diff options
Diffstat (limited to 'doc/translations/zh_CN.po')
-rw-r--r-- | doc/translations/zh_CN.po | 6954 |
1 files changed, 4222 insertions, 2732 deletions
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index dd5520c815..94f4b4d5da 100644 --- a/doc/translations/zh_CN.po +++ b/doc/translations/zh_CN.po @@ -1,9 +1,9 @@ # Chinese (Simplified) translation of the Godot Engine class reference. -# Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. -# Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). +# Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. +# Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). # This file is distributed under the same license as the Godot source code. # -# Haoyu Qiu <timothyqiu32@gmail.com>, 2020, 2021. +# Haoyu Qiu <timothyqiu32@gmail.com>, 2020, 2021, 2022. # fangxvan <2661712415@qq.com>, 2020. # yzt <834950797@qq.com>, 2020. # 懵逼Kitty <m1330586660@163.com>, 2020, 2021. @@ -61,7 +61,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2021-12-21 07:06+0000\n" +"PO-Revision-Date: 2022-01-12 16:56+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" @@ -70,7 +70,7 @@ 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 4.10\n" +"X-Generator: Weblate 4.10.1\n" #: doc/tools/make_rst.py msgid "Description" @@ -112,6 +112,70 @@ msgstr "属性说明" msgid "Method Descriptions" msgstr "方法说明" +#: doc/tools/make_rst.py +msgid "Theme Property Descriptions" +msgstr "主题属性说明" + +#: doc/tools/make_rst.py +msgid "Inherits:" +msgstr "继承:" + +#: doc/tools/make_rst.py +msgid "Inherited By:" +msgstr "派生:" + +#: doc/tools/make_rst.py +msgid "(overrides %s)" +msgstr "(覆盖 %s)" + +#: doc/tools/make_rst.py +msgid "Default" +msgstr "默认" + +#: doc/tools/make_rst.py +msgid "Setter" +msgstr "Setter" + +#: doc/tools/make_rst.py +msgid "value" +msgstr "值" + +#: doc/tools/make_rst.py +msgid "Getter" +msgstr "Getter" + +#: doc/tools/make_rst.py +msgid "" +"This method should typically be overridden by the user to have any effect." +msgstr "本方法通常需要用户覆盖才能生效。" + +#: doc/tools/make_rst.py +msgid "" +"This method has no side effects. It doesn't modify any of the instance's " +"member variables." +msgstr "本方法没有副作用。不会修改该实例的任何成员变量。" + +#: doc/tools/make_rst.py +msgid "" +"This method accepts any number of arguments after the ones described here." +msgstr "本方法除了在此处描述的参数外,还能够继续接受任意数量的参数。" + +#: doc/tools/make_rst.py +msgid "This method is used to construct a type." +msgstr "本方法用于构造某个类型。" + +#: doc/tools/make_rst.py +msgid "" +"This method doesn't need an instance to be called, so it can be called " +"directly using the class name." +msgstr "调用本方法无需实例,所以可以直接使用类名调用。" + +#: doc/tools/make_rst.py +msgid "" +"This method describes a valid operator to use with this type as left-hand " +"operand." +msgstr "本方法描述的是使用本类型作为左操作数的有效操作符。" + #: modules/gdscript/doc_classes/@GDScript.xml msgid "Built-in GDScript functions." msgstr "内置 GDScript 函数。" @@ -138,12 +202,12 @@ msgid "" "red = Color8(255, 0, 0)\n" "[/codeblock]" msgstr "" -"返回由整数红色、绿色、蓝色和 alpha 通道构成的颜色。每个通道应具有 8 位,包含" +"返回由整数红色、绿色、蓝色、Alpha 通道构成的颜色。每个通道应该都有 8 位,包含" "范围从 0 到 255 的信息。\n" "[code]r8[/code] 红色通道\n" "[code]g8[/code] 绿色通道\n" "[code]b8[/code] 蓝色通道\n" -"[code]a8[/code] alpha通道\n" +"[code]a8[/code] Alpha 通道\n" "[codeblock]\n" "red = Color8(255, 0, 0)\n" "[/codeblock]" @@ -157,8 +221,8 @@ msgid "" "[/codeblock]\n" "Supported color names are the same as the constants defined in [Color]." msgstr "" -"根据标准名称 [code]name[/code] 和值在 0 到 1 区间的 [code]alpha[/code] 返回一" -"个颜色。\n" +"根据标准名称 [code]name[/code] 和值在 0 到 1 区间的 [code]alpha[/code] 返回颜" +"色。\n" "[codeblock]\n" "red = ColorN(\"red\", 1)\n" "[/codeblock]\n" @@ -470,6 +534,20 @@ msgid "" "want a true content-aware comparison, you have to use [code]deep_equal[/" "code]." msgstr "" +"根据实际的内容对两个值进行比较,对于 `Array` 或 `Dictionary` 会递归至最深一" +"层。\n" +"与 [code]==[/code] 的异同有:\n" +"- 对于 [code]null[/code]、[code]int[/code]、[code]float[/code]、" +"[code]String[/code]、[code]Object[/code]、[code]RID[/code]," +"[code]deep_equal[/code] 与 [code]==[/code] 相同。\n" +"- 对于 [code]Dictionary[/code],当且仅当双方指向同一个 [code]Dictionary[/" +"code] 时,[code]==[/code] 才会认为相等,不进行递归、完全不会考虑其内容。\n" +"- 对于 [code]Array[/code],当且仅当第一个 [code]Array[/code] 中的每一个元素都" +"与第二个 [code]Array[/code] 中的对应元素使用 [code]==[/code] 比较相等时," +"[code]==[/code] 才会认为相等。即 [code]==[/code] 会递归进 [code]Array[/" +"code],但不会递归进 [code]Dictionary[/code]。\n" +"简而言之,可能涉及 [code]Dictionary[/code] 时,如果你想要对内容敏感的比较,就" +"必须使用 [code]deep_equal[/code]。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -749,25 +827,39 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Returns a normalized value considering the given range. This is the opposite " -"of [method lerp].\n" +"Returns an interpolation or extrapolation factor considering the range " +"specified in [code]from[/code] and [code]to[/code], and the interpolated " +"value specified in [code]weight[/code]. The returned value will be between " +"[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between " +"[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is " +"located outside this range, then an extrapolation factor will be returned " +"(return value lower than [code]0.0[/code] or greater than [code]1.0[/" +"code]).\n" "[codeblock]\n" +"# The interpolation ratio in the `lerp()` call below is 0.75.\n" "var middle = lerp(20, 30, 0.75)\n" "# `middle` is now 27.5.\n" "# Now, we pretend to have forgotten the original ratio and want to get it " "back.\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" "# `ratio` is now 0.75.\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method lerp] which performs the reverse of this operation." msgstr "" -"考虑给定范围,返回归一化值。这是 [method lerp] 的逆运算。\n" +"返回插值或外推的因子。范围用 [code]from[/code] 和 [code]to[/code] 指定,插值" +"后的值用 [code]weight[/code] 指定。如果 [code]weight[/code] 在 [code]from[/" +"code] 和 [code]to[/code] 之间(包含),那么返回的值在 [code]0.0[/code] 和 " +"[code]1.0[/code] 之间。如果 [code]weight[/code] 在该范围之外,则返回的是外推" +"因子(返回值小于 [code]0.0[/code] 或大于 [code]1.0[/code])。\n" "[codeblock]\n" +"# 下面的 `lerp()` 调用时的插值比例是 0.75。\n" "var middle = lerp(20, 30, 0.75)\n" -"# `middle` 现在是 27.5\n" -"# 现在,我们假装忘记了原来的比例,想把它找回来。\n" +"# `middle` 现在是 27.5。\n" +"# 现在,我们假装忘记了原来的比例,想要找到是多少。\n" "var ratio = inverse_lerp(20, 30, 27.5)\n" -"# `ratio` 现在是 0.75。\n" -"[/codeblock]" +"# `ratio`现在是 0.75。\n" +"[/codeblock]\n" +"本操作的逆操作请参阅 [method lerp]。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" @@ -830,8 +922,11 @@ msgstr "" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" -"Linearly interpolates between two values by a normalized value. This is the " -"opposite of [method inverse_lerp].\n" +"Linearly interpolates between two values by the factor defined in " +"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be " +"between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values " +"outside this range are allowed and can be used to perform [i]extrapolation[/" +"i].\n" "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or " "[float], the return value is a [float].\n" "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the " @@ -840,10 +935,14 @@ msgid "" "[codeblock]\n" "lerp(0, 4, 0.75) # Returns 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"See also [method inverse_lerp] which performs the reverse of this operation. " +"To perform eased interpolation with [method lerp], combine it with [method " +"ease] or [method smoothstep]." msgstr "" -"用一个归一化的值在两个值之间进行线性插值。这是 [method inverse_lerp] 的逆运" -"算。\n" +"在两个值之间按照 [code]weight[/code] 定义的因数进行线性插值。进行插值时," +"[code]weight[/code] 应该在 [code]0.0[/code] 和 [code]1.0[/code] 之间(包" +"含)。然而,在此区间外的值也是允许的,可用于执行[i]外推[/i]。\n" "如果 [code]from[/code] 和 [code]to[/code] 参数类型是 [int] 或 [float],返回值" "都是 [float]。\n" "如果两者都是相同的向量类型([Vector2]、[Vector3]或[Color]),返回值将是相同的" @@ -852,14 +951,17 @@ msgstr "" "[codeblock]\n" "lerp(0, 4, 0.75) # 返回 3.0\n" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # 返回 Vector2(2, 3.5)\n" -"[/codeblock]" +"[/codeblock]\n" +"另请参阅本操作的逆运算 [method inverse_lerp]。要执行缓动的 [method lerp] 插" +"值,请将其与 [method ease] 或 [method smoothstep] 组合。" #: modules/gdscript/doc_classes/@GDScript.xml msgid "" "Linearly interpolates between two angles (in radians) by a normalized " "value.\n" "Similar to [method lerp], but interpolates correctly when the angles wrap " -"around [constant @GDScript.TAU].\n" +"around [constant @GDScript.TAU]. To perform eased interpolation with [method " +"lerp_angle], combine it with [method ease] or [method smoothstep].\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -871,8 +973,9 @@ msgid "" "[/codeblock]" msgstr "" "通过归一化值在两个角度之间(以弧度为单位)进行线性插值。\n" -"与 [method lerp] 相似,但是当角度环绕 [constant @GDScript.TAU] 时会准确插" -"值。\n" +"与 [method lerp] 相似,但是当角度环绕 [constant @GDScript.TAU] 时会准确插值。" +"要使用 [method lerp_angle] 执行缓动插值,请将其与 [method ease] 或 [method " +"smoothstep] 组合。\n" "[codeblock]\n" "extends Sprite\n" "var elapsed = 0.0\n" @@ -2147,7 +2250,7 @@ msgid "" "[b]Note:[/b] Only implemented on Android." msgstr "" "[JavaClassWrapper] 单例。\n" -"[b]注意:[/b] 仅在 Android 上实现。" +"[b]注意:[/b]仅在 Android 上实现。" #: doc/classes/@GlobalScope.xml msgid "" @@ -2155,15 +2258,23 @@ msgid "" "[b]Note:[/b] Only implemented on HTML5." msgstr "" "[JavaScript] 单例。\n" -"[b]注意:[/b] 仅在HTML5上实现。" +"[b]注意:[/b]仅在 HTML5 上实现。" #: doc/classes/@GlobalScope.xml msgid "The [Marshalls] singleton." msgstr "[Marshalls] 单例。" #: doc/classes/@GlobalScope.xml -msgid "The [EditorNavigationMeshGenerator] singleton." -msgstr "[EditorNavigationMeshGenerator] 单例。" +msgid "The [Navigation2DServer] singleton." +msgstr "[Navigation2DServer] 单例。" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationMeshGenerator] singleton." +msgstr "[NavigationMeshGenerator] 单例。" + +#: doc/classes/@GlobalScope.xml +msgid "The [NavigationServer] singleton." +msgstr "[NavigationServer] 单例。" #: doc/classes/@GlobalScope.xml msgid "The [OS] singleton." @@ -2187,20 +2298,19 @@ msgstr "[ProjectSettings] 单例。" #: doc/classes/@GlobalScope.xml msgid "The [ResourceLoader] singleton." -msgstr "[ResourceLoader]单例。" +msgstr "[ResourceLoader] 单例。" #: doc/classes/@GlobalScope.xml msgid "The [ResourceSaver] singleton." msgstr "[ResourceSaver] 单例。" #: doc/classes/@GlobalScope.xml -#, fuzzy msgid "The [Time] singleton." -msgstr "[Engine] 单例。" +msgstr "[Time] 单例。" #: doc/classes/@GlobalScope.xml msgid "The [TranslationServer] singleton." -msgstr "[TranslationServer]单例。" +msgstr "[TranslationServer] 单例。" #: doc/classes/@GlobalScope.xml msgid "The [VisualScriptEditor] singleton." @@ -2281,7 +2391,7 @@ msgstr "垂直下对齐,常用于文本派生类。" #: doc/classes/@GlobalScope.xml msgid "Scancodes with this bit applied are non-printable." -msgstr "该比特位应用的键码不可打印。" +msgstr "该比特位应用的扫描码不可打印。" #: doc/classes/@GlobalScope.xml msgid "Escape key." @@ -3445,8 +3555,13 @@ msgid "Gamepad button 22." msgstr "游戏手柄按钮22。" #: doc/classes/@GlobalScope.xml -msgid "Represents the maximum number of joystick buttons supported." -msgstr "代表支持的操纵杆按钮的最大数量。" +msgid "" +"The maximum number of game controller buttons supported by the engine. The " +"actual limit may be lower on specific platforms:\n" +"- Android: Up to 36 buttons.\n" +"- Linux: Up to 80 buttons.\n" +"- Windows and macOS: Up to 128 buttons." +msgstr "" #: doc/classes/@GlobalScope.xml msgid "DualShock circle button." @@ -3466,35 +3581,35 @@ msgstr "DualShock 三角形按钮。" #: doc/classes/@GlobalScope.xml msgid "Xbox controller B button." -msgstr "Xbox控制器B键。" +msgstr "Xbox 控制器 B 键。" #: doc/classes/@GlobalScope.xml msgid "Xbox controller A button." -msgstr "Xbox控制器的A键。" +msgstr "Xbox 控制器 A 键。" #: doc/classes/@GlobalScope.xml msgid "Xbox controller X button." -msgstr "Xbox控制器的X键。" +msgstr "Xbox 控制器 X 键。" #: doc/classes/@GlobalScope.xml msgid "Xbox controller Y button." -msgstr "Xbox控制器的Y键。" +msgstr "Xbox 控制器 Y 键。" #: doc/classes/@GlobalScope.xml msgid "Nintendo controller A button." -msgstr "任天堂控制器A键。" +msgstr "任天堂控制器 A 键。" #: doc/classes/@GlobalScope.xml msgid "Nintendo controller B button." -msgstr "任天堂控制器B键。" +msgstr "任天堂控制器 B 键。" #: doc/classes/@GlobalScope.xml msgid "Nintendo controller X button." -msgstr "任天堂控制器的X键。" +msgstr "任天堂控制器 X 键。" #: doc/classes/@GlobalScope.xml msgid "Nintendo controller Y button." -msgstr "任天堂控制器Y键。" +msgstr "任天堂控制器 Y 键。" #: doc/classes/@GlobalScope.xml msgid "Grip (side) buttons on a VR controller." @@ -3538,19 +3653,19 @@ msgstr "游戏手柄按钮开始。" #: doc/classes/@GlobalScope.xml msgid "Gamepad DPad up." -msgstr "游戏手柄 DPad 向上。" +msgstr "游戏手柄上方向键。" #: doc/classes/@GlobalScope.xml msgid "Gamepad DPad down." -msgstr "游戏手柄 DPad 向下。" +msgstr "游戏手柄下方向键。" #: doc/classes/@GlobalScope.xml msgid "Gamepad DPad left." -msgstr "游戏手柄 DPad 左。" +msgstr "游戏手柄左方向键。" #: doc/classes/@GlobalScope.xml msgid "Gamepad DPad right." -msgstr "游戏手柄 DPad 右。" +msgstr "游戏手柄右方向键。" #: doc/classes/@GlobalScope.xml msgid "Gamepad SDL guide button." @@ -3582,11 +3697,11 @@ msgstr "游戏手柄 SDL 触摸板按钮。" #: doc/classes/@GlobalScope.xml msgid "Gamepad left Shoulder button." -msgstr "游戏手柄左肩按钮。" +msgstr "游戏手柄左肩键。" #: doc/classes/@GlobalScope.xml msgid "Gamepad left trigger." -msgstr "游戏手柄的左扳机。" +msgstr "游戏手柄左扳机键。" #: doc/classes/@GlobalScope.xml msgid "Gamepad left stick click." @@ -3594,11 +3709,11 @@ msgstr "游戏手柄左键点击。" #: doc/classes/@GlobalScope.xml msgid "Gamepad right Shoulder button." -msgstr "游戏手柄右肩按钮。" +msgstr "游戏手柄右肩键。" #: doc/classes/@GlobalScope.xml msgid "Gamepad right trigger." -msgstr "游戏手柄的右扳机。" +msgstr "游戏手柄的右扳机键。" #: doc/classes/@GlobalScope.xml msgid "Gamepad right stick click." @@ -3677,32 +3792,122 @@ msgid "" msgstr "OpenVR触摸板Y轴(Oculus Touch和Windows MR控制器的操纵杆轴)。" #: doc/classes/@GlobalScope.xml -msgid "MIDI note OFF message." -msgstr "MIDI 音符关闭信息。" +msgid "" +"MIDI note OFF message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" +"MIDI 音符 OFF 消息。如何使用 MIDI 输入的信息请参阅 [InputEventMIDI] 的文档。" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI note ON message. See the documentation of [InputEventMIDI] for " +"information of how to use MIDI inputs." +msgstr "" +"MIDI 音符 ON 消息。如何使用 MIDI 输入的信息请参阅 [InputEventMIDI] 的文档。" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI aftertouch message. This message is most often sent by pressing down on " +"the key after it \"bottoms out\"." +msgstr "MIDI 触后消息。这个消息经常都是在按键“结束”后继续施压时发送。" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI control change message. This message is sent when a controller value " +"changes. Controllers include devices such as pedals and levers." +msgstr "" +"MIDI 控制变化消息。这个消息会在控制器值发生变化时发送。控制器包括踏板、推杆等" +"设备。" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI program change message. This message sent when the program patch number " +"changes." +msgstr "MIDI 音色变化消息。这个消息会在音色 Patch 号变化时发送。" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI channel pressure message. This message is most often sent by pressing " +"down on the key after it \"bottoms out\". This message is different from " +"polyphonic after-touch as it indicates the highest pressure across all keys." +msgstr "" +"MIDI 通道压力消息。这个消息经常都是在按键“结束”后继续施压时发送。这个消息与复" +"音触后不同,因为它表示的是所有键中的最大压力。" #: doc/classes/@GlobalScope.xml -msgid "MIDI note ON message." -msgstr "MIDI 音符开启信息。" +msgid "" +"MIDI pitch bend message. This message is sent to indicate a change in the " +"pitch bender (wheel or lever, typically)." +msgstr "" +"MIDI 弯音消息。发送这个消息表示弯音器(一般是弯音轮或推杆)产生了变化。" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system exclusive message. This has behavior exclusive to the device " +"you're receiving input from. Getting this data is not implemented in Godot." +msgstr "" +"MIDI 系统专有消息。行为由你所用来获取输入的设备专有。Godot 未实现该数据的获" +"取。" #: doc/classes/@GlobalScope.xml -msgid "MIDI aftertouch message." -msgstr "MIDI 触摸后信息。" +msgid "" +"MIDI quarter frame message. Contains timing information that is used to " +"synchronize MIDI devices. Getting this data is not implemented in Godot." +msgstr "" +"MIDI 四分帧消息。包含用于同步 MIDI 设备的时间信息。Godot 未实现该数据的获取。" #: doc/classes/@GlobalScope.xml -msgid "MIDI control change message." -msgstr "MIDI 控制更改信息。" +msgid "" +"MIDI song position pointer message. Gives the number of 16th notes since the " +"start of the song. Getting this data is not implemented in Godot." +msgstr "" +"MIDI 歌曲位置指针消息。提供自歌曲开始以来所经过的十六分音符数。Godot 未实现该" +"数据的获取。" #: doc/classes/@GlobalScope.xml -msgid "MIDI program change message." -msgstr "MIDI 程序变更信息。" +msgid "" +"MIDI song select message. Specifies which sequence or song is to be played. " +"Getting this data is not implemented in Godot." +msgstr "MIDI 歌曲选择消息。指定要播放的序列或歌曲。Godot 未实现该数据的获取。" #: doc/classes/@GlobalScope.xml -msgid "MIDI channel pressure message." -msgstr "MIDI 通道压力消息。" +msgid "" +"MIDI tune request message. Upon receiving a tune request, all analog " +"synthesizers should tune their oscillators." +msgstr "MIDI 调整请求消息。收到调整请求后,所有模拟合成器都应该调整其晶振。" #: doc/classes/@GlobalScope.xml -msgid "MIDI pitch bend message." -msgstr "MIDI 弯音消息。" +msgid "" +"MIDI timing clock message. Sent 24 times per quarter note when " +"synchronization is required." +msgstr "MIDI 时钟消息。需要同步时,每四分音符会发送 24 次。" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI start message. Start the current sequence playing. This message will be " +"followed with Timing Clocks." +msgstr "MIDI 开始消息。开始当前序列的播放。这个消息后会跟随时钟消息。" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI continue message. Continue at the point the sequence was stopped." +msgstr "MIDI 继续消息。从序列停止的位置继续。" + +#: doc/classes/@GlobalScope.xml +msgid "MIDI stop message. Stop the current sequence." +msgstr "MIDI 停止消息。停止当前序列。" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI active sensing message. This message is intended to be sent repeatedly " +"to tell the receiver that a connection is alive." +msgstr "MIDI 活跃感知消息。这个消息的目的是要重复发送,告知接收方连接仍存在。" + +#: doc/classes/@GlobalScope.xml +msgid "" +"MIDI system reset message. Reset all receivers in the system to power-up " +"status. It should not be sent on power-up itself." +msgstr "" +"MIDI 系统重置消息。将系统中的所有接收方重置为上电状态。本身不应在上电时发送。" #: doc/classes/@GlobalScope.xml msgid "" @@ -4086,8 +4291,8 @@ msgid "" "Hints that a color property should be edited without changing its alpha " "component, i.e. only R, G and B channels are edited." msgstr "" -"提示一个颜色属性在编辑时不能修改alpha分量,换言之,只有R、G、B三通道可以被编" -"辑。" +"提示一个颜色属性在编辑时不能修改 Alpha 分量,换言之,只有 R、G、B 三通道可以" +"被编辑。" #: doc/classes/@GlobalScope.xml msgid "Hints that an image is compressed using lossy compression." @@ -4145,19 +4350,19 @@ msgstr "该属性是一个脚本变量,应该被序列化并保存在场景文 #: doc/classes/@GlobalScope.xml msgid "Default usage (storage, editor and network)." -msgstr "默认用法(存储、编辑器和网络)。" +msgstr "默认用法(存储、编辑器和网络)。" #: doc/classes/@GlobalScope.xml msgid "" "Default usage for translatable strings (storage, editor, network and " "internationalized)." -msgstr "可翻译字符串的默认用法(存储、编辑器、网络和国际化)。" +msgstr "可翻译字符串的默认用法(存储、编辑器、网络和国际化)。" #: doc/classes/@GlobalScope.xml msgid "" "Default usage but without showing the property in the editor (storage, " "network)." -msgstr "默认用法,但不在编辑器中显示属性(存储、网络)。" +msgstr "默认用法,但不在编辑器中显示属性(存储、网络)。" #: doc/classes/@GlobalScope.xml msgid "Flag for a normal method." @@ -4173,7 +4378,7 @@ msgstr "已废弃的方法标志,未使用。" #: doc/classes/@GlobalScope.xml msgid "Flag for a constant method." -msgstr "一个常量方法的标志。" +msgstr "常量方法的标志。" #: doc/classes/@GlobalScope.xml msgid "Flag for a virtual method." @@ -4185,51 +4390,51 @@ msgstr "默认方法的标志。" #: doc/classes/@GlobalScope.xml msgid "Variable is [code]null[/code]." -msgstr "变量是 [code]null[/code]." +msgstr "变量为 [code]null[/code]。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [bool]." -msgstr "变量是[bool]类型。" +msgstr "变量类型为 [bool]。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [int]." -msgstr "变量是[int]类型。" +msgstr "变量类型为 [int]。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [float] (real)." -msgstr "变量是[float]类型(实数)。" +msgstr "变量类型为 [float](实数)。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [String]." -msgstr "变量是[String]类型。" +msgstr "变量类型为 [String]。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Vector2]." -msgstr "变量类型为[Vector2]。" +msgstr "变量类型为 [Vector2]。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Rect2]." -msgstr "变量类型为[Rect2]。" +msgstr "变量类型为 [Rect2]。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Vector3]." -msgstr "变量类型为[Vector3]。" +msgstr "变量类型为 [Vector3]。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Transform2D]." -msgstr "变量类型为[Transform2D]。" +msgstr "变量类型为 [Transform2D]。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Plane]." -msgstr "变量类型为[Plane]。" +msgstr "变量类型为 [Plane]。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Quat]." -msgstr "变量的类型为[Quat]。" +msgstr "变量的类型为 [Quat]。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [AABB]." -msgstr "变量的类型为 [AABB]." +msgstr "变量的类型为 [AABB]。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Basis]." @@ -4237,11 +4442,11 @@ msgstr "变量的类型为 [Basis]。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Transform]." -msgstr "变量的类型为 [Transform]." +msgstr "变量的类型为 [Transform]。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Color]." -msgstr "变量的类型为[Color]." +msgstr "变量的类型为 [Color]。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [NodePath]." @@ -4249,87 +4454,87 @@ msgstr "变量的类型为 [NodePath]。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [RID]." -msgstr "变量的类型为[RID]." +msgstr "变量的类型为 [RID]。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Object]." -msgstr "变量的类型为[Object]." +msgstr "变量的类型为 [Object]。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Dictionary]." -msgstr "变量的类型为[Dictionary]。" +msgstr "变量的类型为 [Dictionary]。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [Array]." -msgstr "变量的类型为[Array]。" +msgstr "变量的类型为 [Array]。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PoolByteArray]." -msgstr "变量的类型是[PoolByteArray]。" +msgstr "变量的类型是 [PoolByteArray]。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PoolIntArray]." -msgstr "变量的类型是[PoolIntArray]。" +msgstr "变量的类型是 [PoolIntArray]。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PoolRealArray]." -msgstr "变量的类型是[PoolRealArray]。" +msgstr "变量的类型是 [PoolRealArray]。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PoolStringArray]." -msgstr "变量的类型是[PoolStringArray]。" +msgstr "变量的类型是 [PoolStringArray]。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PoolVector2Array]." -msgstr "变量的类型是[PoolVector2Array]。" +msgstr "变量的类型是 [PoolVector2Array]。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PoolVector3Array]." -msgstr "变量的类型是[PoolVector3Array]。" +msgstr "变量的类型是 [PoolVector3Array]。" #: doc/classes/@GlobalScope.xml msgid "Variable is of type [PoolColorArray]." -msgstr "变量的类型是[PoolColorArray]。" +msgstr "变量的类型是 [PoolColorArray]。" #: doc/classes/@GlobalScope.xml msgid "Represents the size of the [enum Variant.Type] enum." -msgstr "表示[enum Variant.Type]枚举的大小。" +msgstr "表示 [enum Variant.Type] 枚举的大小。" #: doc/classes/@GlobalScope.xml msgid "Equality operator ([code]==[/code])." -msgstr "等于运算符([code]==[/code])。" +msgstr "等于运算符([code]==[/code])。" #: doc/classes/@GlobalScope.xml msgid "Inequality operator ([code]!=[/code])." -msgstr "不等式运算符([code]!=[/code])。" +msgstr "不等式运算符([code]!=[/code])。" #: doc/classes/@GlobalScope.xml msgid "Less than operator ([code]<[/code])." -msgstr "小于运算符([code]<[/code])。" +msgstr "小于运算符([code]<[/code])。" #: doc/classes/@GlobalScope.xml msgid "Less than or equal operator ([code]<=[/code])." -msgstr "小于或等于运算符([code]<=[/code])。" +msgstr "小于等于运算符([code]<=[/code])。" #: doc/classes/@GlobalScope.xml msgid "Greater than operator ([code]>[/code])." -msgstr "大于运算符([code]>[/code])。" +msgstr "大于运算符([code]>[/code])。" #: doc/classes/@GlobalScope.xml msgid "Greater than or equal operator ([code]>=[/code])." -msgstr "大于或等于运算符([code]> =[/code])。" +msgstr "大于等于运算符([code]> =[/code])。" #: doc/classes/@GlobalScope.xml msgid "Addition operator ([code]+[/code])." -msgstr "加法运算符([code]+[/code])。" +msgstr "加法运算符([code]+[/code])。" #: doc/classes/@GlobalScope.xml msgid "Subtraction operator ([code]-[/code])." -msgstr "减法运算符([code]-[/code])。" +msgstr "减法运算符([code]-[/code])。" #: doc/classes/@GlobalScope.xml msgid "Multiplication operator ([code]*[/code])." -msgstr "乘法运算符([code]*[/code])。" +msgstr "乘法运算符([code]*[/code])。" #: doc/classes/@GlobalScope.xml msgid "Division operator ([code]/[/code])." @@ -4337,23 +4542,23 @@ msgstr "除法运算符([code]/[/code])。" #: doc/classes/@GlobalScope.xml msgid "Unary negation operator ([code]-[/code])." -msgstr "一元减号运算符([code]-[/code])。" +msgstr "一元减号运算符([code]-[/code])。" #: doc/classes/@GlobalScope.xml msgid "Unary plus operator ([code]+[/code])." -msgstr "一元加号运算符([code]+[/code])。" +msgstr "一元加号运算符([code]+[/code])。" #: doc/classes/@GlobalScope.xml msgid "Remainder/modulo operator ([code]%[/code])." -msgstr "余数/取模运算符([code]%[/code])。" +msgstr "余数/取模运算符([code]%[/code])。" #: doc/classes/@GlobalScope.xml msgid "String concatenation operator ([code]+[/code])." -msgstr "字符串串联运算符([code]+[/code])。" +msgstr "字符串连接运算符([code]+[/code])。" #: doc/classes/@GlobalScope.xml msgid "Left shift operator ([code]<<[/code])." -msgstr "左移运算符([code]<<[/code])。" +msgstr "左移运算符([code]<<[/code])。" #: doc/classes/@GlobalScope.xml msgid "Right shift operator ([code]>>[/code])." @@ -4361,43 +4566,43 @@ msgstr "右移运算符([code]>>[/code])。" #: doc/classes/@GlobalScope.xml msgid "Bitwise AND operator ([code]&[/code])." -msgstr "按位AND运算符([code]&[/code])。" +msgstr "按位与运算符([code]&[/code])。" #: doc/classes/@GlobalScope.xml msgid "Bitwise OR operator ([code]|[/code])." -msgstr "按位或运算符([code]|[/code])。" +msgstr "按位或运算符([code]|[/code])。" #: doc/classes/@GlobalScope.xml msgid "Bitwise XOR operator ([code]^[/code])." -msgstr "按位XOR运算符([code]^[/code])。" +msgstr "按位异或运算符([code]^[/code])。" #: doc/classes/@GlobalScope.xml msgid "Bitwise NOT operator ([code]~[/code])." -msgstr "按位NOT运算符([code]〜[/code])。" +msgstr "按位非运算符([code]~[/code])。" #: doc/classes/@GlobalScope.xml msgid "Logical AND operator ([code]and[/code] or [code]&&[/code])." -msgstr "逻辑AND运算符([code]and[/code]或[code]&&[/code])。" +msgstr "逻辑与运算符([code]and[/code] 或 [code]&&[/code])。" #: doc/classes/@GlobalScope.xml msgid "Logical OR operator ([code]or[/code] or [code]||[/code])." -msgstr "逻辑或运算符([code]或[/code]或[code]||[/code])。" +msgstr "逻辑或运算符([code]or[/code] 或 [code]||[/code])。" #: doc/classes/@GlobalScope.xml msgid "Logical XOR operator (not implemented in GDScript)." -msgstr "逻辑XOR运算符(未在GDScript中实现)。" +msgstr "逻辑异或运算符(未在 GDScript 中实现)。" #: doc/classes/@GlobalScope.xml msgid "Logical NOT operator ([code]not[/code] or [code]![/code])." -msgstr "逻辑NOT运算符([code]not[/code]或[code]![/code])。" +msgstr "逻辑非运算符([code]not[/code] 或 [code]![/code])。" #: doc/classes/@GlobalScope.xml msgid "Logical IN operator ([code]in[/code])." -msgstr "逻辑IN运算符([code]in[/code])。" +msgstr "逻辑 IN 运算符([code]in[/code])。" #: doc/classes/@GlobalScope.xml msgid "Represents the size of the [enum Variant.Operator] enum." -msgstr "表示[enum Variant.Operator]枚举的大小。" +msgstr "表示 [enum Variant.Operator] 枚举的大小。" #: doc/classes/AABB.xml msgid "Axis-Aligned Bounding Box." @@ -4410,33 +4615,30 @@ msgid "" "typically used for fast overlap tests.\n" "It uses floating-point coordinates. The 2D counterpart to [AABB] is " "[Rect2].\n" -"Negative values for [member size] are not supported and will not work for " -"most methods. Use [method abs] to get an AABB with a positive size.\n" "[b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses " "integer coordinates." msgstr "" "[AABB] 由一个位置、一个大小和几个实用函数组成。它通常用于快速重叠测试。\n" "它使用浮点坐标。[AABB] 的 2D 对应物为 [Rect2]。\n" +"不支持负数的 [member size],大多数方法会无法正常工作。请使用 [method abs] 获" +"取正数大小的 AABB。\n" "[b]注意:[/b]与 [Rect2] 不同,[AABB] 没有使用整数坐标的变体。" #: doc/classes/AABB.xml doc/classes/Basis.xml doc/classes/Plane.xml #: doc/classes/Rect2.xml doc/classes/Transform.xml doc/classes/Transform2D.xml #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "$DOCS_URL/tutorials/math/index.html" -msgstr "" +msgstr "$DOCS_URL/tutorials/math/index.html" #: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml #: doc/classes/Vector3.xml msgid "$DOCS_URL/tutorials/math/vector_math.html" -msgstr "" +msgstr "$DOCS_URL/tutorials/math/vector_math.html" #: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml #: doc/classes/Vector3.xml -#, fuzzy msgid "$DOCS_URL/tutorials/math/vectors_advanced.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/math/vectors_advanced." -"html" +msgstr "$DOCS_URL/tutorials/math/vectors_advanced.html" #: doc/classes/AABB.xml msgid "Constructs an [AABB] from a position and size." @@ -4483,7 +4685,7 @@ msgstr "返回该 [AABB] 的体积。" msgid "" "Returns the center of the [AABB], which is equal to [member position] + " "([member size] / 2)." -msgstr "" +msgstr "返回该 [AABB] 的中心点,等于 [member position] + ([member size] / 2)。" #: doc/classes/AABB.xml msgid "Gets the position of the 8 endpoints of the [AABB] in space." @@ -4804,10 +5006,10 @@ msgid "" "[b]Note:[/b] This function only makes sense when the context is started with " "[constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]." msgstr "" -"获取此上下文的当前IV状态(调用[method update]时会更新IV)。通常不需要此函" -"数。\n" -"[b]注意:[/b]仅当上下文以[constant MODE_CBC_ENCRYPT]或[constant " -"MODE_CBC_DECRYPT]开头时,此函数才有意义。" +"获取此上下文的当前 IV 状态(调用 [method update] 时会更新 IV)。通常不需要此" +"函数。\n" +"[b]注意:[/b]仅当上下文以 [constant MODE_CBC_ENCRYPT] 或 [constant " +"MODE_CBC_DECRYPT] 开头时,此函数才有意义。" #: doc/classes/AESContext.xml msgid "" @@ -4875,11 +5077,8 @@ msgstr "" #: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml #: doc/classes/AnimationPlayer.xml -#, fuzzy msgid "$DOCS_URL/tutorials/2d/2d_sprite_animation.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/2d/2d_sprite_animation." -"html" +msgstr "$DOCS_URL/tutorials/2d/2d_sprite_animation.html" #: doc/classes/AnimatedSprite.xml doc/classes/Area2D.xml #: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml @@ -5168,7 +5367,7 @@ msgstr "" #: doc/classes/Animation.xml doc/classes/AnimationPlayer.xml msgid "$DOCS_URL/tutorials/animation/index.html" -msgstr "" +msgstr "$DOCS_URL/tutorials/animation/index.html" #: doc/classes/Animation.xml msgid "Adds a track to the Animation." @@ -5179,7 +5378,7 @@ msgid "" "Returns the animation name at the key identified by [code]key_idx[/code]. " "The [code]track_idx[/code] must be the index of an Animation Track." msgstr "" -"返回由 [code]key_idx[/code]标识的键处的动画名称。 [code]track_idx[/code]必须" +"返回由 [code]key_idx[/code] 标识的键处的动画名称。[code]track_idx[/code] 必须" "是动画轨道的索引。" #: doc/classes/Animation.xml @@ -5188,8 +5387,8 @@ msgid "" "code] (in seconds). The [code]track_idx[/code] must be the index of an " "Animation Track." msgstr "" -"在给定的[code]time[/code](以秒为单位)中插入值[code]animation[/code]的键。 " -"[code]track_idx[/code]必须是动画轨道的索引。" +"在给定的 [code]time[/code](以秒为单位)中插入值 [code]animation[/code] 的" +"键。[code]track_idx[/code] 必须是动画轨道的索引。" #: doc/classes/Animation.xml msgid "" @@ -5275,7 +5474,7 @@ msgid "" "[code]track_idx[/code] must be the index of a Bezier Track." msgstr "" "返回由 [code]key_idx[/code] 识别的键的输入句柄, [code]track_idx[/code] 必须" -"是 Bezier轨道的索引。" +"是贝塞尔轨道的索引。" #: doc/classes/Animation.xml msgid "" @@ -5283,15 +5482,15 @@ msgid "" "[code]track_idx[/code] must be the index of a Bezier Track." msgstr "" "返回由 [code]key_idx[/code] 识别的键的输出句柄, [code]track_idx[/code] 必须" -"是 Bezier轨道的索引。" +"是贝塞尔轨道的索引。" #: doc/classes/Animation.xml msgid "" "Returns the value of the key identified by [code]key_idx[/code]. The " "[code]track_idx[/code] must be the index of a Bezier Track." msgstr "" -"返回由 [code]key_idx[/code] 识别的键的值, [code]track_idx[/code] 必须是 " -"Bezier轨道的索引。" +"返回由 [code]key_idx[/code] 识别的键的值, [code]track_idx[/code] 必须是贝塞" +"尔轨道的索引。" #: doc/classes/Animation.xml msgid "" @@ -5301,18 +5500,18 @@ msgid "" "point, [code]out_handle[/code] is the right-side one, while [code]value[/" "code] is the actual value at this point." msgstr "" -"在给定的[code]时间[/code]插入一个贝塞尔轨道键,单位为秒。[code]track_idx[/" -"code] 必须是 Bezier轨道的索引。\n" -"[code]in_handle[/code]是添加的Bezier曲线点的左侧权重,[code]out_handle[/code]" -"是右侧权重,而[code]value[/code]是这个点的实际值。" +"在给定的时间 [code]time[/code] 处插入贝塞尔轨道键,单位为秒。" +"[code]track_idx[/code] 必须是贝塞尔轨道的索引。\n" +"[code]in_handle[/code] 是添加的贝塞尔曲线点的左侧权重,[code]out_handle[/" +"code] 是右侧权重,而 [code]value[/code] 是这个点的实际值。" #: doc/classes/Animation.xml msgid "" "Returns the interpolated value at the given [code]time[/code] (in seconds). " "The [code]track_idx[/code] must be the index of a Bezier Track." msgstr "" -"返回给定 [code]time[/code]处的插值(以秒为单位)。 [code]track_idx[/code]必须" -"是 Bezier轨道的索引。" +"返回给定 [code]time[/code] 处的插值(以秒为单位)。 [code]track_idx[/code] 必" +"须是贝塞尔轨道的索引。" #: doc/classes/Animation.xml msgid "" @@ -5321,7 +5520,7 @@ msgid "" "Bezier Track." msgstr "" "将 [code]key_idx[/code] 所标识的键的 in handle 设置为 [code]in_handle[/code] " -"值。[code]track_idx[/code] 必须是 Bezier轨道的索引。" +"值。[code]track_idx[/code] 必须是贝塞尔轨道的索引。" #: doc/classes/Animation.xml msgid "" @@ -5330,15 +5529,15 @@ msgid "" "Bezier Track." msgstr "" "将由 [code]key_idx[/code] 确定的关键帧的输出柄设置为 [code]out_handle[/" -"code] 。参数 [code]track_idx[/code] 必须是贝塞尔曲线轨道的索引。" +"code] 。参数 [code]track_idx[/code] 必须是贝塞尔轨道的索引。" #: doc/classes/Animation.xml msgid "" "Sets the value of the key identified by [code]key_idx[/code] to the given " "value. The [code]track_idx[/code] must be the index of a Bezier Track." msgstr "" -"将 [code]key_idx[/code] 所标识的键值设置为给定值。[code]track_idx[/code]必须" -"是 Bezier轨道的索引。" +"将 [code]key_idx[/code] 所标识的键值设置为给定值。[code]track_idx[/code] 必须" +"是贝塞尔轨道的索引。" #: doc/classes/Animation.xml msgid "Clear the animation (clear all tracks and reset all)." @@ -5609,8 +5808,8 @@ msgid "" "also be used to animate sub-properties of vectors and colors (e.g. alpha " "value of a [Color])." msgstr "" -"Bezier轨迹用于使用自定义曲线对数值进行插值。它们也可以用来对向量和颜色的子属" -"性进行动画处理(例如[Color]的alpha值)。" +"贝塞尔轨道可以用来根据自定义曲线对数值进行插值。它们也可以用来对向量和颜色的" +"子属性进行动画处理(例如 [Color] 的 Alpha 值)。" #: doc/classes/Animation.xml msgid "" @@ -5686,11 +5885,8 @@ msgstr "" #: doc/classes/AnimationNodeTimeScale.xml doc/classes/AnimationNodeTimeSeek.xml #: doc/classes/AnimationNodeTransition.xml doc/classes/AnimationTree.xml #: doc/classes/AnimationTreePlayer.xml -#, fuzzy msgid "$DOCS_URL/tutorials/animation/animation_tree.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/animation/animation_tree." -"html" +msgstr "$DOCS_URL/tutorials/animation/animation_tree.html" #: doc/classes/AnimationNode.xml msgid "" @@ -6523,7 +6719,6 @@ msgid "" msgstr "按照最短路径从当前状态过渡到另一个状态。" #: doc/classes/AnimationNodeStateMachineTransition.xml -#, fuzzy msgid "" "Turn on auto advance when this condition is set. The provided name will " "become a boolean parameter on the [AnimationTree] that can be controlled " @@ -6536,11 +6731,11 @@ msgid "" "(linear_velocity.x == 0)\n" "[/codeblock]" msgstr "" -"设置此条件,开启自动前进。提供的名称将成为[AnimationTree]上的一个布尔参数,可" -"以通过代码控制,参阅[url=https://docs.godotengine.org/zh_CN/stable/tutorials/" -"animation/animation_tree.html#controlling-from-code][/url]。例如,如果" -"[member AnimationTree.tree_root]是一个[AnimationNodeStateMachine],[member " -"advance_condition]被设置为[code]\"idle\"[/code]。\n" +"设置此条件,开启自动前进。提供的名称将成为 [AnimationTree] 上的一个布尔参数," +"可以通过代码控制,请参阅 [url=$DOCS_URL/tutorials/animation/animation_tree." +"html#controlling-from-code][/url]。例如,如果 [member AnimationTree." +"tree_root] 是一个 [AnimationNodeStateMachine],[member advance_condition] 被" +"设置为 [code]\"idle\"[/code]。\n" "[codeblock]\n" "$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and " "(linear_velocity.x == 0)\n" @@ -6945,8 +7140,8 @@ msgid "" "animation plays at normal speed. If it's 0.5, then it plays at half speed. " "If it's 2, then it plays at double speed." msgstr "" -"速度缩放比。例如,如果这个值是1,那么动画以正常速度播放。如果是0.5,则以半速" -"播放。如果是2,则以双倍速度播放。" +"速度缩放比。例如,如果这个值是 1,那么动画以正常速度播放。如果是 0.5,则以半" +"速播放。如果是 2,则以双倍速度播放。" #: doc/classes/AnimationPlayer.xml msgid "" @@ -6957,10 +7152,10 @@ msgid "" "defined by the reset animation, if any, with the editor keeping the values " "that the nodes had before saving." msgstr "" -"这由编辑器使用。如果设置为 [code]true[/code],场景在保存时将应用重置动画的效" -"果(就像它回到 0 时间点),然后在保存后恢复原状。\n" -"换句话说,保存的场景文件将包含“默认状态”,是由重置动画定义,如果有,编辑器保" -"持节点在保存前的值。" +"由编辑器使用。如果设置为 [code]true[/code],场景在保存时将应用重置动画的效果" +"(就像它回到 0 时间点),然后在保存后恢复原状。\n" +"换句话说,如果存在重置动画,那么保存的场景文件中包含的就是由其定义的“默认姿" +"势”,编辑器会保持节点在保存前的值。" #: doc/classes/AnimationPlayer.xml msgid "The node from which node path references will travel." @@ -7054,10 +7249,10 @@ msgid "" "track of type [constant Animation.TYPE_TRANSFORM], returns an identity " "transformation. See also [member root_motion_track] and [RootMotionView]." msgstr "" -"检索[member root_motion_track]的运动,作为一个可以在其他地方使用的" -"[Transform]。如果[member root_motion_track]不是一个[constant Animation." -"TYPE_TRANSFORM]类型轨道的路径,返回一个变换ID。参阅[member root_motion_track]" -"和[RootMotionView]。" +"检索 [member root_motion_track] 的运动,作为一个可以在其他地方使用的 " +"[Transform]。如果 [member root_motion_track] 不是 [constant Animation." +"TYPE_TRANSFORM] 类型轨道的路径,则返回恒等变换。请参阅 [member " +"root_motion_track] 和 [RootMotionView]。" #: doc/classes/AnimationTree.xml msgid "If [code]true[/code], the [AnimationTree] will be processing." @@ -7133,11 +7328,11 @@ msgid "" "depending on the graph.\n" "See [AnimationTree] for a more full-featured replacement of this node." msgstr "" -"[i]已弃用。[/i] 节点图示工具,用于混合绑定在[AnimationPlayer]上的多个动画。对" -"于给角色或其他基于骨架的配件制作动画特别有用。它可以结合几个动画来形成一个所" -"需的姿势。\n" -"它从[AnimationPlayer]节点获取[Animation],并根据图示将它们混合起来。\n" -"参阅[AnimationTree]以获得该节点的更全面的功能替代。" +"[i]已弃用。[/i]节点图示工具,用于混合绑定在 [AnimationPlayer] 上的多个动画。" +"对于给角色或其他基于骨架的配件制作动画特别有用。它可以结合几个动画来形成一个" +"所需的姿势。\n" +"它从 [AnimationPlayer] 节点获取 [Animation],并根据图示将它们混合起来。\n" +"请参阅 [AnimationTree] 以获得该节点的更全面的功能替代。" #: doc/classes/AnimationTreePlayer.xml msgid "Adds a [code]type[/code] node to the graph with name [code]id[/code]." @@ -7896,11 +8091,8 @@ msgstr "" "参数(重力、阻尼),并将音频路由到一个自定义的音频总线。" #: doc/classes/Area2D.xml -#, fuzzy msgid "$DOCS_URL/tutorials/physics/using_area_2d.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/physics/using_area_2d." -"html" +msgstr "$DOCS_URL/tutorials/physics/using_area_2d.html" #: doc/classes/Area2D.xml doc/classes/CollisionShape2D.xml #: doc/classes/RectangleShape2D.xml @@ -8372,10 +8564,10 @@ msgstr "" "func _ready():\n" " var a = [\"one\", \"two\", \"three\", \"four\"]\n" " # `compare`是在这个对象中定义的,所以我们用`self`作为`obj`参数。\n" -" print(a.bsearch_custom(\"three\", self, \"compare\", true))# 预期的值是" +" print(a.bsearch_custom(\"three\", self, \"compare\", true)) # 预期的值是 " "2。\n" "[/codeblock]\n" -"[b]注意:[/b] 在未排序的数组上调用[method bsearch_custom]会导致预料之外的行" +"[b]注意:[/b]在未排序的数组上调用 [method bsearch_custom] 会导致预料之外的行" "为。" #: doc/classes/Array.xml @@ -8448,8 +8640,8 @@ msgid "" "execution when running from the editor." msgstr "" "返回数组的第一个元素。如果数组为空,则打印错误并返回 [code]null[/code]。\n" -"[b]注:[/b]调用这个函数和写[code]array[0][/code]是不一样的,如果数组为空,从" -"编辑器运行时按索引访问将暂停项目执行。" +"[b]注意:[/b]调用这个函数和写 [code]array[0][/code] 是不一样的,如果数组为" +"空,从编辑器运行时按索引访问将暂停项目执行。" #: doc/classes/Array.xml msgid "" @@ -8488,8 +8680,8 @@ msgid "" "[b]Note:[/b] Arrays with equal contents can still produce different hashes. " "Only the exact same arrays will produce the same hashed integer value." msgstr "" -"返回这个数组的整数哈希值\n" -"[b]注意:[/b] 仅仅内容相同的数组会产生不同的哈希值, 必须要完全一致的数组才会产" +"返回代表这个数组及其内容的整数哈希值。\n" +"[b]注意:[/b]仅仅内容相同的数组会产生不同的哈希值, 必须要完全一致的数组才会产" "生相同的哈希值." #: doc/classes/Array.xml @@ -8501,11 +8693,11 @@ msgid "" "element is close to the beginning of the array (index 0). This is because " "all elements placed after the newly inserted element have to be reindexed." msgstr "" -"在给定的数组位置插入一个新值. 位置必须合法, 或者在数组末尾([code]pos == " -"size()[/code]).\n" -"[b]注意:[/b] 这个数组没有返回值.\n" -"[b]注意:[/b] 在较大的数组中, 如果插入值的位置在数组偏前的位置, 这个方法的运行" -"速度会比较慢, 因为在插入值后面所有的元素都要被重新索引." +"在给定的数组位置插入一个新值。位置必须合法,或者是在数组末尾([code]pos == " +"size()[/code])。\n" +"[b]注意:[/b]该方法在原地执行,没有返回值。\n" +"[b]注意:[/b]在较大的数组中,如果插入值的位置在数组偏前的位置,这个方法的运行" +"速度会比较慢,因为在插入值后面所有的元素都要被重新索引。" #: doc/classes/Array.xml doc/classes/PoolByteArray.xml #: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml @@ -8588,9 +8780,9 @@ msgid "" "push_back] as it will reindex all the array's elements every time it's " "called. The larger the array, the slower [method push_front] will be." msgstr "" -"在数组的开头添加一个元素。参阅[method push_back]。\n" -"[b]注意:[/b] 在大数组中,这个方法比[method push_back]慢得多,因为每次调用它都" -"会重新索引所有数组的元素。数组越大,[method push_front]的速度就越慢。" +"在数组的开头添加一个元素。请参阅 [method push_back]。\n" +"[b]注意:[/b]在大数组中,这个方法比 [method push_back] 慢得多,因为每次调用它" +"都会重新索引所有数组的元素。数组越大,[method push_front] 的速度就越慢。" #: doc/classes/Array.xml msgid "" @@ -8603,9 +8795,9 @@ msgid "" "all elements placed after the removed element have to be reindexed." msgstr "" "按索引从数组中移除一个元素。如果索引在数组中不存在,则什么也不会发生。要通过" -"搜索一个元素的值来移除它,请使用[method erase]来代替。\n" -"[b]注意:[/b] 这个方法是就地操作,不返回值。\n" -"[b]注意:[/b] 在大数组中,如果被删除的元素靠近数组的开头(索引0),这个方法会" +"搜索一个元素的值来移除它,请使用 [method erase] 来代替。\n" +"[b]注意:[/b]这个方法是就地操作,不返回值。\n" +"[b]注意:[/b]在大数组中,如果被删除的元素靠近数组的开头(索引 0),这个方法会" "比较慢。这是因为所有放置在被移除元素之后的元素都要被重新索引。" #: doc/classes/Array.xml @@ -8637,7 +8829,10 @@ msgstr "" "randi] 等方法一致。如果你想每次都使用新的种子,让打乱无法重现,则可以调用 " "[method @GDScript.randomize]。" -#: doc/classes/Array.xml +#: doc/classes/Array.xml 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 msgid "Returns the number of elements in the array." msgstr "返回数组中元素的个数。" @@ -8772,11 +8967,8 @@ msgstr "" "learnopengl.com/Advanced-OpenGL/Face-culling]环绕顺序[/url]。" #: doc/classes/ArrayMesh.xml -#, fuzzy msgid "$DOCS_URL/tutorials/3d/procedural_geometry/arraymesh.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/3d/procedural_geometry/" -"arraymesh.html" +msgstr "$DOCS_URL/tutorials/3d/procedural_geometry/arraymesh.html" #: doc/classes/ArrayMesh.xml msgid "" @@ -8903,7 +9095,7 @@ msgstr "" #: doc/classes/ArrayMesh.xml msgid "Sets the blend shape mode to one of [enum Mesh.BlendShapeMode]." -msgstr "将混合形状模式设置为[enum Mesh.BlendShapeMode]之一。" +msgstr "将混合形状模式设置为 [enum Mesh.BlendShapeMode] 之一。" #: doc/classes/ArrayMesh.xml doc/classes/PrimitiveMesh.xml msgid "" @@ -9070,9 +9262,9 @@ msgid "" "can be used to create shadows/reflections on surfaces or for generating " "collision shapes." msgstr "" -"如果由[ARVRInterface]提供,这将返回一个锚的网格对象。对于一个锚,这可以是一个" -"与被追踪物体相关的形状,也可以是一个提供与锚相关的拓扑的网格,可以用于在表面" -"上创建阴影/反射,或者用于生成碰撞形状。" +"如果由 [ARVRInterface] 提供,这将返回一个锚的网格对象。对于一个锚,这可以是一" +"个与被追踪物体相关的形状,也可以是一个提供与锚相关的拓扑的网格,可以用于在表" +"面上创建阴影/反射,或者用于生成碰撞形状。" #: doc/classes/ARVRAnchor.xml msgid "" @@ -9140,7 +9332,7 @@ msgstr "" #: doc/classes/ARVRInterface.xml doc/classes/ARVROrigin.xml #: doc/classes/ARVRPositionalTracker.xml doc/classes/ARVRServer.xml msgid "$DOCS_URL/tutorials/vr/index.html" -msgstr "" +msgstr "$DOCS_URL/tutorials/vr/index.html" #: doc/classes/ARVRController.xml msgid "A spatial node representing a spatially-tracked controller." @@ -9295,8 +9487,8 @@ 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" -"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。" +"接口应以这样的方式编写,只需启用它们就可以为我们提供工作配置。您可以通过 " +"[ARVRServer] 查询可用接口。" #: doc/classes/ARVRInterface.xml msgid "" @@ -9410,8 +9602,8 @@ msgid "" "main viewport for other purposes." msgstr "" "这个接口输出到一个外部设备。如果使用主视窗,屏幕上的输出是一个未经修改的左眼" -"或右眼的缓冲区,如果没有将视窗尺寸更改为[method get_render_targetsize]的相同" -"长宽比,则被拉伸。使用一个单独的视窗节点可以释放出主视窗,用于其他用途。" +"或右眼的缓冲区,如果没有将视窗尺寸更改为 [method get_render_targetsize] 的相" +"同长宽比,则被拉伸。使用一个单独的视窗节点可以释放出主视窗,用于其他用途。" #: doc/classes/ARVRInterface.xml msgid "" @@ -9574,8 +9766,8 @@ msgid "" "tracker type and matches the ID you need to specify for nodes such as the " "[ARVRController] and [ARVRAnchor] nodes." msgstr "" -"返回内部跟踪器的ID。这是对每个跟踪器类型的唯一标识,与你需要为" -"[ARVRController]和[ARVRAnchor]节点指定的ID相匹配。" +"返回内部跟踪器的 ID。这是对每个跟踪器类型的唯一标识,与你需要为 " +"[ARVRController] 和 [ARVRAnchor] 节点指定的 ID 相匹配。" #: doc/classes/ARVRPositionalTracker.xml msgid "Returns [code]true[/code] if this device tracks orientation." @@ -9739,7 +9931,7 @@ msgstr "" msgid "" "Returns the reference frame transform. Mostly used internally and exposed " "for GDNative build interfaces." -msgstr "返回引用帧的变换。主要在内部使用,并公开在GDNative构建接口中。" +msgstr "返回引用帧的变换。主要在内部使用,并公开在 GDNative 构建接口中。" #: doc/classes/ARVRServer.xml msgid "Returns the positional tracker at the given ID." @@ -9810,7 +10002,7 @@ msgstr "追踪器追踪基站的位置。" #: doc/classes/ARVRServer.xml msgid "The tracker tracks the location and size of an AR anchor." -msgstr "追踪器追踪AR锚的位置和大小。" +msgstr "追踪器追踪 AR 锚的位置和大小。" #: doc/classes/ARVRServer.xml msgid "Used internally to filter trackers of any known type." @@ -10112,10 +10304,10 @@ msgid "" "the one with the smallest ID will be returned, ensuring a deterministic " "result." msgstr "" -"返回离[code]to_position[/code]最近的点的ID,可以选择将禁用的点考虑在内。如果" -"点池中没有点,返回[code]-1[/code]。\n" -"[b]注意:[/b] 如果几个点都是离[code]to_position[/code]最近的点,将返回ID最小的" -"那个点,以保证结果的确定性。" +"返回离 [code]to_position[/code] 最近的点的 ID,可以选择将禁用的点考虑在内。如" +"果点池中没有点,返回 [code]-1[/code]。\n" +"[b]注意:[/b]如果几个点都是离 [code]to_position[/code] 最近的点,将返回 ID 最" +"小的那个点,以保证结果的确定性。" #: doc/classes/AStar.xml msgid "" @@ -10568,7 +10760,7 @@ msgid "" "Stores position, muting, solo, bypass, effects, effect position, volume, and " "the connections between buses. See [AudioServer] for usage." msgstr "" -"存储位置、静音、独奏、旁路、效果、效果位置、音量以及总线之间的连接。使用方法" +"存储位置、静音、独奏、旁通、效果、效果位置、音量以及总线之间的连接。使用方法" "参阅 [AudioServer] 。" #: doc/classes/AudioEffect.xml @@ -10828,7 +11020,7 @@ msgid "" "Two tap delay and feedback options." msgstr "" "为音频总线添加延迟音频效果。在一段时间后回放输入信号。\n" -"两个阀值延迟和反馈选项。" +"两个节拍延迟和反馈选项。" #: doc/classes/AudioEffectDelay.xml msgid "" @@ -10920,14 +11112,12 @@ msgstr "" #: doc/classes/AudioEffectDistortion.xml doc/classes/AudioEffectFilter.xml #: doc/classes/AudioEffectHighShelfFilter.xml #: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml -#, fuzzy msgid "$DOCS_URL/tutorials/audio/audio_buses.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/audio/audio_buses.html" +msgstr "$DOCS_URL/tutorials/audio/audio_buses.html" #: doc/classes/AudioEffectDistortion.xml msgid "Distortion power. Value can range from 0 to 1." -msgstr "失真度。值的范围可在0到1之间。" +msgstr "失真度。值的范围可在 0 到 1 之间。" #: doc/classes/AudioEffectDistortion.xml msgid "" @@ -11018,8 +11208,8 @@ msgid "" "over frequencies from 31 Hz to 16000 Hz.\n" "Each frequency can be modulated between -60/+24 dB." msgstr "" -"为音频总线添加10段均衡器音频效果。让你控制31Hz到16000Hz的频率。\n" -"每个频率可以在-60/+24dB之间进行调制。" +"为音频总线添加 10 段均衡器音频效果。让你控制 31Hz 到 16000Hz 的频率。\n" +"每个频率可以在 -60/+24dB 之间进行调制。" #: doc/classes/AudioEffectEQ10.xml msgid "" @@ -11036,18 +11226,18 @@ msgid "" "Band 10: 16000 Hz\n" "See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ21]." msgstr "" -"频段:频段1:31赫兹\n" -"频段1:31赫兹\n" -"频段2:62赫兹\n" -"频段3:125赫兹\n" -"频段4:250赫兹\n" -"频段5:500赫兹\n" -"频段6:1000赫兹\n" -"频段7:2000赫兹\n" -"频段8:4000赫兹\n" -"频段9:8000赫兹\n" -"频段10:16000赫兹\n" -"参阅[AudioEffectEQ]、[AudioEffectEQ6]、[AudioEffectEQ21]。" +"频段:\n" +"频段 1:31 Hz\n" +"频段 2:62 Hz\n" +"频段 3:125 Hz\n" +"频段 4:250 Hz\n" +"频段 5:500 Hz\n" +"频段 6:1000 Hz\n" +"频段 7:2000 Hz\n" +"频段 8:4000 Hz\n" +"频段 9:8000 Hz\n" +"频段 10:16000 Hz\n" +"另请参阅 [AudioEffectEQ]、[AudioEffectEQ6]、[AudioEffectEQ21]。" #: doc/classes/AudioEffectEQ21.xml msgid "" @@ -11084,29 +11274,29 @@ msgid "" "Band 21: 22000 Hz\n" "See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ10]." msgstr "" -"频段:频段1:22赫兹\n" -"频段1:22赫兹\n" -"频段2:32赫兹\n" -"频段3:44赫兹\n" -"频段4:63赫兹\n" -"频段5:90赫兹\n" -"频段6:125赫兹\n" -"频段7:175赫兹\n" -"频段8:250赫兹\n" -"频段9:350赫兹\n" -"频段10:500赫兹\n" -"频段11:700赫兹\n" -"频段12:1000赫兹\n" -"频段13:1400赫兹\n" -"频段14:2000赫兹\n" -"频段15:2800赫兹\n" -"频段16:4000赫兹\n" -"频段17:5600赫兹\n" -"频段18:8000赫兹\n" -"频段19:11000赫兹\n" -"频段20:16000赫兹\n" -"频段21:22000赫兹\n" -"参阅[AudioEffectEQ]、[AudioEffectEQ6]、[AudioEffectEQ10]。" +"频段:\n" +"频段 1:22 Hz\n" +"频段 2:32 Hz\n" +"频段 3:44 Hz\n" +"频段 4:63 Hz\n" +"频段 5:90 Hz\n" +"频段 6:125 Hz\n" +"频段 7:175 Hz\n" +"频段 8:250 Hz\n" +"频段 9:350 Hz\n" +"频段 10:500 Hz\n" +"频段 11:700 Hz\n" +"频段 12:1000 Hz\n" +"频段 13:1400 Hz\n" +"频段 14:2000 Hz\n" +"频段 15:2800 Hz\n" +"频段 16:4000 Hz\n" +"频段 17:5600 Hz\n" +"频段 18:8000 Hz\n" +"频段 19:11000 Hz\n" +"频段 20:16000 Hz\n" +"频段 21:22000 Hz\n" +"另请参阅 [AudioEffectEQ]、[AudioEffectEQ6]、[AudioEffectEQ10]。" #: doc/classes/AudioEffectEQ6.xml msgid "" @@ -11128,14 +11318,14 @@ msgid "" "Band 6: 10000 Hz\n" "See also [AudioEffectEQ], [AudioEffectEQ10], [AudioEffectEQ21]." msgstr "" -"频段:频段1:32赫兹\n" -"频段1:32赫兹\n" -"频段2:100赫兹\n" -"频段3:320赫兹\n" -"频段4:1000赫兹\n" -"频段5:3200赫兹\n" -"频段6:10000赫兹\n" -"另请参阅[AudioEffectEQ]、[AudioEffectEQ10]、[AudioEffectEQ21]。" +"频段:\n" +"频段 1:32 Hz\n" +"频段 2:100 Hz\n" +"频段 3:320 Hz\n" +"频段 4:1000 Hz\n" +"频段 5:3200 Hz\n" +"频段 6:10000 Hz\n" +"另请参阅 [AudioEffectEQ]、[AudioEffectEQ10]、[AudioEffectEQ21]。" #: doc/classes/AudioEffectFilter.xml msgid "Adds a filter to the audio bus." @@ -11389,25 +11579,26 @@ msgid "Represents the size of the [enum FFT_Size] enum." msgstr "表示[enum FFT_Size]枚举的大小。" #: doc/classes/AudioEffectRecord.xml -msgid "Audio effect used for recording sound from a microphone." +#, fuzzy +msgid "Audio effect used for recording the sound from an audio bus." msgstr "用于录制来自麦克风的声音的音频效果。" #: doc/classes/AudioEffectRecord.xml +#, fuzzy msgid "" -"Allows the user to record sound from a microphone. It sets and gets the " -"format in which the audio file will be recorded (8-bit, 16-bit, or " -"compressed). It checks whether or not the recording is active, and if it is, " -"records the sound. It then returns the recorded sample." +"Allows the user to record the sound from an audio bus. This can include all " +"audio output by Godot when used on the \"Master\" audio bus.\n" +"Can be used (with an [AudioStreamMicrophone]) to record from a microphone.\n" +"It sets and gets the format in which the audio file will be recorded (8-bit, " +"16-bit, or compressed). It checks whether or not the recording is active, " +"and if it is, records the sound. It then returns the recorded sample." msgstr "" "允许用户录制来自麦克风的声音。它设置和获取记录音频文件的格式(8位,16位或压" "缩)。它检查录音是否处于活动状态,如果是,则记录声音。然后返回记录的样本。" #: doc/classes/AudioEffectRecord.xml -#, fuzzy msgid "$DOCS_URL/tutorials/audio/recording_with_microphone.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/audio/" -"recording_with_microphone.html" +msgstr "$DOCS_URL/tutorials/audio/recording_with_microphone.html" #: doc/classes/AudioEffectRecord.xml msgid "Returns the recorded sample." @@ -11570,15 +11761,15 @@ msgstr "https://godotengine.org/asset-library/asset/528" #: doc/classes/AudioServer.xml msgid "Adds a bus at [code]at_position[/code]." -msgstr "在[code]at_position[/code]处添加一条总线。" +msgstr "在 [code]at_position[/code] 处添加一条总线。" #: doc/classes/AudioServer.xml msgid "" "Adds an [AudioEffect] effect to the bus [code]bus_idx[/code] at " "[code]at_position[/code]." msgstr "" -"在[code]bus_idx[/code]at[code]at_position[/code]处给总线添加[AudioEffect]效" -"果。" +"为索引为 [code]bus_idx[/code] 的总线在 [code]at_position[/code] 处添加 " +"[AudioEffect] 效果。" #: doc/classes/AudioServer.xml msgid "" @@ -11685,15 +11876,15 @@ msgid "" "If [code]true[/code], the bus at index [code]bus_idx[/code] is bypassing " "effects." msgstr "" -"如果[code]true[/code],则位于index[code]bus_idx[/code]的总线会绕过效果。" +"如果为 [code]true[/code],则位于索引 [code]bus_idx[/code] 的总线会绕过效果。" #: doc/classes/AudioServer.xml msgid "" "If [code]true[/code], the effect at index [code]effect_idx[/code] on the bus " "at index [code]bus_idx[/code] is enabled." msgstr "" -"如果[code]true[/code],则启用索引[code]effect_idx[/code]在索引[code]bus_idx[/" -"code]的总线上的效果。" +"如果为 [code]true[/code],则启用索引 [code]effect_idx[/code] 在索引 " +"[code]bus_idx[/code] 的总线上的效果。" #: doc/classes/AudioServer.xml msgid "If [code]true[/code], the bus at index [code]bus_idx[/code] is muted." @@ -11814,10 +12005,8 @@ msgstr "" #: doc/classes/AudioStream.xml doc/classes/AudioStreamPlayer.xml #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml -#, fuzzy msgid "$DOCS_URL/tutorials/audio/audio_streams.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/audio/audio_streams.html" +msgstr "$DOCS_URL/tutorials/audio/audio_streams.html" #: doc/classes/AudioStream.xml doc/classes/AudioStreamGenerator.xml #: doc/classes/AudioStreamGeneratorPlayback.xml @@ -11937,9 +12126,9 @@ msgid "" "efficient than [method push_buffer] in C# and compiled languages via " "GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript." msgstr "" -"将单个音频数据帧推送到缓冲区。在C#和通过GDNative编译的语言中,这通常比" -"[method push_buffer]效率低,但在GDScript中[method push_frame]可能[i]更高效[/" -"i]。" +"将单个音频数据帧推送到缓冲区。在 C# 和通过 GDNative 编译的语言中通常比 " +"[method push_buffer] 效率低,但在 GDScript 中 [method push_frame] 可能[i]更高" +"效[/i]。" #: modules/minimp3/doc_classes/AudioStreamMP3.xml msgid "MP3 audio stream driver." @@ -11975,7 +12164,7 @@ msgid "" "Can play, loop, pause a scroll through audio. See [AudioStream] and " "[AudioStreamOGGVorbis] for usage." msgstr "" -"可以播放,循环,暂停滚动音频。有关用法,请参阅[AudioStream]和" +"可以播放、循环、暂停滚动音频。有关用法,请参阅 [AudioStream] 和 " "[AudioStreamOGGVorbis]。" #: doc/classes/AudioStreamPlayer.xml @@ -11994,17 +12183,17 @@ msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "Returns the position in the [AudioStream] in seconds." -msgstr "返回[AudioStream]中的位置,单位为秒。" +msgstr "返回 [AudioStream] 中的位置,单位为秒。" #: doc/classes/AudioStreamPlayer.xml msgid "" "Returns the [AudioStreamPlayback] object associated with this " "[AudioStreamPlayer]." -msgstr "返回与此[AudioStreamPlayer]关联的[AudioStreamPlayback]对象。" +msgstr "返回与此 [AudioStreamPlayer] 关联的 [AudioStreamPlayback] 对象。" #: doc/classes/AudioStreamPlayer.xml msgid "Plays the audio from the given [code]from_position[/code], in seconds." -msgstr "从给定的[code]from_position[/code]播放音频,以秒为单位。" +msgstr "从给定的 [code]from_position[/code] 播放音频,以秒为单位。" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml #: doc/classes/AudioStreamPlayer3D.xml @@ -12018,7 +12207,7 @@ msgstr "停止音频。" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml msgid "If [code]true[/code], audio plays when added to scene tree." -msgstr "如果[code]true[/code],则在添加到场景树时播放音频。" +msgstr "为 [code]true[/code] 时在添加到场景树时播放音频。" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml msgid "Bus on which this audio is playing." @@ -12057,7 +12246,7 @@ msgstr "" #: doc/classes/AudioStreamPlayer.xml msgid "Volume of sound, in dB." -msgstr "音量,单位为dB。" +msgstr "音量,单位为 dB。" #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml #: doc/classes/AudioStreamPlayer3D.xml @@ -12558,10 +12747,8 @@ msgstr "" "看到效果。" #: doc/classes/BakedLightmap.xml -#, fuzzy msgid "$DOCS_URL/tutorials/3d/baked_lightmaps.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/3d/baked_lightmaps.html" +msgstr "$DOCS_URL/tutorials/3d/baked_lightmaps.html" #: doc/classes/BakedLightmap.xml msgid "" @@ -12971,8 +13158,8 @@ msgstr "" "如果 [code]true[/code],按钮为按下状态。表示按钮被按下或切换(如果 [member " "toggle_mode] 处于激活状态)。仅当 [member toggle_mode] 为 [code]true[/code] " "时才有效。\n" -"[b]注:[/b]设置 [member pressed] 将导致 [signal toggled] 触发。如果你想在不触" -"发该信号的情况下更改按下状态,请使用 [method set_pressed_no_signal]。" +"[b]注意:[/b]设置 [member pressed] 将导致 [signal toggled] 触发。如果你想在不" +"触发该信号的情况下更改按下状态,请使用 [method set_pressed_no_signal]。" #: doc/classes/BaseButton.xml msgid "[ShortCut] associated to the button." @@ -13072,25 +13259,20 @@ msgid "" "For more information, read the \"Matrices and transforms\" documentation " "article." msgstr "" -"用于三维旋转和缩放的 3×3 矩阵。几乎总是用作变换的正交基础。\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础向量。对于这" -"种用途,它由一个缩放矩阵和一个旋转矩阵组成,依次为 (M=R.S)。\n" +"用于三维旋转和缩放的 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,它由一个缩放矩阵和一个旋转矩阵组成,依次为 (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" "(由于缩放)。\n" "更多信息请阅读文档中的《矩阵和变换》一文。" #: doc/classes/Basis.xml doc/classes/Transform.xml doc/classes/Transform2D.xml -#, fuzzy msgid "$DOCS_URL/tutorials/math/matrices_and_transforms.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/math/" -"matrices_and_transforms.html" +msgstr "$DOCS_URL/tutorials/math/matrices_and_transforms.html" #: doc/classes/Basis.xml doc/classes/Transform.xml -#, fuzzy msgid "$DOCS_URL/tutorials/3d/using_transforms.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/3d/using_transforms.html" +msgstr "$DOCS_URL/tutorials/3d/using_transforms.html" #: doc/classes/Basis.xml doc/classes/Line2D.xml doc/classes/Transform.xml #: doc/classes/Transform2D.xml doc/classes/Vector2.xml doc/classes/Vector3.xml @@ -13126,9 +13308,9 @@ msgid "" "Consider using the [Quat] constructor instead, which uses a quaternion " "instead of Euler angles." msgstr "" -"根据给定的欧拉角构造一个纯旋转基础矩阵(按照 YXZ 惯例:当*合成时,先 Y,然后 " -"X,最后 Z),向量格式为(X 角,Y 角,Z 角)。\n" -"可以考虑使用[Quat]构造函数代替,它使用四元组代替欧拉角。" +"根据给定的欧拉角构造一个纯旋转的基矩阵(按照 YXZ 惯例:当*合成*时,先 Y、然" +"后 X、最后 Z),向量格式为(X 角、Y 角、Z 角)。\n" +"可以考虑使用 [Quat] 构造函数代替,它使用四元组代替欧拉角。" #: doc/classes/Basis.xml msgid "" @@ -13136,12 +13318,12 @@ msgid "" "[code]axis[/code] by [code]phi[/code], in radians. The axis must be a " "normalized vector." msgstr "" -"构造一个纯旋转基阵,以弧度为单位,围绕给定的 [code]axis[/code] 旋转 " -"[code]phi[/code] 个弧度。轴必须是归一化向量。" +"构造一个纯旋转的基矩阵,围绕给定的 [code]axis[/code] 旋转 [code]phi[/code] 个" +"弧度。轴必须是归一化向量。" #: doc/classes/Basis.xml msgid "Constructs a basis matrix from 3 axis vectors (matrix columns)." -msgstr "从 3 个轴向量(矩阵列)构造一个基础矩阵。" +msgstr "从 3 个轴向量(矩阵列)构造一个基矩阵。" #: doc/classes/Basis.xml msgid "" @@ -13151,9 +13333,8 @@ msgid "" "determinant means the basis isn't invertible, and is usually considered " "invalid." msgstr "" -"返回基数矩阵的行列式。如果基数是均匀缩放的,它的行列式是缩放的平方。\n" -"负的行列式意味着基数的比例是负的。负的行列式意味着基数不可逆,通常被认为无" -"效。" +"返回基矩阵的行列式。如果基是均匀缩放的,它的行列式是缩放的平方。\n" +"负的行列式意味着基的比例是负的。负的行列式意味着基不可逆,通常被认为无效。" #: doc/classes/Basis.xml msgid "" @@ -13164,10 +13345,10 @@ msgid "" "Consider using the [method get_rotation_quat] method instead, which returns " "a [Quat] quaternion instead of Euler angles." msgstr "" -"以欧拉角的形式返回基础的旋转角度(按照 YXZ 惯例:分解时,先 Z、再 X、最后 " -"Y)。返回的向量包含格式为(X角、Y角、Z角)的旋转角。\n" -"可以考虑使用 [method get_rotation_quat] 代替,该方法返回的是[Quat]四元组而不" -"是欧拉角。" +"以欧拉角的形式返回基的旋转角度(按照 YXZ 惯例:分解时,先 Z、再 X、最后 Y)。" +"返回的向量包含格式为(X角、Y角、Z角)的旋转角。\n" +"可以考虑使用 [method get_rotation_quat] 代替,该方法返回的是 [Quat] 四元组而" +"不是欧拉角。" #: doc/classes/Basis.xml msgid "" @@ -13177,9 +13358,9 @@ msgid "" "orientation of the object. It is mainly used by the [GridMap] editor. For " "further details, refer to the Godot source code." msgstr "" -"这个函数考虑将单位球面上的旋转分解成24个点,沿向量(x,y,z)放置,每个分量为-1、" -"0或1,并返回最能代表物体方向的点的索引。它主要由 [GridMap] 编辑器使用。更多细" -"节请参考Godot源码。" +"这个函数考虑将单位球面上的旋转分解成 24 个点,沿向量 (x,y,z) 放置,每个分量" +"为 -1、0 或 1,并返回最能代表物体方向的点的索引。它主要由 [GridMap] 编辑器使" +"用。更多细节请参考 Godot 源码。" #: doc/classes/Basis.xml msgid "" @@ -13187,7 +13368,7 @@ msgid "" "get_euler] if you need Euler angles, but keep in mind quaternions should " "generally be preferred to Euler angles." msgstr "" -"以四元数的形式返回基础的旋转。如果你需要欧拉角,请参阅 [method get_euler] 方" +"以四元数的形式返回基的旋转。如果你需要欧拉角,请参阅 [method get_euler] 方" "法,但通常首选四元数而不是欧拉角。" #: doc/classes/Basis.xml @@ -13207,9 +13388,9 @@ msgid "" "[b]Note:[/b] For complicated reasons, the epsilon argument is always " "discarded. Don't use the epsilon argument, it does nothing." msgstr "" -"如果这个 basis 和[code]b[/code]近似相等,返回[code]true[/code],是通过对每个" -"分量调用[code]is_equal_approx[/code]。\n" -"[b]注意:[/b] 由于复杂的原因,epsilon参数总是被丢弃,不要使用它,它没有任何作" +"如果这个基和 [code]b[/code] 近似相等,返回 [code]true[/code],比较是通过对每" +"个分量调用 [code]is_equal_approx[/code] 完成的。\n" +"[b]注意:[/b]由于复杂的原因,epsilon参数总是被丢弃,不要使用它,它没有任何作" "用。" #: doc/classes/Basis.xml @@ -13219,7 +13400,7 @@ msgid "" "Gram-Schmidt orthonormalization on the basis of the matrix." msgstr "" "返回矩阵的正交归一化版本(对于正交矩阵来说,偶尔调用以避免四舍五入错误是有用" -"的)。这将在矩阵的基础上执行 Gram-Schmidt 正交化。" +"的)。这将在矩阵的基上执行 Gram-Schmidt 正交化。" #: doc/classes/Basis.xml msgid "" @@ -13242,15 +13423,15 @@ msgstr "" #: doc/classes/Basis.xml msgid "Transposed dot product with the X axis of the matrix." -msgstr "矩阵X轴的转置点积。" +msgstr "与矩阵 X 轴的转置点积。" #: doc/classes/Basis.xml msgid "Transposed dot product with the Y axis of the matrix." -msgstr "与矩阵Y轴的转置点积。" +msgstr "与矩阵 Y 轴的转置点积。" #: doc/classes/Basis.xml msgid "Transposed dot product with the Z axis of the matrix." -msgstr "与矩阵Z轴的转置点积。" +msgstr "与矩阵 Z 轴的转置点积。" #: doc/classes/Basis.xml msgid "Returns the transposed version of the matrix." @@ -13266,26 +13447,26 @@ msgid "" "[b]Note:[/b] This results in a multiplication by the inverse of the matrix " "only if it represents a rotation-reflection." msgstr "" -"返回一个由转置基数矩阵变换(乘法)的向量。\n" -"[b]注意:[/b]只有当矩阵代表旋转反射时,才会产生矩阵的反相乘法。" +"返回一个由转置基矩阵变换(乘法)的向量。\n" +"[b]注意:[/b]只有当矩阵代表旋转反射时,才会产生矩阵的反相乘法。" #: doc/classes/Basis.xml doc/classes/Transform2D.xml msgid "" "The basis matrix's X vector (column 0). Equivalent to array index [code]0[/" "code]." -msgstr "基本矩阵的X向量(第0列)。等效于数组索引[code]0[/code]。" +msgstr "基矩阵的 X 向量(第 0 列)。等效于数组索引 [code]0[/code]。" #: doc/classes/Basis.xml doc/classes/Transform2D.xml msgid "" "The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/" "code]." -msgstr "基础矩阵的Y向量(第1列)。相当于数组索引[code]1[/code]。" +msgstr "基矩阵的 Y 向量(第 1 列)。相当于数组索引 [code]1[/code]。" #: doc/classes/Basis.xml msgid "" "The basis matrix's Z vector (column 2). Equivalent to array index [code]2[/" "code]." -msgstr "基础矩阵的Z向量(第2列)。相当于数组索引[code]2[/code]。" +msgstr "基矩阵的 Z 向量(第 2 列)。相当于数组索引 [code]2[/code]。" #: doc/classes/Basis.xml msgid "" @@ -13294,31 +13475,31 @@ msgid "" "This constant can be used to make your code clearer, and for consistency " "with C#." msgstr "" -"无旋转或缩放的单位基底。\n" -"这与调用[code]Basis()[/code]而不使用任何参数是一样的。这个常量可以用来让你的" -"代码更清晰,并与C#保持一致。" +"恒等基,未应用旋转或缩放。\n" +"这与不带任何参数调用 [code]Basis()[/code] 是一样的。这个常量可以用来让你的代" +"码更清晰,并与 C# 保持一致。" #: doc/classes/Basis.xml msgid "" "The basis that will flip something along the X axis when used in a " "transformation." -msgstr "在变换中使用时,会沿 X 轴翻转某物的基础。" +msgstr "在变换中使用时,会沿 X 轴翻转某物的基。" #: doc/classes/Basis.xml msgid "" "The basis that will flip something along the Y axis when used in a " "transformation." -msgstr "在变换中使用时,会沿 Y 轴翻转某物的基础。" +msgstr "在变换中使用时,会沿 Y 轴翻转某物的基。" #: doc/classes/Basis.xml msgid "" "The basis that will flip something along the Z axis when used in a " "transformation." -msgstr "在变换中使用时,会沿 Z 轴翻转某物的基础。" +msgstr "在变换中使用时,会沿 Z 轴翻转某物的基。" #: doc/classes/BitMap.xml msgid "Boolean matrix." -msgstr "布尔矩阵." +msgstr "布尔矩阵。" #: doc/classes/BitMap.xml msgid "" @@ -13341,8 +13522,8 @@ msgid "" "that position is equal to [code]threshold[/code] or less, and [code]true[/" "code] in other case." msgstr "" -"创建一个与给定图像尺寸相匹配的位图,如果图像在该位置的alpha值等于" -"[code]threshold[/code]或更小,则位图的每个元素都设置为[code]false[/code],其" +"创建一个与给定图像尺寸相匹配的位图,如果图像在该位置的 Alpha 值等于 " +"[code]threshold[/code] 或更小,则位图的每个元素都设置为[code]false[/code],其" "他情况下为[code]true[/code]。" #: doc/classes/BitMap.xml @@ -13869,7 +14050,7 @@ msgstr "[Button]文本的[Font]。" #: doc/classes/Button.xml msgid "[StyleBox] used when the [Button] is disabled." -msgstr "当[Button]被禁用时,使用[StyleBox]。" +msgstr "当 [Button] 被禁用时,使用的 [StyleBox]。" #: doc/classes/Button.xml msgid "" @@ -13902,8 +14083,8 @@ msgid "" "Only one allows being pressed.\n" "[member BaseButton.toggle_mode] should be [code]true[/code]." msgstr "" -"[Button]组。所有直接和间接的子按钮都成为 radios。只有一个允许被按下。\n" -"[member BaseButton.toggle_mode]应该是[code]true[/code]。" +"[Button] 组。所有直接和间接的子按钮都成为单选按钮。只有一个允许被按下。\n" +"[member BaseButton.toggle_mode] 应该是 [code]true[/code]。" #: doc/classes/ButtonGroup.xml msgid "" @@ -14262,7 +14443,6 @@ msgstr "" "(默认)。" #: doc/classes/Camera.xml -#, fuzzy msgid "" "Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" "url] by tracking positions of objects that are changed in [code]_process[/" @@ -14270,12 +14450,12 @@ msgid "" "objects affect how audio is perceived (changing the audio's [member " "AudioStreamPlayer3D.pitch_scale])." msgstr "" -"通过跟踪在 [code]_process[/code] 中改变的物体位置来模拟[url=https://en." -"wikipedia.org/wiki/Doppler_effect]多普勒效应[/url]。与这些物体相比,该相机的" -"相对速度的变化会影响音频的感知方式(改变音频的 [code]pitch shift[/code])。" +"通过跟踪在 [code]_process[/code] 中改变的物体位置来模拟[url=https://zh." +"wikipedia.org/wiki/%E5%A4%9A%E6%99%AE%E5%8B%92%E6%95%88%E5%BA%94]多普勒效应[/" +"url]。与这些物体相比,该相机的相对速度的变化会影响音频的感知方式(改变音频的 " +"[member AudioStreamPlayer3D.pitch_scale])。" #: doc/classes/Camera.xml -#, fuzzy msgid "" "Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" "url] by tracking positions of objects that are changed in " @@ -14283,9 +14463,10 @@ msgid "" "camera compared to those objects affect how audio is perceived (changing the " "audio's [member AudioStreamPlayer3D.pitch_scale])." msgstr "" -"通过跟踪在 [code]_process[/code] 中改变的物体位置来模拟[url=https://en." -"wikipedia.org/wiki/Doppler_effect]多普勒效应[/url]。与这些物体相比,该相机的" -"相对速度的变化会影响音频的感知方式(改变音频的 [code]pitch shift[/code])。" +"通过跟踪在 [code]_process[/code] 中改变的物体位置来模拟[url=https://zh." +"wikipedia.org/wiki/%E5%A4%9A%E6%99%AE%E5%8B%92%E6%95%88%E5%BA%94]多普勒效应[/" +"url]。与这些物体相比,该相机的相对速度的变化会影响音频的感知方式(改变音频的 " +"[member AudioStreamPlayer3D.pitch_scale])。" #: doc/classes/Camera2D.xml msgid "Camera node for 2D scenes." @@ -14348,6 +14529,10 @@ msgid "" "or [member Node2D.global_position], as it is affected by the [code]drag[/" "code] properties." msgstr "" +"返回该摄像机的位置 [code]position[/code](该摄像机试图跟随的跟踪点),相对于" +"原点。\n" +"[b]注意:[/b]返回的值与 [member Node2D.position] 或 [member Node2D." +"global_position] 均不相同,因为它会受到 [code]drag[/code] 属性的影响。" #: doc/classes/Camera2D.xml msgid "" @@ -14356,6 +14541,9 @@ msgid "" "[b]Note:[/b] The real [code]position[/code] of the camera may be different, " "see [method get_camera_position]." msgstr "" +"返回该 [Camera2D] 的屏幕中心位置,相对于原点。\n" +"[b]注意:[/b]摄像机实际的位置 [code]position[/code] 可能是不同的,请参阅 " +"[method get_camera_position]。" #: doc/classes/Camera2D.xml msgid "" @@ -14380,7 +14568,6 @@ msgid "" msgstr "使之成为场景(视窗和图层)的当前2D相机,以防场景中有很多相机。" #: doc/classes/Camera2D.xml -#, fuzzy msgid "" "Sets the camera's position immediately to its current smoothing " "destination.\n" @@ -14388,7 +14575,7 @@ msgid "" "code]." msgstr "" "将相机的位置立即设置为其当前平滑的目标位置。\n" -"如果禁用了平滑功能,则没有效果。" +"当 [member smoothing_enabled] 为 [code]false[/code] 时,本方法没有效果。" #: doc/classes/Camera2D.xml msgid "" @@ -14507,7 +14694,6 @@ msgid "" msgstr "以像素为单位的右滚动限制。当达到这个值时,相机停止移动。" #: doc/classes/Camera2D.xml -#, fuzzy msgid "" "If [code]true[/code], the camera smoothly stops when reaches its limits.\n" "This property has no effect if [member smoothing_enabled] is [code]false[/" @@ -14516,10 +14702,10 @@ msgid "" "without smoothing, even with this setting enabled, invoke [method " "reset_smoothing]." msgstr "" -"如果 [code]true[/code],相机在达到极限时平滑地停止。\n" -"如果平滑被禁用,这将不起作用。\n" +"为 [code]true[/code] 时,相机会在达到极限时平滑地停止。\n" +"当 [member smoothing_enabled] 为 [code]false[/code] 时,该属性无效。\n" "[b]注意:[/b]要立即将相机的位置更新到限制范围内而不进行平滑,即使启用了此设" -"置,也要调用[method reset_smoothing]。" +"置,也要调用 [method reset_smoothing]。" #: doc/classes/Camera2D.xml msgid "" @@ -14539,9 +14725,9 @@ msgid "" "initial offset." msgstr "" "相机的水平偏移,相对于拖动边距。\n" -"[b]注:[/b] 偏移量 H 仅用于强制执行相对于边距的偏移,如果启用拖动边距,它不会" -"以任何方式更新,并可用于设置初始偏移量。如果启用了拖动边距,它不会以任何方式" -"更新,可以用来设置初始偏移。" +"[b]注意:[/b]Offset H 仅用于强制执行相对于边距的偏移,如果启用拖动边距,它不" +"会以任何方式更新,并可用于设置初始偏移量。如果启用了拖动边距,它不会以任何方" +"式更新,可以用来设置初始偏移。" #: doc/classes/Camera2D.xml msgid "" @@ -14549,23 +14735,23 @@ msgid "" "[b]Note:[/b] Used the same as [member offset_h]." msgstr "" "相机相对于拖动边距的垂直偏移。\n" -"[b]注:[/b] 与[member offset_h]使用相同。" +"[b]注意:[/b]用法与 [member offset_h] 相同。" #: doc/classes/Camera2D.xml msgid "The camera's process callback. See [enum Camera2DProcessMode]." msgstr "相机的过程回调。请参阅[enum Camera2DProcessMode]。" #: doc/classes/Camera2D.xml -#, fuzzy msgid "If [code]true[/code], the camera view rotates with the target." -msgstr "如果[code]true[/code],则相机随目标旋转。" +msgstr "为 [code]true[/code] 时,相机视图将随目标旋转。" #: doc/classes/Camera2D.xml msgid "" "If [code]true[/code], the camera smoothly moves towards the target at " "[member smoothing_speed]." msgstr "" -"如果[code]true[/code],相机以[member smoothing_speed]的速度平滑地朝目标移动。" +"为 [code]true[/code] 时,相机将以 [member smoothing_speed] 的速度平滑地朝目标" +"移动。" #: doc/classes/Camera2D.xml msgid "" @@ -14616,16 +14802,16 @@ msgstr "通过相机源,您可以访问连接到设备的单个物理相机。 msgid "" "A camera feed gives you access to a single physical camera attached to your " "device. When enabled, Godot will start capturing frames from the camera " -"which can then be used.\n" +"which can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " "textures and need to be combined in a shader. Godot does this automatically " "for you if you set the environment to show the camera image in the " "background." msgstr "" "通过相机源,你可以访问连接到设备的单个物理相机。启用后,Godot 将开始从相机捕" -"获帧,然后使用。\n" -"[b]注意:[/b]很多相机会返回YCbCr图像,这些图像被分成两个纹理,需要在着色器中" -"组合。如果你将环境设置为在背景中显示相机图像,Godot 会自动为将执行此操作。" +"获帧,然后使用。另请参阅 [CameraServer]。\n" +"[b]注意:[/b]很多相机会返回 YCbCr 图像,这些图像被分成两个纹理,需要在着色器" +"中组合。如果你将环境设置为在背景中显示相机图像,Godot 会自动为将执行此操作。" #: doc/classes/CameraFeed.xml msgid "Returns the unique ID for this feed." @@ -14653,7 +14839,7 @@ msgstr "没有为该源设置图像。" #: doc/classes/CameraFeed.xml msgid "Feed supplies RGB images." -msgstr "源提供RGB图像。" +msgstr "源提供 RGB 图像。" #: doc/classes/CameraFeed.xml msgid "Feed supplies YCbCr images that need to be converted to RGB." @@ -14663,7 +14849,7 @@ msgstr "源提供的 YCbCr 图像需要转换成 RGB 图像。" msgid "" "Feed supplies separate Y and CbCr images that need to be combined and " "converted to RGB." -msgstr "源提供单独的Y和CbCr图像,需要合并并转换为RGB。" +msgstr "源提供单独的 Y 和 CbCr 图像,需要合并并转换为 RGB。" #: doc/classes/CameraFeed.xml msgid "Unspecified position." @@ -14679,53 +14865,59 @@ msgstr "相机安装在了设备后部。" #: doc/classes/CameraServer.xml msgid "Server keeping track of different cameras accessible in Godot." -msgstr "服务器跟踪Godot中可访问的不同摄像头。" +msgstr "服务器跟踪 Godot 中可访问的不同摄像头。" #: doc/classes/CameraServer.xml msgid "" "The [CameraServer] keeps track of different cameras accessible in Godot. " "These are external cameras such as webcams or the cameras on your phone.\n" -"It is notably used to provide AR modules with a video feed from the camera." +"It is notably used to provide AR modules with a video feed from the camera.\n" +"[b]Note:[/b] This class is currently only implemented on macOS and iOS. On " +"other platforms, no [CameraFeed]s will be available." msgstr "" -"[CameraServer]记录了Godot中可访问的不同摄像机。这些是外部摄像机,如网络摄像机" -"或手机上的摄像机。\n" -"它主要用于为AR模块提供来自摄像机的视频资料。" +"[CameraServer] 记录了 Godot 中可访问的不同摄像机。这些是外部摄像机,如网络摄" +"像头或手机上的摄像机。\n" +"它主要用于为 AR 模块提供来自摄像机的视频源。\n" +"[b]注意:[/b]这个类目前只在 macOS 和 iOS 上实现。在其他平台上没有可用的 " +"[CameraFeed]。" #: doc/classes/CameraServer.xml -msgid "Adds a camera feed to the camera server." -msgstr "将相机源添加到相机服务。" +msgid "Adds the camera [code]feed[/code] to the camera server." +msgstr "将相机源 [code]feed[/code] 添加到摄像机服务器中。" #: doc/classes/CameraServer.xml msgid "Returns an array of [CameraFeed]s." msgstr "返回一个 [CameraFeed] 数组。" #: doc/classes/CameraServer.xml -msgid "Returns the [CameraFeed] with this id." -msgstr "返回具有此ID的[CameraFeed]。" +msgid "" +"Returns the [CameraFeed] corresponding to the camera with the given " +"[code]index[/code]." +msgstr "返回与给定索引 [code]index[/code] 的摄像机对应的 [CameraFeed]。" #: doc/classes/CameraServer.xml msgid "Returns the number of [CameraFeed]s registered." -msgstr "返回注册的[CameraFeed]的数量。" +msgstr "返回注册的 [CameraFeed] 的数量。" #: doc/classes/CameraServer.xml -msgid "Removes a [CameraFeed]." -msgstr "移除[CameraFeed]。" +msgid "Removes the specified camera [code]feed[/code]." +msgstr "移除指定的相机源 [code]feed[/code]。" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is added (e.g. webcam is plugged in)." -msgstr "当添加[CameraFeed]时触发,例如,插入网络摄像头。" +msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." +msgstr "当添加 [CameraFeed] 时触发(例如,插入网络摄像头)。" #: doc/classes/CameraServer.xml -msgid "Emitted when a [CameraFeed] is removed (e.g. webcam is unplugged)." -msgstr "移除 [CameraFeed] 时触发,例如拔掉网络摄像头。" +msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)." +msgstr "当移除 [CameraFeed] 时触发(例如,拔掉网络摄像头)。" #: doc/classes/CameraServer.xml msgid "The RGBA camera image." msgstr "RGBA 相机图像。" #: doc/classes/CameraServer.xml -msgid "The YCbCr camera image." -msgstr "YCbCr 相机图像。" +msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." +msgstr "[url=https://zh.wikipedia.org/zh-cn/YCbCr]YCbCr[/url] 摄像机图像。" #: doc/classes/CameraServer.xml msgid "The Y component camera image." @@ -14745,8 +14937,8 @@ msgid "" "[b]Note:[/b] Many cameras supply YCbCr images which need to be converted in " "a shader." msgstr "" -"该纹理可以访问[CameraFeed]提供的相机纹理。\n" -"[b]注意:[/b]许多相机提供需要在着色器中转换的YCbCr图像。" +"该纹理可以访问 [CameraFeed] 提供的相机纹理。\n" +"[b]注意:[/b]许多相机提供需要在着色器中转换的 YCbCr 图像。" #: doc/classes/CameraTexture.xml msgid "The ID of the [CameraFeed] for which we want to display the image." @@ -14763,8 +14955,8 @@ msgid "" "Which image within the [CameraFeed] we want access to, important if the " "camera image is split in a Y and CbCr component." msgstr "" -"我们要访问[CameraFeed]中的哪个图像,如果相机图像被分割成Y和CbCr组件,这一点很" -"重要。" +"我们要访问 [CameraFeed] 中的哪个图像,如果相机图像被分割成 Y 和 CbCr 组件,这" +"一点很重要。" #: doc/classes/CanvasItem.xml msgid "Base class of anything 2D." @@ -14817,14 +15009,11 @@ msgstr "" #: doc/classes/CanvasItem.xml doc/classes/CanvasLayer.xml #: doc/classes/InputEvent.xml doc/classes/Viewport.xml msgid "$DOCS_URL/tutorials/2d/2d_transforms.html" -msgstr "" +msgstr "$DOCS_URL/tutorials/2d/2d_transforms.html" #: doc/classes/CanvasItem.xml doc/classes/Control.xml doc/classes/Node2D.xml -#, fuzzy msgid "$DOCS_URL/tutorials/2d/custom_drawing_in_2d.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/2d/custom_drawing_in_2d." -"html" +msgstr "$DOCS_URL/tutorials/2d/custom_drawing_in_2d.html" #: doc/classes/CanvasItem.xml msgid "" @@ -14834,10 +15023,12 @@ msgstr "引擎调用的可覆盖函数(如果定义了)来绘制画布项目 #: doc/classes/CanvasItem.xml msgid "" -"Draws an arc between the given angles. The larger the value of " -"[code]point_count[/code], the smoother the curve." +"Draws a unfilled arc between the given angles. The larger the value of " +"[code]point_count[/code], the smoother the curve. See also [method " +"draw_circle]." msgstr "" -"在给定的角度之间画一条弧线。[code]point_count[/code] 的值越大,曲线越平滑。" +"在给定的角度之间绘制未填充的弧线。[code]point_count[/code] 的值越大,曲线越平" +"滑。另请参阅 [method draw_circle]。" #: doc/classes/CanvasItem.xml msgid "" @@ -14848,49 +15039,70 @@ msgstr "" "与可选的下一个字符的字偶距。" #: doc/classes/CanvasItem.xml -msgid "Draws a colored circle." -msgstr "画一个彩色的圆。" +msgid "" +"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"draw_polyline] and [method draw_polygon]." +msgstr "" +"绘制一个彩色、未填充的圆。另请参阅 [method draw_arc]、[method " +"draw_polyline]、[method draw_polygon]。" #: doc/classes/CanvasItem.xml -msgid "Draws a colored polygon of any amount of points, convex or concave." -msgstr "绘制任意数量点的彩色多边形,凸或凹。" +msgid "" +"Draws a colored polygon of any amount of points, convex or concave. Unlike " +"[method draw_polygon], a single color must be specified for the whole " +"polygon." +msgstr "" +"绘制由任意数量的点构成的彩色多边形,可以是凸多边形也可以是凹多边形。与 " +"[method draw_polygon] 不同,只能为整个多边形必须指定单一颜色。" #: doc/classes/CanvasItem.xml msgid "" "Draws a line from a 2D point to another, with a given color and width. It " -"can be optionally antialiased." +"can be optionally antialiased. See also [method draw_multiline] and [method " +"draw_polyline]." msgstr "" -"绘制一条从 2D 点到另一个点的线,具有给定的颜色和宽度。它可以选择抗锯齿。" +"使用给定的颜色和宽度,绘制一条从一个 2D 点到另一个点的直线。还可以选择抗锯" +"齿。另请参阅 [method draw_multiline] 和 [method draw_polyline]。" #: doc/classes/CanvasItem.xml msgid "" "Draws a [Mesh] in 2D, using the provided texture. See [MeshInstance2D] for " "related documentation." msgstr "" -"使用所提供的纹理以2D方式绘制一个[Mesh]。相关文档请参阅[MeshInstance2D]。" +"使用所提供的纹理以 2D 方式绘制一个 [Mesh]。相关文档请参阅 [MeshInstance2D]。" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]color[/code].\n" +"Draws multiple disconnected lines with a uniform [code]color[/code]. When " +"drawing large amounts of lines, this is faster than using individual [method " +"draw_line] calls. To draw interconnected lines, use [method draw_polyline] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" -"使用 uniform [code]color[/code] 绘制多条平行线。\n" -"[b]注意:[/b][code]width[/code] 和 [code]antialiased[/code] 目前没有实现,没" -"有效果。" +"使用单一颜色 [code]color[/code] 绘制多条不相连的直线。绘制大量直线时,比单独" +"调用 [method draw_line] 要快。要绘制相连的直线,请换用 [method " +"draw_polyline]。\n" +"[b]注意:[/b]目前未实现 [code]width[/code] 和 [code]antialiased[/code],没有" +"效果。" #: doc/classes/CanvasItem.xml msgid "" -"Draws multiple, parallel lines with a uniform [code]width[/code] and segment-" -"by-segment coloring. Colors assigned to line segments match by index between " -"[code]points[/code] and [code]colors[/code].\n" +"Draws multiple disconnected lines with a uniform [code]width[/code] and " +"segment-by-segment coloring. Colors assigned to line segments match by index " +"between [code]points[/code] and [code]colors[/code]. When drawing large " +"amounts of lines, this is faster than using individual [method draw_line] " +"calls. To draw interconnected lines, use [method draw_polyline_colors] " +"instead.\n" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" -"以 uniform 的 [code]width[/code] 和逐段着色绘制多条平行线。分配给线段的颜色" -"按 [code]points[/code] 和 [code]colors[/code] 之间的索引匹配。\n" -"[b]注:[/b] [code]width[/code]和[code]antialiased[/code]目前没有实现,没有效" -"果。" +"使用单一宽度 [code]width[/code] 绘制多条不相连的直线,不同线段颜色可以不同。" +"线段的颜色使用 [code]points[/code] 和 [code]colors[/code] 的索引进行匹配。绘" +"制大量直线时,比单独调用 [method draw_line] 要快。要绘制相连的直线,请换用 " +"[method draw_polyline_colors]。\n" +"[b]注意:[/b]目前未实现 [code]width[/code] 和 [code]antialiased[/code],没有" +"效果。" #: doc/classes/CanvasItem.xml msgid "" @@ -14901,34 +15113,55 @@ msgstr "" "[MultiMeshInstance2D]。" #: doc/classes/CanvasItem.xml -msgid "Draws a polygon of any amount of points, convex or concave." -msgstr "绘制任意数量的点的多边形,凸或凹。" +msgid "" +"Draws a solid polygon of any amount of points, convex or concave. Unlike " +"[method draw_colored_polygon], each point's color can be changed " +"individually. See also [method draw_polyline] and [method " +"draw_polyline_colors]." +msgstr "" +"绘制由任意数量的点构成的实心多边形,可以是凸多边形也可以是凹多边形。与 " +"[method draw_colored_polygon] 不同,每个点的颜色都可以单独修改。另请参阅 " +"[method draw_polyline] 和 [method draw_polyline_colors]。" #: doc/classes/CanvasItem.xml msgid "" "Draws interconnected line segments with a uniform [code]color[/code] and " -"[code]width[/code] and optional antialiasing." +"[code]width[/code] and optional antialiasing. When drawing large amounts of " +"lines, this is faster than using individual [method draw_line] calls. To " +"draw disconnected lines, use [method draw_multiline] instead. See also " +"[method draw_polygon]." msgstr "" -"以uniform 的[code]color[/code]和[code]width[/code]来绘制相互连接的线段,可选" -"抗锯齿。" +"使用单一颜色 [code]color[/code] 和宽度 [code]width[/code] 绘制多条相连的线" +"段,还可以选择抗锯齿。绘制大量直线时,比单独调用 [method draw_line] 要快。要" +"绘制不相连的直线,请换用 [method draw_multiline]。另请参阅 [method " +"draw_polygon]。" #: doc/classes/CanvasItem.xml msgid "" -"Draws interconnected line segments with a uniform [code]width[/code], " +"Draws interconnected line segments with a uniform [code]width[/code] and " "segment-by-segment coloring, and optional antialiasing. Colors assigned to " "line segments match by index between [code]points[/code] and [code]colors[/" -"code]." +"code]. When drawing large amounts of lines, this is faster than using " +"individual [method draw_line] calls. To draw disconnected lines, use [method " +"draw_multiline_colors] instead. See also [method draw_polygon]." msgstr "" -"以uniform的[code]width[/code]绘制相互连接的线段,逐段着色,可选抗锯齿。分配给" -"线段的颜色通过[code]points[/code]和[code]colors[/code]之间的索引进行匹配。" +"使用单一宽度 [code]width[/code] 绘制多条相连的直线,不同线段颜色可以不同。线" +"段的颜色使用 [code]points[/code] 和 [code]colors[/code] 的索引进行匹配。绘制" +"大量直线时,比单独调用 [method draw_line] 要快。要绘制不相连的直线,请换用 " +"[method draw_multiline_colors]。另请参阅 [method draw_polygon]。" #: doc/classes/CanvasItem.xml msgid "" "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points " -"for a triangle and 4 points for a quad." +"for a triangle, and 4 points for a quad. If 0 points or more than 4 points " +"are specified, nothing will be drawn and an error message will be printed. " +"See also [method draw_line], [method draw_polyline], [method draw_polygon], " +"and [method draw_rect]." msgstr "" -"绘制自定义基本网格。1点为一个点,2点为一条线,3点为一个三角形,4点为一个四边" -"形。" +"绘制自定义图元。1 个点的是个点,2 个点的是线段,3 个点的是三角形,4 个点的是" +"四边形。如果没有指定点或者指定了超过 4 个点,则不会绘制任何东西,只会输出错误" +"消息。另请参阅 [method draw_line]、[method draw_polyline]、[method " +"draw_polygon]、[method draw_rect]。" #: doc/classes/CanvasItem.xml msgid "" @@ -15071,8 +15304,12 @@ msgid "Returns the [World2D] where this item is in." msgstr "返回此物品所在的[World2D]。" #: doc/classes/CanvasItem.xml -msgid "Hide the [CanvasItem] if it's currently visible." -msgstr "如果[CanvasItem]当前可见,则隐藏它。" +msgid "" +"Hide the [CanvasItem] if it's currently visible. This is equivalent to " +"setting [member visible] to [code]false[/code]." +msgstr "" +"如果该 [CanvasItem] 目前是可见的,则将其隐藏。等价于将 [member visible] 设为 " +"[code]false[/code]。" #: doc/classes/CanvasItem.xml msgid "" @@ -15138,12 +15375,14 @@ msgstr "" #: doc/classes/CanvasItem.xml msgid "" -"Show the [CanvasItem] if it's currently hidden. For controls that inherit " +"Show the [CanvasItem] if it's currently hidden. This is equivalent to " +"setting [member visible] to [code]true[/code]. For controls that inherit " "[Popup], the correct way to make them visible is to call one of the multiple " "[code]popup*()[/code] functions instead." msgstr "" -"如果[CanvasItem]当前是隐藏的,则显示它。对于继承[Popup]的控件,使其可见的正确" -"方法是调用多个[code]popup*()[/code]函数中的一个来代替。" +"如果该 [CanvasItem] 目前是隐藏的,则将其显示。等价于将 [member visible] 设为 " +"[code]true[/code]。对于继承自 [Popup] 的控件,让它们可见的正确做法是换成调用" +"各种 [code]popup*()[/code] 函数的其中之一。" #: doc/classes/CanvasItem.xml msgid "" @@ -15164,13 +15403,14 @@ msgstr "在此[CanvasItem]上应用于纹理的材质。" #: doc/classes/CanvasItem.xml msgid "The color applied to textures on this [CanvasItem]." -msgstr "应用于此[CanvasItem]上纹理的颜色。" +msgstr "应用于此 [CanvasItem] 上纹理的颜色。" #: doc/classes/CanvasItem.xml msgid "" "The color applied to textures on this [CanvasItem]. This is not inherited by " "children [CanvasItem]s." -msgstr "应用于此[CanvasItem]上纹理的颜色。子节点[CanvasItem]不能继承这个颜色。" +msgstr "" +"应用于此 [CanvasItem] 上纹理的颜色。子 [CanvasItem] 节点不会继承这个颜色。" #: doc/classes/CanvasItem.xml msgid "If [code]true[/code], the object draws behind its parent." @@ -15207,7 +15447,8 @@ msgstr "" msgid "" "Emitted when the [CanvasItem] must redraw. This can only be connected " "realtime, as deferred will not allow drawing." -msgstr "当[CanvasItem]必须重绘时发出。这只能是实时连接,因为延迟将不允许绘制。" +msgstr "" +"当 [CanvasItem] 必须重绘时发出。这只能是实时连接,因为延迟将不允许绘制。" #: doc/classes/CanvasItem.xml msgid "Emitted when becoming hidden." @@ -15230,25 +15471,25 @@ msgstr "当可见性(隐藏/可见)更改时发出。" msgid "" "Mix blending mode. Colors are assumed to be independent of the alpha " "(opacity) value." -msgstr "混合混合模式。假设颜色与alpha(不透明度)值无关。" +msgstr "混合混合模式。假设颜色与 Alpha 值(不透明度)无关。" #: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml msgid "Additive blending mode." -msgstr "加法混合模式。" +msgstr "添加混合模式。" #: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml msgid "Subtractive blending mode." -msgstr "减法混合模式。" +msgstr "减去混合模式。" #: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml msgid "Multiplicative blending mode." -msgstr "乘法混合模式。" +msgstr "正片叠底混合模式。" #: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml msgid "" "Mix blending mode. Colors are assumed to be premultiplied by the alpha " "(opacity) value." -msgstr "混合混合模式。假定颜色已预先乘以alpha(不透明度)值。" +msgstr "混合混合模式。假定颜色已预先乘以 Alpha 值(不透明度)。" #: doc/classes/CanvasItem.xml msgid "" @@ -15256,7 +15497,7 @@ msgid "" "applicable for render targets with a transparent background. No lighting " "will be applied." msgstr "" -"关闭混合模式。颜色(包括 alpha)将会变原来的样子。仅能在渲染透明背景的目标使" +"禁用混合模式。颜色(包括 Alpha)将会变原来的样子。仅能在渲染透明背景的目标使" "用。不会应用任何光照。" #: doc/classes/CanvasItem.xml @@ -15325,9 +15566,9 @@ msgid "" "[b]Note:[/b] This property is only used and visible in the editor if [member " "particles_animation] is [code]true[/code]." msgstr "" -"如果[code]true[/code],粒子动画将循环播放。\n" -"[b]注意:[/b]只有当[member particles_animation]为[code]true[/code]时,该属性才" -"会在编辑器中使用并可见。" +"如果 [code]true[/code],粒子动画将循环播放。\n" +"[b]注意:[/b]只有当 [member particles_animation] 为 [code]true[/code] 时,该" +"属性才会在编辑器中使用并可见。" #: doc/classes/CanvasItemMaterial.xml msgid "" @@ -15382,26 +15623,26 @@ msgid "" "index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or " "above), or backgrounds (in layer -1 or below)." msgstr "" -"画布绘图层。 [CanvasLayer]的直接或间接子级的[CanvasItem]节点将在该层中绘制。" -"该层是定义绘制顺序的数字索引。默认的2D场景的索引为0,因此将在下面绘制索引为-1" -"的[CanvasLayer],在上面绘制索引为1的[CanvasLayer]。这对于HUD(在1+层或更高层" -"中)或背景(在-1层或更低层中)非常有用。" +"画布绘图层。[CanvasLayer] 的直接或间接子级的 [CanvasItem] 节点将在该层中绘" +"制。层是一个决定绘制顺序的数字索引。默认 2D 场景的渲染索引为 0,因此索引为 " +"-1 的 [CanvasLayer] 会在其下方绘制,索引为 1 的则会在其上方绘制。这对于 " +"HUD(在 1+ 层或更高层中)或背景(在 -1 层或更低层中)非常有用。" #: doc/classes/CanvasLayer.xml msgid "$DOCS_URL/tutorials/2d/canvas_layers.html" -msgstr "" +msgstr "$DOCS_URL/tutorials/2d/canvas_layers.html" #: doc/classes/CanvasLayer.xml msgid "Returns the RID of the canvas used by this layer." -msgstr "返回此层使用的画布的RID。" +msgstr "返回此层使用的画布的 RID。" #: doc/classes/CanvasLayer.xml msgid "" "The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/" "code], uses the default viewport instead." msgstr "" -"分配给[CanvasLayer]的自定义[Viewport]节点。如果[code]null[/code],则使用默认" -"的视窗。" +"分配给该 [CanvasLayer] 的自定义 [Viewport] 节点。如果为 [code]null[/code],则" +"使用默认的视口。" #: doc/classes/CanvasLayer.xml msgid "" @@ -15428,7 +15669,7 @@ msgstr "图层的基本偏移量。" #: doc/classes/CanvasLayer.xml msgid "The layer's rotation in radians." -msgstr "图层的旋转度(以弧度为单位)。" +msgstr "图层的旋转弧度。" #: doc/classes/CanvasLayer.xml msgid "The layer's rotation in degrees." @@ -15436,7 +15677,7 @@ msgstr "图层的旋转度数。" #: doc/classes/CanvasLayer.xml msgid "The layer's scale." -msgstr "图层的比例。" +msgstr "图层的缩放。" #: doc/classes/CanvasLayer.xml msgid "The layer's transform." @@ -15505,13 +15746,15 @@ msgstr "使子级控件居中。" msgid "" "CenterContainer keeps children controls centered. This container keeps all " "children to their minimum size, in the center." -msgstr "CenterContainer使子节点居中。该容器将所有子节点保持在最小尺寸的中间。" +msgstr "" +"CenterContainer 会使子节点居中。该容器会将所有子节点保持在最小尺寸并居中。" #: doc/classes/CenterContainer.xml msgid "" "If [code]true[/code], centers children relative to the [CenterContainer]'s " "top left corner." -msgstr "如果[code]true[/code],将子节点相对于[CenterContainer]的左上角居中。" +msgstr "" +"如果为 [code]true[/code],会将子节点相对于 [CenterContainer] 的左上角居中。" #: doc/classes/CharFXTransform.xml msgid "" @@ -15527,11 +15770,8 @@ msgstr "" #: doc/classes/CharFXTransform.xml doc/classes/RichTextEffect.xml #: doc/classes/RichTextLabel.xml -#, fuzzy msgid "$DOCS_URL/tutorials/ui/bbcode_in_richtextlabel.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/ui/" -"bbcode_in_richtextlabel.html" +msgstr "$DOCS_URL/tutorials/ui/bbcode_in_richtextlabel.html" #: doc/classes/CharFXTransform.xml doc/classes/RichTextEffect.xml msgid "" @@ -15541,9 +15781,11 @@ msgstr "" #: doc/classes/CharFXTransform.xml msgid "" -"The index of the current character (starting from 0). Setting this property " -"won't affect drawing." -msgstr "当前字符的索引(从0开始)。设置此属性不会影响图形。" +"The index of the current character (starting from 0) for the " +"[RichTextLabel]'s BBCode text. Setting this property won't affect drawing." +msgstr "" +"该 [RichTextLabel] 的 BBCode 文本中当前字符的索引号(从 0 开始)。设置该属性" +"不会影响绘制。" #: doc/classes/CharFXTransform.xml msgid "" @@ -15612,6 +15854,14 @@ msgstr "绘制字符的位置偏移量(以像素为单位)。" #: doc/classes/CharFXTransform.xml msgid "" +"The index of the current character (starting from 0) for this " +"[RichTextEffect] custom block. Setting this property won't affect drawing." +msgstr "" +"该 [RichTextEffect] 自定义块中当前字符的索引号(从 0 开始)。设置该属性不会影" +"响绘制。" + +#: doc/classes/CharFXTransform.xml +msgid "" "If [code]true[/code], the character will be drawn. If [code]false[/code], " "the character will be hidden. Characters around hidden characters will " "reflow to take the space of hidden characters. If this is not desired, set " @@ -15735,16 +15985,16 @@ msgstr "当[CheckBox]被悬停和按下时,作为背景显示的[StyleBox]。" #: doc/classes/CheckBox.xml doc/classes/CheckButton.xml msgid "The [StyleBox] to display as a background." -msgstr "[StyleBox]显示为背景。" +msgstr "作为背景显示的 [StyleBox]。" #: doc/classes/CheckBox.xml msgid "" "The [StyleBox] to display as a background when the [CheckBox] is pressed." -msgstr "按下[CheckBox]时,[StyleBox]显示为背景。" +msgstr "按下 [CheckBox] 时,作为背景显示的 [StyleBox]。" #: doc/classes/CheckButton.xml msgid "Checkable button. See also [CheckBox]." -msgstr "可检查的按钮。另请参阅[CheckBox]。" +msgstr "可复选的按钮。另请参阅 [CheckBox]。" #: doc/classes/CheckButton.xml msgid "" @@ -16099,24 +16349,22 @@ msgstr "" #: doc/classes/ClippedCamera.xml msgid "If [code]true[/code], the camera stops on contact with [Area]s." -msgstr "如果[code]true[/code],相机与[Area]s接触时停止。" +msgstr "为 [code]true[/code] 时,相机将在与 [Area] 接触时停止。" #: doc/classes/ClippedCamera.xml msgid "If [code]true[/code], the camera stops on contact with [PhysicsBody]s." -msgstr "如果[code]true[/code],相机在接触[PhysicsBody]时停止。" +msgstr "为 [code]true[/code] 时,相机将在与 [PhysicsBody] 接触时停止。" #: doc/classes/ClippedCamera.xml -#, fuzzy msgid "" "The camera's collision mask. Only objects in at least one collision layer " "matching the mask will be detected. See [url=$DOCS_URL/tutorials/physics/" "physics_introduction.html#collision-layers-and-masks]Collision layers and " "masks[/url] in the documentation for more information." msgstr "" -"相机的碰撞遮罩。只有在对象有至少一个碰撞层和碰撞这招匹对时才能被检测到。详细" -"信息请参阅文档[url=https://docs.godotengine.org/zh_CN/stable/tutorials/" -"physics/physics_introduction.html#collision-layers-and-masks]Collision " -"layers and masks[/url]。" +"相机的碰撞遮罩。只有在对象有至少一个碰撞层和碰撞这招匹对时才能被检测到。详情" +"请参阅文档[url=$DOCS_URL/tutorials/physics/physics_introduction." +"html#collision-layers-and-masks]《碰撞层与遮罩》[/url]。" #: doc/classes/ClippedCamera.xml msgid "" @@ -16126,7 +16374,7 @@ msgstr "相机的碰撞距离。相机与碰撞物体的距离不能超过这个 #: doc/classes/ClippedCamera.xml msgid "The camera's process callback. See [enum ProcessMode]." -msgstr "相机的过程回调。请参阅[enum ProcessMode]。" +msgstr "相机的过程回调。请参阅 [enum ProcessMode]。" #: doc/classes/CollisionObject.xml msgid "Base node for collision objects." @@ -16180,6 +16428,7 @@ msgstr "" "返回是否设置了碰撞掩码 [member collision_mask] 的指定位[code]bit[/code]。" #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml msgid "Returns the object's [RID]." msgstr "返回对象的 [RID]。" @@ -16270,7 +16519,6 @@ msgid "Sets the [Transform] of the given shape owner." msgstr "设置给定形状所有者的[Transform]。" #: doc/classes/CollisionObject.xml -#, fuzzy msgid "" "The physics layers this CollisionObject3D is in. Collision objects can exist " "in one or more of 32 different layers. See also [member collision_mask].\n" @@ -16282,13 +16530,11 @@ msgid "" msgstr "" "CollisionObject3D 所在的物理层。碰撞对象可以存在于 32 个不同层中的一个或多" "个。另见 [member collision_mask]。\n" -"[b]注意:[/b]如果对象A在对象B扫描的任何层中,或者对象B在对象A扫描的任何层中," -"则检测到接触。有关更多信息,请参阅文档中的 [url=https://docs.godotengine.org/" -"zh_CN/latest/tutorials/physics/physics_introduction.html#collision-layers-" -"and-masks] 碰撞层和掩码[/url]。" +"[b]注意:[/b]如果对象 A 在对象 B 扫描的任何层中,或者对象 B 在对象 A 扫描的任" +"何层中,则检测到接触。详情请参阅文档中的 [url=$DOCS_URL/tutorials/physics/" +"physics_introduction.html#collision-layers-and-masks]《碰撞层与掩码》[/url]。" #: doc/classes/CollisionObject.xml -#, fuzzy msgid "" "The physics layers this CollisionObject3D scans. Collision objects can scan " "one or more of 32 different layers. See also [member collision_layer].\n" @@ -16300,10 +16546,9 @@ msgid "" msgstr "" "CollisionObject3D 扫描的物理层。碰撞对象可以扫描 32 个不同层中的一个或多个。" "另见 [member collision_layer]]。\n" -"[b]注意:[/b]如果对象A在对象B扫描的任何层中,或者对象B在对象A扫描的任何层中," -"则检测到接触。有关更多信息,请参阅文档中的 [url=https://docs.godotengine.org/" -"zh_CN/latest/tutorials/physics/physics_introduction.html#collision-layers-" -"and-masks] 碰撞层和掩码[/url]。" +"[b]注意:[/b]如果对象 A 在对象 B 扫描的任何层中,或者对象 B 在对象 A 扫描的任" +"何层中,则检测到接触。详情请参阅文档中的 [url=$DOCS_URL/tutorials/physics/" +"physics_introduction.html#collision-layers-and-masks]《碰撞层与掩码》[/url]。" #: doc/classes/CollisionObject.xml msgid "" @@ -16329,7 +16574,7 @@ msgid "" msgstr "" "当对象收到未处理的 [InputEvent] 时发出。 [code]position[/code] 是鼠标指针在具" "有索引 [code]shape_idx[/code] 的形状表面在世界空间中的位置,[code]normal[/" -"code] 是该点表面的法向量." +"code] 是该点表面的法向量。" #: doc/classes/CollisionObject.xml msgid "Emitted when the mouse pointer enters any of this object's shapes." @@ -16351,10 +16596,10 @@ msgid "" "owners are not nodes and do not appear in the editor, but are accessible " "through code using the [code]shape_owner_*[/code] methods." msgstr "" -"CollisionObject2D是2D物理对象的基础类。它可以容纳任意数量的2D碰撞[Shape2D]。" -"每个形状必须分配给一个[i]shape owner[/i]。CollisionObject2D可以拥有任意数量的" -"形状拥有者。形状所有者不是节点,也不会出现在编辑器中,但可以通过代码使用" -"[code]shape_owner_*[/code]方法访问。" +"CollisionObject2D 是 2D 物理对象的基础类。它可以容纳任意数量的 2D 碰撞形状 " +"[Shape2D]。每个形状必须分配给一个[i]形状所有者[/i]。CollisionObject2D 可以拥" +"有任意数量的形状所有者。形状所有者不是节点,也不会出现在编辑器中,但可以通过" +"代码使用 [code]shape_owner_*[/code] 方法访问。" #: doc/classes/CollisionObject2D.xml msgid "" @@ -16424,7 +16669,6 @@ msgid "Sets the [Transform2D] of the given shape owner." msgstr "设置给定形状所有者的[Transform2D]。" #: doc/classes/CollisionObject2D.xml -#, fuzzy msgid "" "The physics layers this CollisionObject2D is in. Collision objects can exist " "in one or more of 32 different layers. See also [member collision_mask].\n" @@ -16434,15 +16678,13 @@ msgid "" "masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" -"这个CollisionObject2D所在的物理层。碰撞对象可以存在于32个不同层中的一个或多" -"个。也见[member collision_mask]。\n" -"[b]注意:[/b]如果对象A在对象B扫描的任何层中,或者对象B在对象A扫描的任何层中," -"则检测到接触。更多信息见文档[url=https://docs.godotengine.org/zh_CN/latest/" -"tutorials/physics/physics_introduction.html#collision-layers-and-masks] 碰撞" -"层和掩码[/url]。" +"这个 CollisionObject2D 所在的物理层。碰撞对象可以存在于 32 个不同层中的一个或" +"多个。也见 [member collision_mask]。\n" +"[b]注意:[/b]如果对象 A 在对象 B 扫描的任何层中,或者对象 B 在对象 A 扫描的任" +"何层中,则检测到接触。请参阅文档[url=$DOCS_URL/tutorials/physics/" +"physics_introduction.html#collision-layers-and-masks]《碰撞层与掩码》[/url]。" #: doc/classes/CollisionObject2D.xml -#, fuzzy msgid "" "The physics layers this CollisionObject2D scans. Collision objects can scan " "one or more of 32 different layers. See also [member collision_layer].\n" @@ -16452,12 +16694,11 @@ msgid "" "masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" -"这个CollisionObject2D所扫描的物理层。碰撞对象可以扫描32个不同层中的一个或多" -"个。也见[member collision_layer]。\n" -"[b]注意:[/b] 如果对象A在对象B扫描的任何层中,或者对象B在对象A扫描的任何层" -"中,就会检测到接触。更多信息见文档[url=https://docs.godotengine.org/zh_CN/" -"latest/tutorials/physics/physics_introduction.html#collision-layers-and-" -"masks] 碰撞层和掩码[/url]。" +"这个 CollisionObject2D 所扫描的物理层。碰撞对象可以扫描 32 个不同层中的一个或" +"多个。另见 [member collision_layer]。\n" +"[b]注意:[/b]如果对象 A 在对象 B 扫描的任何层中,或者对象 B 在对象 A 扫描的任" +"何层中,就会检测到接触。详情请参阅文档[url=$DOCS_URL/tutorials/physics/" +"physics_introduction.html#collision-layers-and-masks]《碰撞层与掩码》[/url]。" #: doc/classes/CollisionObject2D.xml msgid "" @@ -16621,11 +16862,8 @@ msgstr "" #: doc/classes/PhysicsBody2D.xml doc/classes/PhysicsDirectBodyState.xml #: doc/classes/PhysicsDirectSpaceState.xml doc/classes/RigidBody.xml #: doc/classes/Shape.xml doc/classes/Shape2D.xml -#, fuzzy msgid "$DOCS_URL/tutorials/physics/physics_introduction.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/physics/" -"physics_introduction.html" +msgstr "$DOCS_URL/tutorials/physics/physics_introduction.html" #: doc/classes/CollisionShape.xml msgid "" @@ -16696,14 +16934,14 @@ msgstr "" #: doc/classes/Color.xml msgid "Color in RGBA format using floats on the range of 0 to 1." -msgstr "RGBA格式的颜色使用0到1范围内的浮点数。" +msgstr "RGBA 格式的颜色,使用 0 到 1 范围内的浮点数。" #: doc/classes/Color.xml msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " -"alpha component is often used for transparency. Values are in floating-point " -"and usually range from 0 to 1. Some properties (such as CanvasItem.modulate) " -"may accept values greater than 1 (overbright or HDR colors).\n" +"alpha component is often used for opacity. Values are in floating-point and " +"usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may " +"accept values greater than 1 (overbright or HDR colors).\n" "You can also create a color from standardized color names by using [method " "@GDScript.ColorN] or directly using the color constants defined here. The " "standardized color set is based on the [url=https://en.wikipedia.org/wiki/" @@ -16716,14 +16954,15 @@ msgid "" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "color_constants.png]Color constants cheatsheet[/url]" msgstr "" -"由红、绿、蓝、阿尔法(RGBA)分量表示的一种颜色。alpha 分量通常用于透明度。一" -"些属性(如 CanvasItem.modulate)可以接受大于 1 的值(过亮或 HDR 颜色)。\n" -"您也可以通过使用 [method @GDScript.ColorN] 或直接使用这里定义的颜色常量,从标" -"准化颜色名称中创建颜色。标准化颜色集是基于 [url=https://en.wikipedia.org/" -"wiki/X11_color_names]X11 color names[/url] 的。\n" -"如果你想提供 0 到 255 范围内的值,你应该使用 [method @GDScript.Color8]。\n" +"由红、绿、蓝、Alpha(RGBA)分量表示的颜色。Alpha 分量通常用于不透明度。这些值" +"都是浮点数,范围一般在 0 到 1 之间。有些属性(如 CanvasItem.modulate)可以接" +"受大于 1 的值(过亮或 HDR 颜色)。\n" +"您也可以通过使用 [method @GDScript.ColorN] 从标准化颜色名称中创建颜色,或者直" +"接使用这里定义的颜色常量。标准化颜色集取自 [url=https://en.wikipedia.org/" +"wiki/X11_color_names]X11 颜色名称[/url]。\n" +"如果想提供 0 到 255 范围内的值,你应该使用 [method @GDScript.Color8]。\n" "[b]注意:[/b]在布尔上下文中,等于 [code]Color(0, 0, 0, 1)[/code](不透明的黑" -"色)的 Color 将被评估为[code]false[/code]。否则,一个 Color 将始终被评估为 " +"色)的 Color 将被评估为[code]false[/code]。否则,Color 将始终被评估为 " "[code]true[/code]。\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "color_constants.png]Color 常量速查表[/url]" @@ -16785,7 +17024,7 @@ msgid "" msgstr "" "根据 RGB 值构造颜色,通常介于 0 和 1 之间。Alpha 将为 1。\n" "[codeblock]\n" -"var color = Color(0.2, 1.0, 0.7) # Similar to Color8(51, 255, 178, 255)\n" +"var color = Color(0.2, 1.0, 0.7) # 类似于 Color8(51, 255, 178, 255)\n" "[/codeblock]" #: doc/classes/Color.xml @@ -16813,12 +17052,12 @@ msgid "" "var blended_color = bg.blend(fg) # Brown with alpha of 75%\n" "[/codeblock]" msgstr "" -"返回将此颜色混合到另一个颜色上的新颜色。如果颜色是不透明的,结果也是不透明" -"的。第二种颜色可以有一定范围的alpha值。\n" +"返回将此颜色混合到另一个颜色上所产生的新颜色。如果颜色是不透明的,结果也是不" +"透明的。第二种颜色可以有一定范围的 Alpha 值。\n" "[codeblock]\n" -"var bg = Color(0.0, 1.0, 0.0, 0.5) # Green with alpha of 50%\n" -"var fg = Color(1.0, 0.0, 0.0, 0.5) # Red with alpha of 50%\n" -"var blended_color = bg.blend(fg) # Brown with alpha of 75%\n" +"var bg = Color(0.0, 1.0, 0.0, 0.5) # 50% 不透明的绿色\n" +"var fg = Color(1.0, 0.0, 0.0, 0.5) # 50% 不透明的红色\n" +"var blended_color = bg.blend(fg) # 75% 不透明的棕色\n" "[/codeblock]" #: doc/classes/Color.xml @@ -16874,6 +17113,8 @@ msgid "" "This is useful when determining light or dark color. Colors with a luminance " "smaller than 0.5 can be generally considered dark." msgstr "" +"返回该颜色的亮度,位于 [code][0.0, 1.0][/code] 的范围内。\n" +"可以用来确定颜色是亮色还是暗色。一般认为亮度小于 0.5 的颜色是暗色。" #: doc/classes/Color.xml msgid "" @@ -17028,7 +17269,7 @@ msgid "" msgstr "" "返回 ARGB 格式的 HTML 十六进制颜色字符串(例如:[code]ff34f822[/code])。\n" "将 [code]with_alpha[/code] 设置为 [code]false[/code] 将十六进制字符串中的 " -"alpha 排除在外。\n" +"Alpha 排除在外。\n" "[codeblock]\n" "var c = Color(1, 1, 1, 0.5)\n" "var s1 = c.to_html() # 返回 \"7fffffff\"\n" @@ -17069,8 +17310,12 @@ msgstr "" #: doc/classes/Color.xml msgid "" -"The color's alpha (transparency) component, typically on the range of 0 to 1." -msgstr "颜色的alpha(透明度)分量,通常在0到1的范围内。" +"The color's alpha component, typically on the range of 0 to 1. A value of 0 " +"means that the color is fully transparent. A value of 1 means that the color " +"is fully opaque." +msgstr "" +"颜色的 Alpha 分量,一般在 0 到 1 的范围内。0 表示该颜色完全透明。1 表示该颜色" +"完全不透明。" #: doc/classes/Color.xml msgid "Wrapper for [member a] that uses the range 0 to 255 instead of 0 to 1." @@ -17078,7 +17323,7 @@ msgstr "[member a]的包装程序,使用的范围是0到255,而不是0到1 #: doc/classes/Color.xml msgid "The color's blue component, typically on the range of 0 to 1." -msgstr "颜色的蓝色分量,一般在0到1的范围内。" +msgstr "颜色的蓝色分量,一般在 0 到 1 的范围内。" #: doc/classes/Color.xml msgid "Wrapper for [member b] that uses the range 0 to 255 instead of 0 to 1." @@ -17086,7 +17331,7 @@ msgstr "[member b]的封装器,使用0到255的范围,而不是0到1。" #: doc/classes/Color.xml msgid "The color's green component, typically on the range of 0 to 1." -msgstr "颜色的绿色分量,一般在0到1的范围内。" +msgstr "颜色的绿色分量,一般在 0 到 1 的范围内。" #: doc/classes/Color.xml msgid "Wrapper for [member g] that uses the range 0 to 255 instead of 0 to 1." @@ -17650,7 +17895,7 @@ msgstr "番茄色。" #: doc/classes/Color.xml msgid "Transparent color (white with no alpha)." -msgstr "透明色(白色,无alpha)。" +msgstr "透明色(白色,无 Alpha)。" #: doc/classes/Color.xml msgid "Turquoise color." @@ -17698,7 +17943,7 @@ msgstr "黄绿色。" #: doc/classes/ColorPicker.xml msgid "Color picker control." -msgstr "选色器控制。" +msgstr "取色器控件。" #: doc/classes/ColorPicker.xml msgid "" @@ -17708,9 +17953,9 @@ msgid "" "[ColorPickerButton] instead if you need a button that brings up a " "[ColorPicker] in a pop-up." msgstr "" -"显示一个取色器部件。可以从RGB/RGBA彩色空间内选取一个颜色。\n" -"[b]注意:[/b]这个控件就是取色器本身。如果你需要一个能够弹出一个[ColorPicker]" -"窗口的按钮,你可以使用一个[ColorPickerButton]来代替它。" +"显示一个取色器部件。可以从 RGB/RGBA 彩色空间内选取一个颜色。\n" +"[b]注意:[/b]这个控件就是取色器本身。如果你需要一个能够弹出一个 " +"[ColorPicker] 窗口的按钮,你可以使用一个 [ColorPickerButton] 来代替它。" #: doc/classes/ColorPicker.xml msgid "" @@ -17718,17 +17963,17 @@ msgid "" "in the color picker and the user will be able to select them.\n" "[b]Note:[/b] The presets list is only for [i]this[/i] color picker." msgstr "" -"将给定的颜色添加到颜色预设列表中。用户将能够选择颜色选择器中颜色预设。\n" -"[b]注意:[/b]预设列表仅适用于[i]这个[/i]颜色选择器。" +"将给定的颜色添加到颜色预设列表中。预设会显示在取色器中,可以被用户选择。\n" +"[b]注意:[/b]预设列表仅适用于[i]这个[/i]取色器。" #: doc/classes/ColorPicker.xml msgid "" "Removes the given color from the list of color presets of this color picker." -msgstr "从这个颜色选择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删除给定的颜色。" #: doc/classes/ColorPicker.xml msgid "Returns the list of colors in the presets of the color picker." -msgstr "返回颜色选择器预设中的颜色列表。" +msgstr "返回取色器的预设颜色列表。" #: doc/classes/ColorPicker.xml doc/classes/ColorPickerButton.xml msgid "The currently selected color." @@ -17744,8 +17989,8 @@ msgstr "" "动事件中也会立即应用(会造成性能问题)。" #: doc/classes/ColorPicker.xml -msgid "If [code]true[/code], shows an alpha channel slider (transparency)." -msgstr "如果[code]true[/code],显示alpha通道滑块(透明度)。" +msgid "If [code]true[/code], shows an alpha channel slider (opacity)." +msgstr "如果为 [code]true[/code],则显示 Alpha 通道滑动条(不透明度)。" #: doc/classes/ColorPicker.xml msgid "" @@ -17793,7 +18038,7 @@ msgstr "色相选择滑块的宽度。" #: doc/classes/ColorPicker.xml msgid "The margin around the [ColorPicker]." -msgstr "[ColorPicker]周围的边距。" +msgstr "[ColorPicker] 周围的边距。" #: doc/classes/ColorPicker.xml msgid "The height of the saturation-value selection box." @@ -17805,7 +18050,7 @@ msgstr "饱和度选择框的宽度。" #: doc/classes/ColorPicker.xml msgid "The icon for the \"Add Preset\" button." -msgstr "添加预设 \"按钮的图标。" +msgstr "“添加预设”按钮的图标。" #: doc/classes/ColorPicker.xml msgid "Custom texture for the hue selection slider on the right." @@ -17815,15 +18060,15 @@ msgstr "右侧的色相选择滑块的自定义纹理。" msgid "" "The indicator used to signalize that the color value is outside the 0-1 " "range." -msgstr "该指示器用于指示颜色值在0-1范围之外。" +msgstr "该指示器用于指示颜色值在 0-1 范围之外。" #: doc/classes/ColorPicker.xml msgid "The icon for the screen color picker button." -msgstr "屏幕颜色选择器按钮的图标。" +msgstr "屏幕取色器按钮的图标。" #: doc/classes/ColorPickerButton.xml msgid "Button that pops out a [ColorPicker]." -msgstr "弹出[ColorPicker]的按钮。" +msgstr "弹出 [ColorPicker] 的按钮。" #: doc/classes/ColorPickerButton.xml msgid "" @@ -17835,11 +18080,11 @@ msgid "" "preview swatch to be visible. Make sure to set [member Control." "rect_min_size] to a big enough value to give the button enough space." msgstr "" -"将[ColorPicker]封装成可以通过按一个按钮来进行使用。点击按钮可以切换出可见的" -"[ColorPicker]。\n" -"另请参阅[BaseButton]。它包括了和这个节点共同拥有的属性和方法。\n" -"[b]注意:[/b]按钮默认状态时可能非常窄,导致颜色预览样本不可见。确保将[member " -"Control.rect_min_size]设置的足够大从而给这个按钮足够的空间去显示。" +"将 [ColorPicker] 封装成可以通过按一个按钮来进行使用。点击按钮可以切换出可见" +"的 [ColorPicker]。\n" +"另请参阅 [BaseButton]。它包括了和这个节点共同拥有的属性和方法。\n" +"[b]注意:[/b]按钮默认状态时可能非常窄,导致颜色预览样本不可见。确保将 " +"[member Control.rect_min_size] 设置的足够大从而给这个按钮足够的空间去显示。" #: doc/classes/ColorPickerButton.xml msgid "" @@ -17870,7 +18115,7 @@ msgstr "" msgid "" "If [code]true[/code], the alpha channel in the displayed [ColorPicker] will " "be visible." -msgstr "如果[code]true[/code],则显示的[ColorPicker]中的alpha通道将可见。" +msgstr "如果 [code]true[/code],则显示的 [ColorPicker] 中的 Alpha 通道将可见。" #: doc/classes/ColorPickerButton.xml msgid "Emitted when the color changes." @@ -17880,19 +18125,19 @@ msgstr "颜色改变时发出。" msgid "" "Emitted when the [ColorPicker] is created (the button is pressed for the " "first time)." -msgstr "创建[ColorPicker]时(第一次按下按钮)发出。" +msgstr "创建 [ColorPicker] 时(第一次按下按钮)发出。" #: doc/classes/ColorPickerButton.xml msgid "Emitted when the [ColorPicker] is closed." -msgstr "当[ColorPicker]关闭时发出。" +msgstr "当 [ColorPicker] 关闭时发出。" #: doc/classes/ColorPickerButton.xml msgid "Default text [Color] of the [ColorPickerButton]." -msgstr "[ColorPickerButton]的默认文本[Color]。" +msgstr "[ColorPickerButton] 的默认文本颜色 [Color]。" #: doc/classes/ColorPickerButton.xml msgid "Text [Color] used when the [ColorPickerButton] is disabled." -msgstr "禁用[ColorPickerButton]时使用的文本[Color]。" +msgstr "禁用 [ColorPickerButton] 时使用的文本颜色 [Color]。" #: doc/classes/ColorPickerButton.xml msgid "" @@ -17900,24 +18145,24 @@ msgid "" "normal text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" -"当[ColorPickerButton]获得焦点时使用的文本[Color]。只替换按钮的正常文本颜色。" -"禁用、悬停和按下状态优先于这个颜色。" +"当 [ColorPickerButton] 获得焦点时使用的文本颜色 [Color]。只替换按钮的正常文本" +"颜色。禁用、悬停和按下状态优先于这个颜色。" #: doc/classes/ColorPickerButton.xml msgid "Text [Color] used when the [ColorPickerButton] is being hovered." -msgstr "悬停[ColorPickerButton]时使用的文本[Color]。" +msgstr "悬停 [ColorPickerButton] 时使用的文本 [Color]。" #: doc/classes/ColorPickerButton.xml msgid "Text [Color] used when the [ColorPickerButton] is being pressed." -msgstr "按下[ColorPickerButton]时使用的文本[Color]。" +msgstr "按下 [ColorPickerButton] 时使用的文本颜色 [Color]。" #: doc/classes/ColorPickerButton.xml msgid "The horizontal space between [ColorPickerButton]'s icon and text." -msgstr "[ColorPickerButton]的图标和文本之间的水平间距。" +msgstr "[ColorPickerButton] 的图标和文本之间的水平间距。" #: doc/classes/ColorPickerButton.xml msgid "[Font] of the [ColorPickerButton]'s text." -msgstr "[ColorPickerButton]文本的[Font]。" +msgstr "[ColorPickerButton] 文本的 [Font]。" #: doc/classes/ColorPickerButton.xml msgid "The background of the color preview rect on the button." @@ -17925,7 +18170,7 @@ msgstr "颜色预览的背景将在按钮上显示。" #: doc/classes/ColorPickerButton.xml msgid "[StyleBox] used when the [ColorPickerButton] is disabled." -msgstr "当[ColorPickerButton]被禁用时使用的[StyleBox]。" +msgstr "当 [ColorPickerButton] 被禁用时使用的 [StyleBox]。" #: doc/classes/ColorPickerButton.xml msgid "" @@ -17933,20 +18178,20 @@ msgid "" "over the current [StyleBox], so using [StyleBoxEmpty] will just disable the " "focus visual effect." msgstr "" -"当[ColorPickerButton]获得焦点时使用的[StyleBox]。它显示在当前的[StyleBox]上," -"所以使用[StyleBoxEmpty]只是禁用焦点视觉效果。" +"当 [ColorPickerButton] 获得焦点时使用的 [StyleBox]。它显示在当前的 " +"[StyleBox] 上,所以使用 [StyleBoxEmpty] 只是禁用焦点视觉效果。" #: doc/classes/ColorPickerButton.xml msgid "[StyleBox] used when the [ColorPickerButton] is being hovered." -msgstr "悬停[ColorPickerButton]时使用的[StyleBox]。" +msgstr "悬停 [ColorPickerButton] 时使用的 [StyleBox]。" #: doc/classes/ColorPickerButton.xml msgid "Default [StyleBox] for the [ColorPickerButton]." -msgstr "[ColorPickerButton]的默认[StyleBox]。" +msgstr "[ColorPickerButton] 的默认 [StyleBox]。" #: doc/classes/ColorPickerButton.xml msgid "[StyleBox] used when the [ColorPickerButton] is being pressed." -msgstr "按下[ColorPickerButton]时使用的[StyleBox]。" +msgstr "按下 [ColorPickerButton] 时使用的 [StyleBox]。" #: doc/classes/ColorRect.xml msgid "Colored rectangle." @@ -18491,14 +18736,11 @@ msgstr "" #: doc/classes/Control.xml msgid "$DOCS_URL/tutorials/ui/index.html" -msgstr "" +msgstr "$DOCS_URL/tutorials/ui/index.html" #: doc/classes/Control.xml -#, fuzzy msgid "$DOCS_URL/tutorials/ui/control_node_gallery.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/ui/control_node_gallery." -"html" +msgstr "$DOCS_URL/tutorials/ui/control_node_gallery.html" #: doc/classes/Control.xml msgid "https://github.com/godotengine/godot-demo-projects/tree/master/gui" @@ -18518,7 +18760,6 @@ msgstr "" "如果未覆盖,则默认为 [code]false[/code]。" #: doc/classes/Control.xml -#, fuzzy msgid "" "Virtual method to be implemented by the user. Returns the minimum size for " "this control. Alternative to [member rect_min_size] for controlling minimum " @@ -18530,10 +18771,13 @@ msgid "" "[Button], [PanelContainer] etc.). It can only be used with most basic GUI " "nodes, like [Control], [Container], [Panel] etc." msgstr "" -"用户要实现的虚方法。返回此控件的最小大小。 [member rect_min_size] 的替代方" -"法,用于通过代码控制最小大小。实际的最小尺寸将是这两个的最大值(分别在每个轴" -"上)。\n" -"如果未覆盖,则默认为 [constant Vector2.ZERO]。" +"用户要实现的虚方法。返回此控件的最小尺寸。这是 [member rect_min_size] 的替代" +"方法,用于通过代码控制最小尺寸。实际的最小尺寸将是两者中的最大值(在各个轴上" +"分别取)。\n" +"如果未覆盖,则默认为 [constant Vector2.ZERO]。\n" +"[b]注意:[/b]如果脚本附加的是已经覆盖过最小尺寸的 [Control] 节点(例如 " +"[Label]、[Button]、[PanelContainer] 等),本方法不会被调用。只能在 " +"[Control]、[Container]、[Panel] 等最基本的 GUI 节点上使用。" #: doc/classes/Control.xml msgid "" @@ -18557,7 +18801,7 @@ msgid "" "[member rect_clip_content] or [method _clips_input] enabled.\n" "[b]Note:[/b] Event position is relative to the control origin." msgstr "" -"由用户实现的虚方法。使用此方法处理和接受 UI 元素上的输入。参阅[method " +"由用户实现的虚方法。使用此方法处理和接受 UI 元素上的输入。请参阅 [method " "accept_event]。\n" "例:单击控件。\n" "[codeblock]\n" @@ -18575,7 +18819,7 @@ msgstr "" "已接受该事件;\n" "* 它发生在父级的矩形之外,并且父级已启用 [member rect_clip_content] 或 " "[method _clips_input]。\n" -"[b]注:[/b] 事件坐林标相对于控件原点。" +"[b]注意:[/b]事件坐标相对于控件原点。" #: doc/classes/Control.xml msgid "" @@ -18646,12 +18890,12 @@ msgstr "" "[method Node._unhandled_input]或[method Node._unhandled_key_input]的节点。" #: doc/classes/Control.xml +#, fuzzy msgid "" "Creates a local override for a theme [Color] with the specified [code]name[/" "code]. Local overrides always take precedence when fetching theme items for " -"the control. An override cannot be removed, but it can be overridden with " -"the corresponding default value.\n" -"See also [method get_color].\n" +"the control.\n" +"See also [method get_color], [method remove_color_override].\n" "[b]Example of overriding a label's color and resetting it later:[/b]\n" "[codeblock]\n" "# Given the child Label node \"MyLabel\", override its font color with a " @@ -18675,23 +18919,25 @@ msgstr "" "[/codeblock]" #: doc/classes/Control.xml +#, fuzzy msgid "" "Creates a local override for a theme constant with the specified [code]name[/" "code]. Local overrides always take precedence when fetching theme items for " -"the control. An override cannot be removed, but it can be overridden with " -"the corresponding default value.\n" -"See also [method get_constant]." +"the control.\n" +"See also [method get_constant], [method remove_constant_override]." msgstr "" -"为指定 [code]name[/code] 的主题常量创建本地覆盖项。获取控件的主题项时,本地覆" -"盖项始终优先。无法删除覆盖项,但可以使用相应的默认值覆盖它。\n" -"参阅[method get_constant]。" +"为指定 [code]name[/code] 的主题着色器创建本地覆盖项。获取控件的主题项时,本地" +"覆盖项始终优先。可以通过为其分配 [code]null[/code] 值来删除覆盖。" #: doc/classes/Control.xml +#, fuzzy msgid "" "Creates a local override for a theme [Font] with the specified [code]name[/" "code]. Local overrides always take precedence when fetching theme items for " -"the control. An override can be removed by assigning it a [code]null[/code] " -"value.\n" +"the control.\n" +"[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] " +"value. This behavior is deprecated and will be removed in 4.0, use [method " +"remove_font_override] instead.\n" "See also [method get_font]." msgstr "" "使用指定的 [code]name[/code] 为主题 [Font] 创建本地覆盖项。获取控件的主题项" @@ -18699,11 +18945,14 @@ msgstr "" "参阅[method get_font]。" #: doc/classes/Control.xml +#, fuzzy msgid "" "Creates a local override for a theme icon with the specified [code]name[/" "code]. Local overrides always take precedence when fetching theme items for " -"the control. An override can be removed by assigning it a [code]null[/code] " -"value.\n" +"the control.\n" +"[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] " +"value. This behavior is deprecated and will be removed in 4.0, use [method " +"remove_icon_override] instead.\n" "See also [method get_icon]." msgstr "" "为指定 [code]name[/code] 的主题图标创建本地覆盖项。获取控件的主题项时,本地覆" @@ -18711,21 +18960,28 @@ msgstr "" "参阅[method get_icon]。" #: doc/classes/Control.xml +#, fuzzy msgid "" "Creates a local override for a theme shader with the specified [code]name[/" "code]. Local overrides always take precedence when fetching theme items for " -"the control. An override can be removed by assigning it a [code]null[/code] " -"value." +"the control.\n" +"[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] " +"value. This behavior is deprecated and will be removed in 4.0, use [method " +"remove_shader_override] instead." msgstr "" -"为指定 [code]name[/code] 的主题着色器创建本地覆盖项。获取控件的主题项时,本地" -"覆盖项始终优先。可以通过为其分配 [code]null[/code] 值来删除覆盖。" +"使用指定的 [code]name[/code] 为主题 [Font] 创建本地覆盖项。获取控件的主题项" +"时,本地覆盖项始终优先。可以通过为其分配 [code]null[/code] 值来删除覆盖。\n" +"参阅[method get_font]。" #: doc/classes/Control.xml +#, fuzzy msgid "" "Creates a local override for a theme [StyleBox] with the specified " "[code]name[/code]. Local overrides always take precedence when fetching " -"theme items for the control. An override can be removed by assigning it a " -"[code]null[/code] value.\n" +"theme items for the control.\n" +"[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] " +"value. This behavior is deprecated and will be removed in 4.0, use [method " +"remove_stylebox_override] instead.\n" "See also [method get_stylebox].\n" "[b]Example of modifying a property in a StyleBox by duplicating it:[/b]\n" "[codeblock]\n" @@ -18839,9 +19095,9 @@ msgid "" "Margin] enum. A getter method for [member anchor_bottom], [member " "anchor_left], [member anchor_right] and [member anchor_top]." msgstr "" -"从[enum Margin]枚举返回由[code]margin[/code]常量标识的锚。 [member " -"anchor_bottom],[member anchor_left],[member anchor_right]和[member " -"anchor_top]的获取方法。" +"从 [enum Margin] 枚举返回由 [code]margin[/code] 常量标识的锚点。是 [member " +"anchor_bottom]、[member anchor_left]、[member anchor_right]、[member " +"anchor_top] 的获取方法。" #: doc/classes/Control.xml msgid "" @@ -18999,9 +19255,9 @@ msgid "" "Margin] enum. A getter method for [member margin_bottom], [member " "margin_left], [member margin_right] and [member margin_top]." msgstr "" -"从[enum Margin]枚举返回由[code]margin[/code]常量标识的锚。 [member " -"margin_bottom],[member margin_left],[member margin_right]和[member " -"margin_top]的获取方法。" +"从 [enum Margin] 枚举返回由 [code]margin[/code] 常量标识的锚点。是 [member " +"margin_bottom]、[member margin_left]、[member margin_right]、[member " +"margin_top] 的获取方法。" #: doc/classes/Control.xml msgid "Returns the minimum size for this control. See [member rect_min_size]." @@ -19233,6 +19489,39 @@ msgid "" msgstr "放弃焦点。其他控件将无法接收键盘输入。" #: doc/classes/Control.xml +#, fuzzy +msgid "" +"Removes a theme override for a [Color] with the given [code]name[/code]." +msgstr "移除按键[code]name[/code]的动画。" + +#: doc/classes/Control.xml +#, fuzzy +msgid "" +"Removes a theme override for a constant with the given [code]name[/code]." +msgstr "移除按键[code]name[/code]的动画。" + +#: doc/classes/Control.xml +#, fuzzy +msgid "Removes a theme override for a [Font] with the given [code]name[/code]." +msgstr "移除按键[code]name[/code]的动画。" + +#: doc/classes/Control.xml +#, fuzzy +msgid "Removes a theme override for an icon with the given [code]name[/code]." +msgstr "移除按键[code]name[/code]的动画。" + +#: doc/classes/Control.xml +#, fuzzy +msgid "Removes a theme override for a shader with the given [code]name[/code]." +msgstr "返回带有给定[code]id[/code]的项的索引。" + +#: doc/classes/Control.xml +#, fuzzy +msgid "" +"Removes a theme override for a [StyleBox] with the given [code]name[/code]." +msgstr "返回带有给定[code]id[/code]的项的索引。" + +#: doc/classes/Control.xml msgid "" "Sets the anchor identified by [code]margin[/code] constant from [enum " "Margin] enum to value [code]anchor[/code]. A setter method for [member " @@ -19263,15 +19552,16 @@ msgid "" "code] argument and automatic update of margin, it allows to set the margin " "offset yourself (see [method set_margin])." msgstr "" -"与[method set_anchor]的工作原理相同,但是它代替[code]keep_margin[/code]参数和" -"边距的自动更新,它允许您自己设置边距偏移量(请参阅[method set_margin])。" +"与 [method set_anchor] 的工作原理相同,但是它代替 [code]keep_margin[/code] 参" +"数和边距的自动更新,它允许您自己设置边距偏移量(请参阅 [method " +"set_margin])。" #: doc/classes/Control.xml msgid "" "Sets both anchor preset and margin preset. See [method set_anchors_preset] " "and [method set_margins_preset]." msgstr "" -"设置锚定预设和边距预设。请参阅[method set_anchors_preset]和[method " +"设置锚点预设和边距预设。请参阅 [method set_anchors_preset] 和 [method " "set_margins_preset]。" #: doc/classes/Control.xml @@ -19392,10 +19682,10 @@ msgid "" "method for [member focus_neighbour_bottom], [member focus_neighbour_left], " "[member focus_neighbour_right] and [member focus_neighbour_top]." msgstr "" -"设置由[code]margin[/code]常量标识的锚,从[enum Margin]枚举到[code]neighbor[/" -"code]节点路径处的[Control]。用于[member focus_neighbour_bottom],[member " -"focus_neighbour_left],[member focus_neighbour_right]和[member " -"focus_neighbour_top]的设置方法。" +"设置由 [code]margin[/code] 常量标识的锚点,从 [enum Margin] 枚举到 " +"[code]neighbor[/code] 节点路径处的 [Control]。是 [member " +"focus_neighbour_bottom]、[member focus_neighbour_left]、[member " +"focus_neighbour_right]、[member focus_neighbour_top] 的设置方法。" #: doc/classes/Control.xml msgid "" @@ -19493,7 +19783,7 @@ msgid "" "convenience." msgstr "" "将节点的底部边缘锚定到其父控件的原点,中心或末端。当节点移动或更改大小时,它" -"会更改底部边距的更新方式。为了方便起见,可以使用[enum Anchor]常量之一。" +"会更改底部边距的更新方式。为了方便起见,可以使用 [enum Anchor] 常量之一。" #: doc/classes/Control.xml msgid "" @@ -19503,7 +19793,7 @@ msgid "" "convenience." msgstr "" "将节点的左边缘锚定到其父控件的原点,中心或末端。当节点移动或更改大小时,它会" -"更改左侧边距的更新方式。为了方便起见,可以使用[enum Anchor]常量之一。" +"更改左侧边距的更新方式。为了方便起见,可以使用 [enum Anchor] 常量之一。" #: doc/classes/Control.xml msgid "" @@ -19513,7 +19803,7 @@ msgid "" "convenience." msgstr "" "将节点的右边缘锚定到其父控件的原点,中心或末端。当节点移动或更改大小时,它会" -"更改右边距的更新方式。为了方便起见,可以使用[enum Anchor]常量之一。" +"更改右边距的更新方式。为了方便起见,可以使用 [enum Anchor] 常量之一。" #: doc/classes/Control.xml msgid "" @@ -19522,7 +19812,7 @@ msgid "" "changes size. You can use one of the [enum Anchor] constants for convenience." msgstr "" "锚定节点的顶部边缘到原点、中心或其父控件的末端。当节点移动或改变大小时,它可" -"以改变顶边的更新方式。为了便捷,你可以使用[enum Anchor]常数之一。" +"以改变顶边的更新方式。为了便捷,你可以使用 [enum Anchor] 常量之一。" #: doc/classes/Control.xml msgid "" @@ -19684,9 +19974,10 @@ msgid "" "you should not modify them manually if your node is a direct child of a " "[Container]. Margins update automatically when you move or resize the node." msgstr "" -"节点底边与其父控件之间的距离,基于[member anchor_bottom]。\n" -"边距通常由一个或多个父[Container]节点控制,因此,如果您的节点是[Container]的" -"直接子级,则不应手动修改它们。当您移动或调整节点大小时,边距会自动更新。" +"节点底边与其父控件之间的距离,基于 [member anchor_bottom]。\n" +"边距通常由一个或多个父 [Container] 节点控制,因此,如果您的节点是 " +"[Container] 的直接子级,则不应手动修改它们。当您移动或调整节点大小时,边距会" +"自动更新。" #: doc/classes/Control.xml msgid "" @@ -19696,9 +19987,10 @@ msgid "" "you should not modify them manually if your node is a direct child of a " "[Container]. Margins update automatically when you move or resize the node." msgstr "" -"节点的左边缘与其父控件之间的距离,基于[member anchor_left]。\n" -"边距通常由一个或多个父[Container]节点控制,因此,如果您的节点是[Container]的" -"直接子级,则不应手动修改它们。当您移动或调整节点大小时,边距会自动更新。" +"节点的左边缘与其父控件之间的距离,基于 [member anchor_left]。\n" +"边距通常由一个或多个父 [Container] 节点控制,因此,如果您的节点是 " +"[Container] 的直接子级,则不应手动修改它们。当您移动或调整节点大小时,边距会" +"自动更新。" #: doc/classes/Control.xml msgid "" @@ -19708,9 +20000,10 @@ msgid "" "you should not modify them manually if your node is a direct child of a " "[Container]. Margins update automatically when you move or resize the node." msgstr "" -"节点的右边缘与其父控件之间的距离,基于[member anchor_right]。\n" -"边距通常由一个或多个父[Container]节点控制,因此,如果您的节点是[Container]的" -"直接子级,则不应手动修改它们。当您移动或调整节点大小时,边距会自动更新。" +"节点的右边缘与其父控件之间的距离,基于 [member anchor_right]。\n" +"边距通常由一个或多个父 [Container] 节点控制,因此,如果您的节点是 " +"[Container] 的直接子级,则不应手动修改它们。当您移动或调整节点大小时,边距会" +"自动更新。" #: doc/classes/Control.xml msgid "" @@ -19720,7 +20013,7 @@ msgid "" "you should not modify them manually if your node is a direct child of a " "[Container]. Margins update automatically when you move or resize the node." msgstr "" -"节点的顶边与其父控件之间的距离,基于[member anchor_top]。\n" +"节点的顶边与其父控件之间的距离,基于 [member anchor_top]。\n" "边距通常由一个或多个父 [Container] 节点控制,所以如果您的节点是 [Container] " "的直接子节点,您不应该手动修改它们。当您移动或调整节点大小时,边距会自动更" "新。" @@ -19779,9 +20072,9 @@ msgid "" "[member rect_scale], it will scale around this pivot. Set this property to " "[member rect_size] / 2 to center the pivot in the node's rectangle." msgstr "" -"默认情况下,节点的轴是其左上角。当您更改其[member rect_scale]时,它将围绕此枢" -"轴进行缩放。将此属性设置为[member rect_size] / 2,以将枢轴在节点的矩形中居" -"中。" +"默认情况下,该节点的轴心位于其左上角。当您更改其 [member rect_scale] 时,它将" +"围绕此轴心进行缩放。将此属性设置为 [member rect_size] / 2,以将轴心在节点的矩" +"形中居中。" #: doc/classes/Control.xml msgid "" @@ -19789,19 +20082,18 @@ msgid "" "rectangle's top-left corner. The property is not affected by [member " "rect_pivot_offset]." msgstr "" -"节点相对于其父节点的位置。它对应于矩形的左上角。该属性不受[member " -"rect_pivot_offset]的影响。" +"节点相对于其父节点的位置。它对应于矩形的左上角。该属性不受 [member " +"rect_pivot_offset] 的影响。" #: doc/classes/Control.xml msgid "" "The node's rotation around its pivot, in degrees. See [member " "rect_pivot_offset] to change the pivot's position." msgstr "" -"节点围绕其枢轴的旋转(以度为单位)。请参阅[member rect_pivot_offset]更改枢轴" -"的位置。" +"节点围绕其轴心的旋转(以度为单位)。更改轴心的位置请参阅 [member " +"rect_pivot_offset]。" #: doc/classes/Control.xml -#, fuzzy msgid "" "The node's scale, relative to its [member rect_size]. Change this property " "to scale the node around its [member rect_pivot_offset]. The Control's " @@ -19822,9 +20114,9 @@ msgstr "" "[member rect_pivot_offset] 缩放。该 Control 的 [member hint_tooltip] 也将根据" "这个值进行缩放。\n" "[b]注意:[/b]这个属性主要用于动画用途。当控件被缩放时,控件内的文本将看起来是" -"像素化或模糊的。要在你的项目支持多种分辨率,请使用[url=https://docs." -"godotengine.org/zh_CN/stable/tutorials/rendering/multiple_resolutions.html]文" -"档[/url]中描述的合适的视窗拉伸模式,而不是单独缩放控件。\n" +"像素化或模糊的。要在你的项目支持多种分辨率,请使用[url=$DOCS_URL/tutorials/" +"rendering/multiple_resolutions.html]文档[/url]中描述的合适的视窗拉伸模式,而" +"不是单独缩放控件。\n" "[b]注意:[/b]如果控件节点是 [Container] 节点的子节点,当场景实例化时,缩放将" "被重置为 [code]Vector2(1, 1)[/code]。要在实例化时设置控件的缩放,使用 " "[code]yield(get_tree(), \"idle_frame\")[/code] 等待一帧,然后设置其 [member " @@ -19882,7 +20174,7 @@ msgstr "当节点失去键盘焦点时发出。" #: doc/classes/Control.xml msgid "Emitted when the node receives an [InputEvent]." -msgstr "在节点收到[InputEvent]时发出。" +msgstr "当节点收到 [InputEvent] 时发出。" #: doc/classes/Control.xml msgid "Emitted when the node's minimum size changes." @@ -19908,12 +20200,21 @@ msgstr "" "mouse_entered]。" #: doc/classes/Control.xml +#, fuzzy msgid "" "Emitted when the mouse leaves the control's [code]Rect[/code] area, provided " "its [member mouse_filter] lets the event reach it.\n" "[b]Note:[/b] [signal mouse_exited] will be emitted if the mouse enters a " "child [Control] node, even if the mouse cursor is still inside the parent's " -"[code]Rect[/code] area." +"[code]Rect[/code] area.\n" +"If you want to check whether the mouse truly left the area, ignoring any top " +"nodes, you can use code like this:\n" +"[codeblock]\n" +"func _on_mouse_exited():\n" +" if not Rect2(Vector2(), rect_size)." +"has_point(get_local_mouse_position()):\n" +" # Not hovering over area.\n" +"[/codeblock]" msgstr "" "当鼠标离开控件的[code]Rect[/code]区域时触发,只要其[member mouse_filter]允许" "事件到达。\n" @@ -20132,23 +20433,23 @@ msgid "" "Snap all 4 anchors to the top-left of the parent control's bounds. Use with " "[method set_anchors_preset]." msgstr "" -"将所有4个定位点对齐到父控件边界的左上角。与[method set_anchors_preset]一起使" -"用。" +"将所有 4 个锚点对齐到父控件边界的左上角。与 [method set_anchors_preset] 一起" +"使用。" #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the top-right of the parent control's bounds. Use with " "[method set_anchors_preset]." msgstr "" -"将所有4个定位点对齐到父控件边界的右上角。与[method set_anchors_preset]一起使" -"用。" +"将所有 4 个锚点对齐到父控件边界的右上角。与 [method set_anchors_preset] 一起" +"使用。" #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the bottom-left of the parent control's bounds. Use " "with [method set_anchors_preset]." msgstr "" -"将所有4个定位点对齐到父控件的边界的左下角。与[method set_anchors_preset]一起" +"将所有 4 个锚点对齐到父控件边界的左下角。与 [method set_anchors_preset] 一起" "使用。" #: doc/classes/Control.xml @@ -20156,7 +20457,7 @@ msgid "" "Snap all 4 anchors to the bottom-right of the parent control's bounds. Use " "with [method set_anchors_preset]." msgstr "" -"将所有4个定位点对齐到父控件的边界的右下角。与[method set_anchors_preset]一起" +"将所有 4 个锚点对齐到父控件边界的右下角。与 [method set_anchors_preset] 一起" "使用。" #: doc/classes/Control.xml @@ -20164,39 +20465,39 @@ msgid "" "Snap all 4 anchors to the center of the left edge of the parent control's " "bounds. Use with [method set_anchors_preset]." msgstr "" -"将所有4个定位点对齐到父控件边界的左边缘的中心。与[method set_anchors_preset]" -"一起使用。" +"将所有 4 个锚点对齐到父控件边界的左边缘的中心。与 [method " +"set_anchors_preset] 一起使用。" #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the center of the top edge of the parent control's " "bounds. Use with [method set_anchors_preset]." msgstr "" -"将所有4个定位点对齐到父控件边界的上边缘的中心。与[method set_anchors_preset]" -"一起使用。" +"将所有 4 个锚点对齐到父控件边界的顶边缘的中心。与 [method " +"set_anchors_preset] 一起使用。" #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the center of the right edge of the parent control's " "bounds. Use with [method set_anchors_preset]." msgstr "" -"将所有4个锚点对齐到父控件边界右边缘的中心。与[method set_anchors_preset]一起" -"使用。" +"将所有 4 个锚点对齐到父控件边界的右边缘的中心。与 [method " +"set_anchors_preset] 一起使用。" #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the center of the bottom edge of the parent control's " "bounds. Use with [method set_anchors_preset]." msgstr "" -"将所有 4 个锚捕捉到父控制边界底部边缘的中心。使用[method " -"set_anchors_preset]。" +"将所有 4 个锚点对齐到父控件边界的底边缘的中心。与 [method " +"set_anchors_preset] 一起使用。" #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to the center of the parent control's bounds. Use with " "[method set_anchors_preset]." msgstr "" -"将所有4个定位点对齐到父控件边界的中心。与[method set_anchors_preset]一起使" +"将所有 4 个锚点对齐到父控件边界的中心。与 [method set_anchors_preset] 一起使" "用。" #: doc/classes/Control.xml @@ -20205,8 +20506,8 @@ msgid "" "becomes relative to the left edge and the top margin relative to the top " "left corner of the node's parent. Use with [method set_anchors_preset]." msgstr "" -"将所有4个定位点对齐到父控件的左边缘。左边距相对于节点父节点的左边缘,而上边距" -"相对于节点父节点的左上角。与[method set_anchors_preset]一起使用。" +"将所有 4 个锚点对齐到父控件的左边缘。左边距相对于节点父节点的左边缘,而上边距" +"相对于节点父节点的左上角。与 [method set_anchors_preset] 一起使用。" #: doc/classes/Control.xml msgid "" @@ -20215,9 +20516,9 @@ msgid "" "edge, and the right margin relative to the top right corner of the node's " "parent. Use with [method set_anchors_preset]." msgstr "" -"将所有4个定位点对齐到父控件的顶部边缘。左侧边距相对于节点父节点的左上角,顶部" -"边距相对于顶部的边缘,右侧边距相对于节点的父节点。与[method " -"set_anchors_preset]一起使用。" +"将所有 4 个锚点对齐到父控件的顶部边缘。左侧边距相对于节点父节点的左上角,顶部" +"边距相对于顶部的边缘,右侧边距相对于节点的父节点。与 [method " +"set_anchors_preset] 一起使用。" #: doc/classes/Control.xml msgid "" @@ -20225,9 +20526,9 @@ msgid "" "becomes relative to the right edge and the top margin relative to the top " "right corner of the node's parent. Use with [method set_anchors_preset]." msgstr "" -"将所有4个定位点对齐到父控件的顶部边缘。左侧边距相对于节点父节点的左上角,顶部" -"边距相对于顶部的边缘,右侧边距相对于节点的父节点。与[method " -"set_anchors_preset]一起使用。" +"将所有 4 个锚点对齐到父控件的顶部边缘。左侧边距相对于节点父节点的左上角,顶部" +"边距相对于顶部的边缘,右侧边距相对于节点的父节点。与 [method " +"set_anchors_preset] 一起使用。" #: doc/classes/Control.xml msgid "" @@ -20236,25 +20537,25 @@ msgid "" "the bottom edge, and the right margin relative to the bottom right corner of " "the node's parent. Use with [method set_anchors_preset]." msgstr "" -"将所有4个定位点对齐到父控件的底部边缘。左侧边距相对于节点父节点的左下角,底部" -"边距相对于底部的边缘,而右侧边距相对于节点的右下角。与[method " -"set_anchors_preset]一起使用。" +"将所有 4 个锚点对齐到父控件的底部边缘。左侧边距相对于节点父节点的左下角,底部" +"边距相对于底部的边缘,而右侧边距相对于节点的右下角。与 [method " +"set_anchors_preset] 一起使用。" #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to a vertical line that cuts the parent control in half. " "Use with [method set_anchors_preset]." msgstr "" -"将所有4个锚点对齐到一条垂直线,该垂直线将父控件切成两半。与[method " -"set_anchors_preset]一起使用。" +"将所有 4 个锚点对齐到一条垂直线,该垂直线将父控件切成两半。与 [method " +"set_anchors_preset] 一起使用。" #: doc/classes/Control.xml msgid "" "Snap all 4 anchors to a horizontal line that cuts the parent control in " "half. Use with [method set_anchors_preset]." msgstr "" -"将所有4个锚点对齐到一条水平线,该水平线将父控件切成两半。与[method " -"set_anchors_preset]一起使用。" +"将所有 4 个锚点对齐到一条水平线,该水平线将父控件切成两半。与 [method " +"set_anchors_preset] 一起使用。" #: doc/classes/Control.xml msgid "" @@ -20263,9 +20564,9 @@ msgid "" "parent control. This is equivalent to the \"Full Rect\" layout option in the " "editor. Use with [method set_anchors_preset]." msgstr "" -"将所有4个定位点对齐到父控件的各个角。应用此预设后,将所有4个页边距设置为0," -"[Control]将适合其上级控件。这等效于编辑器中的“全角”布局选项。与[method " -"set_anchors_preset]一起使用。" +"将所有 4 个锚点对齐到父控件的各个角。应用此预设后,将所有 4 个页边距设置为 " +"0,[Control] 将适合其上级控件。这等效于编辑器中的“整个矩形”布局选项。与 " +"[method set_anchors_preset] 一起使用。" #: doc/classes/Control.xml msgid "The control will be resized to its minimum size." @@ -20468,8 +20769,12 @@ msgstr "" #: doc/classes/ConvexPolygonShape2D.xml msgid "" "The polygon's list of vertices. Can be in either clockwise or " -"counterclockwise order." -msgstr "多边形的顶点列表。可以按顺时针或逆时针顺序。" +"counterclockwise order. Only set this property with convex hull points, use " +"[method set_point_cloud] to generate a convex hull shape from concave shape " +"points." +msgstr "" +"该多边形的顶点列表。顺时针顺序或逆时针顺序都有可能。请用凸包点设置该属性,可" +"以用 [method set_point_cloud] 从凹形状点设成凸包形状。" #: doc/classes/CPUParticles.xml msgid "CPU-based 3D particle emitter." @@ -20616,11 +20921,10 @@ msgstr "" #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml #: doc/classes/ParticlesMaterial.xml -#, fuzzy msgid "" "Each particle's initial color will vary along this [GradientTexture] " "(multiplied with [member color])." -msgstr "每个粒子的颜色将随着这个[Gradient]变化,即与[member color]相乘。" +msgstr "每个粒子的颜色将沿着这个 [Gradient] 变化(与 [member color] 相乘)。" #: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml msgid "" @@ -21142,11 +21446,8 @@ msgstr "" "[b]注意:[/b] 其与[Particles2D]不同,可见性矩形是即时生成的,不需要用户配置。" #: doc/classes/CPUParticles2D.xml doc/classes/Particles2D.xml -#, fuzzy msgid "$DOCS_URL/tutorials/2d/particle_systems_2d.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/2d/particle_systems_2d." -"html" +msgstr "$DOCS_URL/tutorials/2d/particle_systems_2d.html" #: doc/classes/CPUParticles2D.xml msgid "" @@ -21499,19 +21800,19 @@ msgstr "" #: modules/csg/doc_classes/CSGBox.xml msgid "A CSG Box shape." -msgstr "CSG框形状。" +msgstr "CSG 盒子形状。" #: modules/csg/doc_classes/CSGBox.xml msgid "This node allows you to create a box for use with the CSG system." -msgstr "该节点允许您创建一个与 CSG 系统一起使用的盒子。" +msgstr "该节点允许您使用 CSG 系统创建一个盒子。" #: modules/csg/doc_classes/CSGBox.xml msgid "Depth of the box measured from the center of the box." -msgstr "框的深度从框的中心开始测量。" +msgstr "盒子的深度,从盒子的中心开始测量。" #: modules/csg/doc_classes/CSGBox.xml msgid "Height of the box measured from the center of the box." -msgstr "盒子的高度从盒子的中心开始测量。" +msgstr "盒子的高度,从盒子的中心开始测量。" #: modules/csg/doc_classes/CSGBox.xml msgid "The material used to render the box." @@ -21519,11 +21820,11 @@ msgstr "用于渲染盒子的材质。" #: modules/csg/doc_classes/CSGBox.xml msgid "Width of the box measured from the center of the box." -msgstr "盒子的宽度从盒子的中心开始测量。" +msgstr "盒子的宽度,从盒子的中心开始测量。" #: modules/csg/doc_classes/CSGCombiner.xml msgid "A CSG node that allows you to combine other CSG modifiers." -msgstr "一个CSG节点,允许您组合其他CSG修改器。" +msgstr "允许您组合其他 CSG 修改器的 CSG 节点。" #: modules/csg/doc_classes/CSGCombiner.xml msgid "" @@ -21544,7 +21845,7 @@ msgstr "" #: modules/csg/doc_classes/CSGCylinder.xml msgid "A CSG Cylinder shape." -msgstr "CSG圆柱形状。" +msgstr "CSG 圆柱形状。" #: modules/csg/doc_classes/CSGCylinder.xml msgid "" @@ -21600,7 +21901,7 @@ msgstr "" #: modules/csg/doc_classes/CSGMesh.xml msgid "The [Material] used in drawing the CSG shape." -msgstr "用于绘制CSG形状的[Material]。" +msgstr "用于绘制 CSG 形状的 [Material]。" #: modules/csg/doc_classes/CSGMesh.xml msgid "" @@ -21869,7 +22170,6 @@ msgstr "" "均被忽略。" #: modules/csg/doc_classes/CSGShape.xml -#, fuzzy msgid "" "The physics layers this area is in.\n" "Collidable objects can exist in any of 32 different layers. These layers " @@ -21883,25 +22183,23 @@ msgid "" "information." msgstr "" "这个区域所处的物理层。\n" -"可碰撞的物体可以存在于32个不同层中的任何一个。这些层的工作就像一个标签系统," -"而不是可视化的。一个可碰撞物体可以使用这些层来选择它可以与哪些物体碰撞,使用 " -"collision_mask 属性。\n" -"如果对象A在对象B所扫描的任何层中,或者对象B在对象A所扫描的任何层中,就会检测" -"到接触。详见文档中的[url=https://docs.godotengine.org/zh_CN/stable/tutorials/" -"physics/physics_introduction.html#collision-layers-and-masks]碰撞层和掩码[/" -"url]。" +"可碰撞的物体可以存在于 32 个不同层中的任何一个。这些层的工作就像一个标签系" +"统,而不是可视化的。一个可碰撞物体可以使用这些层来选择它可以与哪些物体碰撞," +"使用 collision_mask 属性。\n" +"如果对象 A 在对象 B 所扫描的任何层中,或者对象 B 在对象 A 所扫描的任何层中," +"就会检测到接触。详情请参阅文档中的[url=$DOCS_URL/tutorials/physics/" +"physics_introduction.html#collision-layers-and-masks]《碰撞层与掩码》[/url]。" #: modules/csg/doc_classes/CSGShape.xml -#, fuzzy msgid "" "The physics layers this CSG shape scans for collisions. See [url=$DOCS_URL/" "tutorials/physics/physics_introduction.html#collision-layers-and-" "masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" -"此 CSG 形状将要扫描碰撞的物理层。有关更多信息,请参阅文档中的 [url=https://" -"docs.godotengine.org/zh_CN/stable/tutorials/physics/physics_introduction." -"html#collision-layers-and-masks]碰撞层和掩码[/url]。" +"此 CSG 形状将要扫描碰撞的物理层。详情请参阅文档中的[url=$DOCS_URL/tutorials/" +"physics/physics_introduction.html#collision-layers-and-masks]《碰撞层与掩码》" +"[/url]。" #: modules/csg/doc_classes/CSGShape.xml msgid "" @@ -22031,11 +22329,8 @@ msgstr "" "另请参阅[GodotSharp]。" #: modules/mono/doc_classes/CSharpScript.xml -#, fuzzy -msgid "$DOCS_URL/getting_started/scripting/c_sharp/index.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/getting_started/scripting/c_sharp/" -"index.html" +msgid "$DOCS_URL/tutorials/scripting/c_sharp/index.html" +msgstr "$DOCS_URL/tutorials/scripting/c_sharp/index.html" #: modules/mono/doc_classes/CSharpScript.xml #: modules/gdnative/doc_classes/PluginScript.xml @@ -22189,7 +22484,7 @@ msgstr "沿 X 轴插入的额外边缘环的数量。" #: doc/classes/CullInstance.xml msgid "Parent of all nodes that can be culled by the Portal system." -msgstr "所有可以被Portal入口系统剔除的节点的父节点。" +msgstr "所有可以被 Portal 入口系统剔除的节点的父节点。" #: doc/classes/CullInstance.xml msgid "" @@ -22212,18 +22507,18 @@ msgid "" "Objects that are not [code]Static[/code] or [code]Dynamic[/code] can be " "freely created and deleted during the lifetime of the game level." msgstr "" -"为可以被[Portal]系统剔除的节点提供通用功能。\n" -"[code]Static[/code]和[code]Dynamic[/code]对象是系统中最有效的管理对象,但有一" -"些注意事项。当使用[RoomManager] [code]rooms_convert[/code]函数转换[Room]时," -"它们最初应该存在,并且其寿命应该与游戏级别相同,也就是说,在你调用" -"[RoomManager]的[code]rooms_clear[/code]之前一直存在。虽然你不应该在游戏过程中" -"创建或删除这些对象,但可以用标准的[code]hide[/code]和[code]show[/code]命令管" -"理它们的可见性。\n" -"另一方面,[code]Roaming[/code]对象需要额外的处理来跟踪它们在哪个[Room]中。这" -"使它们能够有效地被剔除,无论其位置。\n" -"[code]Global[/code]对象不被入口系统剔除,只使用视图视锥剔除。\n" -"不是[code]Static[/code]或[code]Dynamic[/code]的对象可以在游戏关卡的生命周期内" -"自由创建和删除。" +"为可以被 [Portal] 系统剔除的节点提供通用功能。\n" +"[code]Static[/code] 和 [code]Dynamic[/code] 对象是系统中最有效的管理对象,但" +"有一些注意事项。当使用 [RoomManager] 的 [code]rooms_convert[/code] 函数转换 " +"[Room] 时,它们最初应该存在,并且其寿命应该与游戏级别相同,也就是说,在你调" +"用 [RoomManager] 的 [code]rooms_clear[/code] 之前一直存在。虽然你不应该在游戏" +"过程中创建或删除这些对象,但可以用标准的 [code]hide[/code] 和 [code]show[/" +"code] 命令管理它们的可见性。\n" +"另一方面,[code]Roaming[/code] 对象需要额外的处理来跟踪它们在哪个 [Room] 中。" +"这使它们能够有效地被剔除,无论其位置。\n" +"[code]Global[/code] 对象不被入口系统剔除,只使用视图视锥剔除。\n" +"不是 [code]Static[/code] 或 [code]Dynamic[/code] 的对象可以在游戏关卡的生命周" +"期内自由创建和删除。" #: doc/classes/CullInstance.xml msgid "" @@ -22253,14 +22548,15 @@ msgid "" msgstr "" "当没有为 [Room] 明确指定手动边界时,凸形边界将根据房间内对象的几何形状进行估" "算。此设置确定对象的几何形状是否包含在此房间边界估算之中。\n" -"[b]注意:[/b]此设置仅在对象设置为[code]PORTAL_MODE_STATIC[/code]或" -"[code]PORTAL_MODE_DYNAMIC[/code]时有相,并且适用于[Portal]。" +"[b]注意:[/b]此设置仅在对象设置为 [code]PORTAL_MODE_STATIC[/code] 或 " +"[code]PORTAL_MODE_DYNAMIC[/code] 时有相,并且适用于 [Portal]。" #: doc/classes/CullInstance.xml msgid "" "When using [Room]s and [Portal]s, this specifies how the [CullInstance] is " "processed in the system." -msgstr "当使用[Room]和[Portal]时,这规定了[CullInstance]在系统中的处理方式。" +msgstr "" +"当使用 [Room] 和 [Portal] 时,这规定了 [CullInstance] 在系统中的处理方式。" #: doc/classes/CullInstance.xml msgid "" @@ -22272,10 +22568,10 @@ msgid "" "data has been invalidated. You will need to reconvert the rooms using the " "[RoomManager] to activate the system again." msgstr "" -"用于[b]不会移动[/b]的[Room]内的实例--例如,墙壁、地板。\n" -"[b]注意:[/b] 如果你在房间图形加载即转换的时候,试图删除一个" -"[code]PORTAL_MODE_STATIC[/code]实例,它将卸载房间图形并停用入口剔除。这是因为" -"[b]房间图形[/b]的数据已经失效。你将需要使用[RoomManager]重新转换房间以再次激" +"用于[b]不会移动[/b]的 [Room] 内的实例——如墙壁、地板。\n" +"[b]注意:[/b]如果你在房间图加载(转换)的时候,试图删除一个 " +"[code]PORTAL_MODE_STATIC[/code] 实例,它将卸载房间图并停用入口剔除。这是因为" +"[b]房间图[/b]的数据已经失效。你将需要使用 [RoomManager] 重新转换房间以再次激" "活系统。" #: doc/classes/CullInstance.xml @@ -22288,10 +22584,10 @@ msgid "" "data has been invalidated. You will need to reconvert the rooms using the " "[RoomManager] to activate the system again." msgstr "" -"用于房间内会移动但 [b]不会改变房间[/b] 的实例 - 例如移动平台。\n" -"[b]注意:[/b] 如果在加载即转换房间图形时尝试删除 [code]PORTAL_MODE_DYNAMIC[/" -"code] 实例,它将卸载房间图形并停用入口剔除。这是因为[b]房间图形[/b]数据已经失" -"效。将需要使用 [RoomManager] 重新转换房间以再次激活系统。" +"用于房间内会移动但[b]不会改变房间[/b]的实例——例如移动平台。\n" +"[b]注意:[/b]如果在加载即转换房间图时尝试删除 [code]PORTAL_MODE_DYNAMIC[/" +"code] 实例,它将卸载房间图并停用入口剔除。这是因为[b]房间图[/b]数据已经失效。" +"将需要使用 [RoomManager] 重新转换房间以再次激活系统。" #: doc/classes/CullInstance.xml msgid "Use for instances that will move [b]between[/b] [Room]s - e.g. players." @@ -23181,11 +23477,8 @@ msgstr "" "一个数值。" #: doc/classes/Dictionary.xml -#, fuzzy msgid "$DOCS_URL/tutorials/scripting/gdscript/gdscript_basics.html#dictionary" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/scripting/gdscript/" -"gdscript_basics.html#dictionary" +msgstr "$DOCS_URL/tutorials/scripting/gdscript/gdscript_basics.html#dictionary" #: doc/classes/Dictionary.xml msgid "Clear the dictionary, removing all key/value pairs." @@ -23211,9 +23504,9 @@ msgid "" "[b]Note:[/b] Don't erase elements while iterating over the dictionary. You " "can iterate over the [method keys] array instead." msgstr "" -"依据key擦除字典的键值对。如果指定的 key 存在于字典中,返回 [code]true[/" -"code] ,否则返回 [code]false[/code] 。\n" -"[b]注意:[/b] 在迭代字典时不要擦除元素。可以迭代 [method keys] 数组。" +"依据键擦除字典的键值对。如果指定的键存在于字典中,返回 [code]true[/code] ,否" +"则返回 [code]false[/code] 。\n" +"[b]注意:[/b]在迭代字典时不要擦除元素。可以迭代 [method keys] 数组。" #: doc/classes/Dictionary.xml msgid "" @@ -23238,15 +23531,15 @@ msgid "" "code] as long as the key exists, even if the associated value is [code]null[/" "code]." msgstr "" -"如果字典有一个给定的键,返回[code]true[/code]。\n" -"[b]注:[/b] 这相当于使用[code]in[/code]运算符,如下所示。\n" +"如果字典有一个给定的键,返回 [code]true[/code]。\n" +"[b]注意:[/b]这相当于使用 [code]in[/code] 运算符,如下所示:\n" "[codeblock]\n" -"# Will evaluate to `true`.\n" +"# 估值为 `true`。\n" "if \"godot\" in {\"godot\": \"engine\"}:\n" " pass\n" "[/codeblock]\n" -"只要键存在,即使相关的值是[code]null[/code],这个方法(就像[code]in[/code]运" -"算符一样)也会评估为[code]true[/code]。" +"只要键存在,即使相关的值是 [code]null[/code],这个方法(就像 [code]in[/code] " +"运算符一样)也会评估为 [code]true[/code]。" #: doc/classes/Dictionary.xml msgid "" @@ -23304,15 +23597,12 @@ msgid "" msgstr "" "平行光是一种 [Light] 类型的节点,它可以模拟出覆盖整个场景的无限多的平行光线。" "可以用作离场景很远、具有强烈强度的灯光,模拟太阳光或月光。DirectionalLight 变" -"换的世界空间坐标(原点)会被忽略。只有基点会被用来确定光线方向。" +"换的世界空间坐标(原点)会被忽略。只会用基来确定光线的方向。" #: doc/classes/DirectionalLight.xml doc/classes/Light.xml #: doc/classes/OmniLight.xml doc/classes/SpotLight.xml -#, fuzzy msgid "$DOCS_URL/tutorials/3d/lights_and_shadows.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/3d/lights_and_shadows." -"html" +msgstr "$DOCS_URL/tutorials/3d/lights_and_shadows.html" #: doc/classes/DirectionalLight.xml msgid "" @@ -23480,10 +23770,8 @@ msgstr "" "[/codeblock]" #: doc/classes/Directory.xml doc/classes/File.xml -#, fuzzy msgid "$DOCS_URL/tutorials/scripting/filesystem.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/scripting/filesystem.html" +msgstr "$DOCS_URL/tutorials/scripting/filesystem.html" #: doc/classes/Directory.xml msgid "" @@ -23550,7 +23838,6 @@ msgstr "" "动器的名称。" #: doc/classes/Directory.xml -#, fuzzy msgid "" "On Windows, returns the name of the drive (partition) passed as an argument " "(e.g. [code]C:[/code]).\n" @@ -23560,11 +23847,13 @@ msgid "" "On other platforms, or if the requested drive does not exist, the method " "returns an empty String." msgstr "" -"在Windows上,返回作为参数传递的驱动器即分区的名称,例如,[code]C:[/code]。在" -"其他平台上,如果请求的驱动器不存在,该方法返回一个空的字符串。" +"在 Windows 上,返回作为参数传递的驱动器(分区)的名称(例如 [code]C:[/" +"code])。\n" +"在 macOS 上,返回作为参数传递的挂载卷的路径。\n" +"在 Linux 上,返回作为参数传递的挂载卷或 GTK 3 书签的路径。\n" +"在其他平台上,或者当请求的驱动器不存在时,该方法会返回空的 String。" #: doc/classes/Directory.xml -#, fuzzy msgid "" "On Windows, returns the number of drives (partitions) mounted on the current " "filesystem.\n" @@ -23572,8 +23861,10 @@ msgid "" "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n" "On other platforms, the method returns 0." msgstr "" -"在Windows上,返回挂载在当前文件系统上的驱动器(分区)数量。在其他平台上,该方" -"法返回0。" +"在 Windows 上,返回挂载在当前文件系统上的驱动器(分区)数量。\n" +"在 macOS 上,返回挂载卷的数量。\n" +"在 Linux 上,返回挂载卷与 GTK 3 书签的数量。\n" +"在其他平台上,该方法返回 0。" #: doc/classes/Directory.xml msgid "" @@ -23836,10 +24127,11 @@ msgid "" "[constant PacketPeerDTLS.STATUS_HANDSHAKING], as it is normal that 50% of " "the new connections will be invalid due to cookie exchange." msgstr "" -"尝试与给定的[code]udp_peer[/code]启动DTLS握手,该peer必须已经连接,参阅" -"[method PacketPeerUDP.connect_to_host]。\n" -"[b]注意:[/b] 你必须检查返回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。" +"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" +"[b]注意:[/b]你必须检查返回 PacketPeerUDP 的状态是否为 [constant " +"PacketPeerDTLS.STATUS_HANDSHAKING],因为正常情况下,50% 的新连接会因为 " +"cookie 交换而无效。" #: doc/classes/DynamicFont.xml msgid "DynamicFont renders vector font files at runtime." @@ -24050,6 +24342,15 @@ msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." msgstr "FreeType 使用的字体提示模式。参阅 [enum Hinting] 选项。" #: doc/classes/DynamicFontData.xml +msgid "" +"If set to a value greater than [code]0.0[/code], it will override default " +"font oversampling, ignoring [member SceneTree.use_font_oversampling] value " +"and viewport stretch mode." +msgstr "" +"如果设为比 [code]0.0[/code] 大的值,则会覆盖默认的字体过采样,忽略 [member " +"SceneTree.use_font_oversampling] 的值和视口拉伸模式。" + +#: doc/classes/DynamicFontData.xml msgid "Disables font hinting (smoother but less crisp)." msgstr "禁用字体提示(更平滑但不那么清晰)。" @@ -24067,15 +24368,19 @@ msgstr "在导出项目时执行的脚本。" #: doc/classes/EditorExportPlugin.xml msgid "" -"Editor export plugins are automatically activated whenever the user exports " +"[EditorExportPlugin]s are automatically invoked whenever the user exports " "the project. Their most common use is to determine what files are being " "included in the exported project. For each plugin, [method _export_begin] is " "called at the beginning of the export process and then [method _export_file] " -"is called for each exported file." +"is called for each exported file.\n" +"To use [EditorExportPlugin], register it using the [method EditorPlugin." +"add_export_plugin] method first." msgstr "" -"每当用户导出项目时,会自动激活编辑器的导出插件。其最常用在确定哪些文件被包含" -"到导出的项目中。对于每个插件,在导出过程开始时调用[method _export_begin],然" -"后调用每个导出文件的[method _export_file]。" +"[EditorExportPlugin] 会在用户导出项目时自动调用。它们最常见的用途是确定哪些文" +"件应该包含在导出的项目中。对于每个插件,导出过程开始时都会调用 [method " +"_export_begin],然后会为每一个导出的文件调用 [method _export_file]。\n" +"要使用 [EditorExportPlugin],请先用 [method EditorPlugin.add_export_plugin] " +"注册。" #: doc/classes/EditorExportPlugin.xml msgid "" @@ -24169,13 +24474,32 @@ msgstr "为iOS属性列表文件添加内容。" #: doc/classes/EditorExportPlugin.xml msgid "Adds a static lib from the given [code]path[/code] to the iOS project." -msgstr "从给定的[code]path[/code]添加静态库到iOS项目。" +msgstr "将位于给定路径 [code]path[/code] 的静态库添加到 iOS 项目中。" #: doc/classes/EditorExportPlugin.xml msgid "" -"Adds a shared object with the given [code]tags[/code] and destination " -"[code]path[/code]." -msgstr "添加指定 [code]tags[/code] 和目标 [code]path[/code] 的共享对象。" +"Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] " +"directory of macOS app bundle.\n" +"[b]Note:[/b] This is useful only for macOS exports." +msgstr "" +"将与路径 [code]path[/code] 相匹配的文件或目录添加到 macOS App 捆绑包的 " +"[code]PlugIns[/code] 目录中。\n" +"[b]注意:[/b]仅适用于 macOS 导出。" + +#: doc/classes/EditorExportPlugin.xml +msgid "" +"Adds a shared object or a directory containing only shared objects with the " +"given [code]tags[/code] and destination [code]path[/code].\n" +"[b]Note:[/b] In case of macOS exports, those shared objects will be added to " +"[code]Frameworks[/code] directory of app bundle.\n" +"In case of a directory code-sign will error if you place non code object in " +"directory." +msgstr "" +"添加共享对象或仅包含共享对象的目录,共享对象位于 [code]path[/code],需要与给" +"定的 [code]tags[/code] 标签匹配。\n" +"[b]注意:[/b]使用 macOS 导出时,这些共享对象会被加入到 App 捆绑包的 " +"[code]Frameworkds[/code] 目录。\n" +"如果使用的是目录,并且你在该目录中加入了非代码对象,则代码签名时会报错。" #: doc/classes/EditorExportPlugin.xml msgid "" @@ -24359,7 +24683,7 @@ msgstr "表示[enum Feature]枚举的大小。" #: doc/classes/EditorFileDialog.xml msgid "A modified version of [FileDialog] used by the editor." -msgstr "编辑器使用的[FileDialog]的修改版。" +msgstr "编辑器使用的 [FileDialog] 的修改版。" #: doc/classes/EditorFileDialog.xml msgid "" @@ -24517,9 +24841,9 @@ msgid "" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton using [method EditorInterface.get_resource_filesystem]." msgstr "" -"这个对象(object)储存着文件系统里所有的资源的信息,类型和其他。\n" -"[b]Note:[/b] 这个类(class)不应该被直接实例化。应该使用下列方法(method)" -"[method EditorInterface.get_resource_filesystem]来读取单例(singleton)。" +"这个对象储存着文件系统里所有的资源的信息,类型和其他。\n" +"[b]注意:[/b]这个类不应该被直接实例化。应该使用下列方法 [method " +"EditorInterface.get_resource_filesystem] 来读取单例。" #: doc/classes/EditorFileSystem.xml msgid "" @@ -24687,10 +25011,9 @@ msgstr "" #: doc/classes/EditorImportPlugin.xml msgid "" -"EditorImportPlugins provide a way to extend the editor's resource import " +"[EditorImportPlugin]s provide a way to extend the editor's resource import " "functionality. Use them to import resources from custom files or to provide " -"alternatives to the editor's existing importers. Register your " -"[EditorPlugin] with [method EditorPlugin.add_import_plugin].\n" +"alternatives to the editor's existing importers.\n" "EditorImportPlugins work by associating with specific file extensions and a " "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " @@ -24739,18 +25062,19 @@ msgid "" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"To use [EditorImportPlugin], register it using the [method EditorPlugin." +"add_import_plugin] method first." msgstr "" -"EditorImportPlugins提供了一种扩展编辑器资源导入功能的方法。使用它们来导入自定" -"义文件中的资源,或成为编辑器现有导入器的替代品。用[method EditorPlugin." -"add_import_plugin]注册你的[EditorPlugin]。\n" -"EditorImportPlugins通过与特定的文件扩展名和资源类型相关联来工作。参阅 " +"[EditorImportPlugin] 提供了一种扩展编辑器资源导入功能的方法。使用它们来导入自" +"定义文件中的资源,或成为编辑器现有导入器的替代品。\n" +"EditorImportPlugin 通过与特定的文件扩展名和资源类型相关联来工作。参阅 " "[method get_recognized_extensions] 和 [method get_resource_type]。其可以选择" -"性地指定一些影响导入过程的导入预置。EditorImportPlugins负责创建资源并将其保存" -"在[code].import[/code]目录中,参阅[member ProjectSettings.application/config/" -"use_hidden_project_data_directory]。\n" -"下面是一个EditorImportPlugin的例子,它从扩展名为 \".special\" 或 \".spec\" 的" -"文件中导入一个[Mesh]:\n" +"性地指定一些影响导入过程的导入预置。EditorImportPlugin 负责创建资源并将其保存" +"在 [code].import[/code] 目录中,参阅 [member ProjectSettings.application/" +"config/use_hidden_project_data_directory]。\n" +"下面是一个 EditorImportPlugin 的例子,它会从扩展名为“.special”或“.spec”的文件" +"中导入一个 [Mesh]:\n" "[codeblock]\n" "tool\n" "extends EditorImportPlugin\n" @@ -24785,19 +25109,17 @@ msgstr "" " return FAILED\n" "\n" " var mesh = Mesh.new()\n" -" # Fill the Mesh with data read in \"file\", left as an exercise to the " -"reader\n" +" # 使用从“file”中读取的数据填充 Mesh,留作读者的练习\n" "\n" " var filename = save_path + \".\" + get_save_extension()\n" " return ResourceSaver.save(filename, mesh)\n" -"[/codeblock]" +"[/codeblock]\n" +"要使用你的 [EditorImportPlugin],请先通过 [method EditorPlugin." +"add_import_plugin] 注册。" #: doc/classes/EditorImportPlugin.xml doc/classes/ResourceImporter.xml -#, fuzzy msgid "$DOCS_URL/tutorials/plugins/editor/import_plugins.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/plugins/editor/" -"import_plugins.html" +msgstr "$DOCS_URL/tutorials/plugins/editor/import_plugins.html" #: doc/classes/EditorImportPlugin.xml msgid "" @@ -24910,8 +25232,8 @@ msgid "" "Gets the name to display in the import window. You should choose this name " "as a continuation to \"Import as\", e.g. \"Import as Special Mesh\"." msgstr "" -"获取在导入窗口中显示的名称。你应该选择这个名字作为 \"Import as\" 的延续,例" -"如 \"Import as Special Mesh\"。" +"获取在导入窗口中显示的名称。你应该选择这个名字作为“导入为”的延续,例如“导入" +"为 Special Mesh”。" #: doc/classes/EditorImportPlugin.xml msgid "" @@ -24941,11 +25263,11 @@ msgid "" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton using [method EditorInterface.get_inspector]." msgstr "" -"编辑器检查器默认位于编辑器的右侧。用来编辑所选节点的属性。例如,你可以选择一" -"个节点,如[Sprite],然后通过检查器工具编辑其transform变换。编辑器检查器是游戏" -"开发工作流程中的一个重要工具。\n" -"[b]注意:[/b] 这个类不应该被直接实例化。而是,使用[method EditorInterface." -"get_inspector]访问单例。" +"编辑器检查器默认位于编辑器的右侧,用来编辑所选节点的属性。例如,你可以选择一" +"个节点,如 [Sprite],然后通过检查器工具编辑其变换。编辑器检查器是游戏开发工作" +"流程中的一个重要工具。\n" +"[b]注意:[/b]这个类不应该被直接实例化。请使用 [method EditorInterface." +"get_inspector] 访问单例代替。" #: doc/classes/EditorInspector.xml msgid "" @@ -24956,9 +25278,10 @@ msgid "" "(By default, this interval is set to 0.3 seconds.)" msgstr "" "重新刷新检查器。\n" -"[b]注意:[/b]为了节省CPU资源,如果[code]docks/property_editor/" -"auto_refresh_interval[/code]编辑器设置中指定的时间在上一次调用本方法后还没有" -"过去,那么调用本方法将不做任何操作。(默认情况下,这个时间间隔被设置为0.3秒)" +"[b]注意:[/b]为了节省 CPU 资源,如果 [code]docks/property_editor/" +"auto_refresh_interval[/code] 编辑器设置中指定的时间在上一次调用本方法后还没有" +"过去,那么调用本方法将不做任何操作。(默认情况下,这个时间间隔被设置为 0.3 " +"秒。)" #: doc/classes/EditorInspector.xml msgid "" @@ -25011,8 +25334,8 @@ msgstr "用于在检查器上添加自定义属性编辑器的插件。" #: doc/classes/EditorInspectorPlugin.xml msgid "" -"These plugins allow adding custom property editors to [EditorInspector].\n" -"Plugins are registered via [method EditorPlugin.add_inspector_plugin].\n" +"[EditorInspectorPlugin] allows adding custom property editors to " +"[EditorInspector].\n" "When an object is edited, the [method can_handle] function is called and " "must return [code]true[/code] if the object type is supported.\n" "If supported, the function [method parse_begin] will be called, allowing to " @@ -25021,24 +25344,25 @@ msgid "" "called for every category and property. They offer the ability to add custom " "controls to the inspector too.\n" "Finally, [method parse_end] will be called.\n" -"On each of these calls, the \"add\" functions can be called." -msgstr "" -"该插件允许向[EditorInspector]添加自定义属性编辑器。\n" -"插件通过[method EditorPlugin.add_inspector_plugin]注册。\n" -"当一个对象被编辑时,[method can_handle]函数被调用,如果支持对象类型,必须返回" -"[code]true[/code]。\n" -"如果支持,函数[method parse_begin]将被调用,允许在类的开头放置自定义控件。\n" -"随后,调用每个类型和属性[method parse_category]和[method parse_property]。其" -"也提供了向检查器添加自定义控件的能力。\n" -"最后,调用[method parse_end]。\n" -"在这些调用中,每一个都可以调用 \"add\"函数。" +"On each of these calls, the \"add\" functions can be called.\n" +"To use [EditorInspectorPlugin], register it using the [method EditorPlugin." +"add_inspector_plugin] method first." +msgstr "" +"[EditorInspectorPlugin] 可用于向 [EditorInspector] 添加自定义属性编辑器。\n" +"当一个对象被编辑时,[method can_handle] 函数被调用,如果支持对象类型,必须返" +"回 [code]true[/code]。\n" +"如果支持,函数 [method parse_begin] 将被调用,允许在类的开头放置自定义控" +"件。\n" +"随后,调用每个类型和属性 [method parse_category] 和 [method parse_property]。" +"其也提供了向检查器添加自定义控件的能力。\n" +"最后,调用 [method parse_end]。\n" +"在这些调用中,每一个都可以调用“add”函数。\n" +"要使用 [EditorInspectorPlugin],请先通过 [method EditorPlugin." +"add_inspector_plugin] 方法注册。" #: doc/classes/EditorInspectorPlugin.xml -#, fuzzy msgid "$DOCS_URL/tutorials/plugins/editor/inspector_plugins.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/plugins/editor/" -"inspector_plugins.html" +msgstr "$DOCS_URL/tutorials/plugins/editor/inspector_plugins.html" #: doc/classes/EditorInspectorPlugin.xml msgid "Adds a custom control, which is not necessarily a property editor." @@ -25160,10 +25484,10 @@ msgid "" "code] and [code]interface/editor/custom_display_scale[/code] editor " "settings. Editor must be restarted for changes to be properly applied." msgstr "" -"返回编辑器用户UI的实际比例,[code]1.0[/code]比例为100%。这可以用来调整由插件" -"添加的用户UI的位置和尺寸。\n" -"[b]注意:[/b]这个值是通过[code]interface/editor/display_scale[/code]和" -"[code]interface/editor/custom_display_scale[/code]编辑器设置项来设置。编辑器" +"返回编辑器用户 UI 的实际比例,[code]1.0[/code] 比例为 100%。这可以用来调整由" +"插件添加的用户 UI 的位置和尺寸。\n" +"[b]注意:[/b]这个值是通过 [code]interface/editor/display_scale[/code] 和 " +"[code]interface/editor/custom_display_scale[/code] 编辑器设置项来设置。编辑器" "必须重新启动才能正确应用这些变化。" #: doc/classes/EditorInterface.xml @@ -25179,9 +25503,9 @@ msgid "" "editor useless and may cause a crash." msgstr "" "返回主编辑器控件。将其作为主屏幕的父控件。\n" -"[b]注意:[/b] 这将返回包含整个编辑器的主编辑器控件,而不是具体的 2D或 3D视" +"[b]注意:[/b]这将返回包含整个编辑器的主编辑器控件,而不是具体的 2D或 3D 视" "窗。\n" -"[b]警告:[/b] 删除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。" +"[b]警告:[/b]删除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。" #: doc/classes/EditorInterface.xml msgid "" @@ -25309,7 +25633,7 @@ msgstr "将场景保存为[code]path[/code]处的文件。" msgid "" "Selects the file, with the path provided by [code]file[/code], in the " "FileSystem dock." -msgstr "选择文件,路径由[code]file[/code]提供,在文件系统面板处。" +msgstr "在文件系统面板中选中文件,路径由 [code]file[/code] 提供。" #: doc/classes/EditorInterface.xml msgid "" @@ -25337,12 +25661,12 @@ msgid "" "If [code]true[/code], enables distraction-free mode which hides side docks " "to increase the space available for the main view." msgstr "" -"如果[code]true[/code],启用无分心模式,该模式隐藏了侧边底座,以增加主视图的可" -"用空间。" +"为 [code]true[/code] 时将启用专注模式,该模式会隐藏侧边面板,增加主视图的可用" +"空间。" #: doc/classes/EditorPlugin.xml msgid "Used by the editor to extend its functionality." -msgstr "由编辑器用于扩展其功能。" +msgstr "由编辑器使用,用于扩展其功能。" #: doc/classes/EditorPlugin.xml msgid "" @@ -25355,10 +25679,8 @@ msgstr "" "件和导出插件。另请参阅[EditorScript]向编辑器添加函数。" #: doc/classes/EditorPlugin.xml -#, fuzzy msgid "$DOCS_URL/tutorials/plugins/editor/index.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/plugins/editor/index.html" +msgstr "$DOCS_URL/tutorials/plugins/editor/index.html" #: doc/classes/EditorPlugin.xml msgid "" @@ -25390,12 +25712,11 @@ msgid "" "with [method remove_control_from_container] and free it with [method Node." "queue_free]." msgstr "" -"将自定义控件添加到容器中(参阅[enum CustomControlContainer])。在编辑器用户界" -"面中,有许多位置可以添加自定义控件,请记住,您必须自己管理您的自定义控件的可" -"见性(并且很可能在添加后隐藏它)。\n" +"将自定义控件添加到容器中(参阅 [enum CustomControlContainer])。在编辑器用户" +"界面中,有许多位置可以添加自定义控件。\n" "请记住,您必须自己管理您的自定义控件的可见性(并且很可能在添加后隐藏它)。\n" -"当你的插件停用时,请确保使用[method remove_control_from_container]删除你的自" -"定义控件,并使用[method Node.queue_free]释放它。" +"当你的插件停用时,请确保使用 [method remove_control_from_container] 删除你的" +"自定义控件,并使用 [method Node.queue_free] 释放它。" #: doc/classes/EditorPlugin.xml msgid "" @@ -25834,8 +26155,8 @@ msgid "" "editor useless and may cause a crash." msgstr "" "获取用于创建脚本的编辑器对话框。\n" -"[b]注意:[/b] 用户可以在使用前对其进行配置。\n" -"[b]警告:[/b] 移除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。" +"[b]注意:[/b]用户可以在使用前对其进行配置。\n" +"[b]警告:[/b]移除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。" #: doc/classes/EditorPlugin.xml msgid "" @@ -26173,6 +26494,10 @@ msgid "" "instantiated and can come from an ancestor scene in the inheritance/" "instancing chain, a script or a builtin class." msgstr "" +"如果想要对某个属性进行标记(或者取消标记),让它无论是否与默认值相等都进行保" +"存,请触发此信号。\n" +"默认值指节点刚刚实例化后属性的取值,可能来自继承/实例化链上的祖先场景,也可能" +"来自脚本或内置类。" #: doc/classes/EditorProperty.xml msgid "" @@ -26424,9 +26749,20 @@ msgstr "如果你的生成器支持类型[code]type[/code]的资源,返回[cod msgid "Imports scenes from third-parties' 3D files." msgstr "从第三方的3D文件中导入场景。" +#: doc/classes/EditorSceneImporter.xml +msgid "" +"[EditorSceneImporter] allows to define an importer script for a third-party " +"3D format.\n" +"To use [EditorSceneImporter], register it using the [method EditorPlugin." +"add_scene_import_plugin] method first." +msgstr "" +"[EditorSceneImporter] 可用于定义第三方 3D 格式的导入脚本。\n" +"要使用 [EditorSceneImporter],请先使用 [method EditorPlugin." +"add_scene_import_plugin] 注册。" + #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "FBX 3D asset importer." -msgstr "FBX 3D资产导入器。" +msgstr "FBX 3D 素材导入器。" #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml msgid "" @@ -26455,8 +26791,8 @@ msgid "" "- Binary format in FBX 2017\n" "[/codeblock]" msgstr "" -"这是一个FBX 3D资产导入器,完全支持大多数FBX功能。\n" -"如果从Autodesk Maya导出一个FBX场景,请使用这些FBX导出设置:\n" +"这是一个 FBX 3D 素材导入器,完全支持大多数 FBX 功能。\n" +"如果从 Autodesk Maya 导出一个 FBX 场景,请使用这些 FBX 导出设置:\n" "[codeblock]\n" "- Smoothing Groups 平滑化组\n" "- Smooth Mesh 平滑网格\n" @@ -26534,11 +26870,9 @@ msgstr "" "[/codeblock]" #: doc/classes/EditorScenePostImport.xml -#, fuzzy msgid "$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#custom-script" msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/assets_pipeline/" -"importing_scenes.html#custom-script" +"$DOCS_URL/tutorials/assets_pipeline/importing_scenes.html#custom-script" #: doc/classes/EditorScenePostImport.xml msgid "" @@ -26721,25 +27055,24 @@ msgid "" "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access " "the singleton using [method EditorInterface.get_editor_settings]." msgstr "" -"保存与项目无关的编辑器设置的对象。这些设置通常在 [b]编辑器 > 编辑器设置[/b] " -"菜单中可见。\n" -"属性名使用斜线分隔符来区分部分。设置值可以是任何 [Variant] 类型。建议使用" -"[code]snake_case[/code]进行编辑器设置,以便与Godot编辑器本身保持一致。\n" +"保存与项目无关的编辑器设置的对象。这些设置通常在[b]编辑器 > 编辑器设置[/b]菜" +"单中可见。\n" +"属性名使用斜线分隔符来区分部分。设置值可以是任何 [Variant] 类型。建议使用 " +"[code]snake_case[/code] 进行编辑器设置,以便与 Godot 编辑器本身保持一致。\n" "访问设置可以使用以下方法,例如。\n" "[codeblock]\n" -"# `settings.set(\"some/property\", value)` also works as this class " -"overrides `_set()` internally.\n" +"# `settings.set(\"some/property\", value)` 也行,因为这个类在内部覆盖了 " +"`_set()`。\n" "settings.set_setting(\"some/property\",value)\n" "\n" -"# `settings.get(\"some/property\", value)` also works as this class " -"overrides `_get()` internally.\n" +"# `settings.get(\"some/property\", value)` 也行,因为这个类在内部覆盖了 " +"`_get()`。\n" "settings.get_setting(\"some/property\")\n" "\n" "var list_of_settings = settings.get_property_list()\n" "[/codeblock]\n" -"[b]注意:[/b]这个类不应该直接实例化,而是使用[method EditorInterface." -"get_editor_settings]访问单子。相反,使用[method EditorInterface." -"get_editor_settings]访问单例。" +"[b]注意:[/b]这个类不应该直接实例化。请换用 [method EditorInterface." +"get_editor_settings] 访问单例。" #: doc/classes/EditorSettings.xml msgid "" @@ -27074,21 +27407,22 @@ msgstr "由编辑部用于定义空间小工具的类型。" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" -"EditorSpatialGizmoPlugin allows you to define a new type of Gizmo. There are " -"two main ways to do so: extending [EditorSpatialGizmoPlugin] for the simpler " -"gizmos, or creating a new [EditorSpatialGizmo] type. See the tutorial in the " -"documentation for more info." +"[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There " +"are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the " +"simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the " +"tutorial in the documentation for more info.\n" +"To use [EditorSpatialGizmoPlugin], register it using the [method " +"EditorPlugin.add_spatial_gizmo_plugin] method first." msgstr "" -"EditorSpatialGizmoPlugin 允许您定义一种新的辅助工具类型。这样做的主要方法有两" -"种:扩展 [EditorSpatialGizmoPlugin] 以获得更简单的Gizmos,或创建新的 " -"[EditorSpatialGizmoPlugin] 类型。有关更多信息,请参阅文档中的教程。" +"[EditorSpatialGizmoPlugin] 可用于定义新的控制器类型。这样做的主要方法有两种:" +"比较简单的控制器可以扩展 [EditorSpatialGizmoPlugin],或者可以创建新的 " +"[EditorSpatialGizmo] 类型。有关更多信息,请参阅文档中的教程。\n" +"要使用 [EditorSpatialGizmoPlugin],请先用 [method EditorPlugin." +"add_spatial_gizmo_plugin] 注册。" #: doc/classes/EditorSpatialGizmoPlugin.xml -#, fuzzy msgid "$DOCS_URL/tutorials/plugins/editor/spatial_gizmos.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/plugins/editor/" -"spatial_gizmos.html" +msgstr "$DOCS_URL/tutorials/plugins/editor/spatial_gizmos.html" #: doc/classes/EditorSpatialGizmoPlugin.xml msgid "" @@ -27247,20 +27581,23 @@ msgstr "" "[EditorInspectorPlugin] 一起使用,以重新创建相同的行为。" #: doc/classes/EditorVCSInterface.xml +#, fuzzy msgid "" -"Version Control System (VCS) interface which reads and writes to the local " +"Version Control System (VCS) interface, which reads and writes to the local " "VCS in use." msgstr "版本控制系统(VCS)接口,可对正在使用的本地VCS进行读写。" #: doc/classes/EditorVCSInterface.xml +#, fuzzy msgid "" -"Used by the editor to display VCS extracted information in the editor. The " -"implementation of this API is included in VCS addons, which are essentially " -"GDNative plugins that need to be put into the project folder. These VCS " -"addons are scripts which are attached (on demand) to the object instance of " -"[code]EditorVCSInterface[/code]. All the functions listed below, instead of " -"performing the task themselves, they call the internally defined functions " -"in the VCS addons to provide a plug-n-play experience." +"Defines the API that the editor uses to extract information from the " +"underlying VCS. The implementation of this API is included in VCS plugins, " +"which are scripts that inherit [EditorVCSInterface] and are attached (on " +"demand) to the singleton instance of [EditorVCSInterface]. Instead of " +"performing the task themselves, all the virtual functions listed below are " +"calling the internally overridden functions in the VCS plugins to provide a " +"plug-n-play experience. A custom VCS plugin is supposed to inherit from " +"[EditorVCSInterface] and override these virtual functions." msgstr "" "由编辑器用来在编辑器中显示VCS提取的信息。这个API的实现包含在VCS附加组件中,这" "些附加组件本质上是GDNative插件,需要放到项目文件夹中。这些VCS附加组件是脚本," @@ -27269,129 +27606,242 @@ msgstr "" "用的体验。" #: doc/classes/EditorVCSInterface.xml +#, fuzzy +msgid "Checks out a [code]branch_name[/code] in the VCS." +msgstr "从列表中删除自动加载[code]name[/code]。" + +#: doc/classes/EditorVCSInterface.xml +msgid "" +"Commits the currently staged changes and applies the commit [code]msg[/code] " +"to the resulting commit." +msgstr "" + +#: doc/classes/EditorVCSInterface.xml +#, fuzzy +msgid "Creates a new branch named [code]branch_name[/code] in the VCS." +msgstr "创建[code]class[/code]的实例。" + +#: doc/classes/EditorVCSInterface.xml msgid "" -"Creates a version commit if the addon is initialized, else returns without " -"doing anything. Uses the files which have been staged previously, with the " -"commit message set to a value as provided as in the argument." +"Creates a new remote destination with name [code]remote_name[/code] and " +"points it to [code]remote_url[/code]. This can be both an HTTPS remote or an " +"SSH remote." msgstr "" -"如果add-on已经初始化,则创建一个版本提交,否则不做任何事情就返回。使用之前暂" -"存的文件,提交信息设置为参数中提供的值。" + +#: doc/classes/EditorVCSInterface.xml +#, fuzzy +msgid "Discards the changes made in file present at [code]file_path[/code]." +msgstr "将场景保存为[code]path[/code]处的文件。" #: doc/classes/EditorVCSInterface.xml msgid "" -"Returns an [Array] of [Dictionary] objects containing the diff output from " -"the VCS in use, if a VCS addon is initialized, else returns an empty [Array] " -"object. The diff contents also consist of some contextual lines which " -"provide context to the observed line change in the file.\n" -"Each [Dictionary] object has the line diff contents under the keys:\n" -"- [code]\"content\"[/code] to store a [String] containing the line contents\n" -"- [code]\"status\"[/code] to store a [String] which contains [code]\"+\"[/" -"code] in case the content is a line addition but it stores a [code]\"-\"[/" -"code] in case of deletion and an empty string in the case the line content " -"is neither an addition nor a deletion.\n" -"- [code]\"new_line_number\"[/code] to store an integer containing the new " -"line number of the line content.\n" -"- [code]\"line_count\"[/code] to store an integer containing the number of " -"lines in the line content.\n" -"- [code]\"old_line_number\"[/code] to store an integer containing the old " -"line number of the line content.\n" -"- [code]\"offset\"[/code] to store the offset of the line change since the " -"first contextual line content." -msgstr "" -"如果VCS addon被初始化,返回一个[Array]的[Dictionary]对象,包含正在使用的VCS的" -"diff输出,否则返回一个空[Array]对象。diff内容还包括一些上下文,这些上下文行为" -"文件中观察到的行变化提供上下文。\n" -"每个[Dictionary]对象的键下都有行差内容。\n" -"- [code]\"content\"[/code]存储一个包含行内容的[String]。\n" -"- [code]\"status\"[/code]存储一个[String],如果内容是添加行,则包含[code]\"+" -"\"[/code],但如果是删除,则存储[code]\"-\"[/code],如果行内容既不是添加也不是" -"删除,则存储一个空字符串。\n" -"- [code]\"new_line_number\"[/code]存储一个包含行内容新行号的整数。\n" -"- [code]\"line_count\"[/code]存储一个整数,包含行内容的行数。\n" -"- [code]\"old_line_number\"[/code]存储包含行内容的旧行号的整数。\n" -"- [code]\"offset\"[/code]存储自第一个上下文行内容以来行变化的偏移量。" +"Fetches new changes from the remote, but doesn't write changes to the " +"current working directory. Equivalent to [code]git fetch[/code]." +msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" -"Returns a [Dictionary] containing the path of the detected file change " -"mapped to an integer signifying what kind of change the corresponding file " -"has experienced.\n" -"The following integer values are being used to signify that the detected " -"file is:\n" -"- [code]0[/code]: New to the VCS working directory\n" -"- [code]1[/code]: Modified\n" -"- [code]2[/code]: Renamed\n" -"- [code]3[/code]: Deleted\n" -"- [code]4[/code]: Typechanged" -msgstr "" -"返回一个 [Dictionary],包含检测到的更改文件的路径,映射到一个整数,该整数表示" -"相应文件更改的状态。\n" -"以下整数值用于表示检测到的文件是:\n" -"- [code]0[/code]:新的 VCS 工作目录\n" -"- [code]1[/code]:修改\n" -"- [code]2[/code]:重命名\n" -"- [code]3[/code]:删除\n" -"- [code]4[/code]:类型改变" +"Gets an instance of an [Array] of [String]s containing available branch " +"names in the VCS." +msgstr "" #: doc/classes/EditorVCSInterface.xml -msgid "Returns the project name of the VCS working directory." -msgstr "返回VCS工作目录的项目名称。" +#, fuzzy +msgid "Gets the current branch name defined in the VCS." +msgstr "返回在[FileSystemDock]中查看的当前路径。" #: doc/classes/EditorVCSInterface.xml msgid "" -"Returns the name of the VCS if the VCS has been initialized, else return an " -"empty string." -msgstr "如果VCS已经初始化,返回VCS的名称,否则返回一个空字符串。" +"Returns an [Array] of [Dictionary] items (see [method create_diff_file], " +"[method create_diff_hunk], [method create_diff_line], [method " +"add_line_diffs_into_diff_hunk] and [method add_diff_hunks_into_diff_file]), " +"each containing information about a diff. If [code]identifier[/code] is a " +"file path, returns a file diff, and if it is a commit identifier, then " +"returns a commit diff." +msgstr "" #: doc/classes/EditorVCSInterface.xml msgid "" -"Initializes the VCS addon if not already. Uses the argument value as the " -"path to the working directory of the project. Creates the initial commit if " -"required. Returns [code]true[/code] if no failure occurs, else returns " -"[code]false[/code]." +"Returns an [Array] of [Dictionary] items (see [method create_diff_hunk]), " +"each containing a line diff between a file at [code]file_path[/code] and the " +"[code]text[/code] which is passed in." msgstr "" -"初始化VCS addon(如果还未初始化)。使用参数值作为项目工作目录的路径。如果需" -"要,创建初始提交。如果成功,返回[code]true[/code],否则返回[code]false[/" -"code]。" #: doc/classes/EditorVCSInterface.xml msgid "" -"Returns [code]true[/code] if the addon is ready to respond to function " -"calls, else returns [code]false[/code]." +"Returns an [Array] of [Dictionary] items (see [method create_status_file]), " +"each containing the status data of every modified file in the project folder." msgstr "" -"如果addon准备好响应函数调用,返回[code]true[/code],否则返回[code]false[/" -"code]。" #: doc/classes/EditorVCSInterface.xml msgid "" -"Returns [code]true[/code] if the VCS addon has been initialized, else " -"returns [code]false[/code]." +"Returns an [Array] of [Dictionary] items (see [method create_commit]), each " +"containing the data for a past commit." msgstr "" -"如果VCS插件已经初始化,返回[code]true[/code],否则返回[code]false[/code]。" + +#: doc/classes/EditorVCSInterface.xml +#, fuzzy +msgid "" +"Returns an [Array] of [String]s, each containing the name of a remote " +"configured in the VCS." +msgstr "返回包含所有节点名称的[PoolStringArray]。" + +#: doc/classes/EditorVCSInterface.xml +#, fuzzy +msgid "Returns the name of the underlying VCS provider." +msgstr "返回[code]idx[/code]处的节点名称。" #: doc/classes/EditorVCSInterface.xml msgid "" -"Shuts down the VCS addon to allow cleanup code to run on call. Returns " -"[code]true[/code] is no failure occurs, else returns [code]false[/code]." +"Initializes the VCS plugin when called from the editor. Returns whether or " +"not the plugin was successfully initialized. A VCS project is initialized at " +"[code]project_path[/code]." +msgstr "" + +#: doc/classes/EditorVCSInterface.xml +msgid "Pulls changes from the remote. This can give rise to merge conflicts." msgstr "" -"关闭VCS插件,允许清理代码去调用运行。如果没有失败,返回[code]true[/code],否" -"则返回[code]false[/code]。" #: doc/classes/EditorVCSInterface.xml msgid "" -"Stages the file which should be committed when [method EditorVCSInterface." -"commit] is called. Argument should contain the absolute path." +"Pushes changes to the [code]remote[/code]. Optionally, if [code]force[/code] " +"is set to true, a force push will override the change history already " +"present on the remote." +msgstr "" + +#: doc/classes/EditorVCSInterface.xml +#, fuzzy +msgid "Remove a branch from the local VCS." +msgstr "从选择中删除一个节点。" + +#: doc/classes/EditorVCSInterface.xml +#, fuzzy +msgid "Remove a remote from the local VCS." +msgstr "从选择中删除一个节点。" + +#: doc/classes/EditorVCSInterface.xml +msgid "" +"Set user credentials in the underlying VCS. [code]username[/code] and " +"[code]password[/code] are used only during HTTPS authentication unless not " +"already mentioned in the remote URL. [code]ssh_public_key_path[/code], " +"[code]ssh_private_key_path[/code], and [code]ssh_passphrase[/code] are only " +"used during SSH authentication." +msgstr "" + +#: doc/classes/EditorVCSInterface.xml +msgid "" +"Shuts down VCS plugin instance. Called when the user either closes the " +"editor or shuts down the VCS plugin through the editor UI." +msgstr "" + +#: doc/classes/EditorVCSInterface.xml +#, fuzzy +msgid "Stages the file present at [code]file_path[/code] to the staged area." +msgstr "将相机源 [code]feed[/code] 添加到摄像机服务器中。" + +#: doc/classes/EditorVCSInterface.xml +msgid "" +"Unstages the file present at [code]file_path[/code] from the staged area to " +"the unstaged area." +msgstr "" + +#: doc/classes/EditorVCSInterface.xml +msgid "" +"Helper function to add an array of [code]diff_hunks[/code] into a " +"[code]diff_file[/code]." msgstr "" -"调用[method EditorVCSInterface.commit]时应提交的文件。参数应包含绝对路径。" #: doc/classes/EditorVCSInterface.xml msgid "" -"Unstages the file which was staged previously to be committed, so that it is " -"no longer committed when [method EditorVCSInterface.commit] is called. " -"Argument should contain the absolute path." +"Helper function to add an array of [code]line_diffs[/code] into a " +"[code]diff_hunk[/code]." +msgstr "" + +#: doc/classes/EditorVCSInterface.xml +msgid "" +"Helper function to create a commit [Dictionary] item. [code]msg[/code] is " +"the commit message of the commit. [code]author[/code] is a human-readable " +"string containing the author's details, e.g. the email and name configured " +"in the VCS. [code]id[/code] is the identifier of the commit, in whichever " +"format your VCS may provide an identifier to commits. [code]date[/code] is " +"directly added to the commit item and displayed in the editor, and hence, it " +"shall be a well-formatted, human-readable date string." +msgstr "" + +#: doc/classes/EditorVCSInterface.xml +msgid "" +"Helper function to create a [code]Dictionary[/code] for storing old and new " +"diff file paths." +msgstr "" + +#: doc/classes/EditorVCSInterface.xml +msgid "" +"Helper function to create a [code]Dictionary[/code] for storing diff hunk " +"data. [code]old_start[/code] is the starting line number in old file. " +"[code]new_start[/code] is the starting line number in new file. " +"[code]old_lines[/code] is the number of lines in the old file. " +"[code]new_lines[/code] is the number of lines in the new file." +msgstr "" + +#: doc/classes/EditorVCSInterface.xml +msgid "" +"Helper function to create a [code]Dictionary[/code] for storing a line diff. " +"[code]new_line_no[/code] is the line number in the new file (can be " +"[code]-1[/code] if the line is deleted). [code]old_line_no[/code] is the " +"line number in the old file (can be [code]-1[/code] if the line is added). " +"[code]content[/code] is the diff text. [code]content[/code] is the diff " +"text. [code]status[/code] is a single character string which stores the line " +"origin." +msgstr "" + +#: doc/classes/EditorVCSInterface.xml +msgid "" +"Helper function to create a [code]Dictionary[/code] used by editor to read " +"the status of a file." +msgstr "" + +#: doc/classes/EditorVCSInterface.xml +#, fuzzy +msgid "Pops up an error message in the edior." +msgstr "在编辑器中用于为属性分组。" + +#: doc/classes/EditorVCSInterface.xml +#, fuzzy +msgid "A new file has been added." +msgstr "添加新接口时触发。" + +#: doc/classes/EditorVCSInterface.xml +msgid "An earlier added file has been modified." +msgstr "" + +#: doc/classes/EditorVCSInterface.xml +msgid "An earlier added file has been renamed." +msgstr "" + +#: doc/classes/EditorVCSInterface.xml +msgid "An earlier added file has been deleted." +msgstr "" + +#: doc/classes/EditorVCSInterface.xml +msgid "An earlier added file has been typechanged." +msgstr "" + +#: doc/classes/EditorVCSInterface.xml +msgid "A file is left unmerged." +msgstr "" + +#: doc/classes/EditorVCSInterface.xml +msgid "A commit is encountered from the commit area." +msgstr "" + +#: doc/classes/EditorVCSInterface.xml +#, fuzzy +msgid "A file is encountered from the staged area." +msgstr "状态:与服务器断开连接。" + +#: doc/classes/EditorVCSInterface.xml +msgid "A file is encountered from the unstaged area." msgstr "" -"解除之前暂存的要提交的文件,以便在调用[method EditorVCSInterface.commit]时不" -"再提交。参数应包含绝对路径。" #: doc/classes/EncodedObjectAsID.xml msgid "Holds a reference to an [Object]'s instance ID." @@ -27634,7 +28084,6 @@ msgid "" msgstr "如果游戏在游戏循环的固定过程和物理阶段内,返回 [code]true[/code]。" #: doc/classes/Engine.xml -#, fuzzy msgid "" "If [code]true[/code], the script is currently running inside the editor. " "This is useful for [code]tool[/code] scripts to conditionally draw editor " @@ -27655,25 +28104,24 @@ msgid "" "the editor and when running the project from the editor, but it will " "evaluate to [code]false[/code] when the code is run from an exported project." msgstr "" -"如果[code]true[/code],则表示该脚本目前正在编辑器内运行。这对[code]tool[/" -"code]脚本很有用,可以有条件绘制编辑器助手,或者防止在编辑器中意外地运行会影响" -"场景状态的 \"游戏\" 代码。\n" +"为 [code]true[/code] 时表示该脚本目前正在编辑器内运行。这对 [code]tool[/" +"code] 脚本很有用,可以在特定条件下绘制编辑器辅助内容,或者防止在编辑器中意外" +"地运行会影响场景状态的“游戏”代码。\n" "[codeblock]\n" "if Engine.editor_hint:\n" " draw_gizmos()\n" "else:\n" " simulate_physics()\n" "[/codeblock]\n" -"更多信息请参阅文档中[url=https://docs.godotengine.org/zh_CN/stable/tutorials/" -"misc/running_code_in_the_editor.html]在编辑器中运行代码[/url]。\n" -"[b]注意:[/b]要检测脚本是否从编辑器[i]构建[/i]中运行(例如按[code]F5[/code]" -"时),请使用带有[code]\"editor\"[/code]参数的[method OS.has_feature]代替。" -"[code]OS.has_feature(\"editor\")[/code]当代码在编辑器中运行和从编辑器中运行项" -"目时都会评估为[code]true[/code],但当代码从导出的项目中运行时它会评估为" -"[code]false[/code]。" +"更多信息请参阅文档[url=$DOCS_URL/tutorials/misc/running_code_in_the_editor." +"html]《在编辑器中运行代码》[/url]。\n" +"[b]注意:[/b]要检测脚本是否从编辑器[i]构建[/i]中运行(例如按 [code]F5[/code] " +"时),请使用带有 [code]\"editor\"[/code] 参数的 [method OS.has_feature] 代" +"替。[code]OS.has_feature(\"editor\")[/code] 当代码在编辑器中运行和从编辑器中" +"运行项目时都会评估为 [code]true[/code],但当代码从导出的项目中运行时它会评估" +"为 [code]false[/code]。" #: doc/classes/Engine.xml -#, fuzzy msgid "" "The number of fixed iterations per second. This controls how often physics " "simulation and [method Node._physics_process] methods are run. This value " @@ -27691,10 +28139,17 @@ msgid "" "above 240. Otherwise, the game will slow down when the rendering framerate " "goes below 30 FPS." msgstr "" -"每秒钟固定的迭代次数。这控制了物理模拟和[method Node._physics_process]方法的" -"运行频率。这个值一般应始终设置为[code]60[/code]或以上,因为Godot不会对物理步" -"骤进行插值。因此,低于[code]60[/code]的值会显得很迟钝。这个值可以增加,以使输" -"入更灵敏或解决隧道问题,但请记住,这样做会增加CPU的使用。" +"每秒执行的固定迭代次数。用于控制物理模拟和 [method Node._physics_process] 的" +"执行频率。通常应该总是将其设成大于等于 [code]60[/code] 的值,因为 Godot 不会" +"进行物理步骤的插值。因此,如果值小于 [code]60[/code] 就会看起来卡顿。提高该值" +"可以让输入变得更加灵敏、也可以绕过碰撞隧道问题,但请记得这么做也会提升 CPU 的" +"占用率。另请参阅 [member target_fps] 和 [member ProjectSettings.physics/" +"common/physics_fps]。\n" +"[b]注意:[/b]每个渲染帧最多只能模拟 8 次物理迭代。如果为了追赶渲染,需要在每" +"个渲染帧中模拟多于 8 次物理迭代,游戏看上去会是降速的(即便在物理计算中始终使" +"用 [code]delta[/code])。因此,建议不要将 [member physics/common/" +"physics_fps] 设为大于 240 的值。否则,渲染帧率低于 30 FPS 时游戏就会低速运" +"行。" #: doc/classes/Engine.xml msgid "" @@ -27724,20 +28179,20 @@ msgid "" "[member ProjectSettings.application/run/disable_stderr] project setting.\n" "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the " "project, important error messages may be hidden even if they are emitted " -"from other scripts. If this is set to [code]false[/code] in a [code]@tool[/" +"from other scripts. If this is set to [code]false[/code] in a [code]tool[/" "code] script, this will also impact the editor itself. Do [i]not[/i] report " "bugs before ensuring error messages are enabled (as they are by default).\n" "[b]Note:[/b] This property does not impact the editor's Errors tab when " "running a project from the editor." msgstr "" -"如果[code]false[/code],停止打印错误和警告信息到控制台和编辑器输出日志。这可" -"以用来在单元测试套件运行期间隐藏错误和警告信息。这个属性等同于[member " -"ProjectSettings.application/run/disable_stderr]项目设置。\n" -"[b]警告:[/b] 如果你在项目的任意位置将其设置为[code]false[/code],重要的错误信" -"息可能会被隐藏,即使它们是由其他脚本触发。如果在[code]@tool[/code]脚本中把这" -"个设置为[code]false[/code],这也会影响到编辑器本身。在确保错误信息被启用之" +"如果为 [code]false[/code],则停止打印错误和警告信息到控制台和编辑器输出日志。" +"这可以用来在单元测试套件运行期间隐藏错误和警告信息。这个属性等同于 [member " +"ProjectSettings.application/run/disable_stderr] 项目设置。\n" +"[b]警告:[/b]如果你在项目的任意位置将其设置为 [code]false[/code],重要的错误" +"信息可能会被隐藏,即使它们是由其他脚本触发。如果在 [code]tool[/code] 脚本中把" +"这个设置为 [code]false[/code],这也会影响到编辑器本身。在确保错误信息被启用之" "前,[i]不[/i]报告错误(默认情况下)。\n" -"[b]注意:[/b]当从编辑器运行一个项目时,这个属性不影响编辑器的错误选项卡。" +"[b]注意:[/b]当从编辑器运行一个项目时,这个属性不影响编辑器的错误选项卡。" #: doc/classes/Engine.xml msgid "" @@ -27791,18 +28246,12 @@ msgstr "" "usage] 调整。" #: doc/classes/Environment.xml doc/classes/WorldEnvironment.xml -#, fuzzy msgid "$DOCS_URL/tutorials/3d/environment_and_post_processing.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/3d/" -"environment_and_post_processing.html" +msgstr "$DOCS_URL/tutorials/3d/environment_and_post_processing.html" #: doc/classes/Environment.xml -#, fuzzy msgid "$DOCS_URL/tutorials/3d/high_dynamic_range.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/3d/high_dynamic_range." -"html" +msgstr "$DOCS_URL/tutorials/3d/high_dynamic_range.html" #: doc/classes/Environment.xml doc/classes/Material.xml doc/classes/Mesh.xml #: doc/classes/MeshInstance.xml doc/classes/WorldEnvironment.xml @@ -27959,7 +28408,7 @@ msgstr "[Sky] 天空资源的自定义视野。" #: doc/classes/Environment.xml msgid "The [Sky] resource's rotation expressed as a [Basis]." -msgstr "以[Basis]表示的[Sky]天空资源的旋转。" +msgstr "以 [Basis] 表示的 [Sky] 天空资源的旋转。" #: doc/classes/Environment.xml msgid "The [Sky] resource's rotation expressed as Euler angles in radians." @@ -28134,7 +28583,7 @@ msgstr "" #: doc/classes/Environment.xml msgid "The glow blending mode." -msgstr "混合发光模式。" +msgstr "发光混合模式。" #: doc/classes/Environment.xml msgid "" @@ -28432,18 +28881,18 @@ msgstr "表示[enum BGMode]枚举的大小。" msgid "" "Additive glow blending mode. Mostly used for particles, glows (bloom), lens " "flare, bright sources." -msgstr "添加glow混合模式。主要用于颗粒、辉光(光晕)、镜头眩光、亮源。" +msgstr "添加发光混合模式。主要用于颗粒、辉光(光晕)、镜头眩光、亮源。" #: doc/classes/Environment.xml msgid "" "Screen glow blending mode. Increases brightness, used frequently with bloom." -msgstr "屏幕光晕混合模式。增加亮度,经常与光晕一起使用。" +msgstr "滤色发光混合模式。增加亮度,经常与光晕一起使用。" #: doc/classes/Environment.xml msgid "" "Soft light glow blending mode. Modifies contrast, exposes shadows and " "highlights (vivid bloom)." -msgstr "柔和的光晕混合模式。修改对比度,曝光阴影和高光(高质量光晕)。" +msgstr "柔光发光混合模式。修改对比度,曝光阴影和高光(高质量光晕)。" #: doc/classes/Environment.xml msgid "" @@ -28451,7 +28900,7 @@ msgid "" "This can be used to simulate a full-screen blur effect by tweaking the glow " "parameters to match the original image's brightness." msgstr "" -"替换光晕混合模式。用glow值替换所有像素的颜色。这可以通过调整glow参数来模拟全" +"替换发光混合模式。用发光值替换所有像素的颜色。这可以通过调整glow参数来模拟全" "屏模糊效果,使其与原始图像的亮度相匹配。" #: doc/classes/Environment.xml @@ -28474,7 +28923,7 @@ msgstr "胶片色调映射器运算符。" #: doc/classes/Environment.xml msgid "" -"Academy Color Encoding System tonemapper operator. Performs an aproximation " +"Academy Color Encoding System tonemapper operator. Performs an approximation " "of the ACES tonemapping curve." msgstr "" "Academy Color Encoding System(学院色彩编码系统)色调映射运算器。对ACES色调映" @@ -28645,7 +29094,6 @@ msgid "Type to handle file reading and writing operations." msgstr "用于处理文件读写操作的类型。" #: doc/classes/File.xml -#, fuzzy msgid "" "File type. This is used to permanently store data into the user device's " "file system and to read from it. This can be used to store game save data or " @@ -28696,12 +29144,12 @@ msgstr "" " file.close()\n" " return content\n" "[/codeblock]\n" -"在上面的例子中,文件将被保存在[url=https://docs.godotengine.org/zh_CN/stable/" -"tutorials/io/data_paths.html]数据路径[/url]文件中指定的用户数据文件夹中。\n" -"[b]注意:[/b]要在导出后访问项目资源,建议使用 [ResourceLoader] 而不是 [File] " +"在上面的例子中,文件将被保存在[url=$DOCS_URL/tutorials/io/data_paths.html]数" +"据路径[/url]文件中指定的用户数据文件夹中。\n" +"[b]注意:[/b]要在导出后访问项目资源,建议使用 [ResourceLoader] 而不是 [File] " "API,因为有些文件被转换为引擎特定的格式,其原始源文件可能不存在于导出的 PCK " "包中。\n" -"[b]注意:[/b]只有在进程“正常”退出时,例如通过点击窗口管理器的关闭按钮或按 " +"[b]注意:[/b]只有在进程“正常”退出时,例如通过点击窗口管理器的关闭按钮或按 " "[b]Alt + F4[/b],文件才会自动关闭。如果你在项目运行时按 [b]F8[/b] 停止项目执" "行,文件将不会被关闭,因为游戏进程将被杀死。你可以通过定期调用 [method " "flush] 来解决这个问题。" @@ -29249,13 +29697,15 @@ msgstr "" #: doc/classes/FileDialog.xml msgid "" -"Adds [code]filter[/code] as a custom filter; [code]filter[/code] should be " -"of the form [code]\"filename.extension ; Description\"[/code]. For example, " -"[code]\"*.png ; PNG Images\"[/code]." +"Adds [code]filter[/code] to the list of filters, which restricts what files " +"can be picked.\n" +"A [code]filter[/code] should be of the form [code]\"filename.extension ; " +"Description\"[/code], where filename and extension can be [code]*[/code] to " +"match any string. Filters starting with [code].[/code] (i.e. empty " +"filenames) are not allowed.\n" +"Example filters: [code]\"*.png ; PNG Images\"[/code], [code]\"project." +"godot ; Godot Project\"[/code]." msgstr "" -"添加[code]filter[/code]作为自定义过滤器; [code]filter[/code]的格式应为" -"[code]“ filename.extension; Description”[/code]。例如,[code]\"*.png ; PNG " -"Images\"[/code]。" #: doc/classes/FileDialog.xml msgid "Clear all the added filters in the dialog." @@ -29318,10 +29768,13 @@ msgid "The currently selected file path of the file dialog." msgstr "当前选择的文件对话框的文件路径。" #: doc/classes/FileDialog.xml +#, fuzzy msgid "" "The available file type filters. For example, this shows only [code].png[/" "code] and [code].gd[/code] files: [code]set_filters(PoolStringArray([\"*." -"png ; PNG Images\",\"*.gd ; GDScript Files\"]))[/code]." +"png ; PNG Images\",\"*.gd ; GDScript Files\"]))[/code]. Multiple file types " +"can also be specified in a single filter. [code]\"*.png, *.jpg, *.jpeg ; " +"Supported Images\"[/code] will show both PNG and JPEG files when selected." msgstr "" "可用的文件类型过滤器。例如,这仅显示 [code].png[/code] 和 [code].gd[/code] 文" "件: [code]set_filters(PoolStringArray([\"*.png ; PNG Images\", \"*.gd ; " @@ -29468,11 +29921,15 @@ msgstr "" #: doc/classes/float.xml msgid "https://en.wikipedia.org/wiki/Double-precision_floating-point_format" -msgstr "https://en.wikipedia.org/wiki/Double-precision_floating-point_format" +msgstr "" +"https://zh.wikipedia.org/zh-cn/%E9%9B%99%E7%B2%BE%E5%BA%A6%E6%B5%AE%E9%BB%9E" +"%E6%95%B8" #: doc/classes/float.xml msgid "https://en.wikipedia.org/wiki/Single-precision_floating-point_format" -msgstr "https://en.wikipedia.org/wiki/Single-precision_floating-point_format" +msgstr "" +"https://zh.wikipedia.org/zh-cn/%E5%96%AE%E7%B2%BE%E5%BA%A6%E6%B5%AE%E9%BB%9E" +"%E6%95%B8" #: doc/classes/float.xml msgid "" @@ -29685,18 +30142,12 @@ msgstr "" "个平台和架构进行编译。" #: modules/gdnative/doc_classes/GDNativeLibrary.xml -#, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-c-example.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/plugins/gdnative/" -"gdnative-c-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" +msgstr "$DOCS_URL/tutorials/scripting/gdnative/gdnative-c-example.html" #: modules/gdnative/doc_classes/GDNativeLibrary.xml -#, fuzzy -msgid "$DOCS_URL/tutorials/plugins/gdnative/gdnative-cpp-example.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/plugins/gdnative/" -"gdnative-cpp-example.html" +msgid "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" +msgstr "$DOCS_URL/tutorials/scripting/gdnative/gdnative-cpp-example.html" #: modules/gdnative/doc_classes/GDNativeLibrary.xml msgid "" @@ -29789,11 +30240,8 @@ msgstr "" "[method Object.set_script] 会扩展该对象。" #: modules/gdscript/doc_classes/GDScript.xml -#, fuzzy -msgid "$DOCS_URL/getting_started/scripting/gdscript/index.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/getting_started/scripting/gdscript/" -"index.html" +msgid "$DOCS_URL/tutorials/scripting/gdscript/index.html" +msgstr "$DOCS_URL/tutorials/scripting/gdscript/index.html" #: modules/gdscript/doc_classes/GDScript.xml msgid "Returns byte code for the script source code." @@ -30062,7 +30510,7 @@ msgstr "如果[code]true[/code],整个X轴的线性运动受到限制。" #: doc/classes/Generic6DOFJoint.xml msgid "The minimum difference between the pivot points' X axis." -msgstr "枢轴点的X轴之间的最小差异。" +msgstr "轴心点的 X 轴之间的最小差异。" #: doc/classes/Generic6DOFJoint.xml msgid "" @@ -30078,7 +30526,7 @@ msgstr "应用于X轴上移动的一个系数。值越低,移动的就越慢 #: doc/classes/Generic6DOFJoint.xml msgid "The maximum difference between the pivot points' X axis." -msgstr "枢轴点的X轴之间的最小差异。" +msgstr "轴心点的 X 轴之间的最大差异。" #: doc/classes/Generic6DOFJoint.xml msgid "The amount of damping that happens at the Y motion." @@ -30090,7 +30538,7 @@ msgstr "如果[code]true[/code],限制跨越Y轴的线性运动。" #: doc/classes/Generic6DOFJoint.xml msgid "The minimum difference between the pivot points' Y axis." -msgstr "枢轴点的Y轴之间的最小差异。" +msgstr "轴心点的 Y 轴之间的最小差异。" #: doc/classes/Generic6DOFJoint.xml msgid "" @@ -30106,7 +30554,7 @@ msgstr "应用于Y轴上移动的一个系数。值越低,移动的就越慢 #: doc/classes/Generic6DOFJoint.xml msgid "The maximum difference between the pivot points' Y axis." -msgstr "枢轴点的Y轴之间的最大差异。" +msgstr "轴心点的 Y 轴之间的最大差异。" #: doc/classes/Generic6DOFJoint.xml msgid "The amount of damping that happens at the Z motion." @@ -30118,7 +30566,7 @@ msgstr "如果[code]true[/code],跨Z轴的线性运动受到限制。" #: doc/classes/Generic6DOFJoint.xml msgid "The minimum difference between the pivot points' Z axis." -msgstr "枢轴点的Z轴之间的最小差异。" +msgstr "轴心点的 Z 轴之间的最小差异。" #: doc/classes/Generic6DOFJoint.xml msgid "" @@ -30134,7 +30582,7 @@ msgstr "适用于跨Z轴移动的一个系数。值越低,移动的就越慢 #: doc/classes/Generic6DOFJoint.xml msgid "The maximum difference between the pivot points' Z axis." -msgstr "枢轴点的Z轴之间的最大差异。" +msgstr "轴心点的 Z 轴之间的最大差异。" #: doc/classes/Generic6DOFJoint.xml msgid "" @@ -30192,11 +30640,11 @@ msgstr "线性马达在Z轴上试图达到的速度。" #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml msgid "The minimum difference between the pivot points' axes." -msgstr "枢轴点之间的最小差异。" +msgstr "轴心点的轴之间的最小差异。" #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml msgid "The maximum difference between the pivot points' axes." -msgstr "枢轴点的轴之间的最大差异。" +msgstr "轴心点的轴之间的最大差异。" #: doc/classes/Generic6DOFJoint.xml msgid "" @@ -30923,15 +31371,13 @@ msgstr "" "[b]注意:[/b] 这个属性目前没有任何作用。" #: doc/classes/GeometryInstance.xml -#, fuzzy msgid "" "The material overlay for the whole geometry.\n" "If a material is assigned to this property, it will be rendered on top of " "any other active material for all the surfaces." msgstr "" -"整个几何体的材质覆盖。\n" -"如果一个材质被分配给这个属性,它将会被用来代替在网格的任何材质槽中设置的任何" -"材质。" +"整个几何体的材质覆盖层。\n" +"如果一个材质被分配给这个属性,它将会被渲染在所有表面的任何其他活动材质之上。" #: doc/classes/GeometryInstance.xml msgid "" @@ -31066,7 +31512,7 @@ msgstr "" #: doc/classes/GIProbe.xml msgid "$DOCS_URL/tutorials/3d/gi_probes.html" -msgstr "" +msgstr "$DOCS_URL/tutorials/3d/gi_probes.html" #: doc/classes/GIProbe.xml msgid "" @@ -31421,13 +31867,108 @@ msgstr "将用于填充纹理的[Gradient]。" msgid "The number of color samples that will be obtained from the [Gradient]." msgstr "将从[Gradient]中获得的颜色样本的数量。" +#: doc/classes/GradientTexture2D.xml +#, fuzzy +msgid "Gradient-filled 2D texture." +msgstr "渐变填充纹理。" + +#: doc/classes/GradientTexture2D.xml +#, fuzzy +msgid "" +"The texture uses a [Gradient] to fill the texture data in 2D space. The " +"gradient is filled according to the specified [member fill] and [member " +"repeat] types using colors obtained from the gradient. The texture does not " +"necessarily represent an exact copy of the gradient, but instead an " +"interpolation of samples obtained from the gradient at fixed steps (see " +"[member width] and [member height])." +msgstr "" +"GradientTexture使用[Gradient]来填充纹理数据。渐变将使用从中获得的颜色从左到右" +"填充。这意味着纹理不一定代表渐变的精确副本,而是以固定的步长从渐变中获得的样" +"本的插值,见[member width]。" + +#: doc/classes/GradientTexture2D.xml +msgid "" +"The gradient fill type, one of the [enum Fill] values. The texture is filled " +"by interpolating colors starting from [member fill_from] to [member fill_to] " +"offsets." +msgstr "" + +#: doc/classes/GradientTexture2D.xml +msgid "" +"The initial offset used to fill the texture specified in UV coordinates." +msgstr "" + +#: doc/classes/GradientTexture2D.xml +msgid "The final offset used to fill the texture specified in UV coordinates." +msgstr "" + +#: doc/classes/GradientTexture2D.xml +#, fuzzy +msgid "The [Gradient] used to fill the texture." +msgstr "将用于填充纹理的[Gradient]。" + +#: doc/classes/GradientTexture2D.xml +#, fuzzy +msgid "" +"The number of vertical color samples that will be obtained from the " +"[Gradient], which also represents the texture's height." +msgstr "将从[Gradient]中获得的颜色样本的数量。" + +#: doc/classes/GradientTexture2D.xml +msgid "" +"The gradient repeat type, one of the [enum Repeat] values. The texture is " +"filled starting from [member fill_from] to [member fill_to] offsets by " +"default, but the gradient fill can be repeated to cover the entire texture." +msgstr "" + +#: doc/classes/GradientTexture2D.xml +msgid "" +"If [code]true[/code], the generated texture will support high dynamic range " +"([constant Image.FORMAT_RGBAF] format). This allows for glow effects to work " +"if [member Environment.glow_enabled] is [code]true[/code]. If [code]false[/" +"code], the generated texture will use low dynamic range; overbright colors " +"will be clamped ([constant Image.FORMAT_RGBA8] format)." +msgstr "" + +#: doc/classes/GradientTexture2D.xml +#, fuzzy +msgid "" +"The number of horizontal color samples that will be obtained from the " +"[Gradient], which also represents the texture's width." +msgstr "将从[Gradient]中获得的颜色样本的数量。" + +#: doc/classes/GradientTexture2D.xml +msgid "The colors are linearly interpolated in a straight line." +msgstr "" + +#: doc/classes/GradientTexture2D.xml +msgid "The colors are linearly interpolated in a circular pattern." +msgstr "" + +#: doc/classes/GradientTexture2D.xml +msgid "" +"The gradient fill is restricted to the range defined by [member fill_from] " +"to [member fill_to] offsets." +msgstr "" + +#: doc/classes/GradientTexture2D.xml +msgid "" +"The texture is filled starting from [member fill_from] to [member fill_to] " +"offsets, repeating the same pattern in both directions." +msgstr "" + +#: doc/classes/GradientTexture2D.xml +msgid "" +"The texture is filled starting from [member fill_from] to [member fill_to] " +"offsets, mirroring the pattern in both directions." +msgstr "" + #: doc/classes/GraphEdit.xml msgid "" "GraphEdit is an area capable of showing various GraphNodes. It manages " "connection events between them." msgstr "" -"图形编辑GraphEdit是一个能够显示各种图形节点GraphNodes的区域。它管理着它们之间" -"的连接事件。" +"GraphEdit 是一个能够显示各种 GraphNode 的区域。它管理着它们之间的连接事件。" #: doc/classes/GraphEdit.xml msgid "" @@ -31438,10 +31979,10 @@ msgid "" "It is greatly advised to enable low-processor usage mode (see [member OS." "low_processor_usage_mode]) when using GraphEdits." msgstr "" -"图形编辑GraphEdit管理它所包含的图形节点GraphNodes的显示,以及它们之间的连接和" -"断开。这两个事件中的每一个都会发送信号。默认情况下,图形节点GraphNode插槽之间" -"的断开连接是禁用的。\n" -"在使用图形编辑GraphEdits时,我们强烈建议启用低处理器使用模式(见[member OS." +"图形编辑 GraphEdit 管理它所包含的图形节点 GraphNode 的显示,以及它们之间的连" +"接和断开。这两个事件都会发送信号。GraphNode 插槽之间的断开连接默认是禁用" +"的。\n" +"在使用 GraphEdit 时,我们强烈建议启用低处理器使用模式(见 [member OS." "low_processor_usage_mode])。" #: doc/classes/GraphEdit.xml @@ -31449,8 +31990,8 @@ msgid "" "Makes possible the connection between two different slot types. The type is " "defined with the [method GraphNode.set_slot] method." msgstr "" -"使得两个不同插槽型之间的连接成为可能。该类型是通过[method GraphNode.set_slot]" -"方法定义的。" +"使得两个不同插槽型之间的连接成为可能。该类型是通过 [method GraphNode." +"set_slot] 方法定义的。" #: doc/classes/GraphEdit.xml msgid "" @@ -31475,9 +32016,9 @@ msgid "" "[code]to[/code] GraphNode. If the connection already exists, no connection " "is created." msgstr "" -"在[code]from[/code]图形节点GraphNode的[code]from_port[/code]槽和[code]to[/" -"code]图形节点GraphNode的[code]to_port[/code]槽之间创建一个连接。如果该连接已" -"经存在,则不创建连接。" +"在 [code]from[/code] GraphNode 的 [code]from_port[/code] 槽和 [code]to[/" +"code] GraphNode 的 [code]to_port[/code] 槽之间创建一个连接。如果该连接已经存" +"在,则不创建连接。" #: doc/classes/GraphEdit.xml msgid "" @@ -31486,9 +32027,9 @@ msgid "" "[code]to[/code] GraphNode. If the connection does not exist, no connection " "is removed." msgstr "" -"删除[code]from[/code] 图形节点GraphNode1的[code]from_port[/code]插槽与" -"[code]to[/code] 图形节点GraphNode2的[code]to_port[/code]插槽之间的连接。如果" -"连接不存在,则不会删除任何连接。" +"删除 [code]from[/code] GraphNode 的 [code]from_port[/code] 插槽与 [code]to[/" +"code] GraphNode 的 [code]to_port[/code] 插槽之间的连接。如果连接不存在,则不" +"会删除任何连接。" #: doc/classes/GraphEdit.xml msgid "" @@ -31496,9 +32037,9 @@ msgid "" "in a structure of the form [code]{ from_port: 0, from: \"GraphNode name 0\", " "to_port: 1, to: \"GraphNode name 1\" }[/code]." msgstr "" -"返回一个包含连接列表的数组。一个连接包括一个结构,其形式为[code]" +"返回一个包含连接列表的数组。一个连接包括一个结构,其形式为 [code]" "{ from_port:0, from: \"GraphNode name 0\", to_port:1, to:\"GraphNode name " -"1\" }[/code]." +"1\" }[/code]。" #: doc/classes/GraphEdit.xml msgid "" @@ -31520,9 +32061,8 @@ msgid "" "[code]from[/code] GraphNode is connected to the [code]to_port[/code] slot of " "the [code]to[/code] GraphNode." msgstr "" -"如果[code]from[/code] 图形节点GraphNode1的[code]from_port[/code]槽与" -"[code]to[/code]图形节点GraphNode2的[code]to_port[/code]槽相连,则返回" -"[code]true[/code]。" +"如果 [code]from[/code] GraphNode 的 [code]from_port[/code] 槽与 [code]to[/" +"code] GraphNode 的 [code]to_port[/code] 槽相连,则返回 [code]true[/code]。" #: doc/classes/GraphEdit.xml msgid "Returns whether it's possible to connect slots of the specified types." @@ -32136,7 +32676,7 @@ msgstr "子节点的垂直分隔量。" #: modules/gridmap/doc_classes/GridMap.xml msgid "Node for 3D tile-based maps." -msgstr "基于3D贴图格地图(3D tile-based maps)的节点。" +msgstr "基于 3D 图块地图的节点。" #: modules/gridmap/doc_classes/GridMap.xml msgid "" @@ -32155,23 +32695,21 @@ msgid "" "light not affect the first layer, the whole GridMap won't be lit by the " "light in question." msgstr "" -"GridMap允许你以交互方式将meshes网格放置在网格上。它既可以在编辑器中进行,也可" -"以从脚本中进行,这可以帮助你在游戏中创建关卡编辑器。\n" -"GridMaps使用[MeshLibrary],其中包含了一个图块的列表。每一个图块都是一个带有材" -"质的网格,加上可选的碰撞和导航形状。\n" -"GridMap包含一个单元格的集合。每个网格单元指的是[MeshLibrary]中的一个图块。地" -"图中的所有单元都有相同的尺寸。\n" -"在内部,GridMap被分割成一个松散的八边形集合,以便有效地进行渲染和物理处理。每" -"个八角形都有相同的尺寸,可以包含多个单元。\n" +"GridMap 允许你以交互方式将模型网格(Mesh)放置在位置网格(Grid)上。它既可以" +"在编辑器中进行,也可以从脚本中进行,这可以帮助你在游戏中创建关卡编辑器。\n" +"GridMaps 使用 [MeshLibrary],其中包含了一个图块的列表。每一个图块都是一个带有" +"材质的网格,加上可选的碰撞和导航形状。\n" +"GridMap 包含一个单元格的集合。每个网格单元指的是 [MeshLibrary] 中的一个图块。" +"地图中的所有单元都有相同的尺寸。\n" +"在内部,GridMap 被分割成一个松散的八边形集合,以便有效地进行渲染和物理处理。" +"每个八角形都有相同的尺寸,可以包含多个单元。\n" "[b]注意:[/b]GridMap 没有扩展 [VisualInstance],因此无法根据 [member " "VisualInstance.layers] 进行隐藏或剔除遮挡。如果你让灯光不影响第一层,整个 " "GridMap 就都不会被相关的灯光照亮。" #: modules/gridmap/doc_classes/GridMap.xml -#, fuzzy msgid "$DOCS_URL/tutorials/3d/using_gridmaps.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/3d/using_gridmaps.html" +msgstr "$DOCS_URL/tutorials/3d/using_gridmaps.html" #: modules/gridmap/doc_classes/GridMap.xml msgid "Clear all cells." @@ -32182,7 +32720,8 @@ msgid "" "Returns an array of [ArrayMesh]es and [Transform] references of all bake " "meshes that exist within the current GridMap." msgstr "" -"返回当前GridMap中存在的所有烘焙网格的[ArrayMesh]和[Transform]引用的数组。" +"返回当前 GridMap 中存在的所有烘焙网格的 [ArrayMesh] 和 [Transform] 引用的数" +"组。" #: modules/gridmap/doc_classes/GridMap.xml msgid "" @@ -32201,11 +32740,11 @@ msgstr "单元格在基于网格的 X、Y 和 Z 坐标处的方向。如果单 #: modules/gridmap/doc_classes/GridMap.xml msgid "Returns an individual bit on the [member collision_layer]." -msgstr "返回[member collision_layer]上的一个单独像素点。" +msgstr "返回 [member collision_layer] 上的一个单独比特位。" #: modules/gridmap/doc_classes/GridMap.xml msgid "Returns an individual bit on the [member collision_mask]." -msgstr "返回[member collision_mask]上的一个独立像素。" +msgstr "返回 [member collision_mask] 上的一个单独比特位。" #: modules/gridmap/doc_classes/GridMap.xml msgid "" @@ -32224,7 +32763,7 @@ msgstr "返回一个包含网格中非空单元格坐标的 [Vector3] 数组。" #: modules/gridmap/doc_classes/GridMap.xml msgid "" "Returns the position of a grid cell in the GridMap's local coordinate space." -msgstr "返回一个网格单元在GridMap本地坐标空间中的位置。" +msgstr "返回一个网格单元在 GridMap 本地坐标空间中的位置。" #: modules/gridmap/doc_classes/GridMap.xml msgid "" @@ -32242,11 +32781,11 @@ msgstr "" #: modules/gridmap/doc_classes/GridMap.xml msgid "Sets an individual bit on the [member collision_layer]." -msgstr "在[member collision_layer]上设置独立像素。" +msgstr "在 [member collision_layer] 上设置单独的比特位。" #: modules/gridmap/doc_classes/GridMap.xml msgid "Sets an individual bit on the [member collision_mask]." -msgstr "在[member collision_mask]上设置独立像素。" +msgstr "在 [member collision_mask] 上设置单独的比特位。" #: modules/gridmap/doc_classes/GridMap.xml msgid "" @@ -32254,11 +32793,11 @@ msgid "" "[code]pos[/code] should be in the GridMap's local coordinate space." msgstr "" "返回包含给定点的网格单元的坐标。\n" -"[code]pos[/code]应该在GridMap的本地坐标空间中。" +"[code]pos[/code] 应该使用 GridMap 的本地坐标空间。" #: modules/gridmap/doc_classes/GridMap.xml msgid "If [code]true[/code], grid items are centered on the X axis." -msgstr "如果[code]true[/code],则网格项以X轴为中心。" +msgstr "如果为 [code]true[/code],则网格项以 X 轴为中心。" #: modules/gridmap/doc_classes/GridMap.xml msgid "If [code]true[/code], grid items are centered on the Y axis." @@ -32272,7 +32811,7 @@ msgstr "如果为 [code]true[/code],则网格项以 Z 轴为中心。" msgid "" "The size of each octant measured in number of cells. This applies to all " "three axis." -msgstr "每个八分圆的大小以单元格的数量衡量。这适用于三个轴(XYZ)。" +msgstr "每个八分圆的大小以单元格的数量衡量。适用于全部三个轴。" #: modules/gridmap/doc_classes/GridMap.xml msgid "" @@ -32290,7 +32829,7 @@ msgid "" "This does not affect the size of the meshes. See [member cell_scale]." msgstr "" "网格单元的尺寸。\n" -"这并不影响网格的尺寸大小。参阅[member cell_scale]。" +"这并不影响网格的尺寸大小。参阅 [member cell_scale]。" #: modules/gridmap/doc_classes/GridMap.xml msgid "" @@ -32298,25 +32837,30 @@ msgid "" "GridMaps act as static bodies, meaning they aren't affected by gravity or " "other forces. They only affect other physics bodies that collide with them." msgstr "" -"这个GridMap所处的物理层。\n" -"Gridmap作为静态体,意味着它们不会受到重力或是其他力的影响。它们只会受到其他与" -"它们碰撞的物理体的影响。" +"这个 GridMap 所处的物理层。\n" +"GridMap 作为静态体,意味着它们不会受到重力或是其他力的影响。它们只会受到其他" +"与它们碰撞的物理体的影响。" #: modules/gridmap/doc_classes/GridMap.xml -#, fuzzy msgid "" "The physics layers this GridMap detects collisions in. See [url=$DOCS_URL/" "tutorials/physics/physics_introduction.html#collision-layers-and-" "masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" -"此 GridMap 检测碰撞的物理层。参阅 [url=https://docs.godotengine.org/zh_CN/" -"stable/tutorials/physics/physics_introduction.html#collision-layers-and-" -"masks]碰撞层和掩码[/url] 文档,从中获取更多信息。" +"此 GridMap 检测碰撞的物理层。更多信息请参阅文档[url=$DOCS_URL/tutorials/" +"physics/physics_introduction.html#collision-layers-and-masks]《碰撞层与掩码》" +"[/url]。" #: modules/gridmap/doc_classes/GridMap.xml msgid "The assigned [MeshLibrary]." -msgstr "指定的[MeshLibrary]。" +msgstr "指定的 [MeshLibrary]。" + +#: modules/gridmap/doc_classes/GridMap.xml +msgid "" +"Overrides the default friction and bounce physics properties for the whole " +"[GridMap]." +msgstr "覆盖整个 [GridMap] 的默认摩擦力和反弹物理属性。" #: modules/gridmap/doc_classes/GridMap.xml msgid "" @@ -32359,7 +32903,7 @@ msgstr "" msgid "" "The groove's length. The groove is from the joint's origin towards [member " "length] along the joint's local Y axis." -msgstr "沟槽的长度。沟槽是从关键原点沿着关节局部Y轴朝向 [member length] 。" +msgstr "沟槽的长度。沟槽是从关键原点沿着关节局部 Y 轴朝向 [member length] 。" #: doc/classes/HashingContext.xml msgid "Context to compute cryptographic hashes over multiple iterations." @@ -32424,7 +32968,7 @@ msgstr "" #: doc/classes/HashingContext.xml msgid "Closes the current context, and return the computed hash." -msgstr "关闭当前context,并返回计算出的哈希值。" +msgstr "关闭当前上下文,并返回计算出的哈希值。" #: doc/classes/HashingContext.xml msgid "" @@ -32590,7 +33134,7 @@ msgid "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -32613,7 +33157,7 @@ msgid "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -32636,7 +33180,7 @@ msgstr "" " var err = ctx.start(HashingContext.HASH_SHA256, key)\n" " assert(err == OK)\n" " var msg1 = \"this is \".to_utf8()\n" -" var msg2 = \"vewy vewy secret\".to_utf8()\n" +" var msg2 = \"super duper secret\".to_utf8()\n" " err = ctx.update(msg1)\n" " assert(err == OK)\n" " err = ctx.update(msg2)\n" @@ -32659,7 +33203,7 @@ msgstr "" " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n" " GD.Assert(err == OK);\n" " PoolByteArray msg1 = String(\"this is \").to_utf8();\n" -" PoolByteArray msg2 = String(\"vewy vew secret\").to_utf8();\n" +" PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n" " err = ctx.Update(msg1);\n" " GD.Assert(err == OK);\n" " err = ctx.Update(msg2);\n" @@ -32766,7 +33310,7 @@ msgid "" "Horizontal separator. See [Separator]. Even though it looks horizontal, it " "is used to separate objects vertically." msgstr "" -"水平分离器。见[Separator]。尽管它看起来是水平的,但被用于垂直分隔对象。" +"水平分离器。见 [Separator]。尽管它看起来是水平的,但被用于垂直分隔对象。" #: doc/classes/HSeparator.xml msgid "" @@ -32776,11 +33320,11 @@ msgstr "分隔符覆盖区域的高度。如同最小高度一样有效地工作 #: doc/classes/HSeparator.xml msgid "The style for the separator line. Works best with [StyleBoxLine]." -msgstr "分隔符的样式。与[StyleBoxLine]配合使用效果更佳。" +msgstr "分隔符的样式。与 [StyleBoxLine] 配合使用效果更佳。" #: doc/classes/HSlider.xml msgid "Horizontal slider." -msgstr "水平滑条。" +msgstr "水平滑动条。" #: doc/classes/HSlider.xml msgid "" @@ -32789,9 +33333,9 @@ msgid "" "[b]Note:[/b] The [signal Range.changed] and [signal Range.value_changed] " "signals are part of the [Range] class which this class inherits from." msgstr "" -"水平滑块。参阅[Slider]。这个从左到右,最小到最大。\n" -"[b]注意:[/b] [signal Range.changed]和[signal Range.value_changed]信号是" -"[Range]类的一部分,该类继承自它。" +"水平滑动条。请参阅 [Slider]。这个控件是从左(最小)滑到右(最大)的。\n" +"[b]注意:[/b][signal Range.changed] 和 [signal Range.value_changed] 信号是 " +"[Range] 类的一部分,该类继承自它。" #: doc/classes/HSlider.xml doc/classes/VSlider.xml msgid "The texture for the grabber (the draggable element)." @@ -32819,7 +33363,7 @@ msgstr "抓取器左侧区域的背景。" msgid "" "The background for the whole slider. Determines the height of the " "[code]grabber_area[/code]." -msgstr "整个滑块的背景。受[code]grabber_area[/code]高度的影响。" +msgstr "整个滑动条的背景。受 [code]grabber_area[/code] 高度的影响。" #: doc/classes/HSplitContainer.xml msgid "Horizontal split container." @@ -32910,19 +33454,13 @@ msgstr "" "是有效的,就可以接受。如果这是个问题,你可能想使用自动管理的有效期短的证书。" #: doc/classes/HTTPClient.xml -#, fuzzy msgid "$DOCS_URL/tutorials/networking/http_client_class.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/networking/" -"http_client_class.html" +msgstr "$DOCS_URL/tutorials/networking/http_client_class.html" #: doc/classes/HTTPClient.xml doc/classes/HTTPRequest.xml #: doc/classes/StreamPeerSSL.xml -#, fuzzy msgid "$DOCS_URL/tutorials/networking/ssl_certificates.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/networking/" -"ssl_certificates.html" +msgstr "$DOCS_URL/tutorials/networking/ssl_certificates.html" #: doc/classes/HTTPClient.xml msgid "Closes the current connection, allowing reuse of this [HTTPClient]." @@ -33123,6 +33661,9 @@ msgid "" "The proxy server is unset if [code]host[/code] is empty or [code]port[/code] " "is -1." msgstr "" +"设置 HTTP 请求使用的代理服务器。\n" +"如果 [code]host[/code] 为空或者 [code]port[/code] 为 -1,则会取消设置代理服务" +"器。" #: doc/classes/HTTPClient.xml doc/classes/HTTPRequest.xml msgid "" @@ -33130,6 +33671,9 @@ msgid "" "The proxy server is unset if [code]host[/code] is empty or [code]port[/code] " "is -1." msgstr "" +"设置 HTTPS 请求使用的代理服务器。\n" +"如果 [code]host[/code] 为空或者 [code]port[/code] 为 -1,则会取消设置代理服务" +"器。" #: doc/classes/HTTPClient.xml msgid "" @@ -33922,81 +34466,76 @@ msgid "" " texture_rect.texture = texture\n" "[/codeblock]" msgstr "" -"有能力发送HTTP请求的节点。内部使用[HTTPClient]。\n" -"可以用来进行HTTP请求,即通过HTTP下载或上传文件或网络内容。\n" -"[b]警告:[/b]参阅[HTTPClient]的注释和警告,以了解其局限性,特别是关于SSL的安" -"全性。\n" -"[b]连接REST API并打印其返回字段之一的例子:[/b]\n" +"具有发送 HTTP 请求能力的节点。内部使用 [HTTPClient]。\n" +"可以用来进行 HTTP 请求,即通过 HTTP 下载或上传文件或网络内容。\n" +"[b]警告:[/b]请参阅 [HTTPClient] 的注释和警告了解其局限性,特别是关于 SSL 的" +"安全性。\n" +"[b]连接 REST API 并打印某个返回字段的例子:[/b]\n" "[codeblock]\n" "func _ready():\n" -" # Create an HTTP request node and connect its completion signal.\n" +" # 创建 HTTP 请求节点并连接完成信号。\n" " var http_request = HTTPRequest.new()\n" " add_child(http_request)\n" " http_request.connect(\"request_completed\", self, " "\"_http_request_completed\")\n" "\n" -" # Perform a GET request. The URL below returns JSON as of writing.\n" +" # 执行 GET 请求。截止到文档编写时,下面的 URL 会返回 JSON。\n" " var error = http_request.request(\"https://httpbin.org/get\")\n" " if error != OK:\n" -" push_error(\"An error occurred in the HTTP request.\")\n" +" push_error(\"HTTP 请求发生了错误。\")\n" "\n" -" # Perform a POST request. The URL below returns JSON as of writing.\n" -" # Note: Don't make simultaneous requests using a single HTTPRequest " -"node.\n" -" # The snippet below is provided for reference only.\n" +" # 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" " error = http_request.request(\"https://httpbin.org/post\", [], true, " "HTTPClient.METHOD_POST, body)\n" " if error != OK:\n" -" push_error(\"An error occurred in the HTTP request.\")\n" +" push_error(\"HTTP 请求发生了错误。\")\n" "\n" "\n" -"# Called when the HTTP request is completed.\n" +"# 将在 HTTP 请求完成时调用。\n" "func _http_request_completed(result, response_code, headers, body):\n" " var response = parse_json(body.get_string_from_utf8())\n" "\n" -" # Will print the user agent string used by the HTTPRequest node (as " -"recognized by httpbin.org).\n" +" # 会输出 HTTPRequest 节点所使用的用户代理字符串(httpbin.org 获取到的内" +"容)。\n" " print(response.headers[\"User-Agent\"])\n" "[/codeblock]\n" -"[b]使用HTTPRequest加载和显示图片的例子:[/b]\n" +"[b]使用 HTTPRequest 加载和显示图片的例子:[/b]\n" "[codeblock]\n" "func _ready():\n" -" # Create an HTTP request node and connect its completion signal.\n" +" # 创建 HTTP 请求节点并连接完成信号。\n" " var http_request = HTTPRequest.new()\n" " add_child(http_request)\n" " http_request.connect(\"request_completed\", self, " "\"_http_request_completed\")\n" "\n" -" # Perform the HTTP request. The URL below returns a PNG image as of " -"writing.\n" +" # 执行 HTTP 请求。截止到文档编写时,下面的 URL 会返回 PNG 图片。\n" " var error = http_request.request(\"https://via.placeholder.com/512\")\n" " if error != OK:\n" -" push_error(\"An error occurred in the HTTP request.\")\n" +" push_error(\"HTTP 请求发生了错误。\")\n" "\n" "\n" -"# Called when the HTTP request is completed.\n" +"# 将在 HTTP 请求完成时调用。\n" "func _http_request_completed(result, response_code, headers, body):\n" " var image = Image.new()\n" " var error = image.load_png_from_buffer(body)\n" " if error != OK:\n" -" push_error(\"Couldn't load the image.\")\n" +" push_error(\"无法加载图片。\")\n" "\n" " var texture = ImageTexture.new()\n" " texture.create_from_image(image)\n" "\n" -" # Display the image in a TextureRect node.\n" +" # 将图片显示到 TextureRect 节点上。\n" " var texture_rect = TextureRect.new()\n" " add_child(texture_rect)\n" " texture_rect.texture = texture\n" "[/codeblock]" #: doc/classes/HTTPRequest.xml -#, fuzzy msgid "$DOCS_URL/tutorials/networking/http_request_class.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/networking/" -"http_request_class.html" +msgstr "$DOCS_URL/tutorials/networking/http_request_class.html" #: doc/classes/HTTPRequest.xml msgid "Cancels the current request." @@ -34179,19 +34718,16 @@ msgstr "" "能无法导入。" #: doc/classes/Image.xml doc/classes/ImageTexture.xml -#, fuzzy msgid "$DOCS_URL/tutorials/assets_pipeline/importing_images.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/assets_pipeline/" -"importing_images.html" +msgstr "$DOCS_URL/tutorials/assets_pipeline/importing_images.html" #: doc/classes/Image.xml msgid "" "Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image " "at coordinates [code]dest[/code]." msgstr "" -"将 [code]src_rect[/code] 从 [code]src[/code] 图像与坐标 [code]dest[/code] 处" -"的该图像进行 Alpha 混合。" +"将源图像 [code]src[/code] 上的矩形区域 [code]src_rect[/code] 与本图像从坐标 " +"[code]dest[/code] 起的区域进行 Alpha 混合。" #: doc/classes/Image.xml msgid "" @@ -34203,20 +34739,20 @@ msgid "" "[code]mask[/code] image [b]must[/b] have the same size (width and height) " "but they can have different formats." msgstr "" -"从坐标[code]dst[/code]处开始,对[code]src_rect[/code]截取区域的[code]src[/" -"code]源图像使用[code]mask[/code]图像进行Alpha混合到此图像。[code]src[/code]和" -"[code]mask[/code]都需要Alpha通道。如果相应的遮罩(mask)像素的Alpha不是0,在坐" -"标[code]dst[/code]处的像素和[code]src[/code]像素将会混合。[code]src[/code]图" -"像和[code]mask[/code]图像[b]必须[/b]有相同的尺寸,即宽度和高度,但它们可以有" -"不同的格式。" +"将源图像 [code]src[/code] 上的矩形区域 [code]src_rect[/code] 与本图像从坐标 " +"[code]dst[/code] 起的区域根据遮罩图像 [code]mask[/code] 进行 Alpha 混合。" +"[code]src[/code] 和 [code]mask[/code] 都需要有 Alpha 通道。如果某个遮罩像素" +"的 Alpha 值非 0,在 [code]dst[/code] 和 [code]src[/code] 上对应的像素就会进行" +"混合。[code]src[/code] 图像和 [code]mask[/code] 图像的大小(宽度和高度)[b]必" +"须[/b]相同,格式可以不同。" #: doc/classes/Image.xml msgid "" "Copies [code]src_rect[/code] from [code]src[/code] image to this image at " "coordinates [code]dst[/code]." msgstr "" -"将指定[code]src[/code]源图像按[code]dst[/code]为起点坐标,以 [code]src_rect[/" -"code] 为矩形截取区域复制到此图像中。" +"将源图像 [code]src[/code] 上的矩形区域 [code]src_rect[/code] 复制到本图像从坐" +"标 [code]dst[/code] 起的区域。" #: doc/classes/Image.xml msgid "" @@ -34227,11 +34763,11 @@ msgid "" "[b]must[/b] have the same size (width and height) but they can have " "different formats." msgstr "" -"将指定[code]src[/code]源图像按[code]dst[/code]为起点坐标,以 [code]src_rect[/" -"code] 为矩形截取区域复制到此图像中。如果对应的[code]mask[/code]像素的alpha值" -"不是0,[code]src[/code]像素将被复制到[code]dst[/code]上。[code]src[/code] 图" -"像和 [code]mask[/code] ] 图像 [b]必须[/b] 具有相同的尺寸(宽度和高度),但它" -"们可以具有不同的格式。" +"将源图像 [code]src[/code] 上的矩形区域 [code]src_rect[/code] 复制到本图像从坐" +"标 [code]dst[/code] 起的区域。如果遮罩图 [code]mask[/code] 上某个像素的 " +"Alpha 值非 0,就会把 [code]src[/code] 上对应的像素复制到 [code]dst[/code] " +"上。[code]src[/code] 图像和 [code]mask[/code] 图像的大小(宽度和高度)[b]必须" +"[/b]相同,格式可以不同。" #: doc/classes/Image.xml msgid "" @@ -34258,11 +34794,11 @@ msgstr "" #: doc/classes/Image.xml msgid "Converts the image's format. See [enum Format] constants." -msgstr "转换图像的格式。参阅[enum Format]常量。" +msgstr "转换图像的格式。请参阅 [enum Format] 常量。" #: doc/classes/Image.xml msgid "Copies [code]src[/code] image to this image." -msgstr "将[code]src[/code]图像复制到此图像。" +msgstr "将源图像 [code]src[/code] 复制到本图像。" #: doc/classes/Image.xml msgid "" @@ -34291,8 +34827,8 @@ msgid "" "the specified size is larger than the current size, the extra area is filled " "with black pixels." msgstr "" -"将图像裁剪成给定的[code]width[/code]和[code]height[/code]。如果指定的尺寸大于" -"当前尺寸,多余的区域将被填充为黑色像素。" +"将图像裁剪成给定的宽度 [code]width[/code] 和高度 [code]height[/code]。如果指" +"定的尺寸大于当前尺寸,多出的区域将被填充为黑色。" #: doc/classes/Image.xml msgid "" @@ -34306,9 +34842,9 @@ msgid "" "Returns [constant ALPHA_BIT] if all the alpha values are stored in a single " "bit. Returns [constant ALPHA_NONE] if no data for alpha values is found." msgstr "" -"如果图像有alpha值的数据,则返回[constant ALPHA_BLEND]。如果所有的alpha值都存" -"储在一个位上,则返回[constant ALPHA_BIT]。如果没有找到alpha值的数据,则返回" -"[constant ALPHA_NONE]。" +"如果图像有 Alpha 值的数据,则返回 [constant ALPHA_BLEND]。如果所有的 Alpha 值" +"都存储在一个位上,则返回 [constant ALPHA_BIT]。如果没有找到 Alpha 值的数据," +"则返回 [constant ALPHA_NONE]。" #: doc/classes/Image.xml msgid "" @@ -34317,18 +34853,16 @@ msgid "" msgstr "拉伸图像并将其放大2倍,不进行插值。" #: doc/classes/Image.xml -#, fuzzy msgid "Fills the image with [code]color[/code]." -msgstr "用给定的 [Color] 填充图像。" +msgstr "使用颜色 [code]color[/code] 填充图像。" #: doc/classes/Image.xml -#, fuzzy msgid "Fills [code]rect[/code] with [code]color[/code]." -msgstr "将选项卡从 [code]from[/code] 移动到 [code]to[/code]。" +msgstr "使用颜色 [code]color[/code] 填充矩形 [code]rect[/code]。" #: doc/classes/Image.xml msgid "Blends low-alpha pixels with nearby pixels." -msgstr "将低透明度(alpha)像素与附近像素混合。" +msgstr "将 Alpha 较低的像素与附近像素混合。" #: doc/classes/Image.xml msgid "Flips the image horizontally." @@ -34414,7 +34948,7 @@ msgid "" "Returns a [Rect2] enclosing the visible portion of the image, considering " "each pixel with a non-zero alpha channel as visible." msgstr "" -"返回一个包围图像可见部分的 [Rect2] 矩形,像素的 alpha 通道值非零时视为可见。" +"返回一个包围图像可见部分的 [Rect2] 矩形,像素的 Alpha 通道值非零时视为可见。" #: doc/classes/Image.xml msgid "Returns the image's width." @@ -34437,11 +34971,10 @@ msgid "" "Returns [code]true[/code] if all the image's pixels have an alpha value of " "0. Returns [code]false[/code] if any pixel has an alpha value higher than 0." msgstr "" -"如果图像中所有像素的不透明度(alpha)都是 0,则返回 [code]true[/code]。如果有" -"任何像素的不透明度(alpha)高于 0,则返回 [code]false[/code]。" +"如果图像中所有像素的 Alpha 都是 0,则返回 [code]true[/code]。如果有任何像素" +"的 Alpha 高于 0,则返回 [code]false[/code]。" #: doc/classes/Image.xml -#, fuzzy msgid "" "Loads an image from file [code]path[/code]. See [url=$DOCS_URL/tutorials/" "assets_pipeline/importing_images.html#supported-image-formats]Supported " @@ -34451,9 +34984,9 @@ msgid "" "the [code]user://[/code] directory, and may not work in exported projects.\n" "See also [ImageTexture] description for usage examples." msgstr "" -"从文件 [code]path[/code] 加载图像。请参阅 [url=https://docs.godotengine.org/" -"zh_CN/stable/tutorials/assets_pipeline/importing_images.html#supported-image-" -"formats]支持的图像格式[/url],了解支持的图像格式和限制。\n" +"从文件 [code]path[/code] 加载图像。请参阅[url=$DOCS_URL/tutorials/" +"assets_pipeline/importing_images.html#supported-image-formats]支持的图像格式" +"[/url],了解支持的图像格式和限制。\n" "[b]警告:[/b]这个方法只能在编辑器中使用,或者在运行时需要加载外部图像的情况下" "使用,比如位于 [code]user://[/code] 目录下的图像,在导出的项目中可能无法工" "作。\n" @@ -34507,7 +35040,7 @@ msgid "" "Multiplies color values with alpha values. Resulting color values for a " "pixel are [code](color * alpha)/256[/code]." msgstr "" -"将颜色值与alpha值相乘。一个像素的结果颜色值是[code](color * alpha)/256[/" +"将颜色值与 Alpha 值相乘。一个像素的结果颜色值是 [code](color * alpha)/256[/" "code]。" #: doc/classes/Image.xml @@ -34638,7 +35171,7 @@ msgstr "纹理格式,具有代表亮度的单一8位深度。" msgid "" "OpenGL texture format with two values, luminance and alpha each stored with " "8 bits." -msgstr "OpenGL 纹理格式,具有两个值,亮度和 alpha,每个值以 8 位存储。" +msgstr "OpenGL 纹理格式,具有两个值,亮度和 Alpha,都以 8 位存储。" #: doc/classes/Image.xml msgid "" @@ -34648,7 +35181,7 @@ msgid "" "instead of the red channel for storage." msgstr "" "OpenGL 纹理格式 [code]RED[/code],具有单个分量和 8 位深度。\n" -"[b]注意:[/b] 当使用 GLES2 后端时,它使用 alpha 通道而不是红色通道进行存储。" +"[b]注意:[/b] 当使用 GLES2 后端时,它使用 Alpha 通道而不是红色通道进行存储。" #: doc/classes/Image.xml msgid "" @@ -34664,7 +35197,7 @@ msgid "" "conversion is performed." msgstr "" "OpenGL 纹理格式 [code]RGB[/code] 具有三个部分,每个分量部分的位深度为 8。\n" -"[b]注意:[/b]创建 [ImageTexture] 时,会执行sRGB到线性色彩空间的转换。" +"[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。" #: doc/classes/Image.xml msgid "" @@ -34674,7 +35207,7 @@ msgid "" "conversion is performed." msgstr "" "OpenGL 纹理格式 [code]RGBA[/code] 有四个部分,每个分量部分的位深度为 8。\n" -"[b]注意:[/b]创建 [ImageTexture] 时,会执行sRGB到线性色彩空间的转换。" +"[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。" #: doc/classes/Image.xml msgid "" @@ -34688,8 +35221,8 @@ msgid "" "OpenGL texture format [code]GL_RGB5_A1[/code] where 5 bits of depth for each " "component of RGB and one bit for alpha." msgstr "" -"OpenGL纹理格式[code]GL_RGB5_A1[/code],其中RGB每个分量的深度为5位,alpha为1" -"位。" +"OpenGL纹理格式 [code]GL_RGB5_A1[/code],其中 RGB 每个分量的深度为 5 位,Alpha" +"为 1 位。" #: doc/classes/Image.xml msgid "" @@ -34771,8 +35304,9 @@ msgid "" "conversion is performed." msgstr "" "[url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] 纹理格式" -"使用块压缩1,并且是S3TC的最小变化,仅提供1位的alpha和颜色数据 预乘以alpha.\n" -"[b]注意:[/b]创建 ImageTexture 时,将执行 sRGB 到线性色彩空间的转换。" +"使用块压缩 1,并且是 S3TC 的最小变化,仅提供 1 位的 Alpha 和颜色数据 预乘以 " +"Alpha。\n" +"[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。" #: doc/classes/Image.xml msgid "" @@ -34783,10 +35317,10 @@ msgid "" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" -"使用块压缩2的[url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/" -"url]贴图格式,并且颜色数据被解析为没有与alpha预先相乘.非常适用于具有 半透明和" -"不透明区域之间的清晰的alpha过渡.\n" -"[b]注意:[/b]创建ImageTexture时,将执行sRGB到线性色彩空间的转换." +"使用块压缩 2 的 [url=https://en.wikipedia.org/wiki/" +"S3_Texture_Compression]S3TC[/url] 贴图格式,并且颜色数据被解析为没有与 Alpha " +"预先相乘。非常适用于具有 半透明和不透明区域之间的清晰的 Alpha 过渡。\n" +"[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。" #: doc/classes/Image.xml msgid "" @@ -34799,10 +35333,10 @@ msgid "" "conversion is performed." msgstr "" "[url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] 纹理格式" -"也称为块压缩3或BC3,其中包含64位的alpha通道数据,后跟64位的DXT1编码 颜色数据:颜" -"色数据不会与DXT3预先乘以alpha.与DXT3相比,DXT5对于透明渐变通常会产生更好的结" -"果.\n" -"[b]注意:[/b]创建 ImageTexture 时,将执行 sRGB 到线性色彩空间的转换。" +"也称为块压缩 3 或 BC3,其中包含 64 位的 Alpha 通道数据,后跟 64 位的 DXT1 编" +"码颜色数据。颜色数据不会与 DXT3 预先乘以 Alpha。与 DXT3 相比,DXT5 对于透明渐" +"变通常会产生更好的结果。\n" +"[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。" #: doc/classes/Image.xml msgid "" @@ -34811,9 +35345,9 @@ msgid "" "normalizing the red channel data using the same compression algorithm that " "DXT5 uses for the alpha channel." msgstr "" -"使用 [url=https://www.khronos.org/opengl/wiki/Red_Green_Texture_Compression]" -"红绿贴图压缩[/url]的贴图格式,使用与DXT5用于alpha通道相同的压缩算法对红色通道" -"数据进行归一化." +"使用[url=https://www.khronos.org/opengl/wiki/Red_Green_Texture_Compression]红" +"绿贴图压缩[/url]的贴图格式,使用与 DXT5 用于 Alpha 通道相同的压缩算法对红色通" +"道数据进行归一化。" #: doc/classes/Image.xml msgid "" @@ -34822,8 +35356,9 @@ msgid "" "normalizing the red and green channel data using the same compression " "algorithm that DXT5 uses for the alpha channel." msgstr "" -"使用 [url=https://www.khronos.org/opengl/wiki/Red_Green_Texture_Compression]" -"红绿贴图压缩[/url]的贴图格式,使用与DXT5用于alpha的压缩算法相同的红绿数据通道." +"使用[url=https://www.khronos.org/opengl/wiki/Red_Green_Texture_Compression]红" +"绿贴图压缩[/url]的贴图格式,使用与 DXT5 用于 Alpha 的压缩算法相同的红绿数据通" +"道。" #: doc/classes/Image.xml msgid "" @@ -34835,7 +35370,7 @@ msgid "" msgstr "" "使用 [url=https://www.khronos.org/opengl/wiki/BPTC_Texture_Compression]BPTC压" "缩[/url] 和无符号归一化RGBA分量的贴图格式.\n" -"[b]注意:[/b]创建[ImageTexture]时,将执行sRGB到线性色彩空间的转换." +"[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。" #: doc/classes/Image.xml msgid "" @@ -34863,31 +35398,33 @@ msgid "" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" -"PowerVR支持的移动平台上使用的贴图格式,使用2位颜色深度,没有alpha.更多信息可以" -"在 [url=https://en.wikipedia.org/wiki/PVRTC]这里[/url]找到.\n" -"[b]注意:[/b]在创建ImageTexture时,会进行sRGB到线性色彩空间的转换." +"PowerVR 支持的移动平台上使用的贴图格式,使用 2 位颜色深度,没有 Alpha。更多信" +"息可以在[url=https://en.wikipedia.org/wiki/PVRTC]这里[/url]找到。\n" +"[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。" #: doc/classes/Image.xml msgid "" "Same as [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], but with an " "alpha component." msgstr "" -"与 [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url]相同,但带有alpha组件." +"与 [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url] 相同,但带有 Alpha " +"分量。" #: doc/classes/Image.xml msgid "" "Similar to [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], but with 4-" "bit color depth and no alpha." msgstr "" -"与 [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url]相似,但具有4位色深且" -"没有Alpha通道." +"与 [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url] 类似,但具有 4 位色" +"深且不带 Alpha。" #: doc/classes/Image.xml msgid "" "Same as [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC4[/url], but with an " "alpha component." msgstr "" -"与 [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC4[/url]相同,但带有alpha组件." +"与 [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC4[/url] 相同,但带有 Alpha " +"分量。" #: doc/classes/Image.xml msgid "" @@ -34896,9 +35433,9 @@ msgid "" "url], also referred to as \"ETC1\", and is part of the OpenGL ES graphics " "standard. This format cannot store an alpha channel." msgstr "" -"[url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC1]Ericsson" -"纹理压缩格式1[/url],又称 \"ETC1\",是OpenGL ES图形标准的一部分.这种格式不能存" -"储alpha通道." +"[url=https://zh.wikipedia.org/zh-cn/%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA" +"%B9%E7%90%86%E5%8E%8B%E7%BC%A9#ETC1]爱立信纹理压缩格式 1[/url],又称“ETC1”," +"是 OpenGL ES 图形标准的一部分。这种格式无法存储 Alpha 通道。" #: doc/classes/Image.xml msgid "" @@ -34907,9 +35444,9 @@ msgid "" "format 2[/url] ([code]R11_EAC[/code] variant), which provides one channel of " "unsigned data." msgstr "" -"[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson纹理压缩格式2[/url] " -"([code]R11_EACvariant[/code]),它提供一个无符号数据通道." +"[url=https://zh.wikipedia.org/zh-cn/%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA" +"%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]爱立信纹理压缩格式 2[/url]" +"([code]R11_EAC[/code] 变体),它提供一个无符号数据通道。" #: doc/classes/Image.xml msgid "" @@ -34918,9 +35455,9 @@ msgid "" "format 2[/url] ([code]SIGNED_R11_EAC[/code] variant), which provides one " "channel of signed data." msgstr "" -"[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson纹理压缩格式2[/url]" -"([code]SIGNED_R11_EACvariant[/code]),它提供一个通道的有符号数据." +"[url=https://zh.wikipedia.org/zh-cn/%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA" +"%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]爱立信纹理压缩格式 2[/url]" +"([code]SIGNED_R11_EAC[/code] 变体),它提供一个有符号数据通道。" #: doc/classes/Image.xml msgid "" @@ -34929,9 +35466,9 @@ msgid "" "format 2[/url] ([code]RG11_EAC[/code] variant), which provides two channels " "of unsigned data." msgstr "" -"[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson纹理压缩格式2[/url]" -"([code]RG11_EAC[/code] variant),它提供一个无符号数据通道." +"[url=https://zh.wikipedia.org/zh-cn/%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA" +"%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]爱立信纹理压缩格式 2[/url]" +"([code]RG11_EAC[/code] 变体),它提供一个无符号数据通道。" #: doc/classes/Image.xml msgid "" @@ -34940,9 +35477,9 @@ msgid "" "format 2[/url] ([code]SIGNED_RG11_EAC[/code] variant), which provides two " "channels of signed data." msgstr "" -"[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson纹理压缩格式2[/url]" -"([code]SIGNED_RG11_EAC[/code] 变体),它提供两个通道的有符号数据。" +"[url=https://zh.wikipedia.org/zh-cn/%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA" +"%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]爱立信纹理压缩格式 2[/url]" +"([code]SIGNED_RG11_EAC[/code] 变体),它提供两个有符号数据通道。" #: doc/classes/Image.xml msgid "" @@ -34953,10 +35490,10 @@ msgid "" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" -"[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson纹理压缩格式2[/url] " -"([code]RGB8[/code] 变体),它是ETC1的后续版本,可压缩RGB888数据.\n" -"[b]注意:[/b]创建[ImageTexture]时,会进行sRGB到线性色彩空间的转换." +"[url=https://zh.wikipedia.org/zh-cn/%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA" +"%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]爱立信纹理压缩格式 2[/url]" +"([code]RGB8[/code] 变体),它是 ETC1 的后续版本,可压缩 RGB888 数据。\n" +"[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。" #: doc/classes/Image.xml msgid "" @@ -34967,10 +35504,10 @@ msgid "" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" -"[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson纹理压缩格式2[/url]" -"([code]RGBA8[/code] 变体),它可以压缩RGBA8888数据,完全支持alpha.\n" -"[b]注意:[/b]在创建[ImageTexture]时,会进行sRGB到线性色彩空间的转换." +"[url=https://zh.wikipedia.org/zh-cn/%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA" +"%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]爱立信纹理压缩格式 2[/url]" +"([code]RGBA8[/code] 变体),它可以压缩 RGBA8888 数据,完全支持 Alpha。\n" +"[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。" #: doc/classes/Image.xml msgid "" @@ -34982,11 +35519,11 @@ msgid "" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" -"[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson纹理压缩格式2[/url]" -"([code]RGB8_PUNCHTHROUGH_ALPHA1[/code] 变体),它可以压缩RGBA数据,使alpha完全透" -"明或完全不透明.\n" -"[b]注意:[/b] 创建[ImageTexture]时,会进行sRGB到线性色彩空间的转换." +"[url=https://zh.wikipedia.org/zh-cn/%E7%88%B1%E7%AB%8B%E4%BF%A1%E7%BA" +"%B9%E7%90%86%E5%8E%8B%E7%BC%A9#[3]ETC2%E5%92%8CEAC]爱立信纹理压缩格式 2[/url]" +"([code]RGB8_PUNCHTHROUGH_ALPHA1[/code] 变体),它可以压缩 RGBA 数据,使 " +"Alpha 完全透明或完全不透明。\n" +"[b]注意:[/b]创建 [ImageTexture] 时,会执行 sRGB 到线性色彩空间的转换。" #: doc/classes/Image.xml msgid "Represents the size of the [enum Format] enum." @@ -35204,9 +35741,9 @@ msgid "" "[b]Note:[/b] This method is deprecated and will be removed in Godot 4.0, use " "[method Image.load] and [method create_from_image] instead." msgstr "" -"从文件路径加载图像,并从中创建一个纹理图片。\n" -"[b]注释:[/b]:该方法已被废弃,并将在Godot 4.0中被删除,请建议使用Image.load()和" -"create_from_image()代替。" +"从文件路径加载图像,并从中创建一个纹理图片。\n" +"[b]注意:[/b]该方法已被废弃,并将在 Godot 4.0 中删除,请使用 [method Image." +"load] 和 [method create_from_image] 代替。" #: doc/classes/ImageTexture.xml msgid "" @@ -35352,7 +35889,7 @@ msgstr "" #: doc/classes/Input.xml msgid "$DOCS_URL/tutorials/inputs/index.html" -msgstr "" +msgstr "$DOCS_URL/tutorials/inputs/index.html" #: doc/classes/Input.xml msgid "" @@ -35610,15 +36147,22 @@ msgid "" "pressed, instead of every frame while it's pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." -msgstr "" -"当用户开始按下动作事件时,返回[code]true[/code],也就是说,只有在用户按下按钮" -"的那一帧才是[code]true[/code]。\n" +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." +msgstr "" +"当用户开始按下动作事件时,返回 [code]true[/code],也就是说,只有在用户按下按" +"钮的那一帧才是 [code]true[/code]。\n" "这对那些只需要在动作被按下时运行一次的代码中很有用,而不是在按下时每一帧都要" "运行。\n" -"如果[code]exact[/code]是[code]false[/code],它将忽略[InputEventKey]和" -"[InputEventMouseButton]事件的输入修饰符,以及[InputEventJoypadMotion]事件的方" -"向。" +"如果 [code]exact[/code] 是 [code]false[/code],它将忽略 [InputEventKey] 和 " +"[InputEventMouseButton] 事件的输入修饰符,以及 [InputEventJoypadMotion] 事件" +"的方向。\n" +"[b]注意:[/b]由于键盘冲突,[method is_action_just_pressed] 可能会在动作的某个" +"键按下时也返回 [code]false[/code]。详情请参阅文档[url=$DOCS_URL/tutorials/" +"inputs/input_examples.html#keyboard-events]《输入示例》[/url]。" #: doc/classes/Input.xml msgid "" @@ -35643,14 +36187,21 @@ msgid "" "button assigned to this action is still pressed.\n" "If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " "for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." -msgstr "" -"如果你正在按下动作事件,返回[code]true[/code]。请注意,如果一个动作有多个分配" -"的按钮,并且不止一个被按下,释放一个按钮将释放这个动作,即使其他分配给这个动" -"作的按钮仍然被按下。\n" -"如果[code]exact[/code]是[code]false[/code],它将忽略[InputEventKey]和" -"[InputEventMouseButton]事件的输入修饰符,以及[InputEventJoypadMotion]事件的方" -"向。" +"for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." +msgstr "" +"如果你正在按下动作事件,返回 [code]true[/code]。请注意,如果一个动作有多个分" +"配的按钮,并且不止一个被按下,释放一个按钮将释放这个动作,即使其他分配给这个" +"动作的按钮仍然被按下。\n" +"如果 [code]exact[/code] 是 [code]false[/code],它将忽略 [InputEventKey] 和 " +"[InputEventMouseButton] 事件的输入修饰符,以及 [InputEventJoypadMotion] 事件" +"的方向。\n" +"[b]注意:[/b]由于键盘冲突,[method is_action_pressed] 可能会在动作的某个键按" +"下时也返回 [code]false[/code]。详情请参阅文档[url=$DOCS_URL/tutorials/inputs/" +"input_examples.html#keyboard-events]《输入示例》[/url]。" #: doc/classes/Input.xml msgid "" @@ -35672,11 +36223,27 @@ msgstr "" #: doc/classes/Input.xml msgid "" -"Returns [code]true[/code] if you are pressing the key. You can pass a [enum " -"KeyList] constant." -msgstr "" -"如果你正在按压该键,则返回 [code]true[/code]。你可以传递 [enum KeyList] 常" -"量。" +"Returns [code]true[/code] if you are pressing the key in the current " +"keyboard layout. You can pass a [enum KeyList] constant.\n" +"[method is_key_pressed] is only recommended over [method " +"is_physical_key_pressed] in non-game applications. This ensures that " +"shortcut keys behave as expected depending on the user's keyboard layout, as " +"keyboard shortcuts are generally dependent on the keyboard layout in non-" +"game applications. If in doubt, use [method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." +msgstr "" +"如果你正在按当前键盘布局中的这个键,则返回 [code]true[/code]。可以传 [enum " +"KeyList] 常量。\n" +"只有非游戏应用程序中才推荐 [method is_key_pressed] 而不是 [method " +"is_physical_key_pressed]。可以确保快捷键的行为与用户的键盘布局有关,因为非游" +"戏应用程序的键盘快捷键通常与键盘布局有关。如果有疑问,就请使用 [method " +"is_physical_key_pressed]。\n" +"[b]注意:[/b]由于键盘冲突,[method is_key_pressed] 可能会在动作的某个键按下时" +"也返回 [code]false[/code]。详情请参阅文档[url=$DOCS_URL/tutorials/inputs/" +"input_examples.html#keyboard-events]《输入示例》[/url]。" #: doc/classes/Input.xml msgid "" @@ -35689,10 +36256,26 @@ msgstr "" msgid "" "Returns [code]true[/code] if you are pressing the key in the physical " "location on the 101/102-key US QWERTY keyboard. You can pass a [enum " -"KeyList] constant." -msgstr "" -"如果你正在按压该键,则返回[code]true[/code]。按键由 101/102 键美式 QWERTY 键" -"盘上该键的物理位置确定。你可以传递 [enum KeyList] 常量。" +"KeyList] constant.\n" +"[method is_physical_key_pressed] is recommended over [method is_key_pressed] " +"for in-game actions, as it will make W/A/S/D layouts work regardless of the " +"user's keyboard layout. [method is_physical_key_pressed] will also ensure " +"that the top row number keys work on any keyboard layout. If in doubt, use " +"[method is_physical_key_pressed].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may " +"return [code]false[/code] even if one of the action's keys is pressed. See " +"[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." +msgstr "" +"如果你正在按 101/102 键美式 QWERTY 键盘中这个键的物理位置,则返回 " +"[code]true[/code]。可以传 [enum KeyList] 常量。\n" +"游戏内的动作推荐 [method is_physical_key_pressed] 而不是 [method " +"is_key_pressed],因为可以让 W/A/S/D 布局无论用户使用什么键盘布局都可用。" +"[method is_physical_key_pressed] 还可以保证顶部的数字键在任何键盘布局中都可" +"用。如果有疑问,就请使用 [method is_physical_key_pressed]。\n" +"[b]注意:[/b]由于键盘冲突,[method is_physical_key_pressed] 可能会在动作的某" +"个键按下时也返回 [code]false[/code]。详情请参阅文档[url=$DOCS_URL/tutorials/" +"inputs/input_examples.html#keyboard-events]《输入示例》[/url]。" #: doc/classes/Input.xml msgid "" @@ -36036,10 +36619,8 @@ msgstr "各种输入事件的基类。请参阅 [method Node._input]。" #: doc/classes/InputEventMouse.xml doc/classes/InputEventScreenDrag.xml #: doc/classes/InputEventScreenTouch.xml #: doc/classes/InputEventWithModifiers.xml -#, fuzzy msgid "$DOCS_URL/tutorials/inputs/inputevent.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/inputs/inputevent.html" +msgstr "$DOCS_URL/tutorials/inputs/inputevent.html" #: doc/classes/InputEvent.xml msgid "" @@ -36093,14 +36674,21 @@ msgid "" "or [InputEventScreenDrag].\n" "If [code]exact_match[/code] is [code]false[/code], it ignores the input " "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." -msgstr "" -"如果给定的动作被按下,则返回[code]true[/code],并且不是 [InputEventKey] 事件" -"的回显事件,除非 [code]allow_echo[/code] 是 [code]true[/code]。与" -"[InputEventMouseMotion]或[InputEventScreenDrag]类型的事件无关。\n" -"如果[code]exact_match[/code]是[code]false[/code],它将忽略[InputEventKey]和" -"[InputEventMouseButton]事件的输入修饰符,以及[InputEventJoypadMotion]事件的方" -"向。" +"direction for [InputEventJoypadMotion] events.\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." +msgstr "" +"如果给定的动作被按下,则返回 [code]true[/code],并且不是 [InputEventKey] 事件" +"的回显事件,除非 [code]allow_echo[/code] 是 [code]true[/code]。与 " +"[InputEventMouseMotion] 或 [InputEventScreenDrag] 类型的事件无关。\n" +"如果 [code]exact_match[/code] 是 [code]false[/code],它将忽略 " +"[InputEventKey] 和 [InputEventMouseButton] 事件的输入修饰符,以及 " +"[InputEventJoypadMotion] 事件的方向。\n" +"[b]注意:[/b]由于键盘冲突,[method is_action_pressed] 可能会在动作的某个键按" +"下时也返回 [code]false[/code]。详情请参阅文档[url=$DOCS_URL/tutorials/inputs/" +"input_examples.html#keyboard-events]《输入示例》[/url]。" #: doc/classes/InputEvent.xml msgid "" @@ -36122,23 +36710,30 @@ msgid "" "Returns [code]true[/code] if this input event's type is one that can be " "assigned to an input action." msgstr "" -"如果此输入事件的类型是可以分配给输入动作的类型,则返回 [code]true[/code]。" +"如果这个输入事件的类型是可以分配给输入动作的类型,则返回 [code]true[/code]。" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is an echo event (only for " "events of type [InputEventKey])." msgstr "" -"如果此输入事件是回显事件(仅适用于 [InputEventKey] 类型的事件),则返回 " +"如果这个输入事件是回显事件(仅适用于 [InputEventKey] 类型的事件),则返回 " "[code]true[/code]。" #: doc/classes/InputEvent.xml msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " -"events of type [InputEventMouseMotion] or [InputEventScreenDrag]." -msgstr "" -"如果此输入事件为按下,则返回 [code]true[/code]。与类型 " -"[InputEventMouseMotion] 或 [InputEventScreenDrag] 的事件无关。" +"events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n" +"[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " +"[code]false[/code] even if one of the action's keys is pressed. See [url=" +"$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " +"examples[/url] in the documentation for more information." +msgstr "" +"如果这个输入事件被按下,则返回 [code]true[/code]。与 [InputEventMouseMotion] " +"或 [InputEventScreenDrag] 类型的事件无关。\n" +"[b]注意:[/b]由于键盘冲突,[method is_action_pressed] 可能会在动作的某个键按" +"下时也返回 [code]false[/code]。详情请参阅文档[url=$DOCS_URL/tutorials/inputs/" +"input_examples.html#keyboard-events]《输入示例》[/url]。" #: doc/classes/InputEvent.xml msgid "" @@ -36196,11 +36791,8 @@ msgstr "" "菜单中的[b]键位映射[/b]选项卡中创建。请参阅 [method Node._input]。" #: doc/classes/InputEventAction.xml -#, fuzzy msgid "$DOCS_URL/tutorials/inputs/inputevent.html#actions" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/inputs/inputevent." -"html#actions" +msgstr "$DOCS_URL/tutorials/inputs/inputevent.html#actions" #: doc/classes/InputEventAction.xml msgid "The action's name. Actions are accessed via this [String]." @@ -36316,8 +36908,8 @@ msgid "" "get_physical_scancode_with_modifiers())[/code] where [code]event[/code] is " "the [InputEventKey]." msgstr "" -"返回与修改键组合的物理键码,例如 [code]Shift[/code] 或 [code]Alt[/code]。参阅" -"[InputEventWithModifiers]。\n" +"返回与修改键组合的物理扫描码,例如 [code]Shift[/code] 或 [code]Alt[/code]。请" +"参阅 [InputEventWithModifiers]。\n" "要获得带有修饰符的 [InputEventKey] 的人类可读表示,请使用 [code]OS." "get_scancode_string(event.get_physical_scancode_with_modifiers())[/code] 其" "中 [code]event[/code] 是 [InputEventKey]。" @@ -36331,7 +36923,7 @@ msgid "" "get_scancode_with_modifiers())[/code] where [code]event[/code] is the " "[InputEventKey]." msgstr "" -"返回与 [code]Shift[/code] 或 [code]Alt[/code] 等修饰键组合的键码。参阅" +"返回与 [code]Shift[/code] 或 [code]Alt[/code] 等修饰键组合的扫描码。请参阅 " "[InputEventWithModifiers]。\n" "要获得带有修饰符的 [InputEventKey] 的人类可读表示,请使用 [code]OS." "get_scancode_string(event.get_scancode_with_modifiers())[/code] 其中 " @@ -36354,8 +36946,8 @@ msgid "" "get_scancode_string(event.physical_scancode)[/code] where [code]event[/code] " "is the [InputEventKey]." msgstr "" -"键的物理编码,对应于 [enum KeyList] 常量之一。表示 101/102 键美国 QWERTY 键盘" -"上按键的物理位置。\n" +"键的物理扫描码,对应于 [enum KeyList] 常量之一。表示 101/102 键美国 QWERTY 键" +"盘上按键的物理位置。\n" "要获得 [InputEventKey] 的人类可读表示,请使用 [code]OS." "get_scancode_string(event.physical_scancode)[/code] 其中 [code]event[/code] " "是 [InputEventKey]。" @@ -36376,7 +36968,7 @@ msgid "" "get_scancode_string(event.scancode)[/code] where [code]event[/code] is the " "[InputEventKey]." msgstr "" -"键码,对应于 [enum KeyList] 常量之一。表示当前键盘布局中的键。\n" +"该按键的扫描码,对应于 [enum KeyList] 常量之一。表示当前键盘布局中的键。\n" "要获得 [InputEventKey] 的人类可读表示,请使用 [code]OS." "get_scancode_string(event.scancode)[/code] 其中 [code]event[/code] 是 " "[InputEventKey]。" @@ -36387,8 +36979,142 @@ msgid "" "composite characters and complex scripts may not be available unless IME " "input mode is active. See [method OS.set_ime_active] for more information." msgstr "" -"Unicode键标识符(如果相关)。除非 IME 输入模式处于激活状态,否则复合字符和复" -"杂脚本的 Unicode 标识符可能无法使用。更多信息参阅[method OS.set_ime_active]。" +"按键的 Unicode 标识符(如果相关)。除非 IME 输入模式处于激活状态,否则复合字" +"符和复杂文字的 Unicode 标识符可能无法使用。更多信息参阅 [method OS." +"set_ime_active]。" + +#: doc/classes/InputEventMIDI.xml +msgid "Input event for MIDI inputs." +msgstr "MIDI 输入的输入事件。" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"InputEventMIDI allows receiving input events from MIDI devices such as a " +"piano. MIDI stands for Musical Instrument Digital Interface.\n" +"MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your " +"device supports both be sure to check the settings in the device to see " +"which output it's using.\n" +"To receive input events from MIDI devices, you need to call [method OS." +"open_midi_inputs]. You can check which devices are detected using [method OS." +"get_connected_midi_inputs].\n" +"Note that Godot does not currently support MIDI output, so there is no way " +"to emit MIDI signals from Godot. Only MIDI input works." +msgstr "" +"InputEventMIDI 可以实现从钢琴等 MIDI 设备接收输入事件。MIDI 是 Musical " +"Instrument Digital Interface 的缩写,即音乐数字接口。\n" +"MIDI 信号可以通过 5 针 MIDI 接头或 UDB 传输,如果你的设备两者都支持,请确认该" +"设备的设置中正在使用的是哪一种输出。\n" +"要从 MIDI 设备接收输入事件,你需要调用 [method OS.open_midi_inputs]。你可以使" +"用 [method OS.get_connected_midi_inputs] 查看检测到的设备。\n" +"请注意 Godot 目前不支持 MIDI 输出,因此无法从 Godot 中发出 MIDI 信号。只能进" +"行 MIDI 输入。" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" +msgstr "" +"https://www.midi.org/specifications-old/item/table-2-expanded-messages-list-" +"status-bytes" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/General_MIDI#Program_change_events" +msgstr "" +"https://zh.wikipedia.org/zh-cn/General_MIDI#%E9%9F%B3%E8%89%B2%E8%BD%89%E6%8F" +"%9B%E4%BA%8B%E4%BB%B6%EF%BC%88Program_change_events%EF%BC%89" + +#: doc/classes/InputEventMIDI.xml +msgid "https://en.wikipedia.org/wiki/Piano_key_frequencies#List" +msgstr "" +"https://zh.wikipedia.org/zh-cn/%E9%8B%BC%E7%90%B4%E9%8D%B5%E9%A0%BB%E7%8E%87#" +"%E5%88%97%E8%A1%A8" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The MIDI channel of this input event. There are 16 channels, so this value " +"ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion " +"instruments, the rest of the channels are for non-percussion instruments." +msgstr "" +"这个输入事件的 MIDI 通道。总共有 16 个通道,所以这个值的范围是 0 到 15。MIDI " +"通道 9 是为打击乐器保留的,其余通道供非打击乐器使用。" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller number, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" +"如果消息是 [code]MIDI_MESSAGE_CONTROL_CHANGE[/code],则表示控制器号,否则为" +"零。控制器包含踏板、推杆等设备。" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates " +"the controller value, otherwise this is zero. Controllers include devices " +"such as pedals and levers." +msgstr "" +"如果消息是 [code]MIDI_MESSAGE_CONTROL_CHANGE[/code],则表示控制器值,否则为" +"零。控制器包含踏板、推杆等设备。" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The instrument of this input event. This value ranges from 0 to 127. Refer " +"to the instrument list on the General MIDI wikipedia article to see a list " +"of instruments, except that this value is 0-index, so subtract one from " +"every number on that chart. A standard piano will have an instrument number " +"of 0." +msgstr "" +"这个输入事件的乐器。这个值的范围是 0 到 127。乐器列表请参考维基百科的 " +"General MIDI 文中的乐器列表,不过这个值是从 0 开始的,所以请把那张表中的数字" +"都减一。标准钢琴的乐器号为 0。" + +#: doc/classes/InputEventMIDI.xml +#, fuzzy +msgid "" +"Returns a value indicating the type of message for this MIDI signal. This is " +"a member of the [enum @GlobalScope.MidiMessageList] enum.\n" +"For MIDI messages between 0x80 and 0xEF, only the left half of the bits are " +"returned as this value, as the other part is the channel (ex: 0x94 becomes " +"0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n" +"Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they " +"might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, " +"therefore your code should treat the input as stopped if some period of time " +"has passed.\n" +"For more information, see the MIDI message status byte list chart linked " +"above." +msgstr "" +"返回表示这个 MIDI 信号类型的值,是 MidiMessageList 枚举的成员。\n" +"对于在 0x80 和 0xEF 之间的 MIDI 消息,这个值返回的是左半部分的比特位,另一半" +"是通道(例:0x94 会变成 0x9)。对于在 0xF0 到 0xFF 之间的 MIDI 消息,这个值是" +"原样返回的。\n" +"激活音符时会返回 [code]MIDI_MESSAGE_NOTE_ON[/code],但失活时并不一定会返回 " +"[code]MIDI_MESSAGE_NOTE_OFF[/code],因此你的代码应该在经过一段时间后将输入处" +"理为停止。\n" +"更多消息请参阅上面链接的 MIDI 消息状态字节列表。" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pitch index number of this MIDI signal. This value ranges from 0 to 127. " +"On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of " +"the piano key frequency chart on Wikipedia for more information." +msgstr "" +"这个 MIDI 信号的音调索引号。这个值的范围为 0 到 127。在钢琴上,中央 C 是 60," +"而 A440 是 69,更多信息请参阅维基百科钢琴琴键频率表的“MIDI 音符”列。" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The pressure of the MIDI signal. This value ranges from 0 to 127. For many " +"devices, this value is always zero." +msgstr "MIDI 信号的压力。这个值在 0 到 127 之间。对于很多设备,这个值总是 0。" + +#: doc/classes/InputEventMIDI.xml +msgid "" +"The velocity of the MIDI signal. This value ranges from 0 to 127. For a " +"piano, this corresponds to how quickly the key was pressed, and is rarely " +"above about 110 in practice." +msgstr "" +"MIDI 信号的速度。这个值在 0 到 127 之间。对于钢琴,这对应的是按键有多块,实际" +"很少超过 110。" #: doc/classes/InputEventMouse.xml msgid "Base input event type for mouse events." @@ -36406,20 +37132,23 @@ msgstr "鼠标按钮掩码标识符,是[enum ButtonList] 按钮掩码之一或 #: doc/classes/InputEventMouse.xml msgid "" -"The global mouse position relative to the current [Viewport] when used in " -"[method Control._gui_input], otherwise is at 0,0." +"The global mouse position relative to the current [Viewport]. If used in " +"[method Control._gui_input] and if the current [Control] is not under the " +"mouse, moving it will not update this value." msgstr "" -"在[method Control._gui_input]中使用时,相对于当前[Viewport]的全局鼠标位置,否" -"则是在0,0处。" +"相对于当前 [Viewport] 的全局鼠标位置。如果在 [method Control._gui_input] 中使" +"用,并且当前 [Control] 不在鼠标之下,移动不会更新这个值。" #: doc/classes/InputEventMouse.xml msgid "" "The local mouse position relative to the [Viewport]. If used in [method " "Control._gui_input], the position is relative to the current [Control] which " -"is under the mouse." +"is under the mouse. If the current [Control] is not under the mouse, moving " +"it will not update this value." msgstr "" -"相对于[Viewport]的本地局部鼠标位置。如果在[method Control._gui_input]中使用," -"位置是相对于当前处于鼠标下的控件[Control]。" +"相对于当前 [Viewport] 的局部鼠标位置。如果在 [method Control._gui_input] 中使" +"用,该位置是相对于鼠标之下的当前 [Control] 的。如果当前 [Control] 不在鼠标之" +"下,移动不会更新这个值。" #: doc/classes/InputEventMouseButton.xml msgid "Input event type for mouse button events." @@ -36430,11 +37159,8 @@ msgid "Contains mouse click information. See [method Node._input]." msgstr "包含鼠标点击信息。见[method Node._input]。" #: doc/classes/InputEventMouseButton.xml doc/classes/InputEventMouseMotion.xml -#, fuzzy msgid "$DOCS_URL/tutorials/inputs/mouse_and_input_coordinates.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/inputs/" -"mouse_and_input_coordinates.html" +msgstr "$DOCS_URL/tutorials/inputs/mouse_and_input_coordinates.html" #: doc/classes/InputEventMouseButton.xml msgid "" @@ -36630,11 +37356,8 @@ msgstr "" "改。请参阅 [method Node._input]。" #: doc/classes/InputMap.xml -#, fuzzy msgid "$DOCS_URL/tutorials/inputs/inputevent.html#inputmap" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/inputs/inputevent." -"html#inputmap" +msgstr "$DOCS_URL/tutorials/inputs/inputevent.html#inputmap" #: doc/classes/InputMap.xml msgid "" @@ -36718,7 +37441,7 @@ msgstr "" #: doc/classes/InstancePlaceholder.xml msgid "Placeholder for the root [Node] of a [PackedScene]." -msgstr "[PackedScene] 根 [Node] 的占位。" +msgstr "[PackedScene] 根 [Node] 的占位符。" #: doc/classes/InstancePlaceholder.xml msgid "" @@ -36733,18 +37456,18 @@ msgid "" "a scene with a transform will transform children relatively to their parent " "again." msgstr "" -"在编辑器中为实例化场景打开选项 [b]加载为占位符[/b] 会导致在运行游戏时将其替换" -"为实例占位符[InstancePlaceholder]。这使得实际加载场景的时间可以推迟到调用" -"[method replace_by_instance]。这对于通过选择性加载部分场景来避免一次性加载大" -"场景很有用。\n" -"实例占位符没有变换(transform)属性。这导致任何子节点从点(0,0)开始相对于视窗" -"进行定位,而不是在编辑器中显示的父节点。用一个具有变换属性的场景来替换占位" -"符,将使子节点再次相对于它们的父节点进行变换。" +"在编辑器中为实例化的场景打开[b]加载为占位符[/b]选项会导致在运行游戏时将其替换" +"为 InstancePlaceholder。这样就可以将场景的实际加载推迟到调用 [method " +"replace_by_instance] 时。这对于通过选择性加载部分场景来避免一次性加载大场景很" +"有用。\n" +"InstancePlaceholder 不具备变换属性。因此任何子节点都会相对于 Viewport 从 (0, " +"0) 点开始定位,而不是在编辑器中显示的父节点。用一个具有变换属性的场景来替换占" +"位符,将使子节点再次相对于它们的父节点进行变换。" #: doc/classes/InstancePlaceholder.xml msgid "" "Not thread-safe. Use [method Object.call_deferred] if calling from a thread." -msgstr "不是线程安全的。如果从线程调用,请使用[method Object.call_deferred]。" +msgstr "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 "" @@ -36762,9 +37485,9 @@ msgid "" "loaded only if it's not loaded already. By manually loading the scene " "beforehand, delays caused by this function can be avoided." msgstr "" -"用作为参数的场景替换这个占位符,如果没有给出参数,则替换原始场景。对于所有的" -"资源来说,只有当场景还没有被加载时才会被加载。通过事先手动加载场景,可以避免" -"由这个函数引起的延迟。" +"用作为参数的场景替换这个占位符,如果没有给出参数,则用原始场景替换。与所有资" +"源相同,只有当场景还没有被加载时才会被加载。通过事先手动加载场景,可以避免由" +"这个函数引起的延迟。" #: doc/classes/int.xml msgid "Integer built-in type." @@ -36817,8 +37540,8 @@ msgid "" "Cast a [bool] value to an integer value, [code]int(true)[/code] will be " "equals to 1 and [code]int(false)[/code] will be equals to 0." msgstr "" -"将一个[bool]值转换成一个整数值,[code]int(true)[/code]将等于1," -"[code]int(false)[/code] 将等于0。" +"将 [bool] 值转换成整数值,[code]int(true)[/code] 将等于 1,[code]int(false)[/" +"code] 将等于 0。" #: doc/classes/int.xml msgid "" @@ -36884,7 +37607,7 @@ msgstr "目标的[NodePath]。" #: doc/classes/IP.xml msgid "Internet protocol (IP) support functions such as DNS resolution." -msgstr "互联网协议(IP)支持功能,如DNS解析。" +msgstr "网际协议(IP)支持函数,如 DNS 解析。" #: doc/classes/IP.xml msgid "" @@ -36892,9 +37615,9 @@ msgid "" "is in different classes (see [StreamPeerTCP] and [TCP_Server]). IP provides " "DNS hostname resolution support, both blocking and threaded." msgstr "" -"IP包含对互联网协议(IP)的支持功能。TCP/IP支持在不同的类别中(见" -"[StreamPeerTCP]和[TCP_Server])。IP提供DNS主机名解析支持,包括阻塞式和线程" -"式。" +"IP 包含网际协议(IP)的支持函数。TCP/IP 的支持在其他类中(请参阅 " +"[StreamPeerTCP] 和 [TCP_Server])。IP 提供 DNS 主机名解析支持,包括阻塞式和线" +"程式。" #: doc/classes/IP.xml msgid "" @@ -37027,11 +37750,11 @@ msgstr "地址类型:无。" #: doc/classes/IP.xml msgid "Address type: Internet protocol version 4 (IPv4)." -msgstr "地址类型:互联网协议版本4(IPv4)。" +msgstr "地址类型:网际协议版本 4(IPv4)。" #: doc/classes/IP.xml msgid "Address type: Internet protocol version 6 (IPv6)." -msgstr "地址类型:互联网协议版本6(IPv6)。" +msgstr "地址类型:网际协议版本 6(IPv6)。" #: doc/classes/IP.xml msgid "Address type: Any." @@ -37152,16 +37875,16 @@ msgstr "返回与指定索引关联的工具提示。" msgid "Returns an array with the indexes of the selected items." msgstr "返回一个包含所选项目索引的数组。" -#: doc/classes/ItemList.xml +#: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml msgid "" -"Returns the [Object] ID associated with the list.\n" +"Returns the vertical scrollbar.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" -"返回与列表相关的[Object]ID。\n" -"[b]警告:[/b] 这是一个必要的内部节点,移除和释放它可能会导致崩溃。如果你想隐" -"藏它或它的任意子节点,请使用其的 [member CanvasItem.visible] 属性。" +"返回垂直滚动条。\n" +"[b]警告:[/b] 这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望" +"隐藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。" #: doc/classes/ItemList.xml msgid "Returns [code]true[/code] if one or more items are selected." @@ -37208,7 +37931,7 @@ msgid "" "[b]Note:[/b] This method does not trigger the item selection signal." msgstr "" "选择指定索引处的项目。\n" -"[b]注:[/b]此方法不触发项目选择信号。" +"[b]注意:[/b]此方法不触发项目选择信号。" #: doc/classes/ItemList.xml msgid "" @@ -37505,7 +38228,6 @@ msgid "" msgstr "在 HTML5 导出中将引擎与浏览器的 JavaScript 上下文连接的单例。" #: doc/classes/JavaScript.xml -#, fuzzy msgid "" "The JavaScript singleton is implemented only in the HTML5 export. It's used " "to access the browser's JavaScript context. This allows interaction with " @@ -37518,19 +38240,18 @@ msgid "" msgstr "" "JavaScript 单例仅在 HTML5 导出中实现。它用于访问浏览器的 JavaScript 上下文。" "这允许与嵌入页面交互或调用第三方 JavaScript API。\n" -"[b]注意:[/b] 可以在构建时禁用此单例以提高安全性。默认情况下,启用 " -"JavaScript 单例。官方导出模板也启用了 JavaScript 单例。有关详细信息,请参阅文" -"档中的 [url=https://docs.godotengine.org/zh_CN/stable/development/compiling/" -"compiling_for_web.html]为 Web平台编译[/url]。" +"[b]注意:[/b]可以在构建时禁用此单例以提高安全性。默认情况下,启用 JavaScript " +"单例。官方导出模板也启用了 JavaScript 单例。有关详细信息,请参阅文档中的 " +"[url=$DOCS_URL/development/compiling/compiling_for_web.html]《为 Web 平台编" +"译》[/url]。" #: doc/classes/JavaScript.xml -#, fuzzy msgid "" "$DOCS_URL/tutorials/export/exporting_for_web.html#calling-javascript-from-" "script" msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/export/exporting_for_web." -"html#calling-javascript-from-script" +"$DOCS_URL/tutorials/export/exporting_for_web.html#calling-javascript-from-" +"script" #: doc/classes/JavaScript.xml msgid "" @@ -37601,7 +38322,7 @@ msgstr "" #: doc/classes/JavaScriptObject.xml msgid "A wrapper class for native JavaScript objects." -msgstr "本地JavaScript对象的封装类。" +msgstr "原生 JavaScript 对象的封装类。" #: doc/classes/JavaScriptObject.xml msgid "" @@ -37693,17 +38414,14 @@ msgid "" "information." msgstr "" "JNISingleton 仅在 Android 导出中实现。它用于从用 Java 或 Kotlin 编写的 " -"Android 插件调用方法和连接信号。方法和信号可以被调用并连接到 JNISingleton,就" -"好像它是一个节点一样。有关更多信息,请参阅 [url=https://en.wikipedia.org/" -"wiki/Java_Native_Interface]Java Native Interface - Wikipedia[/url] Java 本机" -"接口维基百科。" +"Android 插件调用方法、连接信号。方法和信号可以被调用并连接到 JNISingleton,就" +"好像它是一个 Node 一样。有关更多信息,请参阅 [url=https://zh.wikipedia.org/" +"zh-cn/Java%E6%9C%AC%E5%9C%B0%E6%8E%A5%E5%8F%A3]Java 本地接口 - 维基百科[/" +"url]。" #: doc/classes/JNISingleton.xml -#, fuzzy msgid "$DOCS_URL/tutorials/platform/android/android_plugin.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/platform/android/" -"android_plugin.html" +msgstr "$DOCS_URL/tutorials/platform/android/android_plugin.html" #: doc/classes/Joint.xml msgid "Base class for all 3D joints." @@ -37781,14 +38499,14 @@ msgstr "连接到关节的第二实体。必须继承自[PhysicsBody2D]。" #: doc/classes/JSON.xml msgid "Helper class for parsing JSON data." -msgstr "用于解析JSON数据的辅助类。" +msgstr "用于解析 JSON 数据的辅助类。" #: doc/classes/JSON.xml msgid "" "Helper class for parsing JSON data. For usage example and other important " "hints, see [JSONParseResult]." msgstr "" -"用于解析JSON数据的辅助类。关于使用实例和其他重要提示,请参阅" +"用于解析 JSON 数据的辅助类。关于使用实例和其他重要提示,请参阅 " "[JSONParseResult]。" #: doc/classes/JSON.xml @@ -37869,9 +38587,9 @@ msgid "" "check if the JSON source was successfully parsed with [code]if json_result." "error == OK[/code]." msgstr "" -"由[method JSON.parse]返回,[JSONParseResult]包含解码的JSON或错误信息(如果" -"JSON源没有被成功解析)。你可以用[code]if json_result.error == OK[/code]检查" -"JSON源是否被成功解析。" +"由 [method JSON.parse] 返回,[JSONParseResult] 包含解码得到的 JSON,如果未成" +"功解析 JSON 源则为错误信息。你可以用 [code]if json_result.error == OK[/code] " +"检查 JSON 源是否被成功解析。" #: doc/classes/JSONParseResult.xml msgid "" @@ -38060,11 +38778,8 @@ msgstr "" "们在实现对世界进行碰撞,但不需要高级物理的角色时非常有用。" #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml -#, fuzzy msgid "$DOCS_URL/tutorials/physics/kinematic_character_2d.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/physics/" -"kinematic_character_2d.html" +msgstr "$DOCS_URL/tutorials/physics/kinematic_character_2d.html" #: doc/classes/KinematicBody.xml msgid "" @@ -38221,25 +38936,25 @@ 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" -"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" -"[code]linear_velocity[/code]是速度向量,通常是米/秒。与[method " -"move_and_collide]不同的是,你[i]不应该[/i]把它乘以[code]delta[/code]--物理引" -"擎会处理应用速度。\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" +"[code]linear_velocity[/code] 是速度向量,通常是米/秒。与 [method " +"move_and_collide] 不同的是,你[i]不应该[/i]把它乘以 [code]delta[/code]——物理" +"引擎会处理应用速度。\n" "[code]up_direction[/code] 是向上的方向,用来确定什么是墙,什么是地板或天花" -"板。如果设置为默认值[code]Vector3(0, 0, 0)[/code],一切都被认为是墙。\n" -"如果[code]stop_on_slope[/code]是[code]true[/code],当你在" -"[code]linear_velocity[/code]中包含重力并且物体静止时,物体将不会在斜坡上滑" +"板。如果设置为默认值 [code]Vector3(0, 0, 0)[/code],一切都被认为是墙。\n" +"如果[code]stop_on_slope[/code]是[code]true[/code],当你在 " +"[code]linear_velocity[/code] 中包含重力并且物体静止时,物体将不会在斜坡上滑" "动。\n" -"如果物体发生碰撞,它最多会改变方向[code]max_slides[/code]次才会停止。\n" -"[code]floor_max_angle[/code]是一个最大的角度(弧度),在这个角度下,一个斜坡" +"如果物体发生碰撞,它最多会改变方向 [code]max_slides[/code] 次才会停止。\n" +"[code]floor_max_angle[/code] 是一个最大的角度(弧度),在这个角度下,一个斜坡" "仍然被认为是地板或天花板,而不是墙壁。默认值等于45度。\n" -"如果[code]infinite_inertia[/code]是[code]true[/code],物体将能够推动" -"[RigidBody]节点,但它也不会检测到任何与它们的碰撞。如果[code]false[/code],它" -"将与[RigidBody]节点像[StaticBody]一样交互。\n" -"返回[code]linear_velocity[/code]向量,如果发生滑动碰撞,则旋转和/或缩放。要获" -"得发生碰撞的详细信息,请使用[method get_slide_collision]。\n" +"如果 [code]infinite_inertia[/code] 是 [code]true[/code],物体将能够推动 " +"[RigidBody] 节点,但它也不会检测到任何与它们的碰撞。如果 [code]false[/code]," +"它将与 [RigidBody] 节点像 [StaticBody] 一样交互。\n" +"返回 [code]linear_velocity[/code] 向量,如果发生滑动碰撞,则旋转和/或缩放。要" +"获得发生碰撞的详细信息,请使用 [method get_slide_collision]。\n" "当物体接触到一个移动的平台时,平台的速度会自动加入到物体的运动中。如果由于平" "台的运动而发生碰撞,它将始终是滑动碰撞中的第一个。" @@ -38252,10 +38967,10 @@ msgid "" "in order to jump, for example. You can do this by setting [code]snap[/code] " "to [code](0, 0, 0)[/code] or by using [method move_and_slide] instead." msgstr "" -"移动物体,其同时保持与斜坡的连接。类似于[method move_and_slide]。\n" -"只要[code]snap[/code]向量与地面接触,物体就会一直吸附在地面上。这意味着你必须" -"禁用snap来进行跳跃,比如,可以通过将[code]snap[/code]设置为[code](0, 0, 0)[/" -"code]或者使用[method move_and_slide]来实现。" +"移动物体,其同时保持与斜坡的连接。类似于 [method move_and_slide]。\n" +"只要 [code]snap[/code] 向量与地面接触,物体就会一直吸附在地面上。例如,这意味" +"着你必须禁用 snap 才能进行跳跃。可以通过将 [code]snap[/code] 设置为 [code]" +"(0, 0, 0)[/code] 来实现,也可以用 [method move_and_slide] 代替。" #: doc/classes/KinematicBody.xml msgid "" @@ -38306,8 +39021,8 @@ msgid "" "scale to avoid visible jittering, or for stability with a stack of kinematic " "bodies." msgstr "" -"在运动函数中用于碰撞恢复的额外边距,参阅[method move_and_collide], [method " -"move_and_slide], [method move_and_slide_with_snap]。\n" +"在运动函数中用于碰撞恢复的额外边距,参阅 [method move_and_collide]、[method " +"move_and_slide]、[method move_and_slide_with_snap]。\n" "如果物体离另一个物体至少这么近,它就会认为它们正在发生碰撞,并在执行实际运动" "之前被推开。\n" "一个较高的值意味着它在检测碰撞时更加灵活,这有助于持续检测墙壁和地板。\n" @@ -38343,9 +39058,36 @@ msgid "" "axis_lock_motion_z]." msgstr "锁定物体的Z轴运动。已被废弃的[member axis_lock_motion_z]的别名。" +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for " +"available behavior." +msgstr "" +"设置离开移动平台时要应用的行为。为了达到物理准确,默认会应用你离开的最后一个" +"平台的速度。可用的行为请参阅 [enum MovingPlatformApplyVelocityOnLeave] 常量。" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Add the last platform velocity when you leave a moving platform." +msgstr "离开移动平台时,追加最后一个平台的速度。" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "" +"Add the last platform velocity when you leave a moving platform, but any " +"downward motion is ignored. It's useful to keep full jump height even when " +"the platform is moving down." +msgstr "" +"离开移动平台时,追加最后一个平台的速度,但忽略向下的运动。可以用来在平台向下" +"移动时也保持完整的跳跃高度。" + +#: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml +msgid "Do nothing when leaving a platform." +msgstr "离开平台时什么也不做。" + #: doc/classes/KinematicBody2D.xml msgid "Kinematic body 2D node." -msgstr "2D运动体节点。" +msgstr "2D 运动体节点。" #: doc/classes/KinematicBody2D.xml msgid "" @@ -38375,11 +39117,8 @@ msgstr "" "们在实现对世界进行碰撞,但不需要高级物理的角色时非常有用。" #: doc/classes/KinematicBody2D.xml -#, fuzzy msgid "$DOCS_URL/tutorials/physics/using_kinematic_body_2d.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/physics/" -"using_kinematic_body_2d.html" +msgstr "$DOCS_URL/tutorials/physics/using_kinematic_body_2d.html" #: doc/classes/KinematicBody2D.xml msgid "" @@ -38478,29 +39217,29 @@ 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[KinematicBody2D]或[RigidBody2D],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" +"是立即停止。如果另一个物体是 [KinematicBody2D] 或 [RigidBody2D],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" -"[code]linear_velocity[/code]是速度向量,单位是像素每秒。与[method " -"move_and_collide]不同的是,你[i]不应该[/i]将它乘以[code]delta[/code]--物理引" -"擎会处理应用速度。\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" +"[code]linear_velocity[/code] 是速度向量,单位是像素每秒。与 [method " +"move_and_collide] 不同的是,你[i]不应该[/i]将它乘以 [code]delta[/code]——物理" +"引擎会处理应用速度。\n" "[code]up_direction[/code] 是向上的方向,用来确定什么是墙,什么是地板或天花" -"板。如果设置为默认值[code]Vector2(0, 0)[/code],一切都被认为是墙。这对于自上" +"板。如果设置为默认值 [code]Vector2(0, 0)[/code],一切都被认为是墙。这对于自上" "而下的游戏很有用。\n" -"如果[code]stop_on_slope[/code]是[code]true[/code],当你在" -"[code]linear_velocity[/code]中包含重力并且物体静止时,物体就不会在斜坡上滑" +"如果 [code]stop_on_slope[/code] 是 [code]true[/code],当你在 " +"[code]linear_velocity[/code] 中包含重力并且物体静止时,物体就不会在斜坡上滑" "动。\n" -"如果物体发生碰撞,它最多会改变方向[code]max_slides[/code]次才会停止。\n" -"[code]floor_max_angle[/code]是一个最大的角度(弧度),在这个角度下,一个斜坡" +"如果物体发生碰撞,它最多会改变方向 [code]max_slides[/code] 次才会停止。\n" +"[code]floor_max_angle[/code] 是一个最大的角度(弧度),在这个角度下,一个斜坡" "仍然被认为是地板或天花板,而不是墙。默认值等于45度。\n" -"如果[code]infinite_inertia[/code]是[code]true[/code],物体将能够推动" -"[RigidBody2D]节点,但它也不会检测到任何与它们的碰撞。如果[code]false[/code]," -"它将与[RigidBody2D]节点像[StaticBody2D]一样交互。\n" -"返回[code]linear_velocity[/code]向量,如果发生滑动碰撞,则旋转和/或缩放。要获" -"得发生碰撞的详细信息,请使用[method get_slide_collision]。\n" +"如果 [code]infinite_inertia[/code] 是 [code]true[/code],物体将能够推动" +"[RigidBody2D]节点,但它也不会检测到任何与它们的碰撞。如果 [code]false[/" +"code],它将与 [RigidBody2D] 节点像 [StaticBody2D] 一样交互。\n" +"返回 [code]linear_velocity[/code] 向量,如果发生滑动碰撞,则旋转和/或缩放。要" +"获得发生碰撞的详细信息,请使用 [method get_slide_collision]。\n" "当物体接触到一个移动的平台时,平台的速度会自动加入到物体的运动中。如果由于平" "台的运动而发生碰撞,它将始终是滑动碰撞中的第一个。" @@ -38514,9 +39253,9 @@ msgid "" "to [code](0, 0)[/code] or by using [method move_and_slide] instead." msgstr "" "移动物体,同时使其保持附着在斜坡上。类似于 [method move_and_slide]。\n" -"只要[code]snap[/code]向量与地面接触,物体就会保持附着在表面上。例如,这意味着" -"您必须禁用吸附才能跳转。您可以通过将[code]snap[/code]设置为[code](0,0)[/code]" -"或使用 [method move_and_slide]来做到这一点。" +"只要 [code]snap[/code] 向量与地面接触,物体就会保持附着在表面上。例如,这意味" +"着您必须禁用吸附才能进行跳跃。您可以通过将 [code]snap[/code] 设置为 [code]" +"(0, 0)[/code] 来实现,或者用 [method move_and_slide] 代替。" #: doc/classes/KinematicBody2D.xml msgid "" @@ -39132,11 +39871,8 @@ msgstr "" "[b]注意:[/b] Light2D也可以作为一个遮罩使用。" #: doc/classes/Light2D.xml doc/classes/LightOccluder2D.xml -#, fuzzy msgid "$DOCS_URL/tutorials/2d/2d_lights_and_shadows.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/2d/2d_lights_and_shadows." -"html" +msgstr "$DOCS_URL/tutorials/2d/2d_lights_and_shadows.html" #: doc/classes/Light2D.xml msgid "The Light2D's [Color]." @@ -39422,12 +40158,11 @@ msgid "" msgstr "圆形接头和盖子的平滑度。仅当盖子或接头设置为圆形时才使用此选项。" #: doc/classes/Line2D.xml -#, fuzzy msgid "" "The direction difference in radians between vector points. This value is " "only used if [member joint_mode] is set to [constant LINE_JOINT_SHARP]." msgstr "" -"向量点之间弧度的方向差。仅当 [code]joint mode[/code] 设置为 [constant " +"向量点之间的方向差,单位为弧度。仅当 [member joint_mode] 设置为 [constant " "LINE_JOINT_SHARP] 时,才使用此值。" #: doc/classes/Line2D.xml @@ -40712,8 +41447,8 @@ msgid "" "[b]Note:[/b] This method typically returns the vertices in reverse order (e." "g. clockwise to counterclockwise)." msgstr "" -"以一定的offset(边距),计算出该网格的外轮廓。\n" -"[b]Note:[/b] 这个方法实际上反序返回顶点(例如输入顺时针,返回逆时针)。" +"以一定的偏移量(边距),计算出该网格的外轮廓。\n" +"[b]注意:[/b]这个方法实际上反序返回顶点(例如输入顺时针,返回逆时针)。" #: doc/classes/Mesh.xml msgid "Calculate a [ConcavePolygonShape] from the mesh." @@ -41067,9 +41802,10 @@ msgid "Returns the number of faces in this [Mesh]." msgstr "返回这个[Mesh]中的面数。" #: doc/classes/MeshDataTool.xml +#, fuzzy msgid "" "Returns specified edge associated with given face.\n" -"Edge argument must 2 or less because a face only has three edges." +"Edge argument must be either 0, 1, or 2 because a face only has three edges." msgstr "" "返回与给定面关联的指定边。\n" "Edge参数必须小于等于2,因为面只有3条边。" @@ -41083,9 +41819,11 @@ msgid "Calculates and returns the face normal of the given face." msgstr "计算并返回给定面的面法线。" #: doc/classes/MeshDataTool.xml +#, fuzzy msgid "" "Returns the specified vertex of the given face.\n" -"Vertex argument must be 2 or less because faces contain three vertices." +"Vertex argument must be either 0, 1, or 2 because faces contain three " +"vertices." msgstr "" "返回给定面的指定顶点。\n" "顶点参数必须小于等于2,因为面包含3个顶点。" @@ -41335,16 +42073,17 @@ msgstr "" #: doc/classes/MeshInstance2D.xml msgid "$DOCS_URL/tutorials/2d/2d_meshes.html" -msgstr "" +msgstr "$DOCS_URL/tutorials/2d/2d_meshes.html" #: doc/classes/MeshInstance2D.xml msgid "The [Mesh] that will be drawn by the [MeshInstance2D]." msgstr "[Mesh]将由[MeshInstance2D]绘制。" #: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml +#, fuzzy msgid "" "The normal map that will be used if using the default [CanvasItemMaterial].\n" -"[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. " +"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " "a comparison of normal map coordinates expected by popular engines." @@ -41484,8 +42223,8 @@ msgid "" "[constant Transform.IDENTITY]." msgstr "" "设置项目的碰撞形状。\n" -"数组应由[Shape]对象组成,每个对象之后都有应用于它的[Transform]。对于不应有变" -"换的形状,使用[constant Transform.IDENTITY]。" +"数组应由 [Shape] 对象组成,每个对象之后都有应用于它的 [Transform]。对于不应有" +"变换的形状,请使用 [constant Transform.IDENTITY]。" #: doc/classes/MeshTexture.xml msgid "Simple texture that uses a mesh to draw itself." @@ -41611,20 +42350,16 @@ msgstr "" "由于实例可能具有任何行为,用于可见性的AABB必须由用户提供。" #: doc/classes/MultiMesh.xml doc/classes/MultiMeshInstance.xml -#, fuzzy msgid "" "$DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish." "html" msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/performance/" -"vertex_animation/animating_thousands_of_fish.html" +"$DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish." +"html" #: doc/classes/MultiMesh.xml doc/classes/MultiMeshInstance.xml -#, fuzzy msgid "$DOCS_URL/tutorials/performance/using_multimesh.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/performance/" -"using_multimesh.html" +msgstr "$DOCS_URL/tutorials/performance/using_multimesh.html" #: doc/classes/MultiMesh.xml msgid "" @@ -41799,11 +42534,8 @@ msgstr "" "这对于优化给定网格的大量实例的渲染是非常有用的(例如,森林中的树木或草丛)。" #: doc/classes/MultiMeshInstance.xml -#, fuzzy msgid "$DOCS_URL/tutorials/3d/using_multi_mesh_instance.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/3d/" -"using_multi_mesh_instance.html" +msgstr "$DOCS_URL/tutorials/3d/using_multi_mesh_instance.html" #: doc/classes/MultiMeshInstance.xml msgid "" @@ -42124,11 +42856,8 @@ msgstr "" "是,要注意避免死锁。" #: doc/classes/Mutex.xml doc/classes/Semaphore.xml doc/classes/Thread.xml -#, fuzzy msgid "$DOCS_URL/tutorials/performance/threads/using_multiple_threads.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/performance/threads/" -"using_multiple_threads.html" +msgstr "$DOCS_URL/tutorials/performance/threads/using_multiple_threads.html" #: doc/classes/Mutex.xml msgid "" @@ -42213,21 +42942,16 @@ msgstr "基于网格的导航和寻路节点。" msgid "" "Provides navigation and pathfinding within a collection of " "[NavigationMesh]es. By default, these will be automatically collected from " -"child [NavigationMeshInstance] nodes, but they can also be added on the fly " -"with [method navmesh_add]. In addition to basic pathfinding, this class also " -"assists with aligning navigation agents with the meshes they are navigating " -"on.\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." +"child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this " +"class also assists with aligning navigation agents with the meshes they are " +"navigating on." msgstr "" -"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,也可以通过[method navmesh_add]即时添加。" -"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。\n" -"[b]注意:[/b] 目前的导航系统有许多已知的问题,并不总是能像预期的那样返回最佳" -"路径。这些问题将在Godot 4.0中得到解决。" +"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,也可以通过 [method navmesh_add] 即时添" +"加。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。" #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +#: doc/classes/NavigationServer.xml msgid "https://godotengine.org/asset-library/asset/124" msgstr "https://godotengine.org/asset-library/asset/124" @@ -42249,14 +42973,10 @@ msgstr "" #: doc/classes/Navigation.xml msgid "" "Returns the owner of the [NavigationMesh] which contains the navigation " -"point closest to the point given. This is usually a " -"[NavigationMeshInstance]. For meshes added via [method navmesh_add], returns " -"the owner that was given (or [code]null[/code] if the [code]owner[/code] " -"parameter was omitted)." +"point closest to the point given. This is usually a [NavigationMeshInstance]." msgstr "" "返回包含最接近给定点的导航点的 [NavigationMesh] 的所有者。这通常是一个 " -"[NavigationMeshInstance]。对于通过 [method navmesh_add] 添加的网格,返回给定" -"的所有者(如果省略 [code]owner[/code] 参数,则返回 [code]null[/code])。" +"[NavigationMeshInstance]。" #: doc/classes/Navigation.xml msgid "" @@ -42273,34 +42993,20 @@ msgid "" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the " "agent properties associated with each [NavigationMesh] (radius, height, " -"etc.) are considered in the path calculation, otherwise they are ignored.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"etc.) are considered in the path calculation, otherwise they are ignored." msgstr "" -"返回两个给定点之间的路径。点是在局部坐标空间中。如果[code]optimize[/code]是" -"[code]true[/code](默认),与每个[NavigationMesh]相关的代理属性(半径、高度" -"等)在路径计算中被考虑,否则其被忽略。\n" -"[b]注意:[/b] 这个方法有已知的问题,经常会返回非最佳的路径。这些问题将在" -"Godot 4.0中得到修正。" +"返回两个给定点之间的路径。点是在局部坐标空间中。如果 [code]optimize[/code] " +"是 [code]true[/code](默认),与每个 [NavigationMesh] 相关的代理属性(半径、" +"高度等)在路径计算中被考虑,否则其被忽略。" -#: doc/classes/Navigation.xml -msgid "" -"Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] " -"or [method navmesh_set_transform]. If given, a [Transform2D] is applied to " -"the polygon. The optional [code]owner[/code] is used as return value for " -"[method get_closest_point_owner]." -msgstr "" -"添加一个 [NavigationMesh]。返回用于 [method navmesh_remove] 或 [method " -"navmesh_set_transform] 的 ID。如果给定,则将 [Transform2D] 应用于多边形。可选" -"的 [code]owner[/code] 用作 [method get_closest_point_owner] 的返回值。" - -#: doc/classes/Navigation.xml -msgid "Removes the [NavigationMesh] with the given ID." -msgstr "移除具有指定ID的[NavigationMesh]。" +#: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml +msgid "The XZ plane cell size to use for fields." +msgstr "用于字段的XZ平面单元尺寸。" -#: doc/classes/Navigation.xml -msgid "Sets the transform applied to the [NavigationMesh] with the given ID." -msgstr "设置应用于具有指定ID的[NavigationMesh]的变换。" +#: doc/classes/Navigation.xml doc/classes/Navigation2D.xml +msgid "" +"This value is used to detect the near edges to connect compatible regions." +msgstr "该值用于检测相近的边界,连接兼容的地区。" #: doc/classes/Navigation.xml msgid "" @@ -42312,25 +43018,20 @@ msgstr "" #: doc/classes/Navigation2D.xml msgid "2D navigation and pathfinding node." -msgstr "2D导航和寻路节点。" +msgstr "2D 导航和寻路节点。" #: doc/classes/Navigation2D.xml msgid "" "Navigation2D provides navigation and pathfinding within a 2D area, specified " "as a collection of [NavigationPolygon] resources. By default, these are " -"automatically collected from child [NavigationPolygonInstance] nodes, but " -"they can also be added on the fly with [method navpoly_add].\n" -"[b]Note:[/b] The current navigation system has many known issues and will " -"not always return optimal paths as expected. These issues will be fixed in " -"Godot 4.0." -msgstr "" -"Navigation2D在2D区域内提供导航和寻路,指定为[NavigationPolygon]资源的集合。默" -"认情况下,这些资源自动从子[NavigationPolygonInstance]节点中收集,但其也可以通" -"过[method navpoly_add]即时添加。\n" -"[b]注意:[/b] 当前的导航系统有许多已知的问题,并不总是能像预期的那样返回最佳" -"的路径。这些问题将在Godot 4.0中得到解决。" - -#: doc/classes/Navigation2D.xml doc/classes/NavigationPolygon.xml +"automatically collected from child [NavigationPolygonInstance] nodes." +msgstr "" +"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。" + +#: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml +#: doc/classes/NavigationPolygon.xml msgid "https://godotengine.org/asset-library/asset/117" msgstr "https://godotengine.org/asset-library/asset/117" @@ -42338,46 +43039,435 @@ msgstr "https://godotengine.org/asset-library/asset/117" msgid "" "Returns the owner of the [NavigationPolygon] which contains the navigation " "point closest to the point given. This is usually a " -"[NavigationPolygonInstance]. For polygons added via [method navpoly_add], " -"returns the owner that was given (or [code]null[/code] if the [code]owner[/" -"code] parameter was omitted)." +"[NavigationPolygonInstance]." msgstr "" "返回包含最接近给定点的导航点的 [NavigationPolygon] 的所有者。这通常是一个 " -"[NavigationPolygonInstance]。对于通过 [method navpoly_add] 添加的多边形,返回" -"给定的所有者(如果省略 [code]owner[/code] 参数,则返回 [code]null[/code])。" +"[NavigationPolygonInstance]。" #: doc/classes/Navigation2D.xml msgid "" "Returns the path between two given points. Points are in local coordinate " "space. If [code]optimize[/code] is [code]true[/code] (the default), the path " -"is smoothed by merging path segments where possible.\n" -"[b]Note:[/b] This method has known issues and will often return non-optimal " -"paths. These issues will be fixed in Godot 4.0." +"is smoothed by merging path segments where possible." msgstr "" -"返回两个给定点之间的路径。点是在局部坐标空间中。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。\n" -"[b]注意:[/b] 这个方法有已知的问题,经常会返回非最佳的路径。这些问题将在" -"Godot 4.0中得到解决。" +"返回两个给定点之间的路径。点是在局部坐标空间中。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。" #: doc/classes/Navigation2D.xml +msgid "The XY plane cell size to use for fields." +msgstr "用于字段的 XZ 平面单元尺寸。" + +#: doc/classes/Navigation2DServer.xml +msgid "Server interface for low-level 2D navigation access." +msgstr "访问底层 2D 导航的服务器接口。" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Navigation2DServer is the server responsible for all 2D navigation. It " +"handles several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation polygons. " +"Together, they define the navigable areas in the 2D world. For two regions " +"to be connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" +"Navigation2DServer 是负责所有 2D 导航的服务器,处理的对象有地图(map)、地区" +"(region)、代理(agent)。\n" +"地图是由地区组成的,地区又由导航多边形组成。它们一同构成了 2D 世界中的可导航" +"区域。两个地区必须共有一条相似的边界(edge)才能相连。如果一条边界的两个顶点" +"(vertex)与另一条边界的对应顶点的距离小于 [member Navigation." +"edge_connection_margin],则认为这两条边界相连。\n" +"要使用防撞系统,可以使用代理。你可以设置代理的目标速度,服务器就会使用修正后" +"的速度触发回调。\n" +"[b]注意:[/b]防撞系统会忽略地区。直接使用修正后的速度可能会将代理推到可导航区" +"域之外。这是防撞系统的缺陷,更复杂的情况可能需要用到物理引擎。\n" +"服务器会记录所有的调用,在同步阶段统一执行。这意味着你可以放心大胆地从任何线" +"程中请求对地图进行任何修改。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates the agent." +msgstr "创建代理。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map got changed the previous frame." +msgstr "如果地图在上一帧发生了改变,则返回 [code]true[/code]。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Callback called at the end of the RVO process." +msgstr "在 RVO 处理末尾调用的回调。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Puts the agent in the map." +msgstr "将代理放入地图中。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum number of other agents the agent takes into account in the " +"navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" +"设置在导航中,该代理所考虑的其他代理的最大数量。这个数越大,模拟的运行时间越" +"长。如果这个数太小,则模拟会不安全。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the maximum speed of the agent. Must be positive." +msgstr "设置该代理的最大速度。必须为正数。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Sets the maximum distance to other agents this agent takes into account in " +"the navigation. The larger this number, the longer the running time of the " +"simulation. If the number is too low, the simulation will not be safe." +msgstr "" +"设置在导航中,该代理所考虑的其他代理的最大距离。这个数越大,模拟的运行时间越" +"长。如果这个数太小,则模拟会不安全。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the position of the agent in world space." +msgstr "设置该代理在世界空间中的位置。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the radius of the agent." +msgstr "设置该代理的半径。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the new target velocity." +msgstr "设置新的目标速度。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"The minimal amount of time for which the agent's velocities that are " +"computed by the simulation are safe with respect to other agents. The larger " +"this number, the sooner this agent will respond to the presence of other " +"agents, but the less freedom this agent has in choosing its velocities. Must " +"be positive." +msgstr "" +"考虑其他代理的前提下,该代理的速度的最短安全时间,这个速度是通过模拟得到的。" +"这个数越大,该代理响应其他代理的速度越快,但该代理选择速度的自由度也越小。必" +"须为正数。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the current velocity of the agent." +msgstr "设置该代理的当前速度。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Destroys the given RID." +msgstr "销毁给定的 RID。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Create a new map." +msgstr "创建一张新地图。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the map cell size." +msgstr "返回地图的单元格大小。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the point closest to the provided [code]to_point[/code] on the " +"navigation mesh surface." +msgstr "返回在导航网格表面上与提供的 [code]to_point[/code] 距离最近的点。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "" +"Returns the owner region RID for the point returned by [method " +"map_get_closest_point]." +msgstr "返回由 [method map_get_closest_point] 返回的点的所有者地区的 RID。" + +#: doc/classes/Navigation2DServer.xml +msgid "" +"Returns the edge connection margin of the map. The edge connection margin is " +"a distance used to connect two regions." +msgstr "返回地图的边界连接边距。边界连接边距是用于连接两个地区的距离。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns the navigation path to reach the destination from the origin." +msgstr "返回从原点到终点的导航路径。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Returns [code]true[/code] if the map is active." +msgstr "如果地图处于活动状态,则返回 [code]true[/code]。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map active." +msgstr "设置地图的激活态。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Set the map cell size used to weld the navigation mesh polygons." +msgstr "设置用于焊接导航网格多边形的地图单元格大小。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" -"Adds a [NavigationPolygon]. Returns an ID for use with [method " -"navpoly_remove] or [method navpoly_set_transform]. If given, a [Transform2D] " -"is applied to the polygon. The optional [code]owner[/code] is used as return " -"value for [method get_closest_point_owner]." +"Set the map edge connection margin used to weld the compatible region edges." +msgstr "设置用于焊接兼容地区边界的地图边界连接边距。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Creates a new region." +msgstr "创建一个新的地区。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the map for the region." +msgstr "设置该地区的地图。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the navigation mesh for the region." +msgstr "设置该地图的导航网格。" + +#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml +msgid "Sets the global transformation for the region." +msgstr "设置该地区的全局变换。" + +#: doc/classes/NavigationAgent.xml +msgid "3D agent used in navigation for collision avoidance." +msgstr "在导航中用于防撞的 3D 代理。" + +#: doc/classes/NavigationAgent.xml +msgid "" +"3D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationAgent] is physics safe." msgstr "" -"添加 [NavigationPolygon]。返回用于 [method navpoly_remove] 或 [method " -"navpoly_set_transform] 的 ID。如果给定,则将 [Transform2D] 应用于多边形。可选" -"的 [code]owner[/code] 用作 [method get_closest_point_owner] 的返回值。" +"导航中使用的 3D 代理,可以在前往某个位置时躲避静态和动态障碍物。躲避动态障碍" +"物使用的是 RVO(Reciprocal Velocity Obstacles,相对速度障碍物)防撞算法。代理" +"需要导航数据才能正确工作。可以通过让代理成为 [Navigation] 节点的子项实现,也" +"可以使用 [method set_navigation]。[NavigationAgent] 是物理安全的。" -#: doc/classes/Navigation2D.xml -msgid "Removes the [NavigationPolygon] with the given ID." -msgstr "移除具有指定ID的[NavigationPolygon]。" +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the distance to the target location, using the agent's global " +"position. The user must set the target location with [method " +"set_target_location] in order for this to be accurate." +msgstr "" +"返回与目标位置的距离,使用的是代理的全局位置。用户必须使用 [method " +"set_target_location] 设置目标位置,才能获得精确结果。" -#: doc/classes/Navigation2D.xml +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the reachable final location in global coordinates. This can change " +"if the navigation path is altered in any way. Because of this, it would be " +"best to check this each frame." +msgstr "" +"返回可到达的最终位置的全局坐标。如果导航路径由于任何原因发生改变,这个位置也" +"可能发生变化。因此,最好每一帧都检查一下。" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Returns the path from start to finish in global coordinates." +msgstr "返回从起点到终点的路径,使用全局坐标。" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector3Array]." +msgstr "返回该代理当前位于导航路径 [PoolVector3Array] 中的哪个索引位置。" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Returns the [Navigation] node that the agent is using for its navigation " +"system." +msgstr "返回该代理的导航系统所使用的 [Navigation] 节点。" + +#: doc/classes/NavigationAgent.xml msgid "" -"Sets the transform applied to the [NavigationPolygon] with the given ID." -msgstr "设置应用于具有指定ID的[NavigationPolygon]的变换。" +"Returns a [Vector3] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the origin of the agent's parent." +msgstr "" +"返回可以移动至的 [Vector3] 全局坐标,确保中途没有静态物体阻挡。如果代理没有导" +"航路径,则会返回代理父节点的原点。" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the user-defined target location (set with [method " +"set_target_location])." +msgstr "返回用户定义的目标位置(使用 [method set_target_location] 设置)。" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the navigation path's final location has been " +"reached." +msgstr "如果到达了导航路径的终点位置,则返回 [code]true[/code]。" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reachable. The target " +"location is set using [method set_target_location]." +msgstr "" +"如果目标位置可达,则返回 [code]true[/code]。目标位置使用 [method " +"set_target_location] 设置。" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Returns [code]true[/code] if the target location is reached. The target " +"location is set using [method set_target_location]. It may not always be " +"possible to reach the target location. It should always be possible to reach " +"the final location though. See [method get_final_location]." +msgstr "" +"如果已到达目标位置,则返回 [code]true[/code]。目标位置使用 [method " +"set_target_location] 设置。目标位置并不总是可达。但终点位置应该总是可达的。请" +"参阅 [method get_final_location]。" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Sets the [Navigation] node used by the agent. Useful when you don't want to " +"make the agent a child of a [Navigation] node." +msgstr "" +"设置代理所使用的 [Navigation] 节点。可以在你不想让代理作为 [Navigation] 节点" +"的子节点时使用。" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the user desired final location. This will clear the current navigation " +"path." +msgstr "设置用户期望的终点位置。会将当前导航路径清空。" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Sends the passed in velocity to the collision avoidance algorithm. It will " +"adjust the velocity to avoid collisions. Once the adjustment to the velocity " +"is complete, it will emit the [signal velocity_computed] signal." +msgstr "" +"将传入的速度发送给防撞算法。算法会为了防止撞击而调整速度。速度的调整完成后," +"会触发 [signal velocity_computed] 信号。" + +#: doc/classes/NavigationAgent.xml +msgid "The agent height offset to match the navigation mesh height." +msgstr "代理的高度偏移量,用于匹配导航网格的高度。" + +#: doc/classes/NavigationAgent.xml +msgid "" +"Ignores collisions on the Y axis. Must be [code]true[/code] to move on a " +"horizontal plane." +msgstr "忽略 Y 轴上的碰撞。在水平面上移动时必须为 [code]true[/code]。" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum number of neighbors for the agent to consider." +msgstr "代理所需考虑的最大邻居数。" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The maximum speed that an agent can move." +msgstr "代理所能达到的最大移动速度。" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The distance to search for other agents." +msgstr "搜索其他代理的距离。" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The maximum distance the agent is allowed away from the ideal path to the " +"final location. This can happen due to trying to avoid collisions. When the " +"maximum distance is exceeded, it recalculates the ideal path." +msgstr "" +"允许代理偏离理想路径的最大距离。可能为了防撞而产生偏离。超出最大距离时,会重" +"新计算理想路径。" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "The radius of the agent." +msgstr "代理的半径。" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The distance threshold before a target is considered to be reached. This " +"will allow an agent to not have to hit a point on the path exactly, but in " +"the area." +msgstr "" +"认为到达目标的距离阈值。可以让代理无需精准到达路径上的某个点,到达某个区域即" +"可。" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"The minimal amount of time for which this agent's velocities, that are " +"computed with the collision avoidance algorithim, are safe with respect to " +"other agents. The larger the number, the sooner the agent will respond to " +"other agents, but the less freedom in choosing its velocities. Must be " +"positive." +msgstr "" +"考虑其他代理的前提下,该代理的速度的最短安全时间,这个速度是由防撞算法计算而" +"来的。这个数越大,该代理响应其他代理的速度越快,但选择速度的自由度也越小。必" +"须为正数。" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "Notifies when the final location is reached." +msgstr "抵达终点位置时发出通知。" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the navigation path changes. This can be triggered by the " +"navigation system or by the user changing the path." +msgstr "" +"导航路径改变时发出通知。可以由导航系统触发,也可以由用户对路径的修改触发。" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the player-defined target, set with [method " +"set_target_location], is reached." +msgstr "抵达由 [method set_target_location] 设置的玩家定义目标时发出通知。" + +#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml +msgid "" +"Notifies when the collision avoidance velocity is calculated after a call to " +"[method set_velocity]." +msgstr "调用 [method set_velocity] 后,计算出防撞速度时发出通知。" + +#: doc/classes/NavigationAgent2D.xml +msgid "2D agent used in navigation for collision avoidance." +msgstr "在导航中用于防撞的 2D 代理。" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"2D agent that is used in navigation to reach a location while avoiding " +"static and dynamic obstacles. The dynamic obstacles are avoided using RVO " +"(Reciprocal Velocity Obstacles) collision avoidance. The agent needs " +"navigation data to work correctly. This can be done by having the agent as a " +"child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationAgent2D] is physics safe." +msgstr "" +"导航中使用的 2D 代理,可以在前往某个位置时躲避静态和动态障碍物。躲避动态障碍" +"物使用的是 RVO(Reciprocal Velocity Obstacles,相对速度障碍物)防撞算法。代理" +"需要导航数据才能正确工作。可以通过让代理成为 [Navigation2D] 节点的子项实现," +"也可以使用 [method set_navigation]。[NavigationAgent2D] 是物理安全的。" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns which index the agent is currently on in the navigation path's " +"[PoolVector2Array]." +msgstr "返回该代理当前位于导航路径 [PoolVector2Array] 中的哪个索引位置。" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns the [Navigation2D] node that the agent is using for its navigation " +"system." +msgstr "返回该代理的导航系统所使用的 [Navigation2D] 节点。" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Returns a [Vector2] in global coordinates, that can be moved to, making sure " +"that there are no static objects in the way. If the agent does not have a " +"navigation path, it will return the position of the agent's parent." +msgstr "" +"返回可以移动至的 [Vector2] 全局坐标,确保中途没有静态物体阻挡。如果代理没有导" +"航路径,则会返回代理父节点的原点。" + +#: doc/classes/NavigationAgent2D.xml +msgid "" +"Sets the [Navigation2D] node used by the agent. Useful when you don't want " +"to make the agent a child of a [Navigation2D] node." +msgstr "" +"设置代理所使用的 [Navigation2D] 节点。可以在你不想让代理作为 [Navigation2D] " +"节点的子节点时使用。" #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." @@ -42487,10 +43577,6 @@ msgid "The Y axis cell size to use for fields." msgstr "用于字段Y轴单元的尺寸。" #: doc/classes/NavigationMesh.xml -msgid "The XZ plane cell size to use for fields." -msgstr "用于字段的XZ平面单元尺寸。" - -#: doc/classes/NavigationMesh.xml msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." msgstr "生成细分网格时使用的采样距离,以单元为单位。" @@ -42679,25 +43765,129 @@ msgstr "" msgid "Represents the size of the [enum SourceGeometryMode] enum." msgstr "表示[enum SourceGeometryMode]枚举的大小。" +#: doc/classes/NavigationMeshGenerator.xml +msgid "This class is responsible for creating and clearing navigation meshes." +msgstr "这个类负责导航网格的创建和清理。" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "" +"Bakes the navigation mesh. This will allow you to use pathfinding with the " +"navigation system." +msgstr "烘焙导航网格。可以用于导航系统中的寻路。" + +#: doc/classes/NavigationMeshGenerator.xml +msgid "Clears the navigation mesh." +msgstr "清除导航网格。" + +#: doc/classes/NavigationMeshInstance.xml +msgid "An instance of a [NavigationMesh]." +msgstr "[NavigationMesh] 的一个实例。" + #: doc/classes/NavigationMeshInstance.xml -msgid "Node that instances navigation meshes into a scenario." -msgstr "将导航网格实例化为场景的节点。" +msgid "" +"An instance of a [NavigationMesh]. It tells the [Navigation] node what can " +"be navigated and what cannot, based on the [NavigationMesh] resource. This " +"should be a child of a [Navigation] node." +msgstr "" +"[NavigationMesh] 的一个实例。它会根据 [NavigationMesh] 资源,告知 " +"[Navigation] 节点什么可以导航、什么不可以。应该是 [Navigation] 节点的子节点。" #: doc/classes/NavigationMeshInstance.xml msgid "" -"NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " -"adds it to the current scenario by creating an instance of it." +"Bakes the [NavigationMesh]. The baking is done in a separate thread because " +"navigation baking is not a cheap operation. This can be done at runtime. " +"When it is completed, it automatically sets the new [NavigationMesh]." msgstr "" -"NavigationMeshInstance 节点可以接收一个 [NavigationMesh] 资源,并通过创建它的" -"一个实例将其添加到当前场景中。" +"烘焙 [NavigationMesh]。烘焙是在单独的线程中进行的,因为导航的烘焙并不是廉价操" +"作。可以在运行时进行。完成后,会自动设置新的 [NavigationMesh]。" #: doc/classes/NavigationMeshInstance.xml -msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." -msgstr "为 [code]true[/code] 时导航网格将被 [Navigation] 使用。" +msgid "Determines if the [NavigationMeshInstance] is enabled or disabled." +msgstr "决定该 [NavigationMeshInstance] 已启用还是已禁用。" #: doc/classes/NavigationMeshInstance.xml -msgid "The [NavigationMesh] resource for the instance." -msgstr "实例的 [NavigationMesh] 资源。" +msgid "The [NavigationMesh] resource to use." +msgstr "使用的 [NavigationMesh] 资源。" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the navigation mesh bake operation is completed." +msgstr "导航网格烘焙操作完成时发出通知。" + +#: doc/classes/NavigationMeshInstance.xml +msgid "Notifies when the [NavigationMesh] has changed." +msgstr "[NavigationMesh] 发生变化时发出通知。" + +#: doc/classes/NavigationObstacle.xml +msgid "3D obstacle used in navigation for collision avoidance." +msgstr "在导航中用于防撞的 3D 障碍物。" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"3D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation] node, or using [method set_navigation]. " +"[NavigationObstacle] is physics safe." +msgstr "" +"导航中用于防撞的 3D 障碍物。障碍物需要导航数据才能正确工作。可以通过让障碍物" +"成为 [Navigation] 节点的子项实现,也可以使用 [method set_navigation]。" +"[NavigationObstacle] 是物理安全的。" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Returns the [Navigation] node that the obstacle is using for its navigation " +"system." +msgstr "返回该障碍物的导航系统所使用的 [Navigation] 节点。" + +#: doc/classes/NavigationObstacle.xml +msgid "" +"Sets the [Navigation] node used by the obstacle. Useful when you don't want " +"to make the obstacle a child of a [Navigation] node." +msgstr "" +"设置障碍物所使用的 [Navigation] 节点。可以在你不想让障碍物作为 [Navigation] " +"节点的子节点时使用。" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"Enables radius estimation algorithm which uses parent's collision shapes to " +"determine the obstacle radius." +msgstr "启用半径估算算法,使用父项的碰撞形状确定障碍物的半径。" + +#: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml +msgid "" +"The radius of the agent. Used only if [member estimate_radius] is set to " +"[code]false[/code]." +msgstr "" +"代理的半径。仅在 [member estimate_radius] 为 [code]false[/code] 时使用。" + +#: doc/classes/NavigationObstacle2D.xml +msgid "2D obstacle used in navigation for collision avoidance." +msgstr "在导航中用于防撞的 2D 障碍物。" + +#: doc/classes/NavigationObstacle2D.xml +#, fuzzy +msgid "" +"2D obstacle used in navigation for collision avoidance. The obstacle needs " +"navigation data to work correctly. This can be done by having the obstacle " +"as a child of a [Navigation2D] node, or using [method set_navigation]. " +"[NavigationObstacle2D] is physics safe." +msgstr "" +"导航中用于防撞的 2D 障碍物。障碍物需要导航数据才能正确工作。可以通过让障碍物" +"成为 [Navigation2D] 节点的子项实现,也可以使用 [method set_navigation]。" +"[NavigationObstacle] 是物理安全的。" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Returns the [Navigation2D] node that the obstacle is using for its " +"navigation system." +msgstr "返回该障碍物的导航系统所使用的 [Navigation2D] 节点。" + +#: doc/classes/NavigationObstacle2D.xml +msgid "" +"Sets the [Navigation2D] node used by the obstacle. Useful when you don't " +"want to make the obstacle a child of a [Navigation2D] node." +msgstr "" +"设置障碍物所使用的 [Navigation2D] 节点。可以在你不想让障碍物作为 " +"[Navigation2D] 节点的子节点时使用。" #: doc/classes/NavigationPolygon.xml msgid "" @@ -42825,6 +44015,88 @@ msgstr "" "更改在编辑器或脚本中创建的轮廓。你必须调用 [method " "make_polygons_from_outlines] 来更新多边形。" +#: doc/classes/NavigationServer.xml +msgid "Server interface for low-level 3D navigation access." +msgstr "访问底层 3D 导航的服务器接口。" + +#: doc/classes/NavigationServer.xml +msgid "" +"NavigationServer is the server responsible for all 3D navigation. It handles " +"several objects, namely maps, regions and agents.\n" +"Maps are made up of regions, which are made of navigation meshes. Together, " +"they define the navigable areas in the 3D world. For two regions to be " +"connected to each other, they must share a similar edge. An edge is " +"considered connected to another if both of its two vertices are at a " +"distance less than [member Navigation.edge_connection_margin] to the " +"respective other edge's vertex.\n" +"To use the collision avoidance system, you may use agents. You can set an " +"agent's target velocity, then the servers will emit a callback with a " +"modified velocity.\n" +"[b]Note:[/b] The collision avoidance system ignores regions. Using the " +"modified velocity as-is might lead to pushing and agent outside of a " +"navigable area. This is a limitation of the collision avoidance system, any " +"more complex situation may require the use of the physics engine.\n" +"This server keeps tracks of any call and executes them during the sync " +"phase. This means that you can request any change to the map, using any " +"thread, without worrying." +msgstr "" +"NavigationServer 是负责所有 3D 导航的服务器,处理的对象有地图(map)、地区" +"(region)、代理(agent)。\n" +"地图是由地区组成的,地区又由导航网格组成。它们一同构成了 3D 世界中的可导航区" +"域。两个地区必须共有一条相似的边界(edge)才能相连。如果一条边界的两个顶点" +"(vertex)与另一条边界的对应顶点的距离小于 [member Navigation." +"edge_connection_margin],则认为这两条边界相连。\n" +"要使用防撞系统,可以使用代理。你可以设置代理的目标速度,服务器就会使用修正后" +"的速度触发回调。\n" +"[b]注意:[/b]防撞系统会忽略地区。直接使用修正后的速度可能会将代理推到可导航区" +"域之外。这是防撞系统的缺陷,更复杂的情况可能需要用到物理引擎。\n" +"服务器会记录所有的调用,在同步阶段统一执行。这意味着你可以放心大胆地从任何线" +"程中请求对地图进行任何修改。" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the normal for the point returned by [method map_get_closest_point]." +msgstr "返回 [method map_get_closest_point] 所返回的点的法线。" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the closest point between the navigation surface and the segment." +msgstr "返回导航表面与该线段之间最接近的点。" + +#: doc/classes/NavigationServer.xml +msgid "" +"Returns the edge connection margin of the map. This distance is the minimum " +"vertex distance needed to connect two edges from different regions." +msgstr "" +"返回地图的边界连接边距。这是让两个不同地区的边界相连所需的最小顶点距离。" + +#: doc/classes/NavigationServer.xml +msgid "Returns the map's up direction." +msgstr "返回地图的上方向。" + +#: doc/classes/NavigationServer.xml +msgid "Sets the map up direction." +msgstr "设置地图的上方向。" + +#: doc/classes/NavigationServer.xml +msgid "" +"Process the collision avoidance agents.\n" +"The result of this process is needed by the physics server, so this must be " +"called in the main thread.\n" +"[b]Note:[/b] This function is not thread safe." +msgstr "" +"处理防撞代理。\n" +"物理服务器需要这个处理的结果,所以必须在主线程中调用。\n" +"[b]注意:[/b]这个函数不是线程安全的。" + +#: doc/classes/NavigationServer.xml +msgid "Bakes the navigation mesh." +msgstr "烘焙导航网格。" + +#: doc/classes/NavigationServer.xml +msgid "Control activation of this server." +msgstr "控制这个服务器是否激活。" + #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "" "PacketPeer implementation using the [url=http://enet.bespin.org/index." @@ -42854,11 +44126,8 @@ msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml #: doc/classes/NetworkedMultiplayerPeer.xml -#, fuzzy msgid "$DOCS_URL/tutorials/networking/high_level_multiplayer.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/networking/" -"high_level_multiplayer.html" +msgstr "$DOCS_URL/tutorials/networking/high_level_multiplayer.html" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml msgid "http://enet.bespin.org/usergroup0.html" @@ -43565,11 +44834,8 @@ msgstr "" "外,请参阅高级网络教程和相应的演示。" #: doc/classes/Node.xml -#, fuzzy msgid "$DOCS_URL/getting_started/step_by_step/nodes_and_scenes.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/getting_started/step_by_step/" -"nodes_and_scenes.html" +msgstr "$DOCS_URL/getting_started/step_by_step/nodes_and_scenes.html" #: doc/classes/Node.xml msgid "https://github.com/godotengine/godot-demo-projects/" @@ -43636,15 +44902,15 @@ msgid "" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not orphan)." msgstr "" -"当有输入事件时被调用。输入事件通过节点树向上传播,直到一个节点消耗它。\n" -"只有当输入处理被启用时才会被调用,如果这个方法被重写,它就会自动完成,可以用" -"[method set_process_input]来切换。\n" -"要消耗输入事件并阻止它进一步传播到其他节点,可以调用[method SceneTree." +"当有输入事件时被调用。输入事件通过节点树向上传播,直到有节点将其消耗。\n" +"只有当输入处理被启用时才会被调用,如果这个方法被重写,它就会自动完成,可以用 " +"[method set_process_input] 来切换。\n" +"要消耗输入事件并阻止它进一步传播到其他节点,可以调用 [method SceneTree." "set_input_as_handled]。\n" -"对于游戏输入,[method _unhandled_input]和[method _unhandled_key_input]通常更" -"适合,因为它们允许GUI首先拦截事件。\n" -"[b]注意:[/b] 这个方法只有在节点存在于场景树中时才会被调用(也就是说,如果它" -"非\"孤儿\")。" +"对于游戏输入,[method _unhandled_input] 和 [method _unhandled_key_input] 通常" +"更适合,因为它们允许 GUI 首先拦截事件。\n" +"[b]注意:[/b]这个方法只有在节点存在于场景树中时才会被调用(也就是说,如果它" +"非“孤儿”)。" #: doc/classes/Node.xml msgid "" @@ -43660,14 +44926,14 @@ msgid "" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not orphan)." msgstr "" -"在主循环的物理处理步骤中被调用。物理处理意味着帧率与物理同步,即[code]delta[/" -"code]变量应该是常量。[code]delta[/code]的单位是秒。\n" -"只有当物理处理被启用时才会被调用,如果这个方法被重写,就会自动完成,可以用" -"[method set_physics_process]来切换。\n" -"对应于[method Object._notification]中的[constant " -"NOTIFICATION_PHYSICS_PROCESS]通知。\n" -"[b]注意:[/b] 这个方法只有在节点存在于场景树中时才会被调用(也就是说,如果它" -"不是\"孤儿\")。" +"在主循环的物理处理步骤中被调用。物理处理意味着帧率与物理同步,即 " +"[code]delta[/code] 变量应该是常量。[code]delta[/code] 的单位是秒。\n" +"只有当物理处理被启用时才会被调用,如果这个方法被重写,就会自动完成,可以用 " +"[method set_physics_process] 来切换。\n" +"对应于 [method Object._notification] 中的 [constant " +"NOTIFICATION_PHYSICS_PROCESS] 通知。\n" +"[b]注意:[/b]这个方法只有在节点存在于场景树中时才会被调用(也就是说,如果它不" +"是“孤儿”)。" #: doc/classes/Node.xml msgid "" @@ -43682,13 +44948,13 @@ msgid "" "tree (i.e. if it's not orphan)." msgstr "" "在主循环的处理步骤中被调用。处理发生在每一帧,并且尽可能快,所以从上一帧开始" -"的[code]delta[/code]时间不是恒定的。[code]delta[/code]的单位是秒。\n" -"只有在启用处理的情况下才会被调用,如果这个方法被重写,会自动进行处理,可以用" -"[method set_process]来切换。\n" -"对应于[method Object._notification]中的[constant NOTIFICATION_PROCESS]通" +"的 [code]delta[/code] 时间不是恒定的。[code]delta[/code] 的单位是秒。\n" +"只有在启用处理的情况下才会被调用,如果这个方法被重写,会自动进行处理,可以用 " +"[method set_process] 来切换。\n" +"对应于 [method Object._notification] 中的 [constant NOTIFICATION_PROCESS] 通" "知。\n" -"[b]注意:[/b] 这个方法只有在节点存在于场景树中时才会被调用(也就是说,如果它" -"不是\"孤儿\")。" +"[b]注意:[/b]这个方法只有在节点存在于场景树中时才会被调用(也就是说,如果它不" +"是“孤儿”)。" #: doc/classes/Node.xml msgid "" @@ -43733,16 +44999,16 @@ msgid "" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not orphan)." msgstr "" -"当[InputEvent]还未被[method _input]或任何GUI消耗时调用。输入事件通过节点树向" -"上传播,直到一个节点消耗它。\n" +"当 [InputEvent] 还未被 [method _input] 或任何 GUI 消耗时调用。输入事件通过节" +"点树向上传播,直到一个节点消耗它。\n" "只有在启用了未处理的输入处理时才会被调用,如果这个方法被重写,它就会自动完" -"成,并且可以用[method set_process_unhandled_input]来切换。\n" -"要消耗输入事件并阻止它进一步传播到其他节点,可以调用[method SceneTree." +"成,并且可以用 [method set_process_unhandled_input] 来切换。\n" +"要消耗输入事件并阻止它进一步传播到其他节点,可以调用 [method SceneTree." "set_input_as_handled]。\n" -"对于游戏输入,这和[method _unhandled_key_input]通常比[method _input]更适合," -"因为它们允许GUI首先拦截事件。\n" -"[b]注意:[/b] 这个方法只有在节点存在于场景树中时才会被调用(也就是说,如果它" -"不是\"孤儿\")。" +"对于游戏输入,这和 [method _unhandled_key_input] 通常比 [method _input] 更适" +"合,因为它们允许 GUI 首先拦截事件。\n" +"[b]注意:[/b]这个方法只有在节点存在于场景树中时才会被调用(也就是说,如果它不" +"是“孤儿”)。" #: doc/classes/Node.xml msgid "" @@ -43760,16 +45026,16 @@ msgid "" "[b]Note:[/b] This method is only called if the node is present in the scene " "tree (i.e. if it's not orphan)." msgstr "" -"当[InputEventKey]没有被[method _input]或任何GUI消耗时被调用。输入事件通过节点" -"树向上传播,直到一个节点消耗它。\n" +"当 [InputEventKey] 没有被 [method _input] 或任何 GUI 消耗时被调用。输入事件通" +"过节点树向上传播,直到一个节点消耗它。\n" "只有在启用了未处理的键输入处理时才会被调用,如果这个方法被重写,它就会自动完" -"成,并且可以用[method set_process_unhandled_key_input]来切换。\n" -"要消耗输入事件并阻止它进一步传播到其他节点,可以调用[method SceneTree." +"成,并且可以用 [method set_process_unhandled_key_input] 来切换。\n" +"要消耗输入事件并阻止它进一步传播到其他节点,可以调用 [method SceneTree." "set_input_as_handled]。\n" -"对于游戏输入,这和[method _unhandled_input]通常比[method _input]更适合,因为" -"它们允许GUI首先拦截事件。\n" -"[b]注意:[/b] 这个方法只有在节点存在于场景树中时才会被调用(也就是说,如果它" -"不是\"孤儿\")。" +"对于游戏输入,这和 [method _unhandled_input] 通常比 [method _input] 更适合," +"因为它们允许 GUI 首先拦截事件。\n" +"[b]注意:[/b]这个方法只有在节点存在于场景树中时才会被调用(也就是说,如果它不" +"是“孤儿”)。" #: doc/classes/Node.xml msgid "" @@ -43878,7 +45144,6 @@ msgstr "" "本。" #: doc/classes/Node.xml -#, fuzzy msgid "" "Finds a descendant of this node whose name matches [code]mask[/code] as in " "[method String.match] (i.e. case-sensitive, but [code]\"*\"[/code] matches " @@ -43895,15 +45160,16 @@ msgid "" "consider using [method get_node] instead. To avoid using [method find_node] " "too often, consider caching the node reference into a variable." msgstr "" -"查找该节点的子级,其名称与[method String.match]中的[code]mask[/code]相匹配," -"区分大小写,以[code]\"*\"[/code]匹配零或多个字符,[code]\"?\"[/code]匹配除" -"[code]\".\"[/code]以外的任何单字符。\n" -"[b]注意:[/b]它不是全路径匹配,只与单个节点名称匹配。\n" -"如果[code]owner[/code]是[code]true[/code],这个方法只找到所有者是这个节点的节" -"点。这对通过脚本实例化的场景特别重要,因为这些场景没有所有者。\n" +"查找该节点的子级,其名称与 [code]mask[/code] 相匹配,匹配规则同 [method " +"String.match](区分大小写,但 [code]\"*\"[/code] 可以匹配零或多个字符," +"[code]\"?\"[/code] 可以匹配除 [code]\".\"[/code] 以外的任何单个字符)。如果没" +"有找到匹配的 [Node],则返回 [code]null[/code]。\n" +"[b]注意:[/b]匹配的不是完整路径,只匹配单独的节点名称。\n" +"如果 [code]owner[/code] 为 [code]true[/code],这个方法只会寻找所有者是这个节" +"点的节点。这对通过脚本实例化的场景特别重要,因为这些场景没有所有者。\n" "[b]注意:[/b]由于这个方法会遍历节点的所有子级,它是获得另一个节点的引用的最慢" -"的方法。只要有可能,请考虑使用[method get_node]代替。为了避免过于频繁地使用" -"[method find_node],可以考虑将节点引用缓存到一个变量中。" +"的方法。只要有可能,请考虑使用 [method get_node] 代替。为了避免过于频繁地使" +"用 [method find_node],可以考虑将节点引用缓存到变量中。" #: doc/classes/Node.xml msgid "" @@ -43988,7 +45254,6 @@ msgid "" msgstr "返回此节点的网络主节点的对等 ID。请参阅 [method set_network_master]。" #: doc/classes/Node.xml -#, fuzzy msgid "" "Fetches a node. The [NodePath] can be either a relative path (from the " "current node) or an absolute path (in the scene tree) to a node. If the path " @@ -44018,9 +45283,8 @@ msgid "" "[/codeblock]" msgstr "" "获取一个节点。[NodePath] 可以是一个相对路径(从当前节点),也可以是一个绝对路" -"径(在场景树中)。如果路径不存在,则返回 [code]null instance[/code],并记录错" -"误。尝试访问返回值上的方法将导致“Attempt to call <method> on a null " -"instance.”错误。\n" +"径(在场景树中)。如果路径不存在,则返回 [code]null[/code],并记录错误。尝试访" +"问返回值上的方法将导致“Attempt to call <method> on a null instance.”错误。\n" "[b]注意:[/b]获取绝对路径只在节点在场景树中时生效(请参阅 [method " "is_inside_tree])。\n" "[b]示例:[/b]假设你当前的节点是 Character,并且有一下树结构:\n" @@ -44084,16 +45348,14 @@ msgid "" "Similar to [method get_node], but does not log an error if [code]path[/code] " "does not point to a valid [Node]." msgstr "" -"类似于[method get_node],但如果[code]路径[/code]没有指向有效的[Node],则不会" -"记录错误。" +"类似于 [method get_node],但如果 [code]path[/code] 没有指向有效的 [Node],则" +"不会记录错误。" #: doc/classes/Node.xml -#, fuzzy msgid "" "Returns the parent node of the current node, or [code]null[/code] if the " "node lacks a parent." -msgstr "" -"返回当前节点的父节点,如果节点缺少父节点,则返回[code]null instance[/code]。" +msgstr "返回当前节点的父节点,如果节点缺少父节点,则返回 [code]null[/code]。" #: doc/classes/Node.xml msgid "" @@ -44134,7 +45396,7 @@ msgstr "" msgid "" "Returns the time elapsed (in seconds) since the last process callback. This " "value may vary from frame to frame." -msgstr "返回自上次进程回调以来经过的时间(以秒为单位)。这个值可能因帧而异。" +msgstr "返回自上次处理回调以来经过的时间(单位为秒)。这个值可能因帧而异。" #: doc/classes/Node.xml msgid "" @@ -44413,7 +45675,6 @@ msgstr "" "将一个节点从一个组中移除。参阅描述中的注释,以及[SceneTree]中的组方法。" #: doc/classes/Node.xml -#, fuzzy msgid "" "Replaces a node in a scene by the given one. Subscriptions that pass through " "this node will be lost.\n" @@ -44424,8 +45685,9 @@ msgid "" "free]." msgstr "" "将场景中的某个节点替换为给定的节点。经过该节点的订阅会丢失。\n" -"请注意,被替换的节点不会被自动释放,所以你需要将它放入变量以备后续使用,或者" -"使用 [method Object.free] 将其释放。" +"[b]注意:[/b]给定的节点将成为被替换节点的子节点的新的父节点。\n" +"[b]注意:[/b]被替换的节点不会被自动释放,所以你需要将它放入变量以备后续使用," +"或者使用 [method Object.free] 将其释放。" #: doc/classes/Node.xml msgid "" @@ -44531,12 +45793,12 @@ msgid "" "By default, properties are not exposed to networking (and RPCs). See also " "[method rpc] and [method rpc_config] for methods." msgstr "" -"将给定的[code]属性[/code]的RPC模式改为给定的[code]mode[/code]。参阅[enum " -"MultiplayerAPI.RPCMode]。另一种方法是用相应的关键字([code]remote[/code], " -"[code]master[/code], [code]puppet[/code], [code]remoteesync[/code], " -"[code]masterync[/code], [code]puppetsync[/code])来注释方法和属性。默认情况" -"下,属性不会暴露给网络(和RPC)。也请参阅[method rpc]和[method rpc_config]的" -"方法。" +"将给定的 [code]property[/code] 的 RPC 模式改为给定的 [code]mode[/code]。参阅 " +"[enum MultiplayerAPI.RPCMode]。另一种方法是用相应的关键字([code]remote[/" +"code]、[code]master[/code]、[code]puppet[/code]、[code]remoteesync[/code]、" +"[code]masterync[/code]、[code]puppetsync[/code])来注释方法和属性。默认情况" +"下,属性不会暴露给网络(和 RPC)。也请参阅 [method rpc] 和 [method " +"rpc_config] 的方法。" #: doc/classes/Node.xml msgid "" @@ -44689,8 +45951,8 @@ msgid "" "Use [method _get_configuration_warning] to setup the warning message to " "display." msgstr "" -"更新在Scene Dock中为这个节点显示的警告。\n" -"使用[method _get_configuration_warning]来设置要显示的警告信息。" +"更新在场景面板中为这个节点显示的警告。\n" +"使用 [method _get_configuration_warning] 来设置要显示的警告信息。" #: doc/classes/Node.xml msgid "" @@ -45063,8 +46325,9 @@ msgid "" "index. If this node's Z index is 2 and its parent's effective Z index is 3, " "then this node's effective Z index will be 2 + 3 = 5." msgstr "" -"如果[code]true[/code],节点的Z索引是相对于它的父节点的Z索引而言的。如果这个节" -"点的Z索引是2,它的父节点的有效Z索引是3,那么这个节点的有效Z索引将是2+3=5。" +"如果 [code]true[/code],节点的 Z 索引是相对于它的父节点的 Z 索引而言的。如果" +"这个节点的 Z 索引是 2,它的父节点的实际 Z 索引是 3,那么这个节点的实际 Z 索引" +"将是 2 + 3 = 5。" #: doc/classes/Node2D.xml msgid "" @@ -45447,7 +46710,7 @@ msgstr "" "对象导出属性,这些属性主要用于存储和编辑,但在编程中并不是那么有用。属性在 " "[method _get_property_list] 中导出并在 [method _get] 和 [method _set] 中处" "理。然而,脚本语言和 C++ 有更简单的方法来导出它们。\n" -"在GDScript中可以使用 [code]in[/code] 直接测试属性成员。\n" +"在 GDScript 中可以使用 [code]in[/code] 直接检查是否为属性成员。\n" "[codeblock]\n" "var n = Node2D.new()\n" "print(\"position\" in n) # 打印 \"True\"。\n" @@ -45457,27 +46720,22 @@ msgstr "" "[code]null[/code]。\n" "对象也会收到通知。通知是一种将不同事件通知给对象的简单方法,因此它们可以一起" "处理。见 [method _notification]。\n" -"[b]注意:[/b] 与对 [Reference] 的引用不同,对存储在变量中的对象的引用可能会在" +"[b]注意:[/b]与对 [Reference] 的引用不同,对存储在变量中的对象的引用可能会在" "没有警告的情况下变得无效。因此,建议对数据类使用 [Reference] 而不是 " "[Object]。\n" -"[b]注意:[/b]由于一个错误,你不能使用 [code]Object.new()[/code] 创建一个“普" -"通”对象。请使用 [code]ClassDB.instance(\"Object\")[/code]。这个错误只适用于" -"Object本身,而不是它的任何子类,如[Reference]。" +"[b]注意:[/b]由于一个 bug,你无法使用 [code]Object.new()[/code] 创建“普通” " +"Object 对象。请换用 [code]ClassDB.instance(\"Object\")[/code]。这个 bug 仅限" +"于 Object 本身,[Reference] 等派生类不受影响。" #: doc/classes/Object.xml doc/classes/Reference.xml doc/classes/Resource.xml -#, fuzzy msgid "$DOCS_URL/tutorials/best_practices/node_alternatives.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/best_practices/" -"node_alternatives.html" +msgstr "$DOCS_URL/tutorials/best_practices/node_alternatives.html" #: doc/classes/Object.xml -#, fuzzy msgid "" "$DOCS_URL/tutorials/scripting/gdscript/gdscript_exports.html#advanced-exports" msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/scripting/gdscript/" -"gdscript_exports.html#advanced-exports" +"$DOCS_URL/tutorials/scripting/gdscript/gdscript_exports.html#advanced-exports" #: doc/classes/Object.xml msgid "" @@ -46121,8 +47379,8 @@ msgstr "" "处的大遮挡物更好。\n" "遮挡图元的类型由您添加到 [Occluder] 的 [OccluderShape] 决定。某些 " "[OccluderShape] 可能允许在单个节点中有多个图元,以提高效率。\n" -"尽管 [Occluder] 在一般用途中工作,但与门户系统结合使用时,它们也会变得更加强" -"大。遮挡物放置在房间中(基于它们的原点),并且可以阻挡门户(以及整个房间)以" +"尽管 [Occluder] 在一般用途中工作,但与入口系统结合使用时,它们也会变得更加强" +"大。遮挡物放置在房间中(基于它们的原点),并且可以阻挡入口(以及整个房间)以" "及渲染对象。" #: doc/classes/OccluderPolygon2D.xml @@ -46689,6 +47947,10 @@ msgid "" "order of preference) [method @GDScript.assert], [method @GDScript." "push_error] or [method alert]. See also [method kill]." msgstr "" +"让引擎崩溃(如果是在 [code]tool[/code] 脚本中调用则是编辑器崩溃)。此方法应该" +"[i]仅[/i]用于测试系统的崩溃处理器,不应用于其他目的。通用的错误汇报请使用 " +"[method @GDScript.assert]、[method @GDScript.push_error]、[method alert](按" +"推荐顺序排列)。另请参阅 [method kill]。" #: doc/classes/OS.xml msgid "" @@ -46773,6 +48035,7 @@ msgstr "" "在文件的末尾是所有已使用资源类型的统计数据。" #: doc/classes/OS.xml +#, fuzzy msgid "" "Execute the file at the given path with the arguments passed as an array of " "strings. Platform path resolution will take place. The resolved file must " @@ -46791,6 +48054,9 @@ msgid "" "If [code]blocking[/code] is [code]false[/code], the Godot thread will " "continue while the new process runs. It is not possible to retrieve the " "shell output in non-blocking mode, so [code]output[/code] will be empty.\n" +"On Windows, if [code]open_console[/code] is [code]true[/code] and process is " +"console app, new terminal window will be opened, it's ignored on other " +"platforms.\n" "The return value also depends on the blocking mode. When blocking, the " "method will return an exit code of the process. When non-blocking, the " "method returns a process ID, which you can use to monitor the process (and " @@ -46860,7 +48126,6 @@ msgid "Returns the audio driver name for the given index." msgstr "返回给定索引的音频驱动程序名称。" #: doc/classes/OS.xml -#, fuzzy msgid "" "Returns the [i]global[/i] cache data directory according to the operating " "system's standards. On desktop platforms, this path can be overridden by " @@ -46873,11 +48138,10 @@ msgid "" msgstr "" "根据操作系统的标准返回[i]全局[/i]缓存数据目录。在桌面平台上,可以通过在启动项" "目之前设置 [code]XDG_CACHE_HOME[/code] 环境变量来覆盖此路径。有关更多信息,请" -"参阅文档中的 [url=https://docs.godotengine.org/zh_CN/latest/tutorials/io/" -"data_paths.html]Godot 项目中的文件路径[/url]。另请参阅 [method " -"get_config_dir] 和 [method get_data_dir]。\n" -"不要与 [method get_user_data_dir] 混淆,后者返回 [i] 项目特定的 [/i] 用户数据" -"路径。" +"参阅文档中的 [url=$DOCS_URL/tutorials/io/data_paths.html]《Godot 项目中的文件" +"路径》[/url]。另请参阅 [method get_config_dir] 和 [method get_data_dir]。\n" +"不要与 [method get_user_data_dir] 混淆,后者返回[i]项目特定的[/i]用户数据路" +"径。" #: doc/classes/OS.xml msgid "" @@ -46918,7 +48182,6 @@ msgstr "" "[/codeblock]" #: doc/classes/OS.xml -#, fuzzy msgid "" "Returns the [i]global[/i] user configuration directory according to the " "operating system's standards. On desktop platforms, this path can be " @@ -46931,9 +48194,8 @@ msgid "" msgstr "" "根据操作系统的标准,返回[i]全局[/i]用户配置目录。在桌面平台上,这个路径可以在" "启动项目前通过设置[code]XDG_CONFIG_HOME[/code]环境变量来覆盖。更多信息请参见" -"文档中[url=https://docs.godotengine.org/zh_CN/latest/tutorials/io/data_paths." -"html]Godot项目中的文件路径[/url]。也请参见 [method get_cache_dir] 和 [method " -"get_data_dir]。\n" +"文档中[url=$DOCS_URL/tutorials/io/data_paths.html]《Godot 项目中的文件路径》" +"[/url]。另请参阅 [method get_cache_dir] 和 [method get_data_dir]。\n" "不要与[method get_user_data_dir]混淆,后者返回[i]项目专用[/i]用户数据路径。" #: doc/classes/OS.xml @@ -46955,7 +48217,6 @@ msgid "" msgstr "返回当前使用的视频驱动程序,使用[enum VideoDriver]中的一个值。" #: doc/classes/OS.xml -#, fuzzy msgid "" "Returns the [i]global[/i] user data directory according to the operating " "system's standards. On desktop platforms, this path can be overridden by " @@ -46968,24 +48229,22 @@ msgid "" msgstr "" "根据操作系统的标准,返回[i]全局[/i]用户数据目录。在桌面平台上,这个路径可以在" "启动项目前通过设置[code]XDG_DATA_HOME[/code]环境变量来覆盖。更多信息请参见文" -"档中[url=https://docs.godotengine.org/zh_CN/latest/tutorials/io/data_paths." -"html]Godot项目中的文件路径[/url]。也请参见 [method get_cache_dir] 和 [method " -"get_config_dir]。\n" -"不要与[method get_user_data_dir]混淆,后者返回[i]项目专用[/i]用户数据路径。" +"档中[url=$DOCS_URL/tutorials/io/data_paths.html]《Godot 项目中的文件路径》[/" +"url]。另请参阅 [method get_cache_dir] 和 [method get_config_dir]。\n" +"不要与 [method get_user_data_dir] 混淆,后者返回[i]项目专用[/i]用户数据路径。" #: doc/classes/OS.xml -#, fuzzy msgid "" "Deprecated, use [method Time.get_date_dict_from_system] instead.\n" "Returns current date as a dictionary of keys: [code]year[/code], " "[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] " "(Daylight Savings Time)." msgstr "" -"返回当前日期作为键的字典:[code]year[/code], [code]month[/code], [code]day[/" -"code], [code]weekday[/code], [code]dst[/code](夏令时)。" +"已启用,请换用 [method Time.get_date_dict_from_system]。\n" +"返回当前日期作为键的字典:[code]year[/code]、 [code]month[/code]、[code]day[/" +"code]、[code]weekday[/code]、[code]dst[/code](夏令时)。" #: doc/classes/OS.xml -#, fuzzy msgid "" "Deprecated, use [method Time.get_datetime_dict_from_system] instead.\n" "Returns current datetime as a dictionary of keys: [code]year[/code], " @@ -46993,12 +48252,12 @@ msgid "" "(Daylight Savings Time), [code]hour[/code], [code]minute[/code], " "[code]second[/code]." msgstr "" -"返回当前日期时间作为关键字字典:[code]year[/code], [code]month[/code], " -"[code]day[/code], [code]weekday[/code], [code]dst[/code](夏令时)," -"[code]hour[/code], [code]minute[/code], [code]second[/code]。" +"已弃用,请换用 [method Time.get_datetime_dict_from_system]。\n" +"返回当前日期时间作为键的字典:[code]year[/code]、[code]month[/code]、" +"[code]day[/code]、[code]weekday[/code]、[code]dst[/code](夏令时)、" +"[code]hour[/code]、[code]minute[/code]、[code]second[/code]。" #: doc/classes/OS.xml -#, fuzzy msgid "" "Deprecated, use [method Time.get_datetime_dict_from_unix_time] instead.\n" "Gets a dictionary of time values corresponding to the given UNIX epoch time " @@ -47007,9 +48266,10 @@ msgid "" "with the exception of Daylight Savings Time as it cannot be determined from " "the epoch." msgstr "" -"获取与给定UNIX历元时间(以秒为单位)对应的时间值字典。\n" -"返回的Dictionary值将与[method get_datetime]相同,除了Daylight Savings Time," -"因为它不能从epoch确定。" +"已废弃,请换用 [method Time.get_datetime_dict_from_unix_time]。\n" +"根据给定的 UNIX 纪元时间(单位为秒)获取对应的时间值字典。\n" +"返回的 Dictionary 的值与 [method get_datetime] 相同,区别是无法根据纪元推定夏" +"令时。" #: doc/classes/OS.xml msgid "Returns the total amount of dynamic memory used (only works in debug)." @@ -47131,14 +48391,13 @@ msgstr "" "法语用户,这将返回 [code]fr[/code]。" #: doc/classes/OS.xml -#, fuzzy msgid "" "Returns the ID of the main thread. See [method get_thread_caller_id].\n" "[b]Note:[/b] Thread IDs are not deterministic and may be reused across " "application restarts." msgstr "" -"返回当前线程的 ID。这可用于日志,以简化多线程应用程序的调试。\n" -"[b]注:[/b] 线程 ID 不是确定的,也许会在应用程序重新启动时被重复使用。" +"返回主线程的 ID。请参阅 [method get_thread_caller_id]。\n" +"[b]注意:[/b]线程 ID 不是确定的,也许会在应用程序重新启动时被重复使用。" #: doc/classes/OS.xml msgid "" @@ -47223,7 +48482,7 @@ msgid "" "See also [member InputEventKey.scancode] and [method InputEventKey." "get_scancode_with_modifiers]." msgstr "" -"将给定的扫描码作为字符串返回(例如返回值:[code]\"Escape\"[/code]," +"将给定的扫描码作为字符串返回(例如返回值:[code]\"Escape\"[/code]、" "[code]\"Shift+Escape\"[/code])。\n" "另请参阅 [member InputEventKey.scancode] 和 [method InputEventKey." "get_scancode_with_modifiers] 。" @@ -47317,15 +48576,17 @@ msgstr "" msgid "" "Returns the amount of time in milliseconds it took for the boot logo to " "appear." -msgstr "返回启动标志出现所花费的时间(以毫秒为单位)。" +msgstr "返回启动徽标出现所花费的时间,单位为毫秒。" #: doc/classes/OS.xml msgid "Returns the maximum amount of static memory used (only works in debug)." -msgstr "返回使用的静态内存的最大数量(仅在调试中有效)。" +msgstr "返回使用的静态内存的最大数量(仅在调试时有效)。" #: doc/classes/OS.xml -msgid "Returns the amount of static memory being used by the program in bytes." -msgstr "返回程序所使用的静态内存量,以字节为单位。" +msgid "" +"Returns the amount of static memory being used by the program in bytes (only " +"works in debug)." +msgstr "返回程序所使用的静态内存量,以字节为单位(仅在调试时有效)。" #: doc/classes/OS.xml msgid "" @@ -47378,25 +48639,28 @@ msgstr "" "[b]注:[/b] 线程 ID 不是确定的,也许会在应用程序重新启动时被重复使用。" #: doc/classes/OS.xml -#, fuzzy msgid "" "Deprecated, use [method Time.get_ticks_msec] instead.\n" "Returns the amount of time passed in milliseconds since the engine started." -msgstr "返回引擎启动后经过的时间(以毫秒为单位)。" +msgstr "" +"已弃用,请换用 [method Time.get_ticks_msec]。\n" +"返回引擎启动后经过的时间(以毫秒为单位)。" #: doc/classes/OS.xml -#, fuzzy msgid "" "Deprecated, use [method Time.get_ticks_usec] instead.\n" "Returns the amount of time passed in microseconds since the engine started." -msgstr "返回引擎启动后经过的时间(以微秒为单位)。" +msgstr "" +"已弃用,请换用 [method Time.get_ticks_usec]。\n" +"返回引擎启动后经过的时间(以微秒为单位)。" #: doc/classes/OS.xml -#, fuzzy msgid "" "Deprecated, use [method Time.get_time_dict_from_system] instead.\n" "Returns current time as a dictionary of keys: hour, minute, second." -msgstr "以字典形式返回当前的时间,所包含的键:hour、minute、second。" +msgstr "" +"已弃用,请换用 [method Time.get_time_dict_from_system]。\n" +"以字典形式返回当前的时间,所包含的键:hour、minute、second。" #: doc/classes/OS.xml msgid "" @@ -47570,7 +48834,6 @@ msgstr "" "Windows 之外的所有平台上都区分大小写。" #: doc/classes/OS.xml -#, fuzzy msgid "" "Returns [code]true[/code] if the feature for the given feature tag is " "supported in the currently running instance, depending on the platform, " @@ -47582,21 +48845,21 @@ msgid "" msgstr "" "如果给定的特征标签的特征在当前运行的实例中得到支持,则返回 [code]true[/" "code],具体取决于平台和构建等。可以用来检查你当前是否在运行一个调试构建,是否" -"在某个平台或架构上,等等。更多细节请参考[url=https://docs.godotengine.org/" -"zh_CN/stable/tutorials/export/feature_tags.html]功能标签[/url]文档。\n" +"在某个平台或架构上,等等。更多细节请参考[url=$DOCS_URL/tutorials/export/" +"feature_tags.html]功能标签[/url]文档。\n" "[b]注意:[/b]标签名称区分大小写。" #: doc/classes/OS.xml msgid "" "Returns [code]true[/code] if the device has a touchscreen or emulates one." -msgstr "如果设备有触摸屏或模拟有触摸屏,则返回[code]true[/code]。" +msgstr "如果设备有触摸屏或模拟有触摸屏,则返回 [code]true[/code]。" #: doc/classes/OS.xml msgid "" "Returns [code]true[/code] if the platform has a virtual keyboard, " "[code]false[/code] otherwise." msgstr "" -"如果平台有虚拟键盘,返回[code]true[/code],否则返回[code]false[/code]。" +"如果平台有虚拟键盘,返回 [code]true[/code],否则返回 [code]false[/code]。" #: doc/classes/OS.xml msgid "Hides the virtual keyboard if it is shown, does nothing otherwise." @@ -47624,21 +48887,22 @@ msgid "" "Returns [code]true[/code] if the [b]OK[/b] button should appear on the left " "and [b]Cancel[/b] on the right." msgstr "" -"如果[b]OK[/b]按钮应该显示在左边,[b]Cancel[/b]显示在右边,则返回[code]true[/" +"如果[b]确定[/b]按钮应该显示在左边,[b]取消[/b]显示在右边,则返回 [code]true[/" "code]。" #: doc/classes/OS.xml msgid "" "Returns [code]true[/code] if the input scancode corresponds to a Unicode " "character." -msgstr "如果输入的键码与Unicode字符对应,则返回[code]true[/code]。" +msgstr "如果输入的扫描码与 Unicode 字符对应,则返回 [code]true[/code]。" #: doc/classes/OS.xml msgid "" "Returns [code]true[/code] if the engine was executed with [code]-v[/code] " "(verbose stdout)." msgstr "" -"如果引擎是用[code]-v[/code](verbose stdout)执行的,返回[code]true[/code]。" +"如果引擎是用 [code]-v[/code](verbose stdout)执行的,返回 [code]true[/" +"code]。" #: doc/classes/OS.xml msgid "" @@ -47709,7 +48973,6 @@ msgstr "" "[b]注:[/b]此方法可在Linux、macOS和Windows上实现。" #: doc/classes/OS.xml -#, fuzzy msgid "" "Kill (terminate) the process identified by the given process ID ([code]pid[/" "code]), e.g. the one returned by [method execute] in non-blocking mode. See " @@ -47720,7 +48983,7 @@ msgid "" "Windows." msgstr "" "杀死(终止)由给定的进程 ID([code]pid[/code])标识的进程,例如,在非阻塞模式" -"下由 [method execute] 返回的进程。\n" +"下由 [method execute] 返回的进程。另请参阅 [method crash]。\n" "[b]注意:[/b]这个方法也可以用来杀死不是由游戏产生的进程。\n" "[b]注意:[/b]这个方法在 Android、iOS、Linux、macOS 和 Windows 上实现。" @@ -47852,10 +49115,10 @@ msgid "" "dialog. Image is scaled as needed.\n" "[b]Note:[/b] This method is implemented on HTML5, Linux, macOS and Windows." msgstr "" -"使用图像[Image]资源设置游戏的图标。\n" -"同样的图像用于窗口标题、任务栏/dock和窗口选择对话框。图像会根据需要进行缩" +"使用图像 [Image] 资源设置游戏的图标。\n" +"同样的图像用于窗口标题、任务栏/程序坞和窗口选择对话框。图像会根据需要进行缩" "放。\n" -"[b]注意:[/b] 这个方法在HTML5、Linux、macOS和Windows上实现。" +"[b]注意:[/b]这个方法在 HTML5、Linux、macOS 和 Windows 上实现。" #: doc/classes/OS.xml msgid "" @@ -47868,12 +49131,12 @@ msgid "" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" "设置是否应启用 IME 输入法模式。\n" -"如果激活,IME输入法编辑器在应用程序之前处理关键事件并创建组合字符串和建议列" +"如果激活,IME 输入法编辑器在应用程序之前处理关键事件并创建组合字符串和建议列" "表。\n" "应用程序可以通过使用 [method get_ime_selection] 和 [method get_ime_text] 函数" "来检索组合状态。\n" "输入完成时提交完成的组合字符串。\n" -"[b]注:[/b]该方法在Linux、macOS和Windows上实现。" +"[b]注意:[/b]该方法在 Linux、macOS 和 Windows 上实现。" #: doc/classes/OS.xml msgid "" @@ -47891,10 +49154,10 @@ msgid "" "window selection dialog.\n" "[b]Note:[/b] This method is implemented on macOS and Windows." msgstr "" -"使用多尺寸平台特定图标文件([code]*.ico[/code] 在 Windows 上设置游戏图标,在 " -"macOS 上设置 [code]*.icns[/code] ) 。\n" -"适当的大小子图标用于窗口标题、任务栏/停靠面板和窗口选择对话框。\n" -"[b]注意:[/b] 此方法在 macOS 和 Windows 上实现。" +"使用多尺寸平台特定图标文件设置游戏的图标(在 Windows 上是 [code]*.ico[/" +"code],在 macOS 上是 [code]*.icns[/code])。\n" +"适当的大小子图标用于窗口标题、任务栏/程序坞和窗口选择对话框。\n" +"[b]注意:[/b]此方法在 macOS 和 Windows 上实现。" #: doc/classes/OS.xml msgid "Sets the name of the current thread." @@ -47910,7 +49173,7 @@ msgid "" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" "设置窗口是否应始终位于顶部。\n" -"[b]注:[/b] 该方法在 Linux、macOS 和 Windows 上实现。" +"[b]注意:[/b]该方法在 Linux、macOS 和 Windows 上实现。" #: doc/classes/OS.xml msgid "" @@ -47956,9 +49219,9 @@ msgid "" "[b]Note:[/b] This method is implemented on HTML5, Linux, macOS and Windows." msgstr "" "将窗口标题设置为指定的字符串。\n" -"[b]注意:[/b] 这个应该偶尔使用。不要每帧都设置这个,因为这会对某些窗口管理器" -"的性能产生负面影响。\n" -"[b]注:[/b] 该方法在 HTML5、Linux、macOS 和 Windows 上实现。" +"[b]注意:[/b]应该偶尔使用,不要每帧都设置,因为这会对某些窗口管理器的性能产生" +"负面影响。\n" +"[b]注意:[/b]该方法在 HTML5、Linux、macOS 和 Windows 上实现。" #: doc/classes/OS.xml msgid "" @@ -48003,13 +49266,13 @@ msgid "" "be able to enter multiple lines of text, as in [TextEdit].\n" "[b]Note:[/b] This method is implemented on Android, iOS and UWP." msgstr "" -"如果平台有虚拟键盘,则显示虚拟键盘。\n" +"如果该平台有虚拟键盘,则显示虚拟键盘。\n" "[code]existing_text[/code] 参数对于实现您自己的 [LineEdit] 或 [TextEdit] 很有" "用,因为它告诉虚拟键盘已经输入了哪些文本(虚拟键盘使用它进行自动更正和预" "测)。\n" -"[code]multiline[/code]参数需要设置为[code]true[/code]才能输入多行文本,如" -"[TextEdit]。\n" -"[b]注:[/b]此方法在Android、iOS和UWP上实现。" +"需要把 [code]multiline[/code] 参数设置为 [code]true[/code] 才能输入多行文本," +"如在 [TextEdit] 中。\n" +"[b]注意:[/b]此方法在 Android、iOS 和 UWP 上实现。" #: doc/classes/OS.xml msgid "The clipboard from the host OS. Might be unavailable on some platforms." @@ -48037,11 +49300,11 @@ msgid "" "[b]Note:[/b] This value will be ignored if using [method SceneTree.quit] " "with an [code]exit_code[/code] argument passed." msgstr "" -"主循环退出时传递给操作系统的退出代码。按照惯例,一个[code]0[/code]的退出代码" -"表示成功,而一个非零的退出代码表示错误。出于可移植性的考虑,退出代码应该设置" -"在0到125之间(包括125)。\n" -"[b]注意:[/b] 如果使用[method SceneTree.quit],并传递[code]exit_code[/code]参" -"数,这个值将被忽略。" +"主循环退出时传递给操作系统的退出代码。按照惯例,退出代码 [code]0[/code] 表示" +"成功,而非零的退出代码表示错误。出于可移植性的考虑,退出代码应该设置在 0 到 " +"125 之间(包括 125)。\n" +"[b]注意:[/b]如果使用 [method SceneTree.quit] 并传递了 [code]exit_code[/" +"code] 参数,这个值将被忽略。" #: doc/classes/OS.xml msgid "" @@ -48084,10 +49347,10 @@ msgid "" "[code]Vector2(64, 64)[/code]. This prevents issues that can arise when the " "window is resized to a near-zero size." msgstr "" -"窗口的最小尺寸(以像素为单位)(不计算窗口管理器装饰)。不影响全屏模式。设置" -"为 [code](0, 0)[/code] 可重置为系统默认值。\n" -"[b]注:[/b] 默认情况下,项目窗口的最小尺寸为 [code]Vector2(64, 64)[/code]。这" -"可以防止在将窗口大小调整为接近零时可能出现的问题。" +"窗口的最小像素尺寸(不计算窗口管理器装饰)。不影响全屏模式。设置为 [code](0, " +"0)[/code] 可重置为系统默认值。\n" +"[b]注意:[/b]默认情况下,项目窗口的最小尺寸为 [code]Vector2(64, 64)[/code]。" +"这可以防止在将窗口大小调整为接近零时可能出现的问题。" #: doc/classes/OS.xml msgid "The current screen orientation." @@ -48180,8 +49443,8 @@ msgid "" "The GLES2 rendering backend. It uses OpenGL ES 2.0 on mobile devices, OpenGL " "2.1 on desktop platforms and WebGL 1.0 on the web." msgstr "" -"GLES2的渲染后端。它在移动设备上使用OpenGL ES 2.0,在桌面平台上使用OpenGL " -"2.1,在网络上使用WebGL 1.0。" +"GLES2 渲染后端。它在移动设备上使用 OpenGL ES 2.0,在桌面平台上使用 OpenGL " +"2.1,在 Web 上使用 WebGL 1.0。" #: doc/classes/OS.xml msgid "" @@ -48189,7 +49452,7 @@ msgid "" "3.3 on desktop platforms and WebGL 2.0 on the web." msgstr "" "GLES3 渲染后端。它在移动设备上使用 OpenGL ES 3.0,在桌面平台上使用 OpenGL " -"3.3,在网络上使用 WebGL 2.0。" +"3.3,在 Web 上使用 WebGL 2.0。" #: doc/classes/OS.xml msgid "Sunday." @@ -48276,9 +49539,9 @@ msgid "" "- Android: [code]JNIEnv*[/code] of the application (not yet implemented)" msgstr "" "应用程序句柄:\n" -"- Windows: [code]HINSTANCE[/code] 的应用程序\n" -"- MacOS: [code]NSApplication*[/code] 的应用程序(尚未实现)\n" -"- Android: [code]JNIEnv*[/code] 的应用程序 (尚未实现)" +"- Windows:应用程序的 [code]HINSTANCE[/code]\n" +"- MacOS:应用程序的 [code]NSApplication*[/code](尚未实现)\n" +"- Android:应用程序的 [code]JNIEnv*[/code](尚未实现)" #: doc/classes/OS.xml msgid "" @@ -48407,7 +49670,7 @@ msgstr "插上电源,电池充满电。" #: doc/classes/PackedDataContainerRef.xml msgid "Reference version of [PackedDataContainer]." -msgstr "[PackedDataContainer]的引用版本。" +msgstr "[PackedDataContainer] 的引用版本。" #: doc/classes/PackedScene.xml msgid "An abstraction of a serialized scene." @@ -48561,15 +49824,14 @@ msgstr "" "[b]注意:[/b] 只在编辑器构建中可用。" #: doc/classes/PackedScene.xml -#, fuzzy msgid "" "It's similar to [constant GEN_EDIT_STATE_MAIN], but for the case where the " "scene is being instantiated to be the base of another one.\n" "[b]Note:[/b] Only available in editor builds." msgstr "" -"如果传递给[method instance],向本地场景提供本地场景资源。只有主场景应该接收主" -"编辑状态。\n" -"[b]注意:[/b] 只在编辑器构建中可用。" +"与 [constant GEN_EDIT_STATE_MAIN] 类似,但适用于场景作为另一个场景的基类实例" +"化的情况。\n" +"[b]注意:[/b]仅在编辑器构建中可用。" #: doc/classes/PacketPeer.xml msgid "Abstraction and base class for packet-based protocols." @@ -49098,6 +50360,7 @@ msgid "GPU-based 3D particle emitter." msgstr "基于GPU的3D粒子发射器。" #: doc/classes/Particles.xml +#, fuzzy msgid "" "3D particle node used to create a variety of particle systems and effects. " "[Particles] features an emitter that generates some number of particles at a " @@ -49110,6 +50373,10 @@ msgid "" "to [CPUParticles] by selecting the node, clicking the [b]Particles[/b] menu " "at the top of the 3D editor viewport then choosing [b]Convert to " "CPUParticles[/b].\n" +"[b]Note:[/b] On macOS, [Particles] rendering is much slower than " +"[CPUParticles] due to transform feedback being implemented on the CPU " +"instead of the GPU. Consider using [CPUParticles] instead when targeting " +"macOS.\n" "[b]Note:[/b] After working on a Particles node, remember to update its " "[member visibility_aabb] by selecting it, clicking the [b]Particles[/b] menu " "at the top of the 3D editor viewport then choose [b]Generate Visibility " @@ -49129,13 +50396,12 @@ msgstr "" "见 AABB[/b]。否则,粒子可能会由于相机位置和角度的改变突然消失。" #: doc/classes/Particles.xml -#, fuzzy msgid "" "$DOCS_URL/tutorials/performance/vertex_animation/" "controlling_thousands_of_fish.html" msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/performance/" -"vertex_animation/controlling_thousands_of_fish.html" +"$DOCS_URL/tutorials/performance/vertex_animation/" +"controlling_thousands_of_fish.html" #: doc/classes/Particles.xml msgid "" @@ -49239,6 +50505,7 @@ msgid "GPU-based 2D particle emitter." msgstr "基于GPU的2D粒子发射器。" #: doc/classes/Particles2D.xml +#, fuzzy msgid "" "2D particle node used to create a variety of particle systems and effects. " "[Particles2D] features an emitter that generates some number of particles at " @@ -49251,6 +50518,10 @@ msgid "" "[Particles2D] to [CPUParticles2D] by selecting the node, clicking the " "[b]Particles[/b] menu at the top of the 2D editor viewport then choosing " "[b]Convert to CPUParticles2D[/b].\n" +"[b]Note:[/b] On macOS, [Particles2D] rendering is much slower than " +"[CPUParticles2D] due to transform feedback being implemented on the CPU " +"instead of the GPU. Consider using [CPUParticles2D] instead when targeting " +"macOS.\n" "[b]Note:[/b] After working on a Particles node, remember to update its " "[member visibility_rect] by selecting it, clicking the [b]Particles[/b] menu " "at the top of the 2D editor viewport then choose [b]Generate Visibility " @@ -49857,13 +51128,13 @@ msgid "" "points and increase memory consumption, or make a cubic interpolation " "between two points at the cost of (slightly) slower calculations." msgstr "" -"如果[code]为true[/code],则两个缓存点之间的位置将进行三次插值,否则将线性插" +"如果为 [code]true[/code],则两个缓存点之间的位置将进行三次插值,否则将线性插" "值。\n" -"沿着[Path2D]的[Curve2D]的点在使用前被预先计算,以更快的计算速度。然后在两个相" -"邻的缓存点之间计算请求偏移量的点。这可能会出现一个问题,如果曲线做急转弯,因" -"为缓存点可能不跟随曲线足够近。\n" -"有两种方法可以解决这个问题:要么增加缓存点的数量,增加内存消耗,要么在两个点之" -"间进行三次插值,但代价是(稍微)降低计算速度。" +"沿着 [Path2D] 的 [Curve2D] 的点在使用前被预先计算,以更快的计算速度。然后在两" +"个相邻的缓存点之间计算请求偏移量的点。这可能会出现一个问题,如果曲线做急转" +"弯,因为缓存点可能不跟随曲线足够近。\n" +"有两种方法可以解决这个问题:要么增加缓存点的数量,增加内存消耗,要么在两个点" +"之间进行三次插值,但代价是(稍微)降低计算速度。" #: doc/classes/PathFollow2D.xml msgid "" @@ -49881,7 +51152,7 @@ msgstr "沿着路径的距离,单位为像素。" msgid "" "If [code]true[/code], this node rotates to follow the path, making its " "descendants rotate." -msgstr "如果[code]为true[/code],则该节点将沿着路径旋转,使其后代节点旋转。" +msgstr "如果为 [code]true[/code],则该节点将沿着路径旋转,使其后代节点旋转。" #: doc/classes/PathFollow2D.xml msgid "" @@ -50163,10 +51434,8 @@ msgstr "" #: doc/classes/PhysicsDirectBodyState.xml #: doc/classes/PhysicsDirectSpaceState.xml doc/classes/RayCast.xml #: doc/classes/RayCast2D.xml doc/classes/World.xml doc/classes/World2D.xml -#, fuzzy msgid "$DOCS_URL/tutorials/physics/ray-casting.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/physics/ray-casting.html" +msgstr "$DOCS_URL/tutorials/physics/ray-casting.html" #: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml msgid "Adds a constant directional force without affecting rotation." @@ -50534,7 +51803,6 @@ msgstr "" "值来确定射线是否应该分别与 [PhysicsBody2D] 或 [Area2D] 发生碰撞。" #: doc/classes/Physics2DDirectSpaceState.xml -#, fuzzy msgid "" "Checks the intersections of a shape, given through a " "[Physics2DShapeQueryParameters] object, against the space. The intersected " @@ -50550,16 +51818,15 @@ msgid "" "The number of intersections can be limited with the [code]max_results[/code] " "parameter, to reduce the processing time." msgstr "" -"通过[Physics2DShapeQueryParameters]对象给出的形状与空间的检查交点。\n" -"[b]注意:[/b] 这个方法不考虑对象的[code]motion[/code]属性。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]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 [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]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" +"[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/Physics2DServer.xml msgid "Server interface for low-level 2D physics access." @@ -51417,11 +52684,11 @@ msgstr "当对象退出其形状之一时,第一个参数和区域回调函数 #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to get the number of objects that are not sleeping." -msgstr "常量,用来获取未处于睡眠状态的对象的数量。" +msgstr "常量,用以获取未处于睡眠状态的对象的数量。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "Constant to get the number of possible collisions." -msgstr "常数,用以获取可能的碰撞数。" +msgstr "常量,用以获取可能的碰撞数。" #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml msgid "" @@ -51430,7 +52697,7 @@ msgstr "常量,用以获取可能发生碰撞的空间区域数。" #: doc/classes/Physics2DShapeQueryParameters.xml msgid "Parameters to be sent to a 2D shape physics query." -msgstr "要发送到2D形状物理查询的参数。" +msgstr "要发送到 2D 形状物理查询的参数。" #: doc/classes/Physics2DShapeQueryParameters.xml msgid "" @@ -51454,16 +52721,15 @@ msgstr "如果[code]true[/code],查询将考虑[PhysicsBody2D]。" #: doc/classes/Physics2DShapeQueryParameters.xml #: doc/classes/PhysicsShapeQueryParameters.xml -#, fuzzy msgid "" "The physics layer(s) the query will take into account (as a bitmask). See " "[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-" "and-masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" -"查询将考虑的物理层(作为位掩码)。有关更多信息,请参阅文档中的 [url=https://" -"docs.godotengine.org/zh_CN/stable/tutorials/physics/physics_introduction." -"html#collision-layers-and-masks]碰撞层和掩码[/url]。" +"查询将考虑的物理层(作为位掩码)。有关更多信息,请参阅文档中的[url=$DOCS_URL/" +"tutorials/physics/physics_introduction.html#collision-layers-and-masks]《碰撞" +"层与掩码》[/url]。" #: doc/classes/Physics2DShapeQueryParameters.xml #: doc/classes/PhysicsShapeQueryParameters.xml @@ -51527,7 +52793,7 @@ msgid "" "PhysicsBody2D is an abstract base class for implementing a physics body. All " "*Body2D types inherit from it." msgstr "" -"PhysicsBody2D是一个用于实现物理实体的抽象基类。所有*Body2D类型都继承自它。" +"PhysicsBody2D 是一个用于实现物理实体的抽象基类。所有 *Body2D 类型都继承自它。" #: doc/classes/PhysicsBody2D.xml msgid "" @@ -51537,7 +52803,7 @@ msgstr "碰撞层和碰撞掩码。访问时返回碰撞层。修改时更新碰 #: doc/classes/PhysicsDirectBodyState.xml msgid "Direct access object to a physics body in the [PhysicsServer]." -msgstr "直接访问[PhysicsServer]中的物理体的对象。" +msgstr "直接访问 [PhysicsServer] 中的物理体的对象。" #: doc/classes/PhysicsDirectBodyState.xml msgid "" @@ -51588,8 +52854,8 @@ msgid "" "This will rotate the body around the vector [code]j[/code] passed as " "parameter." msgstr "" -"施加一个扭矩冲量(这将受到物体质量和形状的影响)。这将围绕作为参数传递的向量" -"[code]j[/code]旋转主体。" +"施加一个扭矩冲量(将受到物体质量和形状的影响)。这将围绕作为参数传递的向量 " +"[code]j[/code] 旋转主体。" #: doc/classes/PhysicsDirectBodyState.xml msgid "Returns the collider object." @@ -51622,15 +52888,15 @@ msgstr "物体的线速度,单位为单位每秒。" #: doc/classes/PhysicsDirectSpaceState.xml msgid "Direct access object to a space in the [PhysicsServer]." -msgstr "直接访问[PhysicsServer]中空间的对象。" +msgstr "直接访问 [PhysicsServer] 中空间的对象。" #: doc/classes/PhysicsDirectSpaceState.xml msgid "" "Direct access object to a space in the [PhysicsServer]. It's used mainly to " "do queries against objects and areas residing in a given space." msgstr "" -"直接访问[PhysicsServer]中空间的对象。它主要用于对驻留在特定空间的对象和区域进" -"行查询。" +"直接访问 [PhysicsServer] 中空间的对象。它主要用于对驻留在特定空间的对象和区域" +"进行查询。" #: doc/classes/PhysicsDirectSpaceState.xml msgid "" @@ -52162,7 +53428,7 @@ msgstr "铰链上的最大旋转。" #: doc/classes/PhysicsServer.xml msgid "The minimum rotation across the Hinge." -msgstr "穿过铰链的最小旋转。" +msgstr "铰链上的最小旋转。" #: doc/classes/PhysicsServer.xml msgid "If [code]true[/code], the Hinge has a maximum and a minimum rotation." @@ -52176,13 +53442,13 @@ msgstr "如果[code]true[/code],电机将转动铰链。" msgid "" "The maximum difference between the pivot points on their X axis before " "damping happens." -msgstr "阻尼发生前X轴上枢轴点之间的最大差异。" +msgstr "阻尼发生前轴心点之间在 X 轴上的最大差异。" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "" "The minimum difference between the pivot points on their X axis before " "damping happens." -msgstr "阻尼发生前X轴上枢轴点之间的最小差异。" +msgstr "阻尼发生前轴心点之间在 X 轴上的最小差异。" #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml msgid "" @@ -52280,7 +53546,7 @@ msgstr "垂直于滑块的轴上的旋转阻尼量。" #: doc/classes/PhysicsServer.xml msgid "Represents the size of the [enum SliderJointParam] enum." -msgstr "表示[enum SliderJointParam]枚举的大小。" +msgstr "表示 [enum SliderJointParam] 枚举的大小。" #: doc/classes/PhysicsServer.xml msgid "" @@ -52323,26 +53589,22 @@ msgstr "" "当校正轴旋转中的极限交叉时,该误差容限因子定义了校正的减慢程度。越低越慢。" #: doc/classes/PhysicsServer.xml -#, fuzzy msgid "If set, linear motion is possible within the given limits." -msgstr "如果启用,在给定范围内可以进行线性运动。" +msgstr "设置时,可以在给定的范围内做线性运动。" #: doc/classes/PhysicsServer.xml -#, fuzzy msgid "If set, rotational motion is possible." -msgstr "如果[code]set[/code],则可能存在旋转运动。" +msgstr "设置时,可以做旋转运动。" #: doc/classes/PhysicsServer.xml -#, fuzzy msgid "If set, there is a rotational motor across these axes." -msgstr "如果启用,就有一个跨这些轴的旋转马达。" +msgstr "设置时,在这些轴上有旋转动力。" #: doc/classes/PhysicsServer.xml -#, fuzzy msgid "" "If set, there is a linear motor on this axis that targets a specific " "velocity." -msgstr "如果[code]set[/code],则此轴上有一个以特定速度为目标的线性电机。" +msgstr "设置时,在该轴上有指定速度的线性动力。" #: doc/classes/PhysicsServer.xml msgid "The [Shape] is a [PlaneShape]." @@ -52792,7 +54054,7 @@ msgstr "" #: doc/classes/Polygon2D.xml msgid "" "The polygon's fill texture. Use [code]uv[/code] to set texture coordinates." -msgstr "多边形的填充贴图.使用[code]uv[/code]设置贴图坐标." +msgstr "多边形的填充纹理。使用 [code]uv[/code] 设置纹理坐标。" #: doc/classes/Polygon2D.xml msgid "" @@ -52800,24 +54062,24 @@ msgid "" "the texture's origin (its top-left corner) will be placed at the polygon's " "[code]position[/code]." msgstr "" -"多边形[code]texture[/code](贴图)位置偏移的值.如果[code](0,0)[/code],则贴图的" -"原点(其左上角)将放置在多边形的[code]position[/code](坐标)处." +"多边形 [code]texture[/code] 纹理的偏移量。如果为 [code](0, 0)[/code],则纹理" +"的原点(其左上角)将放置在多边形的 [code]position[/code] 处。" #: doc/classes/Polygon2D.xml msgid "The texture's rotation in radians." -msgstr "贴图的旋转(以弧度为单位)." +msgstr "纹理的旋转弧度。" #: doc/classes/Polygon2D.xml msgid "The texture's rotation in degrees." -msgstr "贴图的旋转(以度数为单位)." +msgstr "纹理的旋转角度。" #: doc/classes/Polygon2D.xml msgid "" "Amount to multiply the [code]uv[/code] coordinates when using a " "[code]texture[/code]. Larger values make the texture smaller, and vice versa." msgstr "" -"当使用[code]texture[/code](贴图)时,乘以[code]uv[/code]坐标的值. 值越大,贴图越" -"小,反之亦然." +"使用 [code]texture[/code] 纹理时乘以 [code]uv[/code] 坐标的值。值越大,纹理越" +"小,反之亦然。" #: doc/classes/Polygon2D.xml msgid "" @@ -52825,8 +54087,8 @@ msgid "" "[code]uv[/code] per polygon vertex. If there are fewer, undefined vertices " "will use [code](0, 0)[/code]." msgstr "" -"多边形每个顶点的贴图坐标.每个多边形顶点应该有一个[code]uv[/code].如果数量少," -"则未定义的顶点将使用[code](0,0)[/code]." +"多边形每个顶点的纹理坐标。每个多边形顶点应该有一个 [code]uv[/code]。如果数量" +"少,则未定义的顶点将使用 [code](0, 0)[/code]。" #: doc/classes/Polygon2D.xml msgid "" @@ -52847,9 +54109,8 @@ msgid "" "does not fragment the memory.\n" "[b]Note:[/b] This type is passed by value and not by reference." msgstr "" -"一个 [Array] 专门设计用于保存字节。针对内存使用进行了优化,不会造成内存碎" -"片。\n" -"[b]注意:[/b] 这种类型是按值传递而不是按引用传递。" +"专门设计用于保存字节的 [Array]。针对内存使用进行了优化,不会造成内存碎片。\n" +"[b]注意:[/b]这种类型是按值传递而不是按引用传递。" #: doc/classes/PoolByteArray.xml msgid "" @@ -52884,26 +54145,26 @@ msgid "" "compression mode using one of [enum File.CompressionMode]'s constants. " "[b]This method only accepts gzip and deflate compression modes.[/b]\n" "This method is potentially slower than [code]decompress[/code], as it may " -"have to re-allocate it's output buffer multiple times while decompressing, " -"where as [code]decompress[/code] knows it's output buffer size from the " -"begining.\n" +"have to re-allocate its output buffer multiple times while decompressing, " +"where as [code]decompress[/code] knows its output buffer size from the " +"beginning.\n" "\n" "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible " "for a small compressed payload to decompress to a potentially very large " "output. To guard against this, you may provide a maximum size this function " "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 " "will allow for unbounded output. If any positive value is passed, and the " -"decompression exceeds that ammount in bytes, then an error will be returned." +"decompression exceeds that amount in bytes, then an error will be returned." msgstr "" -"返回数据解压后的新 [PoolByteArray] 。使用 [enum File.CompressionMode] 的常数" -"之一设置压缩模式。[b]此方法仅接受 gzip 和deflate压缩模式。[/b]\n" -"此方法可能比 [code]decompress[/code] 慢,因为它可能需要在解压时多次重新分配其" -"输出缓冲器,因为 [code]decompress[/code] 从一开始就知道它的输出缓冲器大小。\n" +"返回包含解压后数据的新 [PoolByteArray]。请使用 [enum File.CompressionMode] 常" +"量之一设置压缩模式。[b]这个方法只接受 gzip 和 deflate 压缩模式。[/b]\n" +"这个方法可能比 [code]decompress[/code] 慢,因为在解压时可能需要多次重新分配输" +"出缓冲区,而 [code]decompress[/code] 则在一开始就知道输出缓冲区的大小。\n" "\n" -"GZIP 的最大压缩比为 1032:1,这意味着小型压缩有效载荷极有可能减压到潜在的非常" -"大输出。为了防止这种情况,您可以提供最大尺寸,允许此函数通过 " -"[code]max_output_size[/code] 以字节进行分配。通过 -1 将允许无限制输出。如果通" -"过任何正值,并且解压超过给定的字节值,则将返回错误。" +"GZIP 的最大压缩率为 1032:1,这意味着较小的压缩后负载很有可能解压出非常巨大的" +"输出。为了防止这种情况,你可以通过 [code]max_output_size[/code] 提供允许这个" +"函数分配的最大字节数。传入 -1 则不限制输出。传入正数且解压超过该字节数时,会" +"返回错误。" #: doc/classes/PoolByteArray.xml msgid "" @@ -52913,10 +54174,10 @@ msgid "" "Multibyte sequences will not be interpreted correctly. For parsing user " "input always use [method get_string_from_utf8]." msgstr "" -"返回数组内容的副本为[String]。如果内容是ASCII码,可以通过[method " -"get_string_from_utf8]来对其快速替代。与UTF-8函数不同,该函数将每个字节映射为" -"数组中的一个字符。多字节的序列不会被正确解释。对于解析用户输入的内容,总是使" -"用[method get_string_from_utf8]。" +"以 [String] 形式返回该数组内容的副本。如果内容仅包含 ASCII 字符,是比 " +"[method get_string_from_utf8] 更快的选择。与 UTF-8 函数不同,该函数将每个字节" +"映射为数组中的一个字符。多字节的序列不会被正确解释。解析用户输入的内容请始终" +"使用 [method get_string_from_utf8]。" #: doc/classes/PoolByteArray.xml msgid "" @@ -52925,9 +54186,9 @@ msgid "" "you are unsure about the source of the data. For user input this function " "should always be preferred." msgstr "" -"返回数组内容的副本[String]。比[method get_string_from_ascii]慢,但支持UTF-8编" -"码的数据。如果不确定数据的来源,请使用此函数。对于用户输入,应该始终首选此函" -"数。" +"以 [String] 形式返回该数组内容的副本。比 [method get_string_from_ascii] 慢," +"但支持 UTF-8 编码的数据。如果不确定数据的来源,请使用此函数。对于用户输入,应" +"该始终首选此函数。" #: doc/classes/PoolByteArray.xml msgid "" @@ -52937,10 +54198,10 @@ msgid "" "print(array.hex_encode()) # Prints: 0b2eff\n" "[/codeblock]" msgstr "" -"返回该数组的十六进制,表示为一个[String]。\n" +"以 [String] 形式返回该数组的十六进制表示。\n" "[codeblock]\n" "var array = PoolByteArray([11, 46, 255])\n" -"print(array.hex_encode()) # Prints: 0b2eff\n" +"print(array.hex_encode()) # 输出:0b2eff\n" "[/codeblock]" #: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml @@ -52981,20 +54242,14 @@ 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/PoolRealArray.xml doc/classes/PoolStringArray.xml -#: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml -msgid "Returns the size of the array." -msgstr "返回数组的大小。" - #: doc/classes/PoolByteArray.xml msgid "" "Returns the slice of the [PoolByteArray] between indices (inclusive) as a " "new [PoolByteArray]. Any negative index is considered to be from the end of " "the array." msgstr "" -"返回索引(包括)之间的[PoolByteArray]的片断为一个新的[PoolByteArray]。任何负" -"的索引都被认为是从数组的末端开始的。" +"返回索引之间(包括)的 [PoolByteArray] 的片断为一个新的 [PoolByteArray]。任何" +"负的索引都被认为是从数组的末端开始的。" #: doc/classes/PoolColorArray.xml msgid "A pooled [Array] of [Color]." @@ -53006,8 +54261,8 @@ msgid "" "usage, does not fragment the memory.\n" "[b]Note:[/b] This type is passed by value and not by reference." msgstr "" -"专门用于保存[Color]的[Array]。对内存的使用进行了优化,不会使内存碎片化。\n" -"[b]注意:[/b] 这种类型是通过值传递的,而不是引用。" +"专门用于保存 [Color] 的 [Array]。对内存的使用进行了优化,不会使内存碎片化。\n" +"[b]注意:[/b]这种类型是通过值传递的,而不是引用。" #: doc/classes/PoolColorArray.xml msgid "" @@ -53053,12 +54308,13 @@ msgid "" "around. In comparison, [int] uses signed 64-bit integers which can hold much " "larger values." msgstr "" -"一个专门用于保存整数值的[Array]([int])。对内存的使用进行了优化,不会使内存" -"碎片化。\n" -"[b]注意:[/b] 这种类型是通过值传递的,而不是引用。\n" -"[b]注意:[/b] 这个类型仅限于有符号的32位整数,这意味着它只能在[code][-2^31, " -"2^31 - 1][/code]的区间取值,即[code][-2147483648, 2147483647][/code]。超过这" -"些界限就会被包起来。相比之下,[int]使用有符号的64位整数,可以容纳大得多的值。" +"专门用于保存整数值([int])的 [Array]。对内存的使用进行了优化,不会使内存碎片" +"化。\n" +"[b]注意:[/b]这种类型是通过值传递的,而不是引用。\n" +"[b]注意:[/b]这个类型仅限于有符号的 32 位整数,这意味着它只能在 [code]" +"[-2^31, 2^31 - 1][/code] 的区间取值,即 [code][-2147483648, 2147483647][/" +"code]。超过这些界限就会被包起来。相比之下,[int] 使用有符号的 64 位整数,可以" +"容纳大得多的值。" #: doc/classes/PoolIntArray.xml msgid "" @@ -53082,10 +54338,6 @@ msgstr "" msgid "Changes the int at the given index." msgstr "更改给定索引处的 int。" -#: doc/classes/PoolIntArray.xml -msgid "Returns the array size." -msgstr "返回数组大小。" - #: doc/classes/PoolRealArray.xml msgid "A pooled [Array] of reals ([float])." msgstr "实数 [float] 的[Array]集合。" @@ -53201,7 +54453,7 @@ msgstr "在末尾插入[Vector2]。" #: doc/classes/PoolVector2Array.xml msgid "Changes the [Vector2] at the given index." -msgstr "在给定索引处更改[Vector2]。" +msgstr "更改给定索引处的 [Vector2]。" #: doc/classes/PoolVector3Array.xml msgid "A pooled [Array] of [Vector3]." @@ -53234,7 +54486,7 @@ msgstr "在末尾插入[Vector3]。" #: doc/classes/PoolVector3Array.xml msgid "Changes the [Vector3] at the given index." -msgstr "在给定索引处更改[Vector3]。" +msgstr "更改给定索引处的 [Vector3]。" #: doc/classes/Popup.xml msgid "Base container control for popups and dialogs." @@ -53978,7 +55230,7 @@ msgstr "这个[PopupPanel]的背景面板样式。" #: doc/classes/Portal.xml msgid "Portal nodes are used to enable visibility between [Room]s." -msgstr "门户节点用于实现房间[Room]之间的可见性。" +msgstr "入口节点用于实现 [Room] 之间的可见性。" #: doc/classes/Portal.xml msgid "" @@ -53996,14 +55248,14 @@ msgid "" "There is no need to place an opposite portal in an adjacent room, links are " "made two-way automatically." msgstr "" -"[Portal] 是一种特殊类型的 [MeshInstance],允许门户剔除系统从一个空间“看到”到" -"另一个空间。它们通常对应于水平几何中的门窗。只允许 [Camera] 透过传送门看到," -"这允许系统剔除空间中无法透过传送门看到的所有物体。这是[b]遮挡剔除[/b]的一种形" -"式,可以大大提高性能。\n" -"Portal的形式有一些限制:\n" -"它们必须是单面凸多边形,并且通常您会将它们的正面 [b]向外[/b] 从它们所在的 " +"[Portal] 是一种特殊类型的 [MeshInstance],允许入口剔除系统从一个空间“看到”到" +"另一个空间。它们通常对应于水平几何中的门窗。只允许 [Camera] 透过入口看到,这" +"允许系统剔除空间中无法透过入口看到的所有物体。这是[b]遮挡剔除[/b]的一种形式," +"可以大大提高性能。\n" +"入口的形式有一些限制:\n" +"它们必须是单面凸多边形,并且通常您会将它们的正面[b]朝外[/b]从它们所在的 " "[Room] 定向。顶点应该位于一个平面上(尽管它们的位置不必完美)。\n" -"无需在相邻空间放置对面的传送门,它们会自动建立双向链接。" +"无需在相邻空间放置对面的入口,它们会自动建立双向链接。" #: doc/classes/Portal.xml doc/classes/Room.xml msgid "Sets individual points. Primarily for use by the editor." @@ -54014,7 +55266,7 @@ msgid "" "This is a shortcut for setting the linked [Room] in the name of the [Portal] " "(the name is used during conversion)." msgstr "" -"这是在[Portal]的名称中设置链接[Room]的快捷方式(名称在转换过程中使用)。" +"这是在 [Portal] 的名称中设置链接 [Room] 的快捷方式(名称在转换过程中使用)。" #: doc/classes/Portal.xml msgid "" @@ -54342,7 +55594,6 @@ msgid "Contains global variables accessible from everywhere." msgstr "包含全局变量,可以从任何地方访问。" #: doc/classes/ProjectSettings.xml -#, fuzzy msgid "" "Contains global variables accessible from everywhere. Use [method " "get_setting], [method set_setting] or [method has_setting] to access them. " @@ -54372,15 +55623,13 @@ msgstr "" "指定“项目设置”的属性时,请使用设置的完整路径,包括类别。例如项目名称应使用 " "[code]\"application/config/name\"[/code]。类别和属性名称可以在“项目设置”对话" "框中查看。\n" -"[b]特性标签:[/b]可以使用[url=https://docs.godotengine.org/zh_CN/stable/" -"tutorials/export/feature_tags.html]特性标签[/url]来针对特定的平台和配置(调" -"试、发布……)做项目设置的覆盖。\n" +"[b]特性标签:[/b]可以使用[url=$DOCS_URL/tutorials/export/feature_tags.html]特" +"性标签[/url]来针对特定的平台和配置(调试、发布……)做项目设置的覆盖。\n" "[b]覆盖:[/b]在项目的根目录下创建名为 [code]override.cfg[/code] 的文件,就可" "以对任意项目设置进行覆盖。对于已导出的项目,把这个文件放在与项目二进制文件相" -"同的目录下,也可以达到覆盖的目的。覆盖时仍会考虑基础项目设置的[url=https://" -"docs.godotengine.org/zh_CN/stable/tutorials/export/feature_tags.html]特性标签" -"[/url]。因此,如果你想让它们在所有平台和配置上覆盖基础项目设置,请确保[i]也用" -"[/i]所需的特性标签覆盖该设置。" +"同的目录下,也可以达到覆盖的目的。覆盖时仍会考虑基础项目设置的[url=$DOCS_URL/" +"tutorials/export/feature_tags.html]特性标签[/url]。因此,如果你想让它们在所有" +"平台和配置上覆盖基础项目设置,请确保[i]也用[/i]所需的特性标签覆盖该设置。" #: doc/classes/ProjectSettings.xml msgid "" @@ -54447,7 +55696,6 @@ msgstr "" "[/codeblock]" #: doc/classes/ProjectSettings.xml -#, fuzzy msgid "" "Returns the absolute, native OS path corresponding to the localized " "[code]path[/code] (starting with [code]res://[/code] or [code]user://[/" @@ -54477,9 +55725,8 @@ msgid "" msgstr "" "返回与本地化 [code]path[/code](以 [code]res://[/code] 或 [code]user://[/" "code] 开头)相对应的绝对原生 OS 路径。返回的路径将因操作系统和用户首选项而" -"异。这些路径会转换为什么请参阅[url=https://docs.godotengine.org/zh_CN/stable/" -"tutorials/io/data_paths.html]《Godot 项目中的文件路径》[/url]。另请参阅 " -"[method localize_path]。\n" +"异。这些路径会转换为什么请参阅[url=$DOCS_URL/tutorials/io/data_paths.html]" +"《Godot 项目中的文件路径》[/url]。另请参阅 [method localize_path]。\n" "[b]注意:[/b]对 [code]res://[/code] 调用 [method globalize_path] 在导出的项目" "中不会起作用。当从导出的项目运行时,请将可执行文件的基目录添加到路径中:\n" "[codeblock]\n" @@ -54583,12 +55830,15 @@ msgid "" msgstr "设置配置值的顺序(保存到配置文件时会产生影响)。" #: doc/classes/ProjectSettings.xml +#, fuzzy msgid "" "Sets the value of a setting.\n" "[b]Example:[/b]\n" "[codeblock]\n" "ProjectSettings.set_setting(\"application/config/name\", \"Example\")\n" -"[/codeblock]" +"[/codeblock]\n" +"This can also be used to erase custom project settings. To do this change " +"the setting value to [code]null[/code]." msgstr "" "设置给定配置项的值。\n" "[b]示例:[/b]\n" @@ -54621,14 +55871,13 @@ msgid "Background color for the boot splash." msgstr "启动界面的背景色。" #: doc/classes/ProjectSettings.xml -#, fuzzy msgid "" "If [code]true[/code], scale the boot splash image to the full window size " "(preserving the aspect ratio) when the engine starts. If [code]false[/code], " "the engine will leave it at the default pixel size." msgstr "" -"如果为 [code]true[/code],引擎启动时会将启动图片扩展到整个窗口长度。如果为 " -"[code]false[/code],引擎将保持其默认像素大小。" +"如果为 [code]true[/code],引擎启动时会将启动图片缩放到整个窗口的大小(保持长" +"宽比)。如果为 [code]false[/code],引擎将保持其默认像素大小。" #: doc/classes/ProjectSettings.xml msgid "" @@ -54637,6 +55886,9 @@ msgid "" "[b]Note:[/b] Only effective if [member application/boot_splash/show_image] " "is [code]true[/code]." msgstr "" +"用作启动画面的图片的路径。留空时将使用默认的 Godot 引擎启动画面。\n" +"[b]注意:[/b]仅在 [member application/boot_splash/show_image] 为 [code]true[/" +"code] 时有效。" #: doc/classes/ProjectSettings.xml msgid "" @@ -54645,16 +55897,18 @@ msgid "" "displays the plain color specified in [member application/boot_splash/" "bg_color]." msgstr "" +"为 [code]true[/code] 时,将在引擎启动时显示 [member application/boot_splash/" +"image] 所指定的图片。为 [code]false[/code] 时,仅显示 [member application/" +"boot_splash/bg_color] 所指定的纯色。" #: doc/classes/ProjectSettings.xml -#, fuzzy msgid "" "If [code]true[/code], applies linear filtering when scaling the image " "(recommended for high-resolution artwork). If [code]false[/code], uses " "nearest-neighbor interpolation (recommended for pixel art)." msgstr "" -"如果[code]true[/code],则在缩放图像时应用线性过滤(推荐用于高分辨率图稿)。如果" -"[code]false[/code],则使用最近邻插值(推荐像素艺术)。" +"如果为 [code]true[/code],缩放图像时会应用线性过滤(推荐用于高分辨率图稿)。" +"如果为 [code]false[/code],则使用最近邻插值(推荐用于像素画)。" #: doc/classes/ProjectSettings.xml msgid "" @@ -54696,7 +55950,6 @@ msgstr "" "通过调用[method OS.set_native_icon]自动完成。" #: doc/classes/ProjectSettings.xml -#, fuzzy msgid "" "The project's name. It is used both by the Project Manager and by exporters. " "The project name can be translated by translating its value in localization " @@ -54709,13 +55962,13 @@ msgid "" "match the new project name. See [url=$DOCS_URL/tutorials/io/data_paths." "html]Data paths[/url] in the documentation for more information." msgstr "" -"项目名称。它由项目经理和出口商使用。可以通过翻译本地化文件中的值来翻译项目名" -"称。窗口标题将设置为在启动时自动匹配项目名称。\n" -"[b]注意:[/b] 如果 [member application/config/use_custom_user_dir] 为 " +"项目名称。会在项目管理器和导出器中使用。可以通过翻译本地化文件中的值来翻译项" +"目名称。窗口标题将设置为在启动时自动匹配项目名称。\n" +"[b]注意:[/b]如果 [member application/config/use_custom_user_dir] 为 " "[code]false[/code],更改此值也会更改用户数据文件夹的路径。重命名项目后,您将" "无法再访问 [code]user://[/code] 中的现有数据,除非您重命名旧文件夹以匹配新项" -"目名称。有关更多信息,请参阅文档中的 [url=https://docs.godotengine.org/zh_CN/" -"stable/tutorials/io/data_paths.html]数据路径[/url]。" +"目名称。有关更多信息,请参阅文档中的 [url=$DOCS_URL/tutorials/io/data_paths." +"html]《数据路径》[/url]。" #: doc/classes/ProjectSettings.xml msgid "" @@ -54880,9 +56133,9 @@ msgid "" "visually. This is meant for writing applications and editors, but is pretty " "useless (and can hurt performance) in most games." msgstr "" -"如果[code]true[/code],则启用低处理器使用模式。此设置仅适用于桌面平台。如果视" -"觉上没有任何变化,屏幕不会被重绘。这是为了编写应用程序和编辑器,但在大多数游" -"戏中这是非常无用的(并可能损害性能)。" +"如果 [code]true[/code],则启用低处理器使用模式。此设置仅适用于桌面平台。如果" +"视觉上没有任何变化,屏幕不会被重绘。这是为了编写应用程序和编辑器,但在大多数" +"游戏中这是非常无用的(并可能损害性能)。" #: doc/classes/ProjectSettings.xml msgid "" @@ -54907,7 +56160,7 @@ msgstr "" msgid "" "Default [AudioBusLayout] resource file to use in the project, unless " "overridden by the scene." -msgstr "项目中使用的默认[AudioBusLayout]资源文件,除非被场景覆盖。" +msgstr "项目中使用的默认 [AudioBusLayout] 资源文件,除非被场景覆盖。" #: doc/classes/ProjectSettings.xml msgid "" @@ -55036,21 +56289,22 @@ msgid "" "projects (Godot 2), as using member variables is the preferred style from " "Godot 3 onwards." msgstr "" -"如果[code]true[/code],则在脚本编辑器的自动完成结果中显示getters和setters。这" -"个设置是为了在移植旧项目(戈多2)时使用,因为使用成员变量是从戈多3开始的首选风" -"格。" +"如果为 [code]true[/code],则在脚本编辑器的自动完成结果中显示 Getter 和 " +"Setter。这个设置是为了在移植旧项目(Godot 2)时使用,因为使用成员变量是从 " +"Godot 3 开始的首选风格。" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when a constant is used as a function." -msgstr "如果[code]true[/code],则当常量用作函数时会发出警告。" +msgstr "如果为 [code]true[/code],则当常量用作函数时会发出警告。" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], enables warnings when deprecated keywords such as " "[code]slave[/code] are used." msgstr "" -"如果[code]true[/code],当使用已废弃的关键字如[code]slave[/code]时,启用警告。" +"如果为 [code]true[/code],当使用已废弃的 [code]slave[/code] 等关键字时,将启" +"用警告。" #: doc/classes/ProjectSettings.xml msgid "" @@ -55058,16 +56312,17 @@ msgid "" "gdscript/warnings/*[/code] settings). If [code]false[/code], disables all " "GDScript warnings." msgstr "" -"如果[code]true[/code],则启用特定的GDScript警告(请参阅[code]debug/gdscript/" -"warnings/*[/code]设置)。如果[code]为false[/code],则禁用所有GDScript警告。" +"如果为 [code]true[/code],则启用特定的 GDScript 警告(请参阅 [code]debug/" +"gdscript/warnings/*[/code] 设置)。如果为 [code]false[/code],则禁用所有 " +"GDScript 警告。" #: doc/classes/ProjectSettings.xml msgid "" "If [code]true[/code], scripts in the [code]res://addons[/code] folder will " "not generate warnings." msgstr "" -"如果[code]true[/code],则[code]res://addons[/code]文件夹中的脚本不会生成警" -"告。" +"如果为 [code]true[/code],则 [code]res://addons[/code] 文件夹中的脚本不会生成" +"警告。" #: doc/classes/ProjectSettings.xml msgid "" @@ -55089,7 +56344,7 @@ msgid "" "If [code]true[/code], enables warnings when a function assigned to a " "variable may yield and return a function state instead of a value." msgstr "" -"如果[code]为true[/code],则当分配给变量的函数可能产生并返回函数状态而不是值" +"如果为 [code]true[/code],则当分配给变量的函数可能产生并返回函数状态而不是值" "时,启用警告。" #: doc/classes/ProjectSettings.xml @@ -55110,8 +56365,8 @@ msgid "" "If [code]true[/code], enables warnings when dividing an integer by another " "integer (the decimal part will be discarded)." msgstr "" -"如果[code]为true[/code],则在用一个整数除以另一个整数时启用警告(小数部分将被" -"丢弃)。" +"如果为 [code]true[/code],则在用一个整数除以另一个整数时启用警告(小数部分将" +"被丢弃)。" #: doc/classes/ProjectSettings.xml msgid "" @@ -55119,7 +56374,7 @@ msgid "" "to a function that expects an integer (it will be converted and lose " "precision)." msgstr "" -"如果 [code]为true[/code],则在将浮点值传递给需要整数的函数时启用警告(它将被" +"如果为 [code]true[/code],则在将浮点值传递给需要整数的函数时启用警告(它将被" "转换并失去精度)。" #: doc/classes/ProjectSettings.xml @@ -55260,7 +56515,6 @@ msgid "Message to be displayed before the backtrace when the engine crashes." msgstr "当引擎崩溃时,在回溯之前显示的消息。" #: doc/classes/ProjectSettings.xml -#, fuzzy msgid "" "Maximum number of frames per second allowed. The actual number of frames per " "second may still be below this value if the game is lagging. See also " @@ -55273,11 +56527,14 @@ msgid "" "[b]Note:[/b] This property is only read when the project starts. To change " "the rendering FPS cap at runtime, set [member Engine.target_fps] instead." msgstr "" -"允许的每秒最大帧数。如果游戏延迟,实际的每秒帧数可能低于这个值。\n" -"如果启用[member display/window/vsync/use_vsync],这将优先考虑,强制的FPS值不" -"能超过显示器的刷新率。\n" -"因此,这个设置主要是降低低于VSync的最大FPS,例如,对静态帧进行非实时渲染,或" -"者在延迟条件下测试项目。" +"允许的每秒最大帧数。如果游戏发生延迟,实际的帧率可能低于这个值。另请参阅 " +"[member physics/common/physics_fps]。\n" +"如果启用了 [member display/window/vsync/use_vsync],就会优先考虑它,强制的 " +"FPS 值不能超过显示器的刷新率。\n" +"因此,这个设置主要是降低低于 VSync 的最大 FPS,例如,对静态帧进行非实时渲染," +"或者在延迟条件下测试项目。\n" +"[b]注意:[/b]这个属性在项目启动时只读。要在运行时调整渲染 FPS,请设置 " +"[member Engine.target_fps]。" #: doc/classes/ProjectSettings.xml msgid "Maximum call stack allowed for debugging GDScript." @@ -55436,7 +56693,6 @@ msgstr "" "[b]注意:[/b] 此设置在 iOS、Android 和 HTML5 上被忽略。" #: doc/classes/ProjectSettings.xml -#, fuzzy msgid "" "Sets the main window to full screen when the project starts. Note that this " "is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless " @@ -55452,8 +56708,8 @@ msgstr "" "Windows 和 Linux 上,无边框窗口用于模拟全屏。在 macOS 上,会创建一个新的桌面" "用于显示正在运行的项目。\n" "无论平台如何,启用全屏都会更改窗口大小以匹配显示器的大小。因此,请确保您的项" -"目在启用全屏模式时支持 [url=https://docs.godotengine.org/zh_CN/stable/" -"tutorials/rendering/multiple_resolutions.html]多种分辨率[/url]。\n" +"目在启用全屏模式时支持 [url=$DOCS_URL/tutorials/rendering/" +"multiple_resolutions.html]multiple resolutions]多种分辨率[/url]。\n" "[b]注意:[/b] 在 iOS、Android 和 HTML5 上忽略此设置。" #: doc/classes/ProjectSettings.xml @@ -55575,6 +56831,18 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"Load the previously opened VCS plugin when the editor starts up. This is set " +"to [code]true[/code] whenever a new VCS plugin is initialized." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" +"Last loaded VCS plugin name. Used to autoload the plugin when the editor " +"starts up." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Default value for [member ScrollContainer.scroll_deadzone], which will be " "used for all [ScrollContainer]s unless overridden." msgstr "" @@ -56298,6 +57566,11 @@ msgid "" "in the editor, which also includes C# [code]tool[/code] scripts running " "within the editor as well as editor plugin code." msgstr "" +"针对未处理的 Mono(C#)异常的策略。默认的“Terminate Application”会在抛出未处" +"理的异常时立即退出项目。“Log Error”会在抛出未处理的异常时向控制台日志中写入错" +"误消息,不会打断项目的运行。\n" +"[b]注意:[/b]编辑器中,未处理异常策略始终会被设为“Log Error”,包括在编辑器中" +"执行的 C# [code]tool[/code] 脚本和编辑器插件代码。" #: doc/classes/ProjectSettings.xml msgid "" @@ -56776,6 +58049,15 @@ msgid "" "240. Otherwise, the game will slow down when the rendering framerate goes " "below 30 FPS." msgstr "" +"每秒执行的固定迭代次数。用于控制物理模拟和 [method Node._physics_process] 的" +"执行频率。另请参见 [member debug/settings/fps/force_fps]。\n" +"[b]注意:[/b]本属性在程序开始运行时是只读的。要在运行时修改物理 FPS,请设置 " +"[member Engine.iterations_per_second]。\n" +"[b]注意:[/b]每个渲染帧最多只能模拟 8 次物理迭代。如果为了追赶渲染,需要在每" +"个渲染帧中模拟多于 8 次物理迭代,游戏看上去会是降速的(即便在物理计算中始终使" +"用 [code]delta[/code])。因此,建议不要将 [member physics/common/" +"physics_fps] 设为大于 240 的值。否则,渲染帧率低于 30 FPS 时游戏就会低速运" +"行。" #: doc/classes/ProjectSettings.xml msgid "" @@ -56880,11 +58162,11 @@ msgid "" "NVIDIA GPUs at the cost of performance. This option affects GLES2 and GLES3 " "rendering, but only on desktop platforms." msgstr "" -"一些NVIDIA GPU驱动有bug,对[code]draw_rect[/code]方法产生闪烁问题,特别是在" -"[TileMap]中使用时。详情参阅[url=https://github.com/godotengine/godot/" +"一些 NVIDIA GPU 驱动有 bug,对 [code]draw_rect[/code] 方法产生闪烁问题,特别" +"是在 [TileMap] 中使用时。详情参阅 [url=https://github.com/godotengine/godot/" "issues/9913]GitHub issue 9913[/url]。\n" -"如果[code]为true[/code],该选项将为此类NVIDIA GPU启用 \"安全\" 的代码路径,但" -"会牺牲性能。这个选项会影响GLES2和GLES3的渲染,但只在桌面平台上。" +"如果为 [code]true[/code],该选项将为此类 NVIDIA GPU 启用“安全”的代码路径,但" +"会牺牲性能。这个选项会影响 GLES2 和 GLES3 的渲染,但只在桌面平台上。" #: doc/classes/ProjectSettings.xml msgid "" @@ -57154,6 +58436,13 @@ msgid "" "shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" "code]." msgstr "" +"如果为 [code]true[/code],每当着色器开始或结束异步编译、开始或结束从缓存的重" +"建,都会在日志中对发生了什么添加一行记录。\n" +"如果平台不支持着色器的并行编译,只支持使用二级 GL 上下文实现编译队列,则消息" +"中显示的是当前队列中等待编译的着色器的数量。\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。" #: doc/classes/ProjectSettings.xml msgid "" @@ -57175,6 +58464,16 @@ msgid "" "shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" "code]." msgstr "" +"这是同一时间所能编译(或者从缓存中重建)的着色器的最大数量。\n" +"在运行时,如果已经达到了这个数量,其他能够进行异步编译的着色器会直接使用它们" +"的备用方案,等到数量降低时才会开始设置。\n" +"这是用来让 CPU 负载在运行游戏和编译着色器之间得到平衡的手段。目的是在进行尽可" +"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。" #: doc/classes/ProjectSettings.xml msgid "" @@ -57186,6 +58485,12 @@ msgid "" "shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/" "code]." msgstr "" +"默认是针对 [code]rendering/gles3/shaders/max_concurrent_compiles[/code] 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。" #: doc/classes/ProjectSettings.xml msgid "" @@ -57196,6 +58501,11 @@ msgid "" "shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/" "code]." 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。" #: doc/classes/ProjectSettings.xml msgid "" @@ -57206,6 +58516,11 @@ msgid "" "shaders/shader_compilation_mode[/code] 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。" #: doc/classes/ProjectSettings.xml msgid "" @@ -57231,6 +58546,20 @@ msgid "" "[b]Warning:[/b] Async. compilation is currently only supported for spatial " "and particle materials/shaders." msgstr "" +"设为 [code]Asynchronous[/code] 时,如果目标设备具备条件,就会启用着色器的异步" +"编译(此处点题 [code]Asynchronous[/code])。\n" +"这意味着,在全新的渲染环境中首次使用某个着色器时,编译着色器不会导致游戏停" +"滞。取而代之的是使用后备方案,而实际的着色器会在后台进行编译。一旦实际的着色" +"器完成编译,就会在下一次需要用它进行帧绘图时使用。\n" +"根据给定材质/着色器所配置的异步模式的不同,后备方案可能是使用“超级着色器”(默" +"认)也可能是直接跳过对使用它的对象的渲染。\n" +"超级着色器是一个非常复杂的着色器,虽然慢但是可以用于任何渲染环境。引擎会在内" +"部生成这个着色器,这样在一开始就能使用,而传统的根据不同条件优化的版本则需要" +"进行编译。\n" +"为了节省加载时间,你可以使用 [code]Asynchronous + Cache[/code],会让超级着色" +"器也被缓存到存储之中,这样下一次使用时准备起来就会更快(前提是平台支持这么" +"做)。\n" +"[b]警告:[/b] 异步编译目前只支持空间和粒子材质/着色器。" #: doc/classes/ProjectSettings.xml msgid "" @@ -57365,12 +58694,12 @@ msgid "" "If you accidentally build your level with portals facing the wrong way, this " "setting can fix the problem.\n" "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial " -"convertion to [Portal] nodes." +"conversion to [Portal] nodes." msgstr "" -"默认的惯例是,portal的法线从源空间向外。\n" -"如果你在建造关卡时不小心将portal朝向了错误的方向,这个设置可以解决这个问" +"默认的惯例是,入口的法线指向源房间外部(面朝外)。\n" +"如果你在建造关卡时不小心将入口都朝向了错误的方向,这个设置可以解决这个问" "题。\n" -"它将在初始转换为[Portal]节点时翻转命名的portal网格(即[code]-portal[/" +"它将在初始转换为 [Portal] 节点时翻转命名的入口网格(即 [code]-portal[/" "code])。" #: doc/classes/ProjectSettings.xml @@ -57426,13 +58755,14 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" -"If [code]true[/code], allocates the main framebuffer with high dynamic " -"range. High dynamic range allows the use of [Color] values greater than 1.\n" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with high " +"dynamic range. High dynamic range allows the use of [Color] values greater " +"than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" -"如果 [code]true[/code],则分配具有高动态范围(HDR)的主帧缓冲区。高动态范围允" -"许使用大于 1 的 [Color] 值。\n" -"[b]注意:[/b] 仅在 GLES3 后端可用。" +"如果为 [code]true[/code],分配根 [Viewport] 的帧缓冲时将使用高动态范围。高动" +"态范围允许使用大于 1 的 [Color] 值。\n" +"[b]注意:[/b]仅在 GLES3 后端中可用。" #: doc/classes/ProjectSettings.xml msgid "" @@ -57444,6 +58774,26 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"If [code]true[/code], allocates the root [Viewport]'s framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member rendering/quality/depth/hdr] is also " +"enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member rendering/quality/filters/use_debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" +"如果为 [code]true[/code],分配根 [Viewport] 的帧缓冲时将使用完整浮点数精度" +"(32 位)而不是半浮点数精度(16 位)。仅在同时启用 [member rendering/quality/" +"depth/hdr] 时有效。\n" +"[b]注意:[/b]启用这个设置不会提升渲染质量。使用完整浮点数精度较慢,一般只有要" +"求更高精度的高级着色器需要使用。如果是要减少条带效应,请启用 [member " +"rendering/quality/filters/use_debanding]。\n" +"[b]注意:[/b]仅在 GLES3 后端中可用。" + +#: doc/classes/ProjectSettings.xml +msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" @@ -57964,11 +59314,11 @@ msgid "" "located inside the project folder then restart the editor (see [member " "application/config/use_hidden_project_data_directory])." msgstr "" -"如果 [code]true[/code],纹理导入器将使用Ericsson纹理压缩算法导入 VRAM 压缩的" -"纹理。此算法不支持纹理中的 alpha 通道。\n" -"[b]注意:[/b]更改此设置不会[i]不[/i]影响之前已经导入的纹理。要将此设置应用于" -"已导入的纹理,请退出编辑器,删除位于项目中的 [code].import/[/code] 文件夹,然" -"后重新启动编辑器,参阅 [member application/config/" +"如果 [code]true[/code],纹理导入器将使用爱立信纹理压缩算法导入 VRAM 压缩的纹" +"理。此算法不支持纹理中的 Alpha 通道。\n" +"[b]注意:[/b]更改此设置[i]不会[/i]影响之前已经导入的纹理。要将此设置应用于已" +"导入的纹理,请退出编辑器,删除位于项目中的 [code].import/[/code] 文件夹,然后" +"重新启动编辑器,参阅 [member application/config/" "use_hidden_project_data_directory]。" #: doc/classes/ProjectSettings.xml @@ -57982,9 +59332,9 @@ msgid "" "located inside the project folder then restart the editor (see [member " "application/config/use_hidden_project_data_directory])." msgstr "" -"如果 [code]true[/code],纹理导入器将使用 Ericsson Texture Compression 2 算法" -"导入 VRAM 压缩的纹理。仅在使用 GLES3 渲染器时,才支持此纹理压缩算法。\n" -"[b]注意:[/b]更改此设置[i]不[/i]会影响之前已经导入的纹理。要将此设置应用于已" +"如果 [code]true[/code],纹理导入器将使用爱立信纹理压缩 2 算法导入 VRAM 压缩的" +"纹理。仅在使用 GLES3 渲染器时,才支持此纹理压缩算法。\n" +"[b]注意:[/b]更改此设置[i]不会[/i]影响之前已经导入的纹理。要将此设置应用于已" "导入的纹理,请退出编辑器,删除位于项目中的 [code].import/[/code] 文件夹,然后" "重新启动编辑器,参阅 [member application/config/" "use_hidden_project_data_directory]。" @@ -58086,12 +59436,10 @@ msgstr "" "加有效,并且对浮点错误有很强的抵抗力。" #: doc/classes/Quat.xml -#, fuzzy msgid "" "$DOCS_URL/tutorials/3d/using_transforms.html#interpolating-with-quaternions" msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/3d/using_transforms." -"html#interpolating-with-quaternions" +"$DOCS_URL/tutorials/3d/using_transforms.html#interpolating-with-quaternions" #: doc/classes/Quat.xml msgid "Constructs a quaternion from the given [Basis]." @@ -58302,11 +59650,8 @@ msgstr "" "不是实际的默认种子。" #: doc/classes/RandomNumberGenerator.xml -#, fuzzy msgid "$DOCS_URL/tutorials/math/random_number_generation.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/math/" -"random_number_generation.html" +msgstr "$DOCS_URL/tutorials/math/random_number_generation.html" #: doc/classes/RandomNumberGenerator.xml msgid "" @@ -58570,17 +59915,16 @@ msgstr "添加碰撞例外,这样射线就不会报告与指定 [RID] 的碰 msgid "Removes all collision exceptions for this ray." msgstr "删除此射线的所有碰撞例外。" -#: doc/classes/RayCast.xml +#: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray.\n" -"Use this method to update the collision information immediately instead of " -"waiting for the next [code]_physics_process[/code] call, for example if the " -"ray or its parent has changed state.\n" +"Updates the collision information for the ray. Use this method to update the " +"collision information immediately instead of waiting for the next " +"[code]_physics_process[/code] call, for example if the ray or its parent has " +"changed state.\n" "[b]Note:[/b] [code]enabled[/code] is not required for this to work." msgstr "" -"更新射线的碰撞信息。\n" -"使用此方法立即更新碰撞信息,而不是等待下一个 [code]_physics_process[/code] 调" -"用,例如,如果光线或其父级已更改状态。\n" +"更新射线的碰撞信息。使用此方法立即更新碰撞信息,而不是等待下一次 " +"[code]_physics_process[/code] 调用,例如,如果光线或其父级已更改状态。\n" "[b]注意:[/b] [code]enabled[/code]不需要此功能。" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml @@ -58662,7 +60006,6 @@ msgid "If [code]true[/code], collision with [PhysicsBody]s will be reported." msgstr "如果 [code]true[/code],将反馈与 [PhysicsBody] 的碰撞。" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml -#, fuzzy msgid "" "The ray's collision mask. Only objects in at least one collision layer " "enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/" @@ -58670,9 +60013,8 @@ msgid "" "masks[/url] in the documentation for more information." msgstr "" "光线的碰撞遮罩。只有在遮罩中启用至少一个碰撞层中物体,才会被检测到。有关更多" -"信息,请参阅文档中的 [url=https://docs.godotengine.org/zh_CN/stable/" -"tutorials/physics/physics_introduction.html#collision-layers-and-masks]碰撞层" -"和掩码[/url]。" +"信息,请参阅文档中的 [url=$DOCS_URL/tutorials/physics/physics_introduction." +"html#collision-layers-and-masks]《碰撞层与掩码》[/url]。" #: doc/classes/RayCast.xml msgid "" @@ -58741,18 +60083,6 @@ msgstr "" #: doc/classes/RayCast2D.xml msgid "" -"Updates the collision information for the ray. Use this method to update the " -"collision information immediately instead of waiting for the next " -"[code]_physics_process[/code] call, for example if the ray or its parent has " -"changed state.\n" -"[b]Note:[/b] [code]enabled[/code] is not required for this to work." -msgstr "" -"更新射线的碰撞信息。使用此方法立即更新碰撞信息,而不是等待下一次 " -"[code]_physics_process[/code] 调用,例如,如果光线或其父级已更改状态。\n" -"[b]注意:[/b] [code]enabled[/code]不需要此功能。" - -#: doc/classes/RayCast2D.xml -msgid "" "Sets or clears individual bits on the collision mask. This makes selecting " "the areas scanned easier." msgstr "设置或清除碰撞掩码上的单个位。这使得选择扫描区域更容易。" @@ -58817,13 +60147,13 @@ msgid "" "[Rect2] consists of a position, a size, and several utility functions. It is " "typically used for fast overlap tests.\n" "It uses floating-point coordinates.\n" -"The 3D counterpart to [Rect2] is [AABB].\n" -"Negative values for [member size] are not supported and will not work for " -"most methods. Use [method abs] to get a Rect2 with a positive size." +"The 3D counterpart to [Rect2] is [AABB]." msgstr "" "[Rect2] 由一个坐标、一个大小和几个实用函数组成。它通常用于快速重叠测试。\n" "它使用浮点坐标。\n" -"[Rect2] 在 3D 中对应 [AABB]。" +"[Rect2] 在 3D 中对应 [AABB]。\n" +"不支持负数的 [member size],大多数方法都无法正常工作。请使用 [method abs] 获" +"取正数大小的 Rect2。" #: doc/classes/Rect2.xml msgid "Constructs a [Rect2] by position and size." @@ -58876,11 +60206,10 @@ msgid "Returns the area of the [Rect2]." msgstr "返回 [Rect2] 面积。" #: doc/classes/Rect2.xml -#, fuzzy msgid "" "Returns the center of the [Rect2], which is equal to [member position] + " "([member size] / 2)." -msgstr "返回这个向量的长宽比,即[member x] 与[member y]的比例。" +msgstr "返回该 [Rect2] 的中心,等于 [member position] + ([member size] / 2)。" #: doc/classes/Rect2.xml msgid "" @@ -58984,8 +60313,8 @@ msgstr "" "在那时自动释放。因此,不需要使用 [method Object.free] 手动释放引用。\n" "在绝大多数用例中,您只需要实例化和使用 [Reference] 派生类型。此类中提供的方法" "仅适用于高级用户,如果误用可能会导致问题。\n" -"[b]注意:[/b]在C#中,引用不再使用后不会立即释放。相反,垃圾收集将定期运行并释" -"放不再使用的引用。这意味着未使用的引用会在被删除之前停留一段时间。" +"[b]注意:[/b]在 C# 中,引用不再使用后不会立即释放。相反,垃圾收集将定期运行并" +"释放不再使用的引用。这意味着未使用的引用会在被删除之前停留一段时间。" #: doc/classes/Reference.xml msgid "" @@ -59049,14 +60378,12 @@ msgstr "" "[ReferenceRect]将在游戏中可见。" #: doc/classes/ReflectionProbe.xml -#, fuzzy msgid "" "Captures its surroundings to create fast, accurate reflections from a given " "point." -msgstr "捕捉其周围的环境,以创造反射。" +msgstr "捕捉某个位置周围的环境,用于快速创建准确的反射。" #: doc/classes/ReflectionProbe.xml -#, fuzzy msgid "" "Capture its surroundings as a dual paraboloid image, and stores versions of " "it with increasing levels of blur to simulate different material " @@ -59085,24 +60412,26 @@ msgid "" msgstr "" "将其周围环境捕捉为双抛物面图像,并以越来越高的模糊度存储其版本,以模拟不同的" "材质粗糙度。\n" -"[ReflectionProbe]用于以性能为代价创建高质量的反射。它可以与[GIProbe]和屏幕空" -"间反射相结合,实现高质量的反射。[ReflectionProbe]渲染其[member cull_mask]内的" -"所有对象,所以更新它们可能相当消耗资源。最好是用重要的静态对象更新一次,然后" -"就不去管了。\n" -"[b]注意:[/b] 默认情况下,Godot只会渲染16个反射探针。如果需要更多,可以增加图" -"集的细分数量。这个设置可以在[member ProjectSettings.rendering/quality/" +"[ReflectionProbe] 可以用较低的性能消耗创建高质量的反射([member update_mode] " +"为 [constant UPDATE_ONCE] 时)。多个 [ReflectionProbe] 可以与场景平滑地混合到" +"一起。[ReflectionProbe] 还可以与 [GIProbe]、屏幕空间的反射([member " +"Environment.ss_reflections_enabled])相结合,在特定区域获取更精确的反射。" +"[ReflectionProbe] 会渲染其 [member cull_mask] 内的所有对象,所以更新可能相当" +"消耗资源。最好是用重要的静态对象更新一次,然后就不去管了。\n" +"[b]注意:[/b]与 [GIProbe] 不同,[ReflectionProbe] 只会从 [WorldEnvironment] " +"节点获取环境。如果你是在 [Camera] 节点上指定的 [Environment],就会被 " +"[ReflectionProbe] 忽略,导致 [ReflectionProbe] 中获取到错误的光照。\n" +"[b]注意:[/b]默认情况下,Godot 只会渲染 16 个反射探针。如果需要更多,可以增加" +"图集的细分数量。这个设置可以在[member ProjectSettings.rendering/quality/" "reflections/atlas_subdiv]找到。\n" -"[b]注意:[/b] 对于一个网格,GLES2后端只能同时显示两个反射探针。如果可能的话," +"[b]注意:[/b]对于一个网格,GLES2 后端只能同时显示两个反射探针。如果可能的话," "把跨越多个反射探针的大网格分割成小网格。" #: doc/classes/ReflectionProbe.xml -#, fuzzy msgid "$DOCS_URL/tutorials/3d/reflection_probes.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/3d/reflection_probes.html" +msgstr "$DOCS_URL/tutorials/3d/reflection_probes.html" #: doc/classes/ReflectionProbe.xml -#, fuzzy msgid "" "If [code]true[/code], enables box projection. This makes reflections look " "more correct in rectangle-shaped rooms by offsetting the reflection center " @@ -59110,20 +60439,21 @@ msgid "" "[b]Note:[/b] To better fit rectangle-shaped rooms that are not aligned to " "the grid, you can rotate the [ReflectionProbe] node." msgstr "" -"如果 [code]true[/code],则启用箱体投影。通过根据相机的位置偏移反射中心,这使" -"得在矩形房间中的反射看起来更正确。" +"为 [code]true[/code] 时将启用箱体投影。通过根据相机的位置偏移反射中心,这使得" +"在矩形房间中的反射看起来更正确。\n" +"[b]注意:[/b]为了更好地适应未与网格对齐的区域,你可以旋转 [ReflectionProbe] " +"节点。" #: doc/classes/ReflectionProbe.xml -#, fuzzy msgid "" "Sets the cull mask which determines what objects are drawn by this probe. " "Every [VisualInstance] with a layer included in this cull mask will be " "rendered by the probe. To improve performance, it is best to only include " "large objects which are likely to take up a lot of space in the reflection." msgstr "" -"设置剔除遮罩,确定此探针绘制的对象。这个剔除蒙版中包含一个层的每个 " -"[VisualInstance] 都将由探测器渲染。最好只包含可能在反射中占用大量空间的大物" -"体,以节省渲染成本。" +"设置剔除遮罩,确定此探针绘制的对象。只要 [VisualInstance] 的层包含在这个剔除" +"遮罩中,就会被该探针渲染。最好只包含可能在反射中占用大量空间的大物体,以节省" +"渲染成本。" #: doc/classes/ReflectionProbe.xml msgid "" @@ -59135,7 +60465,6 @@ msgstr "" "禁用它,可以使用 [constant UPDATE_ALWAYS] [member update_mode]。" #: doc/classes/ReflectionProbe.xml -#, fuzzy msgid "" "The size of the reflection probe. The larger the extents the more space " "covered by the probe which will lower the perceived resolution. It is best " @@ -59144,7 +60473,9 @@ msgid "" "rotate the [ReflectionProbe] node." msgstr "" "反射探针的大小。范围越大,探针覆盖的空间就越大,这将降低感知的分辨率。最好的" -"办法是把范围保持在你需要的程度上。" +"办法是把范围保持在你需要的程度上。\n" +"[b]注意:[/b]为了更好地适应未与网格对齐的区域,你可以旋转 [ReflectionProbe] " +"节点。" #: doc/classes/ReflectionProbe.xml msgid "" @@ -59184,14 +60515,13 @@ msgstr "" "[code]internal_ambient_*[/code]属性控制。" #: doc/classes/ReflectionProbe.xml -#, fuzzy msgid "" "The maximum distance away from the [ReflectionProbe] an object can be before " "it is culled. Decrease this to improve performance, especially when using " "the [constant UPDATE_ALWAYS] [member update_mode]." msgstr "" -"设置物体在被删除前与探针的最大距离。等同于[member ReflectionProbe." -"max_distance]。" +"设置对象在被剔除前与该 [ReflectionProbe] 的最大距离。调低可以提升性能,尤其是" +"使用 [constant UPDATE_ALWAYS] 作为 [member update_mode] 时。" #: doc/classes/ReflectionProbe.xml msgid "" @@ -59200,15 +60530,16 @@ msgid "" "reflection fits a rectangle-shaped room, while reducing the amount of " "objects that \"get in the way\" of the reflection." msgstr "" +"设置该 [ReflectionProbe] 在 [member box_projection] 模式下所使用的原点偏移" +"量。设为非 0 值可以保证反射适用于矩形房间,同时减少“挡住”反射的对象数量。" #: doc/classes/ReflectionProbe.xml -#, fuzzy msgid "" "Sets how frequently the [ReflectionProbe] is updated. Can be [constant " "UPDATE_ONCE] or [constant UPDATE_ALWAYS]." msgstr "" -"设置探针更新的频率。可以是 [constant UPDATE_ONCE] 或 [constant " -"UPDATE_ALWAYS]。" +"设置 [ReflectionProbe] 的更新频率。可以是 [constant UPDATE_ONCE] 或 " +"[constant UPDATE_ALWAYS]。" #: doc/classes/ReflectionProbe.xml msgid "" @@ -59220,6 +60551,11 @@ msgid "" "geometry changes. You can force a [ReflectionProbe] update by moving the " "[ReflectionProbe] slightly in any direction." msgstr "" +"在下一帧更新一次探针(建议大多数对象使用)。对应的辐照度贴图会在后续六帧中陆" +"续生成。更新所花费的时间比 [constant UPDATE_ALWAYS] 多,但消耗的性能比它少、" +"产生的反射质量也更高。ReflectionProbe 的变换发生变化时也会进行更新,但不会在" +"周围几何体变化时更新。你可以通过将该 [ReflectionProbe] 在任意方向上进行小幅度" +"移动来强制更新 [ReflectionProbe]。" #: doc/classes/ReflectionProbe.xml msgid "" @@ -59229,6 +60565,9 @@ msgid "" "[constant UPDATE_ALWAYS] at most per scene. For all other use cases, use " "[constant UPDATE_ONCE]." msgstr "" +"每一帧都更新该探针。可以为快速移动的对象(如汽车)提供更好的结果。然而,带来" +"的性能消耗也是显著的。因此,建议同一个场景中最多只使用一个 [constant " +"UPDATE_ALWAYS] 的 ReflectionProbe。其他用途请使用 [constant UPDATE_ONCE]。" #: modules/regex/doc_classes/RegEx.xml msgid "Class for searching text for patterns using regular expressions." @@ -59619,10 +60958,8 @@ msgstr "" "行,并释放不再使用的资源。这意味着未使用的资源在被删除之前会停留一段时间。" #: doc/classes/Resource.xml -#, fuzzy msgid "$DOCS_URL/tutorials/scripting/resources.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/scripting/resources.html" +msgstr "$DOCS_URL/tutorials/scripting/resources.html" #: doc/classes/Resource.xml msgid "" @@ -60385,17 +61722,6 @@ msgid "" msgstr "返回文本标签的总字符数。不包括 BBCode。" #: doc/classes/RichTextLabel.xml -msgid "" -"Returns the vertical scrollbar.\n" -"[b]Warning:[/b] This is a required internal node, removing and freeing it " -"may cause a crash. If you wish to hide it or any of its children, use their " -"[member CanvasItem.visible] property." -msgstr "" -"返回垂直滚动条。\n" -"[b]警告:[/b] 这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望" -"隐藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。" - -#: doc/classes/RichTextLabel.xml msgid "Returns the number of visible lines." msgstr "返回可见行数。" @@ -60950,8 +62276,7 @@ msgstr "" msgid "" "Returns the inverse inertia tensor basis. This is used to calculate the " "angular acceleration resulting from a torque applied to the RigidBody." -msgstr "" -"返回逆惯性张力基矩阵(Basis)。这用于计算由施加到刚体的扭矩产生的角加速度。" +msgstr "返回逆惯性张力基。这用于计算由施加到 RigidBody 的扭矩产生的角加速度。" #: doc/classes/RigidBody.xml msgid "Locks the specified linear or rotational axis." @@ -60999,9 +62324,10 @@ msgid "" "Deprecated, use [member PhysicsMaterial.bounce] instead via [member " "physics_material_override]." msgstr "" -"实体的弹性。值范围从[code]0[/code](无弹跳)到[code]1[/code](完全弹跳)。\n" -"已被废弃,请通过[member physics_material_override]使用[member " -"PhysicsMaterial.bounce]代替。" +"实体的弹性。值范围从 [code]0[/code](无弹跳)到 [code]1[/code](完全弹" +"跳)。\n" +"已废弃,请通过 [member physics_material_override] 使用 [member " +"PhysicsMaterial.bounce] 代替。" #: doc/classes/RigidBody.xml msgid "" @@ -61070,8 +62396,8 @@ msgid "" "Deprecated, use [member PhysicsMaterial.friction] instead via [member " "physics_material_override]." msgstr "" -"实体的摩擦力,从0(无摩擦)到1(最大摩擦)。\n" -"已经废弃,请通过 [member physics_material_override] 使用 [member " +"实体的摩擦力,从 0(无摩擦)到 1(最大摩擦)。\n" +"已废弃,请通过 [member physics_material_override] 使用 [member " "PhysicsMaterial.friction] 代替。" #: doc/classes/RigidBody.xml @@ -61766,7 +63092,7 @@ msgstr "将 [Room] 组合在一起以实现通用功能。" #: doc/classes/RoomGroup.xml msgid "" -"Although [Room] behaviour can be specified individually, sometimes it is " +"Although [Room] behavior can be specified individually, sometimes it is " "faster and more convenient to write functionality for a group of rooms.\n" "[RoomGroup]s should be placed as children of the [b]room list[/b] (the " "parent [Node] of your [Room]s), and [Room]s should be placed in turn as " @@ -61779,14 +63105,14 @@ msgid "" "[code]notification[/code]s as they enter and exit the [b]gameplay area[/b] " "(see [RoomManager] for details)." msgstr "" -"尽管可以单独指定 [Room] 行为,但有时为一组空间编写功能会更快更方便。\n" -"[RoomGroup] 应作为[b]空间列表[/b](您的 [Room] 的父 [Node])的子项而设置,而 " -"[Room] 应作为 [RoomGroup] 的子项依次设置以便将它们分配给 RoomGroup。\n" +"尽管可以单独指定 [Room] 行为,但有时为一组房间编写功能会更快更方便。\n" +"[RoomGroup] 应作为[b]空间列表[/b](您的 [Room] 的父 [Node])的子项,而 " +"[Room] 应作为 [RoomGroup] 的子项依次放置以便将它们分配给 RoomGroup。\n" "例如,[RoomGroup] 可用于指定[b]处于外部[/b]的 [Room],并在玩家进入/退出该区域" "时打开或关闭定向光、天空或雨效果。\n" -"当 [code]gameplay_monitor[/code] 开启时,[RoomGroup] 收到[b]游戏回调[/b],在" -"他们进入和退出[b]游戏区域[/b]时,以[code]信号[/code]或[code]通知[/code]的形式" -"(详见 [RoomManager])。" +"当 [code]gameplay_monitor[/code] 开启时,[RoomGroup] 可以收到[b]游戏回调[/" +"b],在他们进入和退出[b]游戏区域[/b]时,以[code]信号[/code]或[code]通知[/code]" +"的形式(详见 [RoomManager])。" #: doc/classes/RoomGroup.xml msgid "" @@ -61807,7 +63133,7 @@ msgstr "" #: doc/classes/RoomManager.xml msgid "The RoomManager node is used to control the portal culling system." -msgstr "RoomManager 节点用于控制portal剔除系统。" +msgstr "RoomManager 节点可用于控制入口剔除系统。" #: doc/classes/RoomManager.xml msgid "" @@ -61818,10 +63144,10 @@ msgid "" "is controlled by the [RoomManager] node, and the [RoomManager] also contains " "settings that are common throughout the portal system." msgstr "" -"为了使用portal遮挡剔除系统,您必须使用 [Room] 和 [Portal] 来构建您的关卡。在" -"这些可以在运行时使用之前,它们必须经过一个简短的转换过程来构建 [code]room " -"graph[/code],这是portal剔除所需的运行时数据。 [code]portal graph[/code]由" -"[RoomManager]节点控制,[RoomManager]还包含整个portal系统通用的设置。" +"为了使用入口遮挡剔除系统,您必须使用 [Room] 和 [Portal] 来构建您的关卡。在这" +"些可以在运行时使用之前,它们必须经过一个简短的转换过程来构建 [code]room " +"graph[/code],这是入口剔除所需的运行时数据。 [code]portal graph[/code] 由 " +"[RoomManager] 节点控制,[RoomManager] 还包含整个入口系统通用的设置。" #: doc/classes/RoomManager.xml msgid "" @@ -61829,8 +63155,8 @@ 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、从关卡转换到关卡或" -"返回主菜单时使用此选项。" +"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" +"或返回主菜单时使用此选项。" #: doc/classes/RoomManager.xml msgid "" @@ -61891,7 +63217,7 @@ msgid "" "tree, to avoid confusion. See [CullInstance] for a full description of " "portal modes." msgstr "" -"这是整个portal剔除系统中最重要的功能。没有它,系统就无法运行。\n" +"这是整个入口剔除系统中最重要的功能。没有它,系统就无法运行。\n" "首先,它遍历作为 [code]room list[/code] 的节点(以及其中的 [RoomGroup])子节" "点的每个 [Room],并将其转换并添加到 [code]room graph[/code]。\n" "这适用于遵循特殊命名约定的 [Room] 节点和 [Spatial] 节点。它们应该以前缀 " @@ -61909,17 +63235,17 @@ msgstr "" "一个优势)。但是,为了从一个空间看到相邻的空间,您必须放置 [Portal],它代表摄" "像机可以看到的开口,如窗户和门。\n" "[Portal] 实际上只是专门的 [MeshInstance]。实际上,您通常会首先通过创建 " -"[MeshInstance],尤其是 [code]plane[/code] 网格实例来创建portal。您可以在编辑" -"器中移动平面以覆盖窗户或门口,正面朝空间外。为了让转换过程知道您希望此网格成" -"为portal,我们再次使用特殊的命名约定。要转换为 [Portal] 的 [MeshInstance] 应" -"以前缀 [i]'Portal_'[/i] 开头。\n" +"[MeshInstance],尤其是 [code]plane[/code] 网格实例来创建入口。您可以在编辑器" +"中移动平面以覆盖窗户或门口,正面朝空间外。为了让转换过程知道您希望此网格成为" +"portal,我们再次使用特殊的命名约定。要转换为 [Portal] 的 [MeshInstance] 应以" +"前缀 [i]'Portal_'[/i] 开头。\n" "您现在有一个选择 - 您可以将名称保留为 [i]'Portal_'[/i],并允许系统自动检测最" "近的 [Room] 进行链接。在大多数情况下,这将正常工作。\n" -"另一种方法是手动指定要链接到的 [Room],在portal名称后附加一个后缀,该后缀应该" -"是您要链接到的空间的名称。例如,[i]'Portal_lounge'[/i] 将尝试链接到名为 " +"另一种方法是手动指定要链接到的 [Room],在入口名称后附加一个后缀,该后缀应该是" +"您要链接到的空间的名称。例如,[i]'Portal_lounge'[/i] 将尝试链接到名为 " "[i]'Room_lounge'[/i] 的空间。\n" -"这里有一个特殊情况——Godot 不允许两个节点共享相同的名称。如果您想手动将多个" -"portal通向同一个空间怎么办?当然,它们都需要被调用,例如[i]'Portal_lounge'[/" +"这里有一个特殊情况——Godot 不允许两个节点共享相同的名称。如果您想手动将多个入" +"口通向同一个空间怎么办?当然,它们都需要被调用,例如[i]'Portal_lounge'[/" "i]?\n" "解决方案是通配符。在空间名称之后,如果您使用字符 [i]'*'[/i],则该字符及其后的" "任何内容都将被忽略。因此,您可以使用例如 [i]'Portal_lounge*0'[/i]、" @@ -61941,12 +63267,12 @@ msgid "" "Switching to [code]active[/code] will have no effect when the [code]room " "graph[/code] is unloaded (the rooms have not yet been converted)." msgstr "" -"打开和关闭portal剔除系统。\n" -"需要注意的是,当portal剔除处于活动状态时,它负责 [b]所有[/b] 3d 剔除。某些编" -"辑器功能可能更难使用,因此切换活动标志旨在确保您的 [Room] / [Portal] 布局在编" -"辑器中工作。\n" -"当[code]room graph[/code]被卸载(空间尚未转换)时,切换到[code]active[/code]" -"将不起作用。" +"打开和关闭入口剔除系统。\n" +"需要注意的是,当入口剔除处于活动状态时,它负责[b]所有[/b] 3d 剔除。某些编辑器" +"功能可能更难使用,因此切换活动标志旨在确保您的 [Room] / [Portal] 布局在编辑器" +"中工作。\n" +"当 [code]room graph[/code] 被卸载(空间尚未转换)时,切换到 [code]active[/" +"code] 将不起作用。" #: doc/classes/RoomManager.xml msgid "" @@ -61971,7 +63297,7 @@ msgstr "" "通常我们不希望只有[b]刚好[/b]跨越边界进入相邻[Room]的物体蔓延到那个空间。为防" "止这种情况发生,每个 [Portal] 都有一个额外的边距或容差区,物体可以在其中进入" "而不会蔓延到相邻的空间。\n" -"在大多数情况下,您可以在此处为所有portal设置此项。可以覆盖每个portal的边距。" +"在大多数情况下,您可以在此处为所有入口设置此项。可以覆盖每个入口的边距。" #: doc/classes/RoomManager.xml msgid "" @@ -61986,8 +63312,8 @@ msgid "" "[code]NOTIFICATION_EXIT_GAMEPLAY[/code]\n" "Signals: [code]\"gameplay_entered\"[/code], [code]\"gameplay_exited\"[/code]" msgstr "" -"使用部分或完整 PVS 时,游戏监视器允许您在漫游对象或空间进入或退出 [b]游戏区域" -"[/b] 时接收回调。游戏区域被定义为主要或次要 PVS。\n" +"使用部分或完整 PVS 时,游戏监视器允许您在漫游对象或空间进入或退出[b]游戏区域" +"[/b]时接收回调。游戏区域被定义为主要或次要 PVS。\n" "例如,这些回调允许您减少对远离玩家的对象的处理,或者打开和关闭 AI。\n" "您可以选择通过 [code]_notification[/code] 函数接收回调作为通知,或作为信号接" "收。\n" @@ -62019,9 +63345,9 @@ msgid "" "level. Here you can alter the threshold at which the editor warning appears. " "There are no other side effects." msgstr "" -"转换空间时,如果检测到空间之间有重叠,编辑器会警告您。重叠会干扰确定摄像机和" -"物体所在的空间。根据您的level,少量是可以接受的。您可以在此处更改出现编辑器警" -"告的阈值。没有其他副作用。" +"转换房间时,如果检测到空间之间有重叠,编辑器会警告您。重叠会干扰确定摄像机和" +"物体所在的空间。根据您的 level,少量是可以接受的。您可以在此处更改出现编辑器" +"警告的阈值。没有其他副作用。" #: doc/classes/RoomManager.xml msgid "" @@ -62031,20 +63357,20 @@ msgid "" "recursion depth.\n" "[b]Note:[/b] This value is unused when using [code]Full[/code] PVS mode." msgstr "" -"portal渲染是递归的 - 每次通过较早的portal看到一个portal时,都会产生一些成本。" -"出于这个原因,并为了防止无限循环的可能性,此设置对递归深度提供了硬性限制。\n" -"[b]注:[/b] 使用[code]Full[/code] PVS 模式时不使用该值。" +"入口的渲染是递归的——每次通过较早的入口看到一个入口时,都会产生一些成本。出于" +"这个原因,并为了防止无限循环的可能性,此设置对递归深度提供了硬性限制。\n" +"[b]注意:[/b]使用 [code]Full[/code] PVS 模式时不使用该值。" #: doc/classes/RoomManager.xml msgid "" "Portal culling normally operates using the current [Camera] / [Camera]s, " "however for debugging purposes within the editor, you can use this setting " -"to override this behaviour and force it to use a particular camera to get a " +"to override this behavior and force it to use a particular camera to get a " "better idea of what the occlusion culling is doing." msgstr "" -"Portal 剔除通常使用当前的 [Camera] / 多个[Camera] 进行操作,但是为了在编辑器" -"中进行调试,您可以使用此设置来覆盖此行为并强制它使用特定的相机以更好地了解遮" -"挡的内容剔除正在做。" +"入口剔除通常使用当前的 [Camera] 或多个 [Camera] 进行操作,但是为了在编辑器中" +"进行调试,您可以使用此设置来覆盖此行为并强制它使用特定的相机,以更好地了解遮" +"挡剔除的效果。" #: doc/classes/RoomManager.xml msgid "" @@ -62056,8 +63382,8 @@ msgid "" "rooms will be frustum culled, and rendered if they are within the view " "frustum." msgstr "" -"可选地,在转换期间,可以计算从每个空间可能可见的空间的潜在可见集 (PVS)。这可" -"用于帮助动态门户剔除,或完全替代门户剔除。\n" +"可选地,在转换期间,可以计算从每个空间可能可见的空间的潜在可见集(PVS)。这可" +"用于帮助动态入口剔除,或完全替代入口剔除。\n" "在 [code]Full[/code] PVS 模式下,潜在可见空间内的所有对象都将被剔除,如果它们" "在视锥体内,则进行渲染。" @@ -62147,8 +63473,8 @@ msgid "" "Use only [Portal]s at runtime to determine visibility. PVS will not be " "generated at [Room]s conversion, and gameplay notifications cannot be used." msgstr "" -"在运行时仅使用 [Portal] 来确定可见性。 [Room]的转换不会产生PVS,无法使用游戏" -"通知。" +"在运行时仅使用 [Portal] 来确定可见性。 [Room] 的转换不会产生 PVS,无法使用游" +"戏通知。" #: doc/classes/RoomManager.xml msgid "" @@ -62179,27 +63505,24 @@ msgid "" "plain [Node] in the running project. This means a script attached to a " "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of " "[code]extends RootMotionView[/code]. Additionally, it must not be a " -"[code]@tool[/code] script." +"[code]tool[/code] script." msgstr "" -"[i]Root motion[/i] 指的是一种动画技术,其中使用网格的骨架为角色提供动力。在处" -"理 3D 动画时,一种流行的技术是动画师使用根骨架骨骼来为骨架的其余部分提供运" -"动。这允许以步骤实际匹配下方地板的方式为角色设置动画。它还允许在过场动画期间" -"与对象进行精确交互。另见[AnimationTree]。\n" -"[b]注意:[/b] [RootMotionView] 仅在编辑器中可见。在运行的项目中会自动隐藏,在" -"运行的项目中也会转换为普通的[Node]。这意味着附加到 [RootMotionView] 节点的脚" -"本 [i] 必须 [/i] 具有 [code]继承节点[/code] 而不是 [code]继承 " -"RootMotionView[/code]。此外,它不能是 [code]@tool[/code] 脚本。" +"[i]根运动[/i](Root Motion)指的是一种动画技术,其中使用网格的骨架为角色提供" +"动力。在处理 3D 动画时,一种流行的技术是动画师使用根骨架骨骼来为骨架的其余部" +"分提供运动。这允许以步骤实际匹配下方地板的方式为角色设置动画。它还允许在过场" +"动画期间与对象进行精确交互。另见 [AnimationTree]。\n" +"[b]注意:[/b][RootMotionView] 仅在编辑器中可见。在运行的项目中会自动隐藏,在" +"运行的项目中也会转换为普通的 [Node]。这意味着附加到 [RootMotionView] 节点的脚" +"本[i]必须[/i]具写 [code]extends Node[/code] 而不是 [code]extends " +"RootMotionView[/code]。此外,它不能是 [code]tool[/code] 脚本。" #: doc/classes/RootMotionView.xml -#, fuzzy msgid "$DOCS_URL/tutorials/animation/animation_tree.html#root-motion" -msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/animation/animation_tree." -"html#root-motion" +msgstr "$DOCS_URL/tutorials/animation/animation_tree.html#root-motion" #: doc/classes/RootMotionView.xml msgid "Path to an [AnimationTree] node to use as a basis for root motion." -msgstr "用作根运动基础的 [AnimationTree] 节点的路径。" +msgstr "用作根运动的基的 [AnimationTree] 节点的路径。" #: doc/classes/RootMotionView.xml msgid "The grid's cell size in 3D units." @@ -62262,7 +63585,8 @@ msgid "" "Returns the connection flags for the signal at [code]idx[/code]. See [enum " "Object.ConnectFlags] constants." msgstr "" -"返回[code]idx[/code]处的信号的连接标志。参阅[enum Object.ConnectFlags]常数。" +"返回 [code]idx[/code] 处的信号的连接标志。请参阅 [enum Object.ConnectFlags] " +"常量。" #: doc/classes/SceneState.xml msgid "Returns the method connected to the signal at [code]idx[/code]." @@ -62389,7 +63713,7 @@ msgstr "" #: doc/classes/SceneState.xml msgid "" "If passed to [method PackedScene.instance], blocks edits to the scene state." -msgstr "如果传递给[method PackedScene.instance],则阻止对场景状态的编辑。" +msgstr "传给 [method PackedScene.instance] 时,将阻止对场景状态的编辑。" #: doc/classes/SceneState.xml msgid "" @@ -62397,8 +63721,8 @@ msgid "" "resources to the local scene.\n" "[b]Note:[/b] Only available in editor builds." msgstr "" -"如果传递给[method PackedScene.instance],提供继承的场景资源给本地场景。\n" -"[b]注意:[/b] 只在编辑器构建中可用。" +"传给 [method PackedScene.instance] 时,将提供继承的场景资源给本地场景。\n" +"[b]注意:[/b]只在编辑器构建中可用。" #: doc/classes/SceneState.xml msgid "" @@ -62406,20 +63730,20 @@ msgid "" "to the local scene. Only the main scene should receive the main edit state.\n" "[b]Note:[/b] Only available in editor builds." msgstr "" -"如果传递给[method PackedScene.instance],向本地场景提供本地场景资源。只有主场" +"传给 [method PackedScene.instance] 时,将向本地场景提供本地场景资源。只有主场" "景应该接收主编辑状态。\n" -"[b]注意:[/b] 只在编辑器构建中可用。" +"[b]注意:[/b]只在编辑器构建中可用。" #: doc/classes/SceneState.xml -#, fuzzy msgid "" "If passed to [method PackedScene.instance], it's similar to [constant " "GEN_EDIT_STATE_MAIN], but for the case where the scene is being instantiated " "to be the base of another one.\n" "[b]Note:[/b] Only available in editor builds." msgstr "" -"如果传递给[method PackedScene.instance],提供继承的场景资源给本地场景。\n" -"[b]注意:[/b] 只在编辑器构建中可用。" +"传给 [method PackedScene.instance] 时,类似于 [constant " +"GEN_EDIT_STATE_MAIN],但适用于将场景实例用作另一个场景的基类的情况。\n" +"[b]注意:[/b]只在编辑器构建中可用。" #: doc/classes/SceneTree.xml msgid "Manages the game loop via a hierarchy of nodes." @@ -62447,17 +63771,12 @@ msgstr "" "[SceneTree] 是场景所使用的默认 [MainLoop] 实现,因此掌控着游戏循环。" #: doc/classes/SceneTree.xml -#, fuzzy msgid "$DOCS_URL/tutorials/scripting/scene_tree.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/scripting/scene_tree.html" +msgstr "$DOCS_URL/tutorials/scripting/scene_tree.html" #: doc/classes/SceneTree.xml -#, fuzzy msgid "$DOCS_URL/tutorials/rendering/multiple_resolutions.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/rendering/" -"multiple_resolutions.html" +msgstr "$DOCS_URL/tutorials/rendering/multiple_resolutions.html" #: doc/classes/SceneTree.xml msgid "" @@ -63040,13 +64359,13 @@ msgid "" "[method Object.set_script] extends an existing object, if that object's " "class matches one of the script's base classes." msgstr "" -"一个存储为资源的类。用脚本扩展所有以它为实例的对象的功能。\n" -"脚本子类的[code]new[/code]方法创建一个新的实例。如果一个现有的对象的类与脚本" +"作为资源存储的类。脚本可以扩展所有以它为实例的对象的功能。\n" +"脚本子类的 [code]new[/code] 方法会创建新的实例。如果一个现有的对象的类与脚本" "的基类之一相匹配,[method Object.set_script] 会扩展该对象。" #: doc/classes/Script.xml msgid "$DOCS_URL/tutorials/scripting/index.html" -msgstr "" +msgstr "$DOCS_URL/tutorials/scripting/index.html" #: doc/classes/Script.xml msgid "Returns [code]true[/code] if the script can be instanced." @@ -63188,6 +64507,12 @@ msgstr "" #: doc/classes/ScriptEditor.xml msgid "" +"Reload all currently opened scripts from disk in case the file contents are " +"newer." +msgstr "" + +#: doc/classes/ScriptEditor.xml +msgid "" "Emitted when user changed active script. Argument is a freshly activated " "[Script]." msgstr "当用户更改活动脚本时发出。参数是新激活的 [Script]。" @@ -63411,14 +64736,11 @@ msgstr "" #: doc/classes/Shader.xml doc/classes/ShaderMaterial.xml msgid "$DOCS_URL/tutorials/shaders/index.html" -msgstr "" +msgstr "$DOCS_URL/tutorials/shaders/index.html" #: doc/classes/Shader.xml -#, fuzzy msgid "$DOCS_URL/tutorials/shaders/introduction_to_shaders.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/shaders/" -"introduction_to_shaders.html" +msgstr "$DOCS_URL/tutorials/shaders/introduction_to_shaders.html" #: doc/classes/Shader.xml msgid "" @@ -63820,11 +65142,8 @@ msgstr "" "对其子项的放松姿势的引用,并作为对其骨骼的单一访问点。" #: doc/classes/Skeleton2D.xml -#, fuzzy msgid "$DOCS_URL/tutorials/animation/2d_skeletons.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/animation/2d_skeletons." -"html" +msgstr "$DOCS_URL/tutorials/animation/2d_skeletons.html" #: doc/classes/Skeleton2D.xml msgid "" @@ -64111,7 +65430,7 @@ msgstr "代表[enum RadianceSize]枚举的大小。" #: doc/classes/Slider.xml msgid "Base class for GUI sliders." -msgstr "GUI滑块的基类。" +msgstr "GUI 滑动条的基类。" #: doc/classes/Slider.xml msgid "" @@ -64119,42 +65438,53 @@ msgid "" "[b]Note:[/b] The [signal Range.changed] and [signal Range.value_changed] " "signals are part of the [Range] class which this class inherits from." msgstr "" -"GUI滑块的基类。\n" -"[b]注意:[/b] [signal Range.changed]和[signal Range.value_changed]信号是该类" -"继承的[Range]类的一部分。" +"GUI 滑动条的基类。\n" +"[b]注意:[/b][signal Range.changed] 和 [signal Range.value_changed] 信号是该" +"类继承的 [Range] 类的一部分。" #: doc/classes/Slider.xml msgid "" "If [code]true[/code], the slider can be interacted with. If [code]false[/" "code], the value can be changed only by code." msgstr "" -"如果[code]true[/code],滑块可以交互。如果[code]false[/code],则只能通过代码更" -"改该值。" +"如果为 [code]true[/code],则滑动条可以交互。如果为 [code]false[/code],则只能" +"通过代码更改该值。" #: doc/classes/Slider.xml msgid "If [code]true[/code], the value can be changed using the mouse wheel." -msgstr "如果 [code]true[/code],则可以使用鼠标滚轮更改该值。" +msgstr "如果为 [code]true[/code],则可以使用鼠标滚轮更改该值。" #: doc/classes/Slider.xml msgid "" "Number of ticks displayed on the slider, including border ticks. Ticks are " "uniformly-distributed value markers." -msgstr "滑块上显示的刻度线数量,包括边界刻度线。刻度是均匀分布的数值标记。" +msgstr "滑动条上显示的刻度线数量,包括边界刻度线。刻度是均匀分布的数值标记。" #: doc/classes/Slider.xml msgid "" "If [code]true[/code], the slider will display ticks for minimum and maximum " "values." -msgstr "如果 [code]true[/code],滑块将显示最小值和最大值的刻度。" +msgstr "如果为 [code]true[/code],则滑动条将显示最小值和最大值的刻度。" + +#: doc/classes/Slider.xml +msgid "" +"Emitted when dragging stops. If [code]value_changed[/code] is true, [member " +"Range.value] is different from the value when you started the dragging." +msgstr "" + +#: doc/classes/Slider.xml +#, fuzzy +msgid "Emitted when dragging is started." +msgstr "滚动开始时发出。" #: doc/classes/SliderJoint.xml msgid "Slider between two PhysicsBodies in 3D." -msgstr "在3D中两个物理体之间的滑块。" +msgstr "3D 中,两个 PhysicsBody 之间的滑动条。" #: doc/classes/SliderJoint.xml msgid "" "Slides across the X axis of the pivot object. See also [Generic6DOFJoint]." -msgstr "在枢轴对象的X轴上滑动。参阅[Generic6DOFJoint]。" +msgstr "在轴心对象的 X 轴上滑动。参阅 [Generic6DOFJoint]。" #: doc/classes/SliderJoint.xml msgid "" @@ -64188,7 +65518,7 @@ msgstr "应用于所有受限旋转的系数。" #: doc/classes/SliderJoint.xml msgid "" "A factor applied to the all rotation across axes orthogonal to the slider." -msgstr "应用于与滑块正交的轴的所有旋转的系数。" +msgstr "应用于与滑动条正交的轴的所有旋转的系数。" #: doc/classes/SliderJoint.xml msgid "" @@ -64216,10 +65546,8 @@ msgid "" msgstr "可变形的物理体。用于创建弹性或可变形的物体,如布、橡胶或其他柔性材质。" #: doc/classes/SoftBody.xml -#, fuzzy msgid "$DOCS_URL/tutorials/physics/soft_body.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/physics/soft_body.html" +msgstr "$DOCS_URL/tutorials/physics/soft_body.html" #: doc/classes/SoftBody.xml msgid "Returns local translation of a vertex in the surface array." @@ -64240,7 +65568,6 @@ msgstr "" "个空间。" #: doc/classes/SoftBody.xml -#, fuzzy msgid "" "The physics layers this SoftBody is in.\n" "Collidable objects can exist in any of 32 different layers. These layers " @@ -64258,21 +65585,19 @@ msgstr "" "统,并不是可视化的。一个可碰撞物体可以使用这些层来选择它可以与哪些物体碰撞," "使用 collision_mask 属性。\n" "如果对象 A 在对象 B 所扫描的任何层中,或者对象 B 在对象 A 所扫描的任何层中," -"就会检测到接触。更多信息请参阅文档中的[url=https://docs.godotengine.org/" -"zh_CN/stable/tutorials/physics/physics_introduction.html#collision-layers-" -"and-masks]碰撞层和掩码[/url]。" +"就会检测到接触。更多信息请参阅文档中的[url=$DOCS_URL/tutorials/physics/" +"physics_introduction.html#collision-layers-and-masks]《碰撞层与掩码》[/url]。" #: doc/classes/SoftBody.xml -#, fuzzy msgid "" "The physics layers this SoftBody scans for collisions. See [url=$DOCS_URL/" "tutorials/physics/physics_introduction.html#collision-layers-and-" "masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" -"此 SoftBody 扫描碰撞的物理层。更多信息请参阅文档中的[url=https://docs." -"godotengine.org/zh_CN/stable/tutorials/physics/physics_introduction." -"html#collision-layers-and-masks]碰撞层和掩码[/url]。" +"此 SoftBody 扫描碰撞的物理层。更多信息请参阅文档中的[url=$DOCS_URL/tutorials/" +"physics/physics_introduction.html#collision-layers-and-masks]《碰撞层与掩码》" +"[/url]。" #: doc/classes/SoftBody.xml msgid "[NodePath] to a [CollisionObject] this SoftBody should avoid clipping." @@ -64330,11 +65655,8 @@ msgstr "" "使用 [method @GDScript.deg2rad] 将度数转换为弧度。" #: doc/classes/Spatial.xml -#, fuzzy msgid "$DOCS_URL/tutorials/3d/introduction_to_3d.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/3d/introduction_to_3d." -"html" +msgstr "$DOCS_URL/tutorials/3d/introduction_to_3d.html" #: doc/classes/Spatial.xml doc/classes/Vector3.xml msgid "https://github.com/godotengine/godot-demo-projects/tree/master/3d" @@ -64358,33 +65680,34 @@ msgid "" "Rotates the global (world) transformation around axis, a unit [Vector3], by " "specified angle in radians. The rotation axis is in global coordinate system." msgstr "" -"围绕轴(一个单位[Vector3])旋转全局(世界)变换,指定角度(弧度)。旋转轴是在" -"全局坐标系中。" +"将全局(世界)变换围绕某个轴(单位 [Vector3])旋转指定的弧度。旋转轴使用全局" +"坐标系。" #: doc/classes/Spatial.xml msgid "" "Scales the global (world) transformation by the given [Vector3] scale " "factors." -msgstr "通过给定的 [Vector3] 比例因子对全局(世界)变换进行缩放。" +msgstr "将全局(世界)变换按照给定的 [Vector3] 缩放因子进行缩放。" #: doc/classes/Spatial.xml msgid "" "Moves the global (world) transformation by [Vector3] offset. The offset is " "in global coordinate system." -msgstr "通过 [Vector3] 偏移量移动全局(世界)变换。偏移量是在全局坐标系中。" +msgstr "" +"将全局(世界)变换按照 [Vector3] 偏移量进行移动。偏移量使用全局坐标系。" #: doc/classes/Spatial.xml msgid "" "Disables rendering of this node. Changes [member visible] to [code]false[/" "code]." -msgstr "禁用该节点的渲染。它将[member visible]改为[code]false[/code]。" +msgstr "禁用该节点的渲染。会将 [member visible] 改为 [code]false[/code]。" #: doc/classes/Spatial.xml msgid "" "Returns whether node notifies about its local transformation changes. " "[Spatial] will not propagate this by default." msgstr "" -"返回节点是否通知其局部变换的变化。[Spatial]默认情况下不会对此进行传播。" +"返回节点是否通知其局部变换的变化。[Spatial] 默认情况下不会对此进行传播。" #: doc/classes/Spatial.xml msgid "" @@ -64454,15 +65777,15 @@ msgstr "" #: doc/classes/Spatial.xml msgid "Rotates the local transformation around the X axis by angle in radians." -msgstr "围绕X轴旋转局部变换,旋转角度为弧度。" +msgstr "围绕 X 轴旋转局部变换,旋转角度为弧度。" #: doc/classes/Spatial.xml msgid "Rotates the local transformation around the Y axis by angle in radians." -msgstr "围绕Y轴旋转局部变换,旋转角度为弧度。" +msgstr "围绕 Y 轴旋转局部变换,旋转角度为弧度。" #: doc/classes/Spatial.xml msgid "Rotates the local transformation around the Z axis by angle in radians." -msgstr "围绕Z轴旋转局部变换,旋转角度为弧度。" +msgstr "围绕 Z 轴旋转局部变换,旋转角度为弧度。" #: doc/classes/Spatial.xml msgid "" @@ -64489,7 +65812,7 @@ msgstr "" msgid "" "Reset all transformations for this node (sets its [Transform] to the " "identity matrix)." -msgstr "重置该节点的所有变换(将其[Transform]重置为单位矩阵)。" +msgstr "重置该节点的所有变换(将其 [Transform] 重置为单位矩阵)。" #: doc/classes/Spatial.xml msgid "" @@ -64551,7 +65874,7 @@ msgstr "通过给定的偏移量[Vector3]改变节点在局部空间中的位置 #: doc/classes/Spatial.xml msgid "Updates the [SpatialGizmo] of this node." -msgstr "更新该节点的[SpatialGizmo]。" +msgstr "更新该节点的 [SpatialGizmo]。" #: doc/classes/Spatial.xml msgid "" @@ -64662,13 +65985,13 @@ msgstr "空间节点在其可见性发生变化时会收到此通知。" msgid "" "Spatial nodes receives this notification if the portal system gameplay " "monitor detects they have entered the gameplay area." -msgstr "如果门户系统游戏监视器检测到它们已进入游戏区域,空间节点会收到此通知。" +msgstr "如果入口系统游戏监视器检测到它们已进入游戏区域,空间节点会收到此通知。" #: doc/classes/Spatial.xml msgid "" "Spatial nodes receives this notification if the portal system gameplay " "monitor detects they have exited the gameplay area." -msgstr "如果门户系统游戏监视器检测到它们已退出游戏区域,空间节点会收到此通知。" +msgstr "如果入口系统游戏监视器检测到它们已退出游戏区域,空间节点会收到此通知。" #: doc/classes/SpatialMaterial.xml msgid "Default 3D rendering material." @@ -64684,10 +66007,8 @@ msgstr "" "下面的教程。" #: doc/classes/SpatialMaterial.xml -#, fuzzy msgid "$DOCS_URL/tutorials/3d/spatial_material.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/3d/spatial_material.html" +msgstr "$DOCS_URL/tutorials/3d/spatial_material.html" #: doc/classes/SpatialMaterial.xml msgid "Returns [code]true[/code], if the specified [enum Feature] is enabled." @@ -64720,16 +66041,16 @@ msgstr "" #: doc/classes/SpatialMaterial.xml msgid "" "If [code]true[/code], enables the specified flag. Flags are optional " -"behaviour that can be turned on and off. Only one flag can be enabled at a " +"behavior that can be turned on and off. Only one flag can be enabled at a " "time with this function, the flag enumerators cannot be bit-masked together " "to enable or disable multiple flags at once. Flags can also be enabled by " "setting the corresponding member to [code]true[/code]. See [enum Flags] " "enumerator for options." msgstr "" -"如果 [code]true[/code],则启用指定的标志。标志是可以打开和关闭的可选行为。使" -"用该函数一次只能启用一个标志,不能将标志枚举器进行位掩码,以一次启用或禁用多" -"个标志。也可以通过将相应成员设置为 [code]true[/code] 来启用标志。有关选项,请" -"参阅 [enum Flags] 枚举器。" +"如果为 [code]true[/code],则启用指定的标志。标志是可以打开和关闭的可选行为。" +"使用该函数一次只能启用一个标志,不能将标志枚举值像位掩码一样进行合并,一次启" +"用或禁用多个标志。也可以通过将相应成员设置为 [code]true[/code] 来启用标志。有" +"关选项,请参阅 [enum Flags] 枚举器。" #: doc/classes/SpatialMaterial.xml msgid "" @@ -64750,23 +66071,55 @@ msgid "" msgstr "纹理乘以 [member albedo_color]。用于对象的基本纹理。" #: doc/classes/SpatialMaterial.xml -msgid "The strength of the anisotropy effect." -msgstr "各向异性效应的强度。" +msgid "" +"The strength of the anisotropy effect. This is multiplied by [member " +"anisotropy_flowmap]'s alpha channel if a texture is defined there and the " +"texture contains an alpha channel." +msgstr "" +"各向异性效果的强度。如果 [member anisotropy_flowmap] 是一张带有 Alpha 通道的" +"纹理,那么这个值会与其 Alpha 通道相乘。" #: doc/classes/SpatialMaterial.xml msgid "" -"If [code]true[/code], anisotropy is enabled. Changes the shape of the " -"specular blob and aligns it to tangent space. Mesh tangents are needed for " -"this to work. If the mesh does not contain tangents the anisotropy effect " -"will appear broken." -msgstr "" -"如果 [code]true[/code],则启用各向异性。改变镜面小球的形状,并使其与切线空间" -"对齐。此功能需要有网格切线才行。如果网格不包含切线,各向异性的效果就会被破" -"坏。" +"If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of " +"the specular blob and aligns it to tangent space. This is useful for brushed " +"aluminium and hair reflections.\n" +"[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh " +"does not contain tangents, the anisotropy effect will appear broken.\n" +"[b]Note:[/b] Material anisotropy should not to be confused with anisotropic " +"texture filtering. Anisotropic texture filtering can be enabled by selecting " +"a texture in the FileSystem dock, going to the Import dock, checking the " +"[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]." +msgstr "" +"如果为 [code]true[/code],则启用各向异性。各向异性会改变高光点的形状并将其与" +"切线空间对其。可用于拉丝铝材和毛发反射。\n" +"[b]注意:[/b]各向异性需要网格切线才能正常工作。如果网格中不包含切线,各向异性" +"效果就会看上去有问题。\n" +"[b]注意:[/b]材质的各向异性不应与纹理的各向异性过滤相混淆。纹理各向异性过滤的" +"启用方法是,在“文件系统”面板中选中纹理,然后在“导入”面板中勾选 " +"[b]Anisotropic[/b] 复选框,然后点击[b]重新导入[/b]。" #: doc/classes/SpatialMaterial.xml -msgid "Texture that offsets the tangent map for anisotropy calculations." -msgstr "用于各向异性计算的偏移切线图的纹理。" +msgid "" +"Texture that offsets the tangent map for anisotropy calculations and " +"optionally controls the anisotropy effect (if an alpha channel is present). " +"The flowmap texture is expected to be a derivative map, with the red channel " +"representing distortion on the X axis and green channel representing " +"distortion on the Y axis. Values below 0.5 will result in negative " +"distortion, whereas values above 0.5 will result in positive distortion.\n" +"If present, the texture's alpha channel will be used to multiply the " +"strength of the [member anisotropy] effect. Fully opaque pixels will keep " +"the anisotropy effect's original strength while fully transparent pixels " +"will disable the anisotropy effect entirely. The flowmap texture's blue " +"channel is ignored." +msgstr "" +"用于对切线图进行偏移的纹理,用于各向异性的计算,(如果存在 Alpha 通道)还可以" +"控制各向异性的效果。Flowmap 方向图纹理应该是一张派生图,红色通道表示 X 轴上的" +"变形、绿色通道表示 Y 轴上的变形。小于 0.5 的值会朝负方向进行变形,而大于 0.5 " +"的值则朝正方向变形。\n" +"纹理的 Alpha 通道如果存在,则会用于与 [member anisotropy] 效果的强度相乘。完" +"全不透明的像素会保持原始强度,而完全透明的像素则会完全禁用各向异性效果。方向" +"图纹理的蓝色通道会被忽略。" #: doc/classes/SpatialMaterial.xml msgid "" @@ -64821,6 +66174,10 @@ msgid "" "this material must behave in regards to asynchronous shader compilation.\n" "[constant ASYNC_MODE_VISIBLE] is the default and the best for most cases." msgstr "" +"当 [member ProjectSettings.rendering/gles3/shaders/shader_compilation_mode] " +"为 [code]Synchronous[/code](无论是否使用缓存)时,决定该材质在异步着色器编译" +"时的行为。\n" +"默认值是 [constant ASYNC_MODE_VISIBLE],也是大多数情况下的最佳值。" #: doc/classes/SpatialMaterial.xml msgid "" @@ -64960,9 +66317,10 @@ msgid "" msgstr "纹理用于指定细节纹理与基础纹理的混合方式。" #: doc/classes/SpatialMaterial.xml +#, fuzzy msgid "" "Texture that specifies the per-pixel normal of the detail overlay.\n" -"[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. " +"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " "a comparison of normal map coordinates expected by popular engines." @@ -65195,6 +66553,7 @@ msgid "The strength of the normal map's effect." msgstr "法线贴图的效果强度。" #: doc/classes/SpatialMaterial.xml +#, fuzzy msgid "" "Texture used to specify the normal at a given pixel. The " "[code]normal_texture[/code] only uses the red and green channels; the blue " @@ -65206,7 +66565,7 @@ msgid "" "you can use [method SurfaceTool.generate_normals] and [method SurfaceTool." "generate_tangents] to automatically generate normals and tangents " "respectively.\n" -"[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. " +"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for " "a comparison of normal map coordinates expected by popular engines." @@ -65683,7 +67042,7 @@ msgstr "用于设置[member detail_enabled]的常量。" msgid "" "Default blend mode. The color of the object is blended over the background " "based on the object's alpha value." -msgstr "默认的混合模式。根据对象的alpha值,在背景上混合对象的颜色。" +msgstr "默认的混合模式。根据对象的 Alpha 值,在背景上混合对象的颜色。" #: doc/classes/SpatialMaterial.xml msgid "The color of the object is added to the background." @@ -65927,7 +67286,7 @@ msgstr "不要使用距离淡化。" msgid "" "Smoothly fades the object out based on each pixel's distance from the camera " "using the alpha channel." -msgstr "根据每个像素与相机的距离,使用alpha通道平滑地淡化对象。" +msgstr "根据每个像素与相机的距离,使用 Alpha 通道平滑地淡化对象。" #: doc/classes/SpatialMaterial.xml msgid "" @@ -65960,6 +67319,10 @@ msgid "" "compile. Once shader compilation is done, the ubershader is replaced by the " "traditional optimized shader." msgstr "" +"各个情况所需的实际条件着色器会被送往后台编译。此时会使用一个非常复杂、适用于" +"任何情况的着色器(“超级着色器”)。超级着色器的渲染要慢上很多,但可以避免因编" +"译而导致游戏运行停滞。着色器编译完成后,超级着色器就会被替换为传统的优化后的" +"着色器。" #: doc/classes/SpatialMaterial.xml msgid "" @@ -65969,6 +67332,8 @@ msgid "" "from having certain non-essential elements missing during the short time " "their shaders are being compiled." msgstr "" +"编译该材质的着色器时,任何使用该材质的东西都不会进行渲染。\n" +"常用于优化,适用于着色器编译时,短期缺少某些非关键性元素也不影响画面的情况。" #: doc/classes/SphereMesh.xml msgid "Class representing a spherical [PrimitiveMesh]." @@ -66246,16 +67611,14 @@ msgid "" msgstr "从碰撞检查排除的 [PhysicsBody] 对象列表中删除指定的 [RID]。" #: doc/classes/SpringArm.xml -#, fuzzy msgid "" "The layers against which the collision check shall be done. See [url=" "$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-" "masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" -"碰撞检测的目标层。更多信息请参阅文档中的[url=https://docs.godotengine.org/" -"zh_CN/stable/tutorials/physics/physics_introduction.html#collision-layers-" -"and-masks]碰撞层与遮罩[/url]。" +"碰撞检测的目标层。更多信息请参阅文档中的[url=$DOCS_URL/tutorials/physics/" +"physics_introduction.html#collision-layers-and-masks]《碰撞层与遮罩》[/url]。" #: doc/classes/SpringArm.xml msgid "" @@ -66412,7 +67775,7 @@ msgstr "当 [member frame] 更改时发出。" #: doc/classes/Sprite.xml msgid "Emitted when the [member texture] changes." -msgstr "[member texture] 更改时发出。" +msgstr "当 [member texture] 更改时发出。" #: doc/classes/Sprite3D.xml msgid "2D sprite node in a 3D world." @@ -66521,13 +67884,15 @@ msgid "Represents the size of the [enum DrawFlags] enum." msgstr "代表[enum DrawFlags]枚举的大小。" #: doc/classes/SpriteFrames.xml -msgid "Sprite frame library for AnimatedSprite." +#, fuzzy +msgid "Sprite frame library for AnimatedSprite and AnimatedSprite3D." msgstr "AnimatedSprite 的精灵帧库。" #: doc/classes/SpriteFrames.xml +#, fuzzy msgid "" -"Sprite frame library for [AnimatedSprite]. Contains frames and animation " -"data for playback.\n" +"Sprite frame library for an [AnimatedSprite] or [AnimatedSprite3D] node. " +"Contains frames and animation data for playback.\n" "[b]Note:[/b] You can associate a set of normal maps by creating additional " "[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, " "having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" @@ -66649,9 +68014,9 @@ msgid "" "Deprecated, use [member PhysicsMaterial.friction] instead via [member " "physics_material_override]." msgstr "" -"物体的摩擦,从 0(无摩擦)到 1(最大摩擦)。\n" +"物体的摩擦力,从 0(无摩擦)到 1(最大摩擦)。\n" "已废弃,请通过 [member physics_material_override] 使用 [member " -"PhysicsMaterial.friction]。" +"PhysicsMaterial.friction] 代替。" #: doc/classes/StaticBody2D.xml msgid "Static body for 2D physics." @@ -66666,10 +68031,10 @@ msgid "" "static body, which will affect colliding bodies as if it were moving (for " "example, a conveyor belt)." msgstr "" -"用于 2D 物理的静态物体。 StaticBody2D 是一个不移动的物体。它是实现环境对象的" -"理想方式,例如墙壁或平台。\n" -"此外,可以为静态物体设置恒定的线速度或角速度,这将影响碰撞物体,就像它在移动" -"一样(例如,传送带)。" +"用于 2D 物理的静态物体。StaticBody2D 是不准备移动的物体。它是实现环境对象的理" +"想方式,例如墙壁或平台。\n" +"此外,可以为静态物体设置恒定的线速度或角速度,这将影响到与之碰撞的物体,让它" +"就像在移动一样(例如传送带)。" #: doc/classes/StaticBody2D.xml msgid "" @@ -66692,10 +68057,10 @@ msgid "" "Deprecated, use [member PhysicsMaterial.friction] instead via [member " "physics_material_override]." msgstr "" -"物体的摩擦。取值范围从 [code]0[/code](无摩擦)到 [code]1[/code](最大摩" +"物体的摩擦力。取值范围从 [code]0[/code](无摩擦)到 [code]1[/code](最大摩" "擦)。\n" "已废弃,请通过 [member physics_material_override] 使用 [member " -"PhysicsMaterial.friction]。" +"PhysicsMaterial.friction] 代替。" #: doc/classes/StreamPeer.xml msgid "Abstraction and base class for stream-based protocols." @@ -66764,12 +68129,13 @@ msgstr "" #: doc/classes/StreamPeer.xml msgid "" -"Gets a string with byte-length [code]bytes[/code] from the stream. If " +"Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If " "[code]bytes[/code] is negative (default) the length will be read from the " "stream using the reverse process of [method put_string]." msgstr "" -"从流中获取一个字节长度为 [code]bytes[/code] 的字符串。如果 [code]bytes[/" -"code] 为负(默认),会按照 [method put_string] 的逆向操作从流中读取长度。" +"从流中获取一个字节长度为 [code]bytes[/code] 的 ASCII 字符串。如果 " +"[code]bytes[/code] 为负(默认),会按照 [method put_string] 的逆向操作从流中" +"读取长度。" #: doc/classes/StreamPeer.xml msgid "Gets an unsigned 16-bit value from the stream." @@ -67096,11 +68462,8 @@ msgstr "" "进行传递的成本很低。" #: doc/classes/String.xml -#, fuzzy msgid "$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/scripting/gdscript/" -"gdscript_format_string.html" +msgstr "$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string.html" #: doc/classes/String.xml msgid "Constructs a new String from the given [bool]." @@ -67226,7 +68589,8 @@ msgstr "" "[code]\\\"[/code]、[code]\\?[/code]、[code]\\\\[/code]、[code]\\a[/code]、" "[code]\\b[/code]、[code]\\f[/code]、[code]\\n[/code]、[code]\\r[/code]、" "[code]\\t[/code]、[code]\\v[/code]。\n" -"[b]注意:[/b]与GDScript解析器不同,该方法不支持[code]\\uXXXX[/code]转义序列。" +"[b]注意:[/b]与 GDScript 解析器不同,该方法不支持 [code]\\uXXXX[/code] 转义序" +"列。" #: doc/classes/String.xml msgid "" @@ -67238,8 +68602,8 @@ msgid "" "code]." msgstr "" "更改某些字母的大小写。用空格替换下划线,在词内大写字符之前添加空格,将所有字" -"母转换为小写,然后将第一个字母和空格字符后面的每个字母大写。对于" -"[code]capitalize camelCase mixed_with_underscores[/code],它将返回" +"母转换为小写,然后将第一个字母和空格字符后面的每个字母大写。对于 " +"[code]capitalize camelCase mixed_with_underscores[/code],它将返回 " "[code]Capitalize Camel Case Mixed With Underscores[/code]。" #: doc/classes/String.xml @@ -67296,11 +68660,12 @@ msgstr "" "则将使用整个字符串。如果只有 [code]to[/code] 等于 0,则将使用剩余的子串。" #: doc/classes/String.xml -#, fuzzy msgid "" "Returns a copy of the string with indentation (leading tabs and spaces) " "removed. See also [method indent] to add indentation." -msgstr "返回删除了缩进(前导制表符和空格)的字符串副本。" +msgstr "" +"返回删除了缩进(前导制表符和空格)的字符串副本。添加缩进请参阅 [method " +"indent]。" #: doc/classes/String.xml msgid "" @@ -67420,6 +68785,14 @@ msgid "" "print(\"i/am/example/string\".get_slice(\"/\", 2)) # Prints 'example'.\n" "[/codeblock]" msgstr "" +"将字符串使用分隔符 [code]delimiter[/code] 分割,返回位于切片索引 " +"[code]slice[/code] 的子串。如果该索引不存在,则返回空字符串。\n" +"如果你只需要从数组的固定位置获取单一的元素,那么会比 [method split] 更高" +"效。\n" +"例子:\n" +"[codeblock]\n" +"print(\"i/am/example/string\".get_slice(\"/\", 2)) # 输出“example”。\n" +"[/codeblock]" #: doc/classes/String.xml msgid "Hashes the string and returns a 32-bit integer." @@ -67449,7 +68822,7 @@ msgid "" "http_escape())\n" "[/codeblock]" msgstr "" -"对字符串进行转义(编码),使之成为适合URL的格式。也被称为 \"URL编码\"。\n" +"对字符串进行转义(编码),使之成为适合 URL 的格式。也被称为“URL 编码”。\n" "[codeblock]\n" "print(\"https://example.org/?escaped=\" + \"Godot Engine:'docs'\"." "http_escape())\n" @@ -67482,13 +68855,13 @@ msgid "" "print(size) # prints \"127.5 MiB\"\n" "[/codeblock]" msgstr "" -"将以字节数表示的[code]大小[/code]转换为人类可读的格式,使用国际化的数据大小单" -"位集,即。B, KiB, MiB, GiB, TiB, PiB, EiB。请注意,下一个最小的单位是自动挑选" -"的,最多可容纳1024个单位。\n" +"将表示字节数的 [code]size[/code] 转换为人类可读的格式,使用国际化的数据大小单" +"位,即:B、KiB、MiB、GiB、TiB、PiB、EiB。请注意,下一个最小的单位是自动挑选" +"的,最多可容纳 1024 个单位。\n" "[codeblock]\n" "var bytes = 133790307\n" "var size = String.humanize_size(bytes)\n" -"print(size) # 打印 \"127.5 MiB\"\n" +"print(size) # 打印“127.5 MiB”\n" "[/codeblock]" #: doc/classes/String.xml @@ -67500,6 +68873,11 @@ msgid "" "code]. See also [method dedent] to remove indentation.\n" "[b]Note:[/b] Empty lines are kept empty." msgstr "" +"返回该字符串的副本,其中每一行都使用前缀 [code]prefix[/code] 进行缩进。\n" +"例如,字符串可以使用 [code]\"\\t\\t\"[/code] 来缩进两个制表符,或者使用 " +"[code]\" \"[/code] 缩进四个空格。前缀可以是任何字符,所以也可以用 " +"[code]\"#\"[/code] 等前缀注释掉字符串。移除缩进请参阅 [method dedent]。\n" +"[b]注意:[/b]空行会保持为空。" #: doc/classes/String.xml msgid "" @@ -67596,9 +68974,25 @@ msgstr "" #: doc/classes/String.xml msgid "" +"Return a [String] which is the concatenation of the [code]parts[/code]. The " +"separator between elements is the string providing this method.\n" +"Example:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" +msgstr "" +"返回将 [code]parts[/code] 相连后得到的 [String]。元素之间的分隔符是提供这个方" +"法的字符串。\n" +"示例:\n" +"[codeblock]\n" +"print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" +"[/codeblock]" + +#: doc/classes/String.xml +msgid "" "Returns a copy of the string with special characters escaped using the JSON " "standard." -msgstr "返回一个使用JSON标准转义的特殊字符的字符串的副本。" +msgstr "返回使用 JSON 标准对特殊字符进行转义后的字符串副本。" #: doc/classes/String.xml msgid "Returns a number of characters from the left of the string." @@ -67867,7 +69261,6 @@ msgid "Returns a simplified canonical path." msgstr "返回简化的规范路径。" #: doc/classes/String.xml -#, fuzzy msgid "" "Splits the string by a [code]delimiter[/code] string and returns an array of " "the substrings. The [code]delimiter[/code] can be of any length.\n" @@ -67891,6 +69284,7 @@ msgstr "" "[code]delimiter[/code] 可以是任意长度。\n" "如果指定了 [code]maxsplit[/code],它定义了从左边到 [code]maxsplit[/code] 的分" "割次数。默认值 [code]0[/code] 表示所有项目都被拆分。\n" +"如果你只需要该数组中的某个元素,[method get_slice] 是一个效率更高的选项。\n" "例子:\n" "[codeblock]\n" "var some_string = \"One,Two,Three,Four\"\n" @@ -69068,8 +70462,8 @@ msgid "" "[code]visible[/code] property is set to [code]true[/code] and all others are " "set to [code]false[/code]." msgstr "" -"当前标签索引。设置后,此索引的 [Control] 节点的 [code]visible[/code] 属性设置" -"为 [code]true[/code],其他所有设置为 [code]false[/code]。" +"当前选项卡的索引。设置后,此索引的 [Control] 节点的 [code]visible[/code] 属性" +"会被设为 [code]true[/code],其他所有都设置为 [code]false[/code]。" #: doc/classes/TabContainer.xml doc/classes/Tabs.xml msgid "If [code]true[/code], tabs can be rearranged with mouse drag." @@ -70243,6 +71637,10 @@ msgid "" "backend. In GLES2, their data can be accessed via scripting, but there is no " "way to render them in a hardware-accelerated manner." msgstr "" +"Texture3D 是三维的 [Texture],具有宽度、高度、深度。另请参见 " +"[TextureArray]。\n" +"[b]注意:[/b]在着色器中对 [Texture3D] 的采样只能在 GLES3 后端中进行。在 " +"GLES2 中,可是通过脚本访问其中的数据,但无法通过硬件加速渲染。" #: doc/classes/Texture3D.xml msgid "" @@ -70260,7 +71658,6 @@ msgid "Array of textures stored in a single primitive." msgstr "存储在单个基元中的纹理数组。" #: doc/classes/TextureArray.xml -#, fuzzy msgid "" "[TextureArray]s store an array of [Image]s in a single [Texture] primitive. " "Each layer of the texture array has its own mipmap chain. This makes it is a " @@ -70299,9 +71696,10 @@ msgid "" "way to render them in a hardware-accelerated manner." msgstr "" "[TextureArray] 在单个 [Texture] 基本单元中存储一个 [Image] 数组。纹理数组的每" -"一层都有自己的多级渐远纹理链。这使得它成为纹理图集很好的替代品。\n" +"一层都有自己的多级渐远纹理链。这使得它成为纹理图集很好的替代品。另请参阅 " +"[Texture3D]。\n" "[TextureArray] 必须使用着色器来显示。在把你的文件导入为 [TextureArray] 并设置" -"适当的水平和垂直切片后,通过把它设置为着色器 uniform 来显示它,例如。\n" +"适当的水平和垂直切片后,通过把它设置为着色器 uniform 来显示它,例如(2D):\n" "[codeblock]\n" "shader_type canvas_item;\n" "\n" @@ -70313,7 +71711,21 @@ msgstr "" "}\n" "[/codeblock]\n" "设置整数 uniform“index”,以显示由导入器中的 Horizontal 和 Vertical Slices 定" -"义的纹理的特定部分。" +"义的纹理的特定部分。\n" +"[b]注意:[/b]在 3D 中对纹理数组中的反照率纹理进行采样时,应该使用 sRGB -> 线" +"性转换的提示([code]hint_albedo[/code]),防止颜色看起来褪色:\n" +"[codeblock]\n" +"shader_type spatial;\n" +"\n" +"uniform sampler2DArray tex : hint_albedo;\n" +"uniform int index;\n" +"\n" +"void fragment() {\n" +" ALBEDO = texture(tex, vec3(UV.x, UV.y, float(index)));\n" +"}\n" +"[/codeblock]\n" +"[b]注意:[/b]只有 GLES3 后端才能对 [TextureArray] 进行采样。在 GLES2 中,可以" +"使用脚本获取其中的数据,但无法进行硬件加速渲染。" #: doc/classes/TextureArray.xml msgid "" @@ -70814,7 +72226,7 @@ msgstr "" #: doc/classes/Theme.xml msgid "$DOCS_URL/tutorials/ui/gui_skinning.html" -msgstr "" +msgstr "$DOCS_URL/tutorials/ui/gui_skinning.html" #: doc/classes/Theme.xml msgid "Clears all values on the theme." @@ -71294,11 +72706,8 @@ msgstr "" "限制。" #: doc/classes/Thread.xml -#, fuzzy msgid "$DOCS_URL/tutorials/performance/threads/thread_safe_apis.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/performance/threads/" -"thread_safe_apis.html" +msgstr "$DOCS_URL/tutorials/performance/threads/thread_safe_apis.html" #: doc/classes/Thread.xml msgid "" @@ -71399,10 +72808,8 @@ msgstr "" "处的单元格坐标会被编码为 [code]metadata[/code]。" #: doc/classes/TileMap.xml doc/classes/TileSet.xml -#, fuzzy msgid "$DOCS_URL/tutorials/2d/using_tilemaps.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/2d/using_tilemaps.html" +msgstr "$DOCS_URL/tutorials/2d/using_tilemaps.html" #: doc/classes/TileMap.xml doc/classes/TileSet.xml msgid "https://godotengine.org/asset-library/asset/111" @@ -71501,7 +72908,7 @@ msgstr "" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the cell given by a Vector2.\n" +"Sets the tile index for the given cell.\n" "An index of [code]-1[/code] clears the cell.\n" "Optionally, the tile can also be flipped, transposed, or given autotile " "coordinates. The autotile coordinate refers to the column and row of the " @@ -71520,36 +72927,39 @@ msgid "" " .set_cell(x, y, tile, flip_x, flip_y, transpose, autotile_coord)\n" "[/codeblock]" msgstr "" -"设置由Vector2给出的单元格的图块索引。\n" -"[code]-1[/code]的索引将清除该单元。\n" -"也可以选择翻转、移位,或者指定自动图块坐标。自动图块坐标指的是子图块的列和" -"行。\n" -"[b]注意:[/b] 由于性能原因,导航多边形和碰撞形状等数据不会立即更新。\n" -"如果你需要这些被立即更新,你可以调用[method update_dirty_quadrants]。\n" +"为给定的单元格设置图块索引。\n" +"索引 [code]-1[/code] 会清除该单元格。\n" +"也可以对图块进行翻转、转置,或者指定自动图块坐标。自动图块坐标指的是子图块的" +"列和行。\n" +"[b]注意:[/b]由于性能原因,导航多边形和碰撞形状等数据不会立即更新。\n" +"如果需要立即更新,你可以调用 [method update_dirty_quadrants]。\n" "重写该方法会在内部重写它,允许在放置/移除图块时实现自定义逻辑。\n" "[codeblock]\n" "func set_cell(x, y, tile, flip_x=false, flip_y=false, transpose=false, " "autotile_coord=Vector2()):\n" " # 在这里写下你的自定义逻辑。 \n" -" # 调用默认方法:\n" +" # 调用默认方法:\n" " .set_cell(x, y, tile, flip_x, flip_y, transpose, autotile_coord)\n" "[/codeblock]" #: doc/classes/TileMap.xml msgid "" -"Sets the tile index for the given cell.\n" +"Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" -"Optionally, the tile can also be flipped or transposed.\n" +"Optionally, the tile can also be flipped, transposed, or given autotile " +"coordinates. The autotile coordinate refers to the column and row of the " +"subtile.\n" "[b]Note:[/b] Data such as navigation polygons and collision shapes are not " "immediately updated for performance reasons.\n" "If you need these to be immediately updated, you can call [method " "update_dirty_quadrants]." msgstr "" -"设置给定单元格的瓦片索引。\n" -"索引[code]-1[/code]会清除该单元。\n" -"也可以选择翻转或转置图块。\n" -"[b]注意:[/b] 由于性能原因,导航多边形和碰撞形状等数据不会立即更新。\n" -"如果你需要立即更新这些数据,可以调用[method update_dirty_quadrants]。" +"为通过 Vector2 给定的单元格设置图块索引。\n" +"索引 [code]-1[/code] 会清除该单元格。\n" +"也可以对图块进行翻转、转置,或者指定自动图块坐标。自动图块坐标指的是子图块的" +"列和行。\n" +"[b]注意:[/b]由于性能原因,导航多边形和碰撞形状等数据不会立即更新。\n" +"如果你需要立即更新这些数据,可以调用 [method update_dirty_quadrants]。" #: doc/classes/TileMap.xml msgid "Sets the given collision layer bit." @@ -71663,28 +73073,26 @@ msgid "" msgstr "静态体碰撞的摩擦值,参阅[code]collision_use_kinematic[/code]。" #: doc/classes/TileMap.xml -#, fuzzy msgid "" "The collision layer(s) for all colliders in the TileMap. See [url=$DOCS_URL/" "tutorials/physics/physics_introduction.html#collision-layers-and-" "masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" -"图块地图中所有碰撞器的碰撞层。更多信息请参阅文档中的[url=https://docs." -"godotengine.org/zh_CN/stable/tutorials/physics/physics_introduction." -"html#collision-layers-and-masks]碰撞层和掩码[/url]。" +"图块地图中所有碰撞器的碰撞层。更多信息请参阅文档中的[url=$DOCS_URL/tutorials/" +"physics/physics_introduction.html#collision-layers-and-masks]《碰撞层与掩码》" +"[/url]。" #: doc/classes/TileMap.xml -#, fuzzy msgid "" "The collision mask(s) for all colliders in the TileMap. See [url=$DOCS_URL/" "tutorials/physics/physics_introduction.html#collision-layers-and-" "masks]Collision layers and masks[/url] in the documentation for more " "information." msgstr "" -"图块地图中所有碰撞器的碰撞掩码。更多信息请参阅文档中的[url=https://docs." -"godotengine.org/zh_CN/stable/tutorials/physics/physics_introduction." -"html#collision-layers-and-masks]碰撞层和掩码[/url]。" +"图块地图中所有碰撞器的碰撞掩码。更多信息请参阅文档中的[url=$DOCS_URL/" +"tutorials/physics/physics_introduction.html#collision-layers-and-masks]《碰撞" +"层与掩码》[/url]。" #: doc/classes/TileMap.xml msgid "" @@ -71718,16 +73126,16 @@ msgid "" "option, because displacing textures with the [member cell_tile_origin] " "option or in irregular tiles is not relevant when centering those textures." msgstr "" -"如果[code]为true[/code],则保持与Godot 3.1或更早版本的图块地图的兼容性,即当" -"图块原点改变时,纹理会移动,如果纹理大小不均匀,则会旋转。这种模式对非同质等" -"距图块(例如2:1)进行[code]flip_h[/code], [code]flip_v[/code] 和 " +"如果为 [code]true[/code],则保持与 Godot 3.1 或更早版本的图块地图的兼容性,即" +"当图块原点改变时,纹理会移动,如果纹理大小不均匀,则会旋转。这种模式对非同质" +"等距图块(例如 2:1)进行 [code]flip_h[/code]、[code]flip_v[/code]、" "[code]transpose[/code] 图块操作时,将出现问题,在这种情况下,纹理不能与碰撞重" "合,因此不推荐用于等距或非方形图块。\n" -"如果[code]false[/code],在进行[code]flip_h[/code]、[code]flip_v[/code]操作" -"时,如果不使用偏移量,纹理不会移动,在改变图块原点时也是如此。\n" -"兼容性模式对[member centered_textures]选项不起作用,因为用[member " -"cell_tile_origin]选项或不规则图块中的纹理进行替换时,与这些纹理的居中项没有关" -"系。" +"如果为 [code]false[/code],则在进行 [code]flip_h[/code]、[code]flip_v[/code] " +"操作时,如果不使用偏移量,纹理不会移动,在改变图块原点时也是如此。\n" +"兼容性模式对 [member centered_textures] 选项不起作用,因为用 [member " +"cell_tile_origin] 选项或不规则图块中的纹理进行替换时,与这些纹理的居中项没有" +"关系。" #: doc/classes/TileMap.xml msgid "The TileMap orientation mode. See [enum Mode] for possible values." @@ -71779,11 +73187,11 @@ msgstr "自定义方向模式。" #: doc/classes/TileMap.xml msgid "Half offset on the X coordinate." -msgstr "X坐标上的一半偏移。" +msgstr "X 坐标上的半偏移。" #: doc/classes/TileMap.xml msgid "Half offset on the Y coordinate." -msgstr "Y坐标上的一半偏移。" +msgstr "Y 坐标上的半偏移。" #: doc/classes/TileMap.xml msgid "Half offset disabled." @@ -71791,11 +73199,11 @@ msgstr "禁用半偏移。" #: doc/classes/TileMap.xml msgid "Half offset on the X coordinate (negative)." -msgstr "X坐标上的半偏移,负数。" +msgstr "X 坐标上的半偏移(负数)。" #: doc/classes/TileMap.xml msgid "Half offset on the Y coordinate (negative)." -msgstr "Y坐标上的半偏移,负数。" +msgstr "Y 坐标上的半偏移(负数)。" #: doc/classes/TileMap.xml msgid "Tile origin at its top-left corner." @@ -71819,9 +73227,9 @@ msgid "" "tiles, each consisting of a sprite and optional collision shapes.\n" "Tiles are referenced by a unique integer ID." msgstr "" -"图块集是[TileMap]图块地图的一个图块库。它包含图块的列表,每个图块由一个精灵和" -"可选的碰撞形状组成。\n" -"图块由唯一的整数ID引用。" +"图块集是 [TileMap] 的图块库。它包含一组图块,每个图块都由一个精灵和可选的碰撞" +"形状组成。\n" +"图块由唯一的整数 ID 引用。" #: doc/classes/TileSet.xml msgid "" @@ -71836,7 +73244,7 @@ msgstr "" #: doc/classes/TileSet.xml msgid "Clears all bitmask information of the autotile." -msgstr "清除自动图块的所有bit位掩码信息。" +msgstr "清除自动图块的所有位掩码信息。" #: doc/classes/TileSet.xml msgid "" @@ -71851,7 +73259,7 @@ msgstr "" #: doc/classes/TileSet.xml msgid "Returns the [enum BitmaskMode] of the autotile." -msgstr "返回自动图块的[enum BitmaskMode]bit位掩码模式。" +msgstr "返回自动图块的 [enum BitmaskMode] 位掩码模式。" #: doc/classes/TileSet.xml msgid "" @@ -71893,8 +73301,8 @@ msgid "" "picked." msgstr "" "返回指定坐标自动图块中的子图层的优先级。\n" -"当一个以上的子图块具有相同的bit位掩码值时,期中一个将被随机挑选出来,进行绘" -"制。它的优先级将决定被选中的频率。" +"当一个以上的子图块具有相同的位掩码值时,期中一个将被随机挑选出来,进行绘制。" +"它的优先级将决定被选中的频率。" #: doc/classes/TileSet.xml msgid "" @@ -71926,8 +73334,8 @@ msgid "" "represent it in the TileSet editor." msgstr "" "设置在图集或自动图块中作为图标的子图层,并指定其坐标。\n" -"定义为图标的子图块,将在图集或自动图块的bit位掩码信息不完整时,被用作备用。它" -"也被用来在图块集编辑器中表示它。" +"定义为图标的子图块,将在图集或自动图块的位掩码信息不完整时,被用作备用。它也" +"被用来在图块集编辑器中表示它。" #: doc/classes/TileSet.xml msgid "" @@ -71957,8 +73365,8 @@ msgid "" "picked." msgstr "" "设置一个自带坐标的子图块的优先级。\n" -"当多个子图块有相同的bit位掩码值时,其中之一将被随机挑选出来进行绘制。它的优先" -"级决定被选中的频率。" +"当多个子图块有相同的位掩码值时,其中之一将被随机挑选出来进行绘制。它的优先级" +"决定被选中的频率。" #: doc/classes/TileSet.xml msgid "" @@ -71972,7 +73380,7 @@ msgstr "清除所有图块。" #: doc/classes/TileSet.xml msgid "Creates a new tile with the given ID." -msgstr "用给定的ID创建一个新的图块。" +msgstr "用给定的 ID 创建一个新的图块。" #: doc/classes/TileSet.xml msgid "Returns the first tile matching the given name." @@ -71982,15 +73390,15 @@ msgstr "返回与给定名称相匹配的第一个图块。" msgid "" "Returns the ID following the last currently used ID, useful when creating a " "new tile." -msgstr "返回当前使用的最后一个ID之后的ID,在创建新图块时很有用。" +msgstr "返回当前使用的最后一个 ID 之后的 ID,在创建新图块时很有用。" #: doc/classes/TileSet.xml msgid "Returns an array of all currently used tile IDs." -msgstr "返回当前使用的所有图块ID的数组。" +msgstr "返回当前使用的所有图块 ID 的数组。" #: doc/classes/TileSet.xml msgid "Removes the given tile ID." -msgstr "移除给定的图块ID。" +msgstr "移除给定的图块 ID。" #: doc/classes/TileSet.xml msgid "Adds a shape to the tile." @@ -72178,7 +73586,7 @@ msgstr "设置图块的绘制索引。" #: doc/classes/Time.xml msgid "Time singleton for working with time." -msgstr "" +msgstr "用于处理时间的 Time 单例。" #: doc/classes/Time.xml msgid "" @@ -72204,9 +73612,21 @@ msgid "" "or [method get_ticks_msec] for precise time calculation instead, since they " "are guaranteed to be monotonic (i.e. never decrease)." msgstr "" +"Time 单例可以转换各种不同格式的时间,也可以从系统获取时间信息。\n" +"这个类尽可能多地符合了 ISO 8601 标准。所有日期都遵循“外推格里历”。因此 " +"[code]1582-10-15[/code] 的前一天是 [code]1582-10-14[/code],而不是 " +"[code]1582-10-04[/code]。公元 1 年的前一年(即公元前 1 年)是数字 [code]0[/" +"code],再往前的一年(公元前 2 年)是 [code]-1[/code],以此类推。\n" +"转换方法假设“时区相同”,不会自动处理时区或 DST(夏令时)的转换。不会对闰秒进" +"行处理,如果需要必须手动处理。“Z”等后缀也没有处理,你需要进行手动剥除。\n" +"从系统获取时间信息时,时间可能是本地时间或 UTC 时间,取决于 [code]utc[/code] " +"参数。不过 [method get_unix_time_from_system] 方法返回的始终是 UTC 时间。\n" +"[b]重要:[/b][code]_from_system[/code] 系列方法使用的是系统始终,用户可以自行" +"设置。[b]千万不要[/b]使用该方法进行精确的时间计算,因为计算结果可能受到用户或" +"操作系统的自动调整的影响。精确时间的计算[b]请始终使用[/b] [method " +"get_ticks_usec] 或 [method get_ticks_msec],可以保证单调性(即不会变小)。" #: doc/classes/Time.xml -#, fuzzy msgid "" "Returns the current date as a dictionary of keys: [code]year[/code], " "[code]month[/code], [code]day[/code], [code]weekday[/code], and [code]dst[/" @@ -72214,18 +73634,17 @@ msgid "" "The returned values are in the system's local time when [code]utc[/code] is " "false, otherwise they are in UTC." msgstr "" -"返回当前日期时间作为关键字字典:[code]year[/code], [code]month[/code], " -"[code]day[/code], [code]weekday[/code], [code]dst[/code](夏令时)," -"[code]hour[/code], [code]minute[/code], [code]second[/code]。" +"以字典形式返回当前日期,包含的键为:[code]year[/code]、[code]month[/code]、" +"[code]day[/code]、[code]weekday[/code]、[code]dst[/code](夏令时)。\n" +"[code]utc[/code] 为假时,返回的是系统的本地时间,否则为 UTC 时间。" #: doc/classes/Time.xml -#, fuzzy msgid "" "Converts the given Unix timestamp to a dictionary of keys: [code]year[/" "code], [code]month[/code], [code]day[/code], and [code]weekday[/code]." msgstr "" -"返回当前日期作为键的字典:[code]year[/code], [code]month[/code], [code]day[/" -"code], [code]weekday[/code], [code]dst[/code](夏令时)。" +"将给定的 Unix 时间戳转换为字典,包含的键为:[code]year[/code]、[code]month[/" +"code]、[code]day[/code]、[code]weekday[/code]。" #: doc/classes/Time.xml msgid "" @@ -72233,14 +73652,15 @@ msgid "" "The returned values are in the system's local time when [code]utc[/code] is " "false, otherwise they are in UTC." msgstr "" +"以 ISO 8601 日期字符串的形式返回当前日期(YYYY-MM-DD)。\n" +"[code]utc[/code] 为假时,返回的是系统的本地时间,否则为 UTC 时间。" #: doc/classes/Time.xml msgid "" "Converts the given Unix timestamp to an ISO 8601 date string (YYYY-MM-DD)." -msgstr "" +msgstr "将给定的 Unix 时间戳转换为 ISO 8601 日期字符串(YYYY-MM-DD)。" #: doc/classes/Time.xml -#, fuzzy msgid "" "Converts the given ISO 8601 date and time string (YYYY-MM-DDTHH:MM:SS) to a " "dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], " @@ -72249,23 +73669,23 @@ msgid "" "If [code]weekday[/code] is false, then the [code]weekday[/code] entry is " "excluded (the calculation is relatively expensive)." msgstr "" -"返回当前日期时间作为关键字字典:[code]year[/code], [code]month[/code], " -"[code]day[/code], [code]weekday[/code], [code]dst[/code](夏令时)," -"[code]hour[/code], [code]minute[/code], [code]second[/code]。" +"将给定的 ISO 8601 日期和时间字符串(YYYY-MM-DDTHH:MM:SS)转换为字典,包含的键" +"为:[code]year[/code]、[code]month[/code]、[code]day[/code]、[code]weekday[/" +"code]、[code]hour[/code]、[code]minute[/code]、[code]second[/code]。\n" +"[code]weekday[/code] 为假时,不包含 [code]weekday[/code] 记录(计算花费相对较" +"大)。" #: doc/classes/Time.xml -#, fuzzy msgid "" "Returns the current date as a dictionary of keys: [code]year[/code], " "[code]month[/code], [code]day[/code], [code]weekday[/code], [code]hour[/" "code], [code]minute[/code], and [code]second[/code]." msgstr "" -"返回当前日期时间作为关键字字典:[code]year[/code], [code]month[/code], " -"[code]day[/code], [code]weekday[/code], [code]dst[/code](夏令时)," -"[code]hour[/code], [code]minute[/code], [code]second[/code]。" +"以字典形式返回当前日期,包含的键为:[code]year[/code]、[code]month[/code]、" +"[code]day[/code]、[code]weekday[/code]、[code]hour[/code]、[code]minute[/" +"code]、[code]second[/code]。" #: doc/classes/Time.xml -#, fuzzy msgid "" "Converts the given Unix timestamp to a dictionary of keys: [code]year[/" "code], [code]month[/code], [code]day[/code], and [code]weekday[/code].\n" @@ -72274,12 +73694,12 @@ msgid "" "with the exception of Daylight Savings Time as it cannot be determined from " "the epoch." msgstr "" -"获取与给定UNIX历元时间(以秒为单位)对应的时间值字典。\n" -"返回的Dictionary值将与[method get_datetime]相同,除了Daylight Savings Time," -"因为它不能从epoch确定。" +"将给定的 Unix 时间戳转换为字典,包含的键为: [code]year[/code]、[code]month[/" +"code]、[code]day[/code]、[code]weekday[/code]。\n" +"如果 Unix 时间戳为当前时间,返回的 Dictionary 的值与 [method " +"get_datetime_dict_from_system] 相同,区别是无法根据纪元推定夏令时。" #: doc/classes/Time.xml -#, fuzzy msgid "" "Converts the given dictionary of keys to an ISO 8601 date and time string " "(YYYY-MM-DDTHH:MM:SS).\n" @@ -72293,14 +73713,13 @@ msgid "" "If [code]use_space[/code] is true, use a space instead of the letter T in " "the middle." msgstr "" -"从时间值字典中获取纪元时间值。\n" -"[code]datetime[/code] 必须填充以下键:[code]year[/code]、[code]month[/code]、" -"[code]day[/code]、[code]hour[/code]、[code]minute[/code]、[code]second[/" -"code]。\n" -"如果字典为空,则返回 [code]0[/code]。如果某些键被省略,它们默认为 UNIX 纪元时" -"间戳 0(1970-01-01 在 00:00:00 UTC)的等效值。\n" -"你可以将 [method get_datetime_from_unix_time] 的输出直接传递给此函数。夏令时 " -"([code]dst[/code])(如果存在)将被忽略。" +"将给定的时间值字典转换为 ISO 8601 日期和时间字符串(YYYY-MM-DDTHH:MM:SS)。\n" +"给定的字典可以包含以下键: [code]year[/code]、[code]month[/code]、[code]day[/" +"code]、[code]hour[/code]、[code]minute[/code]、[code]second[/code]。其他的记" +"录(包括 [code]dst[/code])都会被忽略。\n" +"字典为空时将返回 [code]0[/code]。如果省略了部分键,默认使用 Unix 纪元时间戳 " +"0(1970-01-01 的 00:00:00)的对应部分。\n" +"[code]use_space[/code] 为真时,将使用空格代替中间的字母 T。" #: doc/classes/Time.xml msgid "" @@ -72311,6 +73730,10 @@ msgid "" "If [code]use_space[/code] is true, use a space instead of the letter T in " "the middle." msgstr "" +"以 ISO 8601 日期和时间字符串的形式返回当前日期和时间(YYYY-MM-DDTHH:MM:" +"SS)。\n" +"[code]utc[/code] 为假时,返回的是系统的本地时间,否则为 UTC 时间。\n" +"[code]use_space[/code] 为真时,将使用空格代替中间的字母 T。" #: doc/classes/Time.xml msgid "" @@ -72319,6 +73742,9 @@ msgid "" "If [code]use_space[/code] is true, use a space instead of the letter T in " "the middle." msgstr "" +"将给定的 Unix 时间戳转换为 ISO 8601 日期和时间字符串(YYYY-MM-DDTHH:MM:" +"SS)。\n" +"[code]use_space[/code] 为真时,将使用空格代替中间的字母 T。" #: doc/classes/Time.xml msgid "" @@ -72326,6 +73752,8 @@ msgid "" "Will always be positive or 0 and uses a 64-bit value (it will wrap after " "roughly 500 million years)." msgstr "" +"返回从引擎启动开始所经过的时间,单位为毫秒。\n" +"始终为正数或 0,使用 64 位值(会在约 5 亿年后绕回)。" #: doc/classes/Time.xml msgid "" @@ -72333,26 +73761,27 @@ msgid "" "Will always be positive or 0 and uses a 64-bit value (it will wrap after " "roughly half a million years)." msgstr "" +"返回从引擎启动开始所经过的时间,单位为微秒。\n" +"始终为正数或 0,使用 64 位值(会在约 50 万年后绕回)。" #: doc/classes/Time.xml -#, fuzzy msgid "" "Returns the current time as a dictionary of keys: [code]hour[/code], " "[code]minute[/code], and [code]second[/code].\n" "The returned values are in the system's local time when [code]utc[/code] is " "false, otherwise they are in UTC." msgstr "" -"返回当前日期作为键的字典:[code]year[/code], [code]month[/code], [code]day[/" -"code], [code]weekday[/code], [code]dst[/code](夏令时)。" +"以字典的形式返回当前时间,包含的键为:[code]hour[/code]、[code]minute[/" +"code]、[code]second[/code]。\n" +"[code]utc[/code] 为假时,返回的是系统的本地时间,否则为 UTC 时间。" #: doc/classes/Time.xml -#, fuzzy msgid "" "Converts the given time to a dictionary of keys: [code]hour[/code], " "[code]minute[/code], and [code]second[/code]." msgstr "" -"返回当前日期作为键的字典:[code]year[/code], [code]month[/code], [code]day[/" -"code], [code]weekday[/code], [code]dst[/code](夏令时)。" +"将给定的时间转换为字典,包含的键为:时 [code]hour[/code]、分 [code]minute[/" +"code]、秒 [code]second[/code]。" #: doc/classes/Time.xml msgid "" @@ -72360,11 +73789,13 @@ msgid "" "The returned values are in the system's local time when [code]utc[/code] is " "false, otherwise they are in UTC." msgstr "" +"以 ISO 8601 时间字符串的形式返回当前时间(HH:MM:SS)。\n" +"[code]utc[/code] 为假时,返回的是系统的本地时间,否则为 UTC 时间。" #: doc/classes/Time.xml msgid "" "Converts the given Unix timestamp to an ISO 8601 time string (HH:MM:SS)." -msgstr "" +msgstr "将给定的 Unix 时间戳转换为 ISO 8601 时间字符串(HH:MM:SS)。" #: doc/classes/Time.xml msgid "" @@ -72372,9 +73803,11 @@ 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 " +"[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。" #: doc/classes/Time.xml -#, fuzzy msgid "" "Converts a dictionary of time values to a Unix timestamp.\n" "The given dictionary can be populated with the following keys: [code]year[/" @@ -72390,14 +73823,16 @@ msgid "" "timezone conversion, so the timestamp will be in the same timezone as the " "given datetime dictionary." msgstr "" -"从时间值字典中获取纪元时间值。\n" -"[code]datetime[/code] 必须填充以下键:[code]year[/code]、[code]month[/code]、" -"[code]day[/code]、[code]hour[/code]、[code]minute[/code]、[code]second[/" -"code]。\n" -"如果字典为空,则返回 [code]0[/code]。如果某些键被省略,它们默认为 UNIX 纪元时" -"间戳 0(1970-01-01 在 00:00:00 UTC)的等效值。\n" -"你可以将 [method get_datetime_from_unix_time] 的输出直接传递给此函数。夏令时 " -"([code]dst[/code])(如果存在)将被忽略。" +"将时间值字典转换为 Unix 时间戳。\n" +"给定的字典可以包含以下键: [code]year[/code]、[code]month[/code]、[code]day[/" +"code]、[code]hour[/code]、[code]minute[/code]、[code]second[/code]。其他的记" +"录(包括 [code]dst[/code])都会被忽略。\n" +"字典为空时将返回 [code]0[/code]。如果省略了部分键,默认使用 Unix 纪元时间戳 " +"0(1970-01-01 的 00:00:00)的对应部分。\n" +"你可以将 [method get_datetime_dict_from_unix_time] 的输出直接传给本函数,得到" +"的就是最初的输入。\n" +"[b]注意:[/b]Unix 时间戳通常是 UTC 的。本方法不会做任何时区转换,所以时间戳的" +"时区与给定的日期时间字典相同。" #: doc/classes/Time.xml msgid "" @@ -72407,6 +73842,10 @@ msgid "" "timezone conversion, so the timestamp will be in the same timezone as the " "given datetime string." msgstr "" +"将给定的 ISO 8601 日期和/或时间字符串转换为 Unix 时间戳。字符串中可以只包含日" +"期、只包含时间,也可以两者都包含。\n" +"[b]注意:[/b]Unix 时间戳通常是 UTC 的。本方法不会做任何时区转换,所以时间戳的" +"时区与给定的日期时间字符串相同。" #: doc/classes/Time.xml msgid "" @@ -72414,85 +73853,87 @@ msgid "" "UTC. This method is implemented by the operating system and always returns " "the time in UTC." msgstr "" +"返回当前的 Unix 时间戳,以秒为单位,基于 UTC 系统时间。本方法由操作系统实现," +"返回的时间总是 UTC 的。" #: doc/classes/Time.xml msgid "The month of January, represented numerically as [code]01[/code]." -msgstr "" +msgstr "一月份,使用数字 [code]01[/code] 表示。" #: doc/classes/Time.xml msgid "The month of February, represented numerically as [code]02[/code]." -msgstr "" +msgstr "二月份,使用数字 [code]02[/code] 表示。" #: doc/classes/Time.xml msgid "The month of March, represented numerically as [code]03[/code]." -msgstr "" +msgstr "三月份,使用数字 [code]03[/code] 表示。" #: doc/classes/Time.xml msgid "The month of April, represented numerically as [code]04[/code]." -msgstr "" +msgstr "四月份,使用数字 [code]04[/code] 表示。" #: doc/classes/Time.xml msgid "The month of May, represented numerically as [code]05[/code]." -msgstr "" +msgstr "五月份,使用数字 [code]05[/code] 表示。" #: doc/classes/Time.xml msgid "The month of June, represented numerically as [code]06[/code]." -msgstr "" +msgstr "六月份,使用数字 [code]06[/code] 表示。" #: doc/classes/Time.xml msgid "The month of July, represented numerically as [code]07[/code]." -msgstr "" +msgstr "七月份,使用数字 [code]07[/code] 表示。" #: doc/classes/Time.xml msgid "The month of August, represented numerically as [code]08[/code]." -msgstr "" +msgstr "八月份,使用数字 [code]08[/code] 表示。" #: doc/classes/Time.xml msgid "The month of September, represented numerically as [code]09[/code]." -msgstr "" +msgstr "九月份,使用数字 [code]09[/code] 表示。" #: doc/classes/Time.xml msgid "The month of October, represented numerically as [code]10[/code]." -msgstr "" +msgstr "十月份,使用数字 [code]10[/code] 表示。" #: doc/classes/Time.xml msgid "The month of November, represented numerically as [code]11[/code]." -msgstr "" +msgstr "十一月份,使用数字 [code]11[/code] 表示。" #: doc/classes/Time.xml msgid "The month of December, represented numerically as [code]12[/code]." -msgstr "" +msgstr "十二月份,使用数字 [code]12[/code] 表示。" #: doc/classes/Time.xml msgid "The day of the week Sunday, represented numerically as [code]0[/code]." -msgstr "" +msgstr "星期日,使用数字 [code]0[/code] 表示。" #: doc/classes/Time.xml msgid "The day of the week Monday, represented numerically as [code]1[/code]." -msgstr "" +msgstr "星期一,使用数字 [code]1[/code] 表示。" #: doc/classes/Time.xml msgid "The day of the week Tuesday, represented numerically as [code]2[/code]." -msgstr "" +msgstr "星期二,使用数字 [code]2[/code] 表示。" #: doc/classes/Time.xml msgid "" "The day of the week Wednesday, represented numerically as [code]3[/code]." -msgstr "" +msgstr "星期三,使用数字 [code]3[/code] 表示。" #: doc/classes/Time.xml msgid "" "The day of the week Thursday, represented numerically as [code]4[/code]." -msgstr "" +msgstr "星期四,使用数字 [code]4[/code] 表示。" #: doc/classes/Time.xml msgid "The day of the week Friday, represented numerically as [code]5[/code]." -msgstr "" +msgstr "星期五,使用数字 [code]5[/code] 表示。" #: doc/classes/Time.xml msgid "" "The day of the week Saturday, represented numerically as [code]6[/code]." -msgstr "" +msgstr "星期六,使用数字 [code]6[/code] 表示。" #: doc/classes/Timer.xml msgid "A countdown timer." @@ -72505,8 +73946,8 @@ msgid "" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " "[method SceneTree.create_timer]." msgstr "" -"可以设置为重复或 \"一次性\" 模式。\n" -"[b]注意:[/b]要创建一个一次性定时器而不需要实例化一个节点,请使用[method " +"可以设置为重复或“一次性”模式。\n" +"[b]注意:[/b]要创建一次性定时器而不需要实例化一个节点,请使用 [method " "SceneTree.create_timer]。" #: doc/classes/Timer.xml @@ -72792,8 +74233,8 @@ msgid "" "Constructs a Transform from four [Vector3] values (matrix columns). Each " "axis corresponds to local basis vectors (some of which may be scaled)." msgstr "" -"从四个 [Vector3] 值(即矩阵列)构造一个变换。每个轴对应于局部基础向量,其中一" -"些可能被缩放。" +"从四个 [Vector3] 值(即矩阵列)构造一个变换。每个轴对应于局部基向量,其中一些" +"可能被缩放。" #: doc/classes/Transform.xml msgid "Constructs a Transform from a [Basis] and [Vector3]." @@ -72821,20 +74262,22 @@ msgid "" "transformation is composed of rotation, scaling and translation." msgstr "返回变换的反值,假设变换是由旋转、缩放和平移组成的。" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" -"Interpolates the transform to other Transform by weight amount (on the range " -"of 0.0 to 1.0)." -msgstr "通过权重,即在0.0到1.0的范围内,将变换与其他变换进行插值。" +"Returns a transform interpolated between this transform and another by a " +"given [code]weight[/code] (on the range of 0.0 to 1.0)." +msgstr "" +"返回在此变换和另一个变换之间通过给定的[code]weight[/code]插值的变换,范围为" +"0.0到1.0。" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the inverse of the transform, under the assumption that the " "transformation is composed of rotation and translation (no scaling, use " -"affine_inverse for transforms with scaling)." +"[method affine_inverse] for transforms with scaling)." msgstr "" "返回变换的反值,假设该变换是由旋转和平移组成的(没有缩放,对有缩放的变换使用 " -"affine_inverse)。" +"[method affine_inverse])。" #: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" @@ -72859,24 +74302,25 @@ msgstr "" "[code]target[/code]和[code]up[/code]向量的轴旋转,来完全与目标对齐。\n" "操作是在全局空间进行的。" -#: doc/classes/Transform.xml +#: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" "Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors." -msgstr "返回具有基于正交,即90度,和归一化轴向量的变换。" +"axis vectors (scale of 1 or -1)." +msgstr "返回使用正交基(90 度)以及归一化的轴向量(缩放为 1 或 -1)的变换。" #: doc/classes/Transform.xml msgid "" "Rotates the transform around the given axis by the given angle (in radians), " "using matrix multiplication. The axis must be a normalized vector." msgstr "" -"使用矩阵乘法,围绕给定的轴旋转给定的角度,即弧度。轴必须是一个归一化的向量。" +"使用矩阵乘法,将变换围绕给定的轴旋转给定的角度(单位为弧度)。轴必须是归一化" +"的向量。" #: doc/classes/Transform.xml msgid "" "Scales basis and origin of the transform by the given scale factor, using " "matrix multiplication." -msgstr "使用矩阵乘法,通过给定的缩放系数,对变换的基础和原点进行缩放。" +msgstr "使用矩阵乘法,通过给定的缩放系数,对变换的基和原点进行缩放。" #: doc/classes/Transform.xml doc/classes/Transform2D.xml msgid "" @@ -72885,15 +74329,16 @@ msgid "" "Unlike [method rotated] and [method scaled], this does not use matrix " "multiplication." msgstr "" -"相对于变换的基础向量,将变换按给定的偏移量进行平移。\n" -"与[method rotated]和[method scaled]不同,它不使用矩阵乘法。" +"相对于变换的基向量,将变换按给定的偏移量进行平移。\n" +"与 [method rotated] 和 [method scaled] 不同,它不使用矩阵乘法。" #: doc/classes/Transform.xml msgid "" "Transforms the given [Vector3], [Plane], [AABB], or [PoolVector3Array] by " "this transform." msgstr "" -"通过这个变换对指定的[Vector3]、[Plane]、[AABB]或[PoolVector3Array]进行变换。" +"通过这个变换对指定的 [Vector3]、[Plane]、[AABB]、[PoolVector3Array] 进行变" +"换。" #: doc/classes/Transform.xml msgid "" @@ -72915,8 +74360,8 @@ msgid "" "and Z axis. These vectors can be interpreted as the basis vectors of local " "coordinate system traveling with the object." msgstr "" -"基础是一个包含3个[Vector3]作为其列的矩阵:X轴、Y轴和Z轴。这些向量可以被解释为" -"随物体移动的局部坐标系的基础向量。" +"基是一个矩阵,包含 3 个 [Vector3] 作为其列:X 轴、Y 轴、Z 轴。这些向量可以被" +"解释为随物体移动的局部坐标系的基向量。" #: doc/classes/Transform.xml msgid "" @@ -72934,15 +74379,15 @@ msgstr "" #: doc/classes/Transform.xml msgid "[Transform] with mirroring applied perpendicular to the YZ plane." -msgstr "[Transform] 变换与垂直于YZ平面的镜像应用。" +msgstr "[Transform] 变换与垂直于 YZ 平面的镜像应用。" #: doc/classes/Transform.xml msgid "[Transform] with mirroring applied perpendicular to the XZ plane." -msgstr "[Transform] 变换与垂直于XZ平面的镜像应用。" +msgstr "[Transform] 变换与垂直于 XZ 平面的镜像应用。" #: doc/classes/Transform.xml msgid "[Transform] with mirroring applied perpendicular to the XY plane." -msgstr "[Transform]变换与垂直于XY平面的镜像应用。" +msgstr "[Transform] 变换与垂直于 XY 平面的镜像应用。" #: doc/classes/Transform2D.xml msgid "2D transformation (2×3 matrix)." @@ -72982,7 +74427,7 @@ msgid "" "Returns a vector transformed (multiplied) by the basis matrix.\n" "This method does not account for translation (the origin vector)." msgstr "" -"返回经过基础矩阵变换(相乘)的向量。\n" +"返回经过基矩阵变换(相乘)的向量。\n" "该方法不考虑平移(原点向量)。" #: doc/classes/Transform2D.xml @@ -72990,7 +74435,7 @@ msgid "" "Returns a vector transformed (multiplied) by the inverse basis matrix.\n" "This method does not account for translation (the origin vector)." msgstr "" -"返回经过逆基础矩阵变换(相乘)的向量。\n" +"返回经过逆基矩阵变换(相乘)的向量。\n" "该方法不考虑平移(原点向量)。" #: doc/classes/Transform2D.xml @@ -73007,29 +74452,6 @@ msgstr "返回缩放。" #: doc/classes/Transform2D.xml msgid "" -"Returns a transform interpolated between this transform and another by a " -"given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "" -"返回在此变换和另一个变换之间通过给定的[code]weight[/code]插值的变换,范围为" -"0.0到1.0。" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the inverse of the transform, under the assumption that the " -"transformation is composed of rotation and translation (no scaling, use " -"[method affine_inverse] for transforms with scaling)." -msgstr "" -"返回变换的反值,假设该变换是由旋转和平移组成的(没有缩放,对有缩放的变换使用 " -"[method affine_inverse])。" - -#: doc/classes/Transform2D.xml -msgid "" -"Returns the transform with the basis orthogonal (90 degrees), and normalized " -"axis vectors (scale of 1 or -1)." -msgstr "返回以正交,即90度,为基础的变换,以及归一化的轴向量,缩放为1或-1。" - -#: doc/classes/Transform2D.xml -msgid "" "Rotates the transform by the given angle (in radians), using matrix " "multiplication." msgstr "使用矩阵乘法,将变换旋转给定的角度,即弧度。" @@ -73043,7 +74465,7 @@ msgstr "使用矩阵乘法,用给定的缩放系数来缩放变换。" msgid "" "Transforms the given [Vector2], [Rect2], or [PoolVector2Array] by this " "transform." -msgstr "通过此变换对指定的[Vector2]、[Rect2]或[PoolVector2Array]进行变换。" +msgstr "通过此变换对指定的 [Vector2]、[Rect2]、[PoolVector2Array] 进行变换。" #: doc/classes/Transform2D.xml msgid "" @@ -73071,7 +74493,7 @@ msgid "" "When applied to other data structures, [constant IDENTITY] performs no " "transformation." msgstr "" -"没有应用平移、旋转、缩放的单位 [Transform2D]。当应用于其他数据结构时," +"没有应用平移、旋转、缩放的恒等 [Transform2D]。当应用于其他数据结构时," "[constant IDENTITY] 不执行变换。" #: doc/classes/Transform2D.xml @@ -73093,15 +74515,12 @@ msgid "" msgstr "翻译是可以按需加载和卸载的资源,将一个字符串映射到另一个字符串。" #: doc/classes/Translation.xml doc/classes/TranslationServer.xml -#, fuzzy msgid "$DOCS_URL/tutorials/i18n/internationalizing_games.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/i18n/" -"internationalizing_games.html" +msgstr "$DOCS_URL/tutorials/i18n/internationalizing_games.html" #: doc/classes/Translation.xml doc/classes/TranslationServer.xml msgid "$DOCS_URL/tutorials/i18n/locales.html" -msgstr "" +msgstr "$DOCS_URL/tutorials/i18n/locales.html" #: doc/classes/Translation.xml msgid "Virtual method to override [method get_message]." @@ -74213,6 +75632,7 @@ msgid "Smoothly animates a node's properties over time." msgstr "使节点的属性随时间平滑地变化。" #: doc/classes/Tween.xml +#, fuzzy msgid "" "Tweens are useful for animations requiring a numerical property to be " "interpolated over a range of values. The name [i]tween[/i] comes from [i]in-" @@ -74246,7 +75666,9 @@ msgid "" "TransitionType] constants with [constant EASE_IN_OUT], and use the one that " "looks best.\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" -"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]" +"tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n" +"[b]Note:[/b] Tween methods will return [code]false[/code] if the requested " +"operation cannot be completed." msgstr "" "需要让数值属性在一定范围内做插值的动画可以使用 Tween。[i]Tween[/i] 这个名字来" "自动画技术 [i]in-betweening[/i](补间动画):你指定[i]关键帧[/i],而计算机则" @@ -74509,9 +75931,9 @@ msgid "" "code] for half of the normal speed. A value of [code]0[/code] pauses the " "animation, but see also [method set_active] or [method stop_all] for this." msgstr "" -"补间的速度乘数。例如,设置为[code]1.0[/code]为正常速度,[code]2.0[/code]为正" -"常速度的2倍,或者[code]0.5[/code]为正常速度的一半。值为[code]0[/code]时,动画" -"会暂停,另请参阅[method set_active]或[method stop_all]。" +"补间的速度乘数。例如,设置为 [code]1.0[/code] 为正常速度,[code]2.0[/code] 为" +"正常速度的 2 倍,或者 [code]0.5[/code] 为正常速度的一半。值为 [code]0[/code] " +"时,动画会暂停,另请参阅 [method set_active] 或 [method stop_all]。" #: doc/classes/Tween.xml msgid "If [code]true[/code], the tween loops." @@ -75616,10 +77038,8 @@ msgstr "" "[Mutex] 来锁定它。" #: doc/classes/Variant.xml -#, fuzzy msgid "$DOCS_URL/development/cpp/variant_class.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/development/cpp/variant_class.html" +msgstr "$DOCS_URL/development/cpp/variant_class.html" #: doc/classes/VBoxContainer.xml msgid "Vertical box container." @@ -75719,23 +77139,33 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "返回从由给定法线定义的平面上“反弹”的向量。" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded up (towards positive " +"Returns a new vector with all components rounded up (towards positive " "infinity)." -msgstr "返回所有分量四舍五入后的向量,朝正无穷大。" +msgstr "返回一个新的向量,所有的分量都是四舍五入的,向正无穷大。" #: doc/classes/Vector2.xml -#, fuzzy msgid "" "Deprecated, please use [method limit_length] instead.\n" "Returns the vector with a maximum length by limiting its length to " "[code]length[/code]." -msgstr "通过限制其长度为[code]length[/code],返回具有最大长度的向量。" +msgstr "" +"已弃用,请换用 [method limit_length]。\n" +"通过限制其长度为 [code]length[/code],返回具有最大长度的向量。" #: doc/classes/Vector2.xml -msgid "Returns the cross product of this vector and [code]with[/code]." -msgstr "返回此向量与[code]with[/code]的叉积。" +msgid "" +"Returns the 2D analog of the cross product for this vector and [code]with[/" +"code].\n" +"This is the signed area of the parallelogram formed by the two vectors. If " +"the second vector is clockwise from the first vector, then the cross product " +"is the positive area. If counter-clockwise, the cross product is the " +"negative area.\n" +"[b]Note:[/b] Cross product is not defined in 2D mathematically. This method " +"embeds the 2D vectors in the XY plane of 3D space and uses their cross " +"product's Z component as the analog." +msgstr "" #: doc/classes/Vector2.xml msgid "" @@ -75792,11 +77222,11 @@ msgstr "" "(180度角)和[code]1.0[/code](0度角)之间,当向量对齐。\n" "[b]注意:[/b][code]a.dot(b)[/code]等同于[code]b.dot(a)[/code]。" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded down (towards negative " +"Returns a new vector with all components rounded down (towards negative " "infinity)." -msgstr "返回所有分量四舍五入后的向量,朝负无穷大。" +msgstr "返回一个新的向量,所有的向量都被四舍五入,向负无穷大。" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" @@ -75842,11 +77272,13 @@ msgstr "" "返回这个向量与[code]to[/code]之间线性插值的结果,插值量为[code]weight[/" "code]。[code]weight[/code]的范围是0.0到1.0,表示插值的数量。" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Moves the vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "向[code]to[/code]移动固定的[code]delta[/code]量。" +"Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/" +"code] amount. Will not go past the final value." +msgstr "" +"返回向 [code]to[/code] 移动固定的 [code]delta[/code] 量后的新向量。不会超过最" +"终值。" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" @@ -75870,13 +77302,17 @@ msgstr "" "返回一个由这个向量的[code]modv[/code]分量和[method @GDScript.fposmod]分量组成" "的向量。" -#: doc/classes/Vector2.xml -msgid "Returns the vector projected onto the vector [code]b[/code]." -msgstr "返回投射到向量[code]b[/code]的向量。" +#: doc/classes/Vector2.xml doc/classes/Vector3.xml +msgid "Returns this vector projected onto the vector [code]b[/code]." +msgstr "返回投射到向量 [code]b[/code] 的向量。" #: doc/classes/Vector2.xml -msgid "Returns the vector reflected from a plane defined by the given normal." -msgstr "返回从给定法线定义的平面反射的向量。" +msgid "" +"Returns the vector reflected (i.e. mirrored, or symmetric) over a line " +"defined by the given direction vector [code]n[/code]." +msgstr "" +"返回经过由给定的方向向量 [code]n[/code] 定义的线反射后的(即镜像或对称)向" +"量。" #: doc/classes/Vector2.xml msgid "" @@ -75884,19 +77320,21 @@ msgid "" "@GDScript.deg2rad]." msgstr "返回旋转了[code]phi[/code]弧度的向量。参阅[method @GDScript.deg2rad]。" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "返回所有分量都被四舍五入为最接近的整数的向量,中间情况下四舍五入为零。" +"Returns a new vector with all components rounded to the nearest integer, " +"with halfway cases rounded away from zero." +msgstr "" +"返回所有分量都被四舍五入为最接近的整数的向量,中间情况向远离零的方向舍入。" -#: doc/classes/Vector2.xml +#: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" -"Returns the vector with each component set to one or negative one, depending " -"on the signs of the components. If a component is zero, it returns positive " -"one." +"Returns a new vector with each component set to one or negative one, " +"depending on the signs of the components. If a component is zero, it returns " +"positive one." msgstr "" -"根据分量的符号,返回每个分量设置为 1 或负1的向量。如果分量为零,则返回正1。" +"根据分量的符号,返回每个分量设置为 1 或负 1 的向量。如果分量为零,则返回正 " +"1。" #: doc/classes/Vector2.xml doc/classes/Vector3.xml msgid "" @@ -76004,25 +77442,19 @@ msgid "Returns the unsigned minimum angle to the given vector, in radians." msgstr "返回与给定向量的无符号最小角度,单位为弧度。" #: doc/classes/Vector3.xml -msgid "" -"Returns a new vector with all components rounded up (towards positive " -"infinity)." -msgstr "返回一个新的向量,所有的分量都是四舍五入的,向正无穷大。" - -#: doc/classes/Vector3.xml msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "返回此向量与 [code]b[/code] 的叉积。" #: doc/classes/Vector3.xml msgid "" -"Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" -"code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " -"the given amount [code]weight[/code]. [code]weight[/code] is on the range of " -"0.0 to 1.0, representing the amount of interpolation." +"Performs a cubic interpolation between this vector and [code]b[/code] using " +"[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " +"result at position [code]weight[/code]. [code]weight[/code] is on the range " +"of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -"在向量[code]pre_a[/code], [code]a[/code], [code]b[/code], [code]post_b[/code]" -"([code]a[/code]是当前的)之间,通过给定的量[code]weight[/code]进行三次插值。" -"[code]weight[/code]的范围是0.0到1.0,表示插值的数量。" +"用 [code]pre_a[/code] 和 [code]post_b[/code] 作为句柄,在这个向量和 [code]b[/" +"code] 之间进行三次插值,并在 [code]weight[/code] 位置返回结果。[code]weight[/" +"code] 的范围是 0.0 到 1.0,表示插值的量。" #: doc/classes/Vector3.xml msgid "Returns the distance between this vector and [code]b[/code]." @@ -76052,12 +77484,6 @@ msgstr "" #: doc/classes/Vector3.xml msgid "" -"Returns a new vector with all components rounded down (towards negative " -"infinity)." -msgstr "返回一个新的向量,所有的向量都被四舍五入,向负无穷大。" - -#: doc/classes/Vector3.xml -msgid "" "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / " "v.x, 1.0 / v.y, 1.0 / v.z )[/code]." msgstr "" @@ -76092,20 +77518,10 @@ msgstr "" "返回[constant AXIS_Z]。" #: doc/classes/Vector3.xml -msgid "" -"Moves this vector toward [code]to[/code] by the fixed [code]delta[/code] " -"amount." -msgstr "将此向量向[code]to[/code]移动,以固定[code]delta[/code]量。" - -#: doc/classes/Vector3.xml msgid "Returns the outer product with [code]b[/code]." msgstr "返回与 [code]b[/code] 的外积。" #: doc/classes/Vector3.xml -msgid "Returns this vector projected onto another vector [code]b[/code]." -msgstr "返回这个向量投射到另一个向量[code]b[/code]上的结果。" - -#: doc/classes/Vector3.xml msgid "Returns this vector reflected from a plane defined by the given normal." msgstr "返回从给定法线定义的平面上反射的向量。" @@ -76113,23 +77529,7 @@ msgstr "返回从给定法线定义的平面上反射的向量。" msgid "" "Rotates this vector around a given axis by [code]phi[/code] radians. The " "axis must be a normalized vector." -msgstr "将此向量绕给定的轴旋转[code]phi[/code]弧度。该轴必须是归一化的矢量。" - -#: doc/classes/Vector3.xml -msgid "" -"Returns this vector with all components rounded to the nearest integer, with " -"halfway cases rounded away from zero." -msgstr "" -"返回这个向量的所有分量都被四舍五入为最接近的整数,中间情况下四舍五入为零。" - -#: doc/classes/Vector3.xml -msgid "" -"Returns a vector with each component set to one or negative one, depending " -"on the signs of this vector's components. If a component is zero, it returns " -"positive one." -msgstr "" -"返回一个向量,每个分量设置为1或负1,取决于这个向量的分量的符号。如果分量为0," -"则返回正1。" +msgstr "将此向量绕给定的轴旋转 [code]phi[/code] 弧度。该轴必须是归一化的向量。" #: doc/classes/Vector3.xml msgid "" @@ -76148,7 +77548,7 @@ msgid "" "components set as the scale." msgstr "" "返回一个以该向量为主对角线的对角线矩阵。\n" -"这相当于一个没有旋转或剪切的Basis,这个向量的分量被设定为缩放。" +"这相当于一个没有旋转或剪切的 Basis,这个向量的分量被设定为缩放。" #: doc/classes/Vector3.xml msgid "" @@ -76308,6 +77708,10 @@ msgid "" "Returns [code]null[/code] if the wheel is not in contact with a surface, or " "the contact body is not a [PhysicsBody]." msgstr "" +"如果接触到的实体在树中有效,则以 [Spatial] 的形式返回。目前不支持 [GridMap]," +"所以节点的类型始终是 [PhysicsBody]。\n" +"如果车轮并未与表面接触,或接触到的实体不是 [PhysicsBody],则返回 [code]null[/" +"code]。" #: doc/classes/VehicleWheel.xml msgid "Returns the rotational speed of the wheel in revolutions per minute." @@ -76677,14 +78081,14 @@ msgid "" "playback in Godot. If you run into problems, try using the Ogg Theora format " "instead: [VideoStreamTheora]" msgstr "" -"[VideoStream]资源处理[url=https://www.webmproject.org/]WebM[/url]视频格式,扩" -"展名为[code].webm[/code]。支持VP8和VP9编解码器。VP8和VP9编解码器比" -"[VideoStreamTheora]更有效,但其需要更多的CPU资源来解码,尤其是VP9。VP8和VP9编" -"解码器是在CPU上解码的。\n" -"[b]注意:[/b] 不支持Alpha通道,也称为透明度。视频将始终显示为黑色背景,即使它" -"最初包含alpha通道。\n" -"[b]注意:[/b] Godot中的WebM视频播放存在已知的错误和性能问题。如果你遇到问题," -"可以尝试用Ogg Theora格式代替:[VideoStreamTheora]" +"用于处理扩展名为 [code].webm[/code] 的 [url=https://www.webmproject." +"org/]WebM[/url] 视频格式的 [VideoStream] 资源。支持 VP8 和 VP9 编解码器。VP8 " +"和 VP9 编解码器比 [VideoStreamTheora] 更高效,但其需要更多的 CPU 资源来解码," +"尤其是 VP9。VP8 和 VP9 编解码器是在 CPU 上解码的。\n" +"[b]注意:[/b] 不支持 Alpha 通道(也称为不透明度)。视频将始终显示为黑色背景," +"即使它最初包含 Alpha 通道。\n" +"[b]注意:[/b] Godot 中的 WebM 视频播放存在已知的错误和性能问题。如果你遇到问" +"题,可以尝试用 Ogg Theora 格式代替:[VideoStreamTheora]" #: modules/webm/doc_classes/VideoStreamWebm.xml msgid "Returns the WebM video file handled by this [VideoStreamWebm]." @@ -76737,7 +78141,7 @@ msgstr "" #: doc/classes/Viewport.xml msgid "$DOCS_URL/tutorials/rendering/index.html" -msgstr "" +msgstr "$DOCS_URL/tutorials/rendering/index.html" #: doc/classes/Viewport.xml doc/classes/ViewportTexture.xml msgid "https://godotengine.org/asset-library/asset/128" @@ -76979,16 +78383,19 @@ msgstr "如果[code]true[/code],视窗上的GUI控件将完美地放置像素 msgid "" "If [code]true[/code], the viewport rendering will receive benefits from High " "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive " -"values that are outside the 0-1 range. In Godot HDR uses 16 bits, meaning it " -"does not store the full range of a floating point number.\n" +"values that are outside the 0-1 range. In Godot, HDR uses half floating-" +"point precision (16-bit) by default. To use full floating-point precision " +"(32-bit), enable [member use_32_bpc_depth].\n" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " -"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." +"[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n" +"[b]Note:[/b] Only available on the GLES3 backend." msgstr "" -"如果[code]true[/code],视窗的渲染将获得高动态范围算法的收益。高动态范围允许视" -"窗接收0-1范围以外的数值。在Godot中HDR使用16比特,这意味着它不能存储浮点数的全" -"部范围。\n" -"[b]注意:[/b] 需要将 [member usage]设置为[constant USAGE_3D]或[constant " -"USAGE_3D_NO_EFFECTS],2D不支持HDR。" +"如果为 [code]true[/code],视窗的渲染将获益于高动态范围算法。高动态范围允许视" +"窗接收 0-1 范围以外的数值。在 Godot 中 HDR 默认使用半精度浮点数(16 位)。要" +"使用全精度浮点数(32 位),请启用 [member use_32_bpc_depth]。\n" +"[b]注意:[/b]需要将 [member usage] 设置为 [constant USAGE_3D] 或 [constant " +"USAGE_3D_NO_EFFECTS],因为 HDR 不支持 2D。\n" +"[b]注意:[/b]仅在 GLES3 后端中可用。" #: doc/classes/Viewport.xml msgid "" @@ -77128,6 +78535,24 @@ msgid "The rendering mode of viewport." msgstr "视窗的渲染模式。" #: doc/classes/Viewport.xml +msgid "" +"If [code]true[/code], allocates the viewport's framebuffer with full " +"floating-point precision (32-bit) instead of half floating-point precision " +"(16-bit). Only effective when [member hdr] is also enabled.\n" +"[b]Note:[/b] Enabling this setting does not improve rendering quality. Using " +"full floating-point precision is slower, and is generally only needed for " +"advanced shaders that require a high level of precision. To reduce banding, " +"enable [member debanding] instead.\n" +"[b]Note:[/b] Only available on the GLES3 backend." +msgstr "" +"如果为 [code]true[/code],分配该视窗的帧缓冲时将使用完整浮点数精度(32 位)而" +"不是半浮点数精度(16 位)。仅在同时启用 [member hdr] 时有效。\n" +"[b]注意:[/b]启用这个设置不会提升渲染质量。使用完整浮点数精度较慢,一般只有要" +"求更高精度的高级着色器需要使用。如果是要减少条带效应,请启用 [member " +"debanding]。\n" +"[b]注意:[/b]仅在 GLES3 后端中可用。" + +#: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." msgstr "自定义的[World],可以作为3D环境源。" @@ -77241,7 +78666,7 @@ msgstr "表示 [enum RenderInfo] 枚举的大小。" #: doc/classes/Viewport.xml msgid "Objects are displayed normally." -msgstr "对象显示正常。" +msgstr "对象正常显示。" #: doc/classes/Viewport.xml msgid "Objects are displayed without light information." @@ -77333,7 +78758,7 @@ msgstr "在下一帧清除渲染目标,然后切换到 [constant CLEAR_MODE_NE #: doc/classes/ViewportContainer.xml msgid "Control for holding [Viewport]s." -msgstr "用于持有[Viewport]的控件。" +msgstr "用于持有 [Viewport] 的控件。" #: doc/classes/ViewportContainer.xml msgid "" @@ -77343,15 +78768,15 @@ msgid "" "causing distortion, adjust the node's margins instead (if it's not already " "in a container)." msgstr "" -"容纳[Viewport]的[Container]节点,自动设置其大小。\n" -"[b]注意:[/b] 改变ViewportContainer的[member Control.rect_scale]会导致其内容" -"出现扭曲。要改变它的视觉尺寸而不引起失真,可以调整节点的边距来代替,如果它还" -"未在容器中时。" +"容纳 [Viewport] 的 [Container] 节点,会自动设置其大小。\n" +"[b]注意:[/b]改变 ViewportContainer 的 [member Control.rect_scale] 会导致其内" +"容出现变形。要改变它的视觉尺寸而不引起失真,可以通过调整节点的边距来代替(如" +"果它不在容器中)。" #: doc/classes/ViewportContainer.xml msgid "" "If [code]true[/code], the viewport will be scaled to the control's size." -msgstr "如果[code]true[/code],视窗将被缩放到控件的大小。" +msgstr "为 [code]true[/code] 时视窗将被缩放到控件的大小。" #: doc/classes/ViewportContainer.xml msgid "" @@ -77641,10 +79066,10 @@ msgid "" "[VisualInstance]. [VisualInstance] is the node representation of the " "[VisualServer] instance." msgstr "" -"[VisualInstance]用于连接一个资源和一个视觉显示。所有的可视化三维节点都继承自" -"[VisualInstance]。你不应该直接访问[VisualInstance]的属性,一般来说,它们是由" -"继承自[VisualInstance]的节点访问和管理的。[VisualInstance]是[VisualServer]实" -"例的节点表示。" +"[VisualInstance] 可用于将资源连接到视觉表示。所有的可视化 3D 节点都继承自 " +"[VisualInstance]。一般来说,你不应该直接访问 [VisualInstance] 的属性,因为它" +"们是由继承自 [VisualInstance] 的节点访问和管理的。[VisualInstance] 是 " +"[VisualServer] 实例的节点表示。" #: doc/classes/VisualInstance.xml msgid "" @@ -77716,7 +79141,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScript.xml msgid "A script implemented in the Visual Script programming environment." -msgstr "一个在可视化脚本编程环境中实现的脚本。" +msgstr "在 Visual Script 编程环境中实现的脚本。" #: modules/visual_script/doc_classes/VisualScript.xml msgid "" @@ -77734,38 +79159,35 @@ msgstr "" "您最有可能通过 Visual Script 编辑器或在为其编写插件时使用此类。" #: modules/visual_script/doc_classes/VisualScript.xml -#, fuzzy -msgid "$DOCS_URL/getting_started/scripting/visual_script/index.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/getting_started/scripting/" -"visual_script/index.html" +msgid "$DOCS_URL/tutorials/scripting/visual_script/index.html" +msgstr "$DOCS_URL/tutorials/scripting/visual_script/index.html" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Add a custom signal with the specified name to the VisualScript." -msgstr "在可视化脚本中添加指定名称的自定义信号。" +msgstr "在 VisualScript 中添加指定名称的自定义信号。" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Add a function with the specified name to the VisualScript." -msgstr "在可视化脚本中添加指定名称的函数。" +msgstr "在 VisualScript 中添加指定名称的函数。" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Add a node to a function of the VisualScript." -msgstr "向可视化脚本的函数添加节点。" +msgstr "向 VisualScript 的函数添加节点。" #: modules/visual_script/doc_classes/VisualScript.xml msgid "" "Add a variable to the VisualScript, optionally giving it a default value or " "marking it as exported." -msgstr "在可视化脚本中添加一个变量,可选择给它一个默认值或将其标记为导出。" +msgstr "在 VisualScript 中添加一个变量,可选择给它一个默认值或将其标记为导出。" #: modules/visual_script/doc_classes/VisualScript.xml msgid "" "Add an argument to a custom signal added with [method add_custom_signal]." -msgstr "为用[method add_custom_signal]添加的自定义信号添加一个参数。" +msgstr "为用 [method add_custom_signal] 添加的自定义信号添加一个参数。" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Get the count of a custom signal's arguments." -msgstr "获取自定义信号的参数计数。" +msgstr "获取自定义信号的参数个数。" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Get the name of a custom signal's argument." @@ -77807,7 +79229,7 @@ msgstr "断开之前用[method data_connect]连接的两个数据端口。" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns the id of a function's entry point node." -msgstr "返回函数入口点节点的ID。" +msgstr "返回函数入口点节点的 ID。" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Returns the position of the center of the screen for a given function." @@ -77904,7 +79326,7 @@ msgstr "" msgid "" "Disconnect two sequence ports previously connected with [method " "sequence_connect]." -msgstr "断开之前用[method sequence_connect]连接的两个序列端口。" +msgstr "断开之前用 [method sequence_connect] 连接的两个序列端口。" #: modules/visual_script/doc_classes/VisualScript.xml msgid "Position the center of the screen for a function." @@ -77937,13 +79359,13 @@ msgstr "当节点端口更改时触发。" #: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml msgid "A Visual Script node representing a constant from the base types." -msgstr "一个可视化脚本节点,表示基本类型中的一个常量。" +msgstr "一个 Visual Script 节点,表示基本类型中的一个常量。" #: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml msgid "" "A Visual Script node representing a constant from base types, such as " "[constant Vector3.AXIS_X]." -msgstr "表示基本类型常量的可视化脚本节点,如[constant Vector3.AXIS_X]。" +msgstr "表示基本类型常量的 Visual Script 节点,如 [constant Vector3.AXIS_X]。" #: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml msgid "The type to get the constant from." @@ -77955,7 +79377,7 @@ msgstr "要返回的常量的名称。" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "A Visual Script node used to call built-in functions." -msgstr "用于调用内置函数的可视化脚本节点。" +msgstr "用于调用内置函数的 Visual Script 节点。" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" @@ -78177,7 +79599,7 @@ msgstr "将输入从分贝音量转换为线性音量。" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the greater of the two numbers, also known as their maximum." -msgstr "返回两个数字中较大的一个,也称为它们的最大值。" +msgstr "返回两个数字中较大的一个,也被称为它们的最大值。" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Return the lesser of the two numbers, also known as their minimum." @@ -78266,8 +79688,8 @@ msgid "" "Return the [Color] with the given name and alpha ranging from 0 to 1.\n" "[b]Note:[/b] Names are defined in [code]color_names.inc[/code]." msgstr "" -"返回具有给定名称的[Color]和从0到1的alpha。\n" -"[b]注意:[/b] 名称在[code]color_names.inc[/code]中定义。" +"返回具有给定名称的 [Color] 和从 0 到 1 的 Alpha。\n" +"[b]注意:[/b]名称在 [code]color_names.inc[/code] 中定义。" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "" @@ -78288,7 +79710,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml msgid "Represents the size of the [enum BuiltinFunc] enum." -msgstr "表示[enum BuiltinFunc]枚举的大小。" +msgstr "表示 [enum BuiltinFunc] 枚举的大小。" #: modules/visual_script/doc_classes/VisualScriptClassConstant.xml msgid "Gets a constant from a given class." @@ -78303,12 +79725,12 @@ msgid "" "[b]Output Ports:[/b]\n" "- Data (variant): [code]value[/code]" msgstr "" -"该节点从指定类中返回常量,例如[constant TYPE_INT]。关于可用的常量,请参阅指定" -"类的文档。\n" -"[b]Input Ports:[/b]\n" -"none\n" -"[b]Output Ports:[/b]\n" -"- Data (variant): [code]value[/code]" +"该节点从指定类中返回常量,例如 [constant TYPE_INT]。关于可用的常量,请参阅指" +"定类的文档。\n" +"[b]输入端口:[/b]\n" +"无\n" +"[b]输出端口:[/b]\n" +"- 数据(变体):[code]value[/code]" #: modules/visual_script/doc_classes/VisualScriptClassConstant.xml msgid "The constant's parent class." @@ -78321,7 +79743,7 @@ msgstr "要返回的常量。可用的常量参阅给定的类。" #: modules/visual_script/doc_classes/VisualScriptComment.xml msgid "A Visual Script node used to annotate the script." -msgstr "用于注释脚本的可视化脚本节点。" +msgstr "用于注释脚本的 Visual Script 节点。" #: modules/visual_script/doc_classes/VisualScriptComment.xml msgid "" @@ -78329,7 +79751,7 @@ msgid "" "may be documented.\n" "Comment nodes can be resized so they encompass a group of nodes." msgstr "" -"可视化脚本节点,用于显示脚本中的注释,以便记录代码。\n" +"Visual Script 节点,用于显示脚本中的注释,以便为代码提供文档。\n" "注释节点可以调整大小,以便包含一组节点。" #: modules/visual_script/doc_classes/VisualScriptComment.xml @@ -78346,19 +79768,19 @@ msgstr "注释节点的标题。" #: modules/visual_script/doc_classes/VisualScriptComposeArray.xml msgid "A Visual Script Node used to create array from a list of items." -msgstr "可视化脚本节点,用于从项目列表中创建数组。" +msgstr "Visual Script 节点,用于从项目列表中创建数组。" #: modules/visual_script/doc_classes/VisualScriptComposeArray.xml msgid "" "A Visual Script Node used to compose array from the list of elements " "provided with custom in-graph UI hard coded in the VisualScript Editor." msgstr "" -"可视化脚本节点,用于从可视化脚本编辑器中硬编码的自定义图像内用户界面提供的元" -"素列表中组成数组。" +"Visual Script 节点,用于从可视化脚本编辑器中硬编码的自定义图像内用户界面提供" +"的元素列表中组成数组。" #: modules/visual_script/doc_classes/VisualScriptCondition.xml msgid "A Visual Script node which branches the flow." -msgstr "可视化脚本节点,它是流程的分支。" +msgstr "Visual Script 节点,它是流程的分支。" #: modules/visual_script/doc_classes/VisualScriptCondition.xml msgid "" @@ -78374,16 +79796,16 @@ msgid "" "- Sequence: [code]false[/code]\n" "- Sequence: [code]done[/code]" msgstr "" -"可视化脚本节点,检查一个[bool]输入端口。如果[code]true[/code],它将通过 " -"\"true\" 序列端口退出。如果[code]false[/code],它将通过 \"false\" 序列端口退" -"出。在退出这两种情况后,它通过 \"done\" 端口退出。序列端口可以不连接。\n" -"[b]Input Ports:[/b]\n" -"- Sequence: [code]if (cond) is[/code]\n" -"- Data (boolean): [code]cond[/code]\n" -"[b]Output Ports:[/b]\n" -"- Sequence: [code]true[/code]\n" -"- Sequence: [code]false[/code]\n" -"- Sequence: [code]done[/code]" +"Visual Script 节点,检查 [bool] 输入端口。如果为 [code]true[/code],它将通" +"过“true”序列端口退出。如果为 [code]false[/code],它将通过“false”序列端口退" +"出。在退出这两种情况后,它通过“done”端口退出。序列端口可以不连接。\n" +"[b]输入端口:[/b]\n" +"- 序列:[code]if (cond) is[/code]\n" +"- 数据(布尔):[code]cond[/code]\n" +"[b]输出端口:[/b]\n" +"- 序列:[code]true[/code]\n" +"- 序列:[code]false[/code]\n" +"- 序列:[code]done[/code]" #: modules/visual_script/doc_classes/VisualScriptConstant.xml msgid "Gets a contant's value." @@ -78398,10 +79820,10 @@ msgid "" "- Data (variant): [code]get[/code]" msgstr "" "该节点返回常量的值。\n" -"[b]Input Ports:[/b]\n" -"none\n" -"[b]Output Ports:[/b]\n" -"- Data (variant): [code]get[/code]" +"[b]输入端口:[/b]\n" +"无\n" +"[b]输出端口:[/b]\n" +"- 数据(变体):[code]get[/code]" #: modules/visual_script/doc_classes/VisualScriptConstant.xml msgid "The constant's type." @@ -78413,21 +79835,21 @@ msgstr "常量的值。" #: modules/visual_script/doc_classes/VisualScriptConstructor.xml msgid "A Visual Script node which calls a base type constructor." -msgstr "可视化脚本节点,调用一个基本类型的构造函数。" +msgstr "Visual Script 节点,调用一个基本类型的构造函数。" #: modules/visual_script/doc_classes/VisualScriptConstructor.xml msgid "" "A Visual Script node which calls a base type constructor. It can be used for " "type conversion as well." -msgstr "可视化脚本节点,调用一个基本类型的构造函数。它也可以用于类型转换。" +msgstr "Visual Script 节点,调用一个基本类型的构造函数。它也可以用于类型转换。" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "A scripted Visual Script node." -msgstr "有脚本的可视化脚本节点。" +msgstr "有脚本的 Visual Script 节点。" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "A custom Visual Script node which can be scripted in powerful ways." -msgstr "自定义的可视化脚本节点,可以用强大的方式进行脚本编写。" +msgstr "自定义的 Visual Script 节点,可以用强大的方式进行脚本编写。" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return the node's title." @@ -78462,11 +79884,11 @@ msgstr "返回指定输入端口的类型。参阅[enum Variant.Type]值。" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return the amount of output [b]sequence[/b] ports." -msgstr "返回输出[b]sequence[/b]序列端口的数量。" +msgstr "返回输出[b]序列[/b]端口的数量。" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return the specified [b]sequence[/b] output's name." -msgstr "返回指定的[b]sequence[/b]序列输出的名称。" +msgstr "返回指定的[b]序列[/b]输出的名称。" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return the amount of output value ports." @@ -78497,8 +79919,8 @@ msgid "" "[b]sequence[/b] port (if there is none, on the place that is usually taken " "by it)." msgstr "" -"返回自定义节点的文本,就在输入[b]sequence[/b]序列端口旁边显示,如果没有,则在" -"通常被它占用的位置。" +"返回自定义节点的文本,就在输入[b]序列[/b]端口旁边显示,如果没有,则在通常被它" +"占用的位置。" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "" @@ -78508,7 +79930,7 @@ msgstr "返回自定义节点的运行内存的大小。更多细节参阅 [meth #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "Return whether the custom node has an input [b]sequence[/b] port." -msgstr "返回自定义节点是否有输入[b]sequence[/b]序列端口。" +msgstr "返回自定义节点是否有输入[b]序列[/b]端口。" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml msgid "" @@ -78590,7 +80012,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScriptDeconstruct.xml msgid "" "A Visual Script node which deconstructs a base type instance into its parts." -msgstr "可视化脚本节点,它将一个基本类型的实例解构为其各个部分。" +msgstr "Visual Script 节点,它将一个基本类型的实例解构为其各个部分。" #: modules/visual_script/doc_classes/VisualScriptDeconstruct.xml msgid "The type to deconstruct." @@ -78601,20 +80023,20 @@ msgid "" "Add a custom Visual Script node to the editor. It'll be placed under " "\"Custom Nodes\" with the [code]category[/code] as the parameter." msgstr "" -"在编辑器中添加自定义可视化脚本节点。它放在 \"自定义节点\" 下,以" -"[code]category[/code]作为参数。" +"在编辑器中添加自定义 Visual Script 节点。它放在“自定义节点”下,以 " +"[code]category[/code] 作为参数。" #: modules/visual_script/doc_classes/VisualScriptEditor.xml msgid "" "Remove a custom Visual Script node from the editor. Custom nodes already " "placed on scripts won't be removed." msgstr "" -"从编辑器中删除一个自定义可视化脚本节点。已经放在脚本上的自定义节点不会被删" -"除。" +"从编辑器中删除一个自定义 Visual Script 节点。已经放在脚本上的自定义节点不会被" +"删除。" #: modules/visual_script/doc_classes/VisualScriptEditor.xml msgid "Emitted when a custom Visual Script node is added or removed." -msgstr "当添加或删除一个自定义可视化脚本节点时触发。" +msgstr "当添加或删除一个自定义 Visual Script 节点时触发。" #: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml msgid "Emits a specified signal." @@ -78629,10 +80051,10 @@ msgid "" "- Sequence" msgstr "" "当它被执行时发出一个指定的信号。\n" -"[b]Input Ports:[/b]\n" -"- Sequence: [code]emit[/code]\n" -"[b]Output Ports:[/b]\n" -"- Sequence" +"[b]输入端口:[/b]\n" +"- 序列:[code]emit[/code]\n" +"[b]输出端口:[/b]\n" +"- 序列" #: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml msgid "The signal to emit." @@ -78640,7 +80062,7 @@ msgstr "触发的信号。" #: modules/visual_script/doc_classes/VisualScriptEngineSingleton.xml msgid "A Visual Script node returning a singleton from [@GlobalScope]." -msgstr "从 [@GlobalScope] 返回单例的可视化脚本节点。" +msgstr "从 [@GlobalScope] 返回单例的 Visual Script 节点。" #: modules/visual_script/doc_classes/VisualScriptEngineSingleton.xml msgid "The singleton's name." @@ -78648,7 +80070,7 @@ msgstr "单例的名称。" #: modules/visual_script/doc_classes/VisualScriptExpression.xml msgid "A Visual Script node that can execute a custom expression." -msgstr "可以执行自定义表达式的可视化脚本节点。" +msgstr "可以执行自定义表达式的 Visual Script 节点。" #: modules/visual_script/doc_classes/VisualScriptExpression.xml msgid "" @@ -78656,12 +80078,12 @@ msgid "" "provided for the input and the expression result can be retrieved from the " "output." msgstr "" -"可以执行自定义表达式的可视化脚本节点。可以为输入提供值,并且可以从输出中检索" -"表达式结果。" +"可以执行自定义表达式的 Visual Script 节点。可以为输入提供值,并且可以从输出中" +"检索表达式结果。" #: modules/visual_script/doc_classes/VisualScriptFunction.xml msgid "A Visual Script node representing a function." -msgstr "一个Visual Script节点,表示一个函数。" +msgstr "表示函数的 Visual Script 节点。" #: modules/visual_script/doc_classes/VisualScriptFunction.xml msgid "" @@ -78674,7 +80096,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "A Visual Script node for calling a function." -msgstr "用于调用函数的可视化脚本节点。" +msgstr "用于调用函数的 Visual Script 节点。" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml msgid "" @@ -78802,7 +80224,7 @@ msgstr "该方法将被远程调用,用于给定的对等体,使用一个不 #: modules/visual_script/doc_classes/VisualScriptFunctionState.xml msgid "A Visual Script node representing a function state." -msgstr "一个Visual Script节点,表示函数状态。" +msgstr "表示函数状态的 Visual Script 节点。" #: modules/visual_script/doc_classes/VisualScriptFunctionState.xml msgid "" @@ -78838,7 +80260,7 @@ msgstr "要使用的常量。" #: modules/visual_script/doc_classes/VisualScriptIndexGet.xml msgid "A Visual Script node for getting a value from an array or a dictionary." -msgstr "一个Visual Script节点,用于从数组或字典中获取值。" +msgstr "用于从数组或字典中取值的 Visual Script 节点。" #: modules/visual_script/doc_classes/VisualScriptIndexGet.xml msgid "" @@ -78848,7 +80270,7 @@ msgstr "[VisualScriptIndexGet]将返回存储在指定索引下的数组或字 #: modules/visual_script/doc_classes/VisualScriptIndexSet.xml msgid "A Visual Script node for setting a value in an array or a dictionary." -msgstr "一个Visual Script节点,用于设置数组或字典中的值。" +msgstr "用于向数组或字典中设值的 Visual Script 节点。" #: modules/visual_script/doc_classes/VisualScriptIndexSet.xml msgid "" @@ -78859,7 +80281,7 @@ msgstr "" #: modules/visual_script/doc_classes/VisualScriptInputAction.xml msgid "A Visual Script node returning a state of an action." -msgstr "返回动作状态的可视化脚本节点。" +msgstr "返回动作状态的 Visual Script 节点。" #: modules/visual_script/doc_classes/VisualScriptInputAction.xml msgid "" @@ -78910,17 +80332,17 @@ msgid "" msgstr "" "这个节点在给定的输入中逐项进行。输入可以是任何序列数据类型,如[Array]或" "[String]。当每个项被处理完后,执行传出[code]exit[/code] 序列端口。\n" -"[b]Input Ports:[/b]\n" -"- Sequence: [code]for (elem) in (input)[/code]\n" -"- Data (variant): [code]input[/code]\n" -"[b]Output Ports:[/b]\n" -"- Sequence: [code]each[/code]\n" -"- Sequence: [code]exit[/code]\n" -"- Data (variant): [code]elem[/code]" +"[b]输入端口:[/b]\n" +"- 序列:[code]for (elem) in (input)[/code]\n" +"- 数据(变体):[code]input[/code]\n" +"[b]输出端口:[/b]\n" +"- 序列:[code]each[/code]\n" +"- 序列:[code]exit[/code]\n" +"- 数据(变体):[code]elem[/code]" #: modules/visual_script/doc_classes/VisualScriptLists.xml msgid "A Visual Script virtual class for in-graph editable nodes." -msgstr "图内可编辑节点的可视化脚本虚拟类。" +msgstr "图内可编辑节点的 Visual Script 虚类。" #: modules/visual_script/doc_classes/VisualScriptLists.xml msgid "" @@ -78974,11 +80396,11 @@ msgid "" "[b]Output Ports:[/b]\n" "- Data (variant): [code]get[/code]" msgstr "" -"返回局部变量的值。必须提供 \"Var Name\",并提供可选类型。\n" -"[b]Input Ports:[/b]\n" -"none\n" -"[b]Output Ports:[/b]\n" -"- Data (variant): [code]get[/code]" +"返回局部变量的值。必须提供变量名称“Var Name”,并提供可选类型。\n" +"[b]输入端口:[/b]\n" +"无\n" +"[b]输出端口:[/b]\n" +"- 数据(变体):[code]get[/code]" #: modules/visual_script/doc_classes/VisualScriptLocalVar.xml #: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml @@ -79006,12 +80428,12 @@ msgid "" "- Data (variant): [code]get[/code]" msgstr "" "将一个局部变量的值更改为给定的输入值。新的值也会在输出端提供数据端口。\n" -"[b]Input Ports:[/b]\n" -"- Sequence\n" -"- Data (variant): [code]set[/code]\n" -"[b]Output Ports:[/b]\n" -"- Sequence\n" -"- Data (variant): [code]get[/code]" +"[b]输入端口:[/b]\n" +"- 序列\n" +"- 数据(变体):[code]set[/code]\n" +"[b]输出端口:[/b]\n" +"- 序列\n" +"- 数据(变体):[code]get[/code]" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "Commonly used mathematical constants." @@ -79025,11 +80447,11 @@ msgid "" "[b]Output Ports:[/b]\n" "- Data (variant): [code]get[/code]" msgstr "" -"在输出数据端口上提供常见的数学常量,如Pi等。\n" -"[b]Input Ports:[/b]\n" -"none\n" -"[b]Output Ports:[/b]\n" -"- Data (variant): [code]get[/code]" +"在输出数据端口上提供 Pi 等常见的数学常量。\n" +"[b]输入端口:[/b]\n" +"无\n" +"[b]输出端口:[/b]\n" +"- 数据(变体):[code]get[/code]" #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml msgid "The math constant." @@ -79093,7 +80515,7 @@ msgstr "返回给定端口的默认值。当没有任何东西连接到该端口 #: modules/visual_script/doc_classes/VisualScriptNode.xml msgid "Returns the [VisualScript] instance the node is bound to." -msgstr "返回该节点所绑定的[VisualScript]实例。" +msgstr "返回该节点所绑定的 [VisualScript] 实例。" #: modules/visual_script/doc_classes/VisualScriptNode.xml msgid "" @@ -79122,10 +80544,10 @@ msgid "" "- Data (variant): [code]result[/code]" msgstr "" "[b]输入端口:[/b]\n" -"- 数据(variant):[code]A[/code]\n" -"- 数据(variant):[code]B[/code]\n" +"- 数据(变体):[code]A[/code]\n" +"- 数据(变体):[code]B[/code]\n" "[b]输出端口:[/b]\n" -"- 数据(variant):[code]result[/code]" +"- 数据(变体):[code]result[/code]" #: modules/visual_script/doc_classes/VisualScriptOperator.xml msgid "" @@ -79151,11 +80573,11 @@ msgid "" "[b]Output Ports:[/b]\n" "- Data (object): [code]res[/code]" msgstr "" -"创建新的[Resource]或从文件系统加载一个。\n" -"[b]Input Ports:[/b]\n" -"none\n" -"[b]Output Ports:[/b]\n" -"- Data (object): [code]res[/code]" +"创建新的 [Resource] 或从文件系统加载。\n" +"[b]输入端口:[/b]\n" +"无\n" +"[b]输出端口:[/b]\n" +"- 数据(对象):[code]res[/code]" #: modules/visual_script/doc_classes/VisualScriptPreload.xml msgid "The [Resource] to load." @@ -79245,7 +80667,7 @@ msgstr "该属性将从 GDScript 基本类型中检索,例如 [Vector2]。" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "A Visual Script node that sets a property of an [Object]." -msgstr "一个Visual Script节点,用于设置[Object]的属性。" +msgstr "用于设置对象 [Object] 的属性的 Visual Script 节点。" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml msgid "" @@ -79374,15 +80796,15 @@ msgid "" msgstr "" "结束一个函数的执行并将控制权返回给调用函数。可选,它可以返回一个[Variant]" "值。\n" -"[b]Input Ports:[/b]\n" -"- Sequence\n" -"- Data (variant): [code]result[/code] (optional)\n" -"[b]Output Ports:[/b]\n" -"none" +"[b]输入端口:[/b]\n" +"- 序列\n" +"- 数据(变体):[code]result[/code](可选)\n" +"[b]输出端口:[/b]\n" +"无" #: modules/visual_script/doc_classes/VisualScriptReturn.xml msgid "If [code]true[/code], the [code]return[/code] input port is available." -msgstr "如果[code]true[/code],则[code]return[/code]输入端口可用。" +msgstr "如果为 [code]true[/code],则 [code]return[/code] 输入端口可用。" #: modules/visual_script/doc_classes/VisualScriptReturn.xml msgid "The return value's data type." @@ -79401,10 +80823,10 @@ msgid "" "- Data: [code]node[/code] (obj)" msgstr "" "对节点的直接引用。\n" -"[b]Input Ports:[/b]\n" -"none\n" -"[b]Output Ports:[/b]\n" -"- Data: [code]node[/code] (obj)" +"[b]输入端口:[/b]\n" +"无\n" +"[b]输出端口:[/b]\n" +"- 数据:[code]node[/code](obj)" #: modules/visual_script/doc_classes/VisualScriptSceneNode.xml msgid "The node's path in the scene tree." @@ -79429,12 +80851,12 @@ msgid "" "- Data (variant): [code]out[/code]" msgstr "" "根据一个布尔条件在两个输入值之间进行选择。\n" -"[b]Input Ports:[/b]\n" +"[b]输入端口:[/b]\n" "- Data (boolean): [code]cond[/code]\n" -"- Data (variant): [code]a[/code]\n" -"- Data (variant): [code]b[/code]\n" -"[b]Output Ports:[/b]\n" -"- Data (variant): [code]out[/code]" +"- 数据(变体):[code]a[/code]\n" +"- 数据(变体):[code]b[/code]\n" +"[b]输出端口:[/b]\n" +"- 数据(变体):[code]out[/code]" #: modules/visual_script/doc_classes/VisualScriptSelect.xml msgid "The input variables' type." @@ -79452,11 +80874,11 @@ msgid "" "[b]Output Ports:[/b]\n" "- Data (object): [code]instance[/code]" msgstr "" -"提供对运行可视化脚本的节点的引用。\n" -"[b]Input Ports:[/b]\n" -"none\n" -"[b]Output Ports:[/b]\n" -"- Data (object): [code]instance[/code]" +"提供对运行 Visual Script 的节点的引用。\n" +"[b]输入端口:[/b]\n" +"无\n" +"[b]输出端口:[/b]\n" +"- 数据(对象):[code]instance[/code]" #: modules/visual_script/doc_classes/VisualScriptSequence.xml msgid "Executes a series of Sequence ports." @@ -79475,11 +80897,11 @@ msgid "" msgstr "" "通过一系列的一个或多个输出序列端口进行步进。[code]current[/code]当前数据端口" "输出当前执行的项。\n" -"[b]Input Ports:[/b]\n" -"- Sequence: [code]in order[/code]\n" -"[b]Output Ports:[/b]\n" -"- Sequence: [code]1[/code]\n" -"- Sequence: [code]2 - n[/code] (optional)\n" +"[b]输入端口:[/b]\n" +"- 序列:[code]in order[/code]\n" +"[b]输出端口:[/b]\n" +"- 序列:[code]1[/code]\n" +"- 序列:[code]2 - n[/code] (optional)\n" "- Data (int): [code]current[/code]" #: modules/visual_script/doc_classes/VisualScriptSequence.xml @@ -79524,19 +80946,19 @@ msgid "" msgstr "" "根据输入值来分支流程。在属性检查器中使用[b]Case Count[/b]来设置分支的数量和每" "个比较的可选类型。\n" -"[b]Input Ports:[/b]\n" -"- Sequence: [code]'input' is[/code]\n" -"- Data (variant): [code]=[/code]\n" -"- Data (variant): [code]=[/code] (optional)\n" -"- Data (variant): [code]input[/code]\n" -"[b]Output Ports:[/b]\n" -"- Sequence\n" -"- Sequence (optional)\n" -"- Sequence: [code]done[/code]" +"[b]输入端口:[/b]\n" +"- 序列:[code]'input' is[/code]\n" +"- 数据(变体):[code]=[/code]\n" +"- 数据(变体):[code]=[/code](可选)\n" +"- 数据(变体):[code]input[/code]\n" +"[b]输出端口:[/b]\n" +"- 序列\n" +"- 序列(可选)\n" +"- 序列:[code]done[/code]" #: modules/visual_script/doc_classes/VisualScriptTypeCast.xml msgid "A Visual Script node that casts the given value to another type." -msgstr "一个Visual Script节点,将给定的值转换为另一种类型。" +msgstr "将给定的值转换为另一种类型的 Visual Script 节点。" #: modules/visual_script/doc_classes/VisualScriptTypeCast.xml msgid "" @@ -79567,11 +80989,11 @@ msgid "" "[b]Output Ports:[/b]\n" "- Data (variant): [code]value[/code]" msgstr "" -"返回变量的值。必须提供 \"Var Name\",并有一个可选的类型。\n" -"[b]Input Ports:[/b]\n" -"none\n" -"[b]Output Ports:[/b]\n" -"- Data (variant): [code]value[/code]" +"返回变量的值。必须提供变量名称“Var Name”,并有一个可选的类型。\n" +"[b]输入端口:[/b]\n" +"无\n" +"[b]输出端口:[/b]\n" +"- 数据(变体):[code]value[/code]" #: modules/visual_script/doc_classes/VisualScriptVariableGet.xml #: modules/visual_script/doc_classes/VisualScriptVariableSet.xml @@ -79592,11 +81014,11 @@ msgid "" "- Sequence" msgstr "" "将变量的值更改为给定的输入。\n" -"[b]Input Ports:[/b]\n" -"- Sequence\n" -"- Data (variant): [code]set[/code]\n" -"[b]Output Ports:[/b]\n" -"- Sequence" +"[b]输入端口:[/b]\n" +"- 序列\n" +"- 数据(变体):[code]set[/code]\n" +"[b]输出端口:[/b]\n" +"- 序列" #: modules/visual_script/doc_classes/VisualScriptWhile.xml msgid "Conditional loop." @@ -79615,12 +81037,12 @@ msgid "" msgstr "" "当一个条件为[code]true[/code]时进行循环。当循环结束时,执行继续从[code]exit[/" "code]序列端口出来。\n" -"[b]Input Ports:[/b]\n" -"- Sequence: [code]while(cond)[/code]\n" +"[b]输入端口:[/b]\n" +"- 序列:[code]while(cond)[/code]\n" "- Data (bool): [code]cond[/code]\n" -"[b]Output Ports:[/b]\n" -"- Sequence: [code]repeat[/code]\n" -"- Sequence: [code]exit[/code]" +"[b]输出端口:[/b]\n" +"- 序列:[code]repeat[/code]\n" +"- 序列:[code]exit[/code]" #: modules/visual_script/doc_classes/VisualScriptYield.xml msgid "A Visual Script node used to pause a function execution." @@ -79743,11 +81165,8 @@ msgstr "" "视窗的画布的子项,或者它需要是最终连接到画布的另一个画布项的子项。" #: doc/classes/VisualServer.xml -#, fuzzy msgid "$DOCS_URL/tutorials/performance/using_servers.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/performance/" -"using_servers.html" +msgstr "$DOCS_URL/tutorials/performance/using_servers.html" #: doc/classes/VisualServer.xml msgid "Sets images to be rendered in the window margin." @@ -80304,7 +81723,7 @@ msgid "" "Sets the rotation of the background [Sky] expressed as a [Basis]. Equivalent " "to [member Environment.background_sky_orientation]." msgstr "" -"设置背景[Sky]的旋转,以[Basis]表示。相当于[member Environment." +"设置背景 [Sky] 的旋转,以 [Basis] 表示。相当于 [member Environment." "background_sky_orientation]。" #: doc/classes/VisualServer.xml @@ -80725,14 +82144,14 @@ msgstr "" #: doc/classes/VisualServer.xml msgid "Not implemented in Godot 3.x." -msgstr "在Godot 3.x中没有实现。" +msgstr "在 Godot 3.x 中没有实现。" #: doc/classes/VisualServer.xml msgid "" "Sets the shadow casting setting to one of [enum ShadowCastingSetting]. " "Equivalent to [member GeometryInstance.cast_shadow]." msgstr "" -"将阴影投射设置为[enum ShadowCastingSetting]中的一个。相当于[member " +"将阴影投射设置为 [enum ShadowCastingSetting] 中的一个。相当于 [member " "GeometryInstance.cast_shadow]。" #: doc/classes/VisualServer.xml @@ -80743,14 +82162,13 @@ msgstr "" "设置给定的[enum InstanceFlags]标志。更多细节请参阅[enum InstanceFlags]。" #: doc/classes/VisualServer.xml -#, fuzzy msgid "" "Sets a material that will be rendered for all surfaces on top of active " "materials for the mesh associated with this instance. Equivalent to [member " "GeometryInstance.material_overlay]." msgstr "" -"设置一个材质,覆盖与此实例关联的网格上的所有表面的材质。相当于[member " -"GeometryInstance.material_override]。" +"为该实例的网格设置材质,将在所有表面的活动材质上层进行渲染。等价于 [member " +"GeometryInstance.material_overlay]。" #: doc/classes/VisualServer.xml msgid "" @@ -81808,6 +83226,11 @@ msgid "" "Reflection probes use this internally to ensure they capture everything " "regardless the shaders are ready or not." msgstr "" +"如果异步着色器编译已启用,这个方法可以控制是否遵循 [constant SpatialMaterial." +"ASYNC_MODE_HIDDEN]。\n" +"例如,你可能想要在进行截图之前临时启用,可以保证所有东西都是可见的,即便异步" +"模式[i]隐藏[/i]的着色器尚不可用。\n" +"反射探针会在内部使用,用于保证无论着色器是否可用都能捕捉到所有东西。" #: doc/classes/VisualServer.xml msgid "" @@ -82242,7 +83665,7 @@ msgstr "设置应更新视窗的时间。请参阅 [enum ViewportUpdateMode] 。 msgid "" "Sets the viewport's 2D/3D mode. See [enum ViewportUsage] constants for " "options." -msgstr "设置视窗的2D/3D模式。选项见[enum ViewportUsage]视窗使用常数。" +msgstr "设置视窗的 2D/3D 模式。选项见 [enum ViewportUsage] 常量。" #: doc/classes/VisualServer.xml msgid "" @@ -82399,39 +83822,39 @@ msgstr "" #: doc/classes/VisualServer.xml msgid "Shader is a 3D shader." -msgstr "着色器是一个 3D 着色器。" +msgstr "着色器是 3D 着色器。" #: doc/classes/VisualServer.xml msgid "Shader is a 2D shader." -msgstr "着色器是一个 2D 着色器。" +msgstr "着色器是 2D 着色器。" #: doc/classes/VisualServer.xml msgid "Shader is a particle shader." -msgstr "着色器是一个粒子着色器。" +msgstr "着色器是粒子着色器。" #: doc/classes/VisualServer.xml msgid "Represents the size of the [enum ShaderMode] enum." -msgstr "代表[enum ShaderMode]枚举的大小。" +msgstr "代表 [enum ShaderMode] 枚举的大小。" #: doc/classes/VisualServer.xml msgid "Array is a vertex array." -msgstr "数组是一个顶点数组。" +msgstr "数组是顶点数组。" #: doc/classes/VisualServer.xml msgid "Array is a normal array." -msgstr "数组是普通数组。" +msgstr "数组是法线数组。" #: doc/classes/VisualServer.xml msgid "Array is a tangent array." -msgstr "数组是一个切线数组。" +msgstr "数组是切线数组。" #: doc/classes/VisualServer.xml msgid "Array is a color array." -msgstr "数组是一个颜色数组。" +msgstr "数组是颜色数组。" #: doc/classes/VisualServer.xml msgid "Array is an UV coordinates array." -msgstr "数组是一个 UV 坐标数组。" +msgstr "数组是 UV 坐标数组。" #: doc/classes/VisualServer.xml msgid "Array is an UV coordinates array for the second UV coordinates." @@ -82455,7 +83878,7 @@ msgstr "用于标记顶点数组的标志。" #: doc/classes/VisualServer.xml msgid "Flag used to mark a normal array." -msgstr "用于标记正常数组的标志。" +msgstr "用于标记法线数组的标志。" #: doc/classes/VisualServer.xml msgid "Flag used to mark a tangent array." @@ -83284,11 +84707,8 @@ msgstr "" "并控制着色器的流程。" #: doc/classes/VisualShaderNode.xml -#, fuzzy msgid "$DOCS_URL/tutorials/shaders/visual_shaders.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/shaders/visual_shaders." -"html" +msgstr "$DOCS_URL/tutorials/shaders/visual_shaders.html" #: doc/classes/VisualShaderNode.xml msgid "" @@ -83389,6 +84809,22 @@ msgstr "一个在可视化着色器图中使用的布尔uniform。" msgid "Translated to [code]uniform bool[/code] in the shader language." msgstr "在着色器语言中被转换成[code]uniform bool[/code]。" +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "A default value to be assigned within the shader." +msgstr "该着色器内部分配的默认值。" + +#: doc/classes/VisualShaderNodeBooleanUniform.xml +#: doc/classes/VisualShaderNodeColorUniform.xml +#: doc/classes/VisualShaderNodeScalarUniform.xml +#: doc/classes/VisualShaderNodeTransformUniform.xml +#: doc/classes/VisualShaderNodeVec3Uniform.xml +msgid "Enables usage of the [member default_value]." +msgstr "启用 [member default_value]。" + #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant to be used within the visual shader graph." msgstr "一个[Color]常量,在可视化着色器图中使用。" @@ -83399,8 +84835,8 @@ msgid "" "Translated to [code]vec3 rgb[/code] and [code]float alpha[/code] in the " "shader language." msgstr "" -"有两个输出端口,表示[Color]的RGB和alpha通道。\n" -"在着色器语言中被转换成[code]vec3 rgb[/code]和[code]float alpha[/code] 。" +"有两个输出端口,表示 [Color] 的 RGB 和 Alpha 通道。\n" +"在着色器语言中被转换成 [code]vec3 rgb[/code] 和 [code]float alpha[/code]。" #: doc/classes/VisualShaderNodeColorConstant.xml msgid "A [Color] constant which represents a state of this node." @@ -83744,8 +85180,8 @@ msgid "" "Translated to [code]texture(cubemap, vec3)[/code] in the shader language. " "Returns a color vector and alpha channel as scalar." msgstr "" -"在着色器语言中被转换成[code]texture(cubemap, vec3)[/code]。返回一个颜色向量和" -"alpha通道的标量。" +"在着色器语言中被转换成 [code]texture(cubemap, vec3)[/code]。返回一个颜色向量" +"和 Alpha 通道的标量。" #: doc/classes/VisualShaderNodeCubeMap.xml msgid "" @@ -83827,7 +85263,7 @@ msgid "" "Virtual class to define custom [VisualShaderNode]s for use in the Visual " "Shader Editor." msgstr "" -"用于定义自定义[VisualShaderNode]的虚拟类,以便在可视化着色器编辑器中使用。" +"用于定义自定义 [VisualShaderNode] 的虚类,以便在可视化着色器编辑器中使用。" #: doc/classes/VisualShaderNodeCustom.xml msgid "" @@ -83856,11 +85292,8 @@ msgstr "" "[/codeblock]" #: doc/classes/VisualShaderNodeCustom.xml -#, fuzzy msgid "$DOCS_URL/tutorials/plugins/editor/visual_shader_plugins.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/plugins/editor/" -"visual_shader_plugins.html" +msgstr "$DOCS_URL/tutorials/plugins/editor/visual_shader_plugins.html" #: doc/classes/VisualShaderNodeCustom.xml msgid "" @@ -84285,11 +85718,8 @@ msgstr "" "表,请参阅着色器参考,即查看[code]Tutorials[/code]教程部分的链接。" #: doc/classes/VisualShaderNodeInput.xml -#, fuzzy msgid "$DOCS_URL/tutorials/shaders/shader_reference/index.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/shaders/shader_reference/" -"index.html" +msgstr "$DOCS_URL/tutorials/shaders/shader_reference/index.html" #: doc/classes/VisualShaderNodeInput.xml msgid "" @@ -84316,13 +85746,14 @@ msgstr "比较函数。参阅[enum Function]的选项。" #: doc/classes/VisualShaderNodeIs.xml msgid "Comparison with [code]INF[/code] (Infinity)." -msgstr "与[code]INF[/code](无穷大)比较。" +msgstr "与 [code]INF[/code](无穷大)比较。" #: doc/classes/VisualShaderNodeIs.xml msgid "" "Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric " "results, e.g. division by zero)." -msgstr "与[code]NaN[/code]比较(不是一个数字;表示无效的数字结果,如除以0)。" +msgstr "" +"与 [code]NaN[/code] 比较(不是一个数字;表示无效的数字结果,如除以 0)。" #: doc/classes/VisualShaderNodeOuterProduct.xml msgid "" @@ -84338,10 +85769,10 @@ msgid "" "is the number of components in [code]c[/code] and whose number of columns is " "the number of components in [code]r[/code]." msgstr "" -"[code]OuterProduct[/code]将第一个参数[code]c[/code]作为列向量(有一列的矩" -"阵),将第二个参数[code]r[/code]作为行向量(有一行的矩阵),进行线性代数矩阵" -"乘法[code]c * r[/code]。产生一个矩阵,其行数是[code]c[/code]的分量数,其列数" -"是[code]r[/code]的分量数。" +"[code]OuterProduct[/code] 将第一个参数 [code]c[/code] 作为列向量(有一列的矩" +"阵),将第二个参数 [code]r[/code] 作为行向量(有一行的矩阵),进行线性代数矩" +"阵乘法 [code]c * r[/code]。产生一个矩阵,其行数是 [code]c[/code] 的分量数,其" +"列数是 [code]r[/code] 的分量数。" #: doc/classes/VisualShaderNodeOutput.xml msgid "Represents the output shader parameters within the visual shader graph." @@ -84389,12 +85820,12 @@ msgstr "[code]x[/code] 和 [code]y[/code] 的绝对导数之和。" #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml msgid "Derivative in [code]x[/code] using local differencing." -msgstr "在[code]x[/code]中使用局部差分的导数。" +msgstr "在 [code]x[/code] 中使用局部差分的导数。" #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml msgid "Derivative in [code]y[/code] using local differencing." -msgstr "在[code]y[/code]中使用局部差分的导数。" +msgstr "在 [code]y[/code] 中使用局部差分的导数。" #: doc/classes/VisualShaderNodeScalarInterp.xml msgid "" @@ -84434,6 +85865,63 @@ msgid "" msgstr "" "如果提供的布尔值是[code]true[/code]或[code]false[/code],则返回相关标量。" +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A hint applied to the uniform, which controls the values it can take when " +"set through the inspector." +msgstr "对 uniform 应用的提示,控制通过检查器所能设置的值。" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Minimum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" +"范围提示的最小值。会在 [member hint] 为 [constant HINT_RANGE] 或 [constant " +"HINT_RANGE_STEP] 时使用。" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Maximum value for range hints. Used if [member hint] is set to [constant " +"HINT_RANGE] or [constant HINT_RANGE_STEP]." +msgstr "" +"范围提示的最大值。会在 [member hint] 为 [constant HINT_RANGE] 或 [constant " +"HINT_RANGE_STEP] 时使用。" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"Step (increment) value for the range hint with step. Used if [member hint] " +"is set to [constant HINT_RANGE_STEP]." +msgstr "" +"带步长(增量)的范围提示的步长值。会在 [member hint] 为 [constant " +"HINT_RANGE_STEP] 时使用。" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "No hint used." +msgstr "不使用提示。" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value, which limits possible input values between " +"[member min] and [member max]. Translated to [code]hint_range(min, max)[/" +"code] in shader code." +msgstr "" +"标量值的范围提示,会将可能的输入限制在 [member min] 和 [member max] 之间。会" +"被翻译为着色器代码中的 [code]hint_range(min, max)[/code]。" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "" +"A range hint for scalar value with step, which limits possible input values " +"between [member min] and [member max], with a step (increment) of [member " +"step]). Translated to [code]hint_range(min, max, step)[/code] in shader code." +msgstr "" +"标量值的范围提示,带步长,会将可能的输入限制在 [member min] 和 [member max] " +"之间,步长(增量)为 [member step]。会被翻译为着色器代码中的 " +"[code]hint_range(min, max, step)[/code]。" + +#: doc/classes/VisualShaderNodeScalarUniform.xml +msgid "Represents the size of the [enum Hint] enum." +msgstr "表示 [enum Hint] 枚举的大小。" + #: doc/classes/VisualShaderNodeSwitch.xml msgid "A boolean/vector function for use within the visual shader graph." msgstr "布尔或向量函数,在可视化着色器图中使用。" @@ -85033,7 +86521,7 @@ msgid "" "Returns the vector that points in the direction of reflection. [code]a[/" "code] is incident vector and [code]b[/code] is the normal vector." msgstr "" -"返回指向反射方向的向量。[code]a[/code]是入射向量,[code]b[/code]是法向量。" +"返回指向反射方向的向量。[code]a[/code] 是入射向量,[code]b[/code] 是法向量。" #: doc/classes/VisualShaderNodeVectorOp.xml msgid "" @@ -85178,7 +86666,7 @@ msgstr "" #: doc/classes/VSlider.xml msgid "Vertical slider." -msgstr "垂直滑条。" +msgstr "垂直滑动条。" #: doc/classes/VSlider.xml msgid "" @@ -85187,9 +86675,9 @@ msgid "" "[b]Note:[/b] The [signal Range.changed] and [signal Range.value_changed] " "signals are part of the [Range] class which this class inherits from." msgstr "" -"垂直滑块。参阅[Slider]。这个从底部(最小)到顶部(最大)。\n" -"[b]注意:[/b] [signal Range.changed]和[signal Range.value_changed]信号是" -"[Range]类的一部分,该类继承自它。" +"垂直滑动条。请参阅 [Slider]。这个控件是从底部(最小)滑到顶部(最大)的。\n" +"[b]注意:[/b][signal Range.changed] 和 [signal Range.value_changed] 信号是 " +"[Range] 类的一部分,该类继承自它。" #: doc/classes/VSlider.xml msgid "The background of the area below the grabber." @@ -85199,7 +86687,7 @@ msgstr "抓取器下方区域的背景。" msgid "" "The background for the whole slider. Determines the width of the " "[code]grabber_area[/code]." -msgstr "整个滑块的背景。决定了[code]grabber_area[/code]的宽度。" +msgstr "整个滑动条的背景。决定了 [code]grabber_area[/code] 的宽度。" #: doc/classes/VSplitContainer.xml msgid "Vertical split container." @@ -85214,7 +86702,7 @@ msgstr "垂直拆分容器。参阅[SplitContainer]。这是从上到下的。" msgid "" "Holds an [Object], but does not contribute to the reference count if the " "object is a reference." -msgstr "保存一个[Object],但如果该对象是一个引用,则不会贡献引用计数。" +msgstr "持有 [Object],但如果该对象是引用,则不会贡献引用计数。" #: doc/classes/WeakRef.xml msgid "" @@ -85228,8 +86716,8 @@ msgid "" "a weakref can prevent this cyclic dependency, and allows the references to " "be released." msgstr "" -"一个弱引用可以持有一个[Reference],而不会对引用计数器产生影响。可以使用" -"[method @GDScript.weakref]从一个[Object]创建一个弱引用。如果这个对象不是一个" +"弱引用(weakref)可以在持有 [Reference] 的同时不对其引用计数器产生影响。可以" +"使用 [method @GDScript.weakref] 从一个 [Object] 创建弱引用。如果这个对象不是" "引用,弱引用仍然可以工作,但是,它对这个对象没有任何影响。在多个类有相互引用" "的变量的情况下,弱引用是很有用的。如果没有弱引用,使用这些类可能会导致内存泄" "漏,因为两个引用都会使对方不被释放。将变量的一部分变成弱引用可以防止这种循环" @@ -85237,7 +86725,7 @@ msgstr "" #: doc/classes/WeakRef.xml msgid "Returns the [Object] this weakref is referring to." -msgstr "返回此弱引用所指的[Object]。" +msgstr "返回此弱引用所指的 [Object]。" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml msgid "Closes this data channel, notifying the other peer." @@ -86839,7 +88327,7 @@ msgstr "世界的物理空间。" #: doc/classes/World2D.xml msgid "Class that has everything pertaining to a 2D world." -msgstr "拥有与2D世界有关的所有内容的类。" +msgstr "拥有与 2D 世界有关的所有内容的类。" #: doc/classes/World2D.xml msgid "" @@ -86847,14 +88335,14 @@ msgid "" "visual scenario and a sound space. 2D nodes register their resources into " "the current 2D world." msgstr "" -"拥有与2D世界有关一切的类。一个物理空间、一个可视化场景和一个声音空间。2D节点" -"将其资源注册到当前的2D世界中。" +"拥有与 2D 世界有关一切的类。一个物理空间、一个可视化场景和一个声音空间。2D 节" +"点将其资源注册到当前的 2D 世界中。" #: doc/classes/World2D.xml msgid "" "The [RID] of this world's canvas resource. Used by the [VisualServer] for 2D " "drawing." -msgstr "这个世界的画布资源的[RID]。由[VisualServer]用于2D绘制。" +msgstr "这个世界的画布资源的 [RID]。由 [VisualServer] 用于 2D 绘制。" #: doc/classes/World2D.xml msgid "" @@ -86892,23 +88380,24 @@ msgid "" "skybox). Usually, these are added in order to improve the realism/color " "balance of the scene." msgstr "" -"[WorldEnvironment]节点用于配置场景的默认[Environment]环境。\n" -"在[WorldEnvironment]中定义的参数可以被设置在当前[Camera]上的[Environment]节点" -"覆盖。此外,在一个给定的场景中,同时只能实例化一个[WorldEnvironment]实例。\n" -"[WorldEnvironment]允许用户指定默认的照明参数(例如环境照明),各种后期处理效" -"果(例如SSAO、DOF、Tonemapping),以及如何绘制背景(例如纯色、天空盒)。通" -"常,这些都是为了提高场景的真实性及色彩平衡而添加的。" +"[WorldEnvironment] 节点用于配置场景的默认 [Environment] 环境。\n" +"在 [WorldEnvironment] 中定义的参数可以被设置在当前 [Camera] 上的 " +"[Environment] 节点覆盖。此外,在一个给定的场景中,同时只能实例化一个 " +"[WorldEnvironment] 实例。\n" +"[WorldEnvironment] 允许用户指定默认的光照参数(例如环境光照)、各种后期处理效" +"果(例如 SSAO、DOF、色调映射),以及如何绘制背景(例如纯色、天空盒)。通常," +"这些都是为了提高场景的真实性及色彩平衡而添加的。" #: doc/classes/WorldEnvironment.xml msgid "" "The [Environment] resource used by this [WorldEnvironment], defining the " "default properties." msgstr "" -"此[WorldEnvironment]世界环境所使用的[Environment]环境资源,定义默认属性。" +"此 [WorldEnvironment] 世界环境所使用的 [Environment] 环境资源,定义默认属性。" #: doc/classes/X509Certificate.xml msgid "An X509 certificate (e.g. for SSL)." -msgstr "X509证书,例如用于SSL。" +msgstr "X509 证书(例如用于 SSL)。" #: doc/classes/X509Certificate.xml msgid "" @@ -86920,12 +88409,12 @@ msgid "" "[method StreamPeerSSL.connect_to_stream].\n" "[b]Note:[/b] Not available in HTML5 exports." msgstr "" -"X509Certificate类表示一个X509证书。证书可以像其他的[Resource]资源一样被加载和" -"保存。\n" -"它们可以作为[method StreamPeerSSL.accept_stream]中的服务器证书,与适当的" -"[CryptoKey]一起使用,并指定通过[method StreamPeerSSL.connect_to_stream]连接到" -"SSL服务器时应该接受的唯一证书。\n" -"[b]注意:[/b] 在HTML5导出中不可用。" +"X509Certificate 类表示一个 X509 证书。证书可以像其他的 [Resource] 资源一样被" +"加载和保存。\n" +"它们可以作为 [method StreamPeerSSL.accept_stream] 中的服务器证书,与适当的 " +"[CryptoKey] 一起使用,并指定通过 [method StreamPeerSSL.connect_to_stream] 连" +"接到 SSL 服务器时应该接受的唯一证书。\n" +"[b]注意:[/b]在 HTML5 导出中不可用。" #: doc/classes/X509Certificate.xml msgid "Loads a certificate from [code]path[/code] (\"*.crt\" file)." @@ -86942,7 +88431,8 @@ msgid "" "Low-level class for creating parsers for [url=https://en.wikipedia.org/wiki/" "XML]XML[/url] files." msgstr "" -"用于创建[url=https://en.wikipedia.org/wiki/XML]XML[/url]文件解析器的低级类。" +"用于创建 [url=https://zh.wikipedia.org/zh-cn/XML]XML[/url] 文件解析器的底层" +"类。" #: doc/classes/XMLParser.xml msgid "" @@ -86950,8 +88440,8 @@ msgid "" "flexible standard, this interface is low-level so it can be applied to any " "possible schema." msgstr "" -"这个类可以作为制作自定义XML解析器的基础。由于XML是一个非常灵活的标准,这个接" -"口也是低层次的,可被应用于任何可能的模式。" +"这个类可以作为制作自定义 XML 解析器的基础。由于 XML 是一个非常灵活的标准,这" +"个接口也是底层的,可被应用于任何可能的模式。" #: doc/classes/XMLParser.xml msgid "Gets the amount of attributes in the current element." @@ -87082,7 +88572,7 @@ msgstr "未知节点。" #: doc/classes/YSort.xml msgid "Sort all child nodes based on their Y positions." -msgstr "根据所有子节点的Y坐标对它们进行排序。" +msgstr "根据所有子节点的 Y 坐标对它们进行排序。" #: doc/classes/YSort.xml msgid "" @@ -87094,12 +88584,12 @@ msgid "" "the same space as the parent YSort, allowing to better organize a scene or " "divide it in multiple ones, yet keep the unique sorting." msgstr "" -"根据子节点的Y坐标对所有子节点进行排序.子节点必须继承自[CanvasItem],才能进行排" -"序.Y坐标较高的节点将后绘制,因此它们将出现在Y坐标较低的节点之上.\n" -"YSort节点可以嵌套.子节点将与父节点在相同的空间内进行排序,这样可以更好地组织一" -"个场景或将其分为多个场景,但又能保持唯一的排序." +"根据子节点的 Y 坐标对所有子节点进行排序。子节点必须继承自 [CanvasItem],才能" +"进行排序。Y 坐标较高的节点将后绘制,因此它们将出现在 Y 坐标较低的节点之上。\n" +"YSort 节点可以嵌套。子节点将与父节点在相同的空间内进行排序,这样可以更好地组" +"织一个场景或将其分为多个场景,但又能保持唯一的排序。" #: doc/classes/YSort.xml msgid "" "If [code]true[/code], child nodes are sorted, otherwise sorting is disabled." -msgstr "如果为[code]true[/code],则对子节点进行排序,否则禁用排序。" +msgstr "为 [code]true[/code] 时将对子节点进行排序,否则将禁用排序。" |