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-rw-r--r--doc/translations/zh_CN.po1453
1 files changed, 810 insertions, 643 deletions
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po
index 2888f15fd1..d2179a01f2 100644
--- a/doc/translations/zh_CN.po
+++ b/doc/translations/zh_CN.po
@@ -62,7 +62,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-07-05 23:52+0000\n"
+"PO-Revision-Date: 2022-07-17 07:14+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"
@@ -71,7 +71,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
-"X-Generator: Weblate 4.13.1-dev\n"
+"X-Generator: Weblate 4.14-dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@@ -507,7 +507,7 @@ msgid ""
"a = dectime(60, 10, 0.1)) # a is 59.0\n"
"[/codeblock]"
msgstr ""
-"[b]注意:[/b][code]dectime[/code] 已被废弃,将在 Godot 4.0 中删除,请使用 "
+"[b]注意:[/b][code]dectime[/code] 已被废弃,将在 Godot 4.0 中移除,请使用 "
"[method move_toward] 代替。\n"
"返回 [code]value[/code] 减去 [code]step[/code] * [code]amount[/code] 的结"
"果。\n"
@@ -570,7 +570,6 @@ msgstr ""
"将(之前使用 [method inst2dict] 创建的)字典转换回实例。适用于反序列化。"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns an \"eased\" value of [code]x[/code] based on an easing function "
"defined with [code]curve[/code]. This easing function is based on an "
@@ -590,9 +589,9 @@ msgid ""
"See also [method smoothstep]. If you need to perform more advanced "
"transitions, use [Tween] or [AnimationPlayer]."
msgstr ""
-"返回 [code]x[/code] “缓动后”的值,结果基于使用 [code]curve[/code] 值定义的缓"
-"动函数。该缓动函数是基于指数的。[code]curve[/code] 值可以是任意浮点数,具体数"
-"值会导致以下行为:\n"
+"返回 [code]x[/code]“缓动后”的值,结果基于使用 [code]curve[/code] 值定义的缓动"
+"函数。该缓动函数是基于指数的。[code]curve[/code] 值可以是任意浮点数,具体数值"
+"会导致以下行为:\n"
"[codeblock]\n"
"- 低于 -1.0(开区间):缓入缓出\n"
"- -1.0:线性\n"
@@ -602,9 +601,9 @@ msgstr ""
"- 1.0:线性\n"
"- 大于 1.0(开区间):缓入\n"
"[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"ease_cheatsheet.png]ease() 曲线值速查表[/url]\n"
-"请参阅 [method smoothstep]。如果你需要执行更高级的过渡,请使用 [Tween] 或 "
+"另请参阅 [method smoothstep]。如果你需要执行更高级的过渡,请使用 [Tween] 或 "
"[AnimationPlayer]。"
#: modules/gdscript/doc_classes/@GDScript.xml
@@ -1688,7 +1687,6 @@ msgstr ""
"[/codeblock]"
#: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
msgid ""
"Returns the result of smoothly interpolating the value of [code]s[/code] "
"between [code]0[/code] and [code]1[/code], based on the where [code]s[/code] "
@@ -1731,7 +1729,7 @@ msgstr ""
"与曲线值为 [code]-1.6521[/code] 的 [method ease] 相比,[method smoothstep] 返"
"回最平滑的曲线,导数没有突然变化。如果你需要执行更高级的过渡,请使用 [Tween] "
"或 [AnimationPlayer]。\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
"smoothstep_ease_comparison.png]smoothstep() 与 ease(x, -1.6521) 返回值的比较"
"[/url]"
@@ -4876,7 +4874,7 @@ msgstr ""
"custom_action]信号。\n"
"如果[code]right[/code]为 [code]true[/code],按钮会被放置在所有同级按钮的右"
"边。\n"
-"您可以使用 [method remove_button] 方法从对话框中删除使用此方法创建的按钮。"
+"您可以使用 [method remove_button] 方法从对话框中移除使用此方法创建的按钮。"
#: doc/classes/AcceptDialog.xml
msgid ""
@@ -4887,7 +4885,7 @@ msgid ""
msgstr ""
"向对话框中添加一个标签为[code]name[/code]和一个取消动作的按钮,然后返回这个新"
"创建的按钮。\n"
-"您可以使用 [method remove_button] 方法从对话框中删除使用此方法创建的按钮。"
+"您可以使用 [method remove_button] 方法从对话框中移除使用此方法创建的按钮。"
#: doc/classes/AcceptDialog.xml
msgid ""
@@ -4897,7 +4895,7 @@ msgid ""
"[member CanvasItem.visible] property."
msgstr ""
"返回内置文本所使用的标签。\n"
-"[b]警告:[/b]这是个必要的内部节点,删除和释放它有可能造成崩溃。如果你希望隐藏"
+"[b]警告:[/b]这是个必要的内部节点,移除并释放它有可能造成崩溃。如果你希望隐藏"
"它或它的任意一个子节点,请使用它们的 [member CanvasItem.visible] 属性。"
#: doc/classes/AcceptDialog.xml
@@ -4908,7 +4906,7 @@ msgid ""
"[member CanvasItem.visible] property."
msgstr ""
"返回确定按钮 [Button] 实例。\n"
-"[b]警告:[/b]这是个必要的内部节点,删除和释放它有可能造成崩溃。如果你希望隐藏"
+"[b]警告:[/b]这是个必要的内部节点,移除并释放它有可能造成崩溃。如果你希望隐藏"
"它或它的任意一个子节点,请使用它们的 [member CanvasItem.visible] 属性。"
#: doc/classes/AcceptDialog.xml
@@ -5653,7 +5651,7 @@ msgstr "返回给定轨道中给定键的方法轨道上要调用的参数值。
#: doc/classes/Animation.xml
msgid "Removes a track by specifying the track index."
-msgstr "通过指定轨道索引来删除一个轨道。"
+msgstr "通过指定轨道索引来移除一个轨道。"
#: doc/classes/Animation.xml
msgid ""
@@ -5739,11 +5737,11 @@ msgstr "将轨道上移。"
#: doc/classes/Animation.xml
msgid "Removes a key by index in a given track."
-msgstr "在指定的轨道上按索引删除一个键。"
+msgstr "在指定的轨道上按索引移除一个键。"
#: doc/classes/Animation.xml
msgid "Removes a key by position (seconds) in a given track."
-msgstr "按位置(秒)删除指定轨道中的键。"
+msgstr "按位置(秒)移除指定轨道中的键。"
#: doc/classes/Animation.xml
msgid "Enables/disables the given track. Tracks are enabled by default."
@@ -6074,11 +6072,11 @@ msgstr ""
#: doc/classes/AnimationNode.xml
msgid "Removes an input, call this only when inactive."
-msgstr "删除输入,仅在处于非活动状态时调用此输入。"
+msgstr "移除输入,仅在处于非活动状态时调用此输入。"
#: doc/classes/AnimationNode.xml
msgid "Adds or removes a path for the filter."
-msgstr "添加或删除筛选器的路径。"
+msgstr "添加或移除筛选器的路径。"
#: doc/classes/AnimationNode.xml
msgid ""
@@ -6094,7 +6092,7 @@ msgstr "如果为 [code]true[/code],则启用筛选功能。"
#: doc/classes/AnimationNode.xml
msgid "Emitted when the node was removed from the graph."
-msgstr "当该节点从图中删除时触发。"
+msgstr "当该节点从图中移除时触发。"
#: doc/classes/AnimationNode.xml
msgid ""
@@ -6317,7 +6315,7 @@ msgstr "返回索引 [code]point[/code] 处的点的位置。"
#: doc/classes/AnimationNodeBlendSpace1D.xml
msgid "Removes the point at index [code]point[/code] from the blend axis."
-msgstr "将索引 [code]point[/code] 处的点从混合轴上删除。"
+msgstr "将索引 [code]point[/code] 处的点从混合轴上移除。"
#: doc/classes/AnimationNodeBlendSpace1D.xml
#: doc/classes/AnimationNodeBlendSpace2D.xml
@@ -6424,12 +6422,12 @@ msgstr ""
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid "Removes the point at index [code]point[/code] from the blend space."
-msgstr "从混合空间中删除索引 [code]point[/code] 处的点。"
+msgstr "从混合空间中移除索引 [code]point[/code] 处的点。"
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid ""
"Removes the triangle at index [code]triangle[/code] from the blend space."
-msgstr "从混合空间中删除索引 [code]triangle[/code] 处的三角形。"
+msgstr "从混合空间中移除索引 [code]triangle[/code] 处的三角形。"
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid ""
@@ -6475,7 +6473,7 @@ msgstr "混合空间 Y 轴的名称。"
msgid ""
"Emitted every time the blend space's triangles are created, removed, or when "
"one of their vertices changes position."
-msgstr "每当创建、删除混合空间的三角形,或当其中一个顶点改变位置时发出。"
+msgstr "每当创建、移除混合空间的三角形,或当其中一个顶点改变位置时发出。"
#: doc/classes/AnimationNodeBlendSpace2D.xml
msgid "The interpolation between animations is linear."
@@ -6549,7 +6547,7 @@ msgstr "如果存在名称为 [code]name[/code] 的子节点,则返回 [code]t
#: doc/classes/AnimationNodeBlendTree.xml
msgid "Removes a sub-node."
-msgstr "删除一个子节点。"
+msgstr "移除一个子节点。"
#: doc/classes/AnimationNodeBlendTree.xml
msgid "Changes the name of a sub-node."
@@ -7879,9 +7877,9 @@ msgid ""
"list is modified once during the physics step, not immediately after objects "
"are moved. Consider using signals instead."
msgstr ""
-"返回相交的[Area]的列表。重叠区域的[member CollisionObject.collision_layer]必"
-"须是这个区域[member CollisionObject.collision_mask]的一部分,这样才能被检测"
-"到。\n"
+"返回相交的 [Area] 的列表。重叠区域的 [member CollisionObject."
+"collision_layer] 必须是这个区域 [member CollisionObject.collision_mask] 的一"
+"部分,这样才能被检测到。\n"
"出于性能的考虑,因碰撞都是同时处理的,这个列表在物理步骤中只修改一次,而不是"
"在物体被移动后立即修改。考虑使用信号来代替。"
@@ -7894,9 +7892,9 @@ msgid ""
"list is modified once during the physics step, not immediately after objects "
"are moved. Consider using signals instead."
msgstr ""
-"返回相交的[PhysicsBody]的列表。重叠物体的[member CollisionObject."
-"collision_layer]必须是这个区域[member CollisionObject.collision_mask]的一部"
-"分,这样才能被检测到。\n"
+"返回相交的 [PhysicsBody] 的列表。重叠物体的 [member CollisionObject."
+"collision_layer] 必须是这个区域 [member CollisionObject.collision_mask] 的一"
+"部分,这样才能被检测到。\n"
"出于性能的考虑,因碰撞都是同时处理的,这个列表在物理步骤中只修改一次,而不是"
"在物体被移动后立即修改。考虑使用信号来代替。"
@@ -7975,8 +7973,8 @@ msgid ""
"The area's gravity vector (not normalized). If gravity is a point (see "
"[member gravity_point]), this will be the point of attraction."
msgstr ""
-"区域的未归一化的重力向量。如果重力作用在一个点上,则它将是引力点。请参阅 "
-"[member gravity_point]。"
+"区域的未归一化的重力向量。如果重力作用在一个点上,则它将是引力点(见 [member "
+"gravity_point])。"
#: doc/classes/Area.xml
msgid ""
@@ -8882,7 +8880,7 @@ msgid ""
"if the array is empty, without printing an error message. See also [method "
"pop_front]."
msgstr ""
-"删除并返回数组中的末尾元素。数组为空时,返回 [code]null[/code]。另请参阅 "
+"移除并返回数组中的末尾元素。数组为空时,返回 [code]null[/code]。另请参阅 "
"[method pop_front]。"
#: doc/classes/Array.xml
@@ -9142,11 +9140,11 @@ msgstr ""
#: doc/classes/ArrayMesh.xml
msgid "Removes all blend shapes from this [ArrayMesh]."
-msgstr "删除此[ArrayMesh]的所有混合形状。"
+msgstr "移除此 [ArrayMesh] 的所有混合形状。"
#: doc/classes/ArrayMesh.xml
msgid "Removes all surfaces from this [ArrayMesh]."
-msgstr "删除此[ArrayMesh]的所有表面。"
+msgstr "移除此 [ArrayMesh] 的所有表面。"
#: doc/classes/ArrayMesh.xml
msgid "Returns the number of blend shapes that the [ArrayMesh] holds."
@@ -9485,7 +9483,7 @@ msgstr ""
"这是链接到控制器跟踪的辅助空间节点。它还为控制器上的按钮等状态提供了几个便捷"
"的通道。\n"
"控制器通过它们的 ID 链接。你可以在控制器可用之前创建控制器节点。如果你的游戏"
-"总是使用两个控制器,即每只手一个,你可以预先定义 ID 为 1 和 2 的控制器;一旦"
+"总是使用两个控制器(每只手一个),你可以预先定义 ID 为 1 和 2 的控制器;一旦"
"确定了控制器,它们就会被激活。如果你希望使用额外的控制器,应该对信号加以处"
"理,并将 ARVRController 节点添加到您场景中。\n"
"控制器节点的位置由 [ARVRServer] 自动更新。这使得该节点非常适合添加子节点以实"
@@ -9615,8 +9613,8 @@ msgid ""
"[ARVRServer]."
msgstr ""
"需要实现这个类才能使 AR 或 VR 平台可供 Godot 使用,并且应实现为 C++ 模块或 "
-"GDNative 模块,注意,对于 GDNative,应使用子类 ARVRScriptInterface。部分接口"
-"向 GDScript 公开,因而,您可以检测、启用和配置 AR 或 VR 平台。\n"
+"GDNative 模块(注意,对于 GDNative,应使用子类 ARVRScriptInterface)。部分接"
+"口向 GDScript 公开,因而,您可以检测、启用和配置 AR 或 VR 平台。\n"
"接口应以这样的方式编写,只需启用它们就可以为我们提供工作配置。您可以通过 "
"[ARVRServer] 查询可用接口。"
@@ -9637,7 +9635,7 @@ msgstr "返回 [enum Capabilities] 标签的组合,提供关于这个接口功
#: doc/classes/ARVRInterface.xml
msgid "Returns the name of this interface (OpenVR, OpenHMD, ARKit, etc)."
-msgstr "返回该接口的名称,如 OpenVR、OpenHMD、ARKit 等。"
+msgstr "返回该接口的名称(OpenVR、OpenHMD、ARKit 等)。"
#: doc/classes/ARVRInterface.xml
msgid ""
@@ -9713,7 +9711,7 @@ msgstr "没有 ARVR 功能。"
#: doc/classes/ARVRInterface.xml
msgid ""
"This interface can work with normal rendering output (non-HMD based AR)."
-msgstr "此接口可以与正常的渲染输出一起工作,非基于 HMD 的 AR。"
+msgstr "此接口可以与正常的渲染输出一起工作(非基于 HMD 的 AR)。"
#: doc/classes/ARVRInterface.xml
msgid "This interface supports stereoscopic rendering."
@@ -9721,7 +9719,7 @@ msgstr "该接口支持立体渲染。"
#: doc/classes/ARVRInterface.xml
msgid "This interface supports AR (video background and real world tracking)."
-msgstr "该接口支持 AR,视频背景和真实世界跟踪。"
+msgstr "该接口支持 AR(视频背景和真实世界跟踪)。"
#: doc/classes/ARVRInterface.xml
msgid ""
@@ -9764,7 +9762,7 @@ msgstr "追踪行为符合预期。"
msgid ""
"Tracking is hindered by excessive motion (the player is moving faster than "
"tracking can keep up)."
-msgstr "过度运动会阻碍追踪,即玩家的移动速度超过追踪的速度。"
+msgstr "过度运动会阻碍追踪(玩家的移动速度大于追踪的速度)。"
#: doc/classes/ARVRInterface.xml
msgid ""
@@ -9782,7 +9780,7 @@ msgstr "我们不知道跟踪的状态,或者这个接口未提供反馈。"
msgid ""
"Tracking is not functional (camera not plugged in or obscured, lighthouses "
"turned off, etc.)."
-msgstr "追踪功能失效,即相机未插电或被遮挡,灯塔关闭,等等。"
+msgstr "追踪功能失效(相机未插电或被遮挡、灯塔关闭,等等)。"
#: modules/gdnative/doc_classes/ARVRInterfaceGDNative.xml
msgid "GDNative wrapper for an ARVR interface."
@@ -10097,7 +10095,7 @@ msgstr "添加新接口时触发。"
#: doc/classes/ARVRServer.xml
msgid "Emitted when an interface is removed."
-msgstr "当接口被删除时触发。"
+msgstr "当接口被移除时触发。"
#: doc/classes/ARVRServer.xml
msgid ""
@@ -10118,9 +10116,9 @@ msgid ""
"available (i.e. a new controller is switched on that takes the place of the "
"previous one)."
msgstr ""
-"删除跟踪器时触发。如果适当,您应该删除所有 [ARVRController] 或 [ARVRAnchor] "
-"点。这不是强制性的,节点只是变为不活动状态,当新的跟踪器可用时将再次激活,即"
-"打开一个新的控制器来代替前一个控制器。"
+"移除跟踪器时触发。如果适当,您应该删除所有 [ARVRController] 或 [ARVRAnchor] "
+"点。这不是强制性的,节点只是变为不活动状态,当新的跟踪器可用时将再次激活(即"
+"打开一个新的控制器来代替前一个控制器)。"
#: doc/classes/ARVRServer.xml
msgid "The tracker tracks the location of a controller."
@@ -10248,7 +10246,7 @@ msgstr ""
#: doc/classes/AspectRatioContainer.xml
msgid ""
"Aligns child controls with the beginning (left or top) of the container."
-msgstr "将子控件与容器的开头对齐,左侧或顶部。"
+msgstr "将子控件与容器的开头对齐(左侧或顶部)。"
#: doc/classes/AspectRatioContainer.xml
msgid "Aligns child controls with the center of the container."
@@ -10256,7 +10254,7 @@ msgstr "使子控件与容器的中心对齐。"
#: doc/classes/AspectRatioContainer.xml
msgid "Aligns child controls with the end (right or bottom) of the container."
-msgstr "将子控件与容器的末端对齐,右侧或底部。"
+msgstr "将子控件与容器的末端对齐(右侧或底部)。"
#: doc/classes/AStar.xml
msgid ""
@@ -10603,7 +10601,7 @@ msgstr "返回是否禁用点以进行寻路。默认情况下,所有点均处
msgid ""
"Removes the point associated with the given [code]id[/code] from the points "
"pool."
-msgstr "从点池中删除与给定 [code]id[/code] 关联的点。"
+msgstr "从点池中移除与给定 [code]id[/code] 关联的点。"
#: doc/classes/AStar.xml doc/classes/AStar2D.xml
msgid ""
@@ -11765,7 +11763,7 @@ msgid ""
"If [code]true[/code], the sound will be recorded. Note that restarting the "
"recording will remove the previously recorded sample."
msgstr ""
-"如果为 [code]true[/code],将录制声音。请注意,重新开始录音将删除先前录音的样"
+"如果为 [code]true[/code],将录制声音。请注意,重新开始录音将移除先前录音的样"
"本。"
#: doc/classes/AudioEffectRecord.xml
@@ -12058,7 +12056,7 @@ msgid ""
"Removes the effect at index [code]effect_idx[/code] from the bus at index "
"[code]bus_idx[/code]."
msgstr ""
-"将索引 [code]effect_idx[/code] 的效果从索引 [code]bus_idx[/code] 的总线上删"
+"将索引 [code]effect_idx[/code] 的效果从索引 [code]bus_idx[/code] 的总线上移"
"除。"
#: doc/classes/AudioServer.xml
@@ -12374,8 +12372,14 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr "如果为 [code]true[/code],在添加到场景树时将播放音频。"
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
-msgstr "播放此音频的总线。"
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
+msgstr ""
#: doc/classes/AudioStreamPlayer.xml
msgid ""
@@ -12568,8 +12572,14 @@ msgstr ""
"频。"
#: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
-msgstr "播放此音频的总线。"
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
+msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid ""
@@ -13324,7 +13334,7 @@ msgid ""
"will be removed in Godot 4.0. This property no longer has any effect when "
"set. Please use [member Control.focus_mode] instead."
msgstr ""
-"[i]已弃用。[/i]由于冗余,此属性已弃用,将在 Godot 4.0 中删除。此属性在设置后"
+"[i]已弃用。[/i]由于冗余,此属性已弃用,将在 Godot 4.0 中移除。此属性在设置后"
"不会有任何影响。请改用 [member Control.focus_mode]。"
#: doc/classes/BaseButton.xml
@@ -13460,7 +13470,7 @@ msgstr ""
"用于 3D 旋转和缩放的 3×3 矩阵。几乎总是用作变换的正交基。\n"
"包含 3 个向量字段 X、Y 和 Z 作为其列,通常被解释为变换的局部基向量。对于这种"
"用途,它依次由一个缩放矩阵和一个旋转矩阵组成(M=R.S)。\n"
-"也可以作为三维向量的数组来访问。这些向量通常是相互正交的,但不一定是归一化的"
+"也可以作为 3D 向量的数组来访问。这些向量通常是相互正交的,但不一定是归一化的"
"(由于缩放)。\n"
"更多信息请阅读文档中的《矩阵和变换》一文。"
@@ -14397,9 +14407,9 @@ msgid ""
"to the position and orientation of the camera by subclassed cameras such as "
"[ClippedCamera], [InterpolatedCamera] and [ARVRCamera]."
msgstr ""
-"返回相机的变换加上垂直[member v_offset]和水平[member h_offset]的偏移量;以及"
-"由子类相机如[ClippedCamera]、[InterpolatedCamera]和[ARVRCamera]对相机的位置和"
-"方向做出的任何其他调整。"
+"返回相机的变换加上垂直 [member v_offset] 和水平 [member h_offset] 的偏移量;"
+"以及由子类相机如 [ClippedCamera]、[InterpolatedCamera] 和 [ARVRCamera] 对相机"
+"的位置和方向做出的任何其他调整。"
#: doc/classes/Camera.xml
msgid ""
@@ -14510,8 +14520,8 @@ msgid ""
"angle in degrees, and the [code]z_near[/code] and [code]z_far[/code] clip "
"planes in world space units."
msgstr ""
-"将摄像机的投影设置为透视模式,参阅[constant PROJECTION_PERSPECTIVE]),指定"
-"[code]fov[/code] 视野角度,单位度,以及世界空间单位的[code]z_near[/code]和"
+"将摄像机的投影设置为透视模式(见 [constant PROJECTION_PERSPECTIVE]),指定 "
+"[code]fov[/code] 视野角度,单位为度,以及世界空间单位的[code]z_near[/code]和"
"[code]z_far[/code]裁剪平面。"
#: doc/classes/Camera.xml
@@ -14772,7 +14782,7 @@ msgstr "将相机与跟踪的节点对齐。"
msgid ""
"Removes any [Camera2D] from the ancestor [Viewport]'s internal currently-"
"assigned camera."
-msgstr "从父级[Viewport]的内部当前分配的相机中删除任何[Camera2D]。"
+msgstr "从父级 [Viewport] 的内部当前分配的相机中移除任何 [Camera2D]。"
#: doc/classes/Camera2D.xml
msgid "Forces the camera to update scroll immediately."
@@ -16737,7 +16747,7 @@ msgstr "添加碰撞例外,以使相机不会与指定的[RID]碰撞。"
#: doc/classes/ClippedCamera.xml
msgid "Removes all collision exceptions."
-msgstr "删除所有碰撞例外。"
+msgstr "移除所有碰撞例外。"
#: doc/classes/ClippedCamera.xml
msgid "Returns the distance the camera has been offset due to a collision."
@@ -16753,11 +16763,11 @@ msgstr ""
#: doc/classes/ClippedCamera.xml
msgid "Removes a collision exception with the specified node."
-msgstr "删除与指定节点的碰撞例外。"
+msgstr "移除与指定节点的碰撞例外。"
#: doc/classes/ClippedCamera.xml
msgid "Removes a collision exception with the specified [RID]."
-msgstr "删除指定 [RID] 的碰撞例外。"
+msgstr "移除指定 [RID] 的碰撞例外。"
#: doc/classes/ClippedCamera.xml
msgid ""
@@ -16924,11 +16934,11 @@ msgstr "返回具有给定形状所有者的给定 id 的形状 [Shape] 的子
#: doc/classes/CollisionObject.xml
msgid "Returns the shape owner's [Transform]."
-msgstr "返回形状所有者的[Transform]。"
+msgstr "返回形状所有者的 [Transform]。"
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "Removes a shape from the given shape owner."
-msgstr "从给定的形状所有者中删除一个形状。"
+msgstr "从给定的形状所有者中移除一个形状。"
#: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
msgid "If [code]true[/code], disables the given shape owner."
@@ -16936,7 +16946,7 @@ msgstr "如果为 [code]true[/code],则禁用给定的形状所有者。"
#: doc/classes/CollisionObject.xml
msgid "Sets the [Transform] of the given shape owner."
-msgstr "设置给定形状所有者的[Transform]。"
+msgstr "设置给定形状所有者的 [Transform]。"
#: doc/classes/CollisionObject.xml
msgid ""
@@ -17009,7 +17019,7 @@ msgstr "当鼠标指针退出此对象的所有形状时发出。"
#: doc/classes/CollisionObject2D.xml
msgid "Base node for 2D collision objects."
-msgstr "二维碰撞对象的基础节点。"
+msgstr "2D 碰撞对象的基础节点。"
#: doc/classes/CollisionObject2D.xml
msgid ""
@@ -17045,7 +17055,7 @@ msgid ""
"Returns the [code]one_way_collision_margin[/code] of the shape owner "
"identified by given [code]owner_id[/code]."
msgstr ""
-"返回由给定的[code]owner_id[/code]标识的形状所有者的"
+"返回由给定的 [code]owner_id[/code] 标识的形状所有者的 "
"[code]one_way_collision_margin[/code]。"
#: doc/classes/CollisionObject2D.xml
@@ -17054,26 +17064,26 @@ msgid ""
"this [CollisionObject2D] will not be reported to collided with "
"[CollisionObject2D]s."
msgstr ""
-"返回 [code]true[/code],如果源于这个[CollisionObject2D]的形状所有者的碰撞不会"
-"被报告给[CollisionObject2D]s。"
+"返回 [code]true[/code],如果源于这个 [CollisionObject2D] 的形状所有者的碰撞不"
+"会被报告给 [CollisionObject2D]。"
#: doc/classes/CollisionObject2D.xml
msgid "Adds a [Shape2D] to the shape owner."
-msgstr "给形状所有者添加一个[Shape2D]。"
+msgstr "给形状所有者添加一个 [Shape2D]。"
#: doc/classes/CollisionObject2D.xml
msgid "Returns the [Shape2D] with the given id from the given shape owner."
-msgstr "从给定的形状所有者那里返回给定id的[Shape2D]。"
+msgstr "从给定的形状所有者那里返回给定 id 的 [Shape2D]。"
#: doc/classes/CollisionObject2D.xml
msgid ""
"Returns the child index of the [Shape2D] with the given id from the given "
"shape owner."
-msgstr "从给定的形状所有者那里返回给定id的[Shape2D]的子索引。"
+msgstr "从给定的形状所有者那里返回给定 id 的 [Shape2D] 的子索引。"
#: doc/classes/CollisionObject2D.xml
msgid "Returns the shape owner's [Transform2D]."
-msgstr "返回形状所有者的[Transform2D]。"
+msgstr "返回形状所有者的 [Transform2D]。"
#: doc/classes/CollisionObject2D.xml
msgid ""
@@ -17081,20 +17091,20 @@ msgid ""
"originating from this [CollisionObject2D] will not be reported to collided "
"with [CollisionObject2D]s."
msgstr ""
-"如果[code]enable[/code]为 [code]true[/code],则源自这个[CollisionObject2D]的"
-"形状所有者的碰撞将不会被报告给[CollisionObject2D]。"
+"如果 [code]enable[/code] 为 [code]true[/code],则源自这个 "
+"[CollisionObject2D] 的形状所有者的碰撞将不会被报告给 [CollisionObject2D]。"
#: doc/classes/CollisionObject2D.xml
msgid ""
"Sets the [code]one_way_collision_margin[/code] of the shape owner identified "
"by given [code]owner_id[/code] to [code]margin[/code] pixels."
msgstr ""
-"将由给定的[code]owner_id[/code]标识的形状所有者的"
-"[code]one_way_collision_margin[/code]设置为[code]margin[/code]像素。"
+"将由给定的 [code]owner_id[/code] 标识的形状所有者的 "
+"[code]one_way_collision_margin[/code] 设置为 [code]margin[/code] 像素。"
#: doc/classes/CollisionObject2D.xml
msgid "Sets the [Transform2D] of the given shape owner."
-msgstr "设置给定形状所有者的[Transform2D]。"
+msgstr "设置给定形状所有者的 [Transform2D]。"
#: doc/classes/CollisionObject2D.xml
msgid ""
@@ -18391,7 +18401,7 @@ msgstr ""
#: doc/classes/ColorPicker.xml
msgid ""
"Removes the given color from the list of color presets of this color picker."
-msgstr "从这个取色器的颜色预设列表中删除给定的颜色。"
+msgstr "从这个取色器的颜色预设列表中移除给定的颜色。"
#: doc/classes/ColorPicker.xml
msgid "Returns the list of colors in the presets of the color picker."
@@ -18452,7 +18462,7 @@ msgstr "添加预设时发出。"
#: doc/classes/ColorPicker.xml
msgid "Emitted when a preset is removed."
-msgstr "删除预设时发出。"
+msgstr "移除预设时发出。"
#: doc/classes/ColorPicker.xml
msgid "The width of the hue selection slider."
@@ -18530,7 +18540,7 @@ msgid ""
msgstr ""
"返回控件的 [PopupPanel],它允许你连接到弹出信号。这允许你在显示或隐藏 "
"ColorPicker 时事件处理。\n"
-"[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果你希望隐"
+"[b]警告:[/b]这是一个必需的内部节点,移除并释放它可能会导致崩溃。如果你希望隐"
"藏它或其任何子项,请使用其 [member CanvasItem.visible] 属性。"
#: doc/classes/ColorPickerButton.xml
@@ -18891,7 +18901,7 @@ msgstr ""
#: doc/classes/ConfigFile.xml
msgid "Removes the entire contents of the config."
-msgstr "删除配置的全部内容。"
+msgstr "移除配置的全部内容。"
#: doc/classes/ConfigFile.xml
msgid ""
@@ -19019,7 +19029,7 @@ msgid ""
"if it ends up empty once the key has been removed."
msgstr ""
"为指定章节的指定键赋值。如果节或键不存在,则创建它们。如果指定的键存在,传递 "
-"[code]null[/code] 值就会删除指定的键,如果键被删除后,键最终是空的,就会删除"
+"[code]null[/code] 值就会移除指定的键,如果键被移除后,键最终是空的,就会移除"
"节。"
#: doc/classes/ConfirmationDialog.xml
@@ -19051,7 +19061,7 @@ msgid ""
"[member CanvasItem.visible] property."
msgstr ""
"返回取消按钮。\n"
-"[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果你希望隐"
+"[b]警告:[/b]这是一个必需的内部节点,移除并释放它可能会导致崩溃。如果你希望隐"
"藏它或其任何子项,请使用其 [member CanvasItem.visible] 属性。"
#: doc/classes/Container.xml
@@ -21232,7 +21242,7 @@ msgid ""
"points] property using the convex hull algorithm. Removing all unneeded "
"points. See [method Geometry.convex_hull_2d] for details."
msgstr ""
-"基于所提供点的集合,使用凸包算法创建和分配 [member points]属性。删除所有不需"
+"基于所提供点的集合,使用凸包算法创建和分配 [member points]属性。移除所有不需"
"要的点。详情请参阅 [method Geometry.convex_hull_2d]。"
#: doc/classes/ConvexPolygonShape2D.xml
@@ -21400,8 +21410,8 @@ msgid ""
"Each particle's color will vary along this [GradientTexture] over its "
"lifetime (multiplied with [member color])."
msgstr ""
-"每个粒子的颜色将在其生命周期内随着这个[GradientTexture]变化,即与[member "
-"color]相乘。"
+"每个粒子的颜色将在其生命周期内随着这个 [GradientTexture] 变化(与 [member "
+"color] 相乘)。"
#: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
#: doc/classes/ParticlesMaterial.xml
@@ -22468,8 +22478,8 @@ msgid ""
"V around the outline of the [member polygon]), the bottom-left quarter to "
"the front end face, and the bottom-right quarter to the back end face."
msgstr ""
-"用于生成的网格的材质。UV 将材质的上半部分映射到挤出的形状,即U沿挤出物的长"
-"度,V 围绕 [member polygon]的轮廓,左下角的四分之一映射到前端面,右下角的四分"
+"用于生成的网格的材质。UV 将材质的上半部分映射到挤出的形状(U 沿挤出物的长度,"
+"V 围绕 [member polygon] 的轮廓),左下角的四分之一映射到前端面,右下角的四分"
"之一映射到后端面。"
#: modules/csg/doc_classes/CSGPolygon.xml
@@ -22792,11 +22802,11 @@ msgstr ""
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
"Geometry of both primitives is merged, intersecting geometry is removed."
-msgstr "合并两个图元的几何体,删除相交的几何体。"
+msgstr "合并两个图元的几何体,移除相交的几何体。"
#: modules/csg/doc_classes/CSGShape.xml
msgid "Only intersecting geometry remains, the rest is removed."
-msgstr "仅保留相交的几何,其余的将被删除。"
+msgstr "仅保留相交的几何,其余的将被移除。"
#: modules/csg/doc_classes/CSGShape.xml
msgid ""
@@ -23231,11 +23241,11 @@ msgstr "重新计算曲线的烘焙点缓存。"
msgid ""
"Removes points that are closer than [code]CMP_EPSILON[/code] (0.00001) units "
"to their neighbor on the curve."
-msgstr "删除比曲线上的相邻点近[code]CMP_EPSILON[/code](0.00001)个单位的点。"
+msgstr "移除比曲线上的相邻点近[code]CMP_EPSILON[/code](0.00001)个单位的点。"
#: doc/classes/Curve.xml doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid "Removes all points from the curve."
-msgstr "从曲线中删除所有点。"
+msgstr "从曲线中移除所有点。"
#: doc/classes/Curve.xml doc/classes/Curve2D.xml doc/classes/Curve3D.xml
msgid "Returns the number of points describing the curve."
@@ -23284,7 +23294,7 @@ msgstr ""
#: doc/classes/Curve.xml
msgid "Removes the point at [code]index[/code] from the curve."
-msgstr "从曲线中删除 [code]index[/code] 处的点。"
+msgstr "从曲线中移除 [code]index[/code] 处的点。"
#: doc/classes/Curve.xml
msgid ""
@@ -23569,7 +23579,7 @@ msgstr ""
#: doc/classes/Curve3D.xml
msgid "Describes a Bézier curve in 3D space."
-msgstr "描述二维空间的贝兹尔曲线。"
+msgstr "描述 3D 空间的贝兹尔曲线。"
#: doc/classes/Curve3D.xml
msgid ""
@@ -24099,7 +24109,7 @@ msgstr "GDScript 基础:字典"
#: doc/classes/Dictionary.xml
msgid "Clear the dictionary, removing all key/value pairs."
-msgstr "清除字典,删除所有键/值对。"
+msgstr "清除字典,移除所有键/值对。"
#: doc/classes/Dictionary.xml
msgid ""
@@ -24232,7 +24242,6 @@ msgstr ""
"换的世界空间坐标(原点)会被忽略。只会用基来确定光线的方向。"
#: doc/classes/DirectionalLight.xml
-#, fuzzy
msgid ""
"Amount of extra bias for shadow splits that are far away. If self-shadowing "
"occurs only on the splits far away, increasing this value can fix them. This "
@@ -24240,7 +24249,8 @@ msgid ""
"SHADOW_ORTHOGONAL]."
msgstr ""
"远处阴影分裂的额外偏置量。如果自身阴影只产生远处的分裂,增加这个值可以修复它"
-"们。"
+"们。当 [member directional_shadow_mode] 为 [constant SHADOW_ORTHOGONAL] 时会"
+"被忽略。"
#: doc/classes/DirectionalLight.xml
msgid ""
@@ -24249,6 +24259,9 @@ msgid ""
"moderate performance cost. This is ignored when [member "
"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
msgstr ""
+"如果为 [code]true[/code],会牺牲阴影的细节,换取分割区域之间更平滑的过渡。启"
+"用阴影混合分割同时也会带来一些性能消耗。当 [member directional_shadow_mode] "
+"为 [constant SHADOW_ORTHOGONAL] 时会被忽略。"
#: doc/classes/DirectionalLight.xml
msgid ""
@@ -24263,6 +24276,8 @@ msgid ""
"shadow detail and performance (since more objects need to be included in the "
"directional shadow rendering)."
msgstr ""
+"阴影分割的最大距离。将这个值增大会让方向阴影在更远处可见,代价是整体的阴影细"
+"节降低和性能(因为渲染方向阴影时需要包含更多的对象)。"
#: doc/classes/DirectionalLight.xml
msgid "The light's shadow rendering algorithm. See [enum ShadowMode]."
@@ -24275,39 +24290,36 @@ msgid ""
msgstr "当物体垂直于光线时,可用于修复自身阴影的特殊情况。"
#: doc/classes/DirectionalLight.xml
-#, fuzzy
msgid ""
"The distance from camera to shadow split 1. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
-"相机到影子分割1的距离。相对于[member directional_shadow_max_distance]。只有当"
-"[member directional_shadow_mode]是[code]SHADOW_PARALLEL_2_SPLITS[/code]或"
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]时才使用。"
+"相机到阴影分割 1 的距离。相对于 [member directional_shadow_max_distance]。只"
+"有当 [member directional_shadow_mode] 为 [constant SHADOW_PARALLEL_2_SPLITS] "
+"或 [constant SHADOW_PARALLEL_4_SPLITS] 时才使用。"
#: doc/classes/DirectionalLight.xml
-#, fuzzy
msgid ""
"The distance from shadow split 1 to split 2. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
"SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
-"阴影分割1到分割2的距离。相对于[member directional_shadow_max_distance]。仅在"
-"[member directional_shadow_mode]为[code]SHADOW_PARALLEL_2_SPLITS[/code]或"
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]时使用。"
+"阴影分割 1 到分割 2 的距离。相对于 [member directional_shadow_max_distance]。"
+"仅在 [member directional_shadow_mode] 为 [constant SHADOW_PARALLEL_2_SPLITS] "
+"或 [constant SHADOW_PARALLEL_4_SPLITS] 时使用。"
#: doc/classes/DirectionalLight.xml
-#, fuzzy
msgid ""
"The distance from shadow split 2 to split 3. Relative to [member "
"directional_shadow_max_distance]. Only used when [member "
"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
msgstr ""
-"从影子分割2到分割3的距离。相对于[member directional_shadow_max_distance]。只"
-"有当[member directional_shadow_mode]为[code]SHADOW_PARALLEL_4_SPLITS[/code]时"
-"才使用。"
+"从阴影分割 2 到分割 3 的距离。相对于 [member "
+"directional_shadow_max_distance]。只有当 [member directional_shadow_mode] 为 "
+"[constant SHADOW_PARALLEL_4_SPLITS] 时才使用。"
#: doc/classes/DirectionalLight.xml
msgid ""
@@ -24547,8 +24559,8 @@ msgid ""
"Closes the current stream opened with [method list_dir_begin] (whether it "
"has been fully processed with [method get_next] does not matter)."
msgstr ""
-"关闭用 [method list_dir_begin] 打开的当前流,并不关注是否已经用 [method "
-"get_next] 完成处理。"
+"关闭用 [method list_dir_begin] 打开的当前流(并不关注是否已经用 [method "
+"get_next] 完成处理)。"
#: doc/classes/Directory.xml
msgid ""
@@ -24762,8 +24774,8 @@ msgid ""
"[constant PacketPeerDTLS.STATUS_HANDSHAKING], as it is normal that 50% of "
"the new connections will be invalid due to cookie exchange."
msgstr ""
-"尝试与给定的 [code]udp_peer[/code] 启动 DTLS 握手,该 peer 必须已经连接,请参"
-"阅 [method PacketPeerUDP.connect_to_host]。\n"
+"尝试与给定的 [code]udp_peer[/code] 启动 DTLS 握手,该 peer 必须已经连接(见 "
+"[method PacketPeerUDP.connect_to_host])。\n"
"[b]注意:[/b]你必须检查返回 PacketPeerUDP 的状态是否为 [constant "
"PacketPeerDTLS.STATUS_HANDSHAKING],因为正常情况下,50% 的新连接会因为 "
"cookie 交换而无效。"
@@ -25334,7 +25346,7 @@ msgstr ""
#: doc/classes/EditorFileDialog.xml
msgid "Removes all filters except for \"All Files (*)\"."
-msgstr "删除除“All Files(*)”筛选器之外的所有筛选器。"
+msgstr "移除“All Files(*)”筛选器之外的所有筛选器。"
#: doc/classes/EditorFileDialog.xml
msgid ""
@@ -25948,7 +25960,7 @@ msgstr ""
msgid ""
"Emitted when the Edit button of an [Object] has been pressed in the "
"inspector. This is mainly used in the remote scene tree inspector."
-msgstr "在检查器中按下[Object]的编辑按钮时触发。主要用于远程场景树检查器中。"
+msgstr "在检查器中按下 [Object] 的编辑按钮时触发。主要用于远程场景树检查器中。"
#: doc/classes/EditorInspector.xml
msgid "Emitted when a property is edited in the inspector."
@@ -25960,8 +25972,8 @@ msgid ""
"by clicking the \"key\" icon next to a property when the Animation panel is "
"toggled."
msgstr ""
-"当属性在检查器中被键入时触发。当切换动画面板时,可通过点击属性旁边的 \"键 "
-"\"图标对属性进行键控。"
+"当属性在检查器中被键入时触发。当动画面板打开时,可通过点击属性旁边的“钥匙”图"
+"标为属性添加关键帧。"
#: doc/classes/EditorInspector.xml
msgid "Emitted when a property is selected in the inspector."
@@ -26069,7 +26081,7 @@ msgid ""
"built-in editor for this property, otherwise allows to insert a custom "
"editor before the built-in one."
msgstr ""
-"允许被调用在检查器中添加特定属性的编辑器。通常这些编辑器继承"
+"允许被调用在检查器中添加特定属性的编辑器。通常这些编辑器继承 "
"[EditorProperty]。返回 [code]true[/code]删除该属性的内置编辑器,否则允许在内"
"置编辑器之前插入一个自定义编辑器。"
@@ -26147,8 +26159,8 @@ msgid ""
"code] and [code]interface/editor/custom_display_scale[/code] editor "
"settings. Editor must be restarted for changes to be properly applied."
msgstr ""
-"返回编辑器用户 UI 的实际比例,[code]1.0[/code] 比例为 100%。这可以用来调整由"
-"插件添加的用户 UI 的位置和尺寸。\n"
+"返回编辑器用户 UI 的实际比例([code]1.0[/code] 表示比例为 100%)。这可以用来"
+"调整由插件添加的用户 UI 的位置和尺寸。\n"
"[b]注意:[/b]这个值是通过 [code]interface/editor/display_scale[/code] 和 "
"[code]interface/editor/custom_display_scale[/code] 编辑器设置项来设置。编辑器"
"必须重新启动才能正确应用这些变化。"
@@ -29114,7 +29126,7 @@ msgid ""
"The global color saturation value of the rendered scene (default value is "
"1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code]."
msgstr ""
-"渲染场景的全局色彩饱和度值,默认值为1。只有在 [code]adjustment_enabled[/"
+"渲染场景的全局色彩饱和度值(默认值为 1)。只有在 [code]adjustment_enabled[/"
"code] 为 [code]true[/code] 时才有效。"
#: doc/classes/Environment.xml
@@ -29557,7 +29569,7 @@ msgid ""
"The screen-space ambient occlusion bias. This should be kept high enough to "
"prevent \"smooth\" curves from being affected by ambient occlusion."
msgstr ""
-"屏幕空间环境光遮蔽偏差。该值应保持在足够高的水平,以防止“平滑”曲线受到环境光"
+"屏幕空间环境光遮蔽偏置。该值应保持在足够高的水平,以防止“平滑”曲线受到环境光"
"遮蔽的影响。"
#: doc/classes/Environment.xml
@@ -29593,13 +29605,13 @@ msgstr ""
msgid ""
"The primary screen-space ambient occlusion intensity. See also [member "
"ssao_radius]."
-msgstr "主要的屏幕空间环境光遮蔽强度。参阅[member ssao_radius]。"
+msgstr "主屏幕的空间环境光遮蔽强度。另请参阅 [member ssao_radius]。"
#: doc/classes/Environment.xml
msgid ""
"The secondary screen-space ambient occlusion intensity. See also [member "
"ssao_radius2]."
-msgstr "主要的屏幕空间环境光遮蔽强度。参阅 [member ssao_radius]。"
+msgstr "次屏幕的空间环境光遮蔽强度。另请参阅 [member ssao_radius2]。"
#: doc/classes/Environment.xml
msgid ""
@@ -31817,9 +31829,9 @@ msgid ""
"inside the segment ([code]s1[/code], [code]s2[/code]) or outside of it, i.e. "
"somewhere on the line extending from the segment."
msgstr ""
-"返回由([code]s1[/code], [code]s2[/code])定义的二维线上最接近[code]point[/"
-"code]的二维点。返回的点可以在线段([code]s1[/code], [code]s2[/code])内,也可"
-"以在线段外,即在从线段延伸出来的某处。"
+"返回由 ([code]s1[/code], [code]s2[/code]) 定义的 2D 线上最接近 [code]point[/"
+"code] 的 2D 点。返回的点可以在线段 ([code]s1[/code], [code]s2[/code]) 内,也"
+"可以在线段外,即在从线段延伸出来的某处。"
#: doc/classes/Geometry.xml
msgid ""
@@ -35506,7 +35518,6 @@ msgid "A node with the ability to send HTTP(S) requests."
msgstr "具有发送 HTTP(S) 请求能力的节点。"
#: doc/classes/HTTPRequest.xml
-#, fuzzy
msgid ""
"A node with the ability to send HTTP requests. Uses [HTTPClient] "
"internally.\n"
@@ -35601,7 +35612,7 @@ msgstr ""
" # 执行 POST 请求。截止到文档编写时,下面的 URL 会返回 JSON。\n"
" # 注意:请勿使用单个 HTTPRequest 节点进行连续请求。\n"
" # 下面的代码段仅供参考。\n"
-" var body = {\"name\": \"Godette\"}\n"
+" var body = to_json({\"name\": \"Godette\"})\n"
" error = http_request.request(\"https://httpbin.org/post\", [], true, "
"HTTPClient.METHOD_POST, body)\n"
" if error != OK:\n"
@@ -35773,14 +35784,16 @@ msgid ""
msgstr "允许的最大重定向数。用于防止无限重定向循环。"
#: doc/classes/HTTPRequest.xml
+#, fuzzy
msgid ""
-"If set to a value greater than [code]0.0[/code], 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."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"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 between [code]10.0[/"
+"code] and [code]30.0[/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 "
@@ -36013,7 +36026,7 @@ msgstr ""
msgid ""
"Stretches the image and enlarges it by a factor of 2. No interpolation is "
"done."
-msgstr "拉伸图像并将其放大2倍,不进行插值。"
+msgstr "拉伸图像并将其放大 2 倍,不进行插值。"
#: doc/classes/Image.xml
msgid "Fills the image with [code]color[/code]."
@@ -36053,7 +36066,7 @@ msgstr ""
"错误。\n"
"[b]注意:[/b]多级渐远纹理的生成是在 CPU 上完成的,是单线程的,并且[i]总是[/i]"
"在主线程上完成。这意味着在游戏过程中生成多级渐远纹理会导致明显的卡顿,即使从 "
-"[Thread] 调用[method generate_mipmaps]。"
+"[Thread] 调用 [method generate_mipmaps]。"
#: doc/classes/Image.xml
msgid "Returns a copy of the image's raw data."
@@ -36303,7 +36316,7 @@ msgstr ""
#: doc/classes/Image.xml
msgid "Shrinks the image by a factor of 2."
-msgstr "将图像缩小2倍。"
+msgstr "将图像缩小 2 倍。"
#: doc/classes/Image.xml
msgid "Converts the raw data from the sRGB colorspace to a linear scale."
@@ -36329,7 +36342,7 @@ msgstr "[Image] 资源允许的最大高度。"
#: doc/classes/Image.xml
msgid "Texture format with a single 8-bit depth representing luminance."
-msgstr "纹理格式,具有代表亮度的单一8位深度。"
+msgstr "纹理格式,具有代表亮度的单一 8 位深度。"
#: doc/classes/Image.xml
msgid ""
@@ -36407,16 +36420,16 @@ msgid ""
"OpenGL texture format [code]GL_RGB32F[/code] where there are three "
"components, each a 32-bit floating-point values."
msgstr ""
-"OpenGL纹理格式[code]GL_RGB32F[/code],其中有三个部分,每个部分都是32位浮点"
-"值。"
+"OpenGL 纹理格式 [code]GL_RGB32F[/code],其中有三个部分,每个部分都是 32 位浮"
+"点值。"
#: doc/classes/Image.xml
msgid ""
"OpenGL texture format [code]GL_RGBA32F[/code] where there are four "
"components, each a 32-bit floating-point values."
msgstr ""
-"OpenGL纹理格式[code]GL_RGBA32F[/code],其中有四个部分,每个部分都是32位浮点"
-"值。"
+"OpenGL 纹理格式 [code]GL_RGBA32F[/code],其中有四个部分,每个部分都是 32 位浮"
+"点值。"
#: doc/classes/Image.xml
msgid ""
@@ -36704,7 +36717,7 @@ msgstr "表示 [enum Format] 枚举的大小。"
msgid ""
"Performs nearest-neighbor interpolation. If the image is resized, it will be "
"pixelated."
-msgstr "执行最近邻插值.如果调整图像大小,它将被像素化."
+msgstr "执行最近邻插值。如果调整图像大小,它将被像素化。"
#: doc/classes/Image.xml
msgid ""
@@ -36721,8 +36734,8 @@ msgid ""
"This mode often gives better results compared to [constant "
"INTERPOLATE_BILINEAR], at the cost of being slower."
msgstr ""
-"执行三次插值.如果调整图像大小,则图像将模糊.与[constant INTERPOLATE_BILINEAR]"
-"相比,此模式通常会产生更好的结果,但代价是速度较慢."
+"执行三次插值。如果调整图像大小,则图像将模糊。与 [constant "
+"INTERPOLATE_BILINEAR] 相比,此模式通常会产生更好的结果,但代价是速度较慢。"
#: doc/classes/Image.xml
msgid ""
@@ -36754,36 +36767,36 @@ msgid ""
"Performs Lanczos interpolation. This is the slowest image resizing mode, but "
"it typically gives the best results, especially when downscalng images."
msgstr ""
-"执行Lanczos插值.这是最慢的图像调整大小模式,但通常可以提供最佳效果,尤其是在缩"
-"小图像时."
+"执行 Lanczos 插值。这是最慢的图像调整大小模式,但通常可以提供最佳效果,尤其是"
+"在缩小图像时。"
#: doc/classes/Image.xml
msgid "Image does not have alpha."
-msgstr "图片没有Alpha通道."
+msgstr "图片没有 Alpha 通道。"
#: doc/classes/Image.xml
msgid "Image stores alpha in a single bit."
-msgstr "图像将Alpha存储在单个bit中."
+msgstr "图像将 Alpha 存储在单个 bit 中。"
#: doc/classes/Image.xml
msgid "Image uses alpha."
-msgstr "图像使用阿尔法。"
+msgstr "图像使用 Alpha。"
#: doc/classes/Image.xml
msgid "Use S3TC compression."
-msgstr "使用S3TC压缩。"
+msgstr "使用 S3TC 压缩。"
#: doc/classes/Image.xml
msgid "Use PVRTC2 compression."
-msgstr "使用PVRTC2压缩。"
+msgstr "使用 PVRTC2 压缩。"
#: doc/classes/Image.xml
msgid "Use PVRTC4 compression."
-msgstr "使用PVRTC4压缩。"
+msgstr "使用 PVRTC4 压缩。"
#: doc/classes/Image.xml
msgid "Use ETC compression."
-msgstr "使用ETC压缩。"
+msgstr "使用 ETC 压缩。"
#: doc/classes/Image.xml
msgid "Use ETC2 compression."
@@ -37002,7 +37015,7 @@ msgstr ""
#: doc/classes/ImmediateGeometry.xml
msgid ""
"Simple helper to draw an UV sphere with given latitude, longitude and radius."
-msgstr "用于绘制给定经纬度和半径的UV球体的简单辅助工具。"
+msgstr "用于绘制给定经纬度和半径的 UV 球体的简单辅助工具。"
#: doc/classes/ImmediateGeometry.xml
msgid ""
@@ -37022,11 +37035,11 @@ msgstr ""
#: doc/classes/ImmediateGeometry.xml
msgid "Clears everything that was drawn using begin/end."
-msgstr "清除使用begin/end绘制的一切内容。"
+msgstr "清除使用 begin/end 绘制的一切内容。"
#: doc/classes/ImmediateGeometry.xml
msgid "Ends a drawing context and displays the results."
-msgstr "结束正在绘制的context并显示其结果。"
+msgstr "结束正在绘制的上下文并显示其结果。"
#: doc/classes/ImmediateGeometry.xml
msgid "The current drawing color."
@@ -37078,10 +37091,10 @@ msgid ""
"[method parse_input_event] instead."
msgstr ""
"这将模拟按下指定的按键动作。\n"
-"强度可以用于非布尔运算的动作,它的范围在0 到 1之间,代表给定动作的力度。\n"
-"[b]注意:[/b]这个方法不会引起任何[method Node._input]调用。它旨在与[method "
-"is_action_pressed]和[method is_action_just_pressed]一起使用。如果你想模拟"
-"[code]_input[/code],请使用[method parse_input_event]代替。"
+"强度可以用于非布尔运算的动作,它的范围在 0 到 1 之间,代表给定动作的力度。\n"
+"[b]注意:[/b]这个方法不会引起任何 [method Node._input] 调用。它旨在与 "
+"[method is_action_pressed] 和 [method is_action_just_pressed] 一起使用。如果"
+"你想模拟 [code]_input[/code],请使用 [method parse_input_event] 代替。"
#: doc/classes/Input.xml
msgid "If the specified action is already pressed, this will release it."
@@ -37170,8 +37183,8 @@ msgid ""
"get_action_strength(\"negative_action\")[/code]."
msgstr ""
"通过指定两个动作来获取轴的输入,一个是负的,一个是正的。\n"
-"这是写[code]Input.get_action_strength(\"positive_action\")-Input."
-"get_action_strength(\"negative_action\")[/code]的简写。"
+"这是 [code]Input.get_action_strength(\"positive_action\")-Input."
+"get_action_strength(\"negative_action\")[/code] 的简写。"
#: doc/classes/Input.xml
msgid ""
@@ -37181,7 +37194,7 @@ msgstr "返回一个 [Array],包含当前所有连接手柄的设备 ID。"
#: doc/classes/Input.xml
msgid "Returns the currently assigned cursor shape (see [enum CursorShape])."
-msgstr "返回当前指定的光标形状(参阅 [enum CursorShape])。"
+msgstr "返回当前指定的光标形状(见 [enum CursorShape])。"
#: doc/classes/Input.xml
msgid ""
@@ -37192,11 +37205,11 @@ msgid ""
"measurement for each axis is m/s² while on iOS it's a multiple of the "
"Earth's gravitational acceleration [code]g[/code] (~9.81 m/s²)."
msgstr ""
-"如果设备有加速度传感器,则返回设备的重力。否则,该方法返回[constant Vector3."
+"如果设备有加速度传感器,则返回设备的重力。否则,该方法返回 [constant Vector3."
"ZERO]。\n"
-"[b]注意:[/b]这个方法只在Android和iOS上工作。在其他平台上,它总是返回"
-"[constant Vector3.ZERO]。在Android上,每个轴的测量单位是m/s²,而在iOS上,它是"
-"地球重力加速度的倍数[code]g[/code](~9.81 m/s²)。"
+"[b]注意:[/b]这个方法只在 Android 和 iOS 上工作。在其他平台上,它总是返回 "
+"[constant Vector3.ZERO]。在 Android 上,每个轴的测量单位是 m/s²,而在 iOS "
+"上,它是地球重力加速度的倍数 [code]g[/code](~9.81 m/s²)。"
#: doc/classes/Input.xml
msgid ""
@@ -37206,16 +37219,16 @@ msgid ""
"[b]Note:[/b] This method only works on Android and iOS. On other platforms, "
"it always returns [constant Vector3.ZERO]."
msgstr ""
-"如果设备有陀螺仪传感器,则返回围绕设备X、Y、Z轴的旋转速率,单位为rad/s。否"
-"则,该方法返回[constant Vector3.ZERO]。\n"
-"[b]注意:[/b]这个方法只在Android和iOS上工作。在其他平台上,总是返回[constant "
-"Vector3.ZERO]。"
+"如果设备有陀螺仪传感器,则返回围绕设备 X、Y、Z 轴的旋转速率,单位为 rad/s。否"
+"则,该方法返回 [constant Vector3.ZERO]。\n"
+"[b]注意:[/b]这个方法只在 Android 和 iOS 上工作。在其他平台上,总是返回 "
+"[constant Vector3.ZERO]。"
#: doc/classes/Input.xml
msgid ""
"Returns the current value of the joypad axis at given index (see [enum "
"JoystickList])."
-msgstr "返回给定索引的游戏手柄轴的当前值,参阅[enum JoystickList]。"
+msgstr "返回给定索引的游戏手柄轴的当前值(见 [enum JoystickList])。"
#: doc/classes/Input.xml
msgid "Returns the index of the provided axis name."
@@ -37236,15 +37249,16 @@ msgid ""
"Receives a gamepad button from [enum JoystickList] and returns its "
"equivalent name as a string."
msgstr ""
-"从[enum JoystickList]中接收游戏手柄按钮,并将其对应的名称作为一个字符串返回。"
+"从 [enum JoystickList] 中接收游戏手柄按钮,并将其对应的名称作为一个字符串返"
+"回。"
#: doc/classes/Input.xml
msgid ""
"Returns a SDL2-compatible device GUID on platforms that use gamepad "
"remapping. Returns [code]\"Default Gamepad\"[/code] otherwise."
msgstr ""
-"在使用游戏手柄重映射的平台上返回一个SDL2兼容的设备GUID。否则返回 "
-"[code]\"Default Gamepad\"[/code]默认游戏手柄。"
+"在使用游戏手柄重映射的平台上返回一个 SDL2 兼容的设备 GUID。否则返回 "
+"[code]\"Default Gamepad\"[/code] 默认游戏手柄。"
#: doc/classes/Input.xml
msgid "Returns the name of the joypad at the specified device index."
@@ -37485,7 +37499,7 @@ msgstr ""
#: doc/classes/Input.xml
msgid ""
"Removes all mappings from the internal database that match the given GUID."
-msgstr "从内部数据库中删除与给定GUID匹配的所有映射."
+msgstr "从内部数据库中删除与给定 GUID 匹配的所有映射。"
#: doc/classes/Input.xml
msgid ""
@@ -37495,9 +37509,9 @@ msgid ""
"[b]Note:[/b] This value can be immediately overwritten by the hardware "
"sensor value on Android and iOS."
msgstr ""
-"设置加速度传感器的加速度值。可以用于在没有硬件传感器的设备上进行调试,例如在"
-"PC上的编辑器中。\n"
-"[b]注意:[/b]这个值在Android和iOS上可立即被硬件传感器的值所覆盖。"
+"设置加速度传感器的加速度值。可以用于在没有硬件传感器的设备上进行调试,例如在 "
+"PC 上的编辑器中。\n"
+"[b]注意:[/b]这个值在 Android 和 iOS 上可立即被硬件传感器的值所覆盖。"
#: doc/classes/Input.xml
msgid ""
@@ -37532,7 +37546,7 @@ msgid ""
"[b]Note:[/b] This method generates an [InputEventMouseMotion] to update "
"cursor immediately."
msgstr ""
-"设置视窗中使用的默认光标形状,而不是 [constant CURSOR_ARROW]。\n"
+"设置该视区中使用的默认光标形状,而不是 [constant CURSOR_ARROW]。\n"
"[b]注意:[/b]如果要更改 [Control] 节点的默认光标形状,请改用 [member Control."
"mouse_default_cursor_shape]。\n"
"[b]注意:[/b]这个方法会生成一个 [InputEventMouseMotion] 以立即更新光标。"
@@ -37639,16 +37653,18 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
-"compatibility reasons. It is however recommended to enable it for games "
-"which don't require very reactive input, as this will decrease CPU usage."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
msgstr ""
"如果为 [code]true[/code],会对操作系统发送的类似输入事件进行累积。当启用输入"
"累积时,在一帧中产生的所有输入事件将被合并,并在该帧完成渲染时发出。因此,这"
"限制了每秒的输入方法调用次数,使之与渲染FPS相一致。\n"
-"输入累加在默认情况下是启用的。它可以被禁用,将以增加CPU使用率为代价,获得稍微"
+"输入累积在默认情况下是启用的。它可以被禁用,将以增加CPU使用率为代价,获得稍微"
"更精确及更灵敏的输入。在需要自由绘制线条的应用中,一般应用在用户绘制线条时禁"
-"用输入累加,以获得紧跟实际输入的结果。"
+"用输入累加,以获得紧跟实际输入的结果。\n"
+"[b]注意:[/b]默认[i]禁用[/i]输入累积是出于向后兼容的缘故。然而我们推荐那些不"
+"需要非常活跃输入的游戏将其启用,能够降低 CPU 占用。"
#: doc/classes/Input.xml
msgid "Emitted when a joypad device has been connected or disconnected."
@@ -38056,7 +38072,8 @@ msgstr ""
msgid ""
"Stores information about joystick motions. One [InputEventJoypadMotion] "
"represents one axis at a time."
-msgstr "存储关于操纵杆运动的信息。一个[InputEventJoypadMotion]一次代表一个轴。"
+msgstr ""
+"存储关于操纵杆运动的信息。一个 [InputEventJoypadMotion] 一次代表一个轴。"
#: doc/classes/InputEventJoypadMotion.xml
msgid "Axis identifier. Use one of the [enum JoystickList] axis constants."
@@ -38377,28 +38394,41 @@ msgstr "鼠标移动事件的输入事件类型。"
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
-"rendered, allowing for precise input reporting, at the expense of CPU usage. "
-"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
-"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
"avoid visible gaps in lines if the user is moving the mouse quickly."
msgstr ""
"包含鼠标和笔的运动信息。支持相对、绝对位置和速度。见 [method Node._input]。\n"
-"[b]注意:[/b]默认情况下,这个事件最多只能在每一帧渲染中发出一次。如果你需要更"
-"精确的输入报告,请将 [member Input.use_accumulated_input] 设为 [code]false[/"
-"code],让事件尽可能频繁地发射。如果你使用 InputEventMouseMotion 来画线,请考"
-"虑同时实现 [url=https://en.wikipedia.org/wiki/"
-"Bresenham%27s_line_algorithm]Bresenham 的线条算法[/url],以避免在用户快速移动"
-"鼠标时出现可见的线条空隙。"
+"[b]注意:[/b]默认情况下,这个事件能够每帧发出多次,提供更精确的输入报告,但代"
+"价是更高的 CPU 占用。你可以将 [member Input.use_accumulated_input] 设为 "
+"[code]true[/code],将每帧中的多个事件合并为单个事件进行发送。\n"
+"[b]注意:[/b]如果你使用 InputEventMouseMotion 来画线,请考虑同时实现"
+"[url=https://zh.wikipedia.org/zh-cn/"
+"%E5%B8%83%E9%9B%B7%E6%A3%AE%E6%BC%A2%E5%A7%86%E7%9B%B4%E7%B7%9A%E6%BC%94%E7%AE%97%E6%B3%95]"
+"布雷森汉姆直线算法[/url],以避免在用户快速移动鼠标时出现可见的线条空隙。"
#: doc/classes/InputEventMouseMotion.xml
msgid "Mouse and input coordinates"
msgstr "鼠标和输入坐标"
#: doc/classes/InputEventMouseMotion.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+"返回键盘布局的数量。\n"
+"[b]注意:[/b]本方法在Linux、macOS和Windows上实现。"
+
+#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
"code] to [code]1.0[/code]."
@@ -38540,15 +38570,15 @@ msgstr ""
#: doc/classes/InputMap.xml
msgid ""
"Adds an [InputEvent] to an action. This [InputEvent] will trigger the action."
-msgstr "给一个动作添加一个[InputEvent]。这个[InputEvent]将触发这个动作。"
+msgstr "给某个动作添加一个 [InputEvent]。这个 [InputEvent] 将触发这个动作。"
#: doc/classes/InputMap.xml
msgid "Removes an [InputEvent] from an action."
-msgstr "从一个动作中删除一个[InputEvent]。"
+msgstr "从某个动作中删除一个 [InputEvent]。"
#: doc/classes/InputMap.xml
msgid "Removes all events from an action."
-msgstr "从动作中删除所有事件。"
+msgstr "从某个动作中删除所有事件。"
#: doc/classes/InputMap.xml
msgid "Returns a deadzone value for the action."
@@ -38558,7 +38588,7 @@ msgstr "返回该操作的死区值。"
msgid ""
"Returns [code]true[/code] if the action has the given [InputEvent] "
"associated with it."
-msgstr "如果该动作有给定的[InputEvent]与之相关,则返回 [code]true[/code]。"
+msgstr "如果该动作有给定的 [InputEvent] 与之相关,则返回 [code]true[/code]。"
#: doc/classes/InputMap.xml
msgid "Sets a deadzone value for the action."
@@ -38571,12 +38601,13 @@ msgid ""
"An [InputEvent] can then be added to this action with [method "
"action_add_event]."
msgstr ""
-"在[InputMap]上添加一个空的动作,有一个可配置的死区[code]deadzone[/code]。\n"
-"然后可以用[method action_add_event]给这个动作添加一个[InputEvent]。"
+"在 [InputMap] 上添加一个空的动作,有一个可配置的死区 [code]deadzone[/"
+"code]。\n"
+"然后可以用 [method action_add_event] 给这个动作添加一个 [InputEvent]。"
#: doc/classes/InputMap.xml
msgid "Removes an action from the [InputMap]."
-msgstr "从[InputMap]中删除一个动作。"
+msgstr "从 [InputMap] 中删除一个动作。"
#: doc/classes/InputMap.xml
msgid ""
@@ -38610,21 +38641,21 @@ msgstr ""
#: doc/classes/InputMap.xml
msgid "Returns an array of all actions in the [InputMap]."
-msgstr "返回[InputMap]中所有动作的数组。"
+msgstr "返回 [InputMap] 中所有动作的数组。"
#: doc/classes/InputMap.xml
msgid ""
"Returns [code]true[/code] if the [InputMap] has a registered action with the "
"given name."
-msgstr "如果[InputMap]有一个给定名称的注册动作,返回 [code]true[/code]。"
+msgstr "如果 [InputMap] 有一个给定名称的注册动作,返回 [code]true[/code]。"
#: doc/classes/InputMap.xml
msgid ""
"Clears all [InputEventAction] in the [InputMap] and load it anew from "
"[ProjectSettings]."
msgstr ""
-"清除[InputMap]中的所有[InputEventAction],并从[ProjectSettings]项目设置中重新"
-"加载它。"
+"清除 [InputMap] 中的所有 [InputEventAction],并从 [ProjectSettings] 项目设置"
+"中重新加载它。"
#: doc/classes/InstancePlaceholder.xml
msgid "Placeholder for the root [Node] of a [PackedScene]."
@@ -38663,7 +38694,7 @@ msgid ""
"Object.call_deferred] if calling from a thread."
msgstr ""
"获取调用 [method replace_by_instance] 时默认加载的 [PackedScene] 资源文件的路"
-"径。不是线程安全的。如果从线程调用,请使用[method Object.call_deferred]。"
+"径。不是线程安全的。如果从线程调用,请使用 [method Object.call_deferred]。"
#: doc/classes/InstancePlaceholder.xml
msgid ""
@@ -38757,7 +38788,7 @@ msgstr ""
#: doc/classes/InterpolatedCamera.xml
msgid "[i]Deprecated.[/i] Camera which moves toward another node."
-msgstr "[i] 已弃用。[/i] 向另一个节点移动的相机。"
+msgstr "[i] 已弃用。[/i]向另一个节点移动的相机。"
#: doc/classes/InterpolatedCamera.xml
msgid ""
@@ -38767,10 +38798,10 @@ msgid ""
"If it is not [member enabled] or does not have a valid target set, "
"InterpolatedCamera acts like a normal Camera."
msgstr ""
-"[i]已经弃用(将在Godot 4.0 中删除)。[/i]插值相机是一种[Camera],可以平稳地移"
+"[i]已弃用(将在Godot 4.0 中删除)。[/i]插值相机是一种 [Camera],可以平稳地移"
"动,以匹配目标节点的位置和旋转。\n"
-"如果它不是[member enabled]或没有有效的目标集,InterpolatedCamera 的行为就像一"
-"个正常的相机。"
+"如果它不是 [member enabled] 或没有有效的目标集,InterpolatedCamera 的行为就像"
+"一个正常的相机。"
#: doc/classes/InterpolatedCamera.xml
msgid "Sets the node to move toward and orient with."
@@ -38783,10 +38814,9 @@ msgid ""
msgstr "如果为 [code]true[/code],并且设置了目标,相机将自动移动。"
#: doc/classes/InterpolatedCamera.xml
-#, fuzzy
msgid ""
"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
-msgstr "相机的过程回调。请参阅[enum Camera2DProcessMode]。"
+msgstr "该相机的处理回调。见 [enum InterpolatedCameraProcessMode]。"
#: doc/classes/InterpolatedCamera.xml
msgid ""
@@ -38796,7 +38826,7 @@ msgstr "相机向其目标移动的速度。较高的值将导致相机的运动
#: doc/classes/InterpolatedCamera.xml
msgid "The target's [NodePath]."
-msgstr "目标的[NodePath]。"
+msgstr "目标的 [NodePath]。"
#: doc/classes/IntervalTweener.xml
msgid "Creates an idle interval in a [SceneTreeTween] animation."
@@ -38847,7 +38877,7 @@ msgstr ""
#: doc/classes/IP.xml
msgid "Returns all the user's current IPv4 and IPv6 addresses as an array."
-msgstr "以数组形式返回所有用户的当前IPv4和IPv6地址。"
+msgstr "以数组形式返回所有用户的当前 IPv4 和 IPv6 地址。"
#: doc/classes/IP.xml
msgid ""
@@ -38905,8 +38935,8 @@ msgid ""
"method). The address type returned depends on the [enum Type] constant given "
"as [code]ip_type[/code]."
msgstr ""
-"在解析时返回一个给定的主机名的IPv4或IPv6地址(阻塞类型方法)。返回的地址类型"
-"取决于作为[code]ip_type[/code]的[enum Type]常量。"
+"在解析时返回一个给定的主机名的 IPv4 或 IPv6 地址(阻塞类型方法)。返回的地址"
+"类型取决于作为 [code]ip_type[/code] 的 [enum Type] 常量。"
#: doc/classes/IP.xml
msgid ""
@@ -38947,7 +38977,7 @@ msgid ""
"Maximum number of concurrent DNS resolver queries allowed, [constant "
"RESOLVER_INVALID_ID] is returned if exceeded."
msgstr ""
-"允许的最大并发DNS解析器查询数量,如果超过,则返回[constant "
+"允许的最大并发 DNS 解析器查询数量,如果超过,则返回 [constant "
"RESOLVER_INVALID_ID]。"
#: doc/classes/IP.xml
@@ -38978,7 +39008,6 @@ msgid ""
msgstr "提供可选中项目(和/或图标)列表的控件,既可以是单列,也可以是多列。"
#: doc/classes/ItemList.xml
-#, fuzzy
msgid ""
"This control provides a selectable list of items that may be in a single (or "
"multiple columns) with option of text, icons, or both text and icon. "
@@ -39008,12 +39037,19 @@ msgstr ""
"本、图标或同时选择文本和图标。支持工具提示,列表中的每个项目都可以是不同"
"的。\n"
"列表中可选择的项目可以被选择或取消选择,并且可以启用多重选择。用鼠标右键选择"
-"也可以被启用,以允许使用弹出式上下文菜单。项目也可以通过双击它们或按Enter回车"
-"键来 \"激活\"。\n"
-"项目文本只支持单行字符串,字符串中的换行字符(例如[code]\\n[/code])不会产生"
-"换行。在[constant ICON_MODE_TOP]模式下,文本自适应(warp)是启用的,但默认情况"
-"下会调整列的宽度以完全适合其内容。你需要设置[member fixed_column_width]大于0"
-"来包住文本。"
+"也可以被启用,以允许使用弹出式上下文菜单。项目也可以通过双击它们或按回车键"
+"来“激活”。\n"
+"项目文本只支持单行字符串,字符串中的换行字符(例如 [code]\\n[/code])不会产生"
+"换行。文本换行会在 [constant ICON_MODE_TOP] 模式下启用,但默认情况下会调整列"
+"的宽度以完全适合其内容。你需要将 [member fixed_column_width] 设为大于 0 的值"
+"才能让文本换行。\n"
+"[b]增量搜索:[/b]与 [PopupMenu] 和 [Tree] 类似,[ItemList] 也支持在聚焦控件时"
+"在列表中进行搜索。按下与某个条目名称首字母一致的按键,就会选中以该字母开头的"
+"第一个条目。在此之后,进行增量搜索的办法有两种:1)在超时前再次按下同一个按"
+"键,选中以该字母开头的下一个条目。2)在超时前按下剩余字母对应的按键,直接匹配"
+"并选中所需的条目。这两个动作都会在最后一次按键超时后重置回列表顶端。你可以通"
+"过 [member ProjectSettings.gui/timers/incremental_search_max_interval_msec] "
+"修改超时时长。"
#: doc/classes/ItemList.xml
msgid "Adds an item to the item list with no text, only an icon."
@@ -39026,9 +39062,9 @@ msgid ""
"with no icon.\n"
"If selectable is [code]true[/code], the list item will be selectable."
msgstr ""
-"将一个项目添加到项目列表中,并指定文本。指定一个图标[code]icon[/code],或者图"
-"标[code]icon[/code]使用空[code]null[/code]作为没有图标的列表项。\n"
-"如果可选择填[code]true[/code],列表项将是可选择的。"
+"将一个项目添加到项目列表中,并指定文本。指定一个图标 [code]icon[/code],或者"
+"图标 [code]icon[/code] 使用空 [code]null[/code] 作为没有图标的列表项。\n"
+"如果可选择填 [code]true[/code],列表项将是可选择的。"
#: doc/classes/ItemList.xml
msgid "Removes all items from the list."
@@ -39059,13 +39095,13 @@ msgstr "返回当前列表中的项目数。"
msgid ""
"Returns the custom background color of the item specified by [code]idx[/"
"code] index."
-msgstr "返回由[code]idx[/code]索引指定的项目的自定义背景颜色。"
+msgstr "返回由 [code]idx[/code] 索引指定的项目的自定义背景颜色。"
#: doc/classes/ItemList.xml
msgid ""
"Returns the custom foreground color of the item specified by [code]idx[/"
"code] index."
-msgstr "返回由[code]idx[/code]索引指定项目的自定义前景颜色。"
+msgstr "返回由 [code]idx[/code] 索引指定项目的自定义前景颜色。"
#: doc/classes/ItemList.xml
msgid "Returns the icon associated with the specified index."
@@ -39073,13 +39109,13 @@ msgstr "返回与指定索引相关的图标。"
#: doc/classes/ItemList.xml
msgid "Returns a [Color] modulating item's icon at the specified index."
-msgstr "返回指定索引处的[Color]颜色调制(modulating) 项的图标。"
+msgstr "返回指定索引处的 [Color] 颜色调制项的图标。"
#: doc/classes/ItemList.xml
msgid ""
"Returns the region of item's icon used. The whole icon will be used if the "
"region has no area."
-msgstr "返回项目图标的使用区域。如果该区域大小为0,整个图标将被使用。"
+msgstr "返回项目图标的使用区域。如果该区域大小为 0,整个图标将被使用。"
#: doc/classes/ItemList.xml
msgid "Returns the metadata value of the specified index."
@@ -39159,13 +39195,13 @@ msgstr ""
msgid ""
"Sets the background color of the item specified by [code]idx[/code] index to "
"the specified [Color]."
-msgstr "将[code]idx[/code]索引指定的项目的背景色设置为指定的颜色[Color]。"
+msgstr "将 [code]idx[/code] 索引指定的项目的背景色设置为指定的颜色 [Color]。"
#: doc/classes/ItemList.xml
msgid ""
"Sets the foreground color of the item specified by [code]idx[/code] index to "
"the specified [Color]."
-msgstr "将[code]idx[/code]索引指定项目的前景颜色设置为指定的颜色[Color]。"
+msgstr "将 [code]idx[/code] 索引指定项目的前景颜色设置为指定的颜色 [Color]。"
#: doc/classes/ItemList.xml
msgid ""
@@ -39174,17 +39210,17 @@ msgid ""
"(when double-clicking or pressing Enter)."
msgstr ""
"禁用(或启用)指定索引上的项目。\n"
-"禁用的项目不能被选中,也不会触发激活信号(当双击或按Enter回车键)。"
+"禁用的项目不能被选中,也不会触发激活信号(当双击或按回车键)。"
#: doc/classes/ItemList.xml
msgid ""
"Sets (or replaces) the icon's [Texture] associated with the specified index."
-msgstr "设置(或替换)与指定索引相关的图标的纹理[Texture]。"
+msgstr "设置(或替换)与指定索引相关的图标的纹理 [Texture]。"
#: doc/classes/ItemList.xml
msgid ""
"Sets a modulating [Color] of the item associated with the specified index."
-msgstr "设置与指定索引相关的项目的调制颜色[Color]。"
+msgstr "设置与指定索引相关的项目的调制颜色 [Color]。"
#: doc/classes/ItemList.xml
msgid ""
@@ -39263,19 +39299,20 @@ msgid ""
"affected."
msgstr ""
"所有图标将被调整到的尺寸。\n"
-"如果X或Y分量不大于0,图标的大小将不会受到影响。"
+"如果 X 或 Y 分量不大于 0,图标的大小将不会受到影响。"
#: doc/classes/ItemList.xml
msgid ""
"The icon position, whether above or to the left of the text. See the [enum "
"IconMode] constants."
-msgstr "图标的位置,是在文本的上方还是在文本的左边。参阅[enum IconMode]常量。"
+msgstr ""
+"图标的位置,是在文本的上方还是在文本的左边。参阅 [enum IconMode] 常量。"
#: doc/classes/ItemList.xml
msgid ""
"The scale of icon applied after [member fixed_icon_size] and transposing "
"takes effect."
-msgstr "在[member fixed_icon_size]和转置生效后应用的图标比例。"
+msgstr "在 [member fixed_icon_size] 和转置生效后应用的图标比例。"
#: doc/classes/ItemList.xml
msgid ""
@@ -39320,7 +39357,7 @@ msgstr "允许单选或多选。参阅[enum SelectMode]常量。"
msgid ""
"Triggered when specified list item is activated via double-clicking or by "
"pressing Enter."
-msgstr "当指定的列表项目通过双击或按Enter激活时触发。"
+msgstr "当指定的列表项目通过双击或按回车键激活时触发。"
#: doc/classes/ItemList.xml
msgid ""
@@ -39352,7 +39389,7 @@ msgstr "在允许多选的列表上更改多选时触发。"
msgid ""
"Triggered when a left mouse click is issued within the rect of the list but "
"on empty space."
-msgstr "当鼠标左键在列表的矩形(rect)范围内但在空白处单击时,会被触发。"
+msgstr "当鼠标左键在列表的矩形范围内但在空白处单击时,会被触发。"
#: doc/classes/ItemList.xml
msgid ""
@@ -39360,8 +39397,8 @@ msgid ""
"on empty space.\n"
"[member allow_rmb_select] must be enabled."
msgstr ""
-"当在列表的矩形(rect)范围内但在空白处单击鼠标右键时被触发。\n"
-"[member allow_rmb_select]必须被启用。"
+"当在列表的矩形范围内但在空白处单击鼠标右键时被触发。\n"
+"[member allow_rmb_select] 必须被启用。"
#: doc/classes/ItemList.xml
msgid "Icon is drawn above the text."
@@ -39377,7 +39414,7 @@ msgstr "仅允许选择单个项目。"
#: doc/classes/ItemList.xml
msgid "Allows selecting multiple items by holding Ctrl or Shift."
-msgstr "允许通过按住Ctrl或Shift选择多个项目。"
+msgstr "允许通过按住 Ctrl 或 Shift 选择多个项目。"
#: doc/classes/ItemList.xml doc/classes/Tree.xml
msgid "Default text [Color] of the item."
@@ -39385,7 +39422,7 @@ msgstr "项目的默认文本颜色 [Color]。"
#: doc/classes/ItemList.xml doc/classes/Tree.xml
msgid "Text [Color] used when the item is selected."
-msgstr "选择项目时使用的文本颜色[Color]。"
+msgstr "选择项目时使用的文本颜色 [Color]。"
#: doc/classes/ItemList.xml
msgid ""
@@ -39421,27 +39458,27 @@ msgstr "[ItemList] 的默认样式盒 [StyleBox],即在控件未获得焦点
#: doc/classes/ItemList.xml
msgid "[StyleBox] used when the [ItemList] is being focused."
-msgstr "当[ItemList]被聚焦时使用的样式盒[StyleBox]。"
+msgstr "当 [ItemList] 被聚焦时使用的样式盒 [StyleBox]。"
#: doc/classes/ItemList.xml
msgid "[StyleBox] used for the cursor, when the [ItemList] is being focused."
-msgstr "当[ItemList]被聚焦时,用于光标的样式盒[StyleBox]。"
+msgstr "当 [ItemList] 被聚焦时,用于光标的样式盒 [StyleBox]。"
#: doc/classes/ItemList.xml
msgid ""
"[StyleBox] used for the cursor, when the [ItemList] is not being focused."
-msgstr "当[ItemList]没有被聚焦时,用于光标的样式盒[StyleBox]。"
+msgstr "当 [ItemList] 没有被聚焦时,用于光标的样式盒 [StyleBox]。"
#: doc/classes/ItemList.xml
msgid ""
"[StyleBox] for the selected items, used when the [ItemList] is not being "
"focused."
-msgstr "所选项的样式盒[StyleBox],当[ItemList]没有获得焦点时使用。"
+msgstr "所选项的样式盒 [StyleBox],当 [ItemList] 没有获得焦点时使用。"
#: doc/classes/ItemList.xml
msgid ""
"[StyleBox] for the selected items, used when the [ItemList] is being focused."
-msgstr "所选项的样式盒[StyleBox],当[ItemList]没有获得焦点时使用。"
+msgstr "所选项的样式盒 [StyleBox],当 [ItemList] 没有获得焦点时使用。"
#: doc/classes/JavaScript.xml
msgid ""
@@ -39670,7 +39707,7 @@ msgstr "创建 Android 插件"
#: doc/classes/Joint.xml
msgid "Base class for all 3D joints."
-msgstr "所有3D关节的基类。"
+msgstr "所有 3D 关节的基类。"
#: doc/classes/Joint.xml
msgid ""
@@ -39694,11 +39731,11 @@ msgstr "如果为 [code]true[/code],则节点的两个主体无法相互碰撞
#: doc/classes/Joint.xml
msgid "The node attached to the first side (A) of the joint."
-msgstr "连接到关节第一侧(A)的节点。"
+msgstr "连接到关节第一侧(A)的节点。"
#: doc/classes/Joint.xml
msgid "The node attached to the second side (B) of the joint."
-msgstr "连接到关节第二侧(B)的节点。"
+msgstr "连接到关节第二侧(B)的节点。"
#: doc/classes/Joint.xml
msgid ""
@@ -39957,9 +39994,9 @@ msgid ""
"- [code]params[/code]: An array or dictionary of parameters being passed to "
"the method."
msgstr ""
-"返回JSON-RPC通知形式的字典。通知是一次性的信息,不需要有响应。\n"
-"- [code]method[/code]:被调用的方法的名称。\n"
-"- [code]params[/code]:传递给该方法的参数的数组或字典。"
+"返回 JSON-RPC 通知形式的字典。通知是一次性的信息,不需要有响应。\n"
+"- [code]method[/code]:被调用的方法的名称。\n"
+"- [code]params[/code]:传递给该方法的参数的数组或字典。"
#: doc/classes/JSONRPC.xml
msgid ""
@@ -39972,11 +40009,11 @@ msgid ""
"- [code]id[/code]: Uniquely identifies this request. The server is expected "
"to send a response with the same ID."
msgstr ""
-"以JSON-RPC请求的形式返回字典。请求被发送到服务器,并期望得到响应。ID 字段用于"
-"服务器指定它正在响应的确切请求。\n"
-"- [code]method[/code]:被调用的方法的名称。\n"
-"- [code]params[/code]:传递给该方法的参数的数组或字典。\n"
-"- [code]id[/code]:唯一标识此请求。服务器应发送具有相同 ID 的响应。"
+"以 JSON-RPC 请求的形式返回字典。请求被发送到服务器,并期望得到响应。ID 字段用"
+"于服务器指定它正在响应的确切请求。\n"
+"- [code]method[/code]:被调用的方法的名称。\n"
+"- [code]params[/code]:传递给该方法的参数的数组或字典。\n"
+"- [code]id[/code]:唯一标识此请求。服务器应发送具有相同 ID 的响应。"
#: doc/classes/JSONRPC.xml
msgid ""
@@ -40016,9 +40053,8 @@ msgid ""
"[code]action[/code]: The action to be run, as a Dictionary in the form of a "
"JSON-RPC request or notification."
msgstr ""
-"给定采用 JSON-RPC 请求形式的字典:解压请求并运行它。通过查看名为 \"method\" "
-"的字段并在 JSONRPC 对象中查找等效命名的函数来解析方法。如果找到,则调用该方"
-"法。\n"
+"给定采用 JSON-RPC 请求形式的字典:解压请求并运行它。通过查看名为“method”的字"
+"段并在 JSONRPC 对象中查找等效命名的函数来解析方法。如果找到,则调用该方法。\n"
"要添加新的受支持方法,请扩展 JSONRPC 类并在你的子类上调用 [method "
"process_action]。\n"
"[code]action[/code]:要运行的动作,作为 JSON-RPC 请求或通知形式的字典。"
@@ -40217,8 +40253,8 @@ msgid ""
"platform's motion, it will always be first in the slide collisions."
msgstr ""
"沿着向量移动物体。如果这个物体与另一个物体相撞,它将沿着另一个物体滑动,而不"
-"是立即停止。如果另一个物体是[KinematicBody]或[RigidBody],它也会被另一个物体"
-"的运动所影响。你可以用它来制作移动和旋转的平台,或者让节点推动其他节点。\n"
+"是立即停止。如果另一个物体是 [KinematicBody] 或 [RigidBody],它也会被另一个物"
+"体的运动所影响。你可以用它来制作移动和旋转的平台,或者让节点推动其他节点。\n"
"这个方法应该在 [method Node._physics_process] 中使用,或者在被 [method Node."
"_physics_process] 调用的方法中使用,因为它在计算时,自动使用物理步骤的 "
"[code]delta[/code] 值。否则,模拟将以不正确的速度运行。\n"
@@ -40411,7 +40447,7 @@ msgid ""
"value is always positive and only valid after calling [method "
"move_and_slide] and when [method is_on_floor] returns [code]true[/code]."
msgstr ""
-"根据[code]up_direction[/code]返回最后一个碰撞点的地板碰撞角度,默认为"
+"根据 [code]up_direction[/code] 返回最后一个碰撞点的地板碰撞角度,默认为 "
"[code]Vector2.UP[/code]。此值始终为正值,并且仅在调用 [method "
"move_and_slide] 后且当 [method is_on_floor] 返回 [code]true[/code] 时有效。"
@@ -40421,8 +40457,8 @@ msgid ""
"latest collision that occurred during the last call to [method "
"move_and_slide]."
msgstr ""
-"返回[KinematicCollision2D],它包含在最后一次调用[method move_and_slide]时发生"
-"的最新碰撞信息。"
+"返回 [KinematicCollision2D],它包含在最后一次调用 [method move_and_slide] 时"
+"发生的最新碰撞信息。"
#: doc/classes/KinematicBody2D.xml
msgid ""
@@ -40570,9 +40606,9 @@ msgid ""
"colliding object, the remaining motion, and the collision position. This "
"information can be used to calculate a collision response."
msgstr ""
-"包含[KinematicBody]碰撞的碰撞数据。当[KinematicBody]使用[method "
-"KinematicBody.move_and_collide]移动时,如果它检测到与另一个物体的碰撞就会停"
-"止。如果检测到碰撞,将返回一个KinematicCollision对象。\n"
+"包含 [KinematicBody] 碰撞的碰撞数据。当 [KinematicBody] 使用 [method "
+"KinematicBody.move_and_collide] 移动时,如果它检测到与另一个物体的碰撞就会停"
+"止。如果检测到碰撞,将返回一个 KinematicCollision 对象。\n"
"这个对象包含关于碰撞的信息,包括碰撞的物体、剩余的运动和碰撞的位置。这些信息"
"可以用来计算碰撞响应。"
@@ -40581,8 +40617,8 @@ msgid ""
"The collision angle according to [code]up_direction[/code], which is "
"[code]Vector3.UP[/code] by default. This value is always positive."
msgstr ""
-"根据[code]up_direction[/code]的碰撞角度,默认为[code]Vector3.UP[/code]。这个"
-"值总是为正。"
+"根据 [code]up_direction[/code] 的碰撞角度,默认为 [code]Vector3.UP[/code]。这"
+"个值总是为正。"
#: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
msgid "The colliding body."
@@ -40819,19 +40855,19 @@ msgstr "通过展开行来对齐整个文本。"
#: doc/classes/Label.xml
msgid "Default text [Color] of the [Label]."
-msgstr "[Label]标签的默认文本颜色[Color]。"
+msgstr "[Label] 标签的默认文本颜色 [Color]。"
#: doc/classes/Label.xml
msgid "[Color] of the text's shadow effect."
-msgstr "文本阴影效果的颜色[Color]。"
+msgstr "文本阴影效果的颜色 [Color]。"
#: doc/classes/Label.xml
msgid "The tint of [Font]'s outline. See [member DynamicFont.outline_color]."
-msgstr "[Font]轮廓的色调。参阅[member DynamicFont.outline_color]。"
+msgstr "[Font] 轮廓的色调。见 [member DynamicFont.outline_color]。"
#: doc/classes/Label.xml
msgid "Vertical space between lines in multiline [Label]."
-msgstr "多行[Label]中各行之间的垂直空间。"
+msgstr "多行 [Label] 中各行之间的垂直空间。"
#: doc/classes/Label.xml
msgid ""
@@ -41169,7 +41205,7 @@ msgstr "如果为 [code]true[/code],灯光只在编辑器中出现,在运行
#: doc/classes/Light.xml
msgid "The light's bake mode. See [enum BakeMode]."
-msgstr "灯光的烘焙模式。参阅[enum BakeMode]。"
+msgstr "灯光的烘焙模式。见 [enum BakeMode]。"
#: doc/classes/Light.xml
msgid ""
@@ -43605,11 +43641,14 @@ msgid ""
"[method Mesh.surface_get_material] to get materials associated with the "
"[Mesh] resource."
msgstr ""
+"返回该 [Mesh] 资源上某个表面的 [Material] 覆盖项。\n"
+"[b]注意:[/b]这个函数只会返回与这个 [MeshInstance] 相关联的[i]覆盖[/i]材质。"
+"要获取与该 [Mesh] 相关联的材质,请考虑使用 [method get_active_material] 或 "
+"[method Mesh.surface_get_material]。"
#: doc/classes/MeshInstance.xml
-#, fuzzy
msgid "Returns the number of surface override materials."
-msgstr "返回表面材质的数量。"
+msgstr "返回表面材质覆盖项的数量。"
#: doc/classes/MeshInstance.xml
msgid ""
@@ -43664,6 +43703,8 @@ msgid ""
"resource. This material is associated with this [MeshInstance] rather than "
"with the [Mesh] resource."
msgstr ""
+"设置该 [Mesh] 资源的指定表面的 [Material] 覆盖项。这个材质会与这个 "
+"[MeshInstance] 关联,而不是与 [Mesh] 资源关联。"
#: doc/classes/MeshInstance.xml
msgid "The [Mesh] resource for the instance."
@@ -44658,7 +44699,6 @@ msgid "Mesh-based navigation and pathfinding node."
msgstr "基于网格的导航和寻路节点。"
#: doc/classes/Navigation.xml
-#, fuzzy
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
@@ -44669,6 +44709,8 @@ msgid ""
"class also assists with aligning navigation agents with the meshes they are "
"navigating on."
msgstr ""
+"[i]已弃用。[/i][Navigation] 节点和 [method get_simple_path] 已弃用,会在将来"
+"的版本中移除。请用 [method NavigationServer.map_get_path] 替代。\n"
"在 [NavigationMesh] 的集合中提供导航和寻路功能。默认情况下,这些将自动从子 "
"[NavigationMeshInstance] 节点中收集。除了基本的寻路之外,这个类还能帮助导航代"
"理与其所导航的网格对齐。"
@@ -44716,7 +44758,6 @@ msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
msgstr "返回这个导航地图在 [NavigationServer] 上的 [RID]。"
#: doc/classes/Navigation.xml
-#, fuzzy
msgid ""
"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
@@ -44726,6 +44767,8 @@ msgid ""
"agent properties associated with each [NavigationMesh] (radius, height, "
"etc.) are considered in the path calculation, otherwise they are ignored."
msgstr ""
+"[i]已弃用。[/i][Navigation] 节点和 [method get_simple_path] 已弃用,会在将来"
+"的版本中移除。请用 [method NavigationServer.map_get_path] 替代。\n"
"返回两个给定点之间的路径。点都是在局部坐标空间中的。如果 [code]optimize[/"
"code] 为 [code]true[/code](默认),则计算路径时会考虑每个 [NavigationMesh] "
"所关联的代理的属性(半径、高度等),否则会被忽略。"
@@ -44770,7 +44813,6 @@ msgid "2D navigation and pathfinding node."
msgstr "2D 导航和寻路节点。"
#: doc/classes/Navigation2D.xml
-#, fuzzy
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
@@ -44779,6 +44821,8 @@ msgid ""
"as a collection of [NavigationPolygon] resources. By default, these are "
"automatically collected from child [NavigationPolygonInstance] nodes."
msgstr ""
+"[i]已弃用。[/i][Navigation2D] 节点和 [method get_simple_path] 已弃用,会在将"
+"来的版本中移除。请用 [method Navigation2DServer.map_get_path] 替代。\n"
"Navigation2D 在 2D 区域内提供导航和寻路,该区域以 [NavigationPolygon] 资源合"
"集的形式指定。默认情况下,这些资源是自动从子项 [NavigationPolygonInstance] 节"
"点中收集的。"
@@ -44798,7 +44842,6 @@ msgstr ""
"[NavigationPolygonInstance]。"
#: doc/classes/Navigation2D.xml
-#, fuzzy
msgid ""
"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
"deprecated and will be removed in a future version. Use [method "
@@ -44807,6 +44850,8 @@ msgid ""
"space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
"is smoothed by merging path segments where possible."
msgstr ""
+"[i]已弃用。[/i][Navigation2D] 节点和 [method get_simple_path] 已弃用,会在将"
+"来的版本中移除。请用 [method Navigation2DServer.map_get_path] 替代。\n"
"返回两个给定点之间的路径。点是在局部坐标空间中的。如果 [code]optimize[/code] "
"为 [code]true[/code](默认值),路径将尽可能地合并路径段,从而平滑。"
@@ -44973,6 +45018,8 @@ msgid ""
"returns both 2D and 3D created navigation maps as there is technically no "
"distinction between them."
msgstr ""
+"返回该 NavigationServer 上所有已创建的导航地图的 [RID]。会同时返回已创建的 "
+"2D 和 3D 导航地图,因为理论上它们之间是没有区别的。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Create a new map."
@@ -45006,6 +45053,21 @@ msgid ""
"but it can also introduce bugs if used inappropriately without much "
"foresight."
msgstr ""
+"这个函数会立即强制进行指定导航地图的同步,参数 [code]map[/code] 为 [RID] 类"
+"型。默认情况下,导航地图仅会在每个物理帧的末尾进行同步。这个函数可用于立即"
+"(重新)计算该导航地图的所有导航网格和地区连接。这样就能够在修改地图后,在同"
+"一帧中立即对导航路径进行查询(需要时可以进行多次同步)。\n"
+"由于技术上的限制,当前的 NavigationServer 命令队列会被清空。这意味着所有已在"
+"当前物理帧中入队的命令都会被执行,即便这些命令与指定的地图无关,针对的是其他"
+"地图、地区、代理。消耗较大的导航网格以及地区连接的计算只会对指定的地图进行。"
+"其他地图会在该物理帧的末尾进行常规的同步。如果指定的地图在进行强制更新后又收"
+"到了修改,那么它也会在其他地图更新时受到更新。\n"
+"这个函数不会触及避障处理以及 [code]safe_velocity[/code] 信号的分发,这些还是"
+"会在该物理帧的末尾针对所有地图的代理进行处理。\n"
+"[b]注意:[/b]能力越大,责任越大。只有真正明白自己在干什么的用户才应该在真正有"
+"需要时使用这个函数。强制进行导航地图的立即更新需要对 NavigationServer 加锁并"
+"清空整个 NavigationServer 的命令队列。这样做不仅会大幅影响游戏的性能,如果使"
+"用不当、缺乏远见,还可能引入 bug。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid ""
@@ -45139,6 +45201,15 @@ msgid ""
"(which should be avoided in general) the result might not be what is "
"expected."
msgstr ""
+"如果给出的世界空间坐标点 [code]point[/code] 目前由给出的导航地区 "
+"[code]region[/code] 拥有,则返回 [code]true[/code]。这里的“拥有”指的是该地区"
+"的导航网格多边形面中包含这个可能的位置,并且与给出的地区的导航地区上所有其他"
+"导航地区的导航网格相比,它与这个点的距离是最近的。\n"
+"如果有多个导航网格包含这个点并且距离相等,哪个导航地区的多边形先被处理,那个"
+"导航地区就获取所有权。多边形的处理顺序与导航地区在 NavigationServer 上的注册"
+"顺序一致。\n"
+"[b]注意:[/b]如果不同导航地区的导航网格存在重叠(通常应当避免),可能得到预料"
+"之外的结果。"
#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@@ -45405,6 +45476,10 @@ msgid ""
"it will constantly overshoot or undershoot the distance to the next point on "
"each physics frame update."
msgstr ""
+"距离阈值,用于确定是否已到达某个路径点。使用这个值,代理就不必精确地到达某个"
+"路径点,到达某个区域内即可。如果这个值设得太大,该 NavigationAgent 将跳过路径"
+"上的点,可能导致其离开该导航网格。如果这个值设得太小,该 NavigationAgent 将陷"
+"入重新寻路的死循环,因为它在每次物理帧更新后都会超过或者到不了下一个点。"
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
@@ -45424,6 +45499,11 @@ msgid ""
"bake [NavigationMesh] resources with a different [member NavigationMesh."
"agent_radius] property and use different navigation maps for each actor size."
msgstr ""
+"该避障代理的半径。这是该避障代理的“身体”,不是避障机制的起始半径(由 [member "
+"neighbor_dist] 控制)。\n"
+"不会影响正常的寻路。要修改角色的寻路半径,请在烘焙 [NavigationMesh] 资源时使"
+"用不同的 [member NavigationMesh.agent_radius] 属性,针对不同的角色大小使用不"
+"同的导航地图。"
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
@@ -45434,6 +45514,9 @@ msgid ""
"overshoot or undershoot the distance to the final target point on each "
"physics frame update."
msgstr ""
+"距离阈值,用于确定是否已到达最终的目标点。使用这个值,代理就不必精确地到达最"
+"终的目标,到达该区域内即可。如果这个值设得太小,该 NavigationAgent 将陷入重新"
+"寻路的死循环,因为它在每次物理帧更新后都会超过或者到不了最终的目标点。"
#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
msgid ""
@@ -45555,6 +45638,9 @@ msgid ""
"[member neighbor_dist]).\n"
"Does not affect normal pathfinding."
msgstr ""
+"该避障代理的半径。这是该避障代理的“身体”,不是避障机制的起始半径(由 [member "
+"neighbor_dist] 控制)。\n"
+"不会影响正常的寻路。"
#: doc/classes/NavigationMesh.xml
msgid "A mesh to approximate the walkable areas and obstacles."
@@ -45694,11 +45780,11 @@ msgstr ""
msgid ""
"If the baking [AABB] has a volume the navigation mesh baking will be "
"restricted to its enclosing area."
-msgstr ""
+msgstr "如果烘焙 [AABB] 存在体积,对该导航网格的烘焙会被限制在其内部区域中。"
#: doc/classes/NavigationMesh.xml
msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
-msgstr ""
+msgstr "应用于 [member filter_baking_aabb] [AABB] 的位置偏移量。"
#: doc/classes/NavigationMesh.xml
msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
@@ -45871,7 +45957,6 @@ msgid "Helper class for creating and clearing navigation meshes."
msgstr "对导航网格进行创建和清理的辅助类。"
#: doc/classes/NavigationMeshGenerator.xml
-#, fuzzy
msgid ""
"This class is responsible for creating and clearing 3D navigation meshes "
"used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
@@ -45931,7 +46016,11 @@ msgstr ""
"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。"
+"[NavigationMeshInstance] 使用。\n"
+"[b]注意:[/b]使用网格来定义可行走区域并遮挡导航烘焙并不总能成功。烘焙导航处理"
+"网格原始几何体时,并没有几何体“位于内部”的概念,这是有意而为之的。根据当前烘"
+"焙参数的不同,只要遮挡网格足够大,大到能够将导航网格区域包含在其内部,烘焙时"
+"就会生成一个导航网格区域,位于遮挡的原始几何体网格内部。"
#: doc/classes/NavigationMeshGenerator.xml
msgid ""
@@ -48495,7 +48584,6 @@ msgstr ""
"称设置为唯一名称。"
#: doc/classes/Node.xml
-#, fuzzy
msgid ""
"Emitted when a child node enters the scene tree, either because it entered "
"on its own or because this node entered with it.\n"
@@ -48503,7 +48591,9 @@ msgid ""
"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
msgstr ""
"在子节点进入场景树时触发,可以是因为该子节点自行进入,也可以是因为本节点带着"
-"该子节点一起进入。"
+"该子节点一起进入。\n"
+"这个信号会在该子节点自身的 [constant NOTIFICATION_ENTER_TREE] 和 [signal "
+"tree_entered] [i]之后[/i]触发。"
#: doc/classes/Node.xml
msgid ""
@@ -48514,14 +48604,19 @@ msgid ""
"tree and valid. This signal is emitted [i]after[/i] the child node's own "
"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
msgstr ""
+"在子节点即将退出场景树时触发,可以是因为该子节点自行退出,也可以是因为本节点"
+"带着该子节点一起退出。\n"
+"收到这个信号时,该子节 [code]node[/code] 仍在树中并且有效。这个信号会在该子节"
+"点自身的 [signal tree_exiting] 和 [constant NOTIFICATION_EXIT_TREE] [i]之后[/"
+"i]触发。"
#: doc/classes/Node.xml
msgid "Emitted when the node is ready."
-msgstr "当节点准备好时触发。"
+msgstr "当该节点准备好时触发。"
#: doc/classes/Node.xml
msgid "Emitted when the node is renamed."
-msgstr "在重命名节点时触发。"
+msgstr "当该节点被重命名时触发。"
#: doc/classes/Node.xml
msgid ""
@@ -48529,34 +48624,39 @@ msgid ""
"This signal is emitted [i]after[/i] the related [constant "
"NOTIFICATION_ENTER_TREE] notification."
msgstr ""
+"当该节点进入树时触发。\n"
+"这个信号会在相关的 [constant NOTIFICATION_ENTER_TREE] 通知[i]之后[/i]触发。"
#: doc/classes/Node.xml
msgid "Emitted after the node exits the tree and is no longer active."
-msgstr "在节点退出树之后触发,并且不再处于活动状态。"
+msgstr "当该节点退出树之后触发,并且不再处于活动状态。"
#: doc/classes/Node.xml
-#, fuzzy
msgid ""
"Emitted when the node is still active but about to exit the tree. This is "
"the right place for de-initialization (or a \"destructor\", if you will).\n"
"This signal is emitted [i]before[/i] the related [constant "
"NOTIFICATION_EXIT_TREE] notification."
msgstr ""
-"当节点仍处于活动状态但即将退出树时发出。这是反初始化的正确位置(如果愿意,也"
-"可以称之为“析构函数”)。"
+"当该节点仍处于活动状态但即将退出树时发出。这是反初始化的正确位置(如果愿意,"
+"也可以称之为“析构函数”)。\n"
+"这个信号会在相关的 [constant NOTIFICATION_EXIT_TREE] 通知[i]之前[/i]触发。"
#: doc/classes/Node.xml
msgid ""
"Notification received when the node enters a [SceneTree].\n"
"This notification is emitted [i]before[/i] the related [signal tree_entered]."
msgstr ""
+"当该节点进入 [SceneTree] 时收到的通知。\n"
+"这个通知会在相关的 [signal tree_entered] [i]之前[/i]发出。"
#: doc/classes/Node.xml
-#, fuzzy
msgid ""
"Notification received when the node is about to exit a [SceneTree].\n"
"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
-msgstr "当该节点即将退出 [SceneTree] 时收到的通知。"
+msgstr ""
+"当该节点即将退出 [SceneTree] 时收到的通知。\n"
+"这个通知会在相关的 [signal tree_exiting] [i]之后[/i]发出。"
#: doc/classes/Node.xml
msgid "Notification received when the node is moved in the parent."
@@ -50236,7 +50336,7 @@ msgid ""
"code] with fixed y-coordinate value 0.0."
msgstr ""
"返回给定 x 坐标处的 1D 噪声值 [code][-1,1][/code]。\n"
-"[b]注意:[/b]这个方法实际上返回的是固定 Y 坐标值为 0.0 的二维噪声值 [code]"
+"[b]注意:[/b]这个方法实际上返回的是固定 Y 坐标值为 0.0 的 2D 噪声值 [code]"
"[-1,1][/code]。"
#: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
@@ -50802,7 +50902,6 @@ msgstr ""
"径。"
#: doc/classes/OS.xml
-#, fuzzy
msgid ""
"Returns the command-line arguments passed to the engine.\n"
"Command-line arguments can be written in any form, including both [code]--"
@@ -50842,6 +50941,10 @@ msgstr ""
" if argument.find(\"=\") > -1:\n"
" var key_value = argument.split(\"=\")\n"
" arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+" else:\n"
+" # 将不带参数的选项加入该字典,\n"
+" # 取值为空字符串。\n"
+" arguments[argument.lstrip(\"--\")] = \"\"\n"
"[/codeblock]"
#: doc/classes/OS.xml
@@ -54032,11 +54135,11 @@ msgid ""
"[b]Note:[/b] Many of these monitors are not updated in real-time, so there "
"may be a short delay between changes."
msgstr ""
-"这个类提供了对一些与性能有关的不同监控的访问,比如内存使用量、绘制调用和FPS。"
-"这些与编辑器的[b]Monitor[/b]标签中的[b]Debugger[/b]面板所显示的数值相同。通过"
-"使用这个类的[method get_monitor]方法,可以从你的代码中访问这些数据。\n"
+"这个类提供了对一些与性能有关的不同监控的访问,比如内存使用量、绘制调用和 "
+"FPS。这些与编辑器[b]调试器[/b]面板的[b]监视[/b]标签中的所显示的数值相同。通过"
+"使用这个类的 [method get_monitor] 方法,可以从你的代码中访问这些数据。\n"
"[b]注意:[/b]这些监视器中有几个只在调试模式下可用,当在发布版构建中使用时,将"
-"总是返回0。\n"
+"总是返回 0。\n"
"[b]注意:[/b]这些监控器中的许多不是实时更新的,所以在变化之间可能会有短暂的延"
"迟。"
@@ -54114,7 +54217,7 @@ msgstr "孤儿节点的数量,孤儿节点即无法被按父级追溯到根节
#: doc/classes/Performance.xml
msgid "3D objects drawn per frame."
-msgstr "每帧绘制3D对象的数量。"
+msgstr "每帧绘制 3D 对象的数量。"
#: doc/classes/Performance.xml
msgid "Vertices drawn per frame. 3D only."
@@ -54270,30 +54373,30 @@ msgstr "对物体施加旋转冲量。"
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the collider's [RID]."
-msgstr "返回碰撞体的[RID]。"
+msgstr "返回该碰撞体的 [RID]。"
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the collider's object id."
-msgstr "返回碰撞体的对象 id。"
+msgstr "返回该碰撞体的对象 id。"
#: doc/classes/Physics2DDirectBodyState.xml
msgid ""
"Returns the collider object. This depends on how it was created (will return "
"a scene node if such was used to create it)."
msgstr ""
-"返回碰撞体对象。这取决于它是如何创建的(如果是被作为场景节点创建的,那么将返"
-"回场景节点)。"
+"返回该碰撞体对象。这取决于它是如何创建的(如果是被作为场景节点创建的,那么将"
+"返回场景节点)。"
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the contact position in the collider."
-msgstr "返回碰撞体中的接触位置。"
+msgstr "返回该碰撞体中的接触位置。"
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the collider's shape index."
-msgstr "返回碰撞体的形状索引。"
+msgstr "返回该碰撞体的形状索引。"
#: doc/classes/Physics2DDirectBodyState.xml
msgid ""
@@ -54301,13 +54404,13 @@ msgid ""
"[method Object.get_meta], and is set with [method Physics2DServer."
"shape_set_data]."
msgstr ""
-"返回碰撞形状的元数据。这个元数据不同于 [method Object.get_meta],是用 "
+"返回该碰撞形状的元数据。这个元数据不同于 [method Object.get_meta],是用 "
"[method Physics2DServer.shape_set_data] 设置的。"
#: doc/classes/Physics2DDirectBodyState.xml
#: doc/classes/PhysicsDirectBodyState.xml
msgid "Returns the linear velocity vector at the collider's contact point."
-msgstr "返回碰撞体接触点处的线速度向量。"
+msgstr "返回该碰撞体接触点处的线速度向量。"
#: doc/classes/Physics2DDirectBodyState.xml
msgid ""
@@ -54315,8 +54418,8 @@ msgid ""
"[b]Note:[/b] By default, this returns 0 unless bodies are configured to "
"monitor contacts. See [member RigidBody2D.contact_monitor]."
msgstr ""
-"返回此物体与其他物体的接触次数。\n"
-"[b]注意:[/b]默认情况下,除非物体被设为监视接触者,否则返回0。参阅 [member "
+"返回这个物体与其他物体的接触次数。\n"
+"[b]注意:[/b]默认情况下,除非物体被设为监视接触者,否则返回 0。见 [member "
"RigidBody2D.contact_monitor]。"
#: doc/classes/Physics2DDirectBodyState.xml
@@ -54616,7 +54719,7 @@ msgstr ""
"通过 [Physics2DShapeQueryParameters] 对象检查给出的形状与空间的交点。返回的相"
"交形状是一个字典数组,包含以下字段:\n"
"[code]collider[/code]:碰撞的对象。\n"
-"[code]collider_id[/code]:碰撞对象的ID。\n"
+"[code]collider_id[/code]:碰撞对象的 ID。\n"
"[code]metadata[/code]:相交形状的元数据。这个元数据与 [method Object."
"get_meta] 不同,是用 [method Physics2DServer.shape_set_data] 设置的。\n"
"[code]rid[/code]:相交对象的 [RID]。\n"
@@ -54725,13 +54828,13 @@ msgid ""
"5: The shape index of the area where the object entered/exited."
msgstr ""
"设置当任何主体/区域进入或退出该区域时调用的函数。这个回调函数将被任何与区域交"
-"互的对象调用,并接受5个参数:\n"
-"1: [constant AREA_BODY_ADDED]或[constant AREA_BODY_REMOVED],取决于对象是否进"
-"入或退出该区域。\n"
-"2:进入/退出该区域对象的[RID]。\n"
-"3:进入/退出该区域对象的实例ID。\n"
-"4:进入/离开该区域的物体的形状指数。\n"
-"5:物体进入/离开区域的形状指数。"
+"互的对象调用,并接受 5 个参数:\n"
+"1:[constant AREA_BODY_ADDED] 或 [constant AREA_BODY_REMOVED],取决于对象是否"
+"进入或退出该区域。\n"
+"2:进入/退出该区域对象的 [RID]。\n"
+"3:进入/退出该区域对象的实例 ID。\n"
+"4:进入/离开该区域的物体的形状指数。\n"
+"5:物体进入/离开区域的形状指数。"
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -54847,7 +54950,7 @@ msgstr "返回物体参数的值。请参阅 [enum BodyParameter] 获取可用
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the [RID] of the nth shape of a body."
-msgstr "返回 body 的第 n 个碰撞形状的 [RID]。"
+msgstr "返回物体的第 n 个碰撞形状的 [RID]。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Returns the number of shapes assigned to a body."
@@ -54874,7 +54977,7 @@ msgid ""
"Returns whether a body uses a callback function to calculate its own physics "
"(see [method body_set_force_integration_callback])."
msgstr ""
-"返回一个 body 是否使用回调函数来计算它自己的物理值(见 [method "
+"返回一个物体是否使用回调函数来计算它自己的物理值(见 [method "
"body_set_force_integration_callback])。"
#: doc/classes/Physics2DServer.xml
@@ -55059,7 +55162,7 @@ msgstr "返回一个关节的类型(见 [enum JointType])。"
msgid ""
"Sets a joint parameter. See [enum JointParam] for a list of available "
"parameters."
-msgstr "设置关节参数。有关可用参数的列表,请参阅[enum JointParam]。"
+msgstr "设置关节参数。有关可用参数的列表,请参阅 [enum JointParam]。"
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -55188,8 +55291,8 @@ msgid ""
"violating a constraint, to avoid leaving them in that state because of "
"numerical imprecision."
msgstr ""
-"常量,用于设置/获取所有物理约束的默认求解器偏置。解算器偏差是一个控制两个物体"
-"在违反约束后 \"反弹 \"程度的因素,以避免由于数值不精确而使它们处于这种状态。"
+"常量,用于设置/获取所有物理约束的默认求解器偏置。解算器偏置是一个控制两个物体"
+"在违反约束后“反弹”程度的因素,以避免由于数值不精确而使它们处于这种状态。"
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -55241,8 +55344,8 @@ msgid ""
"supplied form is a convex polygon."
msgstr ""
"这是用于创建凸多边形的常量。一个多边形是由一个点的列表定义的。它可以用于交点"
-"和内/外侧检查。与[member CollisionPolygon2D.polygon]属性不同,用[method "
-"shape_set_data]修改的多边形并不验证所提供的点的形式是一个凸形多边形。"
+"和内/外侧检查。与 [member CollisionPolygon2D.polygon] 属性不同,用 [method "
+"shape_set_data] 修改的多边形并不验证所提供的点的形式是一个凸形多边形。"
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -55344,15 +55447,15 @@ msgstr ""
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant for static bodies."
-msgstr "StaticBody 的常量。"
+msgstr "静态物体的常量。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant for kinematic bodies."
-msgstr "KinematicBody 的常量。"
+msgstr "运动学物体的常量。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid "Constant for rigid bodies."
-msgstr "RigidBody 的常量。"
+msgstr "刚体的常量。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
@@ -55444,8 +55547,8 @@ msgid ""
"undamped spring, while 1 causes the system to reach equilibrium as fast as "
"possible (critical damping)."
msgstr ""
-"设置弹簧接头的阻尼比率。值为0表示无阻尼弹簧,而1导致系统尽可能快地达到平衡"
-"(临界阻尼)。"
+"设置弹簧接头的阻尼比率。值为 0 表示无阻尼弹簧,而 1 导致系统尽可能快地达到平"
+"衡(临界阻尼)。"
#: doc/classes/Physics2DServer.xml
msgid ""
@@ -55459,13 +55562,13 @@ msgstr ""
msgid ""
"Enables continuous collision detection by raycasting. It is faster than "
"shapecasting, but less precise."
-msgstr "通过射线投射实现连续的碰撞检测。它比 shapecasting 更快,但不够精确。"
+msgstr "通过射线投射实现连续的碰撞检测。它比形状投射更快,但不够精确。"
#: doc/classes/Physics2DServer.xml
msgid ""
"Enables continuous collision detection by shapecasting. It is the slowest "
"CCD method, and the most precise."
-msgstr "通过形变实现连续的碰撞检测。它是最慢的CCD方法,也是最精确的。"
+msgstr "通过形变实现连续的碰撞检测。它是最慢的 CCD 方法,也是最精确的。"
#: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
msgid ""
@@ -55665,7 +55768,7 @@ msgid ""
"monitor contacts. See [member RigidBody.contact_monitor]."
msgstr ""
"返回此物体与其他物体的接触次数。\n"
-"[b]注意:[/b]默认情况下,除非物体被设为监视接触者,否则返回0。参阅 [member "
+"[b]注意:[/b]默认情况下,除非物体被设为监视接触者,否则返回 0。见 [member "
"RigidBody2D.contact_monitor]。"
#: doc/classes/PhysicsDirectBodyState.xml
@@ -55745,15 +55848,15 @@ msgid ""
"If the shape did not intersect anything, then an empty dictionary is "
"returned instead."
msgstr ""
-"检查通过[PhysicsShapeQueryParameters]对象给出的形状与空间的交点。如果它与一个"
-"以上的形状发生碰撞,则选择最近的。返回的对象是包含以下字段的字典:\n"
-"[code]collider_id[/code]:碰撞对象的ID。\n"
-"[code]linear_velocity[/code]:碰撞对象的速度[Vector3]。如果对象是一个[Area],"
-"结果是[code](0, 0, 0)[/code]。\n"
-"[code]normal[/code]:物体在交点处的表面法线。\n"
-"[code]点[/code]:相交点。\n"
-"[code]rid[/code]:相交物体的[RID]。\n"
-"[code]shape[/code]:碰撞形状的形状索引。\n"
+"检查通过 [PhysicsShapeQueryParameters] 对象给出的形状与空间的交点。如果它与一"
+"个以上的形状发生碰撞,则选择最近的。返回的对象是包含以下字段的字典:\n"
+"[code]collider_id[/code]:碰撞对象的 ID。\n"
+"[code]linear_velocity[/code]:碰撞对象的速度 [Vector3]。如果对象是一个 "
+"[Area],结果是 [code](0, 0, 0)[/code]。\n"
+"[code]normal[/code]:物体在交点处的表面法线。\n"
+"[code]point[/code]:相交点。\n"
+"[code]rid[/code]:相交物体的 [RID]。\n"
+"[code]shape[/code]:碰撞形状的形状索引。\n"
"如果该形状没有与任何物体相交,那么将返回空的字典。"
#: doc/classes/PhysicsDirectSpaceState.xml
@@ -55802,17 +55905,17 @@ msgid ""
"determine if the ray should collide with [PhysicsBody]s or [Area]s, "
"respectively."
msgstr ""
-"在给定的空间中与一条射线相交。返回的对象是具有下列字段的字典:\n"
-"[code]collider[/code]:碰撞的对象。\n"
-"[code]collider_id[/code]:碰撞对象的ID。\n"
-"[code]normal[/code]:物体在相交点的表面法线。\n"
-"[code]position[/code]:交叉点。\n"
-"[code]rid[/code]:相交物体的[RID]。\n"
-"[code]形状[/code]:碰撞形状的形状索引。\n"
+"在给定的空间中与一条射线相交。返回的对象是具有下列字段的字典:\n"
+"[code]collider[/code]:碰撞的对象。\n"
+"[code]collider_id[/code]:碰撞对象的 ID。\n"
+"[code]normal[/code]:物体在相交点的表面法线。\n"
+"[code]position[/code]:交叉点。\n"
+"[code]rid[/code]:相交物体的 [RID]。\n"
+"[code]shape[/code]:碰撞形状的形状索引。\n"
"如果射线没有与任何物体相交,那么将返回空的字典。\n"
-"此外,该方法可以接受一个[code]exclude[/code]对象或[RID]数组,该数组将被排除在"
-"碰撞之外,[code]collision_mask[/code]位掩码表示要检查的物理层,或者布尔值来确"
-"定射线是否应该分别与[PhysicsBody]或[Area]发生碰撞。"
+"此外,该方法可以接受一个 [code]exclude[/code] 对象或 [RID] 数组,该数组将被排"
+"除在碰撞之外,[code]collision_mask[/code] 位掩码表示要检查的物理层,或者布尔"
+"值来确定射线是否应该分别与 [PhysicsBody] 或 [Area] 发生碰撞。"
#: doc/classes/PhysicsDirectSpaceState.xml
msgid ""
@@ -55827,13 +55930,13 @@ msgid ""
"The number of intersections can be limited with the [code]max_results[/code] "
"parameter, to reduce the processing time."
msgstr ""
-"通过[PhysicsShapeQueryParameters]对象给出的形状与空间检查交点。相交的形状会以"
-"数组的形式返回,该数组包含有以下字段的字典:\n"
-"[code]collider[/code]:碰撞的对象。\n"
-"[code]collider_id[/code]:碰撞对象的ID。\n"
-"[code]rid[/code]:相交物体的[RID]。\n"
-"[code]shape[/code]:碰撞形状的形状索引。\n"
-"可以用[code]max_results[/code]参数限制相交的数量,以减少处理时间。"
+"通过 [PhysicsShapeQueryParameters] 对象给出的形状与空间检查交点。相交的形状会"
+"以数组的形式返回,该数组包含有以下字段的字典:\n"
+"[code]collider[/code]:碰撞的对象。\n"
+"[code]collider_id[/code]:碰撞对象的 ID。\n"
+"[code]rid[/code]:相交物体的 [RID]。\n"
+"[code]shape[/code]:碰撞形状的形状索引。\n"
+"可以用 [code]max_results[/code] 参数限制相交的数量,以减少处理时间。"
#: doc/classes/PhysicsMaterial.xml
msgid "A material for physics properties."
@@ -55842,7 +55945,7 @@ msgstr "具有物理属性的材质。"
#: doc/classes/PhysicsMaterial.xml
msgid ""
"Provides a means of modifying the collision properties of a [PhysicsBody]."
-msgstr "提供了一种修改[PhysicsBody]的碰撞属性的方法。"
+msgstr "提供了一种修改 [PhysicsBody] 的碰撞属性的方法。"
#: doc/classes/PhysicsMaterial.xml
msgid ""
@@ -55856,14 +55959,16 @@ msgid ""
"The body's bounciness. Values range from [code]0[/code] (no bounce) to "
"[code]1[/code] (full bounciness)."
msgstr ""
-"实体的弹性。值的范围从[code]0[/code](无反弹)到[code]1[/code](完全反弹)。"
+"实体的弹性。值的范围从 [code]0[/code](无反弹)到 [code]1[/code](完全反"
+"弹)。"
#: doc/classes/PhysicsMaterial.xml
msgid ""
"The body's friction. Values range from [code]0[/code] (frictionless) to "
"[code]1[/code] (maximum friction)."
msgstr ""
-"物体的摩擦。取值范围从[code]0[/code](无摩擦)到[code]1[/code](最大摩擦)。"
+"物体的摩擦。取值范围从 [code]0[/code](无摩擦)到 [code]1[/code](最大摩"
+"擦)。"
#: doc/classes/PhysicsMaterial.xml
msgid ""
@@ -55891,7 +55996,7 @@ msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Creates an [Area]."
-msgstr "创建一个[Area]区域。"
+msgstr "创建一个 [Area] 区域。"
#: doc/classes/PhysicsServer.xml
msgid ""
@@ -55936,7 +56041,7 @@ msgid ""
"BodyMode] constants, for the type of body created. Additionally, the body "
"can be created in sleeping state to save processing time."
msgstr ""
-"创建物理体。对于创建的物体类型,第一个参数可以是[enum BodyMode]常量中的任何"
+"创建物理体。对于创建的物体类型,第一个参数可以是 [enum BodyMode] 常量中的任何"
"值。此外,物体可以在休眠状态下创建,以节省处理时间。"
#: doc/classes/PhysicsServer.xml
@@ -55951,7 +56056,7 @@ msgstr ""
msgid ""
"Returns the value of a body parameter. A list of available parameters is on "
"the [enum BodyParameter] constants."
-msgstr "返回物体参数的值。可用参数列表位于[enum BodyParameter]常量上。"
+msgstr "返回物体参数的值。可用参数列表位于 [enum BodyParameter] 常量上。"
#: doc/classes/PhysicsServer.xml
msgid ""
@@ -55982,7 +56087,7 @@ msgstr ""
#: doc/classes/PhysicsServer.xml
msgid "Sets the body mode, from one of the [enum BodyMode] constants."
-msgstr "从[enum BodyMode]常量之一设置主体模式。"
+msgstr "从 [enum BodyMode] 常量之一设置主体模式。"
#: doc/classes/PhysicsServer.xml
msgid ""
@@ -55992,7 +56097,7 @@ msgstr "设置物体参数。可用参数列表位于 [enum BodyParameter] 常
#: doc/classes/PhysicsServer.xml
msgid "Sets the body pickable with rays if [code]enabled[/code] is set."
-msgstr "如果设置了[code]enabled[/code],则设置可使用光线拾取的物体。"
+msgstr "如果设置了 [code]enabled[/code],则设置可使用光线拾取的物体。"
#: doc/classes/PhysicsServer.xml
msgid "Sets a body state (see [enum BodyState] constants)."
@@ -56108,12 +56213,12 @@ msgstr "设置关节的优先级值。"
#: doc/classes/PhysicsServer.xml
msgid ""
"Returns position of the joint in the local space of body a of the joint."
-msgstr "返回关节在关节物体A的局部空间中的位置。"
+msgstr "返回关节在关节物体 A 的局部空间中的位置。"
#: doc/classes/PhysicsServer.xml
msgid ""
"Returns position of the joint in the local space of body b of the joint."
-msgstr "返回关节在关节物体B的局部空间中的位置。"
+msgstr "返回关节在关节物体 B 的局部空间中的位置。"
#: doc/classes/PhysicsServer.xml
msgid "Gets a pin_joint parameter (see [enum PinJointParam] constants)."
@@ -56121,11 +56226,11 @@ msgstr "获取 pin_joint 参数(见 [enum PinJointParam] 常量)。"
#: doc/classes/PhysicsServer.xml
msgid "Sets position of the joint in the local space of body a of the joint."
-msgstr "设置关节在关节物体A的局部空间中的位置。"
+msgstr "设置关节在关节物体 A 的局部空间中的位置。"
#: doc/classes/PhysicsServer.xml
msgid "Sets position of the joint in the local space of body b of the joint."
-msgstr "设置关节在关节物体B的局部空间中的位置。"
+msgstr "设置关节在关节物体 B 的局部空间中的位置。"
#: doc/classes/PhysicsServer.xml
msgid "Sets a pin_joint parameter (see [enum PinJointParam] constants)."
@@ -56133,7 +56238,7 @@ msgstr "设置 pin_joint 参数(见 [enum PinJointParam] 常量)。"
#: doc/classes/PhysicsServer.xml
msgid "Activates or deactivates the 3D physics engine."
-msgstr "激活或停用3D物理引擎。"
+msgstr "激活或停用 3D 物理引擎。"
#: doc/classes/PhysicsServer.xml
msgid ""
@@ -56155,8 +56260,8 @@ msgid ""
"body or an area. To do so, you must use [method area_set_shape] or [method "
"body_set_shape]."
msgstr ""
-"创建一个[enum ShapeType]类型的形状。不把它分配给一个体或一个区域。要做到这一"
-"点,你必须使用[method area_set_shape]或[method body_set_shape]。"
+"创建一个 [enum ShapeType] 类型的形状。不把它分配给一个体或一个区域。要做到这"
+"一点,你必须使用 [method area_set_shape] 或 [method body_set_shape]。"
#: doc/classes/PhysicsServer.xml
msgid "Returns the type of shape (see [enum ShapeType] constants)."
@@ -56177,7 +56282,7 @@ msgstr ""
msgid ""
"Sets the value for a space parameter. A list of available parameters is on "
"the [enum SpaceParameter] constants."
-msgstr "设置空间参数的值。可用参数列表位于[enum SpaceParameter]常量上。"
+msgstr "设置空间参数的值。可用参数列表位于 [enum SpaceParameter] 常量上。"
#: doc/classes/PhysicsServer.xml
msgid "The [Joint] is a [PinJoint]."
@@ -56221,7 +56326,7 @@ msgstr ""
msgid ""
"If above 0, this value is the maximum value for an impulse that this Joint "
"puts on its ends."
-msgstr "如果大于0,这个值就是这个关节对其两端施加的冲量的最大值。"
+msgstr "如果大于 0,这个值就是这个关节对其两端施加的冲量的最大值。"
#: doc/classes/PhysicsServer.xml
msgid "The maximum rotation across the Hinge."
@@ -56474,7 +56579,7 @@ msgid ""
"Pin joint for 3D rigid bodies. It pins 2 bodies (rigid or static) together. "
"See also [Generic6DOFJoint]."
msgstr ""
-"3D刚体的钉关节。它将两个物体(刚体或静态体)钉在一起。参阅"
+"3D 刚体的钉关节。它将两个物体(刚体或静态体)钉在一起。另请参阅 "
"[Generic6DOFJoint]。"
#: doc/classes/PinJoint.xml
@@ -56493,7 +56598,7 @@ msgstr "被钉在一起的物体之间保持共速的力。越高,力越大。
msgid ""
"If above 0, this value is the maximum value for an impulse that this Joint "
"produces."
-msgstr "如果大于0,这个值就是此关节产生的冲量的最大值。"
+msgstr "如果大于 0,这个值就是此关节产生的冲量的最大值。"
#: doc/classes/PinJoint2D.xml
msgid "Pin Joint for 2D shapes."
@@ -56551,7 +56656,7 @@ msgstr "返回平面的中心。"
msgid ""
"Returns the shortest distance from the plane to the position [code]point[/"
"code]."
-msgstr "返回从平面到位置[code]point[/code]的最短距离。"
+msgstr "返回从平面到位置 [code]point[/code] 的最短距离。"
#: doc/classes/Plane.xml
msgid ""
@@ -56608,7 +56713,7 @@ msgstr ""
#: doc/classes/Plane.xml
msgid ""
"Returns [code]true[/code] if [code]point[/code] is located above the plane."
-msgstr "如果[code]point[/code]位于平面上方,则返回 [code]true[/code]。"
+msgstr "如果 [code]point[/code] 位于平面上方,则返回 [code]true[/code]。"
#: doc/classes/Plane.xml
msgid "Returns a copy of the plane, normalized."
@@ -56618,7 +56723,7 @@ msgstr "返回平面的一个标准化副本。"
msgid ""
"Returns the orthogonal projection of [code]point[/code] into a point in the "
"plane."
-msgstr "返回 [code]点[/code]在平面上的正交投影。"
+msgstr "返回 [code]point[/code] 在平面上的正交投影。"
#: doc/classes/Plane.xml
msgid ""
@@ -56628,9 +56733,9 @@ msgid ""
"[code]d[/code], while the [code](a, b, c)[/code] coordinates are represented "
"by the [member normal] property."
msgstr ""
-"从原点到平面的距离,沿[member normal]方向。这个值通常是非负的。\n"
-"在平面[code]ax + by + cz = d[/code]的标量方程中,这是[code]d[/code],而[code]"
-"(a, b, c)[/code]坐标由[member normal]属性表示。"
+"从原点到平面的距离,沿 [member normal] 方向。这个值通常是非负的。\n"
+"在平面 [code]ax + by + cz = d[/code] 的标量方程中,这是 [code]d[/code],而 "
+"[code](a, b, c)[/code] 坐标由 [member normal] 属性表示。"
#: doc/classes/Plane.xml
msgid ""
@@ -56640,8 +56745,8 @@ msgid ""
"property."
msgstr ""
"平面的法线,必须归一化。\n"
-"在平面[code]ax + by + cz = d[/code]的标量方程中,这是向量[code](a, b, c)[/"
-"code],其中[code]d[/code]是[member d]属性。"
+"在平面 [code]ax + by + cz = d[/code] 的标量方程中,这是向量 [code](a, b, c)[/"
+"code],其中 [code]d[/code] 是 [member d] 属性。"
#: doc/classes/Plane.xml
msgid "The X component of the plane's [member normal] vector."
@@ -56850,12 +56955,12 @@ msgid ""
"If [code]true[/code], polygon will be inverted, containing the area outside "
"the defined points and extending to the [code]invert_border[/code]."
msgstr ""
-"如果为 [code]true[/code],则多边形将反转,包含定义点之外的区域,并扩展到"
-"[code]invert_border[/code](反转边界)."
+"如果为 [code]true[/code],则多边形将反转,包含定义点之外的区域,并扩展到 "
+"[code]invert_border[/code](反转边界)。"
#: doc/classes/Polygon2D.xml
msgid "The offset applied to each vertex."
-msgstr "应用于每个顶点的位置偏移量."
+msgstr "应用于每个顶点的位置偏移量。"
#: doc/classes/Polygon2D.xml
msgid ""
@@ -56965,11 +57070,12 @@ msgstr ""
msgid ""
"Constructs a new [PoolByteArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
-msgstr "构建新的[PoolByteArray]。你可以选择传入一个通用的[Array],它将被转换。"
+msgstr ""
+"构建新的 [PoolByteArray]。你可以选择传入一个通用的 [Array],它将被转换。"
#: doc/classes/PoolByteArray.xml
msgid "Appends a [PoolByteArray] at the end of this array."
-msgstr "在这个数组的最后添加[PoolByteArray]。"
+msgstr "在这个数组的最后添加 [PoolByteArray]。"
#: doc/classes/PoolByteArray.xml
msgid ""
@@ -57114,6 +57220,14 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr "改变给定索引处的字节。"
+#: doc/classes/PoolByteArray.xml 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 "Sorts the elements of the array in ascending order."
+msgstr "从数组中删除位于索引的元素。"
+
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -57176,11 +57290,11 @@ msgid ""
"Constructs a new [PoolColorArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr ""
-"构建新的[PoolColorArray]。你可以选择传入一个通用的[Array],它将被转换。"
+"构建新的 [PoolColorArray]。你可以选择传入一个通用的 [Array],它将被转换。"
#: doc/classes/PoolColorArray.xml
msgid "Appends a [PoolColorArray] at the end of this array."
-msgstr "在这个数组的最后添加一个[PoolColorArray]。"
+msgstr "在这个数组的最后添加一个 [PoolColorArray]。"
#: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
msgid "Appends a value to the array."
@@ -57260,18 +57374,19 @@ msgstr ""
msgid ""
"Constructs a new [PoolIntArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
-msgstr "构建新的[PoolIntArray]。你可以选择传入一个通用的[Array],它将被转换。"
+msgstr ""
+"构建新的 [PoolIntArray]。你可以选择传入一个通用的 [Array],它将被转换。"
#: doc/classes/PoolIntArray.xml
msgid "Appends a [PoolIntArray] at the end of this array."
-msgstr "在这个数组的最后添加[PoolIntArray]。"
+msgstr "在这个数组的最后添加 [PoolIntArray]。"
#: doc/classes/PoolIntArray.xml
msgid ""
"Inserts a new int at a given position in the array. The position must be "
"valid, or at the end of the array ([code]idx == size()[/code])."
msgstr ""
-"在数组中的指定位置插入一个新的int。这个位置必须是有效的,或者在数组的末端"
+"在数组中的指定位置插入一个新的 int。这个位置必须是有效的,或者在数组的末端"
"([code]idx == size()[/code])。"
#: doc/classes/PoolIntArray.xml
@@ -57402,11 +57517,11 @@ msgid ""
"Constructs a new [PoolStringArray]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr ""
-"构建新的[PoolStringArray]。你可以选择传入一个通用的[Array],它将被转换。"
+"构建新的 [PoolStringArray]。你可以选择传入一个通用的 [Array],它将被转换。"
#: doc/classes/PoolStringArray.xml
msgid "Appends a [PoolStringArray] at the end of this array."
-msgstr "在这个数组的最后添加[PoolStringArray]。"
+msgstr "在这个数组的最后添加 [PoolStringArray]。"
#: doc/classes/PoolStringArray.xml
msgid ""
@@ -57481,15 +57596,15 @@ msgid ""
"Constructs a new [PoolVector2Array]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr ""
-"构建新的[PoolVector2Array]。你可以选择传入一个通用的[Array],它将被转换。"
+"构建新的 [PoolVector2Array]。你可以选择传入一个通用的 [Array],它将被转换。"
#: doc/classes/PoolVector2Array.xml
msgid "Appends a [PoolVector2Array] at the end of this array."
-msgstr "在这个数组的最后添加[PoolVector2Array]。"
+msgstr "在这个数组的最后添加 [PoolVector2Array]。"
#: doc/classes/PoolVector2Array.xml
msgid "Inserts a [Vector2] at the end."
-msgstr "在末尾插入[Vector2]。"
+msgstr "在末尾插入一个 [Vector2]。"
#: doc/classes/PoolVector2Array.xml
msgid "Changes the [Vector2] at the given index."
@@ -57548,15 +57663,15 @@ msgid ""
"Constructs a new [PoolVector3Array]. Optionally, you can pass in a generic "
"[Array] that will be converted."
msgstr ""
-"构建新的[PoolVector3Array]。你可以选择传入一个通用的[Array],它将被转换。"
+"构建新的 [PoolVector3Array]。你可以选择传入一个通用的 [Array],它将被转换。"
#: doc/classes/PoolVector3Array.xml
msgid "Appends a [PoolVector3Array] at the end of this array."
-msgstr "在这个数组的最后添加[PoolVector3Array]。"
+msgstr "在这个数组的最后添加 [PoolVector3Array]。"
#: doc/classes/PoolVector3Array.xml
msgid "Inserts a [Vector3] at the end."
-msgstr "在末尾插入[Vector3]。"
+msgstr "在末尾插入一个 [Vector3]。"
#: doc/classes/PoolVector3Array.xml
msgid "Changes the [Vector3] at the given index."
@@ -57670,11 +57785,11 @@ msgstr "PopupDialog 是弹出对话框的基类,与 [WindowDialog] 一起。"
#: doc/classes/PopupDialog.xml
msgid "Sets a custom [StyleBox] for the panel of the [PopupDialog]."
-msgstr "为[PopupDialog]的面板设置自定义的[StyleBox]。"
+msgstr "为 [PopupDialog] 的面板设置自定义的 [StyleBox]。"
#: doc/classes/PopupMenu.xml
msgid "PopupMenu displays a list of options."
-msgstr "PopupMenu(弹出菜单)显示选项列表."
+msgstr "PopupMenu 会显示一个选项列表。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -57692,6 +57807,14 @@ msgid ""
"keystroke was registered. You can adjust the timeout duration by changing "
"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
msgstr ""
+"[PopupMenu] 是会显示一个选项列表的 [Control]。常见于工具栏和上下文菜单中。\n"
+"[b]增量搜索:[/b]与 [ItemList] 和 [Tree] 类似,[PopupMenu] 也支持在聚焦控件时"
+"在列表中进行搜索。按下与某个条目名称首字母一致的按键,就会选中以该字母开头的"
+"第一个条目。在此之后,进行增量搜索的办法有两种:1)在超时前再次按下同一个按"
+"键,选中以该字母开头的下一个条目。2)在超时前按下剩余字母对应的按键,直接匹配"
+"并选中所需的条目。这两个动作都会在最后一次按键超时后重置回列表顶端。你可以通"
+"过 [member ProjectSettings.gui/timers/incremental_search_max_interval_msec] "
+"修改超时时长。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -57724,12 +57847,13 @@ msgid ""
"built-in checking behavior and must be checked/unchecked manually. See "
"[method set_item_checked] for more info on how to control it."
msgstr ""
-"添加一个新的可检查项目,并将指定的[ShortCut]分配给它.将复选框的标签设置为"
-"ShortCut的名称.\n"
-"可以选择提供一个[code]id[/code].如果没有提供[code]id[/code],将从索引中创建一"
-"个.\n"
-"[b]注意:[/b]可检查项目只是显示一个检查标记,但没有任何内置的检查行为,必须手动"
-"检查或取消检查. 参阅 [method set_item_checked]了解更多关于如何控制它的信息."
+"添加一个新的可检查项目,并将指定的 [ShortCut] 分配给它。将复选框的标签设置为 "
+"ShortCut 的名称。\n"
+"可以选择提供一个 [code]id[/code]。如果没有提供 [code]id[/code],将从索引中创"
+"建一个。\n"
+"[b]注意:[/b]可检查项目只是显示一个检查标记,但没有任何内置的检查行为,必须手"
+"动检查或取消检查。参阅 [method set_item_checked] 了解更多关于如何控制它的信"
+"息。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -57744,14 +57868,14 @@ msgid ""
"built-in checking behavior and must be checked/unchecked manually. See "
"[method set_item_checked] for more info on how to control it."
msgstr ""
-"添加一个新的可检查项目,带有文本[code]label[/code]和图标[code]texture[/"
+"添加一个新的可检查项目,带有文本 [code]label[/code] 和图标 [code]texture[/"
"code]。\n"
-"可以选择提供一个[code]id[/code],以及一个加速器([code]accel[/code])。如果没"
-"有提供[code]id[/code],将从索引中创建一个。如果没有提供[code]accel[/code],那"
-"么默认的[code]0[/code]将被分配给它。参阅[method get_item_accelerator]获取更多"
-"关于加速器的信息。\n"
+"可以选择提供一个 [code]id[/code],以及一个加速器([code]accel[/code])。如果"
+"没有提供 [code]id[/code],将从索引中创建一个。如果没有提供 [code]accel[/"
+"code],那么默认的 [code]0[/code] 将被分配给它。参阅 [method "
+"get_item_accelerator] 获取更多关于加速器的信息。\n"
"[b]注意:[/b]可选项目只是显示一个复选标记,但没有任何内置的检查行为,必须手动"
-"检查/取消检查。参阅[method set_item_checked]获取更多关于如何控制它的信息。"
+"检查/取消检查。参阅 [method set_item_checked] 获取更多关于如何控制它的信息。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -57764,12 +57888,12 @@ msgid ""
"built-in checking behavior and must be checked/unchecked manually. See "
"[method set_item_checked] for more info on how to control it."
msgstr ""
-"添加一个新的可选项目,并为其分配指定的[ShortCut]和图标[code]texture[/code]。"
-"将复选框的标签设置为[ShortCut]的名称。\n"
-"可以选择提供一个[code]id[/code]。如果没有提供[code]id[/code],将从索引中创建"
-"一个。\n"
+"添加一个新的可选项目,并为其分配指定的 [ShortCut] 和图标 [code]texture[/"
+"code]。将复选框的标签设置为 [ShortCut] 的名称。\n"
+"可以选择提供一个 [code]id[/code]。如果没有提供 [code]id[/code],将从索引中创"
+"建一个。\n"
"[b]注意:[/b]可选项目只是显示一个复选标记,但没有任何内置的检查行为,必须手动"
-"检查/取消检查。参阅[method set_item_checked]获取更多关于如何控制它的信息。"
+"检查/取消检查。参阅 [method set_item_checked] 获取更多关于如何控制它的信息。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -57788,12 +57912,12 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid "Same as [method add_icon_check_item], but uses a radio check button."
-msgstr "与[method add_icon_check_item]相同,但使用单选按钮。"
+msgstr "与 [method add_icon_check_item] 相同,但使用单选按钮。"
#: doc/classes/PopupMenu.xml
msgid ""
"Same as [method add_icon_check_shortcut], but uses a radio check button."
-msgstr "与[method add_icon_check_shortcut]相同,但使用一个单选按钮。"
+msgstr "与 [method add_icon_check_shortcut] 相同,但使用一个单选按钮。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -57802,9 +57926,9 @@ msgid ""
"An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
"provided, one will be created from the index."
msgstr ""
-"添加一个新项,并分配指定的[ShortCut]和图标[code]texture[/code]给它。将复选框"
-"的标签设置为[ShortCut]的名称。\n"
-"可以选择提供[code]id[/code]。如果没有提供[code]id[/code],将从索引中创建一"
+"添加一个新项,并分配指定的 [ShortCut] 和图标 [code]texture[/code] 给它。将复"
+"选框的标签设置为 [ShortCut] 的名称。\n"
+"可以选择提供 [code]id[/code]。如果没有提供 [code]id[/code],将从索引中创建一"
"个。"
#: doc/classes/PopupMenu.xml
@@ -57889,9 +58013,9 @@ msgid ""
"A [code]label[/code] can optionally be provided, which will appear at the "
"center of the separator."
msgstr ""
-"在项目之间添加一个分隔符。分隔符也占用一个索引,你可以通过使用[code]id[/code]"
-"参数来设置。\n"
-"可以选择提供一个标签[code]label[/code],它将出现在分隔符的中心。"
+"在项目之间添加一个分隔符。分隔符也占用一个索引,你可以通过使用 [code]id[/"
+"code] 参数来设置。\n"
+"可以选择提供一个标签 [code]label[/code],它将出现在分隔符的中心。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -57899,8 +58023,8 @@ msgid ""
"An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
"provided, one will be created from the index."
msgstr ""
-"添加一个[ShortCut]。\n"
-"可以选择提供[code]id[/code]。如果没有提供[code]id[/code],将从索引中创建一"
+"添加一个 [ShortCut]。\n"
+"可以选择提供 [code]id[/code]。如果没有提供 [code]id[/code],将从索引中创建一"
"个。"
#: doc/classes/PopupMenu.xml
@@ -57911,14 +58035,14 @@ msgid ""
"An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
"provided, one will be created from the index."
msgstr ""
-"添加一个项目,当单击父[PopupMenu]节点时,它将作为子菜单。[code]submenu[/code]"
-"参数是子节点[PopupMenu]的名称,当点击项目时显示该子节点。\n"
-"可以选择提供[code]id[/code]。如果没有提供[code]id[/code],将从索引中创建一"
+"添加一个项目,当单击父 [PopupMenu] 节点时,它将作为子菜单。[code]submenu[/"
+"code] 参数是子节点 [PopupMenu] 的名称,当点击项目时显示该子节点。\n"
+"可以选择提供 [code]id[/code]。如果没有提供 [code]id[/code],将从索引中创建一"
"个。"
#: doc/classes/PopupMenu.xml
msgid "Removes all items from the [PopupMenu]."
-msgstr "从[PopupMenu]中移除所有项目。"
+msgstr "从该 [PopupMenu] 中移除所有项目。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -57932,19 +58056,20 @@ msgid ""
"are special combinations of keys that activate the item, no matter which "
"control is focused."
msgstr ""
-"返回索引[code]idx[/code]处项目的加速项。加速器是一种特殊的按键组合,可以激活"
-"物品,无论哪个控制键处于焦点状态。"
+"返回索引 [code]idx[/code] 处项目的加速项。加速器是一种特殊的按键组合,可以激"
+"活物品,无论哪个控制键处于焦点状态。"
#: doc/classes/PopupMenu.xml
msgid "Returns the number of items in the [PopupMenu]."
-msgstr "返回[PopupMenu]中的项目数。"
+msgstr "返回该 [PopupMenu] 中的项目数。"
#: doc/classes/PopupMenu.xml
msgid ""
"Returns the id of the item at index [code]idx[/code]. [code]id[/code] can be "
"manually assigned, while index can not."
msgstr ""
-"返回索引[code]idx[/code]处项目的id。[code]id[/code]可以手动分配,而索引不能。"
+"返回索引 [code]idx[/code] 处项目的 id。[code]id[/code] 可以手动分配,而索引不"
+"能。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -57952,8 +58077,8 @@ msgid ""
"Index is automatically assigned to each item by the engine. Index can not be "
"set manually."
msgstr ""
-"返回包含指定的[code]id[/code]的项的索引。索引由引擎自动分配给每个项目。不能手"
-"动设置索引。"
+"返回包含指定的 [code]id[/code] 的项的索引。索引由引擎自动分配给每个项目。不能"
+"手动设置索引。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -57961,26 +58086,26 @@ msgid ""
"can set it with [method set_item_metadata], which provides a simple way of "
"assigning context data to items."
msgstr ""
-"返回指定项的元数据,该项可以是任何类型。您可以使用[method set_item_metadata]"
-"来设置它,它提供了一种将上下文数据分配给项的简单方法。"
+"返回指定项的元数据,该项可以是任何类型。您可以使用 [method "
+"set_item_metadata] 来设置它,它提供了一种将上下文数据分配给项的简单方法。"
#: doc/classes/PopupMenu.xml
msgid ""
"Returns the [ShortCut] associated with the specified [code]idx[/code] item."
-msgstr "返回与指定的[code]idx[/code]项关联的[ShortCut]。"
+msgstr "返回与指定的 [code]idx[/code] 项关联的 [ShortCut]。"
#: doc/classes/PopupMenu.xml
msgid ""
"Returns the submenu name of the item at index [code]idx[/code]. See [method "
"add_submenu_item] for more info on how to add a submenu."
msgstr ""
-"返回在索引[code]idx[/code]处的项目的子菜单名。更多关于如何添加子菜单的信息,"
-"请参阅[method add_submenu_item]。"
+"返回在索引 [code]idx[/code] 处的项目的子菜单名。更多关于如何添加子菜单的信"
+"息,请参阅 [method add_submenu_item]。"
#: doc/classes/PopupMenu.xml
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。"
+msgstr "返回与指定索引 [code]idx[/code] 关联的工具提示。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -58056,7 +58181,7 @@ msgstr "将当前聚焦项目设置为给定的索引 [code]index[/code]。"
#: doc/classes/PopupMenu.xml
msgid "Hides the [PopupMenu] when the window loses focus."
-msgstr "当窗口失去焦点时隐藏[PopupMenu]。"
+msgstr "当窗口失去焦点时隐藏 [PopupMenu]。"
#: doc/classes/PopupMenu.xml
msgid ""
@@ -58064,7 +58189,7 @@ msgid ""
"special combinations of keys that activate the item, no matter which control "
"is focused."
msgstr ""
-"设置索引[code]idx[/code]项的加速键。加速器是一种特殊的按键组合,可以激活物"
+"设置索引 [code]idx[/code] 项的加速键。加速器是一种特殊的按键组合,可以激活物"
"品,无论哪个控制键处于焦点状态。"
#: doc/classes/PopupMenu.xml
@@ -58098,15 +58223,15 @@ msgstr ""
#: doc/classes/PopupMenu.xml
msgid "Sets the checkstate status of the item at index [code]idx[/code]."
-msgstr "设置项目在index [code]idx[/code]处的checkstate状态。"
+msgstr "设置在索引号 [code]idx[/code] 处的项目的勾选状态。"
#: doc/classes/PopupMenu.xml
msgid ""
"Enables/disables the item at index [code]idx[/code]. When it is disabled, it "
"can't be selected and its action can't be invoked."
msgstr ""
-"启用/禁用索引[code]idx[/code]项。当它被禁用时,就无法选择它,也无法调用它的操"
-"作。"
+"启用/禁用索引 [code]idx[/code] 项。当它被禁用时,就无法选择它,也无法调用它的"
+"操作。"
#: doc/classes/PopupMenu.xml
msgid "Replaces the [Texture] icon of the specified [code]idx[/code]."
@@ -62092,7 +62217,6 @@ msgstr ""
"义。"
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"This is the maximum number of shaders that can be compiled (or reconstructed "
"from cache) at the same time.\n"
@@ -62118,12 +62242,10 @@ msgstr ""
"能多的异步编译的同时,不对游戏的响应性造成影响,否则就会辜负异步编译所带来的"
"好处。换句话说,你可能会牺牲一点点的 FPS,总比同步编译让整个游戏停滞要好。\n"
"默认值比较保守,所以建议你根据自己的目标硬件作出调整。\n"
-"[b]注意:[/b]本设置仅在 [code]rendering/gles3/shaders/"
-"shader_compilation_mode[/code] [b]不为[/b] [code]Synchronous[/code] 时有意"
-"义。"
+"[b]注意:[/b]本设置仅在 [member rendering/gles3/shaders/"
+"shader_compilation_mode] [b]不为[/b] [code]Synchronous[/code] 时有意义。"
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
@@ -62132,15 +62254,13 @@ msgid ""
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
-"默认是针对 [code]rendering/gles3/shaders/max_concurrent_compiles[/code] 的覆"
+"默认是针对 [member rendering/gles3/shaders/max_simultaneous_compiles] 的覆"
"盖,取值非常保守。\n"
"根据你所设定为目标的特定设备,你可能会想要提高这个值。\n"
-"[b]注意:[/b]本设置仅在 [code]rendering/gles3/shaders/"
-"shader_compilation_mode[/code] [b]不为[/b] [code]Synchronous[/code] 时有意"
-"义。"
+"[b]注意:[/b]本设置仅在 [member rendering/gles3/shaders/"
+"shader_compilation_mode] [b]不为[/b] [code]Synchronous[/code] 时有意义。"
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"The default is a very conservative override for [member rendering/gles3/"
"shaders/max_simultaneous_compiles].\n"
@@ -62149,15 +62269,13 @@ msgid ""
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
msgstr ""
-"默认是针对 [code]rendering/gles3/shaders/max_concurrent_compiles[/code] 的覆"
+"默认是针对 [member rendering/gles3/shaders/max_simultaneous_compiles] 的覆"
"盖,取值非常保守。\n"
"根据你所设定为目标的特定设备,你可能会想要提高这个值。\n"
-"[b]注意:[/b]本设置仅在 [code]rendering/gles3/shaders/"
-"shader_compilation_mode[/code] [b]不为[/b] [code]Synchronous[/code] 时有意"
-"义。"
+"[b]注意:[/b]本设置仅在 [member rendering/gles3/shaders/"
+"shader_compilation_mode] [b]不为[/b] [code]Synchronous[/code] 时有意义。"
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"The maximum size, in megabytes, that the ubershader cache can grow up to. On "
"startup, the least recently used entries will be deleted until the total "
@@ -62167,12 +62285,10 @@ msgid ""
msgstr ""
"超级着色器缓存所能增长到的最大大小,单位为兆字节。在启动时,会删除最久未用的"
"条目,直到总大小到达范围内。\n"
-"[b]注意:[/b]本设置仅在 [code]rendering/gles3/shaders/"
-"shader_compilation_mode[/code] 为 [code]Asynchronous + Cache[/code] 时有意"
-"义。"
+"[b]注意:[/b]本设置仅在 [member rendering/gles3/shaders/"
+"shader_compilation_mode] 为 [code]Asynchronous + Cache[/code] 时有意义。"
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for mobile platforms, where storage "
@@ -62180,14 +62296,12 @@ msgid ""
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
-"[code]rendering/gles3/shaders/ubershader_cache_size_mb[/code] 的覆盖项,为针"
-"对移动平台配置更小的最大大小,移动平台的存储空间更有限。\n"
-"[b]注意:[/b]本设置仅在 [code]rendering/gles3/shaders/"
-"shader_compilation_mode[/code] 为 [code]Asynchronous + Cache[/code] 时有意"
-"义。"
+"[member rendering/gles3/shaders/shader_cache_size_mb] 的覆盖项,为针对移动平"
+"台配置更小的最大大小,移动平台的存储空间更有限。\n"
+"[b]注意:[/b]本设置仅在 [member rendering/gles3/shaders/"
+"shader_compilation_mode] 为 [code]Asynchronous + Cache[/code] 时有意义。"
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
"smaller maximum size can be configured for web platforms, where storage "
@@ -62197,11 +62311,11 @@ msgid ""
"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
msgstr ""
-"[code]rendering/gles3/shaders/ubershader_cache_size_mb[/code] 的覆盖项,为针"
-"对移动平台配置更小的最大大小,移动平台的存储空间更有限。\n"
-"[b]注意:[/b]本设置仅在 [code]rendering/gles3/shaders/"
-"shader_compilation_mode[/code] 为 [code]Asynchronous + Cache[/code] 时有意"
-"义。"
+"[member rendering/gles3/shaders/shader_cache_size_mb] 的覆盖项,为针对移动平"
+"台配置更小的最大大小,移动平台的存储空间更有限。\n"
+"[b]注意:[/b]目前 Web 平台尚不支持着色器缓存。\n"
+"[b]注意:[/b]本设置仅在 [member rendering/gles3/shaders/"
+"shader_compilation_mode] 为 [code]Asynchronous + Cache[/code] 时有意义。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -62247,28 +62361,26 @@ msgstr ""
"着色器也不会使用异步编译。"
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on mobile platforms.\n"
"You may want to do that since mobile GPUs generally won't support "
"ubershaders due to their complexity."
msgstr ""
-"[code]rendering/gles3/shaders/shader_compilation_mode[/code] 的覆盖项,用于为"
-"移动设备禁用异步编译。\n"
+"[member rendering/gles3/shaders/shader_compilation_mode] 的覆盖项,用于为移动"
+"设备禁用异步编译。\n"
"移动 GPU 通常不会支持超级着色器,因为其复杂度较高。"
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
"asynchronous compilation can be disabled on web platforms.\n"
"You may want to do that since certain browsers (especially on mobile "
"platforms) generally won't support ubershaders due to their complexity."
msgstr ""
-"[code]rendering/gles3/shaders/shader_compilation_mode[/code] 的覆盖项,用于为"
-"移动设备禁用异步编译。\n"
-"移动 GPU 通常不会支持超级着色器,因为其复杂度较高。"
+"[member rendering/gles3/shaders/shader_compilation_mode] 的覆盖项,用于为 "
+"Web 平台禁用异步编译。\n"
+"某些浏览器(尤其在移动平台上)通常不会支持超级着色器,因为其复杂度较高。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -62887,13 +62999,12 @@ msgid ""
msgstr "阴影贴图的细分象限大小。请参阅阴影映射文档。"
#: doc/classes/ProjectSettings.xml
-#, fuzzy
msgid ""
"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
"be rounded up to the nearest power of 2. See shadow mapping documentation."
msgstr ""
"设置阴影图集的图像大小(用于全向光和聚光)。该值将被四舍五入到最接近的 2 的"
-"幂。"
+"幂。见阴影贴图文档。"
#: doc/classes/ProjectSettings.xml
msgid ""
@@ -64170,8 +64281,8 @@ msgid ""
"it tries to separate itself from whatever is touching its far endpoint. It's "
"often useful for characters."
msgstr ""
-"二维碰撞的射线形状。射线并不是真正的碰撞体;相反,它试图将自己与接触其远端的"
-"任何东西分开。它通常对角色很有用。"
+"2D 碰撞的射线形状。射线并不是真正的碰撞体;相反,它试图将自己与接触其远端的任"
+"何东西分开。它通常对角色很有用。"
#: doc/classes/Rect2.xml
msgid "2D axis-aligned bounding box."
@@ -64315,13 +64426,13 @@ msgstr "返回一个更大的 [Rect2],其中包含这个 [Rect2] 和 [code]b[/
#: doc/classes/RectangleShape2D.xml
msgid "Rectangle shape for 2D collisions."
-msgstr "二维碰撞的矩形。"
+msgstr "2D 碰撞的矩形。"
#: doc/classes/RectangleShape2D.xml
msgid ""
"Rectangle shape for 2D collisions. This shape is useful for modeling box-"
"like 2D objects."
-msgstr "二维碰撞的矩形。这个形状对于建模盒状2D对象很有用。"
+msgstr "2D 碰撞的矩形。这个形状对于建模盒状 2D 对象很有用。"
#: doc/classes/RectangleShape2D.xml
msgid ""
@@ -66279,8 +66390,8 @@ msgid ""
"for a body."
msgstr ""
"在物理处理过程中被调用,允许你读取并安全地修改对象的模拟状态。默认情况下,它"
-"是在通常的物理行为之外工作的,但是[member custom_integrator]属性允许你禁用默"
-"认行为,为一个物体施加完全自定义的合力。"
+"会和通常的物理行为一起生效,但是你可以通过 [member custom_integrator] 属性禁"
+"用默认行为,为物体施加完全自定义的合力。"
#: doc/classes/RigidBody.xml
msgid ""
@@ -66321,7 +66432,7 @@ msgid ""
"position uses the rotation of the global coordinate system, but is centered "
"at the object's origin."
msgstr ""
-"对物体施加一个有向的冲量。冲量是与时间无关的! 在每一帧中施加一个冲量将产生一"
+"对物体施加一个有向的冲量。冲量是与时间无关的!在每一帧中施加一个冲量将产生一"
"个与帧率相关的力。出于这个原因,它应该只在模拟一次性影响时使用。该位置使用全"
"局坐标系的旋转,但以物体的原点为中心。"
@@ -66564,12 +66675,12 @@ msgid ""
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody] or [GridMap]."
msgstr ""
-"当与另一个[PhysicsBody]或[GridMap]发生碰撞时触发。需要将[member "
-"contact_monitor]设置为 [code]true[/code],并且将[member contacts_reported]设"
-"置得足够高以检测所有的碰撞。如果[MeshLibrary]有碰撞[Shape],[GridMap]就会被检"
-"测到。\n"
-"[code]body[/code]的[Node],如果它存在于树中,则是其他[PhysicsBody]或[GridMap]"
-"的节点。"
+"当与另一个 [PhysicsBody] 或 [GridMap] 发生碰撞时触发。需要将 [member "
+"contact_monitor] 设置为 [code]true[/code],并且将 [member contacts_reported] "
+"设置得足够高以检测所有的碰撞。如果 [MeshLibrary] 有碰撞 [Shape],[GridMap] 就"
+"会被检测到。\n"
+"[code]body[/code] 的 [Node],如果它存在于树中,则是其他 [PhysicsBody] 或 "
+"[GridMap] 的节点。"
#: doc/classes/RigidBody.xml
msgid ""
@@ -66580,12 +66691,12 @@ msgid ""
"[code]body[/code] the [Node], if it exists in the tree, of the other "
"[PhysicsBody] or [GridMap]."
msgstr ""
-"当与另一个[PhysicsBody]或[GridMap]的碰撞结束时触发。需要将[member "
-"contact_monitor]设置为 [code]true[/code],并且将[member contacts_reported]设"
-"置得足够高以检测到所有的碰撞。如果[MeshLibrary]有碰撞[Shape],[GridMap]就会被"
-"检测到。\n"
-"[code]body[/code]的[Node],如果它存在于树中,则是其他[PhysicsBody]或[GridMap]"
-"的节点。"
+"当与另一个 [PhysicsBody]或 [GridMap] 的碰撞结束时触发。需要将 [member "
+"contact_monitor] 设置为 [code]true[/code],并且将 [member contacts_reported] "
+"设置得足够高以检测到所有的碰撞。如果 [MeshLibrary] 有碰撞 [Shape],[GridMap] "
+"就会被检测到。\n"
+"[code]body[/code]的[Node],如果它存在于树中,则是其他 [PhysicsBody] 或 "
+"[GridMap] 的节点。"
#: doc/classes/RigidBody.xml
msgid ""
@@ -66678,35 +66789,34 @@ msgid ""
"engine or [code]emit_signal(\"sleeping_state_changed\")[/code] is used."
msgstr ""
"当物理引擎改变物体的睡眠状态时发出。\n"
-"[b]注意:[/b]改变[member sleeping]的值不会触发这个信号。只有当物理引擎改变了"
-"睡眠状态或者使用了[code]emit_signal(\"sleeping_state_changed\")[/code]时,它"
-"才会被发出。"
+"[b]注意:[/b]改变 [member sleeping] 的值不会触发这个信号。只有当物理引擎改变"
+"了睡眠状态或者使用了 [code]emit_signal(\"sleeping_state_changed\")[/code] "
+"时,它才会被发出。"
#: doc/classes/RigidBody.xml
msgid ""
"Rigid body mode. This is the \"natural\" state of a rigid body. It is "
"affected by forces, and can move, rotate, and be affected by user code."
msgstr ""
-"刚体模式。这是一个刚体的 \"自然 \"状态。它受到力的影响,可以移动、旋转,并受"
-"到用户代码的影响。"
+"刚体模式。这是一个刚体的“自然”状态。它受到力的影响,可以移动、旋转,并受到用"
+"户代码的影响。"
#: doc/classes/RigidBody.xml
msgid ""
"Static mode. The body behaves like a [StaticBody], and can only move by user "
"code."
-msgstr "静止模式。实体的行为就像一个[StaticBody],只能通过用户代码移动。"
+msgstr "静止模式。该实体的行为与 [StaticBody] 类似,只能被用户代码移动。"
#: doc/classes/RigidBody.xml
msgid ""
"Character body mode. This behaves like a rigid body, but can not rotate."
-msgstr "角色模式。这与刚体的行为类似,但不能旋转。"
+msgstr "角色模式。与刚体的行为类似,但不能旋转。"
#: doc/classes/RigidBody.xml
msgid ""
"Kinematic body mode. The body behaves like a [KinematicBody], and can only "
"move by user code."
-msgstr ""
-"运动体模式。这个实体的行为就像一个[KinematicBody],只能通过用户代码来移动。"
+msgstr "运动体模式。该实体的行为与 [KinematicBody] 类似,只能被用户代码移动。"
#: doc/classes/RigidBody2D.xml
msgid "A body that is controlled by the 2D physics engine."
@@ -66744,7 +66854,7 @@ msgstr ""
"要记住,物理物体在自己管理变换,它会覆盖你的变换设置。所以任何直接或间接的变"
"换(包括节点或其父级的缩放)将只在编辑器中可见,并在运行时立即重置。\n"
"如果你需要覆盖默认的物理行为或者在运行时添加变换,你可以写一个自定义的合力。"
-"参阅 [member custom_integrator]。\n"
+"见 [member custom_integrator]。\n"
"质量中心总是位于节点的原点,而不考虑 [CollisionShape2D] 中心点的偏移。"
#: doc/classes/RigidBody2D.xml
@@ -66764,10 +66874,10 @@ msgid ""
"custom_integrator] allows you to disable the default behavior and write "
"custom force integration for a body."
msgstr ""
-"允许你读取并安全地修改对象的模拟状态。如果你需要直接改变物体的"
-"[code]position[/code]或其他物理属性,请使用它代替[method Node."
-"_physics_process]。默认情况下,它是在通常的物理行为之外工作的,但是[member "
-"custom_integrator]允许你禁用默认行为并为一个物体编写自定义的合力。"
+"允许你读取并安全地修改对象的模拟状态。如果你需要直接改变物体的 "
+"[code]position[/code] 或其他物理属性,请使用它代替 [method Node."
+"_physics_process]。默认情况下,它是在通常的物理行为之外工作的,但是 [member "
+"custom_integrator] 允许你禁用默认行为并为一个物体编写自定义的合力。"
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -66778,8 +66888,8 @@ msgid ""
"global coordinate system, but is centered at the object's origin."
msgstr ""
"对物体施加一个有向的冲量。冲量是与时间无关的。每一帧应用一个冲量会有一个与帧"
-"相关的力。由于这个原因,它只应该在模拟一次性冲击时使用(否则就使用\"_force "
-"\"函数)。位置使用全局坐标系的旋转,但以物体的原点为中心。"
+"相关的力。由于这个原因,它只应该在模拟一次性冲击时使用(否则就使用“_force”函"
+"数)。位置使用全局坐标系的旋转,但以物体的原点为中心。"
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -66845,8 +66955,8 @@ msgid ""
"If [code]true[/code], the body will emit signals when it collides with "
"another RigidBody2D. See also [member contacts_reported]."
msgstr ""
-"如果为 [code]true[/code],则物体在与另一个RigidBody2D碰撞时会发出信号。参阅"
-"[member contacts_reported]。"
+"如果为 [code]true[/code],则物体在与另一个 RigidBody2D 碰撞时会发出信号。另请"
+"参阅 [member contacts_reported]。"
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -66902,7 +67012,7 @@ msgid ""
"from the [b]Default Gravity[/b] value in [b]Project > Project Settings > "
"Physics > 2d[/b] and/or any additional gravity vector applied by [Area2D]s."
msgstr ""
-"乘以施加在物体上的重力。物体的重力是由[b]项目 > 项目设置 > 物理 > 2D[/b]中的"
+"乘以施加在物体上的重力。物体的重力是由[b]项目 > 项目设置 > 物理 > 2D[/b] 中的"
"[b]默认重力[/b]值和/或任何由 [Area2D] 应用的额外重力向量计算出来的。"
#: doc/classes/RigidBody2D.xml
@@ -66939,7 +67049,7 @@ msgid ""
"thread and runs at a different granularity. Use [method _integrate_forces] "
"as your process loop for precise control of the body state."
msgstr ""
-"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],"
+"该实体的线速度,单位为像素每秒。可以偶尔使用,但是[b]不要每一帧都去设置[/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。"
@@ -67067,20 +67177,20 @@ msgstr ""
#: doc/classes/RigidBody2D.xml
msgid "Static mode. The body behaves like a [StaticBody2D] and does not move."
-msgstr "静态模式。物体的行为就像一个[StaticBody2D],不会移动。"
+msgstr "静态模式。该物体的行为与 [StaticBody2D] 类似,不会移动。"
#: doc/classes/RigidBody2D.xml
msgid ""
"Character mode. Similar to [constant MODE_RIGID], but the body can not "
"rotate."
-msgstr "角色模式。与 [constant MODE_RIGID] 类似,但主体不能旋转。"
+msgstr "角色模式。与 [constant MODE_RIGID] 类似,但该实体不能旋转。"
#: doc/classes/RigidBody2D.xml
msgid ""
"Kinematic mode. The body behaves like a [KinematicBody2D], and must be moved "
"by code."
msgstr ""
-"运动学模式。这个物体的行为就像一个 [KinematicBody2D],必须通过代码来移动。"
+"运动学模式。该物体的行为就像与 [KinematicBody2D] 类似,必须通过代码来移动。"
#: doc/classes/RigidBody2D.xml
msgid ""
@@ -67104,7 +67214,7 @@ msgstr "使用形状投射启用连续碰撞检测。这是最慢的 CCD 方法
#: doc/classes/Room.xml
msgid "Room node, used to group objects together locally for [Portal] culling."
-msgstr "Room 节点,用于在本地将对象组合在一起以进行 [Portal] 剔除。"
+msgstr "房间节点,用于在本地将对象组合在一起以进行 [Portal] 剔除。"
#: doc/classes/Room.xml
msgid ""
@@ -67245,7 +67355,7 @@ msgid ""
"before unloading a level, when transitioning from level to level, or "
"returning to a main menu."
msgstr ""
-"该方法会从 [b]portal graph[/b] 清除所有转换数据。在卸载关卡、从关卡转换到关卡"
+"该方法会清除 [b]room graph[/b] 中所有的转换数据。在卸载关卡、从关卡转换到关卡"
"或返回主菜单时使用此选项。"
#: doc/classes/RoomManager.xml
@@ -67345,7 +67455,7 @@ msgstr ""
"建议您仅将对象放置在希望留在这些空间内的空间中 - 即 [code]portal mode[/code]"
"是 [code]STATIC[/code] 或 [code]DYNAMIC[/code](不穿越 Portal)。"
"[code]GLOBAL[/code] 和 [code]ROAMING[/code] 对象最好放置在场景树的另一部分,"
-"以避免混淆。有关portal模式的完整说明,请参阅 [CullInstance]。"
+"以避免混淆。有关 portal 模式的完整说明,请参阅 [CullInstance]。"
#: doc/classes/RoomManager.xml
msgid ""
@@ -68461,7 +68571,6 @@ msgid ""
msgstr "通过脚本进行通用动画的轻量级对象,使用 [Tweener]。"
#: doc/classes/SceneTreeTween.xml
-#, fuzzy
msgid ""
"[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
"[Tween], it does not require the instantiation of a node.\n"
@@ -68543,21 +68652,21 @@ msgstr ""
"建 [SceneTreeTween]。手动创建的 [SceneTreeTween](即使用 [code]Tween.new()[/"
"code])是无效的,不能用于对值进行补间,但你可以用 [method interpolate_value] "
"来手动插值。\n"
-"[SceneTreeTween] 动画是由 [Tweener] 序列构成的,默认串行执行。向该 "
-"[SceneTreeTween] 追加 [Tweener] 即可创建序列。使用 [Tweener] 来做动画就叫做补"
-"间(Tweening)。示例补间序列是类似这样的:\n"
+"补间动画是通过向 [SceneTreeTween] 对象中添加 [Tweener] 创建的,添加的方法有 "
+"[method tween_property]、[method tween_interval]、[method tween_callback]、"
+"[method tween_method]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
"tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
-"这个序列会让 [code]$Sprite[/code] 变红,然后缩小,最后调用 [method Node."
-"queue_free] 来移除精灵。更多用法信息请参阅 [method tween_property]、[method "
-"tween_interval]、[method tween_callback]、[method tween_method] 方法。\n"
+"这个序列会让 [code]$Sprite[/code] 变红,然后缩小,最后再调用 [method Node."
+"queue_free] 来释放该精灵。[Tweener] 默认是一个接一个执行的。这个行为可以通过 "
+"[method parallel] 和 [method set_parallel] 更改。\n"
"使用 [code]tween_*[/code] 方法创建 [Tweener] 后,可以使用链式方法调用来调整"
"该 [Tweener] 的属性。例如,如果你想要在上面的例子中设置不同的过渡类型,那么你"
-"可以:\n"
+"可以使用 [method set_trans]:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween()\n"
"tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -68566,8 +68675,9 @@ msgstr ""
"TRANS_BOUNCE)\n"
"tween.tween_callback($Sprite, \"queue_free\")\n"
"[/codeblock]\n"
-"[SceneTreeTween] 的大部分方法都可以用这种方法进行链式调用。在这个示例中,我们"
-"对该 [SceneTreeTween] 进行了绑定,并设置了默认的过渡:\n"
+"[SceneTreeTween] 的大部分方法都可以用这种方法进行链式调用。在下面的示例中,我"
+"们将该 [SceneTreeTween] 绑定到了执行脚本的节点,并为其 [Tweener] 设置了默认的"
+"过渡:\n"
"[codeblock]\n"
"var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
"TRANS_ELASTIC)\n"
@@ -68579,7 +68689,7 @@ msgstr ""
"[codeblock]\n"
"var tween = create_tween()\n"
"for sprite in get_children():\n"
-" tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+" tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
"[/codeblock]\n"
"上面的示例中,该节点的所有子节点都会依次被移动到 (0, 0)。\n"
"一些 [Tweener] 会用到过渡和缓动。前者接受 [enum Tween.TransitionType] 常量,"
@@ -68633,7 +68743,6 @@ msgstr ""
"[/codeblock]"
#: doc/classes/SceneTreeTween.xml
-#, fuzzy
msgid ""
"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
@@ -68648,14 +68757,14 @@ msgid ""
msgstr ""
"使用给定的增量秒数 [code]delta[/code] 处理该 [SceneTreeTween]。最常见的用法是"
"在该 [SceneTreeTween] 暂停时对其进行手动控制。也可用于立即停止该 "
-"[SceneTreeTween] 的动画,使用比完整长度更大的 [code]delta[/code] 即可。\n"
+"[SceneTreeTween] 的动画,将 [code]delta[/code] 设得比完整长度更大即可。\n"
"如果该 [SceneTreeTween] 仍然有未完成的 [Tweener],则返回 [code]true[/"
"code]。\n"
-"[b]注意:[/b]该 [SceneTreeTween] 在完成后会失效,但你可以在 step 后调用 "
-"[method stop] 将其保留并重置。"
+"[b]注意:[/b]该 [SceneTreeTween] 完成动画后,会在下一个处理帧中失效。你可以在"
+"执行 [method custom_step] 后调用 [method stop] 将该 [SceneTreeTween] 保留并重"
+"置。"
#: doc/classes/SceneTreeTween.xml
-#, fuzzy
msgid ""
"Returns the total time in seconds the [SceneTreeTween] has been animating (i."
"e. the time since it started, not counting pauses etc.). The time is "
@@ -68716,13 +68825,14 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
msgstr ""
"返回该 [SceneTreeTween] 是否有效。有效的 [SceneTreeTween] 是由场景树包含的 "
"[SceneTreeTween](即 [method SceneTree.get_processed_tweens] 返回的数组中包含"
"这个 [SceneTreeTween])。[SceneTreeTween] 失效的情况有:补间完成、被销毁、使"
-"用 [code]Tween.new()[/code] 创建。无效的 [SceneTreeTween] 不能追加 "
-"[Tweener],因为无法进行动画。不过 [method interpolate_value] 还是可以使用的。"
+"用 [code]SceneTreeTween.new()[/code] 创建。无效的 [SceneTreeTween] 不能追加 "
+"[Tweener]。"
#: doc/classes/SceneTreeTween.xml
msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
@@ -68773,24 +68883,25 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
msgstr ""
"这只该补间序列的重复次数,即 [code]set_loops(2)[/code] 会让动画执行两次。\n"
"调用这个方法时如果不带参数,那么该 [SceneTreeTween] 会无限执行,直到被 "
-"[method kill] 销毁、绑定节点被释放、或者所有进行动画的对象都被释放(无法再进"
-"行任何动画)。\n"
-"[b]警告:[/b]使用无限循环时请一定要加入一些时长/延迟。0 时长的循环动画(例如"
-"单个不带延迟的 [CallbackTweener] 或者节点无效的 [PropertyTweener])和无限 "
-"[code]while[/code] 循环是一样的,会导致游戏冻结。如果 [SceneTreeTween] 的生命"
-"期依赖于某个节点,请一定使用 [method bind_node]。"
+"[method kill] 销毁、该 [SceneTreeTween] 绑定的节点被释放、或者所有进行动画的"
+"对象都被释放(无法再进行任何动画)。\n"
+"[b]警告:[/b]使用无限循环时请一定要加入一些时长/延迟。为了防止游戏冻结,0 时"
+"长的循环动画(例如单个不带延迟的 [CallbackTweener])会在循环若干次后停止,造"
+"成出乎预料的结果。如果 [SceneTreeTween] 的生命期依赖于某个节点,请一定使用 "
+"[method bind_node]。"
#: doc/classes/SceneTreeTween.xml
msgid ""
@@ -68874,7 +68985,6 @@ msgstr ""
"[/codeblock]"
#: doc/classes/SceneTreeTween.xml
-#, fuzzy
msgid ""
"Creates and appends an [IntervalTweener]. This method can be used to create "
"delays in the tween animation, as an alternative to using the delay in other "
@@ -68971,7 +69081,6 @@ msgstr ""
"[/codeblock]"
#: doc/classes/SceneTreeTween.xml
-#, fuzzy
msgid ""
"Creates and appends a [PropertyTweener]. This method tweens a "
"[code]property[/code] of an [code]object[/code] between an initial value and "
@@ -69005,7 +69114,7 @@ msgstr ""
"创建并追加一个 [PropertyTweener]。这个方法会将 [code]object[/code] 对象的 "
"[code]property[/code] 属性在初始值和最终值 [code]final_val[/code] 之间进行补"
"间,持续时间为 [code]duration[/code] 秒。初始值默认为该 [PropertyTweener] 启"
-"动时的值。例如:\n"
+"动时该属性的值。例如:\n"
"[codeblock]\n"
"var tween = create_tween()\n"
"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -69027,7 +69136,6 @@ msgstr ""
"[/codeblock]"
#: doc/classes/SceneTreeTween.xml
-#, fuzzy
msgid ""
"Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
"when the [SceneTreeTween] is set to infinite looping (see [method "
@@ -69038,12 +69146,11 @@ msgid ""
msgstr ""
"在该 [SceneTreeTween] 完成所有补间时触发。该 [SceneTreeTween] 被设为无限循环"
"时不会触发(见 [method set_loops])。\n"
-"[b]注意:[/b]触发这个信号后,该 [SceneTreeTween] 会被移除(置为无效),但不是"
-"立即发生的,而是在下一个处理帧中发生。在该信号的回调中调用 [method stop] 会保"
-"留该 [SceneTreeTween]。"
+"[b]注意:[/b]触发这个信号后,该 [SceneTreeTween] 会在下一个处理帧中被移除(置"
+"为无效)。在该信号的回调中调用 [method stop] 可以防止该 [SceneTreeTween] 被移"
+"除。"
#: doc/classes/SceneTreeTween.xml
-#, fuzzy
msgid ""
"Emitted when a full loop is complete (see [method set_loops]), providing the "
"loop index. This signal is not emitted after the final loop, use [signal "
@@ -69053,7 +69160,6 @@ msgstr ""
"会在最后一次循环后触发,这种情况请使用 [signal finished] 代替。"
#: doc/classes/SceneTreeTween.xml
-#, fuzzy
msgid ""
"Emitted when one step of the [SceneTreeTween] is complete, providing the "
"step index. One step is either a single [Tweener] or a group of [Tweener]s "
@@ -69733,7 +69839,7 @@ msgstr ""
#: doc/classes/Shape2D.xml
msgid "The shape's custom solver bias."
-msgstr "形状的自定义求解器偏差。"
+msgstr "形状的自定义求解器偏置。"
#: doc/classes/ShortCut.xml
msgid "A shortcut for binding input."
@@ -70671,11 +70777,37 @@ msgstr ""
"视化和编辑手柄。"
#: doc/classes/Spatial.xml
+#, fuzzy
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+"局部变换的旋转部分以弧度表示,以 YXZ-Euler 角的形式表示(X 角、Y 角、Z "
+"角)。\n"
+"[b]注意:[/b]在数学意义上,旋转是一个矩阵而不是一个向量。这三个欧拉角是旋转矩"
+"阵欧拉角参数化的三个独立参数,存储在 [Vector3] 数据结构中并不是因为旋转是一个"
+"矢量,而是因为 [Vector3] 是一种方便存储 3 个浮点数的数据结构。因此,对旋转“向"
+"量”应用仿射操作是没有意义的。"
+
+#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr "此节点的世界空间(全局)[Transform]。"
#: doc/classes/Spatial.xml
msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
+#: doc/classes/Spatial.xml
+msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
@@ -73660,6 +73792,29 @@ msgid ""
"\"Godot\"]]))\n"
"[/codeblock]"
msgstr ""
+"格式化字符串,将所有的 [code]placeholder[/code] 替换为 [code]values[/code] 中"
+"的元素。\n"
+"[code]values[/code] 可以是 [Dictionary] 或 [Array]。[code]placeholder[/code] "
+"中的下划线都会事先被替换为对应的键。数组元素使用其索引号作为键。\n"
+"[codeblock]\n"
+"# 输出:Waiting for Godot 是 Samuel Beckett 的戏剧,Godot 引擎由此得名。\n"
+"var use_array_values = \"Waiting for {0} 是 {1} 的戏剧,{0} 引擎由此得"
+"名。\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# 输出:第 42 号用户是 Godot。\n"
+"print(\"第 {id} 号用户是 {name}。\".format({\"id\": 42, \"name\": "
+"\"Godot\"}))\n"
+"[/codeblock]\n"
+"[code]values[/code] 为数组时还会进行一些额外的处理。如果 [code]placeholder[/"
+"code] 中不包含下划线,该数组中的元素会依次对出现的占位符进行替换;如果数组元"
+"素是一个包含两个元素的数组,那么它就会被解释为键值对。\n"
+"[codeblock]\n"
+"# 输出:第 42 号用户是 Godot。\n"
+"print(\"第 {} 号用户是 {}。\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"第 {id} 号用户是 {name}。\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
#: doc/classes/String.xml
msgid "If the string is a valid file path, returns the base directory name."
@@ -73924,7 +74079,6 @@ msgstr ""
"[/codeblock]"
#: doc/classes/String.xml
-#, fuzzy
msgid ""
"Returns [code]true[/code] if this string contains a valid integer.\n"
"[codeblock]\n"
@@ -73937,11 +74091,11 @@ msgid ""
msgstr ""
"如果该字符串包含有效的整数,则返回 [code]true[/code]\n"
"[codeblock]\n"
-"print(\"7\".is_valid_int()) # 输出“True”\n"
-"print(\"14.6\".is_valid_int()) # 输出“False”\n"
-"print(\"L\".is_valid_int()) # 输出“False”\n"
-"print(\"+3\".is_valid_int()) # 输出“True”\n"
-"print(\"-12\".is_valid_int()) # 输出“True”\n"
+"print(\"7\".is_valid_integer()) # 输出“True”\n"
+"print(\"14.6\".is_valid_integer()) # 输出“False”\n"
+"print(\"L\".is_valid_integer()) # 输出“False”\n"
+"print(\"+3\".is_valid_integer()) # 输出“True”\n"
+"print(\"-12\".is_valid_integer()) # 输出“True”\n"
"[/codeblock]"
#: doc/classes/String.xml
@@ -74483,6 +74637,10 @@ msgid ""
"directly from creating a canvas item in the [VisualServer] with [method "
"VisualServer.canvas_item_create]."
msgstr ""
+"使用由给定的 [RID] 标识的画布项绘制这个样式盒。\n"
+"[RID] 值既可以通过对现有的基于 [CanvasItem] 节点调用 [method CanvasItem."
+"get_canvas_item] 获得,也可以通过 [method VisualServer.canvas_item_create] 直"
+"接在 [VisualServer] 上创建画布项获得。"
#: doc/classes/StyleBox.xml
msgid "Returns the size of this [StyleBox] without the margins."
@@ -76334,9 +76492,8 @@ msgid "If [code]true[/code], a right-click displays the context menu."
msgstr "为 [code]true[/code] 时右键单击会显示上下文菜单。"
#: doc/classes/TextEdit.xml
-#, fuzzy
msgid "If [code]true[/code], allow drag and drop of selected text."
-msgstr "如果为 [code]true[/code],则可以选择和编辑该值。"
+msgstr "如果为 [code]true[/code],则允许拖放选中的文本。"
#: doc/classes/TextEdit.xml
msgid ""
@@ -77018,7 +77175,7 @@ msgid ""
msgstr ""
"是 [Texture3D] 和 [TextureArray] 的基类。不能直接使用,但包含访问和使用 "
"[Texture3D] 和 [TextureArray] 的所有必要功能。数据是以每层为单位设置的。对于 "
-"[Texture3D],层指定了深度或 Z-index,它们可以被视为一堆二维切片。同样地,对"
+"[Texture3D],层指定了深度或 Z-index,它们可以被视为一堆 2D 切片。同样地,对"
"于 [TextureArray],层指定了数组层。"
#: doc/classes/TextureLayered.xml
@@ -77065,7 +77222,7 @@ msgstr ""
msgid ""
"Sets the data for the specified layer. Data takes the form of a 2-"
"dimensional [Image] resource."
-msgstr "设置指定图层的数据。数据的形式是二维的[Image]资源。"
+msgstr "设置指定图层的数据。数据的形式是二维的 [Image] 资源。"
#: doc/classes/TextureLayered.xml
msgid "Returns a dictionary with all the data used by this texture."
@@ -78398,7 +78555,7 @@ msgstr ""
#: doc/classes/TileMap.xml
msgid "The assigned [TileSet]."
-msgstr "指定的[TileSet]图块集。"
+msgstr "指定的 [TileSet] 图块集。"
#: doc/classes/TileMap.xml
msgid "Emitted when a tilemap setting has changed."
@@ -78735,7 +78892,7 @@ msgstr "返回图块的 [enum TileMode]。"
#: doc/classes/TileSet.xml
msgid "Returns the tile's Z index (drawing layer)."
-msgstr "返回图块的Z索引,即绘制层。"
+msgstr "返回图块的 Z 索引(绘制层)。"
#: doc/classes/TileSet.xml
msgid "Sets a light occluder for the tile."
@@ -78807,7 +78964,7 @@ msgstr "启用图块形状上的单向碰撞。"
#: doc/classes/TileSet.xml
msgid "Sets a [Transform2D] on a tile's shape."
-msgstr "在图块的形状上设置[Transform2D]。"
+msgstr "在图块的形状上设置 [Transform2D]。"
#: doc/classes/TileSet.xml
msgid "Sets an array of shapes for the tile, enabling collision."
@@ -78823,7 +78980,7 @@ msgstr "设置图块的纹理偏移。"
#: doc/classes/TileSet.xml
msgid "Sets the tile's [enum TileMode]."
-msgstr "设置图块的[enum TileMode]。"
+msgstr "设置图块的 [enum TileMode]。"
#: doc/classes/TileSet.xml
msgid "Sets the tile's drawing index."
@@ -79060,7 +79217,7 @@ msgid ""
"[code]name[/code]. The [code]bias[/code] value is the offset from UTC in "
"minutes, since not all time zones are multiples of an hour from UTC."
msgstr ""
-"以字典的形式返回当前时区,包含的键为:[code]bias[/code](偏倚)和 "
+"以字典的形式返回当前时区,包含的键为:[code]bias[/code](偏置)和 "
"[code]name[/code](名称)。[code]bias[/code] 的值是从 UTC 的偏移量,单位为"
"分,因为并不是所有时区与 UTC 的时间差都是整数倍小时。"
@@ -79431,7 +79588,7 @@ msgid ""
msgstr ""
"如果为 [code]true[/code],只要按下的手指进出按钮,就会发出 [signal pressed] "
"和[signal released] ]信号,即使压力开始于按钮的有效区域之外。\n"
-"[b]注意:[/b]这是一种 \"pass-by\" 的按压模式 ,而不是 \"bypass\"。"
+"[b]注意:[/b]这是一种“pass-by”的按压模式 ,而不是“bypass”。"
#: doc/classes/TouchScreenButton.xml
msgid "The button's texture for the pressed state."
@@ -79888,7 +80045,6 @@ msgid "Control to show a tree of items."
msgstr "以树状形式显示项目的控件。"
#: doc/classes/Tree.xml
-#, fuzzy
msgid ""
"This shows a tree of items that can be selected, expanded and collapsed. The "
"tree can have multiple columns with custom controls like text editing, "
@@ -79925,8 +80081,8 @@ msgid ""
msgstr ""
"这展示了一个可以选择、展开和折叠的项目树。该树可以有多列的自定义控件,如文本"
"编辑、按钮和弹出窗口。它对于结构化显示和互动很有用。\n"
-"树通过代码建立,使用[TreeItem]对象来构建结构。它们有一个单独根节点,但如果添"
-"加一个虚拟的隐藏根节点,就可以模拟多个根。\n"
+"树通过代码建立,使用 [TreeItem] 对象来构建结构。它们有一个单独根节点,但如果"
+"添加一个虚拟的隐藏根节点,就可以模拟多个根。\n"
"[codeblock]\n"
"func _ready():\n"
" var tree = Tree.new()\n"
@@ -79937,9 +80093,17 @@ msgstr ""
" var subchild1 = tree.create_item(child1)\n"
" subchild1.set_text(0, \"Subchild1\")\n"
"[/codeblock]\n"
-"要遍历一个[Tree]对象中的所有[TreeItem]对象,在通过[method get_root]获得根之"
-"后,使用[method TreeItem.get_next]和[method TreeItem.get_children]方法。你可"
-"以对一个[TreeItem]使用[method Object.free]来把它从[Tree]中移除。"
+"要遍历一个 [Tree] 对象中的所有 [TreeItem] 对象,在通过 [method get_root] 获得"
+"根之后,使用 [method TreeItem.get_next] 和 [method TreeItem.get_children] 方"
+"法。你可以对一个 [TreeItem] 使用 [method Object.free] 来把它从 [Tree] 中移"
+"除。\n"
+"[b]增量搜索:[/b]与 [ItemList] 和 [PopupMenu] 类似,[Tree] 也支持在聚焦控件时"
+"在列表中进行搜索。按下与某个条目名称首字母一致的按键,就会选中以该字母开头的"
+"第一个条目。在此之后,进行增量搜索的办法有两种:1)在超时前再次按下同一个按"
+"键,选中以该字母开头的下一个条目。2)在超时前按下剩余字母对应的按键,直接匹配"
+"并选中所需的条目。这两个动作都会在最后一次按键超时后重置回列表顶端。你可以通"
+"过 [member ProjectSettings.gui/timers/incremental_search_max_interval_msec] "
+"修改超时时长。"
#: doc/classes/Tree.xml
msgid "Clears the tree. This removes all items."
@@ -80009,7 +80173,7 @@ msgid ""
"Returns the rectangle for custom popups. Helper to create custom cell "
"controls that display a popup. See [method TreeItem.set_cell_mode]."
msgstr ""
-"返回自定义弹出窗口的矩形。帮助创建显示弹出式的自定义单元格控件。参阅[method "
+"返回自定义弹出窗口的矩形。帮助创建显示弹出式的自定义单元格控件。见 [method "
"TreeItem.set_cell_mode]。"
#: doc/classes/Tree.xml
@@ -80022,10 +80186,10 @@ msgid ""
"To get the item which the returned drop section is relative to, use [method "
"get_item_at_position]."
msgstr ""
-"返回位于[code]position[/code]的放置部分,如果没有项目,则返回-100。\n"
-"在 \"项目上方\"、\"项目之上\"和 \"项目下方\"的放置部分将分别返回-1、0或1的"
-"值。请参阅[enum DropModeFlags]以了解每个放置部分的描述。\n"
-"要获得返回的放置部分相对项,请使用[method get_item_at_position]。"
+"返回位于 [code]position[/code] 的放置部分,如果没有项目,则返回 -100。\n"
+"在“项目上方”“项目之上”和“项目下方”的放置部分将分别返回 -1、0 或 1 的值。请参"
+"阅 [enum DropModeFlags] 以了解每个放置部分的描述。\n"
+"要获得返回的放置部分相对项,请使用 [method get_item_at_position]。"
#: doc/classes/Tree.xml
msgid ""
@@ -82385,7 +82549,7 @@ msgstr "[VBoxContainer] 的元素之间的垂直空间。"
#: doc/classes/Vector2.xml
msgid "Vector used for 2D math."
-msgstr "用于二维数学的向量。"
+msgstr "用于 2D 数学的向量。"
#: doc/classes/Vector2.xml
msgid ""
@@ -82995,11 +83159,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@@ -83106,8 +83270,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
@@ -83855,7 +84019,6 @@ msgid "The subdivision amount of the fourth quadrant on the shadow atlas."
msgstr "阴影图集上第四象限的细分量。"
#: doc/classes/Viewport.xml
-#, fuzzy
msgid ""
"The shadow atlas' resolution (used for omni and spot lights). The value will "
"be rounded up to the nearest power of 2.\n"
@@ -83865,8 +84028,9 @@ msgid ""
"manually (typically at least [code]256[/code])."
msgstr ""
"阴影图集的分辨率(用于全向光和聚光)。该值将四舍五入到最接近的 2 的幂。\n"
-"[b]注意:[/b]如果设置为 0,阴影将不可见。由于用户创建的视区默认值为 0,因此必"
-"须手动将此值设置为大于 0。"
+"[b]注意:[/b]如果设置为 [code]0[/code],点阴影和方向阴影[i]都[/i]将不可见。由"
+"于用户创建的视区默认值为 [code]0[/code],因此必须手动将此值设置为大于 "
+"[code]0[/code](一般至少是 [code]256[/code])。"
#: doc/classes/Viewport.xml
msgid ""
@@ -83896,7 +84060,7 @@ msgstr "如果为 [code]true[/code],尺寸重写也会影响拉伸。"
msgid ""
"If [code]true[/code], the viewport should render its background as "
"transparent."
-msgstr "如果为 [code]true[/code],该视窗应使其背景渲染为透明。"
+msgstr "如果为 [code]true[/code],该视区应使其背景渲染为透明。"
#: doc/classes/Viewport.xml
msgid ""
@@ -83905,6 +84069,9 @@ msgid ""
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
"HDR is not supported for 2D."
msgstr ""
+"视区的渲染模式。\n"
+"[b]注意:[/b]如果设为 [constant USAGE_2D] 或 [constant "
+"USAGE_2D_NO_SAMPLING],则启用 [member hdr] 不会生效,因为 2D 不支持 HDR。"
#: doc/classes/Viewport.xml
msgid ""
@@ -89237,7 +89404,7 @@ msgstr "由六个面组成的纹理,可以在着色器中使用 [code]vec3[/co
#: doc/classes/VisualServer.xml
msgid "An array of 2-dimensional textures."
-msgstr "一组二维纹理。"
+msgstr "二维纹理的数组。"
#: doc/classes/VisualServer.xml
msgid "A 3-dimensional texture with width, height, and depth."
@@ -89473,17 +89640,17 @@ msgstr "第三次拆分所占用的阴影图集的比例。第四个拆分占据
msgid ""
"Normal bias used to offset shadow lookup by object normal. Can be used to "
"fix self-shadowing artifacts."
-msgstr "法线偏移,用于抵消物体法线的阴影查找。可以用来修复自阴影的伪影。"
+msgstr "法线偏置,用于抵消物体法线的阴影查找。可以用来修复自阴影的伪影。"
#: doc/classes/VisualServer.xml
msgid "Bias the shadow lookup to fix self-shadowing artifacts."
-msgstr "对阴影查找进行偏移,以修复自我阴影的假象。"
+msgstr "对阴影查找进行偏置,以修复自我阴影的假象。"
#: doc/classes/VisualServer.xml
msgid ""
"Increases bias on further splits to fix self-shadowing that only occurs far "
"away from the camera."
-msgstr "增加对进一步分割的偏差,以修复仅在远离相机的地方发生的自身阴影。"
+msgstr "增加对进一步分割的偏置,以修复仅在远离相机的地方发生的自身阴影。"
#: doc/classes/VisualServer.xml
msgid "Represents the size of the [enum LightParam] enum."
@@ -89971,7 +90138,7 @@ msgid ""
"Use a specified canvas layer as the background. This can be useful for "
"instantiating a 2D scene in a 3D world."
msgstr ""
-"使用一个指定的画布层作为背景。这对在三维世界中实例化一个二维场景很有用。"
+"使用一个指定的画布层作为背景。这对在 3D 世界中实例化一个 2D 场景很有用。"
#: doc/classes/VisualServer.xml
msgid ""
@@ -93917,7 +94084,7 @@ msgid ""
"current and potential collisions. When using multi-threaded physics, access "
"is limited to [code]_physics_process(delta)[/code] in the main thread."
msgstr ""
-"直接访问世界物理二维空间状态。用于查询当前和潜在的碰撞。使用多线程物理时,访"
+"直接访问世界物理 2D 空间状态。用于查询当前和潜在的碰撞。使用多线程物理时,访"
"问仅限于主线程中的 [code]_physics_process(delta)[/code]。"
#: doc/classes/World2D.xml