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-rw-r--r--doc/translations/zh_CN.po6109
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。"