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Diffstat (limited to 'doc/translations/zh_CN.po')
-rw-r--r-- | doc/translations/zh_CN.po | 1108 |
1 files changed, 859 insertions, 249 deletions
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index cbef0b9212..af21d97dab 100644 --- a/doc/translations/zh_CN.po +++ b/doc/translations/zh_CN.po @@ -62,7 +62,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-05-14 20:22+0000\n" +"PO-Revision-Date: 2022-05-24 13:02+0000\n" "Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n" "Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/" "godot-engine/godot-class-reference/zh_Hans/>\n" @@ -1448,7 +1448,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml -#, fuzzy msgid "" "Returns a random floating point value between [code]from[/code] and " "[code]to[/code] (both endpoints inclusive).\n" @@ -1457,10 +1456,12 @@ msgid "" "[/codeblock]\n" "[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]." msgstr "" -"随机范围,[code]from[/code] 和 [code]to[/code] 之间的任何浮点值。\n" +"返回随机浮点值,范围为 [code]from[/code] 和 [code]to[/code] 之间(两端均包含" +"在内)。\n" "[codeblock]\n" "prints(rand_range(0, 1), rand_range(0, 1)) # 输出举例 0.135591 0.405263\n" -"[/codeblock]" +"[/codeblock]\n" +"[b]注意:[/b]与 [code]randf() * (to - from) + from[/code] 等价。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -1561,6 +1562,39 @@ msgid "" "3\n" "[/codeblock]" msgstr "" +"返回给定范围的数组。[method range] 的调用方法有三种:\n" +"[code]range(n: int)[/code]:从 0 开始,每次加 1,在到达 [code]n[/code] [i]之" +"前[/i]停止。[b]不包含[/b]参数 [code]n[/code]。\n" +"[code]range(b: int, n: int)[/code]:从 [code]b[/code] 开始,每次加 1,在到达 " +"[code]n[/code] [i]之前[/i]停止。[b]包含[/b]参数 [code]b[/code],[b]不包含[/b]" +"参数 [code]n[/code]。\n" +"[code]range(b: int, n: int, s: int)[/code]:从 [code]b[/code] 开始,每次加 " +"[code]s[/code],在到达 [code]n[/code] [i]之前[/i]停止。[b]包含[/b]参数 " +"[code]b[/code],[b]不包含[/b]参数 [code]n[/code]。参数 [code]s[/code] [b]可" +"以[/b]为负数,但不能为 [code]0[/code]。如果 [code]s[/code] 为 [code]0[/" +"code],会输出一条错误。\n" +"[method range] 会先将所有参数转换为 [int] 再进行处理。\n" +"[b]注意:[/b]如果不存在满足条件的值,则返回空数组(例如 [code]range(2, 5, -1)" +"[/code] 和 [code]range(5, 5, 1)[/code])。\n" +"示例:\n" +"[codeblock]\n" +"print(range(4)) # 输出 [0, 1, 2, 3]\n" +"print(range(2, 5)) # 输出 [2, 3, 4]\n" +"print(range(0, 6, 2)) # 输出 [0, 2, 4]\n" +"print(range(4, 1, -1)) # 输出 [4, 3, 2]\n" +"[/codeblock]\n" +"反向遍历 [Array] 请使用:\n" +"[codeblock]\n" +"var array = [3, 6, 9]\n" +"for i in range(array.size(), 0, -1):\n" +" print(array[i - 1])\n" +"[/codeblock]\n" +"输出:\n" +"[codeblock]\n" +"9\n" +"6\n" +"3\n" +"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -5054,13 +5088,11 @@ msgid "Maximum value for the mode enum." msgstr "模式列举的最大值。" #: doc/classes/AnimatedSprite.xml -#, fuzzy msgid "" "Sprite node that contains multiple textures as frames to play for animation." msgstr "可以使用多个纹理进行动画处理的精灵节点。" #: doc/classes/AnimatedSprite.xml -#, fuzzy msgid "" "[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple " "textures as animation frames. Animations are created using a [SpriteFrames] " @@ -5075,12 +5107,14 @@ msgid "" "code] will make it so the [code]run[/code] animation uses normal and " "specular maps." msgstr "" -"动画通过一个 [SpriteFrames] 资源创建,而该资源可以通过动画帧面板在编辑器中配" -"置。\n" -"[b]注意:[/b]您可以通过创建附加的带有 [code]_normal[/code] 后缀的 " -"[SpriteFrames] 资源来关联一组法线贴图。例如,如有 2 个 [SpriteFrames] 资源 " -"[code]run[/code] 和 [code]run_normal[/code],将使 [code]run[/code] 动画使用该" -"法线贴图。" +"[AnimatedSprite] 与 [Sprite] 节点类似,但是包含多张纹理,可用作动画帧。动画使" +"用 [SpriteFrames] 资源创建,可以导入图像文件(或包含此类文件的文件夹)为该精" +"灵提供动画帧。可以在编辑器的“动画帧”底部面板中配置 [SpriteFrames] 资源。\n" +"[b]注意:[/b]你可以通过创建附加的带有 [code]_normal[/code] 或 " +"[code]_specular[/code] 后缀的 [SpriteFrames] 资源来关联一组法线或镜面反射贴" +"图。例如,如有 3 个 [SpriteFrames] 资源 [code]run[/code]、[code]run_normal[/" +"code]、 [code]run_specular[/code],将使 [code]run[/code] 动画使用该法线贴图和" +"镜面反射贴图。" #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml msgid "2D Sprite animation" @@ -5111,13 +5145,12 @@ msgid "Stops the current animation (does not reset the frame counter)." msgstr "停止播放当前动画(不会重置帧计数器)。" #: doc/classes/AnimatedSprite.xml -#, fuzzy msgid "" "The current animation from the [member frames] resource. If this value " "changes, the [code]frame[/code] counter is reset." msgstr "" -"来自 [code]frames[/code] 资源的当前动画。如果这个值发生变化,[code]frame[/" -"code] 计数器会被重置。" +"来自 [member frames] 资源的当前动画。如果这个值发生变化,[code]frame[/code] " +"计数器会被重置。" #: doc/classes/AnimatedSprite.xml doc/classes/SpriteBase3D.xml msgid "If [code]true[/code], texture will be centered." @@ -5145,6 +5178,8 @@ msgid "" "option to load, edit, clear, make unique and save the states of the " "[SpriteFrames] resource." msgstr "" +"包含动画的 [SpriteFrames] 资源。可以对 [SpriteFrames] 资源进行加载、编辑、清" +"空、唯一化、保存状态等操作。" #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml #: doc/classes/SpriteBase3D.xml @@ -7069,7 +7104,6 @@ msgid "" msgstr "将键值为[code]name[/code]的现有动画重命名为[code]newname[/code]。" #: doc/classes/AnimationPlayer.xml -#, fuzzy msgid "" "Seeks the animation to the [code]seconds[/code] point in time (in seconds). " "If [code]update[/code] is [code]true[/code], the animation updates too, " @@ -7081,7 +7115,9 @@ msgid "" msgstr "" "将动画寻道到时间点 [code]seconds[/code](单位为秒)。[code]update[/code] 为 " "[code]true[/code] 时会同时更新动画,否则会在处理时更新。当前帧和 " -"[code]seconds[/code] 之间的事件会被跳过。" +"[code]seconds[/code] 之间的事件会被跳过。\n" +"[b]注意:[/b]寻道至动画的末尾不会触发 [signal animation_finished]。如果你想要" +"跳过动画并触发该信号,请使用 [method advance]。" #: doc/classes/AnimationPlayer.xml msgid "" @@ -8679,14 +8715,14 @@ msgstr "" #: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml #: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml #: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -#, fuzzy msgid "" "Searches the array for a value and returns its index or [code]-1[/code] if " "not found. Optionally, the initial search index can be passed. Returns " "[code]-1[/code] if [code]from[/code] is out of bounds." 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。" +"入搜索起始位置的索引。如果 [code]from[/code] 在有效范围以外则返回 [code]-1[/" +"code]。" #: doc/classes/Array.xml msgid "" @@ -8881,7 +8917,6 @@ msgstr "" #: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml #: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml #: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -#, fuzzy msgid "" "Searches the array in reverse order. Optionally, a start search index can be " "passed. If negative, the start index is considered relative to the end of " @@ -8889,7 +8924,8 @@ msgid "" "searches from the end of the array." msgstr "" "逆序搜索数组。还可以传入搜索起始位置的索引,如果为负数,则起始位置从数组的末" -"尾开始计算。" +"尾开始计算。如果调整后的起始索引号在有效范围之外,这个方法会从数组的末尾开始" +"搜索。" #: doc/classes/Array.xml msgid "" @@ -9177,8 +9213,8 @@ msgstr "" "预期的剔除特别有用。" #: doc/classes/ArrayMesh.xml -msgid "Default value used for index_array_len when no indices are present." -msgstr "没有索引时,index_array_len 的默认值。" +msgid "Value used internally when no indices are present." +msgstr "没有索引时,内部所使用的值。" #: doc/classes/ArrayMesh.xml msgid "Amount of weights/bone indices per vertex (always 4)." @@ -10291,7 +10327,6 @@ msgstr "" "注意这个函数隐藏在默认的 [code]AStar[/code] 类中。" #: doc/classes/AStar.xml -#, 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 " @@ -10309,17 +10344,17 @@ 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,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" +"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] 必须大于等于 " +"0,[code]weight_scale[/code] 必须大于等于 0.0。\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" +"astar.add_point(1, Vector3(1, 0, 0), 4) # 添加点 (1, 0, 0)、权重缩放为 4、ID " +"1\n" "[/codeblock]\n" -"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" +"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 @@ -10599,7 +10634,6 @@ msgstr "" "请注意,这个函数隐藏在默认的 [code]AStar2D[/code] 类中。" #: doc/classes/AStar2D.xml -#, 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 " @@ -10617,17 +10651,16 @@ 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,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" +"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] 必须大于等于 " +"0,[code]weight_scale[/code] 必须大于等于 0.0。\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" +"astar.add_point(1, Vector2(1, 0), 4) # 添加点 (1, 0)、权重为 4、ID 为 1\n" "[/codeblock]\n" -"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。" +"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 msgid "Returns whether there is a connection/segment between the given points." @@ -14380,26 +14413,24 @@ msgstr "" "平面距离相机的场景为给定的 [code]z_depth[/code] 距离。" #: doc/classes/Camera.xml -#, fuzzy msgid "" "Returns a normal vector in world space, that is the result of projecting a " "point on the [Viewport] rectangle by the inverse 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。" +"返回世界空间中的法线向量,即通过逆相机投影在 [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 -#, fuzzy msgid "" "Returns a 3D position in world space, that is the result of projecting a " "point on the [Viewport] rectangle by the inverse 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 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。" +"返回世界空间中的 3D 坐标,即通过逆相机投影在 [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 msgid "" @@ -16769,7 +16800,6 @@ msgstr "" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml #: doc/classes/Navigation.xml doc/classes/Navigation2D.xml -#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "Returns the object's [RID]." msgstr "返回对象的 [RID]。" @@ -17140,18 +17170,19 @@ msgstr "碰撞构建模式。使用[enum BuildMode]常量之一。" #: doc/classes/CollisionPolygon2D.xml msgid "If [code]true[/code], no collisions will be detected." -msgstr "如果[code]true[/code],将不会检测到碰撞。" +msgstr "如果为 [code]true[/code],则不会检测到碰撞。" #: doc/classes/CollisionPolygon2D.xml -#, fuzzy msgid "" "If [code]true[/code], only edges that face up, relative to " "[CollisionPolygon2D]'s rotation, will collide with other objects.\n" "[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a " "child of an [Area2D] node." msgstr "" -"如果[code]true[/code],相对于[CollisionPolygon2D]的旋转而言,只有面朝上的边缘" -"才会与其他对象发生碰撞。" +"如果为 [code]true[/code],则只有面朝上的边缘才会与其他对象发生碰撞,方向是相" +"对于 [CollisionPolygon2D] 的旋转而言的。\n" +"[b]注意:[/b]如果这个 [CollisionPolygon2D] 是 [Area2D] 节点的子节点,则这个属" +"性无效。" #: doc/classes/CollisionPolygon2D.xml msgid "" @@ -17258,13 +17289,15 @@ msgstr "" "改变。" #: doc/classes/CollisionShape2D.xml -#, fuzzy msgid "" "Sets whether this collision shape should only detect collision on one side " "(top or bottom).\n" "[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a " "child of an [Area2D] node." -msgstr "设置此碰撞形状是否仅应检测到一侧(顶部或底部)的碰撞。" +msgstr "" +"设置此碰撞形状是否仅应检测到一侧(顶部或底部)的碰撞。\n" +"[b]注意:[/b]如果这个 [CollisionShape2D] 是 [Area2D] 节点的子节点,则这个属性" +"无效。" #: doc/classes/CollisionShape2D.xml msgid "" @@ -20712,15 +20745,15 @@ msgstr "当用户将鼠标悬停在节点上时,显示系统的交叉鼠标光 #: doc/classes/Control.xml msgid "" -"Show the system's wait mouse cursor, often an hourglass, when the user " -"hovers the node." -msgstr "当用户悬停节点时,显示系统的等待鼠标光标,通常是一个沙漏。" +"Show the system's wait mouse cursor when the user hovers the node. Often an " +"hourglass." +msgstr "当用户悬停节点时,显示系统等待的鼠标光标。通常是一个沙漏。" #: doc/classes/Control.xml msgid "" "Show the system's busy mouse cursor when the user hovers the node. Often an " -"hourglass." -msgstr "当用户悬停节点时,显示系统繁忙的鼠标光标。通常是一个沙漏。" +"arrow with a small hourglass." +msgstr "当用户悬停节点时,显示系统繁忙的鼠标光标。通常是箭头加一个小沙漏。" #: doc/classes/Control.xml msgid "" @@ -22123,13 +22156,13 @@ msgid "A cryptographic key (RSA)." msgstr "加密密钥(RSA)。" #: doc/classes/CryptoKey.xml +#, fuzzy msgid "" "The CryptoKey class represents a cryptographic key. Keys can be loaded and " "saved like any other [Resource].\n" "They can be used to generate a self-signed [X509Certificate] via [method " "Crypto.generate_self_signed_certificate] and as private key in [method " -"StreamPeerSSL.accept_stream] along with the appropriate certificate.\n" -"[b]Note:[/b] Not available in HTML5 exports." +"StreamPeerSSL.accept_stream] along with the appropriate certificate." msgstr "" "CryptoKey类表示加密密钥。可以像其他任何[Resource]一样加载和保存键。\n" "它们可用于通过[method Crypto.generate_self_signed_certificate]生成自签名" @@ -23807,6 +23840,7 @@ msgid "Dictionary type." msgstr "字典类型。" #: doc/classes/Dictionary.xml +#, fuzzy msgid "" "Dictionary type. Associative container which contains values referenced by " "unique keys. Dictionaries are composed of pairs of keys (which must be " @@ -23850,7 +23884,7 @@ msgid "" "accessing the dictionary with isn't a fixed string (such as a number or " "variable).\n" "[codeblock]\n" -"export(string, \"White\", \"Yellow\", \"Orange\") var my_color\n" +"export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n" "var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n" "func _ready():\n" " # We can't use dot syntax here as `my_color` is a variable.\n" @@ -25391,8 +25425,8 @@ msgid "Returns the scan progress for 0 to 1 if the FS is being scanned." msgstr "如果文件系统正在被扫描,返回扫描的进度,值为0-1。" #: doc/classes/EditorFileSystem.xml -msgid "Returns [code]true[/code] of the filesystem is being scanned." -msgstr "返回 [code]true[/code] 如果文件系统已经被扫[/code]描完毕。" +msgid "Returns [code]true[/code] if the filesystem is being scanned." +msgstr "如果文件系统正在进行扫描,则返回 [code]true[/code]。" #: doc/classes/EditorFileSystem.xml msgid "Scan the filesystem for changes." @@ -28130,9 +28164,8 @@ msgstr "" "[EditorInspectorPlugin] 一起使用,以重新创建相同的行为。" #: doc/classes/EditorSpinSlider.xml -#, fuzzy msgid "If [code]true[/code], the slider is hidden." -msgstr "如果[code]true[/code],隐藏折叠箭头。" +msgstr "如果为 [code]true[/code],则隐藏滑动条。" #: doc/classes/EditorVCSInterface.xml msgid "" @@ -30713,6 +30746,26 @@ msgstr "返回字体的上升幅度(超出基线的像素数)。" #: doc/classes/Font.xml msgid "" +"Returns outline contours of the glyph as a [code]Dictionary[/code] with the " +"following contents:\n" +"[code]points[/code] - [PoolVector3Array], containing outline points. " +"[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is " +"the type of the point, using the [enum ContourPointTag] values.\n" +"[code]contours[/code] - [PoolIntArray], containing indices the end " +"points of each contour.\n" +"[code]orientation[/code] - [bool], contour orientation. If [code]true[/" +"code], clockwise contours must be filled." +msgstr "" +"返回该字形的描边轮廓,是包含下列内容的 [code]Dictionary[/code]:\n" +"[code]points[/code] - [PoolVector3Array],包含轮廓点。[code]x[/code] " +"和 [code]y[/code] 是点的坐标。[code]z[/code] 是该点的类型,使用的是 [enum " +"ContourPointTag] 中的值。\n" +"[code]contours[/code] - [PoolIntArray],包含各个轮廓点的索引。\n" +"[code]orientation[/code] - [bool],轮廓朝向。为 [code]true[/code] 时必须填" +"充顺时针轮廓。" + +#: doc/classes/Font.xml +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." @@ -30721,6 +30774,26 @@ msgstr "" "高度是字体高度(见 [method get_height]),与该字形的高度没有关系。" #: doc/classes/Font.xml +msgid "Returns resource id of the cache texture containing the char." +msgstr "返回包含该字符的缓存纹理的资源 ID。" + +#: doc/classes/Font.xml +msgid "Returns size of the cache texture containing the char." +msgstr "返回包含该字符的缓存纹理的大小。" + +#: doc/classes/Font.xml +msgid "Returns char offset from the baseline." +msgstr "返回相对于基线的字符偏移。" + +#: doc/classes/Font.xml +msgid "Returns size of the char." +msgstr "返回该字符的大小。" + +#: doc/classes/Font.xml +msgid "Returns rectangle in the cache texture containing the char." +msgstr "返回包含该字符的缓存纹理的矩形区域。" + +#: doc/classes/Font.xml msgid "Returns the font descent (number of pixels below the baseline)." msgstr "返回字体的减少量(低于基线的像素数)。" @@ -30755,6 +30828,22 @@ msgstr "" "在编辑一个字体后(改变大小、升部、字框等)。调用这个函数,将变化传播给可能使" "用它的控件。" +#: doc/classes/Font.xml +msgid "Contour point is on the curve." +msgstr "轮廓点在曲线上。" + +#: doc/classes/Font.xml +msgid "" +"Contour point isn't on the curve, but serves as a control point for a conic " +"(quadratic) Bézier arc." +msgstr "轮廓点不在曲线上,而是作为圆锥(二次)贝塞尔曲线的控制点。" + +#: doc/classes/Font.xml +msgid "" +"Contour point isn't on the curve, but serves as a control point for a cubic " +"Bézier arc." +msgstr "轮廓点不在曲线上,而是作为三次贝塞尔曲线的控制点。" + #: doc/classes/FuncRef.xml msgid "Reference to a function in an object." msgstr "对一个对象中的一个函数的引用。" @@ -31649,11 +31738,12 @@ msgstr "" "code],否则返回 [code]false[/code]。" #: doc/classes/Geometry.xml +#, fuzzy msgid "" "Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and " "([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the " "point of intersection as [Vector2]. If no intersection takes place, returns " -"an empty [Variant].\n" +"[code]null[/code].\n" "[b]Note:[/b] The lines are specified using direction vectors, not end points." msgstr "" "检查两行([code]from_a[/code],[code]dir_a[/code])和([code]from_b[/code]," @@ -31816,11 +31906,12 @@ msgstr "" "交点的法线。" #: doc/classes/Geometry.xml +#, fuzzy msgid "" "Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and " "([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point " -"of intersection as [Vector2]. If no intersection takes place, returns an " -"empty [Variant]." +"of intersection as [Vector2]. If no intersection takes place, returns " +"[code]null[/code]." msgstr "" "检查两段([code]from_a[/code], [code]to_a[/code])和([code]from_b[/code], " "[code]to_b[/code])是否相交。如果是,返回相交点为[Vector2]。如果没有发生相" @@ -32647,6 +32738,7 @@ msgid "" "Defines how the colors between points of the gradient are interpolated. See " "[enum InterpolationMode] for available modes." msgstr "" +"定义如何在渐变点之间对颜色进行插值。可用的模式见 [enum InterpolationMode]。" #: doc/classes/Gradient.xml msgid "Gradient's offsets returned as a [PoolRealArray]." @@ -32658,6 +32750,8 @@ msgid "" "uniform between. This might cause visible aliasing when used for a gradient " "texture in some cases." msgstr "" +"常量插值,颜色会在每个点上突变,在点和点之间保持一致。在某些情况下用于渐变纹" +"理时,可能会造成明显的锯齿。" #: doc/classes/GradientTexture.xml msgid "Gradient-filled texture." @@ -33018,8 +33112,13 @@ msgid "Emitted when the user presses [code]Ctrl + C[/code]." msgstr "当用户按[code]Ctrl + C[/code]时触发。" #: doc/classes/GraphEdit.xml -msgid "Emitted when a GraphNode is attempted to be removed from the GraphEdit." -msgstr "当试图从图形编辑GraphEdit中删除一个图形节点GraphNode时发出。" +msgid "" +"Emitted when a GraphNode is attempted to be removed from the GraphEdit. " +"Provides a list of node names to be removed (all selected nodes, excluding " +"nodes without closing button)." +msgstr "" +"当有 GraphNode 尝试从该 GraphEdit 中移除时触发。提供要移除的节点名称列表(所" +"有选中的节点,除去不包含关闭按钮的节点)。" #: doc/classes/GraphEdit.xml msgid "" @@ -33742,6 +33841,7 @@ msgid "Context to compute cryptographic hashes over multiple iterations." msgstr "在多次迭代中计算加密哈希的上下文。" #: doc/classes/HashingContext.xml +#, fuzzy msgid "" "The HashingContext class provides an interface for computing cryptographic " "hashes over multiple iterations. This is useful for example when computing " @@ -33768,8 +33868,7 @@ msgid "" " var res = ctx.finish()\n" " # Print the result as hex string and array.\n" " printt(res.hex_encode(), Array(res))\n" -"[/codeblock]\n" -"[b]Note:[/b] Not available in HTML5 exports." +"[/codeblock]" msgstr "" "HashingContext 类为计算多次迭代的加密哈希值提供接口。例如,当计算大文件的哈希" "值(你不必在内存中加载它们)、网络流和一般的数据流(你不必持有缓冲区)时,这" @@ -33887,7 +33986,8 @@ msgstr "" "HingeJoint(铰链关节)通常使用物体 A 的 Z 轴作为铰链轴,但手动添加时可以指定" "另一个轴。请参阅 [Generic6DOFJoint]。" -#: doc/classes/HingeJoint.xml doc/classes/SpriteBase3D.xml +#: doc/classes/HingeJoint.xml doc/classes/Label3D.xml +#: doc/classes/SpriteBase3D.xml msgid "Returns the value of the specified flag." msgstr "返回指定标志的值。" @@ -35445,8 +35545,14 @@ msgstr "" "主机。" #: doc/classes/HTTPRequest.xml -msgid "Maximum allowed size for response bodies." -msgstr "允许的最大响应体大小。" +msgid "" +"Maximum allowed size for response bodies ([code]-1[/code] means no limit). " +"When only small files are expected, this can be used to prevent disallow " +"receiving files that are too large, preventing potential denial of service " +"attacks." +msgstr "" +"允许的响应体大小上限([code]-1[/code] 表示无限制)。只想要较小的文件时,可用" +"于拒绝接收太大的文件,防止可能的拒绝服务攻击。" #: doc/classes/HTTPRequest.xml msgid "" @@ -35461,12 +35567,43 @@ msgstr "" "4096 表示 4 KiB。" #: doc/classes/HTTPRequest.xml -msgid "The file to download into. Will output any received file into it." -msgstr "下载到的文件。将在其中写入任何收到的文件。" +msgid "" +"The file to download into. If set to a non-empty string, the request output " +"will be written to the file located at the path. If a file already exists at " +"the specified location, it will be overwritten as soon as body data begins " +"to be received.\n" +"[b]Note:[/b] Folders are not automatically created when the file is created. " +"If [member download_file] points to a subfolder, it's recommended to create " +"the necessary folders beforehand using [method Directory.make_dir_recursive] " +"to ensure the file can be written." +msgstr "" +"下载到的文件。设为非空字符串时,请求的输出会被写入位于该路径的文件中。如果在" +"指定的位置已存在文件,一旦开始接收响应体数据,该文件就会被覆盖。\n" +"[b]注意:[/b]创建该文件时,不会自动创建文件夹。如果 [member download_file] 指" +"向子文件夹,建议提前使用 [method Directory.make_dir_recursive] 创建好必要的文" +"件夹,确保能够写入文件。" #: doc/classes/HTTPRequest.xml -msgid "Maximum number of allowed redirects." -msgstr "允许的最大重定向数。" +msgid "" +"Maximum number of allowed redirects. This is used to prevent endless " +"redirect loops." +msgstr "允许的最大重定向数。用于防止无限重定向循环。" + +#: doc/classes/HTTPRequest.xml +msgid "" +"If set to a value greater than [code]0.0[/code], the HTTP request will time " +"out after [code]timeout[/code] seconds have passed and the request is not " +"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set " +"[member timeout] to a value greater than [code]0.0[/code] to prevent the " +"application from getting stuck if the request fails to get a response in a " +"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent " +"the download from failing if it takes too much time." +msgstr "" +"如果设为大于 [code]0.0[/code] 的值,在经过 [code]timeout[/code] 秒仍未[i]完成" +"[/i]请求时,该 HTTP 请求就会超时。对于 REST API 等较小的 HTTP 请求,将 " +"[member timeout] 设为大于 [code]0.0[/code] 的值可以定时防止应用程序在失败时陷" +"入长时间的无响应状态。下载文件时请保持 [code]0.0[/code],防止在需要花费较长时" +"间下载时导致下载失败。" #: doc/classes/HTTPRequest.xml msgid "If [code]true[/code], multithreading is used to improve performance." @@ -37383,20 +37520,20 @@ msgstr "十字光标。通常出现在可以执行绘制操作或进行选择的 #: doc/classes/Input.xml msgid "" "Wait cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application is still usable during the " -"operation." +"This cursor shape denotes that the application isn't usable during the " +"operation (e.g. something is blocking its main thread)." 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。" +"等待光标。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,有东西阻塞了主线程)。" #: doc/classes/Input.xml msgid "" "Busy cursor. Indicates that the application is busy performing an operation. " -"This cursor shape denotes that the application isn't usable during the " -"operation (e.g. something is blocking its main thread)." +"This cursor shape denotes that the application is still usable during the " +"operation." msgstr "" -"忙碌光标。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,有东西阻塞了主线程)。" +"忙碌光标。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 msgid "Drag cursor. Usually displayed when dragging something." @@ -38113,7 +38250,7 @@ msgstr "" #: doc/classes/InputEventScreenDrag.xml msgid "" "Input event type for screen drag events. Only available on mobile devices." -msgstr "屏幕拖动事件的输入事件类型。只适用于移动设备。" +msgstr "屏幕拖动事件的输入事件类型。仅适用于移动设备。" #: doc/classes/InputEventScreenDrag.xml msgid "Contains screen drag information. See [method Node._input]." @@ -38143,7 +38280,7 @@ msgid "" "(only available on mobile devices)" msgstr "" "用于屏幕触摸事件的输入事件类型。\n" -"(仅适用于移动设备)" +"(仅适用于移动设备)" #: doc/classes/InputEventScreenTouch.xml msgid "" @@ -40428,11 +40565,11 @@ msgstr "" "限制可见字符的数量。如果你把 [code]percent_visible[/code] 设置为 0.5,则屏幕" "上最多只能显示该文本中一半数量的字符。这在对话框中对文本进行动画处理很有用。" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml msgid "The text to display on screen." msgstr "要在屏幕上显示的文本。" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "If [code]true[/code], all the text displays as UPPERCASE." msgstr "如果为 [code]true[/code],所有文本都将显示为大写。" @@ -40447,35 +40584,35 @@ msgstr "" msgid "Restricts the number of characters to display. Set to -1 to disable." msgstr "限制显示的字符数。设置为 -1 表示禁用限制。" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "Align rows to the left (default)." msgstr "将行左对齐,默认。" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "Align rows centered." msgstr "将行居中对齐。" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml msgid "Align rows to the right." msgstr "将行右对齐。" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Expand row whitespaces to fit the width." msgstr "扩展行空白以适应宽度。" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text to the top." msgstr "将整个文本对齐到顶部。" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text to the center." msgstr "将整个文本居中对齐。" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text to the bottom." msgstr "将整个文本与底部对齐。" -#: doc/classes/Label.xml +#: doc/classes/Label.xml doc/classes/Label3D.xml msgid "Align the whole text by spreading the rows." msgstr "通过展开行来对齐整个文本。" @@ -40517,6 +40654,228 @@ msgstr "用于标签[Label]文本的字体[Font]。" msgid "Background [StyleBox] for the [Label]." msgstr "为[Label]设置背景样式[StyleBox]。" +#: doc/classes/Label3D.xml +msgid "Displays plain text in a 3D world." +msgstr "在 3D 世界中显示普通文本。" + +#: doc/classes/Label3D.xml +msgid "" +"Label3D displays plain text in a 3D world. It gives you control over the " +"horizontal and vertical alignment." +msgstr "Label3D 在 3D 世界中显示普通文本。你可以控制水平和垂直对齐方式。" + +#: doc/classes/Label3D.xml +msgid "" +"Returns a [TriangleMesh] with the label's vertices following its current " +"configuration (such as its [member pixel_size])." +msgstr "" +"返回使用该标签的顶点组成的 [TriangleMesh],遵循当前的配置(例如 [member " +"pixel_size])。" + +#: doc/classes/Label3D.xml +msgid "" +"If [code]true[/code], the specified flag will be enabled. See [enum Label3D." +"DrawFlags] for a list of flags." +msgstr "" +"如果为 [code]true[/code],会启用指定的标志。标志列表请参阅 [enum Label3D." +"DrawFlags]。" + +#: doc/classes/Label3D.xml +msgid "" +"The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for " +"possible values." +msgstr "该精灵的 Alpha 裁剪模式。可能的取值请参阅 [enum AlphaCutMode]。" + +#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml +msgid "Threshold at which the alpha scissor will discard values." +msgstr "alpha scissor 会丢弃数值的阈值。" + +#: doc/classes/Label3D.xml +msgid "If [code]true[/code], wraps the text to the [member width]." +msgstr "如果为 [code]true[/code],会按照 [member width] 将文本进行换行。" + +#: doc/classes/Label3D.xml +msgid "" +"The billboard mode to use for the label. See [enum SpatialMaterial." +"BillboardMode] for possible values." +msgstr "" +"该标签所使用的公告板模式。可能的取值请参阅 [enum SpatialMaterial." +"BillboardMode]。" + +#: doc/classes/Label3D.xml +msgid "" +"If [code]true[/code], text can be seen from the back as well, if " +"[code]false[/code], it is invisible when looking at it from behind." +msgstr "" +"如果为 [code]true[/code],则从后面也可以看到文本,如果为 [code]false[/code]," +"则从后面看它是不可见的。" + +#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml +msgid "" +"If [code]true[/code], the label is rendered at the same size regardless of " +"distance." +msgstr "如果为 [code]true[/code],则无论距离远近,标签都以相同的尺寸呈现。" + +#: doc/classes/Label3D.xml +msgid "[Font] used for the [Label3D]'s text." +msgstr "该 [Label3D] 的文本所使用的 [Font]。" + +#: doc/classes/Label3D.xml +msgid "" +"Controls the text's horizontal alignment. Supports left, center, right. Set " +"it to one of the [enum Align] constants." +msgstr "" +"控制文本的水平对齐。支持左对齐、居中、右对齐。请将其设置为 [enum Align] 常量" +"之一。" + +#: doc/classes/Label3D.xml +msgid "Vertical space between lines in multiline [Label3D]." +msgstr "多行 [Label3D] 中各行之间的垂直空间。" + +#: doc/classes/Label3D.xml +msgid "Text [Color] of the [Label3D]." +msgstr "该 [Label3D] 的文本颜色 [Color]。" + +#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml +#: doc/classes/SpriteBase3D.xml +msgid "" +"If [code]true[/code], depth testing is disabled and the object will be drawn " +"in render order." +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/Label3D.xml +msgid "The text drawing offset (in pixels)." +msgstr "文本绘制偏移(单位为像素)。" + +#: doc/classes/Label3D.xml +msgid "The tint of [Font]'s outline." +msgstr "对 [Font] 轮廓的染色。" + +#: doc/classes/Label3D.xml +msgid "" +"Sets the render priority for the text outline. Higher priority objects will " +"be sorted in front of lower priority objects.\n" +"[b]Node:[/b] This only applies if [member alpha_cut] is set to [constant " +"ALPHA_CUT_DISABLED] (default value).\n" +"[b]Note:[/b] This only applies to sorting of transparent objects. This will " +"not impact how transparent objects are sorted relative to opaque objects. " +"This is because opaque objects are not sorted, while transparent objects are " +"sorted from back to front (subject to priority)." +msgstr "" +"设置文本轮廓的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n" +"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant ALPHA_CUT_DISABLED](默认" +"值)时适用。\n" +"[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序" +"方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。" + +#: doc/classes/Label3D.xml +msgid "The size of one pixel's width on the label to scale it in 3D." +msgstr "标签上一个像素宽度的大小,以 3D 缩放。" + +#: doc/classes/Label3D.xml +msgid "" +"Sets the render priority for the text. Higher priority objects will be " +"sorted in front of lower priority objects.\n" +"[b]Node:[/b] This only applies if [member alpha_cut] is set to [constant " +"ALPHA_CUT_DISABLED] (default value).\n" +"[b]Note:[/b] This only applies to sorting of transparent objects. This will " +"not impact how transparent objects are sorted relative to opaque objects. " +"This is because opaque objects are not sorted, while transparent objects are " +"sorted from back to front (subject to priority)." +msgstr "" +"设置文本的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n" +"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant ALPHA_CUT_DISABLED](默认" +"值)时适用。\n" +"[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序" +"方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。" + +#: doc/classes/Label3D.xml +msgid "" +"If [code]true[/code], the [Light] in the [Environment] has effects on the " +"label." +msgstr "如果为 [code]true[/code],则 [Environment] 中的 [Light] 对标签有影响。" + +#: doc/classes/Label3D.xml +msgid "" +"Controls the text's vertical alignment. Supports top, center, bottom. Set it " +"to one of the [enum VAlign] constants." +msgstr "" +"控制文本的垂直对齐。支持顶部、中心、底部。请将其设为 [enum VAlign] 常量之一。" + +#: doc/classes/Label3D.xml +msgid "Text width (in pixels), used for autowrap and fill alignment." +msgstr "文本宽度(单位为像素),用于自动换行和填充对齐。" + +#: doc/classes/Label3D.xml +msgid "If set, lights in the environment affect the label." +msgstr "如果打开,环境中的灯光会影响该标签。" + +#: doc/classes/Label3D.xml +msgid "" +"If set, text can be seen from the back as well. If not, the texture is " +"invisible when looking at it from behind." +msgstr "如果打开,从后面也可以看到文本,如果不打开,从后面看它是不可见的。" + +#: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml +#: doc/classes/SpriteBase3D.xml +msgid "" +"Disables the depth test, so this object is drawn on top of all others. " +"However, objects drawn after it in the draw order may cover it." +msgstr "" +"禁用深度测试,所以这个对象被画在所有其他对象的上面。但是,在绘制顺序中,在它" +"之后绘制的对象可能会覆盖它。" + +#: doc/classes/Label3D.xml +msgid "" +"Label is scaled by depth so that it always appears the same size on screen." +msgstr "标签会根据深度进行缩放,从而在屏幕上始终以相同的大小显示。" + +#: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml +msgid "Represents the size of the [enum DrawFlags] enum." +msgstr "代表[enum DrawFlags]枚举的大小。" + +#: doc/classes/Label3D.xml +msgid "" +"This mode performs standard alpha blending. It can display translucent " +"areas, but transparency sorting issues may be visible when multiple " +"transparent materials are overlapping." +msgstr "" +"这个模式会进行标准的 Alpha 混合。可以显示半透明区域,但透明材质存在重叠时可能" +"会暴露透明度排序问题。" + +#: doc/classes/Label3D.xml +msgid "" +"This mode only allows fully transparent or fully opaque pixels. This mode is " +"also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n" +"[b]Note:[/b] This mode might have issues with anti-aliased fonts and " +"outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n" +"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive " +"scripts), this mode might have transparency sorting issues between the main " +"text and the outline." +msgstr "" +"这个模式只允许完全透明或者完全不透明的像素。这个模式也叫 [i]Alpha 测试[/i]或" +"者[i]1位透明度[/i]。\n" +"[b]注意:[/b]使用抗锯齿字体和轮廓时,这个模式可能会出现问题,请尝试调整 " +"[member alpha_scissor_threshold] 或使用 SDF 字体。 \n" +"[b]注意:[/b]文本中存在重叠的字形时(例如手写体),这个模式可能会造成主文本和" +"轮廓的透明度排序问题。" + +#: doc/classes/Label3D.xml +msgid "" +"This mode draws fully opaque pixels in the depth prepass. This is slower " +"than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it " +"allows displaying translucent areas and smooth edges while using proper " +"sorting.\n" +"[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive " +"scripts), this mode might have transparency sorting issues between the main " +"text and the outline." +msgstr "" +"这个模式会在深度预处理时绘制完全不透明的像素。比 [constant " +"ALPHA_CUT_DISABLED] 或 [constant ALPHA_CUT_DISCARD] 要慢,但能够对半透明区域" +"和平滑边缘进行正确的排序。\n" +"[b]注意:[/b]文本中存在重叠的字形时(例如手写体),这个模式可能会造成主文本和" +"轮廓的透明度排序问题。" + #: doc/classes/LargeTexture.xml msgid "" "[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with " @@ -44245,13 +44604,10 @@ msgid "Creates the agent." msgstr "创建代理。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml -#, fuzzy msgid "" "Returns the navigation map [RID] the requested [code]agent[/code] is " "currently assigned to." -msgstr "" -"返回键为 [code]name[/code] 的 [Animation] 动画,未找到时为 [code]null[/" -"code]。" +msgstr "返回请求的代理 [code]agent[/code] 所关联的导航地图的 [RID]。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map got changed the previous frame." @@ -44327,7 +44683,7 @@ msgstr "创建一张新地图。" msgid "" "Returns all navigation agents [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." -msgstr "" +msgstr "返回所有与请求的导航地图 [code]map[/code] 关联的导航代理的 [RID]。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns the map cell size." @@ -44359,7 +44715,7 @@ msgstr "返回从原点到终点的导航路径。" msgid "" "Returns all navigation regions [RID]s that are currently assigned to the " "requested navigation [code]map[/code]." -msgstr "" +msgstr "返回所有与请求的导航地图 [code]map[/code] 关联的导航地区的 [RID]。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns [code]true[/code] if the map is active." @@ -44386,7 +44742,7 @@ msgstr "创建一个新的地区。" msgid "" "Returns the navigation map [RID] the requested [code]region[/code] is " "currently assigned to." -msgstr "" +msgstr "返回请求的导航地区 [code]region[/code] 所关联的导航地图的 [RID]。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the map for the region." @@ -44461,6 +44817,10 @@ msgstr "" "返回可以移动至的 [Vector3] 全局坐标,确保中途没有静态物体阻挡。如果代理没有导" "航路径,则会返回代理父节点的原点。" +#: doc/classes/NavigationAgent.xml +msgid "Returns the [RID] of this agent on the [NavigationServer]." +msgstr "返回这个代理在 [NavigationServer] 上的 [RID]。" + #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" "Returns the user-defined target location (set with [method " @@ -44521,6 +44881,21 @@ msgstr "代理的高度偏移量,用于匹配导航网格的高度。" #: doc/classes/NavigationAgent.xml msgid "" +"If [code]true[/code] the agent is registered for an RVO avoidance callback " +"on the [NavigationServer]. When [method set_velocity] is used and the " +"processing is completed a [code]safe_velocity[/code] Vector3 is received " +"with a signal connection to [signal velocity_computed]. Avoidance processing " +"with many registered agents has a significant performance cost and should " +"only be enabled on agents that currently require it." +msgstr "" +"为 [code]true[/code] 时,该代理会在 [NavigationServer] 上注册 RVO 避障回调。" +"当使用了 [method set_velocity] 并且处理完成时,会通过与 [signal " +"velocity_computed] 信号的连接收到安全速度 Vector3 [code]safe_velocity[/" +"code]。为避障处理注册大量代理会对性能有显著影响,应该只在当前有需要的代理上启" +"用。" + +#: doc/classes/NavigationAgent.xml +msgid "" "Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " "horizontal plane." msgstr "忽略 Y 轴上的碰撞。在水平面上移动时必须为 [code]true[/code]。" @@ -44634,6 +45009,10 @@ msgstr "" "航路径,则会返回代理父节点的原点。" #: doc/classes/NavigationAgent2D.xml +msgid "Returns the [RID] of this agent on the [Navigation2DServer]." +msgstr "返回这个代理在 [Navigation2DServer] 上的 [RID]。" + +#: doc/classes/NavigationAgent2D.xml msgid "" "Sets the [Navigation2D] node used by the agent. Useful when you don't want " "to make the agent a child of a [Navigation2D] node." @@ -44641,6 +45020,21 @@ msgstr "" "设置代理所使用的 [Navigation2D] 节点。可以在你不想让代理作为 [Navigation2D] " "节点的子节点时使用。" +#: doc/classes/NavigationAgent2D.xml +msgid "" +"If [code]true[/code] the agent is registered for an RVO avoidance callback " +"on the [Navigation2DServer]. When [method set_velocity] is used and the " +"processing is completed a [code]safe_velocity[/code] Vector2 is received " +"with a signal connection to [signal velocity_computed]. Avoidance processing " +"with many registered agents has a significant performance cost and should " +"only be enabled on agents that currently require it." +msgstr "" +"为 [code]true[/code] 时,该代理会在 [Navigation2DServer] 上注册 RVO 避障回" +"调。当使用了 [method set_velocity] 并且处理完成时,会通过与 [signal " +"velocity_computed] 信号的连接收到安全速度 Vector2 [code]safe_velocity[/" +"code]。为避障处理注册大量代理会对性能有显著影响,应该只在当前有需要的代理上启" +"用。" + #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." msgstr "用于模拟可步行区域和障碍物的网格。" @@ -44939,9 +45333,8 @@ msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "表示 [enum SourceGeometryMode] 枚举的大小。" #: doc/classes/NavigationMeshGenerator.xml -#, fuzzy msgid "Helper class for creating and clearing navigation meshes." -msgstr "这个类负责导航网格的创建和清理。" +msgstr "对导航网格进行创建和清理的辅助类。" #: doc/classes/NavigationMeshGenerator.xml msgid "" @@ -44976,6 +45369,26 @@ msgid "" "The finalized navigation mesh is then returned and stored inside the " "[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes." msgstr "" +"这个类负责 3D 导航网格的创建和清理,导航网格 [NavigationMesh] 是 " +"[NavigationMeshInstance] 中的资源。[NavigationMeshGenerator] 在 2D 中的用处微" +"乎其微,因为导航网格的烘焙过程需要 3D 节点类型,解析的是 3D 原始几何体。\n" +"导航网格的烘焙过程最好在单独的线程中进行,因为涉及到的体素化、碰撞测试、网格" +"优化等步骤非常消耗性能和时间。\n" +"导航网格的烘焙分成若干步进行,最终结果取决于原始 3D 几何体以及该 " +"[NavigationMesh] 资源的属性。第一步是从根节点开始,根据 [NavigationMesh] 的属" +"性从 [SceneTree] 收集所有有效的 3D 原始几何体节点。第二步会从所有收集到的节点" +"中解析相关的 3D 几何体数据,合并构造成一个 3D 网格。由于可解析的对象类型众" +"多,从普通的 [MeshInstance] 到 [CSGShape] 再到各种 [CollisionObject],其中某" +"些收集几何数据的操作可能会触发 [VisualServer] 和 [PhysicsServer] 的同步。服务" +"器同步会为了线程安全而使用 [Mutex] 锁,拖慢烘焙、影响帧率。可解析对象过多,以" +"及与多线程服务器之间的连续同步,都会大幅影响烘焙时间。而如果对象数量较少,但" +"都是非常大而且复杂的对象,那么就会在为服务器准备数据上花费时间,导致下一帧渲" +"染的停滞。一般而言,可解析对象的总数与它们各自的大小和复杂度之间应该达到平" +"衡,防止出现帧率问题和超长的烘焙时间。合并后的网格后续会被交给 Recast 导航对" +"象,通过在网格的包围区域周边创建体素世界,来检查原始几何体中适合 " +"[Navigationmesh] 代理行走的地形。\n" +"然后就会返回最终的导航网格,保存在 [NavigationMesh] 中,即可交付 " +"[NavigationMeshInstance] 使用。" #: doc/classes/NavigationMeshGenerator.xml msgid "" @@ -44986,13 +45399,16 @@ msgid "" "NavigationMesh.geometry/source_geometry_mode] properties on the " "[NavigationMesh] resource." msgstr "" +"将导航数据烘焙至提供的 [code]nav_mesh[/code] 中。解析的是提供的根节点 " +"[code]root_node[/code] 的子节点,或可能包含原始几何体的分组。解析行为可以通" +"过 [NavigationMesh] 的 [member NavigationMesh.geometry/parsed_geometry_type] " +"和 [member NavigationMesh.geometry/source_geometry_mode] 属性控制。" #: doc/classes/NavigationMeshGenerator.xml -#, fuzzy msgid "" "Removes all polygons and vertices from the provided [code]nav_mesh[/code] " "resource." -msgstr "移除名为 [code]name[/code] 的主题图标覆盖项。" +msgstr "从提供的 [code]nav_mesh[/code] 资源中移除所有多边形和顶点。" #: doc/classes/NavigationMeshInstance.xml msgid "An instance of a [NavigationMesh]." @@ -45008,7 +45424,6 @@ msgstr "" "[Navigation] 节点什么可以导航、什么不可以。应该是 [Navigation] 节点的子节点。" #: doc/classes/NavigationMeshInstance.xml -#, fuzzy msgid "" "Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/" "code] (default), the baking is done on a separate thread. Baking on separate " @@ -45024,7 +45439,8 @@ msgstr "" "认),就会在单独的线程中进行烘焙。单开线程烘焙很有用,因为导航烘焙操作的消耗" "并不低。烘焙完成后会自动设置新的 [NavigationMesh]。请注意,如果几何体是从网格" "解析而来的,那么单开线程烘焙可能会非常慢,因为对网格的异步访问涉及到大量同步" -"操作。" +"操作。另外,请注意在不支持多线程的操作系统上(如禁用了多线程的 HTML5),会自" +"动禁用独立线程烘焙。" #: doc/classes/NavigationMeshInstance.xml msgid "" @@ -45075,9 +45491,8 @@ msgid "" msgstr "返回该障碍物的导航系统所使用的 [Navigation] 节点。" #: doc/classes/NavigationObstacle.xml -#, fuzzy msgid "Returns the [RID] of this obstacle on the [NavigationServer]." -msgstr "返回区域的第n个形状的[RID]。" +msgstr "返回这个障碍物在 [NavigationServer] 上的 [RID]。" #: doc/classes/NavigationObstacle.xml msgid "" @@ -45122,9 +45537,8 @@ msgid "" msgstr "返回该障碍物的导航系统所使用的 [Navigation2D] 节点。" #: doc/classes/NavigationObstacle2D.xml -#, fuzzy msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]." -msgstr "返回区域的第n个形状的[RID]。" +msgstr "返回这个障碍物在 [Navigation2DServer] 上的 [RID]。" #: doc/classes/NavigationObstacle2D.xml msgid "" @@ -45602,9 +46016,9 @@ msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" -"Enable or disable certificate verification when [member use_dtls] " +"Enable or disable certificate verification when [member use_dtls] is " "[code]true[/code]." -msgstr "当[member use_dtls] [code]true[/code] 时启用或禁用证书验证。" +msgstr "当 [member use_dtls] 为 [code]true[/code] 时启用或禁用证书验证。" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" @@ -46742,21 +47156,19 @@ msgstr "" "如果本地系统是此节点的主系统(用于多人游戏),则返回 [code]true[/code]。" #: doc/classes/Node.xml -#, fuzzy msgid "" "Returns [code]true[/code] if the physics interpolated flag is set for this " "Node (see [member physics_interpolation_mode]).\n" -"[b]Note:[/b] Interpolation will only be active is both the flag is set " +"[b]Note:[/b] Interpolation will only be active if both the flag is set " "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." msgstr "" "如果这个 Node 设置了物理插值标志,则返回 [code]true[/code](见 [method " -"set_physics_interpolated])。\n" +"physics_interpolation_mode])。\n" "[b]注意:[/b]只有在设置了标志[b]并且[/b]该 [SceneTree] 启用了物理插值时,才会" "启用插值。可以使用 [method is_physics_interpolated_and_enabled] 进行检查。" #: doc/classes/Node.xml -#, fuzzy msgid "" "Returns [code]true[/code] if physics interpolation is enabled (see [member " "physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n" @@ -46765,7 +47177,7 @@ msgid "" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." "physics/common/physics_interpolation]." msgstr "" -"如果启用了物理插值(见 [method set_physics_interpolated])[b]并且[/b]该 " +"如果启用了物理插值(见 [method physics_interpolation_mode])[b]并且[/b]该 " "[SceneTree] 也启用了物理插值,则返回 [code]true[/code]。\n" "这是 [method is_physics_interpolated] 的简便版本,还会检查是否全局启用了物理" "插值。\n" @@ -47033,6 +47445,7 @@ msgstr "" "[b]注意:[/b]这个函数应该在移动节点[b]之后[/b]调用,而不是之前。" #: doc/classes/Node.xml +#, fuzzy msgid "" "Sends a remote procedure call request for the given [code]method[/code] to " "peers on the network (and locally), optionally sending all additional " @@ -47040,8 +47453,8 @@ msgid "" "will only be received by nodes with the same [NodePath], including the exact " "same node name. Behaviour depends on the RPC configuration for the given " "method, see [method rpc_config]. Methods are not exposed to RPCs by default. " -"See also [method rset] and [method rset_config] for properties. Returns an " -"empty [Variant].\n" +"See also [method rset] and [method rset_config] for properties. Returns " +"[code]null[/code].\n" "[b]Note:[/b] You can only safely use RPCs on clients after you received the " "[code]connected_to_server[/code] signal from the [SceneTree]. You also need " "to keep track of the connection state, either by the [SceneTree] signals " @@ -47076,25 +47489,27 @@ msgstr "" "rset_config] 的属性。" #: doc/classes/Node.xml +#, fuzzy msgid "" "Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] " -"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty " -"[Variant]." +"(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/" +"code]." msgstr "" "向由[code]peer_id[/code]确定的特定peer发送一个[method rpc](见[method " "NetworkedMultiplayerPeer.set_target_peer])。返回一个空的[Variant]。" #: doc/classes/Node.xml +#, fuzzy msgid "" -"Sends a [method rpc] using an unreliable protocol. Returns an empty " -"[Variant]." +"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]." msgstr "使用一个不可靠的协议发送一个[method rpc]。返回一个空的[Variant]。" #: doc/classes/Node.xml +#, fuzzy msgid "" "Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] " "using an unreliable protocol (see [method NetworkedMultiplayerPeer." -"set_target_peer]). Returns an empty [Variant]." +"set_target_peer]). Returns [code]null[/code]." msgstr "" "使用不可靠的协议(见[method NetworkedMultiplayerPeer.set_target_peer])向由" "[code]peer_id[/code]标识的特定peer发送一个[method rpc]。返回一个空的" @@ -47355,7 +47770,6 @@ msgid "Pause mode. How the node will behave if the [SceneTree] is paused." msgstr "暂停模式。暂停 [SceneTree] 时该节点的行为。" #: doc/classes/Node.xml -#, fuzzy msgid "" "Allows enabling or disabling physics interpolation per node, offering a " "finer grain of control than turning physics interpolation on and off " @@ -47552,37 +47966,40 @@ msgid "" "Inherits pause mode from the node's parent. For the root node, it is " "equivalent to [constant PAUSE_MODE_STOP]. Default." msgstr "" -"继承节点的父节点的暂停模式。对于根节点,它相当于[constant PAUSE_MODE_STOP]。" -"默认值。" +"继承该节点的父节点的暂停模式。如果是根节点则相当于 [constant " +"PAUSE_MODE_STOP]。默认值。" #: doc/classes/Node.xml msgid "Stops processing when the [SceneTree] is paused." -msgstr "当 [SceneTree] 被暂停时,停止 process。" +msgstr "[SceneTree] 暂停时停止处理。" #: doc/classes/Node.xml msgid "Continue to process regardless of the [SceneTree] pause state." -msgstr "不管 [SceneTree] 的暂停状态如何,继续 process。" +msgstr "无论 [SceneTree] 的暂停状态如何都继续处理。" #: doc/classes/Node.xml -#, fuzzy msgid "" "Inherits physics interpolation mode from the node's parent. For the root " "node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default." msgstr "" -"继承节点的父节点的暂停模式。对于根节点,它相当于[constant PAUSE_MODE_STOP]。" -"默认值。" +"继承该节点的父节点的物理插值模式。如果是根节点则相当于 [constant " +"PHYSICS_INTERPOLATION_MODE_ON]。默认值。" #: doc/classes/Node.xml msgid "" "Turn off physics interpolation in this node and children set to [constant " "PHYSICS_INTERPOLATION_MODE_INHERIT]." msgstr "" +"关闭这个节点的物理插值,使用 [constant PHYSICS_INTERPOLATION_MODE_INHERIT] 的" +"子节点也会相应关闭。" #: doc/classes/Node.xml msgid "" "Turn on physics interpolation in this node and children set to [constant " "PHYSICS_INTERPOLATION_MODE_INHERIT]." msgstr "" +"打开这个节点的物理插值,使用 [constant PHYSICS_INTERPOLATION_MODE_INHERIT] 的" +"子节点也会相应打开。" #: doc/classes/Node.xml msgid "Duplicate the node's signals." @@ -49249,11 +49666,10 @@ msgid "Returns the tooltip of the item at index [code]idx[/code]." msgstr "返回索引 [code]idx[/code] 处项目的工具提示。" #: doc/classes/OptionButton.xml -#, fuzzy msgid "" "Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." -msgstr "返回所选项目的ID,如果没有选择项目,则返回 [code]0[/code]。" +msgstr "返回所选项目的 ID,如果没有选择项目,则返回 [code]-1[/code]。" #: doc/classes/OptionButton.xml msgid "" @@ -49271,12 +49687,13 @@ msgid "Removes the item at index [code]idx[/code]." msgstr "移除索引[code]idx[/code]处的项目。" #: doc/classes/OptionButton.xml -#, fuzzy msgid "" "Selects an item by index and makes it the current item. This will work even " "if the item is disabled.\n" "Passing [code]-1[/code] as the index deselects any currently selected item." -msgstr "按索引选择项并使其为当前选中项。即使该项是禁用的,这也将起作用。" +msgstr "" +"按索引选择项并使其为当前选中项。即使该项是禁用的,这也将起作用。\n" +"将 [code]-1[/code] 作为索引传入会取消选中任何当前选中的项目。" #: doc/classes/OptionButton.xml msgid "" @@ -49291,11 +49708,11 @@ msgstr "" #: doc/classes/OptionButton.xml msgid "Sets the icon of the item at index [code]idx[/code]." -msgstr "设置在索引[code]idx[/code]处项的图标。" +msgstr "设置在索引 [code]idx[/code] 处项的图标。" #: doc/classes/OptionButton.xml msgid "Sets the ID of the item at index [code]idx[/code]." -msgstr "设置在索引[code]idx[/code]处项的ID。" +msgstr "设置在索引 [code]idx[/code] 处项的 ID。" #: doc/classes/OptionButton.xml msgid "" @@ -51431,7 +51848,7 @@ msgid "" "scene.\n" "[b]Note:[/b] Only available in editor builds." msgstr "" -"如果传递给[method instance],则向本地场景提供本地场景资源。\n" +"如果传递给 [method instance],则向本地场景提供本地场景资源。\n" "[b]注意:[/b]只在编辑器构建中可用。" #: doc/classes/PackedScene.xml @@ -51440,8 +51857,8 @@ msgid "" "scene. Only the main scene should receive the main edit state.\n" "[b]Note:[/b] Only available in editor builds." msgstr "" -"如果传递给[method instance],向本地场景提供本地场景资源。只有主场景应该接收主" -"编辑状态。\n" +"如果传递给 [method instance],向本地场景提供本地场景资源。只有主场景应该接收" +"主编辑状态。\n" "[b]注意:[/b]只在编辑器构建中可用。" #: doc/classes/PackedScene.xml @@ -55762,10 +56179,25 @@ msgstr "字节池数组。" msgid "" "An array specifically designed to hold bytes. Optimized for memory usage, " "does not fragment the memory.\n" -"[b]Note:[/b] This type is passed by value and not by reference." +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolByteArray] or " +"mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will " +"be lost:\n" +"[codeblock]\n" +"var array = [PoolByteArray()]\n" +"array[0].push_back(123)\n" +"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " +"[code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolByteArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(123)\n" +"array[0] = pool_array\n" +"print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n" +"[/codeblock]" msgstr "" -"专门设计用于保存字节的数组。针对内存使用进行了优化,不会造成内存碎片。\n" -"[b]注意:[/b]这种类型是按值传递而不是按引用传递。" #: doc/classes/PoolByteArray.xml msgid "" @@ -55861,11 +56293,12 @@ msgstr "" #: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml #: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml #: doc/classes/PoolVector3Array.xml -#, fuzzy msgid "" "Returns [code]true[/code] if the array contains the given value.\n" "[b]Note:[/b] This is equivalent to using the [code]in[/code] operator." -msgstr "如果对象包含给定的方法 [code]method[/code],则返回 [code]true[/code]。" +msgstr "" +"如果该数组包含给定的值,则返回 [code]true[/code]。\n" +"[b]注意:[/b]与使用 [code]in[/code] 操作符等价。" #: doc/classes/PoolByteArray.xml msgid "" @@ -55929,17 +56362,34 @@ msgstr "" "负的索引都被认为是从数组的末端开始的。" #: doc/classes/PoolColorArray.xml -msgid "A pooled array of [Color]." +#, fuzzy +msgid "A pooled array of [Color]s." msgstr "[Color] 池数组。" #: doc/classes/PoolColorArray.xml msgid "" "An array specifically designed to hold [Color]. Optimized for memory usage, " "does not fragment the memory.\n" -"[b]Note:[/b] This type is passed by value and not by reference." +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolColorArray] or " +"mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will " +"be lost:\n" +"[codeblock]\n" +"var array = [PoolColorArray()]\n" +"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" +"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " +"[code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolColorArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n" +"array[0] = pool_array\n" +"print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element " +"inside an Array)\n" +"[/codeblock]" msgstr "" -"专门用于保存 [Color] 的数组。对内存的使用进行了优化,不会使内存碎片化。\n" -"[b]注意:[/b]这种类型是通过值传递的,而不是引用。" #: doc/classes/PoolColorArray.xml msgid "" @@ -55975,10 +56425,28 @@ msgid "A pooled array of integers ([int])." msgstr "整数([int])池数组。" #: doc/classes/PoolIntArray.xml +#, fuzzy msgid "" "An array specifically designed to hold integer values ([int]). Optimized for " "memory usage, does not fragment the memory.\n" -"[b]Note:[/b] This type is passed by value and not by reference.\n" +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolIntArray] or " +"mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be " +"lost:\n" +"[codeblock]\n" +"var array = [PoolIntArray()]\n" +"array[0].push_back(1234)\n" +"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " +"[code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolIntArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(1234)\n" +"array[0] = pool_array\n" +"print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n" +"[/codeblock]\n" "[b]Note:[/b] This type is limited to signed 32-bit integers, which means it " "can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. " "[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap " @@ -56016,14 +56484,33 @@ msgid "Changes the int at the given index." msgstr "更改给定索引处的 int。" #: doc/classes/PoolRealArray.xml -msgid "A pooled array of reals ([float])." +#, fuzzy +msgid "A pooled array of real numbers ([float])." msgstr "实数([float])池数组。" #: doc/classes/PoolRealArray.xml +#, fuzzy msgid "" "An array specifically designed to hold floating-point values. Optimized for " "memory usage, does not fragment the memory.\n" -"[b]Note:[/b] This type is passed by value and not by reference.\n" +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolRealArray] or " +"mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will " +"be lost:\n" +"[codeblock]\n" +"var array = [PoolRealArray()]\n" +"array[0].push_back(12.34)\n" +"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " +"[code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolRealArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(12.34)\n" +"array[0] = pool_array\n" +"print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n" +"[/codeblock]\n" "[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in " "[PoolRealArray] are 32-bit floats. This means values stored in " "[PoolRealArray] have lower precision compared to primitive [float]s. If you " @@ -56055,18 +56542,33 @@ msgid "Changes the float at the given index." msgstr "更改给定索引处的浮点数。" #: doc/classes/PoolStringArray.xml -msgid "A pooled array of [String]." +#, fuzzy +msgid "A pooled array of [String]s." msgstr "[String] 池数组。" #: doc/classes/PoolStringArray.xml msgid "" "An array specifically designed to hold [String]s. Optimized for memory " "usage, does not fragment the memory.\n" -"[b]Note:[/b] This type is passed by value and not by reference." +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolStringArray] or " +"mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will " +"be lost:\n" +"[codeblock]\n" +"var array = [PoolStringArray()]\n" +"array[0].push_back(\"hello\")\n" +"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " +"with [code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolStringArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(\"hello\")\n" +"array[0] = pool_array\n" +"print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n" +"[/codeblock]" msgstr "" -"专门设计用于保存 [String] 的数组。针对内存使用进行了优化,不会造成内存碎" -"片。\n" -"[b]注意:[/b]这种类型是按值传递,而不是引用传递。" #: doc/classes/PoolStringArray.xml msgid "" @@ -56095,17 +56597,34 @@ msgid "Changes the [String] at the given index." msgstr "更改给定索引处的[String]。" #: doc/classes/PoolVector2Array.xml -msgid "A pooled array of [Vector2]." +#, fuzzy +msgid "A pooled array of [Vector2]s." msgstr "[Vector2] 池数组。" #: doc/classes/PoolVector2Array.xml msgid "" "An array specifically designed to hold [Vector2]. Optimized for memory " "usage, does not fragment the memory.\n" -"[b]Note:[/b] This type is passed by value and not by reference." +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolVector2Array] or " +"mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes " +"will be lost:\n" +"[codeblock]\n" +"var array = [PoolVector2Array()]\n" +"array[0].push_back(Vector2(12, 34))\n" +"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " +"with [code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolVector2Array()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(Vector2(12, 34))\n" +"array[0] = pool_array\n" +"print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an " +"Array)\n" +"[/codeblock]" msgstr "" -"专门用来保存 [Vector2] 的数组。对内存的使用进行了优化,不会使内存碎片化。\n" -"[b]注意:[/b]这种类型是通过值传递的,而不是引用。" #: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml #: doc/classes/TileSet.xml @@ -56139,10 +56658,26 @@ msgstr "[Vector3] 池数组。" msgid "" "An array specifically designed to hold [Vector3]. Optimized for memory " "usage, does not fragment the memory.\n" -"[b]Note:[/b] This type is passed by value and not by reference." +"[b]Note:[/b] This type is passed by value and not by reference. This means " +"that when [i]mutating[/i] a class property of type [PoolVector3Array] or " +"mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes " +"will be lost:\n" +"[codeblock]\n" +"var array = [PoolVector3Array()]\n" +"array[0].push_back(Vector3(12, 34, 56))\n" +"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"[/codeblock]\n" +"Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " +"with [code]=[/code] for it to be changed:\n" +"[codeblock]\n" +"var array = [PoolVector3Array()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(Vector3(12, 34, 56))\n" +"array[0] = pool_array\n" +"print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an " +"Array)\n" +"[/codeblock]" msgstr "" -"专门设计来容纳 [Vector3] 的数组。对内存的使用进行了优化,不会使内存碎片化。\n" -"[b]注意:[/b]这种类型是通过值传递的,而不是引用。" #: doc/classes/PoolVector3Array.xml msgid "" @@ -56569,8 +57104,7 @@ msgstr "" #: doc/classes/PopupMenu.xml msgid "" -"Returns the tooltip associated with the specified index index [code]idx[/" -"code]." +"Returns the tooltip associated with the specified index [code]idx[/code]." msgstr "返回与指定索引 [code]idx[/code]关联的工具提示。" #: doc/classes/PopupMenu.xml @@ -56843,9 +57377,8 @@ msgid "[Font] used for the menu items." msgstr "用于菜单项的 [Font] 字体。" #: doc/classes/PopupMenu.xml -#, fuzzy msgid "[Font] used for the labeled separator." -msgstr "用于标签[Label]文本的字体[Font]。" +msgstr "用于带文字分隔线的 [Font] 字体。" #: doc/classes/PopupMenu.xml msgid "[Texture] icon for the checked checkbox items." @@ -63174,8 +63707,8 @@ msgid "" "its local scene. It can thus be modified in a scene instance without " "impacting other instances of that same scene." msgstr "" -"如果 [code]true[/code],则资源在其本地场景的每个实例中都将是唯一的。因此,它" -"可以在场景实例中进行修改,而不会影响同一场景的其他实例。" +"如果为 [code]true[/code],那么在本地场景的各个实例中,该资源都会被唯一化。因" +"此,在场景的某个实例中对其进行修改,不会影响同一场景中的其他实例。" #: doc/classes/Resource.xml msgid "" @@ -64247,7 +64780,7 @@ msgid "The default text font." msgstr "默认的文本字体。" #: doc/classes/RichTextLabel.xml -msgid "The background The background used when the [RichTextLabel] is focused." +msgid "The background used when the [RichTextLabel] is focused." msgstr "[RichTextLabel] 获得焦点时使用的背景。" #: doc/classes/RichTextLabel.xml @@ -64412,14 +64945,17 @@ msgid "Locks the specified linear or rotational axis." msgstr "锁定指定的线性或旋转轴。" #: doc/classes/RigidBody.xml +#, fuzzy msgid "" -"Damps RigidBody's rotational forces.\n" +"Damps RigidBody's rotational forces. If this value is different from -1.0 it " +"will be added to any linear damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" -"阻尼刚体的旋转力。\n" +"实体的线性阻尼。不能小于-1.0。如果这个值与-1.0不同,任何从世界或区域派生的线" +"性阻尼将被覆盖。\n" "关于阻尼的更多细节,请参阅[member ProjectSettings.physics/3d/" -"default_angular_damp]。" +"default_linear_damp]。" #: doc/classes/RigidBody.xml msgid "Lock the body's rotation in the X axis." @@ -64541,10 +65077,11 @@ msgstr "" "这个物体应用一半的重力。" #: doc/classes/RigidBody.xml +#, fuzzy msgid "" "The body's linear damp. Cannot be less than -1.0. If this value is different " -"from -1.0, any linear damp derived from the world or areas will be " -"overridden.\n" +"from -1.0 it will be added to any linear damp derived from the world or " +"areas.\n" "See [member ProjectSettings.physics/3d/default_linear_damp] for more details " "about damping." msgstr "" @@ -64848,10 +65385,12 @@ msgstr "" "话)。" #: doc/classes/RigidBody2D.xml +#, fuzzy msgid "" "Damps the body's [member angular_velocity]. If [code]-1[/code], the body " "will use the [b]Default Angular Damp[/b] defined in [b]Project > Project " -"Settings > Physics > 2d[/b].\n" +"Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be " +"added to the default project value.\n" "See [member ProjectSettings.physics/2d/default_angular_damp] for more " "details about damping." msgstr "" @@ -64960,10 +65499,12 @@ msgstr "" "值。设置0惯性会切换回自动计算。" #: doc/classes/RigidBody2D.xml +#, fuzzy msgid "" "Damps the body's [member linear_velocity]. If [code]-1[/code], the body will " "use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > " -"Physics > 2d[/b].\n" +"Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the " +"default project value.\n" "See [member ProjectSettings.physics/2d/default_linear_damp] for more details " "about damping." msgstr "" @@ -66124,15 +66665,6 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the application automatically accepts quitting. " -"Enabled by default.\n" -"For mobile platforms, see [method set_quit_on_go_back]." -msgstr "" -"为 [code]true[/code] 时应用程序将自动接受退出。默认启用。\n" -"对于移动平台,请参阅 [method set_quit_on_go_back]。" - -#: doc/classes/SceneTree.xml -msgid "" "Sets the given [code]property[/code] to [code]value[/code] on all members of " "the given group." msgstr "" @@ -66153,18 +66685,6 @@ msgstr "将最新的 [InputEvent] 标记为已处理。" #: doc/classes/SceneTree.xml msgid "" -"If [code]true[/code], the application quits automatically on going back (e." -"g. on Android). Enabled by default.\n" -"To handle 'Go Back' button when this option is disabled, use [constant " -"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]." -msgstr "" -"为 [code]true[/code] 时应用程序将在返回时自动退出(例如在 Android 上)。默认" -"启用。\n" -"要在这个选项被禁用时处理“返回”按钮,请使用 [constant MainLoop." -"NOTIFICATION_WM_GO_BACK_REQUEST]。" - -#: doc/classes/SceneTree.xml -msgid "" "Configures screen stretching to the given [enum StretchMode], [enum " "StretchAspect], minimum size and [code]scale[/code]." msgstr "" @@ -66172,6 +66692,14 @@ msgstr "" "[code]scale[/code]。" #: doc/classes/SceneTree.xml +msgid "" +"If [code]true[/code], the application automatically accepts quitting.\n" +"For mobile platforms, see [member quit_on_go_back]." +msgstr "" +"为 [code]true[/code] 时应用程序将自动接受退出。\n" +"对于移动平台,请参阅 [member quit_on_go_back]。" + +#: doc/classes/SceneTree.xml msgid "The current scene." msgstr "当前场景。" @@ -66255,6 +66783,17 @@ msgstr "" #: doc/classes/SceneTree.xml msgid "" +"If [code]true[/code], the application quits automatically on going back (e." +"g. on Android).\n" +"To handle 'Go Back' button when this option is disabled, use [constant " +"MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]." +msgstr "" +"为 [code]true[/code] 时应用程序将在返回时自动退出(例如在 Android 上)。\n" +"要在这个选项被禁用时处理“返回”按钮,请使用 [constant MainLoop." +"NOTIFICATION_WM_GO_BACK_REQUEST]。" + +#: doc/classes/SceneTree.xml +msgid "" "If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new " "incoming connections." msgstr "" @@ -67689,6 +68228,14 @@ msgid "" "([code]with_shape[/code]), and the transformation matrix of that shape " "([code]shape_xform[/code])." msgstr "" +"返回这个形状与其他形状的接触点列表。\n" +"如果不存在碰撞,则返回的列表为空。否则,返回的列表中包含的是一对对出现的接触" +"点,这个形状上的点和 [code]with_shape[/code] 上的点交替排列。\n" +"有了碰撞对 A 和 B,就可以通过 [code](B - A).normalized()[/code] 计算碰撞法" +"线,通过 [code](B - A).length()[/code] 计算碰撞深度。这些信息通常用于分离形" +"状,在碰撞求解器中比较常见。\n" +"这个方法需要用到这个形状的变换矩阵([code]local_xform[/code])、对方形状" +"([code]with_shape[/code])、对方形状的变换矩阵([code]shape_xform[/code])。" #: doc/classes/Shape2D.xml msgid "" @@ -67708,7 +68255,6 @@ msgstr "" "的运动([code]shape_motion[/code])。" #: doc/classes/Shape2D.xml -#, fuzzy msgid "" "Returns a list of contact point pairs where this shape would touch another, " "if a given movement was applied.\n" @@ -67727,12 +68273,16 @@ msgid "" "([code]shape_xform[/code]), and the movement to test onto the other object " "([code]shape_motion[/code])." msgstr "" -"如果应用了给定的移动,则返回此形状将与另一个形状接触的点的列表。如果没有碰" -"撞,则列表为空。\n" -"这个方法需要这个形状的变换矩阵([code]local_xform[/code]),这个形状上测试的" -"运动([code]local_motion[/code]),检查碰撞的形状([code]with_shape[/" -"code] )、那个形状的变换矩阵 ([code]shape_xform[/code]),以及在另一个对象上测" -"试的运动 ([code]shape_motion[/code])。" +"返回在进行给定的移动后,这个形状与其他形状的接触点列表。\n" +"如果不存在碰撞,则返回的列表为空。否则,返回的列表中包含的是一对对出现的接触" +"点,这个形状上的点和 [code]with_shape[/code] 上的点交替排列。\n" +"有了碰撞对 A 和 B,就可以通过 [code](B - A).normalized()[/code] 计算碰撞法" +"线,通过 [code](B - A).length()[/code] 计算碰撞深度。这些信息通常用于分离形" +"状,在碰撞求解器中比较常见。\n" +"这个方法需要用到这个形状的变换矩阵([code]local_xform[/code])、这个形状的测" +"试移动([code]local_motion[/code])、对方形状([code]with_shape[/code])、对" +"方形状的变换矩阵([code]shape_xform[/code])、对方形状的测试移动" +"([code]shape_motion[/code])。" #: doc/classes/Shape2D.xml msgid "" @@ -67740,8 +68290,8 @@ msgid "" "with the specified [code]color[/code]. The exact drawing method is specific " "for each shape and cannot be configured." msgstr "" -"用[VisualServer]API在[CanvasItem]上绘制实体形状,并填充指定的[code]color[/" -"code]。确切的绘制方法是每个形状特有的,无法配置。" +"用 [VisualServer] API 在 [CanvasItem] 上绘制实体形状,并填充指定的 " +"[code]color[/code]。确切的绘制方法是每个形状特有的,无法配置。" #: doc/classes/Shape2D.xml msgid "The shape's custom solver bias." @@ -68146,7 +68696,7 @@ msgid "" "and performance. Be careful when using high radiance size values as these " "can cause crashes on low-end GPUs." msgstr "" -"[Sky]的辐射贴图大小。辐射贴图尺寸越大,[Sky]的照明就越详细。\n" +"[Sky] 的辐射贴图大小。辐射贴图尺寸越大,[Sky] 的照明就越详细。\n" "有关值,参阅 [enum RadianceSize] 常量。\n" "[b]注意:[/b]如果您的项目中有非常清晰的反射表面,并且不使用 " "[ReflectionProbe] 或 [GIProbe],您才会受益于高辐射尺寸。对于大多数项目,将 " @@ -69211,6 +69761,10 @@ msgid "" msgstr "强制将 [member albedo_texture] 从sRGB空间转换为线性空间。" #: doc/classes/SpatialMaterial.xml +msgid "Enables signed distance field rendering shader." +msgstr "启用有符号距离场渲染着色器。" + +#: doc/classes/SpatialMaterial.xml msgid "If [code]true[/code], the object receives no ambient light." msgstr "如果[code]true[/code],则对象不接收环境光。" @@ -69237,12 +69791,6 @@ msgstr "如果[code]true[/code],则无论距离远近,对象都以相同的 #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], depth testing is disabled and the object will be drawn " -"in render order." -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 -msgid "" "If [code]true[/code], transparency is enabled on the body. See also [member " "params_blend_mode]." msgstr "" @@ -69398,10 +69946,6 @@ msgstr "" "引擎所期望的法线贴图坐标的比较。" #: doc/classes/SpatialMaterial.xml -msgid "Threshold at which the alpha scissor will discard values." -msgstr "alpha scissor 会丢弃数值的阈值。" - -#: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], the shader will keep the scale set for the mesh. " "Otherwise the scale is lost when billboarding. Only applies when [member " @@ -69917,14 +70461,6 @@ msgstr "" "度。" #: doc/classes/SpatialMaterial.xml -msgid "" -"Disables the depth test, so this object is drawn on top of all others. " -"However, objects drawn after it in the draw order may cover it." -msgstr "" -"禁用深度测试,所以这个对象被画在所有其他对象的上面。但是,在绘制顺序中,在它" -"之后绘制的对象可能会覆盖它。" - -#: doc/classes/SpatialMaterial.xml msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh." msgstr "将 [code]ALBEDO[/code] 设置为网格中指定的每顶点颜色。" @@ -70702,6 +71238,23 @@ msgstr "精灵上一个像素宽度的大小,以 3D 缩放。" #: doc/classes/SpriteBase3D.xml msgid "" +"Sets the render priority for the sprite. Higher priority objects will be " +"sorted in front of lower priority objects.\n" +"[b]Node:[/b] This only applies if [member alpha_cut] is set to [constant " +"ALPHA_CUT_DISABLED] (default value).\n" +"[b]Note:[/b] This only applies to sorting of transparent objects. This will " +"not impact how transparent objects are sorted relative to opaque objects. " +"This is because opaque objects are not sorted, while transparent objects are " +"sorted from back to front (subject to priority)." +msgstr "" +"设置精灵的渲染优先级。优先级高的物体将被排序在优先级低的物体前面。\n" +"[b]注意:[/b]仅在 [member alpha_cut] 为 [constant ALPHA_CUT_DISABLED](默认" +"值)时适用。\n" +"[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序" +"方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。" + +#: doc/classes/SpriteBase3D.xml +msgid "" "If [code]true[/code], the [Light] in the [Environment] has effects on the " "sprite." msgstr "如果 [code]true[/code],则 [Environment] 中的 [Light] 对精灵有影响。" @@ -70730,8 +71283,9 @@ msgid "" msgstr "如果设置,从后面也可以看到纹理,如果没有,从后面看它是不可见的。" #: doc/classes/SpriteBase3D.xml -msgid "Represents the size of the [enum DrawFlags] enum." -msgstr "代表[enum DrawFlags]枚举的大小。" +msgid "" +"Sprite is scaled by depth so that it always appears the same size on screen." +msgstr "精灵会根据深度进行缩放,从而在屏幕上始终以相同的大小显示。" #: doc/classes/SpriteFrames.xml msgid "Sprite frame library for AnimatedSprite and AnimatedSprite3D." @@ -74564,6 +75118,59 @@ msgid "" "Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled." msgstr "当 [member readonly] 启用时,设置这个 [TextEdit] 的 [StyleBox]。" +#: doc/classes/TextMesh.xml +msgid "Generate an [PrimitiveMesh] from the text." +msgstr "从文本生成 [PrimitiveMesh]。" + +#: doc/classes/TextMesh.xml +msgid "" +"Generate an [PrimitiveMesh] from the text.\n" +"TextMesh can be generated only when using dynamic fonts with vector glyph " +"contours. Bitmap fonts (including bitmap data in the TrueType/OpenType " +"containers, like color emoji fonts) are not supported.\n" +"The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the " +"height for the front face, 40% for the back face, 10% for the outer edges " +"and 10% for the inner edges." +msgstr "" +"根据文本生成 [PrimitiveMesh]。\n" +"使用了矢量字形轮廓的动态字体才能用于生成 TextMesh。不支持位图字体(包括 " +"TrueType/OpenType 容器中的位图数据,例如彩色 Emoji 字体)。\n" +"UV 布局由 4 个横条组成,从上到下依次为:正面占 40% 高度,背面占 40% 的高度," +"外面占 10% 的高度,内侧面占 10% 的高度。" + +#: doc/classes/TextMesh.xml +msgid "Step (in pixels) used to approximate Bézier curves." +msgstr "用于近似贝塞尔曲线的步长(单位为像素)。" + +#: doc/classes/TextMesh.xml +msgid "" +"Depths of the mesh, if set to [code]0.0[/code] only front surface, is " +"generated, and UV layout is changed to use full texture for the front face " +"only." +msgstr "" +"生成的网格的深度,设为 [code]0.0[/code] 时只有正面,此时的 UV 布局会变为让正" +"面占据整张纹理。" + +#: doc/classes/TextMesh.xml +msgid "[Font] used for the [TextMesh]'s text." +msgstr "该 [TextMesh] 的文本所使用的 [Font]。" + +#: doc/classes/TextMesh.xml +msgid "" +"Controls the text's horizontal alignment. Supports left, center and right. " +"Set it to one of the [enum Align] constants." +msgstr "" +"控制文本的水平对齐。支持左对齐、居中、右对齐。把它设置为 [enum Align] 常量之" +"一。" + +#: doc/classes/TextMesh.xml +msgid "The size of one pixel's width on the text to scale it in 3D." +msgstr "文本上一个像素宽度的大小,以 3D 缩放。" + +#: doc/classes/TextMesh.xml +msgid "The text to generate mesh from." +msgstr "用于生成网格的文本。" + #: doc/classes/Texture.xml msgid "Texture for 2D and 3D." msgstr "用于 2D 和 3D 的纹理。" @@ -79029,10 +79636,11 @@ msgid "Stops animation and removes all tweens." msgstr "停止动画,并删除所有补间。" #: doc/classes/Tween.xml +#, fuzzy msgid "" "Resets a tween to its initial value (the one given, not the one before the " "tween), given its object and property/method pair. By default, all tweens " -"are removed, unless [code]key[/code] is specified." +"are reset, unless [code]key[/code] is specified." msgstr "" "将补间重置到它的初始值,即给定的值,而不是补间之前的值,指定其对象和属性或方" "法的对。默认情况下,除非指定了[code]key[/code],否则所有的补间都被移除。" @@ -81239,19 +81847,20 @@ msgstr "" "[VideoPlayer]中播放视频。" #: modules/gdnative/doc_classes/VideoStreamGDNative.xml -msgid "[VideoStream] resource for for video formats implemented via GDNative." -msgstr "[VideoStream] 用于通过GDNative实现的视频格式的资源。" +msgid "[VideoStream] resource for video formats implemented via GDNative." +msgstr "通过 GDNative 实现的视频格式所使用的 [VideoStream] 资源。" #: modules/gdnative/doc_classes/VideoStreamGDNative.xml msgid "" -"[VideoStream] resource for for video formats implemented via GDNative.\n" +"[VideoStream] resource for video formats implemented via GDNative.\n" "It can be used via [url=https://github.com/KidRigger/godot-" "videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg." "org]FFmpeg[/url] library." msgstr "" -"[VideoStream]资源用于通过GDNative实现的视频格式。\n" -"它可以通过[url=https://github.com/KidRigger/godot-videodecoder]godot-" -"videodecoder[/url]使用[url=https://ffmpeg.org]FFmpeg[/url]库来使用。" +"通过 GDNative 实现的视频格式所使用的 [VideoStream] 资源。\n" +"它可以通过 [url=https://github.com/KidRigger/godot-videodecoder]godot-" +"videodecoder[/url] 使用,内部使用的是 [url=https://ffmpeg.org]FFmpeg[/url] " +"库。" #: modules/gdnative/doc_classes/VideoStreamGDNative.xml msgid "Returns the video file handled by this [VideoStreamGDNative]." @@ -85790,9 +86399,10 @@ msgid "Returns the value of a certain material's parameter." msgstr "返回特定材质的参数值。" #: doc/classes/VisualServer.xml +#, fuzzy msgid "" -"Returns the default value for the param if available. Otherwise returns an " -"empty [Variant]." +"Returns the default value for the param if available. Returns [code]null[/" +"code] otherwise." msgstr "如果可用,返回参数的默认值。否则返回一个空的 [Variant]。" #: doc/classes/VisualServer.xml @@ -91595,7 +92205,7 @@ msgid "Emitted when [member visibility_state] has changed." msgstr "当[member visibility_state]已更改时触发。" #: modules/webxr/doc_classes/WebXRInterface.xml -msgid "We don't know the the target ray mode." +msgid "We don't know the target ray mode." msgstr "不知道目标射线的模式。" #: modules/webxr/doc_classes/WebXRInterface.xml @@ -91798,14 +92408,14 @@ msgid "An X509 certificate (e.g. for SSL)." msgstr "X509 证书(例如用于 SSL)。" #: doc/classes/X509Certificate.xml +#, fuzzy msgid "" "The X509Certificate class represents an X509 certificate. Certificates can " "be loaded and saved like any other [Resource].\n" "They can be used as the server certificate in [method StreamPeerSSL." "accept_stream] (along with the proper [CryptoKey]), and to specify the only " "certificate that should be accepted when connecting to an SSL server via " -"[method StreamPeerSSL.connect_to_stream].\n" -"[b]Note:[/b] Not available in HTML5 exports." +"[method StreamPeerSSL.connect_to_stream]." msgstr "" "X509Certificate 类表示一个 X509 证书。证书可以像其他的 [Resource] 资源一样被" "加载和保存。\n" |