgstr "如果[code]true[/code],查询将考虑[Area2D]。" +msgstr "如果 [code]true[/code],屏幕空间反射将考虑材质粗糙度。" #: doc/classes/Environment.xml:251 msgid "" @@ -27549,9 +28140,8 @@ msgid "" msgstr "屏幕空间环境遮挡质量。可能的值请参阅[enum SSAOBlur]。" #: doc/classes/Environment.xml:260 -#, fuzzy msgid "The screen-space ambient occlusion color." -msgstr "屏幕空间环境遮挡边缘锐度。" +msgstr "屏幕空间环境光遮蔽颜色。" #: doc/classes/Environment.xml:263 msgid "The screen-space ambient occlusion edge sharpness." @@ -27579,11 +28169,10 @@ msgid "" msgstr "主要的屏幕空间环境遮挡强度。参阅[member ssao_radius]。" #: doc/classes/Environment.xml:272 -#, fuzzy msgid "" "The secondary screen-space ambient occlusion intensity. See also [member " "ssao_radius2]." -msgstr "主要的屏幕空间环境遮挡强度。参阅[member ssao_radius]。" +msgstr "主要的屏幕空间环境光遮挡强度。参阅 [member ssao_radius]。" #: doc/classes/Environment.xml:275 msgid "" @@ -27601,6 +28190,8 @@ msgid "" "The screen-space ambient occlusion quality. Higher qualities will make " "better use of small objects for ambient occlusion, but are slower." msgstr "" +"屏幕空间的环境遮蔽质量。更高的质量将更好地利用小物体进行环境遮蔽,但速度较" +"慢。" #: doc/classes/Environment.xml:281 msgid "The primary screen-space ambient occlusion radius." @@ -27613,6 +28204,8 @@ msgid "" "occlusion effect which can be used to improve the effect's appearance (at " "the cost of performance)." msgstr "" +"次要屏幕空间环境遮蔽半径。如果设置为高于[code]0[/code]的值,则启用次要屏幕空" +"间的环境遮蔽效果,可以用来改善效果表现,但以性能为代价。" #: doc/classes/Environment.xml:287 msgid "The default exposure used for tonemapping." @@ -27669,6 +28262,9 @@ msgid "" "BG_SKY] and should be preferred in scenes where reflections can be visible, " "but the sky itself never is (e.g. top-down camera)." msgstr "" +"使用自定义的透明颜色清除背景,并允许定义天空的阴影和反射。这种模式比" +"[constant BG_SKY]稍快,应是在可以看到反射,但天空本身不可见的场景中的首选,例" +"如,自上而下的相机。" #: doc/classes/Environment.xml:313 msgid "Displays a [CanvasLayer] in the background." @@ -27676,7 +28272,7 @@ msgstr "在背景中显示[CanvasLayer]。" #: doc/classes/Environment.xml:316 msgid "Displays a camera feed in the background." -msgstr "在背景中显示相机信号。" +msgstr "在背景中显示相机源。" #: doc/classes/Environment.xml:319 msgid "Represents the size of the [enum BGMode] enum." @@ -27727,11 +28323,12 @@ msgid "Filmic tonemapper operator." msgstr "胶片色调映射器运算符。" #: doc/classes/Environment.xml:343 -#, fuzzy msgid "" "Academy Color Encoding System tonemapper operator. Performs an aproximation " "of the ACES tonemapping curve." -msgstr "ACES 映射运算符。" +msgstr "" +"Academy Color Encoding System(学院色彩编码系统)色调映射运算器。对ACES色调映" +"射曲线进行近似计算。" #: doc/classes/Environment.xml:346 msgid "" @@ -27742,6 +28339,10 @@ msgid "" "will eventually become white if the light is bright enough to saturate the " "camera sensor." msgstr "" +"高质量的Academy Color Encoding System学院色彩编码系统色调映射运算器,符合行业" +"标准。执行更精确的物理曲线拟合,更好地模拟光线在现实世界中的工作方式。光线和" +"发光材料的颜色会随着发光能量的增加而变浅,如果光线足够亮,足以使相机传感器饱" +"和,最终会变成白色。" #: doc/classes/Environment.xml:349 msgid "Low depth-of-field blur quality (fastest)." @@ -27768,24 +28369,20 @@ msgid "2×2 blur for the screen-space ambient occlusion effect." msgstr "2×2模糊的屏幕空间环境遮挡效果。" #: doc/classes/Environment.xml:367 -#, fuzzy msgid "3×3 blur for the screen-space ambient occlusion effect (slowest)." -msgstr "屏幕空间环境遮挡效果不模糊(最快)。" +msgstr "3×3模糊的屏幕空间环境遮挡效果(最慢)。" #: doc/classes/Environment.xml:370 -#, fuzzy msgid "Low quality for the screen-space ambient occlusion effect (fastest)." -msgstr "屏幕空间环境遮挡效果不模糊(最快)。" +msgstr "低质量的屏幕空间环境遮挡效果(最快)。" #: doc/classes/Environment.xml:373 -#, fuzzy msgid "Low quality for the screen-space ambient occlusion effect." -msgstr "1×1模糊的屏幕空间环境遮挡效果。" +msgstr "低质量的屏幕空间环境遮挡效果。" #: doc/classes/Environment.xml:376 -#, fuzzy msgid "Low quality for the screen-space ambient occlusion effect (slowest)." -msgstr "屏幕空间环境遮挡效果不模糊(最快)。" +msgstr "低质量的屏幕空间环境遮挡效果(最慢)。" #: doc/classes/Expression.xml:4 msgid "A class that stores an expression you can execute." @@ -27880,11 +28477,14 @@ msgid "" "OES_EGL_image_external.txt]OES_EGL_image_external[/url].\n" "[b]Note:[/b] This is only supported for Android platforms." msgstr "" +"启用对OpenGL ES外部纹理扩展的支持,如[url=https://www.khronos.org/registry/" +"OpenGL/extensions/OES/OES_EGL_image_external.txt]OES_EGL_image_external[/url]" +"所定义。\n" +"[b]注意:[/b] 这只支持Android平台。" #: doc/classes/ExternalTexture.xml:16 -#, fuzzy msgid "Returns the external texture name." -msgstr "返回图块的纹理。" +msgstr "返回外部纹理名称。" #: doc/classes/ExternalTexture.xml:23 msgid "External texture size." @@ -27895,7 +28495,6 @@ msgid "Type to handle file reading and writing operations." msgstr "用于处理文件读写操作的类型。" #: doc/classes/File.xml:7 -#, fuzzy msgid "" "File type. This is used to permanently store data into the user device's " "file system and to read from it. This can be used to store game save data or " @@ -27929,8 +28528,8 @@ msgid "" "process will be killed. You can work around this by calling [method flush] " "at regular intervals." msgstr "" -"文件类型。这是用来将数据永久地存储到用户设备的文件系统中,并从中读取。例如," -"这可以用来存储游戏保存数据或玩家配置文件。\n" +"文件类型。这用来将数据永久存储到用户设备的文件系统中,并可从中读取。例如,这" +"可以用来存储游戏保存数据或玩家配置文件。\n" "下面是一个关于如何写入和读出文件的例子。\n" "[codeblock]\n" "func save(content):\n" @@ -27946,9 +28545,15 @@ msgstr "" " file.close()\n" " return content\n" "[/codeblock]\n" -"在上面的例子中,文件将被保存在[url=https://docs.godotengine.org/zh_CN/latest/" -"tutorials/io/data_paths.html]user://save_game.dat[/url]文件中指定的用户数据文" -"件夹中。" +"在上面的例子中,文件将被保存在[url=https://docs.godotengine.org/en/3.4/" +"tutorials/io/data_paths.html]数据路径[/url]文件中指定的用户数据文件夹中。\n" +"[b]注意:[/b] 要在导出后访问项目资源,建议使用[ResourceLoader]而不是" +"[File]API,因为有些文件被转换为引擎特定的格式,其原始源文件可能不存在于导出的" +"PCK包中。\n" +"[b]注意:[/b]只有在进程 \"正常\" 退出时,例如通过点击窗口管理器的关闭按钮或按" +"[b]Alt + F4[/b],文件才会自动关闭。如果你在项目运行时按[b]F8[/b]停止项目执" +"行,文件将不会被关闭,因为游戏进程将被杀死。你可以通过定期调用[method flush]" +"来解决这个问题。" #: doc/classes/File.xml:35 msgid "" @@ -27956,6 +28561,8 @@ msgid "" "operations. Use [method flush] to persist the data to disk without closing " "the file." msgstr "" +"关闭当前打开的文件,并阻止后续的读/写操作。使用[method flush]将数据持久化到磁" +"盘,而不关闭文件。" #: doc/classes/File.xml:41 msgid "" @@ -27969,9 +28576,15 @@ msgid "" " # Read data\n" "[/codeblock]" msgstr "" +"如果文件光标已经读到了文件的末端,返回[code]true[/code]。\n" +"[b]注意:[/b][code]ef_reached() == false[/code] 不能用来检查是否有更多的数据" +"可用。要在有更多数据可用时进行循环,请使用:\n" +"[codeblock]\n" +"while file.get_position() < file.get_len():\n" +" # Read data\n" +"[/codeblock]" #: doc/classes/File.xml:53 -#, fuzzy msgid "" "Returns [code]true[/code] if the file exists in the given path.\n" "[b]Note:[/b] Many resources types are imported (e.g. textures or sound " @@ -27980,12 +28593,9 @@ msgid "" "alternative approach that takes resource remapping into account." msgstr "" "如果文件存在于给定的路径中,返回[code]true[/code]。\n" -"[b]注意:[/b]许多资源类型被导入(例如纹理或声音文件),它们的源资产将不包括在" -"导出的游戏中,因为只使用导入的版本(在[code]res://.import[/code]文件夹)。为" -"了检查这些资源是否存在,同时考虑到重新映射到它们的导入位置,使用[method " -"ResourceLoader.exists]。通常,当你在编辑器中开发时,对导入的资源使用" -"[code]File.file_exists[/code]会起作用(源资产在[code]res://[/code]中存在,但" -"在导出时失败)。" +"[b]注意:[/b]许多资源类型导入后,例如纹理或声音文件,其源资产不会包含在导出的" +"游戏中,因为只使用导入的版本。有关考虑资源重新映射的替代方法,参阅[method " +"ResourceLoader.existence]。" #: doc/classes/File.xml:60 msgid "" @@ -27997,6 +28607,11 @@ msgid "" "[b]Note:[/b] Only call [method flush] when you actually need it. Otherwise, " "it will decrease performance due to constant disk writes." msgstr "" +"将文件的缓冲区写入磁盘。关闭文件时会自动执行刷新。这意味着您不需要在使用 " +"[method close] 关闭文件之前手动调用 [method flush]。尽管如此,即使项目崩溃而" +"不是正常关闭,调用 [method flush] 仍可用于确保数据安全。\n" +"[b]注意:[/b]只有在你真正需要的时候才调用 [method flush]。否则,它会由于不断" +"的磁盘写入而降低性能。" #: doc/classes/File.xml:67 msgid "" @@ -28039,9 +28654,8 @@ msgstr "" "文本将被转为UTF-8编码。" #: doc/classes/File.xml:99 -#, fuzzy msgid "Returns next [code]len[/code] bytes of the file as a [PoolByteArray]." -msgstr "返回下一个文件的[code]len[/code]字节长度,类型为[PackedByteArray]。" +msgstr "将文件的下一个 [code]len[/code] 长度字节作为 [PoolByteArray] 返回。" #: doc/classes/File.xml:106 msgid "" @@ -28065,6 +28679,20 @@ msgid "" "[code]\"\"[/code] for each quotation mark that needs to be interpreted as " "such instead of the end of a text value." msgstr "" +"以 CSV(逗号分隔值)格式返回文件的下一个值。您可以传递不同的分隔符 " +"[code]delim[/code] 以使用默认 [code]\",\"[/code](逗号)以外的其他分隔符。此" +"分隔符必须为一个字符长,并且不能是双引号。\n" +"文本被解释为 UTF-8 编码。如果文本值包含分隔符,则必须用双引号括起来。文本值中" +"的双引号可以通过将它们的出现次数加倍来转义。\n" +"例如,以下 CSV 行是有效的,每行将被正确解析为两个字符串:\n" +"[codeblock]\n" +"Alice,\"Hello, Bob!\"\n" +"Bob,Alice! What a surprise!\n" +"Alice,\"I thought you'd reply with \"\"Hello, world\"\".\"\n" +"[/codeblock]\n" +"请注意第二行如何省略封闭引号,因为它不包含分隔符。然而它 [i]可以[/i] 很好地使" +"用引号,它只是为了演示目的而没有编写。第三行必须使用 [code]\"\"[/code] 来表示" +"每个需要被解释为引号的引号,而不是文本值的结束。" #: doc/classes/File.xml:120 msgid "Returns the next 64 bits from the file as a floating-point number." @@ -28169,6 +28797,10 @@ msgid "" "Godot, not third-party compression formats. See [url=https://github.com/" "godotengine/godot/issues/28999]GitHub issue #28999[/url] for a workaround." msgstr "" +"打开压缩文件进行读取或写入。\n" +"[b]注意:[/b] [method open_compressed] 只能读取Godot保存的文件,不能读取第三" +"方压缩格式。有关解决方法,请参阅 [url=https://github.com/godotengine/godot/" +"issues/28999] GitHub 问题 #28999[/url]。" #: doc/classes/File.xml:238 msgid "" @@ -28296,7 +28928,6 @@ msgid "Stores the given array of bytes in the file." msgstr "在文件中存储给定的字节数组。" #: doc/classes/File.xml:331 -#, fuzzy msgid "" "Store the given [PoolStringArray] in the file as a line formatted in the CSV " "(Comma-Separated Values) format. You can pass a different delimiter " @@ -28304,10 +28935,10 @@ msgid "" "This delimiter must be one-character long.\n" "Text will be encoded as UTF-8." msgstr "" -"将给定的[PackedStringArray]存储为以CSV(逗号分隔值)格式设置的行。您可以传递" -"其他定界符[code] delim [/code]以使用默认的[code]“,” [/code](逗号)以外的符" -"号。该定界符必须为一个字符长。\n" -"文本将被转为UTF-8编码。" +"将给定的 [PoolStringArray] 作为CSV(逗号分隔值)格式的行存储在文件中。您可以" +"传递不同的分隔符 [code]delim[/code] 以使用默认 [code]\",\"[/code](逗号)以外" +"的其他分隔符。此分隔符的长度必须为一个字符。\n" +"文本将被编码为 UTF-8。" #: doc/classes/File.xml:339 msgid "Stores a floating-point number as 64 bits in the file." @@ -28322,6 +28953,8 @@ msgid "" "Appends [code]line[/code] to the file followed by a line return character " "([code]\\n[/code]), encoding the text as UTF-8." msgstr "" +"将 [code]line[/code] 附加到文件后跟一个行返回字符 ([code]\\n[/code]),将文本" +"编码为 UTF-8。" #: doc/classes/File.xml:360 msgid "" @@ -28340,7 +28973,7 @@ msgstr "将浮点数存储在文件中。" msgid "" "Appends [code]string[/code] to the file without a line return, encoding the " "text as UTF-8." -msgstr "" +msgstr "将 [code]string[/code] 附加到文件而不返回行,将文本编码为 UTF-8。" #: doc/classes/File.xml:383 msgid "" @@ -28355,6 +28988,13 @@ msgid "" "_get_property_list]. See [enum PropertyUsageFlags] for the possible usage " "flags." msgstr "" +"在文件中存储任何 Variant 变量值。如果 [code]full_objects[/code] 是 " +"[code]true[/code],则允许编码对象(并且可能包含代码)。\n" +"[b]注意:[/b] 并非所有属性都包括在内。只有使用 [constant " +"PROPERTY_USAGE_STORAGE] 标志集配置的属性才会被序列化。您可以通过覆盖类中的 " +"[method Object._get_property_list] 方法向属性添加新的使用标志。您还可以通过调" +"用 [method Object._get_property_list] 来检查属性使用是如何配置的。有关可能的" +"使用标志,请参阅 [enum PropertyUsageFlags]。" #: doc/classes/File.xml:390 msgid "" @@ -28369,35 +29009,41 @@ msgid "" "the file. Therefore, you must set [member endian_swap] [i]after[/i] opening " "the file, not before." msgstr "" +"如果 [code]true[/code],则使用 big-endian [url=https://en.wikipedia.org/wiki/" +"Endianness]endianness[/url] 读取文件。如果 [code]false[/code],则文件以 " +"little-endian 字节序读取。如果有疑问,请将其保留为 [code]false[/code],因为大" +"多数文件都是以小端字节序编写的。\n" +"[b]注意:[/b] [member endian_swap] 只是文件格式,与CPU类型无关。 CPU 字节序不" +"会影响写入文件的默认字节序。\n" +"[b]注意:[/b]每当您打开文件时,它总是重置为 [code]false[/code]。因此,必须在 " +"[i]打开文件之后[/i] 设置 [member endian_swap],而不是之前。" #: doc/classes/File.xml:397 -#, fuzzy msgid "" "Opens the file for read operations. The cursor is positioned at the " "beginning of the file." -msgstr "将文件的读/写光标改变到指定的位置(从文件开始的字节数)。" +msgstr "打开文件进行读取操作。光标位于文件的开头。" #: doc/classes/File.xml:400 -#, fuzzy msgid "" "Opens the file for write operations. The file is created if it does not " "exist, and truncated if it does." -msgstr "为写入,打开文件。如果文件不存在,就创建文件;如果文件存在,截断文件。" +msgstr "打开文件进行写操作。如果文件不存在,则创建该文件,如果存在则截断。" #: doc/classes/File.xml:403 -#, fuzzy msgid "" "Opens the file for read and write operations. Does not truncate the file. " "The cursor is positioned at the beginning of the file." -msgstr "打开文件进行读写操作。不截断文件。" +msgstr "打开文件用于读写操作。不截断文件。光标位于文件的开头。" #: doc/classes/File.xml:406 -#, fuzzy msgid "" "Opens the file for read and write operations. The file is created if it does " "not exist, and truncated if it does. The cursor is positioned at the " "beginning of the file." -msgstr "写入或读取打开文件。如果文件不存在,则创建文件;如果存在,就打开文件。" +msgstr "" +"打开文件进行读写操作。如果文件不存在,则创建该文件,如果存在则截断。光标位于" +"文件的开头。" #: doc/classes/File.xml:409 msgid "Uses the [url=http://fastlz.org/]FastLZ[/url] compression method." @@ -28424,7 +29070,6 @@ msgid "Dialog for selecting files or directories in the filesystem." msgstr "用于选择文件系统中的文件或目录的对话框。" #: doc/classes/FileDialog.xml:7 -#, fuzzy msgid "" "FileDialog is a preset dialog used to choose files and directories in the " "filesystem. It supports filter masks. The FileDialog automatically sets its " @@ -28432,9 +29077,9 @@ msgid "" "title, disable this by setting [member mode_overrides_title] to [code]false[/" "code]." msgstr "" -"FileDialog是一个预设的对话框,用于选择文件系统中的文件和目录。它支持过滤掩" -"码。FileDialog会根据[member file_mode]自动设置其窗口标题。如果你想使用一个自" -"定义的标题,通过设置[member mode_overrides_title]为[code]false[/code]来禁用。" +"FileDialog 是用于在文件系统中选择文件和目录的预设对话框。它支持过滤器掩码。文" +"件对话框会根据 [member mode] 自动设置其窗口标题。如果您要使用自定义标题,请" +"将 [member mode_overrides_title] 设置为 [code] false[/code] 来禁用此标题。" #: doc/classes/FileDialog.xml:16 msgid "" @@ -28461,6 +29106,9 @@ msgid "" "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" +"返回所选文件的 LineEdit。\n" +"[b]警告:[/b] 这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望" +"隐藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。" #: doc/classes/FileDialog.xml:41 msgid "" @@ -28470,6 +29118,9 @@ msgid "" "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" +"返回对话框的垂直框容器,可以向其中添加自定义控件。\n" +"[b]警告:[/b] 这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望" +"隐藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。" #: doc/classes/FileDialog.xml:48 msgid "Invalidate and update the current dialog content list." @@ -28483,6 +29134,10 @@ msgid "" "[url=https://github.com/godotengine/godot-proposals/issues/1123]godot-" "proposals#1123[/url]." msgstr "" +"文件系统的访问范围。见枚举 [code]Access[/code] 常数。\n" +"[b]警告:[/b] 目前,在沙盒环境下,如HTML5构建或沙盒的macOS应用程序," +"FileDialog 不能访问主机文件系统。参见 [url=https://github.com/godotengine/" +"godot-proposals/issues/1123]godot-proposals#1123 [/url]。" #: doc/classes/FileDialog.xml:58 msgid "The current working directory of the file dialog." @@ -28497,33 +29152,30 @@ msgid "The currently selected file path of the file dialog." msgstr "当前选择的文件对话框的文件路径。" #: doc/classes/FileDialog.xml:68 -#, fuzzy msgid "" "The available file type filters. For example, this shows only [code].png[/" "code] and [code].gd[/code] files: [code]set_filters(PoolStringArray([\"*." "png ; PNG Images\",\"*.gd ; GDScript Files\"]))[/code]." msgstr "" -"可用的文件类型过滤器。例如,这只显示[code].png[/code]和[code].gd[/code]文件。" -"[code]set_filters(PackedStringArray([\"*.png ; PNG Images\", \"*.gd ; " -"GDScript Files\"])[/code]。" +"可用的文件类型过滤器。例如,这仅显示 [code].png[/code] 和 [code].gd[/code] 文" +"件: [code]set_filters(PoolStringArray([\"*.png ; PNG Images\", \"*.gd ; " +"GDScript Files\" ]))[/code]。" #: doc/classes/FileDialog.xml:71 -#, fuzzy msgid "" "The dialog's open or save mode, which affects the selection behavior. See " "enum [code]Mode[/code] constants." -msgstr "对话框的打开或保存模式,影响选择行为。参阅[enum FileMode]。" +msgstr "" +"对话框的打开或保存模式,这会影响选择行为。请参阅枚举 [code]Mode[/code] 常量。" #: doc/classes/FileDialog.xml:74 -#, fuzzy msgid "" "If [code]true[/code], changing the [code]Mode[/code] property will set the " "window title accordingly (e.g. setting mode to [constant MODE_OPEN_FILE] " "will change the window title to \"Open a File\")." msgstr "" -"如果[code]true[/code],改变[code]Mode[/code]属性将相应地设置窗口标题(例如," -"将模式设置为[constant FILE_MODE_OPEN_FILE]将改变窗口标题为 \"打开一个文件" -"\")。" +"如果 [code]true[/code],更改 [code]Mode[/code] 属性将相应地设置窗口标题(例" +"如,将模式设置为 [constant MODE_OPEN_FILE] 会将窗口标题更改为“打开文件”)。" #: doc/classes/FileDialog.xml:77 msgid "If [code]true[/code], the dialog will show hidden files." @@ -28636,6 +29288,16 @@ msgid "" "the [method @GDScript.is_equal_approx] and [method @GDScript.is_zero_approx] " "methods instead of [code]==[/code] to compare [float] values for equality." msgstr "" +"[float] 内置类型是一个64位双精度浮点数,相当于C++中的 [code]double[/code]。这" +"个类型有14个可靠的小数位精度。[float] 类型可以存储在[Variant] 中,它是引擎使" +"用的通用类型。[float] 的最大值约为 [code]1.79769e308[/code],最小值约为 " +"[code]-1.79769e308[/code]。\n" +"引擎中的大多数方法和属性都使用32位单精度浮点数来代替,相当于C++中的 " +"[code]float[/code],它有6位可靠的小数位精度。对于 [Vector2] 和 [Vector3] 这样" +"的数据结构,Godot使用32位浮点数。\n" +"使用 [float] 类型所做的数学运算不能保证精确或确定,而且经常会产生小的错误。你" +"通常应该使用 [method @GDScript.is_equal_approx] 和 [method @GDScript." +"is_zero_approx] 方法而不是 [code]==[/code] 来比较[ float] 值是否相等。" #: doc/classes/float.xml:12 msgid "https://en.wikipedia.org/wiki/Double-precision_floating-point_format" @@ -28698,6 +29360,18 @@ msgid "" "emoji) are [i]not[/i] supported on Windows. They will display as unknown " "characters instead. This will be resolved in Godot 4.0." msgstr "" +"字体包含一个与 Unicode 兼容的字符集,以及用可变宽度(width)、上升(ascent)、下" +"降(descent) 和 字符间距(kerning)绘制的能力。关于从TTF文件(或其他字体格式)创" +"建字体,请参见编辑器对字体的支持。\n" +"[b]注意:[/b] 如果一个 [DynamicFont] 不包含字符串中使用的字符,如果该字符在 " +"[DynamicFont] 中可用的话,将用代码点 [code]0xfffd[/code] 替换该字符。如果这个" +"替换字符在动态字体中不可用,该字符将被隐藏,而不在字符串中显示任何替换字" +"符。\n" +"[b]注意:[/b]如果 [BitmapFont] 不包含字符串中使用的字符,有关的字符将被隐藏," +"而不在字符串中显示任何替换字符。\n" +"[b]注意:[/b] [code]0xffff[/code] 之后的 Unicode 字符(如大多数表情符号)在" +"Windows上不被 [i]支持[/i]。它们将显示为未知字符。这个问题将在Godot 4.0中解" +"决。" #: doc/classes/Font.xml:24 msgid "" @@ -28732,12 +29406,13 @@ msgid "Returns the font ascent (number of pixels above the baseline)." msgstr "返回字体的上升幅度(超出基线的像素数)。" #: doc/classes/Font.xml:51 -#, fuzzy msgid "" "Returns the size of a character, optionally taking kerning into account if " "the next character is provided. Note that the height returned is the font " "height (see [method get_height]) and has no relation to the glyph height." -msgstr "返回一个字符的大小,如果提供了下一个字符,则可选择考虑字符的间距。" +msgstr "" +"返回一个字符的大小,如果提供了下一个字符,可以选择将字距考虑在内。注意,返回" +"的高度是字体高度(见 [method get_height]),与字形高度没有关系。" #: doc/classes/Font.xml:57 msgid "Returns the font descent (number of pixels below the baseline)." @@ -28753,6 +29428,8 @@ msgid "" "that the height returned is the font height (see [method get_height]) and " "has no relation to the string." msgstr "" +"返回一个字符串的大小,并考虑到字符间距和提前量。注意,返回的高度是字体高度" +"(见 [method get_height]),与字符串没有关系。" #: doc/classes/Font.xml:78 msgid "" @@ -28791,24 +29468,23 @@ msgstr "" "和调用给定对象中的一个函数的引用。" #: doc/classes/FuncRef.xml:16 -#, fuzzy msgid "" "Calls the referenced function previously set in [member function] or [method " "@GDScript.funcref]." msgstr "" -"调用之前由[method set_function]或[method @GDScript.funcref]设置的参考函数。" +"调用以前设置在 [member function] 或 [method @GDScript. funcref] 中的引用函" +"数。" #: doc/classes/FuncRef.xml:23 -#, fuzzy msgid "" "Calls the referenced function previously set in [member function] or [method " "@GDScript.funcref]. Contrarily to [method call_func], this method does not " "support a variable number of arguments but expects all parameters to be " "passed via a single [Array]." msgstr "" -"调用先前由[method set_function]或[method @GDScript.funcref]设置的参考函数。与" -"[method call_func]不同,这个方法不支持可变的参数数量,而是所有的参数都通过一" -"个[Array]来传递。" +"调用先前在 [member function] 或 [method @GDScript.funcref] 中设置的引用函数。" +"与 [method call_func] 相反,此方法不支持可变数量的参数,但希望所有参数都通过" +"单个数组形式 [Array] 传递。" #: doc/classes/FuncRef.xml:29 msgid "Returns whether the object still exists and has the function assigned." @@ -28824,9 +29500,8 @@ msgstr "" "[Vector2]或[Dictionary]这样的内置类型。" #: doc/classes/FuncRef.xml:42 -#, fuzzy msgid "The name of the referenced function." -msgstr "获取当前动作的名称。" +msgstr "被引用函数的名称。" #: modules/gdnative/doc_classes/GDNativeLibrary.xml:4 msgid "" @@ -28834,16 +29509,15 @@ msgid "" msgstr "一个包含函数或脚本类的外部库,可以在Godot中使用。" #: modules/gdnative/doc_classes/GDNativeLibrary.xml:7 -#, fuzzy msgid "" "A GDNative library can implement [NativeScript]s, global functions to call " "with the [GDNative] class, or low-level engine extensions through interfaces " "such as [ARVRInterfaceGDNative]. The library must be compiled for each " "platform and architecture that the project will run on." msgstr "" -"GDNative库可以实现[NativeScript],用[GDNative]类调用的全局函数,或通过" -"[XRInterfaceGDNative]等接口实现低级别的引擎扩展。该库必须为项目将要运行的每个" -"平台和架构进行编译。" +"GDNative 库可以实现 [NativeScript]、用 [GDNative] 类调用的全局函数或通过 " +"[ARVRInterfaceGDNative] 等接口实现的低级引擎扩展。该库必须为项目将要运行的每" +"个平台和架构进行编译。" #: modules/gdnative/doc_classes/GDNativeLibrary.xml:10 msgid "" @@ -28984,16 +29658,15 @@ msgid "State of a function call after yielding." msgstr "一个函数在调用后失效的状态。" #: modules/gdscript/doc_classes/GDScriptFunctionState.xml:7 -#, fuzzy msgid "" "Calling [method @GDScript.yield] within a function will cause that function " "to yield and return its current state as an object of this type. The yielded " "function call can then be resumed later by calling [method resume] on this " "state object." msgstr "" -"修正。从4.0版的GDScript重写开始,文档已经过时了。\n" -"在一个函数中调用[code]yield[/code]会使该函数失效并将其当前状态作为该类型的对" -"象返回。之后可以通过对这个状态对象调用[method resume]来恢复被失效的函数调用。" +"在函数中调用 [method @GDScript.yield] 将导致该函数作为此类型的对象让步并返回" +"其当前状态。然后可以通过在此状态对象上调用 [method resume] 来使让步的函数恢复" +"调用。" #: modules/gdscript/doc_classes/GDScriptFunctionState.xml:16 msgid "" @@ -29012,7 +29685,6 @@ msgstr "" "复,你可以使用这个。" #: modules/gdscript/doc_classes/GDScriptFunctionState.xml:24 -#, fuzzy msgid "" "Resume execution of the yielded function call.\n" "If handed an argument, return the argument from the [method @GDScript.yield] " @@ -29021,10 +29693,10 @@ msgid "" "This function returns what the resumed function call returns, possibly " "another function state if yielded again." msgstr "" -"继续执行失效的函数调用。\n" -"如果交出一个参数,则返回被交出的函数调用中的[code]yield[/code]调用的参数。你" -"可以传递例如一个[Array]来传递多个参数。\n" -"这个函数返回被恢复的函数调用所返回的东西,如果再次失效,可能是另一个函数状" +"继续执行让步的函数调用。\n" +"如果传递了一个参数,则从产生的函数调用中的 [method @GDScript.yield] 调用返回" +"参数。你可以通过例如一个 [Array] 来处理多个参数。 \n" +"此函数返回接续的函数调用后返回的内容,如果再次恢复调用,可能是另一个函数状" "态。" #: doc/classes/Generic6DOFJoint.xml:4 @@ -29459,19 +30131,17 @@ msgid "Represents the size of the [enum Flag] enum." msgstr "表示[enum Flag]枚举的大小。" #: doc/classes/Geometry.xml:4 -#, fuzzy msgid "Helper node to calculate generic geometry operations." -msgstr "帮助节点用于计算二维空间中的通用几何操作。" +msgstr "用于计算通用几何操作的辅助节点。" #: doc/classes/Geometry.xml:7 -#, fuzzy msgid "" "Geometry provides users with a set of helper functions to create geometric " "shapes, compute intersections between shapes, and process various other " "geometric operations." msgstr "" -"Geometry2D为用户提供了一组辅助函数,用于创建几何图形,计算图形之间的交点,以" -"及处理其他各种几何操作。" +"Geometry 为用户提供了一组辅助函数,用于创建几何形状、计算形状之间的交点以及处" +"理各种其他几何操作。" #: doc/classes/Geometry.xml:16 msgid "" @@ -29555,7 +30225,6 @@ msgstr "" "个点相同。" #: doc/classes/Geometry.xml:77 -#, fuzzy msgid "" "Mutually excludes common area defined by intersection of [code]polygon_a[/" "code] and [code]polygon_b[/code] (see [method intersect_polygons_2d]) and " @@ -29566,12 +30235,12 @@ msgid "" "(hole) produced which could be distinguished by calling [method " "is_polygon_clockwise]." msgstr "" -"相互排除由[code]polygon_a[/code]和[code]polygon_b[/code](见[method " +"相互排除由 [code]polygon_a[/code] 和 [code]polygon_b[/code](见 [method " "intersect_polygons])的交叉点定义的公共区域,并返回一个排除的多边形数组。这在" -"多边形之间执行了[constant OPERATION_XOR]。换句话说,返回多边形之间除公共区域" +"多边形之间执行了 [constant OPERATION_XOR]。换句话说,返回多边形之间除公共区域" "外的所有区域。\n" -"该操作可能会产生一个外部多边形(边界)和内部多边形(孔),可以通过调用" -"[method is_polygon_clockwise]来区分。" +"该操作可能会产生一个外部多边形(边界)和内部多边形(孔),可以通过调用 " +"[method is_polygon_clockwise] 来区分。" #: doc/classes/Geometry.xml:87 msgid "" @@ -29614,7 +30283,6 @@ msgstr "" "以在线段外,即在从线段延伸出来的某处。" #: doc/classes/Geometry.xml:124 -#, fuzzy msgid "" "Given the two 3D segments ([code]p1[/code], [code]p2[/code]) and ([code]q1[/" "code], [code]q2[/code]), finds those two points on the two segments that are " @@ -29622,13 +30290,12 @@ msgid "" "on ([code]p1[/code], [code]p2[/code]) as well the accompanying point on " "([code]q1[/code], [code]q2[/code])." msgstr "" -"给出两个3D线段([code]p1[/code], [code]p2[/code])和([code]q1[/code], " -"[code]q2[/code]),找到这两个线段上最接近的两个点。返回一个" -"[PackedVector2Array],其中包含([code]p1[/code], [code]p2[/code])上的这个点以" -"及([code]q1[/code], [code]q2[/code])上的伴随点。" +"给定两个 3D 线段 ([code]p1[/code],[code]p2[/code]) 和 ([code]q1[/code]," +"[code]q2[/code]),到这两个线段上最接近的两个点。返回一个 [PoolVector3Array]," +"其中包含 ([code]p1[/code],[code]p2[/code]) 上的这个点以及 ([code]q1[/code]," +"[code]q2[/code]) 上的伴随点." #: doc/classes/Geometry.xml:134 -#, fuzzy msgid "" "Given the two 2D segments ([code]p1[/code], [code]q1[/code]) and ([code]p2[/" "code], [code]q2[/code]), finds those two points on the two segments that are " @@ -29636,10 +30303,10 @@ msgid "" "on ([code]p1[/code], [code]q1[/code]) as well the accompanying point on " "([code]p2[/code], [code]q2[/code])." msgstr "" -"给出两个2D线段([code]p1[/code], [code]p2[/code])和([code]q1[/code], " -"[code]q2[/code]),找到这两个线段上最接近的两个点。返回一个" -"[PackedVector2Array],其中包含([code]p1[/code], [code]p2[/code])上的这个点以" -"及([code]q1[/code], [code]q2[/code])上的伴随点。" +"给定两个 2D 线段 ([code]p1[/code],[code]q1[/code]) 和 ([code]p2[/code]," +"[code]q2[/code]),找到这两个线段上最接近的两个点。返回一个 " +"[PoolVector2Array],其中包含 ([code]p1[/code],[code]q1[/code]) 上的这个点以" +"及 ([code]p2[/code], [code]q2[/code]) 上的伴随点." #: doc/classes/Geometry.xml:141 msgid "Used internally by the engine." @@ -29723,7 +30390,6 @@ msgstr "" "包含整个图集的整体大小,作为[Vector2]。" #: doc/classes/Geometry.xml:208 -#, fuzzy msgid "" "Merges (combines) [code]polygon_a[/code] and [code]polygon_b[/code] and " "returns an array of merged polygons. This performs [constant " @@ -29732,13 +30398,12 @@ msgid "" "polygons (holes) produced which could be distinguished by calling [method " "is_polygon_clockwise]." msgstr "" -"合并(结合)[code]polygon_a[/code]和[code]polygon_b[/code],并返回一个合并的" -"多边形数组。在多边形之间执行[constant OPERATION_UNION]。\n" -"该操作可能会产生一个外部多边形(边界)和内部多边形(孔),可以通过调用" -"[method is_polygon_clockwise]来区分。" +"合并(结合)[code]polygon_a[/code] 和 [code]polygon_b[/code],并返回一个合并" +"的多边形数组。在多边形之间执行 [constant OPERATION_UNION]。\n" +"该操作可能会产生一个外部多边形(边界)和内部多边形(孔),可以通过调用 " +"[method is_polygon_clockwise] 来区分。" #: doc/classes/Geometry.xml:218 -#, fuzzy msgid "" "Inflates or deflates [code]polygon[/code] by [code]delta[/code] units " "(pixels). If [code]delta[/code] is positive, makes the polygon grow outward. " @@ -29763,23 +30428,24 @@ msgid "" "150), Vector2(50, 150)]\n" "[/codeblock]" msgstr "" -"将[code]多边形polygon[/code]膨胀或缩小[code]delta[/code]单位(像素)。如果" -"[code]delta[/code]为正数,使多边形向外增长。如果[code]delta[/code]为负数,使" -"多边形向内收缩。返回一个多边形数组,因为充气/放气可能导致多个离散的多边形。如" -"果[code]delta[/code]为负数,并且其绝对值大约超过了多边形的最小边界矩形尺寸," -"则返回一个空数组。\n" -"每个多边形的顶点将按照[code]join_type[/code]确定的方式进行圆角处理,见[enum " -"PolyJoinType]。\n" -"该操作可能会产生一个外部多边形(边界)和内部多边形(孔),可以通过调用[方法" -"is_polygon_clockwise]来区分。\n" -"[b]注意:[/b]要具体翻译多边形的顶点,请使用[method Transform2D.xform]方法。\n" -"[codeblock]\n" -"var polygon = PackedVector2Array([Vector2(0, 0), Vector2(100, 0), " -"Vector2(100, 100), Vector2(0, 100)] )\n" +"通过 [code]delta[/code] 单位(像素)膨胀或缩小多边形 [code]polygon [/code]。" +"如果 [code]delta[/code] 是正数,使多边形向外增长。如果 [code]delta[/code] 是" +"负数,则使多边形向内收缩。返回一个多边形数组,因为膨胀或缩小可能导致多个离散" +"的多边形。如果 [code]delta[/code] 为负数,并且其绝对值大约超过了多边形的最小" +"边界矩形尺寸,则返回一个空数组。\n" +"每个多边形的顶点将按照 [code]join_type[/code] 确定的方式进行圆角处理,见 " +"[enum PolyJoinType]。\n" +"该操作可能会产生一个外部多边形(边界)和内部多边形(孔),可以通过调用 " +"[method is_polygon_clockwise]来区分。\n" +"[b]注意:[/b]要具体平移多边形的顶点,请使用 [method Transform2D.xform] 方" +"法。\n" +"[codeblock]\n" +"var polygon = PoolVector2Array([ Vector2(0, 0), Vector2(100, 0), " +"Vector2(100, 100), Vector2(0, 100) ] )\n" "var offset = Vector2(50, 50)\n" "polygon = Transform2D(0, offset).xform(polygon)\n" -"print(polygon) #打印出[Vector2(50, 50), Vector2(150, 50), Vector2(150, 150), " -"Vector2(50, 150)] 。\n" +"print(polygon) #打印出 [Vector2(50, 50), Vector2(150, 50), Vector2(150, " +"150), Vector2(50, 150)] 。\n" "[/codeblock]" #: doc/classes/Geometry.xml:237 @@ -29835,9 +30501,12 @@ msgid "" "case if the line extending the segment would intersect the circle, but the " "segment does not)." msgstr "" +"给出2D线段([code]segment_from[/code],[code]segment_to[/code]),返回线段上" +"与圆心为 [code]circle_position[/code] 、半径为 [code]circle_radius[/code] 圆" +"的相交位置(以0到1之间的数字)。如果线段没有与圆相交,则返回-1(如果延伸线段" +"的线段与圆相交,但线段没有相交,也是这种情况)。" #: doc/classes/Geometry.xml:280 -#, fuzzy msgid "" "Given a convex hull defined though the [Plane]s in the array [code]planes[/" "code], tests if the segment ([code]from[/code], [code]to[/code]) intersects " @@ -29845,13 +30514,12 @@ msgid "" "containing the point the intersection and the hull's normal. If no " "intersecion is found, an the returned array is empty." msgstr "" -"给定一个通过数组[code] planes [/code]中的[Plane]定义的凸包,测试线段" -"([code]from[/code],[code]to[/code])是否与该包相交。如果找到相交点,则返回" -"一个[PackedVector3Array],其中包含相交点和船体的法线。如果找不到相交,则返回" -"的数组为空。" +"给定一个通过数组 [code]planes[/code] 中的 [Plane]s 定义的凸面体,测试线段" +"([code]from[/code],[code]to[/code])是否与该面体相交。如果找到相交点,返回" +"一个[PoolVector3Array],包含相交点和凸面体的法线。如果没有找到相交点,返回的" +"数组为空。" #: doc/classes/Geometry.xml:290 -#, fuzzy msgid "" "Checks if the segment ([code]from[/code], [code]to[/code]) intersects the " "cylinder with height [code]height[/code] that is centered at the origin and " @@ -29859,10 +30527,10 @@ msgid "" "If an intersection takes place, the returned array contains the point of " "intersection and the cylinder's normal at the point of intersection." msgstr "" -"检查线段([code]from[/code],[code]to[/code])是否与高度[code]height[/code]的" -"圆柱体相交,圆柱体以原点为中心,半径为[code]radius[/code]。如果没有,返回一个" -"空的[PackedVector3Array]。如果发生了相交,返回的数组包含相交点和圆柱体在相交" -"点的法线。" +"检查线段([code]from[/code],[code]to[/code])是否与高度 [code]height[/code] " +"的圆柱体相交,圆柱体以原点为中心,半径为 [code]radius[/code]。如果没有,返回" +"一个空的 [PackedVector3Array]。如果发生了相交,返回的数组包含相交点和圆柱体在" +"相交点的法线。" #: doc/classes/Geometry.xml:300 msgid "" @@ -29876,7 +30544,6 @@ msgstr "" "交,返回一个空的[Variant]。" #: doc/classes/Geometry.xml:310 -#, fuzzy msgid "" "Checks if the segment ([code]from[/code], [code]to[/code]) intersects the " "sphere that is located at [code]sphere_position[/code] and has radius " @@ -29884,10 +30551,10 @@ msgid "" "yes, returns a [PoolVector3Array] containing the point of intersection and " "the sphere's normal at the point of intersection." msgstr "" -"检查线段([code]from[/code],[code]to[/code])是否与位于" -"[code]sphere_position[/code]、半径为[code]sphere_radius[/code]的球体相交。如" -"果没有,返回一个空的[PackedVector3Array]。如果是,返回一个包含交点和交点处球" -"体法线的 [PackedVector3Array]。" +"检查线段([code]from[/code],[code]to[/code])是否与球心为 " +"[code]sphere_position[/code]、半径为 [code]sphere_radius[/code] 的球体相交。" +"如果没有,返回一个空的 [PackedVector3Array]。如果相交,返回一个包含交点和交点" +"处球体法线的 [PackedVector3Array]。" #: doc/classes/Geometry.xml:321 msgid "" @@ -29901,7 +30568,6 @@ msgstr "" "生相交,则返回一个空的[Variant]。" #: doc/classes/Geometry.xml:328 -#, fuzzy msgid "" "Triangulates the area specified by discrete set of [code]points[/code] such " "that no point is inside the circumcircle of any resulting triangle. Returns " @@ -29911,14 +30577,13 @@ msgid "" "triangles). If the triangulation did not succeed, an empty [PoolIntArray] is " "returned." msgstr "" -"对由离散的[code]points[/code]集合指定的区域进行三角化,使得没有一个点位于任何" -"结果的三角形的圆周内。返回一个[PackedInt32Array],其中每个三角形由" -"[code]points[/code]的三个连续的点索引组成(即返回的数组将有[code]n * 3[/code]" -"个元素,其中[code]n[/code]是找到的三角形的数量)。如果三角化没有成功,将返回" -"一个空的[PackedInt32Array]。" +"对由离散的 [code]point[/code] 点集合指定的区域进行三角化,使得任何点都不在任" +"何结果三角形的外接圆内。返回一个 [PoolIntArray],其中每个三角形由 " +"[code]point[/code] 点的三个连续的点索引组成(即返回的数组将有 [code]n * 3[/" +"code] 元素,[code]n[/code] 是找到的三角形的数量)。如果三角化没有成功,将返回" +"一个空的 [PoolIntArray]。" #: doc/classes/Geometry.xml:335 -#, fuzzy msgid "" "Triangulates the polygon specified by the points in [code]polygon[/code]. " "Returns a [PoolIntArray] where each triangle consists of three consecutive " @@ -29927,10 +30592,10 @@ msgid "" "triangles). If the triangulation did not succeed, an empty [PoolIntArray] is " "returned." msgstr "" -"对[code]多边形polygon[/code]中的点指定的多边形进行三角化。返回一个" -"[PackedInt32Array],其中每个三角形由[code]polygon[/code]中三个连续的点索引组" -"成(即返回的数组将有[code]n * 3[/code]个元素,[code]n[/code]是找到的三角形的" -"数量)。如果三角化没有成功,将返回一个空的[PackedInt32Array]。" +"对多边形 [code]polygon[/code] 中的点指定的多边形进行三角化。返回一个 " +"[PoolIntArray],其中每个三角形由 [code]polygon[/code] 中三个连续的点索引组成" +"(即返回的数组将有 [code]n * 3[/code] 个元素,[code]n[/code] 是找到的三角形的" +"数量)。如果三角化没有成功,将返回一个空的 [PoolIntArray]。" #: doc/classes/Geometry.xml:341 msgid "" @@ -30106,22 +30771,24 @@ msgid "" "If [code]true[/code], this GeometryInstance will be used when baking lights " "using a [GIProbe] or [BakedLightmap]." msgstr "" +"如果 [code]true[/code],则在使用 [GIProbe] 或 [BakedLightmap] 烘焙灯光时将使" +"用此 GeometryInstance。" #: doc/classes/GeometryInstance.xml:74 msgid "The generated lightmap texture will have the original size." -msgstr "" +msgstr "生成的光照贴图纹理将具有原始大小。" #: doc/classes/GeometryInstance.xml:77 msgid "The generated lightmap texture will be twice as large, on each axis." -msgstr "" +msgstr "生成的光照贴图纹理将是每个轴上的 2 倍。" #: doc/classes/GeometryInstance.xml:80 msgid "The generated lightmap texture will be 4 times as large, on each axis." -msgstr "" +msgstr "生成的光照贴图纹理将是每个轴上的 4 倍。" #: doc/classes/GeometryInstance.xml:83 msgid "The generated lightmap texture will be 8 times as large, on each axis." -msgstr "" +msgstr "生成的光照贴图纹理将是每个轴上的 8 倍。" #: doc/classes/GeometryInstance.xml:88 msgid "Will not cast any shadows." @@ -30383,7 +31050,7 @@ msgid "" msgstr "" "该类是连接Godot和Mono运行时的桥梁。它暴露了一些低级别的操作,只在支持Mono的" "Godot构建中可用。\n" -"另见 [CSharpScript] 。" +"参阅[CSharpScript] 。" #: modules/mono/doc_classes/GodotSharp.xml:17 msgid "Attaches the current thread to the Mono runtime." @@ -31213,11 +31880,10 @@ msgid "Vertical offset of the title text." msgstr "标题文本的垂直偏移量。" #: doc/classes/GridContainer.xml:4 -#, fuzzy msgid "" "Grid container used to arrange Control-derived children in a grid like " "layout." -msgstr "网格容器(Grid container)用于在类似网格的布局中安排元素。" +msgstr "网格容器,用于在类似网格的布局中排列Control派生的子项。" #: doc/classes/GridContainer.xml:7 #, fuzzy @@ -31478,7 +32144,7 @@ msgstr "沟槽的长度。沟槽是从关键原点沿着关节局部Y轴朝向 [ #: doc/classes/HashingContext.xml:4 msgid "Context to compute cryptographic hashes over multiple iterations." -msgstr "在多次迭代中计算加密散列的上下文。" +msgstr "在多次迭代中计算加密哈希的上下文。" #: doc/classes/HashingContext.xml:7 msgid "" @@ -32120,7 +32786,6 @@ msgid "Reads one chunk from the response." msgstr "从响应中读取一块数据。" #: doc/classes/HTTPClient.xml:126 -#, fuzzy msgid "" "Sends a request to the connected host.\n" "The URL parameter is usually just the part after the host, so for " @@ -32146,8 +32811,12 @@ msgid "" "data as a query string in the URL. See [method String.http_escape] for an " "example." msgstr "" -"向连接的服务器发送请求。URL 参数仅为主机名后面的部分,即请求 [code]http://" -"somehost.com/index.php[/code] 应该填写 [code]index.php[/code]。\n" +"向连接的服务器发送请求。\n" +"URL 参数仅为主机名后面的部分,即请求 [code]http://somehost.com/index.php[/" +"code] 应该填写 [code]index.php[/code]。向 HTTP 代理服务器发送请求时应为绝对 " +"URL。进行 [constant HTTPClient.METHOD_OPTIONS] 请求时,还允许使用 [code]*[/" +"code]。进行 [constant HTTPClient.METHOD_CONNECT] 请求时,应为身份组件([code]" +"主机:端口[/code])。\n" "Headers 参数是 HTTP 请求的报头。HTTP 方法可以查看 [enum Method]。\n" "如果要创建向服务器发送查询字符串的 POST 请求,应该这样做:\n" "[codeblock]\n" @@ -32157,7 +32826,11 @@ msgstr "" "\"Content-Length: \" + str(query_string.length())]\n" "var result = http_client.request(http_client.METHOD_POST, \"index.php\", " "headers, query_string)\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]注意:[/b] [code]method[/code] 为 [constant HTTPClient.METHOD_GET] 时会忽" +"略 [code]request_data[/code] 参数。这是因为 GET 方法不能包含请求数据。作为变" +"通,可以把请求数据通过 URL 的请求字符串传递。例子见 [method String." +"http_escape]。" #: doc/classes/HTTPClient.xml:146 #, fuzzy @@ -33670,18 +34343,23 @@ msgid "" msgstr "OpenGL 纹理格式,具有两个值,亮度和 alpha,每个值以 8 位存储。" #: doc/classes/Image.xml:436 +#, fuzzy msgid "" "OpenGL texture format [code]RED[/code] with a single component and a " -"bitdepth of 8." -msgstr "OpenGL纹理格式[code]RED[/code],具有单一分量,位深为8。" +"bitdepth of 8.\n" +"[b]Note:[/b] When using the GLES2 backend, this uses the alpha channel " +"instead of the red channel for storage." +msgstr "" +"OpenGL 纹理格式 [code]RGB[/code] 具有三个部分,每个分量部分的位深度为 8。\n" +"[b]注意:[/b]创建 [ImageTexture] 时,会执行sRGB到线性色彩空间的转换。" -#: doc/classes/Image.xml:439 +#: doc/classes/Image.xml:440 msgid "" "OpenGL texture format [code]RG[/code] with two components and a bitdepth of " "8 for each." msgstr "OpenGL 纹理格式 [code]RG[/code],具有两个部分,每个部分的位深度为 8。" -#: doc/classes/Image.xml:442 +#: doc/classes/Image.xml:443 msgid "" "OpenGL texture format [code]RGB[/code] with three components, each with a " "bitdepth of 8.\n" @@ -33691,7 +34369,7 @@ msgstr "" "OpenGL 纹理格式 [code]RGB[/code] 具有三个部分,每个分量部分的位深度为 8。\n" "[b]注意:[/b]创建 [ImageTexture] 时,会执行sRGB到线性色彩空间的转换。" -#: doc/classes/Image.xml:446 +#: doc/classes/Image.xml:447 msgid "" "OpenGL texture format [code]RGBA[/code] with four components, each with a " "bitdepth of 8.\n" @@ -33701,27 +34379,27 @@ msgstr "" "OpenGL 纹理格式 [code]RGBA[/code] 有四个部分,每个分量部分的位深度为 8。\n" "[b]注意:[/b]创建 [ImageTexture] 时,会执行sRGB到线性色彩空间的转换。" -#: doc/classes/Image.xml:450 +#: doc/classes/Image.xml:451 msgid "" "OpenGL texture format [code]RGBA[/code] with four components, each with a " "bitdepth of 4." msgstr "" "OpenGL 纹理格式 [code]RGBA[/code] 有四个部分,每个分量部分的位深度为 4。" -#: doc/classes/Image.xml:453 +#: doc/classes/Image.xml:454 #, fuzzy msgid "" "OpenGL texture format [code]GL_RGB5_A1[/code] where 5 bits of depth for each " "component of RGB and one bit for alpha." msgstr "OpenGL 纹理格式 [code]RG[/code],具有两个部分,每个部分的位深度为 8。" -#: doc/classes/Image.xml:456 +#: doc/classes/Image.xml:457 msgid "" "OpenGL texture format [code]GL_R32F[/code] where there's one component, a 32-" "bit floating-point value." msgstr "OpenGL 纹理格式 [code]GL_R32F[/code],其中有一个分量,是32 位浮点值。" -#: doc/classes/Image.xml:459 +#: doc/classes/Image.xml:460 msgid "" "OpenGL texture format [code]GL_RG32F[/code] where there are two components, " "each a 32-bit floating-point values." @@ -33729,7 +34407,7 @@ msgstr "" "OpenGL 纹理格式 [code]GL_RG32F[/code] 这里有两个部分,每个部分是一个 32 位浮" "点值。" -#: doc/classes/Image.xml:462 +#: doc/classes/Image.xml:463 msgid "" "OpenGL texture format [code]GL_RGB32F[/code] where there are three " "components, each a 32-bit floating-point values." @@ -33737,7 +34415,7 @@ msgstr "" "OpenGL纹理格式[code]GL_RGB32F[/code],其中有三个部分,每个部分都是32位浮点" "值。" -#: doc/classes/Image.xml:465 +#: doc/classes/Image.xml:466 msgid "" "OpenGL texture format [code]GL_RGBA32F[/code] where there are four " "components, each a 32-bit floating-point values." @@ -33745,7 +34423,7 @@ msgstr "" "OpenGL纹理格式[code]GL_RGBA32F[/code],其中有四个部分,每个部分都是32位浮点" "值。" -#: doc/classes/Image.xml:468 +#: doc/classes/Image.xml:469 msgid "" "OpenGL texture format [code]GL_R32F[/code] where there's one component, a 16-" "bit \"half-precision\" floating-point value." @@ -33753,7 +34431,7 @@ msgstr "" "OpenGL纹理格式[code]GL_R32F[/code],其中有一个分量,即16位 \"半精度 \"浮点" "值。" -#: doc/classes/Image.xml:471 +#: doc/classes/Image.xml:472 msgid "" "OpenGL texture format [code]GL_RG32F[/code] where there are two components, " "each a 16-bit \"half-precision\" floating-point value." @@ -33761,7 +34439,7 @@ msgstr "" "OpenGL纹理格式[code]GL_RG32F[/code],其中有两个部分,每个部分都是16位 \"半精" "度 \"浮点值。" -#: doc/classes/Image.xml:474 +#: doc/classes/Image.xml:475 msgid "" "OpenGL texture format [code]GL_RGB32F[/code] where there are three " "components, each a 16-bit \"half-precision\" floating-point value." @@ -33769,7 +34447,7 @@ msgstr "" "OpenGL纹理格式[code]GL_RGB32F[/code],其中有三个部分,每个部分都是16位 \"半精" "度 \"浮点值。" -#: doc/classes/Image.xml:477 +#: doc/classes/Image.xml:478 msgid "" "OpenGL texture format [code]GL_RGBA32F[/code] where there are four " "components, each a 16-bit \"half-precision\" floating-point value." @@ -33777,7 +34455,7 @@ msgstr "" "OpenGL纹理格式[code]GL_RGBA32F[/code],其中有四个部分,每个都是16位\"半精度 " "\"浮点值。" -#: doc/classes/Image.xml:480 +#: doc/classes/Image.xml:481 msgid "" "A special OpenGL texture format where the three color components have 9 bits " "of precision and all three share a single 5-bit exponent." @@ -33785,7 +34463,7 @@ msgstr "" "一种特殊的OpenGL纹理格式,其中三个颜色成分的精度为9位,所有三个成分共享一个5" "比特位的指数。" -#: doc/classes/Image.xml:483 +#: doc/classes/Image.xml:484 msgid "" "The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] " "texture format that uses Block Compression 1, and is the smallest variation " @@ -33798,7 +34476,7 @@ msgstr "" "使用块压缩1,并且是S3TC的最小变化,仅提供1位的alpha和颜色数据 预乘以alpha.\n" "[b]注意:[/b]创建ImageTexture时,将执行sRGB到线性色彩空间的转换." -#: doc/classes/Image.xml:487 +#: doc/classes/Image.xml:488 msgid "" "The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] " "texture format that uses Block Compression 2, and color data is interpreted " @@ -33812,7 +34490,7 @@ msgstr "" "不透明区域之间的清晰的alpha过渡.\n" "[b]注意:[/b]创建ImageTexture时,将执行sRGB到线性色彩空间的转换." -#: doc/classes/Image.xml:491 +#: doc/classes/Image.xml:492 msgid "" "The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] " "texture format also known as Block Compression 3 or BC3 that contains 64 " @@ -33828,7 +34506,7 @@ msgstr "" "产生更好的结果.\n" "[b]注意:[/b]创建ImageTexture时,将执行sRGB到线性色彩空间的转换." -#: doc/classes/Image.xml:495 +#: doc/classes/Image.xml:496 msgid "" "Texture format that uses [url=https://www.khronos.org/opengl/wiki/" "Red_Green_Texture_Compression]Red Green Texture Compression[/url], " @@ -33839,7 +34517,7 @@ msgstr "" "红绿贴图压缩[/url]的贴图格式,使用与DXT5用于alpha通道相同的压缩算法对红色通道" "数据进行归一化." -#: doc/classes/Image.xml:498 +#: doc/classes/Image.xml:499 msgid "" "Texture format that uses [url=https://www.khronos.org/opengl/wiki/" "Red_Green_Texture_Compression]Red Green Texture Compression[/url], " @@ -33849,7 +34527,7 @@ msgstr "" "使用 [url=https://www.khronos.org/opengl/wiki/Red_Green_Texture_Compression]" "红绿贴图压缩[/url]的贴图格式,使用与DXT5用于alpha的压缩算法相同的红绿数据通道." -#: doc/classes/Image.xml:501 +#: doc/classes/Image.xml:502 msgid "" "Texture format that uses [url=https://www.khronos.org/opengl/wiki/" "BPTC_Texture_Compression]BPTC[/url] compression with unsigned normalized " @@ -33861,7 +34539,7 @@ msgstr "" "缩[/url] 和无符号归一化RGBA分量的贴图格式.\n" "[b]注意:[/b]创建[ImageTexture]时,将执行sRGB到线性色彩空间的转换." -#: doc/classes/Image.xml:505 +#: doc/classes/Image.xml:506 msgid "" "Texture format that uses [url=https://www.khronos.org/opengl/wiki/" "BPTC_Texture_Compression]BPTC[/url] compression with signed floating-point " @@ -33870,7 +34548,7 @@ msgstr "" "使用 [url=https://www.khronos.org/opengl/wiki/BPTC_Texture_Compression]BPTC[/" "url] 压缩和有符号浮点RGB分量的贴图格式." -#: doc/classes/Image.xml:508 +#: doc/classes/Image.xml:509 msgid "" "Texture format that uses [url=https://www.khronos.org/opengl/wiki/" "BPTC_Texture_Compression]BPTC[/url] compression with unsigned floating-point " @@ -33879,7 +34557,7 @@ msgstr "" "使用[url=https://www.khronos.org/opengl/wiki/BPTC_Texture_Compression]BPTC[/" "url] 压缩和无符号浮点RGB分量的贴图格式." -#: doc/classes/Image.xml:511 +#: doc/classes/Image.xml:512 msgid "" "Texture format used on PowerVR-supported mobile platforms, uses 2-bit color " "depth with no alpha. More information can be found [url=https://en.wikipedia." @@ -33891,14 +34569,14 @@ msgstr "" "在 [url=https://en.wikipedia.org/wiki/PVRTC]这里[/url]找到.\n" "[b]注意:[/b]在创建ImageTexture时,会进行sRGB到线性色彩空间的转换." -#: doc/classes/Image.xml:515 +#: doc/classes/Image.xml:516 msgid "" "Same as [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], but with an " "alpha component." msgstr "" "与 [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url]相同,但带有alpha组件." -#: doc/classes/Image.xml:518 +#: doc/classes/Image.xml:519 msgid "" "Similar to [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], but with 4-" "bit color depth and no alpha." @@ -33906,14 +34584,14 @@ msgstr "" "与 [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url]相似,但具有4位色深且" "没有Alpha通道." -#: doc/classes/Image.xml:521 +#: doc/classes/Image.xml:522 msgid "" "Same as [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC4[/url], but with an " "alpha component." msgstr "" "与 [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC4[/url]相同,但带有alpha组件." -#: doc/classes/Image.xml:524 +#: doc/classes/Image.xml:525 msgid "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC1]Ericsson Texture Compression format 1[/" @@ -33924,7 +34602,7 @@ msgstr "" "纹理压缩格式1[/url],又称 \"ETC1\",是OpenGL ES图形标准的一部分.这种格式不能存" "储alpha通道." -#: doc/classes/Image.xml:527 +#: doc/classes/Image.xml:528 msgid "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " @@ -33935,7 +34613,7 @@ msgstr "" "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson纹理压缩格式2[/url] " "([code]R11_EACvariant[/code]),它提供一个无符号数据通道." -#: doc/classes/Image.xml:530 +#: doc/classes/Image.xml:531 msgid "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " @@ -33946,7 +34624,7 @@ msgstr "" "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson纹理压缩格式2[/url]" "([code]SIGNED_R11_EACvariant[/code]),它提供一个通道的有符号数据." -#: doc/classes/Image.xml:533 +#: doc/classes/Image.xml:534 msgid "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " @@ -33957,7 +34635,7 @@ msgstr "" "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson纹理压缩格式" "2([code]RG11_EAC[/code] variant),它提供一个无符号数据通道." -#: doc/classes/Image.xml:536 +#: doc/classes/Image.xml:537 msgid "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " @@ -33968,7 +34646,7 @@ msgstr "" "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson纹理压缩格式2[/url]" "([code]SIGNED_RG11_EAC [/code] 变体),它提供两个通道的有符号数据。" -#: doc/classes/Image.xml:539 +#: doc/classes/Image.xml:540 msgid "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " @@ -33982,7 +34660,7 @@ msgstr "" "([code]RGB8[/code] 变体),它是ETC1的后续版本,可压缩RGB888数据.\n" "[b]注意:[/b]创建[ImageTexture]时,会进行sRGB到线性色彩空间的转换." -#: doc/classes/Image.xml:543 +#: doc/classes/Image.xml:544 msgid "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " @@ -33996,7 +34674,7 @@ msgstr "" "([code]RGBA8[/code] 变体),它可以压缩RGBA8888数据,完全支持alpha.\n" "[b]注意:[/b]在创建[ImageTexture]时,会进行sRGB到线性色彩空间的转换." -#: doc/classes/Image.xml:547 +#: doc/classes/Image.xml:548 msgid "" "[url=https://en.wikipedia.org/wiki/" "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression " @@ -34012,17 +34690,17 @@ msgstr "" "明或完全不透明.\n" "[b]注意:[/b] 创建[ImageTexture]时,会进行sRGB到线性色彩空间的转换." -#: doc/classes/Image.xml:551 +#: doc/classes/Image.xml:552 msgid "Represents the size of the [enum Format] enum." msgstr "表示[Format]枚举的大小." -#: doc/classes/Image.xml:554 +#: doc/classes/Image.xml:555 msgid "" "Performs nearest-neighbor interpolation. If the image is resized, it will be " "pixelated." msgstr "执行最近邻插值.如果调整图像大小,它将被像素化." -#: doc/classes/Image.xml:557 +#: doc/classes/Image.xml:558 msgid "" "Performs bilinear interpolation. If the image is resized, it will be blurry. " "This mode is faster than [constant INTERPOLATE_CUBIC], but it results in " @@ -34031,7 +34709,7 @@ msgstr "" "执行双线性插值.如果调整图像大小,则图像将模糊.此模式比[INTERPOLATE_CUBIC]更快," "但质量较低." -#: doc/classes/Image.xml:560 +#: doc/classes/Image.xml:561 msgid "" "Performs cubic interpolation. If the image is resized, it will be blurry. " "This mode often gives better results compared to [constant " @@ -34040,7 +34718,7 @@ msgstr "" "执行三次插值.如果调整图像大小,则图像将模糊.与[INTERPOLATE_BILINEAR]相比,此模" "式通常会产生更好的结果,但代价是速度较慢." -#: doc/classes/Image.xml:563 +#: doc/classes/Image.xml:564 #, fuzzy msgid "" "Performs bilinear separately on the two most-suited mipmap levels, then " @@ -34063,7 +34741,7 @@ msgstr "" "另一方面,如果图像已经有了mipmaps,就会使用它们,并为生成的图像生成一组新的" "mipmaps." -#: doc/classes/Image.xml:570 +#: doc/classes/Image.xml:571 msgid "" "Performs Lanczos interpolation. This is the slowest image resizing mode, but " "it typically gives the best results, especially when downscalng images." @@ -34071,58 +34749,57 @@ msgstr "" "执行Lanczos插值.这是最慢的图像调整大小模式,但通常可以提供最佳效果,尤其是在缩" "小图像时." -#: doc/classes/Image.xml:573 +#: doc/classes/Image.xml:574 msgid "Image does not have alpha." msgstr "图片没有Alpha通道." -#: doc/classes/Image.xml:576 +#: doc/classes/Image.xml:577 msgid "Image stores alpha in a single bit." msgstr "图像将Alpha存储在单个bit中." -#: doc/classes/Image.xml:579 +#: doc/classes/Image.xml:580 msgid "Image uses alpha." msgstr "图像使用阿尔法。" -#: doc/classes/Image.xml:582 +#: doc/classes/Image.xml:583 msgid "Use S3TC compression." msgstr "使用S3TC压缩。" -#: doc/classes/Image.xml:585 +#: doc/classes/Image.xml:586 msgid "Use PVRTC2 compression." msgstr "使用PVRTC2压缩。" -#: doc/classes/Image.xml:588 +#: doc/classes/Image.xml:589 msgid "Use PVRTC4 compression." msgstr "使用PVRTC4压缩。" -#: doc/classes/Image.xml:591 +#: doc/classes/Image.xml:592 msgid "Use ETC compression." msgstr "使用ETC压缩。" -#: doc/classes/Image.xml:594 +#: doc/classes/Image.xml:595 msgid "Use ETC2 compression." msgstr "使用 ETC2 压缩。" -#: doc/classes/Image.xml:597 +#: doc/classes/Image.xml:598 msgid "" "Source texture (before compression) is a regular texture. Default for all " "textures." msgstr "原始纹理(在压缩前)是常规纹理。所有纹理的默认值。" -#: doc/classes/Image.xml:600 +#: doc/classes/Image.xml:601 msgid "Source texture (before compression) is in sRGB space." msgstr "原始纹理(在压缩前)使用 sRGB 空间。" -#: doc/classes/Image.xml:603 +#: doc/classes/Image.xml:604 msgid "" "Source texture (before compression) is a normal texture (e.g. it can be " "compressed into two channels)." msgstr "原始纹理(在压缩前)是法线纹理(例如,可以压缩为两个通道)。" #: doc/classes/ImageTexture.xml:4 -#, fuzzy msgid "A [Texture] based on an [Image]." -msgstr "基于 [Image] 的 [Texture2D]。" +msgstr "基于 [Image]图片的 [Texture2D]纹理。" #: doc/classes/ImageTexture.xml:7 msgid "" @@ -34165,14 +34842,49 @@ msgid "" "[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics " "hardware limitations." msgstr "" +"基于图片的纹理,要显示一个图片,必须使用 [method create_from_image] 方法来创" +"建一个 [ImageTexture] 图片纹理数据:\n" +"[codeblock]\n" +"var texture = ImageTexture.new()\n" +"var image = Image.new()\n" +"image.load(\"res://icon.png\")\n" +"texture.create_from_image(image)\n" +"$Sprite.texture = texture\n" +"[/codeblock]\n" +"通过这种方式,可以在运行时通过从编辑器内部和外部加载图像来创建纹理。\n" +"[b]警告:[/b] 最好用 [method @GDScript.load] 加载导入的纹理,而不是使用 " +"[method Image.load] 从文件系统中动态加载它们,因为它可能无法在导出的项目中工" +"作:\n" +"[codeblock]\n" +"var texture = load(\"res://icon.png\")\n" +"$Sprite.texture = texture\n" +"[/codeblock]\n" +"这是因为图像必须首先作为 [StreamTexture] 导入才能使用 [method @GDScript." +"load] 加载。如果您仍然想像任何其他 [Resource] 一样加载图像文件,请将其作为 " +"[Image] 资源导入,然后使用 [method @GDScript.load] 方法正常加载它。\n" +"但请注意,仍然可以使用 [method Texture.get_data] 方法从导入的纹理中检索图像数" +"据,该方法返回数据的副本:\n" +"[codeblock]\n" +"var texture = load(\"res://icon.png\")\n" +"var image : Image = texture.get_data()\n" +"[/codeblock]\n" +"[ImageTexture] 不是直接在编辑器界面中操作的,主要用于通过代码在屏幕上动态渲染" +"图像。如果您需要在编辑器中按程序生成图像,请考虑将图像保存和导入为自定义纹理" +"资源,以实现新的 [EditorImportPlugin]。\n" +"[b]注意:[/b]由于图形硬件限制,最大纹理尺寸为16384×16384像素。" #: doc/classes/ImageTexture.xml:41 +#, fuzzy msgid "" "Create a new [ImageTexture] with [code]width[/code] and [code]height[/" "code].\n" "[code]format[/code] is a value from [enum Image.Format], [code]flags[/code] " "is any combination of [enum Texture.Flags]." msgstr "" +"使用一个[code]width[/code] 宽度和 [code]height[/code]高度创建一个新的 " +"[ImageTexture]图片纹理。\n" +"[code]format[/code] is a value from [enum Image.Format], [code]flags[/code] " +"is any combination of [enum Texture.Flags]." #: doc/classes/ImageTexture.xml:50 msgid "" @@ -34192,6 +34904,9 @@ msgid "" "[b]Note:[/b] This method is deprecated and will be removed in Godot 4.0, use " "[method Image.load] and [method create_from_image] instead." msgstr "" +"从文件路径加载图像,并从中创建一个纹理图片。\n" +"[b]注释:[/b]:该方法已被废弃,并将在Godot 4.0中被删除,请建议使用Image.load()和" +"create_from_image()代替。" #: doc/classes/ImageTexture.xml:71 msgid "" @@ -34222,17 +34937,18 @@ msgstr "按钮被按下的状态。" #: doc/classes/ImageTexture.xml:95 msgid "[Image] data is stored raw and unaltered." -msgstr "" +msgstr "[Image] 图像的原始储存数据。" #: doc/classes/ImageTexture.xml:98 msgid "" "[Image] data is compressed with a lossy algorithm. You can set the storage " "quality with [member lossy_quality]." msgstr "" +"[图像]数据是用有损算法压缩的。 你可以用[member lossy_quality]设置存储质量。" #: doc/classes/ImageTexture.xml:101 msgid "[Image] data is compressed with a lossless algorithm." -msgstr "" +msgstr "[图像]数据是用无损算法压缩的。" #: doc/classes/ImmediateGeometry.xml:4 msgid "Draws simple geometry from code." @@ -34360,6 +35076,17 @@ msgstr "在映射数据库中添加新的映射条目(SDL2 格式)。可选 #: doc/classes/Input.xml:43 msgid "" +"Sends all input events which are in the current buffer to the game loop. " +"These events may have been buffered as a result of accumulated input " +"([method set_use_accumulated_input]) or agile input flushing ([member " +"ProjectSettings.input_devices/buffering/agile_event_flushing]).\n" +"The engine will already do this itself at key execution points (at least " +"once per frame). However, this can be useful in advanced cases where you " +"want precise control over the timing of event handling." +msgstr "" + +#: doc/classes/Input.xml:50 +msgid "" "Returns the acceleration of the device's accelerometer sensor, if the device " "has one. Otherwise, the method returns [constant Vector3.ZERO].\n" "Note this method returns an empty [Vector3] when running from the editor " @@ -34371,7 +35098,7 @@ msgid "" "the Earth's gravitational acceleration [code]g[/code] (~9.81 m/s²)." msgstr "" -#: doc/classes/Input.xml:53 +#: doc/classes/Input.xml:60 msgid "" "Returns a value between 0 and 1 representing the raw intensity of the given " "action, ignoring the action's deadzone. In most cases, you should use " @@ -34381,7 +35108,7 @@ msgid "" "for [InputEventJoypadMotion] events." msgstr "" -#: doc/classes/Input.xml:62 +#: doc/classes/Input.xml:69 #, fuzzy msgid "" "Returns a value between 0 and 1 representing the intensity of the given " @@ -34397,7 +35124,7 @@ msgstr "" "杆或L2、R2触发器)离盲区(dead zone)越远,数值就越接近1。如果动作被映射到一个" "没有轴作为控件的键盘,返回数值将是0或1。" -#: doc/classes/Input.xml:71 +#: doc/classes/Input.xml:78 msgid "" "Get axis input by specifying two actions, one negative and one positive.\n" "This is a shorthand for writing [code]Input." @@ -34405,17 +35132,17 @@ msgid "" "get_action_strength(\"negative_action\")[/code]." msgstr "" -#: doc/classes/Input.xml:78 +#: doc/classes/Input.xml:85 msgid "" "Returns an [Array] containing the device IDs of all currently connected " "joypads." msgstr "返回一个 [Array],包含当前所有连接手柄的设备 ID。" -#: doc/classes/Input.xml:84 +#: doc/classes/Input.xml:91 msgid "Returns the currently assigned cursor shape (see [enum CursorShape])." msgstr "返回当前指定的光标形状(参阅 [enum CursorShape])。" -#: doc/classes/Input.xml:90 +#: doc/classes/Input.xml:97 msgid "" "Returns the gravity of the device's accelerometer sensor, if the device has " "one. Otherwise, the method returns [constant Vector3.ZERO].\n" @@ -34425,7 +35152,7 @@ msgid "" "Earth's gravitational acceleration [code]g[/code] (~9.81 m/s²)." msgstr "" -#: doc/classes/Input.xml:97 +#: doc/classes/Input.xml:104 msgid "" "Returns the rotation rate in rad/s around a device's X, Y, and Z axes of the " "gyroscope sensor, if the device has one. Otherwise, the method returns " @@ -34434,28 +35161,28 @@ msgid "" "it always returns [constant Vector3.ZERO]." msgstr "" -#: doc/classes/Input.xml:106 +#: doc/classes/Input.xml:113 #, fuzzy msgid "" "Returns the current value of the joypad axis at given index (see [enum " "JoystickList])." msgstr "返回给定索引处的手柄(joypad)轴的当前值(参阅 [enum JoyAxisList])。" -#: doc/classes/Input.xml:113 +#: doc/classes/Input.xml:120 msgid "Returns the index of the provided axis name." msgstr "返回提供的轴名称的索引。" -#: doc/classes/Input.xml:120 +#: doc/classes/Input.xml:127 msgid "" "Receives a [enum JoystickList] axis and returns its equivalent name as a " "string." msgstr "接收一个[enum JoyAxisList]轴,并以字符串形式返回其对应的名称。" -#: doc/classes/Input.xml:127 +#: doc/classes/Input.xml:134 msgid "Returns the index of the provided button name." msgstr "返回所提供的按钮名称的索引。" -#: doc/classes/Input.xml:134 +#: doc/classes/Input.xml:141 #, fuzzy msgid "" "Receives a gamepad button from [enum JoystickList] and returns its " @@ -34464,7 +35191,7 @@ msgstr "" "从[enum JoyButtonList]中接收一个游戏手柄(gamepad)按钮,并以字符串形式返回其对" "应的名称。" -#: doc/classes/Input.xml:141 +#: doc/classes/Input.xml:148 msgid "" "Returns a SDL2-compatible device GUID on platforms that use gamepad " "remapping. Returns [code]\"Default Gamepad\"[/code] otherwise." @@ -34472,21 +35199,21 @@ msgstr "" "在使用游戏手柄重映射的平台上返回一个SDL2兼容的设备GUID。否则返回" "[code]\"Default Gamepad\"[/code]默认游戏手柄。" -#: doc/classes/Input.xml:148 +#: doc/classes/Input.xml:155 msgid "Returns the name of the joypad at the specified device index." msgstr "返回指定设备索引处的手柄名称。" -#: doc/classes/Input.xml:155 +#: doc/classes/Input.xml:162 msgid "Returns the duration of the current vibration effect in seconds." msgstr "以秒为单位返回当前振动效果的持续时间。" -#: doc/classes/Input.xml:162 +#: doc/classes/Input.xml:169 msgid "" "Returns the strength of the joypad vibration: x is the strength of the weak " "motor, and y is the strength of the strong motor." msgstr "返回手柄振动的强度:x 是弱马达的强度,y 是强马达的强度。" -#: doc/classes/Input.xml:168 +#: doc/classes/Input.xml:175 msgid "" "Returns the mouse speed for the last time the cursor was moved, and this " "until the next frame where the mouse moves. This means that even if the " @@ -34496,7 +35223,7 @@ msgstr "" "返回光标最后一次被移动时的鼠标速度,并且这个速度保持不变,直到鼠标发生了移动" "的下一帧。这意味着,即使鼠标没有移动,这个函数仍然会返回最后一次运动的值。" -#: doc/classes/Input.xml:174 +#: doc/classes/Input.xml:181 msgid "" "Returns the magnetic field strength in micro-Tesla for all axes of the " "device's magnetometer sensor, if the device has one. Otherwise, the method " @@ -34505,7 +35232,7 @@ msgid "" "platforms, it always returns [constant Vector3.ZERO]." msgstr "" -#: doc/classes/Input.xml:181 +#: doc/classes/Input.xml:188 msgid "" "Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at " "the same time, the bits are added together." @@ -34513,11 +35240,11 @@ msgstr "" "将鼠标按键作为一个比特掩码返回。如果多个鼠标按钮同时被按下,这些位会被加在一" "起。" -#: doc/classes/Input.xml:187 +#: doc/classes/Input.xml:194 msgid "Returns the mouse mode. See the constants for more information." msgstr "返回鼠标模式。有关更多信息,请参阅常量。" -#: doc/classes/Input.xml:198 +#: doc/classes/Input.xml:205 msgid "" "Gets an input vector by specifying four actions for the positive and " "negative X and Y axes.\n" @@ -34530,7 +35257,7 @@ msgid "" "want (on the range of 0 to 1)." msgstr "" -#: doc/classes/Input.xml:208 +#: doc/classes/Input.xml:215 #, fuzzy msgid "" "Returns [code]true[/code] when the user starts pressing the action event, " @@ -34547,7 +35274,7 @@ msgstr "" "这对于在按下某个动作时只需要运行一次,而不是在按下时的每一帧中运行的代码很有" "用。" -#: doc/classes/Input.xml:218 +#: doc/classes/Input.xml:225 #, fuzzy msgid "" "Returns [code]true[/code] when the user stops pressing the action event, " @@ -34562,7 +35289,7 @@ msgstr "" "这对于在按下某个动作时只需要运行一次,而不是在按下时的每一帧中运行的代码很有" "用。" -#: doc/classes/Input.xml:227 +#: doc/classes/Input.xml:234 #, fuzzy msgid "" "Returns [code]true[/code] if you are pressing the action event. Note that if " @@ -34577,14 +35304,14 @@ msgstr "" "钮,并且按下了多个按钮,那么即使仍然按下分配给该动作的某个其他按钮,释放一个按" "钮也将释放该动作。" -#: doc/classes/Input.xml:236 +#: doc/classes/Input.xml:243 #, fuzzy msgid "" "Returns [code]true[/code] if you are pressing the joypad button (see [enum " "JoystickList])." msgstr "如果按下操纵杆按钮,则返回[code]true[/code](请参阅[JoystickList])。" -#: doc/classes/Input.xml:243 +#: doc/classes/Input.xml:250 #, fuzzy msgid "" "Returns [code]true[/code] if the system knows the specified device. This " @@ -34596,7 +35323,7 @@ msgstr "" "JoystickList中的定义设置所有按钮和轴索引。未知的游戏手柄不希望与这些常量匹" "配,但是您仍然可以从中检索事件。" -#: doc/classes/Input.xml:250 +#: doc/classes/Input.xml:257 #, fuzzy msgid "" "Returns [code]true[/code] if you are pressing the key. You can pass a [enum " @@ -34605,13 +35332,13 @@ msgstr "" "如果你按当前键盘布局中的键,则返回 [code]true[/code]。您可以传入 [enum " "KeyList] 常量参数。" -#: doc/classes/Input.xml:257 +#: doc/classes/Input.xml:264 msgid "" "Returns [code]true[/code] if you are pressing the mouse button specified " "with [enum ButtonList]." msgstr "如果您按下由[ButtonList]指定的鼠标按键,则返回[code]true[/code]。" -#: doc/classes/Input.xml:267 +#: doc/classes/Input.xml:274 msgid "" "Notifies the [Input] singleton that a connection has changed, to update the " "state for the [code]device[/code] index.\n" @@ -34623,7 +35350,7 @@ msgstr "" "这是内部使用的,不必从用户脚本中调用。有关内部触发的信号,请参阅" "[joy_connection_changed]。" -#: doc/classes/Input.xml:275 +#: doc/classes/Input.xml:282 msgid "" "Feeds an [InputEvent] to the game. Can be used to artificially trigger input " "events from code. Also generates [method Node._input] calls.\n" @@ -34645,12 +35372,21 @@ msgstr "" "Input.parse_input_event(a)\n" "[/codeblock]" -#: doc/classes/Input.xml:289 +#: doc/classes/Input.xml:296 msgid "" "Removes all mappings from the internal database that match the given GUID." msgstr "从内部数据库中删除与给定GUID匹配的所有映射." -#: doc/classes/Input.xml:298 +#: doc/classes/Input.xml:303 +msgid "" +"Sets the acceleration value of the accelerometer sensor. Can be used for " +"debugging on devices without a hardware sensor, for example in an editor on " +"a PC.\n" +"[b]Note:[/b] This value can be immediately overwritten by the hardware " +"sensor value on Android and iOS." +msgstr "" + +#: doc/classes/Input.xml:313 msgid "" "Sets a custom mouse cursor image, which is only visible inside the game " "window. The hotspot can also be specified. Passing [code]null[/code] to the " @@ -34674,7 +35410,7 @@ msgstr "" "[b]注意:[/b]仅支持以[b]无损[/b],[b]有损[/b]或[b]未压缩[/b]压缩模式导入的图" "像。[b]Video RAM[/b]压缩模式不能用于自定义光标。" -#: doc/classes/Input.xml:309 +#: doc/classes/Input.xml:324 msgid "" "Sets the default cursor shape to be used in the viewport instead of " "[constant CURSOR_ARROW].\n" @@ -34688,11 +35424,38 @@ msgstr "" "mouse_default_cursor_shape]。\n" "[b]注意:[/b]这个方法生成一个[InputEventMouseMotion]以立即更新游标。" -#: doc/classes/Input.xml:318 +#: doc/classes/Input.xml:333 +msgid "" +"Sets the gravity value of the accelerometer sensor. Can be used for " +"debugging on devices without a hardware sensor, for example in an editor on " +"a PC.\n" +"[b]Note:[/b] This value can be immediately overwritten by the hardware " +"sensor value on Android and iOS." +msgstr "" + +#: doc/classes/Input.xml:341 +msgid "" +"Sets the value of the rotation rate of the gyroscope sensor. Can be used for " +"debugging on devices without a hardware sensor, for example in an editor on " +"a PC.\n" +"[b]Note:[/b] This value can be immediately overwritten by the hardware " +"sensor value on Android and iOS." +msgstr "" + +#: doc/classes/Input.xml:349 +msgid "" +"Sets the value of the magnetic field of the magnetometer sensor. Can be used " +"for debugging on devices without a hardware sensor, for example in an editor " +"on a PC.\n" +"[b]Note:[/b] This value can be immediately overwritten by the hardware " +"sensor value on Android and iOS." +msgstr "" + +#: doc/classes/Input.xml:357 msgid "Sets the mouse mode. See the constants for more information." msgstr "设置鼠标模式。有关更多信息,请参阅常量。" -#: doc/classes/Input.xml:325 +#: doc/classes/Input.xml:364 msgid "" "Enables or disables the accumulation of similar input events sent by the " "operating system. When input accumulation is enabled, all input events " @@ -34712,7 +35475,7 @@ msgstr "" "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。" -#: doc/classes/Input.xml:336 +#: doc/classes/Input.xml:375 msgid "" "Starts to vibrate the joypad. Joypads usually come with two rumble motors, a " "strong and a weak one. [code]weak_magnitude[/code] is the strength of the " @@ -34732,11 +35495,11 @@ msgstr "" "[b]注意:[/b] 并非所有硬件都兼容长效果持续时间;如果必须播放超过几秒钟的效" "果,建议重新启动效果。" -#: doc/classes/Input.xml:344 +#: doc/classes/Input.xml:383 msgid "Stops the vibration of the joypad." msgstr "停止游戏手柄的振动。" -#: doc/classes/Input.xml:351 +#: doc/classes/Input.xml:390 #, fuzzy msgid "" "Vibrate Android and iOS devices.\n" @@ -34746,23 +35509,23 @@ msgstr "" "振动Android和iOS设备。\n" "[b]注意:[/b]在导出设置时,它需要Android的VIBRATE权限,iOS不支持持续时间。" -#: doc/classes/Input.xml:359 +#: doc/classes/Input.xml:398 msgid "Sets the mouse position to the specified vector." msgstr "将鼠标坐标设置为指定的向量。" -#: doc/classes/Input.xml:368 +#: doc/classes/Input.xml:407 msgid "Emitted when a joypad device has been connected or disconnected." msgstr "连接或断开游戏手柄设备时触发。" -#: doc/classes/Input.xml:374 +#: doc/classes/Input.xml:413 msgid "Makes the mouse cursor visible if it is hidden." msgstr "如果鼠标光标处于隐藏状态,则使其可见。" -#: doc/classes/Input.xml:377 +#: doc/classes/Input.xml:416 msgid "Makes the mouse cursor hidden if it is visible." msgstr "如果鼠标光标是可见的,则使其隐藏。" -#: doc/classes/Input.xml:380 +#: doc/classes/Input.xml:419 msgid "" "Captures the mouse. The mouse will be hidden and its position locked at the " "center of the screen.\n" @@ -34770,33 +35533,33 @@ msgid "" "need to use [member InputEventMouseMotion.relative]." msgstr "" -#: doc/classes/Input.xml:384 +#: doc/classes/Input.xml:423 msgid "Makes the mouse cursor visible but confines it to the game window." msgstr "使鼠标光标可见,并将其限制在游戏窗口中。" -#: doc/classes/Input.xml:387 +#: doc/classes/Input.xml:426 msgid "Arrow cursor. Standard, default pointing cursor." msgstr "箭头光标。标准,默认指向光标。" -#: doc/classes/Input.xml:390 +#: doc/classes/Input.xml:429 msgid "" "I-beam cursor. Usually used to show where the text cursor will appear when " "the mouse is clicked." msgstr "I形(I-beam)光标。通常用在点击文本框后显示的位置上。" -#: doc/classes/Input.xml:393 +#: doc/classes/Input.xml:432 msgid "" "Pointing hand cursor. Usually used to indicate the pointer is over a link or " "other interactable item." msgstr "指向手形光标。通常用在指示链接或其他可交互项上。" -#: doc/classes/Input.xml:396 +#: doc/classes/Input.xml:435 msgid "" "Cross cursor. Typically appears over regions in which a drawing operation " "can be performed or for selections." msgstr "十字光标。通常出现在可以执行绘制操作或进行选择的区域上方。" -#: doc/classes/Input.xml:399 +#: doc/classes/Input.xml:438 msgid "" "Wait cursor. Indicates that the application is busy performing an operation. " "This cursor shape denotes that the application is still usable during the " @@ -34805,7 +35568,7 @@ msgstr "" "等待型光标。表示应用程序正忙于执行一项操作。这种光标形状表示应用程序在操作过" "程中仍然可以使用。" -#: doc/classes/Input.xml:402 +#: doc/classes/Input.xml:441 msgid "" "Busy cursor. Indicates that the application is busy performing an operation. " "This cursor shape denotes that the application isn't usable during the " @@ -34814,17 +35577,17 @@ msgstr "" "忙碌的光标。表示应用程序正忙于执行操作。此光标形状表示应用程序在操作过程中不" "可用(例如,某些东西阻塞了其主线程)。" -#: doc/classes/Input.xml:405 +#: doc/classes/Input.xml:444 msgid "Drag cursor. Usually displayed when dragging something." msgstr "拖动光标。通常在拖动东西时显示。" -#: doc/classes/Input.xml:408 +#: doc/classes/Input.xml:447 msgid "" "Can drop cursor. Usually displayed when dragging something to indicate that " "it can be dropped at the current position." msgstr "可以放下的光标。通常在拖动东西时显示,表示可以在当前位置放下。" -#: doc/classes/Input.xml:411 +#: doc/classes/Input.xml:450 msgid "" "Forbidden cursor. Indicates that the current action is forbidden (for " "example, when dragging something) or that the control at a position is " @@ -34833,7 +35596,7 @@ msgstr "" "禁止的光标。表示当前操作是被禁止的(例如,拖动东西时)或某个位置的控件被禁" "用。" -#: doc/classes/Input.xml:414 +#: doc/classes/Input.xml:453 msgid "" "Vertical resize mouse cursor. A double-headed vertical arrow. It tells the " "user they can resize the window or the panel vertically." @@ -34841,7 +35604,7 @@ msgstr "" "垂直调整大小的光标。一个双头的垂直箭头。它告诉用户他们可以垂直地调整窗口或面" "板的大小。" -#: doc/classes/Input.xml:417 +#: doc/classes/Input.xml:456 msgid "" "Horizontal resize mouse cursor. A double-headed horizontal arrow. It tells " "the user they can resize the window or the panel horizontally." @@ -34849,7 +35612,7 @@ msgstr "" "水平调整尺寸的光标。一个双头的水平箭头。它告诉用户他们可以水平调整窗口或面板" "的大小。" -#: doc/classes/Input.xml:420 +#: doc/classes/Input.xml:459 msgid "" "Window resize mouse cursor. The cursor is a double-headed arrow that goes " "from the bottom left to the top right. It tells the user they can resize the " @@ -34858,7 +35621,7 @@ msgstr "" "窗口调整大小的光标。该光标是一个双头箭头,从左下方到右上方。它告诉用户他们可" "以在水平和垂直方向上调整窗口或面板的大小。" -#: doc/classes/Input.xml:423 +#: doc/classes/Input.xml:462 msgid "" "Window resize mouse cursor. The cursor is a double-headed arrow that goes " "from the top left to the bottom right, the opposite of [constant " @@ -34869,23 +35632,23 @@ msgstr "" "CURSOR_BDIAGSIZE]相反。它告诉用户他们可以在水平和垂直方向上调整窗口或面板的大" "小。" -#: doc/classes/Input.xml:426 +#: doc/classes/Input.xml:465 msgid "Move cursor. Indicates that something can be moved." msgstr "移动光标。表示那些东西可以移动。" -#: doc/classes/Input.xml:429 +#: doc/classes/Input.xml:468 msgid "" "Vertical split mouse cursor. On Windows, it's the same as [constant " "CURSOR_VSIZE]." msgstr "垂直拆分鼠标光标。在Windows上,它与[CURSOR_VSIZE]相同。" -#: doc/classes/Input.xml:432 +#: doc/classes/Input.xml:471 msgid "" "Horizontal split mouse cursor. On Windows, it's the same as [constant " "CURSOR_HSIZE]." msgstr "水平分割的鼠标光标。在Windows上,它与[constant CURSOR_HSIZE]相同。" -#: doc/classes/Input.xml:435 +#: doc/classes/Input.xml:474 msgid "Help cursor. Usually a question mark." msgstr "帮助光标。通常是一个问号。" @@ -36203,9 +36966,9 @@ msgid "" "[constant ICON_MODE_TOP]. To make the text wrap, [member fixed_column_width] " "should be greater than zero." msgstr "" -"每个项目中允许的最大文本行数。即使没有足够的文本行数来显示,也会保留空间。\n" -"[b]注意:[/b] 这个属性只有在[member icon_mode]是[constant ICON_MODE_TOP]时才" -"会生效。要使文本包装(wrap)换行,[member fixed_column_width]应大于零。" +"每个子项中允许的最大文本行数。即使没有足够的文本行数来显示,也会保留空间。\n" +"[b]注意:[/b] 这个属性只有在 [member icon_mode] 是 [constant ICON_MODE_TOP] " +"时才会生效。要使文本自动换行,[member fixed_column_width]应大于零。" #: doc/classes/ItemList.xml:346 msgid "" @@ -37740,7 +38503,7 @@ msgid "" "shadowing (\"shadow acne\"), while too large a value causes shadows to " "separate from casters (\"peter-panning\"). Adjust as needed." msgstr "" -"用于调整阴影外观。值太小会导致自阴影(“阴影暗疮”),而值太大会导致阴影与之分" +"用于调整阴影表现。值太小会导致自阴影(“阴影暗疮”),而值太大会导致阴影与之分" "离(“彼得平移”)。根据需要进行调整。" #: doc/classes/Light.xml:62 @@ -38728,14 +39491,21 @@ msgid "Default text [Color] of the [LinkButton]." msgstr "[LinkButton]默认的字体颜色[Color]。" #: doc/classes/LinkButton.xml:46 +msgid "" +"Text [Color] used when the [LinkButton] is focused. Only replaces the normal " +"text color of the button. Disabled, hovered, and pressed states take " +"precedence over this color." +msgstr "" + +#: doc/classes/LinkButton.xml:49 msgid "Text [Color] used when the [LinkButton] is being hovered." msgstr "当[LinkButton]被悬停时使用的文本颜色[Color]。" -#: doc/classes/LinkButton.xml:49 +#: doc/classes/LinkButton.xml:52 msgid "Text [Color] used when the [LinkButton] is being pressed." msgstr "当[LinkButton]被按下时使用的文本颜色[Color]。" -#: doc/classes/LinkButton.xml:52 +#: doc/classes/LinkButton.xml:55 msgid "The vertical space between the baseline of text and the underline." msgstr "文本基线和下划线之间的垂直空间。" @@ -39390,26 +40160,33 @@ msgid "Text [Color] used when the [MenuButton] is disabled." msgstr "[MenuButton]被禁用时的字体[Color]颜色。" #: doc/classes/MenuButton.xml:64 +msgid "" +"Text [Color] used when the [MenuButton] is focused. Only replaces the normal " +"text color of the button. Disabled, hovered, and pressed states take " +"precedence over this color." +msgstr "" + +#: doc/classes/MenuButton.xml:67 msgid "Text [Color] used when the [MenuButton] is being hovered." msgstr "当鼠标在[MenuButton]上徘徊时使用的字体[Color]颜色。" -#: doc/classes/MenuButton.xml:67 +#: doc/classes/MenuButton.xml:70 msgid "Text [Color] used when the [MenuButton] is being pressed." msgstr "当[MenuButton]被按下时使用的字体[Color]颜色。" -#: doc/classes/MenuButton.xml:70 +#: doc/classes/MenuButton.xml:73 msgid "[StyleBox] used when the [MenuButton] is being hovered." msgstr "当鼠标在[MenuButton]上徘徊时使用的[StyleBox]样式盒。" -#: doc/classes/MenuButton.xml:73 +#: doc/classes/MenuButton.xml:76 msgid "The horizontal space between [MenuButton]'s icon and text." msgstr "[MenuButton]的文字和图标之间的水平间隙。" -#: doc/classes/MenuButton.xml:76 +#: doc/classes/MenuButton.xml:79 msgid "Default [StyleBox] for the [MenuButton]." msgstr "[MenuButton]的默认[StyleBox]样式盒。" -#: doc/classes/MenuButton.xml:79 +#: doc/classes/MenuButton.xml:82 msgid "[StyleBox] used when the [MenuButton] is being pressed." msgstr "[MenuButton]被按下时的[StyleBox]样式盒。" @@ -41248,13 +42025,13 @@ msgstr "生成细分网格时使用的采样距离,以单元为单位。" msgid "" "The maximum distance the detail mesh surface should deviate from " "heightfield, in cell unit." -msgstr "" +msgstr "细节网格表面应偏离高度场的最大距离,以单元格为单位。" #: doc/classes/NavigationMesh.xml:105 msgid "" "The maximum distance a simplfied contour's border edges should deviate the " "original raw contour." -msgstr "" +msgstr "简化轮廓的边界边缘应偏离原始原始轮廓的最大距离。" #: doc/classes/NavigationMesh.xml:108 msgid "" @@ -41262,12 +42039,16 @@ msgid "" "[b]Note:[/b] While baking, this value will be rounded up to the nearest " "multiple of [member cell/size]." msgstr "" +"沿网格边界的轮廓的最大允许长度。\n" +"[b]注意:[/b]烘焙时,这个值会向上取整到最接近的[member cell/size]的倍数。" #: doc/classes/NavigationMesh.xml:112 msgid "" "If [code]true[/code], marks walkable spans as not walkable if the clearance " "above the span is less than [member agent/height]." msgstr "" +"如果 [code]true[/code],如果跨度上方的间隙小于 [member agent/height],则将可" +"行走范围标记为不可行走。" #: doc/classes/NavigationMesh.xml:115 #, fuzzy @@ -41279,6 +42060,8 @@ msgid "" "If [code]true[/code], marks non-walkable spans as walkable if their maximum " "is within [member agent/max_climb] of a walkable neighbor." msgstr "" +"如果 [code]true[/code],如果它们的最大值在可行走邻域的 [member agent/" +"max_climb] 内,则将不可行走范围标记为可行走。" #: doc/classes/NavigationMesh.xml:121 msgid "" @@ -41286,6 +42069,9 @@ msgid "" "Only used when [member geometry/parsed_geometry_type] is [constant " "PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]." msgstr "" +"用于扫描静态碰撞的物理层。\n" +"仅在[member geometry/parsed_geometry_type]是[constant " +"PARSED_GEOMETRY_STATIC_COLLIDERS]或[constant PARSED_GEOMETRY_BOTH]时才使用。" #: doc/classes/NavigationMesh.xml:125 #, fuzzy @@ -41308,12 +42094,16 @@ msgid "" "SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant " "SOURCE_GEOMETRY_GROUPS_EXPLICIT]." msgstr "" +"要扫描的几何体组的名称。\n" +"只有当[member geometry/source_geometry_mode]是[constant " +"SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN]或[constant " +"SOURCE_GEOMETRY_GROUPS_EXPLICIT]时才使用。" #: doc/classes/NavigationMesh.xml:135 msgid "" "The maximum number of vertices allowed for polygons generated during the " "contour to polygon conversion process." -msgstr "" +msgstr "在轮廓到多边形转换过程中生成的多边形允许的最大顶点数。" #: doc/classes/NavigationMesh.xml:138 msgid "" @@ -41322,6 +42112,9 @@ msgid "" "[b]Note:[/b] This value will be squared to calculate the number of cells. " "For example, a value of 20 will set the number of cells to 400." msgstr "" +"如果可能的话,任何小于这个尺寸的区域将与较大的区域合并。\n" +"[b]注意:[/b]这个值将被平方来计算单元格的数量。例如,一个20的值将把单元格的数" +"量设为400。" #: doc/classes/NavigationMesh.xml:142 msgid "" @@ -41330,6 +42123,9 @@ msgid "" "cells allowed to form isolated island areas. For example, a value of 8 will " "set the number of cells to 64." msgstr "" +"一个区域被创建的最小尺寸。\n" +"[b]注意:[/b]该值将被平方,以计算出允许形成孤岛区域的最小单元数。例如,8的值" +"将把单元格的数量设为64。" #: doc/classes/NavigationMesh.xml:146 #, fuzzy @@ -41343,17 +42139,19 @@ msgid "" "Watershed partitioning. Generally the best choice if you precompute the " "navigation mesh, use this if you have large open areas." msgstr "" +"分水岭分区。如果您预先计算导航网格,通常是最佳选择,如果您有大的开放区域,请" +"使用它。" #: doc/classes/NavigationMesh.xml:154 msgid "" "Monotone partitioning. Use this if you want fast navigation mesh generation." -msgstr "" +msgstr "单调分区。如果您想要快速生成导航网格,请使用此选项。" #: doc/classes/NavigationMesh.xml:157 msgid "" "Layer partitioning. Good choice to use for tiled navigation mesh with medium " "and small sized tiles." -msgstr "" +msgstr "层分区。用于具有中小型瓷砖的平铺导航网格的不错选择。" #: doc/classes/NavigationMesh.xml:160 #, fuzzy @@ -41365,12 +42163,15 @@ msgid "" "Parses mesh instances as geometry. This includes [MeshInstance], [CSGShape], " "and [GridMap] nodes." msgstr "" +"将网格实例解析为几何体。这包括 [MeshInstance]、[CSGShape] 和 [GridMap] 节点。" #: doc/classes/NavigationMesh.xml:166 msgid "" "Parses [StaticBody] colliders as geometry. The collider should be in any of " "the layers specified by [member geometry/collision_mask]." msgstr "" +"将 [StaticBody] 碰撞器解析为几何体。碰撞器应位于 [member geometry/" +"collision_mask] 指定的任何层中。" #: doc/classes/NavigationMesh.xml:169 msgid "" @@ -41388,19 +42189,23 @@ msgstr "表示[enum PortType]枚举的大小。" #: doc/classes/NavigationMesh.xml:175 msgid "" "Scans the child nodes of [NavigationMeshInstance] recursively for geometry." -msgstr "" +msgstr "递归扫描 [NavigationMeshInstance] 的子节点以获取几何体。" #: doc/classes/NavigationMesh.xml:178 msgid "" "Scans nodes in a group and their child nodes recursively for geometry. The " "group is specified by [member geometry/source_group_name]." msgstr "" +"以递归方式扫描组中的节点及其子节点以获取几何图形。该组由 [member geometry/" +"source_group_name] 指定。" #: doc/classes/NavigationMesh.xml:181 msgid "" "Uses nodes in a group for geometry. The group is specified by [member " "geometry/source_group_name]." msgstr "" +"使用一个组中的节点进行几何运算。该组由[member geometry/source_group_name]指" +"定。" #: doc/classes/NavigationMesh.xml:184 #, fuzzy @@ -41417,6 +42222,8 @@ msgid "" "NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " "adds it to the current scenario by creating an instance of it." msgstr "" +"NavigationMeshInstance可以接收一个[NavigationMesh]资源,并通过创建它的一个实" +"例将其添加到当前场景中。" #: doc/classes/NavigationMeshInstance.xml:15 #, fuzzy @@ -41578,6 +42385,13 @@ msgid "" "the server port in UDP. You can use the [UPNP] class to try to forward the " "server port automatically when starting the server." msgstr "" +"一个 PacketPeer 实现,应该在初始化为客户端或服务器后传递给 [member SceneTree." +"network_peer]。然后可以通过连接到 [SceneTree] 信号来处理事件。\n" +"ENet 的目的是在 UDP(用户数据报协议)之上提供一个相对简单而健全的网络通信" +"层。\n" +"[b]注意:[/b] ENet 只使用UDP,不使用TCP。转发服务器端口使您的服务器可以在公网" +"上访问时,只需要将服务器端口转发为UDP即可。您可以使用 [UPNP] 类尝试在启动服务" +"器时自动转发服务器端口。" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:12 #: doc/classes/NetworkedMultiplayerPeer.xml:11 @@ -41736,6 +42550,13 @@ msgid "" "other hand, defines a fixed timeout for which any packet must be " "acknowledged or the peer will be dropped." msgstr "" +"设置对等方的超时参数。超时参数控制对等方因无法确认可靠流量而超时的方式和时" +"间。超时值以毫秒表示。\n" +"[code]timeout_limit[/code] 是一个系数,乘以基于平均往返时间的值,将确定可靠数" +"据包的超时限制。当达到该限制时,超时将加倍,如果该限制已达到 " +"[code]timeout_min[/code],则对等方将断开连接。另一方面,[code]timeout_max[/" +"code] 参数定义了一个固定的超时时间,对于该超时时间必须确认任何数据包,否则对" +"等方将被丢弃。" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:113 msgid "" @@ -41776,6 +42597,15 @@ msgid "" "COMPRESS_NONE]. Nonetheless, mixing engine versions between clients and " "server is not recommended and not officially supported." msgstr "" +"用于网络数据包的压缩方法。这些在压缩速度与带宽之间有不同的权衡,如果您完全使" +"用压缩,您可能需要测试哪一种最适合您的用例。\n" +"[b]注:[/b]大多数游戏的网络设计都涉及频繁发送许多小数据包(每个小于4 KB)。如" +"果有疑问,建议保留默认压缩算法,因为它对这些小数据包效果最好。\n" +"[b]注意:[/b] [member compression_mode] 必须在服务器及其所有客户端上设置为相" +"同的值。如果客户端上设置的 [member compression_mode] 与服务器上设置的不同,则" +"客户端将无法连接。在 Godot 3.4 之前,默认的 [member compression_mode] 是 " +"[constant COMPRESS_NONE]。尽管如此,不建议在客户端和服务器之间混合引擎版本," +"也不受官方支持。" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:124 msgid "" @@ -41784,6 +42614,9 @@ msgid "" "When set to an empty string, the [code]address[/code] parameter passed to " "[method create_client] is used instead." msgstr "" +"用于 DTLS 验证的主机名,与服务器提供的证书中的“CN”值进行比较。\n" +"当设置为空字符串时,将使用传递给 [method create_client] 的 [code]address[/" +"code] 参数。" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:128 msgid "" @@ -41851,6 +42684,8 @@ msgid "" "ENet's built-in range encoding. Works well on small packets, but is not the " "most efficient algorithm on packets larger than 4 KB." msgstr "" +"ENet 的内置范围编码。适用于小数据包,但对于大于 4 KB 的数据包不是最有效的算" +"法。" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:151 msgid "" @@ -41889,6 +42724,10 @@ msgid "" "detail and isn't meant to be used by non-Godot servers. It may change " "without notice." msgstr "" +"管理与网络对等体的连接。为连接到服务器的每个客户端分配唯一的ID。另请参见" +"[MultiplayerAPI]。\n" +"[b]注意:[/b] 高级别的多人游戏API协议是一个实现细节,并不意味着可以被非Godot" +"服务器使用。它可能会改变,恕不另行通知。" #: doc/classes/NetworkedMultiplayerPeer.xml:12 msgid "https://godotengine.org/asset-library/asset/537" @@ -42147,6 +42986,10 @@ msgid "" "[b]Note:[/b] Only supported when using the GLES3 renderer. When using the " "GLES2 renderer, this will behave like [constant AXIS_STRETCH_MODE_STRETCH]." msgstr "" +"在 NinePatchRect 上重复中心纹理。这不会导致任何可见的失真。纹理必须是无缝的," +"这样才能在边缘之间不显示伪影的情况下工作。\n" +"[b]注:[/b] 仅在使用 GLES3 渲染器时支持。使用 GLES2 渲染器时,这将类似于 " +"[constant AXIS_STRETCH_MODE_STRETCH]。" #: doc/classes/NinePatchRect.xml:74 msgid "" @@ -42158,6 +43001,11 @@ msgid "" "[b]Note:[/b] Only supported when using the GLES3 renderer. When using the " "GLES2 renderer, this will behave like [constant AXIS_STRETCH_MODE_STRETCH]." msgstr "" +"在 NinePatchRect 上重复中心纹理,但也会拉伸纹理以确保每个图块都完整可见。这可" +"能会导致纹理扭曲,但小于 [constant AXIS_STRETCH_MODE_STRETCH]。纹理必须是无缝" +"的,这样才能在边缘之间不显示伪影的情况下工作。\n" +"[b]注:[/b] 仅在使用 GLES3 渲染器时支持。使用 GLES2 渲染器时,这将类似于 " +"[constant AXIS_STRETCH_MODE_STRETCH]。" #: doc/classes/Node.xml:4 msgid "Base class for all [i]scene[/i] objects." @@ -42659,11 +43507,14 @@ msgid "" "guaranteed. The order of node groups should not be relied upon as it can " "vary across project runs." msgstr "" +"返回一个数组,列出节点所属的组。\n" +"[b]注:[/b]出于性能原因,节点组的顺序是[i]不[/i]确定的。不应依赖节点组的顺" +"序,因为它可能因项目运行而异。" #: doc/classes/Node.xml:210 msgid "" "Returns the node's index, i.e. its position among the siblings of its parent." -msgstr "" +msgstr "返回节点的索引,即它在其父节点的兄弟节点中的位置。" #: doc/classes/Node.xml:216 msgid "" @@ -43083,6 +43934,9 @@ msgid "" "(or its descendants) to be [code]null[/code], if that [member owner] is no " "longer a parent or ancestor." msgstr "" +"删除一个子节点。该节点不会被删除,必须手动删除。\n" +"[b]注:[/b]如果该[member owner]不再是父节点或祖先,则该函数可以将被移除节点" +"(或其后代)的[member owner]设置为[code]null[/code]。" #: doc/classes/Node.xml:507 msgid "" @@ -43375,6 +44229,9 @@ msgid "" "[code]res://levels/1.tscn[/code]). Otherwise, [member filename] is set to an " "empty string." msgstr "" +"如果场景是从文件实例化的,则其最顶层节点包含在 [member filename] 中加载它的绝" +"对文件路径(例如 [code]res://levels/1.tscn[/code])。否则,[member filename] " +"设置为空字符串。" #: doc/classes/Node.xml:694 msgid "" @@ -43539,6 +44396,8 @@ msgid "" "NOTIFICATION_READY] is received. Unlike the latter, it's sent every time the " "node enters tree, instead of only once." msgstr "" +"在节点准备好时收到通知,就在收到[constant NOTIFICATION_READY]之前。与后者不" +"同,它每次节点进入树时都会发送,而不是只发送一次。" #: doc/classes/Node.xml:846 msgid "" @@ -43609,6 +44468,9 @@ msgid "" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "node2d_get_angle_to.png]Illustration of the returned angle.[/url]" msgstr "" +"以弧度为单位返回节点和 [code] point [/code] 之间的角度。\n" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"node2d_get_angle_to.png]返回的角度说明[/url]" #: doc/classes/Node2D.xml:33 msgid "Returns the [Transform2D] relative to this node's parent." @@ -44042,6 +44904,8 @@ msgid "" "of the generated noise. This value is ignored if [member seamless] is " "enabled." msgstr "" +"用于指定生成噪声左上角的噪声空间坐标的偏移量。如果启用了 [member seamless]," +"则忽略此值。" #: modules/opensimplex/doc_classes/NoiseTexture.xml:38 msgid "" @@ -44051,6 +44915,9 @@ msgid "" "noise. This is due to the way noise uses higher dimensions for generating " "seamless noise." msgstr "" +"纹理是否可以平铺而没有可见的接缝。生成无缝纹理需要更长的时间。\n" +"[b]注:[/b] 与非无缝噪声相比,无缝噪声具有较低的对比度。这是由于噪声使用更高" +"维度来生成无缝噪声的方式。" #: modules/opensimplex/doc_classes/NoiseTexture.xml:42 msgid "Width of the generated texture." @@ -44393,6 +45260,12 @@ msgid "" "validate it with [method @GDScript.is_instance_valid] before attempting to " "call its methods or access its properties." msgstr "" +"立即从内存中删除对象。对于 [Node],您可能希望使用 [method Node.queue_free] 将" +"节点排队以在当前帧的末尾安全删除。\n" +"[b]重要提示:[/b] 如果你有一个指向一个对象的变量,一旦对象被释放,它将 [i]不" +"会[/i] 分配为 [code]null[/code]。相反,它会指向一个 [i] 先前释放的实例 [/i]," +"您应该在尝试调用其方法或访问其属性之前使用 [method @GDScript." +"is_instance_valid] 对其进行验证。" #: doc/classes/Object.xml:178 msgid "" @@ -44416,6 +45289,9 @@ msgid "" "declarations into account. If the object has a [code]class_name[/code] " "defined, the base class name will be returned instead." msgstr "" +"返回对象的类型为一个[String]。参见[method is_class]。\n" +"[b]注意:[/b] [method get_class] 不考虑[code]class_name[/code]的声明。如果对" +"象有一个[code]class_name[/code]的定义,基类名称将被返回。" #: doc/classes/Object.xml:192 msgid "" @@ -44534,6 +45410,11 @@ msgid "" "declarations into account. If the object has a [code]class_name[/code] " "defined, [method is_class] will return [code]false[/code] for that name." msgstr "" +"如果对象从给定的 [code] class [/code] 中继承,则返回 [code] true [/code]。另" +"请参阅 [method get_class]。\n" +"[b]注:[/b] [method is_class] 没有考虑 [code] class_name [/code] 声明。如果对" +"象有 [code]class_name [/code] 定义,[method is_class] 将为该名称返回 [code] " +"false[/code] 。" #: doc/classes/Object.xml:306 #, fuzzy @@ -44654,6 +45535,11 @@ msgid "" "code]. This means you can also use [code]set_meta(\"name\", null)[/code] to " "remove metadata for [code]\"name\"[/code]." msgstr "" +"添加、更改或删除对象元数据中的给定条目。元数据被序列化并且可以采用任何 " +"[Variant] 值。\n" +"要从对象的元数据中删除给定条目,请使用 [method remove_meta]。如果元数据的值设" +"置为 [code]null[/code],也会删除元数据。这意味着您还可以使用 " +"[code]set_meta(\"name\", null)[/code] 删除 [code]\"name\"[/code] 的元数据。" #: doc/classes/Object.xml:395 msgid "" @@ -45224,26 +46110,33 @@ msgid "Text [Color] used when the [OptionButton] is disabled." msgstr "当[OptionButton]被禁用时使用的文本[Color]。" #: doc/classes/OptionButton.xml:212 +msgid "" +"Text [Color] used when the [OptionButton] is focused. Only replaces the " +"normal text color of the button. Disabled, hovered, and pressed states take " +"precedence over this color." +msgstr "" + +#: doc/classes/OptionButton.xml:215 msgid "Text [Color] used when the [OptionButton] is being hovered." msgstr "当鼠标悬停[OptionButton]时使用的文本[Color]。" -#: doc/classes/OptionButton.xml:215 +#: doc/classes/OptionButton.xml:218 msgid "Text [Color] used when the [OptionButton] is being pressed." msgstr "当[OptionButton]被按下时使用的文本[Color]。" -#: doc/classes/OptionButton.xml:218 +#: doc/classes/OptionButton.xml:221 msgid "[StyleBox] used when the [OptionButton] is being hovered." msgstr "当[OptionButton]被鼠标悬停时使用的[StyleBox]。" -#: doc/classes/OptionButton.xml:221 +#: doc/classes/OptionButton.xml:224 msgid "The horizontal space between [OptionButton]'s icon and text." msgstr "[OptionButton]图标与文本之间的水平间距。" -#: doc/classes/OptionButton.xml:224 +#: doc/classes/OptionButton.xml:227 msgid "Default [StyleBox] for the [OptionButton]." msgstr "[OptionButton]的默认[StyleBox]。" -#: doc/classes/OptionButton.xml:227 +#: doc/classes/OptionButton.xml:230 msgid "[StyleBox] used when the [OptionButton] is being pressed." msgstr "当按下[OptionButton]时使用的[StyleBox]。" @@ -46712,12 +47605,18 @@ msgid "" "implemented)\n" "- Android: [code]JNIEnv*[/code] of the application (not yet implemented)" msgstr "" +"应用程序句柄:\n" +"- Windows: [code]HINSTANCE[/code] 的应用程序\n" +"- MacOS: [code]NSApplication*[/code] 的应用程序(尚未实现)\n" +"- Android: [code]JNIEnv*[/code] 的应用程序 (尚未实现)" #: doc/classes/OS.xml:1075 msgid "" "Display handle:\n" "- Linux: [code]X11::Display*[/code] for the display" msgstr "" +"显示句柄:\n" +"- Linux:[code]X11::Display*[/code] 用于显示" #: doc/classes/OS.xml:1079 msgid "" @@ -46728,6 +47627,11 @@ msgid "" "- Android: [code]jObject[/code] the main android activity (not yet " "implemented)" msgstr "" +"窗户句柄:\n" +"- Windows:主窗口的 [code]HWND[/code]。\n" +"- Linux:主窗口的 [code]X11::Window*[/code]。\n" +"- MacOS:主窗口的 [code]NSWindow*[/code](尚未实现)\n" +"- Android:[code]jObject[/code]主要的安卓活动activity (尚未实现)" #: doc/classes/OS.xml:1086 msgid "" @@ -46735,6 +47639,9 @@ msgid "" "- Windows: [code]HDC[/code] of the main window drawing context\n" "- MacOS: [code]NSView*[/code] of the main windows view (not yet implemented)" msgstr "" +"窗口视图:\n" +"- Windows:主窗口绘图环境的 [code]HDC[/code]\n" +"- MacOS:主窗口视图的 [code]NSView*[/code](尚未实现)" #: doc/classes/OS.xml:1091 msgid "" @@ -46743,6 +47650,10 @@ msgid "" "- Linux: [code]X11::GLXContext[/code]\n" "- MacOS: [code]NSOpenGLContext*[/code] (not yet implemented)" msgstr "" +"OpenGL上下文:\n" +"- Windows:[code]HGLRC[/code]\n" +"- Linux:[code]X11::GLXContext[/code]\n" +"- MacOS:[code]NSOpenGLContext*[/code] (尚未实现)" #: doc/classes/OS.xml:1097 msgid "Landscape screen orientation." @@ -46753,26 +47664,24 @@ msgid "Portrait screen orientation." msgstr "纵向屏幕方向。" #: doc/classes/OS.xml:1103 -#, fuzzy msgid "Reverse landscape screen orientation." -msgstr "反转最后一个撤销动作。" +msgstr "反转横向屏幕方向。" #: doc/classes/OS.xml:1106 -#, fuzzy msgid "Reverse portrait screen orientation." -msgstr "反转最后一个撤销动作。" +msgstr "反转纵向屏幕方向。" #: doc/classes/OS.xml:1109 msgid "Uses landscape or reverse landscape based on the hardware sensor." -msgstr "" +msgstr "根据硬件传感器使用横向或反向横向。" #: doc/classes/OS.xml:1112 msgid "Uses portrait or reverse portrait based on the hardware sensor." -msgstr "" +msgstr "根据硬件传感器使用纵向或反向纵向。" #: doc/classes/OS.xml:1115 msgid "Uses most suitable orientation based on the hardware sensor." -msgstr "" +msgstr "根据硬件传感器使用最合适的方向。" #: doc/classes/OS.xml:1118 msgid "Desktop directory path." @@ -46835,7 +47744,6 @@ msgid "An abstraction of a serialized scene." msgstr "一个序列化场景的抽象。" #: doc/classes/PackedScene.xml:7 -#, fuzzy msgid "" "A simplified interface to a scene file. Provides access to operations and " "checks that can be performed on the scene resource itself.\n" @@ -46882,43 +47790,43 @@ msgid "" msgstr "" "场景文件的一个简化接口。提供对可以在场景资源本身上执行的操作和检查的访问。\n" "可以用来将一个节点保存到一个文件中。当保存时,该节点以及它所拥有的所有节点都" -"会被保存(参阅[Node]中的属性[code]owner[/code])。\n" +"会被保存(参阅 [Node] 中的属性 [code]owner[/code])。\n" "[b]注意:[/b] 节点不需要拥有自己。\n" "[b]一个加载已保存场景的示例:[/b]\n" "[codeblock]\n" -"# Use `load()` instead of `preload()` if the path isn't known at compile-" -"time.\n" +"# 如果在编译时不知道路径,就使用 `load()`而不是 `preload()` 。\n" "var scene = preload(\"res://scene.tscn\").instance()\n" -"# Add the node as a child of the node the script is attached to.\n" +"#将该节点作为脚本所依附的节点的一个子节点。\n" "add_child(scene)\n" "[/codeblock]\n" -"[b]保存一个具有不同所有者的节点的例子:[/b] 下面的例子创建了3个对象。" -"[code]Node2D[/code] ([code]node[/code]), [code]RigidBody2D[/code] " +"[b]保存一个具有不同所有者节点的例子:[/b] 下面的例子创建了3个对象:" +"[code]Node2D[/code] ([code]node[/code]), [code]RigidBody2D[/code] " "([code]rigid[/code]) 和 [code]CollisionObject2D[/code] ([code]collision[/" -"code]) 。[code]collision[/code]是[code]rigid[/code]的一个子节点,rigid 是" -"[code]node[/code]的一个子节点。只有[code]rigid[/code]被[code]node[/code]拥" -"有,因此[code]pack[/code]将只保存这两个节点,不保存[code]collision[/code]。\n" +"code]) 。[code]collision[/code] 是 [code]rigid[/code]的一个子节点,rigid 是 " +"[code]node[/code]的一个子节点。只有 [code]rigid[/code] 被 [code]node[/code]拥" +"有,因此 [code]pack[/code]将只保存这两个节点,不保存 [code]collision[/" +"code]。\n" "[codeblock]\n" -"# Create the objects.\n" +"# 创建对象。\n" "var node = Node2D.new()\n" "var rigid = RigidBody2D.new()\n" "var collision = CollisionShape2D.new()\n" "\n" -"# Create the object hierarchy.\n" +"# 创建对象的层次结构。\n" "rigid.add_child(collision)\n" "node.add_child(rigid)\n" "\n" -"# Change owner of `rigid`, but not of `collision`.\n" +"# 改变`rigid`的所有者,但不改变`collision`的所有者。\n" "rigid.owner = node\n" "\n" "var scene = PackedScene.new()\n" -"# Only `node` and `rigid` are now packed.\n" +"# 现在只有`node`和`rigid`被打包。\n" "var result = scene.pack(node)\n" "if result == OK:\n" -" var error = ResourceSaver.save(\"res://path/name.scn\", scene) # Or " +" var error = ResourceSaver.save(\"res://path/name.scn\", scene) # 或者 " "\"user://...\"\n" " if error != OK:\n" -" push_error(\"An error occurred while saving the scene to disk.\")\n" +" push_error(\"保存场景到磁盘时发生错误。\")\n" "[/codeblock]" #: doc/classes/PackedScene.xml:47 @@ -47013,7 +47921,6 @@ msgstr "" "返回最后接收的数据包的错误状态(通过[method get_packet]和[method get_var])。" #: doc/classes/PacketPeer.xml:34 -#, fuzzy msgid "" "Gets a Variant. If [code]allow_objects[/code] (or [member " "allow_object_decoding]) is [code]true[/code], decoding objects is allowed.\n" @@ -47021,8 +47928,8 @@ 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 "" -"获取一个变量。如果[code]allow_objects[/code]为[code]true[/code],则允许对对象" -"进行解码。\n" +"获取一个变量。如果[code]allow_objects[/code] 或 [member " +"allow_object_decoding]为[code]true[/code],则允许对对象进行解码。\n" "[b] 警告:[/b]反序列化对象可能包含执行的代码。如果序列化对象来自不受信任的" "源,请不要使用此选项,以避免潜在的安全威胁,如远程代码执行。" @@ -47031,17 +47938,16 @@ msgid "Sends a raw packet." msgstr "发送一个原始数据包。" #: doc/classes/PacketPeer.xml:50 -#, fuzzy msgid "" "Sends a [Variant] as a packet. If [code]full_objects[/code] (or [member " "allow_object_decoding]) is [code]true[/code], encoding objects is allowed " "(and can potentially include code)." msgstr "" -"将[Variant]作为数据包发送。如果[code]full_objects[/code]为[code]true[/code]," -"则允许对对象进行编码(并且可能包含代码)。" +"将[Variant]作为数据包发送。如果[code]full_objects[/code] 或 [member " +"allow_object_decoding]为[code]true[/code],则允许对对象进行编码(并且可能包含" +"代码)。" #: doc/classes/PacketPeer.xml:56 -#, fuzzy msgid "" "[i]Deprecated.[/i] Use [code]get_var[/code] and [code]put_var[/code] " "parameters instead.\n" @@ -47051,6 +47957,8 @@ 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[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" "[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" @@ -47084,6 +47992,11 @@ msgid "" "are otherwise valid. If this is a concern, you may want to use automatically " "managed certificates with a short validity period." msgstr "" +"这个类表示DTLS对等连接。它可以用来连接到DTLS服务器,由[method DTLSServer." +"take_connection]返回。\n" +"[b]警告:[/b]当前不支持SSL/TLS证书撤销和证书固定。只要撤销的证书在其他情况下是" +"有效的,都将被接受。如果这是一个问题,您可能希望使用具有短有效期的自动管理证" +"书。" #: doc/classes/PacketPeerDTLS.xml:20 msgid "" @@ -47174,7 +48087,6 @@ msgid "Closes the UDP socket the [PacketPeerUDP] is currently listening on." msgstr "关闭[PacketPeerUDP]当前正在侦听的UDP套接字。" #: doc/classes/PacketPeerUDP.xml:23 -#, fuzzy msgid "" "Calling this method connects this UDP peer to the given [code]host[/code]/" "[code]port[/code] pair. UDP is in reality connectionless, so this option " @@ -47189,13 +48101,13 @@ msgid "" "technique like SSL or DTLS if you feel like your application is transferring " "sensitive information." msgstr "" -"调用此方法将此UDP对等连接到给定的[code]host[/code]/[code]port[/code]对。UDP实" -"际上是无连接的,因此此选项仅意味着来自不同地址的传入数据包将自动丢弃,并且传" -"出数据包始终发送到连接的地址(不允许将来调用[method set_dest_address])。此方" -"法不向远程对等方发送任何数据,为此,请像往常一样使用[method PacketPeer." -"put_var]或[method PacketPeer.put_packet]。另请参阅[UDPServer]。\n" -"注意:连接到远程对等体无助于防止IP欺骗等恶意攻击。如果您觉得应用程序正在传输" -"敏感信息,请考虑使用SSL或DTLS等加密技术。" +"调用此方法将UDP对等体连接到给定的[code]host[/code]/[code]port[/code]对。UDP实" +"际上是无连接的,所以这个选项只意味着来自不同地址的入包被自动丢弃,而出包总是" +"被发送到连接的地址(不允许将来调用[method set_dest_address])。该方法不向远程对" +"等体发送任何数据,要发送数据,请使用[method PacketPeer.put_var]或[method " +"PacketPeer.put_pakcet]。参见[UDPServer]。\n" +"[b]注意:[/b]连接到远程对等体并不能防止IP欺骗等恶意攻击。如果您觉得您的应用程" +"序正在传输敏感信息,可以考虑使用SSL或DTLS等加密技术。" #: doc/classes/PacketPeerUDP.xml:30 msgid "" @@ -47226,7 +48138,6 @@ msgid "Returns whether this [PacketPeerUDP] is listening." msgstr "返回这个[PacketPeerUDP]是否正在监听。" #: doc/classes/PacketPeerUDP.xml:56 -#, fuzzy msgid "" "Joins the multicast group specified by [code]multicast_address[/code] using " "the interface identified by [code]interface_name[/code].\n" @@ -47235,11 +48146,12 @@ msgid "" "[b]Note:[/b] Some Android devices might require the " "[code]CHANGE_WIFI_MULTICAST_STATE[/code] permission for multicast to work." msgstr "" -"使用[code]接口名称[/code]标识的接口加入[code]多播地址[/code]指定的多播组。\n" +"使用[code]interface_name[/code]标识的接口加入[code]multicast_address[/code]指" +"定的多播组。\n" "您可以使用多个接口加入同一个多播组。使用[method IP.get_local_interfaces]了解" "哪些接口可用。\n" -"注意:一些安卓设备可能需要[code]CHANGE _ WIFI _ MULTICAST _ STATE[/code]权限才" -"能进行多播。" +"[b]注意:[/b]一些安卓设备可能需要[code]CHANGE _ WIFI _ MULTICAST _ STATE[/" +"code]权限才能进行多播。" #: doc/classes/PacketPeerUDP.xml:66 msgid "" @@ -47274,7 +48186,6 @@ msgstr "" "地址的接口(如果不存在具有该地址的接口,则失败)。" #: doc/classes/PacketPeerUDP.xml:85 -#, fuzzy msgid "" "Enable or disable sending of broadcast packets (e.g. " "[code]set_dest_address(\"255.255.255.255\", 4343)[/code]. This option is " @@ -47286,11 +48197,10 @@ msgstr "" "启用或禁用广播数据包的发送(例如:" "[code]set_dest_address(\"255.255.255.255\", 4343)[/code]。这个选项在默认情况" "下是禁用的。\n" -"注意:一些安卓设备可能需要[code]CHANGE_WIFI_MULTICAST_STATE[/code]权限和这个" -"选项被启用来接收广播包。" +"[b]注意:[/b]一些安卓设备可能需要[code]CHANGE_WIFI_MULTICAST_STATE[/code]权限" +"和本选项被启用来接收广播包。" #: doc/classes/PacketPeerUDP.xml:94 -#, fuzzy msgid "" "Sets the destination address and port for sending packets and variables. A " "hostname will be resolved using DNS if needed.\n" @@ -47298,8 +48208,8 @@ msgid "" "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" -"注意: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]。" +"[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]。" #: doc/classes/PacketPeerUDP.xml:101 msgid "" @@ -47319,6 +48229,20 @@ msgid "" " return\n" "[/codeblock]" msgstr "" +"等待数据包到达侦听端口。参见[method listen]。\n" +"[b] 注意:[/b][method wait]一旦被调用就不能被中断。这可以通过允许另一方发送一" +"个特定的“death pill”包来解决,如下所示:\n" +"[codeblock]\n" +"# Server\n" +"socket.set_dest_address(\"127.0.0.1\", 789)\n" +"socket.put_packet(\"Time to stop\".to_ascii())\n" +"\n" +"# Client\n" +"while socket.wait() == OK:\n" +" var data = socket.get_packet().get_string_from_ascii()\n" +" if data == \"Time to stop\":\n" +" return\n" +"[/codeblock]" #: doc/classes/Panel.xml:4 msgid "Provides an opaque background for [Control] children." @@ -47361,12 +48285,10 @@ msgid "The style of [PanelContainer]'s background." msgstr "[PanelContainer]的背景样式。" #: doc/classes/PanoramaSky.xml:4 -#, fuzzy msgid "A type of [Sky] used to draw a background texture." -msgstr "使用[Material]和[Sky]来绘制背景纹理。" +msgstr "一种用来绘制背景贴图的 [Sky]。" #: doc/classes/PanoramaSky.xml:7 -#, fuzzy msgid "" "A resource referenced in an [Environment] that is used to draw a background. " "The Panorama sky functions similar to skyboxes in other engines, except it " @@ -47378,17 +48300,16 @@ msgid "" "cubemap_to_panorama.html]this tool[/url] to convert a cube map to an " "equirectangular sky map." msgstr "" -"在[Sky]中引用的资源,用于绘制背景。全景天空材质的功能类似于其他引擎中的天空" -"盒,除了它使用等边矩形天空地图而不是立方体地图。\n" +"在[Environment]中引用的用于绘制背景的资源。全景天空的功能类似于其他引擎的天空" +"盒,除了它使用等边矩形的天空地图而不是立方体地图。\n" "强烈建议使用HDR全景图,以获得准确、高质量的反射。为此,Godot支持Radiance HDR " -"([code]. HDR [/code])和OpenEXR ([code].exr[/code])图像格式。\n" +"([code].hdr[/code])和OpenEXR ([code].exr[/code])图像格式。\n" "您可以使用[url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/" "cubemap_to_panorama.html]这个工具[/url]将立方体地图转换为等角的天空地图。" #: doc/classes/PanoramaSky.xml:17 -#, fuzzy msgid "[Texture] to be applied to the PanoramaSky." -msgstr "[Texture2D]将被应用到[PanoramaSkyMaterial]。" +msgstr "将被应用到全景天空的 [Texture]。" #: doc/classes/ParallaxBackground.xml:4 msgid "A node used to create a parallax scrolling background." @@ -47469,14 +48390,13 @@ msgstr "" "[b]注意:[/b]当该节点进入场景后,对其位置和比例的任何改变都将被忽略。" #: doc/classes/ParallaxLayer.xml:17 -#, fuzzy msgid "" "The ParallaxLayer's [Texture] mirroring. Useful for creating an infinite " "scrolling background. If an axis is set to [code]0[/code], the [Texture] " "will not be mirrored." msgstr "" -"视差图层的Texture2D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], [Texture2D]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。如果一个轴被设置为[code]0[/" +"code], [Texture]将不会被镜像。" #: doc/classes/ParallaxLayer.xml:20 msgid "" @@ -47493,9 +48413,8 @@ msgid "" msgstr "复制视差图层的运动。如果一个轴被设置为[code]0[/code],它将不会滚动。" #: doc/classes/Particles.xml:4 -#, fuzzy msgid "GPU-based 3D particle emitter." -msgstr "基于CPU的3D粒子发射器。" +msgstr "基于GPU的3D粒子发射器。" #: doc/classes/Particles.xml:7 msgid "" @@ -47516,6 +48435,17 @@ msgid "" "AABB[/b]. Otherwise, particles may suddenly disappear depending on the " "camera position and angle." msgstr "" +"用于创建各种粒子系统和效果的3D粒子节点。[Particles]实现了是发射器以给定的速率" +"产生一定数量的粒子。\n" +"使用[code]process_material[/code]属性添加[ParticlesMaterial]来配置粒子外观和" +"行为。或者,您可以添加一个将应用于所有粒子的[ShaderMaterial]。\n" +"[b]注意:[/b][Particles]仅在使用GLES3渲染器时有效。如果使用GLES2渲染器,请改用" +"[CPUParticles]。您可以通过选择节点,单击三维编辑器视窗顶部的[b]Particles[/b]" +"菜单,然后选择[b]转换为 CPUParticles[/b],将[Particles]转换为" +"[CPUParticles]。\n" +"[b]注意:[/b]在处理粒子节点后,记得通过选择它来更新其[member " +"visibility_aabb],单击3D编辑器视窗顶部的[b]Particles[/b]菜单,然后选择[b]生成" +"可见 AABB[/b]。否则,粒子可能会由于相机位置和角度的改变突然消失。" #: doc/classes/Particles.xml:13 msgid "" @@ -47618,9 +48548,8 @@ msgid "Maximum number of draw passes supported." msgstr "支持的最大抽取次数。" #: doc/classes/Particles2D.xml:4 -#, fuzzy msgid "GPU-based 2D particle emitter." -msgstr "基于CPU的2D粒子发射器。" +msgstr "基于GPU的2D粒子发射器。" #: doc/classes/Particles2D.xml:7 msgid "" @@ -51097,7 +52026,7 @@ msgstr "" #: doc/classes/Polygon2D.xml:18 msgid "" "Adds a bone with the specified [code]path[/code] and [code]weights[/code]." -msgstr "添加具有指定[code]path[/code]和[code]weights[/code]的骨骼." +msgstr "添加指定[code]path[/code]和[code]weights[/code]的骨骼." #: doc/classes/Polygon2D.xml:24 msgid "Removes all bones from this [Polygon2D]." @@ -51346,29 +52275,30 @@ msgstr "在数组的末尾追加一个元素。" msgid "Removes an element from the array by index." msgstr "从数组中删除位于索引的元素。" -#: doc/classes/PoolByteArray.xml:114 doc/classes/PoolColorArray.xml:66 -#: doc/classes/PoolIntArray.xml:67 doc/classes/PoolRealArray.xml:67 -#: doc/classes/PoolStringArray.xml:74 doc/classes/PoolVector2Array.xml:67 -#: doc/classes/PoolVector3Array.xml:66 +#: doc/classes/PoolByteArray.xml:114 doc/classes/PoolIntArray.xml:67 +#: doc/classes/PoolRealArray.xml:67 +#, fuzzy msgid "" "Sets the size of the array. If the array is grown, reserves elements at the " "end of the array. If the array is shrunk, truncates the array to the new " -"size." +"size.\n" +"[b]Note:[/b] Added elements are not automatically initialized to 0 and will " +"contain garbage, i.e. indeterminate values." msgstr "" "设置数组的大小。如果数组被增大,则保留数组末端的元素。如果数组被缩小,则将数" "组截断到新的大小。" -#: doc/classes/PoolByteArray.xml:121 +#: doc/classes/PoolByteArray.xml:122 msgid "Changes the byte at the given index." msgstr "改变给定索引处的字节。" -#: doc/classes/PoolByteArray.xml:127 doc/classes/PoolColorArray.xml:79 -#: doc/classes/PoolRealArray.xml:80 doc/classes/PoolStringArray.xml:87 +#: doc/classes/PoolByteArray.xml:128 doc/classes/PoolColorArray.xml:79 +#: doc/classes/PoolRealArray.xml:81 doc/classes/PoolStringArray.xml:87 #: doc/classes/PoolVector2Array.xml:80 doc/classes/PoolVector3Array.xml:79 msgid "Returns the size of the array." msgstr "返回数组的大小。" -#: doc/classes/PoolByteArray.xml:135 +#: doc/classes/PoolByteArray.xml:136 #, fuzzy msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " @@ -51411,6 +52341,16 @@ msgstr "将一个[PackedColorArray]追加到该数组的尾部。" msgid "Appends a value to the array." msgstr "将一个值添加到数组中。" +#: doc/classes/PoolColorArray.xml:66 doc/classes/PoolStringArray.xml:74 +#: doc/classes/PoolVector2Array.xml:67 doc/classes/PoolVector3Array.xml:66 +msgid "" +"Sets the size of the array. If the array is grown, reserves elements at the " +"end of the array. If the array is shrunk, truncates the array to the new " +"size." +msgstr "" +"设置数组的大小。如果数组被增大,则保留数组末端的元素。如果数组被缩小,则将数" +"组截断到新的大小。" + #: doc/classes/PoolColorArray.xml:73 msgid "Changes the [Color] at the given index." msgstr "更改给定索引处的[Color]。" @@ -51463,12 +52403,12 @@ msgstr "" "在数组的给定位置插入一个新的整数。位置必须是有效的,或者位于数组的末尾" "([code]idx == size()[/code])。" -#: doc/classes/PoolIntArray.xml:74 +#: doc/classes/PoolIntArray.xml:75 #, fuzzy msgid "Changes the int at the given index." msgstr "改变给定索引处的整数。" -#: doc/classes/PoolIntArray.xml:80 +#: doc/classes/PoolIntArray.xml:81 msgid "Returns the array size." msgstr "返回数组大小。" @@ -51504,7 +52444,7 @@ msgstr "" msgid "Appends a [PoolRealArray] at the end of this array." msgstr "将一个[PackedColorArray]追加到该数组的尾部。" -#: doc/classes/PoolRealArray.xml:74 +#: doc/classes/PoolRealArray.xml:75 msgid "Changes the float at the given index." msgstr "更改给定索引处的浮点数。" @@ -53019,18 +53959,6 @@ msgid "" msgstr "" #: doc/classes/ProjectSettings.xml:204 -msgid "" -"The project data directory is used for storing project-specific data " -"(metadata, shader cache, etc.).\n" -"[b]Note:[/b] Restart the application after changing this setting.\n" -"[b]Note:[/b] Changing this value can help on platforms or with third-party " -"tools where specific directory patterns are disallowed. Only modify this " -"setting if you know that your environment requires it, as changing the " -"default can impact compatibility with some external tools or plugins which " -"expect the default [code].import[/code] folder." -msgstr "" - -#: doc/classes/ProjectSettings.xml:209 #, fuzzy msgid "" "Specifies a file to override project settings. For example: [code]user://" @@ -53043,7 +53971,7 @@ msgstr "" "[b] 注意:[/b]无论此设置的值是多少,[code]res://override.cfg[/code]仍将被读取" "以覆盖项目设置(请参阅顶部的此类说明)。" -#: doc/classes/ProjectSettings.xml:213 +#: doc/classes/ProjectSettings.xml:208 msgid "" "If [code]true[/code], the project will save user data to its own user " "directory (see [member application/config/custom_user_dir_name]). This " @@ -53058,7 +53986,22 @@ msgstr "" "[code]false[/code],项目将把用户数据保存到[code] (OS user data directory)/" "Godot/app_userdata/(project name)[/code]。" -#: doc/classes/ProjectSettings.xml:216 +#: doc/classes/ProjectSettings.xml:211 +msgid "" +"If [code]true[/code], the project will use a hidden directory ([code]." +"import[/code]) for storing project-specific data (metadata, shader cache, " +"etc.).\n" +"If [code]false[/code], a non-hidden directory ([code]import[/code]) will be " +"used instead.\n" +"[b]Note:[/b] Restart the application after changing this setting.\n" +"[b]Note:[/b] Changing this value can help on platforms or with third-party " +"tools where hidden directory patterns are disallowed. Only modify this " +"setting if you know that your environment requires it, as changing the " +"default can impact compatibility with some external tools or plugins which " +"expect the default [code].import[/code] folder." +msgstr "" + +#: doc/classes/ProjectSettings.xml:217 #, fuzzy msgid "" "Icon set in [code].ico[/code] format used on Windows to set the game's icon. " @@ -53067,7 +54010,7 @@ msgstr "" "设置[code].ico[/code]格式图标,在Windows上用于设置游戏图标。这是在启动时通过" "调用[method DisplayServer.set_native_icon]自动完成的。" -#: doc/classes/ProjectSettings.xml:219 +#: doc/classes/ProjectSettings.xml:220 msgid "" "Time samples for frame deltas are subject to random variation introduced by " "the platform, even when frames are displayed at regular intervals thanks to " @@ -53081,14 +54024,14 @@ msgid "" "adequate to render frames at the refresh rate." msgstr "" -#: doc/classes/ProjectSettings.xml:224 +#: doc/classes/ProjectSettings.xml:225 msgid "" "[b]Experimental.[/b] Shifts the measurement of delta time for each frame to " "just after the drawing has taken place. This may lead to more consistent " "deltas and a reduction in frame stutters." msgstr "" -#: doc/classes/ProjectSettings.xml:227 +#: doc/classes/ProjectSettings.xml:228 msgid "" "If [code]true[/code], disables printing to standard error. If [code]true[/" "code], this also hides error and warning messages printed by [method " @@ -53097,7 +54040,7 @@ msgid "" "Changes to this setting will only be applied upon restarting the application." msgstr "" -#: doc/classes/ProjectSettings.xml:231 +#: doc/classes/ProjectSettings.xml:232 msgid "" "If [code]true[/code], disables printing to standard output. This is " "equivalent to starting the editor or project with the [code]--quiet[/code] " @@ -53105,7 +54048,7 @@ msgid "" "Changes to this setting will only be applied upon restarting the application." msgstr "" -#: doc/classes/ProjectSettings.xml:235 +#: doc/classes/ProjectSettings.xml:236 msgid "" "If [code]true[/code], flushes the standard output stream every time a line " "is printed. This affects both terminal logging and file logging.\n" @@ -53121,14 +54064,14 @@ msgid "" "Changes to this setting will only be applied upon restarting the application." msgstr "" -#: doc/classes/ProjectSettings.xml:241 +#: doc/classes/ProjectSettings.xml:242 msgid "" "Debug build override for [member application/run/flush_stdout_on_print], as " "performance is less important during debugging.\n" "Changes to this setting will only be applied upon restarting the application." msgstr "" -#: doc/classes/ProjectSettings.xml:245 +#: doc/classes/ProjectSettings.xml:246 msgid "" "Forces a delay between frames in the main loop (in milliseconds). This may " "be useful if you plan to disable vertical synchronization." @@ -53136,7 +54079,7 @@ msgstr "" "强制主循环中帧之间的延迟(以毫秒为单位)。如果您计划禁用垂直同步,这可能很有" "用。" -#: doc/classes/ProjectSettings.xml:248 +#: doc/classes/ProjectSettings.xml:249 msgid "" "If [code]true[/code], enables low-processor usage mode. This setting only " "works on desktop platforms. The screen is not redrawn if nothing changes " @@ -53147,17 +54090,17 @@ msgstr "" "觉上没有任何变化,屏幕不会被重绘。这是为了编写应用程序和编辑器,但在大多数游" "戏中这是非常无用的(并可能损害性能)。" -#: doc/classes/ProjectSettings.xml:251 +#: doc/classes/ProjectSettings.xml:252 msgid "" "Amount of sleeping between frames when the low-processor usage mode is " "enabled (in microseconds). Higher values will result in lower CPU usage." msgstr "启用低处理器使用模式时帧间的睡眠量(以微秒计)。值越高,CPU占用率越低。" -#: doc/classes/ProjectSettings.xml:254 +#: doc/classes/ProjectSettings.xml:255 msgid "Path to the main scene file that will be loaded when the project runs." msgstr "项目运行时将加载的主场景文件的路径。" -#: doc/classes/ProjectSettings.xml:257 doc/classes/ProjectSettings.xml:260 +#: doc/classes/ProjectSettings.xml:258 doc/classes/ProjectSettings.xml:261 msgid "" "Audio buses will disable automatically when sound goes below a given dB " "threshold for a given time. This saves CPU as effects assigned to that bus " @@ -53166,13 +54109,13 @@ msgstr "" "当声音在给定的时间内低于给定的dB阈值时,音频总线将自动关闭。这可以节省CPU,因" "为分配给该总线的效果将不再做任何处理。" -#: doc/classes/ProjectSettings.xml:263 +#: doc/classes/ProjectSettings.xml:264 msgid "" "Default [AudioBusLayout] resource file to use in the project, unless " "overridden by the scene." msgstr "项目中使用的默认[AudioBusLayout]资源文件,除非被场景覆盖。" -#: doc/classes/ProjectSettings.xml:266 +#: doc/classes/ProjectSettings.xml:267 msgid "" "Specifies the audio driver to use. This setting is platform-dependent as " "each platform supports different audio drivers. If left empty, the default " @@ -53181,7 +54124,7 @@ msgstr "" "指定要使用的音频驱动程序。此设置取决于平台,因为每个平台支持不同的音频驱动程" "序。如果留空,将使用默认音频驱动程序。" -#: doc/classes/ProjectSettings.xml:269 +#: doc/classes/ProjectSettings.xml:270 msgid "" "If [code]true[/code], microphone input will be allowed. This requires " "appropriate permissions to be set when exporting to Android or iOS." @@ -53189,7 +54132,7 @@ msgstr "" "如果[code]true[/code],将允许麦克风输入。这需要在导出到Android或iOS时设置适当" "的权限。" -#: doc/classes/ProjectSettings.xml:272 +#: doc/classes/ProjectSettings.xml:273 msgid "" "The mixing rate used for audio (in Hz). In general, it's better to not touch " "this and leave it to the host operating system." @@ -53197,7 +54140,7 @@ msgstr "" "用于音频的混合率(单位:Hz)。一般来说,最好不要碰这个,把它留给主机操作系" "统。" -#: doc/classes/ProjectSettings.xml:275 +#: doc/classes/ProjectSettings.xml:276 msgid "" "Safer override for [member audio/mix_rate] in the Web platform. Here " "[code]0[/code] means \"let the browser choose\" (since some browsers do not " @@ -53206,7 +54149,7 @@ msgstr "" "更安全地覆盖 Web 平台中的 [member audio/mix_rate]。这里 [code]0 [/code] 的意" "思是\"让浏览器选择\"(因为有些浏览器不喜欢强制混合速率)。" -#: doc/classes/ProjectSettings.xml:278 +#: doc/classes/ProjectSettings.xml:279 msgid "" "Output latency in milliseconds for audio. Lower values will result in lower " "audio latency at the cost of increased CPU usage. Low values may result in " @@ -53215,7 +54158,7 @@ msgstr "" "音频的输出延迟(毫秒)。较低的值将导致较低的音频延迟,但代价是CPU使用率增加。较" "低的值可能会导致较慢硬件上的声音破裂。" -#: doc/classes/ProjectSettings.xml:281 +#: doc/classes/ProjectSettings.xml:282 msgid "" "Safer override for [member audio/output_latency] in the Web platform, to " "avoid audio issues especially on mobile devices." @@ -53223,14 +54166,14 @@ msgstr "" "在网络平台中更安全地覆盖 [member audio/output_latency],以避免音频问题,尤其" "是在移动设备上。" -#: doc/classes/ProjectSettings.xml:284 +#: doc/classes/ProjectSettings.xml:285 msgid "" "Setting to hardcode audio delay when playing video. Best to leave this " "untouched unless you know what you are doing." msgstr "" "播放视频时设置为硬编码音频延迟。除非你知道自己在做什么,否则最好不要动它。" -#: doc/classes/ProjectSettings.xml:287 +#: doc/classes/ProjectSettings.xml:288 msgid "" "The default compression level for gzip. Affects compressed scenes and " "resources. Higher levels result in smaller files at the cost of compression " @@ -53243,7 +54186,7 @@ msgstr "" "件变小。解压缩速度大多不受压缩级别的影响。[code]-1[/code]使用默认的gzip压缩级" "别,该级别与[code]6[/code]相同,但由于底层zlib更新,未来可能会发生变化。" -#: doc/classes/ProjectSettings.xml:290 +#: doc/classes/ProjectSettings.xml:291 msgid "" "The default compression level for Zlib. Affects compressed scenes and " "resources. Higher levels result in smaller files at the cost of compression " @@ -53256,7 +54199,7 @@ msgstr "" "件变小。解压缩速度大多不受压缩级别的影响。[code]-1[/code]使用默认的gzip压缩级" "别,该级别与[code]6[/code]相同,但由于底层zlib更新,未来可能会发生变化。" -#: doc/classes/ProjectSettings.xml:293 +#: doc/classes/ProjectSettings.xml:294 msgid "" "The default compression level for Zstandard. Affects compressed scenes and " "resources. Higher levels result in smaller files at the cost of compression " @@ -53265,7 +54208,7 @@ msgstr "" "Zstandard的默认压缩级别。影响压缩的场景和资源。较高的级别会以压缩速度为代价导" "致文件变小。解压缩速度大多不受压缩级别的影响。" -#: doc/classes/ProjectSettings.xml:296 +#: doc/classes/ProjectSettings.xml:297 msgid "" "Enables [url=https://github.com/facebook/zstd/releases/tag/v1.3.2]long-" "distance matching[/url] in Zstandard." @@ -53273,7 +54216,7 @@ msgstr "" "在Zstandard中启用 [url=https://github.com/facebook/zstd/releases/tag/" "v1.3.2]long-distance matching[/url] 。" -#: doc/classes/ProjectSettings.xml:299 +#: doc/classes/ProjectSettings.xml:300 msgid "" "Largest size limit (in power of 2) allowed when compressing using long-" "distance matching with Zstandard. Higher values can result in better " @@ -53282,7 +54225,7 @@ msgstr "" "使用与Zstandard的长距离匹配进行压缩时,允许的最大大小限制(2的幂)。更高的值可" "以产生更好的压缩,但是在压缩和解压缩时需要更多的内存。" -#: doc/classes/ProjectSettings.xml:302 +#: doc/classes/ProjectSettings.xml:303 msgid "" "If [code]true[/code], displays getters and setters in autocompletion results " "in the script editor. This setting is meant to be used when porting old " @@ -53293,19 +54236,19 @@ msgstr "" "个设置是为了在移植旧项目(戈多2)时使用,因为使用成员变量是从戈多3开始的首选风" "格。" -#: doc/classes/ProjectSettings.xml:305 +#: doc/classes/ProjectSettings.xml:306 msgid "" "If [code]true[/code], enables warnings when a constant is used as a function." msgstr "如果[code]true[/code],则当常量用作函数时会发出警告。" -#: doc/classes/ProjectSettings.xml:308 +#: doc/classes/ProjectSettings.xml:309 msgid "" "If [code]true[/code], enables warnings when deprecated keywords such as " "[code]slave[/code] are used." msgstr "" "如果[code]true[/code],当使用已废弃的关键字如[code]slave[/code]时,启用警告。" -#: doc/classes/ProjectSettings.xml:311 +#: doc/classes/ProjectSettings.xml:312 msgid "" "If [code]true[/code], enables specific GDScript warnings (see [code]debug/" "gdscript/warnings/*[/code] settings). If [code]false[/code], disables all " @@ -53314,7 +54257,7 @@ msgstr "" "如果[code]true[/code],则启用特定的GDScript警告(请参阅[code]debug/gdscript/" "warnings/*[/code]设置)。如果[code]为false[/code],则禁用所有GDScript警告。" -#: doc/classes/ProjectSettings.xml:314 +#: doc/classes/ProjectSettings.xml:315 msgid "" "If [code]true[/code], scripts in the [code]res://addons[/code] folder will " "not generate warnings." @@ -53322,13 +54265,13 @@ msgstr "" "如果[code]true[/code],则[code]res://addons[/code]文件夹中的脚本不会生成警" "告。" -#: doc/classes/ProjectSettings.xml:317 +#: doc/classes/ProjectSettings.xml:318 msgid "" "If [code]true[/code], enables warnings when a function is declared with the " "same name as a constant." msgstr "如果为[code]true[/code],当函数被声明为与常量同名时,启用警告。" -#: doc/classes/ProjectSettings.xml:320 +#: doc/classes/ProjectSettings.xml:321 msgid "" "If [code]true[/code], enables warnings when a function is declared with the " "same name as a variable. This will turn into an error in a future version " @@ -53337,7 +54280,7 @@ msgstr "" "如果为[code]true[/code], 当一个函数与一个变量同名声明时,启用警告。在未来的版" "本中,当GDScript支持第一类函数时,这将变成一个错误。" -#: doc/classes/ProjectSettings.xml:323 +#: doc/classes/ProjectSettings.xml:324 msgid "" "If [code]true[/code], enables warnings when a function assigned to a " "variable may yield and return a function state instead of a value." @@ -53345,20 +54288,20 @@ msgstr "" "如果[code]为true[/code],则当分配给变量的函数可能产生并返回函数状态而不是值" "时,启用警告。" -#: doc/classes/ProjectSettings.xml:326 +#: doc/classes/ProjectSettings.xml:327 msgid "" "If [code]true[/code], enables warnings when using a function as if it was a " "property." msgstr "如果[code]true[/code],则在使用函数时启用警告,就像它是属性一样。" -#: doc/classes/ProjectSettings.xml:329 +#: doc/classes/ProjectSettings.xml:330 msgid "" "If [code]true[/code], enables warnings when a ternary operator may emit " "values with incompatible types." msgstr "" "如果[code]true[/code],则当三元运算符可能发出类型不兼容的值时,将启用警告。" -#: doc/classes/ProjectSettings.xml:332 +#: doc/classes/ProjectSettings.xml:333 msgid "" "If [code]true[/code], enables warnings when dividing an integer by another " "integer (the decimal part will be discarded)." @@ -53366,7 +54309,7 @@ msgstr "" "如果[code]为true[/code],则在用一个整数除以另一个整数时启用警告(小数部分将被" "丢弃)。" -#: doc/classes/ProjectSettings.xml:335 +#: doc/classes/ProjectSettings.xml:336 msgid "" "If [code]true[/code], enables warnings when passing a floating-point value " "to a function that expects an integer (it will be converted and lose " @@ -53375,13 +54318,13 @@ msgstr "" "如果[code]为true[/code],则在将浮点值传递给需要整数的函数时启用警告(它将被转" "换并失去精度)。" -#: doc/classes/ProjectSettings.xml:338 +#: doc/classes/ProjectSettings.xml:339 msgid "" "If [code]true[/code], enables warnings when using a property as if it was a " "function." msgstr "如果[code]true[/code],则在将属性当作函数使用时启用警告。" -#: doc/classes/ProjectSettings.xml:341 +#: doc/classes/ProjectSettings.xml:342 msgid "" "If [code]true[/code], enables warnings when calling a function without using " "its return value (by assigning it to a variable or using it as a function " @@ -53392,7 +54335,7 @@ msgstr "" "参数)调用函数时启用警告。这样的返回值有时使用[enum Error] 枚举来表示可能的错" "误。" -#: doc/classes/ProjectSettings.xml:344 +#: doc/classes/ProjectSettings.xml:345 msgid "" "If [code]true[/code], enables warnings when defining a local or subclass " "member variable that would shadow a variable at an upper level (such as a " @@ -53401,7 +54344,7 @@ msgstr "" "如果[code]true[/code],则在定义局部或子类成员变量时启用警告,该局部或子类成员" "变量将在上层阴影变量(如成员变量)。" -#: doc/classes/ProjectSettings.xml:347 +#: doc/classes/ProjectSettings.xml:348 msgid "" "If [code]true[/code], enables warnings when calling an expression that has " "no effect on the surrounding code, such as writing [code]2 + 2[/code] as a " @@ -53410,7 +54353,7 @@ msgstr "" "如果[code]true[/code],则在调用对周围代码没有影响的表达式时启用警告,例如将" "[code]2 + 2[/code]写成语句。" -#: doc/classes/ProjectSettings.xml:350 +#: doc/classes/ProjectSettings.xml:351 msgid "" "If [code]true[/code], enables warnings when calling a ternary expression " "that has no effect on the surrounding code, such as writing [code]42 if " @@ -53419,18 +54362,18 @@ msgstr "" "如果[code]true[/code],则在调用对周围代码没有影响的三元表达式时启用警告,例如" "将[code]42(如果激活else 0[/code])写入语句。" -#: doc/classes/ProjectSettings.xml:353 +#: doc/classes/ProjectSettings.xml:354 msgid "" "If [code]true[/code], all warnings will be reported as if they were errors." msgstr "如果[code]true[/code],所有警告将被报告为错误。" -#: doc/classes/ProjectSettings.xml:356 +#: doc/classes/ProjectSettings.xml:357 msgid "" "If [code]true[/code], enables warnings when using a variable that wasn't " "previously assigned." msgstr "如果[code]true[/code],则在使用以前没有赋值的变量时启用警告。" -#: doc/classes/ProjectSettings.xml:359 +#: doc/classes/ProjectSettings.xml:360 msgid "" "If [code]true[/code], enables warnings when assigning a variable using an " "assignment operator like [code]+=[/code] if the variable wasn't previously " @@ -53439,7 +54382,7 @@ msgstr "" "如果[code]true[/code],则在使用赋值操作符[code]+=[/code](如果变量之前没有赋" "值)为变量赋值时启用警告。" -#: doc/classes/ProjectSettings.xml:362 +#: doc/classes/ProjectSettings.xml:363 msgid "" "If [code]true[/code], enables warnings when unreachable code is detected " "(such as after a [code]return[/code] statement that will always be executed)." @@ -53447,7 +54390,7 @@ msgstr "" "如果[code]true[/code],则在检测到不可达的代码时启用警告(例如在始终执行的" "[code]return[/code]语句之后)。" -#: doc/classes/ProjectSettings.xml:365 +#: doc/classes/ProjectSettings.xml:366 msgid "" "If [code]true[/code], enables warnings when using an expression whose type " "may not be compatible with the function parameter expected." @@ -53455,52 +54398,52 @@ msgstr "" "如果[code]true[/code],则在使用类型可能与期望的函数参数不兼容的表达式时启用警" "告。" -#: doc/classes/ProjectSettings.xml:368 +#: doc/classes/ProjectSettings.xml:369 msgid "If [code]true[/code], enables warnings when performing an unsafe cast." msgstr "如果[code]true[/code],则在执行不安全的强制转换时启用警告。" -#: doc/classes/ProjectSettings.xml:371 +#: doc/classes/ProjectSettings.xml:372 msgid "" "If [code]true[/code], enables warnings when calling a method whose presence " "is not guaranteed at compile-time in the class." msgstr "" "如果[code]true[/code],则在调用类中不能保证在编译时存在的方法时启用警告。" -#: doc/classes/ProjectSettings.xml:374 +#: doc/classes/ProjectSettings.xml:375 msgid "" "If [code]true[/code], enables warnings when accessing a property whose " "presence is not guaranteed at compile-time in the class." msgstr "" "如果[code]true[/code],则在访问类中不能保证在编译时存在的属性时启用警告。" -#: doc/classes/ProjectSettings.xml:377 +#: doc/classes/ProjectSettings.xml:378 #, fuzzy msgid "" "If [code]true[/code], enables warnings when a function parameter is unused." msgstr "如果[code]true[/code],则在信号未使用时启用警告。" -#: doc/classes/ProjectSettings.xml:380 +#: doc/classes/ProjectSettings.xml:381 #, fuzzy msgid "" "If [code]true[/code], enables warnings when a member variable is unused." msgstr "如果[code]true[/code],则在局部变量未使用时启用警告。" -#: doc/classes/ProjectSettings.xml:383 +#: doc/classes/ProjectSettings.xml:384 msgid "If [code]true[/code], enables warnings when a signal is unused." msgstr "如果[code]true[/code],则在信号未使用时启用警告。" -#: doc/classes/ProjectSettings.xml:386 +#: doc/classes/ProjectSettings.xml:387 msgid "If [code]true[/code], enables warnings when a local variable is unused." msgstr "如果[code]true[/code],则在局部变量未使用时启用警告。" -#: doc/classes/ProjectSettings.xml:389 +#: doc/classes/ProjectSettings.xml:390 msgid "" "If [code]true[/code], enables warnings when a variable is declared with the " "same name as a function. This will turn into an error in a future version " "when first-class functions become supported in GDScript." msgstr "" -#: doc/classes/ProjectSettings.xml:392 +#: doc/classes/ProjectSettings.xml:393 msgid "" "If [code]true[/code], enables warnings when assigning the result of a " "function that returns [code]void[/code] to a variable." @@ -53508,11 +54451,11 @@ msgstr "" "如果[code]true[/code],则在将返回[code]void[/code]的函数的结果赋值给变量时启" "用警告。" -#: doc/classes/ProjectSettings.xml:395 +#: doc/classes/ProjectSettings.xml:396 msgid "Message to be displayed before the backtrace when the engine crashes." msgstr "当引擎崩溃时,在回溯之前显示的消息。" -#: doc/classes/ProjectSettings.xml:398 +#: doc/classes/ProjectSettings.xml:399 #, fuzzy msgid "" "Maximum number of frames per second allowed. The actual number of frames per " @@ -53529,19 +54472,19 @@ msgstr "" "因此,这个设置主要用于将最大FPS降低到垂直同步以下,例如执行静态帧的非实时渲" "染,或在延迟条件下测试项目。" -#: doc/classes/ProjectSettings.xml:403 +#: doc/classes/ProjectSettings.xml:404 msgid "Maximum call stack allowed for debugging GDScript." msgstr "调试GDScript时允许的最大调用堆栈。" -#: doc/classes/ProjectSettings.xml:406 +#: doc/classes/ProjectSettings.xml:407 msgid "Maximum amount of functions per frame allowed when profiling." msgstr "分析时每个帧允许的最大函数数量。" -#: doc/classes/ProjectSettings.xml:409 +#: doc/classes/ProjectSettings.xml:410 msgid "Print frames per second to standard output every second." msgstr "每秒钟打印帧到标准输出。" -#: doc/classes/ProjectSettings.xml:412 +#: doc/classes/ProjectSettings.xml:413 msgid "" "Print more information to standard output when running. It displays " "information such as memory leaks, which scenes and resources are being " @@ -53550,60 +54493,60 @@ msgstr "" "运行时打印更多信息到标准输出。它显示诸如内存泄漏、哪些场景和资源正在加载等信" "息。" -#: doc/classes/ProjectSettings.xml:415 +#: doc/classes/ProjectSettings.xml:416 msgid "Maximum call stack in visual scripting, to avoid infinite recursion." msgstr "最大的可视脚本调用堆栈,以避免无限递归。" -#: doc/classes/ProjectSettings.xml:418 +#: doc/classes/ProjectSettings.xml:419 msgid "" "Color of the contact points between collision shapes, visible when \"Visible " "Collision Shapes\" is enabled in the Debug menu." msgstr "碰撞形状之间接触点的颜色,在调试菜单中启用“可见碰撞形状”时可见。" -#: doc/classes/ProjectSettings.xml:421 +#: doc/classes/ProjectSettings.xml:422 #, fuzzy msgid "" "Sets whether 2D physics will display collision outlines in game when " "\"Visible Collision Shapes\" is enabled in the Debug menu." msgstr "碰撞形状的颜色,当在调试菜单中启用“可见碰撞形状”时可见。" -#: doc/classes/ProjectSettings.xml:424 +#: doc/classes/ProjectSettings.xml:425 msgid "" "Maximum number of contact points between collision shapes to display when " "\"Visible Collision Shapes\" is enabled in the Debug menu." msgstr "当在调试菜单中启用“可见碰撞形状”时,碰撞形状之间显示的最大接触点数。" -#: doc/classes/ProjectSettings.xml:427 +#: doc/classes/ProjectSettings.xml:428 msgid "" "Color of the collision shapes, visible when \"Visible Collision Shapes\" is " "enabled in the Debug menu." msgstr "碰撞形状的颜色,当在调试菜单中启用“可见碰撞形状”时可见。" -#: doc/classes/ProjectSettings.xml:430 +#: doc/classes/ProjectSettings.xml:431 msgid "" "Color of the disabled navigation geometry, visible when \"Visible Navigation" "\" is enabled in the Debug menu." msgstr "被禁用的导航几何图形的颜色,在调试菜单中启用“可见导航”时可见。" -#: doc/classes/ProjectSettings.xml:433 +#: doc/classes/ProjectSettings.xml:434 msgid "" "Color of the navigation geometry, visible when \"Visible Navigation\" is " "enabled in the Debug menu." msgstr "导航几何图形的颜色,在调试菜单中启用“可见导航”时可见。" -#: doc/classes/ProjectSettings.xml:436 +#: doc/classes/ProjectSettings.xml:437 msgid "Custom image for the mouse cursor (limited to 256×256)." msgstr "鼠标光标的自定义图像(最大256×256)。" -#: doc/classes/ProjectSettings.xml:439 +#: doc/classes/ProjectSettings.xml:440 msgid "Hotspot for the custom mouse cursor image." msgstr "自定义鼠标光标图像的热点。" -#: doc/classes/ProjectSettings.xml:442 +#: doc/classes/ProjectSettings.xml:443 msgid "Position offset for tooltips, relative to the mouse cursor's hotspot." msgstr "工具提示相对于鼠标光标热点的位置偏移量。" -#: doc/classes/ProjectSettings.xml:445 +#: doc/classes/ProjectSettings.xml:446 #, fuzzy msgid "" "If [code]true[/code], allows HiDPI display on Windows, macOS, and the HTML5 " @@ -53613,7 +54556,7 @@ msgstr "" "如果[code]true[/code],允许在Windows和macOS上显示HiDPI。这个设置对桌面Linux没" "有影响,因为dpi感知回退在那里不受支持。" -#: doc/classes/ProjectSettings.xml:448 +#: doc/classes/ProjectSettings.xml:449 msgid "" "If [code]true[/code], keeps the screen on (even in case of inactivity), so " "the screensaver does not take over. Works on desktop and mobile platforms." @@ -53621,7 +54564,7 @@ msgstr "" "如果[code]true[/code],则保持屏幕打开(即使在不活动的情况下),因此屏幕保护程序" "不会接管。适用于桌面和移动平台。" -#: doc/classes/ProjectSettings.xml:451 +#: doc/classes/ProjectSettings.xml:452 msgid "" "The default screen orientation to use on mobile devices.\n" "[b]Note:[/b] When set to a portrait orientation, this project setting does " @@ -53630,7 +54573,7 @@ msgid "" "window/size/height] accordingly." msgstr "" -#: doc/classes/ProjectSettings.xml:455 +#: doc/classes/ProjectSettings.xml:456 msgid "" "If [code]true[/code], the home indicator is hidden automatically. This only " "affects iOS devices without a physical home button." @@ -53638,7 +54581,7 @@ msgstr "" "如果[code]true[/code],主指示器将自动隐藏。这只会影响没有物理home键的iOS设" "备。" -#: doc/classes/ProjectSettings.xml:458 +#: doc/classes/ProjectSettings.xml:459 msgid "" "If [code]true[/code], allows per-pixel transparency for the window " "background. This affects performance, so leave it on [code]false[/code] " @@ -53648,7 +54591,7 @@ msgid "" "and Android." msgstr "" -#: doc/classes/ProjectSettings.xml:463 +#: doc/classes/ProjectSettings.xml:464 msgid "" "Sets the window background to transparent when it starts.\n" "See [member OS.window_per_pixel_transparency_enabled] for more details.\n" @@ -53656,19 +54599,19 @@ msgid "" "and Android." msgstr "" -#: doc/classes/ProjectSettings.xml:468 +#: doc/classes/ProjectSettings.xml:469 msgid "" "Forces the main window to be always on top.\n" "[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5." msgstr "" -#: doc/classes/ProjectSettings.xml:472 +#: doc/classes/ProjectSettings.xml:473 msgid "" "Forces the main window to be borderless.\n" "[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5." msgstr "" -#: doc/classes/ProjectSettings.xml:476 +#: doc/classes/ProjectSettings.xml:477 msgid "" "Sets the main window to full screen when the project starts. Note that this " "is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless " @@ -53682,35 +54625,35 @@ msgid "" "[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5." msgstr "" -#: doc/classes/ProjectSettings.xml:481 +#: doc/classes/ProjectSettings.xml:482 msgid "" "Sets the game's main viewport height. On desktop platforms, this is the " "default window size. Stretch mode settings also use this as a reference when " "enabled." msgstr "" -"设置游戏的主视口高度。在桌面平台上,这是默认的窗口大小。当启用拉伸模式设置" +"设置游戏的主视窗高度。在桌面平台上,这是默认的窗口大小。当启用拉伸模式设置" "时,也使用此参数作为参考。" -#: doc/classes/ProjectSettings.xml:484 +#: doc/classes/ProjectSettings.xml:485 #, fuzzy msgid "" "Allows the window to be resizable by default.\n" "[b]Note:[/b] This setting is ignored on iOS and Android." msgstr "默认情况下允许窗口可调整大小。" -#: doc/classes/ProjectSettings.xml:488 +#: doc/classes/ProjectSettings.xml:489 msgid "" "If greater than zero, overrides the window height when running the game. " "Useful for testing stretch modes." msgstr "如果大于0,则在运行游戏时覆盖窗口高度。用于测试拉伸模式。" -#: doc/classes/ProjectSettings.xml:491 +#: doc/classes/ProjectSettings.xml:492 msgid "" "If greater than zero, overrides the window width when running the game. " "Useful for testing stretch modes." msgstr "如果大于0,则在运行游戏时覆盖窗口宽度。用于测试拉伸模式。" -#: doc/classes/ProjectSettings.xml:494 +#: doc/classes/ProjectSettings.xml:495 msgid "" "Sets the game's main viewport width. On desktop platforms, this is the " "default window size. Stretch mode settings also use this as a reference when " @@ -53719,13 +54662,13 @@ msgstr "" "设置游戏的主视窗宽度。在桌面平台上,这是默认的窗口大小。当启用拉伸模式设置" "时,也使用此参数作为参考。" -#: doc/classes/ProjectSettings.xml:497 +#: doc/classes/ProjectSettings.xml:498 msgid "" "Specifies the tablet driver to use. If left empty, the default driver will " "be used." msgstr "指定要使用的平板驱动程序。如果为空,将使用默认驱动程序。" -#: doc/classes/ProjectSettings.xml:500 +#: doc/classes/ProjectSettings.xml:501 msgid "" "If [code]true[/code], enables vertical synchronization. This eliminates " "tearing that may appear in moving scenes, at the cost of higher input " @@ -53737,7 +54680,7 @@ msgstr "" "较高的输入延迟和较低的帧率为代价。如果[code]false[/code],垂直同步将被禁用," "然而,许多平台仍将执行它(如手机平台和HTML5)。" -#: doc/classes/ProjectSettings.xml:503 +#: doc/classes/ProjectSettings.xml:504 msgid "" "If [code]Use Vsync[/code] is enabled and this setting is [code]true[/code], " "enables vertical synchronization via the operating system's window " @@ -53753,7 +54696,7 @@ msgstr "" "[b]注:[/b]这个选项是实验性的,旨在缓解一些用户的卡顿体验。然而,有些用户在使" "用它时体验到垂直同步帧率减半(例如从60 FPS降至30 FPS)。" -#: doc/classes/ProjectSettings.xml:507 +#: doc/classes/ProjectSettings.xml:508 msgid "" "The command-line arguments to append to Godot's own command line when " "running the project. This doesn't affect the editor itself.\n" @@ -53769,7 +54712,7 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/ProjectSettings.xml:515 +#: doc/classes/ProjectSettings.xml:516 #, fuzzy msgid "" "Search path for project-specific script templates. Godot will search for " @@ -53779,7 +54722,7 @@ msgstr "" "搜索特定于项目的脚本模板路径。脚本模板将在特定于编辑器的路径和特定于项目的路" "径中进行搜索。" -#: doc/classes/ProjectSettings.xml:518 +#: doc/classes/ProjectSettings.xml:519 msgid "" "Text-based file extensions to include in the script editor's \"Find in Files" "\" feature. You can add e.g. [code]tscn[/code] if you wish to also parse " @@ -53790,7 +54733,7 @@ msgstr "" "[code]tscn[/code],如果你也想解析你的场景文件,特别是如果你使用的是在场景文件" "中序列化的内置脚本。" -#: doc/classes/ProjectSettings.xml:521 +#: doc/classes/ProjectSettings.xml:522 msgid "" "Default value for [member ScrollContainer.scroll_deadzone], which will be " "used for all [ScrollContainer]s unless overridden." @@ -53798,7 +54741,7 @@ msgstr "" "[member ScrollContainer.scroll_deadzone],它将用于所有[ScrollContainer]s,除" "非重写。" -#: doc/classes/ProjectSettings.xml:524 +#: doc/classes/ProjectSettings.xml:525 #, fuzzy msgid "" "If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and " @@ -53807,7 +54750,7 @@ msgstr "" "如果[code]为true[/code],则切换Windows和UWP对话框中的Cancel和OK按钮,以遵循界" "面约定。" -#: doc/classes/ProjectSettings.xml:529 +#: doc/classes/ProjectSettings.xml:530 msgid "" "Path to a custom [Theme] resource file to use for the project ([code]theme[/" "code] or generic [code]tres[/code]/[code]res[/code] extension)." @@ -53815,31 +54758,31 @@ msgstr "" "用于项目的自定义[Theme]资源文件的路径([code]theme[/code]或通用[code]tres[/" "code]/[code]res[/code]扩展名)。" -#: doc/classes/ProjectSettings.xml:532 +#: doc/classes/ProjectSettings.xml:533 msgid "" "Path to a custom [Font] resource to use as default for all GUI elements of " "the project." msgstr "自定义[Font]资源的路径,用于项目的所有GUI元素的默认字体。" -#: doc/classes/ProjectSettings.xml:535 +#: doc/classes/ProjectSettings.xml:536 msgid "If [code]true[/code], makes sure the theme used works with HiDPI." msgstr "如果[code]true[/code],确保使用的主题将在HiDPI下工作。" -#: doc/classes/ProjectSettings.xml:538 +#: doc/classes/ProjectSettings.xml:539 msgid "" "Timer setting for incremental search in [Tree], [ItemList], etc. controls " "(in milliseconds)." msgstr "在[Tree], [ItemList]等控件中为增量搜索设置计时器(以毫秒为单位)。" -#: doc/classes/ProjectSettings.xml:541 +#: doc/classes/ProjectSettings.xml:542 msgid "Timer for detecting idle in [TextEdit] (in seconds)." msgstr "检测[TextEdit]空闲的计时器(单位为秒)。" -#: doc/classes/ProjectSettings.xml:544 +#: doc/classes/ProjectSettings.xml:545 msgid "Default delay for tooltips (in seconds)." msgstr "工具提示的默认延迟(以秒为单位)。" -#: doc/classes/ProjectSettings.xml:547 +#: doc/classes/ProjectSettings.xml:548 msgid "" "Default [InputEventAction] to confirm a focused button, menu or list item, " "or validate input.\n" @@ -53851,7 +54794,7 @@ msgstr "" "[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" "内部逻辑所必需的。但是,可以修改分配给该操作的事件。" -#: doc/classes/ProjectSettings.xml:551 +#: doc/classes/ProjectSettings.xml:552 msgid "" "Default [InputEventAction] to discard a modal or pending input.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " @@ -53862,7 +54805,7 @@ msgstr "" "[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" "内部逻辑所必需的。但是,可以修改分配给该操作的事件。" -#: doc/classes/ProjectSettings.xml:555 +#: doc/classes/ProjectSettings.xml:556 msgid "" "Default [InputEventAction] to move down in the UI.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " @@ -53873,7 +54816,7 @@ msgstr "" "[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" "内部逻辑所必需的。但是,可以修改分配给该操作的事件。" -#: doc/classes/ProjectSettings.xml:559 +#: doc/classes/ProjectSettings.xml:560 msgid "" "Default [InputEventAction] to go to the end position of a [Control] (e.g. " "last item in an [ItemList] or a [Tree]), matching the behavior of [constant " @@ -53887,7 +54830,7 @@ msgstr "" "[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" "内部逻辑所必需的。但是,可以修改分配给该操作的事件。" -#: doc/classes/ProjectSettings.xml:563 +#: doc/classes/ProjectSettings.xml:564 msgid "" "Default [InputEventAction] to focus the next [Control] in the scene. The " "focus behavior can be configured via [member Control.focus_next].\n" @@ -53900,7 +54843,7 @@ msgstr "" "[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" "内部逻辑所必需的。但是,可以修改分配给该操作的事件。" -#: doc/classes/ProjectSettings.xml:567 +#: doc/classes/ProjectSettings.xml:568 msgid "" "Default [InputEventAction] to focus the previous [Control] in the scene. The " "focus behavior can be configured via [member Control.focus_previous].\n" @@ -53913,7 +54856,7 @@ msgstr "" "[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" "内部逻辑所必需的。但是,可以修改分配给该操作的事件。" -#: doc/classes/ProjectSettings.xml:571 +#: doc/classes/ProjectSettings.xml:572 msgid "" "Default [InputEventAction] to go to the start position of a [Control] (e.g. " "first item in an [ItemList] or a [Tree]), matching the behavior of [constant " @@ -53927,7 +54870,7 @@ msgstr "" "[b]注意:[/b] 默认的[code]ui_*[/code]动作不能被删除,因为它们对于几个" "[Control]的内部逻辑是必要的。然而,分配给动作的事件可以被修改。" -#: doc/classes/ProjectSettings.xml:575 +#: doc/classes/ProjectSettings.xml:576 msgid "" "Default [InputEventAction] to move left in the UI.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " @@ -53938,7 +54881,7 @@ msgstr "" "[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" "内部逻辑所必需的。但是,可以修改分配给该操作的事件。" -#: doc/classes/ProjectSettings.xml:579 +#: doc/classes/ProjectSettings.xml:580 msgid "" "Default [InputEventAction] to go down a page in a [Control] (e.g. in an " "[ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEDOWN] on " @@ -53952,7 +54895,7 @@ msgstr "" "[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" "内部逻辑所必需的。但是,可以修改分配给该操作的事件。" -#: doc/classes/ProjectSettings.xml:583 +#: doc/classes/ProjectSettings.xml:584 msgid "" "Default [InputEventAction] to go up a page in a [Control] (e.g. in an " "[ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEUP] on " @@ -53966,7 +54909,7 @@ msgstr "" "[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" "内部逻辑所必需的。但是,可以修改分配给该操作的事件。" -#: doc/classes/ProjectSettings.xml:587 +#: doc/classes/ProjectSettings.xml:588 msgid "" "Default [InputEventAction] to move right in the UI.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " @@ -53977,7 +54920,7 @@ msgstr "" "[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" "内部逻辑所必需的。但是,可以修改分配给该操作的事件。" -#: doc/classes/ProjectSettings.xml:591 +#: doc/classes/ProjectSettings.xml:592 msgid "" "Default [InputEventAction] to select an item in a [Control] (e.g. in an " "[ItemList] or a [Tree]).\n" @@ -53989,7 +54932,7 @@ msgstr "" "[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" "内部逻辑所必需的。但是,可以修改分配给该操作的事件。" -#: doc/classes/ProjectSettings.xml:595 +#: doc/classes/ProjectSettings.xml:596 msgid "" "Default [InputEventAction] to move up in the UI.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " @@ -54000,7 +54943,7 @@ msgstr "" "[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" "内部逻辑所必需的。但是,可以修改分配给该操作的事件。" -#: doc/classes/ProjectSettings.xml:599 +#: doc/classes/ProjectSettings.xml:600 msgid "" "If [code]true[/code], key/touch/joystick events will be flushed just before " "every idle and physics frame.\n" @@ -54012,464 +54955,464 @@ msgid "" "[b]Note:[/b] Currently implemented only in Android." msgstr "" -#: doc/classes/ProjectSettings.xml:605 +#: doc/classes/ProjectSettings.xml:606 msgid "" "If [code]true[/code], sends mouse input events when tapping or swiping on " "the touchscreen." msgstr "如果[code]true[/code],则在点击或滑动触摸屏时发送鼠标输入事件。" -#: doc/classes/ProjectSettings.xml:608 +#: doc/classes/ProjectSettings.xml:609 msgid "" "If [code]true[/code], sends touch input events when clicking or dragging the " "mouse." msgstr "如果[code]true[/code],则在点击或拖动鼠标时发送触摸输入事件。" -#: doc/classes/ProjectSettings.xml:611 +#: doc/classes/ProjectSettings.xml:612 #, fuzzy msgid "Default delay for touch events. This only affects iOS devices." msgstr "工具提示的默认延迟(以秒为单位)。" -#: doc/classes/ProjectSettings.xml:614 +#: doc/classes/ProjectSettings.xml:615 msgid "Optional name for the 2D physics layer 1." msgstr "2D物理层1的可选名称。" -#: doc/classes/ProjectSettings.xml:617 +#: doc/classes/ProjectSettings.xml:618 msgid "Optional name for the 2D physics layer 10." msgstr "2D物理层10的可选名称。" -#: doc/classes/ProjectSettings.xml:620 +#: doc/classes/ProjectSettings.xml:621 msgid "Optional name for the 2D physics layer 11." msgstr "2D物理层11的可选名称。" -#: doc/classes/ProjectSettings.xml:623 +#: doc/classes/ProjectSettings.xml:624 msgid "Optional name for the 2D physics layer 12." msgstr "2D物理层12的可选名称。" -#: doc/classes/ProjectSettings.xml:626 +#: doc/classes/ProjectSettings.xml:627 msgid "Optional name for the 2D physics layer 13." msgstr "2D物理层13的可选名称。" -#: doc/classes/ProjectSettings.xml:629 +#: doc/classes/ProjectSettings.xml:630 msgid "Optional name for the 2D physics layer 14." msgstr "2D物理层14的可选名称。" -#: doc/classes/ProjectSettings.xml:632 +#: doc/classes/ProjectSettings.xml:633 msgid "Optional name for the 2D physics layer 15." msgstr "2D物理层15的可选名称。" -#: doc/classes/ProjectSettings.xml:635 +#: doc/classes/ProjectSettings.xml:636 msgid "Optional name for the 2D physics layer 16." msgstr "2D物理层16的可选名称。" -#: doc/classes/ProjectSettings.xml:638 +#: doc/classes/ProjectSettings.xml:639 msgid "Optional name for the 2D physics layer 17." msgstr "2D物理层17的可选名称。" -#: doc/classes/ProjectSettings.xml:641 +#: doc/classes/ProjectSettings.xml:642 msgid "Optional name for the 2D physics layer 18." msgstr "2D物理层18的可选名称。" -#: doc/classes/ProjectSettings.xml:644 +#: doc/classes/ProjectSettings.xml:645 msgid "Optional name for the 2D physics layer 19." msgstr "2D物理层19的可选名称。" -#: doc/classes/ProjectSettings.xml:647 +#: doc/classes/ProjectSettings.xml:648 msgid "Optional name for the 2D physics layer 2." msgstr "2D物理层2的可选名称。" -#: doc/classes/ProjectSettings.xml:650 +#: doc/classes/ProjectSettings.xml:651 msgid "Optional name for the 2D physics layer 20." msgstr "2D物理层20的可选名称。" -#: doc/classes/ProjectSettings.xml:653 +#: doc/classes/ProjectSettings.xml:654 #, fuzzy msgid "Optional name for the 2D physics layer 21." msgstr "2D物理层2的可选名称。" -#: doc/classes/ProjectSettings.xml:656 +#: doc/classes/ProjectSettings.xml:657 #, fuzzy msgid "Optional name for the 2D physics layer 22." msgstr "2D物理层2的可选名称。" -#: doc/classes/ProjectSettings.xml:659 +#: doc/classes/ProjectSettings.xml:660 #, fuzzy msgid "Optional name for the 2D physics layer 23." msgstr "2D物理层2的可选名称。" -#: doc/classes/ProjectSettings.xml:662 +#: doc/classes/ProjectSettings.xml:663 #, fuzzy msgid "Optional name for the 2D physics layer 24." msgstr "2D物理层2的可选名称。" -#: doc/classes/ProjectSettings.xml:665 +#: doc/classes/ProjectSettings.xml:666 #, fuzzy msgid "Optional name for the 2D physics layer 25." msgstr "2D物理层2的可选名称。" -#: doc/classes/ProjectSettings.xml:668 +#: doc/classes/ProjectSettings.xml:669 #, fuzzy msgid "Optional name for the 2D physics layer 26." msgstr "2D物理层2的可选名称。" -#: doc/classes/ProjectSettings.xml:671 +#: doc/classes/ProjectSettings.xml:672 #, fuzzy msgid "Optional name for the 2D physics layer 27." msgstr "2D物理层2的可选名称。" -#: doc/classes/ProjectSettings.xml:674 +#: doc/classes/ProjectSettings.xml:675 #, fuzzy msgid "Optional name for the 2D physics layer 28." msgstr "2D物理层2的可选名称。" -#: doc/classes/ProjectSettings.xml:677 +#: doc/classes/ProjectSettings.xml:678 #, fuzzy msgid "Optional name for the 2D physics layer 29." msgstr "2D物理层2的可选名称。" -#: doc/classes/ProjectSettings.xml:680 +#: doc/classes/ProjectSettings.xml:681 msgid "Optional name for the 2D physics layer 3." msgstr "2D物理层3的可选名称。" -#: doc/classes/ProjectSettings.xml:683 +#: doc/classes/ProjectSettings.xml:684 #, fuzzy msgid "Optional name for the 2D physics layer 30." msgstr "2D物理层3的可选名称。" -#: doc/classes/ProjectSettings.xml:686 +#: doc/classes/ProjectSettings.xml:687 #, fuzzy msgid "Optional name for the 2D physics layer 31." msgstr "2D物理层3的可选名称。" -#: doc/classes/ProjectSettings.xml:689 +#: doc/classes/ProjectSettings.xml:690 #, fuzzy msgid "Optional name for the 2D physics layer 32." msgstr "2D物理层3的可选名称。" -#: doc/classes/ProjectSettings.xml:692 +#: doc/classes/ProjectSettings.xml:693 msgid "Optional name for the 2D physics layer 4." msgstr "2D物理层4的可选名称。" -#: doc/classes/ProjectSettings.xml:695 +#: doc/classes/ProjectSettings.xml:696 msgid "Optional name for the 2D physics layer 5." msgstr "2D物理层5的可选名称。" -#: doc/classes/ProjectSettings.xml:698 +#: doc/classes/ProjectSettings.xml:699 msgid "Optional name for the 2D physics layer 6." msgstr "2D物理层6的可选名称。" -#: doc/classes/ProjectSettings.xml:701 +#: doc/classes/ProjectSettings.xml:702 msgid "Optional name for the 2D physics layer 7." msgstr "2D物理层7的可选名称。" -#: doc/classes/ProjectSettings.xml:704 +#: doc/classes/ProjectSettings.xml:705 msgid "Optional name for the 2D physics layer 8." msgstr "2D物理层8的可选名称。" -#: doc/classes/ProjectSettings.xml:707 +#: doc/classes/ProjectSettings.xml:708 msgid "Optional name for the 2D physics layer 9." msgstr "2D物理层9的可选名称。" -#: doc/classes/ProjectSettings.xml:710 +#: doc/classes/ProjectSettings.xml:711 msgid "Optional name for the 2D render layer 1." msgstr "2D物理层1的可选名称。" -#: doc/classes/ProjectSettings.xml:713 +#: doc/classes/ProjectSettings.xml:714 msgid "Optional name for the 2D render layer 10." msgstr "2D渲染层10的可选名称。" -#: doc/classes/ProjectSettings.xml:716 +#: doc/classes/ProjectSettings.xml:717 msgid "Optional name for the 2D render layer 11." msgstr "2D渲染层11的可选名称。" -#: doc/classes/ProjectSettings.xml:719 +#: doc/classes/ProjectSettings.xml:720 msgid "Optional name for the 2D render layer 12." msgstr "2D渲染层12的可选名称。" -#: doc/classes/ProjectSettings.xml:722 +#: doc/classes/ProjectSettings.xml:723 msgid "Optional name for the 2D render layer 13." msgstr "2D渲染层13的可选名称。" -#: doc/classes/ProjectSettings.xml:725 +#: doc/classes/ProjectSettings.xml:726 msgid "Optional name for the 2D render layer 14." msgstr "2D渲染层14的可选名称。" -#: doc/classes/ProjectSettings.xml:728 +#: doc/classes/ProjectSettings.xml:729 msgid "Optional name for the 2D render layer 15." msgstr "2D渲染层15的可选名称。" -#: doc/classes/ProjectSettings.xml:731 +#: doc/classes/ProjectSettings.xml:732 msgid "Optional name for the 2D render layer 16." msgstr "2D渲染层16的可选名称。" -#: doc/classes/ProjectSettings.xml:734 +#: doc/classes/ProjectSettings.xml:735 msgid "Optional name for the 2D render layer 17." msgstr "2D渲染层17的可选名称。" -#: doc/classes/ProjectSettings.xml:737 +#: doc/classes/ProjectSettings.xml:738 msgid "Optional name for the 2D render layer 18." msgstr "2D渲染层18的可选名称。" -#: doc/classes/ProjectSettings.xml:740 +#: doc/classes/ProjectSettings.xml:741 msgid "Optional name for the 2D render layer 19." msgstr "2D渲染层19的可选名称。" -#: doc/classes/ProjectSettings.xml:743 +#: doc/classes/ProjectSettings.xml:744 msgid "Optional name for the 2D render layer 2." msgstr "2D 渲染层 2 的可选名称。" -#: doc/classes/ProjectSettings.xml:746 +#: doc/classes/ProjectSettings.xml:747 msgid "Optional name for the 2D render layer 20." msgstr "2D 渲染层 20 的可选名称。" -#: doc/classes/ProjectSettings.xml:749 +#: doc/classes/ProjectSettings.xml:750 msgid "Optional name for the 2D render layer 3." msgstr "2D 渲染层 3 的可选名称。" -#: doc/classes/ProjectSettings.xml:752 +#: doc/classes/ProjectSettings.xml:753 msgid "Optional name for the 2D render layer 4." msgstr "2D 渲染层 4 的可选名称。" -#: doc/classes/ProjectSettings.xml:755 +#: doc/classes/ProjectSettings.xml:756 msgid "Optional name for the 2D render layer 5." msgstr "2D 渲染层 5 的可选名称。" -#: doc/classes/ProjectSettings.xml:758 +#: doc/classes/ProjectSettings.xml:759 msgid "Optional name for the 2D render layer 6." msgstr "2D 渲染层 6 的可选名称。" -#: doc/classes/ProjectSettings.xml:761 +#: doc/classes/ProjectSettings.xml:762 msgid "Optional name for the 2D render layer 7." msgstr "2D 渲染层 7 的可选名称。" -#: doc/classes/ProjectSettings.xml:764 +#: doc/classes/ProjectSettings.xml:765 msgid "Optional name for the 2D render layer 8." msgstr "2D 渲染层 8 的可选名称。" -#: doc/classes/ProjectSettings.xml:767 +#: doc/classes/ProjectSettings.xml:768 msgid "Optional name for the 2D render layer 9." msgstr "2D 渲染层 9 的可选名称。" -#: doc/classes/ProjectSettings.xml:770 +#: doc/classes/ProjectSettings.xml:771 msgid "Optional name for the 3D physics layer 1." msgstr "3D物理层1 的可选名称。" -#: doc/classes/ProjectSettings.xml:773 +#: doc/classes/ProjectSettings.xml:774 msgid "Optional name for the 3D physics layer 10." msgstr "3D物理层10 的可选名称。" -#: doc/classes/ProjectSettings.xml:776 +#: doc/classes/ProjectSettings.xml:777 msgid "Optional name for the 3D physics layer 11." msgstr "3D物理层11 的可选名称。" -#: doc/classes/ProjectSettings.xml:779 +#: doc/classes/ProjectSettings.xml:780 msgid "Optional name for the 3D physics layer 12." msgstr "3D物理层12 的可选名称。" -#: doc/classes/ProjectSettings.xml:782 +#: doc/classes/ProjectSettings.xml:783 msgid "Optional name for the 3D physics layer 13." msgstr "3D物理层13 的可选名称。" -#: doc/classes/ProjectSettings.xml:785 +#: doc/classes/ProjectSettings.xml:786 msgid "Optional name for the 3D physics layer 14." msgstr "3D物理层14 的可选名称。" -#: doc/classes/ProjectSettings.xml:788 +#: doc/classes/ProjectSettings.xml:789 msgid "Optional name for the 3D physics layer 15." msgstr "3D物理层15 的可选名称。" -#: doc/classes/ProjectSettings.xml:791 +#: doc/classes/ProjectSettings.xml:792 msgid "Optional name for the 3D physics layer 16." msgstr "3D物理层16 的可选名称。" -#: doc/classes/ProjectSettings.xml:794 +#: doc/classes/ProjectSettings.xml:795 msgid "Optional name for the 3D physics layer 17." msgstr "3D物理层17 的可选名称。" -#: doc/classes/ProjectSettings.xml:797 +#: doc/classes/ProjectSettings.xml:798 msgid "Optional name for the 3D physics layer 18." msgstr "3D物理层18 的可选名称。" -#: doc/classes/ProjectSettings.xml:800 +#: doc/classes/ProjectSettings.xml:801 msgid "Optional name for the 3D physics layer 19." msgstr "3D物理层19 的可选名称。" -#: doc/classes/ProjectSettings.xml:803 +#: doc/classes/ProjectSettings.xml:804 msgid "Optional name for the 3D physics layer 2." msgstr "3D物理层2 的可选名称。" -#: doc/classes/ProjectSettings.xml:806 +#: doc/classes/ProjectSettings.xml:807 msgid "Optional name for the 3D physics layer 20." msgstr "3D物理层20 的可选名称。" -#: doc/classes/ProjectSettings.xml:809 +#: doc/classes/ProjectSettings.xml:810 #, fuzzy msgid "Optional name for the 3D physics layer 21." msgstr "3D物理层2 的可选名称。" -#: doc/classes/ProjectSettings.xml:812 +#: doc/classes/ProjectSettings.xml:813 #, fuzzy msgid "Optional name for the 3D physics layer 22." msgstr "3D物理层2 的可选名称。" -#: doc/classes/ProjectSettings.xml:815 +#: doc/classes/ProjectSettings.xml:816 #, fuzzy msgid "Optional name for the 3D physics layer 23." msgstr "3D物理层2 的可选名称。" -#: doc/classes/ProjectSettings.xml:818 +#: doc/classes/ProjectSettings.xml:819 #, fuzzy msgid "Optional name for the 3D physics layer 24." msgstr "3D物理层2 的可选名称。" -#: doc/classes/ProjectSettings.xml:821 +#: doc/classes/ProjectSettings.xml:822 #, fuzzy msgid "Optional name for the 3D physics layer 25." msgstr "3D物理层2 的可选名称。" -#: doc/classes/ProjectSettings.xml:824 +#: doc/classes/ProjectSettings.xml:825 #, fuzzy msgid "Optional name for the 3D physics layer 26." msgstr "3D物理层2 的可选名称。" -#: doc/classes/ProjectSettings.xml:827 +#: doc/classes/ProjectSettings.xml:828 #, fuzzy msgid "Optional name for the 3D physics layer 27." msgstr "3D物理层2 的可选名称。" -#: doc/classes/ProjectSettings.xml:830 +#: doc/classes/ProjectSettings.xml:831 #, fuzzy msgid "Optional name for the 3D physics layer 28." msgstr "3D物理层2 的可选名称。" -#: doc/classes/ProjectSettings.xml:833 +#: doc/classes/ProjectSettings.xml:834 #, fuzzy msgid "Optional name for the 3D physics layer 29." msgstr "3D物理层2 的可选名称。" -#: doc/classes/ProjectSettings.xml:836 +#: doc/classes/ProjectSettings.xml:837 msgid "Optional name for the 3D physics layer 3." msgstr "3D物理层3 的可选名称。" -#: doc/classes/ProjectSettings.xml:839 +#: doc/classes/ProjectSettings.xml:840 #, fuzzy msgid "Optional name for the 3D physics layer 30." msgstr "3D物理层3 的可选名称。" -#: doc/classes/ProjectSettings.xml:842 +#: doc/classes/ProjectSettings.xml:843 #, fuzzy msgid "Optional name for the 3D physics layer 31." msgstr "3D物理层3 的可选名称。" -#: doc/classes/ProjectSettings.xml:845 +#: doc/classes/ProjectSettings.xml:846 #, fuzzy msgid "Optional name for the 3D physics layer 32." msgstr "3D物理层3 的可选名称。" -#: doc/classes/ProjectSettings.xml:848 +#: doc/classes/ProjectSettings.xml:849 msgid "Optional name for the 3D physics layer 4." msgstr "3D物理层4 的可选名称。" -#: doc/classes/ProjectSettings.xml:851 +#: doc/classes/ProjectSettings.xml:852 msgid "Optional name for the 3D physics layer 5." msgstr "3D物理层5 的可选名称。" -#: doc/classes/ProjectSettings.xml:854 +#: doc/classes/ProjectSettings.xml:855 msgid "Optional name for the 3D physics layer 6." msgstr "3D物理层6 的可选名称。" -#: doc/classes/ProjectSettings.xml:857 +#: doc/classes/ProjectSettings.xml:858 msgid "Optional name for the 3D physics layer 7." msgstr "3D物理层7 的可选名称。" -#: doc/classes/ProjectSettings.xml:860 +#: doc/classes/ProjectSettings.xml:861 msgid "Optional name for the 3D physics layer 8." msgstr "3D物理层8 的可选名称。" -#: doc/classes/ProjectSettings.xml:863 +#: doc/classes/ProjectSettings.xml:864 msgid "Optional name for the 3D physics layer 9." msgstr "3D物理层9 的可选名称。" -#: doc/classes/ProjectSettings.xml:866 +#: doc/classes/ProjectSettings.xml:867 msgid "Optional name for the 3D render layer 1." msgstr "3D渲染层1 的可选名称。" -#: doc/classes/ProjectSettings.xml:869 +#: doc/classes/ProjectSettings.xml:870 msgid "Optional name for the 3D render layer 10." msgstr "3D渲染层10 的可选名称。" -#: doc/classes/ProjectSettings.xml:872 +#: doc/classes/ProjectSettings.xml:873 msgid "Optional name for the 3D render layer 11." msgstr "3D渲染层11 的可选名称。" -#: doc/classes/ProjectSettings.xml:875 +#: doc/classes/ProjectSettings.xml:876 msgid "Optional name for the 3D render layer 12." msgstr "3D渲染层12 的可选名称。" -#: doc/classes/ProjectSettings.xml:878 +#: doc/classes/ProjectSettings.xml:879 msgid "Optional name for the 3D render layer 13." msgstr "3D渲染层13 的可选名称。" -#: doc/classes/ProjectSettings.xml:881 +#: doc/classes/ProjectSettings.xml:882 msgid "Optional name for the 3D render layer 14" msgstr "3D渲染层14 的可选名称" -#: doc/classes/ProjectSettings.xml:884 +#: doc/classes/ProjectSettings.xml:885 msgid "Optional name for the 3D render layer 15." msgstr "3D渲染层15 的可选名称。" -#: doc/classes/ProjectSettings.xml:887 +#: doc/classes/ProjectSettings.xml:888 msgid "Optional name for the 3D render layer 16." msgstr "3D渲染层16 的可选名称。" -#: doc/classes/ProjectSettings.xml:890 +#: doc/classes/ProjectSettings.xml:891 msgid "Optional name for the 3D render layer 17." msgstr "3D渲染层17 的可选名称。" -#: doc/classes/ProjectSettings.xml:893 +#: doc/classes/ProjectSettings.xml:894 msgid "Optional name for the 3D render layer 18." msgstr "3D渲染层18 的可选名称。" -#: doc/classes/ProjectSettings.xml:896 +#: doc/classes/ProjectSettings.xml:897 msgid "Optional name for the 3D render layer 19." msgstr "3D渲染层19 的可选名称。" -#: doc/classes/ProjectSettings.xml:899 +#: doc/classes/ProjectSettings.xml:900 msgid "Optional name for the 3D render layer 2." msgstr "3D渲染层2 的可选名称。" -#: doc/classes/ProjectSettings.xml:902 +#: doc/classes/ProjectSettings.xml:903 msgid "Optional name for the 3D render layer 20." msgstr "3D渲染层20 的可选名称。" -#: doc/classes/ProjectSettings.xml:905 +#: doc/classes/ProjectSettings.xml:906 msgid "Optional name for the 3D render layer 3." msgstr "3D渲染层3 的可选名称。" -#: doc/classes/ProjectSettings.xml:908 +#: doc/classes/ProjectSettings.xml:909 msgid "Optional name for the 3D render layer 4." msgstr "3D渲染层4 的可选名称。" -#: doc/classes/ProjectSettings.xml:911 +#: doc/classes/ProjectSettings.xml:912 msgid "Optional name for the 3D render layer 5." msgstr "3D渲染层5 的可选名称。" -#: doc/classes/ProjectSettings.xml:914 +#: doc/classes/ProjectSettings.xml:915 msgid "Optional name for the 3D render layer 6." msgstr "3D渲染层6 的可选名称。" -#: doc/classes/ProjectSettings.xml:917 +#: doc/classes/ProjectSettings.xml:918 msgid "Optional name for the 3D render layer 7." msgstr "3D渲染层7 的可选名称。" -#: doc/classes/ProjectSettings.xml:920 +#: doc/classes/ProjectSettings.xml:921 msgid "Optional name for the 3D render layer 8." msgstr "3D渲染层8 的可选名称。" -#: doc/classes/ProjectSettings.xml:923 +#: doc/classes/ProjectSettings.xml:924 msgid "Optional name for the 3D render layer 9." msgstr "3D渲染层9 的可选名称。" -#: doc/classes/ProjectSettings.xml:926 +#: doc/classes/ProjectSettings.xml:927 msgid "" "The locale to fall back to if a translation isn't available in a given " "language. If left empty, [code]en[/code] (English) will be used." @@ -54477,33 +55420,33 @@ msgstr "" "如果给定语言的翻译不可用,则使用默认地域。如果留空,将使用 [code]en[/code]," "即英文。" -#: doc/classes/ProjectSettings.xml:929 +#: doc/classes/ProjectSettings.xml:930 msgid "" "If non-empty, this locale will be used when running the project from the " "editor." msgstr "如果不为空,那么当从编辑器中运行项目时,将使用该语言。" -#: doc/classes/ProjectSettings.xml:932 +#: doc/classes/ProjectSettings.xml:933 msgid "If [code]true[/code], logs all output to files." msgstr "如果[code]true[/code],将所有输出记录到文件中。" -#: doc/classes/ProjectSettings.xml:935 +#: doc/classes/ProjectSettings.xml:936 msgid "" "Desktop override for [member logging/file_logging/enable_file_logging], as " "log files are not readily accessible on mobile/Web platforms." msgstr "" -#: doc/classes/ProjectSettings.xml:938 +#: doc/classes/ProjectSettings.xml:939 msgid "" "Path to logs within the project. Using an [code]user://[/code] path is " "recommended." msgstr "项目中的日志的路径。建议使用[code]user://[/code]作为路径。" -#: doc/classes/ProjectSettings.xml:941 +#: doc/classes/ProjectSettings.xml:942 msgid "Specifies the maximum amount of log files allowed (used for rotation)." msgstr "指定允许的日志文件的最大数量(用于旋转)。" -#: doc/classes/ProjectSettings.xml:946 +#: doc/classes/ProjectSettings.xml:947 msgid "" "Godot uses a message queue to defer some function calls. If you run out of " "space on it (you will see an error), you can increase the size here." @@ -54511,7 +55454,7 @@ msgstr "" "Godot使用一个消息队列来延迟一些函数调用。如果你的空间用完了(你会看到一个错" "误),你可以在这里增加大小。" -#: doc/classes/ProjectSettings.xml:949 +#: doc/classes/ProjectSettings.xml:950 msgid "" "This is used by servers when used in multi-threading mode (servers and " "visual). RIDs are preallocated to avoid stalling the server requesting them " @@ -54522,7 +55465,7 @@ msgstr "" "以避免在线程上停止请求它们的服务器。如果在线程中加载资源时服务器经常卡顿,请" "增加此数字。" -#: doc/classes/ProjectSettings.xml:952 +#: doc/classes/ProjectSettings.xml:953 msgid "" "Maximum amount of characters allowed to send as output from the debugger. " "Over this value, content is dropped. This helps not to stall the debugger " @@ -54531,7 +55474,7 @@ msgstr "" "允许调试器输出的最大字符量。超过这个值,内容就会被放弃。这有助于避免调试器的" "连接停滞。" -#: doc/classes/ProjectSettings.xml:955 +#: doc/classes/ProjectSettings.xml:956 #, fuzzy msgid "" "Maximum number of errors allowed to be sent as output from the debugger. " @@ -54541,7 +55484,7 @@ msgstr "" "允许调试器发送的最大错误数。超过这个值,内容就会被抛弃。这有助于避免调试器的" "连接停滞。" -#: doc/classes/ProjectSettings.xml:958 +#: doc/classes/ProjectSettings.xml:959 #, fuzzy msgid "" "Maximum amount of messages allowed to send as output from the debugger. Over " @@ -54551,7 +55494,7 @@ msgstr "" "允许调试器输出的最大字符量。超过这个值,内容就会被放弃。这有助于避免调试器的" "连接停滞。" -#: doc/classes/ProjectSettings.xml:961 +#: doc/classes/ProjectSettings.xml:962 #, fuzzy msgid "" "Maximum number of warnings allowed to be sent as output from the debugger. " @@ -54561,7 +55504,7 @@ msgstr "" "允许从调试器发送的最大警告数。超过这个值,内容就会被抛弃。这有助于避免调试器" "的连接停滞。" -#: doc/classes/ProjectSettings.xml:964 +#: doc/classes/ProjectSettings.xml:965 #, fuzzy msgid "" "Default size of packet peer stream for deserializing Godot data (in bytes, " @@ -54570,51 +55513,51 @@ msgid "" msgstr "" "用于反序列化Godot数据的数据包对等流的默认大小。超过这个大小,数据会被丢弃。" -#: doc/classes/ProjectSettings.xml:967 +#: doc/classes/ProjectSettings.xml:968 msgid "Timeout (in seconds) for connection attempts using TCP." msgstr "使用TCP的连接尝试的超时(以秒为单位)。" -#: doc/classes/ProjectSettings.xml:970 +#: doc/classes/ProjectSettings.xml:971 msgid "Maximum size (in kiB) for the [WebRTCDataChannel] input buffer." msgstr "[WebRTCDataChannel]输入缓冲区的最大尺寸(单位:千字节)。" -#: doc/classes/ProjectSettings.xml:973 +#: doc/classes/ProjectSettings.xml:974 #, fuzzy msgid "Maximum size (in kiB) for the [WebSocketClient] input buffer." msgstr "[WebRTCDataChannel]输入缓冲区的最大尺寸(单位:千字节)。" -#: doc/classes/ProjectSettings.xml:976 +#: doc/classes/ProjectSettings.xml:977 msgid "Maximum number of concurrent input packets for [WebSocketClient]." msgstr "" -#: doc/classes/ProjectSettings.xml:979 +#: doc/classes/ProjectSettings.xml:980 #, fuzzy msgid "Maximum size (in kiB) for the [WebSocketClient] output buffer." msgstr "[WebRTCDataChannel]输入缓冲区的最大尺寸(单位:千字节)。" -#: doc/classes/ProjectSettings.xml:982 +#: doc/classes/ProjectSettings.xml:983 msgid "Maximum number of concurrent output packets for [WebSocketClient]." msgstr "" -#: doc/classes/ProjectSettings.xml:985 +#: doc/classes/ProjectSettings.xml:986 #, fuzzy msgid "Maximum size (in kiB) for the [WebSocketServer] input buffer." msgstr "[WebRTCDataChannel]输入缓冲区的最大尺寸(单位:千字节)。" -#: doc/classes/ProjectSettings.xml:988 +#: doc/classes/ProjectSettings.xml:989 msgid "Maximum number of concurrent input packets for [WebSocketServer]." msgstr "" -#: doc/classes/ProjectSettings.xml:991 +#: doc/classes/ProjectSettings.xml:992 #, fuzzy msgid "Maximum size (in kiB) for the [WebSocketServer] output buffer." msgstr "[WebRTCDataChannel]输入缓冲区的最大尺寸(单位:千字节)。" -#: doc/classes/ProjectSettings.xml:994 +#: doc/classes/ProjectSettings.xml:995 msgid "Maximum number of concurrent output packets for [WebSocketServer]." msgstr "" -#: doc/classes/ProjectSettings.xml:997 +#: doc/classes/ProjectSettings.xml:998 msgid "" "Amount of read ahead used by remote filesystem. Higher values decrease the " "effects of latency at the cost of higher bandwidth usage." @@ -54622,11 +55565,11 @@ msgstr "" "对远程文件系统的预读取量。更高的值可以减少延迟的影响,但代价是更高的带宽消" "耗。" -#: doc/classes/ProjectSettings.xml:1000 +#: doc/classes/ProjectSettings.xml:1001 msgid "Page size used by remote filesystem (in bytes)." msgstr "远程文件系统使用的页面大小(字节)。" -#: doc/classes/ProjectSettings.xml:1003 +#: doc/classes/ProjectSettings.xml:1004 msgid "" "The CA certificates bundle to use for SSL connections. If this is set to a " "non-empty value, this will [i]override[/i] Godot's default [url=https://" @@ -54640,20 +55583,20 @@ msgstr "" "certificates.crt]Mozilla证书包[/url]。如果留空,将使用默认的证书包。\n" "如果有疑问,让这个设置为空。" -#: doc/classes/ProjectSettings.xml:1007 +#: doc/classes/ProjectSettings.xml:1008 msgid "" "When creating node names automatically, set the type of casing in this " "project. This is mostly an editor setting." msgstr "" "当自动创建节点名称时,在这个项目中设置大小写的类型。这主要是编辑器设置。" -#: doc/classes/ProjectSettings.xml:1010 +#: doc/classes/ProjectSettings.xml:1011 msgid "" "What to use to separate node name from number. This is mostly an editor " "setting." msgstr "用什么来分隔节点名称和编号。这主要是一个编辑器的设置。" -#: doc/classes/ProjectSettings.xml:1013 +#: doc/classes/ProjectSettings.xml:1014 #, fuzzy msgid "" "Size of the hash table used for the broad-phase 2D hash grid algorithm.\n" @@ -54661,14 +55604,14 @@ msgid "" "enabled." msgstr "用于broad-phase 2D 哈希网格算法的哈希表的大小。" -#: doc/classes/ProjectSettings.xml:1017 +#: doc/classes/ProjectSettings.xml:1018 msgid "" "Cell size used for the broad-phase 2D hash grid algorithm (in pixels).\n" "[b]Note:[/b] Not used if [member ProjectSettings.physics/2d/use_bvh] is " "enabled." msgstr "" -#: doc/classes/ProjectSettings.xml:1021 +#: doc/classes/ProjectSettings.xml:1022 msgid "" "The default angular damp in 2D.\n" "[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. " @@ -54681,7 +55624,7 @@ msgid "" "stop in one iteration." msgstr "" -#: doc/classes/ProjectSettings.xml:1025 +#: doc/classes/ProjectSettings.xml:1026 #, fuzzy msgid "" "The default gravity strength in 2D (in pixels per second squared).\n" @@ -54702,7 +55645,7 @@ msgstr "" "PhysicsServer2D.area_PARAM_GRAVITY, 98)\n" "[/codeblock]" -#: doc/classes/ProjectSettings.xml:1033 +#: doc/classes/ProjectSettings.xml:1034 #, fuzzy msgid "" "The default gravity direction in 2D.\n" @@ -54723,7 +55666,7 @@ msgstr "" "PhysicsServer2D.area_PARAM_GRAVITY_VECTOR, Vector2(0, 1))\n" "[/codeblock]" -#: doc/classes/ProjectSettings.xml:1041 +#: doc/classes/ProjectSettings.xml:1042 msgid "" "The default linear damp in 2D.\n" "[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. " @@ -54736,7 +55679,7 @@ msgid "" "stop in one iteration." msgstr "" -#: doc/classes/ProjectSettings.xml:1045 +#: doc/classes/ProjectSettings.xml:1046 #, fuzzy msgid "" "Threshold defining the surface size that constitutes a large object with " @@ -54747,7 +55690,7 @@ msgstr "" "在broad-phase 2D哈希网格算法中,定义相对于单元而言的构成大型物体的表面尺寸的" "阈值。" -#: doc/classes/ProjectSettings.xml:1049 +#: doc/classes/ProjectSettings.xml:1050 #, fuzzy msgid "" "Sets which physics engine to use for 2D physics.\n" @@ -54758,7 +55701,7 @@ msgstr "" "\"DEFAULT \"和 \"GodotPhysics2D \"是一样的,因为目前还没有使用其他的2D物理引" "擎。" -#: doc/classes/ProjectSettings.xml:1053 +#: doc/classes/ProjectSettings.xml:1054 #, fuzzy msgid "" "Threshold angular velocity under which a 2D physics body will be considered " @@ -54768,7 +55711,7 @@ msgstr "" "角速度阈值。在此阈值以下,2D物理体将被视为不活动。参阅[constant " "physicsServer2D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]。" -#: doc/classes/ProjectSettings.xml:1056 +#: doc/classes/ProjectSettings.xml:1057 #, fuzzy msgid "" "Threshold linear velocity under which a 2D physics body will be considered " @@ -54778,7 +55721,7 @@ msgstr "" "线性速度的阈值。在此阈值下二维物理体被认为是不活动的。参阅[constant " "PhysicsServer2D.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]。" -#: doc/classes/ProjectSettings.xml:1059 +#: doc/classes/ProjectSettings.xml:1060 msgid "" "Sets whether physics is run on the main thread or a separate one. Running " "the server on a thread increases performance, but restricts API access to " @@ -54792,7 +55735,7 @@ msgstr "" "[b]警告:[/b] 从Godot 3.2开始,关于物理运算使用多线程的反馈不一。请务必评估它" "是否确实给你带来了额外的性能,并且在使用它时没有过时。" -#: doc/classes/ProjectSettings.xml:1063 +#: doc/classes/ProjectSettings.xml:1064 #, fuzzy msgid "" "Time (in seconds) of inactivity before which a 2D physics body will put to " @@ -54801,13 +55744,13 @@ msgstr "" "2D物理物体不活动的时间(以秒为单位)。在此之前,2D物理体将进入睡眠状态。参阅" "[constant PhysicsServer2D.SPACE_PARAM_BODY_TIME_TO_SLEEP]。" -#: doc/classes/ProjectSettings.xml:1066 +#: doc/classes/ProjectSettings.xml:1067 msgid "" "Enables the use of bounding volume hierarchy instead of hash grid for 2D " "physics spatial partitioning. This may give better performance." msgstr "" -#: doc/classes/ProjectSettings.xml:1069 +#: doc/classes/ProjectSettings.xml:1070 #, fuzzy msgid "" "Sets whether the 3D physics world will be created with support for " @@ -54815,7 +55758,7 @@ msgid "" msgstr "" "设置三维物理世界的创建是否支持[SoftBody3D]物理运算(只适用于Bullet物理引擎)。" -#: doc/classes/ProjectSettings.xml:1072 +#: doc/classes/ProjectSettings.xml:1073 msgid "" "The default angular damp in 3D.\n" "[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. " @@ -54828,7 +55771,7 @@ msgid "" "stop in one iteration." msgstr "" -#: doc/classes/ProjectSettings.xml:1076 +#: doc/classes/ProjectSettings.xml:1077 #, fuzzy msgid "" "The default gravity strength in 3D (in meters per second squared).\n" @@ -54849,7 +55792,7 @@ msgstr "" "PhysicsServer3D.AREA_PARAM_GRAVITY, 9.8)\n" "[/codeblock]" -#: doc/classes/ProjectSettings.xml:1084 +#: doc/classes/ProjectSettings.xml:1085 #, fuzzy msgid "" "The default gravity direction in 3D.\n" @@ -54870,7 +55813,7 @@ msgstr "" "PhysicsServer3D.AREA_PARAM_GRAVITY_VECTOR, Vector3(0, -1, 0))\n" "[/codeblock]" -#: doc/classes/ProjectSettings.xml:1092 +#: doc/classes/ProjectSettings.xml:1093 msgid "" "The default linear damp in 3D.\n" "[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. " @@ -54883,13 +55826,13 @@ msgid "" "stop in one iteration." msgstr "" -#: doc/classes/ProjectSettings.xml:1096 +#: doc/classes/ProjectSettings.xml:1097 msgid "" "Enables the use of bounding volume hierarchy instead of octree for 3D " "physics spatial partitioning. This may give better performance." msgstr "" -#: doc/classes/ProjectSettings.xml:1099 +#: doc/classes/ProjectSettings.xml:1100 #, fuzzy msgid "" "Sets which physics engine to use for 3D physics.\n" @@ -54901,11 +55844,11 @@ msgstr "" "目前 \"DEFAULT \"是[url=https://bulletphysics.org]Bullet[/url]物理引擎。仍然" "支持 \"GodotPhysics3D \"引擎作为替代。" -#: doc/classes/ProjectSettings.xml:1103 +#: doc/classes/ProjectSettings.xml:1104 msgid "Enables [member Viewport.physics_object_picking] on the root viewport." msgstr "在根视图上启用 [member Viewport.physics_object_picking]。" -#: doc/classes/ProjectSettings.xml:1106 +#: doc/classes/ProjectSettings.xml:1107 msgid "" "If enabled, 2D and 3D physics picking behaves this way in relation to " "pause:\n" @@ -54919,7 +55862,7 @@ msgid "" "that queue on resume, against the state of the 2D/3D world at that point." msgstr "" -#: doc/classes/ProjectSettings.xml:1112 +#: doc/classes/ProjectSettings.xml:1113 msgid "" "The number of fixed iterations per second. This controls how often physics " "simulation and [method Node._physics_process] methods are run.\n" @@ -54932,7 +55875,7 @@ msgstr "" "[b]注意:[/b] 这个属性只在项目启动时被读取。要在运行时改变物理FPS,请设置" "[member Engine.iterations_per_second]来代替。" -#: doc/classes/ProjectSettings.xml:1116 +#: doc/classes/ProjectSettings.xml:1117 #, fuzzy msgid "" "Controls how much physics ticks are synchronized with real time. For 0 or " @@ -54953,7 +55896,7 @@ msgstr "" "但允许平滑帧率抖动。默认值0.5对大多数人来说应该是没有问题的;高于2的值可能会" "导致游戏对掉帧的反应有明显的延迟,不建议使用。" -#: doc/classes/ProjectSettings.xml:1121 +#: doc/classes/ProjectSettings.xml:1122 msgid "" "[b]Experimental.[/b] Calls [code]glBufferData[/code] with NULL data prior to " "uploading batching data. This may not be necessary but can be used for " @@ -54963,7 +55906,7 @@ msgid "" "adversely affect performance for end users." msgstr "" -#: doc/classes/ProjectSettings.xml:1125 +#: doc/classes/ProjectSettings.xml:1126 msgid "" "[b]Experimental.[/b] If set to on, uses the [code]GL_STREAM_DRAW[/code] flag " "for batching buffer uploads. If off, uses the [code]GL_DYNAMIC_DRAW[/code] " @@ -54973,7 +55916,7 @@ msgid "" "adversely affect performance for end users." msgstr "" -#: doc/classes/ProjectSettings.xml:1129 +#: doc/classes/ProjectSettings.xml:1130 msgid "" "[b]Experimental.[/b] If set to on, this applies buffer orphaning - " "[code]glBufferData[/code] is called with NULL data and the full buffer size " @@ -54984,7 +55927,7 @@ msgid "" "adversely affect performance for end users." msgstr "" -#: doc/classes/ProjectSettings.xml:1133 +#: doc/classes/ProjectSettings.xml:1134 msgid "" "[b]Experimental.[/b] If set to on, uses the [code]GL_STREAM_DRAW[/code] flag " "for legacy buffer uploads. If off, uses the [code]GL_DYNAMIC_DRAW[/code] " @@ -54994,7 +55937,7 @@ msgid "" "adversely affect performance for end users." msgstr "" -#: doc/classes/ProjectSettings.xml:1137 +#: doc/classes/ProjectSettings.xml:1138 msgid "" "Choose between fixed mode where corner scalings are preserved matching the " "artwork, and scaling mode.\n" @@ -55002,7 +55945,7 @@ msgid "" "is off." msgstr "" -#: doc/classes/ProjectSettings.xml:1141 +#: doc/classes/ProjectSettings.xml:1142 #, fuzzy msgid "" "Some NVIDIA GPU drivers have a bug which produces flickering issues for the " @@ -55020,7 +55963,7 @@ msgstr "" "径,但会牺牲性能。这个选项只影响GLES2渲染后端,而且只影响桌面平台。在使用" "Vulkan后端时,它是不必要的。" -#: doc/classes/ProjectSettings.xml:1145 +#: doc/classes/ProjectSettings.xml:1146 msgid "" "If [code]true[/code], performs 2D skinning on the CPU rather than the GPU. " "This provides greater compatibility with a wide range of hardware, and also " @@ -55035,7 +55978,7 @@ msgid "" "skinning." msgstr "" -#: doc/classes/ProjectSettings.xml:1151 +#: doc/classes/ProjectSettings.xml:1152 msgid "" "If [code]true[/code], forces snapping of vertices to pixels in 2D rendering. " "May help in some pixel art styles.\n" @@ -55044,13 +55987,13 @@ msgid "" "uv_contract] to prevent artifacts." msgstr "" -#: doc/classes/ProjectSettings.xml:1156 +#: doc/classes/ProjectSettings.xml:1157 msgid "" "When batching is on, this regularly prints a frame diagnosis log. Note that " "this will degrade performance." msgstr "" -#: doc/classes/ProjectSettings.xml:1159 +#: doc/classes/ProjectSettings.xml:1160 msgid "" "[b]Experimental.[/b] For regression testing against the old renderer. If " "this is switched on, and [code]use_batching[/code] is set, the renderer will " @@ -55059,7 +56002,7 @@ msgid "" "Performance will be degraded." msgstr "" -#: doc/classes/ProjectSettings.xml:1162 +#: doc/classes/ProjectSettings.xml:1163 msgid "" "Lights have the potential to prevent joining items, and break many of the " "performance benefits of batching. This setting enables some complex logic to " @@ -55069,7 +56012,7 @@ msgid "" "returns." msgstr "" -#: doc/classes/ProjectSettings.xml:1165 +#: doc/classes/ProjectSettings.xml:1166 msgid "" "Sets the proportion of the total screen area (in pixels) that must be saved " "by a scissor operation in order to activate light scissoring. This can " @@ -55081,7 +56024,7 @@ msgid "" "a lot of lighting." msgstr "" -#: doc/classes/ProjectSettings.xml:1168 +#: doc/classes/ProjectSettings.xml:1169 msgid "" "Enabling this setting uses the legacy method to draw batches containing only " "one rect. The legacy method is faster (approx twice as fast), but can cause " @@ -55091,24 +56034,24 @@ msgid "" "this method." msgstr "" -#: doc/classes/ProjectSettings.xml:1171 +#: doc/classes/ProjectSettings.xml:1172 msgid "" "Turns 2D batching on and off. Batching increases performance by reducing the " "amount of graphics API drawcalls." msgstr "" -#: doc/classes/ProjectSettings.xml:1174 +#: doc/classes/ProjectSettings.xml:1175 msgid "Switches on 2D batching within the editor." msgstr "" -#: doc/classes/ProjectSettings.xml:1177 +#: doc/classes/ProjectSettings.xml:1178 msgid "" "Size of buffer reserved for batched vertices. Larger size enables larger " "batches, but there are diminishing returns for the memory used. This should " "only have a minor effect on performance." msgstr "" -#: doc/classes/ProjectSettings.xml:1180 +#: doc/classes/ProjectSettings.xml:1181 msgid "" "Including color in the vertex format has a cost, however, not including " "color prevents batching across color changes. This threshold determines the " @@ -55117,7 +56060,7 @@ msgid "" "0 will always use colored vertices, 1 will never use colored vertices." msgstr "" -#: doc/classes/ProjectSettings.xml:1183 +#: doc/classes/ProjectSettings.xml:1184 msgid "" "In certain circumstances, the batcher can reorder items in order to better " "join them. This may result in better performance. An overlap test is needed " @@ -55125,7 +56068,7 @@ msgid "" "returns. If you are getting no benefit, setting this to 0 will switch it off." msgstr "" -#: doc/classes/ProjectSettings.xml:1186 +#: doc/classes/ProjectSettings.xml:1187 msgid "" "Sets the number of commands to lookahead to determine whether to batch " "render items. A value of 1 can join items consisting of single commands, 0 " @@ -55134,7 +56077,7 @@ msgid "" "recommended." msgstr "" -#: doc/classes/ProjectSettings.xml:1189 +#: doc/classes/ProjectSettings.xml:1190 msgid "" "On some platforms (especially mobile), precision issues in shaders can lead " "to reading 1 texel outside of bounds, particularly where rects are scaled. " @@ -55144,7 +56087,7 @@ msgid "" "texels." msgstr "" -#: doc/classes/ProjectSettings.xml:1193 +#: doc/classes/ProjectSettings.xml:1194 msgid "" "The amount of UV contraction. This figure is divided by 1000000, and is a " "proportion of the total texture dimensions, where the width and height are " @@ -55152,31 +56095,31 @@ msgid "" "Use the default unless correcting for a problem on particular hardware." msgstr "" -#: doc/classes/ProjectSettings.xml:1197 +#: doc/classes/ProjectSettings.xml:1198 msgid "" "Amount of light samples taken when using [constant BakedLightmap." "BAKE_QUALITY_HIGH]." msgstr "" -#: doc/classes/ProjectSettings.xml:1200 +#: doc/classes/ProjectSettings.xml:1201 msgid "" "Amount of light samples taken when using [constant BakedLightmap." "BAKE_QUALITY_LOW]." msgstr "" -#: doc/classes/ProjectSettings.xml:1203 +#: doc/classes/ProjectSettings.xml:1204 msgid "" "Amount of light samples taken when using [constant BakedLightmap." "BAKE_QUALITY_MEDIUM]." msgstr "" -#: doc/classes/ProjectSettings.xml:1206 +#: doc/classes/ProjectSettings.xml:1207 msgid "" "Amount of light samples taken when using [constant BakedLightmap." "BAKE_QUALITY_ULTRA]." msgstr "" -#: doc/classes/ProjectSettings.xml:1209 +#: doc/classes/ProjectSettings.xml:1210 #, fuzzy msgid "" "Default background clear color. Overridable per [Viewport] using its " @@ -55189,7 +56132,7 @@ msgstr "" "方式更改此默认颜色,请使用use [method RenderingServer." "set_default_clear_color]。" -#: doc/classes/ProjectSettings.xml:1212 +#: doc/classes/ProjectSettings.xml:1213 msgid "" "[Environment] that will be used as a fallback environment in case a scene " "does not specify its own environment. The default environment is loaded in " @@ -55202,46 +56145,53 @@ msgstr "" "境,都会在场景加载时加载默认环境。如果不依赖默认环境,最好删除" "[code]default_env.tres[/code],或者在这里指定不同的默认环境。" -#: doc/classes/ProjectSettings.xml:1215 +#: doc/classes/ProjectSettings.xml:1216 msgid "" "The use of half-float vertex compression may be producing rendering errors " "on some platforms (especially iOS). These have been seen particularly in " "particles. Disabling half-float may resolve these problems." msgstr "" -#: doc/classes/ProjectSettings.xml:1218 +#: doc/classes/ProjectSettings.xml:1219 msgid "" -"If [code]true[/code] and available on the target device, enables high " -"floating point precision for all shader computations in GLES2.\n" +"iOS specific override for [member rendering/gles2/compatibility/" +"disable_half_float], due to poor support for half-float vertex compression " +"on many devices." +msgstr "" + +#: doc/classes/ProjectSettings.xml:1222 +msgid "" +"If [code]true[/code] and available on the target Android device, enables " +"high floating point precision for all shader computations in GLES2.\n" "[b]Warning:[/b] High floating point precision can be extremely slow on older " "devices and is often not available at all. Use with caution." msgstr "" -#: doc/classes/ProjectSettings.xml:1222 +#: doc/classes/ProjectSettings.xml:1226 msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" -#: doc/classes/ProjectSettings.xml:1225 +#: doc/classes/ProjectSettings.xml:1229 msgid "" "Max buffer size for drawing polygons. Any polygon bigger than this will not " "work." msgstr "" -#: doc/classes/ProjectSettings.xml:1228 +#: doc/classes/ProjectSettings.xml:1232 msgid "" "Max index buffer size for drawing polygons. Any polygon bigger than this " "will not work." msgstr "" -#: doc/classes/ProjectSettings.xml:1231 +#: doc/classes/ProjectSettings.xml:1235 msgid "" "Max buffer size for drawing immediate objects (ImmediateGeometry nodes). " "Nodes using more than this size will not work." msgstr "" -#: doc/classes/ProjectSettings.xml:1234 +#: doc/classes/ProjectSettings.xml:1238 msgid "" "Max number of lights renderable per object. This is further limited by " "hardware support. Most devices only support 409 lights, while many devices " @@ -55249,7 +56199,7 @@ msgid "" "memory usage and may decrease shader compile times." msgstr "" -#: doc/classes/ProjectSettings.xml:1237 +#: doc/classes/ProjectSettings.xml:1241 msgid "" "Max amount of elements renderable in a frame. If more elements than this are " "visible per frame, they will not be drawn. Keep in mind elements refer to " @@ -55259,7 +56209,7 @@ msgid "" "much as possible on web export." msgstr "" -#: doc/classes/ProjectSettings.xml:1240 +#: doc/classes/ProjectSettings.xml:1244 msgid "" "Max number of lights renderable in a frame. If more lights than this number " "are used, they will be ignored. Setting this low will slightly reduce memory " @@ -55268,7 +56218,7 @@ msgid "" "possible on web export." msgstr "" -#: doc/classes/ProjectSettings.xml:1243 +#: doc/classes/ProjectSettings.xml:1247 msgid "" "Max number of reflection probes renderable in a frame. If more reflection " "probes than this number are used, they will be ignored. Setting this low " @@ -55277,14 +56227,14 @@ msgid "" "consider lowering as much as possible on web export." msgstr "" -#: doc/classes/ProjectSettings.xml:1246 +#: doc/classes/ProjectSettings.xml:1250 msgid "" "Shaders have a time variable that constantly increases. At some point, it " "needs to be rolled back to zero to avoid precision errors on shader " "animations. This setting specifies when (in seconds)." msgstr "" -#: doc/classes/ProjectSettings.xml:1249 +#: doc/classes/ProjectSettings.xml:1253 #, fuzzy msgid "" "If [code]true[/code], the texture importer will import lossless textures " @@ -55293,7 +56243,7 @@ msgstr "" "如果[code]true[/code],纹理导入器将使用S3纹理压缩算法导入VRAM压缩的纹理。这种" "算法只在桌面平台和游戏机上支持。" -#: doc/classes/ProjectSettings.xml:1252 +#: doc/classes/ProjectSettings.xml:1256 #, fuzzy msgid "" "The default compression level for lossless WebP. Higher levels result in " @@ -55306,7 +56256,7 @@ msgstr "" "件变小。解压缩速度大多不受压缩级别的影响。[code]-1[/code]使用默认的gzip压缩级" "别,该级别与[code]6[/code]相同,但由于底层zlib更新,未来可能会发生变化。" -#: doc/classes/ProjectSettings.xml:1255 +#: doc/classes/ProjectSettings.xml:1259 msgid "" "On import, mesh vertex data will be split into two streams within a single " "vertex buffer, one for position data and the other for interleaved " @@ -55314,7 +56264,7 @@ msgid "" "Requires manual reimport of meshes after toggling." msgstr "" -#: doc/classes/ProjectSettings.xml:1258 +#: doc/classes/ProjectSettings.xml:1262 msgid "" "Determines the maximum number of sphere occluders that will be used at any " "one time.\n" @@ -55323,7 +56273,7 @@ msgid "" "to give the best overall performance." msgstr "" -#: doc/classes/ProjectSettings.xml:1262 +#: doc/classes/ProjectSettings.xml:1266 msgid "" "The default convention is for portal normals to point outward (face outward) " "from the source room.\n" @@ -55333,13 +56283,13 @@ msgid "" "convertion to [Portal] nodes." msgstr "" -#: doc/classes/ProjectSettings.xml:1267 +#: doc/classes/ProjectSettings.xml:1271 msgid "" "Show conversion logs.\n" "[b]Note:[/b] This will automatically be disabled in exports." msgstr "" -#: doc/classes/ProjectSettings.xml:1271 +#: doc/classes/ProjectSettings.xml:1275 #, fuzzy msgid "" "If [code]true[/code], gameplay callbacks will be sent as [code]signals[/" @@ -55349,7 +56299,7 @@ msgstr "" "如果[code]true[/code],图块地图的碰撞将被当作运动体处理。如果[code]false[/" "code],碰撞将被当作静态体来处理。" -#: doc/classes/ProjectSettings.xml:1274 +#: doc/classes/ProjectSettings.xml:1278 msgid "" "If enabled, while merging meshes, the system will also attempt to remove " "[Spatial] nodes that no longer have any children.\n" @@ -55358,13 +56308,13 @@ msgid "" "for markers or some other purpose." msgstr "" -#: doc/classes/ProjectSettings.xml:1278 +#: doc/classes/ProjectSettings.xml:1282 msgid "" "Show logs during PVS generation.\n" "[b]Note:[/b] This will automatically be disabled in exports." msgstr "" -#: doc/classes/ProjectSettings.xml:1282 +#: doc/classes/ProjectSettings.xml:1286 msgid "" "Uses a simplified method of generating PVS (potentially visible set) data. " "The results may not be accurate where more than one portal join adjacent " @@ -55374,14 +56324,14 @@ msgid "" "default method." msgstr "" -#: doc/classes/ProjectSettings.xml:1286 +#: doc/classes/ProjectSettings.xml:1290 msgid "" "If [code]true[/code], allocates the main framebuffer with high dynamic " "range. High dynamic range allows the use of [Color] values greater than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" -#: doc/classes/ProjectSettings.xml:1290 +#: doc/classes/ProjectSettings.xml:1294 #, fuzzy msgid "" "Lower-end override for [member rendering/quality/depth/hdr] on mobile " @@ -55390,14 +56340,14 @@ msgstr "" "由于性能或驱动支持问题,在移动设备上将对 [member rendering/quality/" "shadow_atlas/size]以低配数值覆盖。" -#: doc/classes/ProjectSettings.xml:1293 +#: doc/classes/ProjectSettings.xml:1297 msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" "对一些GPU供应商(通常是移动设备)禁用深度预处理,因为他们的架构已经做了这个。" -#: doc/classes/ProjectSettings.xml:1296 +#: doc/classes/ProjectSettings.xml:1300 msgid "" "If [code]true[/code], performs a previous depth pass before rendering " "materials. This increases performance in scenes with high overdraw, when " @@ -55406,7 +56356,7 @@ msgstr "" "如果 [code]true[/code],则在渲染材质之前执行先前的深度传递。当使用复杂的材料" "和照明时,这会提高高透支场景的性能。" -#: doc/classes/ProjectSettings.xml:1299 +#: doc/classes/ProjectSettings.xml:1303 msgid "" "The directional shadow's size in pixels. Higher values will result in " "sharper shadows, at the cost of performance. The value will be rounded up to " @@ -55415,7 +56365,7 @@ msgstr "" "方向性阴影的大小,以像素为单位。更高的值会导致更清晰的阴影,但会以性能为代" "价。该值将被四舍五入到最接近的2次方。" -#: doc/classes/ProjectSettings.xml:1302 +#: doc/classes/ProjectSettings.xml:1306 msgid "" "Lower-end override for [member rendering/quality/directional_shadow/size] on " "mobile devices, due to performance concerns or driver support." @@ -55423,7 +56373,7 @@ msgstr "" "由于性能和驱动支持的问题,在移动设备上会对[member rendering/quality/" "directional_shadow/size] 以低配数值覆盖。" -#: doc/classes/ProjectSettings.xml:1305 +#: doc/classes/ProjectSettings.xml:1309 #, fuzzy msgid "" "The video driver to use (\"GLES2\" or \"GLES3\").\n" @@ -55440,7 +56390,7 @@ msgstr "" "在这种情况下,这个属性不会被更新,所以使用[code]OS.get_current_video_driver[/" "code]来在运行时查询它。" -#: doc/classes/ProjectSettings.xml:1309 +#: doc/classes/ProjectSettings.xml:1313 msgid "" "If [code]true[/code], allows falling back to the GLES2 driver if the GLES3 " "driver is not supported.\n" @@ -55452,7 +56402,7 @@ msgid "" "data pack's size." msgstr "" -#: doc/classes/ProjectSettings.xml:1313 +#: doc/classes/ProjectSettings.xml:1317 msgid "" "Maximum anisotropic filter level used for textures with anisotropy enabled. " "Higher values will result in sharper textures when viewed from oblique " @@ -55460,7 +56410,7 @@ msgid "" "4, 8, 16)." msgstr "" -#: doc/classes/ProjectSettings.xml:1316 +#: doc/classes/ProjectSettings.xml:1320 #, fuzzy msgid "" "Sets the number of MSAA samples to use. MSAA is used to reduce aliasing " @@ -55472,7 +56422,7 @@ msgstr "" "值可以使边缘更平滑,但在某些硬件上会明显变慢。\n" "[b]注意:[/b] MSAA在使用GLES2后端的HTML5导出中不可用。" -#: doc/classes/ProjectSettings.xml:1320 +#: doc/classes/ProjectSettings.xml:1324 msgid "" "If set to a value greater than [code]0.0[/code], contrast-adaptive " "sharpening will be applied to the 3D viewport. This has a low performance " @@ -55481,7 +56431,7 @@ msgid "" "[member rendering/quality/filters/use_fxaa]." msgstr "" -#: doc/classes/ProjectSettings.xml:1323 +#: doc/classes/ProjectSettings.xml:1327 msgid "" "If [code]true[/code], uses a fast post-processing filter to make banding " "significantly less visible. In some cases, debanding may introduce a " @@ -55495,7 +56445,7 @@ msgid "" "disabled when targeting mobile platforms." msgstr "" -#: doc/classes/ProjectSettings.xml:1328 +#: doc/classes/ProjectSettings.xml:1332 #, fuzzy msgid "" "Enables FXAA in the root Viewport. FXAA is a popular screen-space " @@ -55509,7 +56459,7 @@ msgstr "" "使图像看起来很模糊,特别是在较低的分辨率。在1440p和4K等大分辨率下,仍然可以相" "对良好地工作。" -#: doc/classes/ProjectSettings.xml:1331 +#: doc/classes/ProjectSettings.xml:1335 msgid "" "If [code]true[/code], uses nearest-neighbor mipmap filtering when using " "mipmaps (also called \"bilinear filtering\"), which will result in visible " @@ -55522,7 +56472,7 @@ msgstr "" "可能会提高移动设备的性能。如果 [code]false[/code],则使用线性 mipmap 过滤(也" "称为“三线性过滤”)。" -#: doc/classes/ProjectSettings.xml:1334 +#: doc/classes/ProjectSettings.xml:1338 msgid "" "Strategy used for framebuffer allocation. The simpler it is, the less " "resources it uses (but the less features it supports). If set to \"2D " @@ -55536,7 +56486,7 @@ msgstr "" "[code]SCREEN_TEXTURE[/code]和[code]DEPTH_TEXTURE[/code]将不能在着色器中使用," "而后处理效果将不能在[Environment]中使用。" -#: doc/classes/ProjectSettings.xml:1337 +#: doc/classes/ProjectSettings.xml:1341 msgid "" "Lower-end override for [member rendering/quality/intended_usage/" "framebuffer_allocation] on mobile devices, due to performance concerns or " @@ -55545,14 +56495,14 @@ msgstr "" "由于性能或驱动支持问题,在移动设备上对[member rendering/quality/" "intended_usage/framebuffer_allocation]以低配数值覆盖。" -#: doc/classes/ProjectSettings.xml:1340 +#: doc/classes/ProjectSettings.xml:1344 msgid "" "Enable usage of bicubic sampling in baked lightmaps. This results in " "smoother looking lighting at the expense of more bandwidth usage. On GLES2, " "changes to this setting will only be applied upon restarting the application." msgstr "" -#: doc/classes/ProjectSettings.xml:1343 +#: doc/classes/ProjectSettings.xml:1347 #, fuzzy msgid "" "Lower-end override for [member rendering/quality/lightmapping/" @@ -55561,27 +56511,27 @@ msgstr "" "由于性能问题或驱动支持,在移动设备上将对[member rendering/quality/shading/" "force_vertex_shading]以低配数值覆盖。" -#: doc/classes/ProjectSettings.xml:1346 +#: doc/classes/ProjectSettings.xml:1350 msgid "" "Size of the atlas used by reflection probes. A larger size can result in " "higher visual quality, while a smaller size will be faster and take up less " "memory." msgstr "" -#: doc/classes/ProjectSettings.xml:1349 +#: doc/classes/ProjectSettings.xml:1353 msgid "" "Number of subdivisions to use for the reflection atlas. A higher number " "lowers the quality of each atlas, but allows you to use more." msgstr "" -#: doc/classes/ProjectSettings.xml:1352 +#: doc/classes/ProjectSettings.xml:1356 msgid "" "If [code]true[/code], uses a high amount of samples to create blurred " "variants of reflection probes and panorama backgrounds (sky). Those blurred " "variants are used by rough materials." msgstr "" -#: doc/classes/ProjectSettings.xml:1355 +#: doc/classes/ProjectSettings.xml:1359 #, fuzzy msgid "" "Lower-end override for [member rendering/quality/reflections/" @@ -55591,7 +56541,7 @@ msgstr "" "由于性能问题或驱动程序支持,移动设备上将对 [member rendering/quality/" "reflections/ggx_samples] 以低性能数值覆盖。" -#: doc/classes/ProjectSettings.xml:1358 +#: doc/classes/ProjectSettings.xml:1362 msgid "" "Limits the size of the irradiance map which is normally determined by " "[member Sky.radiance_size]. A higher size results in a higher quality " @@ -55602,7 +56552,7 @@ msgid "" "maps well and may crash if this is set too high." msgstr "" -#: doc/classes/ProjectSettings.xml:1362 +#: doc/classes/ProjectSettings.xml:1366 #, fuzzy msgid "" "If [code]true[/code], uses texture arrays instead of mipmaps for reflection " @@ -55613,7 +56563,7 @@ msgstr "" "mipmap。这减少了反射上的抖动噪声和放大伪影,但计算速度要慢得多,并且使用 " "[member rendering/quality/reflections/roughness_layers]时要花费更多的内存。" -#: doc/classes/ProjectSettings.xml:1365 +#: doc/classes/ProjectSettings.xml:1369 msgid "" "Lower-end override for [member rendering/quality/reflections/" "texture_array_reflections] on mobile devices, due to performance concerns or " @@ -55622,7 +56572,7 @@ msgstr "" "由于性能问题或驱动支持,在移动设备上将对[member rendering/quality/" "reflections/texture_array_reflections]以低性能数值覆盖。" -#: doc/classes/ProjectSettings.xml:1368 +#: doc/classes/ProjectSettings.xml:1372 msgid "" "If [code]true[/code], uses faster but lower-quality Blinn model to generate " "blurred reflections instead of the GGX model." @@ -55630,7 +56580,7 @@ msgstr "" "如果 [code]true[/code],则使用速度更快但质量较低的 Blinn 模型而不是 GGX 模型" "来生成模糊反射。" -#: doc/classes/ProjectSettings.xml:1371 +#: doc/classes/ProjectSettings.xml:1375 msgid "" "Lower-end override for [member rendering/quality/shading/" "force_blinn_over_ggx] on mobile devices, due to performance concerns or " @@ -55639,7 +56589,7 @@ msgstr "" "由于性能或驱动支持问题,在移动设备上将对[member rendering/quality/shading/" "force_blinn_over_ggx]以低值覆盖。" -#: doc/classes/ProjectSettings.xml:1374 +#: doc/classes/ProjectSettings.xml:1378 msgid "" "If [code]true[/code], uses faster but lower-quality Lambert material " "lighting model instead of Burley." @@ -55647,7 +56597,7 @@ msgstr "" "如果 [code]true[/code],则使用速度更快但质量较低的 Lambert 材质照明模型而不" "是 Burley。" -#: doc/classes/ProjectSettings.xml:1377 +#: doc/classes/ProjectSettings.xml:1381 msgid "" "Lower-end override for [member rendering/quality/shading/" "force_lambert_over_burley] on mobile devices, due to performance concerns or " @@ -55656,7 +56606,7 @@ msgstr "" "由于性能问题或驱动支持,在移动设备上将对[member rendering/quality/shading/" "force_lambert_over_burley]以低配数值覆盖。" -#: doc/classes/ProjectSettings.xml:1380 +#: doc/classes/ProjectSettings.xml:1384 msgid "" "If [code]true[/code], forces vertex shading for all rendering. This can " "increase performance a lot, but also reduces quality immensely. Can be used " @@ -55665,7 +56615,7 @@ msgstr "" "如果 [code]true[/code],则为所有渲染强制顶点着色。这可以大大提高性能,但也会" "极大地降低质量。可用于优化低端移动设备的性能。" -#: doc/classes/ProjectSettings.xml:1383 +#: doc/classes/ProjectSettings.xml:1387 msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " @@ -55674,7 +56624,7 @@ msgstr "" "由于性能问题或驱动支持,在移动设备上将对[member rendering/quality/shading/" "force_vertex_shading]以低配数值覆盖。" -#: doc/classes/ProjectSettings.xml:1386 +#: doc/classes/ProjectSettings.xml:1390 msgid "" "If [code]true[/code], enables new physical light attenuation for " "[OmniLight]s and [SpotLight]s. This results in more realistic lighting " @@ -55685,7 +56635,7 @@ msgid "" "Changes to this setting will only be applied upon restarting the application." msgstr "" -#: doc/classes/ProjectSettings.xml:1390 +#: doc/classes/ProjectSettings.xml:1394 msgid "" "Size for cubemap into which the shadow is rendered before being copied into " "the shadow atlas. A higher number can result in higher resolution shadows " @@ -55694,20 +56644,20 @@ msgid "" "size] will not result in a perceptible increase in visual quality." msgstr "" -#: doc/classes/ProjectSettings.xml:1393 doc/classes/ProjectSettings.xml:1396 -#: doc/classes/ProjectSettings.xml:1399 doc/classes/ProjectSettings.xml:1402 +#: doc/classes/ProjectSettings.xml:1397 doc/classes/ProjectSettings.xml:1400 +#: doc/classes/ProjectSettings.xml:1403 doc/classes/ProjectSettings.xml:1406 msgid "" "Subdivision quadrant size for shadow mapping. See shadow mapping " "documentation." 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:1405 +#: doc/classes/ProjectSettings.xml:1409 msgid "" "Size for shadow atlas (used for OmniLights and SpotLights). See " "documentation." msgstr "阴影图集的尺寸(用于OmniLights和SpotLights)。见文档。" -#: doc/classes/ProjectSettings.xml:1408 +#: doc/classes/ProjectSettings.xml:1412 msgid "" "Lower-end override for [member rendering/quality/shadow_atlas/size] on " "mobile devices, due to performance concerns or driver support." @@ -55715,7 +56665,7 @@ msgstr "" "由于性能或驱动支持问题,在移动设备上将对 [member rendering/quality/" "shadow_atlas/size]以低配数值覆盖。" -#: doc/classes/ProjectSettings.xml:1411 +#: doc/classes/ProjectSettings.xml:1415 msgid "" "Shadow filter mode. Higher-quality settings result in smoother shadows that " "flicker less when moving. \"Disabled\" is the fastest option, but also has " @@ -55726,7 +56676,7 @@ msgid "" "shadow appearance similar to the one produced by the GLES3 backend." msgstr "" -#: doc/classes/ProjectSettings.xml:1415 +#: doc/classes/ProjectSettings.xml:1419 #, fuzzy msgid "" "Lower-end override for [member rendering/quality/shadows/filter_mode] on " @@ -55735,14 +56685,14 @@ msgstr "" "由于性能或驱动支持问题,在移动设备上将对 [member rendering/quality/" "shadow_atlas/size]以低配数值覆盖。" -#: doc/classes/ProjectSettings.xml:1418 +#: doc/classes/ProjectSettings.xml:1422 msgid "" "Forces [MeshInstance] to always perform skinning on the CPU (applies to both " "GLES2 and GLES3).\n" "See also [member rendering/quality/skinning/software_skinning_fallback]." msgstr "" -#: doc/classes/ProjectSettings.xml:1422 +#: doc/classes/ProjectSettings.xml:1426 msgid "" "Allows [MeshInstance] to perform skinning on the CPU when the hardware " "doesn't support the default GPU skinning process with GLES2.\n" @@ -55754,47 +56704,47 @@ msgid "" "already applied to the modelview matrix." msgstr "" -#: doc/classes/ProjectSettings.xml:1428 +#: doc/classes/ProjectSettings.xml:1432 msgid "" "The rendering octree balance can be changed to favor smaller ([code]0[/" "code]), or larger ([code]1[/code]) branches.\n" "Larger branches can increase performance significantly in some projects." msgstr "" -#: doc/classes/ProjectSettings.xml:1432 +#: doc/classes/ProjectSettings.xml:1436 msgid "" "Enables the use of bounding volume hierarchy instead of octree for rendering " "spatial partitioning. This may give better performance." msgstr "" -#: doc/classes/ProjectSettings.xml:1435 +#: doc/classes/ProjectSettings.xml:1439 msgid "" "Improves quality of subsurface scattering, but cost significantly increases." msgstr "" -#: doc/classes/ProjectSettings.xml:1438 +#: doc/classes/ProjectSettings.xml:1442 #, fuzzy msgid "Quality setting for subsurface scattering (samples taken)." msgstr "地下散射效应的强度。" -#: doc/classes/ProjectSettings.xml:1441 +#: doc/classes/ProjectSettings.xml:1445 #, fuzzy msgid "Max radius used for subsurface scattering samples." msgstr "地下散射效应的强度。" -#: doc/classes/ProjectSettings.xml:1444 +#: doc/classes/ProjectSettings.xml:1448 msgid "" "Weight subsurface scattering samples. Helps to avoid reading samples from " "unrelated parts of the screen." msgstr "" -#: doc/classes/ProjectSettings.xml:1447 +#: doc/classes/ProjectSettings.xml:1451 msgid "" "Use high-quality voxel cone tracing. This results in better-looking " "reflections, but is much more expensive on the GPU." msgstr "" -#: doc/classes/ProjectSettings.xml:1450 +#: doc/classes/ProjectSettings.xml:1454 msgid "" "Thread model for rendering. Rendering on a thread can vastly improve " "performance, but synchronizing to the main thread can cause a bit more " @@ -55803,7 +56753,7 @@ msgstr "" "渲染的线程模型。在线程上进行渲染可以极大地提高性能,但同步到主线程上会导致更" "多的抖动。" -#: doc/classes/ProjectSettings.xml:1453 +#: doc/classes/ProjectSettings.xml:1457 msgid "" "If [code]true[/code], a thread safe version of BVH (bounding volume " "hierarchy) will be used in rendering and Godot physics.\n" @@ -55811,7 +56761,7 @@ msgid "" "incorrect object visibility)." msgstr "" -#: doc/classes/ProjectSettings.xml:1457 +#: doc/classes/ProjectSettings.xml:1461 #, fuzzy msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " @@ -55822,12 +56772,12 @@ msgid "" "already imported before. To make this setting apply to textures that were " "already imported, exit the editor, remove the [code].import/[/code] folder " "located inside the project folder then restart the editor (see [member " -"application/config/project_data_dir_name])." +"application/config/use_hidden_project_data_directory])." msgstr "" "如果[code]true[/code],纹理导入器将使用BPTC算法导入VRAM压缩的纹理。这种纹理压" "缩算法只在桌面平台上支持,而且只在使用Vulkan渲染器时支持。" -#: doc/classes/ProjectSettings.xml:1461 +#: doc/classes/ProjectSettings.xml:1465 #, fuzzy msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " @@ -55837,12 +56787,12 @@ msgid "" "already imported before. To make this setting apply to textures that were " "already imported, exit the editor, remove the [code].import/[/code] folder " "located inside the project folder then restart the editor (see [member " -"application/config/project_data_dir_name])." +"application/config/use_hidden_project_data_directory])." msgstr "" "如果[code]true[/code],纹理导入器将使用BPTC算法导入VRAM压缩的纹理。这种纹理压" "缩算法只在桌面平台上支持,而且只在使用Vulkan渲染器时支持。" -#: doc/classes/ProjectSettings.xml:1465 +#: doc/classes/ProjectSettings.xml:1469 #, fuzzy msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " @@ -55852,12 +56802,12 @@ msgid "" "already imported before. To make this setting apply to textures that were " "already imported, exit the editor, remove the [code].import/[/code] folder " "located inside the project folder then restart the editor (see [member " -"application/config/project_data_dir_name])." +"application/config/use_hidden_project_data_directory])." msgstr "" "如果[code]true[/code],纹理导入器将使用BPTC算法导入VRAM压缩的纹理。这种纹理压" "缩算法只在桌面平台上支持,而且只在使用Vulkan渲染器时支持。" -#: doc/classes/ProjectSettings.xml:1469 +#: doc/classes/ProjectSettings.xml:1473 #, fuzzy msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " @@ -55867,12 +56817,12 @@ msgid "" "already imported before. To make this setting apply to textures that were " "already imported, exit the editor, remove the [code].import/[/code] folder " "located inside the project folder then restart the editor (see [member " -"application/config/project_data_dir_name])." +"application/config/use_hidden_project_data_directory])." msgstr "" "如果[code]true[/code],纹理导入器将使用BPTC算法导入VRAM压缩的纹理。这种纹理压" "缩算法只在桌面平台上支持,而且只在使用Vulkan渲染器时支持。" -#: doc/classes/ProjectSettings.xml:1473 +#: doc/classes/ProjectSettings.xml:1477 #, fuzzy msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " @@ -55882,12 +56832,12 @@ msgid "" "already imported before. To make this setting apply to textures that were " "already imported, exit the editor, remove the [code].import/[/code] folder " "located inside the project folder then restart the editor (see [member " -"application/config/project_data_dir_name])." +"application/config/use_hidden_project_data_directory])." msgstr "" "如果[code]true[/code],纹理导入器将使用BPTC算法导入VRAM压缩的纹理。这种纹理压" "缩算法只在桌面平台上支持,而且只在使用Vulkan渲染器时支持。" -#: doc/classes/ProjectSettings.xml:1477 +#: doc/classes/ProjectSettings.xml:1481 #, fuzzy msgid "" "Cell size used for the 2D hash grid that [VisibilityNotifier2D] uses (in " @@ -56190,8 +57140,8 @@ msgid "" "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]平均值[/code]和标准[code]偏差" -"[/code]。这也被称为高斯分布。" +"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:47 msgid "" @@ -57468,7 +58418,7 @@ msgstr "" "这个方法会被调用。它的行为可以通过覆盖脚本中的[method _setup_local_to_scene]" "进行定制。\n" "对于大多数资源,该方法不执行任何基本逻辑。[ViewportTexture]执行自定义逻辑以正" -"确设置本地视口中的代理纹理和标志。" +"确设置本地视窗中的代理纹理和标志。" #: doc/classes/Resource.xml:66 msgid "" @@ -58699,7 +59649,7 @@ msgid "" "details about damping." msgstr "" "阻尼刚体的旋转力。\n" -"关于阻尼的更多细节,请参见[member ProjectSettings.physics/3d/" +"关于阻尼的更多细节,请参阅[member ProjectSettings.physics/3d/" "default_angular_damp]。" #: doc/classes/RigidBody.xml:115 @@ -58761,8 +59711,8 @@ msgid "" "If [code]true[/code], the RigidBody will emit signals when it collides with " "another RigidBody. See also [member contacts_reported]." msgstr "" -"如果[code]true[/code],当RigidBody与另一个RigidBody碰撞时会发出信号。另见接触" -"报告[member contacts_reported]。" +"如果[code]true[/code],当RigidBody与另一个RigidBody碰撞时会发出信号。参阅" +"[member contacts_reported]。" #: doc/classes/RigidBody.xml:147 msgid "" @@ -59156,7 +60106,7 @@ msgid "" "If [code]true[/code], the body will emit signals when it collides with " "another RigidBody2D. See also [member contacts_reported]." msgstr "" -"如果[code]true[/code],则物体在与另一个RigidBody2D碰撞时会发出信号。另见" +"如果[code]true[/code],则物体在与另一个RigidBody2D碰撞时会发出信号。参阅" "[member contacts_reported]。" #: doc/classes/RigidBody2D.xml:121 @@ -61662,7 +62612,7 @@ msgstr "" "并不是可视化的。一个可碰撞物体可以使用这些层来选择它可以与哪些物体碰撞,使用" "collision_mask属性。\n" "如果对象A在对象B所扫描的任何层中,或者对象B在对象A所扫描的任何层中,就会检测" -"到接触。更多信息请参见文档中的[url=https://docs.godotengine.org/en/3.4/" +"到接触。更多信息请参阅文档中的[url=https://docs.godotengine.org/en/3.4/" "tutorials/physics/physics_introduction.html#collision-layers-and-masks]碰撞层" "和掩码[/url]。" @@ -62463,11 +63413,10 @@ msgid "" msgstr "如果[code]true[/code],深度测试被禁用,对象将按渲染顺序绘制。" #: doc/classes/SpatialMaterial.xml:195 -#, fuzzy msgid "" "If [code]true[/code], transparency is enabled on the body. See also [member " "params_blend_mode]." -msgstr "如果[code]true[/code],则启用主体的透明度。另见[member blend_mode]。" +msgstr "如果[code]true[/code],则启用物体的透明度。参阅[member blend_mode]。" #: doc/classes/SpatialMaterial.xml:198 #, fuzzy @@ -62475,14 +63424,13 @@ msgid "If [code]true[/code], the object is unaffected by lighting." msgstr "如果[code]true[/code],则对象不接收环境光。" #: doc/classes/SpatialMaterial.xml:201 -#, fuzzy msgid "" "If [code]true[/code], render point size can be changed.\n" "[b]Note:[/b] This is only effective for objects whose geometry is point-" "based rather than triangle-based. See also [member params_point_size]." msgstr "" "如果[code]true[/code],可以改变渲染点的大小。\n" -"[b]注意:[/b]这只对几何体是基于点而不是基于三角形的对象有效。另见[member " +"[b]注意:[/b]这只对几何体是基于点而不是基于三角形的对象有效。参阅[member " "point_size]。" #: doc/classes/SpatialMaterial.xml:205 @@ -62530,7 +63478,6 @@ msgstr "" "混合。要改变反射量,请使用[member roughness]。" #: doc/classes/SpatialMaterial.xml:217 -#, fuzzy msgid "" "Sets the size of the specular lobe. The specular lobe is the bright spot " "that is reflected from light sources.\n" @@ -62540,7 +63487,7 @@ msgid "" msgstr "" "设置镜面光叶的大小。镜面叶是光源反射的亮点。\n" "[b]注意:[/b]与[member metallic]不同,这不是能量守恒,所以在大多数情况下,应该" -"将其保留在[code]0.5[/code]。另见[member roughness]。" +"将其保留在[code]0.5[/code]。参阅[member roughness]。" #: doc/classes/SpatialMaterial.xml:221 msgid "" @@ -64519,39 +65466,32 @@ msgid "Constructs a new String from the given [Array]." msgstr "从给定的 [Array] 构造一个新字符串。" #: doc/classes/String.xml:136 -#, fuzzy msgid "Constructs a new String from the given [PoolByteArray]." -msgstr "从给定的 [PackedByteArray] 构造一个新字符串。" +msgstr "从给定的[PoolByteArray]构造一个新的字符串。" #: doc/classes/String.xml:143 -#, fuzzy msgid "Constructs a new String from the given [PoolIntArray]." -msgstr "从给定的 [Array] 构造一个新字符串。" +msgstr "从给定的[PoolIntArray]构造一个新的字符串。" #: doc/classes/String.xml:150 -#, fuzzy msgid "Constructs a new String from the given [PoolRealArray]." -msgstr "从给定的 [Array] 构造一个新字符串。" +msgstr "从给定的[PoolRealArray]构造一个新的字符串。" #: doc/classes/String.xml:157 -#, fuzzy msgid "Constructs a new String from the given [PoolStringArray]." -msgstr "从给定的 [PackedStringArray] 构造一个新字符串。" +msgstr "从给定的[PoolStringArray]构造一个新的字符串。" #: doc/classes/String.xml:164 -#, fuzzy msgid "Constructs a new String from the given [PoolVector2Array]." -msgstr "从给定的 [PackedVector2Array] 构造一个新字符串。" +msgstr "从给定的[PoolVector2Array]构造一个新的字符串。" #: doc/classes/String.xml:171 -#, fuzzy msgid "Constructs a new String from the given [PoolVector3Array]." -msgstr "从给定的 [PackedVector3Array] 构造一个新字符串。" +msgstr "从给定的[PoolVector3Array]构造一个新的字符串。" #: doc/classes/String.xml:178 -#, fuzzy msgid "Constructs a new String from the given [PoolColorArray]." -msgstr "从给定的 [PackedColorArray] 构造一个新字符串。" +msgstr "从给定的[PoolColorArray]构建一个新的字符串。" #: doc/classes/String.xml:185 msgid "Returns [code]true[/code] if the string begins with the given string." @@ -64689,16 +65629,17 @@ msgid "" "Finds the last occurrence of a substring. Returns the starting position of " "the substring or [code]-1[/code] if not found." msgstr "" +"查找最后一次出现的子字符串。如果未找到,则返回子字符串的起始位置或 [code]-1[/" +"code]。" #: doc/classes/String.xml:293 -#, fuzzy msgid "" "Finds the first occurrence of a substring, ignoring case. Returns the " "starting position of the substring or [code]-1[/code] if not found. " "Optionally, the initial search index can be passed." msgstr "" -"在数组中查找指定的值,返回对应的索引,未找到时返回 [code]-1[/code]。还可以传" -"入搜索起始位置的索引。" +"查找子字符串的第一次出现,忽略大小写。如果未找到,则返回子字符串的起始位置或 " +"[code]-1[/code]。或者,可以传递初始搜索索引。" #: doc/classes/String.xml:301 msgid "" @@ -64733,6 +65674,18 @@ msgid "" "print(\"\".get_extension()) # \"\" (empty string)\n" "[/codeblock]" msgstr "" +"如果字符串是一个有效的文件名或路径,返回不带句点的扩展名([code]. [/code])。" +"如果字符串不包含扩展名,则返回一个空字符串。\n" +"[codeblock]\n" +"print(\"/path/to/file.txt\".get_extension()) # \"txt\"\n" +"print(\"file.txt\".get_extension()) # \"txt\"\n" +"print(\"file.sample.txt\".get_extension()) # \"txt\"\n" +"print(\".txt\".get_extension()) # \"txt\"\n" +"print(\"file.txt.\".get_extension()) # \"\" (空字符串)\n" +"print(\"file.txt..\".get_extension()) # \"\" (空字符串)\n" +"print(\"txt\".get_extension()) # \"\" (空字符串)\n" +"print(\"\".get_extension()) # \"\" (空字符串)\n" +"[/codeblock]" #: doc/classes/String.xml:335 msgid "If the string is a valid file path, returns the filename." @@ -64897,6 +65850,9 @@ msgid "" "Reserved_IP_addresses]reserved IP addresses[/url] such as [code]0.0.0.0[/" "code] as valid." msgstr "" +"如果此字符串仅包含格式正确的 IPv4 或 IPv6 地址,则返回 [code]true[/code]。该" +"方法认为[url=https://en.wikipedia.org/wiki/Reserved_IP_addresses]保留IP地址[/" +"url]如[code]0.0.0.0[/code]是有效的。" #: doc/classes/String.xml:464 msgid "" @@ -66694,7 +67650,7 @@ msgid "" "Centers the viewport on the line the editing cursor is at. This also resets " "the [member scroll_horizontal] value to [code]0[/code]." msgstr "" -"将视口置于编辑光标所在的线上。这也会将 [member scroll_horizontal] 值重置为 " +"将视窗置于编辑光标所在的线上。这也会将 [member scroll_horizontal] 值重置为 " "[code]0[/code]。" #: doc/classes/TextEdit.xml:47 @@ -66728,7 +67684,7 @@ msgid "" "will center at the cursor position after the move occurs." msgstr "" "将光标移动到指定的 [code] column [/code] 索引处。\n" -"如果 [code]adjust_viewport[/code] 设置为 [code]true[/code],则移动发生后视口" +"如果 [code]adjust_viewport[/code] 设置为 [code]true[/code],则移动发生后视窗" "将以光标位置为中心。" #: doc/classes/TextEdit.xml:90 @@ -66740,7 +67696,7 @@ msgid "" "[code]line[/code] can be hidden using [method set_line_as_hidden]." msgstr "" "在指定的 [code] line [/code] 索引处移动光标。\n" -"如果 [code]adjust_viewport[/code] 设置为 [code]true[/code],则移动发生后视口" +"如果 [code]adjust_viewport[/code] 设置为 [code]true[/code],则移动发生后视窗" "将以光标位置为中心。\n" "如果 [code]can_be_hidden[/code] 设置为 [code]true[/code],则可以使用 [method " "set_line_as_hidden] 隐藏指定的 [code] line [/code]。" @@ -67268,7 +68224,7 @@ msgid "" msgstr "" "纹理的作用是在视频硬件中注册一个图像,然后可以在3D模型或2D[Sprite]或" "GUI[Control]中使用。\n" -"纹理通常是通过从文件中加载来创建的。参见[方法 @GDScript.load]。\n" +"纹理通常是通过从文件中加载来创建的。参阅[方法 @GDScript.load]。\n" "[Texture]是其他资源的基础。它不能被直接使用。\n" "[b]注意:[/b] 由于图形硬件的限制,最大的纹理尺寸是16384×16384像素。较大的纹理" "可能无法导入。" @@ -67452,7 +68408,7 @@ msgstr "" "[Theme]主题资源。它的创建速度更快,但它不像更复杂的[Control]那样支持本土化" "(localization)。\n" "\"正常\"状态必须包含一个纹理([member texture_normal]);其他纹理是可选的。\n" -"也请参见[BaseButton],它包含了与该节点相关的通用属性和方法。" +"也请参阅[BaseButton],它包含了与该节点相关的通用属性和方法。" #: doc/classes/TextureButton.xml:18 msgid "" @@ -69411,26 +70367,33 @@ msgid "Text [Color] used when the [ToolButton] is disabled." msgstr "禁用 [ToolButton] 时使用的文本 [Color]颜色。" #: doc/classes/ToolButton.xml:39 +msgid "" +"Text [Color] used when the [ToolButton] is focused. Only replaces the normal " +"text color of the button. Disabled, hovered, and pressed states take " +"precedence over this color." +msgstr "" + +#: doc/classes/ToolButton.xml:42 msgid "Text [Color] used when the [ToolButton] is being hovered." msgstr "[ToolButton] 悬停时使用的文本 [Color]颜色。" -#: doc/classes/ToolButton.xml:42 +#: doc/classes/ToolButton.xml:45 msgid "Text [Color] used when the [ToolButton] is being pressed." msgstr "按下 [ToolButton] 时使用的文本 [Color]颜色。" -#: doc/classes/ToolButton.xml:45 +#: doc/classes/ToolButton.xml:48 msgid "[StyleBox] used when the [ToolButton] is being hovered." msgstr "当[ToolButton]被悬停时使用的[StyleBox]。" -#: doc/classes/ToolButton.xml:48 +#: doc/classes/ToolButton.xml:51 msgid "The horizontal space between [ToolButton]'s icon and text." msgstr "[ToolButton] 的图标和文本之间的水平间距。" -#: doc/classes/ToolButton.xml:51 +#: doc/classes/ToolButton.xml:54 msgid "Default [StyleBox] for the [ToolButton]." msgstr "[ToolButton] 的默认 [StyleBox]。" -#: doc/classes/ToolButton.xml:54 +#: doc/classes/ToolButton.xml:57 msgid "[StyleBox] used when the [ToolButton] is being pressed." msgstr "当[ToolButton]被按下时使用的[StyleBox]。" @@ -72338,7 +73301,7 @@ msgstr "" "一个变体。\n" "- 可以存储几乎任何数据类型。\n" "- 可以在许多变体之间执行操作。GDScript使用变体作为其原子及原生数据类型。\n" -"- 可以被散列,所以可以快速与其他变体进行比较。\n" +"- 可以被哈希,所以可以快速与其他变体进行比较。\n" "- 可以用于数据类型之间的安全转换。\n" "- 可以用来抽象调用方法和它们的参数。Godot通过变体导出所有函数。\n" "- 可以用来推迟调用或在线程之间移动数据。\n" @@ -74442,11 +75405,11 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml:19 msgid "Add a custom signal with the specified name to the VisualScript." -msgstr "在可视化脚本中添加一个具有指定名称的自定义信号。" +msgstr "在可视化脚本中添加指定名称的自定义信号。" #: modules/visual_script/doc_classes/VisualScript.xml:26 msgid "Add a function with the specified name to the VisualScript." -msgstr "在可视化脚本中添加一个具有指定名称的函数。" +msgstr "在可视化脚本中添加指定名称的函数。" #: modules/visual_script/doc_classes/VisualScript.xml:36 msgid "Add a node to a function of the VisualScript." @@ -77070,7 +78033,7 @@ msgid "" "an empty string." msgstr "" "返回视频适配器的名称(例如:\"GeForce GTX 1080/PCIe/SSE2\")。\n" -"[b]注意:[/b]当运行一个无头或服务器可执行文件时,这个函数返回一个空字符串。" +"[b]注意:[/b]当运行一个精简或服务器可执行文件时,这个函数返回一个空字符串。" #: doc/classes/VisualServer.xml:996 msgid "" @@ -77079,7 +78042,7 @@ msgid "" "an empty string." msgstr "" "返回视频适配器的供应商(例如,\"NVIDIA Corporation\")。\n" -"[b]注意:[/b] 当运行无头或服务器可执行文件时,该函数返回一个空字符串。" +"[b]注意:[/b] 当运行精简或服务器可执行文件时,该函数返回一个空字符串。" #: doc/classes/VisualServer.xml:1003 msgid "Returns the id of a white texture. Creates one if none exists." @@ -77586,7 +78549,7 @@ msgid "" "splits resulting in a smoother transition between them. Equivalent to " "[member DirectionalLight.directional_shadow_blend_splits]." msgstr "" -"如果[code]true[/code],这个定向光会在阴影贴图分割之间混合,以使它们之间的过渡" +"如果[code]true[/code],这个平行光会在阴影贴图分割之间混合,以使它们之间的过渡" "更加平滑。相当于[member DirectionalLight.directional_shadow_blend_splits]。" #: doc/classes/VisualServer.xml:1519 @@ -77595,7 +78558,7 @@ msgid "" "[member DirectionalLight.directional_shadow_depth_range]. See [enum " "LightDirectionalShadowDepthRangeMode] for options." msgstr "" -"设置这个定向光源的阴影深度范围模式。相当于[member DirectionalLight." +"设置这个平行光源的阴影深度范围模式。相当于[member DirectionalLight." "directional_shadow_depth_range]。参阅[enum " "LightDirectionalShadowDepthRangeMode]的选项。" @@ -77605,7 +78568,7 @@ msgid "" "DirectionalLight.directional_shadow_mode]. See [enum " "LightDirectionalShadowMode] for options." msgstr "" -"设置此定向光源的阴影模式。相当于[member DirectionalLight3D." +"设置此平行光源的阴影模式。相当于[member DirectionalLight3D." "directional_shadow_mode]。参阅[enum LightDirectionalShadowMode]的选项。" #: doc/classes/VisualServer.xml:1535 @@ -78744,7 +79707,7 @@ msgstr "" "将视窗复制到屏幕上由[code]rect[/code]指定的区域。如果[member Viewport." "render_direct_to_screen]是[code]true[/code],那么视窗就不会使用帧缓冲器,视窗" "的内容会直接渲染到屏幕上。然而,请注意,根视窗是最后绘制的,因此它将在屏幕上" -"绘制。因此,你必须将根视口设置为一个不覆盖你所附加的这个视口的区域。\n" +"绘制。因此,你必须将根视窗设置为一个不覆盖你所附加的这个视窗的区域。\n" "例如,你可以用以下代码将根视窗设置为完全不渲染。\n" "[codeblock]\n" "func _ready():\n" @@ -78752,7 +79715,7 @@ msgstr "" " $Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))\n" "[/codeblock]\n" "使用这个方法可以带来明显的优化,特别是在低端设备上。然而,它的代价是必须手动" -"管理你的视口。对于进一步的优化,请看,[method " +"管理你的视窗。对于进一步的优化,请看,[method " "viewport_set_render_direct_to_screen]。" #: doc/classes/VisualServer.xml:2882 @@ -78763,7 +79726,7 @@ msgid "" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" -"创建一个空视口并将其添加到VisualServer中。可以用返回的RID来访问它。这个RID将" +"创建一个空视窗并将其添加到VisualServer中。可以用返回的RID来访问它。这个RID将" "用于所有[code]viewport_*[/code] 的VisualServer函数。\n" "一旦你用完了RID,你要使用VisualServer的[method free_rid]静态方法释放RID。" @@ -78783,7 +79746,7 @@ msgstr "返回视窗的最后渲染帧。" #: doc/classes/VisualServer.xml:2913 msgid "Detaches a viewport from a canvas and vice versa." -msgstr "从画布分离视口,反之亦然。" +msgstr "从画布分离视窗,反之亦然。" #: doc/classes/VisualServer.xml:2921 msgid "If [code]true[/code], sets the viewport active, else sets it inactive." @@ -78864,11 +79827,11 @@ msgid "" "significantly larger than the window size." msgstr "" "如果[code]true[/code],直接将视窗的内容渲染到屏幕上。这允许一个低级别的优化," -"你可以跳过绘制视口到根视口。虽然这种优化可以显著提高速度(特别是在旧设备" -"上),但它是以牺牲可用性为代价的。当启用这个功能时,你不能从视口或" +"你可以跳过绘制视窗到根视窗。虽然这种优化可以显著提高速度(特别是在旧设备" +"上),但它是以牺牲可用性为代价的。当启用这个功能时,你不能从视窗或" "[code]SCREEN_TEXTURE[/code]中读取。你也会失去某些窗口设置的好处,比如各种拉伸" "模式。另一个需要注意的后果是,在2D中,渲染是以窗口坐标进行的,所以如果你有一" -"个两倍于窗口大小的视口,并且你设置了这个,那么只有适合窗口的部分才会被绘制," +"个两倍于窗口大小的视窗,并且你设置了这个,那么只有适合窗口的部分才会被绘制," "没有自动缩放的可能,即使你的游戏场景明显大于窗口大小。" #: doc/classes/VisualServer.xml:3037 @@ -78901,8 +79864,8 @@ msgid "" "[code]0.5[/code] generally give the best results. See also [method " "viewport_set_use_fxaa]." msgstr "" -"为视口[code]viewport[/code]设定锐化强度[code]intensity[/code]。如果设置为大于" -"[code]0.0[/code]的值,对比度适应性锐化将被应用到3D视口中。这具有较低的性能成" +"为视窗[code]viewport[/code]设定锐化强度[code]intensity[/code]。如果设置为大于" +"[code]0.0[/code]的值,对比度适应性锐化将被应用到3D视窗中。这具有较低的性能成" "本,可以用来恢复使用FXAA时损失的一些锐度。一般来说,[code]0.5[/code]左右的值" "可以得到最好的效果。参阅[method viewport_set_use_fxaa]。" @@ -79327,15 +80290,15 @@ msgstr "在计算阴影贴图时,在水平方向上使用更多的细节。" #: doc/classes/VisualServer.xml:3447 msgid "Use orthogonal shadow projection for directional light." -msgstr "对定向光使用正交阴影投影。" +msgstr "对平行光使用正交阴影投影。" #: doc/classes/VisualServer.xml:3450 msgid "Use 2 splits for shadow projection when using directional light." -msgstr "使用定向光时,使用 2 个分割进行阴影投影。" +msgstr "使用平行光时,使用 2 个分割进行阴影投影。" #: doc/classes/VisualServer.xml:3453 msgid "Use 4 splits for shadow projection when using directional light." -msgstr "使用定向光时,使用 4 个分割进行阴影投影。" +msgstr "使用平行光时,使用 4 个分割进行阴影投影。" #: doc/classes/VisualServer.xml:3456 msgid "" @@ -83786,6 +84749,24 @@ msgid "" "If [code]true[/code], child nodes are sorted, otherwise sorting is disabled." msgstr "如果为[code]true[/code],则对子节点进行排序,否则禁用排序。" +#~ msgid "" +#~ "Returns a list of intersecting [Area]s. For performance reasons " +#~ "(collisions are all processed at the same time) this list is modified " +#~ "once during the physics step, not immediately after objects are moved. " +#~ "Consider using signals instead." +#~ msgstr "" +#~ "返回一个相交的区域[Area]的列表。由于性能原因(碰撞都是同时处理的),这个列" +#~ "表在物理步骤中被修改一次,而不是在物体被移动后立即修改。可以考虑使用信号来" +#~ "代替。" + +#~ msgid "Emitted when the resource value was set and user clicked to edit it." +#~ msgstr "在设置资源值并且用户单击以对其进行编辑时发出。" + +#~ msgid "" +#~ "OpenGL texture format [code]RED[/code] with a single component and a " +#~ "bitdepth of 8." +#~ msgstr "OpenGL纹理格式[code]RED[/code],具有单一分量,位深为8。" + #~ msgid "Returns the label used for built-in text." #~ msgstr "返回用于内置文本的标签。" |