diff options
Diffstat (limited to 'doc/translations/zh_CN.po')
-rw-r--r-- | doc/translations/zh_CN.po | 814 |
1 files changed, 545 insertions, 269 deletions
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index 274ba633ad..d037281462 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: 2022-05-23 16:04+0000\n" +"PO-Revision-Date: 2022-06-08 06:47+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" @@ -9213,9 +9213,8 @@ msgstr "" "预期的剔除特别有用。" #: doc/classes/ArrayMesh.xml -#, fuzzy msgid "Value used internally when no indices are present." -msgstr "没有索引时,index_array_len 的默认值。" +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)." @@ -15270,8 +15269,9 @@ msgstr "" "与可选的下一个字符的字偶距。" #: doc/classes/CanvasItem.xml +#, fuzzy msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -17379,11 +17379,12 @@ msgstr "" "[/codeblock]" #: doc/classes/Color.xml +#, fuzzy msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" "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" @@ -17438,12 +17439,13 @@ msgstr "" "[/codeblock]" #: doc/classes/Color.xml +#, fuzzy msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" "返回对比度最高的颜色。\n" @@ -17469,12 +17471,13 @@ msgstr "" "[/codeblock]" #: doc/classes/Color.xml +#, fuzzy msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" "从 HSV 配置文件中构建一个颜色。[code]h[/code]、[code]s[/code]和[code]v[/code]" @@ -17494,12 +17497,13 @@ msgstr "" "可以用来确定颜色是亮色还是暗色。一般认为亮度小于 0.5 的颜色是暗色。" #: doc/classes/Color.xml +#, fuzzy msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" "返回颜色的灰度表示。\n" @@ -17633,15 +17637,16 @@ msgstr "" "[/codeblock]" #: doc/classes/Color.xml +#, fuzzy msgid "" "Returns the color's HTML hexadecimal color string in ARGB format (ex: " "[code]ff34f822[/code]).\n" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" "返回 ARGB 格式的 HTML 十六进制颜色字符串(例如:[code]ff34f822[/code])。\n" @@ -17740,7 +17745,7 @@ msgstr "爱丽丝蓝。" #: doc/classes/Color.xml msgid "Antique white color." -msgstr "古色古香的白色。" +msgstr "古董白。" #: doc/classes/Color.xml msgid "Aqua color." @@ -17788,7 +17793,7 @@ msgstr "癭木色。" #: doc/classes/Color.xml msgid "Cadet blue color." -msgstr "军校学生的蓝色。" +msgstr "军服蓝。" #: doc/classes/Color.xml msgid "Chartreuse color." @@ -18112,7 +18117,7 @@ msgstr "鹿皮鞋颜色。" #: doc/classes/Color.xml msgid "Navajo white color." -msgstr "那瓦伙族人白。" +msgstr "纳瓦白。" #: doc/classes/Color.xml msgid "Navy blue color." @@ -18120,7 +18125,7 @@ msgstr "藏青色。" #: doc/classes/Color.xml msgid "Old lace color." -msgstr "旧蕾丝颜色。" +msgstr "旧蕾丝色。" #: doc/classes/Color.xml msgid "Olive color." @@ -20745,18 +20750,16 @@ msgid "Show the system's cross mouse cursor when the user hovers the node." msgstr "当用户将鼠标悬停在节点上时,显示系统的交叉鼠标光标。" #: doc/classes/Control.xml -#, fuzzy msgid "" "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,显示系统繁忙的鼠标光标。通常是一个沙漏。" +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 -#, fuzzy msgid "" "Show the system's busy mouse cursor when the user hovers the node. Often an " "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。通常是一个沙漏。" +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 "" @@ -22164,14 +22167,13 @@ msgid "" "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" -"[X509Certificate],并可作为[method StreamPeerSSL.accept_stream]中的私钥以及相" -"应的证书。\n" -"[b]注意:[/b]在HTML5导出中不可用。" +"CryptoKey 类表示加密密钥。密钥可以像其他任何 [Resource] 一样进行加载和保" +"存。\n" +"密钥可以通过 [method Crypto.generate_self_signed_certificate] 生成自签名 " +"[X509Certificate],并可作为 [method StreamPeerSSL.accept_stream] 中的私钥以及" +"相应的证书。" #: doc/classes/CryptoKey.xml msgid "" @@ -23886,7 +23888,7 @@ 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" @@ -25427,9 +25429,8 @@ 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 -#, fuzzy msgid "Returns [code]true[/code] if 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。" +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." @@ -26731,8 +26732,9 @@ msgstr "" "侧。" #: doc/classes/EditorPlugin.xml +#, fuzzy msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog 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." @@ -29669,11 +29671,13 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "低质量的屏幕空间环境遮挡效果(最快)。" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +#, fuzzy +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "低质量的屏幕空间环境遮挡效果。" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +#, fuzzy +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "低质量的屏幕空间环境遮挡效果(最慢)。" #: doc/classes/Expression.xml @@ -30759,6 +30763,13 @@ msgid "" "[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 "" @@ -30770,29 +30781,24 @@ 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 -#, fuzzy msgid "Returns resource id of the cache texture containing the char." -msgstr "返回纹理图像的opengl id。" +msgstr "返回包含该字符的缓存纹理的资源 ID。" #: doc/classes/Font.xml -#, fuzzy msgid "Returns size of the cache texture containing the char." -msgstr "返回碰撞体中的接触位置。" +msgstr "返回包含该字符的缓存纹理的大小。" #: doc/classes/Font.xml -#, fuzzy msgid "Returns char offset from the baseline." -msgstr "返回图块的纹理偏移量。" +msgstr "返回相对于基线的字符偏移。" #: doc/classes/Font.xml -#, fuzzy msgid "Returns size of the char." -msgstr "返回参数的正弦值。" +msgstr "返回该字符的大小。" #: doc/classes/Font.xml -#, fuzzy msgid "Returns rectangle in the cache texture containing the char." -msgstr "返回一个包围着地图中已使用非空图块的矩形。" +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)." @@ -30830,21 +30836,20 @@ msgstr "" "用它的控件。" #: doc/classes/Font.xml -#, fuzzy msgid "Contour point is on the curve." -msgstr "从曲线中删除所有点。" +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 "" +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 "" +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." @@ -31744,13 +31749,13 @@ 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]," -"[code]dir_b[/code])是否相交。如果是,则将相交点返回为[Vector2]。如果没有交" -"叉,则返回一个空的[Variant]。\n" -"[b]注意:[/b]线是使用方向向量而不是终点指定的。" +"检查两条直线([code]from_a[/code], [code]dir_a[/code]) 和 ([code]from_b[/" +"code], [code]dir_b[/code]) 是否相交。如果相交,则返回 [Vector2] 形式的相交" +"点。如果不相交,则返回 [code]null[/code]。\n" +"[b]注意:[/b]直线是使用方向向量而不是终点指定的。" #: doc/classes/Geometry.xml msgid "" @@ -31910,12 +31915,12 @@ msgstr "" 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" -"交,返回一个空的[Variant]。" +"检查两条线段 ([code]from_a[/code], [code]to_a[/code]) 和 ([code]from_b[/" +"code], [code]to_b[/code]) 是否相交。如果相交,则返回 [Vector2] 形式的相交点。" +"如果不相交,则返回 [code]null[/code]。" #: doc/classes/Geometry.xml msgid "" @@ -33117,6 +33122,8 @@ msgid "" "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 "" @@ -33865,8 +33872,7 @@ 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" @@ -33892,8 +33898,7 @@ msgstr "" " var res = ctx.finish()\n" " # 以十六进制字符串和数组的形式打印结果。\n" " printt(res.hex_encode(), Array(res))\n" -"[/codeblock]\n" -"[b]注意:[/b]这在导出为 HTML5 时是不可用的。" +"[/codeblock]" #: doc/classes/HashingContext.xml msgid "Closes the current context, and return the computed hash." @@ -35549,6 +35554,8 @@ msgid "" "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 "" @@ -35573,13 +35580,17 @@ msgid "" "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 -#, fuzzy msgid "" "Maximum number of allowed redirects. This is used to prevent endless " "redirect loops." -msgstr "允许的最大重定向数。" +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 "" @@ -35591,6 +35602,11 @@ msgid "" "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." @@ -37505,24 +37521,22 @@ msgid "" 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 -#, fuzzy msgid "" "Wait 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)." 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" +"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 -#, fuzzy msgid "" "Busy cursor. Indicates that the application is busy performing an operation. " "This cursor shape denotes that the application is still usable during the " "operation." 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。" +"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." @@ -40644,93 +40658,86 @@ msgid "Background [StyleBox] for the [Label]." msgstr "为[Label]设置背景样式[StyleBox]。" #: doc/classes/Label3D.xml -#, fuzzy msgid "Displays plain text in a 3D world." -msgstr "3D 世界中的 2D 精灵节点。" +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 "" +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 -#, fuzzy msgid "" "If [code]true[/code], the specified flag will be enabled. See [enum Label3D." "DrawFlags] for a list of flags." msgstr "" -"如果指定的标志被启用,返回 [code]true[/code]。参阅 [enum Flags] 枚举器的选" -"项。" +"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 -#, fuzzy msgid "" "The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for " "possible values." -msgstr "图块地图的方向模式。有关可能的值,参阅[enum Mode]。" +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 -#, fuzzy msgid "If [code]true[/code], wraps the text to the [member width]." -msgstr "如果 [code]true[/code],隐藏指定索引的行。" +msgstr "如果为 [code]true[/code],会按照 [member width] 将文本进行换行。" #: doc/classes/Label3D.xml -#, fuzzy msgid "" "The billboard mode to use for the label. See [enum SpatialMaterial." "BillboardMode] for possible values." -msgstr "填充方向。有关可能的值,参阅[enum FillMode]。" +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 -#, fuzzy 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纹理,如果为 [code]false[/code]," +"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 -#, fuzzy msgid "" "If [code]true[/code], the label is rendered at the same size regardless of " "distance." -msgstr "如果[code]true[/code],则无论距离远近,对象都以相同的尺寸呈现。" +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 -#, fuzzy msgid "[Font] used for the [Label3D]'s text." -msgstr "用于标签[Label]文本的字体[Font]。" +msgstr "该 [Label3D] 的文本所使用的 [Font]。" #: doc/classes/Label3D.xml -#, fuzzy 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、居中对齐、右对齐和填充,或者两端对齐。把它设" -"置为[enum Align]常量之一。" +"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 -#, fuzzy msgid "Vertical space between lines in multiline [Label3D]." -msgstr "多行[Label]中各行之间的垂直空间。" +msgstr "多行 [Label3D] 中各行之间的垂直空间。" #: doc/classes/Label3D.xml -#, fuzzy msgid "Text [Color] of the [Label3D]." -msgstr "[Label]标签的默认文本颜色[Color]。" +msgstr "该 [Label3D] 的文本颜色 [Color]。" #: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml #: doc/classes/SpriteBase3D.xml @@ -40740,17 +40747,14 @@ 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/Label3D.xml -#, fuzzy msgid "The text drawing offset (in pixels)." -msgstr "纹理的绘图偏移量。" +msgstr "文本绘制偏移(单位为像素)。" #: doc/classes/Label3D.xml -#, fuzzy msgid "The tint of [Font]'s outline." -msgstr "圆柱体的高度。" +msgstr "对 [Font] 轮廓的染色。" #: doc/classes/Label3D.xml -#, fuzzy msgid "" "Sets the render priority for the text outline. Higher priority objects will " "be sorted in front of lower priority objects.\n" @@ -40761,18 +40765,17 @@ msgid "" "This is because opaque objects are not sorted, while transparent objects are " "sorted from back to front (subject to priority)." msgstr "" -"设置 3D 场景中透明物体的渲染优先级。优先级高的物体将被排序在优先级低的物体前" -"面。\n" +"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 -#, fuzzy msgid "The size of one pixel's width on the label to scale it in 3D." -msgstr "精灵上一个像素宽度的大小,以 3D 缩放。" +msgstr "标签上一个像素宽度的大小,以 3D 缩放。" #: doc/classes/Label3D.xml -#, fuzzy msgid "" "Sets the render priority for the text. Higher priority objects will be " "sorted in front of lower priority objects.\n" @@ -40783,41 +40786,38 @@ msgid "" "This is because opaque objects are not sorted, while transparent objects are " "sorted from back to front (subject to priority)." msgstr "" -"设置 3D 场景中透明物体的渲染优先级。优先级高的物体将被排序在优先级低的物体前" -"面。\n" +"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 -#, fuzzy msgid "" "If [code]true[/code], the [Light] in the [Environment] has effects on the " "label." -msgstr "如果 [code]true[/code],则 [Environment] 中的 [Light] 对精灵有影响。" +msgstr "如果为 [code]true[/code],则 [Environment] 中的 [Light] 对标签有影响。" #: doc/classes/Label3D.xml -#, fuzzy 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、底部和填充。参阅 [enum VAlign] 常量。" +"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 "" +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 -#, fuzzy msgid "If set, lights in the environment affect the label." -msgstr "如果设置,环境中的灯光会影响精灵。" +msgstr "如果打开,环境中的灯光会影响该标签。" #: doc/classes/Label3D.xml -#, fuzzy msgid "" "If set, text can be seen from the back as well. If not, the texture is " "invisible when looking at it from behind." -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。" +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 @@ -40829,10 +40829,9 @@ msgstr "" "之后绘制的对象可能会覆盖它。" #: doc/classes/Label3D.xml -#, fuzzy msgid "" "Label is scaled by depth so that it always appears the same size on screen." -msgstr "按深度缩放对象,使其在屏幕上显示的大小始终相同。" +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." @@ -40844,6 +40843,8 @@ msgid "" "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 "" @@ -40855,6 +40856,12 @@ msgid "" "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 "" @@ -40866,6 +40873,11 @@ msgid "" "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 "" @@ -44557,15 +44569,20 @@ msgid "Server interface for low-level 2D navigation access." msgstr "访问底层 2D 导航的服务器接口。" #: doc/classes/Navigation2DServer.xml +#, fuzzy msgid "" "Navigation2DServer is the server responsible for all 2D navigation. It " "handles several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation polygons. " -"Together, they define the navigable areas in the 2D world. For two regions " -"to be connected to each other, they must share a similar edge. An edge is " -"considered connected to another if both of its two vertices are at a " -"distance less than [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"Together, they define the navigable areas in the 2D world.\n" +"[b]Note:[/b] Most NavigationServer changes take effect after the next " +"physics frame and not immediately. This includes all changes made to maps, " +"regions or agents by navigation related Nodes in the SceneTree or made " +"through scripts.\n" +"For two regions to be connected to each other, they must share a similar " +"edge. An edge is considered connected to another if both of its two vertices " +"are at a distance less than [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\n" "To use the collision avoidance system, you may use agents. You can set an " "agent's target velocity, then the servers will emit a callback with a " "modified velocity.\n" @@ -44809,9 +44826,8 @@ msgstr "" "航路径,则会返回代理父节点的原点。" #: doc/classes/NavigationAgent.xml -#, fuzzy msgid "Returns the [RID] of this agent on the [NavigationServer]." -msgstr "返回这个障碍物在 [NavigationServer] 上的 [RID]。" +msgstr "返回这个代理在 [NavigationServer] 上的 [RID]。" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" @@ -44880,6 +44896,11 @@ msgid "" "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 "" @@ -44996,9 +45017,8 @@ msgstr "" "航路径,则会返回代理父节点的原点。" #: doc/classes/NavigationAgent2D.xml -#, fuzzy msgid "Returns the [RID] of this agent on the [Navigation2DServer]." -msgstr "返回这个障碍物在 [Navigation2DServer] 上的 [RID]。" +msgstr "返回这个代理在 [Navigation2DServer] 上的 [RID]。" #: doc/classes/NavigationAgent2D.xml msgid "" @@ -45017,6 +45037,11 @@ msgid "" "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." @@ -45369,7 +45394,7 @@ msgstr "" "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" +"[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。" @@ -45673,15 +45698,20 @@ msgid "Server interface for low-level 3D navigation access." msgstr "访问底层 3D 导航的服务器接口。" #: doc/classes/NavigationServer.xml +#, fuzzy msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. For two regions to be " -"connected to each other, they must share a similar edge. An edge is " -"considered connected to another if both of its two vertices are at a " -"distance less than [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D world.\n" +"[b]Note:[/b] Most NavigationServer changes take effect after the next " +"physics frame and not immediately. This includes all changes made to maps, " +"regions or agents by navigation related Nodes in the SceneTree or made " +"through scripts.\n" +"For two regions to be connected to each other, they must share a similar " +"edge. An edge is considered connected to another if both of its two vertices " +"are at a distance less than [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\n" "To use the collision avoidance system, you may use agents. You can set an " "agent's target velocity, then the servers will emit a callback with a " "modified velocity.\n" @@ -45998,11 +46028,10 @@ msgstr "" "code] 参数。" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml -#, fuzzy msgid "" "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 "" @@ -47140,7 +47169,6 @@ 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" @@ -47148,7 +47176,7 @@ msgid "" "[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 " +"如果这个 Node 设置了物理插值标志,则返回 [code]true[/code](见 [member " "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。" @@ -47162,7 +47190,7 @@ 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 physics_interpolation_mode])[b]并且[/b]该 " +"如果启用了物理插值(见 [member 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" @@ -47437,8 +47465,8 @@ 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 " @@ -47449,7 +47477,7 @@ msgstr "" "可选择将所有附加参数作为参数发送给 RPC 调用的方法。调用请求将只被具有相同 " "[NodePath] 的节点接收,包括完全相同的节点名称。行为取决于给定方法的 RPC 配" "置,见 [method rpc_config]。方法在默认情况下不会暴露给 RPC。参阅 [method " -"rset] 和[method rset_config] 的属性。返回一个空的 [Variant]。\n" +"rset] 和[method rset_config] 的属性。返回 [code]null[/code]。\n" "[b]注意:[/b]只有在你从 [SceneTree] 收到 [code]connected_to_server[/code] 信" "号之后,你才能安全地在客户端使用 RPC。你还需要跟踪连接状态,可以通过 " "[code]server_disconnected[/code] 等 [SceneTree] 信号或者检查 [code]SceneTree." @@ -47475,27 +47503,26 @@ msgstr "" #: doc/classes/Node.xml 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]。" +"向由 [code]peer_id[/code] 确定的特定对等体发送一个 [method rpc](见 [method " +"NetworkedMultiplayerPeer.set_target_peer])。返回 [code]null[/code]。" #: doc/classes/Node.xml msgid "" -"Sends a [method rpc] using an unreliable protocol. Returns an empty " -"[Variant]." -msgstr "使用一个不可靠的协议发送一个[method rpc]。返回一个空的[Variant]。" +"Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]." +msgstr "使用不可靠的协议发送一个 [method rpc]。返回 [code]null[/code]。" #: doc/classes/Node.xml 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" -"[Variant]。" +"使用不可靠的协议(见 [method NetworkedMultiplayerPeer.set_target_peer])向由 " +"[code]peer_id[/code] 标识的特定对等体发送一个 [method rpc]。返回 [code]null[/" +"code]。" #: doc/classes/Node.xml msgid "" @@ -48327,9 +48354,10 @@ msgstr "" "[/codeblock]" #: doc/classes/NodePath.xml +#, fuzzy msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -51243,6 +51271,7 @@ msgstr "" "[b]注意:[/b]该方法在 HTML5、Linux、macOS 和 Windows 上实现。" #: doc/classes/OS.xml +#, fuzzy msgid "" "Requests the OS to open a resource with the most appropriate program. For " "example:\n" @@ -51252,9 +51281,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -56158,13 +56187,47 @@ msgid "A pooled array of bytes." msgstr "字节池数组。" #: doc/classes/PoolByteArray.xml +#, fuzzy 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 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。" +"专门为存储字节设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n" +"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 " +"[PoolByteArray] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 [Dictionary] " +"中的 [PoolByteArray] 进行了修改,那么这些修改就会丢失:\n" +"[codeblock]\n" +"var array = [PoolByteArray()]\n" +"array[0].push_back(123)\n" +"print(array) # [[]](空 Array 中包含了空的 PoolByteArray)\n" +"[/codeblock]\n" +"整个 [PoolByteArray] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会发" +"生变化:\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]](Array 中包含了含有 1 个元素的 PoolByteArray)\n" +"[/codeblock]" #: doc/classes/PoolByteArray.xml msgid "" @@ -56329,17 +56392,53 @@ 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]." +msgid "A pooled array of [Color]s." msgstr "[Color] 池数组。" #: doc/classes/PoolColorArray.xml +#, fuzzy 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 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。" +"专门为存储 [Color] 设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n" +"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 " +"[PoolColorArray] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 [Dictionary] " +"中的 [PoolColorArray] 进行了修改,那么这些修改就会丢失:\n" +"[codeblock]\n" +"var array = [PoolColorArray()]\n" +"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" +"print(array) # [[]](空 Array 中包含了空的 PoolColorArray)\n" +"[/codeblock]\n" +"整个 [PoolColorArray] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会发" +"生变化:\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)]](Array 中包含了含有 1 个元素的 " +"PoolColorArray)\n" +"[/codeblock]" #: doc/classes/PoolColorArray.xml msgid "" @@ -56375,19 +56474,53 @@ 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 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 " "around. In comparison, [int] uses signed 64-bit integers which can hold much " "larger values." msgstr "" -"专门用于保存整数值([int])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。\n" +"专门为存储整数([int])设计的数组。针对内存使用进行了优化,不会产生内存碎" +"片。\n" +"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 " +"[PoolIntArray] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 [Dictionary] 中" +"的 [PoolIntArray] 进行了修改,那么这些修改就会丢失:\n" +"[codeblock]\n" +"var array = [PoolIntArray()]\n" +"array[0].push_back(1234)\n" +"print(array) # [[]](空 Array 中包含了空的 PoolIntArray)\n" +"[/codeblock]\n" +"整个 [PoolIntArray] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会发生" +"变化:\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]](Array 中包含了含有 1 个元素的 PoolIntArray)\n" +"[/codeblock]\n" "[b]注意:[/b]这个类型仅限于有符号的 32 位整数,这意味着它只能在 [code]" "[-2^31, 2^31 - 1][/code] 的区间取值,即 [code][-2147483648, 2147483647][/" "code]。超过这些界限就会被包起来。相比之下,[int] 使用有符号的 64 位整数,可以" @@ -56416,14 +56549,32 @@ 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])." +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 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 " @@ -56432,8 +56583,24 @@ msgid "" "store [float]s will use roughly 6 times more memory compared to a " "[PoolRealArray]." msgstr "" -"专门设计用于保存浮点值的数组。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。\n" +"专门为存储浮点数设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n" +"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 " +"[PoolRealArray] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 [Dictionary] " +"中的 [PoolRealArray] 进行了修改,那么这些修改就会丢失:\n" +"[codeblock]\n" +"var array = [PoolIntArray()]\n" +"array[0].push_back(12.34)\n" +"print(array) # [[]](空 Array 中包含了空的 PoolRealArray)\n" +"[/codeblock]\n" +"整个 [PoolRealArray] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会发" +"生变化:\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]](Array 中包含了含有 1 个元素的 PoolRealArray)\n" +"[/codeblock]\n" "[b]注意:[/b]与 64 位原始 [float] 不同,存储在 [PoolRealArray] 中的数字是 32 " "位浮点数。这意味着与原始 [float] 相比,存储在 [PoolRealArray] 中的值具有较低" "的精度。如果您需要在数组中存储 64 位浮点数,请使用具有 [float] 元素的通用 " @@ -56455,18 +56622,51 @@ 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]." +msgid "A pooled array of [String]s." msgstr "[String] 池数组。" #: doc/classes/PoolStringArray.xml +#, fuzzy 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 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。" +"专门为存储 [String] 设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n" +"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 " +"[PoolStringArray] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 " +"[Dictionary] 中的 [PoolStringArray] 进行了修改,那么这些修改就会丢失:\n" +"[codeblock]\n" +"var array = [PoolStringArray()]\n" +"array[0].push_back(\"hello\")\n" +"print(array) # [[]](空 Array 中包含了空的 PoolStringArray)\n" +"[/codeblock]\n" +"整个 [PoolStringArray] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会" +"发生变化:\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]](Array 中包含了含有 1 个元素的 PoolStringArray)\n" +"[/codeblock]" #: doc/classes/PoolStringArray.xml msgid "" @@ -56495,17 +56695,53 @@ 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]." +msgid "A pooled array of [Vector2]s." msgstr "[Vector2] 池数组。" #: doc/classes/PoolVector2Array.xml +#, fuzzy 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 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。" +"专门为存储 [Vector2] 设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n" +"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 " +"[PoolVector2Array] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 " +"[Dictionary] 中的 [PoolVector2Array] 进行了修改,那么这些修改就会丢失:\n" +"[codeblock]\n" +"var array = [PoolVector2Array()]\n" +"array[0].push_back(Vector2(12, 34))\n" +"print(array) # [[]](空 Array 中包含了空的 PoolVector2Array)\n" +"[/codeblock]\n" +"整个 [PoolVector2Array] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会" +"发生变化:\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)]](Array 中包含了含有 1 个元素的 " +"PoolVector2Array)\n" +"[/codeblock]" #: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml #: doc/classes/TileSet.xml @@ -56536,13 +56772,49 @@ msgid "A pooled array of [Vector3]." msgstr "[Vector3] 池数组。" #: doc/classes/PoolVector3Array.xml +#, fuzzy 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 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。" +"专门为存储 [Vector3] 设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n" +"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 " +"[PoolVector3Array] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 " +"[Dictionary] 中的 [PoolVector3Array] 进行了修改,那么这些修改就会丢失:\n" +"[codeblock]\n" +"var array = [PoolVector3Array()]\n" +"array[0].push_back(Vector3(12, 34, 56))\n" +"print(array) # [[]](空 Array 中包含了空的 PoolVector3Array)\n" +"[/codeblock]\n" +"整个 [PoolVector3Array] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会" +"发生变化:\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)]](Array 中包含了含有 1 个元素的 " +"PoolVector3Array)\n" +"[/codeblock]" #: doc/classes/PoolVector3Array.xml msgid "" @@ -56968,7 +57240,6 @@ msgstr "" "请参阅[method add_submenu_item]。" #: doc/classes/PopupMenu.xml -#, fuzzy msgid "" "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。" @@ -62256,10 +62527,12 @@ msgid "Abstract base class for range-based controls." msgstr "基于范围的控件的抽象基类。" #: doc/classes/Range.xml +#, fuzzy msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" "Range是一个用于[Control]节点的基类,它在[i]最小值[/i]和[i]最大值[/i]之间改变" "一个浮点[i]值[/i],用于[i]步进[/i]和[i]页面[/i],例如[ScrollBar]。" @@ -64646,7 +64919,6 @@ msgid "The default text font." msgstr "默认的文本字体。" #: doc/classes/RichTextLabel.xml -#, fuzzy msgid "The background used when the [RichTextLabel] is focused." msgstr "[RichTextLabel] 获得焦点时使用的背景。" @@ -64812,38 +65084,41 @@ 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 the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular 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" -"关于阻尼的更多细节,请参阅[member ProjectSettings.physics/3d/" +"对 RigidBody 的旋转力进行阻尼运算。如果这个值与 -1.0 不同,将会追加到任何从世" +"界或区域派生的线性阻尼中。\n" +"关于阻尼的更多细节,请参阅 [member ProjectSettings.physics/3d/" "default_angular_damp]。" #: doc/classes/RigidBody.xml msgid "Lock the body's rotation in the X axis." -msgstr "锁定实体在X轴上的旋转。" +msgstr "锁定实体在 X 轴上的旋转。" #: doc/classes/RigidBody.xml msgid "Lock the body's rotation in the Y axis." -msgstr "锁定实体在Y轴上的旋转。" +msgstr "锁定实体在 Y 轴上的旋转。" #: doc/classes/RigidBody.xml msgid "Lock the body's rotation in the Z axis." -msgstr "锁定实体在Z轴上的旋转。" +msgstr "锁定实体在 Z 轴上的旋转。" #: doc/classes/RigidBody.xml msgid "Lock the body's movement in the X axis." -msgstr "锁定实体在X轴上的移动。" +msgstr "锁定实体在 X 轴上的移动。" #: doc/classes/RigidBody.xml msgid "Lock the body's movement in the Y axis." -msgstr "锁定实体在Y轴上的移动。" +msgstr "锁定实体在 Y 轴上的移动。" #: doc/classes/RigidBody.xml msgid "Lock the body's movement in the Z axis." -msgstr "锁定实体在Z轴上的移动。" +msgstr "锁定实体在 Z 轴上的移动。" #: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml #: doc/classes/StaticBody.xml doc/classes/StaticBody2D.xml @@ -64925,7 +65200,7 @@ msgid "" "Deprecated, use [member PhysicsMaterial.friction] instead via [member " "physics_material_override]." msgstr "" -"实体的摩擦力,从 0(无摩擦)到 1(最大摩擦)。\n" +"该实体的摩擦力,从 0(无摩擦)到 1(最大摩擦)。\n" "已废弃,请通过 [member physics_material_override] 使用 [member " "PhysicsMaterial.friction] 代替。" @@ -64936,21 +65211,21 @@ msgid "" "example, a value of 1 will be normal gravity, 2 will apply double gravity, " "and 0.5 will apply half gravity to this object." msgstr "" -"这与在[b]项目 > 项目设置 > Physics > 3d[/b] 中找到的全局 3D 重力设置相乘,产" -"生 RigidBody 的重力。例如,1 的值将是正常的重力,2 将应用双倍的重力,0.5 将对" -"这个物体应用一半的重力。" +"这与在[b]项目 > 项目设置 > 物理 > 3D[/b] 中找到的全局 3D 重力设置相乘,产生 " +"RigidBody 的重力。例如,1 的值将是正常的重力,2 将应用双倍的重力,0.5 将对这" +"个物体应用一半的重力。" #: doc/classes/RigidBody.xml 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 "" -"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/" +"该实体的线性阻尼。不能小于 -1.0。如果这个值与 -1.0 不同,将会追加到任何从世界" +"或区域派生的线性阻尼中。\n" +"关于阻尼的更多细节,请参阅 [member ProjectSettings.physics/3d/" "default_linear_damp]。" #: doc/classes/RigidBody.xml @@ -65251,12 +65526,14 @@ msgstr "" 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 "" -"对物体的 [member angular_velocity] 进行阻尼运算。如果为 [code]-1[/code],物体" -"将使用[b]项目 > 项目设置 > 物理 > 2D[/b] 中定义的[b]默认角度阻尼[/b]。\n" +"对该实体的 [member angular_velocity] 进行阻尼运算。如果为 [code]-1[/code],物" +"体将使用[b]项目 > 项目设置 > 物理 > 2D[/b] 中定义的[b]默认角度阻尼[/b]。如果" +"大于 [code]-1[/code],会加入到项目默认值之上。\n" "有关阻尼的更多详细信息,请参阅 [member ProjectSettings.physics/2d/" "default_angular_damp]。" @@ -65355,21 +65632,22 @@ msgid "" "this function allows you to set a custom value. Set 0 inertia to return to " "automatically computing it." msgstr "" -"物体的惯性力矩。这就像质量,但对于旋转来说:它决定了旋转物体需要多大的力矩。" -"惯性力矩通常是由质量和形状自动计算出来的,但是这个函数允许你设置一个自定义" -"值。设置0惯性会切换回自动计算。" +"该实体的惯性力矩。类似于质量,但是针对旋转的:它决定了旋转物体需要多大的力" +"矩。惯性力矩通常是由质量和形状自动计算出来的,但是这个函数允许你设置一个自定" +"义值。设置 0 惯性会切换回自动计算。" #: doc/classes/RigidBody2D.xml 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 "" -"对物体的[member linear_velocity]进行阻尼运算。如果[code]-1[/code],物体将使用" -"[b]项目 > 项目设置 > Physics > 2d[/b] 中的 [b]Default Linear Damp[/b](默认线" -"性阻尼)。\n" +"对该实体的 [member linear_velocity] 进行阻尼运算。如果为 [code]-1[/code],物" +"体将使用[b]项目 > 项目设置 > 物理 > 2D[/b] 中的[b]默认线性阻尼[/b]。如果大于 " +"[code]-1[/code],会加入到项目默认值之上。\n" "有关阻尼的更多详细信息,请参阅 [member ProjectSettings.physics/2d/" "default_linear_damp]。" @@ -65380,21 +65658,21 @@ msgid "" "thread and runs at a different granularity. Use [method _integrate_forces] " "as your process loop for precise control of the body state." msgstr "" -"物体的线速度,单位为像素每秒。可以偶尔使用,但是[b]不要每一帧都设置它[/b],因" -"为物理可能在另一个线程中运行,并且以不同的间隔。使用 [method " +"该实体的线速度,单位为像素每秒。可以偶尔使用,但是[b]不要每一帧都设置它[/b]," +"因为物理可能在另一个线程中运行,并且以不同的间隔。使用 [method " "_integrate_forces] 作为你的进程循环,以精确控制物体状态。" #: doc/classes/RigidBody2D.xml msgid "The body's mode. See [enum Mode] for possible values." -msgstr "物体的模式。可能的值见[enum Mode]。" +msgstr "该实体的模式。可能的取值见 [enum Mode]。" #: doc/classes/RigidBody2D.xml msgid "" "The body's weight based on its mass and the [b]Default Gravity[/b] value in " "[b]Project > Project Settings > Physics > 2d[/b]." msgstr "" -"物体的重量基于其质量和[b]项目 > 项目设置 > Physics > 2d[/b] 中的 [b]Default " -"Gravity[/b](默认重力)值。" +"该实体的重量,基于其质量和[b]项目 > 项目设置 > 物理 > 2D[/b] 中的[b]默认重力" +"[/b]值。" #: doc/classes/RigidBody2D.xml msgid "" @@ -66551,13 +66829,12 @@ msgstr "" "[code]scale[/code]。" #: doc/classes/SceneTree.xml -#, fuzzy 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。默认启用。\n" -"对于移动平台,请参阅 [method set_quit_on_go_back]。" +"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." @@ -66642,15 +66919,13 @@ msgstr "" "来全局开关物理插值的,这个属性可以在运行时控制插值。" #: doc/classes/SceneTree.xml -#, fuzzy 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)。默认" -"启用。\n" +"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]。" @@ -66857,6 +67132,7 @@ msgid "One-shot timer." msgstr "一次性定时器。" #: doc/classes/SceneTreeTimer.xml +#, fuzzy msgid "" "A one-shot timer managed by the scene tree, which emits [signal timeout] on " "completion. See also [method SceneTree.create_timer].\n" @@ -66868,7 +67144,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" "由场景树管理的一次性定时器,它在完成时发[signal timeout] 信号。请参阅 " "[method SceneTree.create_timer]。\n" @@ -69624,7 +69901,7 @@ 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 "" +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." @@ -71099,7 +71376,6 @@ msgid "The size of one pixel's width on the sprite to scale it in 3D." msgstr "精灵上一个像素宽度的大小,以 3D 缩放。" #: doc/classes/SpriteBase3D.xml -#, fuzzy msgid "" "Sets the render priority for the sprite. Higher priority objects will be " "sorted in front of lower priority objects.\n" @@ -71110,8 +71386,9 @@ msgid "" "This is because opaque objects are not sorted, while transparent objects are " "sorted from back to front (subject to priority)." msgstr "" -"设置 3D 场景中透明物体的渲染优先级。优先级高的物体将被排序在优先级低的物体前" -"面。\n" +"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)。" @@ -71145,10 +71422,9 @@ 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 -#, fuzzy msgid "" "Sprite is scaled by depth so that it always appears the same size on screen." -msgstr "按深度缩放对象,使其在屏幕上显示的大小始终相同。" +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." @@ -74982,9 +75258,8 @@ msgid "" msgstr "当 [member readonly] 启用时,设置这个 [TextEdit] 的 [StyleBox]。" #: doc/classes/TextMesh.xml -#, fuzzy msgid "Generate an [PrimitiveMesh] from the text." -msgstr "从网格生成[TriangleMesh]。" +msgstr "从文本生成 [PrimitiveMesh]。" #: doc/classes/TextMesh.xml msgid "" @@ -74996,10 +75271,15 @@ msgid "" "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 "" +msgstr "用于近似贝塞尔曲线的步长(单位为像素)。" #: doc/classes/TextMesh.xml msgid "" @@ -75007,30 +75287,28 @@ msgid "" "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 -#, fuzzy msgid "[Font] used for the [TextMesh]'s text." -msgstr "用于标签[Label]文本的字体[Font]。" +msgstr "该 [TextMesh] 的文本所使用的 [Font]。" #: doc/classes/TextMesh.xml -#, fuzzy 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、居中对齐、右对齐和填充,或者两端对齐。把它设" -"置为[enum Align]常量之一。" +"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 -#, fuzzy msgid "The size of one pixel's width on the text to scale it in 3D." -msgstr "精灵上一个像素宽度的大小,以 3D 缩放。" +msgstr "文本上一个像素宽度的大小,以 3D 缩放。" #: doc/classes/TextMesh.xml -#, fuzzy msgid "The text to generate mesh from." -msgstr "从中获取常量的类型。" +msgstr "用于生成网格的文本。" #: doc/classes/Texture.xml msgid "Texture for 2D and 3D." @@ -79500,10 +79778,10 @@ msgstr "停止动画,并删除所有补间。" 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。" +"法的对。默认情况下,除非指定了[code]key[/code],否则所有的补间都会被重置。" #: doc/classes/Tween.xml msgid "" @@ -81707,21 +81985,20 @@ msgstr "" "[VideoPlayer]中播放视频。" #: modules/gdnative/doc_classes/VideoStreamGDNative.xml -#, fuzzy msgid "[VideoStream] resource for video formats implemented via GDNative." -msgstr "[VideoStream] 用于通过GDNative实现的视频格式的资源。" +msgstr "通过 GDNative 实现的视频格式所使用的 [VideoStream] 资源。" #: modules/gdnative/doc_classes/VideoStreamGDNative.xml -#, fuzzy msgid "" "[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]." @@ -82147,9 +82424,10 @@ msgstr "" "是针对非常高端的系统,否则数值为4是最好的。" #: doc/classes/Viewport.xml +#, fuzzy msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" "如果为 [code]true[/code],该视窗将使用 [code]world[/code] 属性中定义的 " "[World]。" @@ -82244,13 +82522,13 @@ msgstr "" #: doc/classes/Viewport.xml msgid "If [code]true[/code], the size override affects stretch as well." -msgstr "如果[code]true[/code],尺寸重写也会影响拉伸。" +msgstr "如果为 [code]true[/code],尺寸重写也会影响拉伸。" #: doc/classes/Viewport.xml msgid "" "If [code]true[/code], the viewport should render its background as " "transparent." -msgstr "如果 [code]true[/code],视窗应使其背景渲染为透明。" +msgstr "如果为 [code]true[/code],该视窗应使其背景渲染为透明。" #: doc/classes/Viewport.xml msgid "The rendering mode of viewport." @@ -82276,11 +82554,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." -msgstr "自定义的[World],可以作为3D环境源。" +msgstr "自定义的 [World],可以作为 3D 环境源。" #: doc/classes/Viewport.xml msgid "The custom [World2D] which can be used as 2D environment source." -msgstr "自定义的[World2D],可以作为2D环境源。" +msgstr "自定义的 [World2D],可以作为 2D 环境源。" #: doc/classes/Viewport.xml msgid "Emitted when a Control node grabs keyboard focus." @@ -86261,9 +86539,9 @@ msgstr "返回特定材质的参数值。" #: doc/classes/VisualServer.xml msgid "" -"Returns the default value for the param if available. Otherwise returns an " -"empty [Variant]." -msgstr "如果可用,返回参数的默认值。否则返回一个空的 [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 [code]null[/code]。" #: doc/classes/VisualServer.xml msgid "" @@ -87228,6 +87506,7 @@ msgid "Sets a viewport's canvas." msgstr "设置视窗的画布。" #: doc/classes/VisualServer.xml +#, fuzzy msgid "" "Copies viewport to a region of the screen specified by [code]rect[/code]. If " "[member Viewport.render_direct_to_screen] is [code]true[/code], then " @@ -87245,7 +87524,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" "将视窗复制到屏幕上由[code]rect[/code]指定的区域。如果[member Viewport." @@ -92065,7 +92344,6 @@ 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 -#, fuzzy msgid "We don't know the target ray mode." msgstr "不知道目标射线的模式。" @@ -92275,15 +92553,13 @@ msgid "" "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" "它们可以作为 [method StreamPeerSSL.accept_stream] 中的服务器证书,与适当的 " "[CryptoKey] 一起使用,并指定通过 [method StreamPeerSSL.connect_to_stream] 连" -"接到 SSL 服务器时应该接受的唯一证书。\n" -"[b]注意:[/b]在 HTML5 导出中不可用。" +"接到 SSL 服务器时应该接受的唯一证书。" #: doc/classes/X509Certificate.xml msgid "Loads a certificate from [code]path[/code] (\"*.crt\" file)." |