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Diffstat (limited to 'doc/translations/zh_CN.po')
-rw-r--r-- | doc/translations/zh_CN.po | 13731 |
1 files changed, 3997 insertions, 9734 deletions
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index 8ecab23167..4fdc48202c 100644 --- a/doc/translations/zh_CN.po +++ b/doc/translations/zh_CN.po @@ -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: 2021-11-19 08:44+0000\n" +"PO-Revision-Date: 2021-12-09 23:13+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 4.9.1-dev\n" +"X-Generator: Weblate 4.10-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -114,7 +114,7 @@ msgstr "方法说明" #: modules/gdscript/doc_classes/@GDScript.xml:4 msgid "Built-in GDScript functions." -msgstr "内置GDScript函数。" +msgstr "内置 GDScript 函数。" #: modules/gdscript/doc_classes/@GDScript.xml:7 msgid "" @@ -122,8 +122,8 @@ msgid "" "utilities. Everything else is provided by objects. (Keywords: builtin, built " "in, global functions.)" msgstr "" -"核心内置在GDScript中的函数列表。包含数学函数及其它实用工具。其他一切函数方法" -"都由继承自对象的类提供。(关键词:内置、内建、全局函数。)" +"GDScript 核心内置函数列表。包含数学函数及其他实用工具,其他都由继承自对象的类" +"提供。(关键词:内置、内建、全局函数。)" #: modules/gdscript/doc_classes/@GDScript.xml:19 msgid "" @@ -138,8 +138,8 @@ 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,范围从0到" -"255的信息。\n" +"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" +"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" @@ -276,7 +276,7 @@ msgstr "" "该方法不能知道这个角应该落在哪个象限。如果同时拥有 [code]y[/code] 和 " "[code]x[/code]可参考[method atan2]。\n" "[codeblock]\n" -"a = atan(0.5) # a is 0.463648\n" +"a = atan(0.5) # a 为 0.463648\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:107 @@ -291,7 +291,7 @@ msgid "" msgstr "" "以弧度返回 [code]y/x[/code] 的反正切。用于获取正切 [code]y/x[/code] 的角度。" "为了求解该值,该方法考虑两个参数的符号以确定象限。\n" -"重要说明:按照惯例,Y坐标优先。\n" +"重要说明:按照惯例,Y 坐标优先。\n" "[codeblock]\n" "a = atan2(0, -1) # a 为 3.141593\n" "[/codeblock]" @@ -304,10 +304,10 @@ msgid "" "not use this option if the serialized object comes from untrusted sources to " "avoid potential security threats (remote code execution)." msgstr "" -"将字节数组解码返回一个值。当 [code]allow_objects[/code] is [code]true[/code] " +"将字节数组解码返回一个值。当 [code]allow_objects[/code] 为 [code]true[/code] " "时,允许解码对象。\n" -"[b]警告:[/b] 反序列化的对象可能包含可执行的代码。如果序列化的对象来自不受信任" -"的来源,请不要激活此选项,以避免潜在的安全威胁(远程执行代码)。" +"[b]警告:[/b]反序列化得到的对象可能包含可执行的代码。如果序列化的对象来自不受" +"信任的来源,请不要激活此选项,以避免潜在的安全威胁(远程执行代码)。" #: modules/gdscript/doc_classes/@GDScript.xml:128 #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:145 @@ -316,8 +316,7 @@ msgid "" "axis) to the polar coordinate system (a distance from the origin and an " "angle)." msgstr "" -"将以直角坐标系(X和Y轴)表示的2D点转换为以极坐标系(距原点的距离和角度)表" -"示。" +"将 2D 点从笛卡尔坐标系(X 和 Y 轴)转换为极坐标系(与原点的距离和角度)。" #: modules/gdscript/doc_classes/@GDScript.xml:135 msgid "" @@ -348,13 +347,13 @@ msgid "" "[/codeblock]\n" "This is the inverse of [method ord]." msgstr "" -"返回一个作为字符串的字符,该字符为给定Unicode编码(与ASCII码兼容)。\n" +"返回一个作为字符串的字符,该字符为给定 Unicode 码位(与 ASCII 码兼容)。\n" "[codeblock]\n" -"a = char(65) # a is \"A\"\n" -"a = char(65 + 32) # a is \"a\"\n" -"a = char(8364) # a is \"€\"\n" +"a = char(65) # a 是 \"A\"\n" +"a = char(65 + 32) # a 是 \"a\"\n" +"a = char(8364) # a 是 \"€\"\n" "[/codeblock]\n" -"这与 [method ord] 相反。" +"这是 [method ord] 的逆操作。" #: modules/gdscript/doc_classes/@GDScript.xml:162 msgid "" @@ -391,10 +390,10 @@ msgstr "" "[enum Variant.Type] 作为值。\n" "[codeblock]\n" "a = Vector2(1, 0)\n" -"# Prints 1\n" +"# 输出 1\n" "print(a.length())\n" "a = convert(a, TYPE_STRING)\n" -"# Prints 6 as \"(1, 0)\" is 6 characters\n" +"# 输出 6,因为 \"(1, 0)\" 一共 6 个字符\n" "print(a.length())\n" "[/codeblock]" @@ -430,7 +429,7 @@ msgstr "从分贝转换为线性能量(音频)。" #: modules/gdscript/doc_classes/@GDScript.xml:218 msgid "Deprecated alias for [method step_decimals]." -msgstr "弃用的[method step_decimals]的别名。" +msgstr "弃用的 [method step_decimals] 的别名。" #: modules/gdscript/doc_classes/@GDScript.xml:227 msgid "" @@ -442,11 +441,12 @@ msgid "" "a = dectime(60, 10, 0.1)) # a is 59.0\n" "[/codeblock]" msgstr "" -"[b]注意:[/b][code]dectime[/code]已被废弃,将在Godot 4.0中删除,请使用" -"[method move_toward]代替。\n" -"返回值[code]value[/code]减去[code]step[/code]*[code]amount[/code]的结果。\n" +"[b]注意:[/b][code]dectime[/code] 已被废弃,将在 Godot 4.0 中删除,请使用 " +"[method move_toward] 代替。\n" +"返回 [code]value[/code] 减去 [code]step[/code] * [code]amount[/code] 的结" +"果。\n" "[codeblock]\n" -"a = dectime(60, 10, 0.1))# a是59.0\n" +"a = dectime(60, 10, 0.1)) # a 是 59.0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:238 @@ -465,9 +465,11 @@ msgstr "" msgid "" "Converts a dictionary (previously created with [method inst2dict]) back to " "an instance. Useful for deserializing." -msgstr "将字典(之前使用 [method inst2dict] 创建的)转换回实例。用于反序列化。" +msgstr "" +"将(之前使用 [method inst2dict] 创建的)字典转换回实例。适用于反序列化。" #: modules/gdscript/doc_classes/@GDScript.xml:256 +#, fuzzy msgid "" "Returns an \"eased\" value of [code]x[/code] based on an easing function " "defined with [code]curve[/code]. This easing function is based on an " @@ -478,32 +480,31 @@ msgid "" "- 1.0: Linear\n" "- Between -1.0 and 0.0 (exclusive): Ease out-in\n" "- 0.0: Constant\n" -"- Between 0.0 to 1.0 (exclusive): Ease in\n" +"- Between 0.0 to 1.0 (exclusive): Ease out\n" "- 1.0: Linear\n" -"- Greater than 1.0 (exclusive): Ease out\n" +"- Greater than 1.0 (exclusive): Ease in\n" "[/codeblock]\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." msgstr "" -"基于用曲线[code]curve[/code]定义的缓和函数,返回[code]x[/code]的 \"缓和 " -"\"值。这个缓和函数是基于指数。曲线[code]curve[/code]可以是任何浮点数,具体数" -"值会导致以下行为。\n" -"[codeblock]\n" -"- 低于-1.0(不包括)。缓进缓出\n" -"- 1.0:线性\n" -"- 在-1.0和0.0之间(不包括)。缓出-进\n" -"- 0.0: 恒定\n" -"- 在0.0到1.0之间(不包括)。缓进\n" -"- 1.0:线性\n" -"- 大于1.0(不包括)。缓出\n" +"基于用曲线 [code]curve[/code] 定义的缓动函数,返回“缓和”后的 [code]x[/code] " +"的值。这个缓动函数是基于指数。曲线 [code]curve[/code] 可以是任何浮点数,具体" +"数值会导致以下行为。\n" +"[codeblock]\n" +"- 低于 -1.0(不包括):缓入缓出\n" +"- 1.0:线性\n" +"- 在 -1.0 和 0.0 之间(不包括):缓出缓入\n" +"- 0.0:恒定\n" +"- 在 0.0 到 1.0 之间(不包括):缓入\n" +"- 1.0:线性\n" +"- 大于 1.0(不包括):缓出\n" "[/codeblock]\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" -"ease_cheatsheet.png]ease()曲线值备忘图[/url]\n" -"也请看[method smoothstep]。如果你需要执行更高级的转场,请使用[Tween]或" -"[AnimationPlayer]。(如果备忘图地址无法访问用raw.sevencdn.com替换raw." -"githubusercontent.com可加速访问)。" +"ease_cheatsheet.png]ease() 曲线值备忘图[/url]\n" +"请参阅 [method smoothstep]。如果你需要执行更高级的过渡,请使用 [Tween] 或 " +"[AnimationPlayer]。" #: modules/gdscript/doc_classes/@GDScript.xml:274 msgid "" @@ -517,10 +518,10 @@ msgid "" "[/codeblock]" msgstr "" "自然指数函数。返回 [b]e[/b] 的 [b]s[/b] 次幂。\n" -"[b]e[/b]的近似值为2.71828,可以使用 [code]exp(1)[/code] 获得。\n" -"以其他底数求指数,应使用方法 [method pow]。\n" +"[b]e[/b] 的近似值为 2.71828,可以使用 [code]exp(1)[/code] 获得。\n" +"求其他底数的指数应使用 [method pow] 方法。\n" "[codeblock]\n" -"a = exp(2) # Approximately 7.39\n" +"a = exp(2) # 大约是 7.39\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:286 @@ -544,9 +545,9 @@ msgstr "" "a = floor(2.99) # a = 2.0\n" "a = floor(-2.99) # a = -3.0\n" "[/codeblock]\n" -"参阅 [method ceil]、[method round]、[method stepify] 和 [int]。\n" -"[b]注意:[/b] 该方法返回一个浮点数。如果你需要一个整数,而 [code]s[/code] 是" -"一个非负数,你可以直接使用 [code]int(s)[/code]。" +"请参阅 [method ceil]、[method round]、[method stepify] 和 [int]。\n" +"[b]注意:[/b]该方法返回一个浮点数。如果你需要整数,而 [code]s[/code] 是非负" +"数,你可以直接使用 [code]int(s)[/code]。" #: modules/gdscript/doc_classes/@GDScript.xml:301 msgid "" @@ -561,7 +562,7 @@ msgstr "" "[codeblock]\n" "r = fmod(7, 5.5) # r = 1.5\n" "[/codeblock]\n" -"如果对整数进行取余操作,请使用操作符 % 。" +"对整数取余请使用操作符 %。" #: modules/gdscript/doc_classes/@GDScript.xml:313 msgid "" @@ -583,13 +584,13 @@ msgid "" " 1.5 0.0 0.0\n" "[/codeblock]" msgstr "" -"返回[code]a/b[/code]的浮点模数,该模数在正数和负数中均有包裹。\n" +"返回 [code]a/b[/code] 的浮点模数,该模数在正数和负数中均有包裹。\n" "[codeblock]\n" "for i in 7:\n" " var x = 0.5 * i - 1.5\n" " print(\"%4.1f %4.1f %4.1f\" % [x, fmod(x, 1.5), fposmod(x, 1.5)] )\n" "[/codeblock]\n" -"产生的结果:\n" +"产生的结果:\n" "[codeblock]\n" "-1.5 -0.0 0.0\n" "-1.0 -1.0 0.5\n" @@ -622,7 +623,7 @@ msgstr "" " return(\"bar\")\n" "\n" "a = funcref(self, \"foo\")\n" -"print(a.call_func()) # Prints bar\n" +"print(a.call_func()) # 输出 bar\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:349 @@ -655,7 +656,7 @@ msgstr "" "func bar():\n" " print(get_stack())\n" "[/codeblock]\n" -"would print\n" +"会输出\n" "[codeblock]\n" "[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, " "source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n" @@ -670,7 +671,7 @@ msgid "" msgstr "" "返回传入的变量的整数哈希值。\n" "[codeblock]\n" -"print(hash(\"a\")) # Prints 177670\n" +"print(hash(\"a\")) # 输出 177670\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:380 @@ -698,7 +699,7 @@ msgstr "" " print(d.keys())\n" " print(d.values())\n" "[/codeblock]\n" -"Prints out:\n" +"输出:\n" "[codeblock]\n" "[@subpath, @path, foo]\n" "[, res://test.gd, bar]\n" @@ -716,13 +717,13 @@ msgid "" " print(inst.foo) # Prints bar\n" "[/codeblock]" msgstr "" -"返回id [code]instance_id[/code] 所对应的对象。所有对象都有独有的实例ID。\n" +"返回 [code]instance_id[/code] 所对应的对象。所有对象都有独有的实例 ID。\n" "[codeblock]\n" "var foo = \"bar\"\n" "func _ready():\n" " var id = get_instance_id()\n" " var inst = instance_from_id(id)\n" -" print(inst.foo) # Prints bar\n" +" print(inst.foo) # 输出 bar\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:415 @@ -738,13 +739,13 @@ msgid "" "# `ratio` is now 0.75.\n" "[/codeblock]" msgstr "" -"考虑给定范围,返回归一化值。这与 [method lerp] 相反。\n" +"考虑给定范围,返回归一化值。这是 [method lerp] 的逆运算。\n" "[codeblock]\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" "var ratio = inverse_lerp(20, 30, 27.5)\n" -"# `ratio` 现在是 0.75.\n" +"# `ratio` 现在是 0.75。\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:430 @@ -758,8 +759,8 @@ msgid "" msgstr "" "如果 [code]a[/code] 和 [code]b[/code] 彼此近似相等,则返回 [code]true[/" "code]。\n" -"这里,近似相等意味着[code]a[/code]和[code]b[/code]相互之间在一个小的内部ε里," -"这个内部ε随着数字的大小而变化。 \n" +"这里,近似相等意味着 [code]a[/code] 和 [code]b[/code] 相互之间在一个小的内部 " +"ε 里,这个内部 ε 随着数字的大小而变化。 \n" "相同符号的无穷大值被认为是相等的。" #: modules/gdscript/doc_classes/@GDScript.xml:439 @@ -777,7 +778,7 @@ msgstr "返回 [code]instance[/code] 是否为有效对象(例如尚未从内 #: modules/gdscript/doc_classes/@GDScript.xml:453 msgid "" "Returns whether [code]s[/code] is a NaN (\"Not a Number\" or invalid) value." -msgstr "返回 [code]s[/code] 是否为NaN(“不是数字”或无效)值。" +msgstr "返回 [code]s[/code] 是否为 NaN(“不是数字”或无效)值。" #: modules/gdscript/doc_classes/@GDScript.xml:460 msgid "" @@ -786,7 +787,7 @@ msgid "" "zero." msgstr "" "如果 [code]s[/code] 为零或几乎为零,则返回 [code]true[/code]。\n" -"此方法比使用 [method is_equal_approx] (其中一个值为零)要快。" +"此方法比使用 [method is_equal_approx](其中一个值为零)要快。" #: modules/gdscript/doc_classes/@GDScript.xml:468 msgid "" @@ -798,12 +799,12 @@ msgid "" "len(a) # Returns 4\n" "[/codeblock]" msgstr "" -"返回 Variant [code]var[/code] 的长度。长度是字符串的字符数,数组的元素数,字" +"返回 Variant [code]var[/code] 的长度。长度是字符串的字符数、数组的元素数、字" "典的大小等。\n" -"[b]注意:[/b] 如果Variant无法提供长度,则会产生致命错误。\n" +"[b]注意:[/b]如果 Variant 无法提供长度,则会产生致命错误。\n" "[codeblock]\n" "a = [1, 2, 3, 4]\n" -"len(a) # Returns 4\n" +"len(a) # 返回 4\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:482 @@ -820,14 +821,15 @@ msgid "" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" "[/codeblock]" msgstr "" -"用一个归一化的值在两个值之间进行线性插值。这与 [method inverse_lerp]相反。\n" -"如果[code] from [/code]和[code] to [/code]参数类型是 [int] 或 [float],返回值" -"都是[float]。\n" +"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" +"如果 [code]from[/code] 和 [code]to[/code] 参数类型是 [int] 或 [float],返回值" +"都是 [float]。\n" "如果两者都是相同的向量类型([Vector2]、[Vector3]或[Color]),返回值将是相同的" -"类型([code]lerp[/code]然后调用该向量类型的[code] linear_interpolate [/code]" +"类型([code]lerp[/code] 然后调用该向量类型的 [code]linear_interpolate[/code] " "方法)。\n" "[codeblock]\n" -"lerp(0, 4, 0.75) # 返回3.0\n" +"lerp(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]" @@ -878,11 +880,9 @@ msgstr "" "从线性能量转换为分贝(音频)。这可用于实现按预期运行的音量滑块(因为音量不是" "线性的)。例如:\n" "[codeblock]\n" -"# \"Slider\" refers to a node that inherits Range such as HSlider or " -"VSlider.\n" -"# Its range must be configured to go from 0 to 1.\n" -"# Change the bus name if you'd like to change the volume of a specific bus " -"only.\n" +"# “Slider”引用的是 HSlider、VSlider 等继承自 Range 的节点。\n" +"# 必须将其范围配置为 0 到 1。\n" +"# 如果只想修改特定总线的音量,请修改总线名称。\n" "AudioServer.set_bus_volume_db(AudioServer.get_bus_index(\"Master\"), " "linear2db($Slider.value))\n" "[/codeblock]" @@ -909,18 +909,18 @@ msgid "" "This method is a simplified version of [method ResourceLoader.load], which " "can be used for more advanced scenarios." msgstr "" -"从位于[code]path[/code]的文件系统中加载一个资源。该资源在方法调用时被加载(除" -"非它已经在其他地方被引用了,例如在另一个脚本或场景中),这可能会导致轻微的延" -"迟,特别是在加载场景时。为了避免在多次加载东西时出现不必要的延迟,可以将资源" -"存储在一个变量中,或者使用预加载[method preload]。\n" -"[b]注意:[/b]资源路径可以通过右键单击文件系统停靠区中的资源并选择 \"复制路径 " -"\"或将文件从文件系统停靠区拖到脚本中获得。\n" +"从位于 [code]path[/code] 的文件系统中加载一个资源。该资源在方法调用时被加载" +"(除非它已经在其他地方被引用了,例如在另一个脚本或场景中),这可能会导致轻微" +"的延迟,特别是在加载场景时。为了避免在多次加载东西时出现不必要的延迟,可以将" +"资源存储在一个变量中,或者使用预加载 [method preload]。\n" +"[b]注意:[/b]资源路径可以通过右键单击文件系统停靠区中的资源并选择“复制路径”或" +"将文件从文件系统停靠区拖到脚本中获得。\n" "[codeblock]\n" -"# 加载位于项目目录根部的一个名为main的场景,并将其缓存在一个变量中。\n" -"var main = load(\"res://main.tscn\") # main将包含一个PackedScene资源。\n" +"# 加载位于项目目录根部的一个名为 main 的场景,并将其缓存在一个变量中。\n" +"var main = load(\"res://main.tscn\") # main 将包含一个 PackedScene 资源。\n" "[/codeblock]\n" -"[b]重要提示:[/b]路径必须是绝对的,本地路径将直接返回[code]null[/code]。\n" -"这个方法是[method ResourceLoader.load]的简化版,它可以用于更高级的场景。" +"[b]重要提示:[/b]路径必须是绝对的,本地路径将直接返回 [code]null[/code]。\n" +"这个方法是 [method ResourceLoader.load] 的简化版,它可以用于更高级的场景。" #: modules/gdscript/doc_classes/@GDScript.xml:541 msgid "" @@ -934,13 +934,14 @@ msgid "" "[b]Note:[/b] The logarithm of [code]0[/code] returns [code]-inf[/code], " "while negative values return [code]-nan[/code]." msgstr "" -"自然对数。 达到一定程度的持续增长所需的时间。\n" -"[b]注意:[/b] 与大多数计算器上的对数“log”函数不同,后者使用以10为底的对数。\n" +"自然对数。持续增长到一定程度所需的时间。\n" +"[b]注意:[/b]这个函数与大多数计算器上的对数“log”函数不同,他们适用的底数是 " +"10。\n" "[codeblock]\n" -"log(10) # Returns 2.302585\n" +"log(10) # 返回 2.302585\n" "[/codeblock]\n" -"[b]注意:[/b] [code]0[/code] 的对数返回 [code]-inf[/code] ,而负值返回 " -"[code]-nan[/code] 。" +"[b]注意:[/b][code]0[/code] 的对数返回 [code]-inf[/code] ,负值返回 [code]-" +"nan[/code] 。" #: modules/gdscript/doc_classes/@GDScript.xml:554 msgid "" @@ -952,8 +953,8 @@ msgid "" msgstr "" "返回两个值的最大值。\n" "[codeblock]\n" -"max(1, 2) # Returns 2\n" -"max(-3.99, -4) # Returns -3.99\n" +"max(1, 2) # 返回 2\n" +"max(-3.99, -4) # 返回 -3.99\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:566 @@ -964,10 +965,10 @@ msgid "" "min(-3.99, -4) # Returns -4\n" "[/codeblock]" msgstr "" -"返回两个值的最小值\n" +"返回两个值的最小值。\n" "[codeblock]\n" -"min(1, 2) # Returns 1\n" -"min(-3.99, -4) # Returns -4\n" +"min(1, 2) # 返回 1\n" +"min(-3.99, -4) # 返回 -4\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:579 @@ -981,12 +982,13 @@ msgid "" "move_toward(10, 5, -1.5) # Returns 11.5\n" "[/codeblock]" msgstr "" -"通过 [code]delta[/code] 值将 [code]from[/code] 移向 [code]to[/code] 。\n" -"使用负的 [code]delta[/code] 值将移开。\n" +"将 [code]from[/code] 向 [code]to[/code] 移动,移动的长度是 [code]delta[/" +"code]。\n" +"使用负的 [code]delta[/code] 值则向远离的方向移动。\n" "[codeblock]\n" -"move_toward(5, 10, 4) # Returns 9\n" -"move_toward(10, 5, 4) # Returns 6\n" -"move_toward(10, 5, -1.5) # Returns 11.5\n" +"move_toward(5, 10, 4) # 返回 9\n" +"move_toward(10, 5, 4) # 返回 6\n" +"move_toward(10, 5, -1.5) # 返回 11.5\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:592 @@ -1008,19 +1010,19 @@ msgid "" "[code]0[/code] rather than [code]1[/code] for non-positive values of " "[code]value[/code] (in reality, 1 is the smallest integer power of 2)." msgstr "" -"返回最接近且不小于整数 [code]value[/code] 的2的幂。\n" -"换句话说,返回最小值 [code]a[/code] ,其中 [code]a = pow(2, n)[/code] ,某些" -"非负整数 [code]n[/code] 使得值 [code]value <= a[/code] 。\n" +"返回最接近且不小于整数 [code]value[/code] 的 2 的幂。\n" +"换句话说,返回最小值 [code]a[/code],其中 [code]a = pow(2, n)[/code],某些非" +"负整数 [code]n[/code] 使得值 [code]value <= a[/code]。\n" "[codeblock]\n" -"nearest_po2(3) # Returns 4\n" -"nearest_po2(4) # Returns 4\n" -"nearest_po2(5) # Returns 8\n" +"nearest_po2(3) # 返回 4\n" +"nearest_po2(4) # 返回 4\n" +"nearest_po2(5) # 返回 8\n" "\n" -"nearest_po2(0) # Returns 0 (this may not be what you expect)\n" -"nearest_po2(-1) # Returns 0 (this may not be what you expect)\n" +"nearest_po2(0) # 返回 0(可能出乎意料)\n" +"nearest_po2(-1) # 返回 0(可能出乎意料)\n" "[/codeblock]\n" -"[b]警告:[/b]由于其实现方式,对于 [code]value[/code] 的非正值,此函数返回 " -"[code]0[/code] 而不是 [code]1[/code] (实际上,1是2的最小整数幂)。" +"[b]警告:[/b]由于其实现方式,此函数会对非正数的 [code]value[/code] 返回 " +"[code]0[/code] 而不是 [code]1[/code] (实际上 1 是 2 的最小整数幂)。" #: modules/gdscript/doc_classes/@GDScript.xml:609 msgid "" @@ -1033,11 +1035,12 @@ msgid "" "[/codeblock]\n" "This is the inverse of [method char]." msgstr "" -"返回一个整数,该整数表示给定Unicode字符 [code]char[/code] 的Unicode代码点。\n" +"返回一个整数,该整数表示给定 Unicode 字符 [code]char[/code] 的 Unicode 码" +"位。\n" "[codeblock]\n" -"a = ord(\"A\") # a is 65\n" -"a = ord(\"a\") # a is 97\n" -"a = ord(\"€\") # a is 8364\n" +"a = ord(\"A\") # a 是 65\n" +"a = ord(\"a\") # a 是 97\n" +"a = ord(\"€\") # a 是 8364\n" "[/codeblock]\n" "这是 [method char] 的逆运算。" @@ -1061,20 +1064,20 @@ msgid "" "[/codeblock]\n" "See also [JSON] for an alternative way to parse JSON text." msgstr "" -"将JSON文本解析为Variant。(使用 [method typeof] 检查Variant的类型是否符合您的" -"期望。)\n" -"[b]注意:[/b] JSON规范未定义整数或浮点类型,而仅定义了 [i]number[/i] 类型。 " -"因此,解析JSON文本会将所有数值转换为 [float] 类型。\n" -"[b]注意:[/b] JSON对象不会像Godot字典那样保留键顺序,因此,如果字典是由JSON构" -"造的,则不应依赖于特定顺序的键。相反,JSON数组保留其元素的顺序:\n" +"将 JSON 文本解析为 Variant。(使用 [method typeof] 检查 Variant 的类型是否符" +"合您的期望。)\n" +"[b]注意:[/b]JSON 规范未定义整数或浮点类型,仅定义了 [i]number[/i] 类型。 因" +"此,解析 JSON 文本会将所有数值转换为 [float] 类型。\n" +"[b]注意:[/b]JSON 对象不会像 Godot 字典那样保留键顺序,因此,如果字典是由 " +"JSON 构造的,则不应依赖于特定顺序的键。相反,JSON 数组保留其元素的顺序:\n" "[codeblock]\n" "var p = JSON.parse('[\"hello\", \"world\", \"!\"]')\n" "if typeof(p.result) == TYPE_ARRAY:\n" -" print(p.result[0]) # Prints \"hello\"\n" +" print(p.result[0]) # 输出 \"hello\"\n" "else:\n" -" push_error(\"Unexpected results.\")\n" +" push_error(\"出乎意料的结果。\")\n" "[/codeblock]\n" -"另请参阅 [JSON] 以获取解析JSON文本的另一种方法。" +"另请参阅 [JSON] 以获取解析 JSON 文本的另一种方法。" #: modules/gdscript/doc_classes/@GDScript.xml:640 #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:142 @@ -1083,8 +1086,8 @@ msgid "" "from the origin [code]r[/code] and an angle [code]th[/code]) to the " "cartesian coordinate system (X and Y axis)." msgstr "" -"将以极坐标系表示的2D点(从到原点的距离[code]r[/code] 和一个角度 [code]th[/" -"code])转换为笛卡尔(cartesian)坐标系(X和Y轴)。" +"将 2D 点从极坐标系(与原点 [code]r[/code] 的距离和角度 [code]th[/code])转换" +"为笛卡尔坐标系(X 和 Y 轴)。" #: modules/gdscript/doc_classes/@GDScript.xml:648 msgid "" @@ -1105,12 +1108,12 @@ msgid "" " 3 0 0\n" "[/codeblock]" msgstr "" -"返回[code]a/b[/code]的整数模,它在正数和负数中均等地包裹。 \n" +"返回 [code]a/b[/code] 的整数模,它在正数和负数中均等地包裹。\n" "[codeblock]\n" "for i in range(-3, 4):\n" " print(\"%2d %2d %2d\" % [i, i % 3, posmod(i, 3)] )\n" "[/codeblock]\n" -"结果:\n" +"结果:\n" "[codeblock]\n" "-3 0 0\n" "-2 -2 1\n" @@ -1129,7 +1132,7 @@ msgid "" "pow(2, 5) # Returns 32.0\n" "[/codeblock]" msgstr "" -"返回[code]base[/code]的[code]exp[/code]次幂的结果。\n" +"返回 [code]base[/code] 的 [code]exp[/code] 次幂的结果。\n" "[codeblock]\n" "pow(2, 5) # 返回 32.0\n" "[/codeblock]" @@ -1149,14 +1152,14 @@ msgid "" "var diamond = preload(\"res://diamond.tscn\").instance()\n" "[/codeblock]" msgstr "" -"从位于 [code]path[/code] 的文件系统返回一个 [Resource]。资源是在脚本解析期间" -"加载的,即脚本加载的资源,[method preload] 有效地充当了对该资源的引用。请注" -"意,该方法需要恒定路径。如果要从动态/可变路径加载资源,请使用 [method " -"load] 。\n" -"[b]注意:[/b] 可以通过右键单击资产面板中的资源并选择“复制路径”,或者将文件从" -"文件系统停靠面板拖到脚本中来获得资源路径。\n" +"返回位于文件系统中 [code]path[/code] 位置的 [Resource]。资源是在脚本解析期间" +"加载的,即随脚本一同加载,[method preload] 实际上充当了对该资源的引用。请注" +"意,该方法需要常量路径。如果要从动态/变量路径加载资源,请使用 [method " +"load]。\n" +"[b]注意:[/b]可以通过右键单击素材面板中的资源并选择“复制路径”,或者将文件从文" +"件系统面板拖到脚本中来获得资源路径。\n" "[codeblock]\n" -"# Instance a scene.\n" +"# 实例化场景。\n" "var diamond = preload(\"res://diamond.tscn\").instance()\n" "[/codeblock]" @@ -1176,11 +1179,11 @@ msgstr "" "以最佳方式将一个或多个任意类型的参数转换为字符串,并将其打印到控制台。\n" "[codeblock]\n" "a = [1, 2, 3]\n" -"print(\"a\", \"=\", a) # Prints a=[1, 2, 3]\n" +"print(\"a\", \"=\", a) # 输出 a=[1, 2, 3]\n" "[/codeblock]\n" -"[b]注意:[/b] 考虑使用[method push_error]和[method push_warning]来打印错误和" -"警告信息而不是[method print]。这将它们与用于调试的打印信息区分开来,同时在打" -"印错误或警告时还会显示堆栈跟踪。" +"[b]注意:[/b]请考虑使用 [method push_error] 和 [method push_warning] 来打印错" +"误和警告信息而不是 [method print]。这将它们与用于调试的打印信息区分开来,同时" +"在打印错误或警告时还会显示堆栈跟踪。" #: modules/gdscript/doc_classes/@GDScript.xml:702 msgid "Like [method print], but prints only when used in debug mode." @@ -1231,10 +1234,10 @@ msgstr "" "[codeblock]\n" "printraw(\"A\")\n" "printraw(\"B\")\n" -"# Prints AB\n" +"# 输出 AB\n" "[/codeblock]\n" -"[b]注意:[/b] 由于Godot内置控制台的限制,此内容仅会打印到终端上。如果需要在编" -"辑器中打印,请使用其他方法,例如 [method print]。" +"[b]注意:[/b]由于 Godot 内置控制台的限制,此内容仅会打印到终端上。如果需要在" +"编辑器中打印,请使用其他方法,例如 [method print]。" #: modules/gdscript/doc_classes/@GDScript.xml:739 msgid "" @@ -1246,7 +1249,7 @@ msgid "" msgstr "" "将一个或多个参数打印到控制台,每个参数之间有一个空格。\n" "[codeblock]\n" -"prints(\"A\", \"B\", \"C\") # Prints A B C\n" +"prints(\"A\", \"B\", \"C\") # 输出 A B C\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:748 @@ -1259,7 +1262,7 @@ msgid "" msgstr "" "将一个或多个参数打印到控制台,每个参数之间有一个制表符。\n" "[codeblock]\n" -"printt(\"A\", \"B\", \"C\") # Prints A B C\n" +"printt(\"A\", \"B\", \"C\") # 输出 A B C\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:758 @@ -1278,8 +1281,8 @@ msgstr "" "[codeblock]\n" "push_error(\"test error\") # 向调试器和终端打印 \"test error\" 作为错误调用\n" "[/codeblock]\n" -"[b]注意:[/b] 以该方式打印的错误不会暂停项目的运行。要在调试版本中打印错误消" -"息并暂停项目运行,请使用 [code]assert(false, \"test error\")[/code]。" +"[b]注意:[/b]以该方式打印的错误不会暂停项目的运行。要在调试版本中打印错误消息" +"并暂停项目运行,请使用 [code]assert(false, \"test error\")[/code]。" #: modules/gdscript/doc_classes/@GDScript.xml:769 msgid "" @@ -1290,10 +1293,10 @@ msgid "" "terminal as warning call\n" "[/codeblock]" msgstr "" -"将警告消息推送到Godot的内置调试器和OS终端。\n" +"将警告消息推送到 Godot 的内置调试器和 OS 终端。\n" "[codeblock]\n" -"push_warning(\"test warning\") # Prints \"test warning\" to debugger and " -"terminal as warning call\n" +"push_warning(\"test warning\") # 以警告的形式向调试器和终端输出 \"test " +"warning\"\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:779 @@ -1318,7 +1321,7 @@ msgid "" msgstr "" "随机范围,[code]from[/code] 和 [code]to[/code] 之间的任何浮点值。\n" "[codeblock]\n" -"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n" +"prints(rand_range(0, 1), rand_range(0, 1)) # 输出举例 0.135591 0.405263\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:800 @@ -1328,8 +1331,8 @@ msgid "" "pseudo random number generator. The internal state of the current " "implementation is 64 bits." msgstr "" -"来自种子的随机数:传入一个 [code]seed[/code],然后返回同时包含数字和新种子的" -"数组。这里的“种子”是指伪随机数生成器的内部状态。当前实现的内部状态为64位。" +"来自种子的随机数:传入种子 [code]seed[/code],返回同时包含数字和新种子的数" +"组。这里的“种子”是指伪随机数生成器的内部状态。当前实现的内部状态为 64 位。" #: modules/gdscript/doc_classes/@GDScript.xml:806 msgid "" @@ -1340,7 +1343,7 @@ msgid "" msgstr "" "返回区间 [code][0, 1][/code] 上的随机浮点值。\n" "[codeblock]\n" -"randf() # Returns e.g. 0.375671\n" +"randf() # 返回举例 0.375671\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:815 @@ -1355,8 +1358,8 @@ msgid "" "randi() % 100 + 1 # Returns random integer between 1 and 100\n" "[/codeblock]" msgstr "" -"返回一个随机的无符号32位整数。使用余数获得区间 [code][0, N - 1][/code] (其中" -"N小于2^32)的随机值。\n" +"返回一个随机的无符号 32 位整数。使用余数获得区间 [code][0, N - 1][/code] (其" +"中 N 小于 2^32)的随机值。\n" "[codeblock]\n" "randi() # 返回介于 0 到 2^32 - 1 之间的随机整数\n" "randi() % 20 # 返回介于 0 到 19之间的随机整数\n" @@ -1421,17 +1424,18 @@ msgid "" "3\n" "[/codeblock]" msgstr "" -"返回一个具有给定范围的数组。范围可以是一个参数[code]N[/code](0到[code]N[/" -"code]-1),两个参数(初始[code]initial[/code],最终[code]final -1[/code])或" -"三个参数(初始[code]initial[/code],最终[code]final -1[/code],增量" -"[code]increment[/code])。如果范围无效,返回一个空数组(例如,[code]range(2, " -"5, -1)[/code]或[code]range(5, 5, 1)[/code])。\n" -"返回一个具有给定范围的数组。[code]range()[/code]可以是一个参数[code]N[/code]" -"(0到[code]N[/code]-1),两个参数(初始[code]initial[/code],最终[code]final " -"-1[/code])或三个参数(初始[code]initial[/code],最终[code]final -1[/code]," -"增量[code]increment[/code])。增量[code]increment[/code]可以是负数。如果增量" -"[code]increment[/code]是负的,[code]final-1[/code]将变成[code]final+1[/" -"code]。另外,初始值必须大于最终值,循环才能运行。\n" +"返回一个具有给定范围的数组。范围可以是一个参数[code]N[/code](0 到 [code]N[/" +"code] - 1),两个参数(初始 [code]initial[/code]、最终 [code]final -1[/" +"code])或三个参数(初始 [code]initial[/code]、最终 [code]final -1[/code]、增" +"量 [code]increment[/code])。范围无效时返回一个空数组(例如 [code]range(2, " +"5, -1)[/code] 或 [code]range(5, 5, 1)[/code])。\n" +"返回一个具有给定范围的数组。[code]range()[/code] 可以是一个参数 [code]N[/" +"code](0 到 [code]N[/code] - 1),两个参数(初始 [code]initial[/code]、最终 " +"[code]final -1[/code])或三个参数(初始[code]initial[/code]、最终 " +"[code]final -1[/code]、增量 [code]increment[/code])。增量 [code]increment[/" +"code] 可以是负数。如果增量 [code]increment[/code] 是负的,[code]final-1[/" +"code] 将变成 [code]final+1[/code]。另外,初始值必须大于最终值,循环才能运" +"行。\n" "[codeblock]\n" "print(range(4))\n" "print(range(2, 5))\n" @@ -1443,7 +1447,7 @@ msgstr "" "[2, 3, 4]\n" "[0, 2, 4]\n" "[/codeblock]\n" -"要对一个数组[Array]进行逆向迭代,请使用:\n" +"要对一个数组 [Array] 进行逆序迭代,请使用:\n" "[codeblock]\n" "var array = [3, 6, 9]\n" "var i := array.size() - 1\n" @@ -1469,7 +1473,7 @@ msgstr "" "将 [code]value[/code] 从范围 [code][istart, istop][/code] 映射到 [code]" "[ostart, ostop][/code]。\n" "[codeblock]\n" -"range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n" +"range_lerp(75, 0, 100, -1, 1) # 返回 0.5\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:884 @@ -1489,7 +1493,7 @@ msgstr "" "a = round(2.5) # a 是 3.0\n" "a = round(2.51) # a 是 3.0\n" "[/codeblock]\n" -"参阅 [method floor]、[method ceil]、[method stepify]、以及 [int]。" +"请参阅 [method floor]、[method ceil]、[method stepify]、以及 [int]。" #: modules/gdscript/doc_classes/@GDScript.xml:897 msgid "" @@ -1515,11 +1519,11 @@ msgid "" "sign(6) # Returns 1\n" "[/codeblock]" msgstr "" -"返回 [code]s[/code] 的符号:-1或1。如果 [code]s[/code] 为0,则返回0。\n" +"返回 [code]s[/code] 的符号:-1 或 1。[code]s[/code] 为 0 时返回 0。\n" "[codeblock]\n" -"sign(-6) # Returns -1\n" -"sign(0) # Returns 0\n" -"sign(6) # Returns 1\n" +"sign(-6) # 返回 -1\n" +"sign(0) # 返回 0\n" +"sign(6) # 返回 1\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:920 @@ -1531,7 +1535,7 @@ msgid "" msgstr "" "返回弧度角 [code]s[/code] 的正弦值。\n" "[codeblock]\n" -"sin(0.523599) # Returns 0.5\n" +"sin(0.523599) # 返回 0.5\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:930 @@ -1544,8 +1548,8 @@ msgid "" msgstr "" "返回 [code]s[/code] 的双曲正弦值。\n" "[codeblock]\n" -"a = log(2.0) # Returns 0.693147\n" -"sinh(a) # Returns 0.75\n" +"a = log(2.0) # 返回 0.693147\n" +"sinh(a) # 返回 0.75\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:943 @@ -1606,10 +1610,10 @@ msgid "" msgstr "" "返回 [code]s[/code] 的平方根,其中 [code]s[/code] 是非负数。\n" "[codeblock]\n" -"sqrt(9) # Returns 3\n" +"sqrt(9) # 返回 3\n" "[/codeblock]\n" -"[b]注意:[/b] [code]s[/code]的负值会返回NaN。如果你需要负数输入,请在C#中使用" -"[code]System.Numerics.Complex[/code]。" +"[b]注意:[/b]负数的 [code]s[/code] 会返回 NaN。如果你需要负数输入,请在 C# 中" +"使用 [code]System.Numerics.Complex[/code]。" #: modules/gdscript/doc_classes/@GDScript.xml:971 msgid "" @@ -1622,7 +1626,7 @@ msgid "" "n = step_decimals(0.000000005) # n is 9\n" "[/codeblock]" msgstr "" -"返回小数点后第一个非零数字的位置。注意最大返回值是10,这是实现中的设计决" +"返回小数点后第一个非零数字的位置。注意最大返回值是 10,这是实现中的设计决" "定。\n" "[codeblock]\n" "n = step_decimals(5) # n = 0\n" @@ -1682,7 +1686,7 @@ msgstr "" "[codeblock]\n" "a = '{ \"a\": 1, \"b\": 2 }'\n" "b = str2var(a)\n" -"print(b[\"a\"]) # Prints 1\n" +"print(b[\"a\"]) # 输出 1\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:1020 @@ -1694,7 +1698,7 @@ msgid "" msgstr "" "返回弧度角 [code]s[/code] 的正切。\n" "[codeblock]\n" -"tan(deg2rad(45)) # Returns 1\n" +"tan(deg2rad(45)) # 返回 1\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:1030 @@ -1731,16 +1735,15 @@ msgstr "" "将 [Variant] [code]var[/code] 转换为JSON文本并返回结果。对于序列化数据以通过" "网络存储或发送很有用。\n" "[codeblock]\n" -"# Both numbers below are integers.\n" +"# 下面的两个数组都是整数。\n" "a = { \"a\": 1, \"b\": 2 }\n" "b = to_json(a)\n" "print(b) # {\"a\":1, \"b\":2}\n" -"# Both numbers above are floats, even if they display without any decimal " -"places.\n" +"# 上面的两个数都是浮点数,尽管没有显示小数部分。\n" "[/codeblock]\n" -"[b]注意:[/b] JSON规范未定义整数或浮点类型,而仅定义了 [i]number[/i] 类型。 " -"因此,将 [Variant] 转换为JSON文本会将所有数值转换为 [float] 类型。\n" -"另请参阅 [JSON],以将 [Variant] 转换为JSON文本的另一种方法。" +"[b]注意:[/b]JSON 规范未定义整数或浮点类型,而仅定义了[i]数字[/i]类型。因此," +"将 [Variant] 转换为 JSON 文本会将所有数值转换为 [float] 类型。\n" +"另请参阅 [JSON],以将 [Variant] 转换为 JSON 文本的另一种方法。" #: modules/gdscript/doc_classes/@GDScript.xml:1057 msgid "" @@ -1912,19 +1915,19 @@ msgid "" "[code]wrapi[/code] is more flexible than using the [method posmod] approach " "by giving the user control over the minimum value." msgstr "" -"在 [code]min[/code] 和 [code]max[/code] 之间包装整数 [code]value[/code]。\n" +"在 [code]min[/code] 和 [code]max[/code] 之间环绕整数 [code]value[/code]。\n" "可用于创建类似循环的行为或无限曲面。\n" "[codeblock]\n" -"# Infinite loop between 5 and 9\n" +"# 在 5 和 9 之间无限循环\n" "frame = wrapi(frame + 1, 5, 10)\n" "[/codeblock]\n" "[codeblock]\n" -"# result is -2\n" +"# result 是 -2\n" "var result = wrapi(-6, -5, -1)\n" "[/codeblock]\n" -"[b]注意:[/b] 如果 [code]min[/code] 为 [code]0[/code],则等价于 [method " +"[b]注意:[/b]如果 [code]min[/code] 为 [code]0[/code],则等价于 [method " "posmod],因此建议改用它。\n" -"通过让用户控制最小值,[code]wrapi[/code] 比使用[method posmod]方法更灵活。" +"通过让用户控制最小值,[code]wrapi[/code] 比使用 [method posmod] 方法更灵活。" #: modules/gdscript/doc_classes/@GDScript.xml:1176 msgid "" @@ -1981,12 +1984,12 @@ msgstr "" "你也可以使用[code]yield[/code]来等待一个函数完成。\n" "[codeblock]\n" "func _ready():\n" -" yield(countdown(), \"completed\")# 等待countdown()函数的完成\n" +" yield(countdown(), \"completed\") # 等待 countdown() 函数的完成\n" " print('Ready')\n" "\n" "func countdown():\n" -" yield(get_tree(), \"idle_frame\")# 返回一个GDScriptFunctionState对象给" -"_ready()\n" +" yield(get_tree(), \"idle_frame\") # 返回一个 GDScriptFunctionState 对象" +"给 _ready()\n" " print(3)\n" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(2)\n" @@ -1994,7 +1997,7 @@ msgstr "" " print(1)\n" " yield(get_tree().create_timer(1.0), \"timeout\")\n" "\n" -"#打印出来。\n" +"# 输出:\n" "# 3\n" "# 2\n" "# 1\n" @@ -2034,12 +2037,12 @@ msgid "" "code] will not result in [constant INF] and will result in a run-time error " "instead." msgstr "" -"正浮点无穷大。当除数为[code]0.0[/code]时,这就是浮点除法的结果。对于负无穷" -"大,使用[code]-INF[/code]。如果分子是正数,除以[code]-0.0[/code]将导致负无穷" -"大,所以除以[code]0.0[/code]与除以[code]-0.0[/code]不同(尽管[code]0.0 == " -"-0.0[/code]返回[code]true[/code])。\n" -"[b]注意:[/b]数字无穷大只是浮点数的一个概念,对于整数来说没有对应的概念。整数" -"除以[code]0[/code]不会产生[constant INF],而是会产生一个运行时错误。" +"浮点数正无穷。浮点数除法中使用 [code]0.0[/code] 作为除数时的计算结果。使用 " +"[code]-INF[/code] 可以得到负无穷。如果分子是正数,除以 [code]-0.0[/code] 将得" +"到负无穷,所以除以 [code]0.0[/code] 与除以 [code]-0.0[/code] 不同(尽管 " +"[code]0.0 == -0.0[/code] 返回 [code]true[/code])。\n" +"[b]注意:[/b]数字无穷大只是浮点数的概念,整数中没有对应的概念。整数除以 " +"[code]0[/code] 不会产生 [constant INF],而是会产生一个运行时错误。" #: modules/gdscript/doc_classes/@GDScript.xml:1217 msgid "" @@ -2053,12 +2056,13 @@ msgid "" "[code]0[/code] will not result in [constant NAN] and will result in a run-" "time error instead." msgstr "" -"\"不是一个数字\",一个无效的浮点数值。[constant NAN]有特殊的属性,包括它不等" -"于自己([code]NAN == NAN[/code]返回[code]false[/code])。它是由一些无效的操作" -"输出的,比如用浮点数[code]0.0[/code]除以[code]0.0[/code]。\n" -"[b]注意:[/b]\"不是一个数 \"只是浮点数的概念,对整数没有对应的概念。整数" -"[code]0[/code]除以[code]0[/code]不会产生[constant NAN],而是会产生一个运行时" -"错误。" +"“Not a Number”(不是一个数),一个无效的浮点数值。[constant NAN] 有许多特殊的" +"性质,比如它不等于自己([code]NAN == NAN[/code] 返回 [code]false[/code])。一" +"些无效的操作会输出这个值,比如用浮点数 [code]0.0[/code] 除以 [code]0.0[/" +"code]。\n" +"[b]注意:[/b]“不是一个数”只是浮点数的概念,整数中没有对应的概念。整数 " +"[code]0[/code] 除以 [code]0[/code] 不会产生 [constant NAN],而是会产生一个运" +"行时错误。" #: doc/classes/@GlobalScope.xml:4 msgid "Global scope constants and variables." @@ -2173,7 +2177,7 @@ msgstr "[TranslationServer]单例。" #: doc/classes/@GlobalScope.xml:84 msgid "The [VisualScriptEditor] singleton." -msgstr "[VisualScriptEditor]单例。" +msgstr "[VisualScriptEditor] 单例。" #: doc/classes/@GlobalScope.xml:87 msgid "The [VisualServer] singleton." @@ -2519,7 +2523,7 @@ msgstr "右方向键。" #: doc/classes/@GlobalScope.xml:341 msgid "" "Media back key. Not to be confused with the Back button on an Android device." -msgstr "媒体返回键。不要与安卓设备上的返回键相混淆。" +msgstr "媒体返回键。不要与 Android 设备上的返回键相混淆。" #: doc/classes/@GlobalScope.xml:344 msgid "Media forward key." @@ -3698,7 +3702,7 @@ msgstr "" "var err = method_that_returns_error()\n" "if err != OK:\n" " print(\"Failure!\")\n" -"# Or, equivalent:\n" +"# 或者,等价于:\n" "if err:\n" " print(\"Still failing!\")\n" "[/codeblock]" @@ -3959,8 +3963,8 @@ msgid "" "example, to allow toggling bits 0, 1, 2 and 4, the hint could be something " "like [code]\"Bit0,Bit1,Bit2,,Bit4\"[/code]." msgstr "" -"提示一个整数属性是一个带有若干命名的位标记的掩码。例如,想允许修改0、1、2、4" -"位,提示串应当是类似于[code]\"Bit0,Bit1,Bit2,,Bit4\"[/code]的东西。" +"提示一个整数属性是一个带有若干命名的位标记的掩码。例如,想允许修改 0、1、2、" +"4 位,提示串应当是类似于 [code]\"Bit0,Bit1,Bit2,,Bit4\"[/code] 的东西。" #: doc/classes/@GlobalScope.xml:1391 msgid "" @@ -4029,7 +4033,7 @@ msgid "" "optionally specified via the hint string (e.g. [code]\"Texture\"[/code]). " "Editing it will show a popup menu of valid resource types to instantiate." msgstr "" -"提示一个属性是一个[Resource]派生类的实例,可以通过提示字符串指定(例如 " +"提示一个属性是一个 [Resource] 派生类的实例,可以通过提示字符串指定(例如 " "[code]\"Texture\"[/code])。编辑该属性时会显示一个列举了可用的待实例化的资源" "类型的弹出菜单。" @@ -4100,7 +4104,7 @@ msgstr "在编辑器中用于为属性分类。" #: doc/classes/@GlobalScope.xml:1460 msgid "The property does not save its state in [PackedScene]." -msgstr "该属性在[PackedScene]中不保存其状态。" +msgstr "该属性不在 [PackedScene] 中保存其状态。" #: doc/classes/@GlobalScope.xml:1463 msgid "Editing the property prompts the user for restarting the editor." @@ -4147,7 +4151,7 @@ msgstr "一个常量方法的标志。" #: doc/classes/@GlobalScope.xml:1493 msgid "Flag for a virtual method." -msgstr "虚拟方法的标志。" +msgstr "虚方法的标志。" #: doc/classes/@GlobalScope.xml:1499 msgid "Default method flags." @@ -4203,7 +4207,7 @@ msgstr "变量的类型为 [AABB]." #: doc/classes/@GlobalScope.xml:1538 msgid "Variable is of type [Basis]." -msgstr "变量的类型为[Basis]." +msgstr "变量的类型为 [Basis]。" #: doc/classes/@GlobalScope.xml:1541 msgid "Variable is of type [Transform]." @@ -4267,31 +4271,31 @@ msgstr "表示[enum Variant.Type]枚举的大小。" #: doc/classes/@GlobalScope.xml:1586 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:1589 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:1592 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:1595 msgid "Less than or equal operator ([code]<=[/code])." -msgstr "小于或等于运算符([code] <= [/code])。" +msgstr "小于或等于运算符([code]<=[/code])。" #: doc/classes/@GlobalScope.xml:1598 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:1601 msgid "Greater than or equal operator ([code]>=[/code])." -msgstr "大于或等于运算符([code]> = [/code])。" +msgstr "大于或等于运算符([code]> =[/code])。" #: doc/classes/@GlobalScope.xml:1604 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:1607 msgid "Subtraction operator ([code]-[/code])." @@ -4299,11 +4303,11 @@ msgstr "减法运算符([code]-[/code])。" #: doc/classes/@GlobalScope.xml:1610 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:1613 msgid "Division operator ([code]/[/code])." -msgstr "除法运算符([code] / [/code])。" +msgstr "除法运算符([code]/[/code])。" #: doc/classes/@GlobalScope.xml:1616 msgid "Unary negation operator ([code]-[/code])." @@ -4311,7 +4315,7 @@ msgstr "一元减号运算符([code]-[/code])。" #: doc/classes/@GlobalScope.xml:1619 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:1622 msgid "Remainder/modulo operator ([code]%[/code])." @@ -4319,15 +4323,15 @@ msgstr "余数/取模运算符([code]%[/code])。" #: doc/classes/@GlobalScope.xml:1625 msgid "String concatenation operator ([code]+[/code])." -msgstr "字符串串联运算符([code] + [/code])。" +msgstr "字符串串联运算符([code]+[/code])。" #: doc/classes/@GlobalScope.xml:1628 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:1631 msgid "Right shift operator ([code]>>[/code])." -msgstr "右移运算符([code] >> [/code])。" +msgstr "右移运算符([code]>>[/code])。" #: doc/classes/@GlobalScope.xml:1634 msgid "Bitwise AND operator ([code]&[/code])." @@ -4335,11 +4339,11 @@ msgstr "按位AND运算符([code]&[/code])。" #: doc/classes/@GlobalScope.xml:1637 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:1640 msgid "Bitwise XOR operator ([code]^[/code])." -msgstr "按位XOR运算符([code] ^ [/code])。" +msgstr "按位XOR运算符([code]^[/code])。" #: doc/classes/@GlobalScope.xml:1643 msgid "Bitwise NOT operator ([code]~[/code])." @@ -4347,11 +4351,11 @@ msgstr "按位NOT运算符([code]〜[/code])。" #: doc/classes/@GlobalScope.xml:1646 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AND运算符([code]and[/code]或[code]&&[/code])。" #: doc/classes/@GlobalScope.xml:1649 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]或[/code]或[code]||[/code])。" #: doc/classes/@GlobalScope.xml:1652 msgid "Logical XOR operator (not implemented in GDScript)." @@ -4359,11 +4363,11 @@ msgstr "逻辑XOR运算符(未在GDScript中实现)。" #: doc/classes/@GlobalScope.xml:1655 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NOT运算符([code]not[/code]或[code]![/code])。" #: doc/classes/@GlobalScope.xml:1658 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:1661 msgid "Represents the size of the [enum Variant.Operator] enum." @@ -4383,8 +4387,8 @@ msgid "" "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" -"[b]注意:[/b] 与 [Rect2] 不同,[AABB] 没有使用整数坐标的变体。" +"它使用浮点坐标。[AABB] 的 2D 对应物为 [Rect2]。\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:12 doc/classes/Basis.xml:13 doc/classes/Plane.xml:10 #: doc/classes/Rect2.xml:12 doc/classes/Transform.xml:11 @@ -4434,6 +4438,15 @@ msgid "" "var box2 = box.expand(Vector3(0, -1, 2))\n" "[/codeblock]" msgstr "" +"返回该 [AABB] 的副本,该副本扩展至包含给出的点。\n" +"[b]例子:[/b]\n" +"[codeblock]\n" +"# position (-3, 2, 0), size (1, 1, 1)\n" +"var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))\n" +"# position (-3, -1, 0), size (3, 4, 2), 包含原来的 AABB 和 Vector3(0, -1, " +"2)\n" +"var box2 = box.expand(Vector3(0, -1, 2))\n" +"[/codeblock]" #: doc/classes/AABB.xml:55 msgid "Returns the volume of the [AABB]." @@ -4575,8 +4588,8 @@ msgid "" "You can use [method remove_button] method to remove a button created with " "this method from the dialog." msgstr "" -"向对话框中添加一个带有标签[code] text [/code]和自定义[code] action [/code]的" -"按钮,并返回该创建的按钮。按下时,[code] action [/code]会被传递给[signal " +"向对话框中添加一个带有标签[code]text[/code]和自定义[code]action[/code]的按" +"钮,并返回该创建的按钮。按下时,[code]action[/code]会被传递给[signal " "custom_action]信号。\n" "如果[code]right[/code]为[code]true[/code],按钮会被放置在所有同级按钮的右" "边。\n" @@ -4600,7 +4613,7 @@ msgid "" "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" -"返回嵌入文本的标签。\n" +"返回内置文本所使用的标签。\n" "[b]警告:[/b]这是个必要的内部节点,删除和释放它有可能造成崩溃。如果你希望隐藏" "它或它的任意一个子节点,请使用它们的 [member CanvasItem.visible] 属性。" @@ -4611,7 +4624,7 @@ msgid "" "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" -"返回OK按钮\n" +"返回确定按钮 [Button] 实例。\n" "[b]警告:[/b]这是个必要的内部节点,删除和释放它有可能造成崩溃。如果你希望隐藏" "它或它的任意一个子节点,请使用它们的 [member CanvasItem.visible] 属性。" @@ -4619,7 +4632,7 @@ msgstr "" msgid "" "Registers a [LineEdit] in the dialog. When the enter key is pressed, the " "dialog will be accepted." -msgstr "在对话框中注册[QLineEdit]。 当按下回车键时,对话框将被接受。" +msgstr "在对话框中注册 [LineEdit]。 当按下回车键时,对话框将被接受。" #: doc/classes/AcceptDialog.xml:56 msgid "" @@ -4651,7 +4664,7 @@ msgid "" "dialog if the input is valid. As such, this property can't be used in " "[FileDialog] to disable hiding the dialog when pressing OK." msgstr "" -"如果为 [code] true [/code],按下OK按钮时对话框将隐藏。如果要在收到 [signal " +"如果为 [code]true[/code],按下OK按钮时对话框将隐藏。如果要在收到 [signal " "confirmed] 信号时执行类似输入验证的操作,则可以将其设置为[code]false[/code]," "然后在自己的逻辑中处理对话框的隐藏。\n" "[b]注意:[/b] 从此类派生的某些节点可以具有不同的默认值,并且可能有自己的内置" @@ -4712,7 +4725,8 @@ msgid "" " assert(decrypted == data.to_utf8())\n" "[/codeblock]" msgstr "" -"“此类提供了对原始数据的AES加密/解密的访问。同时支持AES-ECB和AES-CBC模式。\n" +"此类提供了对原始数据的 AES 加密/解密的访问。同时支持 AES-ECB 和 AES-CBC 模" +"式。\n" "[codeblock]\n" "extends Node\n" "\n" @@ -4722,27 +4736,27 @@ msgstr "" " var key = \"My secret key!!!\" # Key must be either 16 or 32 bytes.\n" " var data = \"My secret text!!\" # Data size must be multiple of 16 " "bytes, apply padding if needed.\n" -" # Encrypt ECB\n" +" # ECB 加密\n" " aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8())\n" " var encrypted = aes.update(data.to_utf8())\n" " aes.finish()\n" -" # Decrypt ECB\n" +" # ECB 解密\n" " aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8())\n" " var decrypted = aes.update(encrypted)\n" " aes.finish()\n" -" # Check ECB\n" +" # ECB 校验\n" " assert(decrypted == data.to_utf8())\n" "\n" " var iv = \"My secret iv!!!!\" # IV must be of exactly 16 bytes.\n" -" # Encrypt CBC\n" +" # CBC 加密\n" " aes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8(), iv.to_utf8())\n" " encrypted = aes.update(data.to_utf8())\n" " aes.finish()\n" -" # Decrypt CBC\n" +" # CBC 解密\n" " aes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8(), iv.to_utf8())\n" " decrypted = aes.update(encrypted)\n" " aes.finish()\n" -" # Check CBC\n" +" # CBC 校验\n" " assert(decrypted == data.to_utf8())\n" "[/codeblock]" @@ -4769,9 +4783,9 @@ msgid "" "(initialization vector) of exactly 16 bytes, is only needed when [code]mode[/" "code] is either [constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]." msgstr "" -"以给定的[code]模式[/code]启动AES上下文。必须始终提供16或32字节的[code] key [/" -"code],而仅当[code] mode [/code]为以下两种情况时才需要正好为16字节的[code] " -"iv [/code](初始化向量) [constant MODE_CBC_ENCRYPT]或[constant " +"以给定的[code]模式[/code]启动AES上下文。必须始终提供16或32字节的[code]key[/" +"code],而仅当[code]mode[/code]为以下两种情况时才需要正好为16字节的[code]iv[/" +"code](初始化向量) [constant MODE_CBC_ENCRYPT]或[constant " "MODE_CBC_DECRYPT]。" #: doc/classes/AESContext.xml:69 @@ -4808,7 +4822,7 @@ msgstr "模式列举的最大值。" #: doc/classes/AnimatedSprite.xml:4 msgid "Sprite node that can use multiple textures for animation." -msgstr "可以使用多个纹理进行动画处理的Sprite节点。" +msgstr "可以使用多个纹理进行动画处理的 Sprite 节点。" #: doc/classes/AnimatedSprite.xml:7 msgid "" @@ -4819,12 +4833,12 @@ msgid "" "having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" "code] will make it so the [code]run[/code] animation uses the normal map." msgstr "" -"动画通过一个[SpriteFrames]资源创建,而该资源可以通过动画帧面板在编辑器中配" +"动画通过一个 [SpriteFrames] 资源创建,而该资源可以通过动画帧面板在编辑器中配" "置。\n" -"[b]注意:[/b] 您可以通过创建附加的带有[code]_normal[/code]后缀的" -"[SpriteFrames]资源来关联一组法线贴图。例如,如有 2 个[SpriteFrames]资源" -"[code]run[/code]和[code]run_normal[/code],将使[code]run[/code]动画使用该法线" -"贴图。" +"[b]注意:[/b]您可以通过创建附加的带有 [code]_normal[/code] 后缀的 " +"[SpriteFrames] 资源来关联一组法线贴图。例如,如有 2 个 [SpriteFrames] 资源 " +"[code]run[/code] 和 [code]run_normal[/code],将使 [code]run[/code] 动画使用该" +"法线贴图。" #: doc/classes/AnimatedSprite.xml:11 doc/classes/AnimatedSprite3D.xml:10 #: doc/classes/AnimationPlayer.xml:13 @@ -4846,7 +4860,7 @@ msgstr "https://godotengine.org/asset-library/asset/515" #: doc/classes/AnimatedSprite.xml:18 doc/classes/AnimatedSprite3D.xml:16 msgid "Returns [code]true[/code] if an animation is currently being played." -msgstr "如果一个动画当前正在播放,返回 [code]true[/code] 。" +msgstr "当前正在播放动画时返回 [code]true[/code] 。" #: doc/classes/AnimatedSprite.xml:26 msgid "" @@ -4868,23 +4882,23 @@ msgid "" "changes, the [code]frame[/code] counter is reset." msgstr "" "来自 [code]frames[/code] 资源的当前动画。如果这个值发生变化,[code]frame[/" -"code]计数器会被重置。" +"code] 计数器会被重置。" #: doc/classes/AnimatedSprite.xml:41 doc/classes/SpriteBase3D.xml:48 msgid "If [code]true[/code], texture will be centered." -msgstr "如果为 [code]true[/code],纹理将被居中。" +msgstr "为 [code]true[/code] 时纹理将被居中。" #: doc/classes/AnimatedSprite.xml:44 doc/classes/Sprite.xml:39 #: doc/classes/SpriteBase3D.xml:54 doc/classes/TextureButton.xml:21 #: doc/classes/TextureRect.xml:20 msgid "If [code]true[/code], texture is flipped horizontally." -msgstr "如果为 [code]true[/code],纹理将被水平翻转。" +msgstr "为 [code]true[/code] 时纹理将被水平翻转。" #: doc/classes/AnimatedSprite.xml:47 doc/classes/Sprite.xml:42 #: doc/classes/SpriteBase3D.xml:57 doc/classes/TextureButton.xml:24 #: doc/classes/TextureRect.xml:23 msgid "If [code]true[/code], texture is flipped vertically." -msgstr "如果为 [code]true[/code],纹理将被垂直翻转。" +msgstr "为 [code]true[/code] 时纹理将被垂直翻转。" #: doc/classes/AnimatedSprite.xml:50 doc/classes/AnimatedSprite3D.xml:38 msgid "The displayed animation frame's index." @@ -4901,7 +4915,7 @@ msgstr "纹理的绘图偏移量。" #: doc/classes/AnimatedSprite.xml:59 doc/classes/AnimatedSprite3D.xml:44 msgid "If [code]true[/code], the [member animation] is currently playing." -msgstr "如果[code]true[/code],则表示当前正在播放[member 动画]。" +msgstr "如果 [code]true[/code],则表示当前正在播放 [member animation]。" #: doc/classes/AnimatedSprite.xml:62 msgid "The animation speed is multiplied by this value." @@ -4937,8 +4951,8 @@ msgid "" "Plays the animation named [code]anim[/code]. If no [code]anim[/code] is " "provided, the current animation is played." msgstr "" -"播放名为 [code] anim [/code] 。如果没有提供 [code]anim[/code],则播放当前动" -"画。" +"播放名为 [code]anim[/code] 的动画。如果没有提供 [code]anim[/code],则播放当前" +"动画。" #: doc/classes/AnimatedTexture.xml:4 msgid "Proxy texture for simple frame-based animations." @@ -5017,10 +5031,10 @@ msgid "" "in mind that only frames from 0 to [member frames] - 1 will be part of the " "animation." msgstr "" -"将[Texture2D]分配给给定的帧。帧ID从0开始,因此第一帧的ID为0,动画的最后一帧的" -"ID为[member frames] -1。\n" -"您可以定义任意数量的纹理,直到[constant MAX_FRAMES],但要记住,只有0到" -"[member frames]-1的帧会成为动画的一部分。" +"将 [Texture] 分配给给定的帧。帧 ID 从 0 开始,因此第一帧的 ID 为 0,动画的最" +"后一帧的 ID 为 [member frames] -1。\n" +"您可以定义最多 [constant MAX_FRAMES] 个纹理,但要记住,只有 0 到 [member " +"frames] - 1 的帧会成为动画的一部分。" #: doc/classes/AnimatedTexture.xml:56 msgid "Sets the currently visible frame of the texture." @@ -5039,7 +5053,7 @@ msgstr "" "动画速度,以每秒帧数为单位。此值定义动画两个帧之间的默认时间间隔,并因此基于" "[member frames]属性定义动画循环的总体持续时间。值为0表示每秒没有预定义的帧" "数,动画将根据每个帧的帧延迟播放(请参阅[method set_frame_delay])。\n" -"例如,具有8帧,无帧延迟且[code] fps [/code]值为2的动画将运行4秒,每帧持续0.5" +"例如,具有8帧,无帧延迟且[code]fps[/code]值为2的动画将运行4秒,每帧持续0.5" "秒。" #: doc/classes/AnimatedTexture.xml:64 @@ -5058,8 +5072,8 @@ msgid "" "back to the first frame after reaching the end. Note that reaching the end " "will not set [member pause] to [code]true[/code]." msgstr "" -"如果[code] true [/code],则动画将只播放一次,并且在到达结尾后将不会循环回到第" -"一帧。请注意,到达终点不会将[member 暂停]设置为[code] true [/code]。" +"如果 [code]true[/code],则动画将只播放一次,并且在到达结尾后将不会循环回到第" +"一帧。请注意,到达终点不会将 [member pause] 设置为 [code]true[/code]。" #: doc/classes/AnimatedTexture.xml:70 msgid "" @@ -5067,8 +5081,8 @@ msgid "" "at [member current_frame]). The animation will continue from where it was " "paused when changing this property to [code]false[/code]." msgstr "" -"如果[code] true [/code],则动画将暂停在当前位置(即[member current_frame])。" -"将此属性更改为[code] false [/code]时,动画将从暂停处继续播放。" +"如果[code]true[/code],则动画将暂停在当前位置(即[member current_frame])。将" +"此属性更改为[code]false[/code]时,动画将从暂停处继续播放。" #: doc/classes/AnimatedTexture.xml:75 msgid "" @@ -5103,21 +5117,21 @@ msgid "" "tracks have different types, each with its own set of dedicated methods. " "Check [enum TrackType] to see available types." msgstr "" -"动画资源包含数据,用于对引擎中的一切对象进行动画化。动画被划分为轨道,每个轨" -"道必须与一个节点相连。通过向轨道添加时间键或事件,节点状态则可通过时间来改" +"Animation 资源包含对引擎中的内容进行动画所需的数据。动画被划分为轨道,每个轨" +"道必须与一个节点相连。通过向轨道添加时间键(事件),节点的状态可以随时间改" "变。\n" "[codeblock]\n" -"# 这将创建一个动画,使节点 \"Enemy\" 向右移动\n" -"# 在0.5秒内移动100像素。\n" +"# 这将创建一个动画,使节点“Enemy”向右移动\n" +"# 在 0.5 秒内移动 100 像素。\n" "var animation = Animation.new()\n" "var track_index = animation.add_track(Animation.TYPE_VALUE)\n" "animation.track_set_path(track_index, \"Enemy:position:x\")\n" "animation.track_insert_key(track_index, 0.0, 0)\n" "animation.track_insert_key(track_index, 0.5, 100)\n" "[/codeblock]\n" -"动画只是数据容器,必须添加到[AnimationPlayer]或[AnimationTreePlayer]等节点上" -"才能播放。动画轨道有不同的类型,每个都有自己的一套专用方法。参阅[enum " -"TrackType]查看可用类型。" +"动画只是数据容器,必须添加到 [AnimationPlayer] 或 [AnimationTreePlayer] 等节" +"点上才能播放。动画轨道有不同的类型,每个都有自己的一套专用方法。参阅 [enum " +"TrackType] 查看可用类型。" #: doc/classes/Animation.xml:20 doc/classes/AnimationPlayer.xml:12 msgid "https://docs.godotengine.org/en/3.4/tutorials/animation/index.html" @@ -5133,8 +5147,8 @@ 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" -"须是动画轨道的索引。" +"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:45 msgid "" @@ -5142,8 +5156,8 @@ 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:54 msgid "" @@ -5191,8 +5205,8 @@ msgid "" "[code]start_offset[/code] is the number of seconds cut off at the beginning " "of the audio stream, while [code]end_offset[/code] is at the ending." msgstr "" -"在 [code]time[/code] 秒处插入音频轨道关键帧。[code] track_idx [/code] 必须是" -"音频轨道的索引。\n" +"在 [code]time[/code] 秒处插入音频轨道关键帧。[code]track_idx[/code] 必须是音" +"频轨道的索引。\n" "[code]stream[/code] 是要播放的 [AudioStream] 资源。[code]start_offset[/code] " "是在音频流的开头截断的秒数,而 [code]end_offset[/code] 则是在结尾的截断。" @@ -5622,9 +5636,9 @@ msgid "" "Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], " "otherwise [AnimationRootNode] should be used instead." msgstr "" -"[AnimationTree]节点的基础资源。通常,它不是直接使用的,但是您可以使用自定义混" -"合公式创建自定义的。\n" -"在创建主要用于[AnimationNodeBlendTree]的节点时,继承该属性,否则应改用" +"[AnimationTree] 节点的基础资源。通常,它不是直接使用的,但是您可以使用自定义" +"混合公式创建自定义的。\n" +"在创建主要用于 [AnimationNodeBlendTree] 的节点时,继承该属性,否则应改用 " "[AnimationRootNode]。" #: doc/classes/AnimationNode.xml:11 doc/classes/AnimationNodeAdd2.xml:10 @@ -5654,7 +5668,8 @@ msgstr "" msgid "" "Adds an input to the node. This is only useful for nodes created for use in " "an [AnimationNodeBlendTree]." -msgstr "为节点添加一个输入。这只对创建用于[AnimationNodeBlendTree]的节点有用。" +msgstr "" +"为节点添加一个输入。这只对创建用于 [AnimationNodeBlendTree] 的节点有用。" #: doc/classes/AnimationNode.xml:29 msgid "" @@ -5662,9 +5677,9 @@ msgid "" "linked [AnimationPlayer]). A [code]time[/code] and [code]delta[/code] may be " "passed, as well as whether [code]seek[/code] happened." msgstr "" -"按[code]blend[/code]量混合一个动画(名称必须在链接的[AnimationPlayer]中有" -"效)。可以通过[code]时间[/code]和[code]delta[/code],以及是否发生[code]seek[/" -"code]。" +"按 [code]blend[/code] 量混合一个动画(名称必须在链接的 [AnimationPlayer] 中有" +"效)。可以通过 [code]time[/code] 和 [code]delta[/code],以及是否发生 " +"[code]seek[/code]。" #: doc/classes/AnimationNode.xml:41 msgid "" @@ -5675,8 +5690,8 @@ msgid "" "for options)." msgstr "" "混合一个输入。这只对为 [AnimationNodeBlendTree] 创建的节点有用。[code]time[/" -"code]参数是一个相对三角,除非 [code]seek[/code] 是 [code]true[/code],在这种" -"情况下,它是绝对值。可以选择传递过滤模式(选项参阅[enum FilterAction])。" +"code] 参数是一个相对三角,除非 [code]seek[/code] 是 [code]true[/code],在这种" +"情况下,它是绝对值。可以选择传递过滤模式(选项请参阅 [enum FilterAction])。" #: doc/classes/AnimationNode.xml:54 msgid "" @@ -5684,9 +5699,9 @@ msgid "" "nodes). This function is only useful if you inherit from [AnimationRootNode] " "instead, else editors will not display your node for addition." msgstr "" -"混合另一个动画节点(在这个节点包含子动画节点的情况下)。这个函数只有在你继承" -"[AnimationRootNode]而不是[AnimationRootNode]时才有用,否则编辑器将不会显示你" -"的节点进行添加。" +"混合另一个动画节点(在这个节点包含子动画节点的情况下)。这个函数只有在你继承 " +"[AnimationRootNode] 而不是 [AnimationRootNode] 时才有用,否则编辑器将不会显示" +"你的节点进行添加。" #: doc/classes/AnimationNode.xml:60 msgid "Gets the text caption for this node (used by some editors)." @@ -5696,15 +5711,15 @@ msgstr "获取此节点的文本标题(由某些编辑器使用)。" msgid "" "Gets a child node by index (used by editors inheriting from " "[AnimationRootNode])." -msgstr "按索引获取一个子节点(由继承[AnimationRootNode]的编辑器使用)。" +msgstr "按索引获取一个子节点(由继承 [AnimationRootNode] 的编辑器使用)。" #: doc/classes/AnimationNode.xml:73 msgid "" "Gets all children nodes in order as a [code]name: node[/code] dictionary. " "Only useful when inheriting [AnimationRootNode]." msgstr "" -"按照[code]name: node[/code]字典的顺序获取所有子节点。仅在继承" -"[AnimationRootNode]时有用。" +"按照 [code]name: node[/code] 字典的顺序获取所有子节点。仅在继承 " +"[AnimationRootNode] 时有用。" #: doc/classes/AnimationNode.xml:79 msgid "" @@ -5900,8 +5915,8 @@ msgid "" "set using the [member animation] property. Use it as an input for " "[AnimationNode] that blend animations together." msgstr "" -"添加到[AnimationNodeBlendTree]的资源。只具有一个使用[member 动画]属性的输出" -"集。将其作为[AnimationNode]的输入,将动画融合在一起。" +"添加到 [AnimationNodeBlendTree] 的资源。只具有一个使用 [member animation] 属" +"性的输出集。将其作为 [AnimationNode] 的输入,将动画融合在一起。" #: doc/classes/AnimationNodeAnimation.xml:11 #: doc/classes/AnimationNodeBlend2.xml:11 @@ -5978,11 +5993,11 @@ msgid "" "You can set the extents of the axis using the [member min_space] and [member " "max_space]." msgstr "" -"要添加到[AnimationNodeBlendTree]的资源。\n" -"这是一个虚拟轴,您可以使用[method add_blend_point]在上面添加任何类型的" +"要添加到 [AnimationNodeBlendTree] 的资源。\n" +"这是一个虚拟轴,您可以使用 [method add_blend_point] 在上面添加任何类型的 " "[AnimationNode]。\n" -"输出最接近节点当前值的两个[AnimationNode]的线性混合。\n" -"您可以使用[member min_space]和[member max_space]来设置轴的外延。" +"输出最接近节点当前值的两个 [AnimationNode] 的线性混合。\n" +"您可以使用 [member min_space] 和 [member max_space] 来设置轴的外延。" #: doc/classes/AnimationNodeBlendSpace1D.xml:22 msgid "" @@ -6033,13 +6048,13 @@ msgstr "更新混合轴上索引[code]point[/code]处的点的位置。" msgid "" "The blend space's axis's upper limit for the points' position. See [method " "add_blend_point]." -msgstr "混合空间的轴的点的位置上限。参阅[method add_blend_point]。" +msgstr "混合空间的轴的点的位置上限。请参阅 [method add_blend_point]。" #: doc/classes/AnimationNodeBlendSpace1D.xml:74 msgid "" "The blend space's axis's lower limit for the points' position. See [method " "add_blend_point]." -msgstr "混合空间的轴的点的位置下限。参阅[method add_blend_point]。" +msgstr "混合空间的轴的点的位置下限。请参阅 [method add_blend_point]。" #: doc/classes/AnimationNodeBlendSpace1D.xml:77 msgid "Position increment to snap to when moving a point on the axis." @@ -6065,10 +6080,10 @@ msgid "" "[code]true[/code]. Otherwise, use [method add_triangle] and [method " "remove_triangle] to create up the blend space by hand." msgstr "" -"添加到[AnimationNodeBlendTree]的资源。\n" -"该节点允许您使用[Vector2]权重在三个动画之间进行线性混合。\n" -"您可以使用[method add_blend_point]向混合空间添加顶点,并通过将[member " -"auto_triangles]设置为[code]true[/code]来自动进行三角测量。否则,请使用 " +"添加到 [AnimationNodeBlendTree] 的资源。\n" +"该节点允许您使用 [Vector2] 权重在三个动画之间进行线性混合。\n" +"您可以使用 [method add_blend_point] 向混合空间添加顶点,并通过将 [member " +"auto_triangles] 设置为 [code]true[/code] 来自动进行三角测量。否则,请使用 " "[method add_triangle] 和 [method remove_triangle] 手工创建混合空间。" #: doc/classes/AnimationNodeBlendSpace2D.xml:22 @@ -6146,13 +6161,15 @@ msgstr "控制动画之间的插值。参阅 [enum BlendMode] 常量。" msgid "" "The blend space's X and Y axes' upper limit for the points' position. See " "[method add_blend_point]." -msgstr "混合空间的X轴和Y轴的点的位置上限。参阅[method add_blend_point]。" +msgstr "" +"混合空间的 X 轴和 Y 轴的点的位置上限。请参阅 [method add_blend_point]。" #: doc/classes/AnimationNodeBlendSpace2D.xml:111 msgid "" "The blend space's X and Y axes' lower limit for the points' position. See " "[method add_blend_point]." -msgstr "混合空间的X轴和Y轴的点的位置下限。参阅[method add_blend_point]。" +msgstr "" +"混合空间的 X 轴和 Y 轴的点的位置下限。请参阅 [method add_blend_point]。" #: doc/classes/AnimationNodeBlendSpace2D.xml:114 msgid "Position increment to snap to when moving a point." @@ -6306,8 +6323,8 @@ msgid "" "seconds) between 0 and this value will be added to [member " "autorestart_delay]." msgstr "" -"如果[member autorestart]为[code] true [/code],则介于0和此值之间的随机附加延" -"迟(以秒为单位)将添加到[member autorestart_delay]。" +"如果[member autorestart]为[code]true[/code],则介于0和此值之间的随机附加延迟" +"(以秒为单位)将添加到[member autorestart_delay]。" #: doc/classes/AnimationNodeOutput.xml:4 msgid "Generic output node to be added to [AnimationNodeBlendTree]." @@ -6638,7 +6655,7 @@ msgstr "连接到输入的每个动画之间的交叉渐变时间(秒)。" #: doc/classes/AnimationPlayer.xml:4 msgid "Container and player of [Animation] resources." -msgstr "[Animation]资源的容器和播放器。" +msgstr "[Animation] 资源的容器和播放器。" #: doc/classes/AnimationPlayer.xml:7 msgid "" @@ -6653,18 +6670,21 @@ msgid "" "a [Tween] node, but it requires doing everything by code.\n" "Updating the target properties of animations occurs at process time." msgstr "" -"动画播放器用于[Animation]资源的通用播放。它包含一个动画字典(以名称为参考)和" -"自定义动画转换之间的混合时间。此外,动画可以在不同的通道中播放和混合。\n" -"AnimationPlayer]比[Tween]更适合用于事先知道最终值的动画。例如,由于编辑器提供" -"的动画工具,用[AnimationPlayer]节点更容易完成屏幕的淡入淡出。这个特殊的例子也" -"可以用[Tween]节点来实现,但这需要通过代码来完成一切。\n" -"更新动画的目标属性是在流程时间发生的。" +"动画播放器用于 [Animation] 资源的通用播放。它包含一个动画字典(使用名称进行索" +"引)和自定义动画转换之间的混合时间。此外,动画可以在不同的通道中播放和混" +"合。\n" +"[AnimationPlayer] 比 [Tween] 更适合用于事先知道最终值的动画。例如,由于编辑器" +"提供的动画工具,用 [AnimationPlayer] 节点更容易完成屏幕的淡入淡出。这个特殊的" +"例子也可以用 [Tween] 节点来实现,但就需要通过代码来完成一切。\n" +"更新动画的目标属性是在处理时进行的。" #: doc/classes/AnimationPlayer.xml:22 msgid "" "Adds [code]animation[/code] to the player accessible with the key " "[code]name[/code]." -msgstr "给播放器添加[code]animation[/code],用按键[code]key[/code]即可进入。" +msgstr "" +"向播放器中添加动画 [code]animation[/code],后续通过键 [code]name[/code] 访" +"问。" #: doc/classes/AnimationPlayer.xml:29 msgid "" @@ -6672,8 +6692,8 @@ msgid "" "animation. [code]delta[/code] is the time in seconds to shift. Events " "between the current frame and [code]delta[/code] are handled." msgstr "" -"移动动画时间轴上的位置并立即更新动画。[code]delta[/code]是要移动的时间,单位" -"是秒。处理当前帧和 [code]delta[/code] 之间的事件。" +"移动动画时间轴上的位置并立即更新动画。[code]delta[/code] 是要移动的时间,单位" +"为秒。会处理位于当前帧和 [code]delta[/code] 之间的事件。" #: doc/classes/AnimationPlayer.xml:36 msgid "Returns the name of the next animation in the queue." @@ -6683,7 +6703,7 @@ msgstr "返回队列中下一个动画的名称。" msgid "" "Triggers the [code]anim_to[/code] animation when the [code]anim_from[/code] " "animation completes." -msgstr "当[code]anim_from[/code]动画完成后,触发[code]anim_to[/code]动画。" +msgstr "当 [code]anim_from[/code] 动画完成后,触发 [code]anim_to[/code] 动画。" #: doc/classes/AnimationPlayer.xml:50 msgid "" @@ -6691,7 +6711,7 @@ msgid "" "disappears; [method clear_caches] forces it to update the cache again." msgstr "" "[AnimationPlayer] 缓存动画节点。如果一个节点消失,它可能不会注意到;[method " -"clear_caches]强制它再次更新缓存。" +"clear_caches] 强制它再次更新缓存。" #: doc/classes/AnimationPlayer.xml:56 msgid "Clears all queued, unplayed animations." @@ -6700,14 +6720,15 @@ msgstr "清除所有已排队、未播放的动画。" #: doc/classes/AnimationPlayer.xml:63 msgid "" "Returns the name of [code]animation[/code] or an empty string if not found." -msgstr "返回[code]animation[/code]的名称,如果没有找到,则返回一个空字符串。" +msgstr "返回 [code]animation[/code] 的名称,如果没有找到,则返回一个空字符串。" #: doc/classes/AnimationPlayer.xml:70 msgid "" "Returns the [Animation] with key [code]name[/code] or [code]null[/code] if " "not found." msgstr "" -"如果没有找到,返回带有键[code]key[/code]or[code]null[/code]的[Animation]。" +"返回键为 [code]name[/code] 的 [Animation] 动画,未找到时为 [code]null[/" +"code]。" #: doc/classes/AnimationPlayer.xml:76 msgid "Returns the list of stored animation names." @@ -6744,7 +6765,7 @@ msgstr "" #: doc/classes/AnimationPlayer.xml:109 msgid "Returns [code]true[/code] if playing an animation." -msgstr "如果播放动画,返回[code]true[/code]。" +msgstr "如果正在播放动画,则返回 [code]true[/code]。" #: doc/classes/AnimationPlayer.xml:119 msgid "" @@ -6763,16 +6784,16 @@ msgid "" "time this is called, they may be updated too early. To perform the update " "immediately, call [code]advance(0)[/code]." msgstr "" -"播放键名为 [code]name[/code] 的动画。可以设置自定义混合时间和速度。如果" -"[code] custom_speed [/code]为负,[code] from_end [/code] =[code]true[/code]," -"则动画将向后播放(相当于调用 [method play_backwards])。\n" -"[AnimationPlayer] 使用 [member Assigned_animation] 跟踪其当前或最后播放的动" -"画。如果使用相同的动画名 [code]name[/code] 或没有 [code] name [/code] 参数调" -"用此方法,则分配的动画将在暂停时继续播放,或者在停止时重新启动(请参阅 " -"[method stop],同时暂停和停止。如果动画已经在播放,它将继续播放。\n" +"播放键名为 [code]name[/code] 的动画。可以设置自定义混合时间和速度。如果 " +"[code]custom_speed[/code] 为负,[code]from_end[/code] =[code]true[/code],则" +"动画将向后播放(相当于调用 [method play_backwards])。\n" +"[AnimationPlayer] 使用 [member assigned_animation] 跟踪其当前或最后播放的动" +"画。如果使用相同的动画名 [code]name[/code] 或没有 [code]name[/code] 参数调用" +"此方法,则分配的动画将在暂停时继续播放,或者在停止时重新启动(请参阅 [method " +"stop],同时暂停和停止。如果动画已经在播放,它将继续播放。\n" "[b]注意:[/b]下次处理 [AnimationPlayer] 时,动画将被更新。如果在调用的同时更" -"新了其他变量,则它们可能更新得太早。要立即执行更新,请调用 [code] advance(0)" -"[/code]。" +"新了其他变量,则它们可能更新得太早。要立即执行更新,请调用 [code]advance(0)[/" +"code]。" #: doc/classes/AnimationPlayer.xml:129 msgid "" @@ -6812,9 +6833,9 @@ msgid "" "otherwise it updates at process time. Events between the current frame and " "[code]seconds[/code] are skipped." msgstr "" -"查看动画到[code]seconds[/code]的时间点(以秒为单位)。如果[code]update[/" -"code]is[code]true[/code],动画也会更新,否则会在处理时间更新。当前帧和" -"[code]seconds[/code]之间的事件被跳过。" +"将动画寻道到时间点 [code]seconds[/code](单位为秒)。[code]update[/code] 为 " +"[code]true[/code] 时会同时更新动画,否则会在处理时更新。当前帧和 " +"[code]seconds[/code] 之间的事件会被跳过。" #: doc/classes/AnimationPlayer.xml:170 msgid "" @@ -6832,12 +6853,12 @@ msgid "" "[method play_backwards] without arguments or with the same animation name as " "[member assigned_animation] will resume the animation." msgstr "" -"停止或暂停当前播放的动画。如果 [code] reset [/code] is [code] true[/code],则" -"动画位置重置为 [code]0[/code],播放速度重置为 [code]1.0[/code]。\n" -"如果 [code] reset [/code] is [code] false [/code], [member " -"current_animation_position] 将被保留, 并调用 [method play] 或 [method " -"play_backwards] 没有参数或与 [method assigned_animation] 相同的动画名称将恢复" -"动画。" +"停止或暂停当前播放的动画。如果 [code]reset[/code] 为 [code]true[/code],会将" +"动画位置重置为 [code]0[/code]、播放速度重置为 [code]1.0[/code]。\n" +"如果 [code]reset[/code] 为 [code]false[/code],则会保留 [member " +"current_animation_position]。不带参数调用 [method play] 或 [method " +"play_backwards] 或者使用与 [member assigned_animation] 相同的动画名称将恢复动" +"画。" #: doc/classes/AnimationPlayer.xml:184 msgid "" @@ -6846,7 +6867,7 @@ msgid "" "playing. See also [member current_animation]." msgstr "" "如果正在播放,则为当前的动画;否则为上次播放的动画。当设置时,将改变动画,但" -"不会播放它,除非当前正在播放。参阅[method current_animation]。" +"不会播放它,除非当前正在播放。参阅 [member current_animation]。" #: doc/classes/AnimationPlayer.xml:187 msgid "The name of the animation to play when the scene loads." @@ -6915,10 +6936,10 @@ 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。" +"这由编辑器使用。如果设置为 [code]true[/code],场景在保存时将应用重置动画的效" +"果(就像它回到 0 时间点),然后在保存后恢复原状。\n" +"换句话说,保存的场景文件将包含“默认状态”,是由重置动画定义,如果有,编辑器保" +"持节点在保存前的值。" #: doc/classes/AnimationPlayer.xml:219 msgid "The node from which node path references will travel." @@ -6931,8 +6952,10 @@ msgid "" "[b]Note:[/b] The signal is not emitted when the animation is changed via " "[method play] or from [AnimationTree]." msgstr "" -"当队列中前一个动画播放完毕,下一个动画播放时触发信号,参考方法[queue]。\n" -"[b]注:[/b]如果是通过[play]方法或[AnimationTree]改变动画,该信号不会触发。" +"当队列中前一个动画播放完毕,要播放下一个动画时触发信号,参见 [method " +"queue]。\n" +"[b]注意:[/b]如果是通过 [method play] 方法或 [AnimationTree] 改变的动画,该信" +"号不会触发。" #: doc/classes/AnimationPlayer.xml:234 msgid "Notifies when an animation finished playing." @@ -7045,10 +7068,10 @@ msgid "" msgstr "" "用于根部运动的动画轨道的路径。路径必须是指向节点的场景树有效路径,必须从将实" "现动画的节点的父节点开始指定。要指定控件属性或骨骼的轨道,请在路径后附加其名" -"称,用[code]\":\"[/code]隔开。例如,[code]\"character/skeleton:ankle\"[/code]" -"或[code]\"character/mesh:transform/local\"[/code]。\n" -"如果轨道的类型是[constant Animation.TYPE_TRANSFORM],那么将取消视觉上的变换," -"其动画将看起来留在原地。参阅[method get_root_motion_transform]和" +"称,用 [code]\":\"[/code] 隔开。例如,[code]\"character/skeleton:ankle\"[/" +"code] 或 [code]\"character/mesh:transform/local\"[/code]。\n" +"如果轨道的类型是 [constant Animation.TYPE_TRANSFORM],那么将取消视觉上的变" +"换,其动画将看起来留在原地。参阅 [method get_root_motion_transform] 和 " "[RootMotionView]。" #: doc/classes/AnimationTree.xml:51 @@ -7065,7 +7088,7 @@ msgstr "在物理帧期间进行动画(即 [method Node._physics_process]) msgid "" "The animations will progress during the idle frame (i.e. [method Node." "_process])." -msgstr "在空闲帧期间进行动画(即 [method Node. _process])。" +msgstr "在空闲帧期间进行动画(即 [method Node._process])。" #: doc/classes/AnimationTree.xml:62 msgid "The animations will only progress manually (see [method advance])." @@ -7161,7 +7184,7 @@ msgstr "返回节点[code]id[/code]和[code]dst_id[/code]是否在指定的插 #: doc/classes/AnimationTreePlayer.xml:89 msgid "Returns the blend amount of a Blend2 node given its name." -msgstr "返回给定名称的Blend2节点的混合量。" +msgstr "返回给定名称的 Blend2 节点的混合量。" #: doc/classes/AnimationTreePlayer.xml:97 msgid "" @@ -7187,7 +7210,7 @@ msgstr "" #: doc/classes/AnimationTreePlayer.xml:115 msgid "Returns the blend amount of a Blend3 node given its name." -msgstr "返回给定名称的Blend3节点的混合量。" +msgstr "返回给定名称的 Blend3 节点的混合量。" #: doc/classes/AnimationTreePlayer.xml:123 msgid "" @@ -7608,12 +7631,12 @@ msgstr "" #: doc/classes/Area.xml:52 doc/classes/Area2D.xml:54 msgid "The name of the area's audio bus." -msgstr "该区域音频总线的名称." +msgstr "该区域音频总线的名称。" #: doc/classes/Area.xml:55 doc/classes/Area2D.xml:57 msgid "" "If [code]true[/code], the area's audio bus overrides the default audio bus." -msgstr "如果[code]true[/code],该区域的音频总线覆盖默认的音频总线。" +msgstr "为 [code]true[/code] 时该区域的音频总线将覆盖默认的音频总线。" #: doc/classes/Area.xml:58 msgid "" @@ -7643,8 +7666,8 @@ msgid "" "The area's gravity vector (not normalized). If gravity is a point (see " "[member gravity_point]), this will be the point of attraction." msgstr "" -"区域的未归一化的重力向量。如果重力作用在一个点上,则它将是引力点。参阅" -"[membergravity_point]。" +"区域的未归一化的重力向量。如果重力作用在一个点上,则它将是引力点。请参阅 " +"[member gravity_point]。" #: doc/classes/Area.xml:70 msgid "" @@ -7659,17 +7682,17 @@ msgstr "" #: doc/classes/Area.xml:74 doc/classes/Area2D.xml:76 msgid "If [code]true[/code], other monitoring areas can detect this area." -msgstr "如果[code]true[/code],其他监测区域可以检测到这个区域。" +msgstr "为 [code]true[/code] 时其他监测区域可以检测到这个区域。" #: doc/classes/Area.xml:77 doc/classes/Area2D.xml:79 msgid "" "If [code]true[/code], the area detects bodies or areas entering and exiting " "it." -msgstr "如果[code]true[/code],则该区域检测进入和退出该区域的机构或区域。" +msgstr "为 [code]true[/code] 时该区域能够检测到进入和退出该区域的实体或区域。" #: doc/classes/Area.xml:80 doc/classes/Area2D.xml:82 msgid "The area's priority. Higher priority areas are processed first." -msgstr "该地区的优先级。优先级较高的地区优先处理。" +msgstr "该区域的优先级。将优先处理优先级较高的区域。" #: doc/classes/Area.xml:83 msgid "" @@ -7813,15 +7836,16 @@ msgid "" "This area adds its gravity/damping values to whatever has been calculated so " "far (in [member priority] order)." msgstr "" -"该区域将其重力/阻尼值加到迄今为止计算出的任何值上(按[member 优先级]排序)。" +"该区域将其重力/阻尼值加到迄今为止计算出的任何值上(按 [member priority] 排" +"序)。" #: doc/classes/Area.xml:188 doc/classes/Area2D.xml:178 msgid "" "This area adds its gravity/damping values to whatever has been calculated so " "far (in [member priority] order), ignoring any lower priority areas." msgstr "" -"该区域将其重力/阻尼值添加到到目前为止已计算的任何内容(按[member 优先级]顺" -"序),而忽略任何较低优先级的区域。" +"该区域将其重力/阻尼值添加到到目前为止已计算的任何内容(按 [member priority] " +"顺序),而忽略任何较低优先级的区域。" #: doc/classes/Area.xml:191 doc/classes/Area2D.xml:181 msgid "" @@ -7834,8 +7858,8 @@ msgid "" "This area replaces any gravity/damping calculated so far (in [member " "priority] order), but keeps calculating the rest of the areas." msgstr "" -"这个区域取代了到目前为止计算出的任何重力/阻尼(按[member 优先]顺序),但继续" -"计算其余的区域。" +"这个区域取代了到目前为止计算出的任何重力/阻尼(按 [member priority] 顺序)," +"但继续计算其余的区域。" #: doc/classes/Area2D.xml:4 msgid "2D area for detection and physics and audio influence." @@ -7877,11 +7901,11 @@ msgid "" "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" -"返回相交的[Area2D]的列表。重叠区域的[member CollisionObject2D." -"collision_layer]必须是这个区域[member CollisionObject2D.collision_mask]的一部" -"分,这样才能被检测到。\n" -"出于性能的考虑,因碰撞都是同时处理的,这个列表在物理步骤中只修改一次,而不是" -"在物体被移动后立即修改。考虑使用信号来代替。" +"返回相交的 [Area2D] 的列表。重叠区域的 [member CollisionObject2D." +"collision_layer] 必须是这个区域 [member CollisionObject2D.collision_mask] 的" +"一部分,这样才能被检测到。\n" +"出于性能的考虑(所有碰撞都是一起处理的),这个列表会在物理步骤中进行一次修" +"改,而不是在物体被移动后立即修改。请考虑使用信号来代替。" #: doc/classes/Area2D.xml:26 msgid "" @@ -7892,11 +7916,11 @@ msgid "" "list is modified once during the physics step, not immediately after objects " "are moved. Consider using signals instead." msgstr "" -"返回相交的[PhysicsBody2D]的列表。重叠物体的[member CollisionObject2D." -"collision_layer]必须是这个区域[member CollisionObject2D.collision_mask]的一部" -"分,这样才能被检测到。\n" -"出于性能的考虑,因碰撞都是同时处理的,这个列表在物理步骤中只修改一次,而不是" -"在物体被移动后立即修改。考虑使用信号来代替。" +"返回相交的 [PhysicsBody2D] 的列表。重叠物体的 [member CollisionObject2D." +"collision_layer] 必须是这个区域 [member CollisionObject2D.collision_mask] 的" +"一部分,这样才能被检测到。\n" +"出于性能的考虑(所有碰撞都是一起处理的),这个列表会在物理步骤中进行一次修" +"改,而不是在物体被移动后立即修改。请考虑使用信号来代替。" #: doc/classes/Area2D.xml:34 msgid "" @@ -7933,7 +7957,7 @@ msgid "" "details about damping." msgstr "" "物体在此区域停止旋转的速度。代表每秒损失的角速度。\n" -"关于阻尼的更多细节,见[member ProjectSettings.physics/2D/" +"关于阻尼的更多细节见 [member ProjectSettings.physics/2d/" "default_angular_damp]。" #: doc/classes/Area2D.xml:60 @@ -7953,7 +7977,7 @@ msgid "" "about damping." msgstr "" "物体在此区域停止运动的速度。代表每秒损失的线速度。\n" -"关于阻尼的更多细节,见[member ProjectSettings.physics/2D/" +"关于阻尼的更多细节见 [member ProjectSettings.physics/2d/" "default_linear_damp]。" #: doc/classes/Area2D.xml:92 @@ -8156,30 +8180,30 @@ msgid "" "pushing/removing elements. Using [code]const[/code] will only prevent " "assigning the constant with another value after it was initialized." msgstr "" -"一个通用数组,可以包含多个任何类型的元素,可以通过从0开始的数字索引进行访问。" -"负数索引可以用来从后面数起,就像在Python中一样(-1是最后一个元素,-2是倒数第" -"二,等等)。\n" +"一个通用数组,可以包含多个任何类型的元素,可以通过从 0 开始的数字索引进行访" +"问。负数索引可以用来从后面数起,就像在 Python 中一样(-1 是最后一个元素、-2 " +"是倒数第二,等等)。\n" "[b]Example:[/b]\n" "[codeblock]\n" "var array = [\"One\", 2, 3, \"Four\"]\n" "print(array[0]) # One。\n" -"print(array[2]) # 3.\n" -"print(array[-1]) # Four.\n" +"print(array[2]) # 3。\n" +"print(array[-1]) # Four。\n" "array[2] = \"Three\"\n" -"print(array[-2]) # Three.\n" +"print(array[-2]) # Three。\n" "[/codeblock]\n" -"数组可以使用[code]+[/code]操作符进行连接。\n" +"数组可以使用 [code]+[/code] 操作符进行连接。\n" "[codeblock]\n" "var array1 = [\"One\", 2]\n" "var array2 = [3, \"4\"]\n" "print(array1 + array2) # [\"One\", 2, 3, \"Four\"]\n" "[/codeblock]\n" -"[b]注意:[/b] 用[code]+=[/code]操作符串联将创建一个新的数组,这是有代价的。如" -"果你想把另一个数组追加到现有的数组中,[method append_array]会更有效。\n" -"[b]注意:[/b] 数组总是通过引用来传递。要获得一个可以独立于原始数组而被修改的" -"数组的副本,请使用[method duplicate]。\n" -"[b]注意:[/b] 当用[code]const[/code]声明一个数组时,数组本身仍然可以通过定义各" -"个索引上的值或推/移元素而被修改。使用[code]const[/code]只能防止在初始化常数后" +"[b]注意:[/b]用 [code]+=[/code] 操作符串联将创建一个新的数组,这是有代价的。" +"如果你想把另一个数组追加到现有的数组中,[method append_array] 会更有效。\n" +"[b]注意:[/b]数组总是通过引用来传递。要获得一个可以独立于原始数组而被修改的数" +"组的副本,请使用 [method duplicate]。\n" +"[b]注意:[/b]当用 [code]const[/code] 声明数组时,数组本身仍然可以通过定义各个" +"索引上的值或推/移元素而被修改。使用 [code]const[/code] 只能防止在初始化常数后" "将其赋值给另一个值。" #: doc/classes/Array.xml:34 @@ -8620,12 +8644,12 @@ msgid "" "[/codeblock]" msgstr "" "对数组进行排序。\n" -"[b]注意:[/b] 字符串按字母顺序排序(与自然顺序相反)。当对一个以数字序列结尾" -"的字符串数组进行排序时,这可能会导致意外的行为。请看下面的例子。\n" +"[b]注意:[/b]字符串按字母顺序排序(与自然顺序相反)。当对一个以数字序列结尾的" +"字符串数组进行排序时,这可能会导致意外的行为。请看下面的例子。\n" "[codeblock]\n" "var strings = [\"string1\", \"string2\", \"string10\", \"string11\"]\n" "strings.sort()\n" -"print(strings) # Prints [string1, string10, string11, string2] 。\n" +"print(strings) # 输出 [string1, string10, string11, string2]\n" "[/codeblock]" #: doc/classes/Array.xml:346 @@ -8653,11 +8677,11 @@ msgid "" "[/codeblock]" msgstr "" "使用一个自定义的方法对数组进行排序。参数是一个持有该方法的对象和该方法的名" -"称。自定义方法接收两个参数(一对来自数组的元素),并且必须返回[code]true[/" -"code]或者[code]false[/code]。\n" -"对于两个元素[code]a[/code]和[code]b[/code],如果给定的方法返回[code]true[/" -"code],元素[code]b[/code]将在数组中元素[code]a[/code]之后。\n" -"[b]注意:[/b] 你不能随机化返回值,因为堆排序算法期望一个确定的结果。而这样做会" +"称。自定义方法接收两个参数(一对来自数组的元素),并且必须返回 [code]true[/" +"code] 或者 [code]false[/code]。\n" +"对于两个元素 [code]a[/code] 和 [code]b[/code],如果给定的方法返回 " +"[code]true[/code],元素 [code]b[/code] 将在数组中元素 [code]a[/code] 之后。\n" +"[b]注意:[/b]你不能随机化返回值,因为堆排序算法期望一个确定的结果。而这样做会" "导致意外的行为。\n" "[codeblock]\n" "class MyCustomSorter:\n" @@ -8668,7 +8692,7 @@ msgstr "" "\n" "var my_items = [[5, \"Potato\"], [9, \"Rice\"], [4, \"Tomato\"]]\n" "my_items.sort_custom(MyCustomSorter, \"sort_ascending\")\n" -"print(my_items) # Prints [[4, Tomato], [5, Potato], [9, Rice]].\n" +"print(my_items) # 输出 [[4, Tomato], [5, Potato], [9, Rice]]。\n" "[/codeblock]" #: doc/classes/ArrayMesh.xml:4 @@ -8703,26 +8727,27 @@ msgid "" "OpenGL/Face-culling]winding order[/url] for front faces of triangle " "primitive modes." msgstr "" -"[ArrayMesh]是用来构造一个[Mesh]的,其属性指定为数组。\n" -"最基本的例子是创建单个三角形:\n" +"[ArrayMesh] 是用来构造 [Mesh] 的,其属性指定为数组。\n" +"最基本的例子是创建单个三角形:\n" "[codeblock]\n" "var vertices = PoolVector3Array()\n" "vertices.push_back(Vector3(0, 1, 0))\n" "vertices.push_back(Vector3(1, 0, 0))\n" "vertices.push_back(Vector3(0, 0, 1))\n" -"# Initialize the ArrayMesh.\n" +"# 初始化 ArrayMesh。\n" "var arr_mesh = ArrayMesh.new()\n" "var arrays = []\n" "arrays.resize(ArrayMesh.ARRAY_MAX)\n" "arrays[ArrayMesh.ARRAY_VERTEX] = vertices\n" -"# Create the Mesh.\n" +"# 创建 Mesh。\n" "arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)\n" "var m = MeshInstance.new()\n" "m.mesh = arr_mesh\n" "[/codeblock]\n" -"这个[MeshInstance]已经准备就绪,以添加到要显示的[SceneTree]中。\n" -"参阅[ImmediateGeometry]、[MeshDataTool]和[SurfaceTool]的程序性几何体生成。\n" -"[b]注意:[/b] Godot对三角形基本网格模式的正面使用顺时针[url=https://" +"这个 [MeshInstance] 已经准备就绪,以添加到要显示的 [SceneTree] 中。\n" +"程序式几何体生成,请参阅 [ImmediateGeometry]、[MeshDataTool]、" +"[SurfaceTool]。\n" +"[b]注意:[/b]Godot 对三角形基本网格模式的正面使用顺时针[url=https://" "learnopengl.com/Advanced-OpenGL/Face-culling]环绕顺序[/url]。" #: doc/classes/ArrayMesh.xml:29 @@ -8760,14 +8785,14 @@ msgid "" msgstr "" "创建一个新的面。\n" "创建面是为了使用 [code]primitive[/code] 进行渲染,可以是 [enum Mesh." -"PrimitiveType] 中定义的任何类型。(注意,当使用索引时,建议只使用点、线或三角" -"形)。[method Mesh.get_surface_count] 值将成为这个新面的 [code]surface_idx[/" -"code]。\n" -"[code]arrays[/code] 参数是数组阵列。关于这个数组中使用的值,参阅 [enum " +"PrimitiveType] 中定义的任何类型。(注意,当使用索引时,建议只使用点、线或三角" +"形)。[method Mesh.get_surface_count] 的值将成为这个新面的 " +"[code]surface_idx[/code] 索引。\n" +"[code]arrays[/code] 参数是数组的数组。关于这个数组中使用的值,请参阅 [enum " "ArrayType]。例如,[code]arrays[0][/code] 是顶点的数组。总是需要第一个顶点子数" -"组,其他的可选。添加一个索引数组使这个函数进入 \"索引模式\",顶点和其他数组作" -"为数据来源,索引数组定义其顶点顺序。所有的子数组必须与顶点数组具有相同的长" -"度,或者为空,如果使用了 [constant ARRAY_INDEX] 时除外。" +"组,其他的可选。添加一个索引数组使这个函数进入“索引模式”,顶点和其他数组作为" +"数据来源,索引数组定义其顶点顺序。所有的子数组必须与顶点数组具有相同的长度," +"或者为空,如果使用了 [constant ARRAY_INDEX] 时除外。" #: doc/classes/ArrayMesh.xml:54 msgid "Removes all blend shapes from this [ArrayMesh]." @@ -8852,9 +8877,9 @@ msgid "" "[b]Warning:[/b] Only use if you know what you are doing. You can easily " "cause crashes by calling this function with improper arguments." msgstr "" -"更新 GPU 上的网格阵列的指定区域。\n" -"[b] 警告:[/b] 仅在知道您在做什么时使用。通过用不恰当的参数调用此功能,您可以" -"轻松地导致崩溃。" +"更新 GPU 上的网格数组的指定区域。\n" +"[b]警告:[/b]仅在知道您在做什么时使用。通过用不恰当的参数调用此功能,您可以轻" +"松地导致崩溃。" #: doc/classes/ArrayMesh.xml:167 msgid "Sets the blend shape mode to one of [enum Mesh.BlendShapeMode]." @@ -8931,8 +8956,8 @@ msgid "" msgstr "" "[PoolIntArray]整数数组,用作引用顶点、颜色、法线、切线和纹理的索引。所有这些" "数组必须具有与顶点数组相同的元素数量。任何索引都不能超过顶点数组的大小。当这" -"个索引数组出现时,它使函数进入 \"索引模式\",其中索引选择*i*的顶点、法线、切" -"线、颜色、UV等。这意味着如果你想沿着一条边有不同的法线或颜色,需拷贝顶点。\n" +"个索引数组出现时,它使函数进入“索引模式”,其中索引选择 *i* 的顶点、法线、切" +"线、颜色、UV 等。这意味着如果你想沿着一条边有不同的法线或颜色,需拷贝顶点。\n" "对于三角形,索引数组被解释为三元组,指的是每个三角形的顶点。对于线,索引数组" "是成对的,表示每条线的起点和终点。" @@ -8943,19 +8968,19 @@ msgstr "表示[enum ArrayType]枚举的大小。" #: doc/classes/ArrayMesh.xml:212 msgid "Array format will include vertices (mandatory)." -msgstr "阵列格式将包括顶点(必填)。" +msgstr "数组格式将包括顶点(必填)。" #: doc/classes/ArrayMesh.xml:215 msgid "Array format will include normals." -msgstr "阵列格式将包括法线。" +msgstr "数组格式将包括法线。" #: doc/classes/ArrayMesh.xml:218 msgid "Array format will include tangents." -msgstr "阵列格式将包括切线。" +msgstr "数组格式将包括切线。" #: doc/classes/ArrayMesh.xml:221 msgid "Array format will include a color array." -msgstr "阵列格式将包括一个颜色阵列。" +msgstr "数组格式将包括一个颜色数组。" #: doc/classes/ArrayMesh.xml:224 msgid "Array format will include UVs." @@ -8963,7 +8988,7 @@ msgstr "数组格式将包括UV。" #: doc/classes/ArrayMesh.xml:227 msgid "Array format will include another set of UVs." -msgstr "阵列格式将包括另一组UV。" +msgstr "数组格式将包括另一组 UV。" #: doc/classes/ArrayMesh.xml:230 msgid "Array format will include bone indices." @@ -9053,10 +9078,10 @@ msgid "" "when the AR server identifies that two anchors represent different parts of " "the same plane and merges them." msgstr "" -"锚点的ID。你可以在锚点本身存在之前设置它。第一个锚的ID是[code]1[/code],第二" -"个锚的ID是[code]2[/code],等等。当锚被移除时,引擎就可以将相应的ID分配给新的" -"锚。锚点 \"消失\" 的最常见情况是,AR服务器识别出两个锚点代表同一平面的不同部" -"分,并将它们合并。" +"锚点的 ID。你可以在锚点本身存在之前设置它。第一个锚点的 ID 是 [code]1[/" +"code],第二个锚点的 ID 是 [code]2[/code],以此类推。当锚点被移除时,引擎就可" +"以将相应的 ID 分配给新的锚点。锚点“消失”的最常见情况是,AR 服务器识别出两个锚" +"点代表同一平面的不同部分,并将它们合并。" #: doc/classes/ARVRAnchor.xml:54 msgid "" @@ -9670,8 +9695,8 @@ msgid "" "the AR/VR eyes to [VisualServer]. The value comes from an internal call to " "[method OS.get_ticks_usec]." msgstr "" -"返回AR/VR眼睛最后一次[XRServer]提交到[RenderingServer]的绝对时间戳(单位:" -"μs)。该值来自对[method OS.get_ticks_usec]的内部调用。" +"返回 AR/VR 眼睛最后一次 [ARVRServer] 提交到 [VisualServer] 的绝对时间戳(单位" +"为 μs)。该值来自对 [method OS.get_ticks_usec] 的内部调用。" #: doc/classes/ARVRServer.xml:88 msgid "" @@ -9688,8 +9713,8 @@ msgid "" "callback. The value comes from an internal call to [method OS." "get_ticks_usec]." msgstr "" -"返回最后一次[XRServer]进程回调的绝对时间戳(单位:μs)。该值来自对[method OS." -"get_ticks_usec]的内部调用。" +"返回最后一次 [ARVRServer] 进程回调的绝对时间戳(单位为 μs)。该值来自对 " +"[method OS.get_ticks_usec] 的内部调用。" #: doc/classes/ARVRServer.xml:100 msgid "" @@ -9715,7 +9740,7 @@ msgstr "移除此位置跟踪器。" #: doc/classes/ARVRServer.xml:133 msgid "The primary [ARVRInterface] currently bound to the [ARVRServer]." -msgstr "当前绑定到 [XRServer] 的主要 [XRInterface]。" +msgstr "当前绑定到 [ARVRServer] 的主要 [ARVRInterface]。" #: doc/classes/ARVRServer.xml:136 msgid "" @@ -10016,9 +10041,9 @@ msgid "" "[code]bidirectional[/code] is [code]false[/code], returns whether movement " "from [code]id[/code] to [code]to_id[/code] is possible through this segment." msgstr "" -"返回两个给定点是否通过线段直接连接。如果[code] bidirectional [/code]is[code] " -"false [/code],则返回是否可以通过此段从[code] id [/code]to[code] to_id [/" -"code]进行移动。" +"返回两个给定点是否通过线段直接连接。如果 [code]bidirectional[/code] 为 " +"[code]false[/code],则返回是否可以通过此段从 [code]id[/code] 到 [code]to_id[/" +"code] 进行移动。" #: doc/classes/AStar.xml:71 doc/classes/AStar2D.xml:56 msgid "Clears all the points and segments." @@ -10036,8 +10061,8 @@ msgid "" "astar.connect_points(1, 2, false)\n" "[/codeblock]" msgstr "" -"在给定点之间创建线段。如果[code]bidirectiona[/code]is[code]false[/code],则仅" -"允许从[code] id [/code]to[code] to_id [/code]的移动,而不允许反向移动。\n" +"在给定点之间创建线段。如果 [code]bidirectiona[/code] 为 [code]false[/code]," +"则仅允许从 [code]id[/code] 到 [code]to_id[/code] 的移动,而不允许反向移动。\n" "[codeblock]\n" "var astar = AStar.new()\n" "astar.add_point(1, Vector3(1, 1, 0))\n" @@ -10051,8 +10076,9 @@ msgid "" "is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/" "code] is prevented, and a unidirectional segment possibly remains." msgstr "" -"删除给定点之间的段。如果[code]bidirectional[/code]is[code]false[/code],则只" -"阻止从[code]id[/code]to[code]to_id[/code]的移动,可能会保留一个单向的线段。" +"删除给定点之间的段。如果 [code]bidirectional[/code] 为 [code]false[/code],则" +"只阻止从 [code]id[/code] 到 [code]to_id[/code] 的移动,可能会保留一个单向的线" +"段。" #: doc/classes/AStar.xml:101 doc/classes/AStar2D.xml:85 msgid "Returns the next available point ID with no point associated to it." @@ -10087,17 +10113,17 @@ msgid "" "The result is in the segment that goes from [code]y = 0[/code] to [code]y = " "5[/code]. It's the closest position in the segment to the given point." msgstr "" -"返回位于两个连接点之间的线段中离[code]to_position[/code]最近的位置。\n" +"返回位于两个连接点之间的线段中离 [code]to_position[/code] 最近的位置。\n" "[codeblock]\n" "var astar = AStar.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" "astar.add_point(2, Vector3(0, 5, 0))\n" "astar.connect_points(1, 2)\n" -"var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # Returns " -"(0, 3, 0)\n" +"var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # 返回 (0, " +"3, 0)\n" "[/codeblock]\n" -"结果是在从[code]y=0[/code]to[code]y=5[/code]的线段中。它是该段中离给定点最近" -"的位置。" +"结果是在从 [code]y=0[/code] 到 [code]y=5[/code] 的线段中。它是该段中离给定点" +"最近的位置。" #: doc/classes/AStar.xml:133 msgid "" @@ -10122,12 +10148,12 @@ msgid "" "4, 3][/code] instead, because now even though the distance is longer, it's " "\"easier\" to get through point 4 than through point 2." msgstr "" -"返回一个数组,该数组中包含了AStar在给定点之间找到的路径的点的ID。数组从路径的" -"起始点到结束点排序。\n" +"返回一个数组,该数组中包含了 AStar 在给定点之间找到的路径的点的 ID。数组从路" +"径的起始点到结束点排序。\n" "[codeblock]\n" "var astar = AStar.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" -"astar.add_point(2, Vector3(0, 1, 0), 1) # Default weight is 1\n" +"astar.add_point(2, Vector3(0, 1, 0), 1) # 默认权重为 1\n" "astar.add_point(3, Vector3(1, 1, 0))\n" "astar.add_point(4, Vector3(2, 0, 0))\n" "\n" @@ -10136,10 +10162,10 @@ msgstr "" "astar.connect_points(4, 3, false)\n" "astar.connect_points(1, 4, false)\n" "\n" -"var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n" +"var res = astar.get_id_path(1, 3) # 返回 [1, 2, 3]\n" "[/codeblock]\n" -"如果你把第2点的权重改为3,那么结果就会变成[code][1,4,3][/code],因为现在虽" -"然距离长了,但通过第4点比通过第2点 \"容易\"。" +"如果你把第 2 点的权重改为 3,那么结果就会变成 [code][1, 4, 3][/code],因为现" +"在虽然距离长了,但通过第 4 点比通过第 2 点 “容易”。" #: doc/classes/AStar.xml:154 doc/classes/AStar2D.xml:138 msgid "" @@ -10164,7 +10190,7 @@ msgid "" "var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n" "[/codeblock]" msgstr "" -"返回一个数组,其中包含与给定点形成连接的点的ID。\n" +"返回一个数组,其中包含与给定点形成连接的点的 ID。\n" "[codeblock]\n" "var astar = AStar.new()\n" "astar.add_point(1, Vector3(0, 0, 0))\n" @@ -10175,7 +10201,7 @@ msgstr "" "astar.connect_points(1, 2, true)\n" "astar.connect_points(1, 3, true)\n" "\n" -"var neighbors = astar.get_point_connections(1) # Returns [2, 3] 。\n" +"var neighbors = astar.get_point_connections(1) # 返回 [2, 3]\n" "[/codeblock]" #: doc/classes/AStar.xml:179 doc/classes/AStar2D.xml:163 @@ -10204,7 +10230,7 @@ msgstr "返回与给定[code]id[/code]相关联的点的位置。" msgid "" "Returns the weight scale of the point associated with the given [code]id[/" "code]." -msgstr "返回与给定[code] id [/code]关联的点的权重比例。" +msgstr "返回与给定[code]id[/code]关联的点的权重比例。" #: doc/classes/AStar.xml:208 doc/classes/AStar2D.xml:192 msgid "Returns an array of all points." @@ -10225,7 +10251,7 @@ msgstr "返回是否禁用点以进行寻路。默认情况下,所有点均处 msgid "" "Removes the point associated with the given [code]id[/code] from the points " "pool." -msgstr "从积分池中删除与给定[code] id [/code]关联的积分。" +msgstr "从积分池中删除与给定[code]id[/code]关联的积分。" #: doc/classes/AStar.xml:236 doc/classes/AStar2D.xml:220 msgid "" @@ -10233,8 +10259,8 @@ msgid "" "you're adding a known large number of points at once, for a grid for " "instance. New capacity must be greater or equals to old capacity." msgstr "" -"在内部为[code] num_nodes [/code]个点保留空间,如果您一次要添加一个已知的大量" -"点(例如对于一个网格),则很有用。新容量必须大于或等于旧容量。" +"在内部为[code]num_nodes[/code]个点保留空间,如果您一次要添加一个已知的大量点" +"(例如对于一个网格),则很有用。新容量必须大于或等于旧容量。" #: doc/classes/AStar.xml:244 doc/classes/AStar2D.xml:228 msgid "" @@ -10245,7 +10271,7 @@ msgstr "禁用或启用指定点的寻路功能。用于制作临时障碍物。 #: doc/classes/AStar.xml:252 doc/classes/AStar2D.xml:236 msgid "" "Sets the [code]position[/code] for the point with the given [code]id[/code]." -msgstr "为具有给定[code] id [/code]的点设置[code]position[/code]。" +msgstr "为具有给定[code]id[/code]的点设置[code]position[/code]。" #: doc/classes/AStar.xml:260 doc/classes/AStar2D.xml:244 msgid "" @@ -10331,9 +10357,9 @@ msgid "" "astar.connect_points(1, 2, false)\n" "[/codeblock]" msgstr "" -"在给定的点之间创建一个分段。如果[code]bidirectional[/code]is[code]false[/" -"code],则只允许从[code]id[/code]to[code]to_id[/code]之间的移动,不允许反方向" -"移动。\n" +"在给定的点之间创建一个分段。如果 [code]bidirectional[/code] 为 [code]false[/" +"code],则只允许从 [code]id[/code] 到 [code]to_id[/code] 之间的移动,不允许反" +"方向移动。\n" "(codeblock)\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(1, 1))\n" @@ -10360,17 +10386,16 @@ msgid "" "The result is in the segment that goes from [code]y = 0[/code] to [code]y = " "5[/code]. It's the closest position in the segment to the given point." msgstr "" -"返回位于两个连接点之间的线段中离[code]to_position[/code]最近的位置。\n" +"返回位于两个连接点之间的线段中离 [code]to_position[/code] 最近的位置。\n" "[codeblock]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" "astar.add_point(2, Vector2(0, 5))\n" "astar.connect_points(1, 2)\n" -"var res = astar.get_closest_position_in_segment(Vector2(3, 3))# Returns (0, " -"3)\n" +"var res = astar.get_closest_position_in_segment(Vector2(3, 3))# 返回 (0, 3)\n" "[/codeblock]\n" -"结果是在从[code]y=0[/code]to[code]y=5[/code]的线段中。它是该段中离给定点最近" -"的位置。" +"结果是在从 [code]y=0[/code] 到 [code]y=5[/code] 的线段中。它是该段中离给定点" +"最近的位置。" #: doc/classes/AStar2D.xml:117 msgid "" @@ -10395,12 +10420,12 @@ msgid "" "4, 3][/code] instead, because now even though the distance is longer, it's " "\"easier\" to get through point 4 than through point 2." msgstr "" -"返回一个数组,该数组中包含了由AStar2D在给定点之间找到的路径的点的ID。数组从路" -"径的起点到终点排序。\n" +"返回一个数组,该数组中包含了由 AStar2D 在给定点之间找到的路径的点的 ID。数组" +"从路径的起点到终点排序。\n" "[codeblock]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" -"astar.add_point(2, Vector2(0, 1), 1) # Default weight is 1\n" +"astar.add_point(2, Vector2(0, 1), 1) # 默认权重为 1\n" "astar.add_point(3, Vector2(1, 1))\n" "astar.add_point(4, Vector2(2, 0))\n" "\n" @@ -10409,10 +10434,10 @@ msgstr "" "astar.connect_points(4, 3, false)\n" "astar.connect_points(1, 4, false)\n" "\n" -"var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n" +"var res = astar.get_id_path(1, 3) # 返回 [1, 2, 3]\n" "[/codeblock]\n" -"如果你把第2点的权重改为3,那么结果就会变成[code][1,4,3][/code],因为现在虽" -"然距离长了,但通过第4点比通过第2点 \"容易\"。" +"如果你把第 2 点的权重改为3,那么结果就会变成 [code][1, 4, 3][/code],因为现在" +"虽然距离长了,但通过第 4 点比通过第 2 点“容易”。" #: doc/classes/AStar2D.xml:145 msgid "" @@ -10431,7 +10456,7 @@ msgid "" "var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n" "[/codeblock]" msgstr "" -"返回一个数组,其中包含与给定点形成连接的点的ID。\n" +"返回一个数组,其中包含与给定点形成连接的点的 ID。\n" "[codeblock]\n" "var astar = AStar2D.new()\n" "astar.add_point(1, Vector2(0, 0))\n" @@ -10442,7 +10467,7 @@ msgstr "" "astar.connect_points(1, 2, true)\n" "astar.connect_points(1, 3, true)\n" "\n" -"var neighbors = astar.get_point_connections(1) # Returns [2, 3] 。\n" +"var neighbors = astar.get_point_connections(1) # 返回 [2, 3]\n" "[/codeblock]" #: doc/classes/AStar2D.xml:171 @@ -10508,8 +10533,8 @@ msgid "" "(\"w\" and \"h\" in the editor) resizes the texture so it fits within the " "margin." msgstr "" -"区域周围的边距。[Rect2]的[member Rect2.size]参数(编辑器中的 \"w \"和 \"h\")" -"调整纹理的大小,使其适合于边距。" +"区域周围的边距。[Rect2] 的 [member Rect2.size] 参数(编辑器中的“w”和“h”)调整" +"纹理的大小,使其适合于边距。" #: doc/classes/AtlasTexture.xml:27 msgid "The AtlasTexture's used region." @@ -10874,10 +10899,10 @@ msgid "" "make the sound \"crunchy\" or \"abrasive\". For games, it can simulate sound " "coming from some saturated device or speaker very efficiently." msgstr "" -"提供不同类型的类型:clip, tan, lo-fi (bit crushing), overdrive, or " -"waveshape.\n" -"通过扭曲波形,频率内容会发生变化,这通常会使声音\"清脆\"或\"粗糙\"。对于游" -"戏,它可以非常有效地模拟来自一些饱和设备或扬声器的声音。" +"提供不同类型的类型:clip、tan、lo-fi(bit crushing)、overdrive、" +"waveshape。\n" +"通过扭曲波形,频率内容会发生变化,这通常会使声音“清脆”或“粗糙”。对于游戏,它" +"可以非常有效地模拟来自一些饱和设备或扬声器的声音。" #: doc/classes/AudioEffectDistortion.xml:12 #: doc/classes/AudioEffectFilter.xml:10 @@ -11469,7 +11494,7 @@ msgid "" "See also [AudioStreamGenerator] for procedurally generating sounds." msgstr "" "这种音频效果不影响声音输出,但可以用于实时音频可视化。\n" -"参阅[AudioStreamGenerator],以程序化地生成声音。" +"使用程序生成声音请参阅 [AudioStreamGenerator]。" #: doc/classes/AudioEffectSpectrumAnalyzer.xml:11 msgid "Audio Spectrum Demo" @@ -11564,7 +11589,7 @@ msgstr "使用可用的总线和效果生成[AudioBusLayout]。" #: doc/classes/AudioServer.xml:61 msgid "" "Returns the amount of channels of the bus at index [code]bus_idx[/code]." -msgstr "返回索引为[code] bus_idx [/code]的总线通道数。" +msgstr "返回索引为[code]bus_idx[/code]的总线通道数。" #: doc/classes/AudioServer.xml:69 msgid "" @@ -11740,8 +11765,7 @@ msgid "" "Scales the rate at which audio is played (i.e. setting it to [code]0.5[/" "code] will make the audio be played twice as fast)." msgstr "" -"缩放播放音频的速率(即将其设置为[code] 0.5 [/code]将使音频播放速度提高一" -"倍)。" +"缩放播放音频的速率(即将其设置为[code]0.5[/code]将使音频播放速度提高一倍)。" #: doc/classes/AudioServer.xml:321 msgid "Emitted when the [AudioBusLayout] changes." @@ -11773,8 +11797,8 @@ msgid "" "music playback, and support WAV (via [AudioStreamSample]) and OGG (via " "[AudioStreamOGGVorbis]) file formats." msgstr "" -"音频流的基类。音频流用于声音效果和音乐播放,支持WAV(通过" -"[AudioStreamSample])和OGG(通过[AudioStreamOGGVorbis])文件格式。" +"音频流的基类。音频流用于声音效果和音乐播放,支持 WAV(通过" +"[AudioStreamSample])和 OGG(通过[AudioStreamOGGVorbis])文件格式。" #: doc/classes/AudioStream.xml:10 doc/classes/AudioStreamPlayer.xml:11 #: doc/classes/AudioStreamPlayer2D.xml:12 @@ -11795,7 +11819,7 @@ msgstr "返回音频流的长度,单位为秒。" #: doc/classes/AudioStreamGenerator.xml:4 msgid "Audio stream that generates sounds procedurally." -msgstr "程序性地产生声音的音频流。" +msgstr "使用程序生成声音的音频流。" #: doc/classes/AudioStreamGenerator.xml:7 msgid "" @@ -11930,7 +11954,7 @@ msgstr "循环后流开始的时间(秒)。" #: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml:4 #: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml:7 msgid "OGG Vorbis audio stream driver." -msgstr "OGG Vorbis音频流驱动程序。" +msgstr "OGG Vorbis 音频流驱动程序。" #: doc/classes/AudioStreamPlayback.xml:4 msgid "Meta class for playing back audio." @@ -12175,10 +12199,10 @@ msgid "" "doppler_tracking] property is set to a value other than [constant Camera." "DOPPLER_TRACKING_DISABLED]." msgstr "" -"决定 [url=https://en.wikipedia.org/wiki/Doppler_effect] 多普勒效应 [/url] 应" -"该在哪一步计算。\n" -"[b]注意:[/b]仅当当前[Camera]的[member Camera.doppler_tracking]属性设置为" -"[constant Camera.DOPPLER_TRACKING_DISABLED]以外的值时有效。" +"决定 [url=https://en.wikipedia.org/wiki/Doppler_effect]多普勒效应[/url] 应该" +"在哪一步计算。\n" +"[b]注意:[/b]仅当当前 [Camera] 的 [member Camera.doppler_tracking] 属性设置" +"为 [constant Camera.DOPPLER_TRACKING_DISABLED] 以外的值时有效。" #: doc/classes/AudioStreamPlayer3D.xml:73 msgid "The angle in which the audio reaches cameras undampened." @@ -12195,8 +12219,8 @@ msgid "" "Dampens audio if camera is outside of [member emission_angle_degrees] and " "[member emission_angle_enabled] is set by this factor, in decibels." msgstr "" -"如果样机在[member emission_angle_degrees]之外,并且[member " -"emission_angle_enabled]被设置为这个系数,则对音频进行减弱,单位是分贝。" +"如果样机在 [member emission_angle_degrees] 之外,并且 [member " +"emission_angle_enabled] 被设置为这个系数,则对音频进行减弱,单位是分贝。" #: doc/classes/AudioStreamPlayer3D.xml:82 msgid "Sets the absolute maximum of the soundlevel, in decibels." @@ -12325,7 +12349,7 @@ msgstr "" "[AudioStreamPlayer](用于非定位音频)或 [AudioStreamPlayer2D]/" "[AudioStreamPlayer3D](用于定位音频)。声音可以循环播放。\n" "此类还可用于存储动态生成的 PCM 音频数据。另请参阅 [AudioStreamGenerator] 以了" -"解程序音频生成。" +"解程序式音频生成。" #: doc/classes/AudioStreamSample.xml:17 msgid "" @@ -12334,10 +12358,10 @@ msgid "" "[b]Note:[/b] A [code].wav[/code] extension is automatically appended to " "[code]path[/code] if it is missing." msgstr "" -"将AudioStreamSample作为WAV文件保存到[code] path [/code]。无法保存IMA ADPCM格" -"式的样本。\n" -"[b]注意:[/b]如果缺少[code] .wav [/code]扩展名,则会自动将其附加到" -"[code]path[/code]。" +"将AudioStreamSample作为WAV文件保存到[code]path[/code]。无法保存IMA ADPCM格式" +"的样本。\n" +"[b]注意:[/b]如果缺少[code].wav[/code]扩展名,则会自动将其附加到[code]path[/" +"code]。" #: doc/classes/AudioStreamSample.xml:24 msgid "" @@ -12449,8 +12473,8 @@ msgid "" "accessed in your shader scripts through the " "[code]texture(SCREEN_TEXTURE, ...)[/code] function." msgstr "" -"将屏幕的某个区域(或整个屏幕)复制到缓冲区,以便可以通过[code] " -"texture(SCREEN_TEXTURE,...)[/code]函数在着色器脚本中对其进行访问。" +"将屏幕的某个区域(或整个屏幕)复制到缓冲区,以便可以通过" +"[code]texture(SCREEN_TEXTURE,...)[/code]函数在着色器脚本中对其进行访问。" #: doc/classes/BackBufferCopy.xml:7 msgid "" @@ -12505,7 +12529,6 @@ msgid "Prerendered indirect light map for a scene." msgstr "场景的预渲染间接光照贴图。" #: doc/classes/BakedLightmap.xml:7 -#, fuzzy msgid "" "Baked lightmaps are an alternative workflow for adding indirect (or baked) " "lighting to a scene. Unlike the [GIProbe] approach, baked lightmaps work " @@ -12521,6 +12544,9 @@ msgstr "" "烘焙光照贴图是向场景添加间接(或烘焙)光照的替代工作流程。与 [GIProbe] 方法不" "同,烘焙光照贴图在低端 PC 和移动设备上运行良好,因为它们在运行时几乎不消耗资" "源。\n" +"[b]程序化生成:[/b] 烘焙光照贴图的功能只在编辑器中可用。也就是说," +"[BakedLightmap] 不适合程序化生成、用户搭建的关卡。想要支持程序化生成或者用户" +"搭建关卡,请使用 [GIProbe]。\n" "[b]注意:[/b] 由于光照贴图的工作原理,大多数属性只有在光照贴图再次烘焙后才会" "看到效果。" @@ -12855,8 +12881,8 @@ msgid "" "to \"draw\" signal. The visual state of the button is defined by the [enum " "DrawMode] enum." msgstr "" -"返回用于绘制按钮的视觉状态。当您通过覆盖_draw()或连接到 \"draw \"信号来实现您" -"自己的绘制代码时,这很有用。按钮的视觉状态由[enum DrawMode]枚举定义。" +"返回用于绘制按钮的视觉状态。当您通过覆盖 _draw() 或连接到“draw”信号来实现您自" +"己的绘制代码时,这很有用。按钮的视觉状态由 [enum DrawMode] 枚举定义。" #: doc/classes/BaseButton.xml:34 msgid "" @@ -13038,12 +13064,12 @@ 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个向量场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" "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 \"矩阵和变换\" 文档文章。" +"更多信息请阅读文档中的《矩阵和变换》一文。" #: doc/classes/Basis.xml:14 doc/classes/Transform.xml:12 #: doc/classes/Transform2D.xml:12 @@ -13109,7 +13135,7 @@ msgstr "" #: doc/classes/Basis.xml:51 msgid "Constructs a basis matrix from 3 axis vectors (matrix columns)." -msgstr "从3轴向量(矩阵列)构造一个基础矩阵。" +msgstr "从 3 个轴向量(矩阵列)构造一个基础矩阵。" #: doc/classes/Basis.xml:57 msgid "" @@ -13132,10 +13158,10 @@ 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[get_rotation_quat]方法代替,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。" #: doc/classes/Basis.xml:71 msgid "" @@ -13155,8 +13181,8 @@ 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 [get_euler] 方法,但通" -"常首选四元数而不是欧拉角。" +"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" +"法,但通常首选四元数而不是欧拉角。" #: doc/classes/Basis.xml:83 msgid "" @@ -13241,7 +13267,7 @@ msgstr "" 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 "基本矩阵的X向量(第0列)。等效于数组索引[code]0[/code]。" #: doc/classes/Basis.xml:178 doc/classes/Transform2D.xml:153 msgid "" @@ -13270,19 +13296,19 @@ msgstr "" 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 轴翻转某物的基础。" #: doc/classes/Basis.xml:193 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 轴翻转某物的基础。" #: doc/classes/Basis.xml:196 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 轴翻转某物的基础。" #: doc/classes/BitMap.xml:4 msgid "Boolean matrix." @@ -13294,8 +13320,8 @@ msgid "" "a binary matrix (every matrix element takes only one bit) and query the " "values using natural cartesian coordinates." msgstr "" -"布尔值的二维数组,可以用来有效地存储一个二进制矩阵(每个矩阵元素只占一个" -"位),并使用自然的笛卡尔坐标查询数值。" +"布尔值二维数组,可以用来高效存储二进制矩阵(每个矩阵元素只占一个比特位),并" +"使用自然的笛卡尔坐标查询数值。" #: doc/classes/BitMap.xml:16 msgid "" @@ -13334,6 +13360,10 @@ msgid "" "area where the morphological operation is applied. Pixels located outside " "the [code]rect[/code] are unaffected by [method grow_mask]." msgstr "" +"对位图进行形态学膨胀或腐蚀操作。如果 [code]pixels[/code] 为正,则对位图执行膨" +"胀。如果 [code]pixels[/code] 为负,则对位图执行腐蚀。[code]rect[/code] 定义进" +"行形态学操作的区域。位于 [code]rect[/code] 之外的像素不会被 [method " +"grow_mask] 影响。" #: doc/classes/BitMap.xml:66 msgid "" @@ -13381,8 +13411,8 @@ msgid "" "Adds a kerning pair to the [BitmapFont] as a difference. Kerning pairs are " "special cases where a typeface advance is determined by the next character." msgstr "" -"在[BitmapFont]中添加一个字距对作为差值。字距对是一种特殊的情况,在这种情况" -"下,字体的前进是由下一个字符决定的。" +"在 [BitmapFont] 中为字偶添加差值。字偶(距)是一种特殊情况,当前字体的前进量" +"由下一个字符决定。" #: doc/classes/BitmapFont.xml:37 msgid "Adds a texture to the [BitmapFont]." @@ -13399,7 +13429,7 @@ msgstr "从 [code]*.fnt[/code] 文件的 [code]path[/code] 处创建一个 Bitma #: doc/classes/BitmapFont.xml:58 msgid "Returns a kerning pair as a difference." -msgstr "返回字距对作为差异。" +msgstr "返回字偶的差值。" #: doc/classes/BitmapFont.xml:65 msgid "Returns the font atlas texture at index [code]idx[/code]." @@ -13427,7 +13457,7 @@ msgstr "字体总高度(上升加下降),单位为像素。" #: doc/classes/Bone2D.xml:4 msgid "Joint used with [Skeleton2D] to control and animate other nodes." -msgstr "与[Skeleton2D]一起使用的关节,用于控制其他节点并使其具有动画效果。" +msgstr "与 [Skeleton2D] 一起使用的关节,用于控制其他节点并使其具有动画效果。" #: doc/classes/Bone2D.xml:7 msgid "" @@ -13441,14 +13471,14 @@ msgid "" "menu option, from the code, you need to iterate over the bones to set their " "individual rest poses." msgstr "" -"使用绑定到[Skeleton2D]的[code]Bone2D[/code]的层次结构来控制,并对其他[Node2D]" -"节点进行动画。\n" -"您可以使用[code]Bone2D[/code]和[code]Skeleton2D[/code]节点对使用Polygon 2D UV" -"编辑器创建的2D网格进行动画制作。\n" -"每个骨骼都有一个[member rest]变换,你可以用[method apply_rest]来重置。这些休" -"息姿势是相对于骨的父节点而言的。\n" -"如果在编辑器中,你可以使用菜单选项设置整个骨架的休息姿势,从代码中,你需要遍" -"历骨骼来设置它们各自的休息姿势。" +"使用绑定到 [Skeleton2D] 的 [code]Bone2D[/code] 的层次结构来控制,并对其他 " +"[Node2D] 节点进行动画。\n" +"您可以使用 [code]Bone2D[/code] 和 [code]Skeleton2D[/code] 节点对使用 Polygon " +"2D UV 编辑器创建的 2D 网格进行动画制作。\n" +"每个骨骼都有一个 [member rest] 变换,你可以用 [method apply_rest] 来重置。这" +"些放松姿势是相对于骨的父节点而言的。\n" +"如果在编辑器中,你可以使用菜单选项设置整个骨架的放松姿势,从代码中,你需要遍" +"历骨骼来设置它们各自的放松姿势。" #: doc/classes/Bone2D.xml:18 msgid "Stores the node's current transforms in [member rest]." @@ -13464,8 +13494,8 @@ msgid "" "Returns the node's [member rest] [code]Transform2D[/code] if it doesn't have " "a parent, or its rest pose relative to its parent." msgstr "" -"如果节点没有父节点,返回节点的[member rest] [code]Transform2D[/code],或者返" -"回它相对于父节点的静止姿势。" +"如果节点没有父节点,返回节点的 [member rest] [code]Transform2D[/code],或者返" +"回它相对于父节点的放松姿势。" #: doc/classes/Bone2D.xml:36 msgid "" @@ -13563,11 +13593,11 @@ msgstr "" " if can_shoot:\n" " pass # Perform shooting actions here.\n" "[/codeblock]\n" -"下面的代码只有在两个条件都满足的情况下才会产生子弹:动作 \"shoot\" 被按下,并" -"且如果[code]can_shoot[/code]是[code]true[/code]。\n" +"下面的代码只有在两个条件都满足的情况下才会产生子弹:动作“shoot”被按下,并且如" +"果[code]can_shoot[/code]是[code]true[/code]。\n" "[b]注意:[/b][code]Input.is_action_pressed(\"shoot\")[/code]也是一个布尔值," -"当 \"shoot\"被按下时为[code]true[/code],当 \"shoot\" 没有被按下时为" -"[code]false[/code]。\n" +"当“shoot”被按下时为[code]true[/code],当“shoot”没有被按下时为[code]false[/" +"code]。\n" "[codeblock]\n" "var can_shoot = true\n" "\n" @@ -13772,51 +13802,37 @@ msgstr "平面按钮不显示装饰。" #: doc/classes/Button.xml:43 msgid "" -"Button's icon, if text is present the icon will be placed before the text." -msgstr "按钮的图标,如果有文字,图标将放在文字之前。" +"Button's icon, if text is present the icon will be placed before the text.\n" +"To edit margin and spacing of the icon, use [code]hseparation[/code] theme " +"property of [Button] and [code]content_margin_*[/code] properties of the " +"used [StyleBox]es." +msgstr "" -#: doc/classes/Button.xml:46 doc/classes/LinkButton.xml:18 +#: doc/classes/Button.xml:47 doc/classes/LinkButton.xml:18 msgid "The button's text that will be displayed inside the button's area." msgstr "按钮的文字,将显示在按钮的区域内。" -#: doc/classes/Button.xml:51 +#: doc/classes/Button.xml:52 msgid "Align the text to the left." msgstr "将文本向左对齐。" -#: doc/classes/Button.xml:54 +#: doc/classes/Button.xml:55 msgid "Align the text to the center." msgstr "将文本居中对齐。。" -#: doc/classes/Button.xml:57 +#: doc/classes/Button.xml:58 msgid "Align the text to the right." msgstr "将文本向右对齐。" -#: doc/classes/Button.xml:62 -msgid "[StyleBox] used when the [Button] is disabled." -msgstr "当[Button]被禁用时,使用[StyleBox]。" - -#: doc/classes/Button.xml:65 -msgid "" -"[StyleBox] used when the [Button] is focused. It is displayed over the " -"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus " -"visual effect." -msgstr "" -"当[Button]获得焦点时使用的[StyleBox]。它显示在当前的[StyleBox]之上,所以使用" -"[StyleBoxEmpty]只是禁用焦点视觉效果。" - -#: doc/classes/Button.xml:68 -msgid "[Font] of the [Button]'s text." -msgstr "[Button]文本的[Font]。" - -#: doc/classes/Button.xml:71 +#: doc/classes/Button.xml:63 msgid "Default text [Color] of the [Button]." msgstr "[Button]的默认文本[Color]。" -#: doc/classes/Button.xml:74 +#: doc/classes/Button.xml:66 msgid "Text [Color] used when the [Button] is disabled." msgstr "禁用[Button]时使用的文本[Color]。" -#: doc/classes/Button.xml:77 +#: doc/classes/Button.xml:69 msgid "" "Text [Color] used when the [Button] is focused. Only replaces the normal " "text color of the button. Disabled, hovered, and pressed states take " @@ -13825,27 +13841,44 @@ msgstr "" "当[Button]获得焦点时使用的文本[Color]。只取代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/Button.xml:80 +#: doc/classes/Button.xml:72 msgid "Text [Color] used when the [Button] is being hovered." msgstr "悬停[Button]时使用的文本[Color]。" -#: doc/classes/Button.xml:83 +#: doc/classes/Button.xml:75 msgid "Text [Color] used when the [Button] is being pressed." msgstr "正在按下 [Button] 时使用的文本 [Color] 。" -#: doc/classes/Button.xml:86 -msgid "[StyleBox] used when the [Button] is being hovered." -msgstr "悬停[Button]时使用的[StyleBox]。" - -#: doc/classes/Button.xml:89 +#: doc/classes/Button.xml:78 msgid "The horizontal space between [Button]'s icon and text." msgstr "[Button]的图标和文本之间的水平间距。" -#: doc/classes/Button.xml:92 +#: doc/classes/Button.xml:81 +msgid "[Font] of the [Button]'s text." +msgstr "[Button]文本的[Font]。" + +#: doc/classes/Button.xml:84 +msgid "[StyleBox] used when the [Button] is disabled." +msgstr "当[Button]被禁用时,使用[StyleBox]。" + +#: doc/classes/Button.xml:87 +msgid "" +"[StyleBox] used when the [Button] is focused. It is displayed over the " +"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus " +"visual effect." +msgstr "" +"当[Button]获得焦点时使用的[StyleBox]。它显示在当前的[StyleBox]之上,所以使用" +"[StyleBoxEmpty]只是禁用焦点视觉效果。" + +#: doc/classes/Button.xml:90 +msgid "[StyleBox] used when the [Button] is being hovered." +msgstr "悬停[Button]时使用的[StyleBox]。" + +#: doc/classes/Button.xml:93 msgid "Default [StyleBox] for the [Button]." msgstr "[Button]的默认[StyleBox]。" -#: doc/classes/Button.xml:95 +#: doc/classes/Button.xml:96 msgid "[StyleBox] used when the [Button] is being pressed." msgstr "按下[Button]时使用的[StyleBox]。" @@ -14215,8 +14248,8 @@ msgid "" "Disables [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" "url] simulation (default)." msgstr "" -"禁用[url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler_effect[/url]模" -"拟(默认)。" +"禁用[url=https://en.wikipedia.org/wiki/Doppler_effect]多普勒效应[/url]模拟" +"(默认)。" #: doc/classes/Camera.xml:206 msgid "" @@ -14226,10 +14259,9 @@ msgid "" "objects affect how Audio is perceived (changing the Audio's [code]pitch " "shift[/code])." 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]Doppler_effect[/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://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])。" #: doc/classes/Camera.xml:209 msgid "" @@ -14239,10 +14271,9 @@ msgid "" "camera compared to those objects affect how Audio is perceived (changing the " "Audio's [code]pitch shift[/code])." 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]Doppler_effect[/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://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])。" #: doc/classes/Camera2D.xml:4 msgid "Camera node for 2D scenes." @@ -14264,15 +14295,15 @@ msgid "" "limits. You can use [method get_camera_screen_center] to get the real " "position." msgstr "" -"用于2D场景的相机节点。它强制屏幕(当前层)跟随该节点滚动。与手动改变基于 " +"用于 2D 场景的相机节点。它强制屏幕(当前层)跟随该节点滚动。与手动改变基于 " "[CanvasItem] 节点的坐标相比,这使得对可滚动场景进行编程更加容易和快捷。\n" -"这个节点旨在成为简单的助手,让事情便捷,但可能需要更多的功能来改变相机的工作" -"方式。要制作自定义相机节点,则从[Node2D]继承,并通过设置[Viewport]中的" -"[member Viewport.canvas_transform]来改变画布的变换(你可以通过使用[method " -"Node.get_viewport]获得当前的[Viewport])。\n" -"请注意,[Camera2D]节点的[code]position[/code]并不代表屏幕的实际坐标,它可能会" -"因为应用的平滑或限制而有所不同。你可以使用[method get_camera_screen_center]来" -"获取实际坐标。" +"这个节点旨在成为简单的辅助工具,让事情便捷,但可能需要更多的功能来改变相机的" +"工作方式。要制作自定义相机节点,则从 [Node2D] 继承,并通过设置 [Viewport] 中" +"的 [member Viewport.canvas_transform] 来改变画布的变换(你可以通过使用 " +"[method Node.get_viewport] 获得当前的 [Viewport])。\n" +"请注意,[Camera2D] 节点的 [code]position[/code] 并不代表屏幕的实际坐标,它可" +"能会因为应用的平滑或限制而有所不同。你可以使用 [method " +"get_camera_screen_center] 来获取实际坐标。" #: doc/classes/Camera2D.xml:13 doc/classes/TileMap.xml:13 #: doc/classes/TileSet.xml:13 @@ -14528,9 +14559,9 @@ msgid "" "example, use [code]Vector2(0.5, 0.5)[/code] for a 2× zoom-in, and " "[code]Vector2(4, 4)[/code] for a 4× zoom-out." msgstr "" -"相机相对于视窗的缩放比例。大于[code] Vector2(1,1)[/code]的值会缩小内容,而" -"较小的值会起到放大镜的作用。例如,将[code] Vector2(0.5,0.5)[/code]放大2" -"倍,然后将[code] Vector2(4,4)[/code]用于4倍缩小。" +"相机相对于视窗的缩放比例。大于[code]Vector2(1,1)[/code]的值会缩小内容,而" +"较小的值会起到放大镜的作用。例如,将[code]Vector2(0.5,0.5)[/code]放大2倍," +"然后将[code]Vector2(4,4)[/code]用于4倍缩小。" #: doc/classes/Camera2D.xml:174 msgid "" @@ -14667,23 +14698,23 @@ msgstr "移除 [CameraFeed] 时触发,例如拔掉网络摄像头。" #: doc/classes/CameraServer.xml:63 msgid "The RGBA camera image." -msgstr "RGBA相机的图像。" +msgstr "RGBA 相机图像。" #: doc/classes/CameraServer.xml:66 msgid "The YCbCr camera image." -msgstr "YCbCr相机图像。" +msgstr "YCbCr 相机图像。" #: doc/classes/CameraServer.xml:69 msgid "The Y component camera image." -msgstr "Y分量相机的图像。" +msgstr "Y 分量相机图像。" #: doc/classes/CameraServer.xml:72 msgid "The CbCr component camera image." -msgstr "CbCr分量相机的图像。" +msgstr "CbCr 分量相机图像。" #: doc/classes/CameraTexture.xml:4 msgid "Texture provided by a [CameraFeed]." -msgstr "由[CameraFeed]提供的纹理。" +msgstr "由 [CameraFeed] 提供的纹理。" #: doc/classes/CameraTexture.xml:7 msgid "" @@ -14696,13 +14727,13 @@ msgstr "" #: doc/classes/CameraTexture.xml:16 msgid "The ID of the [CameraFeed] for which we want to display the image." -msgstr "我们要显示图像的[CameraFeed]的ID。" +msgstr "我们要显示图像的 [CameraFeed] 的 ID。" #: doc/classes/CameraTexture.xml:19 msgid "" "Convenience property that gives access to the active property of the " "[CameraFeed]." -msgstr "给予访问[CameraFeed]的活动属性的便利属性。" +msgstr "给予访问 [CameraFeed] 的活动属性的便利属性。" #: doc/classes/CameraTexture.xml:23 msgid "" @@ -14714,7 +14745,7 @@ msgstr "" #: doc/classes/CanvasItem.xml:4 msgid "Base class of anything 2D." -msgstr "基础类的任何2D。" +msgstr "任何 2D 对象的基类。" #: doc/classes/CanvasItem.xml:7 msgid "" @@ -14742,23 +14773,23 @@ msgid "" "parameters must have angles specified as [i]radians[/i]. To convert degrees " "to radians, use [method @GDScript.deg2rad]." msgstr "" -"任何2D的基类。Canvas项目以树状排列;子类继承并扩展其父类的变换。[CanvasItem]" -"由[Control]扩展为任何GUI相关的东西,由[Node2D]扩展为任何2D引擎相关的东西。\n" -"任何[CanvasItem]都可以绘制。为此,必须调用 [method update],然后在空闲时接收 " -"[constant NOTIFICATION_DRAW] 来请求重绘。正因为如此,画布项不需要每一帧都重" -"绘,大大提升了性能。提供了几个用于在 [CanvasItem] 上绘图的函数(参阅" -"[code]draw_*[/code]函数)。但是,它们只能在 [method Object._notification]、信" -"号或 [method _draw] 虚拟函数内部使用。\n" +"任何 2D 对象的基类。画布项目(Canvas Item)以树状排列;子节点继承并扩展其父节" +"点的变换。[CanvasItem] 由 [Control] 扩展为任何 GUI 相关的东西,由 [Node2D] 扩" +"展为任何 2D 引擎相关的东西。\n" +"任何 [CanvasItem] 都可以绘图。要绘图就必须调用 [method update],然后就会在空" +"闲时接收到 [constant NOTIFICATION_DRAW] 来请求重绘。因此画布项目不需要每一帧" +"都重绘,大大提升了性能。提供了几个用于在 [CanvasItem] 上绘图的函数(请参阅 " +"[code]draw_*[/code] 函数)。但是,它们只能在 [method Object._notification]、" +"信号或虚函数 [method _draw] 内部使用。\n" "画布项目是按树状顺序绘制的。默认情况下,子项目在其父项目的顶部,因此根" "[CanvasItem]将被画在所有项目的后面。这种行为可以在每个项目的基础上进行更" "改。\n" -"一个 [CanvasItem] 也可以被隐藏,这也将隐藏其子项目。它提供了许多方法来改变参" -"数,如调制(对它自己和它的子项目)和自调制(只对它自己),以及它的混合模" -"式。\n" +"[CanvasItem] 也可以被隐藏,这也将隐藏其子项目。它提供了许多方法来改变参数,如" +"调制(对它自己和它的子项目)和自调制(只对它自己),以及它的混合模式。\n" "最终,可以请求一个变换通知,它将在父树改变的情况下通知节点它的全局位置发生了" "变化。\n" -"[b]注意:[/b]除非另有说明,所有具有角度参数的方法必须将角度指定为 " -"[i]radians[/i]。要将度数转换为弧度,请使用 [method @GDScript.deg2rad]。" +"[b]注意:[/b]除非另有说明,所有具有角度参数的方法必须将角度指定为[i]弧度[/" +"i]。要将度数转换为弧度,请使用 [method @GDScript.deg2rad]。" #: doc/classes/CanvasItem.xml:15 doc/classes/CanvasLayer.xml:10 #: doc/classes/InputEvent.xml:11 doc/classes/Viewport.xml:15 @@ -14785,15 +14816,15 @@ msgid "" "Draws an arc between the given angles. The larger the value of " "[code]point_count[/code], the smoother the curve." 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。" +"在给定的角度之间画一条弧线。[code]point_count[/code] 的值越大,曲线越平滑。" #: doc/classes/CanvasItem.xml:48 msgid "" "Draws a string character using a custom font. Returns the advance, depending " "on the character width and kerning with an optional next character." msgstr "" -"使用自定义字体绘制一个字符串字符。根据字符的宽度和角化,返回一个可选的下一个" -"字符的提前量。" +"使用自定义字体绘制一个字符串字符。返回前进量,这个量取决于该字符的宽度,以及" +"与可选的下一个字符的字偶距。" #: doc/classes/CanvasItem.xml:57 msgid "Draws a colored circle." @@ -14823,9 +14854,9 @@ msgid "" "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently " "not implemented and have no effect." msgstr "" -"使用uniform [code]color[/code] 绘制多条平行线。\n" -"[b]注:[/b] [code]width[/code] 和 [code]antialiased[/code] 目前没有实现,没有" -"效果。" +"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。" #: doc/classes/CanvasItem.xml:112 msgid "" @@ -14975,11 +15006,11 @@ msgstr "" #: doc/classes/CanvasItem.xml:269 msgid "Returns the [RID] of the [World2D] canvas where this item is in." -msgstr "返回此项目所在的[World2D]画布的[RID]。" +msgstr "返回此项目所在的 [World2D] 画布的 [RID]。" #: doc/classes/CanvasItem.xml:275 msgid "Returns the canvas item RID used by [VisualServer] for this item." -msgstr "返回此[VisualServer]项使用的画布项RID。" +msgstr "返回此项目在 [VisualServer] 中使用的画布项 RID。" #: doc/classes/CanvasItem.xml:281 msgid "Returns the transform matrix of this item's canvas." @@ -15026,20 +15057,20 @@ msgstr "如果[CanvasItem]当前可见,则隐藏它。" msgid "" "Returns [code]true[/code] if local transform notifications are communicated " "to children." -msgstr "如果将本地转换通知传达给子级,则返回[code] true [/code]。" +msgstr "如果将本地转换通知传达给子级,则返回[code]true[/code]。" #: doc/classes/CanvasItem.xml:347 msgid "" "Returns [code]true[/code] if the node is set as top-level. See [method " "set_as_toplevel]." msgstr "" -"如果节点设置为顶层,则返回[code] true [/code]。参阅[method set_as_toplevel]。" +"如果节点设置为顶层,则返回[code]true[/code]。参阅[method set_as_toplevel]。" #: doc/classes/CanvasItem.xml:353 msgid "" "Returns [code]true[/code] if global transform notifications are communicated " "to children." -msgstr "如果将全局转换通知传达给子级,则返回[code] true [/code]。" +msgstr "如果将全局转换通知传达给子级,则返回[code]true[/code]。" #: doc/classes/CanvasItem.xml:359 doc/classes/Spatial.xml:89 msgid "" @@ -15048,43 +15079,41 @@ msgid "" "also visible. If any antecedent is hidden, this node will not be visible in " "the scene tree." msgstr "" -"如果该节点位于[SceneTree]中,并且其[member visible]属性为[code] true [/" -"code],并且其所有前提均可见,则返回[code] true [/code]。如果任何先决条件被隐" -"藏,则该节点在场景树中将不可见。" +"如果该节点位于[SceneTree]中,并且其[member visible]属性为[code]true[/code]," +"并且其所有前提均可见,则返回[code]true[/code]。如果任何先决条件被隐藏,则该节" +"点在场景树中将不可见。" #: doc/classes/CanvasItem.xml:366 msgid "Assigns [code]screen_point[/code] as this node's new local transform." -msgstr "分配[code] screen_point [/code]作为该节点的新本地转换。" +msgstr "分配[code]screen_point[/code]作为该节点的新本地转换。" #: doc/classes/CanvasItem.xml:373 msgid "" "Transformations issued by [code]event[/code]'s inputs are applied in local " "space instead of global space." -msgstr "[code] event [/code]的输入发出的转换将在局部空间而不是全局空间中应用。" +msgstr "[code]event[/code]的输入发出的转换将在局部空间而不是全局空间中应用。" #: doc/classes/CanvasItem.xml:380 msgid "" "If [code]enable[/code] is [code]true[/code], the node won't inherit its " "transform from parent canvas items." msgstr "" -"如果[code] enable [/code]为[code] true [/code],则该节点将不会从父画布项目继" -"承其变换。" +"如果[code]enable[/code]为[code]true[/code],则该节点将不会从父画布项目继承其" +"变换。" #: doc/classes/CanvasItem.xml:387 msgid "" "If [code]enable[/code] is [code]true[/code], children will be updated with " "local transform data." msgstr "" -"如果[code] enable [/code]为[code] true [/code],则将使用局部变换数据更新子" -"项。" +"如果[code]enable[/code]为[code]true[/code],则将使用局部变换数据更新子项。" #: doc/classes/CanvasItem.xml:394 msgid "" "If [code]enable[/code] is [code]true[/code], children will be updated with " "global transform data." msgstr "" -"如果[code] enable [/code]为[code] true [/code],则将使用全局变换数据更新子" -"项。" +"如果[code]enable[/code]为[code]true[/code],则将使用全局变换数据更新子项。" #: doc/classes/CanvasItem.xml:400 msgid "" @@ -15135,8 +15164,8 @@ msgid "" "If [code]true[/code], the parent [CanvasItem]'s [member material] property " "is used as this one's material." msgstr "" -"如果[code] true [/code],则将父级[CanvasItem]的[member material]属性用作此项" -"的材质。" +"如果[code]true[/code],则将父级[CanvasItem]的[member material]属性用作此项的" +"材质。" #: doc/classes/CanvasItem.xml:433 msgid "" @@ -15265,9 +15294,9 @@ msgid "" "[b]Note:[/b] This property is only used and visible in the editor if [member " "particles_animation] is [code]true[/code]." msgstr "" -"为 [Particles2D] 或 [CPUParticles2D] 分配为 [Texture] 精灵表中的列数。\n" -"[b]注意:[/b]这个属性只有在 [member particles_animation] 为 [code]true[/code]" -"时才会被使用,并在编辑器中可见。" +"精灵表中分配为 [Particles2D] 或 [CPUParticles2D] 的 [Texture] 的列数。\n" +"[b]注意:[/b]仅当 [member particles_animation] 为 [code]true[/code] 时,此属" +"性才在编辑器中使用和可见。" #: doc/classes/CanvasItemMaterial.xml:25 msgid "" @@ -15286,9 +15315,9 @@ msgid "" "[b]Note:[/b] This property is only used and visible in the editor if [member " "particles_animation] is [code]true[/code]." msgstr "" -"spritesheet中为[GPUParticles2D]或[CPUParticles2D]分配为[Texture2D]的行数。\n" -"[b]注意:[/b]仅当[member particle_animation]为[code] true [/code]时,此属性才" -"在编辑器中使用和可见。" +"精灵表中分配为 [Particles2D] 或 [CPUParticles2D] 的 [Texture] 的行数。\n" +"[b]注意:[/b]仅当 [member particles_animation] 为 [code]true[/code] 时,此属" +"性才在编辑器中使用和可见。" #: doc/classes/CanvasItemMaterial.xml:33 msgid "" @@ -15299,9 +15328,9 @@ msgid "" "This property (and other [code]particles_anim_*[/code] properties that " "depend on it) has no effect on other types of nodes." msgstr "" -"如果为[code]true[/code],当分配给[GPUParticles2D]和[CPUParticles2D]节点时,启" -"用基于spritesheet的动画功能。[member ParticlesMaterial.anim_speed]或[member " -"CPUParticles2D.anim_speed]也应设置为正值,才能播放动画。\n" +"如果为[code]true[/code],当分配给 [Particles2D] 和 [CPUParticles2D] 节点时," +"启用基于spritesheet的动画功能。[member ParticlesMaterial.anim_speed]或" +"[member CPUParticles2D.anim_speed]也应设置为正值,才能播放动画。\n" "这个属性(以及其他依赖于它的[code]particles_anim_*[/code]属性)对其他类型的节" "点没有影响。" @@ -15408,7 +15437,7 @@ msgstr "要应用的色调颜色。" #: doc/classes/CapsuleMesh.xml:4 doc/classes/CapsuleMesh.xml:7 msgid "Class representing a capsule-shaped [PrimitiveMesh]." -msgstr "表示胶囊状[PrimitiveMesh]的类。" +msgstr "表示胶囊状 [PrimitiveMesh] 的类。" #: doc/classes/CapsuleMesh.xml:15 msgid "" @@ -15418,7 +15447,7 @@ msgid "" "* [member radius]." msgstr "" "胶囊体中间圆柱体(除了两个半球体的部分)的高度。\n" -"[b]注意:[/b]圆柱体的总高度等于[member mid_height] + 2 * [member radius]。" +"[b]注意:[/b]圆柱体的总高度等于 [member mid_height] + 2 * [member radius]。" #: doc/classes/CapsuleMesh.xml:19 msgid "Number of radial segments on the capsule mesh." @@ -15438,15 +15467,15 @@ msgstr "胶囊的碰撞形状。" #: doc/classes/CapsuleShape.xml:16 doc/classes/CapsuleShape2D.xml:15 msgid "The capsule's height." -msgstr "胶囊的高度。" +msgstr "胶囊体的高度。" #: doc/classes/CapsuleShape.xml:19 doc/classes/CapsuleShape2D.xml:18 msgid "The capsule's radius." -msgstr "胶囊的半径。" +msgstr "胶囊体的半径。" #: doc/classes/CapsuleShape2D.xml:4 doc/classes/CapsuleShape2D.xml:7 msgid "Capsule shape for 2D collisions." -msgstr "2D碰撞的胶囊形状。" +msgstr "2D 碰撞的胶囊形状。" #: doc/classes/CenterContainer.xml:4 msgid "Keeps children controls centered." @@ -15508,11 +15537,11 @@ msgid "" "char_fx.character = ord(\"*\")\n" "[/codeblock]" msgstr "" -"字符将使用的Unicode代码点。这只会影响非空白字符。 [method @ GDScript.ord]在这" +"字符所使用的 Unicode 码位。这只会影响非空白字符。[method @GDScript.ord] 在这" "里可能很有用。例如,以下将用星号替换所有字符:\n" "[codeblock]\n" -"# `char_fx` is the CharFXTransform parameter from `_process_custom_fx()`.\n" -"# See the RichTextEffect documentation for details.\n" +"# `char_fx` 是 `_process_custom_fx()` 的 CharFXTransform 参数。\n" +"# 详情请参阅 RichTextEffect 的文档。\n" "char_fx.character = ord(\"*\")\n" "[/codeblock]" @@ -15548,11 +15577,11 @@ msgid "" "[/codeblock]" msgstr "" "包含在开头的BBCode标记中传递的参数。默认情况下,参数是字符串。如果它们的内容" -"与[bool],[int]或[float]之类的类型匹配,它们将被自动转换。格式为[code] " -"#rrggbb [/code]或[code] #rgb [/code]的颜色代码将转换为不透明的[Color]。字符串" -"参数即使使用引号也不能包含空格。如果存在,引号也将出现在最终字符串中。\n" -"例如,开头的BBCode标签[code] [example foo = hello bar = true baz = 42 color =" -"#ffffff] [/code]将映射到以下[Dictionary]:\n" +"与[bool],[int]或[float]之类的类型匹配,它们将被自动转换。格式为" +"[code]#rrggbb[/code]或[code]#rgb[/code]的颜色代码将转换为不透明的[Color]。字" +"符串参数即使使用引号也不能包含空格。如果存在,引号也将出现在最终字符串中。\n" +"例如,开头的BBCode标签[code][example foo = hello bar = true baz = 42 color =" +"#ffffff][/code]将映射到以下[Dictionary]:\n" "[codeblock]\n" "{\"foo\": \"hello\", \"bar\": true, \"baz\": 42, \"color\": Color(1, 1, 1, " "1)}\n" @@ -15595,40 +15624,14 @@ msgstr "" "参阅[BaseButton],它包含了与该节点相关的常规属性和方法。" #: doc/classes/CheckBox.xml:22 -msgid "The vertical offset used when rendering the check icons (in pixels)." -msgstr "呈现复选图标时使用的垂直偏移量(以像素为单位)。" - -#: doc/classes/CheckBox.xml:25 -msgid "The check icon to display when the [CheckBox] is checked." -msgstr "选中[CheckBox]时显示的复选图标。" - -#: doc/classes/CheckBox.xml:28 -msgid "The check icon to display when the [CheckBox] is checked and disabled." -msgstr "当[CheckBox]被选中和禁用时要显示的勾选图标。" - -#: doc/classes/CheckBox.xml:31 -msgid "" -"The [StyleBox] to display as a background when the [CheckBox] is disabled." -msgstr "当[CheckBox]被禁用时,作为背景显示的[StyleBox]。" - -#: doc/classes/CheckBox.xml:34 -msgid "" -"The [StyleBox] to display as a background when the [CheckBox] is focused." -msgstr "当[CheckBox]被聚焦时,作为背景显示的[StyleBox]。" - -#: doc/classes/CheckBox.xml:37 -msgid "The [Font] to use for the [CheckBox] text." -msgstr "用于[CheckBox]文本的[Font]。" - -#: doc/classes/CheckBox.xml:40 msgid "The [CheckBox] text's font color." msgstr "[CheckBox]文本的字体颜色。" -#: doc/classes/CheckBox.xml:43 +#: doc/classes/CheckBox.xml:25 msgid "The [CheckBox] text's font color when it's disabled." msgstr "[CheckBox]文本被禁用时的字体颜色。" -#: doc/classes/CheckBox.xml:46 +#: doc/classes/CheckBox.xml:28 msgid "" "The [CheckBox] text's font color when it's focused. Only replaces the normal " "text color of the checkbox. Disabled, hovered, and pressed states take " @@ -15637,63 +15640,89 @@ msgstr "" "[CheckBox] 文本获得焦点时的字体颜色。只取代复选框的正常文本颜色。禁用、悬停和" "按下状态优先于这个颜色。" -#: doc/classes/CheckBox.xml:49 +#: doc/classes/CheckBox.xml:31 msgid "The [CheckBox] text's font color when it's hovered." msgstr "[CheckBox]文本在悬停时的字体颜色。" -#: doc/classes/CheckBox.xml:52 +#: doc/classes/CheckBox.xml:34 msgid "The [CheckBox] text's font color when it's hovered and pressed." msgstr "当[CheckBox]文本被悬停和按下时的字体颜色。" -#: doc/classes/CheckBox.xml:55 +#: doc/classes/CheckBox.xml:37 msgid "The [CheckBox] text's font color when it's pressed." msgstr "文本被按下时的字体颜色。" -#: doc/classes/CheckBox.xml:58 -msgid "" -"The [StyleBox] to display as a background when the [CheckBox] is hovered." -msgstr "当[CheckBox]被悬停时作为背景显示的[StyleBox]。" - -#: doc/classes/CheckBox.xml:61 -msgid "" -"The [StyleBox] to display as a background when the [CheckBox] is hovered and " -"pressed." -msgstr "当[CheckBox]被悬停和按下时,作为背景显示的[StyleBox]。" +#: doc/classes/CheckBox.xml:40 +msgid "The vertical offset used when rendering the check icons (in pixels)." +msgstr "呈现复选图标时使用的垂直偏移量(以像素为单位)。" -#: doc/classes/CheckBox.xml:64 +#: doc/classes/CheckBox.xml:43 msgid "The separation between the check icon and the text (in pixels)." msgstr "复选图标和文本之间的分隔(以像素为单位)。" -#: doc/classes/CheckBox.xml:67 doc/classes/CheckButton.xml:61 -msgid "The [StyleBox] to display as a background." -msgstr "[StyleBox]显示为背景。" +#: doc/classes/CheckBox.xml:46 +msgid "The [Font] to use for the [CheckBox] text." +msgstr "用于[CheckBox]文本的[Font]。" -#: doc/classes/CheckBox.xml:70 -msgid "" -"The [StyleBox] to display as a background when the [CheckBox] is pressed." -msgstr "按下[CheckBox]时,[StyleBox]显示为背景。" +#: doc/classes/CheckBox.xml:49 +msgid "The check icon to display when the [CheckBox] is checked." +msgstr "选中[CheckBox]时显示的复选图标。" + +#: doc/classes/CheckBox.xml:52 +msgid "The check icon to display when the [CheckBox] is checked and disabled." +msgstr "当[CheckBox]被选中和禁用时要显示的勾选图标。" -#: doc/classes/CheckBox.xml:73 +#: doc/classes/CheckBox.xml:55 msgid "" "If the [CheckBox] is configured as a radio button, the icon to display when " "the [CheckBox] is checked." msgstr "如果将[CheckBox]配置为单选按钮,则选中[CheckBox]时显示的图标。" -#: doc/classes/CheckBox.xml:78 +#: doc/classes/CheckBox.xml:60 msgid "" "If the [CheckBox] is configured as a radio button, the icon to display when " "the [CheckBox] is unchecked." msgstr "如果将[CheckBox]配置为单选按钮,则取消选中[CheckBox]时显示的图标。" -#: doc/classes/CheckBox.xml:83 +#: doc/classes/CheckBox.xml:65 msgid "The check icon to display when the [CheckBox] is unchecked." msgstr "未选中[CheckBox]时显示的复选图标。" -#: doc/classes/CheckBox.xml:86 +#: doc/classes/CheckBox.xml:68 msgid "" "The check icon to display when the [CheckBox] is unchecked and disabled." msgstr "当[CheckBox]未被选中并被禁用时要显示的勾选图标。" +#: doc/classes/CheckBox.xml:71 +msgid "" +"The [StyleBox] to display as a background when the [CheckBox] is disabled." +msgstr "当[CheckBox]被禁用时,作为背景显示的[StyleBox]。" + +#: doc/classes/CheckBox.xml:74 +msgid "" +"The [StyleBox] to display as a background when the [CheckBox] is focused." +msgstr "当[CheckBox]被聚焦时,作为背景显示的[StyleBox]。" + +#: doc/classes/CheckBox.xml:77 +msgid "" +"The [StyleBox] to display as a background when the [CheckBox] is hovered." +msgstr "当[CheckBox]被悬停时作为背景显示的[StyleBox]。" + +#: doc/classes/CheckBox.xml:80 +msgid "" +"The [StyleBox] to display as a background when the [CheckBox] is hovered and " +"pressed." +msgstr "当[CheckBox]被悬停和按下时,作为背景显示的[StyleBox]。" + +#: doc/classes/CheckBox.xml:83 doc/classes/CheckButton.xml:73 +msgid "The [StyleBox] to display as a background." +msgstr "[StyleBox]显示为背景。" + +#: doc/classes/CheckBox.xml:86 +msgid "" +"The [StyleBox] to display as a background when the [CheckBox] is pressed." +msgstr "按下[CheckBox]时,[StyleBox]显示为背景。" + #: doc/classes/CheckButton.xml:4 msgid "Checkable button. See also [CheckBox]." msgstr "可检查的按钮。另请参阅[CheckBox]。" @@ -15716,32 +15745,14 @@ msgstr "" "参阅[BaseButton],它包含了与该节点相关的常规属性和方法。" #: doc/classes/CheckButton.xml:22 -msgid "The vertical offset used when rendering the toggle icons (in pixels)." -msgstr "渲染切换图标时使用的垂直偏移量(以像素为单位)。" - -#: doc/classes/CheckButton.xml:25 -msgid "" -"The [StyleBox] to display as a background when the [CheckButton] is disabled." -msgstr "当[CheckButton]被禁用时,作为背景显示的[StyleBox]。" - -#: doc/classes/CheckButton.xml:28 -msgid "" -"The [StyleBox] to display as a background when the [CheckButton] is focused." -msgstr "当[CheckButton]被聚焦时作为背景显示的[StyleBox]。" - -#: doc/classes/CheckButton.xml:31 -msgid "The [Font] to use for the [CheckButton] text." -msgstr "用于[CheckButton]文本的[Font]。" - -#: doc/classes/CheckButton.xml:34 msgid "The [CheckButton] text's font color." msgstr "[CheckButton]文本的字体颜色。" -#: doc/classes/CheckButton.xml:37 +#: doc/classes/CheckButton.xml:25 msgid "The [CheckButton] text's font color when it's disabled." msgstr "[CheckButton]文本在禁用时的字体颜色。" -#: doc/classes/CheckButton.xml:40 +#: doc/classes/CheckButton.xml:28 msgid "" "The [CheckButton] text's font color when it's focused. Only replaces the " "normal text color of the button. Disabled, hovered, and pressed states take " @@ -15750,49 +15761,67 @@ msgstr "" "[CheckButton] 文本获得焦点时的字体颜色。仅替换按钮的正常文本颜色。禁用、悬停" "和按下状态优先于此颜色。" -#: doc/classes/CheckButton.xml:43 +#: doc/classes/CheckButton.xml:31 msgid "The [CheckButton] text's font color when it's hovered." msgstr "悬停时[CheckButton]文本的字体颜色。" -#: doc/classes/CheckButton.xml:46 +#: doc/classes/CheckButton.xml:34 msgid "The [CheckButton] text's font color when it's hovered and pressed." msgstr "当[CheckButton]被悬停和按下时,其文本的字体颜色。" -#: doc/classes/CheckButton.xml:49 +#: doc/classes/CheckButton.xml:37 msgid "The [CheckButton] text's font color when it's pressed." msgstr "按下[CheckButton]时文本的字体颜色。" -#: doc/classes/CheckButton.xml:52 -msgid "" -"The [StyleBox] to display as a background when the [CheckButton] is hovered." -msgstr "当[CheckButton]被悬停时作为背景显示的[StyleBox]。" - -#: doc/classes/CheckButton.xml:55 -msgid "" -"The [StyleBox] to display as a background when the [CheckButton] is hovered " -"and pressed." -msgstr "当[CheckButton]被悬停和按下时作为背景显示的[StyleBox]。" +#: doc/classes/CheckButton.xml:40 +msgid "The vertical offset used when rendering the toggle icons (in pixels)." +msgstr "渲染切换图标时使用的垂直偏移量(以像素为单位)。" -#: doc/classes/CheckButton.xml:58 +#: doc/classes/CheckButton.xml:43 msgid "The separation between the toggle icon and the text (in pixels)." msgstr "切换图标和文本之间的分隔(以像素为单位)。" -#: doc/classes/CheckButton.xml:64 +#: doc/classes/CheckButton.xml:46 +msgid "The [Font] to use for the [CheckButton] text." +msgstr "用于[CheckButton]文本的[Font]。" + +#: doc/classes/CheckButton.xml:49 msgid "The icon to display when the [CheckButton] is unchecked." msgstr "未选中[CheckButton]时显示的图标。" -#: doc/classes/CheckButton.xml:67 +#: doc/classes/CheckButton.xml:52 msgid "The icon to display when the [CheckButton] is unchecked and disabled." msgstr "未选中和禁用[CheckButton]时显示的图标。" -#: doc/classes/CheckButton.xml:70 +#: doc/classes/CheckButton.xml:55 msgid "The icon to display when the [CheckButton] is checked." msgstr "选中[CheckButton]时显示的图标。" -#: doc/classes/CheckButton.xml:73 +#: doc/classes/CheckButton.xml:58 msgid "The icon to display when the [CheckButton] is checked and disabled." msgstr "选中并禁用[CheckButton]时显示的图标。" +#: doc/classes/CheckButton.xml:61 +msgid "" +"The [StyleBox] to display as a background when the [CheckButton] is disabled." +msgstr "当[CheckButton]被禁用时,作为背景显示的[StyleBox]。" + +#: doc/classes/CheckButton.xml:64 +msgid "" +"The [StyleBox] to display as a background when the [CheckButton] is focused." +msgstr "当[CheckButton]被聚焦时作为背景显示的[StyleBox]。" + +#: doc/classes/CheckButton.xml:67 +msgid "" +"The [StyleBox] to display as a background when the [CheckButton] is hovered." +msgstr "当[CheckButton]被悬停时作为背景显示的[StyleBox]。" + +#: doc/classes/CheckButton.xml:70 +msgid "" +"The [StyleBox] to display as a background when the [CheckButton] is hovered " +"and pressed." +msgstr "当[CheckButton]被悬停和按下时作为背景显示的[StyleBox]。" + #: doc/classes/CheckButton.xml:76 msgid "" "The [StyleBox] to display as a background when the [CheckButton] is pressed." @@ -15828,12 +15857,12 @@ msgid "" "Returns [code]true[/code] if you can instance objects from the specified " "[code]class[/code], [code]false[/code] in other case." msgstr "" -"如果可以实例化指定[code]class[/code]中的对象,则返回[code] true [/code],否则" -"返回[code] false [/code]。" +"如果可以实例化指定[code]class[/code]中的对象,则返回[code]true[/code],否则返" +"回[code]false[/code]。" #: doc/classes/ClassDB.xml:23 msgid "Returns whether the specified [code]class[/code] is available or not." -msgstr "返回指定的[code] class [/code]是否可用。" +msgstr "返回指定的[code]class[/code]是否可用。" #: doc/classes/ClassDB.xml:30 msgid "" @@ -15859,8 +15888,8 @@ msgid "" "Returns the value of the integer constant [code]name[/code] of [code]class[/" "code] or its ancestry. Always returns 0 when the constant could not be found." msgstr "" -"返回[code] class [/code]的整数常量[code] name [/code]或其父级的值。找不到常量" -"时,始终返回0。" +"返回[code]class[/code]的整数常量[code]name[/code]或其父级的值。找不到常量时," +"始终返回0。" #: doc/classes/ClassDB.xml:64 msgid "" @@ -15873,7 +15902,7 @@ msgid "" "Returns an array with the names all the integer constants of [code]class[/" "code] or its ancestry." msgstr "" -"返回一个数组,其中带有 [code] class [/code] 的所有整数常量或其祖先的名称。" +"返回一个数组,其中带有 [code]class[/code] 的所有整数常量或其祖先的名称。" #: doc/classes/ClassDB.xml:80 msgid "" @@ -15898,15 +15927,15 @@ msgstr "" msgid "" "Returns the value of [code]property[/code] of [code]class[/code] or its " "ancestry." -msgstr "返回[code] class [/code]的[code] property [/code]的值或其父级。" +msgstr "返回[code]class[/code]的[code]property[/code]的值或其父级。" #: doc/classes/ClassDB.xml:97 msgid "" "Returns an array with all the properties of [code]class[/code] or its " "ancestry if [code]no_inheritance[/code] is [code]false[/code]." msgstr "" -"如果[code] no_inheritance [/code]为[code] false [/code],则返回具有[code] " -"class [/code]或其父级所有属性的数组。" +"如果[code]no_inheritance[/code]为[code]false[/code],则返回具有[code]class[/" +"code]或其父级所有属性的数组。" #: doc/classes/ClassDB.xml:105 msgid "" @@ -15927,9 +15956,9 @@ msgid "" "if [code]no_inheritance[/code] is [code]false[/code]. Every element of the " "array is a [Dictionary] as described in [method class_get_signal]." msgstr "" -"如果[code] no_inheritance [/code]为[code] false [/code],则返回具有[code] " -"class [/code]或其父级的所有信号的数组。数组的每个元素都是[Dictionary],如" -"[[method class_get_signal]中所述。" +"如果 [code]no_inheritance[/code] 为 [code]false[/code],则返回具有 " +"[code]class[/code] 或其父级的所有信号的数组。数组的每个元素都是 " +"[Dictionary],如 [method class_get_signal] 中所述。" #: doc/classes/ClassDB.xml:122 msgid "" @@ -15942,22 +15971,22 @@ msgid "" "Returns whether [code]class[/code] or its ancestry has an integer constant " "called [code]name[/code] or not." msgstr "" -"返回[code] class [/code]或其父级是否具有称为[code] name [/code]的整数常量。" +"返回[code]class[/code]或其父级是否具有称为[code]name[/code]的整数常量。" #: doc/classes/ClassDB.xml:139 msgid "" "Returns whether [code]class[/code] (or its ancestry if [code]no_inheritance[/" "code] is [code]false[/code]) has a method called [code]method[/code] or not." msgstr "" -"返回 [code]class[/code] 是否有名为 [code]method[/code] 的方法。(如果[code] " -"no_inheritance [/code]为[code] false [/code],则返回其父级)。" +"返回 [code]class[/code] 是否有名为 [code]method[/code] 的方法。(如果" +"[code]no_inheritance[/code]为[code]false[/code],则返回其父级)。" #: doc/classes/ClassDB.xml:147 msgid "" "Returns whether [code]class[/code] or its ancestry has a signal called " "[code]signal[/code] or not." msgstr "" -"返回[code] class [/code]或其父级是否有一个称为[code] signal [/code]的信号。" +"返回[code]class[/code]或其父级是否有一个称为[code]signal[/code]的信号。" #: doc/classes/ClassDB.xml:156 msgid "" @@ -15973,25 +16002,25 @@ msgstr "返回所有可用类的名称。" msgid "" "Returns the names of all the classes that directly or indirectly inherit " "from [code]class[/code]." -msgstr "返回直接或间接继承自[code] class [/code]的所有类的名称。" +msgstr "返回直接或间接继承自[code]class[/code]的所有类的名称。" #: doc/classes/ClassDB.xml:176 msgid "Returns the parent class of [code]class[/code]." -msgstr "返回[code] class [/code]的父类。" +msgstr "返回[code]class[/code]的父类。" #: doc/classes/ClassDB.xml:183 msgid "Creates an instance of [code]class[/code]." -msgstr "创建[code] class [/code]的实例。" +msgstr "创建[code]class[/code]的实例。" #: doc/classes/ClassDB.xml:190 msgid "Returns whether this [code]class[/code] is enabled or not." -msgstr "返回是否启用此[code] class [/code]。" +msgstr "返回是否启用此[code]class[/code]。" #: doc/classes/ClassDB.xml:198 msgid "" "Returns whether [code]inherits[/code] is an ancestor of [code]class[/code] " "or not." -msgstr "返回[code]inherits[/code]是否是[code] class [/code]的祖先。" +msgstr "返回[code]inherits[/code]是否是[code]class[/code]的祖先。" #: doc/classes/ClippedCamera.xml:4 msgid "A [Camera] that includes collision." @@ -16030,7 +16059,7 @@ msgid "" "Returns [code]true[/code] if the specified bit index is on.\n" "[b]Note:[/b] Bit indices range from 0-19." msgstr "" -"如果指定的位索引打开,则返回[code] true [/code]。\n" +"如果指定的位索引打开,则返回[code]true[/code]。\n" "[b]注意:[/b]位索引的范围是0-19。" #: doc/classes/ClippedCamera.xml:50 @@ -16092,10 +16121,10 @@ 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 "" -"CollisionObject是物理对象的基类。它可以容纳任何数量的碰撞形状 [Shape]s。每个" -"形状必须分配给一个形状所有者 [i]shape owner[/i]。CollisionObject可以有任意数" +"CollisionObject 是物理对象的基类。它可以容纳任何数量的碰撞形状 [Shape]。每个" +"形状必须分配给一个形状所有者 [i]shape owner[/i]。CollisionObject 可以有任意数" "量的形状所有者。形状所有者不是节点,也不会出现在编辑器中,但是可以通过代码使" -"用[code] shape_owner_* [/code]方法进行访问。" +"用 [code]shape_owner_*[/code] 方法进行访问。" #: doc/classes/CollisionObject.xml:20 msgid "" @@ -16122,14 +16151,14 @@ msgid "" "Returns whether or not the specified [code]bit[/code] of the [member " "collision_layer] is set." msgstr "" -"返回是否设置了碰撞层 [member collision_layer] 的指定位[code] bit[/code]。" +"返回是否设置了碰撞层 [member collision_layer] 的指定位[code]bit[/code]。" #: doc/classes/CollisionObject.xml:41 doc/classes/CollisionObject2D.xml:39 msgid "" "Returns whether or not the specified [code]bit[/code] of the [member " "collision_mask] is set." msgstr "" -"返回是否设置了碰撞掩码 [member collision_mask] 的指定位[code] bit[/code]。" +"返回是否设置了碰撞掩码 [member collision_mask] 的指定位[code]bit[/code]。" #: doc/classes/CollisionObject.xml:47 doc/classes/CollisionObject2D.xml:45 msgid "Returns the object's [RID]." @@ -16260,7 +16289,7 @@ msgid "" "If [code]true[/code], the [CollisionObject] will continue to receive input " "events as the mouse is dragged across its shapes." msgstr "" -"如果[code] true[/code],[CollisionObject] 将在鼠标拖过其形状时继续接收输入事" +"如果[code]true[/code],[CollisionObject] 将在鼠标拖过其形状时继续接收输入事" "件。" #: doc/classes/CollisionObject.xml:185 @@ -16268,7 +16297,7 @@ msgid "" "If [code]true[/code], the [CollisionObject]'s shapes will respond to " "[RayCast]s." msgstr "" -"如果[code] true[/code],[CollisionObject] 的形状将对 [RayCast] 做出反应。" +"如果[code]true[/code],[CollisionObject] 的形状将对 [RayCast] 做出反应。" #: doc/classes/CollisionObject.xml:196 msgid "" @@ -16313,17 +16342,17 @@ msgid "" "[Shape2D]. Connect to the [code]input_event[/code] signal to easily pick up " "these events." msgstr "" -"接受未处理的[InputEvent]。要求[member input_pickable]为[code] true [/code]。 " -"[code] shape_idx [/code]被点击的[Shape2D]的子索引。连接到[code] input_event " -"[/code]信号即可轻松接收这些事件。" +"接受未处理的[InputEvent]。要求[member input_pickable]为[code]true[/code]。 " +"[code]shape_idx[/code]被点击的[Shape2D]的子索引。连接到[code]input_event[/" +"code]信号即可轻松接收这些事件。" #: doc/classes/CollisionObject2D.xml:52 msgid "" "Returns the [code]one_way_collision_margin[/code] of the shape owner " "identified by given [code]owner_id[/code]." msgstr "" -"返回由给定的[code] owner_id [/code]标识的形状所有者的[code] " -"one_way_collision_margin [/code]。" +"返回由给定的[code]owner_id[/code]标识的形状所有者的" +"[code]one_way_collision_margin[/code]。" #: doc/classes/CollisionObject2D.xml:72 msgid "" @@ -16366,8 +16395,8 @@ msgid "" "Sets the [code]one_way_collision_margin[/code] of the shape owner identified " "by given [code]owner_id[/code] to [code]margin[/code] pixels." msgstr "" -"将由给定的[code] owner_id [/code]标识的形状所有者的[code] " -"one_way_collision_margin [/code]设置为[code] margin [/code]像素。" +"将由给定的[code]owner_id[/code]标识的形状所有者的" +"[code]one_way_collision_margin[/code]设置为[code]margin[/code]像素。" #: doc/classes/CollisionObject2D.xml:196 msgid "Sets the [Transform2D] of the given shape owner." @@ -16424,8 +16453,8 @@ msgid "" "[code]true[/code] and at least one [code]collision_layer[/code] bit to be " "set. See [method _input_event] for details." msgstr "" -"当输入事件发生时发出。要求 [member input_pickable]为[code] true[/code],并至" -"少要设置一个[code] collision_layer [/code]位。有关详细信息,请参阅[method " +"当输入事件发生时发出。要求 [member input_pickable]为[code]true[/code],并至少" +"要设置一个[code]collision_layer[/code]位。有关详细信息,请参阅[method " "_input_event]。" #: doc/classes/CollisionObject2D.xml:224 @@ -16434,8 +16463,8 @@ msgid "" "[member input_pickable] to be [code]true[/code] and at least one " "[code]collision_layer[/code] bit to be set." msgstr "" -"当鼠标指针进入此对象的任何形状时触发。要求[member input_pickable]为[code] " -"true [/code],并且至少要设置一个[code] collision_layer [/code]位。" +"当鼠标指针进入此对象的任何形状时触发。要求[member input_pickable]为" +"[code]true[/code],并且至少要设置一个[code]collision_layer[/code]位。" #: doc/classes/CollisionObject2D.xml:229 msgid "" @@ -16443,8 +16472,8 @@ msgid "" "[member input_pickable] to be [code]true[/code] and at least one " "[code]collision_layer[/code] bit to be set." msgstr "" -"当鼠标指针退出此对象的所有形状时发出。要求[member input_pickable]为[code] " -"true [/code],并且至少要设置一个[code] collision_layer [/code]位。" +"当鼠标指针退出此对象的所有形状时发出。要求[member input_pickable]为" +"[code]true[/code],并且至少要设置一个[code]collision_layer[/code]位。" #: doc/classes/CollisionPolygon.xml:4 msgid "Editor-only class for defining a collision polygon in 3D space." @@ -16489,7 +16518,7 @@ msgstr "" "定义多边形的顶点数组。\n" "[b]注意:[/b]返回的值是原始值的副本。改变返回值的大小或属性的方法不会影响原始" "多边形。要更改多边形的属性,请将其分配给临时变量并进行更改,然后再重新分配" -"[code] polygon [/code]成员。" +"[code]polygon[/code]成员。" #: doc/classes/CollisionPolygon2D.xml:4 msgid "Defines a 2D collision polygon." @@ -16560,7 +16589,7 @@ msgid "" msgstr "" "用于在 3D 空间中创建和编辑碰撞形状的编辑工具。您可以使用此节点表示各种碰撞形" "状,例如,将其添加到 [Area] 以使其具有检测形状,或将其添加到物理体 " -"[PhysicsBody] 以创建实体对象。[b]重要 [/b]:这是一个编辑器专用的创建形状的助" +"[PhysicsBody] 以创建实体对象。[b]重要[/b]:这是一个编辑器专用的创建形状的助" "手,使用 [method CollisionObject.shape_owner_get_shape] 获取实际形状。" #: doc/classes/CollisionShape.xml:10 doc/classes/CollisionShape2D.xml:10 @@ -16701,14 +16730,14 @@ msgid "" "var c4 = Color(\"b2d90a\") # RGB format.\n" "[/codeblock]" msgstr "" -"从HTML十六进制颜色字符串构造ARGB或RGB格式的颜色。另请参阅[method @ GDScript." -"ColorN]。\n" +"从 HTML 十六进制颜色字符串构造 ARGB 或 RGB 格式的颜色。另请参阅 [method " +"@GDScript.ColorN]。\n" "[codeblock]\n" -"# Each of the following creates the same color RGBA(178, 217, 10, 255).\n" -"var c1 = Color(\"#ffb2d90a\") # ARGB format with \"#\".\n" -"var c2 = Color(\"ffb2d90a\") # ARGB format.\n" -"var c3 = Color(\"#b2d90a\") # RGB format with \"#\".\n" -"var c4 = Color(\"b2d90a\") # RGB format.\n" +"# 以下每一个都是一样的颜色 RGBA(178, 217, 10, 255)。\n" +"var c1 = Color(\"#ffb2d90a\") # ARGB 格式,带“#”。\n" +"var c2 = Color(\"ffb2d90a\") # ARGB 格式。\n" +"var c3 = Color(\"#b2d90a\") # RGB 格式,带“#”。\n" +"var c4 = Color(\"b2d90a\") # RGB 格式。\n" "[/codeblock]" #: doc/classes/Color.xml:37 @@ -16968,13 +16997,13 @@ msgid "" "var s2 = c.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" -"返回ARGB格式的HTML十六进制颜色字符串(例如:[code]ff34f822[/code])。\n" -"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" +"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" "[codeblock]\n" "var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var s1 = c.to_html() # 返回 \"7fffffff\"\n" +"var s2 = c.to_html(false) # 返回 \"ffffff\"\n" "[/codeblock]" #: doc/classes/Color.xml:222 @@ -17713,8 +17742,8 @@ msgid "" "tinting without darkening or rendering sprites in HDR).\n" "[b]Note:[/b] Cannot be enabled if HSV mode is on." msgstr "" -"如果[code] true [/code],则允许颜色R,G,B分量值超过1.0,该值可用于需要它的某" -"些特殊操作(例如着色而不会使HDR变暗或渲染精灵)。\n" +"如果[code]true[/code],则允许颜色R,G,B分量值超过1.0,该值可用于需要它的某些" +"特殊操作(例如着色而不会使HDR变暗或渲染精灵)。\n" "[b]注意:[/b]如果启用了HSV模式,则无法启用。" #: doc/classes/ColorPicker.xml:65 @@ -17730,39 +17759,39 @@ msgid "Emitted when a preset is removed." msgstr "删除预设时发出。" #: doc/classes/ColorPicker.xml:85 -msgid "The icon for the \"Add Preset\" button." -msgstr "添加预设 \"按钮的图标。" - -#: doc/classes/ColorPicker.xml:88 -msgid "Custom texture for the hue selection slider on the right." -msgstr "右侧的色相选择滑块的自定义纹理。" - -#: doc/classes/ColorPicker.xml:93 msgid "The width of the hue selection slider." msgstr "色相选择滑块的宽度。" -#: doc/classes/ColorPicker.xml:98 +#: doc/classes/ColorPicker.xml:90 msgid "The margin around the [ColorPicker]." msgstr "[ColorPicker]周围的边距。" -#: doc/classes/ColorPicker.xml:101 +#: doc/classes/ColorPicker.xml:93 +msgid "The height of the saturation-value selection box." +msgstr "饱和值选择框的高度。" + +#: doc/classes/ColorPicker.xml:96 +msgid "The width of the saturation-value selection box." +msgstr "饱和度选择框的宽度。" + +#: doc/classes/ColorPicker.xml:99 +msgid "The icon for the \"Add Preset\" button." +msgstr "添加预设 \"按钮的图标。" + +#: doc/classes/ColorPicker.xml:102 +msgid "Custom texture for the hue selection slider on the right." +msgstr "右侧的色相选择滑块的自定义纹理。" + +#: doc/classes/ColorPicker.xml:107 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。" -#: doc/classes/ColorPicker.xml:106 +#: doc/classes/ColorPicker.xml:112 msgid "The icon for the screen color picker button." msgstr "屏幕颜色选择器按钮的图标。" -#: doc/classes/ColorPicker.xml:109 -msgid "The height of the saturation-value selection box." -msgstr "饱和值选择框的高度。" - -#: doc/classes/ColorPicker.xml:112 -msgid "The width of the saturation-value selection box." -msgstr "饱和度选择框的宽度。" - #: doc/classes/ColorPickerButton.xml:4 msgid "Button that pops out a [ColorPicker]." msgstr "弹出[ColorPicker]的按钮。" @@ -17829,35 +17858,14 @@ msgid "Emitted when the [ColorPicker] is closed." msgstr "当[ColorPicker]关闭时发出。" #: doc/classes/ColorPickerButton.xml:62 -msgid "The background of the color preview rect on the button." -msgstr "颜色预览的背景将在按钮上显示。" - -#: doc/classes/ColorPickerButton.xml:65 -msgid "[StyleBox] used when the [ColorPickerButton] is disabled." -msgstr "当[ColorPickerButton]被禁用时使用的[StyleBox]。" - -#: doc/classes/ColorPickerButton.xml:68 -msgid "" -"[StyleBox] used when the [ColorPickerButton] is focused. It is displayed " -"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。" - -#: doc/classes/ColorPickerButton.xml:71 -msgid "[Font] of the [ColorPickerButton]'s text." -msgstr "[ColorPickerButton]文本的[Font]。" - -#: doc/classes/ColorPickerButton.xml:74 msgid "Default text [Color] of the [ColorPickerButton]." msgstr "[ColorPickerButton]的默认文本[Color]。" -#: doc/classes/ColorPickerButton.xml:77 +#: doc/classes/ColorPickerButton.xml:65 msgid "Text [Color] used when the [ColorPickerButton] is disabled." msgstr "禁用[ColorPickerButton]时使用的文本[Color]。" -#: doc/classes/ColorPickerButton.xml:80 +#: doc/classes/ColorPickerButton.xml:68 msgid "" "Text [Color] used when the [ColorPickerButton] is focused. Only replaces the " "normal text color of the button. Disabled, hovered, and pressed states take " @@ -17866,21 +17874,42 @@ 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。" -#: doc/classes/ColorPickerButton.xml:83 +#: doc/classes/ColorPickerButton.xml:71 msgid "Text [Color] used when the [ColorPickerButton] is being hovered." msgstr "悬停[ColorPickerButton]时使用的文本[Color]。" -#: doc/classes/ColorPickerButton.xml:86 +#: doc/classes/ColorPickerButton.xml:74 msgid "Text [Color] used when the [ColorPickerButton] is being pressed." msgstr "按下[ColorPickerButton]时使用的文本[Color]。" +#: doc/classes/ColorPickerButton.xml:77 +msgid "The horizontal space between [ColorPickerButton]'s icon and text." +msgstr "[ColorPickerButton]的图标和文本之间的水平间距。" + +#: doc/classes/ColorPickerButton.xml:80 +msgid "[Font] of the [ColorPickerButton]'s text." +msgstr "[ColorPickerButton]文本的[Font]。" + +#: doc/classes/ColorPickerButton.xml:83 +msgid "The background of the color preview rect on the button." +msgstr "颜色预览的背景将在按钮上显示。" + +#: doc/classes/ColorPickerButton.xml:86 +msgid "[StyleBox] used when the [ColorPickerButton] is disabled." +msgstr "当[ColorPickerButton]被禁用时使用的[StyleBox]。" + #: doc/classes/ColorPickerButton.xml:89 -msgid "[StyleBox] used when the [ColorPickerButton] is being hovered." -msgstr "悬停[ColorPickerButton]时使用的[StyleBox]。" +msgid "" +"[StyleBox] used when the [ColorPickerButton] is focused. It is displayed " +"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。" #: doc/classes/ColorPickerButton.xml:92 -msgid "The horizontal space between [ColorPickerButton]'s icon and text." -msgstr "[ColorPickerButton]的图标和文本之间的水平间距。" +msgid "[StyleBox] used when the [ColorPickerButton] is being hovered." +msgstr "悬停[ColorPickerButton]时使用的[StyleBox]。" #: doc/classes/ColorPickerButton.xml:95 msgid "Default [StyleBox] for the [ColorPickerButton]." @@ -17971,7 +18000,7 @@ msgstr "组成[ConcavePolygonShape2D]线段的点的数组。" #: doc/classes/ConeTwistJoint.xml:4 msgid "A twist joint between two 3D PhysicsBodies." -msgstr "两个 3D PhysicsBodies 之间的扭转关节。" +msgstr "两个 3D PhysicsBody 之间的扭转关节。" #: doc/classes/ConeTwistJoint.xml:7 msgid "" @@ -17983,9 +18012,9 @@ msgid "" "[Generic6DOFJoint]." msgstr "" "关节可以在 [Joint] 的局部 x 轴定义的轴上旋转物体。\n" -"扭转轴是以[Joint]的X轴为起始。\n" -"一旦物体摆动,扭转轴就会被计算为两个物体的局部空间中的关节的X轴的中间位置。参" -"阅[Generic6DOFJoint]。" +"扭转轴是以 [Joint] 的 X 轴为起始。\n" +"一旦物体摆动,扭转轴就会被计算为两个物体的局部空间中的 Joint 的 X 轴的中间位" +"置。请参阅 [Generic6DOFJoint]。" #: doc/classes/ConeTwistJoint.xml:30 doc/classes/ConeTwistJoint.xml:62 #: doc/classes/PhysicsServer.xml:1076 @@ -18038,11 +18067,11 @@ msgstr "" #: doc/classes/HingeJoint.xml:99 doc/classes/Light.xml:124 #: doc/classes/SliderJoint.xml:165 msgid "Represents the size of the [enum Param] enum." -msgstr "表示[enum Param]枚举的大小。" +msgstr "表示 [enum Param] 枚举的大小。" #: doc/classes/ConfigFile.xml:4 msgid "Helper class to handle INI-style files." -msgstr "用于处理INI样式文件的Helper类。" +msgstr "用于处理 INI 样式文件的辅助类。" #: doc/classes/ConfigFile.xml:7 msgid "" @@ -18110,17 +18139,17 @@ msgid "" "standardized, Godot's ConfigFile formatting may differ from files written by " "other programs." msgstr "" -"这个辅助类可以用来在文件系统中使用INI风格来格式化存储[Variant]值。存储的值由" -"部分和对应键来识别。\n" +"这个辅助类可以用来在文件系统中使用 INI 风格来格式化存储 [Variant] 值。存储的" +"值由部分和对应键来识别。\n" "[codeblock]\n" "[section]\n" "some_key=42\n" "string_example=\"Hello World!\"\n" "a_vector=Vector3( 1, 0, 2 )\n" "[/codeblock]\n" -"存储的数据可以被保存到文件中,或从文件中解析出来,尽管ConfigFile对象也可以直" -"接使用而不需要访问文件系统。\n" -"下面的例子展示了如何创建一个简单的[ConfigFile]并将其保存在磁盘上。\n" +"存储的数据可以被保存到文件中,或从文件中解析出来,尽管 ConfigFile 对象也可以" +"直接使用而不需要访问文件系统。\n" +"下面的例子展示了如何创建一个简单的 [ConfigFile] 并将其保存在磁盘上。\n" "[codeblock]\n" "# 创建新的 ConfigFile 对象。\n" "var config = ConfigFile.new()\n" @@ -18153,20 +18182,20 @@ msgstr "" " var player_score = config.get_value(player, \"best_score\")\n" " score_data[player_name] = player_score\n" "[/codeblock]\n" -"任何改变ConfigFile的操作,如[method set_value]、[method clear]或[method " -"erase_section],都只改变内存中加载的内容。如果你想把变化写入文件,必须用" -"[method save]、[method save_encrypted]或[method save_encrypted_pass]保存这些" -"变化。\n" +"任何改变 ConfigFile 的操作,如 [method set_value]、[method clear] 或 [method " +"erase_section],都只改变内存中加载的内容。如果你想把变化写入文件,必须用 " +"[method save]、[method save_encrypted] 或 [method save_encrypted_pass] 保存这" +"些变化。\n" "请记住,部分和属性名称不能包含空格。空格之后的内容在保存和加载时都会被忽" "略。\n" "配置文件还可以包含以分号开头的手动编写的注释行([code];[/code])。这些行在解" -"析文件时将被忽略。请注意,在保存ConfigFile时,注释将会丢失。注释对于专用的服" -"务器配置文件仍然很有用,因为如果没有明确的用户操作,这些文件通常不会被覆" +"析文件时将被忽略。请注意,在保存 ConfigFile 时,注释将会丢失。注释对于专用的" +"服务器配置文件仍然很有用,因为如果没有明确的用户操作,这些文件通常不会被覆" "盖。\n" -"[b]注意:[/b] 给予配置文件扩展名对其格式或行为没有任何影响。根据惯例,这里使" -"用的是[code].cfg[/code]扩展名,但任何其他扩展名,如[code].ini[/code]也是有效" -"的。由于[code].cfg[/code]和[code].ini[/code]都不是标准化的,Godot的ConfigFile" -"格式可能与其他程序编写的文件有所不同。" +"[b]注意:[/b]给予配置文件扩展名对其格式或行为没有任何影响。根据惯例,这里使用" +"的是 [code].cfg[/code] 扩展名,但任何其他扩展名,如 [code].ini[/code] 也是有" +"效的。由于 [code].cfg[/code] 和 [code].ini[/code] 都不是标准化的,Godot 的 " +"ConfigFile 格式可能与其他程序编写的文件有所不同。" #: doc/classes/ConfigFile.xml:59 msgid "Removes the entire contents of the config." @@ -18209,11 +18238,11 @@ msgstr "" #: doc/classes/ConfigFile.xml:103 msgid "Returns [code]true[/code] if the specified section exists." -msgstr "如果指定的部分存在,则返回[code] true [/code]。" +msgstr "如果指定的部分存在,则返回[code]true[/code]。" #: doc/classes/ConfigFile.xml:111 msgid "Returns [code]true[/code] if the specified section-key pair exists." -msgstr "如果指定的段键对存在,则返回[code] true [/code]。" +msgstr "如果指定的段键对存在,则返回[code]true[/code]。" #: doc/classes/ConfigFile.xml:118 msgid "" @@ -18224,7 +18253,7 @@ msgid "" msgstr "" "加载指定为参数的配置文件。解析文件的内容并将其加载到调用该方法的[ConfigFile]" "对象中。\n" -"返回[enum Error]代码常量之一(成功时返回[code] OK [/code])。" +"返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。" #: doc/classes/ConfigFile.xml:127 msgid "" @@ -18235,7 +18264,7 @@ msgid "" msgstr "" "加载指定为参数的加密配置文件,使用提供的[code]key[/code]对其解密。解析文件的" "内容并将其加载到调用该方法的[ConfigFile]对象中。\n" -"返回[enum Error]代码常量之一(成功时返回[code] OK [/code])。" +"返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。" #: doc/classes/ConfigFile.xml:136 msgid "" @@ -18266,7 +18295,7 @@ msgid "" msgstr "" "将[ConfigFile]对象的内容保存到指定为参数的文件中。输出文件使用INI样式的结" "构。\n" -"返回[enum Error]代码常量之一(成功时返回[code] OK [/code])。" +"返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。" #: doc/classes/ConfigFile.xml:161 msgid "" @@ -18277,7 +18306,7 @@ msgid "" msgstr "" "使用提供的[code]key[/code]将[ConfigFile]对象的内容保存到作为参数指定的AES-256" "加密文件中。输出文件使用INI样式的结构。\n" -"返回[enum Error]代码常量之一(成功时返回[code] OK [/code])。" +"返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。" #: doc/classes/ConfigFile.xml:170 msgid "" @@ -18335,7 +18364,7 @@ msgstr "" #: doc/classes/Container.xml:4 msgid "Base node for containers." -msgstr "容器的基本节点。" +msgstr "容器的基础节点。" #: doc/classes/Container.xml:7 msgid "" @@ -18343,36 +18372,36 @@ msgid "" "automatically arranges them in a certain way.\n" "A Control can inherit this to create custom container classes." msgstr "" -"容器的基础节点。一个[Container]包含其他控件,并自动以某种方式排列它们。\n" -"一个控件可以继承这一点来创建自定义的容器类。" +"容器的基础节点。[Container] 包含其他控件,并自动以某种方式排列它们。\n" +"Control 可以继承该类来创建自定义的容器类。" #: doc/classes/Container.xml:18 msgid "" "Fit a child control in a given rect. This is mainly a helper for creating " "custom container classes." -msgstr "在给定的矩形中安装子控件。这主要是用于创建自定义容器类的帮助器。" +msgstr "在给定的矩形中适配子控件。这主要是用于创建自定义容器类的辅助工具。" #: doc/classes/Container.xml:24 msgid "" "Queue resort of the contained children. This is called automatically anyway, " "but can be called upon request." -msgstr "收容孩子排队等候。无论如何,这都是自动调用的,但是可以根据要求调用。" +msgstr "将子节点的重排加入队列。虽然会被自动调用,但也可以在需要时手动调用。" #: doc/classes/Container.xml:31 msgid "Emitted when sorting the children is needed." -msgstr "需要对孩子进行排序时发出。" +msgstr "需要对子节点进行排序时发出。" #: doc/classes/Container.xml:37 msgid "" "Notification for when sorting the children, it must be obeyed immediately." -msgstr "整理孩子的通知,必须立即服从。" +msgstr "对子节点进行排序时的通知,必须立即服从。" #: doc/classes/Control.xml:4 msgid "" "All user interface nodes inherit from Control. A control's anchors and " "margins adapt its position and size relative to its parent." msgstr "" -"所有用户界面节点都从Control继承。控件的锚点和边距相对于其父级调整其位置和大" +"所有用户界面节点都从 Control 继承。控件的锚点和边距相对于其父级调整其位置和大" "小。" #: doc/classes/Control.xml:7 @@ -18459,10 +18488,10 @@ msgid "" "Similar to [member rect_clip_content], but doesn't affect visibility.\n" "If not overridden, defaults to [code]false[/code]." msgstr "" -"用户要实现的虚拟方法。返回是否应为该控件矩形之外的子控件调用[method " -"_gui_input]。输入将被剪切到此[Control]的Rect上。与[member rect_clip_content]" -"相似,但不影响可见性。\n" -"如果未覆盖,则默认为[code]假[/code]。" +"用户要实现的虚方法。返回是否应为该控件矩形之外的子控件调用 [method " +"_gui_input]。输入将被剪切到此 [Control] 的 Rect 上。与 [member " +"rect_clip_content] 相似,但不影响可见性。\n" +"如果未覆盖,则默认为 [code]false[/code]。" #: doc/classes/Control.xml:33 msgid "" @@ -18472,10 +18501,10 @@ msgid "" "(in each axis separately).\n" "If not overridden, defaults to [constant Vector2.ZERO]." msgstr "" -"用户要实现的虚拟方法。返回此控件的最小大小。 [member rect_min_size]的替代方" +"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]。" +"如果未覆盖,则默认为 [constant Vector2.ZERO]。" #: doc/classes/Control.xml:41 msgid "" @@ -18713,14 +18742,14 @@ msgid "" " return typeof(data) == TYPE_DICTIONARY and data.has(\"expected\")\n" "[/codeblock]" msgstr "" -"Godot调用此方法来测试是否可以将控件的[method get_drag_data]的[code] data [/" -"code]放在[code]position[/code]处。 [code]position[/code]在此控件中是本地" +"Godot 调用此方法来测试是否可以将控件的 [method get_drag_data] 的 [code]data[/" +"code] 放在 [code]position[/code] 处。[code]position[/code] 在相对于该控件" "的。\n" -"此方法仅应用于测试数据。处理[method drop_data]中的数据。\n" +"此方法仅应用于测试数据。处理 [method drop_data] 中的数据。\n" "[codeblock]\n" "func can_drop_data(position, data):\n" -" # Check position if it is relevant to you\n" -" # Otherwise, just check data\n" +" # 需要时可以检查 position\n" +" # 否则只检查 data 即可\n" " return typeof(data) == TYPE_DICTIONARY and data.has(\"expected\")\n" "[/codeblock]" @@ -18738,10 +18767,10 @@ msgid "" " color = data[\"color\"]\n" "[/codeblock]" msgstr "" -"Godot调用此方法以将控件的[method get_drag_data]结果中的[code] data [/code]传" -"递给您。 Godot首先调用[method can_drop_data]来测试是否允许[code] data [/code]" -"在[code] position [/code]处删除,其中[code] position [/code]对于此控件而言是" -"本地的。\n" +"Godot调用此方法以将控件的[method get_drag_data]结果中的[code]data[/code]传递" +"给您。 Godot首先调用[method can_drop_data]来测试是否允许[code]data[/code]在" +"[code]position[/code]处删除,其中[code]position[/code]对于此控件而言是本地" +"的。\n" "[codeblock]\n" "func can_drop_data(position, data):\n" " return typeof(data) == TYPE_DICTIONARY and data.has(\"color\")\n" @@ -18769,7 +18798,7 @@ msgid "" "The methods [method can_drop_data] and [method drop_data] must be " "implemented on controls that want to receive drop data." msgstr "" -"通过传递[code] data [/code]和[code] preview [/code]强制拖动并绕过[method " +"通过传递[code]data[/code]和[code]preview[/code]强制拖动并绕过[method " "get_drag_data]和[method set_drag_preview]。即使鼠标既不在该控件上,也未在该控" "件上按下,都将开始拖动。\n" "方法[method can_drop_data]和[method drop_data]必须在要接收放置数据的控件上实" @@ -18781,7 +18810,7 @@ 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 " +"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。" @@ -18873,7 +18902,7 @@ msgid "" "[/codeblock]" msgstr "" "Godot调用此方法来获取可以拖放到期望放置数据的控件上的数据。如果没有要拖动的数" -"据,则返回[code] null [/code]。想要接收放置数据的控件应实现[method " +"据,则返回[code]null[/code]。想要接收放置数据的控件应实现[method " "can_drop_data]和[method drop_data]。 [code]position[/code]在此控件中是本地" "的。可以使用[method force_drag]强制拖动。\n" "可以使用[method set_drag_preview]设置跟随鼠标的预览,该预览将代表数据。设置预" @@ -18896,7 +18925,7 @@ msgid "" "[member focus_neighbour_left], [member focus_neighbour_right] and [member " "focus_neighbour_top]." msgstr "" -"返回由[enum Margin]枚举的[code] margin [/code]常量标识的焦点邻居。 [member " +"返回由[enum Margin]枚举的[code]margin[/code]常量标识的焦点邻居。 [member " "focus_neighbour_bottom],[member focus_neighbour_left],[member " "focus_neighbour_right]和[member focus_neighbour_top]的获取方法。" @@ -18941,7 +18970,7 @@ 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 " +"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。" @@ -19069,7 +19098,7 @@ msgid "" "Returns [code]true[/code] if this is the current focused control. See " "[member focus_mode]." msgstr "" -"如果这是当前的焦点控件,则返回[code] true [/code]。参阅[member focus_mode]。" +"如果这是当前的焦点控件,则返回[code]true[/code]。参阅[member focus_mode]。" #: doc/classes/Control.xml:440 msgid "" @@ -19078,9 +19107,9 @@ msgid "" "code].\n" "See [method get_color] for details." msgstr "" -"如果树中存在匹配的 [Theme] 且具有指定 [code]name[/code] 和 [code]theme_type[/" +"如果树中存在 [Theme] 且该主题具有指定 [code]name[/code] 和 [code]theme_type[/" "code] 的字体项目,则返回 [code]true[/code]。\n" -"有关详细信息,参阅 [method get_color]。" +"详情请参阅 [method get_color]。" #: doc/classes/Control.xml:448 msgid "" @@ -19099,9 +19128,9 @@ msgid "" "code].\n" "See [method get_color] for details." msgstr "" -"如果树中存在匹配的 [Theme] 且具有指定 [code]name[/code] 和 [code]theme_type[/" +"如果树中存在 [Theme] 且该主题具有指定 [code]name[/code] 和 [code]theme_type[/" "code] 的图标项目,则返回 [code]true[/code]。\n" -"有关详细信息,参阅 [method get_color]。" +"详情请参阅 [method get_color]。" #: doc/classes/Control.xml:465 msgid "" @@ -19122,10 +19151,10 @@ msgid "" "[b]Note:[/b] If you want to check if a point is inside the control, you can " "use [code]get_rect().has_point(point)[/code]." msgstr "" -"用户要实现的虚拟方法。返回给定的[code] point [/code]是否在此控件内。\n" -"如果未覆盖,则默认行为是检查该点是否在控件的Rect范围内。\n" -"[b]注意:[/b]如果要检查控件中是否有点,可以使用[code] get_rect()。" -"has_point(point)[/code]。" +"用户要实现的虚方法。返回给定的 [code]point[/code] 是否在此控件内。\n" +"如果未覆盖,则默认行为是检查该点是否在控件的 Rect 范围内。\n" +"[b]注意:[/b]如果要检查控件中是否有点,可以使用 [code]get_rect()." +"has_point(point)[/code]。" #: doc/classes/Control.xml:482 msgid "" @@ -19144,9 +19173,9 @@ msgid "" "[code]theme_type[/code].\n" "See [method get_color] for details." msgstr "" -"如果树中存在匹配的 [Theme] 且具有指定 [code]name[/code] 和 [code]theme_type[/" -"code] 的样式框项目,则返回 [code]true[/code]。\n" -"有关详细信息,参阅 [method get_color]。" +"如果树中存在 [Theme] 且该主题具有指定 [code]name[/code] 和 [code]theme_type[/" +"code] 的样式盒项目,则返回 [code]true[/code]。\n" +"详情请参阅 [method get_color]。" #: doc/classes/Control.xml:499 msgid "" @@ -19189,15 +19218,15 @@ msgid "" "[code]push_opposite_anchor[/code] was [code]false[/code], the left anchor " "would get value 0.5." msgstr "" -"将由[enum Margin]枚举的[code] margin [/code]常量标识的锚设置为值[code] " -"anchor [/code]。用于[member anchor_bottom],[member anchor_left],[member " +"将由[enum Margin]枚举的[code]margin[/code]常量标识的锚设置为值[code]anchor[/" +"code]。用于[member anchor_bottom],[member anchor_left],[member " "anchor_right]和[member anchor_top]的setter方法。\n" -"如果[code] keep_margin [/code]为[code] true [/code],则在执行此操作后不会更新" -"边距。\n" -"如果[code] push_opposite_anchor [/code]为[code] true [/code],并且相对的锚点" -"与该锚点重叠,则相对的锚点将覆盖其值。例如,当将左锚点设置为1且右锚点的值为" -"0.5时,右锚点的值也将为1。如果[code] push_opposite_anchor [/code]为[code] " -"false [/code],则左锚点将得到值0.5。" +"如果[code]keep_margin[/code]为[code]true[/code],则在执行此操作后不会更新边" +"距。\n" +"如果[code]push_opposite_anchor[/code]为[code]true[/code],并且相对的锚点与该" +"锚点重叠,则相对的锚点将覆盖其值。例如,当将左锚点设置为1且右锚点的值为0.5" +"时,右锚点的值也将为1。如果[code]push_opposite_anchor[/code]为[code]false[/" +"code],则左锚点将得到值0.5。" #: doc/classes/Control.xml:534 msgid "" @@ -19205,8 +19234,8 @@ 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:543 msgid "" @@ -19224,8 +19253,8 @@ msgid "" "If [code]keep_margins[/code] is [code]true[/code], control's position will " "also be updated." msgstr "" -"将锚点设置为 [enum Control.LayoutPreset] 枚举中的 [code]preset[/code]。这是等" -"效于在 2D 编辑器中使用布局菜单的编码。\n" +"将锚点设置为预设 [code]preset[/code],取值范围为 [enum Control.LayoutPreset] " +"枚举。等效于在 2D 编辑器中使用布局菜单。\n" "如果 [code]keep_margins[/code] 是 [code]true[/code],控件的位置也会更新。" #: doc/classes/Control.xml:559 @@ -19265,11 +19294,11 @@ msgid "" " return my_data()\n" "[/codeblock]" msgstr "" -"将此控件的拖放操作转发到[code] target [/code]控件。\n" -"可以在目标控件中实现转发,类似于方法[method get_drag_data],[method " -"can_drop_data]和[method drop_data],但有两个区别:\n" -"1.函数名称必须带有[b] _fw [/b]后缀\n" -"2.该函数必须接受一个额外的参数,即进行转发的控件\n" +"将此控件的拖放操作转发到 [code]target[/code] 控件。\n" +"可以在目标控件中实现转发,类似于方法 [method get_drag_data]、[method " +"can_drop_data] 和 [method drop_data],但有两个区别:\n" +"1. 函数名称必须带有 [b]_fw[/b] 后缀\n" +"2. 该函数必须接受一个额外的参数,即进行转发的控件\n" "[codeblock]\n" "# ThisControl.gd\n" "extends Control\n" @@ -19334,9 +19363,9 @@ 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 " +"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。" #: doc/classes/Control.xml:628 @@ -19345,9 +19374,9 @@ msgid "" "If [code]keep_margins[/code] is [code]true[/code], control's anchors will be " "updated instead of margins." msgstr "" -"将[member rect_global_position]设置为给定的[code] position [/code]。\n" -"如果[code] keep_margins [/code]为[code] true [/code],则控件的锚点将被更新," -"而不是边距。" +"将[member rect_global_position]设置为给定的[code]position[/code]。\n" +"如果[code]keep_margins[/code]为[code]true[/code],则控件的锚点将被更新,而不" +"是边距。" #: doc/classes/Control.xml:637 msgid "" @@ -19356,9 +19385,9 @@ msgid "" "margin_bottom], [member margin_left], [member margin_right] and [member " "margin_top]." msgstr "" -"设置由[enum Margin]枚举到[code]offset[/code]的[code] margin [/code]常量所标识" -"的边距。用于[member margin_bottom],[member margin_left],[member " -"margin_right]和[member margin_top]的设置方法。" +"设置由[enum Margin]枚举到[code]offset[/code]的[code]margin[/code]常量所标识的" +"边距。用于[member margin_bottom],[member margin_left],[member margin_right]" +"和[member margin_top]的设置方法。" #: doc/classes/Control.xml:646 msgid "" @@ -19385,9 +19414,9 @@ msgid "" "If [code]keep_margins[/code] is [code]true[/code], control's anchors will be " "updated instead of margins." msgstr "" -"将[member rect_position]设置为给定的[code] position [/code]。\n" -"如果[code] keep_margins [/code]为[code] true [/code],则控件的锚点将被更新," -"而不是边距。" +"将[member rect_position]设置为给定的[code]position[/code]。\n" +"如果[code]keep_margins[/code]为[code]true[/code],则控件的锚点将被更新,而不" +"是边距。" #: doc/classes/Control.xml:664 msgid "Sets the rotation (in radians)." @@ -19483,9 +19512,9 @@ msgid "" "the closest [Control] to the bottom of this one." msgstr "" "告诉Godot,默认情况下,如果用户按下键盘上的向下箭头或游戏手柄上的向下箭头,则" -"应将焦点对准哪个节点。您可以通过编辑[code] ui_down [/code]输入操作来更改键。" -"该节点必须是[Control]。如果未设置此属性,则Godot会将焦点放在该控件底部最接近" -"的[Control]。" +"应将焦点对准哪个节点。您可以通过编辑[code]ui_down[/code]输入操作来更改键。该" +"节点必须是[Control]。如果未设置此属性,则Godot会将焦点放在该控件底部最接近的" +"[Control]。" #: doc/classes/Control.xml:712 msgid "" @@ -19496,9 +19525,9 @@ msgid "" "the closest [Control] to the left of this one." msgstr "" "告诉Godot,默认情况下,如果用户按下键盘上的向左箭头或游戏手柄上的向左键,应该" -"将焦点对准键盘上的哪个节点。您可以通过编辑[code] ui_left [/code]输入操作来更" -"改键。该节点必须是[Control]。如果未设置此属性,则Godot会将焦点放在该控件左侧" -"最接近的[Control]。" +"将焦点对准键盘上的哪个节点。您可以通过编辑[code]ui_left[/code]输入操作来更改" +"键。该节点必须是[Control]。如果未设置此属性,则Godot会将焦点放在该控件左侧最" +"接近的[Control]。" #: doc/classes/Control.xml:715 msgid "" @@ -19522,9 +19551,9 @@ msgid "" "[Control] to the bottom of this one." msgstr "" "告诉Godot默认情况下,如果用户按下键盘上的顶部箭头或游戏手柄上的顶部,则应该将" -"焦点对准键盘上的哪个节点。您可以通过编辑[code] ui_top [/code]输入操作来更改" -"键。该节点必须是[Control]。如果未设置此属性,则Godot会将焦点放在该控件底部最" -"接近的[Control]。" +"焦点对准键盘上的哪个节点。您可以通过编辑[code]ui_top[/code]输入操作来更改键。" +"该节点必须是[Control]。如果未设置此属性,则Godot会将焦点放在该控件底部最接近" +"的[Control]。" #: doc/classes/Control.xml:721 msgid "" @@ -20051,8 +20080,8 @@ msgid "" "Show the system's vertical split mouse cursor when the user hovers the node. " "On Windows, it's the same as [constant CURSOR_VSIZE]." msgstr "" -"当用户将节点悬停时,显示系统的垂直拆分鼠标光标。在Windows上,它与[constant " -"CURSOR_VSIZE]相同。" +"当用户将节点悬停时,显示系统的垂直拆分鼠标光标。在 Windows 上,它与 " +"[constant CURSOR_VSIZE] 相同。" #: doc/classes/Control.xml:945 msgid "" @@ -20260,9 +20289,9 @@ msgid "" "expand size flags. Use with [member size_flags_horizontal] and [member " "size_flags_vertical]." msgstr "" -"告诉父级[Container]使节点本身居中。它基于控件的边界框居中,因此它不适用于fill" -"或expand尺寸标志。与[member size_flags_horizontal]和[member " -"size_flags_vertical]一起使用。" +"告诉父级 [Container] 使节点本身居中。它基于控件的包围框居中,因此它不适用于 " +"fill 或 expand 尺寸标志。与 [member size_flags_horizontal] 和 [member " +"size_flags_vertical] 一起使用。" #: doc/classes/Control.xml:1023 msgid "" @@ -20503,9 +20532,10 @@ msgid "Rotation randomness ratio." msgstr "旋转随机率。" #: doc/classes/CPUParticles.xml:103 doc/classes/CPUParticles2D.xml:104 +#, fuzzy msgid "" -"Initial angular velocity applied to each particle. Sets the speed of " -"rotation of the particle." +"Initial angular velocity applied to each particle in [i]degrees[/i] per " +"second. Sets the speed of rotation of the particle." msgstr "应用于每个粒子的初始角速度。设置粒子的旋转速度。" #: doc/classes/CPUParticles.xml:106 doc/classes/CPUParticles2D.xml:107 @@ -20551,8 +20581,9 @@ msgid "" "[SpatialMaterial] make sure to set [member SpatialMaterial." "vertex_color_use_as_albedo] to [code]true[/code]." msgstr "" -"每个粒子的初始颜色。为了让粒子在[SpatialMaterial]中显示颜色,请确保将[member " -"SpatialMaterial.vertex_color_use_as_albedo]设置为[code]true[/code]。" +"每个粒子的初始颜色。为了让粒子在 [SpatialMaterial] 中显示颜色,请确保将 " +"[member SpatialMaterial.vertex_color_use_as_albedo] 设置为 [code]true[/" +"code]。" #: doc/classes/CPUParticles.xml:133 doc/classes/ParticlesMaterial.xml:118 msgid "" @@ -20591,7 +20622,8 @@ msgid "" "The rectangle's extents if [member emission_shape] is set to [constant " "EMISSION_SHAPE_BOX]." msgstr "" -"如果[membermission_shape]设置为[constant EMISSION_SHAPE_BOX],则矩形的范围。" +"如果 [member emission_shape] 设置为 [constant EMISSION_SHAPE_BOX],则矩形的范" +"围。" #: doc/classes/CPUParticles.xml:154 doc/classes/CPUParticles2D.xml:152 msgid "" @@ -20665,8 +20697,8 @@ msgid "" "[code]0[/code], there will be a gap in emissions before the next cycle " "begins." msgstr "" -"粒子在一个发射周期中的发射速度有多快。如果大于[code] 0 [/code],则在下一个循" -"环开始之前会有排放量缺口。" +"粒子在一个发射周期中的发射速度有多快。如果大于[code]0[/code],则在下一个循环" +"开始之前会有排放量缺口。" #: doc/classes/CPUParticles.xml:187 msgid "" @@ -20695,7 +20727,8 @@ msgid "" "Amount of [member spread] in Y/Z plane. A value of [code]1[/code] restricts " "particles to X/Z plane." msgstr "" -"Y / Z平面中的[member 传播]数量。值[code] 1 [/code]将粒子限制在X / Z平面上。" +"Y/Z 平面中的 [member spread] 数量。值 [code]1[/code] 将粒子限制在 X/Z 平面" +"上。" #: doc/classes/CPUParticles.xml:202 doc/classes/CPUParticles2D.xml:182 #: doc/classes/Particles.xml:78 doc/classes/Particles2D.xml:49 @@ -20767,8 +20800,8 @@ msgid "" "If [code]true[/code], particles use the parent node's coordinate space. If " "[code]false[/code], they use global coordinates." msgstr "" -"如果[code] true [/code],则粒子将使用父节点的坐标空间。如果[code]false[/" -"code],则使用全局坐标。" +"如果[code]true[/code],则粒子将使用父节点的坐标空间。如果[code]false[/code]," +"则使用全局坐标。" #: doc/classes/CPUParticles.xml:241 msgid "" @@ -20782,8 +20815,8 @@ msgid "" "If [code]true[/code], only one emission cycle occurs. If set [code]true[/" "code] during a cycle, emission will stop at the cycle's end." msgstr "" -"如果 [code] true [/code],则只发生一个排放周期。如果在周期内设置 [code]true " -"[/code],则排放将在周期结束时停止。" +"如果 [code]true[/code],则只发生一个排放周期。如果在周期内设置 [code]true[/" +"code],则排放将在周期结束时停止。" #: doc/classes/CPUParticles.xml:247 msgid "" @@ -20851,7 +20884,7 @@ msgstr "标度随机率。" msgid "" "Particle system's running speed scaling ratio. A value of [code]0[/code] can " "be used to pause the particles." -msgstr "粒子系统的运行速度缩放比例。值[code] 0 [/code]可用于暂停粒子。" +msgstr "粒子系统的运行速度缩放比例。值[code]0[/code]可用于暂停粒子。" #: doc/classes/CPUParticles.xml:284 msgid "" @@ -20898,96 +20931,96 @@ msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set initial velocity properties." msgstr "" -"与[method set_param],[method set_param_randomness]和[method set_param_curve]" -"一起使用以设置初始速度属性。" +"用于在 [method set_param]、[method set_param_randomness] 和 [method " +"set_param_curve] 中设置初始速度属性。" #: doc/classes/CPUParticles.xml:310 doc/classes/CPUParticles2D.xml:290 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set angular velocity properties." msgstr "" -"与[method set_param],[method set_param_randomness]和[method set_param_curve]" -"一起使用以设置角速度属性。" +"用于在 [method set_param]、[method set_param_randomness] 和 [method " +"set_param_curve] 中设置角速度属性。" #: doc/classes/CPUParticles.xml:313 doc/classes/CPUParticles2D.xml:293 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set orbital velocity properties." msgstr "" -"与[method set_param],[method set_param_randomness]和[method set_param_curve]" -"一起使用来设置轨道速度属性。" +"用于在 [method set_param]、[method set_param_randomness] 和 [method " +"set_param_curve] 中设置轨道速度属性。" #: doc/classes/CPUParticles.xml:316 doc/classes/CPUParticles2D.xml:296 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set linear acceleration properties." msgstr "" -"与[method set_param],[method set_param_randomness]和[method set_param_curve]" -"一起使用以设置线性加速度属性。" +"用于在 [method set_param]、[method set_param_randomness] 和 [method " +"set_param_curve] 中设置线性加速度属性。" #: doc/classes/CPUParticles.xml:319 doc/classes/CPUParticles2D.xml:299 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set radial acceleration properties." msgstr "" -"与[method set_param],[method set_param_randomness]和[method set_param_curve]" -"一起使用以设置径向加速度属性。" +"用于在 [method set_param]、[method set_param_randomness] 和 [method " +"set_param_curve] 中设置径向加速度属性。" #: doc/classes/CPUParticles.xml:322 doc/classes/CPUParticles2D.xml:302 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set tangential acceleration properties." msgstr "" -"与[method set_param],[method set_param_randomness]和[method set_param_curve]" -"一起使用可设置切向加速度属性。" +"用于在 [method set_param]、[method set_param_randomness] 和 [method " +"set_param_curve] 中设置切向加速度属性。" #: doc/classes/CPUParticles.xml:325 doc/classes/CPUParticles2D.xml:305 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set damping properties." msgstr "" -"与[method set_param],[method set_param_randomness]和[method set_param_curve]" -"一起使用以设置阻尼属性。" +"用于在 [method set_param]、[method set_param_randomness] 和 [method " +"set_param_curve] 中设置阻尼属性。" #: doc/classes/CPUParticles.xml:328 doc/classes/CPUParticles2D.xml:308 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set angle properties." msgstr "" -"与[method set_param],[method set_param_randomness]和[method set_param_curve]" -"一起使用以设置角度属性。" +"用于在 [method set_param]、[method set_param_randomness] 和 [method " +"set_param_curve] 中设置角度属性。" #: doc/classes/CPUParticles.xml:331 doc/classes/CPUParticles2D.xml:311 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set scale properties." msgstr "" -"与[method set_param],[method set_param_randomness]和[method set_param_curve]" -"一起使用以设置比例尺属性。" +"用于在 [method set_param]、[method set_param_randomness] 和 [method " +"set_param_curve] 中设置缩放属性。" #: doc/classes/CPUParticles.xml:334 doc/classes/CPUParticles2D.xml:314 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set hue variation properties." msgstr "" -"与[method set_param],[method set_param_randomness]和[method set_param_curve]" -"一起使用来设置色调变化属性。" +"用于在 [method set_param]、[method set_param_randomness] 和 [method " +"set_param_curve] 中设置色调变化属性。" #: doc/classes/CPUParticles.xml:337 doc/classes/CPUParticles2D.xml:317 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set animation speed properties." msgstr "" -"与[method set_param],[method set_param_randomness]和[method set_param_curve]" -"一起使用以设置动画速度属性。" +"用于在 [method set_param]、[method set_param_randomness] 和 [method " +"set_param_curve] 中设置动画速度属性。" #: doc/classes/CPUParticles.xml:340 doc/classes/CPUParticles2D.xml:320 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_curve] to set animation offset properties." msgstr "" -"与[method set_param],[method set_param_randomness]和[method set_param_curve]" -"一起使用以设置动画偏移属性。" +"用于在 [method set_param]、[method set_param_randomness] 和 [method " +"set_param_curve] 中设置动画偏移属性。" #: doc/classes/CPUParticles.xml:343 doc/classes/CPUParticles2D.xml:323 #: doc/classes/ParticlesMaterial.xml:295 @@ -20996,15 +21029,15 @@ msgstr "表示[enum Parameter]枚举的大小。" #: doc/classes/CPUParticles.xml:346 doc/classes/CPUParticles2D.xml:326 msgid "Use with [method set_particle_flag] to set [member flag_align_y]." -msgstr "与[method set_particle_flag]一起使用来设置[member flag_align_y]。" +msgstr "用于在 [method set_particle_flag] 中设置 [member flag_align_y]。" #: doc/classes/CPUParticles.xml:349 msgid "Use with [method set_particle_flag] to set [member flag_rotate_y]." -msgstr "与[method set_particle_flag]一起使用来设置[member flag_rotate_y]。" +msgstr "用于在 [method set_particle_flag] 中设置 [member flag_rotate_y]。" #: doc/classes/CPUParticles.xml:352 msgid "Use with [method set_particle_flag] to set [member flag_disable_z]." -msgstr "与[method set_particle_flag]一起使用来设置[member flag_disable_z]。" +msgstr "用于在 [method set_particle_flag] 中设置 [member flag_disable_z]。" #: doc/classes/CPUParticles.xml:355 doc/classes/CPUParticles2D.xml:335 #: doc/classes/GeometryInstance.xml:109 doc/classes/ParticlesMaterial.xml:307 @@ -21090,7 +21123,7 @@ msgstr "" msgid "" "Each particle's initial color. If [member texture] is defined, it will be " "multiplied by this color." -msgstr "每个粒子的初始颜色。如果定义了[member 纹理],它将乘以该颜色。" +msgstr "每个粒子的初始颜色。如果定义了 [member texture],它将乘以该颜色。" #: doc/classes/CPUParticles2D.xml:134 msgid "" @@ -21103,16 +21136,16 @@ msgid "" "The rectangle's extents if [member emission_shape] is set to [constant " "EMISSION_SHAPE_RECTANGLE]." msgstr "" -"如果[membermission_shape]设置为[constant EMISSION_SHAPE_RECTANGLE],则矩形的" -"范围。" +"如果 [member emission_shape] 设置为 [constant EMISSION_SHAPE_RECTANGLE],则矩" +"形的范围。" #: doc/classes/CPUParticles2D.xml:167 msgid "" "The sphere's radius if [member emission_shape] is set to [constant " "EMISSION_SHAPE_SPHERE]." msgstr "" -"如果[membermission_shape]设置为[constant EMISSION_SHAPE_SPHERE],则球体的半" -"径。" +"如果 [member emission_shape] 设置为 [constant EMISSION_SHAPE_SPHERE],则球体" +"的半径。" #: doc/classes/CPUParticles2D.xml:176 doc/classes/Particles.xml:75 #: doc/classes/Particles2D.xml:46 @@ -21315,12 +21348,11 @@ msgid "" "Game Company,C=IT\")\n" "[/codeblock]" msgstr "" -"根据给定的[CryptoKey]和[code] issuer_name [/code]生成自签名的" -"[X509Certificate]。证书的有效性将由[code] not_before [/code]和[code] " -"not_after [/code](第一个有效日期和最后一个有效日期)定义。 [code] " -"issuer_name [/code]必须至少包含“ CN =“(通用名称,即域名),“ O =”(组织,即" -"您的公司名称),“ C =“(国家,即2个字母的ISO) -3166组织所在国家/地区的代" -"码)。\n" +"根据给定的[CryptoKey]和[code]issuer_name[/code]生成自签名的" +"[X509Certificate]。证书的有效性将由[code]not_before[/code]和[code]not_after[/" +"code](第一个有效日期和最后一个有效日期)定义。 [code]issuer_name[/code]必须" +"至少包含“ CN =“(通用名称,即域名),“ O =”(组织,即您的公司名称),“ C " +"=“(国家,即2个字母的ISO) -3166组织所在国家/地区的代码)。\n" "一个生成RSA密钥和X509自签名证书的小示例。\n" "[codeblock]\n" "var crypto = Crypto.new()\n" @@ -21351,15 +21383,15 @@ msgid "" "Sign a given [code]hash[/code] of type [code]hash_type[/code] with the " "provided private [code]key[/code]." msgstr "" -"使用提供的私有[code]key[/code]对类型为[code] hash_type [/code]的给定的[code] " -"hash [/code]进行签名。" +"使用提供的私有[code]key[/code]对类型为[code]hash_type[/code]的给定的" +"[code]hash[/code]进行签名。" #: doc/classes/Crypto.xml:127 msgid "" "Verify that a given [code]signature[/code] for [code]hash[/code] of type " "[code]hash_type[/code] against the provided public [code]key[/code]." msgstr "" -"对照提供的公共[code]key[/code]验证类型为[code] hash_type [/code]的" +"对照提供的公共[code]key[/code]验证类型为[code]hash_type[/code]的" "[code]hash_type[/code]的给定[code]签名[/code]。" #: doc/classes/CryptoKey.xml:4 @@ -21386,7 +21418,7 @@ msgid "" "Return [code]true[/code] if this CryptoKey only has the public part, and not " "the private one." msgstr "" -"如果此CryptoKey仅具有公共部分,而没有私有部分,则返回[code] true [/code]。" +"如果此CryptoKey仅具有公共部分,而没有私有部分,则返回[code]true[/code]。" #: doc/classes/CryptoKey.xml:25 msgid "" @@ -21397,16 +21429,16 @@ msgid "" msgstr "" "从[code]path[/code]加载一个密钥。如果[code]public_only[/code]是[code]true[/" "code],将只加载公钥。\n" -"[b]注意:[/b] 如果[code]public_only[/code]是[code]true[/code],[code]path[/" -"code]应该是一个 \"*.pub\" 文件,否则是 \"*.key\" 文件。" +"[b]注意:[/b]如果 [code]public_only[/code] 为 [code]true[/code],则 " +"[code]path[/code] 应该是一个“*.pub”文件,否则是“*.key”文件。" #: doc/classes/CryptoKey.xml:34 msgid "" "Loads a key from the given [code]string[/code]. If [code]public_only[/code] " "is [code]true[/code], only the public key will be loaded." msgstr "" -"从给定的[code]string[/code]加载密钥。如果[code] public_only [/code]为[code] " -"true [/code],则仅会加载公共密钥。" +"从给定的[code]string[/code]加载密钥。如果[code]public_only[/code]为" +"[code]true[/code],则仅会加载公共密钥。" #: doc/classes/CryptoKey.xml:42 msgid "" @@ -21425,7 +21457,7 @@ msgid "" "Returns a string containing the key in PEM format. If [code]public_only[/" "code] is [code]true[/code], only the public key will be included." msgstr "" -"返回包含PEM格式的密钥的字符串。如果[code] public_only [/code]为[code] true [/" +"返回包含PEM格式的密钥的字符串。如果[code]public_only[/code]为[code]true[/" "code],则仅包含公共密钥。" #: modules/csg/doc_classes/CSGBox.xml:4 @@ -21434,7 +21466,7 @@ msgstr "CSG框形状。" #: modules/csg/doc_classes/CSGBox.xml:7 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 "该节点允许您创建一个与 CSG 系统一起使用的盒子。" #: modules/csg/doc_classes/CSGBox.xml:15 msgid "Depth of the box measured from the center of the box." @@ -21487,7 +21519,7 @@ msgstr "该节点允许您创建用于CSG系统的圆柱(或圆锥体)。" msgid "" "If [code]true[/code] a cone is created, the [member radius] will only apply " "to one side." -msgstr "如果创建了[code] true [/code]圆锥,则[member radius]将仅应用于一侧。" +msgstr "如果创建了[code]true[/code]圆锥,则[member radius]将仅应用于一侧。" #: modules/csg/doc_classes/CSGCylinder.xml:18 msgid "The height of the cylinder." @@ -21513,8 +21545,8 @@ msgid "" "effect making the cylinder seem rounded. If [code]false[/code] the cylinder " "will have a flat shaded look." msgstr "" -"如果[code] true [/code],则将圆柱体的法线设置为具有平滑效果,使圆柱体看起来是" -"圆形的。如果[code]false[/code],则圆柱体将具有平坦的阴影表现。" +"如果[code]true[/code],则将圆柱体的法线设置为具有平滑效果,使圆柱体看起来是圆" +"形的。如果[code]false[/code],则圆柱体将具有平坦的阴影表现。" #: modules/csg/doc_classes/CSGMesh.xml:4 msgid "A CSG Mesh shape that uses a mesh resource." @@ -21778,7 +21810,7 @@ msgstr "" msgid "" "Returns [code]true[/code] if this is a root shape and is thus the object " "that is rendered." -msgstr "如果这是根形状,因此是渲染的对象,则返回[code] true [/code]。" +msgstr "如果这是根形状,因此是渲染的对象,则返回[code]true[/code]。" #: modules/csg/doc_classes/CSGShape.xml:43 doc/classes/SoftBody.xml:66 msgid "" @@ -21904,8 +21936,8 @@ msgid "" "effect making the sphere seem rounded. If [code]false[/code] the sphere will " "have a flat shaded look." msgstr "" -"如果[code] true [/code],则将圆柱体的法线设置为具有平滑效果,使圆柱体看起来是" -"圆形的。如果[code]false[/code],则圆柱体将具有平坦的阴影表现。" +"如果[code]true[/code],则将圆柱体的法线设置为具有平滑效果,使圆柱体看起来是圆" +"形的。如果[code]false[/code],则圆柱体将具有平坦的阴影表现。" #: modules/csg/doc_classes/CSGTorus.xml:4 msgid "A CSG Torus shape." @@ -21941,8 +21973,8 @@ msgid "" "effect making the torus seem rounded. If [code]false[/code] the torus will " "have a flat shaded look." msgstr "" -"如果[code] true [/code]设置圆环的法线以提供平滑效果,则使圆环看起来是圆形的。" -"如果[code]false[/code],则圆环将具有平坦的阴影表现。" +"如果[code]true[/code]设置圆环的法线以提供平滑效果,则使圆环看起来是圆形的。如" +"果[code]false[/code],则圆环将具有平坦的阴影表现。" #: modules/mono/doc_classes/CSharpScript.xml:4 msgid "" @@ -22023,7 +22055,7 @@ msgstr "" #: doc/classes/CubeMap.xml:48 msgid "The [CubeMap]'s storage mode. See [enum Storage] constants." -msgstr "[CubeMap] 的存储模式。参阅 [enum AnchorMode] 常量。" +msgstr "[CubeMap] 的存储模式。参阅 [enum Storage] 常量。" #: doc/classes/CubeMap.xml:53 msgid "Store the [CubeMap] without any compression." @@ -22065,7 +22097,7 @@ msgstr "[CubeMap] 背面的标识符。" #: doc/classes/CubeMap.xml:80 msgid "Generate mipmaps, to enable smooth zooming out of the texture." -msgstr "生成 mipmap,以实现纹理的平滑缩放。" +msgstr "生成 mipmap 多级渐远纹理,以实现纹理的平滑缩放。" #: doc/classes/CubeMap.xml:83 msgid "Repeat (instead of clamp to edge)." @@ -22081,7 +22113,7 @@ msgstr "默认标志。启用生成 mipmap、重复和滤镜。" #: doc/classes/CubeMesh.xml:4 msgid "Generate an axis-aligned cuboid [PrimitiveMesh]." -msgstr "生成与轴对齐的长方体[PrimitiveMesh]。" +msgstr "生成轴对齐的立方体 [PrimitiveMesh]。" #: doc/classes/CubeMesh.xml:7 msgid "" @@ -22094,7 +22126,7 @@ msgid "" "this, increase [member subdivide_depth], [member subdivide_height] and " "[member subdivide_width] until you no longer notice UV jittering." msgstr "" -"生成一个轴对齐的立方体[PrimitiveMesh]。\n" +"生成轴对齐的立方体 [PrimitiveMesh]。\n" "这个立方体的UV布局是以3×2的方式排列的,可以对每个面单独进行纹理处理。要在所有" "的面上应用相同的纹理,将材质的UV属性改为 [code]Vector3(3, 2, 1)[/code]。\n" "[b]注意:[/b]当使用一个大的纹理 [CubeMesh]时(例如作为地板),你可能会遇到UV" @@ -22108,15 +22140,15 @@ msgstr "长方体网格的大小。" #: doc/classes/CubeMesh.xml:20 msgid "Number of extra edge loops inserted along the Z axis." -msgstr "沿Z轴插入的额外边缘环的数量。" +msgstr "沿 Z 轴插入的额外边缘环的数量。" #: doc/classes/CubeMesh.xml:23 msgid "Number of extra edge loops inserted along the Y axis." -msgstr "沿Y轴插入的额外边缘环的数量。" +msgstr "沿 Y 轴插入的额外边缘环的数量。" #: doc/classes/CubeMesh.xml:26 msgid "Number of extra edge loops inserted along the X axis." -msgstr "沿X轴插入的额外边缘环的数量。" +msgstr "沿 X 轴插入的额外边缘环的数量。" #: doc/classes/CullInstance.xml:4 msgid "Parent of all nodes that can be culled by the Portal system." @@ -22219,14 +22251,14 @@ 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" +"用于房间内会移动但 [b]不会改变房间[/b] 的实例 - 例如移动平台。\n" "[b]注意:[/b] 如果在加载即转换房间图形时尝试删除 [code]PORTAL_MODE_DYNAMIC[/" "code] 实例,它将卸载房间图形并停用入口剔除。这是因为[b]房间图形[/b]数据已经失" "效。将需要使用 [RoomManager] 重新转换房间以再次激活系统。" #: doc/classes/CullInstance.xml:41 msgid "Use for instances that will move [b]between[/b] [Room]s - e.g. players." -msgstr "用于在 [Room] [b]之间 [/b] 移动的实例 - 例如玩家。" +msgstr "用于在 [Room] [b]之间[/b] 移动的实例 - 例如玩家。" #: doc/classes/CullInstance.xml:44 msgid "" @@ -22251,8 +22283,8 @@ msgid "" "ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions " "points relative to the [code]0.5[/code] Y position." msgstr "" -"可以保存并重新用于其他对象的曲线。默认情况下,它在Y轴上的范围在[code] 0 [/" -"code]和[code] 1 [/code]之间,并且位置点相对于[code] 0.5 [/code] Y位置。" +"可以保存并重新用于其他对象的曲线。默认情况下,它在Y轴上的范围在 [code]0[/" +"code] 到 [code]1[/code]之间,并且位置点相对于 [code]0.5[/code] Y 位置。" #: doc/classes/Curve.xml:20 msgid "" @@ -22262,10 +22294,10 @@ msgid "" "assignments to the [code]*_tangent[/code] angle if [code]*_mode[/code] is " "set to [constant TANGENT_FREE]." msgstr "" -"在曲线上添加一个点。对于每一侧,如果[code] * _ mode [/code]为[constant " -"TANGENT_LINEAR],则[code] * _ tangent [/code]角度(以度为单位)将使用曲线到邻" -"近点的一半的斜率。如果[code] * _ mode [/code]设置为[constant TANGENT_FREE]," -"则允许自定义分配给[code] * _ tangent [/code]角度。" +"在曲线上添加一个点。对于每一侧,如果[code]*_mode[/code]为[constant " +"TANGENT_LINEAR],则[code]*_tangent[/code]角度(以度为单位)将使用曲线到邻近点" +"的一半的斜率。如果[code]*_mode[/code]设置为[constant TANGENT_FREE],则允许自" +"定义分配给[code]*_tangent[/code]角度。" #: doc/classes/Curve.xml:26 msgid "Recomputes the baked cache of points for the curve." @@ -22275,8 +22307,7 @@ msgstr "重新计算曲线的烘焙点缓存。" msgid "" "Removes points that are closer than [code]CMP_EPSILON[/code] (0.00001) units " "to their neighbor on the curve." -msgstr "" -"删除比曲线上的相邻点近[code] CMP_EPSILON [/code](0.00001)个单位的点。" +msgstr "删除比曲线上的相邻点近[code]CMP_EPSILON[/code](0.00001)个单位的点。" #: doc/classes/Curve.xml:38 doc/classes/Curve2D.xml:27 #: doc/classes/Curve3D.xml:27 @@ -22291,28 +22322,28 @@ msgstr "返回描述曲线的点数。" #: doc/classes/Curve.xml:51 msgid "" "Returns the left [enum TangentMode] for the point at [code]index[/code]." -msgstr "返回[code] index [/code]处的点的左侧[enum TangentMode]。" +msgstr "返回[code]index[/code]处的点的左侧[enum TangentMode]。" #: doc/classes/Curve.xml:58 msgid "" "Returns the left tangent angle (in degrees) for the point at [code]index[/" "code]." -msgstr "返回[code] index [/code]处的点的左切线角(以度为单位)。" +msgstr "返回[code]index[/code]处的点的左切线角(以度为单位)。" #: doc/classes/Curve.xml:65 msgid "Returns the curve coordinates for the point at [code]index[/code]." -msgstr "返回[code] index [/code]处该点的曲线坐标。" +msgstr "返回[code]index[/code]处该点的曲线坐标。" #: doc/classes/Curve.xml:72 msgid "" "Returns the right [enum TangentMode] for the point at [code]index[/code]." -msgstr "返回在[code] index [/code]处的点的右[enum TangentMode]。" +msgstr "返回在[code]index[/code]处的点的右[enum TangentMode]。" #: doc/classes/Curve.xml:79 msgid "" "Returns the right tangent angle (in degrees) for the point at [code]index[/" "code]." -msgstr "返回[code] index [/code]处的点的左切线角(以度为单位)。" +msgstr "返回[code]index[/code]处的点的左切线角(以度为单位)。" #: doc/classes/Curve.xml:86 msgid "" @@ -22326,36 +22357,36 @@ msgid "" "[code]offset[/code] along the curve using the baked cache. Bakes the curve's " "points if not already baked." msgstr "" -"使用烘焙的缓存返回沿曲线的X位置[code] offset [/code]处将存在的点的Y值。如果尚" -"未烘焙曲线的点,则将其烘焙。" +"使用烘焙的缓存返回沿曲线的X位置[code]offset[/code]处将存在的点的Y值。如果尚未" +"烘焙曲线的点,则将其烘焙。" #: doc/classes/Curve.xml:100 msgid "Removes the point at [code]index[/code] from the curve." -msgstr "从曲线中删除[code] index [/code]处的点。" +msgstr "从曲线中删除[code]index[/code]处的点。" #: doc/classes/Curve.xml:108 msgid "" "Sets the left [enum TangentMode] for the point at [code]index[/code] to " "[code]mode[/code]." msgstr "" -"将[code]index[/code]处的点的左侧[enum TangentMode]设置为[code] mode [/code]。" +"将[code]index[/code]处的点的左侧[enum TangentMode]设置为[code]mode[/code]。" #: doc/classes/Curve.xml:116 msgid "" "Sets the left tangent angle for the point at [code]index[/code] to " "[code]tangent[/code]." -msgstr "将点的左切线角度设置为 [code]index [/code] 至 [code]tangent [/code]。" +msgstr "将点的左切线角度设置为 [code]index[/code] 至 [code]tangent[/code]。" #: doc/classes/Curve.xml:124 msgid "Sets the offset from [code]0.5[/code]." -msgstr "设置相对于[code] 0.5 [/code]的偏移量。" +msgstr "设置相对于[code]0.5[/code]的偏移量。" #: doc/classes/Curve.xml:132 msgid "" "Sets the right [enum TangentMode] for the point at [code]index[/code] to " "[code]mode[/code]." msgstr "" -"将[code]index[/code]上的点的右侧[enum TangentMode]设置为[code] mode [/code]。" +"将[code]index[/code]上的点的右侧[enum TangentMode]设置为[code]mode[/code]。" #: doc/classes/Curve.xml:140 msgid "" @@ -22367,7 +22398,7 @@ msgstr "设置[code]index[/code]至[code]tangent[/code]处的点的右切线角 msgid "" "Assigns the vertical position [code]y[/code] to the point at [code]index[/" "code]." -msgstr "将垂直位置[code] y [/code]分配给[code] index [/code]处的点。" +msgstr "将垂直位置[code]y[/code]分配给[code]index[/code]处的点。" #: doc/classes/Curve.xml:154 msgid "The number of points to include in the baked (i.e. cached) curve data." @@ -22383,7 +22414,7 @@ msgstr "曲线能达到的最小值。" #: doc/classes/Curve.xml:166 msgid "Emitted when [member max_value] or [member min_value] is changed." -msgstr "更改[member 的最大值]或[member 的最小值]时发出。" +msgstr "更改 [member max_value] 或 [member min_value] 时发出。" #: doc/classes/Curve.xml:172 msgid "The tangent on this side of the point is user-defined." @@ -22425,8 +22456,8 @@ msgid "" "get_point_count][/code]), the point will be appended at the end of the point " "list." msgstr "" -"在曲线的 [code] position[/code] 上添加一个点,控制点 [code] in[/code] 和 " -"[code] out[/code]。\n" +"在曲线的 [code]position[/code] 上添加一个点,控制点 [code]in[/code] 和 " +"[code]out[/code]。\n" "如果给定了 [code]at_position[/code],这个点会被插入到点号 [code]at_position[/" "code] 之前,并将这个点(以及之后的每一个点)移到被插入点之后。如果" "[code]at_position[/code]没有给定,或者是一个非法值([code]at_position <0[/" @@ -22471,9 +22502,9 @@ msgid "" "the index is out of bounds, the function sends an error to the console, and " "returns [code](0, 0)[/code]." msgstr "" -"返回指向顶点[code] idx [/code]的控制点位置。返回的位置是相对于顶点[code] idx " -"[/code]的。如果索引超出了范围,函数会向控制台发送一条错误,并返回[code] (0, " -"0)[/code]。" +"返回指向顶点[code]idx[/code]的控制点位置。返回的位置是相对于顶点[code]idx[/" +"code]的。如果索引超出了范围,函数会向控制台发送一条错误,并返回[code](0, 0)[/" +"code]。" #: doc/classes/Curve2D.xml:75 msgid "" @@ -22482,8 +22513,8 @@ msgid "" "code]. If the index is out of bounds, the function sends an error to the " "console, and returns [code](0, 0)[/code]." msgstr "" -"返回从顶点[code] idx [/code]引出的控制点位置。返回的位置是相对于顶点 [code] " -"idx[/code]。如果索引越界,函数会向控制台发送错误,并返回 [code](0, 0)[/" +"返回从顶点[code]idx[/code]引出的控制点位置。返回的位置是相对于顶点 " +"[code]idx[/code]。如果索引越界,函数会向控制台发送错误,并返回 [code](0, 0)[/" "code]。" #: doc/classes/Curve2D.xml:82 @@ -22528,8 +22559,8 @@ msgstr "" "返回曲线中位于 [code]offset[/code] 位置的一个点,其中 [code]offset[/code] 是" "沿曲线的像素距离。\n" "为此,它找到 [code]offset[/code] 所在的两个缓存点,然后对其进行插值。如果将 " -"[code]cubic[/code] 设置为 [code]true[/code] 则为立方插值,如果设置为 [code] " -"false[/code] 则为线性插值。\n" +"[code]cubic[/code] 设置为 [code]true[/code] 则为立方插值,如果设置为 " +"[code]false[/code] 则为线性插值。\n" "立方内插往往能更好地跟随曲线,但线性内插速度更快(而且通常足够精确)。" #: doc/classes/Curve2D.xml:108 doc/classes/Curve3D.xml:138 @@ -22623,7 +22654,7 @@ msgid "" "It keeps a cache of precalculated points along the curve, to speed up " "further calculations." msgstr "" -"该类描述了三维空间中的贝塞尔曲线。它主要用于给 [Path] 提供一个形状,但也可以" +"该类描述了 3D 空间中的贝塞尔曲线。它主要用于给 [Path] 提供一个形状,但也可以" "为其他目的手动取样。\n" "它沿曲线保留了一个预先计算好的点缓存,以加快进一步的计算。" @@ -22743,11 +22774,11 @@ msgid "" "and returns [code](0, 1, 0)[/code]." msgstr "" "返回位于 [code]offset[/code] 位置的曲线内的向上向量,其中 [code]offset[/" -"code] 是以三维单位测量的曲线距离。\n" +"code] 是以 3D 单位测量的曲线距离。\n" "为此,它会找到 [code]offset[/code] 所在的两个缓存向上向量,然后对其进行插值。" "如果 [code]apply_tilt[/code] 是 [code]true[/code],内插后的倾斜会被应用到内插" "的向上向量上。\n" -"如果曲线没有向上向量,函数会向控制台发送一个错误,并返回[code](0,1,0)[/" +"如果曲线没有向上向量,函数会向控制台发送一个错误,并返回 [code](0, 1, 0)[/" "code]。" #: doc/classes/Curve3D.xml:177 @@ -22781,9 +22812,9 @@ msgid "" "This is used when [member PathFollow.rotation_mode] is set to [constant " "PathFollow.ROTATION_ORIENTED]. Changing it forces the cache to be recomputed." msgstr "" -"如果[code]true[/code],曲线将烘焙出用于定向的向量。当[member PathFollow3D." -"rotation_mode]被设置为[constant PathFollow3D.ROTATION_ORIENTED]时,就会使用这" -"个功能。改变它将强制重新计算缓存。" +"如果[code]true[/code],曲线将烘焙出用于定向的向量。当[member PathFollow." +"rotation_mode]被设置为[constant PathFollow.ROTATION_ORIENTED]时,就会使用这个" +"功能。改变它将强制重新计算缓存。" #: doc/classes/CurveTexture.xml:4 msgid "A texture that shows a curve." @@ -22847,8 +22878,8 @@ msgid "" msgstr "" "沿圆柱体的高度的边缘环的数量。除非使用着色器或程序网格工具来更改顶点数据,否" "则更改 [member rings] 不会影响显示,[member rings] 应保持其默认值。较高的值会" -"产生更多的细分,这可用于使用着色器或程序网格工具创建更平滑的显示效果,但以性" -"能为代价。" +"产生更多的细分,这可用于使用着色器或程序式网格工具创建更平滑的显示效果,但以" +"性能为代价。" #: doc/classes/CylinderMesh.xml:27 msgid "" @@ -22872,13 +22903,13 @@ msgstr "圆柱体的半径。" #: doc/classes/DampedSpringJoint2D.xml:4 msgid "Damped spring constraint for 2D physics." -msgstr "二维物理的阻尼弹簧约束。" +msgstr "2D 物理的阻尼弹簧约束。" #: doc/classes/DampedSpringJoint2D.xml:7 msgid "" "Damped spring constraint for 2D physics. This resembles a spring joint that " "always wants to go back to a given length." -msgstr "二维物理的阻尼弹簧约束。这类似于总是想回到给定长度的弹簧关节。" +msgstr "2D 物理的阻尼弹簧约束。这类似于总是想回到给定长度的弹簧关节。" #: doc/classes/DampedSpringJoint2D.xml:15 msgid "" @@ -22887,9 +22918,9 @@ msgid "" "system tries to align them to the spring axis again. A high [code]damping[/" "code] value forces the attached bodies to align faster." msgstr "" -"彈簧節的阻尼比。值在[code]0[/code]和[code]1[/code]之间。当两个机构移动到不同" -"的方向时,系统会尝试将它们再次对准弹簧轴。高的[code]damping[/code]值迫使连接" -"的机构更快地对齐。" +"弹簧关节的阻尼比。值在 [code]0[/code] 和 [code]1[/code] 之间。当两个机构移动" +"到不同的方向时,系统会尝试将它们再次对准弹簧轴。高的 [code]damping[/code] 值" +"迫使连接的机构更快地对齐。" #: doc/classes/DampedSpringJoint2D.xml:18 msgid "" @@ -23025,17 +23056,16 @@ msgid "" "another value after it was initialized." msgstr "" "字典类型。关联容器,包含由唯一键引用的值。字典由键(必须是唯一的)和值对组" -"成。\n" -"当添加元素时,字典将保留插入顺序,即使在打印字典时可能不会反映出来。\n" -"在其他编程语言中,这种数据结构有时被称为哈希图或关联数组。\n" -"您可以通过在大括号[code]{}[/code]中放置一个以逗号分隔的 [code]key: value[/" +"成。当添加元素时,字典将保留插入顺序,即使在打印字典时可能不会反映出来。在其" +"他编程语言中,这种数据结构有时被称为哈希表或关联数组。\n" +"您可以通过在大括号 [code]{}[/code] 中放置一个以逗号分隔的 [code]key: value[/" "code] 对的列表来定义一个字典。\n" -"[b]不支持[/b] 在迭代元素时擦除元素,这会导致不明确的行为。\n" -"[b]注意:[/b] 字典总是通过引用传递的。要获得一个可以独立于原始字典进行修改的字" +"[b]不支持[/b]在迭代元素时擦除元素,会导致未定义行为。\n" +"[b]注意:[/b]字典总是通过引用传递的。要获得一个可以独立于原始字典进行修改的字" "典副本,请使用 [method duplicate]。\n" -"创建一个字典。\n" +"创建字典:\n" "[codeblock]\n" -"var my_dict = {} # 创建一个空字典\n" +"var my_dict = {} # 创建空字典\n" "\n" "var dict_variable_key = \"Another key name\"\n" "var dict_variable_value = \"value2\"\n" @@ -23046,10 +23076,10 @@ msgstr "" "\n" "var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n" "\n" -"# 可替代的Lua-风格语法。\n" +"# 可替代的 Lua 风格语法。\n" "# 键并不需要加引号,但只有字符常量参数能被用作键名。\n" "# 并且,键名必须以字母或下划线开头。\n" -"# 这里,some_key是一个字符串,不是变量!\n" +"# 这里,some_key 是一个字符串,不是变量!\n" "another_dict = {\n" " some_key = 42,\n" "}\n" @@ -23061,7 +23091,6 @@ msgstr "" "[codeblock]\n" "export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n" "var points_dir = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n" -"\n" "func _ready():\n" " # 这里我们不能使用点,因为‘my_color’是个变量。\n" " var points = points_dir[my_color]\n" @@ -23090,7 +23119,7 @@ msgstr "" " \"sub_dir\": {\"sub_key\": \"Nested value\"},\n" "}\n" "[/codeblock]\n" -"[b]注意:[/b] 和数组不同的是,你不能直接进行字典对比:\n" +"[b]注意:[/b]和数组不同的是,你不能直接进行字典对比:\n" "[codeblock]\n" "array1 = [1, 2, 3]\n" "array2 = [1, 2, 3]\n" @@ -23112,9 +23141,9 @@ msgstr "" "func compare_dictionaries():\n" " print(dir1.hash() == dir2.hash()) # 会输出true。\n" "[/codeblock]\n" -"[b]注意:[/b]当使用 [code]const[/code] 来声明一个字典时,字典本身依然可以通过" -"定义键的数值来进行修改。使用 [code]const[/code] 只能防止在它初始化完成后被给" -"予另一个数值。" +"[b]注意:[/b]当使用 [code]const[/code] 来声明字典时,字典本身依然可以通过定义" +"键的数值来进行修改。使用 [code]const[/code] 只能防止在它初始化完成后被给予另" +"一个数值。" #: doc/classes/Dictionary.xml:87 msgid "" @@ -23159,7 +23188,7 @@ msgid "" "argument, or [code]null[/code] if it is omitted." msgstr "" "返回[Dictionary]中指定键的当前值。如果键不存在,则该方法返回可选默认参数的" -"值;如果省略,则返回[code] null [/code]。" +"值;如果省略,则返回[code]null[/code]。" #: doc/classes/Dictionary.xml:130 msgid "" @@ -23229,7 +23258,7 @@ msgstr "返回[Dictionary]中的值列表。" #: doc/classes/DirectionalLight.xml:4 msgid "Directional light from a distance, as from the Sun." -msgstr "来自远处的平行光源,如来自太阳的光。" +msgstr "来自远处的平行光源,如太阳光。" #: doc/classes/DirectionalLight.xml:7 msgid "" @@ -23239,9 +23268,9 @@ msgid "" "or moonlight. The worldspace location of the DirectionalLight transform " "(origin) is ignored. Only the basis is used to determine light direction." msgstr "" -"平行光是[Light]节点的一种类型,它可以模拟出覆盖整个场景的无限多的平行光线。它" -"用于离场景很远的具有强烈强度的灯光,以模拟太阳光或月光。DirectionalLight变换" -"的世界空间坐标原点被忽略。只有基点被用来确定光线方向。" +"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。" #: doc/classes/DirectionalLight.xml:10 doc/classes/Light.xml:10 #: doc/classes/OmniLight.xml:11 doc/classes/SpotLight.xml:11 @@ -23305,8 +23334,8 @@ msgid "" "[code]SHADOW_PARALLEL_4_SPLITS[/code]." msgstr "" "阴影分割1到分割2的距离。相对于[member directional_shadow_max_distance]。仅在" -"[member directional_shadow_mode]为[code] SHADOW_PARALLEL_2_SPLITS [/code]或" -"[code] SHADOW_PARALLEL_4_SPLITS [/code]时使用。" +"[member directional_shadow_mode]为[code]SHADOW_PARALLEL_2_SPLITS[/code]或" +"[code]SHADOW_PARALLEL_4_SPLITS[/code]时使用。" #: doc/classes/DirectionalLight.xml:40 msgid "" @@ -23455,8 +23484,8 @@ msgid "" "call is a directory ([code].[/code] and [code]..[/code] are considered " "directories)." msgstr "" -"返回上一次[get_next]调用处理的当前项目是否为目录([code].[/code]和[code].[/" -"code]被认为是目录)。" +"返回上一次 [method get_next] 调用处理的当前项目是否为目录([code].[/code]和" +"[code].[/code]被认为是目录)。" #: doc/classes/Directory.xml:58 msgid "" @@ -23543,9 +23572,9 @@ msgid "" msgstr "" "初始化用于列出所有文件和目录的流,使用 [method get_next] 函数,如果需要,可关" "闭当前打开的流。一旦流被处理完毕,通常应该用 [method list_dir_end] 关闭。\n" -"如果 [code]skip_navigational[/code] 是 [code]true[/code],过滤 [code].[/" +"[code]skip_navigational[/code] 为 [code]true[/code] 时会过滤掉 [code].[/" "code] 和 [code]..[/code]。\n" -"如果 [code]skip_hidden[/code] 是 [code]true[/code],过滤隐藏文件。" +"[code]skip_hidden[/code] 为 [code]true[/code] 时会过滤掉隐藏文件。" #: doc/classes/Directory.xml:119 msgid "" @@ -23564,9 +23593,9 @@ msgid "" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" "创建一个目录。参数可以是当前目录的相对路径,也可以是绝对路径。目标目录应该放" -"置在一个已经存在的目录中(如果要递归创建完整的路径,请参阅[make_dir_recursive " -"method])。\n" -"返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。" +"置在一个已经存在的目录中(如果要递归创建完整的路径,请参阅[method " +"make_dir_recursive])。\n" +"返回 [enum Error] 代码常量之一(成功时返回 [code]OK[/code])。" #: doc/classes/Directory.xml:134 msgid "" @@ -23575,8 +23604,8 @@ msgid "" "to the current directory, or an absolute path.\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" -"通过递归调用[make_dir]方法,创建一个目标目录和其路径中所有必要的中间目录。参" -"数可以是相对于当前目录的,也可以是绝对路径。\n" +"通过递归调用 [method make_dir]方法,创建一个目标目录和其路径中所有必要的中间" +"目录。参数可以是相对于当前目录的,也可以是绝对路径。\n" "返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。" #: doc/classes/Directory.xml:142 @@ -23587,11 +23616,11 @@ msgid "" "filesystem (e.g. [code]/tmp/folder[/code] or [code]C:\\tmp\\folder[/code]).\n" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" -"打开文件系统的现有目录。 [code] path [/code]参数可以位于项目树([code] " -"res:// folder [/code]),用户目录([code] user:// folder [/code])或以下位" -"置的绝对路径内:用户文件系统(例如[code] / tmp / folder [/code]或[code] C:" -"\\ tmp \\ folder [/code])。\n" -"返回[enum Error]代码常量之一(成功时返回[code] OK [/code])。" +"打开文件系统的现有目录。 [code]path[/code]参数可以位于项目树([code]res:// " +"folder[/code]),用户目录([code]user:// folder[/code])或以下位置的绝对路径" +"内:用户文件系统(例如[code]/ tmp / folder[/code]或[code]C:\\ tmp \\ " +"folder[/code])。\n" +"返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。" #: doc/classes/Directory.xml:150 msgid "" @@ -23802,13 +23831,13 @@ msgid "" "In FontForge, use [b]File > Generate Fonts[/b], click [b]Options[/b], choose " "the desired features then generate the font." msgstr "" -"DynamicFont在运行时动态渲染矢量字体文件,而不是像[BitmapFont]那样使用预渲染的" -"纹理图集。使用[BitmapFont]加载时间更快,在运行时可改变字体参数,如大小和间" -"距。[DynamicFontData]引用字体文件路径。DynamicFont还支持定义一个或多个备用字" -"体,这些字体将在主字体不支持显示的字符时使用。\n" -"DynamicFont使用[url=https://www.freetype.org/]FreeType[/url]库进行光栅化处" -"理。支持的格式有TrueType([code].ttf[/code])、OpenType([code].otf[/code])" -"和Web Open Font Format 1([code].woff[/code])。而[i]不支持[/i]Web Open Font " +"DynamicFont 在运行时动态渲染矢量字体文件,而不是像 [BitmapFont] 那样使用预渲" +"染的纹理图集。通过放弃 [BitmapFont] 更快的加载时间,换取在运行时改变字体大小" +"和间距等参数的能力。使用 [DynamicFontData] 引用字体文件路径。DynamicFont 还支" +"持定义若干备用字体,这些字体将在主字体不支持显示某个字符时使用。\n" +"DynamicFont 使用 [url=https://www.freetype.org/]FreeType[/url] 库进行光栅化处" +"理。支持的格式有 TrueType([code].ttf[/code])、OpenType([code].otf[/code])" +"和 Web Open Font Format 1([code].woff[/code])。[i]不支持[/i] Web Open Font " "Format 2([code].woff2[/code])。\n" "[codeblock]\n" "var dynamic_font = DynamicFont.new()\n" @@ -23816,10 +23845,10 @@ msgstr "" "dynamic_font.size = 64\n" "$\"Label\".set(\"custom_fonts/font\", dynamic_font)\n" "[/codeblock]\n" -"[b]注意:[/b] DynamicFont还不支持诸如字距、从右到左的排版、连接词、文本变形、" -"可变字体和可选字体等功能。如果你想把可选的字体功能 \"烘焙\" 进一个TTF字体文" -"件,可使用[url=https://fontforge.org/]FontForge[/url]。在FontForge中,使用[b]" -"文件>生成字体[/b],点击[b]选项[/b],选择需要的功能,然后生成字体。" +"[b]注意:[/b]DynamicFont 尚不支持字偶距、从右到左的排版、合字、文本变形、可变" +"字体和可选字体等功能。如果你想把可选的字体功能“烘焙”进一个 TTF 字体文件,可以" +"使用 [url=https://fontforge.org/]FontForge[/url]。在 FontForge 中,使用[b]文" +"件 > 生成字体[/b],点击[b]选项[/b],选择需要的功能,然后生成字体。" #: doc/classes/DynamicFont.xml:25 msgid "Adds a fallback font." @@ -23923,7 +23952,7 @@ msgid "" "control whose size changes over time, unless a pixel art aesthetic is " "desired." msgstr "" -"如果[code]true[/code],将使用过滤功能。如果字体过度采样被禁用或无效,这将使字" +"为 [code]true[/code] 时将使用过滤功能。如果字体过度采样被禁用或无效,这将使字" "体在缩放时变得模糊,而非像素化。当在尺寸随时变化的控件中使用字体时,建议启用" "这个功能,除非是像素设计。" @@ -23933,12 +23962,12 @@ msgid "" "appearance when downscaling it if font oversampling is disabled or " "ineffective." msgstr "" -"如果[code]true[/code],则使用mipmapping。如果字体过度采样被禁用或无效,可改善" -"字体缩小时的表现。" +"为 [code]true[/code] 时将使用多级渐远纹理。在字体过度采样被禁用或无效时,可改" +"善字体缩小时的表现。" #: doc/classes/DynamicFont.xml:116 msgid "Spacing at the top." -msgstr "顶部的间距。" +msgstr "顶部间距。" #: doc/classes/DynamicFont.xml:119 msgid "Spacing at the bottom." @@ -23954,20 +23983,21 @@ msgstr "空格字符的间距。" #: doc/classes/DynamicFontData.xml:4 msgid "Used with [DynamicFont] to describe the location of a font file." -msgstr "与[DynamicFont]一起使用,用于描述字体文件的位置。" +msgstr "与 [DynamicFont] 一起使用,用于描述字体文件的位置。" #: doc/classes/DynamicFontData.xml:7 msgid "" "Used with [DynamicFont] to describe the location of a vector font file for " "dynamic rendering at runtime." -msgstr "与[DynamicFont]一起使用,用于描述运行时动态渲染的矢量字体文件的位置。" +msgstr "" +"与 [DynamicFont] 一起使用,用于描述运行时动态渲染的矢量字体文件的位置。" #: doc/classes/DynamicFontData.xml:16 msgid "" "If [code]true[/code], the font is rendered with anti-aliasing. This property " "applies both to the main font and its outline (if it has one)." msgstr "" -"如果[code]true[/code],则字体会以抗锯齿方式呈现。此属性既适用于主字体,也适用" +"为 [code]true[/code] 时将以抗锯齿方式渲染该字体。此属性既适用于主字体,也适用" "于其轮廓(如果有)。" #: doc/classes/DynamicFontData.xml:19 @@ -23976,7 +24006,7 @@ msgstr "矢量字体文件的路径。" #: doc/classes/DynamicFontData.xml:22 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。" +msgstr "FreeType 使用的字体提示模式。参阅 [enum Hinting] 选项。" #: doc/classes/DynamicFontData.xml:27 msgid "Disables font hinting (smoother but less crisp)." @@ -24024,7 +24054,7 @@ msgstr "" msgid "" "Virtual method to be overridden by the user. Called when the export is " "finished." -msgstr "可以被用户重写的虚拟方法。在导出完成后被调用。" +msgstr "可以被用户重写的虚方法。在导出完成后被调用。" #: doc/classes/EditorExportPlugin.xml:34 msgid "" @@ -24036,9 +24066,9 @@ msgid "" "Calling [method skip] inside this callback will make the file not included " "in the export." msgstr "" -"由用户重写的虚拟方法。每个导出的文件调用它,并提供可用于识别文件的参数。" +"由用户重写的虚方法。每个导出的文件都会调用,并提供可用于识别文件的参数。" "[code]path[/code] 是文件的路径,[code]type[/code] 是文件所代表的 [Resource] " -"类型(例如[PackedScene]),[code]features[/code] 是导出的特征列表。\n" +"类型(例如 [PackedScene]),[code]features[/code] 是导出的特征列表。\n" "在这个回调中调用 [method skip] 将使该文件不包括在导出中。" #: doc/classes/EditorExportPlugin.xml:44 @@ -24049,8 +24079,8 @@ msgid "" "exported, but instead remapped to the given [code]path[/code]." msgstr "" "添加一个要导出的自定义文件。[code]path[/code] 是可用于加载文件的虚拟路径," -"[code]file [/code] 是文件的二进制数据。如果 [code]remap[/code] 是 [code] " -"true [/code],则文件将不会导出,而是重新映射到给定的 [code]path [/code]。" +"[code]file[/code] 是文件的二进制数据。如果 [code]remap[/code] 是 [code]true[/" +"code],则文件将不会导出,而是重新映射到给定的 [code]path[/code]。" #: doc/classes/EditorExportPlugin.xml:51 msgid "" @@ -24074,9 +24104,10 @@ msgid "" "This method should not be used for System libraries as they are already " "present on the device." msgstr "" -"在iOS的Xcode项目中链接阶段添加动态库(*.dylib, *.framework),并将其嵌入到生" -"成的二进制文件中。\n" -"[b]注意:[/b] 对于静态库(*.a)的工作方式与[method add_ios_framework]相同。\n" +"在 iOS 的 Xcode 项目中链接阶段添加动态库(*.dylib, *.framework),并将其嵌入" +"到生成的二进制文件中。\n" +"[b]注意:[/b]对于静态库(*.a)的工作方式与 [method add_ios_framework] 相" +"同。\n" "这个方法不应用于系统库,因为它们已经在设备上存在。" #: doc/classes/EditorExportPlugin.xml:74 @@ -24084,7 +24115,8 @@ msgid "" "Adds a static library (*.a) or dynamic library (*.dylib, *.framework) to " "Linking Phase in iOS's Xcode project." msgstr "" -"在iOS的Xcode项目中链接阶段添加静态库(*.a)或动态库(*.dylib,*.framework)。" +"在 iOS 的 Xcode 项目中链接阶段添加静态库(*.a)或动态库(*.dylib、*." +"framework)。" #: doc/classes/EditorExportPlugin.xml:81 msgid "Adds linker flags for the iOS export." @@ -24849,9 +24881,9 @@ msgid "" "This method must be overridden to do the actual importing work. See this " "class' description for an example of overriding this method." msgstr "" -"将 [code]sourc、e_file[/code] 导入到 [code]save_path[/code] 中,并指定导入 " -"[code] options[/code] 。[code]platform_variants[/code] 和 [code]gen_files[/" -"code] 数组将被此函数修改。\n" +"使用指定的导入选项 [code]options[/code] 将 [code]source_file[/code] 导入到 " +"[code]save_path[/code] 中。[code]platform_variants[/code] 和 " +"[code]gen_files[/code] 数组将被此函数修改。\n" "这个方法必须被重写才能完成实际的导入工作。参阅本类的描述以了解如何重写该方" "法。" @@ -25044,10 +25076,19 @@ msgid "" msgstr "编辑给定的[Node]。如果该节点在场景树内,将被选中。" #: doc/classes/EditorInterface.xml:24 -msgid "Edits the given [Resource]." -msgstr "编辑给定的[Resource]。" +msgid "" +"Edits the given [Resource]. If the resource is a [Script] you can also edit " +"it with [method edit_script] to specify the line and column position." +msgstr "" -#: doc/classes/EditorInterface.xml:30 +#: doc/classes/EditorInterface.xml:34 +msgid "" +"Edits the given [Script]. The line and column on which to open the script " +"can also be specified. The script will be open with the user-configured " +"editor for the script's language which may be an external editor." +msgstr "" + +#: doc/classes/EditorInterface.xml:40 msgid "" "Returns the main container of Godot editor's window. For example, you can " "use it to retrieve the size of the container and place your controls " @@ -25059,15 +25100,15 @@ msgstr "" "控件。\n" "[b]警告:[/b] 删除和释放这个节点将使编辑器失效,并可能导致崩溃。" -#: doc/classes/EditorInterface.xml:37 +#: doc/classes/EditorInterface.xml:47 msgid "Returns the current path being viewed in the [FileSystemDock]." msgstr "返回在[FileSystemDock]中查看的当前路径。" -#: doc/classes/EditorInterface.xml:43 +#: doc/classes/EditorInterface.xml:53 msgid "Returns the edited (current) scene's root [Node]." msgstr "返回已编辑的(当前)场景的根节点[Node]。" -#: doc/classes/EditorInterface.xml:49 +#: doc/classes/EditorInterface.xml:59 msgid "" "Returns the actual scale of the editor UI ([code]1.0[/code] being 100% " "scale). This can be used to adjust position and dimensions of the UI added " @@ -25082,11 +25123,11 @@ msgstr "" "[code]interface/editor/custom_display_scale[/code]编辑器设置项来设置。编辑器" "必须重新启动才能正确应用这些变化。" -#: doc/classes/EditorInterface.xml:56 +#: doc/classes/EditorInterface.xml:66 msgid "Returns the editor's [EditorSettings] instance." msgstr "返回编辑器的[EditorSettings]实例。" -#: doc/classes/EditorInterface.xml:62 +#: doc/classes/EditorInterface.xml:72 msgid "" "Returns the main editor control. Use this as a parent for main screens.\n" "[b]Note:[/b] This returns the main editor control containing the whole " @@ -25099,7 +25140,7 @@ msgstr "" "窗。\n" "[b]警告:[/b] 删除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。" -#: doc/classes/EditorInterface.xml:70 +#: doc/classes/EditorInterface.xml:80 msgid "" "Returns the editor's [FileSystemDock] instance.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " @@ -25108,7 +25149,7 @@ msgstr "" "返回编辑器的文件系统面板 [FileSystemDock] 实例。\n" "[b]警告:[/b] 移除和释放此节点将使编辑器的一部分失去作用,并可能导致崩溃。" -#: doc/classes/EditorInterface.xml:77 +#: doc/classes/EditorInterface.xml:87 msgid "" "Returns the editor's [EditorInspector] instance.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " @@ -25117,25 +25158,25 @@ msgstr "" "返回编辑器的属性检查器 [EditorInspector]实例。\n" "[b]警告:[/b] 删除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。" -#: doc/classes/EditorInterface.xml:84 +#: doc/classes/EditorInterface.xml:94 msgid "Returns an [Array] with the file paths of the currently opened scenes." msgstr "返回包含当前打开的场景的文件路径的数组[Array]。" -#: doc/classes/EditorInterface.xml:90 +#: doc/classes/EditorInterface.xml:100 msgid "" "Returns the name of the scene that is being played. If no scene is currently " "being played, returns an empty string." msgstr "返回正在播放的场景名称。如果当前没有场景正在播放,返回一个空字符串。" -#: doc/classes/EditorInterface.xml:96 +#: doc/classes/EditorInterface.xml:106 msgid "Returns the editor's [EditorFileSystem] instance." msgstr "返回编辑器的[EditorFileSystem]实例。" -#: doc/classes/EditorInterface.xml:102 +#: doc/classes/EditorInterface.xml:112 msgid "Returns the editor's [EditorResourcePreview] instance." msgstr "返回编辑器的[EditorResourcePreview]实例。" -#: doc/classes/EditorInterface.xml:108 +#: doc/classes/EditorInterface.xml:118 msgid "" "Returns the editor's [ScriptEditor] instance.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " @@ -25144,7 +25185,7 @@ msgstr "" "返回编辑器的脚本编辑器 [ScriptEditor] 实例。\n" "[b]警告:[/b] 删除和释放这个节点将使编辑器的一部分失去作用,并可能导致崩溃。" -#: doc/classes/EditorInterface.xml:115 +#: doc/classes/EditorInterface.xml:125 msgid "" "Returns the path of the directory currently selected in the " "[FileSystemDock]. If a file is selected, its base directory will be returned " @@ -25154,11 +25195,11 @@ msgstr "" "[method String.get_base_dir]返回其基本目录。如果选择了一个文件,将使用" "[method String.get_base_dir]返回它的基本目录。" -#: doc/classes/EditorInterface.xml:121 +#: doc/classes/EditorInterface.xml:131 msgid "Returns the editor's [EditorSelection] instance." msgstr "返回编辑器的[EditorSelection]实例。" -#: doc/classes/EditorInterface.xml:130 +#: doc/classes/EditorInterface.xml:140 msgid "" "Shows the given property on the given [code]object[/code] in the editor's " "Inspector dock. If [code]inspector_only[/code] is [code]true[/code], plugins " @@ -25168,7 +25209,7 @@ msgstr "" "[code]inspector_only[/code] = [code]true[/code],插件将不会尝试编辑对象 " "[code]object[/code]。" -#: doc/classes/EditorInterface.xml:136 +#: doc/classes/EditorInterface.xml:146 msgid "" "Returns [code]true[/code] if a scene is currently being played, [code]false[/" "code] otherwise. Paused scenes are considered as being played." @@ -25176,7 +25217,7 @@ msgstr "" "如果场景正在播放,返回[code]true[/code],否则返回[code]false[/code]。暂停的场" "景将被视为正在播放。" -#: doc/classes/EditorInterface.xml:143 +#: doc/classes/EditorInterface.xml:153 msgid "" "Returns [code]true[/code] if the specified [code]plugin[/code] is enabled. " "The plugin name is the same as its directory name." @@ -25184,32 +25225,32 @@ msgstr "" "如果指定的插件 [code]plugin[/code] 已启用时返回 [code]true[/code]。插件名称与" "其目录名称一致。" -#: doc/classes/EditorInterface.xml:151 +#: doc/classes/EditorInterface.xml:161 msgid "" "Returns mesh previews rendered at the given size as an [Array] of [Texture]s." msgstr "返回 [Array] 数组包含给定尺寸渲染的网格预览图[Texture]。" -#: doc/classes/EditorInterface.xml:158 +#: doc/classes/EditorInterface.xml:168 msgid "Opens the scene at the given path." msgstr "打开给定路径中的场景。" -#: doc/classes/EditorInterface.xml:164 +#: doc/classes/EditorInterface.xml:174 msgid "Plays the currently active scene." msgstr "播放当前活动的场景。" -#: doc/classes/EditorInterface.xml:171 +#: doc/classes/EditorInterface.xml:181 msgid "Plays the scene specified by its filepath." msgstr "播放文件路径所指定的场景。" -#: doc/classes/EditorInterface.xml:177 +#: doc/classes/EditorInterface.xml:187 msgid "Plays the main scene." msgstr "播放主场景。" -#: doc/classes/EditorInterface.xml:184 +#: doc/classes/EditorInterface.xml:194 msgid "Reloads the scene at the given path." msgstr "重新加载给定路径的场景。" -#: doc/classes/EditorInterface.xml:190 +#: doc/classes/EditorInterface.xml:200 msgid "" "Saves the scene. Returns either [code]OK[/code] or [code]ERR_CANT_CREATE[/" "code] (see [@GlobalScope] constants)." @@ -25217,17 +25258,17 @@ msgstr "" "保存场景。返回 [code]OK[/code] 或 [code]ERR_CANT_CREATE[/code] (参阅 " "[@GlobalScope] 常量)。" -#: doc/classes/EditorInterface.xml:198 +#: doc/classes/EditorInterface.xml:208 msgid "Saves the scene as a file at [code]path[/code]." msgstr "将场景保存为[code]path[/code]处的文件。" -#: doc/classes/EditorInterface.xml:205 +#: doc/classes/EditorInterface.xml:215 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。" -#: doc/classes/EditorInterface.xml:212 +#: doc/classes/EditorInterface.xml:222 msgid "" "Sets the editor's current main screen to the one specified in [code]name[/" "code]. [code]name[/code] must match the text of the tab in question exactly " @@ -25238,17 +25279,17 @@ msgstr "" "必须与相关选项卡的文本完全匹配([code]2D[/code], [code]3D[/code], " "[code]Script[/code], [code]AssetLib[/code])。" -#: doc/classes/EditorInterface.xml:220 +#: doc/classes/EditorInterface.xml:230 msgid "" "Sets the enabled status of a plugin. The plugin name is the same as its " "directory name." msgstr "设置插件的启用状态。插件名称与其目录名称相同。" -#: doc/classes/EditorInterface.xml:226 +#: doc/classes/EditorInterface.xml:236 msgid "Stops the scene that is currently playing." msgstr "停止当前正在播放的场景。" -#: doc/classes/EditorInterface.xml:232 +#: doc/classes/EditorInterface.xml:242 msgid "" "If [code]true[/code], enables distraction-free mode which hides side docks " "to increase the space available for the main view." @@ -25341,10 +25382,10 @@ msgid "" "does not need to be called then." msgstr "" "添加一个自定义类型,它将出现在节点或资源的列表中。可以选择指定一个图标。\n" -"当给定的节点或资源被选中时,基本类型将被实例化(即 \"Spatial\"、\"Control" -"\"、\"Resource\"),然后脚本将被加载并设置为这个对象。\n" -"你可以使用虚拟方法 [method handles] 通过检查脚本或使用 [code]is[/code] 关键字" -"来检查是否正在编辑自定义对象。\n" +"当给定的节点或资源被选中时,基本类型将被实例化" +"(即“Spatial”、“Control”、“Resource”),然后脚本将被加载并设置为这个对象。\n" +"你可以使用虚拟法 [method handles] 通过检查脚本或使用 [code]is[/code] 关键字来" +"检查是否正在编辑自定义对象。\n" "在运行时,这将是一个带有脚本的简单对象,因此不需要调用此函数。" #: doc/classes/EditorPlugin.xml:66 @@ -25413,8 +25454,8 @@ msgid "" "Registers a new [EditorSceneImporter]. Scene importers are used to import " "custom 3D asset formats as scenes." msgstr "" -"注册一个新的场景导入器 [EditorSceneImporter]。场景导入器是用来导入自定义的三" -"维资产格式作为场景。" +"注册一个新的场景导入器 [EditorSceneImporter]。场景导入器可以将自定义 3D 素材" +"格式导入为场景。" #: doc/classes/EditorPlugin.xml:108 msgid "" @@ -25442,9 +25483,9 @@ msgid "" "[code]submenu[/code] should be an object of class [PopupMenu]. This submenu " "should be cleaned up using [code]remove_tool_menu_item(name)[/code]." msgstr "" -"在[b]项目>工具> [/b] [code]name[/code]下添加自定义子菜单。 [code]submenu[/" -"code]应该是[PopupMenu]类的对象。此子菜单应使用[code] " -"remove_tool_menu_item(name)[/code]进行清理。" +"在[b]项目>工具>[/b] [code]name[/code]下添加自定义子菜单。 [code]submenu[/" +"code]应该是[PopupMenu]类的对象。此子菜单应使用" +"[code]remove_tool_menu_item(name)[/code]进行清理。" #: doc/classes/EditorPlugin.xml:133 msgid "" @@ -25576,15 +25617,15 @@ msgstr "" "[EditorPlugin]消耗键值[code]event[/code],否则将键值[code]event[/code]转发给" "其他Editor类。例子:\n" "[codeblock]\n" -"# Prevents the InputEvent to reach other Editor classes\n" +"# 阻止 InputEvent 到达其他编辑类\n" "func forward_canvas_gui_input(event):\n" " var forward = true\n" " return forward\n" "[/codeblock]\n" -"Must [code]return false[/code] in order to forward the [InputEvent] to other " -"Editor classes. Example:\n" +"必须 [code]return false[/code] 才能将 [InputEvent] 转发到其他编辑器类。例" +"子:\n" "[codeblock]\n" -"# Consumes InputEventMouseMotion and forwards other InputEvent types\n" +"# 消耗InputEventMouseMotion并转发其他InputEvent类型\n" "func forward_canvas_gui_input(event):\n" " var forward = false\n" " if event is InputEventMouseMotion:\n" @@ -25664,19 +25705,19 @@ msgid "" "[/codeblock]" msgstr "" "在当前编辑的场景中存在根节点时调用,实现[method handles]并在3D视窗中发生按键" -"输入[InputEvent]。拦截按键输入[InputEvent],如果[code]return true [/code],则" +"输入[InputEvent]。拦截按键输入[InputEvent],如果[code]return true[/code],则" "[EditorPlugin]会使用键值[code]event[/code],否则将键值[code]event[/code]转发" "到其他Editor类。例子:\n" "[codeblock]\n" -"# Prevents the InputEvent to reach other Editor classes\n" +"# 阻止 InputEvent 到达其他编辑类\n" "func forward_spatial_gui_input(camera, event):\n" " var forward = true\n" " return forward\n" "[/codeblock]\n" -"Must [code]return false[/code] in order to forward the [InputEvent] to other " -"Editor classes. Example:\n" +"必须 [code]return false[/code] 才能将 [InputEvent] 转发到其他编辑器类。例" +"子:\n" "[codeblock]\n" -"# Consumes InputEventMouseMotion and forwards other InputEvent types\n" +"# 消耗 InputEventMouseMotion 并转发其他 InputEvent 类型\n" "func forward_spatial_gui_input(camera, event):\n" " var forward = false\n" " if event is InputEventMouseMotion:\n" @@ -25787,10 +25828,10 @@ msgid "" "forward_canvas_gui_input] and [method forward_spatial_gui_input] these will " "be called too." msgstr "" -"如果您的插件编辑特定类型的对象(资源或节点),请实现此功能。如果返回[code] " -"true [/code],则当编辑器请求它们时,将获得调用[method edit]和[method " -"make_visible]的函数。如果您已经声明了方法[method forward_canvas_gui_input]和" -"[method forward_spatial_gui_input],这些方法也将被调用。" +"如果您的插件编辑特定类型的对象(资源或节点),请实现此功能。如果返回 " +"[code]true[/code],则当编辑器请求它们时,将获得调用 [method edit] 和 [method " +"make_visible] 的函数。如果您已经声明了方法 [method forward_canvas_gui_input] " +"和 [method forward_spatial_gui_input],这些方法也将被调用。" #: doc/classes/EditorPlugin.xml:339 msgid "" @@ -25940,7 +25981,7 @@ msgid "" "and empty, the argument will be [code]null[/code]." msgstr "" "在编辑器中更改场景时触发。该参数将返回刚刚变为活动状态的场景的根节点。如果此" -"场景是新场景且为空,则参数将为[code] null [/code]。" +"场景是新场景且为空,则参数将为[code]null[/code]。" #: doc/classes/EditorPlugin.xml:507 msgid "" @@ -26011,7 +26052,7 @@ msgstr "" #: doc/classes/EditorProperty.xml:57 msgid "When this virtual function is called, you must update your editor." -msgstr "当这个虚拟函数被调用时,你必须更新你的编辑器。" +msgstr "当这个虚函数被调用时,你必须更新你的编辑器。" #: doc/classes/EditorProperty.xml:63 msgid "" @@ -26064,7 +26105,7 @@ msgstr "由子检查员使用。如果选择的是对象ID,则触发。" #: doc/classes/EditorProperty.xml:100 msgid "" "Do not emit this manually, use the [method emit_changed] method instead." -msgstr "不要手动触发,使用[method emmit_changed]方法代替。" +msgstr "不要手动触发,使用 [method emit_changed] 方法代替。" #: doc/classes/EditorProperty.xml:107 msgid "Emitted when a property was checked. Used internally." @@ -26122,7 +26163,7 @@ msgid "" "This virtual method can be implemented to handle context menu items not " "handled by default. See [method set_create_options]." msgstr "" -"此虚拟方法可以实现处理默认未处理的上下文菜单项目。参见 [method " +"此虚拟法可以实现处理默认未处理的上下文菜单项目。参见 [method " "set_create_options]。" #: doc/classes/EditorResourcePicker.xml:53 @@ -26134,10 +26175,10 @@ msgid "" "[b]Note:[/b] Implement [method handle_menu_selected] to handle these custom " "items." msgstr "" -"在更新 [EditorResourcePicker] 的上下文菜单时调用这个虚拟方法。实现这个方法可" -"以用你自己的选项覆盖 \"新建... \"项目。[code]menu_node[/code] 是对 " -"[PopupMenu] 菜单弹窗节点的引用。\n" -"[b]注意:[/b] 实现 [method handle_menu_selected] 来处理这些自定义项目。" +"在更新 [EditorResourcePicker] 的上下文菜单时调用这个虚方法。实现这个方法可以" +"用你自己的选项覆盖“新建...”项目。[code]menu_node[/code] 是对 [PopupMenu] 菜单" +"弹窗节点的引用。\n" +"[b]注意:[/b]实现 [method handle_menu_selected] 来处理这些自定义项目。" #: doc/classes/EditorResourcePicker.xml:61 msgid "" @@ -26239,14 +26280,14 @@ msgid "" "[code]receiver_func[/code] will still be called, but the preview will be " "null." msgstr "" -"将位于路径 [code]path[/code] 的资源文件排队以进行预览。预览准备好后,将调用接" -"收器 [code]receiver[/code] 的 [code]receiver_func[/code] 。" -"[code]receiver_func[/code] 必须带有以下四个参数:[String] path, [Texture] " -"preview, [Texture] thumbnail_preview, [Variant] userdata。用户数据 " -"[code]userdata[/code] 可以是任意的,并将在调用 [code]receiver_func[/code] 返" +"将位于路径 [code]path[/code] 的资源文件排队以进行预览。预览准备好后,将调用 " +"[code]receiver[/code] 的 [code]receiver_func[/code] 函数。" +"[code]receiver_func[/code] 必须带有以下四个参数:[String] path、[Texture] " +"preview、[Texture] thumbnail_preview、[Variant] userdata。用户数据 " +"[code]userdata[/code] 可以是任意的,会在调用 [code]receiver_func[/code] 时返" "回。\n" -"[b]注意:[/b] 如果无法创建预览,则仍将调用 [code]receiver_func[/code],但预览" -"将无效。" +"[b]注意:[/b]无法创建预览时仍将调用 [code]receiver_func[/code],但 preview 会" +"是 null。" #: doc/classes/EditorResourcePreview.xml:53 msgid "Removes a custom preview generator." @@ -26316,9 +26357,9 @@ msgid "" "methods [method generate] or [method generate_from_path].\n" "By default, it returns [code]false[/code]." msgstr "" -"如果此函数返回[code] true [/code],则生成器将根据由[method generate]或" -"[method generate_from_path]方法生成的常规预览纹理自动生成较小的预览。\n" -"默认情况下,它返回[code] false [/code]。" +"如果此函数返回[code]true[/code],则生成器将根据由[method generate]或[method " +"generate_from_path]方法生成的常规预览纹理自动生成较小的预览。\n" +"默认情况下,它返回[code]false[/code]。" #: doc/classes/EditorResourcePreviewGenerator.xml:50 msgid "" @@ -26493,7 +26534,7 @@ msgstr "" "[EditorPlugin] 代替。\n" "[b]注意:[/b] 扩展脚本需要启用 [code]tool[/code] 工具模式。\n" "[b]示例脚本:[/b]\n" -"[codeeblock]\n" +"[codeblock]\n" "tool\n" "extends EditorScript\n" "\n" @@ -26512,7 +26553,7 @@ msgid "" "Adds [code]node[/code] as a child of the root node in the editor context.\n" "[b]Warning:[/b] The implementation of this method is currently disabled." msgstr "" -"将[code] node [/code]添加为编辑器上下文中根节点的子级。\n" +"将[code]node[/code]添加为编辑器上下文中根节点的子级。\n" "[b]警告:[/b]此方法的实现前处于禁用状态。" #: doc/classes/EditorScript.xml:39 @@ -26528,7 +26569,7 @@ msgid "" "Godot editor's control for selecting the [code]script[/code] property of a " "[Node]." msgstr "" -"Godot 编辑器的控件,用于选择节点 [Node] 的脚本 [code] script [/code] 属性。" +"Godot 编辑器的控件,用于选择节点 [Node] 的脚本 [code]script[/code] 属性。" #: doc/classes/EditorScriptPicker.xml:7 msgid "" @@ -26672,8 +26713,8 @@ msgstr "" "将自定义属性信息添加到属性。该词典必须包含:\n" "-[code]名称[/code]:[String](属性名称)\n" "-[code]类型[/code]:[int](请参阅[enum Variant.Type])\n" -"-(可选)[code]提示[/code]:[int](请参阅[enum PropertyHint])和[code] " -"hint_string [/code]:[String]\n" +"-(可选)[code]提示[/code]:[int](请参阅[enum PropertyHint])和" +"[code]hint_string[/code]:[String]\n" "[b]示例:[/b]\n" "[codeblock]\n" "editor_settings.set(\"category/property_name\", 0)\n" @@ -26736,7 +26777,7 @@ msgid "" "[code]settings/templates[/code] - Where export templates are located" msgstr "" "获取引擎的全局设置路径。在此路径内,您可以找到一些标准路径,例如:\n" -"[code] settings / tmp [/code]-用于文件的临时存储\n" +"[code]settings / tmp[/code]-用于文件的临时存储\n" "[code]settings/templates[/code]-导出模板所在的位置" #: doc/classes/EditorSettings.xml:100 @@ -26779,8 +26820,8 @@ msgid "" "value of the setting will be set to [code]value[/code] as well." msgstr "" "将 [code]name[/code] 指定的设置的初始值设置为 [code]value[/code]。这用于为编" -"辑器设置中的 \"还原 \"按钮提供一个值。如果[code]update_current[/code]为真,则" -"设置的当前值也会被设置为[code]value[/code]。" +"辑器设置中的“还原”按钮提供一个值。如果 [code]update_current[/code] 为真,则设" +"置的当前值也会被设置为 [code]value[/code]。" #: doc/classes/EditorSettings.xml:139 msgid "" @@ -26832,7 +26873,7 @@ msgid "" "information." msgstr "" "自定义小工具,用于为 3D Spatial 对象提供自定义可视化和编辑(手柄)。更多信息" -"请参阅 [EditorNode3DGizmoPlugin]。" +"请参阅 [EditorSpatialGizmoPlugin]。" #: doc/classes/EditorSpatialGizmo.xml:16 msgid "" @@ -26946,7 +26987,7 @@ msgid "" "This function is called when the [Spatial] this gizmo refers to changes (the " "[method Spatial.update_gizmo] is called)." msgstr "" -"当这个工具所指 [Spatial] 的变化时([method Node3D.update_gizmo] 函数被调" +"当这个工具所指 [Spatial] 的变化时([method Spatial.update_gizmo] 函数被调" "用)。" #: doc/classes/EditorSpatialGizmo.xml:128 @@ -26973,7 +27014,7 @@ msgid "" "Sets the reference [Spatial] node for the gizmo. [code]node[/code] must " "inherit from [Spatial]." msgstr "" -"设置工具的参考 [Spatial] 节点。 [code] node [/code]必须继承自 [Spatial]。" +"设置工具的参考 [Spatial] 节点。 [code]node[/code]必须继承自 [Spatial]。" #: doc/classes/EditorSpatialGizmoPlugin.xml:4 msgid "Used by the editor to define Spatial gizmo types." @@ -27011,7 +27052,7 @@ msgid "" "Override this method to define whether the gizmo can be hidden or not. " "Returns [code]true[/code] if not overridden." msgstr "" -"重写此方法以定义是否可以隐藏Gizmo。如果未覆盖,则返回[code] true [/code]。" +"重写此方法以定义是否可以隐藏Gizmo。如果未覆盖,则返回[code]true[/code]。" #: doc/classes/EditorSpatialGizmoPlugin.xml:34 msgid "" @@ -27102,8 +27143,8 @@ msgid "" msgstr "" "重写此方法可以设置工具的优先级。值越高,优先级越高。如果具有较高优先级的工具" "与另一个工具发生冲突,则仅使用具有较高优先级的工具。\n" -"所有内置编辑器小控件均返回[code] -1 [/code]优先级。如果未重写,则此方法将返回" -"[code] 0 [/code],这意味着自定义控件将自动覆盖内置控件。" +"所有内置编辑器小控件均返回[code]-1[/code]优先级。如果未重写,则此方法将返回" +"[code]0[/code],这意味着自定义控件将自动覆盖内置控件。" #: doc/classes/EditorSpatialGizmoPlugin.xml:116 msgid "" @@ -27361,9 +27402,9 @@ msgid "" "[code]copyright[/code], [code]license[/code]} describing subsections of the " "component" msgstr "" -"返回一个版权信息字典阵列。\n" +"返回一个版权信息字典数组。\n" "[code]name[/code] - 字符串,组件名称。\n" -"[code]partic[/code] - 描述组件子部分的字典阵列{[code]files[/code], " +"[code]partic[/code] - 描述组件子部分的字典数组 {[code]files[/code], " "[code]copyright[/code], [code]license[/code]}" #: doc/classes/Engine.xml:33 @@ -27533,14 +27574,13 @@ msgid "" "Returns [code]true[/code] if a singleton with given [code]name[/code] exists " "in global scope." msgstr "" -"如果全局范围内存在具有给定[code]name[/code]的单例,则返回[code] true [/" -"code]。" +"如果全局范围内存在具有给定[code]name[/code]的单例,则返回[code]true[/code]。" #: doc/classes/Engine.xml:136 msgid "" "Returns [code]true[/code] if the game is inside the fixed process and " "physics phase of the game loop." -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]。" +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:142 msgid "" @@ -27660,7 +27700,7 @@ msgstr "" msgid "" "Resource for environment nodes (like [WorldEnvironment]) that define " "multiple rendering options." -msgstr "用于定义多个渲染选项的环境节点(如[WorldEnvironment])的资源。" +msgstr "用于定义多个渲染选项的环境节点(如 [WorldEnvironment])的资源。" #: doc/classes/Environment.xml:7 msgid "" @@ -27687,7 +27727,7 @@ msgstr "" "- 调整\n" "这些效果仅在 [Viewport] 的预期使用方法为“3D”或者“3D Without Effects”时生效。" "根视窗的预期使用方法可以通过 [member ProjectSettings.rendering/quality/" -"intended_usage/framebuffer_allocation] 调整,其它视窗通过 [member Viewport." +"intended_usage/framebuffer_allocation] 调整,其他视窗通过 [member Viewport." "usage] 调整。" #: doc/classes/Environment.xml:15 doc/classes/WorldEnvironment.xml:12 @@ -27716,7 +27756,7 @@ msgid "" "Returns [code]true[/code] if the glow level [code]idx[/code] is specified, " "[code]false[/code] otherwise." msgstr "" -"如果指定了发光等级[code]idx[/code],返回[code]true[/code],否则返回" +"如果指定了发光等级 [code]idx[/code],返回 [code]true[/code],否则返回 " "[code]false[/code]。" #: doc/classes/Environment.xml:34 @@ -27726,16 +27766,16 @@ msgid "" "will slow down the glow effect rendering, even if previous levels aren't " "enabled." msgstr "" -"启用或禁用索引[code]idx[/code]处的发光级别。每个级别都依赖于前一个级别。这意" -"味着启用较高的发光等级会减慢辉光效果的渲染速度,即使之前的等级没有启用。" +"启用或禁用索引 [code]idx[/code] 处的发光级别。每个级别都依赖于前一个级别。这" +"意味着启用较高的发光等级会减慢辉光效果的渲染速度,即使之前的等级没有启用。" #: doc/classes/Environment.xml:40 msgid "" "The global brightness value of the rendered scene. Effective only if " "[code]adjustment_enabled[/code] is [code]true[/code]." msgstr "" -"渲染场景的全局亮度值。只有当[code]adjust_enabled[/code]为[code]true[/code]时" -"才有效。" +"渲染场景的全局亮度值。只有当 [code]adjust_enabled[/code] 为 [code]true[/" +"code] 时才有效。" #: doc/classes/Environment.xml:43 msgid "" @@ -27743,8 +27783,8 @@ msgid "" "the rendered scene. Effective only if [code]adjustment_enabled[/code] is " "[code]true[/code]." msgstr "" -"应用所提供的[Texture]资源来影响渲染场景的全局颜色表现。只有在" -"[code]adjustment_enabled[/code]为[code]true[/code]时才有效。" +"应用所提供的 [Texture] 资源来影响渲染场景的全局颜色表现。只有在 " +"[code]adjustment_enabled[/code] 为 [code]true[/code] 时才有效。" #: doc/classes/Environment.xml:46 msgid "" @@ -27792,8 +27832,8 @@ msgid "" "scene." msgstr "" "定义天空给场景带来的光照量。值为 0 表示天空的发光对场景照明没有影响,因此所有" -"的环境照明都由环境光提供。相反,值为1表示所有影响场景的光线都由天空提供,因此" -"环境光参数对场景没有影响。" +"的环境照明都由环境光提供。相反,值为 1 表示所有影响场景的光线都由天空提供,因" +"此环境光参数对场景没有影响。" #: doc/classes/Environment.xml:64 msgid "" @@ -28043,7 +28083,7 @@ msgid "" "The bloom's intensity. If set to a value higher than [code]0[/code], this " "will make glow visible in areas darker than the [member glow_hdr_threshold]." msgstr "" -"bloom的强度。如果设置为大于[code] 0 [/code]的值,则将在比[member " +"bloom的强度。如果设置为大于[code]0[/code]的值,则将在比[member " "glow_hdr_threshold]成员更暗的区域中显示辉光。 bloom:有时被称为光晕或辉光,是" "一种用于视频游戏、演示和高动态范围渲染(HDRR)的计算机图形效果,用于再现真实世" "界相机的成像工件。" @@ -28580,9 +28620,9 @@ msgid "" "process will be killed. You can work around this by calling [method flush] " "at regular intervals." msgstr "" -"文件类型。这用来将数据永久存储到用户设备的文件系统中,并可从中读取。例如,这" -"可以用来存储游戏保存数据或玩家配置文件。\n" -"下面是一个关于如何写入和读出文件的例子。\n" +"文件类型。这用来将数据永久存储到用户设备的文件系统中,并可从中读取。例如,可" +"以用来存储游戏保存数据或玩家配置文件。\n" +"下面是一个关于如何读写文件的例子。\n" "[codeblock]\n" "func save(content):\n" " var file = File.new()\n" @@ -28599,13 +28639,13 @@ msgstr "" "[/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]API,因为有些文件被转换为引擎特定的格式,其原始源文件可能不存在于导出的" -"PCK包中。\n" -"[b]注意:[/b]只有在进程 \"正常\" 退出时,例如通过点击窗口管理器的关闭按钮或按" -"[b]Alt + F4[/b],文件才会自动关闭。如果你在项目运行时按[b]F8[/b]停止项目执" -"行,文件将不会被关闭,因为游戏进程将被杀死。你可以通过定期调用[method flush]" -"来解决这个问题。" +"[b]注意:[/b]要在导出后访问项目资源,建议使用 [ResourceLoader] 而不是 [File] " +"API,因为有些文件被转换为引擎特定的格式,其原始源文件可能不存在于导出的 PCK " +"包中。\n" +"[b]注意:[/b]只有在进程“正常”退出时,例如通过点击窗口管理器的关闭按钮或按 " +"[b]Alt + F4[/b],文件才会自动关闭。如果你在项目运行时按 [b]F8[/b] 停止项目执" +"行,文件将不会被关闭,因为游戏进程将被杀死。你可以通过定期调用 [method " +"flush] 来解决这个问题。" #: doc/classes/File.xml:35 msgid "" @@ -28613,8 +28653,8 @@ msgid "" "operations. Use [method flush] to persist the data to disk without closing " "the file." msgstr "" -"关闭当前打开的文件,并阻止后续的读/写操作。使用[method flush]将数据持久化到磁" -"盘,而不关闭文件。" +"关闭当前打开的文件,并阻止后续的读/写操作。使用 [method flush] 将数据持久化到" +"磁盘,而不关闭文件。" #: doc/classes/File.xml:41 msgid "" @@ -28628,12 +28668,12 @@ msgid "" " # Read data\n" "[/codeblock]" msgstr "" -"如果文件光标已经读到了文件的末端,返回[code]true[/code]。\n" -"[b]注意:[/b][code]ef_reached() == false[/code] 不能用来检查是否有更多的数据" -"可用。要在有更多数据可用时进行循环,请使用:\n" +"如果文件光标已经读到了文件的末端,返回 [code]true[/code]。\n" +"[b]注意:[/b][code]eof_reached() == false[/code] 不能用来检查是否有更多的数据" +"可用。要在有更多数据可用时进行循环,请使用:\n" "[codeblock]\n" "while file.get_position() < file.get_len():\n" -" # Read data\n" +" # 读取数据\n" "[/codeblock]" #: doc/classes/File.xml:53 @@ -28644,10 +28684,10 @@ msgid "" "only the imported version is used. See [method ResourceLoader.exists] for an " "alternative approach that takes resource remapping into account." msgstr "" -"如果文件存在于给定的路径中,返回[code]true[/code]。\n" +"如果文件存在于给定的路径中,返回 [code]true[/code]。\n" "[b]注意:[/b]许多资源类型导入后,例如纹理或声音文件,其源资产不会包含在导出的" -"游戏中,因为只使用导入的版本。有关考虑资源重新映射的替代方法,参阅[method " -"ResourceLoader.existence]。" +"游戏中,因为只使用导入的版本。有关考虑资源重新映射的替代方法,请参阅 [method " +"ResourceLoader.exists]。" #: doc/classes/File.xml:60 msgid "" @@ -28670,44 +28710,44 @@ msgid "" "Returns the next 16 bits from the file as an integer. See [method store_16] " "for details on what values can be stored and retrieved this way." msgstr "" -"以整数形式返回文件中的后16位。请参阅[method store_16],以获取有关可以通过这种" -"方式存储和检索哪些值的详细信息。" +"以整数形式返回文件中接下来的 16 位。请参阅 [method store_16],以获取有关可以" +"通过这种方式存储和检索哪些值的详细信息。" #: doc/classes/File.xml:73 msgid "" "Returns the next 32 bits from the file as an integer. See [method store_32] " "for details on what values can be stored and retrieved this way." msgstr "" -"以整数形式返回文件中的后32位。请参阅[method store_32],以获取有关可以通过这种" -"方式存储和检索哪些值的详细信息。" +"以整数形式返回文件中接下来的 32 位。请参阅[method store_32],以获取有关可以通" +"过这种方式存储和检索哪些值的详细信息。" #: doc/classes/File.xml:79 msgid "" "Returns the next 64 bits from the file as an integer. See [method store_64] " "for details on what values can be stored and retrieved this way." msgstr "" -"以整数形式返回文件中的后64位。请参阅[method store_64],以获取有关可以通过这种" -"方式存储和检索哪些值的详细信息。" +"以整数形式返回文件中接下来的 64 位。请参阅 [method store_64],以获取有关可以" +"通过这种方式存储和检索哪些值的详细信息。" #: doc/classes/File.xml:85 msgid "" "Returns the next 8 bits from the file as an integer. See [method store_8] " "for details on what values can be stored and retrieved this way." msgstr "" -"以整数形式返回文件的下一个8位。参阅[method store_8],详细了解哪些值可以通过这" -"种方式存储和检索。" +"以整数形式返回文件中接下来的 8 位。请参阅 [method store_8],详细了解哪些值可" +"以通过这种方式存储和检索。" #: doc/classes/File.xml:91 msgid "" "Returns the whole file as a [String].\n" "Text is interpreted as being UTF-8 encoded." msgstr "" -"返回整个文件为一个[String]字符串。\n" -"文本将被转为UTF-8编码。" +"将整个文件作为 [String] 字符串返回。\n" +"将按照 UTF-8 编码解析文本。" #: doc/classes/File.xml:99 msgid "Returns next [code]len[/code] bytes of the file as a [PoolByteArray]." -msgstr "将文件的下一个 [code]len[/code] 长度字节作为 [PoolByteArray] 返回。" +msgstr "将文件中接下来的 [code]len[/code] 个字节作为 [PoolByteArray] 返回。" #: doc/classes/File.xml:106 msgid "" @@ -28734,45 +28774,45 @@ msgstr "" "以 CSV(逗号分隔值)格式返回文件的下一个值。您可以传递不同的分隔符 " "[code]delim[/code] 以使用默认 [code]\",\"[/code](逗号)以外的其他分隔符。此" "分隔符必须为一个字符长,并且不能是双引号。\n" -"文本被解释为 UTF-8 编码。如果文本值包含分隔符,则必须用双引号括起来。文本值中" -"的双引号可以通过将它们的出现次数加倍来转义。\n" +"将按照 UTF-8 编码解析文本。如果文本值包含分隔符,则必须用双引号括起来。文本值" +"中的双引号可以通过将它们的出现次数加倍来转义。\n" "例如,以下 CSV 行是有效的,每行将被正确解析为两个字符串:\n" "[codeblock]\n" "Alice,\"Hello, Bob!\"\n" "Bob,Alice! What a surprise!\n" "Alice,\"I thought you'd reply with \"\"Hello, world\"\".\"\n" "[/codeblock]\n" -"请注意第二行如何省略封闭引号,因为它不包含分隔符。然而它 [i]可以[/i] 很好地使" -"用引号,它只是为了演示目的而没有编写。第三行必须使用 [code]\"\"[/code] 来表示" -"每个需要被解释为引号的引号,而不是文本值的结束。" +"请注意第二行如何省略封闭引号,因为它不包含分隔符。然而它[i]可以[/i]很好地使用" +"引号,它只是为了演示目的而没有编写。第三行必须使用 [code]\"\"[/code] 来表示每" +"个需要被解释为引号的引号,而不是文本值的结束。" #: doc/classes/File.xml:120 msgid "Returns the next 64 bits from the file as a floating-point number." -msgstr "将文件的下一个64位字节作为浮点数字返回。" +msgstr "将文件中接下来的 64 位作为浮点数返回。" #: doc/classes/File.xml:126 msgid "" "Returns the last error that happened when trying to perform operations. " "Compare with the [code]ERR_FILE_*[/code] constants from [enum Error]." msgstr "" -"返回试图执行操作时发生的最后一个错误。与[enum Error]中的[code]ERR_FILE_*[/" -"code]常量比较。" +"返回试图执行操作时发生的最后一个错误。请与 [enum Error] 中的 " +"[code]ERR_FILE_*[/code] 常量比较。" #: doc/classes/File.xml:132 msgid "Returns the next 32 bits from the file as a floating-point number." -msgstr "将文件中的下一个32位字节作为浮点数字返回。" +msgstr "将文件中接下来的 32 位作为浮点数返回。" #: doc/classes/File.xml:138 msgid "Returns the size of the file in bytes." -msgstr "返回文件的大小,以字节(bytes)形式。" +msgstr "返回该文件的大小,单位为字节。" #: doc/classes/File.xml:144 msgid "" "Returns the next line of the file as a [String].\n" "Text is interpreted as being UTF-8 encoded." msgstr "" -"返回文件的下一行为一个[String]。\n" -"文本将被转为UTF-8编码。" +"将文件中的下一行作为 [String] 字符串返回。\n" +"将按照 UTF-8 编码解析文本。" #: doc/classes/File.xml:152 msgid "" @@ -28796,8 +28836,8 @@ msgid "" "Returns a [String] saved in Pascal format from the file.\n" "Text is interpreted as being UTF-8 encoded." msgstr "" -"从文件中返回一个以Pascal格式保存的[string]。\n" -"文本将被转为UTF-8编码。" +"返回文件中按照 Pascal 格式保存的 [String] 字符串。\n" +"将按照 UTF-8 编码解析文本。" #: doc/classes/File.xml:172 msgid "Returns the path as a [String] for the current open file." @@ -28813,13 +28853,14 @@ msgstr "返回文件光标的位置。" #: doc/classes/File.xml:190 msgid "Returns the next bits from the file as a floating-point number." -msgstr "将下一个文件中的字节以浮点值形式返回。" +msgstr "将文件中接下来的若干位以浮点数形式返回。" #: doc/classes/File.xml:197 msgid "" "Returns a SHA-256 [String] representing the file at the given path or an " "empty [String] on failure." -msgstr "返回一个给定路径的文件的MD5字符串,如果失败则返回一个空的[String]。" +msgstr "" +"返回一个给定路径的文件的 SHA-256 字符串,如果失败则返回一个空的 [String]。" #: doc/classes/File.xml:204 msgid "" @@ -28829,10 +28870,10 @@ msgid "" "Do not use this option if the serialized object comes from untrusted sources " "to avoid potential security threats such as remote code execution." msgstr "" -"返回文件中的下一个[Variant]值。如果[code]allow_objects[/code]是[code]true[/" -"code],允许对对象进行解码。\n" -"[b]警告:[/b] 反序列化的对象可能包含被执行的代码。如果序列化的对象来自不受信" -"任的来源,请不要使用这个选项,以避免潜在的安全威胁,如远程代码执行。" +"返回文件中的下一个 [Variant] 值。[code]allow_objects[/code] 为 [code]true[/" +"code] 时允许对对象进行解码。\n" +"[b]警告:[/b]反序列化得到的对象可能包含被执行的代码。如果序列化的对象来自不受" +"信任的来源,请不要使用这个选项,以避免潜在的安全威胁,如远程代码执行。" #: doc/classes/File.xml:211 msgid "Returns [code]true[/code] if the file is currently opened." @@ -28912,12 +28953,12 @@ msgid "" " var converted2 = unsigned16_to_signed(read2) # 121\n" "[/codeblock]" msgstr "" -"将一个整数以16位存储在文件中。\n" -"[b]注意:[/b] [code]value[/code]应该位于[code][0, 2^16 - 1][/code]区间内。任" -"何其他的值都会溢出并绕过。\n" -"要存储一个有符号的整数,请使用[method store_64]或者从区间[code][-2^15, 2^15 " -"- 1][/code]中存储一个有符号的整数(即保留一个位作为有符号),在读取时手动计算" -"其符号。比如说\n" +"将一个整数以 16 位形式存储在文件中。\n" +"[b]注意:[/b][code]value[/code] 应该位于 [code][0, 2^16 - 1][/code] 区间内。" +"任何其他的值都会溢出并进行环绕。\n" +"要存储有符号的整数,请使用 [method store_64] 或者从区间 [code][-2^15, 2^15 - " +"1][/code] 中存储一个有符号的整数(即保留一位作为有符号),在读取时手动计算其" +"符号。比如说\n" "[codeblock]\n" "const MAX_15B = 1 << 15\n" "const MAX_16B = 1 << 16\n" @@ -28928,9 +28969,9 @@ msgstr "" "func _ready():\n" " var f = File.new()\n" " f.open(\"user://file.dat\", File.WRITE_READ)\n" -" f.store_16(-42) # This wraps around and stores 65494 (2^16 - 42).\n" -" f.store_16(121) # In bounds, will store 121.\n" -" f.seek(0) # Go back to start to read the stored value.\n" +" f.store_16(-42) # 会进行环绕,保存的是 65494 (2^16 - 42)。\n" +" f.store_16(121) # 在范围内,会保存 121。\n" +" f.seek(0) # 返回开头读取保存的值。\n" " var read1 = f.get_16() # 65494\n" " var read2 = f.get_16() # 121\n" " var converted1 = unsigned16_to_signed(read1) # -42\n" @@ -28945,11 +28986,11 @@ msgid "" "To store a signed integer, use [method store_64], or convert it manually " "(see [method store_16] for an example)." msgstr "" -"将一个整数作为32位存储在文件中。\n" -"[b]注意:[/b] [code]value[/code]应该位于[code][0, 2^32 - 1][/code]区间内。任" -"何其他的值都会溢出并绕过。\n" -"要存储一个有符号的整数,请使用[method store_64],或者手动转换(见[method " -"store_16]的例子)。" +"将一个整数以 32 位形式存储在文件中。\n" +"[b]注意:[/b][code]value[/code] 应该位于 [code][0, 2^32 - 1][/code] 区间内。" +"任何其他的值都会溢出并环绕。\n" +"要存储有符号的整数,请使用 [method store_64],或者手动转换(见 [method " +"store_16] 的例子)。" #: doc/classes/File.xml:306 msgid "" @@ -28957,9 +28998,9 @@ msgid "" "[b]Note:[/b] The [code]value[/code] must lie in the interval [code][-2^63, " "2^63 - 1][/code] (i.e. be a valid [int] value)." msgstr "" -"将一个整数作为64位存储在文件中。\n" -"[b]注意:[/b] [code]value[/code]必须位于[code][-2^63, 2^63 - 1][/code]的区间" -"内(即,是一个有效的[int]值)。" +"将一个整数以 64 位形式存储在文件中。\n" +"[b]注意:[/b][code]value[/code] 必须位于 [code][-2^63, 2^63 - 1][/code] 的区" +"间内(即有效的 [int] 值)。" #: doc/classes/File.xml:314 msgid "" @@ -28969,11 +29010,11 @@ msgid "" "To store a signed integer, use [method store_64], or convert it manually " "(see [method store_16] for an example)." msgstr "" -"将一个整数作为8位存储在文件中。\n" -"[b]注意:[/b] [code]value[/code]应该位于[code][0, 255][/code]的区间内。任何其" -"他的值都会溢出并绕过。\n" -"要存储一个有符号的整数,请使用[method store_64],或者手动转换(见[method " -"store_16]的例子)。" +"将一个整数以 8 位形式存储在文件中。\n" +"[b]注意:[/b][code]value[/code] 应该位于 [code][0, 255][/code] 的区间内。任何" +"其他的值都会溢出并环绕。\n" +"要存储有符号的整数,请使用 [method store_64],或者手动转换(见 [method " +"store_16] 的例子)。" #: doc/classes/File.xml:323 msgid "Stores the given array of bytes in the file." @@ -28987,18 +29028,18 @@ msgid "" "This delimiter must be one-character long.\n" "Text will be encoded as UTF-8." msgstr "" -"将给定的 [PoolStringArray] 作为CSV(逗号分隔值)格式的行存储在文件中。您可以" +"将给定的 [PoolStringArray] 作为 CSV(逗号分隔值)格式的行存储在文件中。您可以" "传递不同的分隔符 [code]delim[/code] 以使用默认 [code]\",\"[/code](逗号)以外" "的其他分隔符。此分隔符的长度必须为一个字符。\n" -"文本将被编码为 UTF-8。" +"将使用 UTF-8 编码文本。" #: doc/classes/File.xml:339 msgid "Stores a floating-point number as 64 bits in the file." -msgstr "以64位长度将一个浮点数存储在文件中。" +msgstr "将一个浮点数以 64 位形式存储在文件中。" #: doc/classes/File.xml:346 msgid "Stores a floating-point number as 32 bits in the file." -msgstr "以32位长度将一个浮点数存储在文件中。" +msgstr "将一个浮点数以 32 位形式存储在文件中。" #: doc/classes/File.xml:353 msgid "" @@ -29024,10 +29065,17 @@ msgstr "将浮点数存储在文件中。" #: doc/classes/File.xml:375 msgid "" "Appends [code]string[/code] to the file without a line return, encoding the " -"text as UTF-8." -msgstr "将 [code]string[/code] 附加到文件而不返回行,将文本编码为 UTF-8。" +"text as UTF-8.\n" +"[b]Note:[/b] This method is intended to be used to write text files. The " +"string is stored as a UTF-8 encoded buffer without string length or " +"terminating zero, which means that it can't be loaded back easily. If you " +"want to store a retrievable string in a binary file, consider using [method " +"store_pascal_string] instead. For retrieving strings from a text file, you " +"can use [code]get_buffer(length).get_string_from_utf8()[/code] (if you know " +"the length) or [method get_as_text]." +msgstr "" -#: doc/classes/File.xml:383 +#: doc/classes/File.xml:384 msgid "" "Stores any Variant value in the file. If [code]full_objects[/code] is " "[code]true[/code], encoding objects is allowed (and can potentially include " @@ -29048,7 +29096,7 @@ msgstr "" "用 [method Object._get_property_list] 来检查属性使用是如何配置的。有关可能的" "使用标志,请参阅 [enum PropertyUsageFlags]。" -#: doc/classes/File.xml:390 +#: doc/classes/File.xml:391 msgid "" "If [code]true[/code], the file is read with big-endian [url=https://en." "wikipedia.org/wiki/Endianness]endianness[/url]. If [code]false[/code], the " @@ -29061,34 +29109,34 @@ msgid "" "the file. Therefore, you must set [member endian_swap] [i]after[/i] opening " "the file, not before." msgstr "" -"如果 [code]true[/code],则使用 big-endian [url=https://en.wikipedia.org/wiki/" -"Endianness]endianness[/url] 读取文件。如果 [code]false[/code],则文件以 " -"little-endian 字节序读取。如果有疑问,请将其保留为 [code]false[/code],因为大" -"多数文件都是以小端字节序编写的。\n" -"[b]注意:[/b] [member endian_swap] 只是文件格式,与CPU类型无关。 CPU 字节序不" -"会影响写入文件的默认字节序。\n" -"[b]注意:[/b]每当您打开文件时,它总是重置为 [code]false[/code]。因此,必须在 " -"[i]打开文件之后[/i] 设置 [member endian_swap],而不是之前。" +"为 [code]true[/code] 时文件以大端[url=https://zh.wikipedia.org/wiki/%E5%AD" +"%97%E8%8A%82%E5%BA%8F]字节序[/url]读取。为 [code]false[/code] 时文件以小端字" +"节序读取。如果不确定,请将其保留为 [code]false[/code],因为大多数文件都是以小" +"端字节序编写的。\n" +"[b]注意:[/b][member endian_swap] 只是文件格式,与 CPU 类型无关。 CPU 字节序" +"不会影响写入文件的默认字节序。\n" +"[b]注意:[/b]每当您打开文件时,它总是重置为 [code]false[/code]。因此,必须在" +"[i]打开文件之后[/i]设置 [member endian_swap],而不是之前。" -#: doc/classes/File.xml:397 +#: doc/classes/File.xml:398 msgid "" "Opens the file for read operations. The cursor is positioned at the " "beginning of the file." msgstr "打开文件进行读取操作。光标位于文件的开头。" -#: doc/classes/File.xml:400 +#: doc/classes/File.xml:401 msgid "" "Opens the file for write operations. The file is created if it does not " "exist, and truncated if it does." msgstr "打开文件进行写操作。如果文件不存在,则创建该文件,如果存在则截断。" -#: doc/classes/File.xml:403 +#: doc/classes/File.xml:404 msgid "" "Opens the file for read and write operations. Does not truncate the file. " "The cursor is positioned at the beginning of the file." msgstr "打开文件用于读写操作。不截断文件。光标位于文件的开头。" -#: doc/classes/File.xml:406 +#: doc/classes/File.xml:407 msgid "" "Opens the file for read and write operations. The file is created if it does " "not exist, and truncated if it does. The cursor is positioned at the " @@ -29097,25 +29145,26 @@ msgstr "" "打开文件进行读写操作。如果文件不存在,则创建该文件,如果存在则截断。光标位于" "文件的开头。" -#: doc/classes/File.xml:409 +#: doc/classes/File.xml:410 msgid "Uses the [url=http://fastlz.org/]FastLZ[/url] compression method." -msgstr "使用[url=http://fastlz.org/]FastLZ[/url]压缩方法。" +msgstr "使用 [url=http://fastlz.org/]FastLZ[/url] 压缩方法。" -#: doc/classes/File.xml:412 +#: doc/classes/File.xml:413 msgid "" "Uses the [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] " "compression method." -msgstr "使用[url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url]压缩方法。" +msgstr "" +"使用 [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] 压缩方法。" -#: doc/classes/File.xml:415 +#: doc/classes/File.xml:416 msgid "" "Uses the [url=https://facebook.github.io/zstd/]Zstandard[/url] compression " "method." -msgstr "使用[url=https://facebook.github.io/zstd/]Zstandard[/url]压缩方法。" +msgstr "使用 [url=https://facebook.github.io/zstd/]Zstandard[/url] 压缩方法。" -#: doc/classes/File.xml:418 +#: doc/classes/File.xml:419 msgid "Uses the [url=https://www.gzip.org/]gzip[/url] compression method." -msgstr "使用[url=https://www.gzip.org/]gzip[/url]的压缩方法。" +msgstr "使用 [url=https://www.gzip.org/]gzip[/url] 压缩方法。" #: doc/classes/FileDialog.xml:4 msgid "Dialog for selecting files or directories in the filesystem." @@ -29131,7 +29180,7 @@ msgid "" msgstr "" "FileDialog 是用于在文件系统中选择文件和目录的预设对话框。它支持过滤器掩码。文" "件对话框会根据 [member mode] 自动设置其窗口标题。如果您要使用自定义标题,请" -"将 [member mode_overrides_title] 设置为 [code] false[/code] 来禁用此标题。" +"将 [member mode_overrides_title] 设置为 [code]false[/code] 来禁用此标题。" #: doc/classes/FileDialog.xml:16 msgid "" @@ -29139,8 +29188,8 @@ msgid "" "of the form [code]\"filename.extension ; Description\"[/code]. For example, " "[code]\"*.png ; PNG Images\"[/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 " +"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:22 @@ -29241,7 +29290,7 @@ msgstr "当用户选择一个目录时触发的。" msgid "" "Emitted when the user selects a file by double-clicking it or pressing the " "[b]OK[/b] button." -msgstr "当用户通过双击文件或按[b]OK[/b]按钮选择一个文件时触发。" +msgstr "当用户通过双击文件或按[b]确定[/b]按钮选择一个文件时触发。" #: doc/classes/FileDialog.xml:97 msgid "Emitted when the user selects multiple files." @@ -29286,26 +29335,26 @@ msgid "The dialog allows accessing files on the whole file system." msgstr "该对话框允许访问文件系统上的文件。" #: doc/classes/FileDialog.xml:129 -msgid "Custom icon for files." -msgstr "文件的自定义图标。" - -#: doc/classes/FileDialog.xml:132 msgid "The color modulation applied to the file icon." msgstr "应用于文件图标的颜色调制。" -#: doc/classes/FileDialog.xml:135 +#: doc/classes/FileDialog.xml:132 msgid "" "The color tint for disabled files (when the [FileDialog] is used in open " "folder mode)." msgstr "禁用文件的色调(当[FileDialog]在打开文件夹模式下使用时)。" +#: doc/classes/FileDialog.xml:135 +msgid "The color modulation applied to the folder icon." +msgstr "应用于文件夹图标的颜色调制。" + #: doc/classes/FileDialog.xml:138 -msgid "Custom icon for folders." -msgstr "文件夹的自定义图标。" +msgid "Custom icon for files." +msgstr "文件的自定义图标。" #: doc/classes/FileDialog.xml:141 -msgid "The color modulation applied to the folder icon." -msgstr "应用于文件夹图标的颜色调制。" +msgid "Custom icon for folders." +msgstr "文件夹的自定义图标。" #: doc/classes/FileDialog.xml:144 msgid "Custom icon for the parent folder arrow." @@ -29340,16 +29389,17 @@ msgid "" "the [method @GDScript.is_equal_approx] and [method @GDScript.is_zero_approx] " "methods instead of [code]==[/code] to compare [float] values for equality." msgstr "" -"[float] 内置类型是一个64位双精度浮点数,相当于C++中的 [code]double[/code]。这" -"个类型有14个可靠的小数位精度。[float] 类型可以存储在[Variant] 中,它是引擎使" -"用的通用类型。[float] 的最大值约为 [code]1.79769e308[/code],最小值约为 " -"[code]-1.79769e308[/code]。\n" -"引擎中的大多数方法和属性都使用32位单精度浮点数来代替,相当于C++中的 " -"[code]float[/code],它有6位可靠的小数位精度。对于 [Vector2] 和 [Vector3] 这样" -"的数据结构,Godot使用32位浮点数。\n" -"使用 [float] 类型所做的数学运算不能保证精确或确定,而且经常会产生小的错误。你" -"通常应该使用 [method @GDScript.is_equal_approx] 和 [method @GDScript." -"is_zero_approx] 方法而不是 [code]==[/code] 来比较[ float] 值是否相等。" +"[float] 内置类型是 64 位双精度浮点数,相当于 C++ 中的 [code]double[/code]。这" +"个类型有 14 个可靠的十进制小数位精度。可以把 [float] 类型存储在引擎所使用的通" +"用类型 [Variant] 中。[float] 的最大值约为 [code]1.79769e308[/code],最小值约" +"为 [code]-1.79769e308[/code]。\n" +"不过引擎中的大多数方法和属性使用的都是 32 位单精度浮点数,相当于 C++ 中的 " +"[code]float[/code],有 6 位可靠的十进制小数位精度。Godot 在 [Vector2] 和 " +"[Vector3] 等数据结构中使用 32 位浮点数。\n" +"使用 [float] 类型进行的数学运算无法保证精确或确定,经常会产生较小的误差。你通" +"常应该使用 [method @GDScript.is_equal_approx] 和 [method @GDScript." +"is_zero_approx] 方法来比较两个 [float] 的值是否相等,不应该用 [code]==[/" +"code]。" #: doc/classes/float.xml:12 msgid "https://en.wikipedia.org/wiki/Double-precision_floating-point_format" @@ -29393,7 +29443,7 @@ msgstr "" #: doc/classes/Font.xml:4 msgid "Internationalized font and text drawing support." -msgstr "支持国际化的字体和文本绘制。" +msgstr "国际化的字体和文本绘制支持。" #: doc/classes/Font.xml:7 msgid "" @@ -29412,17 +29462,16 @@ msgid "" "emoji) are [i]not[/i] supported on Windows. They will display as unknown " "characters instead. This will be resolved in Godot 4.0." msgstr "" -"字体包含一个与 Unicode 兼容的字符集,以及用可变宽度(width)、上升(ascent)、下" -"降(descent) 和 字符间距(kerning)绘制的能力。关于从TTF文件(或其他字体格式)创" -"建字体,请参见编辑器对字体的支持。\n" -"[b]注意:[/b] 如果一个 [DynamicFont] 不包含字符串中使用的字符,如果该字符在 " -"[DynamicFont] 中可用的话,将用代码点 [code]0xfffd[/code] 替换该字符。如果这个" -"替换字符在动态字体中不可用,该字符将被隐藏,而不在字符串中显示任何替换字" -"符。\n" -"[b]注意:[/b]如果 [BitmapFont] 不包含字符串中使用的字符,有关的字符将被隐藏," -"而不在字符串中显示任何替换字符。\n" -"[b]注意:[/b] [code]0xffff[/code] 之后的 Unicode 字符(如大多数表情符号)在" -"Windows上不被 [i]支持[/i]。它们将显示为未知字符。这个问题将在Godot 4.0中解" +"字体包含一个与 Unicode 兼容的字符集,并且提供使用不同宽度(width)、升部" +"(ascent)、降部(descent) 和字偶距(kerning)进行绘制的能力。关于从 TTF 文" +"件(或其他字体格式)创建字体,请参见编辑器对字体的支持。\n" +"[b]注意:[/b]当 [DynamicFont] 中不包含字符串中所使用的某个字符时,将使用码位 " +"[code]0xfffd[/code] 去替换该字符,如果这个替换字符在 DynamicFont 中也不可用," +"该字符将被隐藏,不在字符串中显示任何替换字符。\n" +"[b]注意:[/b]当 [BitmapFont] 中不包含字符串中所使用的某个字符,该字符将被隐" +"藏,不在字符串中显示任何替换字符。\n" +"[b]注意:[/b]Windows 上[i]不支持[/i] [code]0xffff[/code] 之后的 Unicode 字符" +"(如大多数表情符号)。它们将显示为未知字符。这个问题将在 Godot 4.0 中得到解" "决。" #: doc/classes/Font.xml:24 @@ -29433,10 +29482,10 @@ msgid "" "from the top, [i]ascent[/i] must be added to the Y axis.\n" "See also [method CanvasItem.draw_string]." msgstr "" -"在给定位置使用字体将[code]string[/code]绘制到画布项目中,并使用[code] " -"modulate [/code]颜色,并可以选择裁剪宽度。 [code]position[/code]指定基线,而" -"不是顶部。要从顶部绘制,必须在[Y]轴上添加[i] ascent [/i]。\n" -"另请参阅[method CanvasItem.draw_string]。" +"在给定位置使用字体将[code]string[/code]绘制到画布项目中,并使用" +"[code]modulate[/code]颜色,并可以选择裁剪宽度。 [code]position[/code]指定基" +"线,而不是顶部。要从顶部绘制,必须在 Y 轴上添加[i]升部[/i]。\n" +"另请参阅 [method CanvasItem.draw_string]。" #: doc/classes/Font.xml:37 msgid "" @@ -29447,11 +29496,11 @@ msgid "" "must be added to the Y axis. The width used by the character is returned, " "making this function useful for drawing strings character by character." msgstr "" -"使用给定位置的字体将字符[code]char[/code]绘制到画布项目中,使用" -"[code]modulate[/code]颜色,如果通过了[code]next[/code],还可以选择使用" -"kerning,剪切宽度。[code]position[/code]指定的是基线,而不是顶部。要从顶部绘" -"制,必须在Y轴上添加[i]ascent[/i]。字符所使用的宽度被返回,使这个函数在逐个字" -"符绘制字符串时非常有用。" +"使用字体在画布项目的指定位置绘制字符 [code]char[/code],使用的颜色是 " +"[code]modulate[/code],并且会根据宽度做裁剪,如果传入了 [code]next[/code] 还" +"会利用到字偶距。[code]position[/code] 指定的是基线,而不是顶部。要从顶部绘" +"制,必须在 Y 轴上加上[i]字体的升部大小[/i]。该函数返回的是字符所使用的宽度," +"因此用来逐字符绘制字符串非常方便。" #: doc/classes/Font.xml:43 msgid "Returns the font ascent (number of pixels above the baseline)." @@ -29463,8 +29512,8 @@ msgid "" "the next character is provided. Note that the height returned is the font " "height (see [method get_height]) and has no relation to the glyph height." msgstr "" -"返回一个字符的大小,如果提供了下一个字符,可以选择将字距考虑在内。注意,返回" -"的高度是字体高度(见 [method get_height]),与字形高度没有关系。" +"返回指定字符的大小,如果提供了下一个字符,还会将字偶距考虑在内。注意,返回的" +"高度是字体高度(见 [method get_height]),与该字形的高度没有关系。" #: doc/classes/Font.xml:57 msgid "Returns the font descent (number of pixels below the baseline)." @@ -29480,26 +29529,26 @@ msgid "" "that the height returned is the font height (see [method get_height]) and " "has no relation to the string." msgstr "" -"返回一个字符串的大小,并考虑到字符间距和提前量。注意,返回的高度是字体高度" -"(见 [method get_height]),与字符串没有关系。" +"返回指定字符串的大小,并考虑到字偶距和前进量。注意,返回的高度是字体高度(见 " +"[method get_height]),与该字符串没有关系。" #: doc/classes/Font.xml:78 msgid "" "Returns the size that the string would have with word wrapping enabled with " "a fixed [code]width[/code]." -msgstr "返回字符串在启用了固定的[code]宽度width[/code]的字词包装后的大小。" +msgstr "返回字符串在启用固定宽度 [code]width[/code] 的自动换行后的大小。" #: doc/classes/Font.xml:84 msgid "Returns [code]true[/code] if the font has an outline." -msgstr "如果字体有边框,返回[code]true[/code]。" +msgstr "如果字体有轮廓,则返回 [code]true[/code]。" #: doc/classes/Font.xml:95 msgid "" "After editing a font (changing size, ascent, char rects, etc.). Call this " "function to propagate changes to controls that might use it." msgstr "" -"在编辑一个字体后(改变大小、上升、字格char矩形等)。调用这个函数,将变化传播" -"给可能使用它的控件。" +"在编辑一个字体后(改变大小、升部、字框等)。调用这个函数,将变化传播给可能使" +"用它的控件。" #: doc/classes/FuncRef.xml:4 msgid "Reference to a function in an object." @@ -29524,8 +29573,7 @@ msgid "" "Calls the referenced function previously set in [member function] or [method " "@GDScript.funcref]." msgstr "" -"调用以前设置在 [member function] 或 [method @GDScript. funcref] 中的引用函" -"数。" +"调用以前设置在 [member function] 或 [method @GDScript.funcref] 中的引用函数。" #: doc/classes/FuncRef.xml:23 msgid "" @@ -29603,7 +29651,8 @@ msgstr "返回当前平台和架构的动态库文件的路径。" msgid "" "This resource in INI-style [ConfigFile] format, as in [code].gdnlib[/code] " "files." -msgstr "该资源为INI风格的[ConfigFile]格式,如[code].gdnlib[/code]文件中。" +msgstr "" +"该资源为 INI 风格的 [ConfigFile] 格式,如 [code].gdnlib[/code] 文件中。" #: modules/gdnative/doc_classes/GDNativeLibrary.xml:32 msgid "" @@ -29613,9 +29662,10 @@ msgid "" "If [code]false[/code], Godot loads a separate copy of the library into " "memory for each script that references it." msgstr "" -"如果[code]true[/code],Godot只加载一个库的副本,每个引用该库的脚本将共享静态" -"数据,如静态变量或全局变量。\n" -"如果[code]false[/code],Godot为每个引用它的脚本加载一个单独的库副本到内存。" +"为 [code]true[/code] 时 Godot 只加载一个库的副本,每个引用该库的脚本将共享静" +"态数据,如静态变量或全局变量。\n" +"为 [code]false[/code] 时 Godot 会为每个引用它的脚本加载一个单独的库副本到内" +"存。" #: modules/gdnative/doc_classes/GDNativeLibrary.xml:36 msgid "" @@ -29661,7 +29711,7 @@ msgstr "" #: modules/gdscript/doc_classes/GDScript.xml:4 msgid "A script implemented in the GDScript programming language." -msgstr "一个用GDScript编程语言实现的脚本。" +msgstr "一个用 GDScript 编程语言实现的脚本。" #: modules/gdscript/doc_classes/GDScript.xml:7 msgid "" @@ -30252,7 +30302,7 @@ msgid "" "distinguished by calling [method is_polygon_clockwise]." msgstr "" "将[code]polygon_a[/code]与[code]polygon_b[/code]进行对比,并返回一个被剪切的" -"多边形阵列。这在多边形之间执行[constant OPERATION_DIFFERENCE]。如果" +"多边形数组。这在多边形之间执行[constant OPERATION_DIFFERENCE]。如果" "[code]polygon_b[/code]与[code]polygon_a[/code]完全重合,则返回一个空数组。\n" "如果[code]polygon_b[/code]被[code]polygon_a[/code]包围,返回一个外部多边形" "(边界)和内部多边形(孔),可以通过调用[method is_polygon_clockwise]来区分。" @@ -30264,7 +30314,7 @@ msgid "" "between the polyline and the polygon. This operation can be thought of as " "cutting a line with a closed shape." msgstr "" -"将[code]polyline[/code]与[code]polygon[/code]相对应,并返回一个折线阵列。在折" +"将[code]polyline[/code]与[code]polygon[/code]相对应,并返回一个折线数组。在折" "线和多边形之间执行[constant OPERATION_DIFFERENCE]。这个操作可以被认为是用一个" "封闭的形状切割一条线。" @@ -30288,9 +30338,9 @@ msgid "" "is_polygon_clockwise]." msgstr "" "相互排除由 [code]polygon_a[/code] 和 [code]polygon_b[/code](见 [method " -"intersect_polygons])的交叉点定义的公共区域,并返回一个排除的多边形数组。这在" -"多边形之间执行了 [constant OPERATION_XOR]。换句话说,返回多边形之间除公共区域" -"外的所有区域。\n" +"intersect_polygons_2d])的交叉点定义的公共区域,并返回一个排除的多边形数组。" +"这在多边形之间执行了 [constant OPERATION_XOR]。换句话说,返回多边形之间除公共" +"区域外的所有区域。\n" "该操作可能会产生一个外部多边形(边界)和内部多边形(孔),可以通过调用 " "[method is_polygon_clockwise] 来区分。" @@ -30319,9 +30369,9 @@ msgid "" "inside the segment ([code]s1[/code], [code]s2[/code]) or outside of it, i.e. " "somewhere on the line extending from the segment." msgstr "" -"返回由([code]s1[/code], [code]s2[/code])定义的三维直线上最接近[code]point[/" -"code]的三维点。返回的点可以在线段内([code]s1[/code], [code]s2[/code]),也可" -"以在线段外,即在线段延伸的某处。" +"返回由([code]s1[/code], [code]s2[/code])定义的三维直线上最接近 " +"[code]point[/code]的三维点。返回的点可以在线段内([code]s1[/code], [code]s2[/" +"code]),也可以在线段外,即在线段延伸的某处。" #: doc/classes/Geometry.xml:114 msgid "" @@ -30387,7 +30437,7 @@ msgid "" "OPERATION_INTERSECTION] between the polyline and the polygon. This operation " "can be thought of as chopping a line with a closed shape." msgstr "" -"将[code]polyline[/code]与[code]polygon[/code]相交,并返回相交的折线阵列。这在" +"将[code]polyline[/code]与[code]polygon[/code]相交,并返回相交的折线数组。这在" "折线和多边形之间执行了[constant OPERATION_INTERSECTION]。这个操作可以被认为是" "用一个封闭的形状砍断一条线。" @@ -30414,8 +30464,8 @@ msgid "" "Returns [code]true[/code] if [code]polygon[/code]'s vertices are ordered in " "clockwise order, otherwise returns [code]false[/code]." msgstr "" -"如果[code]多边形polygon[/code]的顶点按顺时针顺序排序,则返回[code] true [/" -"code],否则返回[code] false [/code]。" +"如果多边形 [code]polygon[/code] 的顶点按顺时针顺序排序,则返回 [code]true[/" +"code],否则返回 [code]false[/code]。" #: doc/classes/Geometry.xml:192 msgid "" @@ -30425,9 +30475,9 @@ msgid "" "an empty [Variant].\n" "[b]Note:[/b] The lines are specified using direction vectors, not end points." msgstr "" -"检查两行([code] from_a [/code],[code] dir_a [/code])和([code] from_b [/" -"code],[code] dir_b [/code])是否相交。如果是,则将相交点返回为[Vector2]。如" -"果没有交叉,则返回一个空的[Variant]。\n" +"检查两行([code]from_a[/code],[code]dir_a[/code])和([code]from_b[/code]," +"[code]dir_b[/code])是否相交。如果是,则将相交点返回为[Vector2]。如果没有交" +"叉,则返回一个空的[Variant]。\n" "[b]注意:[/b]线是使用方向向量而不是终点指定的。" #: doc/classes/Geometry.xml:200 @@ -30437,9 +30487,9 @@ msgid "" "[Vector2] that specifies the positions of each tile, [code]size[/code] " "contains the overall size of the whole atlas as [Vector2]." msgstr "" -"给定表示图块的[Vector2]数组,构建一个地图集。返回的字典有两个键:[code] " -"points [/code]是[Vector2]的向量,用于指定每个图块的位置,[code] size [/code]" -"包含整个图集的整体大小,作为[Vector2]。" +"给定表示图块的[Vector2]数组,构建一个地图集。返回的字典有两个键:" +"[code]points[/code]是[Vector2]的向量,用于指定每个图块的位置,[code]size[/" +"code]包含整个图集的整体大小,作为[Vector2]。" #: doc/classes/Geometry.xml:208 msgid "" @@ -30480,11 +30530,11 @@ msgid "" "150), Vector2(50, 150)]\n" "[/codeblock]" msgstr "" -"通过 [code]delta[/code] 单位(像素)膨胀或缩小多边形 [code]polygon [/code]。" -"如果 [code]delta[/code] 是正数,使多边形向外增长。如果 [code]delta[/code] 是" -"负数,则使多边形向内收缩。返回一个多边形数组,因为膨胀或缩小可能导致多个离散" -"的多边形。如果 [code]delta[/code] 为负数,并且其绝对值大约超过了多边形的最小" -"边界矩形尺寸,则返回一个空数组。\n" +"通过 [code]delta[/code] 单位(像素)膨胀或缩小多边形 [code]polygon[/code]。如" +"果 [code]delta[/code] 是正数,使多边形向外增长。如果 [code]delta[/code] 是负" +"数,则使多边形向内收缩。返回一个多边形数组,因为膨胀或缩小可能导致多个离散的" +"多边形。如果 [code]delta[/code] 为负数,并且其绝对值大约超过了多边形的最小边" +"界矩形尺寸,则返回一个空数组。\n" "每个多边形的顶点将按照 [code]join_type[/code] 确定的方式进行圆角处理,见 " "[enum PolyJoinType]。\n" "该操作可能会产生一个外部多边形(边界)和内部多边形(孔),可以通过调用 " @@ -30581,8 +30631,8 @@ msgid "" msgstr "" "检查线段([code]from[/code],[code]to[/code])是否与高度 [code]height[/code] " "的圆柱体相交,圆柱体以原点为中心,半径为 [code]radius[/code]。如果没有,返回" -"一个空的 [PackedVector3Array]。如果发生了相交,返回的数组包含相交点和圆柱体在" -"相交点的法线。" +"一个空的 [PoolVector3Array]。如果发生了相交,返回的数组包含相交点和圆柱体在相" +"交点的法线。" #: doc/classes/Geometry.xml:300 msgid "" @@ -30605,8 +30655,8 @@ msgid "" msgstr "" "检查线段([code]from[/code],[code]to[/code])是否与球心为 " "[code]sphere_position[/code]、半径为 [code]sphere_radius[/code] 的球体相交。" -"如果没有,返回一个空的 [PackedVector3Array]。如果相交,返回一个包含交点和交点" -"处球体法线的 [PackedVector3Array]。" +"如果没有,返回一个空的 [PoolVector3Array]。如果相交,返回一个包含交点和交点处" +"球体法线的 [PoolVector3Array]。" #: doc/classes/Geometry.xml:321 msgid "" @@ -30761,7 +30811,7 @@ msgstr "" msgid "" "The extra distance added to the GeometryInstance's bounding box ([AABB]) to " "increase its cull box." -msgstr "添加到GeometryInstance的包围盒([AABB])的额外距离,以增加其剔除盒。" +msgstr "添加到 GeometryInstance 的包围盒([AABB])的额外距离,以增加其剔除盒。" #: doc/classes/GeometryInstance.xml:43 msgid "" @@ -30894,7 +30944,6 @@ msgid "Real-time global illumination (GI) probe." msgstr "实时全局光照(GI)探测。" #: doc/classes/GIProbe.xml:7 -#, fuzzy msgid "" "[GIProbe]s are used to provide high-quality real-time indirect light to " "scenes. They precompute the effect of objects that emit light and the effect " @@ -30925,13 +30974,18 @@ msgid "" "emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can " "emit light in a [GIProbe]." msgstr "" -"[GIProbe]是用来为场景提供高质量的实时间接光照。它们预先计算发光物体的效果和静" -"态几何体的效果,以实时模拟复杂光线的行为。[GIProbe]在使用前需要进行烘焙,而" -"后,一旦烘焙,动态物体就会从它们那里接收光线。此外,灯光可以是完全动态的,也" -"可以是烘焙的。\n" -"在场景中使用[GIProbe]会很消耗资源,可以在[ProjectSettings]中使用[member " -"ProjectSettings.rendering/quality/voxel_cone_tracing/high_quality]来调低探头" -"的质量,以获得更好的性能。\n" +"[GIProbe] 可以为场景提供高质量的实时间接光照。它们预先计算发光物体和静态几何" +"体的效果,以实时模拟复杂光线的行为。[GIProbe] 在使用前需要进行烘焙,而后,一" +"旦烘焙,动态物体就会从它们那里接收光线。此外,灯光可以是完全动态的,也可以是" +"烘焙的。\n" +"在场景中使用 [GIProbe] 会很消耗资源,可以在 [ProjectSettings] 中使用 [member " +"ProjectSettings.rendering/quality/voxel_cone_tracing/high_quality] 来降低探针" +"的质量,换取更好的性能。\n" +"[b]程序式生成:[/b][GIProbe] 在导出后的项目中也可以进行烘焙,因此它适合程序式" +"生成或者用户构建的关卡,只需保证所有几何体都是预先生成的即可。\n" +"[b]性能:[/b][GIProbe] 相对更耗 GPU,不适合在集成显卡等低端硬件上使用,可考虑" +"换用 [BakedLightmap]。要为低端硬件提供备选方案,可考虑在你项目的选项菜单中添" +"加禁用 [GIProbe] 的选项。隐藏 [GIProbe] 节点即可将其禁用。\n" "[b]注意:[/b]网格应该有足够厚的墙以避免漏光,注,避免单面墙。对于内部关卡,将" "你的关卡几何体包围在一个足够大的盒子里,并将环路联接起来以关闭网格。\n" "[b]注意:[/b]由于渲染器的限制,在[GIProbe]中使用发光的[ShaderMaterial]时不能" @@ -30942,7 +30996,6 @@ msgid "https://docs.godotengine.org/en/3.4/tutorials/3d/gi_probes.html" msgstr "https://docs.godotengine.org/zh_CN/stable/tutorials/3d/gi_probes.html" #: doc/classes/GIProbe.xml:24 -#, fuzzy msgid "" "Bakes the effect from all [GeometryInstance]s marked with [member " "GeometryInstance.use_in_baked_light] and [Light]s marked with either " @@ -30961,8 +31014,11 @@ msgstr "" "[GeometryInstance] 和标有 [constant Light.BAKE_INDIRECT] 或 [constant Light." "BAKE_ALL] 的 [Light] 的效果。如果[code]create_visual_debug[/code]是" "[code]true[/code],在烘焙光线后,这将生成一个[MultiMesh],其中有一个立方体代" -"表每个实体单元,每个立方体的颜色与该单元的反射颜色一致。这可以用来可视化" -"[GIProbe]的数据,以调试任何可能发生的问题。" +"表每个实体单元,每个立方体的颜色与该单元的反照率颜色一致。这可以用来可视化 " +"[GIProbe] 的数据,以调试任何可能发生的问题。\n" +"[b]注意:[/b] [method bake] 在编辑器和导出后的项目中都是有效的。因此适用于程" +"序化生成或者用户构建的关卡。在多数场景中,烘焙 [GIProbe] 通常需要花费 5 到 " +"20 秒。减少 [member subdiv] 可以加速烘焙。" #: doc/classes/GIProbe.xml:31 msgid "Calls [method bake] with [code]create_visual_debug[/code] enabled." @@ -30989,7 +31045,7 @@ msgstr "[i]已废弃[/i]由于已知的错误,这个属性已被废弃,启 #: doc/classes/GIProbe.xml:44 msgid "The [GIProbeData] resource that holds the data for this [GIProbe]." -msgstr "持有此[GIProbe]的数据的[GIProbeData]资源。" +msgstr "持有此 [GIProbe] 的数据的 [GIProbeData] 资源。" #: doc/classes/GIProbe.xml:47 msgid "" @@ -31001,7 +31057,7 @@ msgstr "[GIProbe] 能识别的最大亮度。亮度将在此范围内缩放。" msgid "" "Energy multiplier. Makes the lighting contribution from the [GIProbe] " "brighter." -msgstr "能量倍增器。使 [GIProbe] 的照明贡献更亮。" +msgstr "能量倍数。使 [GIProbe] 的照明贡献更亮。" #: doc/classes/GIProbe.xml:53 msgid "" @@ -31009,7 +31065,7 @@ msgid "" "larger without increasing the subdivisions with [member subdiv], the size of " "each cell will increase and result in lower detailed lighting." msgstr "" -"[GIProbe]所覆盖区域的大小。如果你让外延变大,而没有用[member subdiv]增加细" +"[GIProbe] 所覆盖区域的大小。如果你让外延变大,而没有用 [member subdiv] 增加细" "分,每个单元的大小将增加,并导致低细节照明。" #: doc/classes/GIProbe.xml:56 @@ -31022,7 +31078,8 @@ msgid "" "Offsets the lookup into the [GIProbe] based on the object's normal " "direction. Can be used to reduce some self-shadowing artifacts." msgstr "" -"根据物体的法线方向,对[GIProbe]的查找进行偏移。可以用来减少一些自阴影的假象。" +"根据物体的法线方向,对 [GIProbe] 的查找进行偏移。可以用来减少一些自阴影的假" +"象。" #: doc/classes/GIProbe.xml:62 msgid "" @@ -31056,13 +31113,12 @@ msgid "Use 256 subdivisions." msgstr "使用256个分区。" #: doc/classes/GIProbe.xml:79 -#, fuzzy msgid "" "Use 512 subdivisions. This is the highest quality setting, but the slowest. " "On lower-end hardware, this could cause the GPU to stall." msgstr "" -"使用512个分区。这是最高的质量设置,但也是最慢的。在低端硬件上,这可能会导致" -"GPU停顿。" +"使用 512 个分区。这是最高的质量设置,但也是最慢的。在低端硬件上,这可能会导" +"致 GPU 停顿。" #: doc/classes/GIProbe.xml:82 msgid "Represents the size of the [enum Subdiv] enum." @@ -31357,9 +31413,9 @@ 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] 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。" #: doc/classes/GraphEdit.xml:64 msgid "" @@ -31509,9 +31565,9 @@ msgid "" "code] slot of the [code]from[/code] GraphNode and the [code]to_slot[/code] " "slot of the [code]to[/code] GraphNode is attempted to be created." msgstr "" -"当试图创建[code]来自from [/code]图形节点GraphNode1的[code]from_slot[/code]槽" -"和[code] to [/code]图形节点GraphNode2的[code]to_slot[/code]槽之间的连接时,会" -"向图形编辑GraphEdit发出。" +"当试图创建[code]来自from[/code]图形节点GraphNode1的[code]from_slot[/code]槽和" +"[code]to[/code]图形节点GraphNode2的[code]to_slot[/code]槽之间的连接时,会向图" +"形编辑GraphEdit发出。" #: doc/classes/GraphEdit.xml:206 msgid "" @@ -31565,51 +31621,51 @@ msgid "" "emitted when changed in code." msgstr "当用户改变滚动偏移量时发出。在代码中改变滚动偏移量时,它不会被触发。" -#: doc/classes/GraphEdit.xml:272 -msgid "The background drawn under the grid." -msgstr "绘制在网格下方的背景。" - -#: doc/classes/GraphEdit.xml:275 +#: doc/classes/GraphEdit.xml:268 msgid "Color of major grid lines." msgstr "主网格线条颜色。" -#: doc/classes/GraphEdit.xml:278 +#: doc/classes/GraphEdit.xml:271 msgid "Color of minor grid lines." msgstr "次要网格线的颜色。" -#: doc/classes/GraphEdit.xml:283 -msgid "The icon for the zoom out button." -msgstr "缩小按钮的图标。" +#: doc/classes/GraphEdit.xml:274 +msgid "The fill color of the selection rectangle." +msgstr "选定的矩形的填充颜色。" -#: doc/classes/GraphEdit.xml:286 -msgid "The icon for the zoom in button." -msgstr "放大按钮的图标。" +#: doc/classes/GraphEdit.xml:277 +msgid "The outline color of the selection rectangle." +msgstr "选择的矩形的轮廓颜色。" -#: doc/classes/GraphEdit.xml:289 +#: doc/classes/GraphEdit.xml:284 msgid "" "The horizontal range within which a port can be grabbed (on both sides)." msgstr "一个端口可以被抓取的水平范围(两侧)。" -#: doc/classes/GraphEdit.xml:292 +#: doc/classes/GraphEdit.xml:287 msgid "The vertical range within which a port can be grabbed (on both sides)." msgstr "一个端口可以被抓取的垂直范围(两侧)。" +#: doc/classes/GraphEdit.xml:292 +msgid "The icon for the zoom out button." +msgstr "缩小按钮的图标。" + #: doc/classes/GraphEdit.xml:295 -msgid "The icon for the zoom reset button." -msgstr "缩放重置按钮的图标。" +msgid "The icon for the zoom in button." +msgstr "放大按钮的图标。" #: doc/classes/GraphEdit.xml:298 -msgid "The fill color of the selection rectangle." -msgstr "选定的矩形的填充颜色。" +msgid "The icon for the zoom reset button." +msgstr "缩放重置按钮的图标。" #: doc/classes/GraphEdit.xml:301 -msgid "The outline color of the selection rectangle." -msgstr "选择的矩形的轮廓颜色。" - -#: doc/classes/GraphEdit.xml:304 msgid "The icon for the snap toggle button." msgstr "吸附动按钮的图标。" +#: doc/classes/GraphEdit.xml:304 +msgid "The background drawn under the grid." +msgstr "绘制在网格下方的背景。" + #: doc/classes/GraphNode.xml:4 msgid "" "A GraphNode is a container with potentially several input and output slots " @@ -31805,8 +31861,8 @@ msgid "" "[b]Note:[/b] You cannot use position directly, as [GraphEdit] is a " "[Container]." msgstr "" -"图形节点GraphNode的偏移量,与[GraphEdit]的滚动偏移量相关。\n" -"[b]注意:[/b]由于[GraphEdit]是[Container容器],因此不能直接使用位置。" +"图形节点 GraphNode 的偏移量,与 [GraphEdit] 的滚动偏移量相关。\n" +"[b]注意:[/b]由于 [GraphEdit] 是 [Container],因此不能直接使用位置。" #: doc/classes/GraphNode.xml:202 msgid "Sets the overlay shown above the GraphNode. See [enum Overlay]." @@ -31819,8 +31875,8 @@ msgid "" "signal, the GraphNode needs to be resized manually." msgstr "" "如果[code]true[/code],用户可以调整图形节点GraphNode的大小。\n" -"[b]注意:[/b]拖动手柄只会发出[resize_request]信号,图形节点GraphNode需要手动" -"调整大小。" +"[b]注意:[/b]拖动手柄只会发出 [signal resize_request] 信号,图形节点GraphNode" +"需要手动调整大小。" #: doc/classes/GraphNode.xml:209 msgid "If [code]true[/code], the GraphNode is selected." @@ -31886,82 +31942,82 @@ msgstr "显示在[code]breakpoint[/code]主题属性中设置的覆盖层。" #: doc/classes/GraphNode.xml:263 msgid "Show overlay set in the [code]position[/code] theme property." -msgstr "显示在主题坐标[code] position [/code]属性中设置的叠加层。" +msgstr "显示在主题坐标[code]position[/code]属性中设置的叠加层。" #: doc/classes/GraphNode.xml:268 -msgid "" -"The background used when [member overlay] is set to [constant " -"OVERLAY_BREAKPOINT]." -msgstr "当[member overlay]被设置为[constant OVERLAY_BREAKPOINT]时使用的背景。" +msgid "The color modulation applied to the close button icon." +msgstr "应用于关闭按钮图标的颜色调制(modulation)。" #: doc/classes/GraphNode.xml:271 -msgid "" -"The icon for the close button, visible when [member show_close] is enabled." -msgstr "关闭按钮的图标会在启用[member show_close]时可见。" +msgid "The color modulation applied to the resizer icon." +msgstr "应用于调整尺寸大小图标的颜色调制。" #: doc/classes/GraphNode.xml:274 -msgid "The color modulation applied to the close button icon." -msgstr "应用于关闭按钮图标的颜色调制(modulation)。" +msgid "Color of the title text." +msgstr "标题文字的颜色。" -#: doc/classes/GraphNode.xml:277 doc/classes/WindowDialog.xml:41 +#: doc/classes/GraphNode.xml:277 doc/classes/WindowDialog.xml:38 msgid "The vertical offset of the close button." msgstr "关闭按钮的垂直偏移量。" #: doc/classes/GraphNode.xml:280 -msgid "The [StyleBox] used when [member comment] is enabled." -msgstr "当启用[member comment]时使用的[StyleBox]。" +msgid "Horizontal offset for the ports." +msgstr "端口的水平偏移量。" #: doc/classes/GraphNode.xml:283 -msgid "" -"The [StyleBox] used when [member comment] is enabled and the [GraphNode] is " -"focused." -msgstr "当[member comment]被启用,且[GraphNode]获得焦点时使用的[StyleBox]。" - -#: doc/classes/GraphNode.xml:290 -msgid "The default background for [GraphNode]." -msgstr "[GraphNode]的默认背景。" +msgid "The vertical distance between ports." +msgstr "端口之间的垂直距离。" -#: doc/classes/GraphNode.xml:293 -msgid "The icon used for representing ports." -msgstr "该图标用于表示端口。" +#: doc/classes/GraphNode.xml:286 +msgid "Vertical offset of the title text." +msgstr "标题文本的垂直偏移量。" -#: doc/classes/GraphNode.xml:296 -msgid "Horizontal offset for the ports." -msgstr "端口的水平偏移量。" +#: doc/classes/GraphNode.xml:289 +msgid "Font used for the title text." +msgstr "对标题文本应用的字体。" -#: doc/classes/GraphNode.xml:299 +#: doc/classes/GraphNode.xml:292 msgid "" -"The background used when [member overlay] is set to [constant " -"OVERLAY_POSITION]." -msgstr "当[member overlay]设置为[constant OVERLAY_POSITION]时使用的背景。" +"The icon for the close button, visible when [member show_close] is enabled." +msgstr "关闭按钮的图标会在启用[member show_close]时可见。" -#: doc/classes/GraphNode.xml:302 +#: doc/classes/GraphNode.xml:295 +msgid "The icon used for representing ports." +msgstr "该图标用于表示端口。" + +#: doc/classes/GraphNode.xml:298 msgid "The icon used for resizer, visible when [member resizable] is enabled." msgstr "用于调整大小的图标,在 [member resizable]被启用时可见。" -#: doc/classes/GraphNode.xml:305 -msgid "The color modulation applied to the resizer icon." -msgstr "应用于调整尺寸大小图标的颜色调制。" +#: doc/classes/GraphNode.xml:301 +msgid "" +"The background used when [member overlay] is set to [constant " +"OVERLAY_BREAKPOINT]." +msgstr "当[member overlay]被设置为[constant OVERLAY_BREAKPOINT]时使用的背景。" -#: doc/classes/GraphNode.xml:308 -msgid "The background used when the [GraphNode] is selected." -msgstr "[GraphNode]被选中时使用的背景。" +#: doc/classes/GraphNode.xml:304 +msgid "The [StyleBox] used when [member comment] is enabled." +msgstr "当启用[member comment]时使用的[StyleBox]。" -#: doc/classes/GraphNode.xml:311 -msgid "The vertical distance between ports." -msgstr "端口之间的垂直距离。" +#: doc/classes/GraphNode.xml:307 +msgid "" +"The [StyleBox] used when [member comment] is enabled and the [GraphNode] is " +"focused." +msgstr "当[member comment]被启用,且[GraphNode]获得焦点时使用的[StyleBox]。" #: doc/classes/GraphNode.xml:314 -msgid "Color of the title text." -msgstr "标题文字的颜色。" +msgid "The default background for [GraphNode]." +msgstr "[GraphNode]的默认背景。" #: doc/classes/GraphNode.xml:317 -msgid "Font used for the title text." -msgstr "对标题文本应用的字体。" +msgid "" +"The background used when [member overlay] is set to [constant " +"OVERLAY_POSITION]." +msgstr "当[member overlay]设置为[constant OVERLAY_POSITION]时使用的背景。" #: doc/classes/GraphNode.xml:320 -msgid "Vertical offset of the title text." -msgstr "标题文本的垂直偏移量。" +msgid "The background used when the [GraphNode] is selected." +msgstr "[GraphNode]被选中时使用的背景。" #: doc/classes/GridContainer.xml:4 msgid "" @@ -32034,9 +32090,9 @@ msgstr "" "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],因此不能基于[member " -"VisualInstance.layer]进行隐藏或剔除遮挡。如果你让灯光不影响第一层,整个" -"GridMap就不会被相关的灯光照亮。" +"[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:14 msgid "https://docs.godotengine.org/en/3.4/tutorials/3d/using_gridmaps.html" @@ -32181,7 +32237,7 @@ msgid "" 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。" +"masks]碰撞层和掩码[/url] 文档,从中获取更多信息。" #: modules/gridmap/doc_classes/GridMap.xml:184 msgid "The assigned [MeshLibrary]." @@ -32300,7 +32356,7 @@ msgid "" "Starts a new hash computation of the given [code]type[/code] (e.g. [constant " "HASH_SHA256] to start computation of a SHA-256)." msgstr "" -"开始对给定的 [code] type[/code] (例如 [constant HASH_SHA256] 进行新的哈希计" +"开始对给定的 [code]type[/code] (例如 [constant HASH_SHA256] 进行新的哈希计" "算, 以开始计算 SHA-256) 。" #: doc/classes/HashingContext.xml:52 @@ -32361,7 +32417,7 @@ msgstr "高度图数据的宽度。更改此设置将调整 [member map_data] #: doc/classes/HingeJoint.xml:4 msgid "A hinge between two 3D PhysicsBodies." -msgstr "两个 3D 物理体之间的铰链。" +msgstr "两个 3D PhysicsBody 之间的铰链。" #: doc/classes/HingeJoint.xml:7 msgid "" @@ -32369,8 +32425,8 @@ msgid "" "axis can be specified when adding it manually though. See also " "[Generic6DOFJoint]." msgstr "" -"铰链关节通常使用物体 A 的 Z 轴作为铰链轴,但手动添加时可以指定另一个轴。参阅 " -"[Generic6DOFJoint]。" +"HingeJoint(铰链关节)通常使用物体 A 的 Z 轴作为铰链轴,但手动添加时可以指定" +"另一个轴。请参阅 [Generic6DOFJoint]。" #: doc/classes/HingeJoint.xml:16 doc/classes/SpriteBase3D.xml:21 msgid "Returns the value of the specified flag." @@ -32593,21 +32649,7 @@ msgstr "当鼠标指针悬停在递减按钮上时显示。" msgid "Displayed when the decrement button is being pressed." msgstr "在按下递减按钮时显示。" -#: doc/classes/HScrollBar.xml:26 doc/classes/VScrollBar.xml:30 -msgid "" -"Used as texture for the grabber, the draggable element representing current " -"scroll." -msgstr "用作拖动条的纹理,表示当前的可拖动元素。" - -#: doc/classes/HScrollBar.xml:29 doc/classes/VScrollBar.xml:33 -msgid "Used when the mouse hovers over the grabber." -msgstr "当鼠标悬停在拖动条上时使用。" - -#: doc/classes/HScrollBar.xml:32 doc/classes/VScrollBar.xml:36 -msgid "Used when the grabber is being dragged." -msgstr "在拖动条被拖动时使用。" - -#: doc/classes/HScrollBar.xml:35 +#: doc/classes/HScrollBar.xml:26 msgid "" "Icon used as a button to scroll the [ScrollBar] right. Supports custom step " "using the [member ScrollBar.custom_step] property." @@ -32615,14 +32657,28 @@ msgstr "" "作为按钮使用的图标,它用于使[ScrollBar]向右滚动。滚动步长由[member ScrollBar." "custom_step] 属性值自定义。" -#: doc/classes/HScrollBar.xml:38 doc/classes/VScrollBar.xml:42 +#: doc/classes/HScrollBar.xml:29 doc/classes/VScrollBar.xml:33 msgid "Displayed when the mouse cursor hovers over the increment button." msgstr "当鼠标指针悬停在增量按钮上时显示。" -#: doc/classes/HScrollBar.xml:41 doc/classes/VScrollBar.xml:45 +#: doc/classes/HScrollBar.xml:32 doc/classes/VScrollBar.xml:36 msgid "Displayed when the increment button is being pressed." msgstr "在按下增量按钮时显示。" +#: doc/classes/HScrollBar.xml:35 doc/classes/VScrollBar.xml:39 +msgid "" +"Used as texture for the grabber, the draggable element representing current " +"scroll." +msgstr "用作拖动条的纹理,表示当前的可拖动元素。" + +#: doc/classes/HScrollBar.xml:38 doc/classes/VScrollBar.xml:42 +msgid "Used when the mouse hovers over the grabber." +msgstr "当鼠标悬停在拖动条上时使用。" + +#: doc/classes/HScrollBar.xml:41 doc/classes/VScrollBar.xml:45 +msgid "Used when the grabber is being dragged." +msgstr "在拖动条被拖动时使用。" + #: doc/classes/HScrollBar.xml:44 doc/classes/VScrollBar.xml:48 msgid "Used as background of this [ScrollBar]." msgstr "用作此[ScrollBar]的背景。" @@ -32671,30 +32727,30 @@ msgstr "" msgid "The texture for the grabber (the draggable element)." msgstr "用作拖动条的纹理(可拖动的元素)。" -#: doc/classes/HSlider.xml:21 -msgid "The background of the area to the left of the grabber." -msgstr "抓取器左侧区域的背景。" - -#: doc/classes/HSlider.xml:26 doc/classes/VSlider.xml:30 +#: doc/classes/HSlider.xml:21 doc/classes/VSlider.xml:25 msgid "The texture for the grabber when it's disabled." msgstr "抓取器禁用时的材质。" -#: doc/classes/HSlider.xml:29 doc/classes/VSlider.xml:33 +#: doc/classes/HSlider.xml:24 doc/classes/VSlider.xml:28 msgid "The texture for the grabber when it's focused." msgstr "抓取器获得焦点时的材质。" -#: doc/classes/HSlider.xml:32 -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。" - -#: doc/classes/HSlider.xml:35 doc/classes/VSlider.xml:39 +#: doc/classes/HSlider.xml:27 doc/classes/VSlider.xml:31 msgid "" "The texture for the ticks, visible when [member Slider.tick_count] is " "greater than 0." msgstr "刻度的纹理。当[member Slider.tick_count]大于0时可见。" +#: doc/classes/HSlider.xml:30 +msgid "The background of the area to the left of the grabber." +msgstr "抓取器左侧区域的背景。" + +#: doc/classes/HSlider.xml:35 +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。" + #: doc/classes/HSplitContainer.xml:4 msgid "Horizontal split container." msgstr "水平拆分容器。" @@ -32714,14 +32770,14 @@ msgstr "" "布尔值。如果1 ([code]true[/code]),抓取器将在不在光标下时自动隐藏。如果0 " "([code]false[/code]),抓取器总是可见。" -#: doc/classes/HSplitContainer.xml:22 doc/classes/VSplitContainer.xml:22 -msgid "The icon used for the grabber drawn in the middle area." -msgstr "在中间区域绘制的抓取图标。" - -#: doc/classes/HSplitContainer.xml:25 doc/classes/VSplitContainer.xml:25 +#: doc/classes/HSplitContainer.xml:20 doc/classes/VSplitContainer.xml:20 msgid "The space between sides of the container." msgstr "容器两侧之间的空间。" +#: doc/classes/HSplitContainer.xml:23 doc/classes/VSplitContainer.xml:23 +msgid "The icon used for the grabber drawn in the middle area." +msgstr "在中间区域绘制的抓取图标。" + #: doc/classes/HTTPClient.xml:4 msgid "Low-level hyper-text transfer protocol client." msgstr "低级别的超文本传输协议客户端。" @@ -32760,27 +32816,28 @@ msgid "" "are otherwise valid. If this is a concern, you may want to use automatically " "managed certificates with a short validity period." msgstr "" -"超文本传输协议客户端,有时称为 \"用户代理\"。用于发出HTTP请求,以下载网络内" -"容、上传文件和其他数据,或与各种服务进行通信,以及其他情况。[b]参阅" -"[HTTPRequest]节点,以获得更高一级的替代方案[/b] 。\n" -"[b]注意:[/b]这个客户端只需要连接主机一次就可以发送多个请求,参阅[method " -"connect_to_host]。因此,获取URL的方法通常只获取主机后面的部分,而不是完整的" -"URL,因为客户端已经连接到了一个主机。参阅method request]以获得完整的例子,并" -"开始使用。\n" -"[HTTPClient]应该在多个请求中重复使用,或者连接到不同的主机,而不是每个请求创" -"建一个客户端。它支持SSL和SSL服务器证书验证。HTTP状态代码在2xx范围内表示成功," -"3xx表示重定向,即 \"重试,但在这里\",4xx表示请求出了问题,5xx表示服务器端出" -"了问题。\n" -"关于HTTP的更多信息,参阅https://developer.mozilla.org/en-US/docs/Web/HTTP,或" -"者阅读RFC 2616,直接从源头上了解:https://tools.ietf.org/html/rfc2616。\n" -"[b]注意:[/b] 当从导出到HTML5的项目中执行HTTP请求时,请记住远程服务器可能由于" -"[url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/url]而不允" -"许来自国外的请求。如果是你托管的服务器,应该修改其后台,为其添加 " -"[code]Access-Control-Allow-Origin:*[/code] HTTP头。\n" -"[b]注意:[/b] SSL/TLS支持目前仅限于TLS 1.0、TLS 1.1和TLS 1.2。试图连接到一个" -"只有TLS 1.3的服务器将返回一个错误。\n" -"[b]警告:[/b] 目前不支持SSL/TLS证书撤销和证书绑定。撤销的证书只要在其他方面是" -"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。" +"超文本传输协议客户端,有时称为“用户代理”。用于发出 HTTP 请求,以下载网络内" +"容、上传文件和其他数据,或与各种服务进行通信,以及其他情况。[b]更高级的替代方" +"案请参阅 [HTTPRequest] 节点[/b] 。\n" +"[b]注意:[/b]这个客户端只需要连接主机一次就可以发送多个请求,参阅 [method " +"connect_to_host]。因此,获取 URL 的方法通常只获取主机后面的部分,而不是完整" +"的 URL,因为客户端已经连接到了一个主机。参阅 [method request]以获得完整的例" +"子,并开始使用。\n" +"[HTTPClient] 应该在多个请求中重复使用,或者连接到不同的主机,而不是每个请求创" +"建一个客户端。它支持 SSL 和 SSL 服务器证书验证。HTTP 状态代码在 2xx 范围内表" +"示成功,3xx 表示重定向,即“请在这里重试”,4xx 表示请求出了问题,5xx 表示服务" +"器端出了问题。\n" +"关于 HTTP 的更多信息,请参阅 https://developer.mozilla.org/en-US/docs/Web/" +"HTTP,或者阅读 RFC 2616,直接从源头上了解:https://tools.ietf.org/html/" +"rfc2616。\n" +"[b]注意:[/b]当从导出到 HTML5 的项目中执行 HTTP 请求时,请记住远程服务器可能" +"由于 [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/url] " +"而不允许来自站外的请求。如果是你托管的服务器,应该修改其后台,为其添加 " +"[code]Access-Control-Allow-Origin:*[/code] HTTP 头。\n" +"[b]注意:[/b]SSL/TLS 支持目前仅限于 TLS 1.0、TLS 1.1 和 TLS 1.2。试图连接到一" +"个只有 TLS 1.3 的服务器将返回一个错误。\n" +"[b]警告:[/b]目前不支持 SSL/TLS 证书撤销和证书绑定。撤销的证书只要在其他方面" +"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:16 msgid "" @@ -32872,7 +32929,7 @@ msgstr "返回 [enum Status] 常量。需要调用 [method poll]]才能更新状 #: doc/classes/HTTPClient.xml:80 msgid "If [code]true[/code], this [HTTPClient] has a response available." -msgstr "为 [code]true[/code] 时,则该 [TTPClient] 有可用的响应。" +msgstr "为 [code]true[/code] 时,则该 [HTTPClient] 有可用的响应。" #: doc/classes/HTTPClient.xml:86 msgid "If [code]true[/code], this [HTTPClient] has a response that is chunked." @@ -33034,7 +33091,7 @@ msgid "" "server. This is often used for forms and submitting data or uploading files." msgstr "" "HTTP POST 方法。POST 方法用于将实体提交给指定的资源,经常会造成服务器端状态的" -"更改或者其它副作用。常用于提交表单和其它数据,或者上传文件。" +"更改或者其他副作用。常用于提交表单和其他数据,或者上传文件。" #: doc/classes/HTTPClient.xml:175 msgid "" @@ -34032,13 +34089,13 @@ msgid "" "[b]Note:[/b] The maximum image size is 16384×16384 pixels due to graphics " "hardware limitations. Larger images may fail to import." msgstr "" -"本地图像数据类型。包含可转换为 [ImageTexture] 的图像数据,并提供常用的 [i] 图" -"像处理 [/i] 方法。 [Image] 的最大宽度和高度是 [constant MAX_WIDTH] 和 " -"[constant MAX_HEIGHT]。\n" +"本地图像数据类型。包含可转换为 [ImageTexture] 的图像数据,并提供常用的[i]图像" +"处理[/i]方法。 [Image] 的最大宽度和高度是 [constant MAX_WIDTH] 和 [constant " +"MAX_HEIGHT]。\n" "[Image] 不能直接分配给对象的 [code]texture[/code] 属性,例如 [Sprite],必须先" "手动转换为 [ImageTexture]。\n" -"[b]注意:[/b]由于图形硬件限制,最大图像尺寸为16384×16384像素。较大的图像可能" -"无法导入。" +"[b]注意:[/b]由于图形硬件限制,最大图像尺寸为 16384×16384 像素。较大的图像可" +"能无法导入。" #: doc/classes/Image.xml:12 doc/classes/ImageTexture.xml:31 msgid "" @@ -34093,7 +34150,7 @@ 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" +"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。" #: doc/classes/Image.xml:57 @@ -34106,7 +34163,7 @@ msgstr "" #: doc/classes/Image.xml:63 msgid "Removes the image's mipmaps." -msgstr "删除图像的 mipmap(纹理映射技术)。" +msgstr "删除图像的多级渐远纹理。" #: doc/classes/Image.xml:72 msgid "" @@ -34133,8 +34190,8 @@ msgid "" "constants. If [code]use_mipmaps[/code] is [code]true[/code] then generate " "mipmaps for this image. See the [method generate_mipmaps]." msgstr "" -"创建一个给定大小和格式的空图像。见[enum Format]常量。如果[code]use_mipmaps[/" -"code]是[code]true[/code],那么为这个图像生成mipmaps。参阅[method " +"创建一个给定大小和格式的空图像。见 [enum Format] 常量。[code]use_mipmaps[/" +"code] 为 [code]true[/code] 时会为这个图像生成多级渐远纹理。请参阅 [method " "generate_mipmaps]。" #: doc/classes/Image.xml:107 @@ -34144,9 +34201,9 @@ msgid "" "[code]true[/code] then loads mipmaps for this image from [code]data[/code]. " "See [method generate_mipmaps]." msgstr "" -"创建一个给定大小和格式的新图像。参阅[enum Format]常量。用给定的原始数据填充图" -"像。如果[code]use_mipmaps[/code]是[code]true[/code],那么从[code]data[/code]" -"为这个图像加载mipmaps。参阅[method generate_mipmaps]。" +"创建一个给定大小和格式的新图像。参阅 [enum Format] 常量。用给定的原始数据填充" +"图像。[code]use_mipmaps[/code] 为 [code]true[/code] 时会为该图像从 " +"[code]data[/code] 加载多级渐远纹理。请参阅 [method generate_mipmaps]。" #: doc/classes/Image.xml:115 msgid "" @@ -34207,12 +34264,13 @@ msgid "" "result in noticeable stuttering during gameplay, even if [method " "generate_mipmaps] is called from a [Thread]." msgstr "" -"为图像生成mipmaps。Mipmaps是预先计算好的图像的低分辨率副本,如果图像在渲染时" -"需要缩小,就会自动使用。其有助于提高图像质量和渲染时的性能。如果图像被压缩," -"或采用自定义格式,或图像的宽度或高度为[code]0[/code],则此方法返回错误。\n" -"[b]注意:[/b] Mipmap的生成是在CPU上完成的,是单线程的,并且[i]总是[/i]在主线" -"程上完成。这意味着在游戏过程中生成mipmaps会导致明显的卡顿,即使从[Thread]调用" -"[method generate_mipmaps]。" +"为图像生成多级渐远纹理。多级渐远纹理是预先计算好的图像的低分辨率副本,如果图" +"像在渲染时需要缩小,就会自动使用。其有助于提高图像质量和渲染时的性能。如果图" +"像被压缩,或采用自定义格式,或图像的宽度或高度为 [code]0[/code],则此方法返回" +"错误。\n" +"[b]注意:[/b]多级渐远纹理的生成是在 CPU 上完成的,是单线程的,并且[i]总是[/i]" +"在主线程上完成。这意味着在游戏过程中生成多级渐远纹理会导致明显的卡顿,即使从 " +"[Thread] 调用[method generate_mipmaps]。" #: doc/classes/Image.xml:172 msgid "Returns a copy of the image's raw data." @@ -34231,8 +34289,7 @@ msgid "" "Returns the offset where the image's mipmap with index [code]mipmap[/code] " "is stored in the [code]data[/code] dictionary." msgstr "" -"返回存储在图像 [code] data [/code] 字典中索引为 [code]mipmap[/code] 的偏移" -"量。" +"返回存储在图像 [code]data[/code] 字典中索引为 [code]mipmap[/code] 的偏移量。" #: doc/classes/Image.xml:199 msgid "" @@ -34280,7 +34337,7 @@ msgstr "返回图像的宽度。" #: doc/classes/Image.xml:237 msgid "Returns [code]true[/code] if the image has generated mipmaps." -msgstr "如果图像已经生成mipmaps,则返回[code]true[/code]。" +msgstr "如果图像已经生成多级渐远纹理,则返回 [code]true[/code]。" #: doc/classes/Image.xml:243 msgid "Returns [code]true[/code] if the image is compressed." @@ -34299,9 +34356,10 @@ msgstr "" "像素的透明度(alpha )高于0,则返回[code]false[/code]。" #: doc/classes/Image.xml:262 +#, fuzzy msgid "" "Loads an image from file [code]path[/code]. See [url=https://docs." -"godotengine.org/en/3.4/getting_started/workflow/assets/importing_images." +"godotengine.org/en/3.4/tutorials/assets_pipeline/importing_images." "html#supported-image-formats]Supported image formats[/url] for a list of " "supported image formats and limitations.\n" "[b]Warning:[/b] This method should only be used in the editor or in cases " @@ -34309,13 +34367,13 @@ 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。参阅[url=https://docs.godotengine.org/zh_CN/" -"stable/getting_started/workflow/assets/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" +"从文件 [code]path[/code] 加载图像。参阅[url=https://docs.godotengine.org/" +"zh_CN/stable/getting_started/workflow/assets/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" -"有关使用实例,参阅[ImageTexture]描述。" +"有关使用实例,参阅 [ImageTexture] 描述。" #: doc/classes/Image.xml:271 msgid "" @@ -34628,9 +34686,9 @@ msgid "" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" -"[url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url]纹理格式" +"[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." +"[b]注意:[/b]创建 ImageTexture 时,将执行 sRGB 到线性色彩空间的转换。" #: doc/classes/Image.xml:488 msgid "" @@ -34656,11 +34714,11 @@ msgid "" "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space " "conversion is performed." msgstr "" -"[url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url]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." +"[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。" #: doc/classes/Image.xml:496 msgid "" @@ -34788,8 +34846,8 @@ msgid "" "of unsigned data." msgstr "" "[url=https://en.wikipedia.org/wiki/" -"Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson纹理压缩格式" -"2([code]RG11_EAC[/code] variant),它提供一个无符号数据通道." +"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." #: doc/classes/Image.xml:537 msgid "" @@ -34800,7 +34858,7 @@ msgid "" 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。" +"([code]SIGNED_RG11_EAC[/code] 变体),它提供两个通道的有符号数据。" #: doc/classes/Image.xml:540 msgid "" @@ -34848,7 +34906,7 @@ msgstr "" #: doc/classes/Image.xml:552 msgid "Represents the size of the [enum Format] enum." -msgstr "表示[Format]枚举的大小." +msgstr "表示 [enum Format] 枚举的大小。" #: doc/classes/Image.xml:555 msgid "" @@ -34862,8 +34920,8 @@ msgid "" "This mode is faster than [constant INTERPOLATE_CUBIC], but it results in " "lower quality." msgstr "" -"执行双线性插值.如果调整图像大小,则图像将模糊.此模式比[INTERPOLATE_CUBIC]更快," -"但质量较低." +"执行双线性插值。如果调整图像大小,则图像将模糊。此模式比 [constant " +"INTERPOLATE_CUBIC] 更快,但质量较低。" #: doc/classes/Image.xml:561 msgid "" @@ -34871,8 +34929,8 @@ msgid "" "This mode often gives better results compared to [constant " "INTERPOLATE_BILINEAR], at the cost of being slower." msgstr "" -"执行三次插值.如果调整图像大小,则图像将模糊.与[INTERPOLATE_BILINEAR]相比,此模" -"式通常会产生更好的结果,但代价是速度较慢." +"执行三次插值.如果调整图像大小,则图像将模糊.与[constant INTERPOLATE_BILINEAR]" +"相比,此模式通常会产生更好的结果,但代价是速度较慢." #: doc/classes/Image.xml:564 msgid "" @@ -34888,14 +34946,16 @@ msgid "" "On the other hand, if the image already has mipmaps, they will be used, and " "a new set will be generated for the resulting image." msgstr "" -"在两个最适合的mipmap级别上分别执行双线性,然后在它们之间进行线性插值。\n" -"它比[constant INTERPOLATE_BILINEAR]慢,但能产生更高质量的效果,减少锯齿伪" +"在两个最适合的多级渐远纹理级别上分别执行双线性采样,然后在采样结果之间进行线" +"性插值。\n" +"它比 [constant INTERPOLATE_BILINEAR] 慢,但能产生更高质量的效果,减少锯齿伪" "影。\n" -"如果图像没有mipmaps,它们将被生成并在内部使用,但不会在生成的图像之上生成" -"mipmaps。\n" -"[b]注意:[/b] 如果你打算缩放原始图像的多个副本,最好事先对其调用[method " +"如果图像没有多级渐远纹理,它们将被生成并在内部使用,但不会在生成的图像之上生" +"成多级渐远纹理。\n" +"[b]注意:[/b]如果你打算缩放原始图像的多个副本,最好事先对其调用 [method " "generate_mipmaps],以避免在生成它们时反复浪费处理能力。\n" -"另一方面,如果图像已经有了mipmaps,其将被使用,并为生成的图像生成新的一组。" +"另一方面,如果图像已经有了多级渐远纹理,其将被使用,并为生成的图像生成新的一" +"组。" #: doc/classes/Image.xml:571 msgid "" @@ -34955,7 +35015,7 @@ msgstr "原始纹理(在压缩前)是法线纹理(例如,可以压缩为 #: doc/classes/ImageTexture.xml:4 msgid "A [Texture] based on an [Image]." -msgstr "基于 [Image]图片的 [Texture2D]纹理。" +msgstr "基于 [Image] 图片的 [Texture] 纹理。" #: doc/classes/ImageTexture.xml:7 msgid "" @@ -35077,9 +35137,9 @@ msgid "" "new texture each time." msgstr "" "用新的 [Image] 替换纹理的数据。\n" -"[b]注意:[/b]纹理必须先用[method create_from_image]方法初始化,然后才能更新。" -"新的图像尺寸、格式和 mipmap 配置应与现有纹理的图像配置相匹配,否则必须使用 " -"[method create_from_image] 方法重新创建。\n" +"[b]注意:[/b]纹理必须先用 [method create_from_image] 方法初始化,然后才能更" +"新。新的图像尺寸、格式和多级渐远纹理配置应与现有纹理的图像配置相匹配,否则必" +"须使用 [method create_from_image] 方法重新创建。\n" "如果需要频繁更新纹理,请在 [method create_from_image] 上使用此方法,这比每次" "为新纹理分配额外内存要快。" @@ -35130,15 +35190,16 @@ msgid "" "data, try increasing its buffer size limit under [member ProjectSettings." "rendering/limits/buffers/immediate_buffer_size_kb]." msgstr "" -"从代码中绘制简单的几何图形。使用类似于OpenGL 1.x的绘制模式。\n" -"请参阅[ArrayMesh]、[MeshDataTool]和[SurfaceTool],了解程序性几何体的生成。\n" -"[b]注意:[/b] ImmediateGeometry3D最适合处理每一帧变化的少量网格数据。当处理大" -"量的网格数据时,它将会很慢。如果网格数据不经常变化,请使用[ArrayMesh]、" -"[MeshDataTool]或[SurfaceTool]代替。\n" -"[b]注意:[/b] Godot对三角形基本单元模式的正面使用顺时针[url=https://" +"从代码中绘制简单的几何图形。使用类似于 OpenGL 1.x 的绘制模式。\n" +"请参阅 [ArrayMesh]、[MeshDataTool] 和 [SurfaceTool],了解程序式几何体的生" +"成。\n" +"[b]注意:[/b]ImmediateGeometry3D最适合处理每一帧变化的少量网格数据。当处理大" +"量的网格数据时,它将会很慢。如果网格数据不经常变化,请使用 [ArrayMesh]、" +"[MeshDataTool] 或 [SurfaceTool] 代替。\n" +"[b]注意:[/b]Godot对三角形基本单元模式的正面使用顺时针[url=https://" "learnopengl.com/Advanced-OpenGL/Face-culling]缠绕顺序[/url]。\n" -"[b]注意:[/b] 在处理大量网格数据时,如果出现漏点,可以尝试在[member " -"ProjectSettings.rendering/limits/buffers/immediate_buffer_size_kb]增加其缓冲" +"[b]注意:[/b]在处理大量网格数据时,如果出现漏点,可以尝试在 [member " +"ProjectSettings.rendering/limits/buffers/immediate_buffer_size_kb] 增加其缓冲" "区大小限制。" #: doc/classes/ImmediateGeometry.xml:23 @@ -35201,9 +35262,9 @@ msgid "" "set in the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b], or " "with the [InputMap] class." msgstr "" -"处理输入的单例。这包括按键、鼠标点击和移动、游戏手柄和输入动作(input " -"actions)。可以在 [b] 项目 > 项目设置 [/b] 的 [b] 输入映射 [/b] 选项卡中或使" -"用 [InputMap] 类设置操作及其事件。" +"处理输入的单例。这包括按键、鼠标点击和移动、游戏手柄和输入动作。可以在[b]项" +"目 > 项目设置[/b]的[b]输入映射[/b]选项卡中或使用 [InputMap] 类设置操作及其事" +"件。" #: doc/classes/Input.xml:10 msgid "https://docs.godotengine.org/en/3.4/tutorials/inputs/index.html" @@ -35368,7 +35429,7 @@ msgstr "返回提供的轴名称的索引。" msgid "" "Receives a [enum JoystickList] axis and returns its equivalent name as a " "string." -msgstr "接收一个[enum JoyAxisList]轴,并以字符串形式返回其对应的名称。" +msgstr "接收一个 [enum JoystickList] 轴,并以字符串形式返回其对应的名称。" #: doc/classes/Input.xml:134 msgid "Returns the index of the provided button name." @@ -35536,9 +35597,19 @@ msgstr "" msgid "" "Returns [code]true[/code] if you are pressing the mouse button specified " "with [enum ButtonList]." -msgstr "如果您按下由[ButtonList]指定的鼠标按键,则返回[code]true[/code]。" +msgstr "" +"如果您按下由 [enum ButtonList] 指定的鼠标按键,则返回[code]true[/code]。" + +#: doc/classes/Input.xml:271 +#, fuzzy +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]。你可以传递[enum KeyList]常量。" -#: doc/classes/Input.xml:274 +#: doc/classes/Input.xml:281 msgid "" "Notifies the [Input] singleton that a connection has changed, to update the " "state for the [code]device[/code] index.\n" @@ -35546,11 +35617,11 @@ msgid "" "See [signal joy_connection_changed] for the signal emitted when this is " "triggered internally." msgstr "" -"通知[Input]单例连接已更改,以更新[code]device[/code]索引的状态。\n" -"这是内部使用的,不必从用户脚本中调用。有关内部触发的信号,请参阅" -"[joy_connection_changed]。" +"通知 [Input] 单例连接已更改,以更新 [code]device[/code] 索引的状态。\n" +"这是内部使用的,不必从用户脚本中调用。有关内部触发的信号,请参阅 [signal " +"joy_connection_changed]。" -#: doc/classes/Input.xml:282 +#: doc/classes/Input.xml:289 msgid "" "Feeds an [InputEvent] to the game. Can be used to artificially trigger input " "events from code. Also generates [method Node._input] calls.\n" @@ -35563,8 +35634,8 @@ msgid "" "[/codeblock]" msgstr "" "向游戏提供 [InputEvent]。可用于从代码人为触发输入事件。也会产生 [method Node." -"_input()] 调用。\n" -"例:\n" +"_input] 调用。\n" +"示例:\n" "[codeblock]\n" "var a = InputEventAction.new()\n" "a.action = \"ui_cancel\"\n" @@ -35572,12 +35643,12 @@ msgstr "" "Input.parse_input_event(a)\n" "[/codeblock]" -#: doc/classes/Input.xml:296 +#: doc/classes/Input.xml:303 msgid "" "Removes all mappings from the internal database that match the given GUID." msgstr "从内部数据库中删除与给定GUID匹配的所有映射." -#: doc/classes/Input.xml:303 +#: doc/classes/Input.xml:310 msgid "" "Sets the acceleration value of the accelerometer sensor. Can be used for " "debugging on devices without a hardware sensor, for example in an editor on " @@ -35589,7 +35660,7 @@ msgstr "" "PC上的编辑器中。\n" "[b]注意:[/b] 这个值在Android和iOS上可立即被硬件传感器的值所覆盖。" -#: doc/classes/Input.xml:313 +#: doc/classes/Input.xml:320 msgid "" "Sets a custom mouse cursor image, which is only visible inside the game " "window. The hotspot can also be specified. Passing [code]null[/code] to the " @@ -35604,8 +35675,8 @@ msgid "" "compression mode can't be used for custom cursors." msgstr "" "设置一个自定义鼠标光标图像,该图像仅当游戏窗口内可见。还可以指定热点。将" -"[code]null[/code]传递给image参数将重置为系统光标。有关详细信息,请参阅[enum " -"CursorShape ]形状列表。\n" +"[code]null[/code]传递给image参数将重置为系统光标。有关详细信息,请参阅 [enum " +"CursorShape] 形状列表。\n" "[code]image[/code]的大小必须小于256×256。\n" "[code]hotspot[/code]的大小必须在[code]image[/code]的范围内。\n" "[b]注意:[/b]不支持AnimatedTexture作为自定义鼠标光标。如果使用" @@ -35613,7 +35684,7 @@ msgstr "" "[b]注意:[/b]仅支持以[b]无损[/b],[b]有损[/b]或[b]未压缩[/b]压缩模式导入的图" "像。[b]Video RAM[/b]压缩模式不能用于自定义光标。" -#: doc/classes/Input.xml:324 +#: doc/classes/Input.xml:331 msgid "" "Sets the default cursor shape to be used in the viewport instead of " "[constant CURSOR_ARROW].\n" @@ -35622,12 +35693,12 @@ msgid "" "[b]Note:[/b] This method generates an [InputEventMouseMotion] to update " "cursor immediately." msgstr "" -"设置视窗中使用的默认光标形状,而不是[CURSOR_ARROW]。\n" -"[b]注意:[/b]如果要更改[Control]节点的默认光标形状,请改用[Control." +"设置视窗中使用的默认光标形状,而不是[constant CURSOR_ARROW]。\n" +"[b]注意:[/b]如果要更改[Control]节点的默认光标形状,请改用 [member Control." "mouse_default_cursor_shape]。\n" "[b]注意:[/b]这个方法生成一个[InputEventMouseMotion]以立即更新游标。" -#: doc/classes/Input.xml:333 +#: doc/classes/Input.xml:340 msgid "" "Sets the gravity value of the accelerometer sensor. Can be used for " "debugging on devices without a hardware sensor, for example in an editor on " @@ -35639,7 +35710,7 @@ msgstr "" "的编辑器中。\n" "[b]注意:[/b] 这个值在Android和iOS上可立即被硬件传感器的值覆盖。" -#: doc/classes/Input.xml:341 +#: doc/classes/Input.xml:348 msgid "" "Sets the value of the rotation rate of the gyroscope sensor. Can be used for " "debugging on devices without a hardware sensor, for example in an editor on " @@ -35651,7 +35722,7 @@ msgstr "" "PC上的编辑器中。\n" "[b]注意:[/b] 在Android和iOS上,这个值可立即被硬件传感器的值所覆盖。" -#: doc/classes/Input.xml:349 +#: doc/classes/Input.xml:356 msgid "" "Sets the value of the magnetic field of the magnetometer sensor. Can be used " "for debugging on devices without a hardware sensor, for example in an editor " @@ -35663,11 +35734,11 @@ msgstr "" "编辑器中。\n" "[b]注意:[/b] 在Android和iOS上,这个值可立即被硬件传感器的值所覆盖。" -#: doc/classes/Input.xml:357 +#: doc/classes/Input.xml:364 msgid "Sets the mouse mode. See the constants for more information." msgstr "设置鼠标模式。有关更多信息,请参阅常量。" -#: doc/classes/Input.xml:364 +#: doc/classes/Input.xml:371 msgid "" "Enables or disables the accumulation of similar input events sent by the " "operating system. When input accumulation is enabled, all input events " @@ -35687,7 +35758,7 @@ msgstr "" "更精确及更灵敏的输入。在需要自由绘制线条的应用中,一般应用在用户绘制线条时禁" "用输入累加,以获得紧跟实际输入的结果。" -#: doc/classes/Input.xml:375 +#: doc/classes/Input.xml:382 msgid "" "Starts to vibrate the joypad. Joypads usually come with two rumble motors, a " "strong and a weak one. [code]weak_magnitude[/code] is the strength of the " @@ -35707,37 +35778,37 @@ msgstr "" "[b]注意:[/b] 并非所有硬件都兼容长效果持续时间;如果必须播放超过几秒钟的效" "果,建议重新启动效果。" -#: doc/classes/Input.xml:383 +#: doc/classes/Input.xml:390 msgid "Stops the vibration of the joypad." msgstr "停止游戏手柄的振动。" -#: doc/classes/Input.xml:390 +#: doc/classes/Input.xml:397 msgid "" "Vibrate Android and iOS devices.\n" "[b]Note:[/b] It needs [code]VIBRATE[/code] permission for Android at export " "settings. iOS does not support duration." msgstr "" "振动 Android 和 iOS 设备。\n" -"[b]注意:[/b]在导出设置时,它需要[code]VIBRATE[/code]安卓的权限。 iOS不支持持" -"续时间。" +"[b]注意:[/b]Android 需要导出设置中的 [code]VIBRATE[/code] 权限。 iOS 不支持" +"持续时间。" -#: doc/classes/Input.xml:398 +#: doc/classes/Input.xml:405 msgid "Sets the mouse position to the specified vector." msgstr "将鼠标坐标设置为指定的向量。" -#: doc/classes/Input.xml:407 +#: doc/classes/Input.xml:414 msgid "Emitted when a joypad device has been connected or disconnected." msgstr "连接或断开游戏手柄设备时触发。" -#: doc/classes/Input.xml:413 +#: doc/classes/Input.xml:420 msgid "Makes the mouse cursor visible if it is hidden." msgstr "如果鼠标光标处于隐藏状态,则使其可见。" -#: doc/classes/Input.xml:416 +#: doc/classes/Input.xml:423 msgid "Makes the mouse cursor hidden if it is visible." msgstr "如果鼠标光标是可见的,则使其隐藏。" -#: doc/classes/Input.xml:419 +#: doc/classes/Input.xml:426 msgid "" "Captures the mouse. The mouse will be hidden and its position locked at the " "center of the screen.\n" @@ -35745,36 +35816,36 @@ msgid "" "need to use [member InputEventMouseMotion.relative]." msgstr "" "捕获鼠标。鼠标将被隐藏,其位置被锁定在屏幕的中心。\n" -"[b]注意:[/b] 如果你想在这种模式下处理鼠标的移动,需要使用[member " +"[b]注意:[/b]如果你想在这种模式下处理鼠标的移动,需要使用 [member " "InputEventMouseMotion.relative]。" -#: doc/classes/Input.xml:423 +#: doc/classes/Input.xml:430 msgid "Makes the mouse cursor visible but confines it to the game window." msgstr "使鼠标光标可见,并将其限制在游戏窗口中。" -#: doc/classes/Input.xml:426 +#: doc/classes/Input.xml:433 msgid "Arrow cursor. Standard, default pointing cursor." msgstr "箭头光标。标准,默认指向光标。" -#: doc/classes/Input.xml:429 +#: doc/classes/Input.xml:436 msgid "" "I-beam cursor. Usually used to show where the text cursor will appear when " "the mouse is clicked." -msgstr "I形(I-beam)光标。通常用在点击文本框后显示的位置上。" +msgstr "I 形光标。通常用于指示点击鼠标后文本光标的位置。" -#: doc/classes/Input.xml:432 +#: doc/classes/Input.xml:439 msgid "" "Pointing hand cursor. Usually used to indicate the pointer is over a link or " "other interactable item." msgstr "指向手形光标。通常用在指示链接或其他可交互项上。" -#: doc/classes/Input.xml:435 +#: doc/classes/Input.xml:442 msgid "" "Cross cursor. Typically appears over regions in which a drawing operation " "can be performed or for selections." msgstr "十字光标。通常出现在可以执行绘制操作或进行选择的区域上方。" -#: doc/classes/Input.xml:438 +#: doc/classes/Input.xml:445 msgid "" "Wait cursor. Indicates that the application is busy performing an operation. " "This cursor shape denotes that the application is still usable during the " @@ -35783,26 +35854,26 @@ msgstr "" "等待型光标。表示应用程序正忙于执行一项操作。这种光标形状表示应用程序在操作过" "程中仍然可以使用。" -#: doc/classes/Input.xml:441 +#: doc/classes/Input.xml:448 msgid "" "Busy cursor. Indicates that the application is busy performing an operation. " "This cursor shape denotes that the application isn't usable during the " "operation (e.g. something is blocking its main thread)." msgstr "" -"忙碌的光标。表示应用程序正忙于执行操作。此光标形状表示应用程序在操作过程中不" -"可用(例如,某些东西阻塞了其主线程)。" +"忙碌光标。表示应用程序正忙于执行操作。此光标形状表示应用程序在操作过程中不可" +"用(例如,有东西阻塞了主线程)。" -#: doc/classes/Input.xml:444 +#: doc/classes/Input.xml:451 msgid "Drag cursor. Usually displayed when dragging something." msgstr "拖动光标。通常在拖动东西时显示。" -#: doc/classes/Input.xml:447 +#: doc/classes/Input.xml:454 msgid "" "Can drop cursor. Usually displayed when dragging something to indicate that " "it can be dropped at the current position." msgstr "可以放下的光标。通常在拖动东西时显示,表示可以在当前位置放下。" -#: doc/classes/Input.xml:450 +#: doc/classes/Input.xml:457 msgid "" "Forbidden cursor. Indicates that the current action is forbidden (for " "example, when dragging something) or that the control at a position is " @@ -35811,7 +35882,7 @@ msgstr "" "禁止的光标。表示当前操作是被禁止的(例如,拖动东西时)或某个位置的控件被禁" "用。" -#: doc/classes/Input.xml:453 +#: doc/classes/Input.xml:460 msgid "" "Vertical resize mouse cursor. A double-headed vertical arrow. It tells the " "user they can resize the window or the panel vertically." @@ -35819,7 +35890,7 @@ msgstr "" "垂直调整大小的光标。一个双头的垂直箭头。它告诉用户他们可以垂直地调整窗口或面" "板的大小。" -#: doc/classes/Input.xml:456 +#: doc/classes/Input.xml:463 msgid "" "Horizontal resize mouse cursor. A double-headed horizontal arrow. It tells " "the user they can resize the window or the panel horizontally." @@ -35827,7 +35898,7 @@ msgstr "" "水平调整尺寸的光标。一个双头的水平箭头。它告诉用户他们可以水平调整窗口或面板" "的大小。" -#: doc/classes/Input.xml:459 +#: doc/classes/Input.xml:466 msgid "" "Window resize mouse cursor. The cursor is a double-headed arrow that goes " "from the bottom left to the top right. It tells the user they can resize the " @@ -35836,7 +35907,7 @@ msgstr "" "窗口调整大小的光标。该光标是一个双头箭头,从左下方到右上方。它告诉用户他们可" "以在水平和垂直方向上调整窗口或面板的大小。" -#: doc/classes/Input.xml:462 +#: doc/classes/Input.xml:469 msgid "" "Window resize mouse cursor. The cursor is a double-headed arrow that goes " "from the top left to the bottom right, the opposite of [constant " @@ -35847,23 +35918,23 @@ msgstr "" "CURSOR_BDIAGSIZE]相反。它告诉用户他们可以在水平和垂直方向上调整窗口或面板的大" "小。" -#: doc/classes/Input.xml:465 +#: doc/classes/Input.xml:472 msgid "Move cursor. Indicates that something can be moved." msgstr "移动光标。表示那些东西可以移动。" -#: doc/classes/Input.xml:468 +#: doc/classes/Input.xml:475 msgid "" "Vertical split mouse cursor. On Windows, it's the same as [constant " "CURSOR_VSIZE]." -msgstr "垂直拆分鼠标光标。在Windows上,它与[CURSOR_VSIZE]相同。" +msgstr "垂直拆分鼠标光标。在 Windows 上,它与 [constant CURSOR_VSIZE] 相同。" -#: doc/classes/Input.xml:471 +#: doc/classes/Input.xml:478 msgid "" "Horizontal split mouse cursor. On Windows, it's the same as [constant " "CURSOR_HSIZE]." msgstr "水平分割的鼠标光标。在Windows上,它与[constant CURSOR_HSIZE]相同。" -#: doc/classes/Input.xml:474 +#: doc/classes/Input.xml:481 msgid "Help cursor. Usually a question mark." msgstr "帮助光标。通常是一个问号。" @@ -35873,7 +35944,7 @@ msgstr "通用输入事件。" #: doc/classes/InputEvent.xml:7 msgid "Base class of all sort of input event. See [method Node._input]." -msgstr "各种输入事件的基类。参阅[method Node._input]。" +msgstr "各种输入事件的基类。请参阅 [method Node._input]。" #: doc/classes/InputEvent.xml:10 doc/classes/InputEventJoypadButton.xml:10 #: doc/classes/InputEventJoypadMotion.xml:10 doc/classes/InputEventKey.xml:10 @@ -35892,14 +35963,14 @@ msgid "" "The resulting [code]relative[/code] is a sum of both events. Both events' " "modifiers have to be identical." msgstr "" -"如果给定的输入事件和这个输入事件可以相加,则返回[code]true[/code](只针对" -"[InputEventMouseMotion]类型的事件)。\n" -"给定输入事件的位置、全局位置和速度将被复制。产生的[code]relative[/code]是两个" -"事件的总和。两个事件的修饰符必须是相同的。" +"如果给定的输入事件和这个输入事件可以相加,则返回 [code]true[/code](只针对 " +"[InputEventMouseMotion] 类型的事件)。\n" +"给定输入事件的位置、全局位置和速度将被复制。产生的 [code]relative[/code] 是两" +"个事件的总和。两个事件的修饰符必须是相同的。" #: doc/classes/InputEvent.xml:27 msgid "Returns a [String] representation of the event." -msgstr "返回事件的一个[String]字符串表示。" +msgstr "返回事件的 [String] 字符串表示。" #: doc/classes/InputEvent.xml:35 msgid "" @@ -35965,8 +36036,7 @@ 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操作(input action)的类型,则返回 " -"[code]true[/code]。" +"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]。" #: doc/classes/InputEvent.xml:76 msgid "" @@ -35981,7 +36051,7 @@ msgid "" "Returns [code]true[/code] if this input event is pressed. Not relevant for " "events of type [InputEventMouseMotion] or [InputEventScreenDrag]." msgstr "" -"如果按下此输入事件,则返回 [code] 真实 [/code]。与类型 " +"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。" #: doc/classes/InputEvent.xml:90 @@ -36022,13 +36092,13 @@ msgid "" "mouse input from a touchscreen. This can be used to distinguish emulated " "mouse input from physical mouse input." msgstr "" -"该事件的设备ID。\n" -"[b]注意:[/b]对于来自触摸屏的模拟鼠标输入,该设备ID将总是[code]-1[/code]。这" +"该事件的设备 ID。\n" +"[b]注意:[/b]对于来自触摸屏的模拟鼠标输入,该设备 ID 将总是 [code]-1[/code]。" "可用于区分模拟鼠标输入和物理鼠标输入。" #: doc/classes/InputEventAction.xml:4 msgid "Input event type for actions." -msgstr "输入操作事件类型。" +msgstr "动作的输入事件类型。" #: doc/classes/InputEventAction.xml:7 msgid "" @@ -36036,8 +36106,8 @@ msgid "" "inputs. Actions can be created from the [b]Input Map[/b] tab in the " "[b]Project > Project Settings[/b] menu. See [method Node._input]." msgstr "" -"包含可以从多种类型的输入中定位的通用操作。可以从 [b] 项目 > 项目设置 [/b] 菜" -"单中的 [b] 键位映射 [/b] 选项卡创建动作。参阅[method Node._input]。" +"包含一个通用动作,可以由不同类型的输入触发。动作可以在[b]项目 > 项目设置[/b]" +"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:10 msgid "" @@ -36048,15 +36118,15 @@ msgstr "" #: doc/classes/InputEventAction.xml:18 msgid "The action's name. Actions are accessed via this [String]." -msgstr "动作的名称。通过此 [String] 访问操作。" +msgstr "动作的名称。动作可以通过此 [String] 访问。" #: doc/classes/InputEventAction.xml:21 msgid "" "If [code]true[/code], the action's state is pressed. If [code]false[/code], " "the action's state is released." msgstr "" -"如果为[code]true[/code],动作的状态是按下。如果[code]false[/code],动作的状态" -"被释放。" +"为 [code]true[/code] 时该动作处于被按下的状态。为 [code]false[/code] 时该动作" +"处于被释放状态。" #: doc/classes/InputEventAction.xml:24 msgid "" @@ -36065,8 +36135,9 @@ msgid "" "joypad motion events, by specifying how strongly the joypad axis is bent or " "pressed." msgstr "" -"动作的强度介于 0 和 1 之间。如果按下的是 [code]false[/code],则该值被视为等" -"于 0。事件强度允许通过指定手柄轴弯曲或按压的强度来仿造模拟手柄运动事件。" +"动作的强度,介于 0 和 1 之间。当 pressed 为 [code]false[/code] 时,该值被视为" +"等于 0。通过将事件强度设置为手柄轴的弯曲或按压强度,可以仿造模拟手柄的移动事" +"件。" #: doc/classes/InputEventGesture.xml:4 msgid "Base class for touch control gestures." @@ -36110,8 +36181,8 @@ msgid "" "Represents the pressure the user puts on the button with his finger, if the " "controller supports it. Ranges from [code]0[/code] to [code]1[/code]." msgstr "" -"如果控制器支持,则表示用户用手指在按钮上施加的压力。范围从 [code]0 [/code] " -"到 [code]1 [/code]。" +"如果控制器支持,则表示用户用手指在按钮上施加的压力。范围从 [code]0[/code] 到 " +"[code]1[/code]。" #: doc/classes/InputEventJoypadMotion.xml:4 msgid "" @@ -36339,8 +36410,7 @@ msgstr "" msgid "" "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/" "code] to [code]1.0[/code]." -msgstr "" -"表示用户对笔施加的压力。范围从 [code]0.0 [/code] 到 [code]1.0 [/code] 。" +msgstr "表示用户对笔施加的压力。范围从 [code]0.0[/code] 到 [code]1.0[/code] 。" #: doc/classes/InputEventMouseMotion.xml:21 msgid "" @@ -36386,11 +36456,10 @@ msgid "The drag position." msgstr "拖拽的位置。" #: doc/classes/InputEventScreenDrag.xml:22 -#, fuzzy msgid "" "The drag position relative to the previous position (position at the last " "frame)." -msgstr "相对于其起始位置的拖动位置。" +msgstr "相对于之前位置(上一帧时的位置)的拖拽位置。" #: doc/classes/InputEventScreenDrag.xml:25 msgid "The drag speed." @@ -36472,9 +36541,9 @@ msgid "" "code with [method add_action] and [method action_add_event]. See [method " "Node._input]." msgstr "" -"管理所有的[InputEventAction],可以通过项目设置菜单[b]项目>项目设置>键位映射[/" -"b]或在代码中用[method add_action]和[method action_add_event]创建/修改。参阅" -"[method Node._input]。" +"管理所有的 [InputEventAction],可以通过项目设置菜单[b]项目 > 项目设置 > 键位" +"映射[/b]或在代码中用 [method add_action] 和 [method action_add_event] 创建/修" +"改。请参阅 [method Node._input]。" #: doc/classes/InputMap.xml:10 msgid "" @@ -36580,8 +36649,8 @@ 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" +"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" @@ -36599,8 +36668,8 @@ msgid "" "when calling [method replace_by_instance]. Not thread-safe. Use [method " "Object.call_deferred] if calling from a thread." msgstr "" -"获取调用[method replace_by_instance]时默认加载的[PackedScene]资源文件的路径。" -"不是线程安全的。如果从线程调用,请使用[method Object.call_deferred]。" +"获取调用 [method replace_by_instance] 时默认加载的 [PackedScene] 资源文件的路" +"径。不是线程安全的。如果从线程调用,请使用[method Object.call_deferred]。" #: doc/classes/InstancePlaceholder.xml:37 msgid "" @@ -36828,7 +36897,7 @@ msgid "" "[Array] of IPv4 or IPv6 depending on [code]ip_type[/code]." msgstr "" "以阻塞方式解析给定的主机名。地址作为 IPv4 或 IPv6 的 [Array] 数组返回,具体取" -"决于 [code] ip_type[/code]。" +"决于 [code]ip_type[/code]。" #: doc/classes/IP.xml:89 msgid "" @@ -36929,7 +36998,7 @@ msgid "" "If selectable is [code]true[/code], the list item will be selectable." msgstr "" "将一个项目添加到项目列表中,并指定文本。指定一个图标[code]icon[/code],或者图" -"标[code] icon [/code]使用空[code]null[/code]作为没有图标的列表项。\n" +"标[code]icon[/code]使用空[code]null[/code]作为没有图标的列表项。\n" "如果可选择填[code]true[/code],列表项将是可选择的。" #: doc/classes/ItemList.xml:35 @@ -36949,9 +37018,9 @@ msgid "" "code] is [code]true[/code], and the closest item index will be returned " "otherwise." msgstr "" -"在给定的位置 [code] position [/code] 返回项目索引。\n" -"当此时没有项目时,如果精确 [code] exact [/code] 是真 [code]true [/code],则将" -"返回 -1,否则将返回最近的项目索引。" +"在给定的位置 [code]position[/code] 返回项目索引。\n" +"当此时没有项目时,如果精确 [code]exact[/code] 是真 [code]true[/code],则将返" +"回 -1,否则将返回最近的项目索引。" #: doc/classes/ItemList.xml:56 msgid "Returns the number of items currently in the list." @@ -37210,7 +37279,7 @@ msgid "" "columns." msgstr "" "是否所有列的宽度相同。\n" -"如果为 [code] true [/code],则宽度等于所有列的最大列宽度。" +"如果为 [code]true[/code],则宽度等于所有列的最大列宽度。" #: doc/classes/ItemList.xml:350 msgid "" @@ -37281,70 +37350,70 @@ msgstr "仅允许选择单个项目。" msgid "Allows selecting multiple items by holding Ctrl or Shift." msgstr "允许通过按住Ctrl或Shift选择多个项目。" -#: doc/classes/ItemList.xml:412 -msgid "" -"Default [StyleBox] for the [ItemList], i.e. used when the control is not " -"being focused." -msgstr "[ItemList] 的默认样式盒 [StyleBox],即在控件未获得焦点时使用。" - -#: doc/classes/ItemList.xml:415 -msgid "[StyleBox] used when the [ItemList] is being focused." -msgstr "当[ItemList]被聚焦时使用的样式盒[StyleBox]。" - -#: doc/classes/ItemList.xml:418 -msgid "[StyleBox] used for the cursor, when the [ItemList] is being focused." -msgstr "当[ItemList]被聚焦时,用于光标的样式盒[StyleBox]。" - -#: doc/classes/ItemList.xml:421 -msgid "" -"[StyleBox] used for the cursor, when the [ItemList] is not being focused." -msgstr "当[ItemList]没有被聚焦时,用于光标的样式盒[StyleBox]。" - -#: doc/classes/ItemList.xml:424 doc/classes/Tree.xml:407 -msgid "[Font] of the item's text." -msgstr "项目文本的字体 [Font] 。" - -#: doc/classes/ItemList.xml:427 doc/classes/Tree.xml:410 +#: doc/classes/ItemList.xml:412 doc/classes/Tree.xml:365 msgid "Default text [Color] of the item." msgstr "项目的默认文本颜色 [Color]。" -#: doc/classes/ItemList.xml:430 doc/classes/Tree.xml:413 +#: doc/classes/ItemList.xml:415 doc/classes/Tree.xml:368 msgid "Text [Color] used when the item is selected." msgstr "选择项目时使用的文本颜色[Color]。" -#: doc/classes/ItemList.xml:433 +#: doc/classes/ItemList.xml:418 msgid "" "[Color] of the guideline. The guideline is a line drawn between each row of " "items." msgstr "指导线的颜色[Color]。指导线是在每行项目之间画的一条线。" -#: doc/classes/ItemList.xml:436 +#: doc/classes/ItemList.xml:421 msgid "The horizontal spacing between items." msgstr "项目菜单之间的水平间距。" -#: doc/classes/ItemList.xml:439 +#: doc/classes/ItemList.xml:424 msgid "The spacing between item's icon and text." msgstr "项目菜单的图标和文本之间的间距。" -#: doc/classes/ItemList.xml:442 +#: doc/classes/ItemList.xml:427 msgid "The vertical spacing between each line of text." msgstr "每行文字之间的行距。" +#: doc/classes/ItemList.xml:430 +msgid "The vertical spacing between items." +msgstr "项目菜单之间的垂直间距。" + +#: doc/classes/ItemList.xml:433 doc/classes/Tree.xml:404 +msgid "[Font] of the item's text." +msgstr "项目文本的字体 [Font] 。" + +#: doc/classes/ItemList.xml:436 +msgid "" +"Default [StyleBox] for the [ItemList], i.e. used when the control is not " +"being focused." +msgstr "[ItemList] 的默认样式盒 [StyleBox],即在控件未获得焦点时使用。" + +#: doc/classes/ItemList.xml:439 +msgid "[StyleBox] used when the [ItemList] is being focused." +msgstr "当[ItemList]被聚焦时使用的样式盒[StyleBox]。" + +#: doc/classes/ItemList.xml:442 +msgid "[StyleBox] used for the cursor, when the [ItemList] is being focused." +msgstr "当[ItemList]被聚焦时,用于光标的样式盒[StyleBox]。" + #: doc/classes/ItemList.xml:445 msgid "" +"[StyleBox] used for the cursor, when the [ItemList] is not being focused." +msgstr "当[ItemList]没有被聚焦时,用于光标的样式盒[StyleBox]。" + +#: doc/classes/ItemList.xml:448 +msgid "" "[StyleBox] for the selected items, used when the [ItemList] is not being " "focused." msgstr "所选项的样式盒[StyleBox],当[ItemList]没有获得焦点时使用。" -#: doc/classes/ItemList.xml:448 +#: doc/classes/ItemList.xml:451 msgid "" "[StyleBox] for the selected items, used when the [ItemList] is being focused." msgstr "所选项的样式盒[StyleBox],当[ItemList]没有获得焦点时使用。" -#: doc/classes/ItemList.xml:451 -msgid "The vertical spacing between items." -msgstr "项目菜单之间的垂直间距。" - #: doc/classes/JavaScript.xml:4 msgid "" "Singleton that connects the engine with the browser's JavaScript context in " @@ -38015,7 +38084,6 @@ msgstr "" "则,返回 [code]false[/code]。" #: doc/classes/KinematicBody.xml:89 -#, fuzzy msgid "" "Moves the body along the vector [code]rel_vec[/code]. The body will stop if " "it collides. Returns a [KinematicCollision], which contains information " @@ -38024,9 +38092,9 @@ msgid "" "If [code]test_only[/code] is [code]true[/code], the body does not move but " "the would-be collision information is given." msgstr "" -"沿向量 [code]rel_vec[/code] 移动物体。如果碰撞,物体会停止。返回 " -"[KinematicCollision],其中包含有关碰撞的信息。\n" -"如果 [code]test_only[/code] 是 [code]true[/code],则物体不会移动,但会给出可" +"沿向量 [code]rel_vec[/code] 移动物体。如果发生碰撞,物体会停止。停止或在运动" +"时与另一物体相接触时,返回包含碰撞相关信息的 [KinematicCollision]。\n" +"如果 [code]test_only[/code] 为 [code]true[/code],则物体不会移动,但会给出可" "能发生的碰撞信息。" #: doc/classes/KinematicBody.xml:102 @@ -38115,7 +38183,6 @@ msgstr "" "move_lock_x]、[member move_lock_y]和[member move_lock_z]。" #: doc/classes/KinematicBody.xml:142 -#, fuzzy msgid "" "Checks for collisions without moving the body. Virtually sets the node's " "position, scale and rotation to that of the given [Transform], then tries to " @@ -38124,9 +38191,10 @@ msgid "" "Use [method move_and_collide] instead for detecting collision with touching " "bodies." msgstr "" -"在不移动物体的情况下检查碰撞情况。实际上是将节点的位置、比例和旋转设置为给定" -"的[Transform],然后尝试沿着矢量[code]rel_vec[/code]移动物体。如果会发生碰撞," -"返回[code]true[/code]。" +"在不移动物体的情况下检查碰撞情况。假装将节点的位置、缩放和旋转设置为给定的 " +"[Transform],然后尝试沿着向量 [code]rel_vec[/code] 移动物体。如果物体在沿着完" +"整路径移动过程中会发生碰撞停止,则返回 [code]true[/code]。\n" +"要检测物体接触而产生的碰撞,请使用 [method move_and_collide]。" #: doc/classes/KinematicBody.xml:149 msgid "Lock the body's X axis movement." @@ -38276,7 +38344,6 @@ msgstr "" "[/codeblock]" #: doc/classes/KinematicBody2D.xml:87 -#, fuzzy msgid "" "Moves the body along the vector [code]rel_vec[/code]. The body will stop if " "it collides. Returns a [KinematicCollision2D], which contains information " @@ -38285,10 +38352,10 @@ msgid "" "If [code]test_only[/code] is [code]true[/code], the body does not move but " "the would-be collision information is given." msgstr "" -"沿着向量[code]rel_vec[/code]移动物体。如果物体碰撞,它将停止。返回" -"[KinematicCollision2D],其中包含有关碰撞的信息。\n" -"如果[code]test_only[/code]为[code]true[/code],则物体不会移动,但会提供可能的" -"碰撞信息。" +"沿着向量 [code]rel_vec[/code] 移动物体。如果发生碰撞,物体将停止。停止或在运" +"动时与另一物体相接触时,返回包含碰撞相关信息的 [KinematicCollision]。\n" +"如果 [code]test_only[/code] 为 [code]true[/code],则物体不会移动,但会给出可" +"能发生的碰撞信息。" #: doc/classes/KinematicBody2D.xml:100 msgid "" @@ -38369,7 +38436,6 @@ msgstr "" "或使用 [method move_and_slide]来做到这一点。" #: doc/classes/KinematicBody2D.xml:132 -#, fuzzy msgid "" "Checks for collisions without moving the body. Virtually sets the node's " "position, scale and rotation to that of the given [Transform2D], then tries " @@ -38378,9 +38444,10 @@ msgid "" "Use [method move_and_collide] instead for detecting collision with touching " "bodies." msgstr "" -"在不移动物体的情况下检查碰撞。将节点的坐标,比例和旋转虚拟地设置为给定" -"[Transform2D]的坐标,比例和旋转,然后尝试沿着向量[code]rel_vec[/code]移动物" -"体。如果发生碰撞,则返回[code]true[/code]。" +"在不移动物体的情况下检查碰撞情况。假装将节点的位置、缩放和旋转设置为给定的 " +"[Transform2D],然后尝试沿着向量 [code]rel_vec[/code] 移动物体。如果物体在沿着" +"完整路径移动过程中会发生碰撞停止,则返回 [code]true[/code]。\n" +"要检测物体接触而产生的碰撞,请使用 [method move_and_collide]。" #: doc/classes/KinematicCollision.xml:4 msgid "Collision data for [KinematicBody] collisions." @@ -38535,8 +38602,8 @@ msgstr "" "mouse_filter] 默认为 [constant Control.MOUSE_FILTER_IGNORE],即它不响应鼠标输" "入事件。这意味着标签不会显示任何已配置的 [member Control.hint_tooltip],除非" "更改其鼠标过滤器。\n" -"[b]注意:[/b] [code]0xffff[/code] 之后的 Unicode 字符在 Windows 上 [i]不支持 " -"[/i],例如大多数表情符号,它们将显示为未知字符。这将在 Godot 4.0 中解决。" +"[b]注意:[/b]Windows 上[i]不支持[/i] [code]0xffff[/code] 之后的 Unicode 字" +"符,例如大多数表情符号,它们将显示为未知字符。这将在 Godot 4.0 中解决。" #: doc/classes/Label.xml:18 msgid "Returns the amount of lines of text the Label has." @@ -38653,43 +38720,43 @@ msgid "Align the whole text by spreading the rows." msgstr "通过展开行来对齐整个文本。" #: doc/classes/Label.xml:102 -msgid "[Font] used for the [Label]'s text." -msgstr "用于标签[Label]文本的字体[Font]。" - -#: doc/classes/Label.xml:105 msgid "Default text [Color] of the [Label]." msgstr "[Label]标签的默认文本颜色[Color]。" -#: doc/classes/Label.xml:108 +#: doc/classes/Label.xml:105 msgid "[Color] of the text's shadow effect." msgstr "文本阴影效果的颜色[Color]。" -#: doc/classes/Label.xml:111 +#: doc/classes/Label.xml:108 msgid "The tint of [Font]'s outline. See [member DynamicFont.outline_color]." msgstr "[Font]轮廓的色调。参阅[member DynamicFont.outline_color]。" -#: doc/classes/Label.xml:114 +#: doc/classes/Label.xml:111 msgid "Vertical space between lines in multiline [Label]." msgstr "多行[Label]中各行之间的垂直空间。" -#: doc/classes/Label.xml:117 -msgid "Background [StyleBox] for the [Label]." -msgstr "为[Label]设置背景样式[StyleBox]。" - -#: doc/classes/Label.xml:120 +#: doc/classes/Label.xml:114 msgid "" "Boolean value. If set to 1 ([code]true[/code]), the shadow will be displayed " "around the whole text as an outline." msgstr "布尔值。如果设置为1,即[code]true[/code],整个文本周围显示阴影轮廓。" -#: doc/classes/Label.xml:123 +#: doc/classes/Label.xml:117 msgid "The horizontal offset of the text's shadow." msgstr "文本阴影的水平偏移。" -#: doc/classes/Label.xml:126 +#: doc/classes/Label.xml:120 msgid "The vertical offset of the text's shadow." msgstr "文本阴影的垂直偏移。" +#: doc/classes/Label.xml:123 +msgid "[Font] used for the [Label]'s text." +msgstr "用于标签[Label]文本的字体[Font]。" + +#: doc/classes/Label.xml:126 +msgid "Background [StyleBox] for the [Label]." +msgstr "为[Label]设置背景样式[StyleBox]。" + #: doc/classes/LargeTexture.xml:4 msgid "" "[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with " @@ -38961,7 +39028,7 @@ msgid "" "[b]Note:[/b] Hiding a light does [i]not[/i] affect baking." msgstr "" "烘焙时忽略灯光。\n" -"[b] 注意:[/b]隐藏灯光[i]不[/i]会影响烘焙。" +"[b]注意:[/b]隐藏灯光[i]不[/i]会影响烘焙。" #: doc/classes/Light.xml:131 msgid "Only indirect lighting will be baked (default)." @@ -39021,7 +39088,7 @@ msgstr "Light2D的模式。参阅[enum Mode]常数的值。" #: doc/classes/Light2D.xml:32 msgid "The offset of the Light2D's [code]texture[/code]." -msgstr "Light2D 的 [code] texture [/code] 的偏移量。" +msgstr "Light2D 的 [code]texture[/code] 的偏移量。" #: doc/classes/Light2D.xml:35 msgid "The height of the Light2D. Used with 2D normal mapping." @@ -39190,10 +39257,10 @@ msgid "" "[member ProjectSettings.rendering/limits/buffers/" "canvas_polygon_index_buffer_size_kb]." msgstr "" -"在二维空间中通过几个点的线。\n" -"[b]注意:[/b]默认情况下,Godot一次最多只能绘制4,096个多边形点。要增加这个限" -"制,请打开项目设置,增加[member ProjectSettings.rendering/limits/buffers/" -"canvas_polygon_buffer_size_kb]和[member ProjectSettings.rendering/limits/" +"在 2D 空间中通过几个点的线。\n" +"[b]注意:[/b]默认情况下,Godot一次最多只能绘制 4,096 个多边形点。要增加这个限" +"制,请打开项目设置,增加 [member ProjectSettings.rendering/limits/buffers/" +"canvas_polygon_buffer_size_kb] 和 [member ProjectSettings.rendering/limits/" "buffers/canvas_polygon_index_buffer_size_kb]。" #: doc/classes/Line2D.xml:20 @@ -39286,8 +39353,8 @@ msgid "" "The direction difference in radians between vector points. This value is " "only used if [code]joint mode[/code] is set to [constant LINE_JOINT_SHARP]." msgstr "" -"矢量点之间弧度的方向差。仅当[code]joint mode[/code]设置为[constant " -"LINE_JOINT_SHARP[code]]时,才使用此值。" +"矢量点之间弧度的方向差。仅当 [code]joint mode[/code] 设置为 [constant " +"LINE_JOINT_SHARP] 时,才使用此值。" #: doc/classes/Line2D.xml:89 msgid "" @@ -39495,11 +39562,11 @@ msgstr "选择整个 [String]。" msgid "Text alignment as defined in the [enum Align] enum." msgstr "在[enum Align]枚举中定义文本对齐方式。" -#: doc/classes/LineEdit.xml:110 doc/classes/TextEdit.xml:391 +#: doc/classes/LineEdit.xml:110 doc/classes/TextEdit.xml:460 msgid "If [code]true[/code], the caret (visual cursor) blinks." msgstr "如果为[code]true[/code],插入符号(可视光标)将闪烁。" -#: doc/classes/LineEdit.xml:113 doc/classes/TextEdit.xml:394 +#: doc/classes/LineEdit.xml:113 doc/classes/TextEdit.xml:463 msgid "Duration (in seconds) of a caret's blinking cycle." msgstr "插入符号闪烁周期的持续时间(秒)。" @@ -39514,8 +39581,8 @@ msgid "" "If [code]true[/code], the [LineEdit] will show a clear button if [code]text[/" "code] is not empty, which can be used to clear the text quickly." msgstr "" -"设置为[code]true[/code],[code]text[/code]不为空的时候,[LineEdit]将显示一个" -"按钮,可以用来快速清除文本。" +"如果为 [code]true[/code],[LineEdit] 将在 [code]text[/code] 非空时显示一个按" +"钮,可以用来快速清除文本。" #: doc/classes/LineEdit.xml:122 msgid "If [code]true[/code], the context menu will appear when right-clicked." @@ -39630,7 +39697,7 @@ msgstr "" "[LineEdit]的字符串值。\n" "[b]注意:[/b]使用这个属性更改文本不会触发[signal text_changed]信号。" -#: doc/classes/LineEdit.xml:172 doc/classes/TextEdit.xml:468 +#: doc/classes/LineEdit.xml:172 doc/classes/TextEdit.xml:537 msgid "" "If [code]true[/code], the native virtual keyboard is shown when focused on " "platforms that support it." @@ -39645,7 +39712,7 @@ msgstr "" "当附加的文本超过了[member max_length]时触发。附加的文本被截断以适应[member " "max_length],不能适应的部分被作为[code]rejected_substring[/code]参数传递。" -#: doc/classes/LineEdit.xml:185 doc/classes/TextEdit.xml:506 +#: doc/classes/LineEdit.xml:185 doc/classes/TextEdit.xml:575 msgid "Emitted when the text changes." msgstr "当文本更改时触发。" @@ -39669,11 +39736,11 @@ msgstr "[LineEdit]文本右对齐。" msgid "Stretches whitespaces to fit the [LineEdit]'s width." msgstr "拉伸空白以适应[LineEdit]的宽度。" -#: doc/classes/LineEdit.xml:209 doc/classes/TextEdit.xml:527 +#: doc/classes/LineEdit.xml:209 doc/classes/TextEdit.xml:596 msgid "Cuts (copies and clears) the selected text." msgstr "剪切(复制并删除)选定的文本。" -#: doc/classes/LineEdit.xml:212 doc/classes/TextEdit.xml:530 +#: doc/classes/LineEdit.xml:212 doc/classes/TextEdit.xml:599 msgid "Copies the selected text." msgstr "复制选定的文本。" @@ -39696,7 +39763,7 @@ msgstr "删除整个[LineEdit]文本。" msgid "Selects the whole [LineEdit] text." msgstr "选择[LineEdit]中所有文本。" -#: doc/classes/LineEdit.xml:225 doc/classes/TextEdit.xml:542 +#: doc/classes/LineEdit.xml:225 doc/classes/TextEdit.xml:611 msgid "Undoes the previous action." msgstr "撤销之前的操作。" @@ -39704,47 +39771,39 @@ msgstr "撤销之前的操作。" msgid "Reverse the last undo action." msgstr "反转最后一个撤销动作。" -#: doc/classes/LineEdit.xml:231 doc/classes/TextEdit.xml:548 +#: doc/classes/LineEdit.xml:231 doc/classes/TextEdit.xml:617 msgid "Represents the size of the [enum MenuItems] enum." msgstr "表示[enum MenuItems]枚举的大小。" #: doc/classes/LineEdit.xml:236 -msgid "Texture for the clear button. See [member clear_button_enabled]." -msgstr "“清除”按钮的纹理。请参阅[member clear_button_enabled]。" - -#: doc/classes/LineEdit.xml:239 msgid "Color used as default tint for the clear button." msgstr "用作清除按钮默认色调的颜色。" -#: doc/classes/LineEdit.xml:242 +#: doc/classes/LineEdit.xml:239 msgid "Color used for the clear button when it's pressed." msgstr "按下清除按钮时使用的颜色。" -#: doc/classes/LineEdit.xml:245 +#: doc/classes/LineEdit.xml:242 msgid "Color of the [LineEdit]'s visual cursor (caret)." msgstr "[LineEdit]可视光标(插入符号)的颜色。" -#: doc/classes/LineEdit.xml:248 -msgid "Background used when [LineEdit] has GUI focus." -msgstr "当[LineEdit]具有图形用户界面焦点时使用的背景。" - -#: doc/classes/LineEdit.xml:251 -msgid "Font used for the text." -msgstr "文本使用的字体。" - -#: doc/classes/LineEdit.xml:254 +#: doc/classes/LineEdit.xml:245 msgid "Default font color." msgstr "默认字体颜色。" -#: doc/classes/LineEdit.xml:257 +#: doc/classes/LineEdit.xml:248 msgid "Font color for selected text (inside the selection rectangle)." msgstr "选定文本的字体颜色(在选择矩形内)。" -#: doc/classes/LineEdit.xml:260 +#: doc/classes/LineEdit.xml:251 msgid "Font color when editing is disabled." msgstr "禁用编辑时的字体颜色。" -#: doc/classes/LineEdit.xml:263 +#: doc/classes/LineEdit.xml:254 +msgid "Color of the selection rectangle." +msgstr "选择矩形的颜色。" + +#: doc/classes/LineEdit.xml:257 msgid "" "Minimum horizontal space for the text (not counting the clear button and " "content margins). This value is measured in count of space characters (i.e. " @@ -39753,11 +39812,23 @@ msgstr "" "文本的最小水平空间(不包括清除按钮和内容边距)。该值以空格字符的计数来衡量(即无" "需滚动即可显示空格字符的数量)。" +#: doc/classes/LineEdit.xml:260 +msgid "Font used for the text." +msgstr "文本使用的字体。" + +#: doc/classes/LineEdit.xml:263 +msgid "Texture for the clear button. See [member clear_button_enabled]." +msgstr "“清除”按钮的纹理。请参阅[member clear_button_enabled]。" + #: doc/classes/LineEdit.xml:266 +msgid "Background used when [LineEdit] has GUI focus." +msgstr "当[LineEdit]具有图形用户界面焦点时使用的背景。" + +#: doc/classes/LineEdit.xml:269 msgid "Default background for the [LineEdit]." msgstr "[LineEdit]的默认背景。" -#: doc/classes/LineEdit.xml:269 +#: doc/classes/LineEdit.xml:272 msgid "" "Background used when [LineEdit] is in read-only mode ([member editable] is " "set to [code]false[/code])." @@ -39765,10 +39836,6 @@ msgstr "" "[LineEdit]处于只读模式时使用的背景([member editable]设置为[code]false[/" "code])。" -#: doc/classes/LineEdit.xml:272 -msgid "Color of the selection rectangle." -msgstr "选择矩形的颜色。" - #: doc/classes/LineShape2D.xml:4 msgid "Line shape for 2D collisions." msgstr "2D碰撞的线形形状。" @@ -39825,23 +39892,10 @@ msgid "The LinkButton will never show an underline at the bottom of its text." msgstr "LinkButton链接按钮永远不会在其文本的底部显示下划线。" #: doc/classes/LinkButton.xml:37 -msgid "" -"[StyleBox] used when the [LinkButton] is focused. It is displayed over the " -"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus " -"visual effect." -msgstr "" -"当 [LinkButton] 被聚焦时使用的样式盒 [StyleBox]。它显示在当前的[StyleBox]上," -"所以使用[StyleBoxEmpty]将只是禁用焦点的视觉效果。" - -#: doc/classes/LinkButton.xml:40 -msgid "[Font] of the [LinkButton]'s text." -msgstr "[LinkButton]文本的字体[Font]。" - -#: doc/classes/LinkButton.xml:43 msgid "Default text [Color] of the [LinkButton]." msgstr "[LinkButton]默认的字体颜色[Color]。" -#: doc/classes/LinkButton.xml:46 +#: doc/classes/LinkButton.xml:40 msgid "" "Text [Color] used when the [LinkButton] is focused. Only replaces the normal " "text color of the button. Disabled, hovered, and pressed states take " @@ -39850,18 +39904,31 @@ msgstr "" "当[LinkButton]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。" -#: doc/classes/LinkButton.xml:49 +#: doc/classes/LinkButton.xml:43 msgid "Text [Color] used when the [LinkButton] is being hovered." msgstr "当[LinkButton]被悬停时使用的文本颜色[Color]。" -#: doc/classes/LinkButton.xml:52 +#: doc/classes/LinkButton.xml:46 msgid "Text [Color] used when the [LinkButton] is being pressed." msgstr "当[LinkButton]被按下时使用的文本颜色[Color]。" -#: doc/classes/LinkButton.xml:55 +#: doc/classes/LinkButton.xml:49 msgid "The vertical space between the baseline of text and the underline." msgstr "文本基线和下划线之间的垂直空间。" +#: doc/classes/LinkButton.xml:52 +msgid "[Font] of the [LinkButton]'s text." +msgstr "[LinkButton]文本的字体[Font]。" + +#: doc/classes/LinkButton.xml:55 +msgid "" +"[StyleBox] used when the [LinkButton] is focused. It is displayed over the " +"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus " +"visual effect." +msgstr "" +"当 [LinkButton] 被聚焦时使用的样式盒 [StyleBox]。它显示在当前的[StyleBox]上," +"所以使用[StyleBoxEmpty]将只是禁用焦点的视觉效果。" + #: doc/classes/Listener.xml:4 doc/classes/Listener2D.xml:4 msgid "Overrides the location sounds are heard from." msgstr "覆盖听到声音的位置。" @@ -39890,8 +39957,8 @@ msgid "" "[b]Note:[/b] There may be more than one Listener marked as \"current\" in " "the scene tree, but only the one that was made current last will be used." msgstr "" -"如果使用[make_current]方法,使监听器成为当前状态,则返回[code]true[/code],否" -"则返回[code]false[/code]。\n" +"如果使用[method make_current]方法,使监听器成为当前状态,则返回[code]true[/" +"code],否则返回[code]false[/code]。\n" "[b]注意:[/b] 在场景树中可能有一个以上的监听器被标记为 \"当前\",但只有最后变" "成当前的那个才会被使用。" @@ -40129,7 +40196,7 @@ msgstr "不应手动调用,而应覆盖[method _iteration]。在Godot 4.0中 msgid "Emitted when a user responds to a permission request." msgstr "当用户对权限请求作出反应时发出。" -#: doc/classes/MainLoop.xml:156 doc/classes/Node.xml:791 +#: doc/classes/MainLoop.xml:156 doc/classes/Node.xml:800 msgid "" "Notification received from the OS when the mouse enters the game window.\n" "Implemented on desktop and web platforms." @@ -40137,7 +40204,7 @@ msgstr "" "当鼠标进入游戏窗口时从操作系统收到的通知。\n" "在桌面和网络平台上实现。" -#: doc/classes/MainLoop.xml:160 doc/classes/Node.xml:795 +#: doc/classes/MainLoop.xml:160 doc/classes/Node.xml:804 msgid "" "Notification received from the OS when the mouse leaves the game window.\n" "Implemented on desktop and web platforms." @@ -40145,7 +40212,7 @@ msgstr "" "当鼠标离开游戏窗口时从操作系统收到的通知。\n" "在桌面和网络平台上实现。" -#: doc/classes/MainLoop.xml:164 doc/classes/Node.xml:799 +#: doc/classes/MainLoop.xml:164 doc/classes/Node.xml:808 msgid "" "Notification received from the OS when the game window is focused.\n" "Implemented on all platforms." @@ -40153,7 +40220,7 @@ msgstr "" "当游戏窗口获得焦点时,从操作系统收到的通知。\n" "在所有平台上实现。" -#: doc/classes/MainLoop.xml:168 doc/classes/Node.xml:803 +#: doc/classes/MainLoop.xml:168 doc/classes/Node.xml:812 msgid "" "Notification received from the OS when the game window is unfocused.\n" "Implemented on all platforms." @@ -40161,27 +40228,27 @@ msgstr "" "当游戏窗口未获得焦点时,从操作系统收到的通知。\n" "在所有平台上实现。" -#: doc/classes/MainLoop.xml:172 doc/classes/Node.xml:807 +#: doc/classes/MainLoop.xml:172 doc/classes/Node.xml:816 msgid "" "Notification received from the OS when a quit request is sent (e.g. closing " "the window with a \"Close\" button or Alt+F4).\n" "Implemented on desktop platforms." msgstr "" -"发出退出请求时,从操作系统收到的通知(例如用 \"关闭\" 按钮或Alt+F4关闭窗" +"发出退出请求时,从操作系统收到的通知(例如用“关闭”按钮或 Alt+F4 关闭窗" "口)。\n" "在桌面平台上实现。" -#: doc/classes/MainLoop.xml:176 doc/classes/Node.xml:811 +#: doc/classes/MainLoop.xml:176 doc/classes/Node.xml:820 msgid "" "Notification received from the OS when a go back request is sent (e.g. " "pressing the \"Back\" button on Android).\n" "Specific to the Android platform." msgstr "" -"当发出返回请求时,从操作系统收到的通知(例如,在安卓系统上按下 \"返回 \"按" +"当发出返回请求时,从操作系统收到的通知(例如在 Android 系统上按下“返回”按" "钮)。\n" -"安卓平台特供。" +"Android 平台特供。" -#: doc/classes/MainLoop.xml:180 doc/classes/Node.xml:815 +#: doc/classes/MainLoop.xml:180 doc/classes/Node.xml:824 msgid "" "Notification received from the OS when an unfocus request is sent (e.g. " "another OS window wants to take the focus).\n" @@ -40191,36 +40258,36 @@ msgstr "" "得到焦点)。\n" "目前没有支持的平台发送这个通知。" -#: doc/classes/MainLoop.xml:184 doc/classes/Node.xml:819 +#: doc/classes/MainLoop.xml:184 doc/classes/Node.xml:828 msgid "" "Notification received from the OS when the application is exceeding its " "allocated memory.\n" "Specific to the iOS platform." msgstr "" "当应用程序超过其分配的内存时,从操作系统收到的通知。\n" -"专用于iOS平台。" +"专用于 iOS 平台。" -#: doc/classes/MainLoop.xml:188 doc/classes/Node.xml:823 +#: doc/classes/MainLoop.xml:188 doc/classes/Node.xml:832 msgid "" "Notification received when translations may have changed. Can be triggered " "by the user changing the locale. Can be used to respond to language changes, " "for example to change the UI strings on the fly. Useful when working with " "the built-in translation support, like [method Object.tr]." msgstr "" -"当翻译可能发生变化时收到的通知。可以由用户改变语言环境来触发。可以用来响应语" -"言的变化,例如,在飞行中改变UI字符串。在使用内置的翻译支持时很有用,比如" +"当翻译可能发生变化时收到的通知。可以由用户改变区域设置来触发。可以用来响应语" +"言的变化,例如,实时改变 UI 字符串。在使用内置的翻译支持时很有用,比如 " "[method Object.tr]。" -#: doc/classes/MainLoop.xml:191 doc/classes/Node.xml:826 +#: doc/classes/MainLoop.xml:191 doc/classes/Node.xml:835 msgid "" "Notification received from the OS when a request for \"About\" information " "is sent.\n" "Specific to the macOS platform." msgstr "" -"当发送 \"关于 \"信息的请求时,从操作系统收到的通知。\n" -"特定于macOS平台。" +"当发送“关于”信息的请求时,从操作系统收到的通知。\n" +"特定于 macOS 平台。" -#: doc/classes/MainLoop.xml:195 doc/classes/Node.xml:830 +#: doc/classes/MainLoop.xml:195 doc/classes/Node.xml:839 msgid "" "Notification received from Godot's crash handler when the engine is about to " "crash.\n" @@ -40229,7 +40296,7 @@ msgstr "" "当引擎即将崩溃时,从Godot的崩溃处理程序收到的通知。\n" "如果崩溃处理程序被启用,这只会在桌面平台上实现。" -#: doc/classes/MainLoop.xml:199 doc/classes/Node.xml:834 +#: doc/classes/MainLoop.xml:199 doc/classes/Node.xml:843 msgid "" "Notification received from the OS when an update of the Input Method Engine " "occurs (e.g. change of IME cursor position or composition string).\n" @@ -40239,21 +40306,21 @@ msgstr "" "变化)。\n" "特定于macOS平台。" -#: doc/classes/MainLoop.xml:203 doc/classes/Node.xml:838 +#: doc/classes/MainLoop.xml:203 doc/classes/Node.xml:847 msgid "" "Notification received from the OS when the app is resumed.\n" "Specific to the Android platform." msgstr "" "恢复应用时从操作系统收到的通知。\n" -"特定于安卓平台。" +"特定于 Android 平台。" -#: doc/classes/MainLoop.xml:207 doc/classes/Node.xml:842 +#: doc/classes/MainLoop.xml:207 doc/classes/Node.xml:851 msgid "" "Notification received from the OS when the app is paused.\n" "Specific to the Android platform." msgstr "" "暂停应用时从操作系统收到的通知。\n" -"特定于安卓平台。" +"特定于 Android 平台。" #: doc/classes/MarginContainer.xml:4 msgid "Simple margin container." @@ -40320,11 +40387,11 @@ msgstr "" #: doc/classes/Marshalls.xml:4 msgid "Data transformation (marshalling) and encoding helpers." -msgstr "数据转换(marshalling)和编码帮助器。" +msgstr "数据转换(marshalling)和编码辅助工具。" #: doc/classes/Marshalls.xml:7 msgid "Provides data transformation and encoding utility functions." -msgstr "提供数据转换和编码的实用功能。" +msgstr "提供进行数据转换和编码的实用函数。" #: doc/classes/Marshalls.xml:16 msgid "" @@ -40395,9 +40462,9 @@ msgid "" "[b]Note:[/b] This only applies to [SpatialMaterial]s and [ShaderMaterial]s " "with type \"Spatial\"." msgstr "" -"设置下一次使用的[Material]。这将使用不同的材质再次渲染对象。\n" -"[b]注意:[/b] 这只适用于[SpatialMaterial]和[ShaderMaterial]的 \"Spatial\"类" -"型。" +"设置下一次使用的 [Material]。这将使用不同的材质再次渲染对象。\n" +"[b]注意:[/b]这只适用于“Spatial”类型的 [SpatialMaterial] 和 " +"[ShaderMaterial]。" #: doc/classes/Material.xml:21 msgid "" @@ -40416,15 +40483,15 @@ msgstr "" #: doc/classes/Material.xml:27 msgid "Maximum value for the [member render_priority] parameter." -msgstr "[member render_priority]参数的最大值。" +msgstr "[member render_priority] 参数的最大值。" #: doc/classes/Material.xml:30 msgid "Minimum value for the [member render_priority] parameter." -msgstr "[member render_priority]参数的最小值。" +msgstr "[member render_priority] 参数的最小值。" #: doc/classes/MenuButton.xml:4 msgid "Special button that brings up a [PopupMenu] when clicked." -msgstr "特殊按钮,点击后会弹出一个[PopupMenu]。" +msgstr "点击后会弹出 [PopupMenu] 的特殊按钮。" #: doc/classes/MenuButton.xml:7 msgid "" @@ -40437,12 +40504,12 @@ msgid "" "See also [BaseButton] which contains common properties and methods " "associated with this node." msgstr "" -"特殊按钮,点击后会弹出一个[PopupMenu]。\n" -"可以使用[code]get_popup().add_item(\"My Item Name\")[/code]在这个[PopupMenu]" -"中创建新项目。你也可以直接从编辑器中创建它们。要做到这点,选择[MenuButton]节" -"点,然后在2D编辑器顶部的工具栏中,点击[b]Items[/b],然后点击弹出窗口中的" -"[b]Add[/b]。你将能够赋予每个项目新的属性。\n" -"参阅[BaseButton],它包含了与该节点相关的常用属性和方法。" +"点击后会弹出 [PopupMenu] 的特殊按钮。\n" +"可以使用 [code]get_popup().add_item(\"菜单项目名称\")[/code] 在这个 " +"[PopupMenu] 中创建新项目。你也可以直接从编辑器中创建它们。要做到这点,选择 " +"[MenuButton] 节点,然后在 2D 编辑器顶部的工具栏中,点击[b]项目[/b],然后点击" +"弹出窗口中的[b]添加[/b]。你将能够赋予每个项目新的属性。\n" +"与该节点相关的常用属性和方法请参阅 [BaseButton]。" #: doc/classes/MenuButton.xml:17 doc/classes/OptionButton.xml:86 msgid "" @@ -40451,9 +40518,9 @@ msgid "" "may cause a crash. If you wish to hide it or any of its children, use their " "[member CanvasItem.visible] property." msgstr "" -"返回这个按钮中包含的[PopupMenu]。\n" -"[b]警告:[/b] 这是一个必需的内部节点,移除和释放它可能会导致崩溃。如果你想隐" -"藏它或它的任何子节点,请使用其的[member CanvasItem.visible]属性。" +"返回这个按钮中包含的 [PopupMenu]。\n" +"[b]警告:[/b]这是一个必需的内部节点,移除和释放它可能会导致崩溃。如果你想隐藏" +"它或它的任何子节点,请使用其 [member CanvasItem.visible] 属性。" #: doc/classes/MenuButton.xml:25 msgid "" @@ -40475,31 +40542,14 @@ msgid "Emitted when [PopupMenu] of this MenuButton is about to show." msgstr "当此MenuButton的[PopupMenu]即将显示时触发。" #: doc/classes/MenuButton.xml:49 -msgid "[StyleBox] used when the [MenuButton] is disabled." -msgstr "当[MenuButton]被禁用时使用的[StyleBox]。" - -#: doc/classes/MenuButton.xml:52 -msgid "" -"[StyleBox] used when the [MenuButton] is focused. It is displayed over the " -"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus " -"visual effect." -msgstr "" -"当[MenuButton]被聚焦时使用的[StyleBox]。它显示在当前的[StyleBox]上,所以使用" -"[StyleBoxEmpty]将只是禁用焦点的视觉效果。" - -#: doc/classes/MenuButton.xml:55 -msgid "[Font] of the [MenuButton]'s text." -msgstr "[MenuButton]文本的[Font]。" - -#: doc/classes/MenuButton.xml:58 msgid "Default text [Color] of the [MenuButton]." msgstr "[MenuButton]默认的字体[Color]颜色。" -#: doc/classes/MenuButton.xml:61 +#: doc/classes/MenuButton.xml:52 msgid "Text [Color] used when the [MenuButton] is disabled." msgstr "[MenuButton]被禁用时的字体[Color]颜色。" -#: doc/classes/MenuButton.xml:64 +#: doc/classes/MenuButton.xml:55 msgid "" "Text [Color] used when the [MenuButton] is focused. Only replaces the normal " "text color of the button. Disabled, hovered, and pressed states take " @@ -40508,21 +40558,38 @@ msgstr "" "当[MenuButton]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。" -#: doc/classes/MenuButton.xml:67 +#: doc/classes/MenuButton.xml:58 msgid "Text [Color] used when the [MenuButton] is being hovered." -msgstr "当鼠标在[MenuButton]上徘徊时使用的字体[Color]颜色。" +msgstr "当鼠标在 [MenuButton] 上悬停时使用的字体 [Color] 颜色。" -#: doc/classes/MenuButton.xml:70 +#: doc/classes/MenuButton.xml:61 msgid "Text [Color] used when the [MenuButton] is being pressed." msgstr "当[MenuButton]被按下时使用的字体[Color]颜色。" +#: doc/classes/MenuButton.xml:64 +msgid "The horizontal space between [MenuButton]'s icon and text." +msgstr "[MenuButton]的文字和图标之间的水平间隙。" + +#: doc/classes/MenuButton.xml:67 +msgid "[Font] of the [MenuButton]'s text." +msgstr "[MenuButton]文本的[Font]。" + +#: doc/classes/MenuButton.xml:70 +msgid "[StyleBox] used when the [MenuButton] is disabled." +msgstr "当[MenuButton]被禁用时使用的[StyleBox]。" + #: doc/classes/MenuButton.xml:73 -msgid "[StyleBox] used when the [MenuButton] is being hovered." -msgstr "当鼠标在[MenuButton]上徘徊时使用的[StyleBox]样式盒。" +msgid "" +"[StyleBox] used when the [MenuButton] is focused. It is displayed over the " +"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus " +"visual effect." +msgstr "" +"当[MenuButton]被聚焦时使用的[StyleBox]。它显示在当前的[StyleBox]上,所以使用" +"[StyleBoxEmpty]将只是禁用焦点的视觉效果。" #: doc/classes/MenuButton.xml:76 -msgid "The horizontal space between [MenuButton]'s icon and text." -msgstr "[MenuButton]的文字和图标之间的水平间隙。" +msgid "[StyleBox] used when the [MenuButton] is being hovered." +msgstr "当鼠标在 [MenuButton] 上悬停时使用的 [StyleBox] 样式盒。" #: doc/classes/MenuButton.xml:79 msgid "Default [StyleBox] for the [MenuButton]." @@ -40958,11 +41025,11 @@ msgid "" "ARRAY_FORMAT_NORMAL] is [code]2[/code].\n" "See [enum ArrayMesh.ArrayFormat] for a list of format flags." msgstr "" -"返回[Mesh]的Format。Format是由[Mesh]格式Flag组合而成的整数。例如,一个同时包" -"含顶点和法线的网格将返回[code]3[/code]格式,因为[[constant ArrayMesh." -"ARRAY_FORMAT_VERTEX] =[code]1[/code],[constant ArrayMesh." -"ARRAY_FORMAT_NORMAL]=[code]2[/code]。\n" -"参阅 [enum ArrayMesh.ArrayFormat]的格式Flag列表。" +"返回 [Mesh] 的格式,该格式是由 [Mesh] 格式标识组合而成的整数。例如,一个同时" +"包含顶点和法线的网格将返回[code]3[/code]格式,因为 [constant ArrayMesh." +"ARRAY_FORMAT_VERTEX] = [code]1[/code],[constant ArrayMesh." +"ARRAY_FORMAT_NORMAL] = [code]2[/code]。\n" +"参阅 [enum ArrayMesh.ArrayFormat] 的格式标识列表。" #: doc/classes/MeshDataTool.xml:132 msgid "Returns the material assigned to the [Mesh]." @@ -41395,7 +41462,7 @@ msgstr "" "和加速器的手机。\n" "请注意,即使没有位置跟踪,相机也会假定耳机处于1.85米的高度。你可以通过设置" "[member eye_height]来改变这一点。\n" -"你可以按以下方式初始化这个接口:\n" +"你可以按以下方式初始化这个接口:\n" "[codeblock]\n" "var interface = ARVRServer.find_interface(\"Native mobile\")\n" "if interface and interface.initialize():\n" @@ -41490,7 +41557,7 @@ msgid "" "Returns the visibility axis-aligned bounding box in local space. See also " "[method VisualInstance.get_transformed_aabb]." msgstr "" -"返回局部空间中可见性轴对齐的边界框。参阅[method VisualInstance." +"返回局部空间中可见性轴对齐的包围框。请参阅 [method VisualInstance." "get_transformed_aabb]。" #: doc/classes/MultiMesh.xml:27 @@ -41912,8 +41979,8 @@ msgid "" "set_network_master]." msgstr "" "与 [method Node.rpc_config] 或 [method Node.rset_config] 一起用于设置要调用的" -"方法或仅在此节点的网络主机上更改的属性。类似于 [code] master[/code] 关键字。" -"仅接受节点网络傀儡的方法调用或属性更改,请参阅[method Node." +"方法或仅在此节点的网络主机上更改的属性。类似于 [code]master[/code] 关键字。仅" +"接受节点网络傀儡的方法调用或属性更改,请参阅[method Node." "set_network_master]。" #: doc/classes/MultiplayerAPI.xml:132 @@ -41958,7 +42025,7 @@ msgid "" "change locally. Analogous to the [code]mastersync[/code] keyword." msgstr "" "类似于[constant RPC_MODE_MASTER],但也使方法调用或属性改变本地。类似于 " -"[code] mastersync [/code] 关键字。" +"[code]mastersync[/code] 关键字。" #: doc/classes/MultiplayerAPI.xml:147 msgid "" @@ -42303,7 +42370,7 @@ msgstr "" "如果 [code]value[/code] 为 [code]true[/code],则在 [member geometry/" "collision_mask] 中设置指定的 [code]bit[/code]。\n" "如果 [code]value[/code] 为 [code]false[/code],则清除 [member geometry/" -"collision_mask] 中指定的 [code] bit [/code]。" +"collision_mask] 中指定的 [code]bit[/code]。" #: doc/classes/NavigationMesh.xml:72 doc/classes/NavigationPolygon.xml:121 msgid "" @@ -42550,16 +42617,16 @@ msgid "" "NavigationMeshInstance is a node that takes a [NavigationMesh] resource and " "adds it to the current scenario by creating an instance of it." msgstr "" -"NavigationMeshInstance可以接收一个[NavigationMesh]资源,并通过创建它的一个实" -"例将其添加到当前场景中。" +"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。" #: doc/classes/NavigationMeshInstance.xml:15 msgid "If [code]true[/code], the navigation mesh will be used by [Navigation]." -msgstr "如果[code]true[/code],导航网格将由[Navigation]使用。" +msgstr "为 [code]true[/code] 时导航网格将被 [Navigation] 使用。" #: doc/classes/NavigationMeshInstance.xml:18 msgid "The [NavigationMesh] resource for the instance." -msgstr "实例的[NavigationMesh]资源。" +msgstr "实例的 [NavigationMesh] 资源。" #: doc/classes/NavigationPolygon.xml:4 msgid "" @@ -42568,7 +42635,6 @@ msgid "" msgstr "具有绘制轮廓或使用顶点索引来创建导航多边形的方法的节点。" #: doc/classes/NavigationPolygon.xml:7 -#, fuzzy msgid "" "There are two ways to create polygons. Either by using the [method " "add_outline] method, or using the [method add_polygon] method.\n" @@ -42592,8 +42658,9 @@ msgid "" "$NavigationPolygonInstance.navpoly = polygon\n" "[/codeblock]" msgstr "" -"有两种方法来创建多边形。[method add_outline]或[method add_polygon]方法。\n" -"使用[method add_outline]方法:\n" +"创建多边形有两种方法。使用 [method add_outline] 或 [method add_polygon] 方" +"法。\n" +"使用 [method add_outline] 方法:\n" "[codeblock]\n" "var polygon = NavigationPolygon.new()\n" "var outline = PoolVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, " @@ -42602,7 +42669,7 @@ msgstr "" "polygon.make_polygons_from_outlines()\n" "$NavigationPolygonInstance.navpoly = polygon\n" "[/codeblock]\n" -"使用[method add_polygon]和顶点数组的索引:\n" +"使用 [method add_polygon] 和顶点数组的索引:\n" "[codeblock]\n" "var polygon = NavigationPolygon.new()\n" "var vertices = PoolVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, " @@ -42676,16 +42743,16 @@ msgid "" "Removes an outline created in the editor or by script. You have to call " "[method make_polygons_from_outlines] for the polygons to update." msgstr "" -"删除在编辑器或脚本中创建的轮廓。你必须调用[method make_polygons_from_outline]" -"来更新多边形。" +"删除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/NavigationPolygon.xml:114 msgid "" "Changes an outline created in the editor or by script. You have to call " "[method make_polygons_from_outlines] for the polygons to update." 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_outline]" -"来更新多边形。" +"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。" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:4 msgid "" @@ -42886,9 +42953,9 @@ msgid "" "NetworkedMultiplayerPeer.TRANSFER_MODE_UNRELIABLE_ORDERED]). This is the " "only way to use ordering with the RPC system." msgstr "" -"在使用[constant NetworkedMultiplayerPeer.TRANSFER_MODE_UNRELIABLE]时强制命令" -"包。(因此行为类似于[constant networkkedmultiplayerpeer . " -"transfer_mode_unreliable_ordered])。这是在RPC系统中使用排序的唯一方法。" +"在使用 [constant NetworkedMultiplayerPeer.TRANSFER_MODE_UNRELIABLE] 时强制命" +"令包。(因此行为类似于 [constant NetworkedMultiplayerPeer." +"TRANSFER_MODE_UNRELIABLE_ORDERED])。这是在 RPC 系统中使用排序的唯一方法。" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:116 msgid "" @@ -43014,8 +43081,8 @@ msgid "" "resources compared to [constant COMPRESS_ZLIB], at the expense of using more " "bandwidth." msgstr "" -"[url = http://fastlz.org/] FastLZ [/ url]压缩。与[constant COMPRESS_ZLIB]相" -"比,该选项使用的CPU资源更少,但使用的带宽更多。" +"[url=http://fastlz.org/]FastLZ[/url] 压缩。与 [constant COMPRESS_ZLIB] 相比," +"该选项使用的 CPU 资源更少,但使用的带宽更多。" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:154 msgid "" @@ -43045,10 +43112,10 @@ msgid "" "detail and isn't meant to be used by non-Godot servers. It may change " "without notice." msgstr "" -"管理与网络对等体的连接。为连接到服务器的每个客户端分配唯一的ID。另请参见" +"管理与网络对等体的连接。为连接到服务器的每个客户端分配唯一的 ID。另请参见 " "[MultiplayerAPI]。\n" -"[b]注意:[/b] 高级别的多人游戏API协议是一个实现细节,并不意味着可以被非Godot" -"服务器使用。它可能会改变,恕不另行通知。" +"[b]注意:[/b]高级别多人游戏的 API 协议属于实现细节,没有准备被非 Godot 服务器" +"使用。改变时恕不另行通知。" #: doc/classes/NetworkedMultiplayerPeer.xml:12 msgid "https://godotengine.org/asset-library/asset/537" @@ -43057,17 +43124,17 @@ msgstr "https://godotengine.org/asset-library/asset/537" #: doc/classes/NetworkedMultiplayerPeer.xml:18 msgid "" "Returns the current state of the connection. See [enum ConnectionStatus]." -msgstr "返回连接的当前状态。参阅[enum ConnectionStatus]。" +msgstr "返回连接的当前状态。请参阅 [enum ConnectionStatus]。" #: doc/classes/NetworkedMultiplayerPeer.xml:24 msgid "" "Returns the ID of the [NetworkedMultiplayerPeer] who sent the most recent " "packet." -msgstr "返回最近发送数据包的[NetworkedMultiplayerPeer]的ID。" +msgstr "返回最近发送数据包的 [NetworkedMultiplayerPeer] 的 ID。" #: doc/classes/NetworkedMultiplayerPeer.xml:30 msgid "Returns the ID of this [NetworkedMultiplayerPeer]." -msgstr "返回这个[NetworkedMultiplayerPeer]的ID。" +msgstr "返回这个 [NetworkedMultiplayerPeer] 的 ID。" #: doc/classes/NetworkedMultiplayerPeer.xml:36 msgid "Waits up to 1 second to receive a new network event." @@ -43092,7 +43159,8 @@ msgstr "" msgid "" "If [code]true[/code], this [NetworkedMultiplayerPeer] refuses new " "connections." -msgstr "如果[code]为真[/code],这个[NetworkedMultiplayerPeer]拒绝新的连接。" +msgstr "" +"为 [code]true[/code] 时,这个 [NetworkedMultiplayerPeer] 拒绝新的连接。" #: doc/classes/NetworkedMultiplayerPeer.xml:53 msgid "" @@ -43322,7 +43390,7 @@ msgstr "" #: doc/classes/Node.xml:4 msgid "Base class for all [i]scene[/i] objects." -msgstr "所有[i]scene[/i]对象的基类。" +msgstr "所有[i]场景[/i]对象的基类。" #: doc/classes/Node.xml:7 msgid "" @@ -43705,14 +43773,14 @@ msgid "" "guaranteed. The order of node groups should not be relied upon as it can " "vary across project runs." msgstr "" -"将节点添加到一个组中。组是命名和组织节点子集的辅助工具,例如 \"敌人\" 或 \"可" -"收集物\"等。一个节点可以在任何数量的组中。节点可以在任何时候被分配到一个组" -"中,但是在它们进入场景树之前不会被添加,参阅[method is_inside_tree]。参阅描述" -"中的注释,以及[SceneTree]中的分组方法。\n" -"当把节点打包到[PackedScene]并保存到文件时,会使用[code]persistent[/code]选" -"项。非持久化的组不会被存储。\n" -"[b]注意:[/b]由于性能原因,节点组的顺序[i]不[/i]能保证。因些节点组的顺序不应" -"该被依赖,因为它可能在不同的项目运行中变化。" +"将节点添加到一个组中。组是命名和组织节点子集的辅助工具,例如“敌人”或“收集" +"品”等。一个节点可以在任何数量的组中。节点可以在任何时候被分配到一个组中,但是" +"在它们进入场景树之前不会被添加,参阅 [method is_inside_tree]。参阅描述中的注" +"释,以及 [SceneTree] 中的分组方法。\n" +"当把节点打包到 [PackedScene] 并保存到文件时,会使用 [code]persistent[/code] " +"选项。非持久化的组不会被存储。\n" +"[b]注意:[/b]由于性能原因,[i]不保证[/i]节点组的顺序。不应该依赖节点组的顺" +"序,因为每次运行项目节点组的顺序都可能变化。" #: doc/classes/Node.xml:147 msgid "" @@ -43810,24 +43878,32 @@ msgid "" "Returns an array listing the groups that the node is a member of.\n" "[b]Note:[/b] For performance reasons, the order of node groups is [i]not[/i] " "guaranteed. The order of node groups should not be relied upon as it can " -"vary across project runs." +"vary across project runs.\n" +"[b]Note:[/b] The engine uses some group names internally (all starting with " +"an underscore). To avoid conflicts with internal groups, do not add custom " +"groups whose name starts with an underscore. To exclude internal groups " +"while looping over [method get_groups], use the following snippet:\n" +"[codeblock]\n" +"# Stores the node's non-internal groups only (as an array of Strings).\n" +"var non_internal_groups = []\n" +"for group in get_groups():\n" +" if not group.begins_with(\"_\"):\n" +" non_internal_groups.push_back(group)\n" +"[/codeblock]" msgstr "" -"返回一个数组,列出节点所属的组。\n" -"[b]注:[/b]出于性能原因,节点组的顺序是[i]不[/i]确定的。不应依赖节点组的顺" -"序,因为它可能因项目运行而异。" -#: doc/classes/Node.xml:210 +#: doc/classes/Node.xml:218 msgid "" "Returns the node's index, i.e. its position among the siblings of its parent." msgstr "返回节点的索引,即它在其父节点的兄弟节点中的位置。" -#: doc/classes/Node.xml:216 +#: doc/classes/Node.xml:224 msgid "" "Returns the peer ID of the network master for this node. See [method " "set_network_master]." -msgstr "返回此节点的网络主节点的对等 ID。参阅[method set _ network _ master]。" +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:223 +#: doc/classes/Node.xml:231 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 " @@ -43856,13 +43932,13 @@ msgid "" "get_node(\"/root/MyGame\")\n" "[/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。</method>\n" -"[b]注意:[/b]获取绝对路径只在节点在场景树中时生效(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" +"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" +"[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" "[codeblock]\n" "/root\n" "/root/Character\n" @@ -43881,7 +43957,7 @@ msgstr "" "get_node(\"/root/MyGame\")\n" "[/codeblock]" -#: doc/classes/Node.xml:249 +#: doc/classes/Node.xml:257 msgid "" "Fetches a node and one of its resources as specified by the [NodePath]'s " "subname (e.g. [code]Area2D/CollisionShape2D:shape[/code]). If several nested " @@ -43918,7 +43994,7 @@ msgstr "" "[[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]\n" "[/codeblock]" -#: doc/classes/Node.xml:263 +#: doc/classes/Node.xml:271 msgid "" "Similar to [method get_node], but does not log an error if [code]path[/code] " "does not point to a valid [Node]." @@ -43926,22 +44002,22 @@ 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。" -#: doc/classes/Node.xml:269 +#: doc/classes/Node.xml:277 msgid "" "Returns the parent node of the current node, or a [code]null instance[/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]。" -#: doc/classes/Node.xml:275 +#: doc/classes/Node.xml:283 msgid "" "Returns the absolute path of the current node. This only works if the " "current node is inside the scene tree (see [method is_inside_tree])." msgstr "" -"返回当前节点的绝对路径。这只在当前节点在场景树中起作用(参阅" -"[is_inside_tree])。" +"返回当前节点的绝对路径。这只在当前节点在场景树中起作用(请参阅 [method " +"is_inside_tree])。" -#: doc/classes/Node.xml:282 +#: doc/classes/Node.xml:290 msgid "" "Returns the relative [NodePath] from this node to the specified [code]node[/" "code]. Both nodes must be in the same scene or the function will fail." @@ -43949,7 +44025,7 @@ msgstr "" "从这个节点返回到指定的[code]node[/code]的相对[NodePath]。两个节点必须在同一个" "场景中,否则函数将失败。" -#: doc/classes/Node.xml:288 +#: doc/classes/Node.xml:296 msgid "" "Returns the time elapsed (in seconds) since the last physics-bound frame " "(see [method _physics_process]). This is always a constant value in physics " @@ -43960,7 +44036,7 @@ msgstr "" "_physics_process]。在物理处理中,这始终是一个常数,除非通过 [member Engine." "iterations_per_second] 改变每秒的帧数。" -#: doc/classes/Node.xml:294 +#: doc/classes/Node.xml:302 msgid "" "Returns the node's order in the scene tree branch. For example, if called on " "the first child node the position is [code]0[/code]." @@ -43968,13 +44044,13 @@ msgstr "" "返回场景树分支中节点的顺序。例如,如果在第一个子节点上调用,则位置为[code]0[/" "code]。" -#: doc/classes/Node.xml:300 +#: doc/classes/Node.xml:308 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。" -#: doc/classes/Node.xml:306 +#: doc/classes/Node.xml:314 msgid "" "Returns [code]true[/code] if this is an instance load placeholder. See " "[InstancePlaceholder]." @@ -43982,20 +44058,20 @@ msgstr "" "如果这是一个实例加载占位符,则返回[code]true[/code]。看到" "[InstancePlaceholder]。" -#: doc/classes/Node.xml:312 +#: doc/classes/Node.xml:320 msgid "Returns the [SceneTree] that contains this node." msgstr "返回包含该节点的[SceneTree]。" -#: doc/classes/Node.xml:318 +#: doc/classes/Node.xml:326 msgid "Returns the node's [Viewport]." msgstr "返回节点的[Viewport]。" -#: doc/classes/Node.xml:325 +#: doc/classes/Node.xml:333 msgid "" "Returns [code]true[/code] if the node that the [NodePath] points to exists." msgstr "如果[NodePath]指向的节点存在,则返回[code]true[/code]。" -#: doc/classes/Node.xml:332 +#: doc/classes/Node.xml:340 msgid "" "Returns [code]true[/code] if the [NodePath] points to a valid node and its " "subname points to a valid resource, e.g. [code]Area2D/CollisionShape2D:" @@ -44006,26 +44082,26 @@ msgstr "" "[code]Area2D/CollisionShape2D:shape[/code],则返回[code]true[/code]。具有非" "[Resource]类型的属性(例如节点或基本数学类型)不被认为是资源。" -#: doc/classes/Node.xml:339 +#: doc/classes/Node.xml:347 msgid "" "Returns [code]true[/code] if the given node is a direct or indirect child of " "the current node." msgstr "如果给定节点是当前节点的直接或间接子节点,则返回[code]true[/code]。" -#: doc/classes/Node.xml:345 +#: doc/classes/Node.xml:353 msgid "" "Returns [code]true[/code] if the node is folded (collapsed) in the Scene " "dock." msgstr "如果节点在场景dock中折叠(collapsed),则返回[code]true[/code]。" -#: doc/classes/Node.xml:352 +#: doc/classes/Node.xml:360 msgid "" "Returns [code]true[/code] if the given node occurs later in the scene " "hierarchy than the current node." msgstr "" "如果给定节点在场景层次结构中出现的时间晚于当前节点,则返回[code]true[/code]。" -#: doc/classes/Node.xml:359 +#: doc/classes/Node.xml:367 msgid "" "Returns [code]true[/code] if this node is in the specified group. See notes " "in the description, and the group methods in [SceneTree]." @@ -44033,25 +44109,25 @@ msgstr "" "如果该节点在指定的组中,则返回[code]true[/code]。参阅描述中的注释和" "[SceneTree]中的组方法。" -#: doc/classes/Node.xml:365 +#: doc/classes/Node.xml:373 msgid "" "Returns [code]true[/code] if this node is currently inside a [SceneTree]." msgstr "如果该节点当前在[SceneTree]中,返回[code]true[/code]。" -#: doc/classes/Node.xml:371 +#: doc/classes/Node.xml:379 msgid "" "Returns [code]true[/code] if the local system is the master of this node." msgstr "" "如果本地系统是此节点的主系统(用于多人游戏),则返回[code]true[/code]。" -#: doc/classes/Node.xml:377 +#: doc/classes/Node.xml:385 msgid "" "Returns [code]true[/code] if physics processing is enabled (see [method " "set_physics_process])." msgstr "" "如果启用了物理处理,返回[code]true[/code](参阅[method set_physics_process])。" -#: doc/classes/Node.xml:383 +#: doc/classes/Node.xml:391 msgid "" "Returns [code]true[/code] if internal physics processing is enabled (see " "[method set_physics_process_internal])." @@ -44059,20 +44135,21 @@ msgstr "" "如果内部物理处理被启用,返回[code]true[/code](见[method " "set_physics_process_internal])。" -#: doc/classes/Node.xml:389 +#: doc/classes/Node.xml:397 msgid "" "Returns [code]true[/code] if processing is enabled (see [method " "set_process])." msgstr "如果开启了处理,返回[code]true[/code](参阅[method set_process])。" -#: doc/classes/Node.xml:395 +#: doc/classes/Node.xml:403 msgid "" "Returns [code]true[/code] if the node is processing input (see [method " "set_process_input])." msgstr "" -"如果节点正在处理输入(参阅[set_process_input]),则返回[code]true[/code]。" +"如果节点正在处理输入(请参阅 [method set_process_input]),则返回[code]true[/" +"code]。" -#: doc/classes/Node.xml:401 +#: doc/classes/Node.xml:409 msgid "" "Returns [code]true[/code] if internal processing is enabled (see [method " "set_process_internal])." @@ -44080,7 +44157,7 @@ msgstr "" "如果启用了内部处理,返回[code]true[/code](参阅[method " "set_process_internal])。" -#: doc/classes/Node.xml:407 +#: doc/classes/Node.xml:415 msgid "" "Returns [code]true[/code] if the node is processing unhandled input (see " "[method set_process_unhandled_input])." @@ -44088,7 +44165,7 @@ msgstr "" "如果节点正在处理未被处理的输入(参阅[method set_process_unhandled_input]),则" "返回[code]true[/code]。" -#: doc/classes/Node.xml:413 +#: doc/classes/Node.xml:421 msgid "" "Returns [code]true[/code] if the node is processing unhandled key input (see " "[method set_process_unhandled_key_input])." @@ -44096,7 +44173,7 @@ msgstr "" "如果节点正在处理未被处理的键输入(参阅[method " "set_process_unhandled_key_input]),则返回[code]true[/code]。" -#: doc/classes/Node.xml:421 +#: doc/classes/Node.xml:429 msgid "" "Moves a child node to a different position (order) among the other children. " "Since calls, signals, etc are performed by tree order, changing the order of " @@ -44105,14 +44182,14 @@ msgstr "" "在其他子节点中将子节点移动到不同的位置(顺序)。由于调用、信号等是按树顺序执行" "的,因此更改子节点的顺序可能会很有用。" -#: doc/classes/Node.xml:427 +#: doc/classes/Node.xml:435 msgid "" "Prints all stray nodes (nodes outside the [SceneTree]). Used for debugging. " "Works only in debug builds." msgstr "" "打印所有散在节点([SceneTree]之外的节点)。用于调试。只能在调试版本中工作。" -#: doc/classes/Node.xml:433 +#: doc/classes/Node.xml:441 msgid "" "Prints the tree to stdout. Used mainly for debugging purposes. This version " "displays the path relative to the current node, and is good for copy/pasting " @@ -44139,7 +44216,7 @@ msgstr "" "TheGame/SplashScreen/Camera2D\n" "[/codeblock]" -#: doc/classes/Node.xml:448 +#: doc/classes/Node.xml:456 msgid "" "Similar to [method print_tree], this prints the tree to stdout. This version " "displays a more graphical representation similar to what is displayed in the " @@ -44166,7 +44243,7 @@ msgstr "" " ┖╴Camera2D\n" "[/codeblock]" -#: doc/classes/Node.xml:466 +#: doc/classes/Node.xml:474 msgid "" "Calls the given method (if present) with the arguments given in [code]args[/" "code] on this node and recursively on all its children. If the " @@ -44180,7 +44257,7 @@ msgstr "" "code],该方法将首先在当前节点上调用,然后在其所有子节点上调用。如果" "[code]parent_first[/code]为[code]false[/code],子节点的方法将首先被调用。" -#: doc/classes/Node.xml:473 +#: doc/classes/Node.xml:481 msgid "" "Notifies the current node and all its children recursively by calling " "[method Object.notification] on all of them." @@ -44188,7 +44265,7 @@ msgstr "" "通过对所有节点调用[method Object.notification],递归地通知当前节点和它的所有" "子节点。" -#: doc/classes/Node.xml:479 +#: doc/classes/Node.xml:487 msgid "" "Queues a node for deletion at the end of the current frame. When deleted, " "all of its child nodes will be deleted as well. This method ensures it's " @@ -44208,7 +44285,7 @@ msgstr "" "[code]null[/code]。相反,它将指向一个[i]先前被释放的实例[/i],你应该在尝试调" "用其方法或访问其属性之前用[method @GDScript.is_instance_valid]来验证它。" -#: doc/classes/Node.xml:486 +#: doc/classes/Node.xml:494 msgid "" "Moves this node to the bottom of parent node's children hierarchy. This is " "often useful in GUIs ([Control] nodes), because their order of drawing " @@ -44222,7 +44299,7 @@ msgstr "" "层次结构中最上面的节点下面的所有同级被依次绘制在它的上面。使用[code]raise[/" "code]后,一个控件将被绘制在其同级的上面。" -#: doc/classes/Node.xml:492 +#: doc/classes/Node.xml:500 msgid "" "Removes a node and sets all its children as children of the parent node (if " "it exists). All event subscriptions that pass by the removed node will be " @@ -44231,7 +44308,7 @@ msgstr "" "移除一个节点,并将其所有的子节点设置为父节点的子节点(如果它存在的话)。所有" "经过被删除的节点的事件订阅都将被取消。" -#: doc/classes/Node.xml:499 +#: doc/classes/Node.xml:507 msgid "" "Removes a child node. The node is NOT deleted and must be deleted manually.\n" "[b]Note:[/b] This function may set the [member owner] of the removed Node " @@ -44242,20 +44319,22 @@ msgstr "" "[b]注:[/b]如果该[member owner]不再是父节点或祖先,则该函数可以将被移除节点" "(或其后代)的[member owner]设置为[code]null[/code]。" -#: doc/classes/Node.xml:507 +#: doc/classes/Node.xml:515 msgid "" "Removes a node from a group. See notes in the description, and the group " "methods in [SceneTree]." 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:515 +#: doc/classes/Node.xml:523 msgid "" "Replaces a node in a scene by the given one. Subscriptions that pass through " -"this node will be lost." -msgstr "用给定的节点替换一个场景中的节点。经过该节点传递的事件订阅将会丢失。" +"this node will be lost.\n" +"Note that the replaced node is not automatically freed, so you either need " +"to keep it in a variable for later use or free it using [method Object.free]." +msgstr "" -#: doc/classes/Node.xml:521 +#: doc/classes/Node.xml:530 msgid "" "Requests that [code]_ready[/code] be called again. Note that the method " "won't be called immediately, but is scheduled for when the node is added to " @@ -44270,7 +44349,7 @@ msgstr "" "节点调用,这意味着如果你想让每个子节点也调用[code]_ready[/code],你需要为它们" "请求ready(在这种情况下,[code]_ready[/code]的调用顺序与正常情况下相同)。" -#: doc/classes/Node.xml:528 +#: doc/classes/Node.xml:537 msgid "" "Sends a remote procedure call request for the given [code]method[/code] to " "peers on the network (and locally), optionally sending all additional " @@ -44296,7 +44375,7 @@ msgstr "" "[code]server_disconnected[/code]等[SceneTree]信号或者检查[code]SceneTree." "network_peer.get_connection_status() == CONNECTION_CONNECTED[/code]。" -#: doc/classes/Node.xml:537 +#: doc/classes/Node.xml:546 msgid "" "Changes the RPC mode for the given [code]method[/code] to the given " "[code]mode[/code]. See [enum MultiplayerAPI.RPCMode]. An alternative is " @@ -44306,14 +44385,14 @@ msgid "" "By default, methods are not exposed to networking (and RPCs). See also " "[method rset] and [method rset_config] for properties." msgstr "" -"将指定的[code]方法[/code]的RPC模式改为指定的[code]模式[/code]。参阅[enum " -"MultiplayerAPI.RPCMode]。另一种方法是用相应的关键字来注释方法和属性" -"([code]remote[/code], [code]master[/code], [code]puppet[/code], " -"[code]remoteesync[/code], [code]masterync[/code], [code]puppetsync[/code])。" -"默认情况下,方法不暴露于网络(和RPC)。参阅[method rset]和[method " -"rset_config]的属性。" +"将 [code]method[/code] 方法的 RPC 模式改为 [code]mode[/code] 模式。请参阅 " +"[enum MultiplayerAPI.RPCMode]。另一种方法是在方法和属性上加入相应的关键字注解" +"([code]remote[/code]、[code]master[/code]、[code]puppet[/code]、" +"[code]remoteesync[/code]、[code]masterync[/code]、[code]puppetsync[/code])。" +"默认情况下,方法不暴露于网络(和 RPC)。请参阅 [method rset] 和 [method " +"rset_config] 的属性。" -#: doc/classes/Node.xml:545 +#: doc/classes/Node.xml:554 msgid "" "Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] " "(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty " @@ -44322,13 +44401,13 @@ msgstr "" "向由[code]peer_id[/code]确定的特定peer发送一个[method rpc](见[method " "NetworkedMultiplayerPeer.set_target_peer])。返回一个空的[Variant]。" -#: doc/classes/Node.xml:552 +#: doc/classes/Node.xml:561 msgid "" "Sends a [method rpc] using an unreliable protocol. Returns an empty " "[Variant]." msgstr "使用一个不可靠的协议发送一个[method rpc]。返回一个空的[Variant]。" -#: doc/classes/Node.xml:560 +#: doc/classes/Node.xml:569 msgid "" "Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] " "using an unreliable protocol (see [method NetworkedMultiplayerPeer." @@ -44338,7 +44417,7 @@ msgstr "" "[code]peer_id[/code]标识的特定peer发送一个[method rpc]。返回一个空的" "[Variant]。" -#: doc/classes/Node.xml:568 +#: doc/classes/Node.xml:577 msgid "" "Remotely changes a property's value on other peers (and locally). Behaviour " "depends on the RPC configuration for the given property, see [method " @@ -44349,7 +44428,7 @@ msgstr "" "[method rset_config]。关于方法的RPC,也请参阅[method rpc],大多数信息也适用于" "这个方法。" -#: doc/classes/Node.xml:576 +#: doc/classes/Node.xml:585 msgid "" "Changes the RPC mode for the given [code]property[/code] to the given " "[code]mode[/code]. See [enum MultiplayerAPI.RPCMode]. An alternative is " @@ -44366,34 +44445,34 @@ msgstr "" "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:585 +#: doc/classes/Node.xml:594 msgid "" "Remotely changes the property's value on a specific peer identified by " "[code]peer_id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer])." msgstr "" "远程改变属性的值在一个指定的peer上[code]peer_id[/code](参阅[method " -"networkkedmultiplayerpeer .set_target_peer])。" +"NetworkedMultiplayerPeer.set_target_peer])。" -#: doc/classes/Node.xml:593 +#: doc/classes/Node.xml:602 msgid "" "Remotely changes the property's value on other peers (and locally) using an " "unreliable protocol." msgstr "使用不可靠的协议远程更改其他对等点(和本地)上的属性值。" -#: doc/classes/Node.xml:602 +#: doc/classes/Node.xml:611 msgid "" "Remotely changes property's value on a specific peer identified by " "[code]peer_id[/code] using an unreliable protocol (see [method " "NetworkedMultiplayerPeer.set_target_peer])." msgstr "" -"使用不可靠的协议(参阅[method networkkedmultiplayerpeer .set_target_peer])远程" -"更改指定对等体[code]peer_id[/code]上的属性值。" +"使用不可靠的协议(参阅[method NetworkedMultiplayerPeer.set_target_peer])远程更" +"改指定对等体[code]peer_id[/code]上的属性值。" -#: doc/classes/Node.xml:609 +#: doc/classes/Node.xml:618 msgid "Sets the folded state of the node in the Scene dock." msgstr "设置场景dock中节点的折叠状态。" -#: doc/classes/Node.xml:617 +#: doc/classes/Node.xml:626 msgid "" "Sets the node's network master to the peer with the given peer ID. The " "network master is the peer that has authority over the node on the network. " @@ -44408,7 +44487,7 @@ msgstr "" "[code]recursive[/code],则递归地将给定的对等节点设置为该节点所有子节点的主节" "点。" -#: doc/classes/Node.xml:624 +#: doc/classes/Node.xml:633 msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " @@ -44424,7 +44503,7 @@ msgstr "" "_physics_process]回调将被调用)。如果[method _physics_process]被重写,则自动" "启用。在[method _ready]之前对它的任何调用都将被忽略。" -#: doc/classes/Node.xml:631 +#: doc/classes/Node.xml:640 msgid "" "Enables or disables internal physics for this node. Internal physics " "processing happens in isolation from the normal [method _physics_process] " @@ -44445,7 +44524,7 @@ msgstr "" "可能会导致意外的行为。为特定的高级用途提供了对此内部逻辑的脚本访问,但不安全" "且不支持。" -#: doc/classes/Node.xml:639 +#: doc/classes/Node.xml:648 msgid "" "Enables or disables processing. When a node is being processed, it will " "receive a [constant NOTIFICATION_PROCESS] on every drawn frame (and the " @@ -44458,7 +44537,7 @@ msgstr "" "[method _process]被重写,则自动启用。在 [method _ready] 之前对它的任何调用都" "将被忽略。" -#: doc/classes/Node.xml:646 +#: doc/classes/Node.xml:655 msgid "" "Enables or disables input processing. This is not required for GUI controls! " "Enabled automatically if [method _input] is overridden. Any calls to this " @@ -44467,7 +44546,7 @@ msgstr "" "启用或禁用输入处理。对于GUI控件来说,这不是必需的。如果[method _input]被重" "写,则自动启用。任何在[method _ready]之前对它的调用都将被忽略。" -#: doc/classes/Node.xml:653 +#: doc/classes/Node.xml:662 msgid "" "Enables or disabled internal processing for this node. Internal processing " "happens in isolation from the normal [method _process] calls and is used by " @@ -44486,7 +44565,7 @@ msgstr "" "可能会导致意外行为。为特定的高级用途提供了对此内部逻辑的脚本访问,但不安全且" "不支持。" -#: doc/classes/Node.xml:661 +#: doc/classes/Node.xml:670 msgid "" "Enables unhandled input processing. This is not required for GUI controls! " "It enables the node to receive all input that was not previously handled " @@ -44497,7 +44576,7 @@ msgstr "" "处理的输入(通常是由[Control]处理的)。如果[method _unhandled_input]被重载," "则自动启用。在[method _ready]之前对它的任何调用都将被忽略。" -#: doc/classes/Node.xml:668 +#: doc/classes/Node.xml:677 msgid "" "Enables unhandled key input processing. Enabled automatically if [method " "_unhandled_key_input] is overridden. Any calls to this before [method " @@ -44506,12 +44585,12 @@ msgstr "" "启用未处理的按键输入处理。如果[method _unhandled_key_input]被重写,则自动启" "用。任何在[method _ready]之前对它的调用都将被忽略。" -#: doc/classes/Node.xml:675 +#: doc/classes/Node.xml:684 msgid "" "Sets whether this is an instance load placeholder. See [InstancePlaceholder]." msgstr "设置这是否是一个实例加载占位符。参阅[InstancePlaceholder]。" -#: doc/classes/Node.xml:681 +#: doc/classes/Node.xml:690 msgid "" "Updates the warning displayed for this node in the Scene Dock.\n" "Use [method _get_configuration_warning] to setup the warning message to " @@ -44520,7 +44599,7 @@ 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。" -#: doc/classes/Node.xml:688 +#: doc/classes/Node.xml:697 msgid "" "The override to the default [MultiplayerAPI]. Set to [code]null[/code] to " "use the default [SceneTree] one." @@ -44528,7 +44607,7 @@ msgstr "" "对默认的[MultiplayerAPI]的重写。设置为[code]null[/code]可以使用默认的" "[SceneTree]。" -#: doc/classes/Node.xml:691 +#: doc/classes/Node.xml:700 msgid "" "If a scene is instantiated from a file, its topmost node contains the " "absolute file path from which it was loaded in [member filename] (e.g. " @@ -44539,7 +44618,7 @@ msgstr "" "对文件路径(例如 [code]res://levels/1.tscn[/code])。否则,[member filename] " "设置为空字符串。" -#: doc/classes/Node.xml:694 +#: doc/classes/Node.xml:703 msgid "" "The [MultiplayerAPI] instance associated with this node. Either the [member " "custom_multiplayer], or the default SceneTree one (if inside tree)." @@ -44547,7 +44626,7 @@ msgstr "" "与该节点相关的[MultiplayerAPI]实例。要么是[member custom_multiplayer],要么是" "默认的SceneTree(如果在树内)。" -#: doc/classes/Node.xml:697 +#: doc/classes/Node.xml:706 msgid "" "The name of the node. This name is unique among the siblings (other child " "nodes from the same parent). When set to an existing name, the node will be " @@ -44562,7 +44641,7 @@ msgstr "" "add_child] 时保留该字符用于唯一名称。手动设置名称时,将删除任何 [code]@[/" "code]。" -#: doc/classes/Node.xml:701 +#: doc/classes/Node.xml:710 msgid "" "The node owner. A node can have any other node as owner (as long as it is a " "valid parent, grandparent, etc. ascending in the tree). When saving a node " @@ -44570,15 +44649,15 @@ msgid "" "allows for the creation of complex [SceneTree]s, with instancing and " "subinstancing." msgstr "" -"节点的所有者。节点可以使用任何其它节点作为其所有者(只要是能够沿着场景树向上" +"节点的所有者。节点可以使用任何其他节点作为其所有者(只要是能够沿着场景树向上" "追溯到的有效父节点、祖父节点等)。(使用 [PackedScene])保存节点时,所有它拥" "有的节点也会随之保存。由此即可通过实例化和子实例化来创建复杂的 [SceneTree]。" -#: doc/classes/Node.xml:704 +#: doc/classes/Node.xml:713 msgid "Pause mode. How the node will behave if the [SceneTree] is paused." msgstr "暂停模式。这将决定[SceneTree]被暂停时节点的行为。" -#: doc/classes/Node.xml:707 +#: doc/classes/Node.xml:716 msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " @@ -44590,23 +44669,23 @@ msgstr "" "NOTIFICATION_PHYSICS_PROCESS] 及其内部对应物)的执行顺序中的优先级。进程优先" "级值[i]较低[/i]的节点将首先执行其处理回调。" -#: doc/classes/Node.xml:713 +#: doc/classes/Node.xml:722 msgid "Emitted when the node is ready." msgstr "当节点准备好时触发。" -#: doc/classes/Node.xml:718 +#: doc/classes/Node.xml:727 msgid "Emitted when the node is renamed." msgstr "在重命名节点时触发。" -#: doc/classes/Node.xml:723 +#: doc/classes/Node.xml:732 msgid "Emitted when the node enters the tree." msgstr "当节点进入树时触发。" -#: doc/classes/Node.xml:728 +#: doc/classes/Node.xml:737 msgid "Emitted after the node exits the tree and is no longer active." msgstr "在节点退出树之后触发,并且不再处于活动状态。" -#: doc/classes/Node.xml:733 +#: doc/classes/Node.xml:742 msgid "" "Emitted when the node is still active but about to exit the tree. This is " "the right place for de-initialization (or a \"destructor\", if you will)." @@ -44614,31 +44693,31 @@ msgstr "" "当节点仍处于活动状态但即将退出树时发出。这是反初始化的正确位置(如果愿意,也可" "以称为“析构函数”)。" -#: doc/classes/Node.xml:739 +#: doc/classes/Node.xml:748 msgid "Notification received when the node enters a [SceneTree]." msgstr "当节点进入[SceneTree]时收到该通知。" -#: doc/classes/Node.xml:742 +#: doc/classes/Node.xml:751 msgid "Notification received when the node is about to exit a [SceneTree]." msgstr "当节点即将退出[SceneTree]时收到该通知。" -#: doc/classes/Node.xml:745 +#: doc/classes/Node.xml:754 msgid "Notification received when the node is moved in the parent." msgstr "在父节点中移动节点时收到该通知。" -#: doc/classes/Node.xml:748 +#: doc/classes/Node.xml:757 msgid "Notification received when the node is ready. See [method _ready]." -msgstr "当节点就绪时接收到通知。请参阅[method _ ready]。" +msgstr "当节点就绪时接收到通知。请参阅 [method _ready]。" -#: doc/classes/Node.xml:751 +#: doc/classes/Node.xml:760 msgid "Notification received when the node is paused." msgstr "暂停节点时接收到的通知。" -#: doc/classes/Node.xml:754 +#: doc/classes/Node.xml:763 msgid "Notification received when the node is unpaused." msgstr "节点暂停时收到该通知。" -#: doc/classes/Node.xml:757 +#: doc/classes/Node.xml:766 msgid "" "Notification received every frame when the physics process flag is set (see " "[method set_physics_process])." @@ -44646,13 +44725,13 @@ msgstr "" "当 physics process flag 被设置时,每一帧都会收到该通知(见[method " "set_physics_process])。" -#: doc/classes/Node.xml:760 +#: doc/classes/Node.xml:769 msgid "" "Notification received every frame when the process flag is set (see [method " "set_process])." msgstr "当 process flag 被设置时,每一帧都收到通知(见[method set_process])。" -#: doc/classes/Node.xml:763 +#: doc/classes/Node.xml:772 msgid "" "Notification received when a node is set as a child of another node.\n" "[b]Note:[/b] This doesn't mean that a node entered the [SceneTree]." @@ -44660,29 +44739,29 @@ msgstr "" "当一个节点被设置为另一个节点的子节点时收到该通知。\n" "[b]注意:[/b]这并不意味着一个节点进入了[SceneTree]。" -#: doc/classes/Node.xml:767 +#: doc/classes/Node.xml:776 msgid "" "Notification received when a node is unparented (parent removed it from the " "list of children)." msgstr "当节点失去父节点时收到的通知(父节点将其从子节点列表中删除)。" -#: doc/classes/Node.xml:770 +#: doc/classes/Node.xml:779 msgid "Notification received when the node is instanced." msgstr "节点被实例化时收到的通知。" -#: doc/classes/Node.xml:773 +#: doc/classes/Node.xml:782 msgid "Notification received when a drag begins." msgstr "拖动开始时收到的通知。" -#: doc/classes/Node.xml:776 +#: doc/classes/Node.xml:785 msgid "Notification received when a drag ends." msgstr "拖动结束时收到的通知。" -#: doc/classes/Node.xml:779 +#: doc/classes/Node.xml:788 msgid "Notification received when the node's [NodePath] changed." msgstr "当节点的[NodePath]改变时收到的通知。" -#: doc/classes/Node.xml:782 +#: doc/classes/Node.xml:791 msgid "" "Notification received every frame when the internal process flag is set (see " "[method set_process_internal])." @@ -44690,7 +44769,7 @@ msgstr "" "当 internal process flag 被设置时,每一帧都收到通知(见[method " "set_process_internal])。" -#: doc/classes/Node.xml:785 +#: doc/classes/Node.xml:794 msgid "" "Notification received every frame when the internal physics process flag is " "set (see [method set_physics_process_internal])." @@ -44698,7 +44777,7 @@ msgstr "" "当 internal physics process flag 被设置时,每一帧都会收到通知(见[method " "set_physics_process_internal])。" -#: doc/classes/Node.xml:788 +#: doc/classes/Node.xml:797 msgid "" "Notification received when the node is ready, just before [constant " "NOTIFICATION_READY] is received. Unlike the latter, it's sent every time the " @@ -44707,7 +44786,7 @@ msgstr "" "在节点准备好时收到通知,就在收到[constant NOTIFICATION_READY]之前。与后者不" "同,它每次节点进入树时都会发送,而不是只发送一次。" -#: doc/classes/Node.xml:846 +#: doc/classes/Node.xml:855 msgid "" "Inherits pause mode from the node's parent. For the root node, it is " "equivalent to [constant PAUSE_MODE_STOP]. Default." @@ -44715,27 +44794,27 @@ msgstr "" "继承节点的父节点的暂停模式。对于根节点,它相当于[constant PAUSE_MODE_STOP]。" "默认值。" -#: doc/classes/Node.xml:849 +#: doc/classes/Node.xml:858 msgid "Stops processing when the [SceneTree] is paused." msgstr "当[SceneTree]被暂停时,停止 process。" -#: doc/classes/Node.xml:852 +#: doc/classes/Node.xml:861 msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "不管[SceneTree]的暂停状态如何,继续 process。" -#: doc/classes/Node.xml:855 +#: doc/classes/Node.xml:864 msgid "Duplicate the node's signals." msgstr "复制该节点的信号。" -#: doc/classes/Node.xml:858 +#: doc/classes/Node.xml:867 msgid "Duplicate the node's groups." msgstr "复制节点的组。" -#: doc/classes/Node.xml:861 +#: doc/classes/Node.xml:870 msgid "Duplicate the node's scripts." msgstr "复制该节点的脚本。" -#: doc/classes/Node.xml:864 +#: doc/classes/Node.xml:873 msgid "" "Duplicate using instancing.\n" "An instance stays linked to the original so when the original changes, the " @@ -44776,7 +44855,7 @@ msgid "" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "node2d_get_angle_to.png]Illustration of the returned angle.[/url]" msgstr "" -"以弧度为单位返回节点和 [code] point [/code] 之间的角度。\n" +"以弧度为单位返回节点和 [code]point[/code] 之间的角度。\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "node2d_get_angle_to.png]返回的角度说明[/url]" @@ -45040,14 +45119,12 @@ msgid "" "print(property_path) # :position:x\n" "[/codeblock]" msgstr "" -"返回带有冒号字符([code]:[/code])的节点路径,将其转换为没有节点名的纯属性路径" -"(默认从当前节点解析)。\n" +"返回带有冒号字符([code]:[/code])的节点路径,将其转换为没有节点名的纯属性路" +"径(默认基于当前节点解析)。\n" "[codeblock]\n" -"# This will be parsed as a node path to the \"x\" property in the \"position" -"\" node\n" +"# 会被解析为 position 节点 x 属性的节点路径\n" "var node_path = NodePath(\"position:x\")\n" -"# This will be parsed as a node path to the \"x\" component of the \"position" -"\" property in the current node\n" +"# 会被解析为当前节点 position 属性 x 分量的节点路径\n" "var property_path = node_path.get_as_property_path()\n" "print(property_path) # :position:x\n" "[/codeblock]" @@ -45061,11 +45138,11 @@ msgid "" "print(nodepath.get_concatenated_subnames()) # texture:load_path\n" "[/codeblock]" msgstr "" -"返回以冒号字符 ([code]:[/code]) 作为分隔符连接的所有子名称,即节点路径中第一" +"返回以冒号字符([code]:[/code])作为分隔符连接的所有子名称,即节点路径中第一" "个冒号的右侧。\n" "[codeblock]\n" "var nodepath = NodePath(\"Path2D/PathFollow2D/Sprite:texture:load_path\")\n" -"print(nodepath.get_concatenated_subnames()) #texture:load_path\n" +"print(nodepath.get_concatenated_subnames()) # texture:load_path\n" "[/codeblock]" #: doc/classes/NodePath.xml:79 @@ -45083,8 +45160,8 @@ msgstr "" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" -"print(node_path.get_name(1)) #PathFollow2D\n" -"print(node_path.get_name(2)) #Sprite\n" +"print(node_path.get_name(1)) # PathFollow2D\n" +"print(node_path.get_name(2)) # Sprite\n" "[/codeblock]" #: doc/classes/NodePath.xml:91 @@ -45143,11 +45220,11 @@ msgstr "" #: doc/classes/NodePath.xml:123 msgid "Returns [code]true[/code] if the node path is empty." -msgstr "如果节点路径为空,则返回[code]true[/code]。" +msgstr "节点路径为空时返回 [code]true[/code]。" #: modules/opensimplex/doc_classes/NoiseTexture.xml:4 msgid "[OpenSimplexNoise] filled texture." -msgstr "[OpenSimplexNoise]填充纹理。" +msgstr "使用 [OpenSimplexNoise] 填充的纹理。" #: modules/opensimplex/doc_classes/NoiseTexture.xml:7 msgid "" @@ -45168,8 +45245,8 @@ msgstr "" "使用 [OpenSimplexNoise] 填充纹理数据。您可以指定纹理大小,但请记住,较大的纹" "理将需要更长的时间来生成,并且无缝噪声仅适用于方形大小的纹理。\n" "NoiseTexture 还可以生成法线贴图纹理。\n" -"该类内部使用线程 [Thread]s 来生成纹理数据,因此如果生成过程尚未完成,[method " -"Texture.get_data]可能会返回空 [code]null[/code]。在这种情况下,您需要在访问数" +"该类内部使用线程 [Thread] 来生成纹理数据,因此如果生成过程尚未完成,[method " +"Texture.get_data] 可能会返回 [code]null[/code]。在这种情况下,您需要在访问数" "据之前等待纹理生成:\n" "[codeblock]\n" "var texture = preload(\"res://noise.tres\")\n" @@ -45319,8 +45396,8 @@ msgid "" "Returns the given property. Returns [code]null[/code] if the [code]property[/" "code] does not exist." msgstr "" -"虚拟方法,可以被重载以定制[method get]的返回值。\n" -"返回给定的属性。如果[code]property[/code]不存在,返回[code]null[/code]。" +"虚方法,可以被重载以定制 [method get] 的返回值。\n" +"返回给定的属性。如果 [code]property[/code] 不存在,返回 [code]null[/code]。" #: doc/classes/Object.xml:39 msgid "" @@ -45333,12 +45410,12 @@ msgid "" "[code]hint_string: String[/code], and [code]usage: int[/code] (see [enum " "PropertyUsageFlags])." msgstr "" -"虚拟方法,可以被重载以定制[method get_property_list]的返回值。\n" -"返回对象的属性列表为一个[Array]的字典。\n" -"每个属性的[Dictionary]必须至少包含[code]name: String[/code]和[code]type: " -"int[/code](见[enum Variant.Type])条目。另外,它还可以包括[code]hint: int[/" -"code](见[enum PropertyHint])、[code]hint_string: String[/code],以及" -"[code]usage: int[/code] (见[enum PropertyUsageFlags])。" +"虚方法,可以被重载以定制 [method get_property_list] 的返回值。\n" +"返回对象的属性列表为一个 [Array] 的字典。\n" +"每个属性的 [Dictionary] 必须至少包含 [code]name: String[/code] 和 " +"[code]type: int[/code](见[enum Variant.Type])条目。另外,它还可以包括 " +"[code]hint: int[/code](见 [enum PropertyHint])、[code]hint_string: String[/" +"code],以及 [code]usage: int[/code](见 [enum PropertyUsageFlags])。" #: doc/classes/Object.xml:47 msgid "Called when the object is initialized." @@ -45364,8 +45441,8 @@ msgid "" "Sets a property. Returns [code]true[/code] if the [code]property[/code] " "exists." msgstr "" -"虚拟方法,可以被重载以定制[method set]的返回值。\n" -"设置一个属性。如果[code]property[/code]存在,返回[code]true[/code]。" +"虚方法,可以被重载以定制 [method set] 的返回值。\n" +"设置一个属性。如果 [code]property[/code] 存在,返回 [code]true[/code]。" #: doc/classes/Object.xml:69 msgid "" @@ -45375,10 +45452,10 @@ msgid "" "Returns a [String] representing the object. If not overridden, defaults to " "[code]\"[ClassName:RID]\"[/code]." msgstr "" -"虚拟方法,可以被重载以定制[method to_string]的返回值,从而在对象被转换为字符" -"串的地方,例如用[code]print(obj)[/code]表示。\n" -"返回一个代表该对象的[String]字符串。如果没有被覆盖,默认为[code]\"[ClassName:" -"RID]\"[/code]。" +"虚方法,可以被重载以定制 [method to_string] 的返回值,从而在对象被转换为字符" +"串的地方,例如用 [code]print(obj)[/code] 表示。\n" +"返回一个代表该对象的 [String] 字符串。如果没有被覆盖,默认为 " +"[code]\"[ClassName:RID]\"[/code]。" #: doc/classes/Object.xml:78 msgid "" @@ -45527,8 +45604,7 @@ msgid "" "throw an error. Use [method is_connected] to ensure that the connection " "exists." msgstr "" -"将 [code] 信号 [/code] 与给定 [code] 目标 [/code] 上的 [code] 方法 [/code] 断" -"开。\n" +"将 [code]信号[/code] 与给定 [code]目标[/code] 上的 [code]方法[/code] 断开。\n" "如果您尝试断开不存在的连接,该方法将引发错误。使用 [method is_connected] 确保" "连接存在。" @@ -45565,8 +45641,8 @@ msgstr "" "立即从内存中删除对象。对于 [Node],您可能希望使用 [method Node.queue_free] 将" "节点排队以在当前帧的末尾安全删除。\n" "[b]重要提示:[/b] 如果你有一个指向一个对象的变量,一旦对象被释放,它将 [i]不" -"会[/i] 分配为 [code]null[/code]。相反,它会指向一个 [i] 先前释放的实例 [/i]," -"您应该在尝试调用其方法或访问其属性之前使用 [method @GDScript." +"会[/i] 分配为 [code]null[/code]。相反,它会指向一个[i]先前释放的实例[/i],您" +"应该在尝试调用其方法或访问其属性之前使用 [method @GDScript." "is_instance_valid] 对其进行验证。" #: doc/classes/Object.xml:178 @@ -45605,24 +45681,29 @@ msgid "" "- [code]method_name[/code] is the name of the method to which the signal is " "connected." msgstr "" -"返回一个[Array]的字典,其中有与对象相连的信号信息。\n" -"每个[Dictionary]包含三个字符串条目。\n" +"返回一个 [Array],元素为字典,包含与该对象相连的信号信息。\n" +"每个 [Dictionary] 包含三个字符串条目。\n" "- [code]source[/code] 是对信号发出者的引用。\n" "- [code]signal_name[/code] 是连接信号的名称。\n" "- [code]method_name[/code] 是信号所连接的方法的名称。" #: doc/classes/Object.xml:203 +#, fuzzy msgid "" "Gets the object's property indexed by the given [NodePath]. The node path " "should be relative to the current object and can use the colon character " "([code]:[/code]) to access nested properties. Examples: [code]\"position:x" -"\"[/code] or [code]\"material:next_pass:blend_mode\"[/code]." +"\"[/code] or [code]\"material:next_pass:blend_mode\"[/code].\n" +"[b]Note:[/b] Even though the method takes [NodePath] argument, it doesn't " +"support actual paths to [Node]s in the scene tree, only colon-separated sub-" +"property paths. For the purpose of nodes, use [method Node." +"get_node_and_resource] instead." msgstr "" "获取由给定的[NodePath]索引的对象的属性。节点路径应该是相对于当前对象的,可以" "使用冒号字符([code]:[/code])来访问嵌套属性。例子。[code]\"position:x\"[/" "code] 或 [code]\"material:next_pass:blend_mode\"[/code]。" -#: doc/classes/Object.xml:209 +#: doc/classes/Object.xml:210 msgid "" "Returns the object's unique instance ID.\n" "This ID can be saved in [EncodedObjectAsID], and can be used to retrieve the " @@ -45632,19 +45713,19 @@ msgstr "" "这个ID可以保存在[EncodedObjectAsID]中,并且可以用[method @GDScript." "instance_from_id]来检索对象实例。" -#: doc/classes/Object.xml:217 +#: doc/classes/Object.xml:218 msgid "Returns the object's metadata entry for the given [code]name[/code]." msgstr "返回给定[code]name[/code]的对象的元数据条目。" -#: doc/classes/Object.xml:223 +#: doc/classes/Object.xml:224 msgid "Returns the object's metadata as a [PoolStringArray]." -msgstr "将对象的元数据作为 [PoolStringArray] 返回。" +msgstr "将该对象的元数据作为 [PoolStringArray] 返回。" -#: doc/classes/Object.xml:229 +#: doc/classes/Object.xml:230 msgid "Returns the object's methods and their signatures as an [Array]." -msgstr "返回对象的方法和它们的签名为一个[Array]。" +msgstr "将该对象的方法及其签名作为 [Array] 返回。" -#: doc/classes/Object.xml:235 +#: doc/classes/Object.xml:236 msgid "" "Returns the object's property list as an [Array] of dictionaries.\n" "Each property's [Dictionary] contain at least [code]name: String[/code] and " @@ -45653,44 +45734,44 @@ msgid "" "[code]hint_string: String[/code], and [code]usage: int[/code] (see [enum " "PropertyUsageFlags])." msgstr "" -"返回对象的属性列表为一个[Array]的字典。\n" -"每个属性的[Dictionary]至少包含[code]name: String[/code]和[code]type: int[/" -"code](见[enum Variant.Type])条目。另外,它还可以包括[code]hint: int[/code]" -"(见[enum PropertyHint])、[code]hint_string: String[/code],以及" +"将该对象的属性列表作为 [Array] 返回,元素为字典。\n" +"每个属性的 [Dictionary] 至少包含 [code]name: String[/code] 和 [code]type: " +"int[/code](见 [enum Variant.Type])条目。另外,它还可以包括 [code]hint: " +"int[/code](见[enum PropertyHint])、[code]hint_string: String[/code],以及" "[code]usage: int[/code](见[enum PropertyUsageFlags])。" -#: doc/classes/Object.xml:242 +#: doc/classes/Object.xml:243 msgid "" "Returns the object's [Script] instance, or [code]null[/code] if none is " "assigned." msgstr "返回该对象的[Script]实例,如果没有指定,则返回[code]null[/code]。" -#: doc/classes/Object.xml:249 +#: doc/classes/Object.xml:250 msgid "Returns an [Array] of connections for the given [code]signal[/code]." msgstr "返回给定[code]signal[/code]的连接的[Array]。" -#: doc/classes/Object.xml:255 +#: doc/classes/Object.xml:256 msgid "Returns the list of signals as an [Array] of dictionaries." -msgstr "将信号列表作为一个[Array]的字典返回。" +msgstr "将信号列表作为 [Array] 返回,元素为字典。" -#: doc/classes/Object.xml:262 +#: doc/classes/Object.xml:263 msgid "" "Returns [code]true[/code] if a metadata entry is found with the given " "[code]name[/code]." msgstr "" "如果找到一个具有给定[code]name[/code]的元数据条目,则返回[code]true[/code]。" -#: doc/classes/Object.xml:269 +#: doc/classes/Object.xml:270 msgid "" "Returns [code]true[/code] if the object contains the given [code]method[/" "code]." msgstr "如果对象包含给定的[code]method[/code],返回[code]true[/code]。" -#: doc/classes/Object.xml:276 +#: doc/classes/Object.xml:277 msgid "Returns [code]true[/code] if the given [code]signal[/code] exists." msgstr "如果给定的[code]signal[/code]存在,返回[code]true[/code]。" -#: doc/classes/Object.xml:283 +#: doc/classes/Object.xml:284 msgid "" "Returns [code]true[/code] if the given user-defined [code]signal[/code] " "exists. Only signals added using [method add_user_signal] are taken into " @@ -45699,11 +45780,11 @@ msgstr "" "如果给定的用户定义的[code]signal[/code]存在,返回[code]true[/code]。只有使用" "[method add_user_signal]添加的信号才被考虑在内。" -#: doc/classes/Object.xml:289 +#: doc/classes/Object.xml:290 msgid "Returns [code]true[/code] if signal emission blocking is enabled." msgstr "如果启用了信号发射阻断,则返回[code]true[/code]。" -#: doc/classes/Object.xml:296 +#: doc/classes/Object.xml:297 msgid "" "Returns [code]true[/code] if the object inherits from the given [code]class[/" "code]. See also [method get_class].\n" @@ -45711,28 +45792,28 @@ msgid "" "declarations into account. If the object has a [code]class_name[/code] " "defined, [method is_class] will return [code]false[/code] for that name." msgstr "" -"如果对象从给定的 [code] class [/code] 中继承,则返回 [code] true [/code]。另" -"请参阅 [method get_class]。\n" -"[b]注:[/b] [method is_class] 没有考虑 [code] class_name [/code] 声明。如果对" -"象有 [code]class_name [/code] 定义,[method is_class] 将为该名称返回 [code] " -"false[/code] 。" +"如果对象从给定的 [code]class[/code] 中继承,则返回 [code]true[/code]。另请参" +"阅 [method get_class]。\n" +"[b]注:[/b] [method is_class] 没有考虑 [code]class_name[/code] 声明。如果对象" +"有 [code]class_name[/code] 定义,[method is_class] 将为该名称返回 " +"[code]false[/code] 。" -#: doc/classes/Object.xml:306 +#: doc/classes/Object.xml:307 msgid "" "Returns [code]true[/code] if a connection exists for a given [code]signal[/" "code], [code]target[/code], and [code]method[/code]." msgstr "" -"如果给定 [code] 信号 [/code]、[code] 目标 [/code] 和 [code] 方法 [/code] 存在" -"连接,则返回 [code]true[/code]。" +"如果给定 [code]信号[/code]、[code]目标[/code] 和 [code]方法[/code] 存在连接," +"则返回 [code]true[/code]。" -#: doc/classes/Object.xml:312 +#: doc/classes/Object.xml:313 msgid "" "Returns [code]true[/code] if the [method Node.queue_free] method was called " "for the object." msgstr "" "如果为该对象调用了[method Node.queue_free]方法,返回[code]true[/code]。" -#: doc/classes/Object.xml:320 +#: doc/classes/Object.xml:321 msgid "" "Send a given notification to the object, which will also trigger a call to " "the [method _notification] method of all classes that the object inherits " @@ -45750,7 +45831,7 @@ msgstr "" "[code]false[/code],[method _notification]首先在最高的祖先([Object]本身)上" "被调用,然后向下到其连续的继承类。" -#: doc/classes/Object.xml:327 +#: doc/classes/Object.xml:328 msgid "" "Notify the editor that the property list has changed, so that editor plugins " "can take the new values into account. Does nothing on export builds." @@ -45758,12 +45839,12 @@ msgstr "" "通知编辑器属性列表已经改变,以便编辑器插件能够考虑到新的值。在导出构建时没有" "任何作用。" -#: doc/classes/Object.xml:334 +#: doc/classes/Object.xml:335 msgid "" "Removes a given entry from the object's metadata. See also [method set_meta]." msgstr "从对象的元数据中删除给定条目。另见 [method set_meta]。" -#: doc/classes/Object.xml:342 +#: doc/classes/Object.xml:343 msgid "" "Assigns a new value to the given property. If the [code]property[/code] does " "not exist, nothing will happen.\n" @@ -45772,17 +45853,17 @@ msgid "" "properties where you should use the same convention as in the C# source " "(typically PascalCase)." msgstr "" -"为给定的属性赋一个新值。如果[code]property[/code]不存在,则不会发生任何事" +"为给定的属性赋一个新值。如果 [code]property[/code] 不存在,则不会发生任何事" "情。\n" -"[b]注意: [/b]在 C# 中,如果属性名由内置的 Godot 节点定义,则必须将其指定为 " -"snake _ case。这不适用于用户定义的属性,在这些属性中,您应该使用与 C# 源中相" -"同的约定(通常是 PascalCase)。" +"[b]注意:[/b]在 C# 中,如果属性名由内置的 Godot 节点定义,则必须将其指定为 " +"snake_case。这不适用于用户定义的属性,在这些属性中,您应该使用与 C# 源中相同" +"的约定(通常是 PascalCase)。" -#: doc/classes/Object.xml:350 +#: doc/classes/Object.xml:351 msgid "If set to [code]true[/code], signal emission is blocked." msgstr "如果设置为[code]true[/code],信号发射被阻止。" -#: doc/classes/Object.xml:358 +#: doc/classes/Object.xml:359 msgid "" "Assigns a new value to the given property, after the current frame's physics " "step. This is equivalent to calling [method set] via [method call_deferred], " @@ -45799,7 +45880,7 @@ msgstr "" "的。这并不适用于用户定义的属性,因为您应该使用与c#源代码(通常是PascalCase)相" "同的约定。" -#: doc/classes/Object.xml:367 +#: doc/classes/Object.xml:368 msgid "" "Assigns a new value to the property identified by the [NodePath]. The node " "path should be relative to the current object and can use the colon " @@ -45818,13 +45899,13 @@ msgstr "" "print(position) # (42, -10)\n" "[/codeblock]" -#: doc/classes/Object.xml:379 +#: doc/classes/Object.xml:380 msgid "" "Defines whether the object can translate strings (with calls to [method " "tr]). Enabled by default." msgstr "定义对象是否可以转换字符串(通过调用[method tr])。默认启用。" -#: doc/classes/Object.xml:387 +#: doc/classes/Object.xml:388 msgid "" "Adds, changes or removes a given entry in the object's metadata. Metadata " "are serialized and can take any [Variant] value.\n" @@ -45839,7 +45920,7 @@ msgstr "" "置为 [code]null[/code],也会删除元数据。这意味着您还可以使用 " "[code]set_meta(\"name\", null)[/code] 删除 [code]\"name\"[/code] 的元数据。" -#: doc/classes/Object.xml:395 +#: doc/classes/Object.xml:396 msgid "" "Assigns a script to the object. Each object can have a single script " "assigned to it, which are used to extend its functionality.\n" @@ -45851,18 +45932,18 @@ msgstr "" "如果对象已经有一个脚本,则前一个脚本实例将被释放,它的变量和状态将丢失。新脚" "本的[method _init]方法将被调用。" -#: doc/classes/Object.xml:402 +#: doc/classes/Object.xml:403 msgid "" "Returns a [String] representing the object. If not overridden, defaults to " "[code]\"[ClassName:RID]\"[/code].\n" "Override the method [method _to_string] to customize the [String] " "representation." msgstr "" -"返回一个表示对象的[String]。如果没有覆盖,默认为[code]\"[ClassName:RID]\"[/" +"返回一个表示对象的 [String]。如果没有覆盖,默认为 [code]\"[ClassName:RID]\"[/" "code]。\n" -"重写方法[method _to_string]来自定义[String]表示。" +"可以通过重写 [method _to_string] 方法来自定义 [String] 表示。" -#: doc/classes/Object.xml:410 +#: doc/classes/Object.xml:411 msgid "" "Translates a message using translation catalogs configured in the Project " "Settings.\n" @@ -45870,23 +45951,23 @@ msgid "" "otherwise it returns the [code]message[/code] unchanged. See [method " "set_message_translation]." msgstr "" -"使用在“项目设置”中配置的翻译目录翻译消息。\n" -"仅在启用消息翻译时(默认如此)有效,否则返回未修改的 [code]message[/code]。参" -"阅 [method set_message_translation]。" +"使用在项目设置中配置的翻译目录翻译消息。\n" +"仅在启用消息翻译时(默认如此)有效,否则返回未修改的 [code]message[/code]。请" +"参阅 [method set_message_translation]。" -#: doc/classes/Object.xml:418 +#: doc/classes/Object.xml:419 msgid "Emitted whenever the object's script is changed." msgstr "当对象的脚本被更改时触发。" -#: doc/classes/Object.xml:424 +#: doc/classes/Object.xml:425 msgid "Called right when the object is initialized. Not available in script." msgstr "在对象初始化时调用。在脚本中不可用。" -#: doc/classes/Object.xml:427 +#: doc/classes/Object.xml:428 msgid "Called before the object is about to be deleted." msgstr "在要删除对象之前调用。" -#: doc/classes/Object.xml:430 +#: doc/classes/Object.xml:431 msgid "" "Connects a signal in deferred mode. This way, signal emissions are stored in " "a queue, then set on idle time." @@ -45894,15 +45975,15 @@ msgstr "" "在延迟模式下连接一个信号。这样,信号发射被储存在一个队列中,然后在空闲时间发" "出。" -#: doc/classes/Object.xml:433 +#: doc/classes/Object.xml:434 msgid "Persisting connections are saved when the object is serialized to file." msgstr "当对象序列化为文件时,将保存持久连接。" -#: doc/classes/Object.xml:436 +#: doc/classes/Object.xml:437 msgid "One-shot connections disconnect themselves after emission." msgstr "信号触发后断开一次性连接。" -#: doc/classes/Object.xml:439 +#: doc/classes/Object.xml:440 msgid "" "Connect a signal as reference-counted. This means that a given signal can be " "connected several times to the same target, and will only be fully " @@ -46060,13 +46141,13 @@ msgid "" "lights per mesh, you can increase [member ProjectSettings.rendering/limits/" "rendering/max_lights_per_object] at the cost of shader compilation times." msgstr "" -"全向光是一种向所有方向发光的[Light]。光会因距离而衰减,并且可以通过更改其能" +"全向光是一种向所有方向发光的 [Light]。光会因距离而衰减,并且可以通过更改其能" "量、半径和衰减参数来配置这种衰减。\n" -"[b]注意:[/b] 默认情况下,只有 32 个 OmniLight 可以同时影响单个网格 [i] " -"resource [/i](资源)。考虑将关卡拆分为多个网格,以降低超过 32 个灯光影响同一网" -"格资源的可能性。拆分水平网格也将提高视锥体剔除效果,从而提高性能。如果您需要" -"为每个网格使用更多灯光,您可以以着色器编译时间为代价增加 [member " -"ProjectSettings.rendering/limits/rendering/max_lights_per_object]。" +"[b]注意:[/b]默认情况下,只有 32 个 OmniLight 可以同时影响单个网格[i]资源[/" +"i]。考虑将关卡拆分为多个网格,以降低超过 32 个灯光影响同一网格资源的可能性。" +"拆分水平网格也将提高视锥体剔除效果,从而提高性能。如果您需要为每个网格使用更" +"多灯光,您可以以着色器编译时间为代价增加 [member ProjectSettings.rendering/" +"limits/rendering/max_lights_per_object]。" #: doc/classes/OmniLight.xml:17 msgid "" @@ -46205,13 +46286,13 @@ msgid "" "seamless noise." msgstr "" "根据当前的噪声参数,以 [constant Image.FORMAT_L8] 格式生成可平铺噪声图像。生" -"成的无缝图像始终是方形的([code]size[/code]× [code] size [/code])。\n" +"成的无缝图像始终是方形的([code]size[/code]× [code]size[/code])。\n" "[b]注意:[/b] 与非无缝噪声相比,无缝噪声的对比度较低。。这是由于噪声使用更高" "维度来生成无缝噪声的方式。" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:96 msgid "Difference in period between [member octaves]." -msgstr "在[[member octaves]之间的周期差异。" +msgstr "在 [member octaves] 之间的周期差异。" #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml:99 msgid "" @@ -46401,40 +46482,14 @@ msgid "" msgstr "当用户更改当前项时触发。所选项目的索引作为参数传递。" #: doc/classes/OptionButton.xml:191 -msgid "The arrow icon to be drawn on the right end of the button." -msgstr "要绘制在按钮右侧的箭头图标。" - -#: doc/classes/OptionButton.xml:194 -msgid "" -"The horizontal space between the arrow icon and the right edge of the button." -msgstr "箭头图标和按钮的右边缘之间的水平空间。" - -#: doc/classes/OptionButton.xml:197 -msgid "[StyleBox] used when the [OptionButton] is disabled." -msgstr "当[OptionButton]被禁用时使用的[StyleBox]。" - -#: doc/classes/OptionButton.xml:200 -msgid "" -"[StyleBox] used when the [OptionButton] is focused. It is displayed over the " -"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus " -"visual effect." -msgstr "" -"当[OptionButton]被聚焦时使用的[StyleBox]。它显示在当前的[StyleBox]上,所以使" -"用[StyleBoxEmpty]将只是禁用焦点的视觉效果。" - -#: doc/classes/OptionButton.xml:203 -msgid "[Font] of the [OptionButton]'s text." -msgstr "[OptionButton]的文本的[Font]。" - -#: doc/classes/OptionButton.xml:206 msgid "Default text [Color] of the [OptionButton]." msgstr "[OptionButton]的默认文本[Color]。" -#: doc/classes/OptionButton.xml:209 +#: doc/classes/OptionButton.xml:194 msgid "Text [Color] used when the [OptionButton] is disabled." msgstr "当[OptionButton]被禁用时使用的文本[Color]。" -#: doc/classes/OptionButton.xml:212 +#: doc/classes/OptionButton.xml:197 msgid "" "Text [Color] used when the [OptionButton] is focused. Only replaces the " "normal text color of the button. Disabled, hovered, and pressed states take " @@ -46443,22 +46498,48 @@ msgstr "" "当[OptionButton]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。" -#: doc/classes/OptionButton.xml:215 +#: doc/classes/OptionButton.xml:200 msgid "Text [Color] used when the [OptionButton] is being hovered." msgstr "当鼠标悬停[OptionButton]时使用的文本[Color]。" -#: doc/classes/OptionButton.xml:218 +#: doc/classes/OptionButton.xml:203 msgid "Text [Color] used when the [OptionButton] is being pressed." msgstr "当[OptionButton]被按下时使用的文本[Color]。" -#: doc/classes/OptionButton.xml:221 -msgid "[StyleBox] used when the [OptionButton] is being hovered." -msgstr "当[OptionButton]被鼠标悬停时使用的[StyleBox]。" +#: doc/classes/OptionButton.xml:206 +msgid "" +"The horizontal space between the arrow icon and the right edge of the button." +msgstr "箭头图标和按钮的右边缘之间的水平空间。" -#: doc/classes/OptionButton.xml:224 +#: doc/classes/OptionButton.xml:209 msgid "The horizontal space between [OptionButton]'s icon and text." msgstr "[OptionButton]图标与文本之间的水平间距。" +#: doc/classes/OptionButton.xml:212 +msgid "[Font] of the [OptionButton]'s text." +msgstr "[OptionButton]的文本的[Font]。" + +#: doc/classes/OptionButton.xml:215 +msgid "The arrow icon to be drawn on the right end of the button." +msgstr "要绘制在按钮右侧的箭头图标。" + +#: doc/classes/OptionButton.xml:218 +msgid "[StyleBox] used when the [OptionButton] is disabled." +msgstr "当[OptionButton]被禁用时使用的[StyleBox]。" + +#: doc/classes/OptionButton.xml:221 +msgid "" +"[StyleBox] used when the [OptionButton] is focused. It is displayed over the " +"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus " +"visual effect." +msgstr "" +"当[OptionButton]被聚焦时使用的[StyleBox]。它显示在当前的[StyleBox]上,所以使" +"用[StyleBoxEmpty]将只是禁用焦点的视觉效果。" + +#: doc/classes/OptionButton.xml:224 +msgid "[StyleBox] used when the [OptionButton] is being hovered." +msgstr "当[OptionButton]被鼠标悬停时使用的[StyleBox]。" + #: doc/classes/OptionButton.xml:227 msgid "Default [StyleBox] for the [OptionButton]." msgstr "[OptionButton]的默认[StyleBox]。" @@ -46888,11 +46969,11 @@ msgid "" "[code]\"QWERTY\"[/code] on unsupported platforms." msgstr "" "将当前拉丁键盘变体作为字符串返回。\n" -"可能的返回值是: [code] \"QWERTY\"[/code], [code] \"AZERTY\"[/code], " +"可能的返回值是: [code]\"QWERTY\"[/code], [code]\"AZERTY\"[/code], " "[code]\"QZERTY\"[/code],[code]\"DVORAK\"[/code],[code]\"NEO\"[/code]," "[code]\"COLEMAK\"[/code]或[code]\"错误ERROR\"[/code]。\n" "[b]注意:[/b] 此方法在 Linux、macOS 和 Windows 上实现。在不受支持的平台上返" -"回 [code] \"QWERTY\"[/code] 。" +"回 [code]\"QWERTY\"[/code] 。" #: doc/classes/OS.xml:259 msgid "" @@ -46914,14 +46995,14 @@ msgstr "" "将主机操作系统区域设置为 [code]language_Script_COUNTRY_VARIANT@extra[/code] " "形式的字符串。如果您只想要语言代码而不是操作系统中完全指定的语言环境,您可以" "使用 [method get_locale_language]。\n" -"[code]language[/code] - 2 个或 3 个字母的 [url=https://en.wikipedia.org/wiki/" +"[code]language[/code] - 2 个或 3 个字母的[url=https://en.wikipedia.org/wiki/" "List_of_ISO_639-1_codes]语言代码[/url],小写。\n" -"[code]Script[/code] - 可选,4 个字母 [url=https://en.wikipedia.org/wiki/" -"ISO_15924] 脚本代码 [/url],形式为标题的大小写形式。\n" +"[code]Script[/code] - 可选,4 个字母的[url=https://en.wikipedia.org/wiki/" +"ISO_15924]文字代码 [/url],首字母大写。\n" "[code]COUNTRY[/code] - 可选,2 个或 3 个字母 [url=https://en.wikipedia.org/" -"wiki/ISO_3166-1]国家代码[/url],大写。\n" -"[code]VARIANT[/code] - 可选,语言变体,地区和排序顺序。 Variant 可以有任意数" -"量的带下划线的关键字。\n" +"wiki/ISO_3166-1]国家地区代码[/url],大写。\n" +"[code]VARIANT[/code] - 可选,语言变体,地区和排序顺序。 变体可以有任意数量的" +"带下划线的关键字。\n" "[code]extra[/code] - 可选,分号分隔的附加关键字列表。货币、日历、排序顺序和编" "号系统信息。" @@ -46991,7 +47072,7 @@ msgid "" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" "返回设备耗尽电池前几秒钟内剩余时间的估计值。如果电源状态未知,则返回 " -"[code]-1 [/code]。\n" +"[code]-1[/code]。\n" "[b]注意:[/b] 此方法在 Linux、macOS 和 Windows 上实现。" #: doc/classes/OS.xml:312 @@ -47037,7 +47118,6 @@ msgid "Returns the number of displays attached to the host machine." msgstr "返回连接到宿主机的显示器数量。" #: doc/classes/OS.xml:353 -#, fuzzy msgid "" "Returns the dots per inch density of the specified screen. If [code]screen[/" "code] is [code]-1[/code] (the default value), the current screen will be " @@ -47057,10 +47137,10 @@ msgid "" "[b]Note:[/b] This method is implemented on Android, Linux, macOS and " "Windows. Returns [code]72[/code] on unsupported platforms." msgstr "" -"返回指定屏幕每英寸密度的点数。如果 [code]screen[/code] 为 [/code]-1[/code]" -"(默认值),将使用当前屏幕。\n" -"[b]注意:[/b] 在macOS上,如果使用分数显示缩放模式,则返回值不准确。\n" -"[b]注:[/b]在Android设备上,实际屏幕密度分为六种广义密度:\n" +"返回指定屏幕的每英寸点数密度。如果 [code]screen[/code] 为 [code]-1[/code](默" +"认值),将使用当前屏幕。\n" +"[b]注意:[/b]在 macOS 上,如果使用小数显示缩放模式,则返回值不准确。\n" +"[b]注意:[/b]在 Android 设备上,实际屏幕密度被归为六种广义密度:\n" "[codeblock]\n" " ldpi - 120 dpi\n" " mdpi - 160 dpi\n" @@ -47069,8 +47149,8 @@ msgstr "" " xxhdpi - 480 dpi\n" "xxxhdpi - 640 dpi\n" "[/codeblock]\n" -"[b]注:[/b]此方法在Android、Linux、macOS和Windows上实现。在不受支持的平台上返" -"回 [code]72[/code]。" +"[b]注意:[/b]此方法在 Android、Linux、macOS 和 Windows 上实现。在不受支持的平" +"台上返回 [code]72[/code]。" #: doc/classes/OS.xml:370 msgid "" @@ -47086,17 +47166,15 @@ msgstr "" "[b]注意:[/b]此方法仅在macOS上实现。" #: doc/classes/OS.xml:379 -#, fuzzy msgid "" "Returns the position of the specified screen by index. If [code]screen[/" "code] is [code]-1[/code] (the default value), the current screen will be " "used." msgstr "" -"按索引返回指定屏幕的位置。如果 [code]screen[/code] 为 [/code]-1[/code](默认" +"返回索引所指定屏幕的位置。如果 [code]screen[/code] 为 [code]-1[/code](默认" "值),将使用当前屏幕。" #: doc/classes/OS.xml:386 -#, fuzzy msgid "" "Return the scale factor of the specified screen by index. If [code]screen[/" "code] is [code]-1[/code] (the default value), the current screen will be " @@ -47105,21 +47183,20 @@ msgid "" "screen, and [code]1.0[/code] for all other cases.\n" "[b]Note:[/b] This method is implemented on macOS." msgstr "" -"按索引返回指定屏幕的缩放系数。如果[code]screen[/code]是[/code]-1[/code](默认" -"值),将使用当前屏幕。\n" -"[b]注意:[/b]在macOS上,对于高DPI(Retina)屏幕,返回值是[code]2.0[/code],对" -"于所有其他情况,返回值是[code]1.0[/code]。\n" -"[b]注意:[/b] 此方法在macOS上实现。" +"返回索引所指定屏幕的缩放系数。如果 [code]screen[/code] 是 [code]-1[/code](默" +"认值),将使用当前屏幕。\n" +"[b]注意:[/b]在 macOS 上,对于 hiDPI(Retina)屏幕,返回值是 [code]2.0[/" +"code],对于所有其他情况,返回值是 [code]1.0[/code]。\n" +"[b]注意:[/b]此方法在 macOS 上实现。" #: doc/classes/OS.xml:395 -#, fuzzy msgid "" "Returns the dimensions in pixels of the specified screen. If [code]screen[/" "code] is [code]-1[/code] (the default value), the current screen will be " "used." msgstr "" -"以指定屏幕的像素返回尺寸。如果 [code]screen[/code] 是[/code]-1[/code](默认" -"值),则将使用当前屏幕。" +"返回指定屏幕的尺寸,单位为像素。如果 [code]screen[/code] 是 [code]-1[/code]" +"(默认值),将使用当前屏幕。" #: doc/classes/OS.xml:401 msgid "" @@ -47236,7 +47313,7 @@ msgid "" msgstr "" "以秒为单位返回当前的 UNIX 纪元时间戳。\n" "[b]重要:[/b] 这是用户可以手动设置的系统时钟。 [b]永远不要使用[/b]这种方法进" -"行精确的时间计算,因为它的结果也会受到操作系统的自动调整。 [b] 始终使用 [/b] " +"行精确的时间计算,因为它的结果也会受到操作系统的自动调整。 [b]始终使用[/b] " "[method get_ticks_usec] 或 [method get_ticks_msec] 进行精确时间计算,因为它们" "保证是单调的(即永不减少)。" @@ -47282,18 +47359,18 @@ msgid "" "i] (non-project-specific) user data directory." msgstr "" "返回用户数据被写入的绝对目录路径([code]user://[/code])。\n" -"在Linux上,这是[code]~/.local/share/godot/app_userdata/[project_name][/" -"code],如果设置了[code]use_custom_user_dir[/code],则是[code]~/.local/share/" +"在 Linux 上,这是 [code]~/.local/share/godot/app_userdata/[project_name][/" +"code],如果设置了[code]use_custom_user_dir[/code],则是 [code]~/.local/share/" "[custom_name][/code]。\n" -"在macOS上,这是[code]~/Library/Application Support/Godot/app_userdata/" -"[project_name][/code],或者[code]~/Library/Application Support/[custom_name]" -"[/code],如果[code]use_custom_user_dir[/code]被设置。\n" -"在Windows中,如果设置了[code]use_custom_user_dir[/code],则为[code]%APPDATA%" -"\\Godot\\app_userdata\\[project_name][/code],或者[code]%APPDATA%" -"\\[custom_name][/code]。[code]%APPDATA%[/code]扩展到[code]%USERPROFILE%" +"在 macOS 上,这是 [code]~/Library/Application Support/Godot/app_userdata/" +"[project_name][/code],如果设置了[code]use_custom_user_dir[/code],则是 " +"[code]~/Library/Application Support/[custom_name][/code]。\n" +"在 Windows 上,这是 [code]%APPDATA%\\Godot\\app_userdata\\[project_name][/" +"code],如果设置了 [code]use_custom_user_dir[/code],则是 [code]%APPDATA%" +"\\[custom_name][/code]。[code]%APPDATA%[/code] 会被扩展到 [code]%USERPROFILE%" "\\AppData\\Roaming[/code]。\n" -"如果项目名称是空的,[code]user://[/code]会退回到[code]res://[/code]。\n" -"不要与[method get_data_dir]混淆,后者返回[i]全局[/i]用户数据目录(非项目专" +"如果项目名称为空,[code]user://[/code] 会退回到 [code]res://[/code]。\n" +"不要与 [method get_data_dir] 混淆,后者返回[i]全局[/i]用户数据目录(非项目专" "用)。" #: doc/classes/OS.xml:524 @@ -47447,8 +47524,9 @@ msgid "" "that its state is the same after a player quits and starts the game again. " "Relevant to the HTML5 platform, where this persistence may be unavailable." msgstr "" -"如果[code]true[/code],[code]user://[/code]文件系统是持久的,因此在玩家退出并" -"再次启动游戏后,其状态是相同的。与HTML5平台有关,在那里这种持久性可能不可用。" +"为 [code]true[/code] 时 [code]user://[/code] 文件系统是持久的,因此在玩家退出" +"并再次启动游戏后,其状态是相同的。与 HTML5 平台有关,在那里这种持久性可能不可" +"用。" #: doc/classes/OS.xml:652 msgid "" @@ -47488,8 +47566,8 @@ msgid "" "[code]index[/code].\n" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" -"返回位于[code]index[/code]位置的键盘布局的ISO-639/BCP-47语言代码。\n" -"[b]注意:[/b]本方法[/b]可在Linux、macOS和Windows上实现。" +"返回位于 [code]index[/code] 位置的键盘布局的 ISO-639/BCP-47 语言代码。\n" +"[b]注意:[/b]本方法在 Linux、macOS 和 Windows 上实现。" #: doc/classes/OS.xml:688 msgid "" @@ -47517,10 +47595,10 @@ msgid "" "[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and " "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" -"[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。" +"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" +"[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。" #: doc/classes/OS.xml:712 msgid "" @@ -47528,7 +47606,7 @@ msgid "" "[b]Note:[/b] This method is implemented on Linux, macOS and Windows." msgstr "" "将窗口移到前面。\n" -"[b]注意:[/b] 这个方法在Linux、macOS和Windows上实现。" +"[b]注意:[/b]这个方法在 Linux、macOS 和 Windows 上实现。" #: doc/classes/OS.xml:719 msgid "" @@ -47690,7 +47768,7 @@ msgid "" "[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" +"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。" @@ -47782,12 +47860,12 @@ msgstr "" "- [code]OS.shell_open(\"https://godotengine.org\")[/code] 会使用默认网页浏览" "器打开 Godot 官方网站。\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] 会打开默认电子邮" -"件客户端并将“收件人”字段设置为 [code]example@example.com[/code]。其它支持自定" +"件客户端并将“收件人”字段设置为 [code]example@example.com[/code]。其他支持自定" "义的字段见 [url=https://blog.escapecreative.com/customizing-mailto-links/]自" "定义 [code]mailto:[/code] 链接[/url] 。\n" "可以使用 [method ProjectSettings.globalize_path] 将 [code]res://[/code] 和 " "[code]user://[/code] 路径转换为本方法所使用的系统路径。\n" -"[b]注意:[/b] 本方法在 Android、iOS、HTML5、Linux、macOS、以及 Windows 上实" +"[b]注意:[/b]本方法在 Android、iOS、HTML5、Linux、macOS、以及 Windows 上实" "现。" #: doc/classes/OS.xml:924 @@ -47909,11 +47987,11 @@ msgid "" "framerate halving (e.g. from 60 FPS to 30 FPS) when using it.\n" "[b]Note:[/b] This property is only implemented on Windows." msgstr "" -"如果 [code]true[/code] 和 [code]vsync_enabled[/code] 为真,当操作系统的窗口合" -"成器被启用并且游戏处于窗口模式时,将使用该合成器进行vsync。\n" -"[b]注意:[/b] 此选项是实验性的,旨在缓解某些用户遇到的卡顿。但是,一些用户在" -"使用时遇到了 Vsync 帧率减半,例如从 60 FPS 到 30 FPS。\n" -"[b]注意:[/b] 此属性仅在 Windows 上实现。" +"为 [code]true[/code] 时,如果 [code]vsync_enabled[/code] 为真,当操作系统的窗" +"口合成器被启用并且游戏处于窗口模式时,将使用该合成器进行垂直同步。\n" +"[b]注意:[/b]此选项是实验性的,旨在缓解某些用户遇到的卡顿。但是,一些用户在使" +"用时遇到了 Vsync 帧率减半,例如从 60 FPS 到 30 FPS。\n" +"[b]注意:[/b]此属性仅在 Windows 上实现。" #: doc/classes/OS.xml:976 msgid "" @@ -48099,7 +48177,7 @@ msgstr "" "- Windows:主窗口的 [code]HWND[/code]。\n" "- Linux:主窗口的 [code]X11::Window*[/code]。\n" "- MacOS:主窗口的 [code]NSWindow*[/code](尚未实现)\n" -"- Android:[code]jObject[/code]主要的安卓活动activity (尚未实现)" +"- Android:主 Android activity 的 [code]jObject[/code](尚未实现)" #: doc/classes/OS.xml:1086 msgid "" @@ -48330,9 +48408,10 @@ msgid "" "connections, and \"version\" for the format style of the PackedScene." msgstr "" "场景内容的字典表示。\n" -"可用的关键点包括资源的\"rnames\"和 \"variants\" ,节点的\"node_count" -"\",\"nodes\",\"node_paths\",基本场景子级覆盖的 \"editable_instances\",信" -"号连接的\"conn_count\" 和\"conns\",以及PackedScene格式样式的\"version\"。" +"可用的字段包括资源的“rnames”和“variants”,节点" +"的“node_count”、“nodes”、“node_paths”,基本场景子级覆盖" +"的“editable_instances”,信号连接的“conn_count”和“conns”,以及 PackedScene 格" +"式样式的版本“version”。" #: doc/classes/PackedScene.xml:79 msgid "If passed to [method instance], blocks edits to the scene state." @@ -48398,8 +48477,8 @@ msgid "" msgstr "" "获取一个变量。如果[code]allow_objects[/code] 或 [member " "allow_object_decoding]为[code]true[/code],则允许对对象进行解码。\n" -"[b] 警告:[/b]反序列化对象可能包含执行的代码。如果序列化对象来自不受信任的" -"源,请不要使用此选项,以避免潜在的安全威胁,如远程代码执行。" +"[b]警告:[/b]反序列化对象可能包含执行的代码。如果序列化对象来自不受信任的源," +"请不要使用此选项,以避免潜在的安全威胁,如远程代码执行。" #: doc/classes/PacketPeer.xml:42 msgid "Sends a raw packet." @@ -48573,7 +48652,7 @@ msgstr "" "际上是无连接的,所以这个选项只意味着来自不同地址的入包被自动丢弃,而出包总是" "被发送到连接的地址(不允许将来调用[method set_dest_address])。该方法不向远程对" "等体发送任何数据,要发送数据,请使用[method PacketPeer.put_var]或[method " -"PacketPeer.put_pakcet]。参见[UDPServer]。\n" +"PacketPeer.put_packet]。参见[UDPServer]。\n" "[b]注意:[/b]连接到远程对等体并不能防止IP欺骗等恶意攻击。如果您觉得您的应用程" "序正在传输敏感信息,可以考虑使用SSL或DTLS等加密技术。" @@ -48614,12 +48693,12 @@ msgid "" "[b]Note:[/b] Some Android devices might require the " "[code]CHANGE_WIFI_MULTICAST_STATE[/code] permission for multicast to work." msgstr "" -"使用[code]interface_name[/code]标识的接口加入[code]multicast_address[/code]指" -"定的多播组。\n" -"您可以使用多个接口加入同一个多播组。使用[method IP.get_local_interfaces]了解" -"哪些接口可用。\n" -"[b]注意:[/b]一些安卓设备可能需要[code]CHANGE _ WIFI _ MULTICAST _ STATE[/" -"code]权限才能进行多播。" +"使用 [code]interface_name[/code] 标识的接口加入 [code]multicast_address[/" +"code] 指定的多播组。\n" +"您可以使用多个接口加入同一个多播组。使用 [method IP.get_local_interfaces] 了" +"解哪些接口可用。\n" +"[b]注意:[/b]一些 Android 设备可能需要 [code]CHANGE_WIFI_MULTICAST_STATE[/" +"code] 权限才能进行多播。" #: doc/classes/PacketPeerUDP.xml:66 msgid "" @@ -48665,8 +48744,8 @@ msgstr "" "启用或禁用广播数据包的发送(例如:" "[code]set_dest_address(\"255.255.255.255\", 4343)[/code]。这个选项在默认情况" "下是禁用的。\n" -"[b]注意:[/b]一些安卓设备可能需要[code]CHANGE_WIFI_MULTICAST_STATE[/code]权限" -"和本选项被启用来接收广播包。" +"[b]注意:[/b]一些 Android 设备可能需要 [code]CHANGE_WIFI_MULTICAST_STATE[/" +"code] 权限和本选项被启用来接收广播包。" #: doc/classes/PacketPeerUDP.xml:94 msgid "" @@ -48698,7 +48777,7 @@ msgid "" "[/codeblock]" msgstr "" "等待数据包到达侦听端口。参见[method listen]。\n" -"[b] 注意:[/b][method wait]一旦被调用就不能被中断。这可以通过允许另一方发送一" +"[b]注意:[/b][method wait]一旦被调用就不能被中断。这可以通过允许另一方发送一" "个特定的“death pill”包来解决,如下所示:\n" "[codeblock]\n" "# Server\n" @@ -48903,17 +48982,17 @@ msgid "" "AABB[/b]. Otherwise, particles may suddenly disappear depending on the " "camera position and angle." msgstr "" -"用于创建各种粒子系统和效果的3D粒子节点。[Particles]实现了是发射器以给定的速率" -"产生一定数量的粒子。\n" -"使用[code]process_material[/code]属性添加[ParticlesMaterial]来配置粒子外观和" -"行为。或者,您可以添加一个将应用于所有粒子的[ShaderMaterial]。\n" -"[b]注意:[/b][Particles]仅在使用GLES3渲染器时有效。如果使用GLES2渲染器,请改用" -"[CPUParticles]。您可以通过选择节点,单击三维编辑器视窗顶部的[b]Particles[/b]" -"菜单,然后选择[b]转换为 CPUParticles[/b],将[Particles]转换为" +"用于创建各种粒子系统和效果的 3D 粒子节点。[Particles] 实现了是发射器以给定的" +"速率产生一定数量的粒子。\n" +"使用 [code]process_material[/code] 属性添加 [ParticlesMaterial] 来配置粒子外" +"观和行为。或者,您可以添加一个将应用于所有粒子的 [ShaderMaterial]。\n" +"[b]注意:[/b][Particles] 仅在使用 GLES3 渲染器时有效。如果使用 GLES2 渲染器," +"请改用[CPUParticles]。您可以通过选择节点,单击 3D 编辑器视窗顶部的[b]粒子[/b]" +"菜单,然后选择[b]转换为 CPUParticles[/b],将 [Particles] 转换为 " "[CPUParticles]。\n" -"[b]注意:[/b]在处理粒子节点后,记得通过选择它来更新其[member " -"visibility_aabb],单击3D编辑器视窗顶部的[b]Particles[/b]菜单,然后选择[b]生成" -"可见 AABB[/b]。否则,粒子可能会由于相机位置和角度的改变突然消失。" +"[b]注意:[/b]在处理粒子节点后,记得通过选择它来更新其[member " +"visibility_aabb],单击 3D 编辑器视窗顶部的[b]粒子[/b]菜单,然后选择[b]生成可" +"见 AABB[/b]。否则,粒子可能会由于相机位置和角度的改变突然消失。" #: doc/classes/Particles.xml:13 msgid "" @@ -48927,7 +49006,7 @@ msgstr "" msgid "" "Returns the axis-aligned bounding box that contains all the particles that " "are active in the current frame." -msgstr "返回包含当前帧中所有活动粒子的轴对齐边界盒。" +msgstr "返回包含当前帧中所有活动粒子的轴对齐包围盒。" #: doc/classes/Particles.xml:27 msgid "Returns the [Mesh] that is drawn at index [code]pass[/code]." @@ -49049,15 +49128,15 @@ msgstr "" "以给定的速率生成一定数量的粒子。\n" "使用 [code]process_material[/code] 属性添加 [ParticlesMaterial] 以配置粒子外" "观和行为。或者,您可以添加将应用于所有粒子的 [ShaderMaterial]。\n" -"[b]注意:[/b] [Particles2D] 仅在使用 GLES3 渲染器时有效。如果使用 GLES2 渲染" +"[b]注意:[/b][Particles2D] 仅在使用 GLES3 渲染器时有效。如果使用 GLES2 渲染" "器,请改用 [CPUParticles2D]。您可以通过选择节点将 [Particles2D] 转换为 " -"[CPUParticles2D],单击 2D 编辑器视口顶部的 [b]Particles[/b] 菜单,然后选择 " -"[b]Convert to CPUParticles2D[/b]。\n" -"[b]注意:[/b]在粒子节点上工作后,记得通过选择它来更新它的[member " -"visibility_rect],单击2D编辑器视口顶部的[b]粒子[/b]菜单,然后选择[b]生成可见" -"矩形 [/b]。否则,根据相机位置和角度,粒子可能会突然消失。\n" -"[b]注:[/b]与[CPUParticles2D]不同,[Particles2D]目前忽略[AtlasTexture]s中定义" -"的纹理区域。" +"[CPUParticles2D],单击 2D 编辑器视口顶部的[b]粒子[/b]菜单,然后选择[b]转换为 " +"CPUParticles2D[/b]。\n" +"[b]注意:[/b]在粒子节点上工作后,记得通过选择它来更新它的 [member " +"visibility_rect],单击 2D 编辑器视口顶部的[b]粒子[/b]菜单,然后选择[b]生成可" +"见矩形[/b]。否则,根据相机位置和角度,粒子可能会突然消失。\n" +"[b]注意:[/b]与[CPUParticles2D]不同,[Particles2D]目前忽略[AtlasTexture]s中定" +"义的纹理区域。" #: doc/classes/Particles2D.xml:21 msgid "Returns a rectangle containing the positions of all existing particles." @@ -49138,11 +49217,12 @@ msgid "Sets the [Texture] for the specified [enum Parameter]." msgstr "为指定的 [enum Parameter] 设置 [Texture]。" #: doc/classes/ParticlesMaterial.xml:77 +#, fuzzy msgid "" "Initial rotation applied to each particle, in degrees.\n" -"Only applied when [member flag_disable_z] or [member flag_rotate_y] are " -"[code]true[/code] or the [SpatialMaterial] being used to draw the particle " -"is using [constant SpatialMaterial.BILLBOARD_PARTICLES]." +"[b]Note:[/b] Only applied when [member flag_disable_z] or [member " +"flag_rotate_y] are [code]true[/code] or the [SpatialMaterial] being used to " +"draw the particle is using [constant SpatialMaterial.BILLBOARD_PARTICLES]." msgstr "" "应用于每个粒子的初始旋转,以度为单位。\n" "仅在 [member flag_disable_z] 或 [member flag_rotate_y] 为 [code]true[/code] " @@ -49154,12 +49234,13 @@ msgid "Each particle's rotation will be animated along this [CurveTexture]." msgstr "每个粒子的旋转将沿着这个[CurveTexture]动画。" #: doc/classes/ParticlesMaterial.xml:87 +#, fuzzy msgid "" -"Initial angular velocity applied to each particle. Sets the speed of " -"rotation of the particle.\n" -"Only applied when [member flag_disable_z] or [member flag_rotate_y] are " -"[code]true[/code] or the [SpatialMaterial] being used to draw the particle " -"is using [constant SpatialMaterial.BILLBOARD_PARTICLES]." +"Initial angular velocity applied to each particle in [i]degrees[/i] per " +"second. Sets the speed of rotation of the particle.\n" +"[b]Note:[/b] Only applied when [member flag_disable_z] or [member " +"flag_rotate_y] are [code]true[/code] or the [SpatialMaterial] being used to " +"draw the particle is using [constant SpatialMaterial.BILLBOARD_PARTICLES]." msgstr "" "应用于每个粒子的初始角速度。设置粒子的旋转速度。\n" "仅在 [member flag_disable_z] 或 [member flag_rotate_y] 为 [code]true[/code] " @@ -49291,10 +49372,12 @@ msgid "" msgstr "每个粒子的线性加速度将沿着这个[CurveTexture]变化。" #: doc/classes/ParticlesMaterial.xml:208 +#, fuzzy msgid "" "Orbital velocity applied to each particle. Makes the particles circle around " "origin. Specified in number of full rotations around origin per second.\n" -"Only available when [member flag_disable_z] is [code]true[/code]." +"[b]Note:[/b] Only available when [member flag_disable_z] is [code]true[/" +"code]." msgstr "" "每个粒子的轨道速度。使粒子绕原点旋转。以每秒绕原点的完整旋转数指定。\n" "仅当[member flag_disable_z]为[code]true[/code]时可用。" @@ -49338,108 +49421,108 @@ msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set initial velocity properties." msgstr "" -"使用[method set_param], [method set_param_randomness]和[method " -"set_param_texture]设置初始速度属性。" +"用于在 [method set_param]、[method set_param_randomness] 和 [method " +"set_param_texture] 中设置初始速度属性。" #: doc/classes/ParticlesMaterial.xml:262 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set angular velocity properties." msgstr "" -"与[method set_param], [method set_param_randomness]和[method " -"set_param_texture]一起使用来设置角速度属性。" +"用于在 [method set_param]、[method set_param_randomness] 和 [method " +"set_param_texture] 中设置角速度属性。" #: doc/classes/ParticlesMaterial.xml:265 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set orbital velocity properties." msgstr "" -"使用[method set_param], [method set_param_randomness]和[method " -"set_param_texture]设置轨道速度属性。" +"用于在 [method set_param]、[method set_param_randomness] 和 [method " +"set_param_texture] 中设置轨道速度属性。" #: doc/classes/ParticlesMaterial.xml:268 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set linear acceleration properties." msgstr "" -"使用[method set_param], [method set_param_randomness]和[method " -"set_param_texture]设置线性加速属性。" +"用于在 [method set_param]、[method set_param_randomness] 和 [method " +"set_param_texture] 中设置线性加速属性。" #: doc/classes/ParticlesMaterial.xml:271 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set radial acceleration properties." msgstr "" -"使用[method set_param], [method set_param_randomness]和[method " -"set_param_texture]设置径向加速度属性。" +"用于在 [method set_param]、[method set_param_randomness] 和 [method " +"set_param_texture] 中设置径向加速度属性。" #: doc/classes/ParticlesMaterial.xml:274 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set tangential acceleration properties." msgstr "" -"使用[method set_param], [method set_param_randomness]和[method " -"set_param_texture]设置切向加速度属性。" +"用于在 [method set_param]、[method set_param_randomness] 和 [method " +"set_param_texture] 中设置切向加速度属性。" #: doc/classes/ParticlesMaterial.xml:277 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set damping properties." msgstr "" -"使用[method set_param], [method set_param_randomness]和[method " -"set_param_texture]设置阻尼属性。" +"用于在 [method set_param]、[method set_param_randomness] 和 [method " +"set_param_texture] 中设置阻尼属性。" #: doc/classes/ParticlesMaterial.xml:280 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set angle properties." msgstr "" -"与[method set_param], [method set_param_randomness]和[method " -"set_param_texture]一起使用来设置角度属性。" +"用于在 [method set_param]、[method set_param_randomness] 和 [method " +"set_param_texture] 中设置角度属性。" #: doc/classes/ParticlesMaterial.xml:283 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set scale properties." msgstr "" -"与[method set_param], [method set_param_randomness]和[method " -"set_param_texture]一起使用来设置缩放属性。" +"用于在 [method set_param]、[method set_param_randomness] 和 [method " +"set_param_texture] 中设置缩放属性。" #: doc/classes/ParticlesMaterial.xml:286 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set hue variation properties." msgstr "" -"与[method set_param], [method set_param_randomness]和[method " -"set_param_texture]一起使用来设置色调变化属性。" +"用于在 [method set_param]、[method set_param_randomness] 和 [method " +"set_param_texture] 中设置色调变化属性。" #: doc/classes/ParticlesMaterial.xml:289 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set animation speed properties." msgstr "" -"与[method set_param], [method set_param_randomness]和[method " -"set_param_texture]一起使用来设置动画速度属性。" +"用于在 [method set_param]、[method set_param_randomness] 和 [method " +"set_param_texture] 中设置动画速度属性。" #: doc/classes/ParticlesMaterial.xml:292 msgid "" "Use with [method set_param], [method set_param_randomness], and [method " "set_param_texture] to set animation offset properties." msgstr "" -"与[method set_param], [method set_param_randomness]和[method " -"set_param_texture]一起使用来设置动画偏移属性。" +"用于在 [method set_param]、[method set_param_randomness] 和 [method " +"set_param_texture] 中设置动画偏移属性。" #: doc/classes/ParticlesMaterial.xml:298 msgid "Use with [method set_flag] to set [member flag_align_y]." -msgstr "与[method set_flag]一起使用来设置[member flag_align_y]。" +msgstr "用于在 [method set_flag] 中设置 [member flag_align_y]。" #: doc/classes/ParticlesMaterial.xml:301 msgid "Use with [method set_flag] to set [member flag_rotate_y]." -msgstr "使用[method set_flag]来设置[member flag_rotate_y]。" +msgstr "用于在 [method set_flag] 中设置 [member flag_rotate_y]。" #: doc/classes/ParticlesMaterial.xml:304 msgid "Use with [method set_flag] to set [member flag_disable_z]." -msgstr "与[method set_flag]一起使用来设置[member flag_disable_z]。" +msgstr "用于在 [method set_flag] 中设置 [member flag_disable_z]。" #: doc/classes/ParticlesMaterial.xml:319 msgid "" @@ -49562,7 +49645,7 @@ msgid "" "The distance from the first vertex, measured in 3D units along the path. " "This sets this node's position to a point within the path." msgstr "" -"到第一个顶点的距离,以沿路径的三维单位度量。这将把这个节点的位置设置为路径中" +"到第一个顶点的距离,以沿路径的 3D 单位度量。这将把这个节点的位置设置为路径中" "的一个点。" #: doc/classes/PathFollow.xml:30 @@ -49703,7 +49786,7 @@ msgstr "" "packer.add_file(\"res://text.txt\", \"text.txt\")\n" "packer.flush()\n" "[/codeblock]\n" -"上面的[PCKPacker]创建包[code]test.pck [/code],然后在包的根目录中添加一个名为" +"上面的[PCKPacker]创建包[code]test.pck[/code],然后在包的根目录中添加一个名为" "[code]text.txt[/code]的文件。" #: doc/classes/PCKPacker.xml:24 @@ -49730,8 +49813,8 @@ msgid "" "code] file extension isn't added automatically, so it should be part of " "[code]pck_name[/code] (even though it's not required)." msgstr "" -"创建一个名为[code]pck_name[/code]的新PCK文件。[code].Pck [/code]文件扩展名不" -"会自动添加,所以它应该是[code]pck_name[/code]的一部分(即使它不是必需的)。" +"创建一个名为[code]pck_name[/code]的新PCK文件。[code].Pck[/code]文件扩展名不会" +"自动添加,所以它应该是[code]pck_name[/code]的一部分(即使它不是必需的)。" #: doc/classes/Performance.xml:4 msgid "Exposes performance-related data." @@ -49981,8 +50064,8 @@ msgid "" "the global coordinate system, but is centered at the object's origin." msgstr "" "向物体施加有作用点的冲量。冲量是独立于时间的!每一帧施加一个冲量将导致一个与" -"帧率相关的力。出于这个原因,它应该只用于模拟一次性的影响(否则使用“ _ force”函" -"数)。偏移量使用了全局坐标系的旋转,但是以物体的原点为中心。" +"帧率相关的力。出于这个原因,它应该只用于模拟一次性的影响(否则使用“_force”函" +"数)。偏移量使用了全局坐标系的旋转,但是以物体的原点为中心。" #: doc/classes/Physics2DDirectBodyState.xml:55 doc/classes/RigidBody2D.xml:67 msgid "Applies a rotational impulse to the body." @@ -50037,7 +50120,7 @@ msgid "" "monitor contacts. See [member RigidBody2D.contact_monitor]." msgstr "" "返回此物体与其他物体的接触次数。\n" -"[b] 注意:[/b]默认情况下,除非物体被设为监视接触者,否则返回0。参阅 [member " +"[b]注意:[/b]默认情况下,除非物体被设为监视接触者,否则返回0。参阅 [member " "RigidBody2D.contact_monitor]。" #: doc/classes/Physics2DDirectBodyState.xml:118 @@ -50072,9 +50155,9 @@ msgstr "返回给定相对位置的物体速度,包括平移和旋转。" msgid "Calls the built-in force integration code." msgstr "调用内置的力集成代码。" -#: doc/classes/Physics2DDirectBodyState.xml:157 -#: doc/classes/PhysicsDirectBodyState.xml:159 doc/classes/RigidBody2D.xml:101 -msgid "The body's rotational velocity." +#: doc/classes/Physics2DDirectBodyState.xml:157 doc/classes/RigidBody2D.xml:101 +#, fuzzy +msgid "The body's rotational velocity in [i]radians[/i] per second." msgstr "物体的旋转速度。" #: doc/classes/Physics2DDirectBodyState.xml:160 @@ -50088,9 +50171,9 @@ msgid "The inverse of the mass of the body." msgstr "物体质量的倒数。" #: doc/classes/Physics2DDirectBodyState.xml:166 -#: doc/classes/PhysicsDirectBodyState.xml:170 doc/classes/RigidBody2D.xml:146 -msgid "The body's linear velocity." -msgstr "物体的线速度。" +#, fuzzy +msgid "The body's linear velocity in pixels per second." +msgstr "鼠标速度以像素/秒为单位。" #: doc/classes/Physics2DDirectBodyState.xml:169 #: doc/classes/PhysicsDirectBodyState.xml:175 @@ -50208,7 +50291,6 @@ msgstr "" "[code]shape[/code]:碰撞形状的形状索引。" #: doc/classes/Physics2DDirectSpaceState.xml:55 -#, fuzzy msgid "" "Checks whether a point is inside any solid shape. The shapes the point is " "inside of are returned in an array containing dictionaries with the " @@ -50232,21 +50314,22 @@ msgid "" "not be detected." msgstr "" "检查一个点是否在任意实体形状内。点所处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" -"此外,该方法可以接受一个[code]exclude[/code]数组,该数组中的对象或[RID]将被排" -"除在碰撞之外,[code]collision_mask[/code]位掩码表示要检查的物理层,或者布尔值" -"来确定射线是否应该分别与[PhysicsBody]或[Area]发生碰撞。\n" -"[b]注意:[/b] [ConcavePolygonShape2D]和[CollisionPolygon2D]在[code]Segments[/" -"code]构建模式中不是实体形状。因此,它们将不会被检测到。" +"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" +"为了减少处理时间,可以通过 [code]max_results[/code] 参数对相交的数量进行限" +"制。\n" +"此外,该方法可以接受一个 [code]exclude[/code] 数组,该数组中的对象或 [RID] 将" +"被排除在碰撞之外,[code]collision_mask[/code] 位掩码表示要检查的物理层,或者" +"布尔值来确定射线是否应该分别与 [PhysicsBody2D] 或 [Area2D] 发生碰撞。\n" +"[b]注意:[/b][ConcavePolygonShape2D] 和 [CollisionPolygon2D] 在 " +"[code]Segments[/code] 构建模式中不是实体形状。因此,它们将不会被检测到。" #: doc/classes/Physics2DDirectSpaceState.xml:76 -#, fuzzy msgid "" "Checks whether a point is inside any solid shape, in a specific canvas layer " "given by [code]canvas_instance_id[/code]. The shapes the point is inside of " @@ -50269,22 +50352,23 @@ msgid "" "[code]Segments[/code] build mode are not solid shapes. Therefore, they will " "not be detected." msgstr "" -"检查一个点是否在任意实体形状内。点所处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" -"此外,该方法可以接受一个[code]exclude[/code]数组,该数组中的对象或[RID]将被排" -"除在碰撞之外,[code]collision_mask[/code]位掩码表示要检查的物理层,或者布尔值" -"来确定射线是否应该分别与[PhysicsBody]或[Area]发生碰撞。\n" -"[b]注意:[/b] [ConcavePolygonShape2D]和[CollisionPolygon2D]在[code]Segments[/" -"code]构建模式中不是实体形状。因此,它们将不会被检测到。" +"检查一个点是否在任意实体形状内,仅在 [code]canvas_instance_id[/code] 所指定的" +"画布层上检查。点所处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" +"为了减少处理时间,可以通过 [code]max_results[/code] 参数对相交的数量进行限" +"制。\n" +"此外,该方法可以接受一个 [code]exclude[/code] 数组,该数组中的对象或 [RID] 将" +"被排除在碰撞之外,[code]collision_mask[/code] 位掩码表示要检查的物理层,或者" +"布尔值来确定射线是否应该分别与 [PhysicsBody] 或 [Area] 发生碰撞。\n" +"[b]注意:[/b][ConcavePolygonShape2D] 和 [CollisionPolygon2D] 在 " +"[code]Segments[/code] 构建模式中不是实体形状。因此,它们将不会被检测到。" #: doc/classes/Physics2DDirectSpaceState.xml:96 -#, fuzzy msgid "" "Intersects a ray in a given space. The returned object is a dictionary with " "the following fields:\n" @@ -50305,19 +50389,19 @@ msgid "" "determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, " "respectively." msgstr "" -"在给定的空间中与一条射线相交。返回的对象是具有下列字段的字典:\n" -"[code]collider[/code]:碰撞的对象。\n" -"[code]collider_id[/code]:碰撞对象的ID。\n" -"[code]metadata[/code]:相交形状的元数据。这个元数据与[method Object.get_meta]" -"不同,可以用[method Physics2DServer.shape_set_data]来设置。\n" -"[code]normal[/code]:物体在交点处的表面法线。\n" -"[code]position[/code]:相交点。\n" -"[code]rid[/code]:相交物体的[RID]。\n" -"[code]形状[/code]:碰撞形状的形状索引。\n" -"如果射线没有与任何物体相交,那么将返回空的字典。\n" -"此外,该方法可以接受一个[code]exclude[/code]对象或[RID]数组,该数组将被排除在" -"碰撞之外,[code]collision_mask[/code]位掩码表示要检查的物理层,或者布尔值来确" -"定射线是否应该分别与[PhysicsBody]或[Area]发生碰撞。" +"在给定的空间中与一条射线相交。返回的对象是具有下列字段的字典:\n" +"[code]collider[/code]:碰撞的对象。\n" +"[code]collider_id[/code]:碰撞对象的 ID。\n" +"[code]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]normal[/code]:相交点处对象表面的法线。\n" +"[code]position[/code]:相交点。\n" +"[code]rid[/code]:相交物体的 [RID]。\n" +"[code]shape[/code]:碰撞形状的形状索引。\n" +"如果射线没有与任何东西相交,将返回一个空字典。\n" +"此外,该方法可以接受一个 [code]exclude[/code] 对象或 [RID] 数组,该数组将被排" +"除在碰撞之外,[code]collision_mask[/code] 位掩码表示要检查的物理层,或者布尔" +"值来确定射线是否应该分别与 [PhysicsBody2D] 或 [Area2D] 发生碰撞。" #: doc/classes/Physics2DDirectSpaceState.xml:113 msgid "" @@ -50463,7 +50547,7 @@ msgstr "" msgid "" "Sets the value for an area parameter. See [enum AreaParameter] for a list of " "available parameters." -msgstr "设置区域参数的值。有关可用参数的列表,请参阅[enum areparameter]。" +msgstr "设置区域参数的值。有关可用参数的列表,请参阅 [enum AreaParameter]。" #: doc/classes/Physics2DServer.xml:183 doc/classes/PhysicsServer.xml:185 msgid "" @@ -50552,6 +50636,8 @@ msgid "" "Returns the [Physics2DDirectBodyState] of the body. Returns [code]null[/" "code] if the body is destroyed or removed from the physics space." msgstr "" +"返回物体的 [Physics2DDirectBodyState]。如果该物体已被销毁或者已被移出物理空" +"间,则返回 [code]null[/code]。" #: doc/classes/Physics2DServer.xml:358 doc/classes/PhysicsServer.xml:348 msgid "" @@ -51387,13 +51473,24 @@ msgid "" "monitor contacts. See [member RigidBody.contact_monitor]." msgstr "" "返回此物体与其他物体的接触次数。\n" -"[b] 注意:[/b]默认情况下,除非物体被设为监视接触者,否则返回0。参阅 [member " +"[b]注意:[/b]默认情况下,除非物体被设为监视接触者,否则返回0。参阅 [member " "RigidBody2D.contact_monitor]。" #: doc/classes/PhysicsDirectBodyState.xml:113 msgid "Impulse created by the contact. Only implemented for Bullet physics." msgstr "由接触产生的冲量。仅适用于子弹物理。" +#: doc/classes/PhysicsDirectBodyState.xml:159 doc/classes/RigidBody.xml:115 +msgid "" +"The body's rotational velocity in axis-angle format. The magnitude of the " +"vector is the rotation rate in [i]radians[/i] per second." +msgstr "" + +#: doc/classes/PhysicsDirectBodyState.xml:170 +#, fuzzy +msgid "The body's linear velocity in units per second." +msgstr "物体的线速度。" + #: doc/classes/PhysicsDirectSpaceState.xml:4 msgid "Direct access object to a space in the [PhysicsServer]." msgstr "直接访问[PhysicsServer]中空间的对象。" @@ -51468,7 +51565,6 @@ msgstr "" "如果该形状没有与任何物体相交,那么将返回空的字典。" #: doc/classes/PhysicsDirectSpaceState.xml:55 -#, fuzzy msgid "" "Checks whether a point is inside any solid shape. The shapes the point is " "inside of are returned in an array containing dictionaries with the " @@ -51485,17 +51581,16 @@ msgid "" "determine if the ray should collide with [PhysicsBody]s or [Area]s, " "respectively." msgstr "" -"在给定的空间中与一条射线相交。返回的对象是具有下列字段的字典:\n" -"[code]collider[/code]:碰撞的对象。\n" -"[code]collider_id[/code]:碰撞对象的ID。\n" -"[code]normal[/code]:物体在相交点的表面法线。\n" -"[code]position[/code]:交叉点。\n" -"[code]rid[/code]:相交物体的[RID]。\n" -"[code]形状[/code]:碰撞形状的形状索引。\n" -"如果射线没有与任何物体相交,那么将返回空的字典。\n" -"此外,该方法可以接受一个[code]exclude[/code]对象或[RID]数组,该数组将被排除在" -"碰撞之外,[code]collision_mask[/code]位掩码表示要检查的物理层,或者布尔值来确" -"定射线是否应该分别与[PhysicsBody]或[Area]发生碰撞。" +"检查一个点是否位于任何实体形状内。该点所在的形状会以字典数组的形式返回,字典" +"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]rid[/code]:相交物体的 [RID]。\n" +"[code]shape[/code]:碰撞形状的形状索引。\n" +"为了减少处理时间,可以通过 [code]max_results[/code] 参数限制相交数量。\n" +"此外,该方法可以接受一个 [code]exclude[/code] 对象或 [RID] 数组,该数组将被排" +"除在碰撞之外,[code]collision_mask[/code] 位掩码表示要检查的物理层,或者布尔" +"值来确定射线是否应该分别与 [PhysicsBody] 或 [Area] 发生碰撞。" #: doc/classes/PhysicsDirectSpaceState.xml:73 msgid "" @@ -51585,9 +51680,9 @@ msgid "" "instead. If [code]true[/code] for both colliding objects, the physics engine " "will use the highest friction." msgstr "" -"如果[code]true[/code],当两个物体碰撞时,物理引擎将使用标记为 \"粗糙 \"的物体" -"的摩擦。如果[code]false[/code],物理引擎将使用所有碰撞物体的最低摩擦力来代" -"替。如果两个碰撞的对象都为[code]true[/code],物理引擎将使用最高的摩擦力。" +"如果 [code]true[/code],当两个物体碰撞时,物理引擎将使用标记为“粗糙”的物体的" +"摩擦。如果 [code]false[/code],物理引擎将使用所有碰撞物体的最低摩擦力来代替。" +"如果两个碰撞的对象都为 [code]true[/code],物理引擎将使用最高的摩擦力。" #: doc/classes/PhysicsServer.xml:4 msgid "Server interface for low-level physics access." @@ -51660,11 +51755,12 @@ msgstr "" "-" #: doc/classes/PhysicsServer.xml:335 -#, fuzzy msgid "" "Returns the [PhysicsDirectBodyState] of the body. Returns [code]null[/code] " "if the body is destroyed or removed from the physics space." -msgstr "返回指定属性的初始值。如果属性不存在,则返回[code]null[/code]。" +msgstr "" +"返回该物体的 [PhysicsDirectBodyState]。如果物体已被销毁或已被移出物理空间,则" +"返回 [code]null[/code]。" #: doc/classes/PhysicsServer.xml:370 msgid "" @@ -52127,7 +52223,7 @@ msgstr "如果[code]set[/code],则在给定的限度内可能存在线性运 #: doc/classes/PhysicsServer.xml:1137 msgid "If [code]set[/code] there is rotational motion possible." -msgstr "如果[code]设置为[/code],则可能存在旋转运动。" +msgstr "如果[code]set[/code],则可能存在旋转运动。" #: doc/classes/PhysicsServer.xml:1140 msgid "If [code]set[/code] there is a rotational motor across these axes." @@ -52149,11 +52245,11 @@ msgstr "该 [Shape] 是 [RayShape]。" #: doc/classes/PhysicsServer.xml:1152 msgid "The [Shape] is a [SphereShape]." -msgstr "该 [Shape] 是一个 [SphereShape]。" +msgstr "该 [Shape] 是 [SphereShape]。" #: doc/classes/PhysicsServer.xml:1155 msgid "The [Shape] is a [BoxShape]." -msgstr "该 [Shape] 是一个 [BoxShape]。" +msgstr "该 [Shape] 是 [BoxShape]。" #: doc/classes/PhysicsServer.xml:1158 msgid "The [Shape] is a [CapsuleShape]." @@ -52177,7 +52273,7 @@ msgstr "该 [Shape] 是 [HeightMapShape]。" #: doc/classes/PhysicsShapeQueryParameters.xml:4 msgid "Parameters to be sent to a 3D shape physics query." -msgstr "要发送到三维形状物理查询的参数。" +msgstr "要发送到 3D 形状物理查询的参数。" #: doc/classes/PhysicsShapeQueryParameters.xml:7 msgid "" @@ -52191,7 +52287,7 @@ msgstr "设置将用于碰撞/相交查询的 [Shape]。" #: doc/classes/PhysicsShapeQueryParameters.xml:22 msgid "If [code]true[/code], the query will take [Area]s into account." -msgstr "如果[code]true[/code],查询将考虑[Area]。" +msgstr "如果[code]true[/code],查询将考虑 [Area]。" #: doc/classes/PhysicsShapeQueryParameters.xml:25 msgid "If [code]true[/code], the query will take [PhysicsBody]s into account." @@ -52264,8 +52360,8 @@ msgid "" "[code]c[/code], and the plane has a distance of [code]d[/code] from the " "origin." msgstr "" -"根据四个参数创建一个平面。产生的平面的[member 法线]的三个分量是[code]a[/" -"code],[code]b[/code]和[code]c[/code],并且平面与原点的距离为[code]d[/code]。" +"根据四个参数创建一个平面。产生的平面的 [member normal] 的三个分量是 [code]a[/" +"code]、[code]b[/code]、[code]c[/code],并且平面与原点的距离为[code]d[/code]。" #: doc/classes/Plane.xml:29 msgid "Creates a plane from the three points, given in clockwise order." @@ -52389,19 +52485,19 @@ msgstr "平面的[member normal]向量的Z分量。" #: doc/classes/Plane.xml:141 msgid "A plane that extends in the Y and Z axes (normal vector points +X)." -msgstr "在Y轴和Z轴上延伸的平面(法向量点+X)。" +msgstr "在 Y 轴和 Z 轴上延伸的平面(法向量指向 +X)。" #: doc/classes/Plane.xml:144 msgid "A plane that extends in the X and Z axes (normal vector points +Y)." -msgstr "在X轴和Z轴上延伸的平面(法向量点+Y)。" +msgstr "在 X 轴和 Z 轴上延伸的平面(法向量朝向 +Y)。" #: doc/classes/Plane.xml:147 msgid "A plane that extends in the X and Y axes (normal vector points +Z)." -msgstr "在X轴和Y轴上延伸的平面(法向量点+Z)。" +msgstr "在 X 轴和 Y 轴上延伸的平面(法向量朝向 +Z)。" #: doc/classes/PlaneMesh.xml:4 msgid "Class representing a planar [PrimitiveMesh]." -msgstr "表示平面的类。" +msgstr "表示平面 [PrimitiveMesh] 的类。" #: doc/classes/PlaneMesh.xml:7 msgid "" @@ -52431,15 +52527,15 @@ msgstr "生成平面的大小。" #: doc/classes/PlaneMesh.xml:22 msgid "Number of subdivision along the Z axis." -msgstr "沿Z轴细分的次数。" +msgstr "沿 Z 轴细分的次数。" #: doc/classes/PlaneMesh.xml:25 msgid "Number of subdivision along the X axis." -msgstr "沿X轴细分的次数。" +msgstr "沿 X 轴细分的次数。" #: doc/classes/PlaneShape.xml:4 msgid "Infinite plane shape for 3D collisions." -msgstr "无限的平面形状,用于三维碰撞。" +msgstr "无限的平面形状,用于 3D 碰撞。" #: doc/classes/PlaneShape.xml:7 msgid "" @@ -52448,9 +52544,9 @@ msgid "" "[PlaneShape] is used in a [PhysicsBody], it will cause colliding objects " "placed \"below\" it to teleport \"above\" the plane." msgstr "" -"用于3D碰撞的无限的平面形状。请注意,[Plane]的法线很重要;任何 \"低于\" 该平面" -"的物体都会与它发生碰撞。如果[PlaneShape]被用于[PhysicsBody],它将导致放置在" -"它 \"下面\" 的碰撞物体被传送到 \"上面\" 的平面。" +"用于 3D 碰撞的无限的平面形状。请注意,[Plane] 的法线很重要;任何“低于”该平面" +"的物体都会与它发生碰撞。如果 [PlaneShape] 被用于 [PhysicsBody],它将导致放置" +"在它“下面”的碰撞物体被传送到“上面”的平面。" #: doc/classes/PlaneShape.xml:15 msgid "The [Plane] used by the [PlaneShape] for collision." @@ -52501,9 +52597,9 @@ msgid "" "canvas_polygon_index_buffer_size_kb]." msgstr "" "Polygon2D 由一组点定义。每个点都连接到下一个点,最后一个点连接到第一个点,从" -"而形成封闭的多边形。 Polygon2Ds可以填充颜色(纯色或渐变色)或填充给定的纹" +"而形成封闭的多边形。 Polygon2D 可以填充颜色(纯色或渐变色)或填充给定的纹" "理。\n" -"[b]注:[/b] 默认情况下,Godot 一次最多只能绘制 4096 个多边形点。要增加此限" +"[b]注意:[/b]默认情况下,Godot 一次最多只能绘制 4096 个多边形点。要增加此限" "制,请打开项目设置并增加 [member ProjectSettings.rendering/limits/buffers/" "canvas_polygon_buffer_size_kb] 和 [member ProjectSettings.rendering/limits/" "buffers/canvas_polygon_index_buffer_size_kb]。" @@ -52559,8 +52655,8 @@ msgid "" "Added padding applied to the bounding box when using [code]invert[/code]. " "Setting this value too small may result in a \"Bad Polygon\" error." msgstr "" -"当使用[code]invert[/code](反转)时,将应用于边框的填充.将这个值设置得太小可能会" -"导致\"Bad Polygon\"(多边形错误)的错误." +"当使用 [code]invert[/code](反转)时,将应用于边框的填充。将这个值设置得太小" +"可能会导致“Bad Polygon”(无效多边形)错误。" #: doc/classes/Polygon2D.xml:86 msgid "" @@ -52692,14 +52788,13 @@ msgid "" 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" +"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" "\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。" +"[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。" #: doc/classes/PoolByteArray.xml:67 msgid "" @@ -53067,7 +53162,7 @@ msgid "" "[code]fallback_ratio[/code]." msgstr "" "相对于当前画布变换在屏幕中央弹出(以模态形式显示控件),将大小限制为" -"[code]size[/code],并确保弹出窗口不大于视口大小乘以[code] fallback_ratio[/" +"[code]size[/code],并确保弹出窗口不大于视口大小乘以[code]fallback_ratio[/" "code]。" #: doc/classes/Popup.xml:38 @@ -53320,8 +53415,9 @@ msgstr "" "[code]id[/code],将从索引中创建一个。如果没有提供[code]accel[/code],则默认的" "[code]0[/code]将被分配给它。有关加速器的更多信息,请参阅[method " "get_item_accelerator]。\n" -"[b]注:[/b] Checkable项目只是显示一个复选标记,但没有任何内置的检查行为,必须" -"手动检查/不检查。有关如何控制它的更多信息,请参阅[set_item_checked方法]。" +"[b]注意:[/b]Checkable 项目只是显示一个复选标记,但没有任何内置的检查行为,必" +"须手动检查/不检查。有关如何控制它的更多信息,请参阅 [method " +"set_item_checked]。" #: doc/classes/PopupMenu.xml:140 msgid "" @@ -53668,18 +53764,10 @@ msgid "" msgstr "当按下某个[code]index[/code]的项或激活其加速器时触发。" #: doc/classes/PopupMenu.xml:500 -msgid "[Texture] icon for the checked checkbox items." -msgstr "选中的复选框项目的 [Texture] 图标。" - -#: doc/classes/PopupMenu.xml:503 -msgid "[Font] used for the menu items." -msgstr "用于菜单项的[Font]字体。" - -#: doc/classes/PopupMenu.xml:506 msgid "The default text [Color] for menu items' names." msgstr "菜单项名称的默认文本[Color]。" -#: doc/classes/PopupMenu.xml:509 +#: doc/classes/PopupMenu.xml:503 msgid "" "The text [Color] used for shortcuts and accelerators that show next to the " "menu item name when defined. See [method get_item_accelerator] for more info " @@ -53688,71 +53776,79 @@ msgstr "" "文本[Color]用于快捷键和加速器,当定义时显示在菜单项名称旁边。有关加速器的更多" "信息,请参阅[method get_item_accelerator]。" -#: doc/classes/PopupMenu.xml:512 +#: doc/classes/PopupMenu.xml:506 msgid "[Color] used for disabled menu items' text." msgstr "用于禁用菜单项的文本[Color]。" -#: doc/classes/PopupMenu.xml:515 +#: doc/classes/PopupMenu.xml:509 msgid "[Color] used for the hovered text." msgstr "用于悬停文本的[Color]。" -#: doc/classes/PopupMenu.xml:518 +#: doc/classes/PopupMenu.xml:512 msgid "[Color] used for labeled separators' text. See [method add_separator]." msgstr "用于标注分隔符文本的颜色[Color]。见[method add_separator]。" -#: doc/classes/PopupMenu.xml:521 -msgid "[StyleBox] displayed when the [PopupMenu] item is hovered." -msgstr "当[PopupMenu]项目被鼠标悬停时显示的[StyleBox]。" - -#: doc/classes/PopupMenu.xml:524 +#: doc/classes/PopupMenu.xml:515 msgid "" "The horizontal space between the item's name and the shortcut text/submenu " "arrow." msgstr "项目名称与快捷文本/子菜单箭头之间的水平空间。" +#: doc/classes/PopupMenu.xml:518 +msgid "The vertical space between each menu item." +msgstr "每个菜单项之间的垂直间距。" + +#: doc/classes/PopupMenu.xml:521 +msgid "[Font] used for the menu items." +msgstr "用于菜单项的[Font]字体。" + +#: doc/classes/PopupMenu.xml:524 +msgid "[Texture] icon for the checked checkbox items." +msgstr "选中的复选框项目的 [Texture] 图标。" + #: doc/classes/PopupMenu.xml:527 -msgid "" -"[StyleBox] for the left side of labeled separator. See [method " -"add_separator]." -msgstr "用于标签分隔器的左侧[StyleBox](样式盒子).参阅 [method add_separator]." +msgid "[Texture] icon for the checked radio button items." +msgstr "选中的单选按钮项目的纹理[Texture]图标。" #: doc/classes/PopupMenu.xml:530 -msgid "" -"[StyleBox] for the right side of labeled separator. See [method " -"add_separator]." -msgstr "用于标签分隔器的右侧[StyleBox](样式盒子).参阅 [method add_separator]." +msgid "[Texture] icon for the unchecked radio button items." +msgstr "未选中的单选按钮项目的 [Texture] 图标。" #: doc/classes/PopupMenu.xml:533 -msgid "Default [StyleBox] of the [PopupMenu] items." -msgstr "[PopupMenu](弹出菜单)项的默认[StyleBox](样式盒子)." +msgid "[Texture] icon for the submenu arrow." +msgstr "子菜单箭头的纹理[Texture]图标。" #: doc/classes/PopupMenu.xml:536 -msgid "[StyleBox] used when the [PopupMenu] item is disabled." -msgstr "禁用[PopupMenu](弹出菜单)项时使用的[StyleBox](样式盒子)." +msgid "[Texture] icon for the unchecked checkbox items." +msgstr "未选中的复选框项目的纹理[Texture]图标。" #: doc/classes/PopupMenu.xml:539 -msgid "[Texture] icon for the checked radio button items." -msgstr "选中的单选按钮项目的纹理[Texture]图标。" +msgid "[StyleBox] displayed when the [PopupMenu] item is hovered." +msgstr "当[PopupMenu]项目被鼠标悬停时显示的[StyleBox]。" #: doc/classes/PopupMenu.xml:542 -msgid "[Texture] icon for the unchecked radio button items." -msgstr "未选中的单选按钮项目的 [Texture] 图标。" +msgid "" +"[StyleBox] for the left side of labeled separator. See [method " +"add_separator]." +msgstr "用于标签分隔器的左侧[StyleBox](样式盒子).参阅 [method add_separator]." #: doc/classes/PopupMenu.xml:545 -msgid "[StyleBox] used for the separators. See [method add_separator]." -msgstr "用于分隔符的[StyleBox]。请参阅[method add_separator]。" +msgid "" +"[StyleBox] for the right side of labeled separator. See [method " +"add_separator]." +msgstr "用于标签分隔器的右侧[StyleBox](样式盒子).参阅 [method add_separator]." #: doc/classes/PopupMenu.xml:548 -msgid "[Texture] icon for the submenu arrow." -msgstr "子菜单箭头的纹理[Texture]图标。" +msgid "Default [StyleBox] of the [PopupMenu] items." +msgstr "[PopupMenu](弹出菜单)项的默认[StyleBox](样式盒子)." #: doc/classes/PopupMenu.xml:551 -msgid "[Texture] icon for the unchecked checkbox items." -msgstr "未选中的复选框项目的纹理[Texture]图标。" +msgid "[StyleBox] used when the [PopupMenu] item is disabled." +msgstr "禁用[PopupMenu](弹出菜单)项时使用的[StyleBox](样式盒子)." #: doc/classes/PopupMenu.xml:554 -msgid "The vertical space between each menu item." -msgstr "每个菜单项之间的垂直间距。" +msgid "[StyleBox] used for the separators. See [method add_separator]." +msgstr "用于分隔符的[StyleBox]。请参阅[method add_separator]。" #: doc/classes/PopupPanel.xml:4 msgid "Class for displaying popups with a panel background." @@ -53796,7 +53892,7 @@ msgstr "" "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 " +"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 " "[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。" @@ -53877,7 +53973,7 @@ msgstr "" #: doc/classes/Position3D.xml:4 msgid "Generic 3D position hint for editing." -msgstr "用于编辑的通用三维位置提示。" +msgstr "用于编辑的通用 3D 位置提示。" #: doc/classes/Position3D.xml:7 msgid "" @@ -53900,8 +53996,8 @@ msgid "" "[PlaneMesh], [PrismMesh], [QuadMesh], and [SphereMesh]." msgstr "" "所有基本网格的基类。处理将[Material]材质应用于基本网格。示例包括 " -"[CapsuleMesh], [CubeMesh], [CylinderMesh], [PlaneMesh], [PrismMesh], " -"[QuadMesh], and [SphereMesh]。" +"[CapsuleMesh]、[CubeMesh]、[CylinderMesh]、[PlaneMesh]、[PrismMesh]、" +"[QuadMesh]、[SphereMesh] 等。" #: doc/classes/PrimitiveMesh.xml:15 msgid "" @@ -53947,7 +54043,7 @@ msgstr "表示棱柱形[PrimitiveMesh]的类。" msgid "" "Displacement of the upper edge along the X axis. 0.0 positions edge straight " "above the bottom-left edge." -msgstr "上边缘沿X轴的位移。0.0将边缘定位在左下边缘的正上方。" +msgstr "上边缘沿 X 轴的位移。0.0 将边缘定位在左下边缘的正上方。" #: doc/classes/PrismMesh.xml:18 msgid "Size of the prism." @@ -53955,20 +54051,20 @@ msgstr "棱镜的大小。" #: doc/classes/PrismMesh.xml:21 msgid "Number of added edge loops along the Z axis." -msgstr "沿Z轴添加的边循环数。" +msgstr "沿 Z 轴添加的边循环数。" #: doc/classes/PrismMesh.xml:24 msgid "Number of added edge loops along the Y axis." -msgstr "沿Y轴添加的边循环数。" +msgstr "沿 Y 轴添加的边循环数。" #: doc/classes/PrismMesh.xml:27 msgid "Number of added edge loops along the X axis." -msgstr "沿X轴添加的边循环数。" +msgstr "沿 X 轴添加的边循环数。" #: doc/classes/ProceduralSky.xml:4 msgid "" "Type of [Sky] that is generated procedurally based on user input parameters." -msgstr "根据用户输入的参数按程序生成的[Sky]类型。" +msgstr "根据用户输入的参数按程序生成的 [Sky] 类型。" #: doc/classes/ProceduralSky.xml:7 msgid "" @@ -53987,24 +54083,26 @@ msgid "" "relatively frequently, as it is updated on a background thread when multi-" "threading is available." msgstr "" -"ProceduralSky提供了一种方法,通过定义太阳、天空和地面的程序性参数,以快速创建" -"一个有效的背景。天空和地面非常相似,它们是由地平线上的两种颜色以及在这两种颜" -"色之间插值渐变曲线来定义。同样,太阳也是由天空中的位置、颜色和平缓曲线来描" +"ProceduralSky 提供了一种方法,通过定义太阳、天空和地面的程序性参数,以快速创" +"建一个有效的背景。天空和地面非常相似,它们是由地平线上的两种颜色以及在这两种" +"颜色之间插值渐变曲线来定义。同样,太阳也是由天空中的位置、颜色和平缓曲线来描" "述。同时,太阳也定义了最小和最大的角度,这两个值定义了太阳从开始和结束的距离" "的平缓曲线,进而,最终定义了天空中太阳的大小。\n" -"在参数改变后,程序性天空会在CPU上更新。它被存储在一个纹理中,然后在场景中作为" -"背景显示。这使得它相对来说,不适合在游戏进行过程中实时更新。但,如果纹理尺寸" -"足够小,它仍然可以相对频繁地更新,因为当多线程可用时,它是在后台线程上。" +"在参数改变后,ProceduralSky 会在 CPU 上更新。它被存储在一个纹理中,然后在场景" +"中作为背景显示。这使得它相对来说,不适合在游戏进行过程中实时更新。但,如果纹" +"理尺寸足够小,它仍然可以相对频繁地更新,因为当多线程可用时,它是在后台线程" +"上。" #: doc/classes/ProceduralSky.xml:16 msgid "Color of the ground at the bottom." -msgstr "底部地面的颜色。" +msgstr "地面底部的颜色。" #: doc/classes/ProceduralSky.xml:19 msgid "" "How quickly the [member ground_horizon_color] fades into the [member " "ground_bottom_color]." -msgstr "[member ground_horizon_color]淡入[member ground_bottom_color]的速度。" +msgstr "" +"从 [member ground_horizon_color] 渐变到 [member ground_bottom_color] 的速度。" #: doc/classes/ProceduralSky.xml:22 msgid "Amount of energy contribution from the ground." @@ -54012,13 +54110,13 @@ msgstr "来自地面的能量贡献量。" #: doc/classes/ProceduralSky.xml:25 msgid "Color of the ground at the horizon." -msgstr "地平线上的地面颜色。" +msgstr "地面在地平线上的颜色。" #: doc/classes/ProceduralSky.xml:28 msgid "" "How quickly the [member sky_horizon_color] fades into the [member " "sky_top_color]." -msgstr "[member sky_horizon_color]淡入[member sky_top_color]的速度。" +msgstr "从 [member sky_horizon_color] 渐变到 [member sky_top_color] 的速度。" #: doc/classes/ProceduralSky.xml:31 msgid "Amount of energy contribution from the sky." @@ -54026,19 +54124,19 @@ msgstr "来自天空的能量贡献量。" #: doc/classes/ProceduralSky.xml:34 msgid "Color of the sky at the horizon." -msgstr "地平线上天空的颜色。" +msgstr "天空在地平线上的颜色。" #: doc/classes/ProceduralSky.xml:37 msgid "Color of the sky at the top." -msgstr "顶部天空的颜色。" +msgstr "天空顶部的颜色。" #: doc/classes/ProceduralSky.xml:40 msgid "Distance from center of sun where it fades out completely." -msgstr "距离太阳中心的距离,在那里它完全消失。" +msgstr "太阳完全淡出消失的位置与太阳中心的距离。" #: doc/classes/ProceduralSky.xml:43 msgid "Distance from sun where it goes from solid to starting to fade." -msgstr "太阳从凝固到开始褪色的距离。" +msgstr "太阳开始从实心淡出的距离。" #: doc/classes/ProceduralSky.xml:46 msgid "The sun's color." @@ -54049,7 +54147,7 @@ msgid "" "How quickly the sun fades away between [member sun_angle_min] and [member " "sun_angle_max]." msgstr "" -"在 [member sun_angle_min] 和 [member sun_angle_max] 之间,太阳消逝的速度。" +"太阳在 [member sun_angle_min] 和 [member sun_angle_max] 之间淡出消失的速度。" #: doc/classes/ProceduralSky.xml:52 msgid "Amount of energy contribution from the sun." @@ -54057,18 +54155,19 @@ msgstr "来自太阳的能量贡献量。" #: doc/classes/ProceduralSky.xml:55 msgid "The sun's height using polar coordinates." -msgstr "用极坐标计算太阳的高度。" +msgstr "太阳的极坐标高度。" #: doc/classes/ProceduralSky.xml:58 msgid "The direction of the sun using polar coordinates." -msgstr "用极坐标表示太阳的方向。" +msgstr "太阳的极坐标方向。" #: doc/classes/ProceduralSky.xml:61 msgid "" "Size of [Texture] that the ProceduralSky will generate. The size is set " "using [enum TextureSize]." msgstr "" -"ProceduralSky将生成的[Texture]的大小。该大小是用[enum TextureSize]来设置的。" +"ProceduralSky 将生成的 [Texture] 的大小。该大小是用 [enum TextureSize] 来设置" +"的。" #: doc/classes/ProceduralSky.xml:66 msgid "Sky texture will be 256x128." @@ -54084,15 +54183,15 @@ msgstr "天空纹理将为 1024x512。这是默认大小。" #: doc/classes/ProceduralSky.xml:75 msgid "Sky texture will be 2048x1024." -msgstr "天空纹理将是2048x1024。" +msgstr "天空纹理将为 2048x1024。" #: doc/classes/ProceduralSky.xml:78 msgid "Sky texture will be 4096x2048." -msgstr "天空纹理将是4096x2048。" +msgstr "天空纹理将为 4096x2048。" #: doc/classes/ProceduralSky.xml:81 msgid "Represents the size of the [enum TextureSize] enum." -msgstr "代表[enum TextureSize]枚举的大小。" +msgstr "代表 [enum TextureSize] 枚举的大小。" #: doc/classes/ProgressBar.xml:4 msgid "General-purpose progress bar." @@ -54104,30 +54203,30 @@ msgstr "通用进度条。从右向左显示百分比。" #: doc/classes/ProgressBar.xml:15 msgid "If [code]true[/code], the fill percentage is displayed on the bar." -msgstr "如果[code]true[/code],百分比将显示在栏上。" +msgstr "为 [code]true[/code] 时,将在进度条上显示百分比。" #: doc/classes/ProgressBar.xml:24 -msgid "The style of the background." -msgstr "背景的风格。" +msgid "The color of the text." +msgstr "文本的颜色。" #: doc/classes/ProgressBar.xml:27 -msgid "The style of the progress (i.e. the part that fills the bar)." -msgstr "进度的样式(即填充的部分)。" +msgid "The color of the text's shadow." +msgstr "文本阴影的颜色。" #: doc/classes/ProgressBar.xml:30 msgid "" "Font used to draw the fill percentage if [member percent_visible] is " "[code]true[/code]." msgstr "" -"如果[member percent_visible]为[code]true[/code],则用于绘制填充百分比的字体。" +"[member percent_visible] 为 [code]true[/code] 时,用于绘制填充百分比的字体。" #: doc/classes/ProgressBar.xml:33 -msgid "The color of the text." -msgstr "文本的颜色。" +msgid "The style of the background." +msgstr "背景的样式。" #: doc/classes/ProgressBar.xml:36 -msgid "The color of the text's shadow." -msgstr "文本阴影的颜色。" +msgid "The style of the progress (i.e. the part that fills the bar)." +msgstr "进度的样式(即填充进度条的部分)。" #: doc/classes/ProjectSettings.xml:4 msgid "Contains global variables accessible from everywhere." @@ -54233,7 +54332,7 @@ msgid "" "[/codeblock]" msgstr "" "返回设置的值。\n" -"[b]示例:[/b]\n" +"[b]示例:[/b]\n" "[codeblock]\n" "print(ProjectSettings.get_setting(\"application/config/name\"))\n" "[/codeblock]" @@ -54271,8 +54370,8 @@ msgstr "" "异。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] 以查看这些路径转换为什么。另见" "[method localize_path]。\n" -"[b]注意:[/b] [method globalize_path] with [code]res://[/code] 在导出的项目中" -"不起作用。相反,当从导出的项目运行时,将可执行文件的基目录添加到路径中:\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" "var path = \"\"\n" "if OS.has_feature(\"editor\"):\n" @@ -54382,7 +54481,7 @@ msgid "" "[/codeblock]" msgstr "" "设置给定配置项的值。\n" -"[b]示例:[/b]\n" +"[b]示例:[/b]\n" "[codeblock]\n" "ProjectSettings.set_setting(\"application/config/name\", \"Example\")\n" "[/codeblock]" @@ -54503,8 +54602,8 @@ msgid "" "code] will still be read to override the project settings." msgstr "" "指定一个文件来覆盖项目设置。比如说。[code]user://custom_settings.cfg[/code]。" -"参见[ProjectSettings]顶部类描述中的 \"Overriding\" 以获取更多信息。\n" -"[b]注意:[/b]不管这个设置的值如何,[code]res://override.cfg[/code]仍然会被读" +"参见 [ProjectSettings] 顶部类描述中的“Overriding”以获取更多信息。\n" +"[b]注意:[/b]不管这个设置的值如何,[code]res://override.cfg[/code] 仍然会被读" "取来覆盖项目设置。" #: doc/classes/ProjectSettings.xml:208 @@ -54519,7 +54618,7 @@ msgstr "" "如果[code]true[/code],项目将把用户数据保存到自己的用户目录中(请参阅[member " "application/config/custom_user_dir_name])。此设置仅在桌面平台上有效。必须在" "[member application/config/custom_user_dir_name]设置中设置名称才能生效。如果" -"[code]false[/code],项目将把用户数据保存到[code] (OS user data directory)/" +"[code]false[/code],项目将把用户数据保存到[code](OS user data directory)/" "Godot/app_userdata/(project name)[/code]。" #: doc/classes/ProjectSettings.xml:211 @@ -54717,8 +54816,8 @@ msgid "" "[code]0[/code] means \"let the browser choose\" (since some browsers do not " "like forcing the mix rate)." msgstr "" -"更安全地覆盖 Web 平台中的 [member audio/mix_rate]。这里 [code]0 [/code] 的意" -"思是\"让浏览器选择\"(因为有些浏览器不喜欢强制混合速率)。" +"更安全地覆盖 Web 平台中的 [member audio/mix_rate]。这里 [code]0[/code] 的意思" +"是“让浏览器选择”(因为有些浏览器不喜欢强制混合速率)。" #: doc/classes/ProjectSettings.xml:279 msgid "" @@ -54732,6 +54831,12 @@ msgid "" "get_output_latency] to determine the actual audio output latency.\n" "[b]Note:[/b] This setting is ignored on Windows." msgstr "" +"指定偏好的音频输出延迟,单位为毫秒。值越低,音频延迟越小,代价是 CPU 占用率会" +"更高。在较慢的硬件上,使用较低的值可能产生爆裂声。\n" +"音频输出延迟可能受到宿主的操作系统和音频硬件驱动的限制。如果宿主无法提供指定" +"的音频输出延迟,Godot 会尝试使用宿主所允许范围内与其最接近的值。因此你应当始" +"终使用 [method AudioServer.get_output_latency] 获取实际的音频输出延迟。\n" +"[b]注意:[/b] 此设置在 Windows 上会被忽略。" #: doc/classes/ProjectSettings.xml:284 msgid "" @@ -54890,8 +54995,8 @@ 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(它将被转" -"换并失去精度)。" +"如果 [code]为true[/code],则在将浮点值传递给需要整数的函数时启用警告(它将被" +"转换并失去精度)。" #: doc/classes/ProjectSettings.xml:341 msgid "" @@ -55312,8 +55417,8 @@ msgid "" msgstr "" "运行项目时附加到 Godot 自己的命令行的命令行参数。这不会影响编辑器本身。\n" "可以使用 [code]%command%[/code] 占位符使另一个可执行文件运行 Godot。占位符将" -"替换为 Godot 自己的命令行。程序特定的参数应该放在 [i] 占位符之前 [/i],而 " -"Godot 特定参数应该放在 [i] 占位符之后 [/i]。\n" +"替换为 Godot 自己的命令行。程序特定的参数应该放在[i]占位符之前[/i],而 Godot " +"特定参数应该放在[i]占位符之后[/i]。\n" "例如,这可用于强制项目在 Linux 上的 NVIDIA Optimus 系统中的专用 GPU 上运" "行:\n" "[codeblock]\n" @@ -56004,14 +56109,14 @@ msgid "" "The locale to fall back to if a translation isn't available in a given " "language. If left empty, [code]en[/code] (English) will be used." msgstr "" -"如果给定语言的翻译不可用,则使用默认地域。如果留空,将使用 [code]en[/code]," -"即英文。" +"如果给定语言的翻译不可用,则使用默认区域设置。如果留空,将使用 [code]en[/" +"code],即英文。" #: doc/classes/ProjectSettings.xml:932 msgid "" "If non-empty, this locale will be used when running the project from the " "editor." -msgstr "如果不为空,那么当从编辑器中运行项目时,将使用该语言。" +msgstr "如果不为空,那么当从编辑器中运行项目时,将使用该区域设置。" #: doc/classes/ProjectSettings.xml:935 msgid "If [code]true[/code], logs all output to files." @@ -56191,14 +56296,27 @@ msgstr "" #: doc/classes/ProjectSettings.xml:1020 msgid "" +"Additional expansion applied to object bounds in the 2D physics bounding " +"volume hierarchy. This can reduce BVH processing at the cost of a slightly " +"coarser broadphase, which can stress the physics more in some situations.\n" +"The default value will work well in most situations. A value of 0.0 will " +"turn this optimization off, and larger values may work better for larger, " +"faster moving objects.\n" +"[b]Note:[/b] Used only if [member ProjectSettings.physics/2d/use_bvh] is " +"enabled." +msgstr "" + +#: doc/classes/ProjectSettings.xml:1025 +msgid "" "Cell size used for the broad-phase 2D hash grid algorithm (in pixels).\n" "[b]Note:[/b] Not used if [member ProjectSettings.physics/2d/use_bvh] is " "enabled." msgstr "" -"用于宽相2D哈希网格算法的单元尺寸,像素单位。\n" -"[b]注意:[/b] 如果启用[member ProjectSettings.physics/2D/use_bvh],则不使用。" +"用于宽相 2D 哈希网格算法的单元尺寸,像素单位。\n" +"[b]注意:[/b]如果启用了 [member ProjectSettings.physics/2d/use_bvh],则不使" +"用。" -#: doc/classes/ProjectSettings.xml:1024 +#: doc/classes/ProjectSettings.xml:1029 msgid "" "The default angular damp in 2D.\n" "[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. " @@ -56218,7 +56336,7 @@ msgstr "" "中停止,[member ProjectSettings.physics/common/physics_fps]默认情况下为 " "[code]60[/code]。" -#: doc/classes/ProjectSettings.xml:1028 +#: doc/classes/ProjectSettings.xml:1033 msgid "" "The default gravity strength in 2D (in pixels per second squared).\n" "[b]Note:[/b] This property is only read when the project starts. To change " @@ -56238,7 +56356,7 @@ msgstr "" "Physics2DServer.AREA_PARAM_GRAVITY, 98)\n" "[/codeblock]" -#: doc/classes/ProjectSettings.xml:1036 +#: doc/classes/ProjectSettings.xml:1041 msgid "" "The default gravity direction in 2D.\n" "[b]Note:[/b] This property is only read when the project starts. To change " @@ -56258,7 +56376,7 @@ msgstr "" "Physics2DServer.AREA_PARAM_GRAVITY_VECTOR, Vector2(0, 1))\n" "[/codeblock]" -#: doc/classes/ProjectSettings.xml:1044 +#: doc/classes/ProjectSettings.xml:1049 msgid "" "The default linear damp in 2D.\n" "[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. " @@ -56278,7 +56396,7 @@ msgstr "" "[member ProjectSettings.physics/common/physics_fps],默认情况下为 [code]60[/" "code]。" -#: doc/classes/ProjectSettings.xml:1048 +#: doc/classes/ProjectSettings.xml:1053 msgid "" "Threshold defining the surface size that constitutes a large object with " "regard to cells in the broad-phase 2D hash grid algorithm.\n" @@ -56289,7 +56407,7 @@ msgstr "" "[b]注意:[/b]如果启用了[member ProjectSettings.physics/2d/use_bvh],则不使" "用。" -#: doc/classes/ProjectSettings.xml:1052 +#: doc/classes/ProjectSettings.xml:1057 msgid "" "Sets which physics engine to use for 2D physics.\n" "\"DEFAULT\" and \"GodotPhysics\" are the same, as there is currently no " @@ -56299,7 +56417,7 @@ msgstr "" "\"DEFAULT\" 和 \"GodotPhysics\" 是一样的,因为目前没有实现可替代的 2D 物理服" "务。" -#: doc/classes/ProjectSettings.xml:1056 +#: doc/classes/ProjectSettings.xml:1061 msgid "" "Threshold angular velocity under which a 2D physics body will be considered " "inactive. See [constant Physics2DServer." @@ -56308,16 +56426,16 @@ msgstr "" "阈值角速度,在该阈值下 2D 物理体将被视为非活动。参阅 [constant " "Physics2DServer.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]。" -#: doc/classes/ProjectSettings.xml:1059 +#: doc/classes/ProjectSettings.xml:1064 msgid "" "Threshold linear velocity under which a 2D physics body will be considered " "inactive. See [constant Physics2DServer." "SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]." msgstr "" "线性速度的阈值。在此阈值下2D物理体被认为是非活动的。参阅[constant " -"PhysicsServer2D.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]。" +"Physics2DServer.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]。" -#: doc/classes/ProjectSettings.xml:1062 +#: doc/classes/ProjectSettings.xml:1067 msgid "" "Sets whether physics is run on the main thread or a separate one. Running " "the server on a thread increases performance, but restricts API access to " @@ -56331,15 +56449,15 @@ msgstr "" "[b]警告:[/b] 从Godot 3.2开始,关于物理运算使用多线程的反馈不一。请务必评估它" "是否确实给你带来了额外的性能,并且在使用它时没有过时。" -#: doc/classes/ProjectSettings.xml:1066 +#: doc/classes/ProjectSettings.xml:1071 msgid "" "Time (in seconds) of inactivity before which a 2D physics body will put to " "sleep. See [constant Physics2DServer.SPACE_PARAM_BODY_TIME_TO_SLEEP]." msgstr "" "2D物理物体非活动的时间,以秒为单位。在此之前,2D物理物体将进入休眠状态。参阅" -"[constant PhysicsServer2D.SPACE_PARAM_BODY_TIME_TO_SLEEP]。" +"[constant Physics2DServer.SPACE_PARAM_BODY_TIME_TO_SLEEP]。" -#: doc/classes/ProjectSettings.xml:1069 +#: doc/classes/ProjectSettings.xml:1074 msgid "" "Enables the use of bounding volume hierarchy instead of hash grid for 2D " "physics spatial partitioning. This may give better performance." @@ -56347,7 +56465,7 @@ msgstr "" "启用边界体积层次结构而不是散列网格,用于 2D 物理空间分区。这可能会提供更好的" "性能。" -#: doc/classes/ProjectSettings.xml:1072 +#: doc/classes/ProjectSettings.xml:1077 msgid "" "Sets whether the 3D physics world will be created with support for " "[SoftBody] physics. Only applies to the Bullet physics engine." @@ -56355,7 +56473,7 @@ msgstr "" "设置是否在支持 [SoftBody] 物理的情况下创建 3D 物理世界。仅适用于 Bullet 物理" "引擎。" -#: doc/classes/ProjectSettings.xml:1075 +#: doc/classes/ProjectSettings.xml:1080 msgid "" "The default angular damp in 3D.\n" "[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. " @@ -56375,7 +56493,7 @@ msgstr "" "停止,[member ProjectSettings.physics/common/physics_fps]默认情况下为 " "[code]60[/code]。" -#: doc/classes/ProjectSettings.xml:1079 +#: doc/classes/ProjectSettings.xml:1084 msgid "" "The default gravity strength in 3D (in meters per second squared).\n" "[b]Note:[/b] This property is only read when the project starts. To change " @@ -56395,7 +56513,7 @@ msgstr "" "PhysicsServer.AREA_PARAM_GRAVITY, 9.8)\n" "[/codeblock]" -#: doc/classes/ProjectSettings.xml:1087 +#: doc/classes/ProjectSettings.xml:1092 msgid "" "The default gravity direction in 3D.\n" "[b]Note:[/b] This property is only read when the project starts. To change " @@ -56415,7 +56533,7 @@ msgstr "" "PhysicsServer.AREA_PARAM_GRAVITY_VECTOR, Vector3(0, -1, 0))\n" "[/codeblock]" -#: doc/classes/ProjectSettings.xml:1095 +#: doc/classes/ProjectSettings.xml:1100 msgid "" "The default linear damp in 3D.\n" "[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. " @@ -56435,7 +56553,19 @@ msgstr "" "[member ProjectSettings.physics/common/physics_fps]默认情况下为 [code]60[/" "code]。" -#: doc/classes/ProjectSettings.xml:1099 +#: doc/classes/ProjectSettings.xml:1104 +msgid "" +"Additional expansion applied to object bounds in the 3D physics bounding " +"volume hierarchy. This can reduce BVH processing at the cost of a slightly " +"coarser broadphase, which can stress the physics more in some situations.\n" +"The default value will work well in most situations. A value of 0.0 will " +"turn this optimization off, and larger values may work better for larger, " +"faster moving objects.\n" +"[b]Note:[/b] Used only if [member ProjectSettings.physics/3d/godot_physics/" +"use_bvh] is enabled." +msgstr "" + +#: doc/classes/ProjectSettings.xml:1109 msgid "" "Enables the use of bounding volume hierarchy instead of octree for 3D " "physics spatial partitioning. This may give better performance." @@ -56443,7 +56573,7 @@ msgstr "" "允许使用边界体积层次结构而不是八叉树进行 3D 物理空间分区。这可能会提供更好的" "性能。" -#: doc/classes/ProjectSettings.xml:1102 +#: doc/classes/ProjectSettings.xml:1112 msgid "" "Sets which physics engine to use for 3D physics.\n" "\"DEFAULT\" is currently the [url=https://bulletphysics.org]Bullet[/url] " @@ -56454,11 +56584,11 @@ msgstr "" "\"DEFAULT\"目前是 [url=https://bulletphysics.org]Bullet[/url] 物理引擎。仍然" "支持\"GodotPhysics\"引擎作为替代。" -#: doc/classes/ProjectSettings.xml:1106 +#: doc/classes/ProjectSettings.xml:1116 msgid "Enables [member Viewport.physics_object_picking] on the root viewport." msgstr "在根视图上启用 [member Viewport.physics_object_picking]。" -#: doc/classes/ProjectSettings.xml:1109 +#: doc/classes/ProjectSettings.xml:1119 msgid "" "If enabled, 2D and 3D physics picking behaves this way in relation to " "pause:\n" @@ -56479,7 +56609,7 @@ msgstr "" "如果禁用,则使用过去的行为,包括在暂停期间排队等待pick输入事件(因此节点不会" "获取它们),并在恢复时根据2D/3D世界的状态刷新该队列。" -#: doc/classes/ProjectSettings.xml:1115 +#: doc/classes/ProjectSettings.xml:1125 msgid "" "The number of fixed iterations per second. This controls how often physics " "simulation and [method Node._physics_process] methods are run.\n" @@ -56492,7 +56622,7 @@ msgstr "" "[b]注意:[/b] 这个属性只在项目启动时被读取。要在运行时改变物理FPS,请设置" "[member Engine.iterations_per_second]来代替。" -#: doc/classes/ProjectSettings.xml:1119 +#: doc/classes/ProjectSettings.xml:1129 msgid "" "Controls how much physics ticks are synchronized with real time. For 0 or " "less, the ticks are synchronized. Such values are recommended for network " @@ -56517,7 +56647,7 @@ msgstr "" "[b]注意:[/b] 这个属性只在项目启动时被读取。要在运行时改变物理FPS,请设置" "[member Engine.physics_jitter_fix]。" -#: doc/classes/ProjectSettings.xml:1124 +#: doc/classes/ProjectSettings.xml:1134 msgid "" "[b]Experimental.[/b] Calls [code]glBufferData[/code] with NULL data prior to " "uploading batching data. This may not be necessary but can be used for " @@ -56528,10 +56658,10 @@ msgid "" msgstr "" "[b]实验性的。[/b]在上传批处理数据之前使用NULL数据调用[code]glBufferData[/" "code]。这可能不是必需的,但可以用于安全。\n" -"[b]注意:[/b] 小心使用。建议您将其保留为导出的默认值。在您的计算机上效果更好" +"[b]注意:[/b]请小心使用。建议您将其保留为导出的默认值。在您的计算机上效果更好" "的非默认设置可能会对最终用户的性能产生不利影响。" -#: doc/classes/ProjectSettings.xml:1128 +#: doc/classes/ProjectSettings.xml:1138 msgid "" "[b]Experimental.[/b] If set to on, uses the [code]GL_STREAM_DRAW[/code] flag " "for batching buffer uploads. If off, uses the [code]GL_DYNAMIC_DRAW[/code] " @@ -56542,10 +56672,10 @@ msgid "" msgstr "" "[b]实验性的。[/b] 如果设置为 on,则使用 [code]GL_STREAM_DRAW[/code] 标志进行" "批处理缓冲区上传。如果关闭,则使用 [code]GL_DYNAMIC_DRAW[/code] 标志。\n" -"[b]注意:[/b] 小心使用。建议您将其保留为导出的默认值。在您的计算机上效果更好" +"[b]注意:[/b]请小心使用。建议您将其保留为导出的默认值。在您的计算机上效果更好" "的非默认设置可能会对最终用户的性能产生不利影响。" -#: doc/classes/ProjectSettings.xml:1132 +#: doc/classes/ProjectSettings.xml:1142 msgid "" "[b]Experimental.[/b] If set to on, this applies buffer orphaning - " "[code]glBufferData[/code] is called with NULL data and the full buffer size " @@ -56555,13 +56685,13 @@ msgid "" "exports. A non-default setting that works better on your machine may " "adversely affect performance for end users." msgstr "" -"[b]实验性的。[/b]如果设置为,则适用缓冲孤立 - [code]glBufferData [/code] 在上" +"[b]实验性的。[/b]如果设置为,则适用缓冲孤立 - [code]glBufferData[/code] 在上" "传新数据之前使用 NULL 数据和完整缓冲器大小进行调用。这对于避免某些硬件出现停" "滞非常重要。\n" -"[b]注意:[/b] 小心使用。建议您将此作为导出的默认值。在机器上效果更好的非默认" +"[b]注意:[/b]请小心使用。建议您将此作为导出的默认值。在机器上效果更好的非默认" "设置可能会对最终用户的性能产生不利影响。" -#: doc/classes/ProjectSettings.xml:1136 +#: doc/classes/ProjectSettings.xml:1146 msgid "" "[b]Experimental.[/b] If set to on, uses the [code]GL_STREAM_DRAW[/code] flag " "for legacy buffer uploads. If off, uses the [code]GL_DYNAMIC_DRAW[/code] " @@ -56570,12 +56700,12 @@ msgid "" "exports. A non-default setting that works better on your machine may " "adversely affect performance for end users." msgstr "" -"[b] 实验性的。[/b] 如果设置为开启,则使用 [code]GL_STREAM_DRAW[/code] 标志进" -"行旧缓冲区上传。如果关闭,则使用 [code]GL_DYNAMIC_DRAW[/code] 标志。\n" -"[b]注意:[/b] 小心使用。建议您将其保留为导出的默认值。在您的计算机上效果更好" +"[b]实验性的。[/b] 如果设置为开启,则使用 [code]GL_STREAM_DRAW[/code] 标志进行" +"旧缓冲区上传。如果关闭,则使用 [code]GL_DYNAMIC_DRAW[/code] 标志。\n" +"[b]注意:[/b]请小心使用。建议您将其保留为导出的默认值。在您的计算机上效果更好" "的非默认设置可能会对最终用户的性能产生不利影响。" -#: doc/classes/ProjectSettings.xml:1140 +#: doc/classes/ProjectSettings.xml:1150 msgid "" "Choose between fixed mode where corner scalings are preserved matching the " "artwork, and scaling mode.\n" @@ -56585,7 +56715,7 @@ msgstr "" "在固定模式和缩放模式之间进行选择,前者保留了与图稿(artwork)相匹配的角缩放。\n" "当[member rendering/batching/options/use_batching]关闭时,在GLES3中不可用。" -#: doc/classes/ProjectSettings.xml:1144 +#: doc/classes/ProjectSettings.xml:1154 msgid "" "Some NVIDIA GPU drivers have a bug which produces flickering issues for the " "[code]draw_rect[/code] method, especially as used in [TileMap]. Refer to " @@ -56601,7 +56731,7 @@ msgstr "" "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。" -#: doc/classes/ProjectSettings.xml:1148 +#: doc/classes/ProjectSettings.xml:1158 msgid "" "If [code]true[/code], performs 2D skinning on the CPU rather than the GPU. " "This provides greater compatibility with a wide range of hardware, and also " @@ -56620,11 +56750,11 @@ msgstr "" "当前仅在 [member rendering/batching/options/use_batching] 处于活动状态时可" "用。\n" "[b]注意:[/b] 不支持抗锯齿软件蒙皮多边形,将在没有抗锯齿的情况下渲染。\n" -"[b]注意:[/b] 使用内置 [code]VERTEX[/code] 的自定义着色器在应用蒙皮 [i]之后[/" -"i]以 [code]VERTEX[/code] 位置运行 ,而使用硬件蒙皮,[code] VERTEX[/code] 是被" -"应用蒙皮 [i]之前 [/i] 的位置。" +"[b]注意:[/b] 使用内置 [code]VERTEX[/code] 的自定义着色器在应用蒙皮[i]之后[/" +"i]以 [code]VERTEX[/code] 位置运行,而使用硬件蒙皮,[code]VERTEX[/code] 是被应" +"用蒙皮[i]之前[/i]的位置。" -#: doc/classes/ProjectSettings.xml:1154 +#: doc/classes/ProjectSettings.xml:1164 msgid "" "If [code]true[/code], forces snapping of vertices to pixels in 2D rendering. " "May help in some pixel art styles.\n" @@ -56638,13 +56768,13 @@ msgstr "" "考虑使用项目设置[member rendering/batching/precision/uv_contract] 来防止出现" "伪影。" -#: doc/classes/ProjectSettings.xml:1159 +#: doc/classes/ProjectSettings.xml:1169 msgid "" "When batching is on, this regularly prints a frame diagnosis log. Note that " "this will degrade performance." msgstr "当批处理打开时,这会定期打印帧诊断日志。请注意,这会降低性能。" -#: doc/classes/ProjectSettings.xml:1162 +#: doc/classes/ProjectSettings.xml:1172 msgid "" "[b]Experimental.[/b] For regression testing against the old renderer. If " "this is switched on, and [code]use_batching[/code] is set, the renderer will " @@ -56652,11 +56782,11 @@ msgid "" "on each frame. This makes it easy to identify visual differences. " "Performance will be degraded." msgstr "" -"[b] 实验性的。[/b] 用于针对旧渲染器的回归测试。如果打开并设置 " +"[b]实验性的。[/b] 用于针对旧渲染器的回归测试。如果打开并设置 " "[code]use_batching[/code],渲染器将在每一帧上交替使用旧渲染器和批处理渲染器。" "这使得识别视觉差异变得容易。性能会下降。" -#: doc/classes/ProjectSettings.xml:1165 +#: doc/classes/ProjectSettings.xml:1175 msgid "" "Lights have the potential to prevent joining items, and break many of the " "performance benefits of batching. This setting enables some complex logic to " @@ -56669,7 +56799,7 @@ msgstr "" "辑,如果它们的照明相似,并且重叠测试通过,则允许加入项目。这可以显着提高某些" "游戏的性能。设置为 0 以关闭。对于较大的值,重叠测试的成本可能会导致收益递减。" -#: doc/classes/ProjectSettings.xml:1168 +#: doc/classes/ProjectSettings.xml:1178 msgid "" "Sets the proportion of the total screen area (in pixels) that must be saved " "by a scissor operation in order to activate light scissoring. This can " @@ -56685,7 +56815,7 @@ msgstr "" "值为 0 剪切每个项。使用该值的4的幂,以强调较低的范围,并乘以以像素为单位的总" "屏幕面积以给出阈值。这可以降低具有大量照明的场景中的填充率要求。" -#: doc/classes/ProjectSettings.xml:1171 +#: doc/classes/ProjectSettings.xml:1181 msgid "" "Enabling this setting uses the legacy method to draw batches containing only " "one rect. The legacy method is faster (approx twice as fast), but can cause " @@ -56698,18 +56828,18 @@ msgstr "" "但可能会导致某些系统出现闪烁。为了直接与非批处理渲染器比较性能,您可以将其设" "置为 true,但建议将其关闭,除非您可以保证您的目标硬件可以使用此方法。" -#: doc/classes/ProjectSettings.xml:1174 +#: doc/classes/ProjectSettings.xml:1184 msgid "" "Turns 2D batching on and off. Batching increases performance by reducing the " "amount of graphics API drawcalls." msgstr "" "打开和关闭 2D 批处理。批处理通过减少图形 API 绘制调用的数量来提高性能。" -#: doc/classes/ProjectSettings.xml:1177 +#: doc/classes/ProjectSettings.xml:1187 msgid "Switches on 2D batching within the editor." msgstr "在编辑器中打开 2D 批处理。" -#: doc/classes/ProjectSettings.xml:1180 +#: doc/classes/ProjectSettings.xml:1190 msgid "" "Size of buffer reserved for batched vertices. Larger size enables larger " "batches, but there are diminishing returns for the memory used. This should " @@ -56718,7 +56848,7 @@ msgstr "" "为批处理顶点保留的缓冲区大小。更大的尺寸支持更大的批次,但所用内存的收益递" "减。这应该只会对性能产生很小的影响。" -#: doc/classes/ProjectSettings.xml:1183 +#: doc/classes/ProjectSettings.xml:1193 msgid "" "Including color in the vertex format has a cost, however, not including " "color prevents batching across color changes. This threshold determines the " @@ -56727,10 +56857,10 @@ msgid "" "0 will always use colored vertices, 1 will never use colored vertices." msgstr "" "在顶点格式中包含颜色是有代价的,但是,不包含颜色会阻止跨颜色更改进行批处理。" -"此阈值会确定 [code] 顶点颜色更改次数 / 顶点总数 [/code] 的比率,高于该值的顶" -"点将被转换为彩色格式。值 0 将始终使用彩色顶点,1 永远不会使用彩色顶点。" +"此阈值会确定 [code]顶点颜色更改次数 / 顶点总数[/code] 的比率,高于该值的顶点" +"将被转换为彩色格式。值 0 将始终使用彩色顶点,1 永远不会使用彩色顶点。" -#: doc/classes/ProjectSettings.xml:1186 +#: doc/classes/ProjectSettings.xml:1196 msgid "" "In certain circumstances, the batcher can reorder items in order to better " "join them. This may result in better performance. An overlap test is needed " @@ -56741,7 +56871,7 @@ msgstr "" "性能。然而,每个项的预先查看(lookahead)都需要重叠测试,但收益递减,因此需要权" "衡。如果您没有得到任何好处,将此设置为 0 将关闭它。" -#: doc/classes/ProjectSettings.xml:1189 +#: doc/classes/ProjectSettings.xml:1199 msgid "" "Sets the number of commands to lookahead to determine whether to batch " "render items. A value of 1 can join items consisting of single commands, 0 " @@ -56753,7 +56883,7 @@ msgstr "" "个命令组成的项目,0 关闭连接。理论上,较高的值更有可能加入,但这会降低回报," "并且具有运行成本,因此建议使用少量值。" -#: doc/classes/ProjectSettings.xml:1192 +#: doc/classes/ProjectSettings.xml:1202 msgid "" "On some platforms (especially mobile), precision issues in shaders can lead " "to reading 1 texel outside of bounds, particularly where rects are scaled. " @@ -56768,7 +56898,7 @@ msgstr "" "此调整通过对使用的 UV 坐标进行小幅收缩来对此进行校正。请注意,这可能会导致边" "界纹理的轻微挤压。" -#: doc/classes/ProjectSettings.xml:1196 +#: doc/classes/ProjectSettings.xml:1206 msgid "" "The amount of UV contraction. This figure is divided by 1000000, and is a " "proportion of the total texture dimensions, where the width and height are " @@ -56779,31 +56909,31 @@ msgstr "" "之间。\n" "除非为了纠正特定硬件上的问题,否则请使用默认值。" -#: doc/classes/ProjectSettings.xml:1200 +#: doc/classes/ProjectSettings.xml:1210 msgid "" "Amount of light samples taken when using [constant BakedLightmap." "BAKE_QUALITY_HIGH]." msgstr "使用 [constant BakedLightmap.BAKE_QUALITY_HIGH] 时采集的光样本量。" -#: doc/classes/ProjectSettings.xml:1203 +#: doc/classes/ProjectSettings.xml:1213 msgid "" "Amount of light samples taken when using [constant BakedLightmap." "BAKE_QUALITY_LOW]." msgstr "使用 [constant BakedLightmap.BAKE_QUALITY_LOW] 时采集的光样本量。" -#: doc/classes/ProjectSettings.xml:1206 +#: doc/classes/ProjectSettings.xml:1216 msgid "" "Amount of light samples taken when using [constant BakedLightmap." "BAKE_QUALITY_MEDIUM]." msgstr "使用 [constant BakedLightmap.BAKE_QUALITY_MEDIUM] 时采集的光样本量。" -#: doc/classes/ProjectSettings.xml:1209 +#: doc/classes/ProjectSettings.xml:1219 msgid "" "Amount of light samples taken when using [constant BakedLightmap." "BAKE_QUALITY_ULTRA]." msgstr "使用 [constant BakedLightmap.BAKE_QUALITY_ULTRA] 时采集的光样本量。" -#: doc/classes/ProjectSettings.xml:1212 +#: doc/classes/ProjectSettings.xml:1222 msgid "" "Default background clear color. Overridable per [Viewport] using its " "[Environment]. See [member Environment.background_mode] and [member " @@ -56812,10 +56942,10 @@ msgid "" msgstr "" "默认背景透明颜色。使用 [Environment] 可覆盖每个[Viewport]。具体请参阅 " "[member Environment.background_mode] 和 [member Environment." -"background_color]。要以代码方式更改此默认颜色,请使用 [method " -"RenderingServer.set_default_clear_color]。" +"background_color]。要以代码方式更改此默认颜色,请使用 [method VisualServer." +"set_default_clear_color]。" -#: doc/classes/ProjectSettings.xml:1215 +#: doc/classes/ProjectSettings.xml:1225 msgid "" "[Environment] that will be used as a fallback environment in case a scene " "does not specify its own environment. The default environment is loaded in " @@ -56828,7 +56958,7 @@ msgstr "" "境,都会在场景加载时加载默认环境。如果不依赖默认环境,最好删除" "[code]default_env.tres[/code],或者在这里指定不同的默认环境。" -#: doc/classes/ProjectSettings.xml:1218 +#: doc/classes/ProjectSettings.xml:1228 msgid "" "The use of half-float vertex compression may be producing rendering errors " "on some platforms (especially iOS). These have been seen particularly in " @@ -56837,7 +56967,7 @@ msgstr "" "使用半精度浮点顶点压缩可能会在某些平台上产生渲染错误(尤其是iOS)。这些在粒子" "中尤为明显。禁用半精度浮点可能会解决这些问题。" -#: doc/classes/ProjectSettings.xml:1221 +#: doc/classes/ProjectSettings.xml:1231 msgid "" "iOS specific override for [member rendering/gles2/compatibility/" "disable_half_float], due to poor support for half-float vertex compression " @@ -56846,7 +56976,7 @@ msgstr "" "对[member rendering/gles2/compatibility/disable_half_float]的iOS特定重写,因" "为在许多设备上对半精度浮点顶点压缩的支持不佳。" -#: doc/classes/ProjectSettings.xml:1224 +#: doc/classes/ProjectSettings.xml:1234 msgid "" "If [code]true[/code] and available on the target Android device, enables " "high floating point precision for all shader computations in GLES2.\n" @@ -56857,25 +56987,25 @@ msgstr "" "器计算启用高浮点精度。\n" "[b]警告:[/b] 高浮点精度在旧设备上可能非常慢,而且通常根本不可用。谨慎使用。" -#: doc/classes/ProjectSettings.xml:1228 +#: doc/classes/ProjectSettings.xml:1238 msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "混合形状的最大缓冲区大小。任何比这更大的混合形状都不起作用。" -#: doc/classes/ProjectSettings.xml:1231 +#: doc/classes/ProjectSettings.xml:1241 msgid "" "Max buffer size for drawing polygons. Any polygon bigger than this will not " "work." msgstr "绘制多边形的最大缓冲区大小。任何大于此的多边形都不起作用。" -#: doc/classes/ProjectSettings.xml:1234 +#: doc/classes/ProjectSettings.xml:1244 msgid "" "Max index buffer size for drawing polygons. Any polygon bigger than this " "will not work." msgstr "绘制多边形的最大索引缓冲区大小。任何大于此的多边形都不起作用。" -#: doc/classes/ProjectSettings.xml:1237 +#: doc/classes/ProjectSettings.xml:1247 msgid "" "Max buffer size for drawing immediate objects (ImmediateGeometry nodes). " "Nodes using more than this size will not work." @@ -56883,7 +57013,7 @@ msgstr "" "用于绘制直接对象(ImmediateGeometry 节点)的最大缓冲区大小。使用超过此大小的" "节点将无法工作。" -#: doc/classes/ProjectSettings.xml:1240 +#: doc/classes/ProjectSettings.xml:1250 msgid "" "Max number of lights renderable per object. This is further limited by " "hardware support. Most devices only support 409 lights, while many devices " @@ -56894,7 +57024,7 @@ msgstr "" "个灯光,而许多设备(尤其是移动设备)仅支持 102 灯。将此设置为低会略微减少内存" "使用并可能减少着色器编译时间。" -#: doc/classes/ProjectSettings.xml:1243 +#: doc/classes/ProjectSettings.xml:1253 msgid "" "Max amount of elements renderable in a frame. If more elements than this are " "visible per frame, they will not be drawn. Keep in mind elements refer to " @@ -56908,7 +57038,7 @@ msgstr "" "着色器编译时间,尤其是在 Web 上。对于大多数用途,默认值是合适的,但考虑在 " "Web 导出时尽可能降低。" -#: doc/classes/ProjectSettings.xml:1246 +#: doc/classes/ProjectSettings.xml:1256 msgid "" "Max number of lights renderable in a frame. If more lights than this number " "are used, they will be ignored. Setting this low will slightly reduce memory " @@ -56920,7 +57050,7 @@ msgstr "" "设置得较低会略微减少内存使用量并可能减少着色器编译时间,尤其是在 Web 上。对于" "大多数用途,默认值是合适的,但考虑在 Web 导出时尽可能降低。" -#: doc/classes/ProjectSettings.xml:1249 +#: doc/classes/ProjectSettings.xml:1259 msgid "" "Max number of reflection probes renderable in a frame. If more reflection " "probes than this number are used, they will be ignored. Setting this low " @@ -56932,7 +57062,7 @@ msgstr "" "略。将此值设置得较低会略微减少内存使用量并可能减少着色器编译时间,尤其是在 " "Web 上。对于大多数用途,默认值是合适的,但考虑在 Web 导出时尽可能降低。" -#: doc/classes/ProjectSettings.xml:1252 +#: doc/classes/ProjectSettings.xml:1262 msgid "" "Shaders have a time variable that constantly increases. At some point, it " "needs to be rolled back to zero to avoid precision errors on shader " @@ -56941,7 +57071,7 @@ msgstr "" "着色器有一个不断增加的时间变量。在某些时候,它需要回滚到零以避免着色器动画的" "精度错误。此设置用于设定时间(以秒为单位)。" -#: doc/classes/ProjectSettings.xml:1255 +#: doc/classes/ProjectSettings.xml:1265 msgid "" "If [code]true[/code], the texture importer will import lossless textures " "using the PNG format. Otherwise, it will default to using WebP." @@ -56949,7 +57079,7 @@ msgstr "" "如果[code]true[/code],纹理导入器将使用PNG格式导入无损纹理。否则,将默认使用" "WebP。" -#: doc/classes/ProjectSettings.xml:1258 +#: doc/classes/ProjectSettings.xml:1268 msgid "" "The default compression level for lossless WebP. Higher levels result in " "smaller files at the cost of compression speed. Decompression speed is " @@ -56961,7 +57091,7 @@ msgstr "" "度大多不受压缩级别的影响。支持的值是0到9。请注意,高于6的压缩级别是非常慢的," "而且节省的占用非常少。" -#: doc/classes/ProjectSettings.xml:1261 +#: doc/classes/ProjectSettings.xml:1271 msgid "" "On import, mesh vertex data will be split into two streams within a single " "vertex buffer, one for position data and the other for interleaved " @@ -56971,7 +57101,7 @@ msgstr "" "导入时,网格顶点数据将在单个顶点缓冲区内分成两个流,一个用于位置数据,另一个" "用于交错属性数据。如果用于移动设备,建议启用。切换后需要手动重新导入网格。" -#: doc/classes/ProjectSettings.xml:1264 +#: doc/classes/ProjectSettings.xml:1274 msgid "" "Determines the maximum number of sphere occluders that will be used at any " "one time.\n" @@ -56983,7 +57113,7 @@ msgstr "" "尽管一个场景中可以有许多遮挡物,但系统会根据屏幕空间度量从这些遮挡物中选择最" "相关的每一帧,以提供最佳的整体性能。" -#: doc/classes/ProjectSettings.xml:1268 +#: doc/classes/ProjectSettings.xml:1278 msgid "" "The default convention is for portal normals to point outward (face outward) " "from the source room.\n" @@ -56998,7 +57128,7 @@ msgstr "" "它将在初始转换为[Portal]节点时翻转命名的portal网格(即[code]-portal[/" "code])。" -#: doc/classes/ProjectSettings.xml:1273 +#: doc/classes/ProjectSettings.xml:1283 msgid "" "Show conversion logs.\n" "[b]Note:[/b] This will automatically be disabled in exports." @@ -57006,16 +57136,16 @@ msgstr "" "显示转换日志。\n" "[b]注意:[/b] 这将在导出时自动禁用。" -#: doc/classes/ProjectSettings.xml:1277 +#: doc/classes/ProjectSettings.xml:1287 msgid "" "If [code]true[/code], gameplay callbacks will be sent as [code]signals[/" "code]. If [code]false[/code], they will be sent as [code]notifications[/" "code]." msgstr "" -"如果 [code]true[/code],游戏回调将作为 [code] 信号 [/code] 发送。如果" +"如果 [code]true[/code],游戏回调将作为 [code]信号[/code] 发送。如果" "[code]false[/code],它们将作为[code]通知[/code]发送。" -#: doc/classes/ProjectSettings.xml:1280 +#: doc/classes/ProjectSettings.xml:1290 msgid "" "If enabled, while merging meshes, the system will also attempt to remove " "[Spatial] nodes that no longer have any children.\n" @@ -57027,7 +57157,7 @@ msgstr "" "减少场景树中 [Node] 的数量可以提高遍历效率,但如果您希望将空的 [Spatial] 用于" "标记或其他目的,则可以将其关闭。" -#: doc/classes/ProjectSettings.xml:1284 +#: doc/classes/ProjectSettings.xml:1294 msgid "" "Show logs during PVS generation.\n" "[b]Note:[/b] This will automatically be disabled in exports." @@ -57035,7 +57165,7 @@ msgstr "" "在 PVS 生成期间显示日志。\n" "[b]注意:[/b] 这将在导出时自动禁用。" -#: doc/classes/ProjectSettings.xml:1288 +#: doc/classes/ProjectSettings.xml:1298 msgid "" "Uses a simplified method of generating PVS (potentially visible set) data. " "The results may not be accurate where more than one portal join adjacent " @@ -57049,7 +57179,7 @@ msgstr "" "[b]注意:[/b]一般只有在设置为[code]false[/code]时遇到bug,即默认方法有问题" "时,才应该使用该选项。" -#: doc/classes/ProjectSettings.xml:1292 +#: doc/classes/ProjectSettings.xml:1302 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" @@ -57059,7 +57189,7 @@ msgstr "" "许使用大于 1 的 [Color] 值。\n" "[b]注意:[/b] 仅在 GLES3 后端可用。" -#: doc/classes/ProjectSettings.xml:1296 +#: doc/classes/ProjectSettings.xml:1306 msgid "" "Lower-end override for [member rendering/quality/depth/hdr] on mobile " "devices, due to performance concerns or driver support." @@ -57067,14 +57197,14 @@ msgstr "" "由于性能问题或驱动支持,移动设备上的 [member rendering/quality/depth/hdr] 的" "低端覆盖。" -#: doc/classes/ProjectSettings.xml:1299 +#: doc/classes/ProjectSettings.xml:1309 msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" "对一些GPU供应商(通常是移动设备)禁用深度预处理,因为他们的架构已经做了这个。" -#: doc/classes/ProjectSettings.xml:1302 +#: doc/classes/ProjectSettings.xml:1312 msgid "" "If [code]true[/code], performs a previous depth pass before rendering " "materials. This increases performance in scenes with high overdraw, when " @@ -57083,7 +57213,7 @@ msgstr "" "如果 [code]true[/code],则在渲染材质之前执行先前的深度传递。当使用复杂的材料" "和照明时,这会提高高透支场景的性能。" -#: doc/classes/ProjectSettings.xml:1305 +#: doc/classes/ProjectSettings.xml:1315 msgid "" "The directional shadow's size in pixels. Higher values will result in " "sharper shadows, at the cost of performance. The value will be rounded up to " @@ -57092,7 +57222,7 @@ msgstr "" "方向性阴影的大小,以像素为单位。更高的值会导致更清晰的阴影,但会以性能为代" "价。该值将被四舍五入到最接近的2次方。" -#: doc/classes/ProjectSettings.xml:1308 +#: doc/classes/ProjectSettings.xml:1318 msgid "" "Lower-end override for [member rendering/quality/directional_shadow/size] on " "mobile devices, due to performance concerns or driver support." @@ -57100,7 +57230,7 @@ msgstr "" "由于性能和驱动支持的问题,在移动设备上会对[member rendering/quality/" "directional_shadow/size] 以低配数值覆盖。" -#: doc/classes/ProjectSettings.xml:1311 +#: doc/classes/ProjectSettings.xml:1321 msgid "" "The video driver to use (\"GLES2\" or \"GLES3\").\n" "[b]Note:[/b] The backend in use can be overridden at runtime via the [code]--" @@ -57115,7 +57245,7 @@ msgstr "" "rendering/quality/driver/fallback_to_gles2]选项。在这种情况下,这个属性不会被" "更新,所以在运行时使用[method OS.get_current_video_driver]来查询。" -#: doc/classes/ProjectSettings.xml:1315 +#: doc/classes/ProjectSettings.xml:1325 msgid "" "If [code]true[/code], allows falling back to the GLES2 driver if the GLES3 " "driver is not supported.\n" @@ -57133,7 +57263,7 @@ msgstr "" "此设置还意味着 ETC 和 ETC2 VRAM 压缩纹理将在 Android 和 iOS 上导出,从而增加" "数据包的大小。" -#: doc/classes/ProjectSettings.xml:1319 +#: doc/classes/ProjectSettings.xml:1329 msgid "" "Maximum anisotropic filter level used for textures with anisotropy enabled. " "Higher values will result in sharper textures when viewed from oblique " @@ -57143,7 +57273,7 @@ msgstr "" "用于启用各向异性的纹理的最大各向异性过滤器级别。从倾斜角度查看时,较高的值将" "导致更清晰的纹理,但会牺牲性能。只有二的指数倍的值(如2、4、8、16)是有效。" -#: doc/classes/ProjectSettings.xml:1322 +#: doc/classes/ProjectSettings.xml:1332 msgid "" "Sets the number of MSAA samples to use. MSAA is used to reduce aliasing " "around the edges of polygons. A higher MSAA value results in smoother edges " @@ -57154,7 +57284,7 @@ msgstr "" "更平滑,但在某些硬件上会明显变慢。\n" "[b]注意:[/b] MSAA在使用GLES2后端的HTML5导出中不可用。" -#: doc/classes/ProjectSettings.xml:1326 +#: doc/classes/ProjectSettings.xml:1336 msgid "" "If set to a value greater than [code]0.0[/code], contrast-adaptive " "sharpening will be applied to the 3D viewport. This has a low performance " @@ -57166,7 +57296,7 @@ msgstr "" "有较低的性能成本,可用于恢复使用 FXAA 时损失的一些锐度。 [code]0.5[/code] 附" "近的值通常会给出最好的结果。另见[member rendering/quality/filters/use_fxaa]。" -#: doc/classes/ProjectSettings.xml:1329 +#: doc/classes/ProjectSettings.xml:1339 msgid "" "If [code]true[/code], uses a fast post-processing filter to make banding " "significantly less visible. In some cases, debanding may introduce a " @@ -57187,7 +57317,7 @@ msgstr "" "[b]注意:[/b] 已知在移动平台上的去色带存在破坏渲染的问题。因此,建议在用于移" "动平台时禁用此选项。" -#: doc/classes/ProjectSettings.xml:1334 +#: doc/classes/ProjectSettings.xml:1344 msgid "" "Enables FXAA in the root Viewport. FXAA is a popular screen-space " "antialiasing method, which is fast but will make the image look blurry, " @@ -57201,7 +57331,7 @@ msgstr "" "好。一些损失的锐度可以通过启用对比度适应性锐化来恢复,参阅[member rendering/" "quality/filters/sharpen_intensity]。" -#: doc/classes/ProjectSettings.xml:1337 +#: doc/classes/ProjectSettings.xml:1347 msgid "" "If [code]true[/code], uses nearest-neighbor mipmap filtering when using " "mipmaps (also called \"bilinear filtering\"), which will result in visible " @@ -57214,7 +57344,7 @@ msgstr "" "可能会提高移动设备的性能。如果 [code]false[/code],则使用线性 mipmap 过滤(也" "称为“三线性过滤”)。" -#: doc/classes/ProjectSettings.xml:1340 +#: doc/classes/ProjectSettings.xml:1350 msgid "" "Strategy used for framebuffer allocation. The simpler it is, the less " "resources it uses (but the less features it supports). If set to \"2D " @@ -57228,7 +57358,7 @@ msgstr "" "[code]SCREEN_TEXTURE[/code]和[code]DEPTH_TEXTURE[/code]将不能在着色器中使用," "而后处理效果将不能在[Environment]中使用。" -#: doc/classes/ProjectSettings.xml:1343 +#: doc/classes/ProjectSettings.xml:1353 msgid "" "Lower-end override for [member rendering/quality/intended_usage/" "framebuffer_allocation] on mobile devices, due to performance concerns or " @@ -57237,7 +57367,7 @@ msgstr "" "由于性能或驱动支持问题,在移动设备上对[member rendering/quality/" "intended_usage/framebuffer_allocation]以低配数值覆盖。" -#: doc/classes/ProjectSettings.xml:1346 +#: doc/classes/ProjectSettings.xml:1356 msgid "" "Enable usage of bicubic sampling in baked lightmaps. This results in " "smoother looking lighting at the expense of more bandwidth usage. On GLES2, " @@ -57246,7 +57376,7 @@ msgstr "" "在烘焙光照贴图中启用双三次采样。这会导致更平滑的照明,但会占用更多带宽。在 " "GLES2 上,只有在重新启动应用程序时才会应用对此设置的更改。" -#: doc/classes/ProjectSettings.xml:1349 +#: doc/classes/ProjectSettings.xml:1359 msgid "" "Lower-end override for [member rendering/quality/lightmapping/" "use_bicubic_sampling] on mobile devices, in order to reduce bandwidth usage." @@ -57254,7 +57384,7 @@ msgstr "" "在移动设备上对[member rendering/quality/lightmapping/use_bicubic_sampling]进" "行低端覆盖,以减少带宽使用。" -#: doc/classes/ProjectSettings.xml:1352 +#: doc/classes/ProjectSettings.xml:1362 msgid "" "Size of the atlas used by reflection probes. A larger size can result in " "higher visual quality, while a smaller size will be faster and take up less " @@ -57263,14 +57393,14 @@ msgstr "" "反射探针使用的图集的大小。较大的尺寸可以带来更高的视觉质量,而较小的尺寸会更" "快并占用更少的内存。" -#: doc/classes/ProjectSettings.xml:1355 +#: doc/classes/ProjectSettings.xml:1365 msgid "" "Number of subdivisions to use for the reflection atlas. A higher number " "lowers the quality of each atlas, but allows you to use more." msgstr "" "用于反射图集的细分数。较高的数字会降低每个图集的质量,但允许您使用更多细分。" -#: doc/classes/ProjectSettings.xml:1358 +#: doc/classes/ProjectSettings.xml:1368 msgid "" "If [code]true[/code], uses a high amount of samples to create blurred " "variants of reflection probes and panorama backgrounds (sky). Those blurred " @@ -57279,7 +57409,7 @@ msgstr "" "如果 [code]true[/code],则使用大量样本来创建反射探针和全景背景(天空)的模糊" "变体。这些模糊的变体可以被粗糙的材料使用。" -#: doc/classes/ProjectSettings.xml:1361 +#: doc/classes/ProjectSettings.xml:1371 msgid "" "Lower-end override for [member rendering/quality/reflections/" "high_quality_ggx] on mobile devices, due to performance concerns or driver " @@ -57288,7 +57418,7 @@ msgstr "" "由于性能问题或驱动器支持,在移动设备上对[member rendering/quality/" "reflections/high_quality_ggx]进行低端覆盖。" -#: doc/classes/ProjectSettings.xml:1364 +#: doc/classes/ProjectSettings.xml:1374 msgid "" "Limits the size of the irradiance map which is normally determined by " "[member Sky.radiance_size]. A higher size results in a higher quality " @@ -57304,16 +57434,16 @@ msgstr "" "[b]注意:[/b] 中低档硬件不能很好地支持复杂的辐照度贴图,如果设置太高可能会崩" "溃。" -#: doc/classes/ProjectSettings.xml:1368 +#: doc/classes/ProjectSettings.xml:1378 msgid "" "If [code]true[/code], uses texture arrays instead of mipmaps for reflection " "probes and panorama backgrounds (sky). This reduces jitter noise on " "reflections, but costs more performance and memory." msgstr "" -"如果[code]true[/code],对反射探针和全景背景(天空)使用纹理数组而不是" -"mipmaps。这可以减少反射的抖动噪声,但要消耗更多的性能和内存。" +"为 [code]true[/code] 时将对反射探针和全景背景(天空)使用纹理数组而不是多级渐" +"远纹理。这可以减少反射的抖动噪声,但要消耗更多的性能和内存。" -#: doc/classes/ProjectSettings.xml:1371 +#: doc/classes/ProjectSettings.xml:1381 msgid "" "Lower-end override for [member rendering/quality/reflections/" "texture_array_reflections] on mobile devices, due to performance concerns or " @@ -57322,7 +57452,7 @@ msgstr "" "由于性能问题或驱动支持,在移动设备上将对[member rendering/quality/" "reflections/texture_array_reflections]以低性能数值覆盖。" -#: doc/classes/ProjectSettings.xml:1374 +#: doc/classes/ProjectSettings.xml:1384 msgid "" "If [code]true[/code], uses faster but lower-quality Blinn model to generate " "blurred reflections instead of the GGX model." @@ -57330,7 +57460,7 @@ msgstr "" "如果 [code]true[/code],则使用速度更快但质量较低的 Blinn 模型而不是 GGX 模型" "来生成模糊反射。" -#: doc/classes/ProjectSettings.xml:1377 +#: doc/classes/ProjectSettings.xml:1387 msgid "" "Lower-end override for [member rendering/quality/shading/" "force_blinn_over_ggx] on mobile devices, due to performance concerns or " @@ -57339,7 +57469,7 @@ msgstr "" "由于性能或驱动支持问题,在移动设备上将对[member rendering/quality/shading/" "force_blinn_over_ggx]以低值覆盖。" -#: doc/classes/ProjectSettings.xml:1380 +#: doc/classes/ProjectSettings.xml:1390 msgid "" "If [code]true[/code], uses faster but lower-quality Lambert material " "lighting model instead of Burley." @@ -57347,7 +57477,7 @@ msgstr "" "如果 [code]true[/code],则使用速度更快但质量较低的 Lambert 材质照明模型而不" "是 Burley。" -#: doc/classes/ProjectSettings.xml:1383 +#: doc/classes/ProjectSettings.xml:1393 msgid "" "Lower-end override for [member rendering/quality/shading/" "force_lambert_over_burley] on mobile devices, due to performance concerns or " @@ -57356,7 +57486,7 @@ msgstr "" "由于性能问题或驱动支持,在移动设备上将对[member rendering/quality/shading/" "force_lambert_over_burley]以低配数值覆盖。" -#: doc/classes/ProjectSettings.xml:1386 +#: doc/classes/ProjectSettings.xml:1396 msgid "" "If [code]true[/code], forces vertex shading for all rendering. This can " "increase performance a lot, but also reduces quality immensely. Can be used " @@ -57365,7 +57495,7 @@ msgstr "" "如果 [code]true[/code],则为所有渲染强制顶点着色。这可以大大提高性能,但也会" "极大地降低质量。可用于优化低端移动设备的性能。" -#: doc/classes/ProjectSettings.xml:1389 +#: doc/classes/ProjectSettings.xml:1399 msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " @@ -57374,7 +57504,7 @@ msgstr "" "由于性能问题或驱动支持,在移动设备上将对[member rendering/quality/shading/" "force_vertex_shading]以低配数值覆盖。" -#: doc/classes/ProjectSettings.xml:1392 +#: doc/classes/ProjectSettings.xml:1402 msgid "" "If [code]true[/code], enables new physical light attenuation for " "[OmniLight]s and [SpotLight]s. This results in more realistic lighting " @@ -57389,7 +57519,7 @@ msgstr "" "式,灯光会显得更暗。这可以通过调整灯光的能量或衰减值来补偿。\n" "对此设置的更改只会在重新启动应用程序时应用。" -#: doc/classes/ProjectSettings.xml:1396 +#: doc/classes/ProjectSettings.xml:1406 msgid "" "Size for cubemap into which the shadow is rendered before being copied into " "the shadow atlas. A higher number can result in higher resolution shadows " @@ -57402,20 +57532,20 @@ msgstr "" "分辨率的阴影。设置高于 [member rendering/quality/shadow_atlas/size] 的四分之" "一不会导致视觉质量的明显提高。" -#: doc/classes/ProjectSettings.xml:1399 doc/classes/ProjectSettings.xml:1402 -#: doc/classes/ProjectSettings.xml:1405 doc/classes/ProjectSettings.xml:1408 +#: doc/classes/ProjectSettings.xml:1409 doc/classes/ProjectSettings.xml:1412 +#: doc/classes/ProjectSettings.xml:1415 doc/classes/ProjectSettings.xml:1418 msgid "" "Subdivision quadrant size for shadow mapping. See shadow mapping " "documentation." msgstr "阴影贴图的细分象限大小。请参阅阴影映射文档。" -#: doc/classes/ProjectSettings.xml:1411 +#: doc/classes/ProjectSettings.xml:1421 msgid "" "Size for shadow atlas (used for OmniLights and SpotLights). See " "documentation." msgstr "阴影图集的尺寸(用于OmniLights和SpotLights)。见文档。" -#: doc/classes/ProjectSettings.xml:1414 +#: doc/classes/ProjectSettings.xml:1424 msgid "" "Lower-end override for [member rendering/quality/shadow_atlas/size] on " "mobile devices, due to performance concerns or driver support." @@ -57423,7 +57553,7 @@ msgstr "" "由于性能或驱动支持问题,在移动设备上将对 [member rendering/quality/" "shadow_atlas/size]以低配数值覆盖。" -#: doc/classes/ProjectSettings.xml:1417 +#: doc/classes/ProjectSettings.xml:1427 msgid "" "Shadow filter mode. Higher-quality settings result in smoother shadows that " "flicker less when moving. \"Disabled\" is the fastest option, but also has " @@ -57439,7 +57569,7 @@ msgstr "" "[b]注意:[/b] 当使用GLES2后端时,\"PCF13 \"选项实际上使用16个样本来模拟着色器" "中的线性滤波。这导致了与GLES3后端产生的阴影外观相似。" -#: doc/classes/ProjectSettings.xml:1421 +#: doc/classes/ProjectSettings.xml:1431 msgid "" "Lower-end override for [member rendering/quality/shadows/filter_mode] on " "mobile devices, due to performance concerns or driver support." @@ -57447,7 +57577,7 @@ msgstr "" "由于性能问题或驱动器支持,在移动设备上对 [member rendering/quality/shadows/" "filter_mode] 进行低端覆盖。" -#: doc/classes/ProjectSettings.xml:1424 +#: doc/classes/ProjectSettings.xml:1434 msgid "" "Forces [MeshInstance] to always perform skinning on the CPU (applies to both " "GLES2 and GLES3).\n" @@ -57456,7 +57586,7 @@ msgstr "" "强制 [MeshInstance] 始终在 CPU 上执行蒙皮(适用于 GLES2 和 GLES3)。\n" "另见[member rendering/quality/skinning/software_skinning_fallback]。" -#: doc/classes/ProjectSettings.xml:1428 +#: doc/classes/ProjectSettings.xml:1438 msgid "" "Allows [MeshInstance] to perform skinning on the CPU when the hardware " "doesn't support the default GPU skinning process with GLES2.\n" @@ -57475,49 +57605,64 @@ msgstr "" "[b]注意:[/b] 当触发软件蒙皮回退时,自定义顶点着色器将以不同的方式运行,因为" "骨骼变换已经应用于模型视图矩阵。" -#: doc/classes/ProjectSettings.xml:1434 +#: doc/classes/ProjectSettings.xml:1444 +msgid "" +"Additional expansion applied to object bounds in the 3D rendering bounding " +"volume hierarchy. This can reduce BVH processing at the cost of a slightly " +"reduced accuracy.\n" +"The default value will work well in most situations. A value of 0.0 will " +"turn this optimization off, and larger values may work better for larger, " +"faster moving objects.\n" +"[b]Note:[/b] Used only if [member ProjectSettings.rendering/quality/" +"spatial_partitioning/use_bvh] is enabled." +msgstr "" + +#: doc/classes/ProjectSettings.xml:1449 +#, fuzzy msgid "" "The rendering octree balance can be changed to favor smaller ([code]0[/" "code]), or larger ([code]1[/code]) branches.\n" -"Larger branches can increase performance significantly in some projects." +"Larger branches can increase performance significantly in some projects.\n" +"[b]Note:[/b] Not used if [member ProjectSettings.rendering/quality/" +"spatial_partitioning/use_bvh] is enabled." msgstr "" "渲染八叉树(octree)的平衡可以改变为有利于更小的 ([code]0[/code]) 或更大的 " "([code]1[/code]) 分支。\n" "在某些项目中,较大的分支可以显着提高性能。" -#: doc/classes/ProjectSettings.xml:1438 +#: doc/classes/ProjectSettings.xml:1454 msgid "" "Enables the use of bounding volume hierarchy instead of octree for rendering " "spatial partitioning. This may give better performance." msgstr "" "启用边界体积层次结构而不是八叉树来渲染空间分区。这可能会带来更好的性能。" -#: doc/classes/ProjectSettings.xml:1441 +#: doc/classes/ProjectSettings.xml:1457 msgid "" "Improves quality of subsurface scattering, but cost significantly increases." msgstr "提高次表面散射的质量,但成本显着增加。" -#: doc/classes/ProjectSettings.xml:1444 +#: doc/classes/ProjectSettings.xml:1460 msgid "Quality setting for subsurface scattering (samples taken)." msgstr "次表面散射的质量设置(采样)。" -#: doc/classes/ProjectSettings.xml:1447 +#: doc/classes/ProjectSettings.xml:1463 msgid "Max radius used for subsurface scattering samples." msgstr "用于次表面散射样本的最大半径。" -#: doc/classes/ProjectSettings.xml:1450 +#: doc/classes/ProjectSettings.xml:1466 msgid "" "Weight subsurface scattering samples. Helps to avoid reading samples from " "unrelated parts of the screen." msgstr "加权次表面散射样本。有助于避免从屏幕的不相关部分读取样本。" -#: doc/classes/ProjectSettings.xml:1453 +#: doc/classes/ProjectSettings.xml:1469 msgid "" "Use high-quality voxel cone tracing. This results in better-looking " "reflections, but is much more expensive on the GPU." msgstr "使用高质量的体素锥体追踪。这会产生更好看的反射,但 GPU 消耗要高得多。" -#: doc/classes/ProjectSettings.xml:1456 +#: doc/classes/ProjectSettings.xml:1472 msgid "" "Thread model for rendering. Rendering on a thread can vastly improve " "performance, but synchronizing to the main thread can cause a bit more " @@ -57526,7 +57671,7 @@ msgstr "" "渲染的线程模型。在线程上进行渲染可以极大地提高性能,但同步到主线程上会导致更" "多的抖动。" -#: doc/classes/ProjectSettings.xml:1459 +#: doc/classes/ProjectSettings.xml:1475 msgid "" "If [code]true[/code], a thread safe version of BVH (bounding volume " "hierarchy) will be used in rendering and Godot physics.\n" @@ -57537,7 +57682,7 @@ msgstr "" "体积层次结构)。\n" "如果您在 3D 中看到任何视觉异常,例如不正确的可见性对象,请尝试启用此选项。" -#: doc/classes/ProjectSettings.xml:1463 +#: doc/classes/ProjectSettings.xml:1479 msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the BPTC algorithm. This texture compression algorithm is " @@ -57556,7 +57701,7 @@ msgstr "" "夹,然后重新启动编辑器(参阅 [member application/config/" "use_hidden_project_data_directory])。" -#: doc/classes/ProjectSettings.xml:1467 +#: doc/classes/ProjectSettings.xml:1483 msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression algorithm. This algorithm " @@ -57574,7 +57719,7 @@ msgstr "" "后重新启动编辑器,参阅 [member application/config/" "use_hidden_project_data_directory]。" -#: doc/classes/ProjectSettings.xml:1471 +#: doc/classes/ProjectSettings.xml:1487 msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm. This texture " @@ -57592,7 +57737,7 @@ msgstr "" "重新启动编辑器,参阅 [member application/config/" "use_hidden_project_data_directory]。" -#: doc/classes/ProjectSettings.xml:1475 +#: doc/classes/ProjectSettings.xml:1491 msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the PowerVR Texture Compression algorithm. This texture " @@ -57610,7 +57755,7 @@ msgstr "" "重新启动编辑器,参阅 [member application/config/" "use_hidden_project_data_directory]。" -#: doc/classes/ProjectSettings.xml:1479 +#: doc/classes/ProjectSettings.xml:1495 msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the S3 Texture Compression algorithm. This algorithm is only " @@ -57628,7 +57773,7 @@ msgstr "" "重新启动编辑器,参阅 [member application/config/" "use_hidden_project_data_directory]。" -#: doc/classes/ProjectSettings.xml:1483 +#: doc/classes/ProjectSettings.xml:1499 msgid "" "Cell size used for the 2D hash grid that [VisibilityNotifier2D] uses (in " "pixels)." @@ -57682,11 +57827,11 @@ msgid "" "operations (obtaining axis-angle and performing SLERP, in particular) are " "more efficient and robust against floating-point errors." msgstr "" -"一个用于表示三维旋转的单位四元数。四元数需要经过归一化才能用于旋转。\n" -"它类似于Basis,后者实现了旋转的矩阵表示,并且可以使用轴-角对或欧拉角进行参数" -"化。Basis可以存储旋转、缩放和错切,而Quat只存储旋转。\n" -"由于它的紧凑性和在内存中的存储方式,某些操作(特别是获得轴角和执行SLERP)更加" -"有效,并且对浮点错误有很强的抵抗力。" +"一个用于表示 3D 旋转的单位四元数。四元数需要经过归一化才能用于旋转。\n" +"它类似于 Basis,后者实现了旋转的矩阵表示,并且可以使用轴-角对或欧拉角进行参数" +"化。Basis 可以存储旋转、缩放和错切,而 Quat 只存储旋转。\n" +"由于它的紧凑性和在内存中的存储方式,某些操作(特别是获得轴角和执行 SLERP)更" +"加有效,并且对浮点错误有很强的抵抗力。" #: doc/classes/Quat.xml:12 msgid "" @@ -57731,8 +57876,8 @@ msgid "" msgstr "" "返回此四元数与 [code]to[/code] 之间的角度。这是从一个到另一个旋转所需的角度大" "小。\n" -"[b]注意:[/b]该方法的浮点错误率异常高,因此[method@GDScript.is_zero_approx]等" -"方法结果不可靠。" +"[b]注意:[/b]该方法的浮点错误率异常高,因此[method @GDScript.is_zero_approx]" +"等方法结果不可靠。" #: doc/classes/Quat.xml:63 msgid "" @@ -58440,8 +58585,8 @@ msgid "" "top-left corner is the origin and [code]width[/code] and [code]height[/code] " "are positive." msgstr "" -"返回具有相同位置和面积的 [Rect2],经过修改,使左上角为原点,[code] width [/" -"code] 和 [code] height [/code] 为正数。" +"返回具有相同位置和面积的 [Rect2],经过修改,使左上角为原点,[code]width[/" +"code] 和 [code]height[/code] 为正数。" #: doc/classes/Rect2.xml:45 msgid "Returns the intersection of this [Rect2] and b." @@ -58463,6 +58608,14 @@ msgid "" "var rect2 = rect.expand(Vector2(0, -1))\n" "[/codeblock]" msgstr "" +"返回该 [Rect2] 的副本,该副本扩展至包含给出的点。\n" +"[b]例子:[/b]\n" +"[codeblock]\n" +"# position (-3, 2), size (1, 1)\n" +"var rect = Rect2(Vector2(-3, 2), Vector2(1, 1))\n" +"# position (-3, -1), size (3, 4), 包含原来的 Rect 和 Vector2(0, -1)\n" +"var rect2 = rect.expand(Vector2(0, -1))\n" +"[/codeblock]" #: doc/classes/Rect2.xml:72 msgid "Returns the area of the [Rect2]." @@ -58499,6 +58652,10 @@ msgid "" "size[/i]. Use [method abs] to get a positive sized equivalent rectangle to " "check for contained points." msgstr "" +"返回 [code]true[/code] 时,该 [Rect2] 包含此点。依照惯例,[Rect2] 的右边缘和" +"下边缘是被排除在外的,因此[b]不[/b]包含位于这两条边上的点。\n" +"[b]注意:[/b] 对于[i]大小为负[/i]的 [Rect2],该方法并不可靠。请使用 [method " +"abs] 获取等价的正数大小矩形再检查是否包含某个点。" #: doc/classes/Rect2.xml:119 msgid "" @@ -58698,7 +58855,7 @@ msgid "" "the [constant UPDATE_ALWAYS] [member update_mode]." msgstr "" "如果[code]true[/code],则在反射探测中计算阴影。这使得反射探针渲染更慢;如果想" -"禁用它,可以使用[constant UPDATE ALWAYS] [member update_mode]。" +"禁用它,可以使用 [constant UPDATE_ALWAYS] [member update_mode]。" #: doc/classes/ReflectionProbe.xml:28 msgid "" @@ -58727,7 +58884,7 @@ msgid "" "light for this reflection probe when set to [member interior_enable]. Useful " "so that ambient light matches the color of the room." msgstr "" -"当设置为 [member internal_enable] 时,设置反射对该反射探测器的环境光的影响程" +"当设置为 [member interior_enable] 时,设置反射对该反射探测器的环境光的影响程" "度的贡献值。环境光与房间的颜色相匹配中很有用。" #: doc/classes/ReflectionProbe.xml:40 @@ -58763,8 +58920,8 @@ msgid "" "Sets how frequently the probe is updated. Can be [constant UPDATE_ONCE] or " "[constant UPDATE_ALWAYS]." msgstr "" -"设置探测更新的频率。可以是[constant UPDATE ONCE](一次)或[constant UPDATE " -"ALWAYS](一直)。" +"设置探针更新的频率。可以是 [constant UPDATE_ONCE] 或 [constant " +"UPDATE_ALWAYS]。" #: doc/classes/ReflectionProbe.xml:57 msgid "Update the probe once on the next frame." @@ -58777,7 +58934,7 @@ msgid "" "[constant UPDATE_ONCE] whenever possible." msgstr "" "在每一帧更新探针。当你想捕捉动态物体时,就需要这样做。然而,这将导致渲染时间" -"的增加。所以尽量使用[constant UPDATE ONCE]。" +"的增加。所以尽量使用 [constant UPDATE_ONCE]。" #: modules/regex/doc_classes/RegEx.xml:4 msgid "Class for searching text for patterns using regular expressions." @@ -59076,7 +59233,7 @@ msgid "" "node disappears; [method force_update_cache] forces it to update the cache " "again." msgstr "" -"[RemoteTransform3D] 缓存了远程节点。如果远程节点消失了,它可能不会注意到;" +"[RemoteTransform] 缓存了远程节点。如果远程节点消失了,它可能不会注意到;" "[method force_update_cache] 强制它再次更新缓存。" #: doc/classes/RemoteTransform.xml:22 @@ -59138,7 +59295,7 @@ msgstr "" msgid "" "The [NodePath] to the remote node, relative to the RemoteTransform2D's " "position in the scene." -msgstr "到远程节点的[NodePath],相对于远程Transform2D在场景中的位置。" +msgstr "到远程节点的 [NodePath],相对于 RemoteTransform2D 在场景中的位置。" #: doc/classes/Resource.xml:4 msgid "Base class for all resources." @@ -59179,7 +59336,7 @@ msgstr "" msgid "" "Virtual function which can be overridden to customize the behavior value of " "[method setup_local_to_scene]." -msgstr "可以重写的虚拟函数,用于自定义 [method setup_local_to_scene] 的行为值。" +msgstr "可以重写的虚函数,用于自定义 [method setup_local_to_scene] 的行为值。" #: doc/classes/Resource.xml:25 msgid "" @@ -59751,7 +59908,7 @@ msgid "" "Returns [constant OK] on success." msgstr "" "使用识别资源对象的[ResourceFormatSaver]将资源保存到给定路径的磁盘。\n" -"可以指定 [code] flags [/code] 位掩码来自定义保存行为。\n" +"可以指定 [code]flags[/code] 位掩码来自定义保存行为。\n" "成功后返回[constant OK]。" #: doc/classes/ResourceSaver.xml:34 @@ -59772,7 +59929,7 @@ msgstr "更改已保存资源的 [member Resource.resource_path] 以匹配其新 msgid "" "Do not save editor-specific metadata (identified by their [code]__editor[/" "code] prefix)." -msgstr "不要保存编辑器特定的元数据(由其 [code]__editor [/code] 前缀标识)。" +msgstr "不要保存编辑器特定的元数据(由其 [code]__editor[/code] 前缀标识)。" #: doc/classes/ResourceSaver.xml:46 msgid "Save as big endian (see [member File.endian_swap])." @@ -59859,24 +60016,23 @@ msgid "" "emoji) are [i]not[/i] supported on Windows. They will display as unknown " "characters instead. This will be resolved in Godot 4.0." msgstr "" -"富文本可以包含自定义文本、字体、图像和一些基本格式。标签将这些作为内部标签堆" -"栈进行管理。它还可以适应给定的宽度/高度。\n" -"[b]注意:[/b] 为 [member bbcode_text] 设置内容会清除标签堆栈并从属性的内容中" -"重建它。对 [member bbcode_text] 所做的任何编辑都将删除从其他手动来源(例如 " -"[method append_bbcode] 和 [code]push_*[/code] / [method pop] 方法)所做的先前" -"编辑。\n" -"[b]注意:[/b] RichTextLabel 不支持纠缠的 BBCode 标签。例如,不要使用 [code]" -"[b]bold[i]bold italic[/b]italic[/i][/code],而是使用 [code][b]bold[i]bold " -"italic[/i][/ b][i]italic[/i][/code]。\n" -"[b]注意:[/b] [code]push_*/pop[/code] 函数不会影响BBCode。\n" -"[b]注意:[/b] 与 [Label] 不同,RichTextLabel 没有 [i] 属性 [/i] 将文本水平对" -"齐到中心。相反,启用 [member bbcode_enabled] 并将文本括在 [code][center][/" -"code] 标签中,如下所示:[code][center]Example[/center][/code]。目前也没有垂直" -"对齐文本的内置方法,但这可以通过依赖锚点/容器和 [member fit_content_height] " -"属性来模拟。\n" -"[b]注意:[/b] [code]0xffff[/code] 之后的 Unicode 字符(例如大多数表情符号)" -"在 Windows 上 [i] 不支持 [/i]。它们将显示为未知字符。这将在 Godot 4.0 中解" -"决。" +"富文本可以包含自定义文本、字体、图像和一些基本格式。该标签会将这些以内部标签" +"堆栈的形式进行管理。它还可以适应给定的宽度/高度。\n" +"[b]注意:[/b]为 [member bbcode_text] 设置内容会清除标签堆栈并根据该属性的内容" +"重建。对 [member bbcode_text] 所做的任何编辑都将删除先前从其他手动来源(例如 " +"[method append_bbcode] 和 [code]push_*[/code] / [method pop] 方法)所做的编" +"辑。\n" +"[b]注意:[/b]RichTextLabel 不支持纠缠的 BBCode 标签。例如,不要使用 [code]" +"[b]bold[i]bold italic[/b]italic[/i][/code],应该使用 [code][b]bold[i]bold " +"italic[/i][/b][i]italic[/i][/code]。\n" +"[b]注意:[/b][code]push_*/pop[/code] 函数不会影响 BBCode。\n" +"[b]注意:[/b]与 [Label] 不同,RichTextLabel 没有可以将文本水平居中对其的[i]属" +"性[/i]。不过你可以启用 [member bbcode_enabled] 并将文本括在 [code][center][/" +"code] 标签中,类似:[code][center]例子[/center][/code]。目前也没有垂直对齐文" +"本的内置方法,但这可以通过依赖锚点/容器和 [member fit_content_height] 属性来" +"模拟。\n" +"[b]注意:[/b]Windows 上[i]不支持[/i] [code]0xffff[/code] 之后的 Unicode 字符" +"(例如大多数表情符号)。它们将显示为未知字符。这将在 Godot 4.0 中解决。" #: doc/classes/RichTextLabel.xml:16 msgid "https://godotengine.org/asset-library/asset/132" @@ -59889,14 +60045,14 @@ msgid "" "If [code]width[/code] or [code]height[/code] is set to 0, the image size " "will be adjusted in order to keep the original aspect ratio." msgstr "" -"将图像的开头和结尾标签添加到标签堆中,可以选择提供[code]width[/code]和" -"[code]height[/code]来调整图像的大小。\n" -"如果[code]width[/code]或[code]height[/code]被设置为0,图像的大小被调整为保持" -"原始长宽比。" +"将图像的开头和结尾标签添加到标签堆中,可以选择提供 [code]width[/code] 和 " +"[code]height[/code] 来调整图像的大小。\n" +"如果 [code]width[/code] 或 [code]height[/code] 被设置为 0,图像的大小被调整为" +"保持原始长宽比。" #: doc/classes/RichTextLabel.xml:34 msgid "Adds raw non-BBCode-parsed text to the tag stack." -msgstr "将非BBCode解析的原始文本添加到标签堆中。" +msgstr "将非 BBCode 解析的原始文本添加到标签栈中。" #: doc/classes/RichTextLabel.xml:41 msgid "" @@ -59910,10 +60066,10 @@ msgid "" "[method append_bbcode]." msgstr "" "解析 [code]bbcode[/code] 并根据需要将标签添加到标签堆栈中。返回解析结果,成功" -"则返回[constant OK]。\n" +"则返回 [constant OK]。\n" "[b]注意:[/b] 使用此方法,您无法关闭在之前的 [method append_bbcode] 调用中打" -"开的标签。这样做是为了提高性能,特别是在更新大型 RichTextLabels 时,因为每次" -"重建整个 BBCode 会更慢。如果您绝对需要在将来的方法调用中关闭标签,请附加 " +"开的标签。这样做是为了提高性能,特别是在更新大型 RichTextLabel 时,因为每次重" +"建整个 BBCode 会更慢。如果您绝对需要在将来的方法调用中关闭标签,请附加 " "[member bbcode_text] 而不是使用 [method append_bbcode]。" #: doc/classes/RichTextLabel.xml:48 @@ -60278,79 +60434,79 @@ msgid "Each list item has a filled circle marker." msgstr "每个列表项都有一个实心圆圈标记。" #: doc/classes/RichTextLabel.xml:371 -msgid "The font used for bold text." -msgstr "用于粗体字的字体。" - -#: doc/classes/RichTextLabel.xml:374 -msgid "The font used for bold italics text." -msgstr "用于粗斜体文字的字体。" - -#: doc/classes/RichTextLabel.xml:377 msgid "The default text color." msgstr "默认文本颜色。" -#: doc/classes/RichTextLabel.xml:380 -msgid "The background The background used when the [RichTextLabel] is focused." -msgstr "[RichTextLabel] 获得焦点时使用的背景。" - -#: doc/classes/RichTextLabel.xml:383 +#: doc/classes/RichTextLabel.xml:374 msgid "" "The color of selected text, used when [member selection_enabled] is " "[code]true[/code]." msgstr "" "选定文本的颜色(当[member selection_enabled]为[code]true[/code]时使用)。" -#: doc/classes/RichTextLabel.xml:386 +#: doc/classes/RichTextLabel.xml:377 msgid "The color of the font's shadow." msgstr "字体阴影的颜色。" -#: doc/classes/RichTextLabel.xml:389 -msgid "The font used for italics text." -msgstr "用于斜体字的字体。" +#: doc/classes/RichTextLabel.xml:380 +msgid "The color of the selection box." +msgstr "选择框的颜色。" -#: doc/classes/RichTextLabel.xml:392 +#: doc/classes/RichTextLabel.xml:383 msgid "The vertical space between lines." msgstr "行之间的垂直空间。" -#: doc/classes/RichTextLabel.xml:395 -msgid "The font used for monospace text." -msgstr "用于等宽文本的字体。" - -#: doc/classes/RichTextLabel.xml:398 -msgid "The normal background for the [RichTextLabel]." -msgstr "[RichTextLabel] 的正常背景。" - -#: doc/classes/RichTextLabel.xml:401 -msgid "The default text font." -msgstr "默认的文本字体。" - -#: doc/classes/RichTextLabel.xml:404 -msgid "The color of the selection box." -msgstr "选择框的颜色。" - -#: doc/classes/RichTextLabel.xml:407 +#: doc/classes/RichTextLabel.xml:386 msgid "" "Boolean value. If 1 ([code]true[/code]), the shadow will be displayed around " "the whole text as an outline." msgstr "" "布尔值。如果是1([code]true[/code]),阴影将以轮廓的形式围绕整个文本显示。" -#: doc/classes/RichTextLabel.xml:410 +#: doc/classes/RichTextLabel.xml:389 msgid "The horizontal offset of the font's shadow." msgstr "字体阴影的水平偏移量。" -#: doc/classes/RichTextLabel.xml:413 +#: doc/classes/RichTextLabel.xml:392 msgid "The vertical offset of the font's shadow." msgstr "字体阴影的垂直偏移。" -#: doc/classes/RichTextLabel.xml:416 +#: doc/classes/RichTextLabel.xml:395 msgid "The horizontal separation of elements in a table." msgstr "表中元素的水平间距。" -#: doc/classes/RichTextLabel.xml:419 +#: doc/classes/RichTextLabel.xml:398 msgid "The vertical separation of elements in a table." msgstr "表中元素的垂直间距。" +#: doc/classes/RichTextLabel.xml:401 +msgid "The font used for bold text." +msgstr "用于粗体字的字体。" + +#: doc/classes/RichTextLabel.xml:404 +msgid "The font used for bold italics text." +msgstr "用于粗斜体文字的字体。" + +#: doc/classes/RichTextLabel.xml:407 +msgid "The font used for italics text." +msgstr "用于斜体字的字体。" + +#: doc/classes/RichTextLabel.xml:410 +msgid "The font used for monospace text." +msgstr "用于等宽文本的字体。" + +#: doc/classes/RichTextLabel.xml:413 +msgid "The default text font." +msgstr "默认的文本字体。" + +#: doc/classes/RichTextLabel.xml:416 +msgid "The background The background used when the [RichTextLabel] is focused." +msgstr "[RichTextLabel] 获得焦点时使用的背景。" + +#: doc/classes/RichTextLabel.xml:419 +msgid "The normal background for the [RichTextLabel]." +msgstr "[RichTextLabel] 的正常背景。" + #: doc/classes/RID.xml:4 msgid "Handle for a [Resource]'s unique ID." msgstr "[Resource] 的唯一 ID 的句柄。" @@ -60519,10 +60675,6 @@ msgstr "" "关于阻尼的更多细节,请参阅[member ProjectSettings.physics/3d/" "default_angular_damp]。" -#: doc/classes/RigidBody.xml:115 -msgid "RigidBody's rotational velocity." -msgstr "刚体的旋转速度。" - #: doc/classes/RigidBody.xml:118 msgid "Lock the body's rotation in the X axis." msgstr "锁定实体在X轴上的旋转。" @@ -60570,8 +60722,8 @@ msgstr "" "如果[code]true[/code],实体可以在没有运动的情况下进入睡眠模式。见[member " "sleeping]。\n" "[b]注意:[/b] RigidBody3D 的模式[member mode] 为常量[constant " -"MODE_CHARACTER] 时不会自动进入休眠模式。仍然可以通过将其 [member sleep] 属性" -"设置为 [code]true[/code] 来手动使其进入休眠状态。" +"MODE_CHARACTER] 时不会自动进入休眠模式。仍然可以通过将其 [member sleeping] 属" +"性设置为 [code]true[/code] 来手动使其进入休眠状态。" #: doc/classes/RigidBody.xml:144 msgid "" @@ -60627,8 +60779,8 @@ msgid "" "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 " -"PhysicsMaterial.mores]代替。" +"已经废弃,请通过 [member physics_material_override] 使用 [member " +"PhysicsMaterial.friction] 代替。" #: doc/classes/RigidBody.xml:162 msgid "" @@ -60637,9 +60789,9 @@ msgid "" "example, a value of 1 will be normal gravity, 2 will apply double gravity, " "and 0.5 will apply half gravity to this object." msgstr "" -"这与在[b]Project(项目) > Project Settings(项目设置) > Physics(物理) > 3d>[/b]" -"中找到的全局3D重力设置相乘,产生RigidBody3D的重力。例如,1的值将是正常的重" -"力,2将应用双倍的重力,0.5将对这个物体应用一半的重力。" +"这与在[b]项目 > 项目设置 > Physics > 3d[/b] 中找到的全局 3D 重力设置相乘,产" +"生 RigidBody 的重力。例如,1 的值将是正常的重力,2 将应用双倍的重力,0.5 将对" +"这个物体应用一半的重力。" #: doc/classes/RigidBody.xml:165 msgid "" @@ -60655,11 +60807,12 @@ msgstr "" "default_linear_damp]。" #: doc/classes/RigidBody.xml:169 +#, fuzzy msgid "" -"The body's linear velocity. Can be used sporadically, but [b]don't set this " -"every frame[/b], because physics may run in another thread and runs at a " -"different granularity. Use [method _integrate_forces] as your process loop " -"for precise control of the body state." +"The body's linear velocity in units per second. Can be used sporadically, " +"but [b]don't set this every frame[/b], because physics may run in another " +"thread and runs at a different granularity. Use [method _integrate_forces] " +"as your process loop for precise control of the body state." msgstr "" "物体的线速度。可以偶尔使用,但是[b]不要每一帧都设置它[/b],因为物理可能在另一" "个线程中运行,并且以不同的间隔。使用[method _integrate_forces]作为你的进程循" @@ -60698,8 +60851,8 @@ msgid "" "The body's weight based on its mass and the global 3D gravity. Global values " "are set in [b]Project > Project Settings > Physics > 3d[/b]." msgstr "" -"实体的重量基于其质量和全局3D重力。全局值在[b]项目>项目设置>物理>三维[/b]中设" -"置。" +"实体的重量基于其质量和全局 3D 重力。全局值在[b]项目 > 项目设置 > Physics > " +"3D[/b] 中设置。" #: doc/classes/RigidBody.xml:192 msgid "" @@ -60756,7 +60909,7 @@ msgid "" "[ConcavePolygonShape] with Bullet physics if you need shape indices." msgstr "" "当[PhysicsBody]或[GridMap]的一个形状[Shape]进入这个区域的一个形状[Shape]时发" -"出的。需要将监控[member monitoring]设置为[code]true[/code],且[member " +"出的。需要将监控[member contact_monitor]设置为[code]true[/code],且[member " "contacts_reported]设置的足够高以检测所有碰撞。如果[MeshLibrary]有碰撞形状" "[Shape],就会检测到[GridMap]。\n" "[code]body_id[/code]由[PhysicsServer]使用的其他[PhysicsBody]或[MeshLibrary]的" @@ -60943,9 +61096,9 @@ msgid "" "[Physics2DTestMotionResult], which contains additional information about the " "collision (should there be one)." msgstr "" -"如果在给定的向量中移动会导致碰撞,则返回[code]true[/code]。[code]margin[/" -"code]增加参与碰撞检测的形状的大小,[code]result[/code]是一个" -"[PhysicsTestMotionResult2D]类型的对象,它包含关于碰撞的额外信息(如果有的" +"如果在给定的向量中移动会导致碰撞,则返回 [code]true[/code]。[code]margin[/" +"code]增加参与碰撞检测的形状的大小,[code]result[/code] 是一个 " +"[Physics2DTestMotionResult] 类型的对象,它包含关于碰撞的额外信息(如果有的" "话)。" #: doc/classes/RigidBody2D.xml:97 @@ -60957,8 +61110,8 @@ msgid "" "details about damping." msgstr "" "对物体的 [member angular_velocity]进行阻尼运算。如果 [code]-1[/code],物体将" -"使用 [b]Project(项目) > Project Settings(项目设置) > Physics(物理)> 2d[/b] 中" -"定义的 [b]Default Angular Damp(默认角度阻尼)[/b]。\n" +"使用[b]项目 > 项目设置 > Physics > 2d[/b] 中定义的 [b]Default Angular Damp[/" +"b](默认角度阻尼)。\n" "有关阻尼的更多详细信息,请参阅 [member ProjectSettings.physics/2d/" "default_angular_damp]。" @@ -60981,7 +61134,7 @@ msgstr "" "如果[code]true[/code],身体可以在没有运动的情况下进入睡眠模式。见[member " "sleeping]。\n" "[b]注意:[/b] RigidBody2D 的[member mode] 为[constant MODE_CHARACTER] 时不会" -"自动进入休眠模式。仍然可以通过将其 [member sleep] 属性设置为 [code]true[/" +"自动进入休眠模式。仍然可以通过将其 [member sleeping] 属性设置为 [code]true[/" "code] 来手动使其休眠。" #: doc/classes/RigidBody2D.xml:118 @@ -61036,7 +61189,7 @@ msgid "" "physics_material_override]." msgstr "" "物体的摩擦。取值范围从[code]0[/code](无摩擦)到[code]1[/code](最大摩擦)。\n" -"已弃用,通过 [member Physics_material_override] 使用 [member PhysicsMaterial." +"已弃用,通过 [member physics_material_override] 使用 [member PhysicsMaterial." "friction]。" #: doc/classes/RigidBody2D.xml:136 @@ -61045,9 +61198,9 @@ msgid "" "from the [b]Default Gravity[/b] value in [b]Project > Project Settings > " "Physics > 2d[/b] and/or any additional gravity vector applied by [Area2D]s." msgstr "" -"乘以施加在物体上的重力。物体的重力是由[b]Project(项目) > Project Settings (项" -"目设置)> Physics(物理) > 2d>[/b]中的[b]Default Gravity(默认重力)[/b]值和/或任" -"何由[Area2D]应用的额外重力矢量计算出来的。" +"乘以施加在物体上的重力。物体的重力是由[b]项目 > 项目设置 > Physics > 2d[/b]中" +"的 [b]Default Gravity[/b](默认重力)值和/或任何由 [Area2D] 应用的额外重力矢" +"量计算出来的。" #: doc/classes/RigidBody2D.xml:139 msgid "" @@ -61070,11 +61223,23 @@ msgid "" "about damping." msgstr "" "对物体的[member linear_velocity]进行阻尼运算。如果[code]-1[/code],物体将使用" -"[b]Project(项目) > Project Settings(项目设置) > Physics(物理)> 2d[/b]中的" -"[b]Default Linear Damp(默认线性阻尼)[/b]。\n" +"[b]项目 > 项目设置 > Physics > 2d[/b] 中的 [b]Default Linear Damp[/b](默认线" +"性阻尼)。\n" "有关阻尼的更多详细信息,请参阅 [member ProjectSettings.physics/2d/" "default_linear_damp]。" +#: doc/classes/RigidBody2D.xml:146 +#, fuzzy +msgid "" +"The body's linear velocity in pixels per second. Can be used sporadically, " +"but [b]don't set this every frame[/b], because physics may run in another " +"thread and runs at a different granularity. Use [method _integrate_forces] " +"as your process loop for precise control of the body state." +msgstr "" +"物体的线速度。可以偶尔使用,但是[b]不要每一帧都设置它[/b],因为物理可能在另一" +"个线程中运行,并且以不同的间隔。使用[method _integrate_forces]作为你的进程循" +"环,以精确控制物体状态。" + #: doc/classes/RigidBody2D.xml:152 msgid "The body's mode. See [enum Mode] for possible values." msgstr "物体的模式。可能的值见[enum Mode]。" @@ -61084,8 +61249,8 @@ msgid "" "The body's weight based on its mass and the [b]Default Gravity[/b] value in " "[b]Project > Project Settings > Physics > 2d[/b]." msgstr "" -"物体的重量基于其质量和 [b] Project(项目) > Project Settings(项目设置) > " -"Physics(物理)> 2d[/b] 中的 [b] Default Gravity(默认重力) [/b] 值。" +"物体的重量基于其质量和[b]项目 > 项目设置 > Physics > 2d[/b] 中的 [b]Default " +"Gravity[/b](默认重力)值。" #: doc/classes/RigidBody2D.xml:169 msgid "" @@ -61143,11 +61308,11 @@ msgstr "" "[code]body_rid[/code] 由 [Physics2DServer] 使用的其他 [PhysicsBody2D] 或 " "[TileSet] 的 [CollisionObject2D] 的 [RID]。\n" "[code]body[/code]其他[PhysicsBody2D]或[TileMap]的[Node](如果它存在于树上)。\n" -"[code]body_shape_index [/code] 其他 [PhysicsBody2D] 或 [TileMap] 使用 " +"[code]body_shape_index[/code] 其他 [PhysicsBody2D] 或 [TileMap] 使用 " "[Physics2DServer] 的 [Shape2D] 索引。获得带有 [code]body." "shape_owner_get_owner (body_shape_index)[/code] 的 [CollisionShape2D] 节" "点。\n" -"[code]local_shape_index [/code] [Physics2DServer] 使用的此 RigidBody2D 的 " +"[code]local_shape_index[/code] [Physics2DServer] 使用的此 RigidBody2D 的 " "[Shape2D] 索引。获得带有 [code]self.shape_owner_get_owner " "(local_shape_index)[/code] 的 [CollisionShape2D] 节点。" @@ -61260,15 +61425,15 @@ msgstr "" "[Portal] 剔除系统需要使用在称为 [Room] 的区域中按位置分组在一起的对象来构建关" "卡。在许多情况下,这些将对应于建筑物中的实际空间,但不一定(峡谷区域可能被视" "为空间)。\n" -"如果[VisualInstance] 的[code]portal_mode[/code] 设置为[code]STATIC[/code](不" -"移动) 或 [code]DYNAMIC[/code](仅在空间内移动),那么任何作为[Room]的子代或孙" -"代的[VisualInstance]将被分配到该空间。\n" -"在内部,空间边界必须形成一个 [b] 凸多边形 [/b],默认情况下,这由您放置在空间" -"内的对象的几何形状自动确定。\n" -"您也可以精确指定 [b] 手动绑定 [/b]。如果放置一个名称以[code]Bound_[/code]为前" -"缀的[MeshInstance],它将关闭几何体的边界生成,而是在转换阶段使用这个" -"MeshInstance的顶点直接计算凸多边形(见[RoomManager])。\n" -"为了从一个空间看到相邻的空间,[Portal]必须放置在空间之间的非遮挡开口上。这些" +"如果 [VisualInstance] 的 [code]portal_mode[/code] 设置为 [code]STATIC[/code]" +"(不移动) 或 [code]DYNAMIC[/code](仅在空间内移动),那么任何作为 [Room] 的子" +"代或孙代的 [VisualInstance] 将被分配到该空间。\n" +"在内部,空间边界必须形成一个[b]凸多边形[/b],默认情况下,这由您放置在空间内的" +"对象的几何形状自动确定。\n" +"您也可以精确指定[b]手动绑定[/b]。如果放置一个名称以 [code]Bound_[/code] 为前" +"缀的 [MeshInstance],它将关闭几何体的边界生成,而是在转换阶段使用这个" +"MeshInstance 的顶点直接计算凸多边形(见[RoomManager])。\n" +"为了从一个空间看到相邻的空间,[Portal] 必须放置在空间之间的非遮挡开口上。这些" "通常会放置在门窗上。" #: doc/classes/Room.xml:27 @@ -61325,13 +61490,13 @@ msgid "" "(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" -"例如,[RoomGroup] 可用于指定 [b]outside[/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" -"他们进入和退出时[b]游戏区[/b]时,作为 [code] 信号 [/code] 或 [code] 通知 [/" -"code] (详见[RoomManager])。" +"[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" +"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])。" #: doc/classes/RoomGroup.xml:18 msgid "" @@ -61344,11 +61509,11 @@ msgid "" "when the camera is within the house, the house is used as the source room, " "but outside the house, the terrain room would be used instead." msgstr "" -"此优先级将应用于组内的 [Room]。 [Room] 优先级允许使用 [b] 内部空间 [/b]、空" -"间 [i] 内 [/i] 另一个空间或多个空间。\n" -"当 [Camera] 位于多个空间(常规和内部)内时,优先级较高的空间将优先处理。因" -"此,例如,在地形“空间”内的房屋,您可以使房屋具有更高的优先级,以便当相机在房" -"屋内时,房屋用作源空间,但在房屋外,将改为使用地形空间。" +"此优先级将应用于组内的 [Room]。可以使用 [Room] 优先级来制作[b]内部房间[/b]," +"即位于房间[i]内[/i]的另一个房间或多个房间。\n" +"当 [Camera] 位于多个(常规和内部)房间内时,优先级较高的房间将优先处理。因" +"此,例如,在地形“房间”内的房屋,您可以使房屋具有更高的优先级,以便当相机在房" +"屋内时,房屋用作源空间,但在房屋外,将改为使用地形房间。" #: doc/classes/RoomManager.xml:4 msgid "The RoomManager node is used to control the portal culling system." @@ -61364,8 +61529,8 @@ msgid "" "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" +"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。" #: doc/classes/RoomManager.xml:15 @@ -61437,16 +61602,16 @@ msgid "" "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" -"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" +"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 " "[i]'Room_'[/i] 开头,然后是您希望为空间命名的名称,例如[i]'Room_lounge'[/i]。" "这将自动为您将此类 [Room] 转换为 [Room] 节点。如果您想构建整个空间系统,这很" "有用,例如Blender,并在您处理关卡时多次重新导入。\n" "转换将尝试将作为 [Room] 的子代和孙代的 [VisualInstance] 分配给空间。这些应该" -"被赋予合适的 [code] portal mode [/code](参见 [CullInstance] 文档)。默认的 " -"[code] portal mode [/code] 是 [code]STATIC[/code] - 运行关卡时不会移动的对" -"象,通常是大多数对象。\n" +"被赋予合适的 [code]portal mode[/code](参见 [CullInstance] 文档)。默认的 " +"[code]portal mode[/code] 是 [code]STATIC[/code] - 运行关卡时不会移动的对象," +"通常是大多数对象。\n" "转换通常会使用这些 [VisualInstance](和 [Portal])的几何形状来计算空间的凸多" "边形边界。这些边界将显示在带有线框的编辑器中。或者,您可以为任何空间指定手动" "自定义边界,请参阅 [Room] 文档。\n" @@ -61531,8 +61696,8 @@ 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" @@ -61621,6 +61786,14 @@ msgid "" "your room and object sizes, and movement speeds. The default value should " "work reasonably in most circumstances." msgstr "" +"为了减少对漫游对象的处理,会在它们移动时扩展其 AABB。用扩展后的空间计算漫游对" +"象所处的房间。下次移动时,如果该对象的精确 AABB 仍然位于扩展后的空间,则无须" +"再次处理该对象,可以相当节省 CPU。\n" +"缺点是如果扩展得过多,该对象就可能意外蔓延到隔壁房间,在本该剔除的地方出" +"现。\n" +"为了在高效漫游和精准剔除之间达到平衡,用户可以自定义扩展的距离。这个距离一般" +"由房间、对象的大小以及移动速度决定。大多数情况下,默认值应该都能达到合适的效" +"果。" #: doc/classes/RoomManager.xml:84 msgid "" @@ -61640,11 +61813,11 @@ msgid "" "override this value if desired.\n" "The room convex hulls are shown as a wireframe in the editor." msgstr "" -"在转换过程中,[Room] 内对象的几何形状,或自定义指定的手动绑定,用于生成 [b] " -"凸多边形绑定 [/b]。\n" -"这个凸多边形在可见性系统中是 [b] 必需的 [/b],并且用于许多目的。最重要的是," -"它用于决定[Camera](或物体)是否在[Room]内。凸多边形生成算法很好,但有时它会" -"创建太多(或太少)的平面,无法很好地表示空间体积。\n" +"在转换过程中,[Room] 内对象的几何形状,或自定义指定的手动绑定,用于生成 [b]凸" +"多边形绑定[/b]。\n" +"这个凸多边形在可见性系统中是 [b]必需的[/b],并且用于许多目的。最重要的是,它" +"用于决定[Camera](或物体)是否在[Room]内。凸多边形生成算法很好,但有时它会创" +"建太多(或太少)的平面,无法很好地表示空间体积。\n" "[code]room_simplify[/code] 值可用于对该过程进行精细控制。它决定了如何相似平面" "才能将它们视为相同(并删除重复项)。该值可以设置在 0(无简化)和 1(最大简" "化)之间。\n" @@ -61724,7 +61897,7 @@ msgstr "" "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 " +"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。" #: doc/classes/RootMotionView.xml:11 @@ -62091,15 +62264,15 @@ msgid "" "[/codeblock]\n" "The timer will be automatically freed after its time elapses." msgstr "" -"返回一个[SceneTreeTimer],在这个[SceneTree]中经过给定的时间(秒)后,该" -"[SceneTreeTimer.timeout]将发出信号。如果[code]pause_mode_process[/code]被设置" -"为[code]false[/code],暂停[SceneTree]也将暂停该定时器。\n" +"返回一个 [SceneTreeTimer],在这个 [SceneTree] 中经过给定的时间(秒)后,将发" +"出 [signal SceneTreeTimer.timeout] 信号。如果 [code]pause_mode_process[/" +"code] 被设置为 [code]false[/code],暂停 [SceneTree] 也将暂停该定时器。\n" "常用于创建一次性的延迟定时器,如下面的例子:\n" "[codeblock]\n" "func some_function():\n" -" print(\"start\")\n" +" print(\"开始\")\n" " yield(get_tree().create_timer(1.0), \"timeout\")\n" -" print(\"end\")\n" +" print(\"结束\")\n" "[/codeblock]\n" "计时器将在其时间结束后被自动释放。" @@ -62141,8 +62314,8 @@ msgid "" "Returns [code]true[/code] if the most recent [InputEvent] was marked as " "handled with [method set_input_as_handled]." msgstr "" -"如果节点正在处理未被处理的输入(参阅[method set_process_unhandled_input]),则" -"返回[code]true[/code]。" +"如果最近的 [InputEvent] 被使用 [method set_input_as_handled] 设置为已处理,返" +"回 [code]true[/code]。" #: doc/classes/SceneTree.xml:135 msgid "" @@ -62154,14 +62327,14 @@ msgstr "" #: doc/classes/SceneTree.xml:143 msgid "Sends the given notification to all members of the [code]group[/code]." -msgstr "将给定的通知发送给 [code] group [/code] 的所有成员。" +msgstr "将给定的通知发送给 [code]group[/code] 的所有成员。" #: doc/classes/SceneTree.xml:152 msgid "" "Sends the given notification to all members of the [code]group[/code], " "respecting the given [enum GroupCallFlags]." msgstr "" -"将给定的通知发送给 [code] group [/code] 的所有成员,遵从给定的 [enum " +"将给定的通知发送给 [code]group[/code] 的所有成员,遵从给定的 [enum " "GroupCallFlags]。" #: doc/classes/SceneTree.xml:159 @@ -62214,7 +62387,7 @@ msgid "" "Sets the given [code]property[/code] to [code]value[/code] on all members of " "the given group." msgstr "" -"在给定组的所有成员上将给定的 [code] property [/code] 设置为 [code] value [/" +"在给定组的所有成员上将给定的 [code]property[/code] 设置为 [code]value[/" "code]。" #: doc/classes/SceneTree.xml:201 @@ -62222,8 +62395,8 @@ msgid "" "Sets the given [code]property[/code] to [code]value[/code] on all members of " "the given group, respecting the given [enum GroupCallFlags]." msgstr "" -"将给定的 [code] property [/code] 设置为给定组的所有成员的 [code] value [/" -"code],尊重给定的 [enum GroupCallFlags]。" +"将给定的 [code]property[/code] 设置为给定组的所有成员的 [code]value[/code]," +"尊重给定的 [enum GroupCallFlags]。" #: doc/classes/SceneTree.xml:207 msgid "Marks the most recent [InputEvent] as handled." @@ -62504,6 +62677,7 @@ msgid "One-shot timer." msgstr "一次性定时器。" #: doc/classes/SceneTreeTimer.xml:7 +#, fuzzy msgid "" "A one-shot timer managed by the scene tree, which emits [signal timeout] on " "completion. See also [method SceneTree.create_timer].\n" @@ -62514,7 +62688,8 @@ msgid "" " print(\"Timer started.\")\n" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" -"[/codeblock]" +"[/codeblock]\n" +"The timer will be automatically freed after its time elapses." msgstr "" "一个由场景树管理的一次性定时器,它在完成时发出[signal timeout]。也请参阅" "[method SceneTree.create_timer]。\n" @@ -62527,11 +62702,12 @@ msgstr "" " print(\"计时器结束。\")\n" "[/codeblock]" -#: doc/classes/SceneTreeTimer.xml:22 -msgid "The time remaining." +#: doc/classes/SceneTreeTimer.xml:23 +#, fuzzy +msgid "The time remaining (in seconds)." msgstr "剩余时间。" -#: doc/classes/SceneTreeTimer.xml:28 doc/classes/Timer.xml:61 +#: doc/classes/SceneTreeTimer.xml:29 doc/classes/Timer.xml:61 msgid "Emitted when the timer reaches 0." msgstr "当计时器到 0 时发出。" @@ -62951,9 +63127,9 @@ msgid "" "[b]Note:[/b] [code]param[/code] must match the name of the uniform in the " "code exactly." msgstr "" -"设置默认纹理,以用于纹理统一。如果[ShaderMaterial]中没有设置纹理,则使用默认" -"值。\n" -"[b]注意:[/b] [code]param[/code]必须与代码中的uniform名称完全匹配。" +"设置默认纹理,以用于纹理 uniform。如果 [ShaderMaterial] 中没有设置纹理,则使" +"用默认值。\n" +"[b]注意:[/b][code]param[/code] 必须与代码中的 uniform 名称完全匹配。" #: doc/classes/Shader.xml:48 msgid "" @@ -63022,7 +63198,7 @@ msgstr "" msgid "" "Returns the default value of the material property with given [code]name[/" "code]." -msgstr "返回具有给定 [code] name [/code] 的材质属性的默认值。" +msgstr "返回具有给定 [code]name[/code] 的材质属性的默认值。" #: doc/classes/ShaderMaterial.xml:40 msgid "" @@ -63203,12 +63379,12 @@ msgid "" "with respect to skeleton, so it not the actual global/world transform of the " "bone." msgstr "" -"骨架为管理骨骼提供了分层的界面,包括姿势、休止和动画(参阅[Animation])。它还" -"可以使用布娃娃物理。\n" -"骨骼相对于骨架的整体变换是由以下层次顺序决定的:休止姿势、自定义姿势和姿" +"骨架为管理骨骼提供了分层的界面,包括姿势、放松和动画(请参阅 [Animation])。" +"它还可以使用布娃娃物理。\n" +"骨骼相对于骨架的整体变换是由以下层次顺序决定的:放松姿势、自定义姿势和姿" "势。\n" -"注意,下面的 \"global pose\"全局姿势是指骨骼相对于骨架的整体变换,所以它不是" -"骨骼的实际全局或世界变换。" +"注意,下面的“全局姿势”是指骨骼相对于骨架的整体变换,所以它不是骨骼的实际全局" +"或世界变换。" #: doc/classes/Skeleton.xml:20 msgid "" @@ -63239,7 +63415,7 @@ msgstr "返回骨架中的骨骼数量。" msgid "" "Returns the custom pose of the specified bone. Custom pose is applied on top " "of the rest pose." -msgstr "返回指定骨骼的自定义姿势。自定义姿势应用于休息姿势的顶部。" +msgstr "返回指定骨骼的自定义姿势。自定义姿势应用于放松姿势之上。" #: doc/classes/Skeleton.xml:66 msgid "" @@ -63257,11 +63433,11 @@ msgid "" "skeleton frame, this is not the actual \"global\" transform of the bone." msgstr "" "返回指定骨骼的整体变换,相对于骨架,但没有任何全局姿势覆盖。相对于骨架帧,这" -"不是骨骼的实际 \"global\" 变换。" +"不是骨骼的实际“全局”变换。" #: doc/classes/Skeleton.xml:80 msgid "Returns the name of the bone at index [code]index[/code]." -msgstr "返回索引 [code] index [/code] 处的骨骼名称。" +msgstr "返回索引 [code]index[/code] 处的骨骼名称。" #: doc/classes/Skeleton.xml:87 msgid "" @@ -63272,15 +63448,15 @@ msgid "" msgstr "" "返回在[code]bone_idx[/code]处的骨骼的父级索引。如果是-1,那么骨骼就没有父骨" "骼。\n" -"[b]注意:[/b]返回的父骨骼将总是小于[code] bone_idx[/code]。" +"[b]注意:[/b]返回的父骨骼将总是小于[code]bone_idx[/code]。" #: doc/classes/Skeleton.xml:95 msgid "" "Returns the pose transform of the specified bone. Pose is applied on top of " "the custom pose, which is applied on top the rest pose." msgstr "" -"返回指定骨骼的姿势变换。姿势应用于自定义姿势的顶部,自定义姿势应用于静止姿势" -"的顶部。" +"返回指定骨骼的姿势变换。姿势应用于自定义姿势之上,自定义姿势应用于放松姿势之" +"上。" #: doc/classes/Skeleton.xml:102 msgid "Returns the rest transform for a bone [code]bone_idx[/code]." @@ -63314,8 +63490,8 @@ msgid "" "[Bone2D]. Skeleton2D holds a reference to the rest pose of its children and " "acts as a single point of access to its bones." msgstr "" -"Skeleton2D是[Bone2D]对象的层次结构。它是[Bone2D]的要求。Skeleton2D持有对其子" -"项的休息姿势的引用,并作为对其骨骼的单一访问点。" +"Skeleton2D 是 [Bone2D] 对象的层次结构。它是 [Bone2D] 的要求。Skeleton2D 持有" +"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:10 msgid "" @@ -63419,8 +63595,8 @@ msgid "" "the [SceneTree]. Returns null if the parent node was not a [Skeleton] Node " "when SkeletonIK entered the [SceneTree]." msgstr "" -"返回SkeletonIK进入[SceneTree]时存在的父[Skeleton]节点。如果父节点在SkeletonIK" -"进入[SceneTree]时不是[Skeleton]节点,则返回null。" +"返回 SkeletonIK 进入 [SceneTree] 时存在的父 [Skeleton] 节点。如果父节点在 " +"SkeletonIK 进入 [SceneTree] 时不是 [Skeleton] 节点,则返回 null。" #: doc/classes/SkeletonIK.xml:41 msgid "" @@ -63733,7 +63909,7 @@ msgid "" "the optional [code]attachment_path[/code] can define a [Spatial] the pinned " "vertex will be attached to." msgstr "" -"设置表面顶点的固定状态。当设置为 [code] true [/code] 时,可选的" +"设置表面顶点的固定状态。当设置为 [code]true[/code] 时,可选的" "[code]attachment_path[/code]可以定义一个空间[Spatial],被固定的顶点将连接到这" "个空间。" @@ -63750,14 +63926,14 @@ msgid "" "html#collision-layers-and-masks]Collision layers and masks[/url] in the " "documentation for more information." msgstr "" -"这个SoftBody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," -"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]。" +"这个 SoftBody 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,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]。" #: doc/classes/SoftBody.xml:96 msgid "" @@ -63766,39 +63942,39 @@ msgid "" "layers-and-masks]Collision layers and masks[/url] in the documentation for " "more information." msgstr "" -"此软体扫描碰撞的物理层。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=https://docs." +"godotengine.org/zh_CN/stable/tutorials/physics/physics_introduction." +"html#collision-layers-and-masks]碰撞层和掩码[/url]。" #: doc/classes/SoftBody.xml:105 msgid "[NodePath] to a [CollisionObject] this SoftBody should avoid clipping." -msgstr "[NodePath]到[CollisionObject],这个软体应该避免剪裁。" +msgstr "指向 [CollisionObject] 的 [NodePath],这个 SoftBody 应该避免穿过它。" #: doc/classes/SoftBody.xml:108 msgid "" "If [code]true[/code], the [SoftBody] is simulated in physics. Can be set to " "[code]false[/code] to pause the physics simulation." msgstr "" -"如果[code]true[/code],[SoftBody]会物理模拟。可以设置为[code]false[/code]来暂" -"停物理模拟。" +"为 [code]true[/code] 时 [SoftBody] 会进行物理模拟。可以通过设置为 " +"[code]false[/code] 来暂停物理模拟。" #: doc/classes/SoftBody.xml:115 msgid "If [code]true[/code], the [SoftBody] will respond to [RayCast]s." -msgstr "如果[code]true[/code],则 [SoftBody] 将响应 [RayCast]。" +msgstr "为 [code]true[/code] 时该 [SoftBody] 会响应 [RayCast]。" #: doc/classes/SoftBody.xml:118 msgid "" "Increasing this value will improve the resulting simulation, but can affect " "performance. Use with care." -msgstr "增加这个值会改善模拟结果,但会影响性能。使用时要注意。" +msgstr "增加这个值会改善模拟结果,但会影响性能。请小心使用。" #: doc/classes/SoftBody.xml:121 msgid "The SoftBody's mass." -msgstr "软体的质量。" +msgstr "该 SoftBody 的质量。" #: doc/classes/Spatial.xml:4 msgid "Most basic 3D game object, parent of all 3D-related nodes." -msgstr "最基本的3D游戏对象,所有与3D节点相关的父节点。" +msgstr "最基本的 3D 游戏对象,与 3D 相关的所有节点的父节点。" #: doc/classes/Spatial.xml:7 msgid "" @@ -63815,15 +63991,15 @@ msgid "" "parameters must have angles specified as [i]radians[/i]. To convert degrees " "to radians, use [method @GDScript.deg2rad]." msgstr "" -"最基本的3D游戏对象,具有3D[Transform]和可见性设置。所有其他的3D游戏对象都继承" -"自空间。使用[Spatial]作为父节点,在3D项目中移动、缩放、旋转和显示/隐藏子节" -"点。\n" -"除非[Spatial]对象被设置为顶层,否则仿射操作(旋转、缩放、平移)会在父节点的本" -"地坐标系中进行。在这个坐标系中的仿射操作对应于对[Spatial]变换的直接仿射运算。" -"下面的本地一词指的是局部坐标系。附加到[Spatial]对象本身的坐标系被称为对象-本" -"地坐标系。\n" +"最基本的 3D 游戏对象,具有 3D [Transform] 和可见性设置。所有其他的 3D 游戏对" +"象都继承自 Spatial。使用 [Spatial] 作为父节点,在 3D 项目中移动、缩放、旋转和" +"显示/隐藏子节点。\n" +"除非 [Spatial] 对象被设置为顶层,否则仿射操作(旋转、缩放、平移)会在父节点的" +"本地坐标系中进行。在这个坐标系中的仿射操作对应于对 [Spatial] 变换的直接仿射运" +"算。下面的本地一词指的是局部坐标系。附加到 [Spatial] 对象本身的坐标系被称为对" +"象-本地坐标系。\n" "[b]注意:[/b]除非另有规定,所有有角度参数的方法必须将角度指定为[i]弧度[/i]。" -"使用[method @GDScript.deg2rad]将度数转换为弧度。" +"使用 [method @GDScript.deg2rad] 将度数转换为弧度。" #: doc/classes/Spatial.xml:12 msgid "" @@ -63861,13 +64037,13 @@ msgstr "" 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 "通过给定的 [Vector3] 比例因子对全局(世界)变换进行缩放。" #: doc/classes/Spatial.xml:53 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 "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。" #: doc/classes/Spatial.xml:59 msgid "" @@ -63964,7 +64140,7 @@ msgstr "围绕Z轴旋转局部变换,旋转角度为弧度。" msgid "" "Scales the local transformation by given 3D scale factors in object-local " "coordinate system." -msgstr "在物体局部坐标系中,通过给定的三维比例因子来缩放局部变换。" +msgstr "在物体局部坐标系中,通过给定的 3D 比例因子来缩放局部变换。" #: doc/classes/Spatial.xml:165 msgid "" @@ -64288,8 +64464,8 @@ msgid "" "If [code]true[/code], use [code]UV2[/code] coordinates to look up from the " "[member ao_texture]." msgstr "" -"如果 [code]true[/code],请使用 [code] UV2 [/code] 坐标从[member ao_texture]中" -"查找。" +"如果 [code]true[/code],请使用 [code]UV2[/code] 坐标从[member ao_texture]中查" +"找。" #: doc/classes/SpatialMaterial.xml:85 msgid "" @@ -64581,7 +64757,8 @@ msgstr "如果[code]true[/code],深度测试被禁用,对象将按渲染顺 msgid "" "If [code]true[/code], transparency is enabled on the body. See also [member " "params_blend_mode]." -msgstr "如果[code]true[/code],则启用物体的透明度。参阅[member blend_mode]。" +msgstr "" +"如果[code]true[/code],则启用物体的透明度。参阅 [member params_blend_mode]。" #: doc/classes/SpatialMaterial.xml:198 msgid "If [code]true[/code], the object is unaffected by lighting." @@ -64595,7 +64772,7 @@ msgid "" msgstr "" "如果[code]true[/code],可以改变渲染点的大小。\n" "[b]注意:[/b]这只对几何体是基于点而不是基于三角形的对象有效。参阅[member " -"point_size]。" +"params_point_size]。" #: doc/classes/SpatialMaterial.xml:205 msgid "" @@ -64907,8 +65084,8 @@ msgid "" "while a value of [code]1[/code] completely blurs the reflection. See also " "[member metallic]." msgstr "" -"表面反射。[code]0 [/code] 值表示一面完美的镜像,而 [code]1[/code] 值则完全模" -"糊了反射。另请参阅[member metallic]。" +"表面反射。[code]0[/code] 值表示一面完美的镜像,而 [code]1[/code] 值则完全模糊" +"了反射。另请参阅[member metallic]。" #: doc/classes/SpatialMaterial.xml:322 msgid "" @@ -65123,7 +65300,7 @@ msgstr "用于设置 [member flags_transparent] 的常量。" #: doc/classes/SpatialMaterial.xml:438 msgid "Constant for setting [member emission_enabled]." -msgstr "常量,用于设置[member emission_enabled]。" +msgstr "用于设置[member emission_enabled]的常量。" #: doc/classes/SpatialMaterial.xml:441 msgid "Constant for setting [member normal_enabled]." @@ -65139,7 +65316,7 @@ msgstr "用于设置[member clearcoat_enabled]的常量。" #: doc/classes/SpatialMaterial.xml:450 msgid "Constant for setting [member anisotropy_enabled]." -msgstr "用于设置[ember anisotropy_enabled]的常量。" +msgstr "用于设置 [member anisotropy_enabled] 的常量。" #: doc/classes/SpatialMaterial.xml:453 msgid "Constant for setting [member ao_enabled]." @@ -65163,7 +65340,7 @@ msgstr "用于设置[member refraction_enabled]的常量。" #: doc/classes/SpatialMaterial.xml:468 msgid "Constant for setting [member detail_enabled]." -msgstr "常量,用于设置[member detail_enabled]。" +msgstr "用于设置[member detail_enabled]的常量。" #: doc/classes/SpatialMaterial.xml:474 msgid "" @@ -65557,7 +65734,7 @@ msgstr "在 [SpinBox] 的数值前添加指定的 [code]prefix[/code] 字符串 msgid "" "Adds the specified [code]suffix[/code] string after the numerical value of " "the [SpinBox]." -msgstr "在 [SpinBox] 的数值后添加指定的 [code] suffix [/code] 字符串。" +msgstr "在 [SpinBox] 的数值后添加指定的 [code]suffix[/code] 字符串。" #: doc/classes/SpinBox.xml:55 msgid "Sets a custom [Texture] for up and down arrows of the [SpinBox]." @@ -65636,11 +65813,11 @@ msgid "" "rendering/max_lights_per_object] at the cost of shader compilation times." msgstr "" "聚光灯是一种 [Light] 节点,它在特定方向上以圆锥体的形状发光。光线在远处衰减。" -"这种衰减可以通过改变[Light]的能量、半径和衰减参数来配置。\n" -"[b]注意:[/b] 默认情况下,只有 32 个 聚光灯可以同时影响单个网格 [i] 资源 [/" -"i]。考虑将关卡拆分为多个网格,以降低超过 32 个灯光影响同一网格资源的可能性。" -"拆分水平网格也可提高视锥剔除效果,从而提高性能。如果您需要为每个网格使用更多" -"灯光,您可以增加 [member ProjectSettings.rendering/limits/rendering/" +"这种衰减可以通过改变 [Light] 的能量、半径和衰减参数来配置。\n" +"[b]注意:[/b]默认情况下,只有 32 个 聚光灯可以同时影响单个网格[i]资源[/i]。考" +"虑将关卡拆分为多个网格,以降低超过 32 个灯光影响同一网格资源的可能性。拆分水" +"平网格也可提高视锥剔除效果,从而提高性能。如果您需要为每个网格使用更多灯光," +"您可以增加 [member ProjectSettings.rendering/limits/rendering/" "max_lights_per_object],以着色器编译时间为代价。" #: doc/classes/SpotLight.xml:18 @@ -65745,8 +65922,8 @@ msgid "" "When the shape is set, the SpringArm will cast the [Shape] on its z axis " "instead of performing a ray cast." msgstr "" -"用于 SpringArm 的[Shape]。\n" -"当形状被设置时,SpringArm 将在其 Z 轴上投射 [Shape],而不是执行射线投射。" +"用于 SpringArm 的 [Shape] 形状。\n" +"当形状被设置时,SpringArm 将在其 Z 轴上投射 [Shape],而不是执行光线投射。" #: doc/classes/SpringArm.xml:56 msgid "" @@ -65756,7 +65933,7 @@ msgid "" "To know more about how to perform a shape cast or a ray cast, please consult " "the [PhysicsDirectSpaceState] documentation." msgstr "" -"SpringArm 的最大范围。这用作内部使用的射线和形状投射的长度,以计算 SpringArm " +"SpringArm 的最大范围。这用作内部使用的光线和形状投射的长度,以计算 SpringArm " "子节点的所需位置。\n" "要了解有关如何执行形状投射或光线投射的更多信息,请参阅 " "[PhysicsDirectSpaceState] 文档。" @@ -65947,7 +66124,7 @@ msgstr "乘以颜色值,用于色调调制和模拟光的颜色。" msgid "" "The objects' visibility on a scale from [code]0[/code] fully invisible to " "[code]1[/code] fully visible." -msgstr "物体的可见度从 [code]0 [/code] 完全不可见到 [code]1 [/code] 完全可见。" +msgstr "物体的可见度从 [code]0[/code] 完全不可见到 [code]1[/code] 完全可见。" #: doc/classes/SpriteBase3D.xml:69 msgid "The size of one pixel's width on the sprite to scale it in 3D." @@ -65988,7 +66165,7 @@ msgstr "代表[enum DrawFlags]枚举的大小。" #: doc/classes/SpriteFrames.xml:4 msgid "Sprite frame library for AnimatedSprite." -msgstr "AnimatedSprite 的 Sprite 帧数库。" +msgstr "AnimatedSprite 的精灵帧库。" #: doc/classes/SpriteFrames.xml:7 msgid "" @@ -66000,8 +66177,8 @@ msgid "" "code] will make it so the [code]run[/code] animation uses the normal map." msgstr "" "[AnimatedSprite] 的精灵帧库。包含可用于播放的帧和动画数据。\n" -"[b]注意:[/b] 你可以通过创建带有 [code]_normal[/code] 后缀的 [SpriteFrames] " -"来关联一组法线贴图。例如,同时存在两个分别叫做 [code]run[/code] 和 " +"[b]注意:[/b]你可以通过创建带有 [code]_normal[/code] 后缀的 [SpriteFrames] 来" +"关联一组法线贴图。例如,同时存在两个分别叫做 [code]run[/code] 和 " "[code]run_normal[/code] 的 [SpriteFrames] 资源,那么 [code]run[/code] 中的动" "画就会使用法线贴图。" @@ -66019,7 +66196,7 @@ msgstr "删除给定动画中的所有帧。" #: doc/classes/SpriteFrames.xml:39 msgid "Removes all animations. A \"default\" animation will be created." -msgstr "删除所有动画。将创建一个“默认”动画。" +msgstr "删除所有动画。将创建“default”动画。" #: doc/classes/SpriteFrames.xml:46 msgid "" @@ -66049,7 +66226,7 @@ msgstr "返回动画中的帧数。" #: doc/classes/SpriteFrames.xml:81 msgid "If [code]true[/code], the named animation exists." -msgstr "如果 [code]true[/code],则命名动画存在。" +msgstr "为 [code]true[/code] 时存在指定名称的动画。" #: doc/classes/SpriteFrames.xml:88 msgid "Removes the given animation." @@ -66065,7 +66242,7 @@ msgstr "将动画的名称更改为 [code]newname[/code]。" #: doc/classes/SpriteFrames.xml:112 msgid "If [code]true[/code], the animation will loop." -msgstr "如果 [code]true[/code],动画将循环播放。" +msgstr "为 [code]true[/code] 时动画将循环播放。" #: doc/classes/SpriteFrames.xml:129 msgid "Sets the texture of the given frame." @@ -66404,8 +66581,8 @@ msgid "" "chain information along with the certificate." msgstr "" "使用给定的 [code]private_key[/code] 接受对等连接作为服务器,并向客户端提供给" -"定的 [code] certificate [/code]。您可以传递可选的 [code]chain[/code] 参数以提" -"供额外的 CA 链信息以及证书。" +"定的 [code]certificate[/code]。您可以传递可选的 [code]chain[/code] 参数以提供" +"额外的 CA 链信息以及证书。" #: doc/classes/StreamPeerSSL.xml:30 msgid "" @@ -66472,8 +66649,8 @@ msgid "" "resolved if valid. Returns [constant OK] on success or [constant FAILED] on " "failure." msgstr "" -"连接到指定的 [code] host:port [/code] 对。如果有效,将解析主机名。成功或失败" -"时返回[constant OK]或[constant FAILED]。" +"连接到指定的 [code]host:port[/code] 对。如果有效,将解析主机名。成功或失败时" +"返回[constant OK]或[constant FAILED]。" #: doc/classes/StreamPeerTCP.xml:29 msgid "Returns the IP of this peer." @@ -66857,7 +67034,7 @@ msgid "" "print(\"\".get_extension()) # \"\" (empty string)\n" "[/codeblock]" msgstr "" -"如果字符串是一个有效的文件名或路径,返回不带句点的扩展名([code]. [/code])。" +"如果字符串是一个有效的文件名或路径,返回不带句点的扩展名([code].[/code])。" "如果字符串不包含扩展名,则返回一个空字符串。\n" "[codeblock]\n" "print(\"/path/to/file.txt\".get_extension()) # \"txt\"\n" @@ -67010,7 +67187,7 @@ msgid "" "return [code]false[/code]." msgstr "" "该字符串包含有效 HTML 十六进制颜色记号时,返回 [code]true[/code]。本方法认为" -"具名颜色以及 [code]hsl()[/code] 颜色等其它 HTML 记号无效,会返回 " +"具名颜色以及 [code]hsl()[/code] 颜色等其他 HTML 记号无效,会返回 " "[code]false[/code]。" #: doc/classes/String.xml:446 @@ -67327,8 +67504,8 @@ msgid "" "If you need to split strings with more complex rules, use the [RegEx] class " "instead." msgstr "" -"通过 [code]delimiter[/code] 字符串拆分字符串并返回子字符串数组。 [code] " -"delimiter [/code] 可以是任意长度。\n" +"通过 [code]delimiter[/code] 字符串拆分字符串并返回子字符串数组。 " +"[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" "例子:\n" @@ -67371,7 +67548,7 @@ msgid "" msgstr "" "返回去除了任何转义字符的字符串的副本。这些包括 ASCII 表第一页的所有不可打印控" "制字符(< 32),例如制表符(C 中的 [code]\\t[/code])和换行符([code]\\n[/" -"code] 和 [code] ]\\r[/code]) 字符,但不是空格。" +"code] 和 [code]]\\r[/code]) 字符,但不是空格。" #: doc/classes/String.xml:732 msgid "" @@ -67562,7 +67739,7 @@ msgstr "" "此样式盒内容的底边距。增加此值会从底部减少内容的可用空间。\n" "如果此值为负,则将其忽略并改为使用特定于该子类型的边距。例如,对于 " "[StyleBoxFlat],(如果有厚度的话)将使用边框厚度。\n" -"内容是什么由使用此样式框的代码决定:例如 [Button] 会为其文本内容设置此内容边" +"内容是什么由使用此样式盒的代码决定:例如 [Button] 会为其文本内容设置此内容边" "距。\n" "使用者应该通过 [method get_margin] 获取边距,而不是直接读取单独方向上的属性。" "这是因为这个函数会正确处理负值和上述备用逻辑。" @@ -67665,7 +67842,7 @@ msgid "" "Returns the given [code]corner[/code]'s radius. See [enum Corner] for " "possible values." msgstr "" -"返回给定的 [code] corner [/code] 的半径。有关可能的值,请参阅 [enum Corner]。" +"返回给定的 [code]corner[/code] 的半径。有关可能的值,请参阅 [enum Corner]。" #: doc/classes/StyleBoxFlat.xml:51 doc/classes/StyleBoxTexture.xml:16 msgid "" @@ -67930,9 +68107,9 @@ msgid "" "cell is fully stretched. This makes it possible to design bordered styles " "regardless of the stylebox's size." msgstr "" -"基于纹理的九宫格 [StyleBox],类似于 [NinePatchRect]。这个样式框对纹理执行 " -"3×3 缩放,其中只有中心单元被完全拉伸。这使得无论样式框的大小如何,都可以设计" -"有边框的样式。" +"基于纹理的九宫格 [StyleBox],类似于 [NinePatchRect]。这个样式盒会对纹理执行 " +"3×3 缩放,其中只有中心单元会被完全拉伸。这使得无论样式盒的大小如何,都可以设" +"计有边框的样式。" #: doc/classes/StyleBoxTexture.xml:23 msgid "" @@ -67954,7 +68131,7 @@ msgid "" "Controls how the stylebox's texture will be stretched or tiled horizontally. " "See [enum AxisStretchMode] for possible values." msgstr "" -"控制如何水平拉伸或平铺样式框的纹理。有关可能的值,请参阅 [enum " +"控制如何水平拉伸或平铺样式盒的纹理。有关可能的值,请参阅 [enum " "AxisStretchMode]。" #: doc/classes/StyleBoxTexture.xml:65 @@ -67974,25 +68151,25 @@ msgstr "如果[code]true[/code],将绘制九宫格纹理的中心瓦片。" msgid "" "Expands the bottom margin of this style box when drawing, causing it to be " "drawn larger than requested." -msgstr "绘制时扩展此样式框的底部边距,使其绘制得比请求的大。" +msgstr "绘制时扩展此样式盒的底部边距,使其绘制得比请求的大。" #: doc/classes/StyleBoxTexture.xml:74 msgid "" "Expands the left margin of this style box when drawing, causing it to be " "drawn larger than requested." -msgstr "绘制时扩展此样式框的左边距,使其绘制得比请求的大。" +msgstr "绘制时扩展此样式盒的左边距,使其绘制得比请求的大。" #: doc/classes/StyleBoxTexture.xml:77 msgid "" "Expands the right margin of this style box when drawing, causing it to be " "drawn larger than requested." -msgstr "绘制时扩展此样式框的右边距,使其绘制得比请求的大。" +msgstr "绘制时扩展此样式盒的右边距,使其绘制得比请求的大。" #: doc/classes/StyleBoxTexture.xml:80 msgid "" "Expands the top margin of this style box when drawing, causing it to be " "drawn larger than requested." -msgstr "绘制时扩展此样式框的上边距,使其绘制得比请求的大。" +msgstr "绘制时扩展此样式盒的上边距,使其绘制得比请求的大。" #: doc/classes/StyleBoxTexture.xml:83 msgid "" @@ -68132,9 +68309,9 @@ msgid "" "OpenGL/Face-culling]winding order[/url] for front faces of triangle " "primitive modes." msgstr "" -"[SurfaceTool] 用于通过单独指定顶点属性来构造[Mesh]。可以用来从脚本中构造" -"[Mesh]。在调用[method add_vertex]之前,需要添加除索引之外的所有属性。例如,添" -"加顶点颜色和UV。\n" +"[SurfaceTool] 用于通过单独指定顶点属性来构造 [Mesh]。可以用来从脚本中构造 " +"[Mesh]。在调用 [method add_vertex] 之前,需要添加除索引之外的所有属性。例如," +"添加顶点颜色和 UV。\n" "[codeblock]\n" "var st = SurfaceTool.new()\n" "st.begin(Mesh.PRIMITIVE_TRIANGLES)\n" @@ -68142,16 +68319,16 @@ msgstr "" "st.add_uv(Vector2(0, 0))\n" "st.add_vertex(Vector3(0, 0, 0))\n" "[/codeblock]\n" -"上面的[SurfaceTool]现在包含了一个三角形的顶点,它有UV坐标和指定的[Color]。如" -"果在没有调用[method add_uv]或[method add_color]的情况下添加另一个顶点,那么就" -"会使用最后的值。\n" -"顶点属性必须在调用[method add_vertex][b]之前[/b]传递。如果不这样做,在提交顶" -"点信息到网格时将会导致错误。\n" +"上面的 [SurfaceTool] 现在包含了一个三角形的顶点,它有 UV 坐标和指定的 " +"[Color]。如果在没有调用 [method add_uv] 或 [method add_color] 的情况下添加另" +"一个顶点,那么就会使用最后的值。\n" +"顶点属性必须在调用 [method add_vertex] [b]之前[/b]传递。如果不这样做,在提交" +"顶点信息到网格时将会导致错误。\n" "此外,在添加第一个顶点之前使用的属性决定了网格的格式。例如,如果你只为第一个" "顶点添加 UV,你就不能为任何后续的顶点添加颜色。\n" -"参阅[ArrayMesh]、[ImmediateGeometry]和[MeshDataTool]以了解程序性几何体的生" -"成。\n" -"[b]注意:[/b] Godot对三角形基本模式的正面使用顺时针[url=https://learnopengl." +"参阅 [ArrayMesh]、[ImmediateGeometry] 和 [MeshDataTool] 以了解程序式几何体的" +"生成。\n" +"[b]注意:[/b]Godot 对三角形基本模式的正面使用顺时针[url=https://learnopengl." "com/Advanced-OpenGL/Face-culling]缠绕顺序[/url]。" #: doc/classes/SurfaceTool.xml:29 @@ -68261,6 +68438,10 @@ msgid "" "of the mesh, converting it to an [ArrayMesh] and adding vertices manually " "instead." msgstr "" +"将指定 [Mesh] 表面的顶点应用 [Transform] 后,追加到当前的顶点数组中。\n" +"[b]注意:[/b] 在 [Thread] 中使用 [method append_from] 会更慢,因为 GPU 必须将" +"数据送回 CPU,会把主线程暂停(因为 OpenGL 是线程不安全的)。请考虑先把该网格" +"复制一份,转成 [ArrayMesh] 后再手动添加顶点。" #: doc/classes/SurfaceTool.xml:123 msgid "" @@ -68359,19 +68540,20 @@ msgstr "选项卡容器。" #: doc/classes/TabContainer.xml:7 msgid "" -"Sets the active tab's [code]visible[/code] property to the value [code]true[/" -"code]. Sets all other children's to [code]false[/code].\n" -"Ignores non-[Control] children." +"Arranges [Control] children into a tabbed view, creating a tab for each one. " +"The active tab's corresponding [Control] has its [code]visible[/code] " +"property set to [code]true[/code], and all other children's to [code]false[/" +"code].\n" +"Ignores non-[Control] children.\n" +"[b]Note:[/b] The drawing of the clickable tabs themselves is handled by this " +"node. Adding [Tabs] as children is not needed." msgstr "" -"将活动选项卡的 [code]visible[/code] 属性设为 [code]true[/code],其它所有子节" -"点则设为 [code]false[/code]。\n" -"会忽略非 [Control] 子节点。" -#: doc/classes/TabContainer.xml:16 +#: doc/classes/TabContainer.xml:17 msgid "Returns the child [Control] node located at the active tab index." msgstr "返回位于活动选项卡索引处的子 [Control] 节点。" -#: doc/classes/TabContainer.xml:22 +#: doc/classes/TabContainer.xml:23 msgid "" "Returns the [Popup] node instance if one has been set already with [method " "set_popup].\n" @@ -68383,32 +68565,32 @@ msgstr "" "[b]警告:[/b] 该节点为必要的内部节点,将其移除或释放可能造成崩溃。如果你希望" "将其或其子节点隐藏,请使用对应节点的 [member CanvasItem.visible] 属性。" -#: doc/classes/TabContainer.xml:29 doc/classes/Tabs.xml:36 +#: doc/classes/TabContainer.xml:30 doc/classes/Tabs.xml:36 msgid "Returns the previously active tab index." msgstr "返回上一个活动选项卡的索引。" -#: doc/classes/TabContainer.xml:36 +#: doc/classes/TabContainer.xml:37 msgid "Returns the [Control] node from the tab at index [code]tab_idx[/code]." msgstr "从索引 [code]tab_idx[/code] 处的选项卡返回 [Control] 节点。" -#: doc/classes/TabContainer.xml:42 doc/classes/Tabs.xml:48 +#: doc/classes/TabContainer.xml:43 doc/classes/Tabs.xml:48 msgid "Returns the number of tabs." msgstr "返回选项卡的数量。" -#: doc/classes/TabContainer.xml:49 doc/classes/Tabs.xml:55 +#: doc/classes/TabContainer.xml:50 doc/classes/Tabs.xml:55 msgid "" "Returns [code]true[/code] if the tab at index [code]tab_idx[/code] is " "disabled." msgstr "" "如果索引 [code]tab_idx[/code] 处的选项卡被禁用,则返回 [code]true[/code]。" -#: doc/classes/TabContainer.xml:56 +#: doc/classes/TabContainer.xml:57 msgid "" "Returns [code]true[/code] if the tab at index [code]tab_idx[/code] is hidden." msgstr "" "如果索引 [code]tab_idx[/code] 处的选项卡被隐藏,则返回 [code]true[/code]。" -#: doc/classes/TabContainer.xml:63 doc/classes/Tabs.xml:62 +#: doc/classes/TabContainer.xml:64 doc/classes/Tabs.xml:62 msgid "" "Returns the [Texture] for the tab at index [code]tab_idx[/code] or " "[code]null[/code] if the tab has no [Texture]." @@ -68416,7 +68598,7 @@ msgstr "" "返回索引 [code]tab_idx[/code] 处选项卡的 [Texture],如果该选项卡没有 " "[Texture] 的话则返回 [code]null[/code]。" -#: doc/classes/TabContainer.xml:70 +#: doc/classes/TabContainer.xml:71 msgid "" "Returns the index of the tab at local coordinates [code]point[/code]. " "Returns [code]-1[/code] if the point is outside the control boundaries or if " @@ -68425,7 +68607,7 @@ msgstr "" "返回位于本地坐标点 [code]point[/code] 处的选项卡的索引。如果该点位于控件范围" "外或者请求位置没有选项卡,则返回 [code]-1[/code]。" -#: doc/classes/TabContainer.xml:77 +#: doc/classes/TabContainer.xml:78 msgid "" "Returns the title of the tab at index [code]tab_idx[/code]. Tab titles " "default to the name of the indexed child node, but this can be overridden " @@ -68434,11 +68616,11 @@ msgstr "" "返回索引 [code]tab_idx[/code] 处的选项卡的标题。标签标题默认为索引子节点的名" "称,但这可以用 [method set_tab_title] 覆盖。" -#: doc/classes/TabContainer.xml:83 +#: doc/classes/TabContainer.xml:84 msgid "Returns the [TabContainer] rearrange group id." msgstr "返回 [TabContainer] 重新排列组 ID。" -#: doc/classes/TabContainer.xml:90 +#: doc/classes/TabContainer.xml:91 msgid "" "If set on a [Popup] node instance, a popup menu icon appears in the top-" "right corner of the [TabContainer]. Clicking it will expand the [Popup] node." @@ -68446,7 +68628,7 @@ msgstr "" "如果在 [Popup] 节点实例上设置,则在 [TabContainer] 的右上角会出现一个弹出菜单" "图标。单击它会展开 [Popup] 节点。" -#: doc/classes/TabContainer.xml:98 doc/classes/Tabs.xml:118 +#: doc/classes/TabContainer.xml:99 doc/classes/Tabs.xml:118 msgid "" "If [code]disabled[/code] is [code]true[/code], disables the tab at index " "[code]tab_idx[/code], making it non-interactable." @@ -68454,7 +68636,7 @@ msgstr "" "如果 [code]disabled[/code] 是 [code]true[/code],则禁用索引 [code]tab_idx[/" "code] 处的选项卡,使其不可交互。" -#: doc/classes/TabContainer.xml:106 +#: doc/classes/TabContainer.xml:107 msgid "" "If [code]hidden[/code] is [code]true[/code], hides the tab at index " "[code]tab_idx[/code], making it disappear from the tab area." @@ -68462,11 +68644,11 @@ msgstr "" "如果 [code]hidden[/code] 为 [code]true[/code],隐藏位于索引 [code]tab_idx[/" "code] 的选项卡,让它从选项卡区域消失。" -#: doc/classes/TabContainer.xml:114 +#: doc/classes/TabContainer.xml:115 msgid "Sets an icon for the tab at index [code]tab_idx[/code]." msgstr "为索引 [code]tab_idx[/code] 处的选项卡设置图标。" -#: doc/classes/TabContainer.xml:122 +#: doc/classes/TabContainer.xml:123 msgid "" "Sets a title for the tab at index [code]tab_idx[/code]. Tab titles default " "to the name of the indexed child node." @@ -68474,7 +68656,7 @@ msgstr "" "为索引 [code]tab_idx[/code] 处的选项卡设置标题。选项卡标题默认为索引子节点的" "名称。" -#: doc/classes/TabContainer.xml:129 +#: doc/classes/TabContainer.xml:130 msgid "" "Defines rearrange group id, choose for each [TabContainer] the same value to " "enable tab drag between [TabContainer]. Enable drag with [member " @@ -68483,7 +68665,7 @@ msgstr "" "定义重排组的编号。为不同 [TabContainer] 设置相同的值,可以允许选项卡在这些 " "[TabContainer] 之间拖放。通过 [member drag_to_rearrange_enabled] 启用拖放。" -#: doc/classes/TabContainer.xml:135 +#: doc/classes/TabContainer.xml:136 msgid "" "If [code]true[/code], all tabs are drawn in front of the panel. If " "[code]false[/code], inactive tabs are drawn behind the panel." @@ -68491,7 +68673,7 @@ msgstr "" "如果为 [code]true[/code],所有选项卡都会被绘制在面板之前。如果为 " "[code]false[/code],未激活的选项卡会被绘制在面板之后。" -#: doc/classes/TabContainer.xml:138 +#: doc/classes/TabContainer.xml:139 msgid "" "The current tab index. When set, this index's [Control] node's " "[code]visible[/code] property is set to [code]true[/code] and all others are " @@ -68500,18 +68682,18 @@ 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]。" -#: doc/classes/TabContainer.xml:141 doc/classes/Tabs.xml:150 +#: doc/classes/TabContainer.xml:142 doc/classes/Tabs.xml:150 msgid "If [code]true[/code], tabs can be rearranged with mouse drag." msgstr "如果 [code]true[/code],可以通过鼠标拖动重新排列选项卡。" -#: doc/classes/TabContainer.xml:144 +#: doc/classes/TabContainer.xml:145 msgid "" "The alignment of all tabs in the tab container. See the [enum TabAlign] " "constants for details." msgstr "" "选项卡容器中所有选项卡的对齐方式。有关详细信息,请参阅 [enum TabAlign] 常量。" -#: doc/classes/TabContainer.xml:147 +#: doc/classes/TabContainer.xml:148 msgid "" "If [code]true[/code], tabs are visible. If [code]false[/code], tabs' content " "and titles are hidden." @@ -68519,7 +68701,7 @@ msgstr "" "如果 [code]true[/code],选项卡可见。如果 [code]false[/code],选项卡的内容和标" "题被隐藏。" -#: doc/classes/TabContainer.xml:150 +#: doc/classes/TabContainer.xml:151 msgid "" "If [code]true[/code], children [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " @@ -68528,7 +68710,7 @@ msgstr "" "如果 [code]true[/code],隐藏的子 [Control] 节点在总数中考虑其最小大小,而不是" "仅考虑当前可见的一个。" -#: doc/classes/TabContainer.xml:156 +#: doc/classes/TabContainer.xml:157 msgid "" "Emitted when the [TabContainer]'s [Popup] button is clicked. See [method " "set_popup] for details." @@ -68536,27 +68718,51 @@ msgstr "" "单击 [TabContainer] 的 [Popup] 按钮时发出。有关详细信息,请参阅 [method " "set_popup]。" -#: doc/classes/TabContainer.xml:162 doc/classes/Tabs.xml:178 +#: doc/classes/TabContainer.xml:163 doc/classes/Tabs.xml:178 msgid "Emitted when switching to another tab." msgstr "切换到另一个选项卡时发出。" -#: doc/classes/TabContainer.xml:168 +#: doc/classes/TabContainer.xml:169 msgid "Emitted when a tab is selected, even if it is the current tab." msgstr "选择选项卡时发出,即使它是当前选项卡。" -#: doc/classes/TabContainer.xml:174 doc/classes/Tabs.xml:202 +#: doc/classes/TabContainer.xml:175 doc/classes/Tabs.xml:202 msgid "Align the tabs to the left." msgstr "将选项卡对齐到左侧。" -#: doc/classes/TabContainer.xml:177 doc/classes/Tabs.xml:205 +#: doc/classes/TabContainer.xml:178 doc/classes/Tabs.xml:205 msgid "Align the tabs to the center." msgstr "将选项卡对齐到中心。" -#: doc/classes/TabContainer.xml:180 doc/classes/Tabs.xml:208 +#: doc/classes/TabContainer.xml:181 doc/classes/Tabs.xml:208 msgid "Align the tabs to the right." msgstr "将标签对齐到右侧。" -#: doc/classes/TabContainer.xml:185 doc/classes/Tabs.xml:237 +#: doc/classes/TabContainer.xml:186 doc/classes/Tabs.xml:228 +msgid "Font color of inactive tabs." +msgstr "非活动标签的字体颜色。" + +#: doc/classes/TabContainer.xml:189 doc/classes/Tabs.xml:231 +msgid "Font color of disabled tabs." +msgstr "禁用选项卡的字体颜色。" + +#: doc/classes/TabContainer.xml:192 doc/classes/Tabs.xml:234 +msgid "Font color of the currently selected tab." +msgstr "当前所选选项卡的字体颜色。" + +#: doc/classes/TabContainer.xml:195 +msgid "Horizontal separation between tabs." +msgstr "选项卡之间的水平分离。" + +#: doc/classes/TabContainer.xml:202 +msgid "The space at the left and right edges of the tab bar." +msgstr "标签栏左右边缘的空间。" + +#: doc/classes/TabContainer.xml:207 doc/classes/Tabs.xml:246 +msgid "The font used to draw tab names." +msgstr "用于绘制选项卡名称的字体。" + +#: doc/classes/TabContainer.xml:210 doc/classes/Tabs.xml:252 msgid "" "Icon for the left arrow button that appears when there are too many tabs to " "fit in the container width. When the button is disabled (i.e. the first tab " @@ -68565,7 +68771,7 @@ msgstr "" "左边的箭头按钮的图标,当有太多的标签无法容纳在容器的宽度内时出现。当该按钮被" "禁用时(即第一个标签是可见的),它显示为半透明的。" -#: doc/classes/TabContainer.xml:188 doc/classes/Tabs.xml:240 +#: doc/classes/TabContainer.xml:213 doc/classes/Tabs.xml:255 msgid "" "Icon for the left arrow button that appears when there are too many tabs to " "fit in the container width. Used when the button is being hovered with the " @@ -68573,27 +68779,7 @@ msgid "" msgstr "" "当标签太多无法适应容器宽度时出现的左箭头按钮图标。当鼠标悬停在按钮上时使用。" -#: doc/classes/TabContainer.xml:191 doc/classes/Tabs.xml:243 -msgid "The font used to draw tab names." -msgstr "用于绘制选项卡名称的字体。" - -#: doc/classes/TabContainer.xml:194 doc/classes/Tabs.xml:246 -msgid "Font color of inactive tabs." -msgstr "非活动标签的字体颜色。" - -#: doc/classes/TabContainer.xml:197 doc/classes/Tabs.xml:249 -msgid "Font color of disabled tabs." -msgstr "禁用选项卡的字体颜色。" - -#: doc/classes/TabContainer.xml:200 doc/classes/Tabs.xml:252 -msgid "Font color of the currently selected tab." -msgstr "当前所选选项卡的字体颜色。" - -#: doc/classes/TabContainer.xml:203 -msgid "Horizontal separation between tabs." -msgstr "选项卡之间的水平分离。" - -#: doc/classes/TabContainer.xml:206 doc/classes/Tabs.xml:258 +#: doc/classes/TabContainer.xml:216 doc/classes/Tabs.xml:258 msgid "" "Icon for the right arrow button that appears when there are too many tabs to " "fit in the container width. When the button is disabled (i.e. the last tab " @@ -68602,7 +68788,7 @@ msgstr "" "右箭头按钮的图标,当有太多的标签无法容纳在容器的宽度内时出现。当该按钮被禁用" "时(即最后一个标签是可见的),它显示为半透明的。" -#: doc/classes/TabContainer.xml:209 doc/classes/Tabs.xml:261 +#: doc/classes/TabContainer.xml:219 doc/classes/Tabs.xml:261 msgid "" "Icon for the right arrow button that appears when there are too many tabs to " "fit in the container width. Used when the button is being hovered with the " @@ -68610,33 +68796,29 @@ msgid "" msgstr "" "当标签太多无法适应容器宽度时出现的右箭头按钮图标。当鼠标悬停在按钮上时使用。" -#: doc/classes/TabContainer.xml:216 +#: doc/classes/TabContainer.xml:222 msgid "The icon for the menu button (see [method set_popup])." msgstr "菜单按钮的图标(见[method set_popup])。" -#: doc/classes/TabContainer.xml:219 +#: doc/classes/TabContainer.xml:225 msgid "" "The icon for the menu button (see [method set_popup]) when it's being " "hovered with the cursor." msgstr "当光标悬停时菜单按钮的图标(参阅 [method set_popup])。" -#: doc/classes/TabContainer.xml:222 +#: doc/classes/TabContainer.xml:228 msgid "The style for the background fill." msgstr "背景填充的样式。" -#: doc/classes/TabContainer.xml:225 -msgid "The space at the left and right edges of the tab bar." -msgstr "标签栏左右边缘的空间。" - -#: doc/classes/TabContainer.xml:228 +#: doc/classes/TabContainer.xml:231 msgid "The style of inactive tabs." msgstr "非活动选项卡的样式。" -#: doc/classes/TabContainer.xml:231 +#: doc/classes/TabContainer.xml:234 msgid "The style of disabled tabs." msgstr "禁用标签的样式。" -#: doc/classes/TabContainer.xml:234 doc/classes/Tabs.xml:274 +#: doc/classes/TabContainer.xml:237 doc/classes/Tabs.xml:276 msgid "The style of the currently selected tab." msgstr "当前所选标签的样式。" @@ -68689,7 +68871,7 @@ msgstr "返回 [Tabs] 的重新排列组 ID。" #: doc/classes/Tabs.xml:96 msgid "Moves a tab from [code]from[/code] to [code]to[/code]." -msgstr "将选项卡从 [code] from [/code] 移动到 [code] to [/code]。" +msgstr "将选项卡从 [code]from[/code] 移动到 [code]to[/code]。" #: doc/classes/Tabs.xml:103 msgid "Removes the tab at index [code]tab_idx[/code]." @@ -68702,7 +68884,7 @@ msgstr "如果 [code]true[/code],启用鼠标右键选择选项卡。" #: doc/classes/Tabs.xml:126 msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]." -msgstr "为索引 [code]tab_idx[/code] 处的选项卡设置 [code] icon [/code]。" +msgstr "为索引 [code]tab_idx[/code] 处的选项卡设置 [code]icon[/code]。" #: doc/classes/Tabs.xml:134 msgid "Sets a [code]title[/code] for the tab at index [code]tab_idx[/code]." @@ -68783,27 +68965,27 @@ msgstr "在所有选项卡上显示关闭按钮。" msgid "Represents the size of the [enum CloseButtonDisplayPolicy] enum." msgstr "表示 [enum CloseButtonDisplayPolicy] 枚举的大小。" -#: doc/classes/Tabs.xml:228 +#: doc/classes/Tabs.xml:237 +msgid "The horizontal separation between the tabs." +msgstr "选项卡之间的水平间隔。" + +#: doc/classes/Tabs.xml:249 +msgid "The icon for the close button (see [member tab_close_display_policy])." +msgstr "关闭按钮的图标(参阅 [member tab_close_display_policy])。" + +#: doc/classes/Tabs.xml:264 msgid "Background of the close button when it's being hovered with the cursor." msgstr "当光标悬停时关闭按钮的背景。" -#: doc/classes/Tabs.xml:231 +#: doc/classes/Tabs.xml:267 msgid "Background of the close button when it's being pressed." msgstr "按下关闭按钮时的背景。" -#: doc/classes/Tabs.xml:234 -msgid "The icon for the close button (see [member tab_close_display_policy])." -msgstr "关闭按钮的图标(参阅 [member tab_close_display_policy])。" - -#: doc/classes/Tabs.xml:255 -msgid "The horizontal separation between the tabs." -msgstr "选项卡之间的水平间隔。" - -#: doc/classes/Tabs.xml:268 +#: doc/classes/Tabs.xml:270 msgid "The style of an inactive tab." msgstr "非活动选项卡的样式。" -#: doc/classes/Tabs.xml:271 +#: doc/classes/Tabs.xml:273 msgid "The style of a disabled tab" msgstr "禁用选项卡的样式" @@ -68930,7 +69112,7 @@ msgid "" "If [code]adjust_viewport[/code] is set to [code]true[/code], the viewport " "will center at the cursor position after the move occurs." msgstr "" -"将光标移动到指定的 [code] column [/code] 索引处。\n" +"将光标移动到指定的 [code]column[/code] 索引处。\n" "如果 [code]adjust_viewport[/code] 设置为 [code]true[/code],则移动发生后视窗" "将以光标位置为中心。" @@ -68942,11 +69124,11 @@ msgid "" "If [code]can_be_hidden[/code] is set to [code]true[/code], the specified " "[code]line[/code] can be hidden using [method set_line_as_hidden]." msgstr "" -"在指定的 [code] line [/code] 索引处移动光标。\n" +"在指定的 [code]line[/code] 索引处移动光标。\n" "如果 [code]adjust_viewport[/code] 设置为 [code]true[/code],则移动发生后视窗" "将以光标位置为中心。\n" "如果 [code]can_be_hidden[/code] 设置为 [code]true[/code],则可以使用 [method " -"set_line_as_hidden] 隐藏指定的 [code] line [/code]。" +"set_line_as_hidden] 隐藏指定的 [code]line[/code]。" #: doc/classes/TextEdit.xml:98 msgid "Cut's the current selection." @@ -68976,11 +69158,41 @@ msgstr "返回指定的关键字[code]keyword[/code]的颜色[Color]。" msgid "Returns the text of a specific line." msgstr "返回特定行的文本。" -#: doc/classes/TextEdit.xml:143 +#: doc/classes/TextEdit.xml:144 +#, fuzzy +msgid "" +"Returns the line and column at the given position. In the returned vector, " +"[code]x[/code] is the column, [code]y[/code] is the line." +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。" + +#: doc/classes/TextEdit.xml:150 msgid "Returns the amount of total lines in the text." msgstr "返回文本中的总行数。" -#: doc/classes/TextEdit.xml:149 +#: doc/classes/TextEdit.xml:156 +#, fuzzy +msgid "Returns the height of a largest line." +msgstr "返回内容的高度。" + +#: doc/classes/TextEdit.xml:164 +#, fuzzy +msgid "" +"Returns the width in pixels of the [code]wrap_index[/code] on [code]line[/" +"code]." +msgstr "将插槽[code]idx[/code]的左侧(输入)类型设置为[code]type_left[/code]。" + +#: doc/classes/TextEdit.xml:171 +#, fuzzy +msgid "Returns the number of times the given line is wrapped." +msgstr "返回可见行数。" + +#: doc/classes/TextEdit.xml:178 +#, fuzzy +msgid "Returns an array of [String]s representing each wrapped index." +msgstr "返回事件的 [String] 字符串表示。" + +#: doc/classes/TextEdit.xml:184 msgid "" "Returns the [PopupMenu] of this [TextEdit]. By default, this menu is " "displayed when right-clicking on the [TextEdit].\n" @@ -68993,79 +69205,110 @@ msgstr "" "[b]警告:[/b] 这是一个必要的内部节点,删除和释放它可能会导致崩溃。如果你想隐" "藏它或它的任何子节点,请使用其的 [member CanvasItem.visible] 属性。" -#: doc/classes/TextEdit.xml:156 +#: doc/classes/TextEdit.xml:193 +msgid "" +"Returns the local position for the given [code]line[/code] and [code]column[/" +"code]. If [code]x[/code] or [code]y[/code] of the returned vector equal " +"[code]-1[/code], the position is outside of the viewable area of the " +"control.\n" +"[b]Note:[/b] The Y position corresponds to the bottom side of the line. Use " +"[method get_rect_at_line_column] to get the top side position." +msgstr "" + +#: doc/classes/TextEdit.xml:202 +msgid "" +"Returns the local position and size for the grapheme at the given " +"[code]line[/code] and [code]column[/code]. If [code]x[/code] or [code]y[/" +"code] position of the returned rect equal [code]-1[/code], the position is " +"outside of the viewable area of the control.\n" +"[b]Note:[/b] The Y position of the returned rect corresponds to the top side " +"of the line, unlike [method get_pos_at_line_column] which returns the bottom " +"side." +msgstr "" + +#: doc/classes/TextEdit.xml:209 msgid "Returns the selection begin column." msgstr "返回选择的开始列。" -#: doc/classes/TextEdit.xml:162 +#: doc/classes/TextEdit.xml:215 msgid "Returns the selection begin line." msgstr "返回选择开始行。" -#: doc/classes/TextEdit.xml:168 +#: doc/classes/TextEdit.xml:221 msgid "Returns the text inside the selection." msgstr "返回选择内的文本。" -#: doc/classes/TextEdit.xml:174 +#: doc/classes/TextEdit.xml:227 msgid "Returns the selection end column." msgstr "返回选择结束列。" -#: doc/classes/TextEdit.xml:180 +#: doc/classes/TextEdit.xml:233 msgid "Returns the selection end line." msgstr "返回选择结束行。" -#: doc/classes/TextEdit.xml:186 +#: doc/classes/TextEdit.xml:239 +#, fuzzy +msgid "Returns the total width of all gutters and internal padding." +msgstr "返回所有纹理及其信息的列表。" + +#: doc/classes/TextEdit.xml:245 msgid "" "Returns a [String] text with the word under the caret (text cursor) location." msgstr "返回一个[String]文本,该文本中的单词位于caret(文本光标)的位置。" -#: doc/classes/TextEdit.xml:193 +#: doc/classes/TextEdit.xml:252 msgid "" "Returns whether the specified [code]keyword[/code] has a color set to it or " "not." msgstr "返回指定的关键字[code]keyword[/code]是否有一个颜色被设置为它。" -#: doc/classes/TextEdit.xml:199 doc/classes/UndoRedo.xml:121 +#: doc/classes/TextEdit.xml:258 doc/classes/UndoRedo.xml:121 msgid "Returns [code]true[/code] if a \"redo\" action is available." -msgstr "如果有 \"redo\" 动作,返回[code]true[/code]。" +msgstr "有“重做”动作可用时返回 [code]true[/code]。" -#: doc/classes/TextEdit.xml:205 doc/classes/UndoRedo.xml:127 +#: doc/classes/TextEdit.xml:264 doc/classes/UndoRedo.xml:127 msgid "Returns [code]true[/code] if an \"undo\" action is available." -msgstr "如果有 \"undo\" 动作,返回[code]true[/code]。" +msgstr "有“撤销”动作可用时返回 [code]true[/code]。" -#: doc/classes/TextEdit.xml:212 +#: doc/classes/TextEdit.xml:271 msgid "Insert the specified text at the cursor position." msgstr "在光标位置插入指定的文本。" -#: doc/classes/TextEdit.xml:219 +#: doc/classes/TextEdit.xml:278 msgid "Returns whether the line at the specified index is folded or not." msgstr "返回指定索引处的行是否折叠。" -#: doc/classes/TextEdit.xml:226 +#: doc/classes/TextEdit.xml:285 msgid "Returns whether the line at the specified index is hidden or not." msgstr "返回指定索引处的行是否隐藏。" -#: doc/classes/TextEdit.xml:233 +#: doc/classes/TextEdit.xml:292 msgid "" "Returns [code]true[/code] when the specified [code]line[/code] is bookmarked." msgstr "当指定的行[code]line[/code]被标记为书签时,返回[code]true[/code]。" -#: doc/classes/TextEdit.xml:240 +#: doc/classes/TextEdit.xml:299 msgid "" "Returns [code]true[/code] when the specified [code]line[/code] has a " "breakpoint." msgstr "当指定的行[code]line[/code]有断点时返回[code]true[/code]。" -#: doc/classes/TextEdit.xml:247 +#: doc/classes/TextEdit.xml:306 msgid "" "Returns [code]true[/code] when the specified [code]line[/code] is marked as " "safe." msgstr "当指定的行[code]line[/code]被标记为安全时返回[code]true[/code]。" -#: doc/classes/TextEdit.xml:253 +#: doc/classes/TextEdit.xml:313 +#, fuzzy +msgid "Returns if the given line is wrapped." +msgstr "返回图块的指定形状。" + +#: doc/classes/TextEdit.xml:319 msgid "Returns [code]true[/code] if the selection is active." msgstr "如果选择处于活动状态,则返回 [code]true[/code]。" -#: doc/classes/TextEdit.xml:260 +#: doc/classes/TextEdit.xml:326 msgid "" "Triggers a right-click menu action by the specified index. See [enum " "MenuItems] for a list of available indexes." @@ -69073,21 +69316,21 @@ msgstr "" "按指定的索引触发右键单击菜单操作。有关可用索引的列表,请参阅 [enum " "MenuItems]。" -#: doc/classes/TextEdit.xml:266 +#: doc/classes/TextEdit.xml:332 msgid "Paste the current selection." msgstr "粘贴当前选择。" -#: doc/classes/TextEdit.xml:272 +#: doc/classes/TextEdit.xml:338 msgid "Perform redo operation." msgstr "执行重做操作。" -#: doc/classes/TextEdit.xml:278 +#: doc/classes/TextEdit.xml:344 msgid "" "Removes all the breakpoints. This will not fire the [signal " "breakpoint_toggled] signal." msgstr "删除所有断点。这不会触发 [signal breakpoint_toggled] 信号。" -#: doc/classes/TextEdit.xml:288 +#: doc/classes/TextEdit.xml:354 msgid "" "Perform a search inside the text. Search flags can be specified in the [enum " "SearchFlags] enum.\n" @@ -69113,48 +69356,49 @@ msgstr "" " var res_column = result[TextEdit.SEARCH_RESULT_COLUMN]\n" "[/codeblock]" -#: doc/classes/TextEdit.xml:306 +#: doc/classes/TextEdit.xml:372 msgid "" "Perform selection, from line/column to line/column.\n" "If [member selecting_enabled] is [code]false[/code], no selection will occur." msgstr "" "执行选择,从行/列到行/列。\n" -"如果 [member selection_enabled] 为 [code]false[/code],则不会发生选择。" +"如果 [member selecting_enabled] 为 [code]false[/code],则不会发生选择。" -#: doc/classes/TextEdit.xml:313 +#: doc/classes/TextEdit.xml:379 msgid "" "Select all the text.\n" "If [member selecting_enabled] is [code]false[/code], no selection will occur." msgstr "" "选择所有文本。\n" -"如果 [member selection_enabled] 为 [code]false[/code],则不会发生选择。" +"如果 [member selecting_enabled] 为 [code]false[/code],则不会发生选择。" -#: doc/classes/TextEdit.xml:322 +#: doc/classes/TextEdit.xml:388 msgid "Sets the text for a specific line." msgstr "设置特定行的文本。" -#: doc/classes/TextEdit.xml:330 +#: doc/classes/TextEdit.xml:396 msgid "" "Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes " "the bookmark if [code]bookmark[/code] is false.\n" "Bookmarks are shown in the [member breakpoint_gutter]." msgstr "" -"如果书签[code]bookmark[/code]为真,则将行[code]line[/code]作为书签。如果" -"[code]bookmark[/code]为false,则删除该书签。\n" -"书签显示在[member breakpoint_gutter]中。" +"如果 [code]bookmark[/code] 为 true,则为行 [code]line[/code] 设置书签。如果 " +"[code]bookmark[/code] 为 false,则删除该书签。\n" +"书签显示在 [member breakpoint_gutter] 中。" -#: doc/classes/TextEdit.xml:339 +#: doc/classes/TextEdit.xml:405 msgid "" "Adds or removes the breakpoint in [code]line[/code]. Breakpoints are shown " "in the [member breakpoint_gutter]." msgstr "" -"添加或删除[code]line[/code]中的断点。断点显示在[member breakpoint_gutter]中。" +"添加或删除 [code]line[/code] 中的断点。断点显示在 [member breakpoint_gutter] " +"中。" -#: doc/classes/TextEdit.xml:347 +#: doc/classes/TextEdit.xml:413 msgid "If [code]true[/code], hides the line of the specified index." msgstr "如果[code]true[/code],隐藏指定索引的行。" -#: doc/classes/TextEdit.xml:355 +#: doc/classes/TextEdit.xml:421 msgid "" "If [code]true[/code], marks the [code]line[/code] as safe.\n" "This will show the line number with the color provided in the " @@ -69163,69 +69407,73 @@ msgstr "" "如果为[code]true[/code],将行[code]line[/code]标记为安全。\n" "这将以[code]safe_line_number_color[/code]主题属性中提供的颜色显示行号。" -#: doc/classes/TextEdit.xml:363 +#: doc/classes/TextEdit.xml:429 msgid "Toggle the folding of the code block at the given line." msgstr "在给定行切换代码块的折叠。" -#: doc/classes/TextEdit.xml:369 +#: doc/classes/TextEdit.xml:435 msgid "Perform undo operation." msgstr "执行撤销操作。" -#: doc/classes/TextEdit.xml:376 +#: doc/classes/TextEdit.xml:442 msgid "Unfolds the given line, if folded." msgstr "如果折叠,展开给定的线。" -#: doc/classes/TextEdit.xml:382 +#: doc/classes/TextEdit.xml:448 msgid "" "Unhide all lines that were previously set to hidden by [method " "set_line_as_hidden]." msgstr "取消隐藏之前由 [method set_line_as_hidden] 设置为隐藏的所有行。" -#: doc/classes/TextEdit.xml:388 +#: doc/classes/TextEdit.xml:454 +#, fuzzy +msgid "If [code]true[/code], the bookmark gutter is visible." +msgstr "为 [code]true[/code] 时断点栏可见。" + +#: doc/classes/TextEdit.xml:457 msgid "If [code]true[/code], the breakpoint gutter is visible." -msgstr "如果 [code]true[/code],断点所在的空白栏可见。" +msgstr "为 [code]true[/code] 时断点栏可见。" -#: doc/classes/TextEdit.xml:397 +#: doc/classes/TextEdit.xml:466 msgid "" "If [code]true[/code], the caret displays as a rectangle.\n" "If [code]false[/code], the caret displays as a bar." msgstr "" -"如果 [code]true[/code],插入符号显示为矩形。\n" -"如果 [code]false[/code],插入符号显示为条形。" +"为 [code]true[/code] 时光标显示为矩形。\n" +"为 [code]false[/code] 时光标显示为条形。" -#: doc/classes/TextEdit.xml:401 +#: doc/classes/TextEdit.xml:470 msgid "" "If [code]true[/code], a right-click moves the cursor at the mouse position " "before displaying the context menu.\n" "If [code]false[/code], the context menu disregards mouse location." msgstr "" -"如果 [code]true[/code],则在显示上下文菜单之前右键单击将光标移动到鼠标位" -"置。\n" -"如果 [code]false[/code],上下文菜单忽略鼠标位置。" +"为 [code]true[/code] 时,在显示上下文菜单之前右键单击将光标移动到鼠标位置。\n" +"为 [code]false[/code] 时,上下文菜单忽略鼠标位置。" -#: doc/classes/TextEdit.xml:405 +#: doc/classes/TextEdit.xml:474 msgid "If [code]true[/code], a right-click displays the context menu." -msgstr "如果 [code]true[/code],右键单击会显示上下文菜单。" +msgstr "为 [code]true[/code] 时右键单击会显示上下文菜单。" -#: doc/classes/TextEdit.xml:408 +#: doc/classes/TextEdit.xml:477 msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." msgstr "如果 [code]true[/code],“空格”字符将具有可见表示形式。" -#: doc/classes/TextEdit.xml:411 +#: doc/classes/TextEdit.xml:480 msgid "" "If [code]true[/code], the \"tab\" character will have a visible " "representation." msgstr "如果 [code]true[/code],“制表符”字符将具有可见表示形式。" -#: doc/classes/TextEdit.xml:415 +#: doc/classes/TextEdit.xml:484 msgid "" "If [code]true[/code], the fold gutter is visible. This enables folding " "groups of indented lines." -msgstr "如果 [code]true[/code],则折叠边栏可见。这允许折叠缩进行。" +msgstr "如果 [code]true[/code],则折叠栏可见。这允许折叠缩进行。" -#: doc/classes/TextEdit.xml:418 +#: doc/classes/TextEdit.xml:487 msgid "" "If [code]true[/code], all lines that have been set to hidden by [method " "set_line_as_hidden], will not be visible." @@ -69233,27 +69481,27 @@ msgstr "" "如果 [code]true[/code],所有已被 [method set_line_as_hidden] 设置为隐藏的行将" "不可见。" -#: doc/classes/TextEdit.xml:421 +#: doc/classes/TextEdit.xml:490 msgid "" "If [code]true[/code], all occurrences of the selected text will be " "highlighted." msgstr "如果 [code]true[/code],所选文本的所有匹配项都将突出显示。" -#: doc/classes/TextEdit.xml:424 +#: doc/classes/TextEdit.xml:493 msgid "If [code]true[/code], the line containing the cursor is highlighted." msgstr "如果 [code]true[/code],则包含光标的行会突出显示。" -#: doc/classes/TextEdit.xml:427 +#: doc/classes/TextEdit.xml:496 msgid "" "If [code]true[/code], a minimap is shown, providing an outline of your " "source code." msgstr "如果 [code]true[/code],则显示小地图,提供源代码的概要。" -#: doc/classes/TextEdit.xml:430 +#: doc/classes/TextEdit.xml:499 msgid "The width, in pixels, of the minimap." msgstr "小地图的宽度(以像素为单位)。" -#: doc/classes/TextEdit.xml:434 +#: doc/classes/TextEdit.xml:503 msgid "" "If [code]true[/code], custom [code]font_color_selected[/code] will be used " "for selected text." @@ -69261,7 +69509,7 @@ msgstr "" "如果 [code]true[/code],自定义 [code]font_color_selected[/code] 将用于所选文" "本。" -#: doc/classes/TextEdit.xml:437 +#: doc/classes/TextEdit.xml:506 msgid "" "If [code]true[/code], read-only mode is enabled. Existing text cannot be " "modified and new text cannot be added." @@ -69269,20 +69517,20 @@ msgstr "" "如果[code]true[/code],启用只读模式。现有的文本不能被修改,新的文本不能被添" "加。" -#: doc/classes/TextEdit.xml:440 +#: doc/classes/TextEdit.xml:509 msgid "" "If there is a horizontal scrollbar, this determines the current horizontal " "scroll value in pixels." msgstr "如果有一个水平滚动条,这决定了当前的水平滚动值,单位是像素。" -#: doc/classes/TextEdit.xml:443 +#: doc/classes/TextEdit.xml:512 msgid "" "If there is a vertical scrollbar, this determines the current vertical " "scroll value in line numbers, starting at 0 for the top line." msgstr "" "如果有一个垂直滚动条,这就决定了当前的垂直滚动值,以行数为单位,顶行从0开始。" -#: doc/classes/TextEdit.xml:446 +#: doc/classes/TextEdit.xml:515 msgid "" "If [code]true[/code], text can be selected.\n" "If [code]false[/code], text can not be selected by the user or by the " @@ -69292,7 +69540,7 @@ msgstr "" "如果[code]false[/code],用户或使用[method select]或[method select_all]方法都" "不能选择文本。" -#: doc/classes/TextEdit.xml:450 +#: doc/classes/TextEdit.xml:519 msgid "" "If [code]true[/code], shortcut keys for context menu items are enabled, even " "if the context menu is disabled." @@ -69300,12 +69548,12 @@ msgstr "" "为 [code]true[/code] 时,即使上下文菜单已被禁用,也会启用该上下文菜单的快捷" "键。" -#: doc/classes/TextEdit.xml:453 +#: doc/classes/TextEdit.xml:522 msgid "" "If [code]true[/code], line numbers are displayed to the left of the text." msgstr "如果 [code]true[/code],行号显示在文本的左侧。" -#: doc/classes/TextEdit.xml:456 +#: doc/classes/TextEdit.xml:525 msgid "" "If [code]true[/code], sets the [code]step[/code] of the scrollbars to " "[code]0.25[/code] which results in smoother scrolling." @@ -69313,155 +69561,155 @@ msgstr "" "如果 [code]true[/code],将滚动条的步长 [code]step[/code] 设置为 [code]0.25[/" "code],从而使滚动更加平滑。" -#: doc/classes/TextEdit.xml:459 +#: doc/classes/TextEdit.xml:528 msgid "" "If [code]true[/code], any custom color properties that have been set for " "this [TextEdit] will be visible." msgstr "" "如果 [code]true[/code],为此 [TextEdit] 设置的任何自定义颜色属性都将可见。" -#: doc/classes/TextEdit.xml:462 +#: doc/classes/TextEdit.xml:531 msgid "String value of the [TextEdit]." msgstr "[TextEdit] 的字符串值。" -#: doc/classes/TextEdit.xml:465 +#: doc/classes/TextEdit.xml:534 msgid "Vertical scroll sensitivity." msgstr "垂直滚动的灵敏度。" -#: doc/classes/TextEdit.xml:471 +#: doc/classes/TextEdit.xml:540 msgid "" "If [code]true[/code], enables text wrapping when it goes beyond the edge of " "what is visible." msgstr "如果 [code]true[/code],当文本超出可见边缘时启用文本换行。" -#: doc/classes/TextEdit.xml:478 +#: doc/classes/TextEdit.xml:547 msgid "Emitted when a breakpoint is placed via the breakpoint gutter." -msgstr "当通过断点边栏放置断点时发出。" +msgstr "当通过断点栏放置断点时发出。" -#: doc/classes/TextEdit.xml:483 +#: doc/classes/TextEdit.xml:552 msgid "Emitted when the cursor changes." msgstr "光标更改时发出。" -#: doc/classes/TextEdit.xml:490 +#: doc/classes/TextEdit.xml:559 msgid "Emitted when the info icon is clicked." msgstr "单击信息图标时发出。" -#: doc/classes/TextEdit.xml:512 +#: doc/classes/TextEdit.xml:581 msgid "Match case when searching." msgstr "搜索时匹配大小写。" -#: doc/classes/TextEdit.xml:515 +#: doc/classes/TextEdit.xml:584 msgid "Match whole words when searching." msgstr "搜索时匹配整个单词。" -#: doc/classes/TextEdit.xml:518 +#: doc/classes/TextEdit.xml:587 msgid "Search from end to beginning." msgstr "从头到尾搜索。" -#: doc/classes/TextEdit.xml:521 +#: doc/classes/TextEdit.xml:590 msgid "Used to access the result column from [method search]." msgstr "用来访问搜索[method search]的结果列。" -#: doc/classes/TextEdit.xml:524 +#: doc/classes/TextEdit.xml:593 msgid "Used to access the result line from [method search]." msgstr "用于访问搜索[method search]的结果行。" -#: doc/classes/TextEdit.xml:533 +#: doc/classes/TextEdit.xml:602 msgid "" "Pastes the clipboard text over the selected text (or at the cursor's " "position)." msgstr "将剪贴板上的文本粘贴在选定的文本上(或光标的位置)。" -#: doc/classes/TextEdit.xml:536 +#: doc/classes/TextEdit.xml:605 msgid "Erases the whole [TextEdit] text." msgstr "擦除整个[TextEdit]文本。" -#: doc/classes/TextEdit.xml:539 +#: doc/classes/TextEdit.xml:608 msgid "Selects the whole [TextEdit] text." msgstr "选择整个[TextEdit]文本。" -#: doc/classes/TextEdit.xml:545 +#: doc/classes/TextEdit.xml:614 msgid "Redoes the previous action." msgstr "重做前一个动作。" -#: doc/classes/TextEdit.xml:553 +#: doc/classes/TextEdit.xml:622 msgid "" "Sets the background [Color] of this [TextEdit]. [member syntax_highlighting] " "has to be enabled." msgstr "" -"设置这个[TextEdit]的背景颜色[Color]。必须启用语法高亮[member " +"设置这个 [TextEdit] 的背景颜色 [Color]。必须启用语法高亮 [member " "syntax_highlighting]。" -#: doc/classes/TextEdit.xml:556 +#: doc/classes/TextEdit.xml:625 msgid "" "Sets the [Color] of the bookmark marker. [member syntax_highlighting] has to " "be enabled." msgstr "" -"设置书签标记的颜色[Color]。必须启用语法高亮[member syntax_highlighting]。" +"设置书签标记的颜色 [Color]。必须启用语法高亮 [member syntax_highlighting]。" -#: doc/classes/TextEdit.xml:561 doc/classes/TextEdit.xml:588 +#: doc/classes/TextEdit.xml:630 doc/classes/TextEdit.xml:649 msgid "" "Sets the [Color] of the breakpoints. [member breakpoint_gutter] has to be " "enabled." -msgstr "设置断点的颜色[Color]。必须启用断点槽[member breakpoint_gutter]。" +msgstr "设置断点的颜色 [Color]。必须启用断点栏 [member breakpoint_gutter]。" -#: doc/classes/TextEdit.xml:599 -msgid "Sets the default [Font]." -msgstr "设置默认的字体[Font]。" - -#: doc/classes/TextEdit.xml:602 +#: doc/classes/TextEdit.xml:654 msgid "Sets the font [Color]." -msgstr "设置字体颜色[Color]。" +msgstr "设置字体颜色 [Color]。" -#: doc/classes/TextEdit.xml:607 +#: doc/classes/TextEdit.xml:659 msgid "" "Sets the [Color] of the selected text. [member override_selected_font_color] " "has to be enabled." msgstr "" -"设置所选文本的颜色[Color]。必须启用覆盖所选文字字体颜色[member " +"设置所选文本的颜色 [Color]。必须启用覆盖所选文字字体颜色 [member " "override_selected_font_color]。" -#: doc/classes/TextEdit.xml:612 +#: doc/classes/TextEdit.xml:664 msgid "" "Sets the [Color] of the line numbers. [member show_line_numbers] has to be " "enabled." -msgstr "设置行号颜色[Color]。[member show_line_numbers] 显示行号必须被启用。" +msgstr "设置行号颜色 [Color]。[member show_line_numbers] 显示行号必须被启用。" -#: doc/classes/TextEdit.xml:615 -msgid "Sets the spacing between the lines." -msgstr "设置行间距。" - -#: doc/classes/TextEdit.xml:618 +#: doc/classes/TextEdit.xml:667 msgid "Sets the [Color] of marked text." -msgstr "设置标记文本的颜色[Color]。" +msgstr "设置标记文本的颜色 [Color]。" -#: doc/classes/TextEdit.xml:623 -msgid "Sets the [StyleBox] of this [TextEdit]." -msgstr "设置这个[TextEdit]的[StyleBox]。" +#: doc/classes/TextEdit.xml:676 +msgid "Sets the highlight [Color] of text selections." +msgstr "设置文本选择的高亮 [Color] 颜色。" -#: doc/classes/TextEdit.xml:628 +#: doc/classes/TextEdit.xml:681 msgid "" -"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled." -msgstr "当[member readonly]启用时,设置这个[TextEdit]的[StyleBox]。" +"Sets the highlight [Color] of multiple occurrences. [member " +"highlight_all_occurrences] has to be enabled." +msgstr "" +"设置多次出现的高亮 [Color] 颜色。须启用 [member highlight_all_occurrences] 。" -#: doc/classes/TextEdit.xml:633 -msgid "Sets the highlight [Color] of text selections." -msgstr "设置文本选择的高亮[Color]颜色。" +#: doc/classes/TextEdit.xml:690 +msgid "Sets the spacing between the lines." +msgstr "设置行间距。" -#: doc/classes/TextEdit.xml:640 +#: doc/classes/TextEdit.xml:693 +msgid "Sets the default [Font]." +msgstr "设置默认的字体 [Font]。" + +#: doc/classes/TextEdit.xml:702 msgid "Sets a custom [Texture] for tab text characters." -msgstr "为制表符tab字符设置自定义纹理[Texture] 。" +msgstr "为制表符字符设置自定义纹理 [Texture]。" + +#: doc/classes/TextEdit.xml:709 +msgid "Sets the [StyleBox] of this [TextEdit]." +msgstr "设置这个 [TextEdit] 的 [StyleBox]。" -#: doc/classes/TextEdit.xml:643 +#: doc/classes/TextEdit.xml:712 msgid "" -"Sets the highlight [Color] of multiple occurrences. [member " -"highlight_all_occurrences] has to be enabled." -msgstr "" -"设置多次出现的高亮[Color]颜色。须启用[member highlight_all_occurrences] 。" +"Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled." +msgstr "当 [member readonly] 启用时,设置这个 [TextEdit] 的 [StyleBox]。" #: doc/classes/Texture.xml:4 msgid "Texture for 2D and 3D." -msgstr "用于2D和3D的纹理。" +msgstr "用于 2D 和 3D 的纹理。" #: doc/classes/Texture.xml:7 msgid "" @@ -69529,7 +69777,7 @@ msgstr "返回纹理宽度。" #: doc/classes/Texture.xml:78 msgid "Returns [code]true[/code] if this [Texture] has an alpha channel." -msgstr "如果这个[Texture2D]有一个alpha通道,返回[code]true[/code]。" +msgstr "如果这个 [Texture] 有 Alpha 通道,则返回 [code]true[/code]。" #: doc/classes/Texture.xml:84 msgid "" @@ -69542,14 +69790,14 @@ msgid "" "Default flags. [constant FLAG_MIPMAPS], [constant FLAG_REPEAT] and [constant " "FLAG_FILTER] are enabled." msgstr "" -"默认的标志。[constant FLAG_MIPMAPS]、[constant FLAG_REPEAT]和[constant " +"默认的标志。[constant FLAG_MIPMAPS]、[constant FLAG_REPEAT] 和 [constant " "FLAG_FILTER]均被启用。" #: doc/classes/Texture.xml:92 doc/classes/VisualServer.xml:3206 msgid "" "Generates mipmaps, which are smaller versions of the same texture to use " "when zoomed out, keeping the aspect ratio." -msgstr "生成mipmaps,它是同一纹理的较小版本,在放大时使用,保持长宽比。" +msgstr "生成多级渐远纹理,它是同一纹理的较小版本,在放大时使用,保持长宽比。" #: doc/classes/Texture.xml:95 msgid "" @@ -69571,7 +69819,7 @@ msgid "" "texture with different aspect ratios.\n" "This results in better-looking textures when viewed from oblique angles." msgstr "" -"使用各向异性的mipmap过滤。生成具有不同长宽比的同一纹理的较小版本。\n" +"使用各向异性的多级渐远纹理过滤。生成具有不同长宽比的同一纹理的较小版本。\n" "当从斜角观看时,这会产生更好看的纹理。" #: doc/classes/Texture.xml:106 doc/classes/VisualServer.xml:3219 @@ -69636,10 +69884,10 @@ msgid "" "Set the integer uniform \"index\" to show a particular part of the texture " "as defined by the Horizontal and Vertical Slices in the importer." 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mipmap链。这使得它成为纹理图集很好的替代品。\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" +"[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" +"[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" "[codeblock]\n" "shader_type canvas_item;\n" "\n" @@ -69650,7 +69898,7 @@ msgstr "" " COLOR = texture(tex, vec3(UV.x, UV.y, float(index)));\n" "}\n" "[/codeblock]\n" -"设置整数uniform \"index\",以显示由importer中的Horizontal和Vertical Slices定" +"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。" #: doc/classes/TextureArray.xml:32 @@ -69856,7 +70104,7 @@ msgid "" "Default flags for [TextureArray]. [constant FLAG_MIPMAPS], [constant " "FLAG_REPEAT] and [constant FLAG_FILTER] are enabled." msgstr "" -"[TextureArray]的默认标记。 启用[constant FLAG_MIPMAPS], [constant " +"[TextureArray] 的默认标记。 启用 [constant FLAG_MIPMAPS]、[constant " "FLAG_REPEAT] 和 [constant FLAG_FILTER]。" #: doc/classes/TextureLayered.xml:76 @@ -69865,7 +70113,7 @@ msgstr "默认为[Texture3D]的标记。启用[constant FLAG_FILTER]。" #: doc/classes/TextureLayered.xml:79 msgid "Texture will generate mipmaps on creation." -msgstr "纹理将在创建时生成mipmaps。" +msgstr "纹理将在创建时生成多级渐远纹理。" #: doc/classes/TextureLayered.xml:82 msgid "Texture will repeat when UV used is outside the 0-1 range." @@ -69971,8 +70219,8 @@ msgid "" "[Texture] that draws over the progress bar. Use it to add highlights or an " "upper-frame that hides part of [member texture_progress]." msgstr "" -"在进度条之上绘制的[Texture2D]。用它来添加高亮或隐藏部分[member " -"texture_progress]上面的帧。" +"在进度条之上绘制的 [Texture]。用它来添加高亮,或者作为上层帧来隐藏部分 " +"[member texture_progress]。" #: doc/classes/TextureProgress.xml:60 msgid "" @@ -70342,8 +70590,8 @@ msgid "" "a data type specific method. Valid [code]node_type[/code]s may be found " "using [method get_theme_item_types] or a data type specific method." msgstr "" -"如果主题有 [code]node_type [/code],则以 [code]name[/code] 返回 " -"[code]data_type [/code] 的主题项目。\n" +"如果主题有 [code]node_type[/code],则以 [code]name[/code] 返回 " +"[code]data_type[/code] 的主题项目。\n" "使用 [method get_theme_item_list] 或数据类型特定方法,可能会找到有效的 " "[code]name[/code]。可以使用 [method get_theme_item_types] 或数据类型特定方" "法,找到有效的 [code]node_type[/code]。" @@ -70543,7 +70791,7 @@ msgid "" "[code]node_type[/code].\n" "Creates [code]node_type[/code] if the theme does not have it." msgstr "" -"在[code]node_type[/code]中的[code]name[/code]处将主题的[font]设置为" +"在[code]node_type[/code]中的[code]name[/code]处将主题的 [Font] 设置为" "[code]font[/code]。\n" "如果主题没有[code]node_type[/code],则创建该节点。" @@ -70718,7 +70966,7 @@ msgstr "以比正常情况更高的优先级运行的线程。" #: doc/classes/TileMap.xml:4 msgid "Node for 2D tile-based maps." -msgstr "基于2D图块地图的节点。" +msgstr "基于 2D 图块的地图节点。" #: doc/classes/TileMap.xml:7 msgid "" @@ -70730,11 +70978,12 @@ msgid "" "by methods such as [method Physics2DDirectSpaceState.intersect_shape], " "[method Physics2DDirectBodyState.get_contact_collider_shape_metadata], etc." msgstr "" -"二维图块地图的节点。图块地图使用一个[TileSet],其中包含图块列表,纹理能加上可" -"选的碰撞、导航和/或遮挡形状,用于创建基于网格的地图。\n" -"当对图块地图进行物理查询时,单元坐标被编码为[code]metadata[/code],这些碰撞形" -"状由 [method Physics2DDirectSpaceState.intersect_shape]、[method " -"Physics2DDirectBodyState.get_contact_collider_shape_metadata] 等方法返回。" +"基于 2D 图块的地图节点。图块地图使用 [TileSet],其中包含图块列表,纹理能加上" +"可选的碰撞、导航和/或遮挡形状,用于创建基于网格的地图。\n" +"当对图块地图进行物理查询时,[method Physics2DDirectSpaceState." +"intersect_shape]、[method Physics2DDirectBodyState." +"get_contact_collider_shape_metadata] 等方法会返回检测到的碰撞形状,这些形状所" +"处的单元格坐标会被编码为 [code]metadata[/code]。" #: doc/classes/TileMap.xml:11 doc/classes/TileSet.xml:11 msgid "https://docs.godotengine.org/en/3.4/tutorials/2d/using_tilemaps.html" @@ -70758,7 +71007,7 @@ msgid "" "Returns the tile index of the given cell. If no tile exists in the cell, " "returns [constant INVALID_CELL]." msgstr "" -"返回指定单元格的图块索引。如果单元格中没有图块,则返回[constant " +"返回指定单元格的图块索引。如果单元格中没有图块,则返回 [constant " "INVALID_CELL]。" #: doc/classes/TileMap.xml:45 @@ -70774,16 +71023,16 @@ msgid "" "Returns the tile index of the cell given by a Vector2. If no tile exists in " "the cell, returns [constant INVALID_CELL]." msgstr "" -"返回由Vector2指定的单元格的图块索引。如果单元格中没有图块,则返回[constant " -"INVALID_CELL]。" +"返回由 Vector2 指定的单元格的图块索引。如果单元格中没有图块,则返回 " +"[constant INVALID_CELL]。" #: doc/classes/TileMap.xml:59 msgid "Returns [code]true[/code] if the given collision layer bit is set." -msgstr "如果指定碰撞层的bit位被设置,返回[code]true[/code]。" +msgstr "如果指定碰撞层的比特位被设置,返回 [code]true[/code]。" #: doc/classes/TileMap.xml:66 msgid "Returns [code]true[/code] if the given collision mask bit is set." -msgstr "如果指定碰撞遮罩bit位被设置,返回[code]true[/code]。" +msgstr "如果指定碰撞遮罩比特位被设置,返回 [code]true[/code]。" #: doc/classes/TileMap.xml:72 msgid "" @@ -71180,9 +71429,9 @@ msgid "" "subtile (e.g. a value of 5 means the bitmask has bindings in both the top " "left and top right)." msgstr "" -"返回给定坐标的自动图块中的子图块的bit位掩码。\n" -"该值是子图块中存在的[enum AutotileBindings]值的总和,例如,值为5意味着该bit位" -"掩码在左上角和右上角都有绑定。" +"返回给定坐标的自动图块中的子图块的位掩码。\n" +"该值是子图块中存在的 [enum AutotileBindings] 值的总和。例如,值为 5 意味着该" +"位掩码在左上角和右上角都有绑定。" #: doc/classes/TileSet.xml:66 msgid "Returns the [enum BitmaskMode] of the autotile." @@ -71244,9 +71493,9 @@ msgid "" "subtile (e.g. a value of 5 means the bitmask has bindings in both the top " "left and top right)." msgstr "" -"设置给定自动图块的子图块的bit位掩码,指定其坐标。\n" -"这个值是子图块中[enum AutotileBindings]的值的总和,例如,值为5意味着bit位掩码" -"在左上方和右上方都有绑定。" +"设置给定自动图块的子图块的位掩码,指定其坐标。\n" +"这个值是子图块中 [enum AutotileBindings] 的值的总和。例如,值为 5 意味着位掩" +"码在左上方和右上方都有绑定。" #: doc/classes/TileSet.xml:139 msgid "Sets the [enum BitmaskMode] of the autotile." @@ -71634,31 +71883,14 @@ msgstr "" "[/codeblock]" #: doc/classes/ToolButton.xml:24 -msgid "[StyleBox] used when the [ToolButton] is disabled." -msgstr "当[ToolButton]被禁用时使用的[StyleBox]。" - -#: doc/classes/ToolButton.xml:27 -msgid "" -"[StyleBox] used when the [ToolButton] is focused. It is displayed over the " -"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus " -"visual effect." -msgstr "" -"当 [ToolButton] 获得焦点时使用的 [StyleBox]。它显示在当前的 [StyleBox] 之上," -"所以使用 [StyleBoxEmpty] 将只禁用焦点的视觉效果。" - -#: doc/classes/ToolButton.xml:30 -msgid "[Font] of the [ToolButton]'s text." -msgstr "[ToolButton]的文本的[Font]字体。" - -#: doc/classes/ToolButton.xml:33 msgid "Default text [Color] of the [ToolButton]." msgstr "[ToolButton] 的默认文本 [Color]颜色。" -#: doc/classes/ToolButton.xml:36 +#: doc/classes/ToolButton.xml:27 msgid "Text [Color] used when the [ToolButton] is disabled." msgstr "禁用 [ToolButton] 时使用的文本 [Color]颜色。" -#: doc/classes/ToolButton.xml:39 +#: doc/classes/ToolButton.xml:30 msgid "" "Text [Color] used when the [ToolButton] is focused. Only replaces the normal " "text color of the button. Disabled, hovered, and pressed states take " @@ -71667,21 +71899,38 @@ msgstr "" "聚焦 [ToolButton] 时所使用的文本 [Color] 颜色。仅替换正常文字颜色。禁用、悬" "停、以及按下状态的优先级比该颜色高。" -#: doc/classes/ToolButton.xml:42 +#: doc/classes/ToolButton.xml:33 msgid "Text [Color] used when the [ToolButton] is being hovered." msgstr "[ToolButton] 悬停时使用的文本 [Color]颜色。" -#: doc/classes/ToolButton.xml:45 +#: doc/classes/ToolButton.xml:36 msgid "Text [Color] used when the [ToolButton] is being pressed." msgstr "按下 [ToolButton] 时使用的文本 [Color]颜色。" +#: doc/classes/ToolButton.xml:39 +msgid "The horizontal space between [ToolButton]'s icon and text." +msgstr "[ToolButton] 的图标和文本之间的水平间距。" + +#: doc/classes/ToolButton.xml:42 +msgid "[Font] of the [ToolButton]'s text." +msgstr "[ToolButton]的文本的[Font]字体。" + +#: doc/classes/ToolButton.xml:45 +msgid "[StyleBox] used when the [ToolButton] is disabled." +msgstr "当[ToolButton]被禁用时使用的[StyleBox]。" + #: doc/classes/ToolButton.xml:48 -msgid "[StyleBox] used when the [ToolButton] is being hovered." -msgstr "当[ToolButton]被悬停时使用的[StyleBox]。" +msgid "" +"[StyleBox] used when the [ToolButton] is focused. It is displayed over the " +"current [StyleBox], so using [StyleBoxEmpty] will just disable the focus " +"visual effect." +msgstr "" +"当 [ToolButton] 获得焦点时使用的 [StyleBox]。它显示在当前的 [StyleBox] 之上," +"所以使用 [StyleBoxEmpty] 将只禁用焦点的视觉效果。" #: doc/classes/ToolButton.xml:51 -msgid "The horizontal space between [ToolButton]'s icon and text." -msgstr "[ToolButton] 的图标和文本之间的水平间距。" +msgid "[StyleBox] used when the [ToolButton] is being hovered." +msgstr "当[ToolButton]被悬停时使用的[StyleBox]。" #: doc/classes/ToolButton.xml:54 msgid "Default [StyleBox] for the [ToolButton]." @@ -71788,7 +72037,7 @@ msgstr "仅在触摸屏上可以看到。" #: doc/classes/Transform.xml:4 msgid "3D transformation (3×4 matrix)." -msgstr "3D变换,即3×4矩阵。" +msgstr "3D 变换(3×4 矩阵)。" #: doc/classes/Transform.xml:7 msgid "" @@ -71799,37 +72048,38 @@ msgid "" "For more information, read the \"Matrices and transforms\" documentation " "article." msgstr "" -"3×4矩阵,即3行4列,用于3D线性变换。它可以表示诸如平移、旋转或缩放的变换。它由" -"一个 [member basis] ,即前3列,和一个 [member origin] ,即最后一列,的" -"[Vector3]组成。\n" -"欲了解更多信息,请阅读文档文章 \"Matrices and transforms\" 矩阵和变换。" +"用于 3D 线性变换的 3×4 矩阵(3 行 4 列),可以表示平移、旋转、缩放等变换。它" +"由一个 [member basis](前 3 列)和一个 [member origin] 的 [Vector3](最后一" +"列)组成。\n" +"更多信息请阅读文档文章《矩阵和变换》。" #: doc/classes/Transform.xml:26 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础向量,其中一" +"些可能被缩放。" #: doc/classes/Transform.xml:34 msgid "Constructs a Transform from a [Basis] and [Vector3]." -msgstr "从[Basis] 和[Vector3]构造一个变换。" +msgstr "从 [Basis] 和 [Vector3] 构造一个 Transform 变换。" #: doc/classes/Transform.xml:41 msgid "Constructs a Transform from a [Transform2D]." -msgstr "从一个[Transform2D]构造一个变换。" +msgstr "从一个 [Transform2D] 构造一个 Transform 变换。" #: doc/classes/Transform.xml:48 msgid "" "Constructs a Transform from a [Quat]. The origin will be [code]Vector3(0, 0, " "0)[/code]." -msgstr "从一个[Quat]构造一个变换。原点是[code]Vector3(0, 0, 0)[/code]。" +msgstr "" +"从一个 [Quat] 构造一个 Transform 变换。原点是 [code]Vector3(0, 0, 0)[/code]。" #: doc/classes/Transform.xml:55 msgid "" "Constructs the Transform from a [Basis]. The origin will be Vector3(0, 0, 0)." -msgstr "从一个[Basis]构造变换。原点是Vector3(0, 0, 0)。" +msgstr "从一个 [Basis] 构造 Transform 变换。原点是 Vector3(0, 0, 0)。" #: doc/classes/Transform.xml:61 doc/classes/Transform2D.xml:44 msgid "" @@ -71849,8 +72099,8 @@ msgid "" "transformation is composed of rotation and translation (no scaling, use " "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,注,没有缩放,对有缩放的变换" -"使用affine_inverse。" +"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)。" #: doc/classes/Transform.xml:82 doc/classes/Transform2D.xml:99 msgid "" @@ -71912,12 +72162,17 @@ msgstr "" "通过这个变换对指定的[Vector3]、[Plane]、[AABB]或[PoolVector3Array]进行变换。" #: doc/classes/Transform.xml:135 +#, fuzzy msgid "" "Inverse-transforms the given [Vector3], [Plane], [AABB], or " -"[PoolVector3Array] by this transform." +"[PoolVector3Array] by this transform, under the assumption that the " +"transformation is composed of rotation and translation (no scaling). " +"Equivalent to calling [code]inverse().xform(v)[/code] on this transform. For " +"affine transformations (e.g. with scaling) see [method affine_inverse] " +"method." msgstr "" -"通过这个变换对指定的[Vector3]、[Plane]、[AABB]或[PoolVector3Array]进行逆变" -"换。" +"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/Transform.xml:141 msgid "" @@ -71939,8 +72194,8 @@ msgid "" "[Transform] with no translation, rotation or scaling applied. When applied " "to other data structures, [constant IDENTITY] performs no transformation." msgstr "" -"[Transform],不应用平移、旋转或缩放。当应用于其他数据结构时,[constant " -"IDENTITY] 不执行转换。" +"未应用平移、旋转、缩放的 [Transform]。当应用于其他数据结构时,[constant " +"IDENTITY] 不执行变换。" #: doc/classes/Transform.xml:152 msgid "[Transform] with mirroring applied perpendicular to the YZ plane." @@ -71956,7 +72211,7 @@ msgstr "[Transform]变换与垂直于XY平面的镜像应用。" #: doc/classes/Transform2D.xml:4 msgid "2D transformation (2×3 matrix)." -msgstr "2D变换,即2×3矩阵。" +msgstr "2D 变换(2×3 矩阵)。" #: doc/classes/Transform2D.xml:7 msgid "" @@ -71967,49 +72222,49 @@ msgid "" "For more information, read the \"Matrices and transforms\" documentation " "article." msgstr "" -"2×3矩阵,即2行,3列,用于二维线性变换。它可以表示诸如平移、旋转或缩放的变换。" -"由三个[Vector2]值组成。[member x],[member y],和[member origin]。\n" -"欲了解更多信息,请阅读 \"Matrices and transforms\" 矩阵和变换文档文章。" +"用于 2D 线性变换的 2×3 矩阵(2 行 3 列),可以表示平移、旋转、缩放等变换。由" +"三个 [Vector2] 值组成:[member x]、[member y]、[member origin]。\n" +"更多信息请阅读文档文章《矩阵和变换》。" #: doc/classes/Transform2D.xml:21 msgid "Constructs the transform from a 3D [Transform]." -msgstr "从一个3D[Transform]构建变换。" +msgstr "从一个 3D [Transform] 构建变换。" #: doc/classes/Transform2D.xml:30 msgid "" "Constructs the transform from 3 [Vector2] values representing [member x], " "[member y], and the [member origin] (the three column vectors)." msgstr "" -"从表示[member x], [member y], [member origin] ,即3个列向量的[Vector2]值构建" -"变换。" +"从表示 [member x]、[member y]、[member origin] 的 3 个 [Vector2](三个列向" +"量)构建变换。" #: doc/classes/Transform2D.xml:38 msgid "Constructs the transform from a given angle (in radians) and position." -msgstr "从一个给定的角度,即弧度,和位置构造变换。" +msgstr "从一个给定的角度(单位为弧度)和位置构造变换。" #: doc/classes/Transform2D.xml:51 msgid "" "Returns a vector transformed (multiplied) by the basis matrix.\n" "This method does not account for translation (the origin vector)." msgstr "" -"返回由基础矩阵变换的向量,注相乘。\n" -"这个方法不考虑原点向量转换。" +"返回经过基础矩阵变换(相乘)的向量。\n" +"该方法不考虑平移(原点向量)。" #: doc/classes/Transform2D.xml:59 msgid "" "Returns a vector transformed (multiplied) by the inverse basis matrix.\n" "This method does not account for translation (the origin vector)." msgstr "" -"返回由逆基础矩阵转换的向量,注相乘。\n" -"该方法不考虑原点向量转换。" +"返回经过逆基础矩阵变换(相乘)的向量。\n" +"该方法不考虑平移(原点向量)。" #: doc/classes/Transform2D.xml:66 msgid "Returns the transform's origin (translation)." -msgstr "返回变换的原点,转换。" +msgstr "返回变换的原点(平移)。" #: doc/classes/Transform2D.xml:72 msgid "Returns the transform's rotation (in radians)." -msgstr "返回变换的旋转角度,单位:弧度。" +msgstr "返回变换的旋转(单位为弧度)。" #: doc/classes/Transform2D.xml:78 msgid "Returns the scale." @@ -72029,8 +72284,8 @@ msgid "" "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,注,没有缩放,对有缩放的变换" -"使用[method affine_inverse]。" +"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:105 msgid "" @@ -72056,16 +72311,24 @@ msgid "" msgstr "通过此变换对指定的[Vector2]、[Rect2]或[PoolVector2Array]进行变换。" #: doc/classes/Transform2D.xml:141 +#, fuzzy msgid "" "Inverse-transforms the given [Vector2], [Rect2], or [PoolVector2Array] by " -"this transform." -msgstr "通过此变换对指定的[Vector2]、[Rect2]或[PoolVector2Array]进行逆变换。" +"this transform, under the assumption that the transformation is composed of " +"rotation and translation (no scaling). Equivalent to calling [code]inverse()." +"xform(v)[/code] on this transform. For affine transformations (e.g. with " +"scaling) see [method affine_inverse] method." +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:147 msgid "" "The origin vector (column 2, the third column). Equivalent to array index " "[code]2[/code]. The origin vector represents translation." -msgstr "原点向量,即第2、3列。相当于数组索引[code]2[/code]。原点向量代表转换。" +msgstr "" +"原点向量(2 号列,即第 3 列)。相当于使用 [code]2[/code] 进行数组索引。原点向" +"量代表平移。" #: doc/classes/Transform2D.xml:158 msgid "" @@ -72073,16 +72336,16 @@ msgid "" "When applied to other data structures, [constant IDENTITY] performs no " "transformation." msgstr "" -"没有应用平移、旋转或缩放的[Transform2D]的标识。当应用于其他数据结构时, " -"[constant IDENTITY]不执行转换。" +"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," +"[constant IDENTITY] 不执行变换。" #: doc/classes/Transform2D.xml:161 msgid "The [Transform2D] that will flip something along the X axis." -msgstr "将沿X轴翻转的[Transform2D]。" +msgstr "将沿 X 轴翻转的 [Transform2D]。" #: doc/classes/Transform2D.xml:164 msgid "The [Transform2D] that will flip something along the Y axis." -msgstr "将沿Y轴翻转的[Transform2D]。" +msgstr "将沿 Y 轴翻转的 [Transform2D]。" #: doc/classes/Translation.xml:4 msgid "Language Translation." @@ -72092,7 +72355,7 @@ msgstr "语言翻译。" msgid "" "Translations are resources that can be loaded and unloaded on demand. They " "map a string to another string." -msgstr "翻译是可以按需加载和卸载的资源。是将一个字符串映射到另一个字符串。" +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:10 doc/classes/TranslationServer.xml:10 msgid "" @@ -72108,7 +72371,7 @@ msgstr "https://docs.godotengine.org/zh_CN/stable/tutorials/i18n/locales.html" #: doc/classes/Translation.xml:18 msgid "Virtual method to override [method get_message]." -msgstr "重写[method get_message]虚方法。" +msgstr "重写 [method get_message] 的虚方法。" #: doc/classes/Translation.xml:26 msgid "Adds a message if nonexistent, followed by its translation." @@ -72128,11 +72391,11 @@ msgstr "返回现有信息的数量。" #: doc/classes/Translation.xml:52 msgid "Returns all the messages (keys)." -msgstr "返回所有的信息,键值。" +msgstr "返回所有的信息(键值)。" #: doc/classes/Translation.xml:58 msgid "The locale of the translation." -msgstr "翻译的地域。" +msgstr "翻译的区域设置。" #: doc/classes/TranslationServer.xml:4 msgid "Server that manages all translations." @@ -72150,11 +72413,11 @@ msgstr "添加一个[Translation]翻译资源。" #: doc/classes/TranslationServer.xml:24 msgid "Clears the server from all translations." -msgstr "清除服务中的所有翻译。" +msgstr "清除服务器中的所有翻译。" #: doc/classes/TranslationServer.xml:30 msgid "Returns an array of all loaded locales of the project." -msgstr "返回项目中所有已加载的语言的数组。" +msgstr "返回项目中所有已加载的区域设置的数组。" #: doc/classes/TranslationServer.xml:36 msgid "" @@ -72162,17 +72425,17 @@ msgid "" "See also [method OS.get_locale] and [method OS.get_locale_language] to query " "the locale of the user system." msgstr "" -"返回项目的当前语言版本。\n" -"参阅[method OS.get_locale]和[method OS.get_locale_language]来查询用户系统的区" -"域设置。" +"返回项目的当前区域设置。\n" +"查询用户系统的区域设置请参阅 [method OS.get_locale] 和 [method OS." +"get_locale_language]。" #: doc/classes/TranslationServer.xml:44 msgid "" "Returns a locale's language and its variant (e.g. [code]\"en_US\"[/code] " "would return [code]\"English (United States)\"[/code])." msgstr "" -"返回一个地域语言及其变体,例如,[code]\"en_US\"[/code]将返回[code]\"English " -"(United States)\"[/code]。" +"返回区域设置的语言及其变体。例如,[code]\"en_US\"[/code] 将返回 " +"[code]\"English (United States)\"[/code]。" #: doc/classes/TranslationServer.xml:51 msgid "Removes the given translation from the server." @@ -72186,13 +72449,13 @@ msgid "" "If translations have been loaded beforehand for the new locale, they will be " "applied." msgstr "" -"设置项目的语言环境。[code]locale[/code]字符串将被标准化,以匹配已知的区域,例" -"如,[code]en-US[/code]将被匹配到[code]en_US[/code]。\n" +"设置项目的区域设置。[code]locale[/code] 字符串将被标准化,以匹配已知的区域。" +"例如,[code]en-US[/code]将被匹配到[code]en_US[/code]。\n" "如果事先已经加载了新区域的翻译,其将被应用。" #: doc/classes/TranslationServer.xml:66 msgid "Returns the current locale's translation for the given message (key)." -msgstr "返回当前地域对指定信息,即key的翻译。" +msgstr "返回当前区域设置对指定信息(key)的翻译。" #: doc/classes/Tree.xml:4 msgid "Control to show a tree of items." @@ -72425,9 +72688,9 @@ msgid "" "Columns that have the \"Expand\" flag will use their \"min_width\" in a " "similar fashion to [member Control.size_flags_stretch_ratio]." msgstr "" -"如果[code]true[/code],该列将拥有[Control]的 \"扩展\" 标志。拥有 \"扩展\" 标" -"志的列,将以类似于[member Control.size_flags_stretch_ratio]的方式使用其 " -"\"min_width\" 最小宽度。" +"如果 [code]true[/code],该列将拥有 [Control] 的“Expand”标志。拥有“Expand”标志" +"的列,将以类似于 [member Control.size_flags_stretch_ratio] 的方式使用" +"其“min_width”最小宽度。" #: doc/classes/Tree.xml:192 msgid "" @@ -72435,8 +72698,8 @@ msgid "" "will use their \"min_width\" in a similar fashion to [member Control." "size_flags_stretch_ratio]." msgstr "" -"设置一个列的最小宽度。拥有 \"扩展\" 标志的列将以类似于[member Control." -"size_flags_stretch_ratio] 的方式使用其 \"min_width\" 最小宽度。" +"设置一个列的最小宽度。拥有“Expand”标志的列将以类似于 [member Control." +"size_flags_stretch_ratio] 的方式使用其“min_width”最小宽度。" #: doc/classes/Tree.xml:200 msgid "Sets the title of a column." @@ -72642,73 +72905,37 @@ msgstr "" "在顶部或底部。" #: doc/classes/Tree.xml:359 -msgid "The arrow icon used when a foldable item is not collapsed." -msgstr "当一个可折叠的项没有被折叠时,使用的箭头图标。" +msgid "" +"Text [Color] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's " +"hovered." +msgstr "" +"当[constant TreeItem.CELL_MODE_CUSTOM]模式的单元格被悬停时的文本[Color]颜色。" #: doc/classes/Tree.xml:362 -msgid "The arrow icon used when a foldable item is collapsed." -msgstr "当一个可折叠的项被折叠时,使用的箭头图标。" - -#: doc/classes/Tree.xml:365 msgid "" -"Default [StyleBox] for the [Tree], i.e. used when the control is not being " -"focused." -msgstr "[Tree]的默认[StyleBox],即在控件没有获得焦点时使用。" - -#: doc/classes/Tree.xml:368 -msgid "[StyleBox] used when the [Tree] is being focused." -msgstr "当[Tree]获得焦点时使用的[StyleBox]。" +"[Color] used to draw possible drop locations. See [enum DropModeFlags] " +"constants for further description of drop locations." +msgstr "" +"用于绘制可能的放置位置的[Color]颜色。有关放置位置的描述,参阅[enum " +"DropModeFlags]常量。" #: doc/classes/Tree.xml:371 -msgid "The horizontal space between each button in a cell." -msgstr "一个单元中每个按钮之间的水平空间。" +msgid "[Color] of the guideline." +msgstr "参考线的[Color]颜色。" #: doc/classes/Tree.xml:374 -msgid "[StyleBox] used when a button in the tree is pressed." -msgstr "当树中的按钮被按下时使用的[StyleBox]。" +msgid "[Color] of the relationship lines." +msgstr "关系线的[Color]颜色。" #: doc/classes/Tree.xml:377 -msgid "" -"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " -"cell is checked." -msgstr "" -"当[constant TreeItem.CELL_MODE_CHECK]模式单元格被选中时,显示的选中图标。" +msgid "Default text [Color] of the title button." +msgstr "标题按钮的默认文本[Color]颜色。" #: doc/classes/Tree.xml:380 -msgid "[StyleBox] used for the cursor, when the [Tree] is being focused." -msgstr "当[Tree]获得焦点时,用于光标的[StyleBox]。" +msgid "The horizontal space between each button in a cell." +msgstr "一个单元中每个按钮之间的水平空间。" #: doc/classes/Tree.xml:383 -msgid "[StyleBox] used for the cursor, when the [Tree] is not being focused." -msgstr "当[Tree]未获聚焦时,用于光标的[StyleBox]。" - -#: doc/classes/Tree.xml:386 -msgid "" -"Default [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell." -msgstr "为[constant TreeItem.CELL_MODE_CUSTOM]模式的单元格默认的[StyleBox]。" - -#: doc/classes/Tree.xml:389 -msgid "" -"Text [Color] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's " -"hovered." -msgstr "" -"当[constant TreeItem.CELL_MODE_CUSTOM]模式的单元格被悬停时的文本[Color]颜色。" - -#: doc/classes/Tree.xml:392 -msgid "" -"[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's " -"hovered." -msgstr "" -"当[constant TreeItem.CELL_MODE_CUSTOM]模式的单元格被悬停时的[StyleBox]。" - -#: doc/classes/Tree.xml:395 -msgid "" -"[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's " -"pressed." -msgstr "" -"当[constant TreeItem.CELL_MODE_CUSTOM]模式的单元格被按下时的[StyleBox]。" - -#: doc/classes/Tree.xml:398 msgid "" "Draws the guidelines if not zero, this acts as a boolean. The guideline is a " "horizontal line drawn at the bottom of each item." @@ -72716,7 +72943,7 @@ msgstr "" "如果不为零就绘制参考线,这作为一个布尔值。参考线是在每个项的底部画的一条水平" "线。" -#: doc/classes/Tree.xml:401 +#: doc/classes/Tree.xml:386 msgid "" "Draws the relationship lines if not zero, this acts as a boolean. " "Relationship lines are drawn at the start of child items to show hierarchy." @@ -72724,98 +72951,134 @@ msgstr "" "如果不为零,则绘制关系线,这作为一个布尔值。关系线在子项的开始处绘制,以显示" "层次结构。" -#: doc/classes/Tree.xml:404 -msgid "" -"[Color] used to draw possible drop locations. See [enum DropModeFlags] " -"constants for further description of drop locations." -msgstr "" -"用于绘制可能的放置位置的[Color]颜色。有关放置位置的描述,参阅[enum " -"DropModeFlags]常量。" - -#: doc/classes/Tree.xml:416 -msgid "[Color] of the guideline." -msgstr "参考线的[Color]颜色。" - -#: doc/classes/Tree.xml:419 +#: doc/classes/Tree.xml:389 msgid "" "The horizontal space between item cells. This is also used as the margin at " "the start of an item when folding is disabled." msgstr "项目单元之间的水平空间。这也用作禁用折叠时项目开头的边距。" -#: doc/classes/Tree.xml:422 +#: doc/classes/Tree.xml:392 msgid "" "The horizontal margin at the start of an item. This is used when folding is " "enabled for the item." msgstr "项目开头的水平边距。在项目启用折叠功能时使用。" -#: doc/classes/Tree.xml:425 -msgid "[Color] of the relationship lines." -msgstr "关系线的[Color]颜色。" - -#: doc/classes/Tree.xml:428 +#: doc/classes/Tree.xml:395 msgid "" "The maximum distance between the mouse cursor and the control's border to " "trigger border scrolling when dragging." msgstr "拖动时,鼠标指针与控件边框之间触发边框滚动的最大距离。" -#: doc/classes/Tree.xml:431 +#: doc/classes/Tree.xml:398 msgid "The speed of border scrolling." msgstr "边框滚动的速度。" -#: doc/classes/Tree.xml:434 +#: doc/classes/Tree.xml:401 +msgid "" +"The vertical padding inside each item, i.e. the distance between the item's " +"content and top/bottom border." +msgstr "每个项内的垂直填充,即项内容与上或下边框之间的距离。" + +#: doc/classes/Tree.xml:407 +msgid "[Font] of the title button's text." +msgstr "标题按钮文本的[Font]字体。" + +#: doc/classes/Tree.xml:410 +msgid "The arrow icon used when a foldable item is not collapsed." +msgstr "当一个可折叠的项没有被折叠时,使用的箭头图标。" + +#: doc/classes/Tree.xml:413 +msgid "The arrow icon used when a foldable item is collapsed." +msgstr "当一个可折叠的项被折叠时,使用的箭头图标。" + +#: doc/classes/Tree.xml:416 +msgid "" +"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " +"cell is checked." +msgstr "" +"当[constant TreeItem.CELL_MODE_CHECK]模式单元格被选中时,显示的选中图标。" + +#: doc/classes/Tree.xml:419 msgid "" "The arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] mode " "cell." msgstr "为[constant TreeItem.CELL_MODE_RANGE]模式单元显示的箭头图标。" -#: doc/classes/Tree.xml:437 +#: doc/classes/Tree.xml:422 msgid "" -"[StyleBox] for the selected items, used when the [Tree] is not being focused." -msgstr "所选项的[StyleBox],当[Tree]没有获得焦点时使用。" +"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " +"cell is unchecked." +msgstr "" +"当[constant TreeItem.CELL_MODE_CHECK]模式单元未被选中时,要显示的选中图标。" -#: doc/classes/Tree.xml:440 +#: doc/classes/Tree.xml:425 msgid "" -"[StyleBox] for the selected items, used when the [Tree] is being focused." -msgstr "所选项目的[StyleBox],在[Tree]获得焦点时使用。" +"The updown arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] " +"mode cell." +msgstr "为[constant TreeItem.CELL_MODE_RANGE]模式单元显示的向下箭头图标。" + +#: doc/classes/Tree.xml:428 +msgid "" +"Default [StyleBox] for the [Tree], i.e. used when the control is not being " +"focused." +msgstr "[Tree]的默认[StyleBox],即在控件没有获得焦点时使用。" + +#: doc/classes/Tree.xml:431 +msgid "[StyleBox] used when the [Tree] is being focused." +msgstr "当[Tree]获得焦点时使用的[StyleBox]。" + +#: doc/classes/Tree.xml:434 +msgid "[StyleBox] used when a button in the tree is pressed." +msgstr "当树中的按钮被按下时使用的[StyleBox]。" + +#: doc/classes/Tree.xml:437 +msgid "[StyleBox] used for the cursor, when the [Tree] is being focused." +msgstr "当[Tree]获得焦点时,用于光标的[StyleBox]。" + +#: doc/classes/Tree.xml:440 +msgid "[StyleBox] used for the cursor, when the [Tree] is not being focused." +msgstr "当[Tree]未获聚焦时,用于光标的[StyleBox]。" #: doc/classes/Tree.xml:443 -msgid "Default text [Color] of the title button." -msgstr "标题按钮的默认文本[Color]颜色。" +msgid "" +"Default [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell." +msgstr "为[constant TreeItem.CELL_MODE_CUSTOM]模式的单元格默认的[StyleBox]。" #: doc/classes/Tree.xml:446 -msgid "[Font] of the title button's text." -msgstr "标题按钮文本的[Font]字体。" +msgid "" +"[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's " +"hovered." +msgstr "" +"当[constant TreeItem.CELL_MODE_CUSTOM]模式的单元格被悬停时的[StyleBox]。" #: doc/classes/Tree.xml:449 -msgid "[StyleBox] used when the title button is being hovered." -msgstr "当标题按钮被悬停时使用的[StyleBox]。" +msgid "" +"[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's " +"pressed." +msgstr "" +"当[constant TreeItem.CELL_MODE_CUSTOM]模式的单元格被按下时的[StyleBox]。" #: doc/classes/Tree.xml:452 -msgid "Default [StyleBox] for the title button." -msgstr "标题按钮的默认[StyleBox]。" +msgid "" +"[StyleBox] for the selected items, used when the [Tree] is not being focused." +msgstr "所选项的[StyleBox],当[Tree]没有获得焦点时使用。" #: doc/classes/Tree.xml:455 -msgid "[StyleBox] used when the title button is being pressed." -msgstr "当标题按钮被按下时使用的[StyleBox]。" +msgid "" +"[StyleBox] for the selected items, used when the [Tree] is being focused." +msgstr "所选项目的[StyleBox],在[Tree]获得焦点时使用。" #: doc/classes/Tree.xml:458 -msgid "" -"The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode " -"cell is unchecked." -msgstr "" -"当[constant TreeItem.CELL_MODE_CHECK]模式单元未被选中时,要显示的选中图标。" +msgid "[StyleBox] used when the title button is being hovered." +msgstr "当标题按钮被悬停时使用的[StyleBox]。" #: doc/classes/Tree.xml:461 -msgid "" -"The updown arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] " -"mode cell." -msgstr "为[constant TreeItem.CELL_MODE_RANGE]模式单元显示的向下箭头图标。" +msgid "Default [StyleBox] for the title button." +msgstr "标题按钮的默认[StyleBox]。" #: doc/classes/Tree.xml:464 -msgid "" -"The vertical padding inside each item, i.e. the distance between the item's " -"content and top/bottom border." -msgstr "每个项内的垂直填充,即项内容与上或下边框之间的距离。" +msgid "[StyleBox] used when the title button is being pressed." +msgstr "当标题按钮被按下时使用的[StyleBox]。" #: doc/classes/TreeItem.xml:4 msgid "Control for a single item inside a [Tree]." @@ -73096,12 +73359,12 @@ msgstr "" #: doc/classes/TreeItem.xml:369 msgid "If [code]true[/code], column [code]column[/code] is editable." -msgstr "如果[code]true[/code],[code]column[/code]是可编辑的。" +msgstr "为 [code]true[/code] 时 [code]column[/code] 列可编辑。" #: doc/classes/TreeItem.xml:377 msgid "" "If [code]true[/code], column [code]column[/code] is expanded to the right." -msgstr "如果[code]true[/code],列[code]column[/code]将向右扩展。" +msgstr "为 [code]true[/code] 时 [code]column[/code] 列将向右扩展。" #: doc/classes/TreeItem.xml:385 msgid "Sets the given column's icon [Texture]." @@ -73217,7 +73480,7 @@ msgstr "内部用于碰撞计算的网格类型。" #: doc/classes/Tween.xml:4 msgid "Smoothly animates a node's properties over time." -msgstr "平滑地使一个节点的属性随时间变化。" +msgstr "使节点的属性随时间平滑地变化。" #: doc/classes/Tween.xml:7 msgid "" @@ -73255,32 +73518,32 @@ msgid "" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]" msgstr "" -"Tweens对于需要在一个数值范围内插值的,数值属性的动画很有用。[i]Tween[/i]这个" -"名字来自[i]in-betweening[/i],这是一种动画技术,通过指定[i]keyframes[/i]关键" -"帧,计算机在它们之间插补出帧。\n" -"[Tween]比[AnimationPlayer]更适合于,你事先不知道最终数值的动画。例如,插值动" -"态选择的相机变焦值最好用[Tween]节点完成;用[AnimationPlayer]节点做同样的事情" -"会很困难。\n" -"下面是一个简短的使用例子,它使一个2D节点在两个位置之间平缓移动:\n" -"[[codeblock]\n" +"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" +"在关键帧之间插补出其他帧。\n" +"[Tween] 比 [AnimationPlayer] 更适合于事先不知道最终数值的动画。例如,插值动态" +"选择的相机变焦值最好用 [Tween] 节点完成;用 [AnimationPlayer] 节点做同样的事" +"情会很困难。\n" +"下面是一个简短的使用例子,让一个 2D 节点在两个位置之间平滑移动:\n" +"[codeblock]\n" "var tween = get_node(\"Tween\")\n" "tween.interpolate_property($Node2D, \"position\",\n" " Vector2(0, 0), Vector2(100, 100), 1,\n" " Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)\n" "tween.start()\n" "[/codeblock]\n" -"许多方法需要一个属性名称,比如上面的[code]\"position\"[/code]。你可以通过在检" -"查器中,悬停在该属性上找到正确的属性名称。你也可以通过使用[code]\"property:" -"component\"[/code]直接提供一个属性的组件,例如,[code]position:x[/code],它将" -"只适用于该特定组件。\n" -"许多方法接受[code]trans_type[/code]和[code]easy_type[/code]。第一个接受一个" -"[enum TransitionType]常量,指的是处理动画时间的方式,参阅[url=https://" -"easings.net/]easings.net[/url]的一些例子。第二个接受一个[enum EaseType]常量," -"控制[code]trans_type[/code]应用于插值的位置,即在开始,结束,或两者。如果你不" -"知道该选哪个过渡和平缓,你可以用[constant EASE_IN_OUT]尝试不同的[enum " -"TransitionType]常数,然后使用看起来最好的那个。\n" +"许多方法都需要提供属性名称,比如上面的 [code]\"position\"[/code]。你可以通过" +"在检查器中将鼠标悬停在该属性上找到正确的属性名称。你也可以通过使用 " +"[code]\"property:component\"[/code] 直接提供一个属性的分量(例如 " +"[code]position:x[/code]),动画就只会对这个分量起效。\n" +"许多方法接受过渡类型 [code]trans_type[/code] 和缓动类型 [code]easy_type[/" +"code]。前者接受 [enum TransitionType] 常量,指的是处理动画时间的方式(请参阅 " +"[url=https://easings.net/]easings.net[/url] 的一些例子)。后者接受 [enum " +"EaseType] 常量,控制 [code]trans_type[/code] 应用于插值的位置(开头、结尾、或" +"两处都是)。如果你不知道该选哪个过渡和缓动,你可以用 [constant EASE_IN_OUT] " +"尝试不同的 [enum TransitionType] 常数,然后使用看起来最好的那个。\n" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" -"tween_cheatsheet.png]Tween平缓与过渡类型参考页[/url]" +"tween_cheatsheet.png]Tween 缓动与过渡类型参考页[/url]" #: doc/classes/Tween.xml:36 msgid "" @@ -73293,11 +73556,13 @@ msgid "" "direction of the interpolation. See the class description for more " "information." msgstr "" -"跟随[code]object[/code]的[code]method[/code],并在[code]target[/code]的" -"[code]target_method[/code]上应用返回值,从[code]initial_val[/code]开始," -"[code]duration[/code]秒,[code]delay[/code]秒后。方法是用连续的值来调用的。\n" -"对[code]trans_type[/code]使用[enum TransitionType],对[code]ease_type[/code]" -"参数使用[enum EaseType]。这些值控制插值的时间和方向。更多信息参阅类描述。" +"跟随 [code]object[/code] 的 [code]method[/code] 方法,将其返回值应用于 " +"[code]target[/code] 的 [code]target_method[/code] 方法。从 " +"[code]initial_val[/code] 开始,持续时间为 [code]duration[/code] 秒,延迟为 " +"[code]delay[/code] 秒。方法是用连续的值来调用的。\n" +"对 [code]trans_type[/code] 使用 [enum TransitionType] 类型的值,对 " +"[code]ease_type[/code] 使用 [enum EaseType] 类型的值。这些值控制的是插值的时" +"间和方向。更多信息请参阅类描述。" #: doc/classes/Tween.xml:52 msgid "" @@ -73310,11 +73575,13 @@ msgid "" "direction of the interpolation. See the class description for more " "information." msgstr "" -"跟随[code]object[/code]的[code]property[/code]属性,并应用于[code]target[/" -"code]的[code]target_property[/code],从[code]initial_val[/code]开始, " -"[code]duration[/code]秒,[code]delay[/code]秒后。\n" -"对[code]trans_type[/code]使用[enum TransitionType],对[code]ease_type[/code]" -"参数使用[enum EaseType]。这些值控制插值的时间和方向。更多信息参阅类描述。" +"跟随 [code]object[/code] 的 [code]property[/code] 属性,将其应用于 " +"[code]target[/code] 的 [code]target_property[/code] 属性。从 " +"[code]initial_val[/code] 开始,持续时间为 [code]duration[/code] 秒,延迟为 " +"[code]delay[/code] 秒。方法是用连续的值来调用的。\n" +"对 [code]trans_type[/code] 使用 [enum TransitionType] 类型的值,对 " +"[code]ease_type[/code] 使用 [enum EaseType] 类型的值。这些值控制的是插值的时" +"间和方向。更多信息请参阅类描述。" #: doc/classes/Tween.xml:59 msgid "" @@ -73322,8 +73589,8 @@ msgid "" "one lasting 10 seconds and the other 20 seconds, it would return 20 seconds, " "as by that time all tweens would have finished." msgstr "" -"返回所有补间结束所需的总时间。如果你有两个补间,一个持续10秒,另一个20秒,它" -"会返回20秒,因为到那个时候,所有的补间都会完成。" +"返回所有补间结束所需的总时间。如果你有两个补间,一个持续 10 秒,另一个 20 " +"秒,它会返回 20 秒,因为到那个时候,所有的补间都会完成。" #: doc/classes/Tween.xml:73 msgid "" @@ -73331,8 +73598,9 @@ msgid "" "code]. [code]arg1[/code]-[code]arg5[/code] are arguments to be passed to the " "callback." msgstr "" -"在[code]duration[/code]持续时间后,调用[code]object[/code]的[code]callback[/" -"code]回调。[code]arg1[/code]-[code]arg5[/code]是要传递给回调的参数。" +"在 [code]duration[/code] 持续时间后,调用 [code]object[/code] 的 " +"[code]callback[/code] 回调。[code]arg1[/code]-[code]arg5[/code] 是要传递给回" +"调的参数。" #: doc/classes/Tween.xml:87 msgid "" @@ -73341,9 +73609,9 @@ msgid "" "[code]arg1[/code]-[code]arg5[/code] are arguments to be passed to the " "callback." msgstr "" -"在主线程的[code]duration[/code]持续时间之后,调用[code]object[/code]的" -"[code]callback[/code],类似于[method Object.call_deferred]。[code]arg1[/" -"code]-[code]arg5[/code]是要传递给回调的参数。" +"在 [code]duration[/code] 持续时间后,在主线程上调用 [code]object[/code] 的 " +"[code]callback[/code] 回调(类似 [method Object.call_deferred])。" +"[code]arg1[/code]-[code]arg5[/code] 是要传递给回调的参数。" #: doc/classes/Tween.xml:101 msgid "" @@ -73356,11 +73624,13 @@ msgid "" "direction of the interpolation. See the class description for more " "information." msgstr "" -"将[code]object[/code]的[code]method[/code]从[code]initial_val[/code]到" -"[code]final_val[/code]动画化,[code]duration[/code]持续时间秒,[code]delay[/" -"code]延迟秒之后。方法是用连续的值来调用的。\n" -"对[code]trans_type[/code]使用[enum TransitionType],对[code]ease_type[/code]" -"参数使用[enum EaseType]。这些值控制插值的时间和方向。更多信息参阅类描述。" +"将 [code]object[/code] 的 [code]method[/code] 方法从起始值 " +"[code]initial_val[/code] 动画到最终值 [code]final_val[/code],持续时间为 " +"[code]duration[/code] 秒,延迟为 [code]delay[/code] 秒。方法是用连续的值来调" +"用的。\n" +"对 [code]trans_type[/code] 使用 [enum TransitionType] 类型的值,对 " +"[code]ease_type[/code] 使用 [enum EaseType] 类型的值。这些值控制的是插值的时" +"间和方向。更多信息请参阅类描述。" #: doc/classes/Tween.xml:116 msgid "" @@ -73373,19 +73643,21 @@ msgid "" "direction of the interpolation. See the class description for more " "information." msgstr "" -"将[code]object[/code]的[code]property[/code]从[code]initial_val[/code]动画化" -"到[code]final_val[/code],[code]duration[/code]持续时间秒,[code]delay[/code]" -"延迟秒后。将初始值设置为[code]null[/code]使用该属性的当前值。\n" -"对[code]trans_type[/code]使用[enum TransitionType],对[code]Ease_type[/code]" -"参数使用[enum EaseType]。这些值控制插值的时间和方向。更多信息参阅类描述。" +"将 [code]object[/code] 的 [code]property[/code] 属性从起始值 " +"[code]initial_val[/code] 动画到最终值 [code]final_val[/code],持续时间为 " +"[code]duration[/code] 秒,延迟为 [code]delay[/code] 秒。将起始值设置为 " +"[code]null[/code] 会使用该属性的当前值。\n" +"对 [code]trans_type[/code] 使用 [enum TransitionType] 类型的值,对 " +"[code]ease_type[/code] 使用 [enum EaseType] 类型的值。这些值控制的是插值的时" +"间和方向。更多信息请参阅类描述。" #: doc/classes/Tween.xml:123 msgid "" "Returns [code]true[/code] if any tweens are currently running.\n" "[b]Note:[/b] This method doesn't consider tweens that have ended." msgstr "" -"如果当前有补间正在运行,则返回[code]true[/code]。\n" -"[b]注意:[/b] 这个方法不考虑已经结束的补间。" +"如果当前有补间正在运行,则返回 [code]true[/code]。\n" +"[b]注意:[/b]这个方法不考虑已经结束的补间。" #: doc/classes/Tween.xml:132 msgid "" @@ -73465,11 +73737,13 @@ msgid "" "direction of the interpolation. See the class description for more " "information." msgstr "" -"将[code]object[/code]的[code]method[/code]从[code]initial_method[/code]返回的" -"值到[code]final_val[/code]动画化,[code]duration[/code]持续时间秒," -"[code]delay[/code]延迟秒后。方法是通过调用连续的值来实现动画的。\n" -"对[code]trans_type[/code]使用[enum TransitionType],对[code]ease_type[/code]" -"参数使用[enum EaseType]。这些值控制插值的时间和方向。更多信息参阅类描述。" +"将 [code]object[/code] 的 [code]method[/code] 方法做动画。以 " +"[code]initial_method[/code] 方法的返回值作为起始值,最终值为 " +"[code]final_val[/code],持续时间为 [code]duration[/code] 秒,延迟为 " +"[code]delay[/code] 秒。方法是用连续的值来调用的。\n" +"对 [code]trans_type[/code] 使用 [enum TransitionType] 类型的值,对 " +"[code]ease_type[/code] 使用 [enum EaseType] 类型的值。这些值控制的是插值的时" +"间和方向。更多信息请参阅类描述。" #: doc/classes/Tween.xml:231 msgid "" @@ -73482,11 +73756,13 @@ msgid "" "direction of the interpolation. See the class description for more " "information." msgstr "" -"将[code]object[/code]的[code]property[/code]从[code]initial[/code]的" -"[code]initial_val[/code]属性的当前值到[code]final_val[/code]动画化[code]," -"[code]duration[/code]持续时间秒,[code]delay[/code]延迟秒后。\n" -"对[code]trans_type[/code]使用[enum TransitionType],对[code]ease_type[/code]" -"参数使用[enum EaseType]。这些值控制插值的时间和方向。更多信息参阅类描述。" +"将 [code]object[/code] 的 [code]property[/code] 属性做动画。以 " +"[code]initial[/code] 对象的 [code]initial_val[/code] 属性的当前做作为起始值," +"最终值为 [code]final_val[/code],持续时间为 [code]duration[/code] 秒,延迟为 " +"[code]delay[/code] 秒。\n" +"对 [code]trans_type[/code] 使用 [enum TransitionType] 类型的值,对 " +"[code]ease_type[/code] 使用 [enum EaseType] 类型的值。这些值控制的是插值的时" +"间和方向。更多信息请参阅类描述。" #: doc/classes/Tween.xml:238 msgid "Returns the current time of the tween." @@ -73787,7 +74063,7 @@ msgstr "" #: doc/classes/UndoRedo.xml:4 msgid "Helper to manage undo/redo operations in the editor or custom tools." -msgstr "助手管理编辑器或自定义工具中的撤销及重做操作。" +msgstr "在编辑器或自定义工具中管理撤销及重做操作的辅助工具。" #: doc/classes/UndoRedo.xml:7 msgid "" @@ -73824,44 +74100,43 @@ msgid "" "and [method add_undo_method] out; the same goes for properties. You can also " "register more than one method/property." msgstr "" -"助手管理编辑器或自定义工具中的撤销及重做操作。它通过在 \"actions\" 动作中注册" -"方法和属性变化来运行。\n" -"常见的行为是创建一个动作,然后对函数或属性变化添加执行及重做调用,然后提交动" -"作。 \n" -"下面是一个插件中例子,说明如何在Godot编辑器自己的[UndoRedo]中添加一个动" +"在编辑器或自定义工具中管理撤销及重做操作的辅助工具。它的工作原理是" +"在“action”(动作)中注册方法和属性的变化。\n" +"常见的行为是首先创建一个动作,然后添加用于 do/undo(执行/撤销)的方法调用或属" +"性更改,然后提交动作。 \n" +"下面是一个插件中例子,展示如何在 Godot 编辑器自己的 [UndoRedo] 中添加一个动" "作。 \n" "[codeblock]\n" -"var undo_redo = get_undo_redo() # Method of EditorPlugin.\n" +"var undo_redo = get_undo_redo() # EditorPlugin 的方法。\n" "\n" "func do_something():\n" -" pass # Put your code here.\n" +" pass # 在此处添加你的代码。\n" "\n" "func undo_something():\n" -" pass # Put here the code that reverts what's done by " -"\"do_something()\".\n" +" pass # 在此处添加用于恢复“do_something()”所做修改的代码。\n" "\n" "func _on_MyButton_pressed():\n" " var node = get_node(\"MyNode2D\")\n" -" undo_redo.create_action(\"Move the node\")\n" +" undo_redo.create_action(\"移动节点\")\n" " undo_redo.add_do_method(self, \"do_something\")\n" " undo_redo.add_undo_method(self, \"undo_something\")\n" " undo_redo.add_do_property(node, \"position\", Vector2(100,100))\n" " undo_redo.add_undo_property(node, \"position\", node.position)\n" " undo_redo.commit_action()\n" "[/codeblock]\n" -"[method create_action], [method add_do_method], [method add_undo_method], " -"[method add_do_property], [method add_undo_property], and [method " -"commit_action]应该像例子中那样,一个接一个地调用。否则可能会导致崩溃。\n" -"如果你不需要注册一个方法,你可以不注册[method add_do_method]和[method " +"应该像例子中那样依次调用 [method create_action]、[method add_do_method]、" +"[method add_undo_method]、[method add_do_property]、[method " +"add_undo_property]、[method commit_action],否则可能会导致崩溃。\n" +"如果你不需要注册某个方法,你可以不注册 [method add_do_method] 和 [method " "add_undo_method];对于属性也是这样。你也可以注册一个以上的方法及属性。" #: doc/classes/UndoRedo.xml:39 msgid "Register a method that will be called when the action is committed." -msgstr "注册一个方法,当动作被提交时将被调用。" +msgstr "注册一个方法,这个方法会在动作被提交时调用。" #: doc/classes/UndoRedo.xml:48 msgid "Register a property value change for \"do\"." -msgstr "为 \"do\" 注册一个属性值变化。" +msgstr "为“do”注册属性值的更改。" #: doc/classes/UndoRedo.xml:55 msgid "" @@ -73869,16 +74144,16 @@ msgid "" "lost. This is useful mostly for new nodes created for the \"do\" call. Do " "not use for resources." msgstr "" -"为 \"do\" 注册一个引用,如果 \"do\" 的历史丢失,该引用将被删除。这对于为 \"do" -"\" 调用而创建的新节点来说非常有用。但不要用于资源。" +"为“do”注册一个引用,该引用会在“do”的历史丢失时删除。主要针对的是在“do”调用中" +"创建的新节点。请不要用于资源。" #: doc/classes/UndoRedo.xml:63 msgid "Register a method that will be called when the action is undone." -msgstr "注册一个方法,当动作被撤销时将被调用。" +msgstr "注册一个方法,这个方法会在动作被撤销时调用。" #: doc/classes/UndoRedo.xml:72 msgid "Register a property value change for \"undo\"." -msgstr "注册一个 \"undo\" 撤消的属性值变化。" +msgstr "为“undo”注册属性值的更改。" #: doc/classes/UndoRedo.xml:79 msgid "" @@ -73886,8 +74161,8 @@ msgid "" "history is lost. This is useful mostly for nodes removed with the \"do\" " "call (not the \"undo\" call!)." msgstr "" -"为 \"undo\" 注册一个引用,如果 \"undo\" 历史丢失,该引用将被删除。这对通过 " -"\"do\" 调用删除的节点非常有用,注,不是 \"undo\" 调用。" +"为“undo”注册一个引用,该引用会在“undo”的历史丢失时删除。主要针对的是在“do”调" +"用删除的节点(而非“undo”调用!)。" #: doc/classes/UndoRedo.xml:86 msgid "" @@ -73895,14 +74170,15 @@ msgid "" "Passing [code]false[/code] to [code]increase_version[/code] will prevent the " "version number to be increased from this." msgstr "" -"清除撤销及重做历史和相关的引用。\n" -"将[code]false[/code]传递给[code]encreate_version[/code]将阻止版本号由此增加。" +"清除撤销/重做历史和相关的引用。\n" +"将 [code]false[/code] 传递给 [code]encreate_version[/code] 将阻止版本号由此增" +"加。" #: doc/classes/UndoRedo.xml:93 msgid "" "Commit the action. All \"do\" methods/properties are called/set when this " "function is called." -msgstr "提交动作。当这个函数被调用时,所有 \"do\" 的方法及属性都被调用及设置。" +msgstr "提交动作。当这个函数被调用时,所有“do”的方法/属性都会被调用/设置。" #: doc/classes/UndoRedo.xml:101 msgid "" @@ -73913,10 +74189,11 @@ msgid "" "The way actions are merged is dictated by the [code]merge_mode[/code] " "argument. See [enum MergeMode] for details." msgstr "" -"创建一个新的动作。在这个动作被调用后,完成所有对[method add_do_method]、" -"[method add_undo_method]、[method add_do_property]和[method " -"add_undo_property]的调用,然后用[method commit_action]提交这个动作。\n" -"动作的合并方式由[code]merge_mode[/code]参数决定。详情参阅[enum MergeMode]。" +"创建一个新的动作。在这个动作被调用后,完成所有对 [method add_do_method]、" +"[method add_undo_method]、[method add_do_property] 和 [method " +"add_undo_property] 的调用,然后用 [method commit_action] 提交这个动作。\n" +"动作的合并方式由 [code]merge_mode[/code] 参数决定。详情参阅 [enum " +"MergeMode]。" #: doc/classes/UndoRedo.xml:108 msgid "Gets the name of the current action." @@ -73928,7 +74205,7 @@ msgid "" "version number is increased automatically.\n" "This is useful mostly to check if something changed from a saved version." msgstr "" -"获取版本。每次提交一个新的操作,[UndoRedo]的版本号都会自动增加。\n" +"获取版本。每次提交一个新的操作,[UndoRedo] 的版本号都会自动增加。\n" "这主要用于检查保存的版本是否发生了更改。" #: doc/classes/UndoRedo.xml:133 @@ -73937,8 +74214,8 @@ msgid "" "action, i.e. running its \"do\" method or property change (see [method " "commit_action])." msgstr "" -"如果[UndoRedo]当前正在提交动作,即运行其 \"do\" 的方法或属性变化,参阅" -"[method commit_action],则返回[code]true[/code]。" +"如果 [UndoRedo] 当前正在提交动作,即运行其“do”的方法或属性变化,则返回" +"[code]true[/code](请参阅 [method commit_action])。" #: doc/classes/UndoRedo.xml:139 msgid "Redo the last action." @@ -73950,11 +74227,11 @@ msgstr "撤销上一个动作。" #: doc/classes/UndoRedo.xml:152 msgid "Called when [method undo] or [method redo] was called." -msgstr "当[method undo] 或 [method redo]被调用时调用。" +msgstr "当 [method undo] 或 [method redo] 被调用时调用。" #: doc/classes/UndoRedo.xml:158 msgid "Makes \"do\"/\"undo\" operations stay in separate actions." -msgstr "使 \"do\"/\"undo\" 操作保持在单独的动作中。" +msgstr "使“do”/“undo”操作保持在单独的动作中。" #: doc/classes/UndoRedo.xml:161 msgid "" @@ -73962,8 +74239,8 @@ msgid "" "and the \"undo\" operation is from the last subsequent action with the same " "name." msgstr "" -"使动作的 \"do\" 的操作来自于创建的第一个动作,\"undo\" 的操作来自于最后一个同" -"名的后续动作。" +"使动作的“do”的操作来自于创建的第一个动作,“undo”的操作来自于最后一个同名的后" +"续动作。" #: doc/classes/UndoRedo.xml:164 msgid "Makes subsequent actions with the same name be merged into one." @@ -73971,7 +74248,7 @@ msgstr "使具有相同名称的后续动作合并为一个。" #: modules/upnp/doc_classes/UPNP.xml:4 msgid "UPNP network functions." -msgstr "UPNP网络功能。" +msgstr "UPNP 网络功能。" #: modules/upnp/doc_classes/UPNP.xml:7 msgid "" @@ -74028,27 +74305,27 @@ msgid "" " thread.wait_to_finish()\n" "[/codeblock]" msgstr "" -"提供UPNP功能来发现本地网络上的[UPNPDevice],并对它们执行指令,如管理端口映射" -"(端口转发)和查询本地和远程网络IP地址。注意,这个类的方法是同步的,会阻塞调" -"用线程。\n" -"要转发一个特定的端口:\n" +"提供 UPNP 功能来发现本地网络上的 [UPNPDevice],并对它们执行指令,如管理端口映" +"射(端口转发)和查询本地和远程网络 IP 地址。注意,这个类的方法是同步的,会阻" +"塞调用线程。\n" +"要转发一个特定的端口:\n" "[codeblock]\n" "const PORT = 7777\n" "var upnp = UPNP.new()\n" "upnp.discover(2000, 2, \"InternetGatewayDevice\")\n" "upnp.add_port_mapping(port)\n" "[/codeblock]\n" -"要关闭一个特定的端口(例如,在你使用完它之后):\n" +"要关闭一个特定的端口(例如,在你使用完它之后):\n" "[codeblock]\n" "upnp.delete_port_mapping(port)\n" "[/codeblock]\n" -"[b]注意:[/b] UPnP发现会阻塞当前线程。要在不阻塞主线程的情况下执行发现,可以" -"像这样使用[Thread]:\n" +"[b]注意:[/b]UPnP 发现会阻塞当前线程。要在不阻塞主线程的情况下执行发现,可以" +"像这样使用 [Thread]:\n" "[codeblock]\n" -"# 当完成UPnP端口映射设置时发出(无论成功或失败)。 \n" +"# 当完成 UPnP 端口映射设置时发出(无论成功或失败)。\n" "signal upnp_completed(error)\n" "\n" -"# 将其替换为您自己的服务器端口号(介于1025和65535之间)。 \n" +"# 将其替换为您自己的服务器端口号(介于 1025 和 65535之间)。\n" "const SERVER_PORT = 3928\n" "var thread = null\n" "\n" @@ -74074,13 +74351,13 @@ msgstr "" " thread.start(self, \"_upnp_setup\", SERVER_PORT)\n" "\n" "func _exit_tree():\n" -" # 当线程正在运行时,在这里等待线程结束来处理游戏退出。 \n" +" # 当线程正在运行时,在这里等待线程结束来处理游戏退出。\n" " thread.wait_to_finish()\n" "[/codeblock]" #: modules/upnp/doc_classes/UPNP.xml:59 msgid "Adds the given [UPNPDevice] to the list of discovered devices." -msgstr "将给定的[UPNPDevice]添加到已发现设备的列表中。" +msgstr "将给定的 [UPNPDevice] 添加到已发现设备的列表中。" #: modules/upnp/doc_classes/UPNP.xml:70 msgid "" @@ -74457,7 +74734,7 @@ msgstr "内存分配错误。" #: doc/classes/Variant.xml:4 msgid "The most important data type in Godot." -msgstr "Godot中最重要的数据类型。" +msgstr "Godot 中最重要的数据类型。" #: doc/classes/Variant.xml:7 msgid "" @@ -74544,70 +74821,70 @@ msgid "" "Modifications to a container will modify all references to it. A [Mutex] " "should be created to lock it if multi-threaded access is desired." msgstr "" -"在计算机编程中,变体类是用来存储各种其他类型的类。像 PHP、 Lua、 JavaScript " -"和 GDScript 这样的动态编程语言喜欢用它们在后端存储变量数据。使用这些变体,属" -"性可以自由地更改值类型。\n" +"在计算机编程中,Variant(变体)类是用来存储各种其他类型的类。像 PHP、 Lua、 " +"JavaScript 和 GDScript 这样的动态编程语言喜欢用它们在后端存储变量数据。使用 " +"Variant 的属性可以自由地更改值类型。\n" "[codeblock]\n" -"var foo = 2 # Foo 是一个动态的整数\n" -"foo = \"Now foo is a string!\"\n" +"var foo = 2 # foo 是一个动态类型的整数\n" +"foo = \"现在 foo 是字符串了!\"\n" "foo = Reference.new() # foo 是一个 Object\n" -"var bar: int = 2 # Bar 是一个静态类型的整数。\n" -"# bar = \"Uh oh! I can't make static variables become a different type!\"\n" +"var bar: int = 2 # bar 是一个静态类型的整数。\n" +"# bar = \"诶呀!我没法让静态变量变成其他类型!\"\n" "[/codeblock]\n" -"Godot在变体中跟踪所有脚本API变量。在无意中,你一直在使用变体。当一种特定的语" -"言为保持数据类型而执行自己的规则时,那么该语言就在基础变量脚本API上应用自己的" -"自定义逻辑。\n" -"- GDScript会自动将数值包装。它默认将所有数据保存在普通的变体中,然后可选择对" -"变量类型执行自定义的静态类型化规则。\n" -"- VisualScript也跟踪变体中的属性,但它也使用静态类型。GUI界面强制要求属性有一" -"个特定的类型,并且不随时间变化。\n" -"- C#是静态类型的,但是当它需要表示一个动态值时,使用Mono[code]object[/code]类" -"型来代替Godot的变体类。[code]object[/code]是Mono运行时对应的同一概念。\n" -"- 静态类型的语言NativeScript C++没有定义一个内置的类似变体的类。Godot的" -"GDNative绑定为用户提供了godot::Variant的类;C++代码开始与Godot运行时交互的地" -"方,你都可能要用变体对象来包装数据。\n" -"全局[method @GDScript.typeof]函数返回存储在当前变量中的变体类型的枚举值,参阅" -"[enum Variant.Type]。\n" +"Godot 在 Variant 中跟踪所有脚本 API 变量。你一直在无意中使用 Variant。当一种" +"特定的语言为保持数据类型而执行自己的规则时,那么该语言就在基础变量脚本 API 上" +"应用自己的自定义逻辑。\n" +"- GDScript 会自动将数值包装。它默认将所有数据保存在普通的 Variant 中,然后可" +"选择对变量类型执行自定义的静态类型化规则。\n" +"- VisualScript 也跟踪 Variant 中的属性,但它也使用静态类型。GUI 界面强制要求" +"属性有一个特定的类型,并且不随时间变化。\n" +"- C# 是静态类型的,但是当它需要表示一个动态值时,使用 Mono [code]object[/" +"code] 类型来代替 Godot 的 Variant 类。[code]object[/code] 是 Mono 运行时对应" +"的同一概念。\n" +"- 静态类型的语言 NativeScript C++ 没有定义一个内置的类似 Variant 的类。Godot " +"的 GDNative 绑定为用户提供了 godot::Variant 的类;C++ 代码开始与 Godot 运行时" +"交互的地方,你都可能要用 Variant 对象来包装数据。\n" +"全局 [method @GDScript.typeof] 函数返回存储在当前变量中的 Variant 类型的枚举" +"值,请参阅 [enum Variant.Type]。\n" "[codeblock]\n" "var foo = 2\n" "match typeof(foo):\n" " TYPE_NIL:\n" -" print(\"foo is null\")\n" +" print(\"foo 是 null\")\n" " TYPE_INTEGER:\n" -" print(\"foo is an integer\")\n" +" print(\"foo 是整数\")\n" " TYPE_OBJECT:\n" -" # Note that Objects are their own special category.\n" -" # To get the name of the underlying Object type, you need the " -"`get_class()` method.\n" -" print(\"foo is a(n) %s\" % foo.get_class()) # inject the class name " -"into a formatted string.\n" -" # Note also that there is not yet any way to get a script's " -"`class_name` string easily.\n" -" # To fetch that value, you need to dig deeply into a hidden " -"ProjectSettings setting: an Array of Dictionaries called " -"\"_global_script_classes\".\n" -" # Open your project.godot file to see it up close.\n" +" # 请注意,Object 是单独的特殊类别。\n" +" # 要获取实际的 Object 类型,你需要使用 `get_class()` 方法。\n" +" print(\"foo 是 %s\" % foo.get_class()) # 向格式化字符串中注入类名。\n" +" # 另外请注意,目前无法通过简单的方法获取脚本的 `class_name` 字符" +"串。\n" +" # 要获取该值,你需要深入 ProjectSettings 设置查看隐藏" +"的“_global_script_classes”,这是一个字典的数组。\n" +" # 你可以打开 project.godot 文件进行详细查看。\n" "[/codeblock]\n" -"一个变体只占20个字节,可以在其中存储几乎所有的引擎数据类型。变体很少被用来长" -"期保存信息。相反,它们主要用于通信、编辑、序列化和移动数据。\n" -"Godot特别致力于使其变体类尽可能灵活;以使它可被用于各种操作,促进Godot所有系" -"统之间的联系。\n" -"一个变体。\n" +"一个 Variant 只占 20 个字节,可以在其中存储几乎所有的引擎数据类型。Variant 很" +"少被用来长期保存信息。相反,它们主要用于通信、编辑、序列化和移动数据。\n" +"Godot 特别致力于使其 Variant 类尽可能灵活;以使它可被用于各种操作,促进 " +"Godot 所有系统之间的联系。\n" +"Variant:\n" "- 可以存储几乎任何数据类型。\n" -"- 可以在许多变体之间执行操作。GDScript使用变体作为其原子及原生数据类型。\n" -"- 可以被哈希,所以可以快速与其他变体进行比较。\n" +"- 可以在许多 Variant 之间执行操作。GDScript 使用 Variant 作为其原子及原生数据" +"类型。\n" +"- 可以被哈希,所以可以快速与其他 Variant 进行比较。\n" "- 可以用于数据类型之间的安全转换。\n" -"- 可以用来抽象调用方法和它们的参数。Godot通过变体导出所有函数。\n" +"- 可以用来抽象调用方法和它们的参数。Godot 通过 Variant 导出所有函数。\n" "- 可以用来推迟调用或在线程之间移动数据。\n" "- 可以序列化为二进制并存储到磁盘,或通过网络传输。\n" "- 可以序列化为文本,用于打印数值和可编辑设置。\n" "- 可以作为一个导出的属性工作,所以编辑器可以通用的编辑它。\n" "- 可以用于字典、数组、解析器等。\n" -"[b]容器,即数组和字典:[/b] 都是用变体来实现的。一个[Dictionary]可以匹配任何" -"作为键的数据类型到任何其他数据类型。一个[Array]只是持有一个变体的数组。当然," -"一个变体也可以在里面容纳一个[Dictionary]和一个[Array],使其更加灵活。\n" -"对一个容器的修改将修改对它的所有引用。如果需要多线程访问,应该创建一个[Mutex]" -"来锁定它。" +"[b]容器(数组和字典):[/b]都是用 Variant 来实现的。一个 [Dictionary] 可以匹" +"配任何作为键的数据类型到任何其他数据类型。一个 [Array] 只是持有一个 Variant " +"的数组。当然,一个 Variant 也可以在里面容纳一个 [Dictionary] 和一个 [Array]," +"使其更加灵活。\n" +"对一个容器的修改将修改对它的所有引用。如果需要多线程访问,应该创建一个 " +"[Mutex] 来锁定它。" #: doc/classes/Variant.xml:53 msgid "https://docs.godotengine.org/en/3.4/development/cpp/variant_class.html" @@ -75219,11 +75496,11 @@ msgstr "" "节点。还应该为汽车的三维模型添加一个[MeshInstance]节点,但这个模型不应该包括" "车轮的网格。你应该通过使用[member brake]、[member engine_force]和 [member " "steering] 属性来控制车辆,而不是直接改变这个节点的位置或方向。\n" -"[b]注意:[/b] 你的VehicleBody的原点将决定你的车辆的重心,所以最好保持低位,并" -"将[CollisionShape]和[MeshInstance]往上移。\n" -"[b]注意:[/b] 这个类有已知的问题,并不是为了提供真实的3D车辆物理而设计。如果" -"你想要高级的车辆物理,你可能需要使用另一个[PhysicsBody]类来编写你自己的物理集" -"成。" +"[b]注意:[/b]你的 VehicleBody 的原点将决定你的车辆的重心,所以最好保持低位," +"并将 [CollisionShape] 和 [MeshInstance] 往上移。\n" +"[b]注意:[/b]这个类有已知的问题,并不是为了提供真实的 3D 车辆物理而设计。如果" +"你想要高级的车辆物理,你可能需要使用另一个 [PhysicsBody] 类来编写你自己的物理" +"集成。" #: doc/classes/VehicleBody.xml:18 msgid "" @@ -75728,14 +76005,18 @@ msgid "https://godotengine.org/asset-library/asset/586" msgstr "https://godotengine.org/asset-library/asset/586" #: doc/classes/Viewport.xml:28 +#, fuzzy msgid "" -"Returns the 3D world of the viewport, or if none the world of the parent " -"viewport." +"Returns the first valid [World] for this viewport, searching the [member " +"world] property of itself and any Viewport ancestor." msgstr "返回视窗的3D世界,如果没有,则返回父视窗的世界。" #: doc/classes/Viewport.xml:34 -msgid "Returns the 2D world of the viewport." -msgstr "返回视窗的2D世界。" +#, fuzzy +msgid "" +"Returns the first valid [World2D] for this viewport, searching the [member " +"world_2d] property of itself and any Viewport ancestor." +msgstr "返回视窗的3D世界,如果没有,则返回父视窗的世界。" #: doc/classes/Viewport.xml:40 msgid "Returns the active 3D camera." @@ -75856,7 +76137,7 @@ msgstr "" #: doc/classes/Viewport.xml:178 msgid "Forces update of the 2D and 3D worlds." -msgstr "2D和3D世界的力更新。" +msgstr "强制更新 2D 和 3D 世界。" #: doc/classes/Viewport.xml:185 msgid "Warps the mouse to a position relative to the viewport." @@ -76333,7 +76614,7 @@ msgstr "" #: doc/classes/ViewportTexture.xml:4 msgid "Texture which displays the content of a [Viewport]." -msgstr "显示[Viewport]内容的纹理。" +msgstr "显示 [Viewport] 内容的纹理。" #: doc/classes/ViewportTexture.xml:7 msgid "" @@ -76342,17 +76623,18 @@ msgid "" "To create a ViewportTexture in code, use the [method Viewport.get_texture] " "method on the target viewport." msgstr "" -"将[Viewport]节点的内容显示为一个动态的[Texture]。这可以用来在同一个场景中混合" -"控件,2D和3D元素。\n" -"要在代码中创建一个ViewportTexture,请使用目标视窗上的[method Viewport." -"get_texture]方法。" +"将 [Viewport] 节点的内容显示为一个动态的 [Texture]。可以用来在同一个场景中混" +"合控件、2D 和 3D元素。\n" +"要通过代码创建 ViewportTexture,请使用目标视窗上的 [method Viewport." +"get_texture] 方法。" #: doc/classes/ViewportTexture.xml:22 msgid "" "The path to the [Viewport] node to display. This is relative to the scene " "root, not to the node which uses the texture." msgstr "" -"显示[Viewport]节点的路径。这是相对于场景根的,而不是相对于使用纹理的节点。" +"显示 [Viewport] 节点的路径。该路径是相对于场景根的,而不是相对于使用该纹理的" +"节点。" #: doc/classes/VisibilityEnabler.xml:4 doc/classes/VisibilityEnabler2D.xml:4 msgid "Enables certain nodes only when approximately visible." @@ -76431,8 +76713,9 @@ msgstr "" "它们。它只会影响与VisibilityEnabler2D的根节点相同的节点,以及根节点本身。\n" "如果你只想接收通知,请使用[VisibilityNotifier2D]代替。\n" "[b]注意:[/b] 由于性能原因,VisibilityEnabler2D使用一个近似的启发式方法,其精" -"度由[member ProjectSettings.world/2D/cell_size]决定。如果你需要精确的可见性检" -"查,请使用另一种方法,例如添加一个[Area2D]节点作为[Camera2D]节点的子节点。\n" +"度由 [member ProjectSettings.world/2d/cell_size] 决定。如果你需要精确的可见性" +"检查,请使用另一种方法,例如添加一个[Area2D]节点作为[Camera2D]节点的子节" +"点。\n" "[b]注意:[/b] VisibilityEnabler2D不会影响场景初始化后添加的节点。" #: doc/classes/VisibilityEnabler2D.xml:33 @@ -76551,8 +76834,8 @@ msgstr "" "窗时,它也会发出通知。\n" "如果你想让节点在退出屏幕时自动禁用,请使用[VisibilityEnabler2D]代替。\n" "[b]注意:[/b] 由于性能原因,VisibilityNotifier2D使用一个近似的启发式方法,其" -"精度由[member ProjectSettings.world/2D/cell_size]决定。如果你需要精确的可见性" -"检查,请使用另一种方法,如添加一个[Area2D]节点作为[Camera2D]节点的子节点。" +"精度由 [member ProjectSettings.world/2d/cell_size] 决定。如果你需要精确的可见" +"性检查,请使用另一种方法,如添加一个[Area2D]节点作为[Camera2D]节点的子节点。" #: doc/classes/VisibilityNotifier2D.xml:18 msgid "" @@ -77488,7 +77771,7 @@ msgstr "" "[String]。\n" "[code]inputs[/code]数组包含输入端口的值。\n" "[code]output[/code]是一个数组,其索引应被设置为相应的输出。\n" -"[code]start_mode[/code]通常是[constantSTART_MODE_BEGIN_SEQUENCE],除非你使用" +"[code]start_mode[/code]通常是[constant START_MODE_BEGIN_SEQUENCE],除非你使用" "了[code]STEP_*[/code]常量。\n" "[code]working_mem[/code]是一个数组,可以用来在自定义节点的运行之间持续保存信" "息。其大小需要用[method _get_working_memory_size]来预定义。\n" @@ -79188,7 +79471,7 @@ msgstr "设置用于 \"调整 \"后处理效果的数值。参阅[Environment] #: doc/classes/VisualServer.xml:757 msgid "Sets the ambient light parameters. See [Environment] for more details." -msgstr "设置环境光参数。参阅[Environment]。" +msgstr "设置环境光参数。详情请参阅 [Environment]。" #: doc/classes/VisualServer.xml:765 msgid "" @@ -79485,8 +79768,8 @@ msgid "" "not include the sky when calculating lighting. Equivalent to [member GIProbe." "interior]." msgstr "" -"设置该GI探针的内部值。设置为内部的GI探针在计算照明时不包括天空。相当于" -"[member GIProbe.internal]。" +"设置该 GI 探针的内部值。设置为内部的 GI 探针在计算照明时不包括天空。相当于 " +"[member GIProbe.interior]。" #: doc/classes/VisualServer.xml:1160 msgid "" @@ -79547,8 +79830,8 @@ msgid "" "Clears everything that was set up between [method immediate_begin] and " "[method immediate_end]. Equivalent to [method ImmediateGeometry.clear]." msgstr "" -"清除在 [methodimmediate_begin] 和 [methodimmediate_end] 之间设置的所有内容。" -"等效于 [method ImmediateGeometry.clear]。" +"清除在 [method immediate_begin] 和 [method immediate_end] 之间设置的所有内" +"容。等效于 [method ImmediateGeometry.clear]。" #: doc/classes/VisualServer.xml:1221 msgid "" @@ -79865,7 +80148,7 @@ msgid "" "DirectionalLight.directional_shadow_mode]. See [enum " "LightDirectionalShadowMode] for options." msgstr "" -"设置此平行光源的阴影模式。相当于[member DirectionalLight3D." +"设置此平行光源的阴影模式。相当于[member DirectionalLight." "directional_shadow_mode]。参阅[enum LightDirectionalShadowMode]的选项。" #: doc/classes/VisualServer.xml:1535 @@ -80579,8 +80862,8 @@ msgid "" "If [code]true[/code], reflections will ignore sky contribution. Equivalent " "to [member ReflectionProbe.interior_enable]." msgstr "" -"如果[code]true[/code],反射将忽略天空的贡献。相当于[member ReflectionProbe." -"internal_enable]。" +"如果 [code]true[/code],反射将忽略天空的贡献。相当于 [member ReflectionProbe." +"interior_enable]。" #: doc/classes/VisualServer.xml:2370 msgid "" @@ -81090,7 +81373,7 @@ msgstr "设置视窗的全局变换矩阵。" #: doc/classes/VisualServer.xml:2989 msgid "If [code]true[/code], the viewport renders to hdr." -msgstr "如果 [code] true [/code],视窗将呈现为 hdr。" +msgstr "如果 [code]true[/code],视窗将呈现为 hdr。" #: doc/classes/VisualServer.xml:2997 msgid "If [code]true[/code], the viewport's canvas is not rendered." @@ -81204,11 +81487,11 @@ msgid "" "[b]Note:[/b] Only available on the GLES3 backend. [member Viewport.hdr] must " "also be [code]true[/code] for debanding to be effective." msgstr "" -"如果为真[code]true[/code],则使用一个快速的后处理滤波器,使带状现象明显减少。" +"如果为 [code]true[/code],则使用一个快速的后处理滤波器,使带状现象明显减少。" "在某些情况下,去带可能会引入一个稍微明显的抖动模式。建议只有在实际需要时才启" "用去带,因为抖动模式会使无损压缩的屏幕截图变大。\n" -"[b]注意:[/b] 仅在GLES3后端可用。[member Viewport.hdr]也必须是[code]true[/" -"code]才能使debanding生效。" +"[b]注意:[/b]仅在 GLES3 后端可用。[member Viewport.hdr] 也必须是 [code]true[/" +"code] 才能使 debanding 生效。" #: doc/classes/VisualServer.xml:3121 msgid "" @@ -82252,7 +82535,7 @@ msgid "" "Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code]." msgstr "" "使用[code][index0, value0, index1, value1, ...][/code]形式的[Array]设置默认输" -"入端口值。例如: [code][0, Vector3(0, 0, 0), 1, Vector3(0, 0, 0)] [/code]。" +"入端口值。例如: [code][0, Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code]。" #: doc/classes/VisualShaderNode.xml:38 msgid "Sets the default value for the selected input [code]port[/code]." @@ -83329,7 +83612,7 @@ msgstr "派生类型。有关选项,请参阅 [enum Function] 。" #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml:20 #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml:20 msgid "Sum of absolute derivative in [code]x[/code] and [code]y[/code]." -msgstr "在[code]x[/code]和[code]y[/code]的绝对导数之和。" +msgstr "[code]x[/code] 和 [code]y[/code] 的绝对导数之和。" #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml:23 #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml:23 @@ -84089,7 +84372,7 @@ msgstr "" "按钮使用的图标,用于向上滚动[ScrollBar]。支持使用[member ScrollBar." "custom_step]属性的自定义步长。" -#: doc/classes/VScrollBar.xml:39 +#: doc/classes/VScrollBar.xml:30 msgid "" "Icon used as a button to scroll the [ScrollBar] down. Supports custom step " "using the [member ScrollBar.custom_step] property." @@ -84136,11 +84419,11 @@ msgstr "" "[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:25 +#: doc/classes/VSlider.xml:34 msgid "The background of the area below the grabber." msgstr "抓取器下方区域的背景。" -#: doc/classes/VSlider.xml:36 +#: doc/classes/VSlider.xml:39 msgid "" "The background for the whole slider. Determines the width of the " "[code]grabber_area[/code]." @@ -84410,7 +84693,7 @@ msgstr "" "如果[code]server_compatibilty[/code]为[code]true[/code],对等体将抑制所有" "[signal NetworkedMultiplayerPeer.peer_connected]信号,直到一个id为[constant " "NetworkedMultiplayerPeer.TARGET_PEER_SERVER]的对等体连接,然后发出[signal " -"NetworkedMultiplayerPeer.connected_successful]。之后将对每个已经连接的对等体" +"NetworkedMultiplayerPeer.connection_succeeded]。之后将对每个已经连接的对等体" "和可能连接的任何新对等体发出[signal NetworkedMultiplayerPeer.peer_connected]" "的信号。如果服务器对等体在此之后断开连接,信号[signal " "NetworkedMultiplayerPeer.server_disconnected]将被发出,状态将变成[constant " @@ -84512,13 +84795,13 @@ msgid "" "[b]Note:[/b] You must keep a reference to channels created this way, or it " "will be closed." msgstr "" -"返回新的[WebRTCDataChannel],或在失败时返回[code]null[/code],具有给定的 " -"[code]label[/code],并通过[code]options[/code]字典进行配置。这个方法只有在连" -"接处于[constant STATE_NEW]状态时才能被调用。\n" -"有两种方法来创建工作数据通道:要么只在其中一个对等体上调用[method " +"返回新的 [WebRTCDataChannel],或在失败时返回 [code]null[/code],具有给定的 " +"[code]label[/code],并通过 [code]options[/code] 字典进行配置。这个方法只有在" +"连接处于 [constant STATE_NEW] 状态时才能被调用。\n" +"有两种方法来创建工作数据通道:要么只在其中一个对等体上调用 [method " "create_data_channel],并在另一个对等体上监听[signal data_channel_received]," -"要么在两个对等体上调用[method create_data_channel],数值相同,并将" -"[code]negotiated[/code]选项设置为[code]true[/code]。\n" +"要么在两个对等体上调用 [method create_data_channel],数值相同,并将 " +"[code]negotiated[/code] 选项设置为 [code]true[/code]。\n" "有效的[code]options[/code]是:\n" "[codeblock]\n" "{\n" @@ -84537,10 +84820,10 @@ msgstr "" "\"maxPacketLifetime \"被设置,\"ordered\"指定是否要强制执行数据包排序,默认为" "true。\n" "\n" -" \"protocol\":\"my-custom-protocol\", #这个通道的自定义子协议字符串。\n" +" \"protocol\":\"my-custom-protocol\", # 这个通道的自定义子协议字符串。\n" "}\n" "[/codeblock]\n" -"[b]注意:[/b] 你必须保持对以这种方式创建的通道的引用,否则它将被关闭。" +"[b]注意:[/b]你必须保持对以这种方式创建的通道的引用,否则它将被关闭。" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:61 msgid "" @@ -85577,8 +85860,8 @@ msgid "" "\".\n" "Use [method get_controller] to get more information about the controller." msgstr "" -"在其中一个 \"controllers\"控制器完成其 \"primary action\"主要动作后触发。\n" -"使用[method get_controller]来获得更多关于控制器的信息。" +"当一个“controller”控制器完成其“primary action”主要动作后触发。\n" +"使用 [method get_controller] 来获得更多关于控制器的信息。" #: modules/webxr/doc_classes/WebXRInterface.xml:178 msgid "" @@ -85586,16 +85869,16 @@ msgid "" "\".\n" "Use [method get_controller] to get more information about the controller." msgstr "" -"当其中一个 \"controllers\"控制器完成其 \"primary action\" 主要动作时触发。\n" -"使用[method get_controller]来获得更多关于控制器的信息。" +"当一个“controller”控制器完成其“primary action”主要动作时触发。\n" +"使用 [method get_controller] 来获得更多关于控制器的信息。" #: modules/webxr/doc_classes/WebXRInterface.xml:185 msgid "" "Emitted when one of the \"controllers\" has started its \"primary action\".\n" "Use [method get_controller] to get more information about the controller." msgstr "" -"当一个 \"controllers\" 控制器开始其 \"primary action\" 主要动作时触发。\n" -"使用[method get_controller]来获得更多关于控制器的信息。" +"当一个“controller”控制器开始其“primary action”主要动作时触发。\n" +"使用 [method get_controller] 来获得更多关于控制器的信息。" #: modules/webxr/doc_classes/WebXRInterface.xml:191 msgid "" @@ -85643,9 +85926,9 @@ msgid "" "action\".\n" "Use [method get_controller] to get more information about the controller." msgstr "" -"在其中一个 \"controllers\" 控制器完成其 \"primary squeeze action\"主要按压动" -"作后触发。\n" -"使用[method get_controller]来获得更多关于控制器的信息。" +"当其中一个“controller”控制器完成其“primary squeeze action”主要按压动作后触" +"发。\n" +"使用 [method get_controller] 来获得更多关于控制器的信息。" #: modules/webxr/doc_classes/WebXRInterface.xml:225 msgid "" @@ -85653,9 +85936,9 @@ msgid "" "action\".\n" "Use [method get_controller] to get more information about the controller." msgstr "" -"当其中一个 \"controllers\" 控制器完成其 \"primary squeeze action\" 主要按压动" -"作时触发。\n" -"使用[method get_controller]来获得更多关于控制器的信息。" +"当其中一个“controller”控制器完成其“primary squeeze action”主要按压动作时触" +"发。\n" +"使用 [method get_controller] 来获得更多关于控制器的信息。" #: modules/webxr/doc_classes/WebXRInterface.xml:232 msgid "" @@ -85663,9 +85946,9 @@ msgid "" "action\".\n" "Use [method get_controller] to get more information about the controller." msgstr "" -"当其中一个 \"controllers\" 控制器开始其 \"primary squeeze action\" 主要按压动" -"作时触发。\n" -"使用[method get_controller]来获得更多关于控制器的信息。" +"当其中一个“controller”控制器开始其“primary squeeze action”主要按压动作时触" +"发。\n" +"使用 [method get_controller] 来获得更多关于控制器的信息。" #: modules/webxr/doc_classes/WebXRInterface.xml:238 msgid "Emitted when [member visibility_state] has changed." @@ -85704,44 +85987,44 @@ msgid "The text displayed in the window's title bar." msgstr "显示在窗口标题栏的文字。" #: doc/classes/WindowDialog.xml:32 -msgid "The icon for the close button." -msgstr "关闭按钮的图标。" +msgid "The color of the title text." +msgstr "标题文本的颜色。" #: doc/classes/WindowDialog.xml:35 msgid "The horizontal offset of the close button." msgstr "关闭按钮的水平偏移。" -#: doc/classes/WindowDialog.xml:38 +#: doc/classes/WindowDialog.xml:41 msgid "" -"The icon used for the close button when it's hovered with the mouse cursor." -msgstr "当用鼠标光标悬停时,关闭按钮使用的图标。" +"The thickness of the border that can be dragged when scaling the window (if " +"[member resizable] is enabled)." +msgstr "缩放窗口时可以拖动的边框的粗细,如果启用了[member resizable]。" #: doc/classes/WindowDialog.xml:44 -msgid "" -"The style for both the content background of the [WindowDialog] and the " -"title bar. The title bar is created with a top border and an expand margin " -"using the [code]panel[/code] stylebox." -msgstr "" -"[WindowDialog] 和标题栏的内容背景的样式。标题栏使用 [code]panel [/code] 样式" -"框创建,具有顶部边框和扩展边距。" +msgid "The vertical offset of the title text." +msgstr "标题文本的垂直偏移。" #: doc/classes/WindowDialog.xml:47 -msgid "" -"The thickness of the border that can be dragged when scaling the window (if " -"[member resizable] is enabled)." -msgstr "缩放窗口时可以拖动的边框的粗细,如果启用了[member resizable]。" +msgid "The font used to draw the title." +msgstr "用于绘制标题的字体。" #: doc/classes/WindowDialog.xml:50 -msgid "The color of the title text." -msgstr "标题文本的颜色。" +msgid "The icon for the close button." +msgstr "关闭按钮的图标。" #: doc/classes/WindowDialog.xml:53 -msgid "The font used to draw the title." -msgstr "用于绘制标题的字体。" +msgid "" +"The icon used for the close button when it's hovered with the mouse cursor." +msgstr "当用鼠标光标悬停时,关闭按钮使用的图标。" #: doc/classes/WindowDialog.xml:56 -msgid "The vertical offset of the title text." -msgstr "标题文本的垂直偏移。" +msgid "" +"The style for both the content background of the [WindowDialog] and the " +"title bar. The title bar is created with a top border and an expand margin " +"using the [code]panel[/code] stylebox." +msgstr "" +"[WindowDialog] 和标题栏的内容背景的样式。标题栏使用 [code]panel[/code] 样式盒" +"创建,具有顶部边框和扩展边距。" #: doc/classes/World.xml:4 msgid "Class that has everything pertaining to a world." @@ -85874,13 +86157,13 @@ msgstr "" #: doc/classes/X509Certificate.xml:18 msgid "Loads a certificate from [code]path[/code] (\"*.crt\" file)." -msgstr "从[code]path[/code]路径加载一个证书,注,\"*.crt \"文件。" +msgstr "从 [code]path[/code] 路径加载证书(“*.crt”文件)。" #: doc/classes/X509Certificate.xml:25 msgid "" "Saves a certificate to the given [code]path[/code] (should be a \"*.crt\" " "file)." -msgstr "将一个证书保存到给定的[code]path[/code],应是一个 \"*.crt \"文件。" +msgstr "将一个证书保存到给定的 [code]path[/code],应是一个“*.crt”文件。" #: doc/classes/XMLParser.xml:4 msgid "" @@ -86048,6023 +86331,3 @@ msgstr "" msgid "" "If [code]true[/code], child nodes are sorted, otherwise sorting is disabled." msgstr "如果为[code]true[/code],则对子节点进行排序,否则禁用排序。" - -#~ msgid "Returns this [AABB] expanded to include a given point." -#~ msgstr "返回被扩展至包含指定点的该 [AABB]。" - -#~ msgid "" -#~ "Applies morphological dilation to the bitmap. The first argument is the " -#~ "dilation amount, Rect2 is the area where the dilation will be applied." -#~ msgstr "在位图上应用形态扩展。第一个参数是扩展量,Rect2是要应用扩展的区域。" - -#~ msgid "Returns the [Physics2DDirectBodyState] of the body." -#~ msgstr "返回物体的[Physics2DDirectBodyState]。" - -#~ msgid "Returns the [PhysicsDirectBodyState] of the body." -#~ msgstr "返回物体的[PhysicsDirectBodyState]。" - -#~ msgid "" -#~ "Output latency in milliseconds for audio. Lower values will result in " -#~ "lower audio latency at the cost of increased CPU usage. Low values may " -#~ "result in audible cracking on slower hardware." -#~ msgstr "" -#~ "音频的输出延迟(毫秒)。较低的值将导致较低的音频延迟,但代价是CPU使用率增" -#~ "加。较低的值可能会导致较慢硬件上的声音破裂。" - -#~ msgid "Returns this [Rect2] expanded to include a given point." -#~ msgstr "返回包含给定点的此 [Rect2] 的扩展。" - -#~ msgid "Returns [code]true[/code] if the [Rect2] contains a point." -#~ msgstr "如果 [Rect2] 包含点,则返回 [code]true[/code]。" - -#~ msgid "" -#~ "Append vertices from a given [Mesh] surface onto the current vertex array " -#~ "with specified [Transform]." -#~ msgstr "将给定 [Mesh] 表面的顶点附加到具有指定 [Transform] 的当前顶点数组。" - -#~ msgid "" -#~ "Returns a list of intersecting [Area]s. For performance reasons " -#~ "(collisions are all processed at the same time) this list is modified " -#~ "once during the physics step, not immediately after objects are moved. " -#~ "Consider using signals instead." -#~ msgstr "" -#~ "返回一个相交的区域[Area]的列表。由于性能原因(碰撞都是同时处理的),这个列" -#~ "表在物理步骤中被修改一次,而不是在物体被移动后立即修改。可以考虑使用信号来" -#~ "代替。" - -#~ msgid "Emitted when the resource value was set and user clicked to edit it." -#~ msgstr "在设置资源值并且用户单击以对其进行编辑时发出。" - -#~ msgid "" -#~ "OpenGL texture format [code]RED[/code] with a single component and a " -#~ "bitdepth of 8." -#~ msgstr "OpenGL纹理格式[code]RED[/code],具有单一分量,位深为8。" - -#~ msgid "Returns the label used for built-in text." -#~ msgstr "返回用于内置文本的标签。" - -#~ msgid "Returns the OK [Button] instance." -#~ msgstr "返回OK [Button]实例。" - -#~ msgid "Returns the [ColorPicker] that this node toggles." -#~ msgstr "返回此节点切换的[ColorPicker]。" - -#~ msgid "Returns the cancel button." -#~ msgstr "返回取消按钮。" - -#~ msgid "" -#~ "Returns the [code]VBoxContainer[/code] used to display the file system." -#~ msgstr "返回用于显示文件系统的 [code]VBoxContainer[/code] 。" - -#~ msgid "Returns the editor's [FileSystemDock] instance." -#~ msgstr "返回编辑器的[FileSystemDock]实例。" - -#~ msgid "Returns the editor's [EditorInspector] instance." -#~ msgstr "返回编辑器的[EditorInspector]实例。" - -#~ msgid "Returns the editor's [ScriptEditor] instance." -#~ msgstr "返回编辑器的[ScriptEditor]实例。" - -#~ msgid "Returns the LineEdit for the selected file." -#~ msgstr "返回所选文件的LineEdit。" - -#~ msgid "" -#~ "Returns the vertical box container of the dialog, custom controls can be " -#~ "added to it." -#~ msgstr "返回对话框的垂直框容器,可以在其中添加自定义控件。" - -#~ msgid "Returns the [Object] ID associated with the list." -#~ msgstr "返回与列表相关的[Object]对象ID。" - -#~ msgid "" -#~ "Returns the [PopupMenu] of this [LineEdit]. By default, this menu is " -#~ "displayed when right-clicking on the [LineEdit]." -#~ msgstr "" -#~ "返回此[LineEdit]的[PopupMenu]。默认情况下,右键单击[LineEdit]时显示此菜" -#~ "单。" - -#~ msgid "Returns the [PopupMenu] contained in this button." -#~ msgstr "返回该按钮中包含的[PopupMenu]。" - -#~ msgid "" -#~ "Removes a child node. The node is NOT deleted and must be deleted " -#~ "manually." -#~ msgstr "移除一个子节点。该节点不会被删除,必须手动删除。" - -#~ msgid "Returns the vertical scrollbar." -#~ msgstr "返回垂直滚动条。" - -#~ msgid "" -#~ "Returns the horizontal scrollbar [HScrollBar] of this [ScrollContainer]." -#~ msgstr "返回此 [ScrollContainer] 的水平滚动条 [HScrollBar]。" - -#~ msgid "" -#~ "Returns the vertical scrollbar [VScrollBar] of this [ScrollContainer]." -#~ msgstr "返回此 [ScrollContainer] 的垂直滚动条 [VScrollBar]。" - -#~ msgid "" -#~ "Returns the [LineEdit] instance from this [SpinBox]. You can use it to " -#~ "access properties and methods of [LineEdit]." -#~ msgstr "" -#~ "从此 [SpinBox] 返回 [LineEdit] 实例。您可以使用它来访问 [LineEdit] 的属性" -#~ "和方法。" - -#~ msgid "" -#~ "Returns the [Popup] node instance if one has been set already with " -#~ "[method set_popup]." -#~ msgstr "" -#~ "如果已经使用 [method set_popup] 设置了节点实例,则返回 [Popup] 节点实例。" - -#~ msgid "" -#~ "Returns the [PopupMenu] of this [TextEdit]. By default, this menu is " -#~ "displayed when right-clicking on the [TextEdit]." -#~ msgstr "" -#~ "返回此 [TextEdit] 的 [PopupMenu]。默认情况下,右键单击 [TextEdit] 时会显示" -#~ "此菜单。" - -#~ msgid "" -#~ "Returns [code]true[/code] if this [Thread] is currently active. An active " -#~ "[Thread] cannot start work on a new method but can be joined with [method " -#~ "wait_to_finish]." -#~ msgstr "" -#~ "如果这个[Thread]线程当前处于激活状态,返回[code]true[/code]。一个激活的" -#~ "[Thread]不能在一个新方法上开始运行,但可以与[method wait_to_finish]一起。" - -#~ msgid "Wait time in seconds." -#~ msgstr "以秒为单位的等待时间。" - -#~ msgid "Returns the close [TextureButton]." -#~ msgstr "返回关闭的[TextureButton]。" - -#~ msgid "" -#~ "Returns the cosine of angle [code]s[/code] in radians.\n" -#~ "[codeblock]\n" -#~ "# Prints 1 then -1\n" -#~ "print(cos(PI * 2))\n" -#~ "print(cos(PI))\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "返回弧度角 [code]s[/code] 的余弦值。\n" -#~ "[codeblock]\n" -#~ "# Prints 1 then -1\n" -#~ "print(cos(PI * 2))\n" -#~ "print(cos(PI))\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Easing function, based on exponent. The curve values are: 0 is constant, " -#~ "1 is linear, 0 to 1 is ease-in, 1+ is ease out. Negative values are in-" -#~ "out/out in." -#~ msgstr "" -#~ "缓动函数,基于指数。曲线值是:0是常量,1是线性,0到1是缓入,1+是缓出。负值" -#~ "是in-out / out in。" - -#~ msgid "" -#~ "Converts one or more arguments to strings in the best way possible and " -#~ "prints them to the console.\n" -#~ "[codeblock]\n" -#~ "a = [1, 2, 3]\n" -#~ "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "以尽可能最佳的方式将一个或多个参数转换为字符串,并将其打印到控制台。\n" -#~ "[codeblock]\n" -#~ "a = [1, 2, 3]\n" -#~ "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Returns an array with the given range. Range can be 1 argument N (0 to " -#~ "N-1), two arguments (initial, final-1) or three arguments (initial, " -#~ "final-1, increment).\n" -#~ "[codeblock]\n" -#~ "for i in range(4):\n" -#~ " print(i)\n" -#~ "for i in range(2, 5):\n" -#~ " print(i)\n" -#~ "for i in range(0, 6, 2):\n" -#~ " print(i)\n" -#~ "[/codeblock]\n" -#~ "Output:\n" -#~ "[codeblock]\n" -#~ "0\n" -#~ "1\n" -#~ "2\n" -#~ "3\n" -#~ "\n" -#~ "2\n" -#~ "3\n" -#~ "4\n" -#~ "\n" -#~ "0\n" -#~ "2\n" -#~ "4\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "返回具有给定范围的数组。范围可以是1个自变量N(0到N-1),两个自变量(初始," -#~ "final-1)或三个自变量(初始,final-1,增量)。\n" -#~ "[codeblock]\n" -#~ "for i in range(4):\n" -#~ " print(i)\n" -#~ "for i in range(2, 5):\n" -#~ " print(i)\n" -#~ "for i in range(0, 6, 2):\n" -#~ " print(i)\n" -#~ "[/codeblock]\n" -#~ "Output:\n" -#~ "[codeblock]\n" -#~ "0\n" -#~ "1\n" -#~ "2\n" -#~ "3\n" -#~ "\n" -#~ "2\n" -#~ "3\n" -#~ "4\n" -#~ "\n" -#~ "0\n" -#~ "2\n" -#~ "4\n" -#~ "[/codeblock]" - -#~ msgid "Positive infinity. For negative infinity, use -INF." -#~ msgstr "正无穷大。对于负无穷大,请使用-INF。" - -#~ msgid "" -#~ "\"Not a Number\", an invalid value. [code]NaN[/code] has special " -#~ "properties, including that it is not equal to itself. It is output by " -#~ "some invalid operations, such as dividing zero by zero." -#~ msgstr "" -#~ "“非数字”,无效值。[code]NaN[/code] 具有特殊的属性,包括不等于其自身。它是" -#~ "通过一些无效操作输出的,例如零除零。" - -#~ msgid "The [Geometry3D] singleton." -#~ msgstr "[Geometry3D] 单例。" - -#~ msgid "The [GodotSharp] singleton." -#~ msgstr "[GodotSharp] 单例。" - -#~ msgid "The [NavigationServer2D] singleton." -#~ msgstr "[NavigationServer2D] 单例。" - -#~ msgid "The [PhysicsServer3D] singleton." -#~ msgstr "[PhysicsServer3D] 单例。" - -#~ msgid "The [RenderingServer] singleton." -#~ msgstr "[RenderingServer]单例。" - -#~ msgid "Back key." -#~ msgstr "Back 键。" - -#~ msgid "Forward key." -#~ msgstr "Forward 键。" - -#~ msgid "Stop key." -#~ msgstr "Stop 键。" - -#~ msgid "Refresh key." -#~ msgstr "刷新键。" - -#~ msgid "An invalid game controller button." -#~ msgstr "无效的游戏控制器按钮。" - -#~ msgid "Game controller SDL button B." -#~ msgstr "游戏控制器 SDL 按钮 B。" - -#~ msgid "Game controller SDL button X." -#~ msgstr "游戏控制器 SDL 按钮 X。" - -#~ msgid "Game controller SDL button Y." -#~ msgstr "游戏控制器 SDL 按钮 Y。" - -#~ msgid "Game controller SDL back button." -#~ msgstr "游戏控制器 SDL 返回按钮。" - -#~ msgid "Game controller SDL start button." -#~ msgstr "游戏控制器 SDL 开始按钮。" - -#~ msgid "Game controller SDL left stick button." -#~ msgstr "游戏控制器 SDL 左摇杆按钮。" - -#~ msgid "Game controller SDL right stick button." -#~ msgstr "游戏控制器 SDL 右摇杆按钮。" - -#~ msgid "Game controller SDL D-pad down button." -#~ msgstr "游戏控制器 SDL 方向下按钮。" - -#~ msgid "Game controller SDL D-pad right button." -#~ msgstr "游戏控制器 SDL 方向右按钮。" - -#~ msgid "The number of SDL game controller buttons." -#~ msgstr "SDL 游戏控制器的按钮数量。" - -#~ msgid "Sony DualShock controller X button maps to SDL button A." -#~ msgstr "Sony DualShock 控制器 X 按钮映射到 SDL 按钮A。" - -#~ msgid "Sony DualShock controller cross button maps to SDL button A." -#~ msgstr "Sony DualShock controller X 按钮映射到 SDL 按钮 A 。" - -#~ msgid "Sony DualShock controller circle button maps to SDL button B." -#~ msgstr "Sony DualShock 控制器圆圈按钮映射到 SDL 按钮 B。" - -#~ msgid "Sony DualShock controller square button maps to SDL button X." -#~ msgstr "Sony DualShock 控制器方框按钮映射到 SDL 按钮 X。" - -#~ msgid "Sony DualShock controller triangle button maps to SDL button Y." -#~ msgstr "Sony DualShock 控制器三角按钮映射到 SDL 按钮 Y 。" - -#~ msgid "Sony DualShock controller select button maps to SDL back button." -#~ msgstr "Sony DualShock 控制器选择按钮映射到 SDL 返回按钮。" - -#~ msgid "Sony DualShock controller start button maps to SDL start button." -#~ msgstr "Sony DualShock 控制器开始按钮映射到 SDL 开始按钮。" - -#~ msgid "Sony DualShock controller PS button maps to SDL guide button." -#~ msgstr "Sony DualShock 控制器 PS 按钮映射到 SDL 向导按钮。" - -#~ msgid "" -#~ "Sony DualShock controller L1 button maps to SDL left shoulder button." -#~ msgstr "Sony DualShock 控制器 L1 按钮映射到 SDL 左肩按钮。" - -#~ msgid "" -#~ "Sony DualShock controller R1 button maps to SDL right shoulder button." -#~ msgstr "Sony DualShock 控制器 R1 按钮映射到 SDL 右肩按钮。" - -#~ msgid "Sony DualShock controller L3 button maps to SDL left stick button." -#~ msgstr "Sony DualShock 控制器 L3 按钮映射到 SDL 左摇杆按钮。" - -#~ msgid "Sony DualShock controller R3 button maps to SDL right stick button." -#~ msgstr "Sony DualShock 控制器 R3 按钮映射到 SDL 右摇杆按钮。" - -#~ msgid "Xbox game controller A button maps to SDL button A." -#~ msgstr "Xbox 控制器 A 按钮映射到 SDL 按钮 A 。" - -#~ msgid "Xbox game controller B button maps to SDL button B." -#~ msgstr "Xbox 控制器 B 按钮映射到 SDL 按钮 B。" - -#~ msgid "Xbox game controller X button maps to SDL button X." -#~ msgstr "Xbox 控制器 Y 按钮映射到 SDL 按钮 X。" - -#~ msgid "Xbox game controller Y button maps to SDL button Y." -#~ msgstr "Xbox 控制器 Y 按钮映射到 SDL 按钮 Y 。" - -#~ msgid "Xbox game controller back button maps to SDL back button." -#~ msgstr "Xbox 控制器返回按钮映射到 SDL 返回按钮。" - -#~ msgid "Xbox game controller start button maps to SDL start button." -#~ msgstr "Xbox 控制器开始按钮映射到 SDL 开始按钮。" - -#~ msgid "Xbox game controller home button maps to SDL guide button." -#~ msgstr "Xbox 控制器 Home 按钮映射到 SDL 向导按钮。" - -#~ msgid "" -#~ "Xbox game controller left stick button maps to SDL left stick button." -#~ msgstr "Xbox 控制器左摇杆按钮映射到 SDL 左摇杆按钮。" - -#~ msgid "" -#~ "Xbox game controller right stick button maps to SDL right stick button." -#~ msgstr "Xbox 控制器右摇杆按钮映射到 SDL 右摇杆按钮。" - -#~ msgid "" -#~ "Xbox game controller left bumper button maps to SDL left shoulder button." -#~ msgstr "Xbox 控制器左肩按钮映射到 SDl 左键按钮。" - -#~ msgid "" -#~ "Xbox game controller right bumper button maps to SDL right shoulder " -#~ "button." -#~ msgstr "Xbox 控制器右肩按钮映射到 SDL 右肩按钮。" - -#~ msgid "An invalid game controller axis." -#~ msgstr "无效的游戏控制器轴。" - -#~ msgid "Game controller left joystick y-axis." -#~ msgstr "游戏控制器左摇杆Y轴。" - -#~ msgid "Game controller right joystick y-axis." -#~ msgstr "游戏控制器右摇杆Y轴。" - -#~ msgid "The number of SDL game controller axes." -#~ msgstr "SDL 游戏控制器轴的数量。" - -#~ msgid "Game controller joystick 0 x-axis." -#~ msgstr "游戏控制器摇杆0的X轴。" - -#~ msgid "Game controller joystick 0 y-axis." -#~ msgstr "游戏控制器摇杆0的Y轴。" - -#~ msgid "Game controller joystick 1 x-axis." -#~ msgstr "游戏控制器摇杆1的X轴。" - -#~ msgid "Game controller joystick 1 y-axis." -#~ msgstr "游戏控制器摇杆1的Y轴。" - -#~ msgid "Game controller joystick 2 x-axis." -#~ msgstr "游戏控制器摇杆2的X轴。" - -#~ msgid "Game controller joystick 2 y-axis." -#~ msgstr "游戏控制器摇杆2的Y轴。" - -#~ msgid "Game controller joystick 3 x-axis." -#~ msgstr "游戏控制器摇杆3的X轴。" - -#~ msgid "Game controller joystick 3 y-axis." -#~ msgstr "游戏控制器摇杆3的Y轴。" - -#~ msgid "Game controller joystick 4 x-axis." -#~ msgstr "游戏控制器摇杆4的X轴。" - -#~ msgid "Game controller joystick 4 y-axis." -#~ msgstr "游戏控制器摇杆4的Y轴。" - -#~ msgid "The maximum number of game controller axes." -#~ msgstr "游戏控制器轴数量的最大值。" - -#~ msgid "" -#~ "Used to group properties together in the editor in a subgroup (under a " -#~ "group)." -#~ msgstr "用于将编辑器中的属性分组为一个子组。" - -#~ msgid "Variable is of type [Vector2i]." -#~ msgstr "变量类型为[Vector2i]。" - -#~ msgid "Variable is of type [Rect2i]." -#~ msgstr "变量类型为[Rect2i]。" - -#~ msgid "Variable is of type [Vector3i]." -#~ msgstr "变量类型为[Vector3i]。" - -#~ msgid "Variable is of type [StringName]." -#~ msgstr "变量的类型为[StringName]." - -#~ msgid "Variable is of type [Callable]." -#~ msgstr "变量的类型为[Callable]." - -#~ msgid "Variable is of type [Signal]." -#~ msgstr "变量的类型为[Signal]." - -#~ msgid "Variable is of type [PackedInt32Array]." -#~ msgstr "变量的类型为[PackedInt32Array]." - -#~ msgid "Variable is of type [PackedInt64Array]." -#~ msgstr "变量的类型为[PackedInt64Array]。" - -#~ msgid "Variable is of type [PackedFloat32Array]." -#~ msgstr "变量的类型为 [PackedFloat32Array]." - -#~ msgid "Variable is of type [PackedFloat64Array]." -#~ msgstr "变量的类型为[PackedFloat64Array]。" - -#~ msgid "" -#~ "AABB consists of a position, a size, and several utility functions. It is " -#~ "typically used for fast overlap tests." -#~ msgstr "" -#~ "AABB包含了一个位置、一个大小和一些实用的函数。它通常被用于快速的碰撞检测。" - -#~ msgid "Strength of the specular light effect of this [AnimatedSprite2D]." -#~ msgstr "此[AnimatedSprite2D]的镜面反射光效果的强度。" - -#~ msgid "The color of the specular light effect." -#~ msgstr "镜面反射光效果的颜色。" - -#~ msgid "" -#~ "This node can be used to cause a seek command to happen to any sub-" -#~ "children of the graph. After setting the time, this value returns to -1." -#~ msgstr "" -#~ "此节点可用于在图中的任意子节点中引发一个seek指令。设置时间后,该值变回-1。" - -#~ msgid "" -#~ "https://docs.godotengine.org/en/latest/getting_started/step_by_step/" -#~ "animations.html" -#~ msgstr "" -#~ "https://docs.godotengine.org/zh_CN/latest/getting_started/step_by_step/" -#~ "animations.html" - -#~ msgid "" -#~ "The name of the current animation, \"\" if not playing anything. When " -#~ "being set, does not restart the animation. See also [method play]." -#~ msgstr "" -#~ "当前动画的名称,如果没有播放任何动画,则为\"\"。当被设置时,不重启动画。参" -#~ "见[播放方法]。" - -#~ msgid "" -#~ "If the currently being played animation changes, this signal will notify " -#~ "of such change." -#~ msgstr "如果当前正在播放的动画发生变化,该信号将通知该变化。" - -#~ msgid "" -#~ "Returns an individual bit on the layer mask. Describes whether other " -#~ "areas will collide with this one on the given layer." -#~ msgstr "" -#~ "返回层遮罩上的单独一位。描述在该层上,其它区域是否会与本区域发生碰撞。" - -#~ msgid "" -#~ "Returns an individual bit on the collision mask. Describes whether this " -#~ "area will collide with others on the given layer." -#~ msgstr "" -#~ "返回碰撞遮罩上的单独一位。描述在该层上,本区域是否会与其它区域发生碰撞。" - -#~ msgid "" -#~ "Set/clear individual bits on the layer mask. This makes getting an area " -#~ "in/out of only one layer easier." -#~ msgstr "" -#~ "设置/清除图层蒙版上的各个位。这使得只进入/离开一个图层的区域变得更容易。" - -#~ msgid "" -#~ "Set/clear individual bits on the collision mask. This makes selecting the " -#~ "areas scanned easier." -#~ msgstr "设置/清除碰撞掩模上的各个位。这使得选择扫描的区域更加容易。" - -#~ msgid "The physics layers this area scans to determine collision detection." -#~ msgstr "物理层这个区域扫描确定碰撞检测。" - -#~ msgid "Emitted when another area enters." -#~ msgstr "当另一个区域进入时发出。" - -#~ msgid "Emitted when another area exits." -#~ msgstr "当另一个区域退出时发出。" - -#~ msgid "" -#~ "Emitted when another area enters, reporting which shapes overlapped. " -#~ "[code]shape_owner_get_owner(shape_find_owner(shape))[/code] returns the " -#~ "parent object of the owner of the [code]shape[/code]." -#~ msgstr "" -#~ "当另一个区域进入时发出,报告哪些形状重叠。 [code] " -#~ "shape_owner_get_owner(shape_find_owner(shape))[/code]returns[code] " -#~ "shape [/code]的所有者的父对象。" - -#~ msgid "" -#~ "Emitted when another area exits, reporting which shapes were overlapping." -#~ msgstr "当另一个区域退出时发出,报告哪些形状是重叠的。" - -#~ msgid "" -#~ "Emitted when a physics body enters.\n" -#~ "The [code]body[/code] argument can either be a [PhysicsBody2D] or a " -#~ "[TileMap] instance (while TileMaps are not physics body themselves, they " -#~ "register their tiles with collision shapes as a virtual physics body)." -#~ msgstr "" -#~ "当物理物体进入时发射。\n" -#~ "[code] body [/code]参数可以是[PhysicsBody2D]或 [TileMap]实例(虽然TileMaps" -#~ "本身不是物理实体,但它们将具有碰撞形状的图块注册为虚拟物理实体)。" - -#~ msgid "" -#~ "Emitted when a physics body exits.\n" -#~ "The [code]body[/code] argument can either be a [PhysicsBody2D] or a " -#~ "[TileMap] instance (while TileMaps are not physics body themselves, they " -#~ "register their tiles with collision shapes as a virtual physics body)." -#~ msgstr "" -#~ "当物理物体退出时发出。\n" -#~ "[code] body [/code]参数可以是[PhysicsBody2D]或[TileMap]实例(虽然TileMaps" -#~ "本身不是物理实体,但它们将具有碰撞形状的图块注册为虚拟物理实体)。" - -#~ msgid "" -#~ "Emitted when a physics body enters, reporting which shapes overlapped.\n" -#~ "The [code]body[/code] argument can either be a [PhysicsBody2D] or a " -#~ "[TileMap] instance (while TileMaps are not physics body themselves, they " -#~ "register their tiles with collision shapes as a virtual physics body)." -#~ msgstr "" -#~ "当一个物理体进入时发出,报告哪些形状是重叠的。\n" -#~ "[code]body[/code]参数可以是一个[PhysicsBody2D]或一个[TileMap]实例(虽然" -#~ "TileMaps本身不是物理体,但它们将带有碰撞形状的瓷砖注册为虚拟物理体)。" - -#~ msgid "" -#~ "Emitted when a physics body exits, reporting which shapes were " -#~ "overlapping.\n" -#~ "The [code]body[/code] argument can either be a [PhysicsBody2D] or a " -#~ "[TileMap] instance (while TileMaps are not physics body themselves, they " -#~ "register their tiles with collision shapes as a virtual physics body)." -#~ msgstr "" -#~ "当一个物理体退出时发出,报告哪些形状是重叠的。\n" -#~ "[code]body[/code]参数可以是一个[PhysicsBody2D]或一个[TileMap]实例(虽然" -#~ "TileMaps本身不是物理体,但它们将带有碰撞形状的瓷砖注册为虚拟物理体)。" - -#~ msgid "General-purpose area node for detection and 3D physics influence." -#~ msgstr "检测和3D物理影响的通用区域节点。" - -#~ msgid "" -#~ "Returns a list of intersecting [Area3D]s. For performance reasons " -#~ "(collisions are all processed at the same time) this list is modified " -#~ "once during the physics step, not immediately after objects are moved. " -#~ "Consider using signals instead." -#~ msgstr "" -#~ "返回相交的 [Area2D] 的列表。由于性能原因(碰撞都是同时处理的),该列表不会" -#~ "在对象移动后立即更新,只会在物理更新时进行统一修改。可以考虑改用信号。" - -#~ msgid "" -#~ "Returns a list of intersecting [PhysicsBody3D]s. For performance reasons " -#~ "(collisions are all processed at the same time) this list is modified " -#~ "once during the physics step, not immediately after objects are moved. " -#~ "Consider using signals instead." -#~ msgstr "" -#~ "返回相交的 [PhysicsBody2D] 的列表。由于性能原因(碰撞都是同时处理的),该" -#~ "列表不会在对象移动后立即更新,只会在物理更新时进行统一修改。可以考虑改用信" -#~ "号。" - -#~ msgid "" -#~ "If [code]true[/code], the given area overlaps the Area3D.\n" -#~ "[b]Note:[/b] The result of this test is not immediate after moving " -#~ "objects. For performance, list of overlaps is updated once per frame and " -#~ "before the physics step. Consider using signals instead." -#~ msgstr "" -#~ "如果[code]true[/code],则给定区域与Area3D重叠。\n" -#~ "[b]注意:[/b]在移动物体后,这个测试的结果不是立即的。为了性能,重叠列表每帧" -#~ "更新一次,并且在物理步骤之前更新。可以考虑使用信号来代替。" - -#~ msgid "" -#~ "Set/clear individual bits on the layer mask. This simplifies editing this " -#~ "[Area3D]'s layers." -#~ msgstr "设置/清除图层蒙版上的各个位。这样可以简化编辑这个[Area3D]的图层。" - -#~ msgid "" -#~ "Set/clear individual bits on the collision mask. This simplifies editing " -#~ "which [Area3D] layers this [Area3D] scans." -#~ msgstr "" -#~ "设置/清除碰撞掩模上的各个位。这可以简化编辑该[Area3D]扫描的[Area3D]图层。" - -#~ msgid "" -#~ "Emitted when another area enters, reporting which areas overlapped. " -#~ "[code]shape_owner_get_owner(shape_find_owner(shape))[/code] returns the " -#~ "parent object of the owner of the [code]shape[/code]." -#~ msgstr "" -#~ "当另一个区域进入时发出,报告哪些区域重叠。" -#~ "[code]shape_owner_get_owner(shape_find_owner(shape))[/" -#~ "code]returns[code]shape[/code]的所有者的父对象。" - -#~ msgid "" -#~ "Emitted when another area exits, reporting which areas were overlapping." -#~ msgstr "当另一个区域退出时发出,报告哪些区域是重叠的。" - -#~ msgid "" -#~ "Emitted when a physics body enters.\n" -#~ "The [code]body[/code] argument can either be a [PhysicsBody3D] or a " -#~ "[GridMap] instance (while GridMaps are not physics body themselves, they " -#~ "register their tiles with collision shapes as a virtual physics body)." -#~ msgstr "" -#~ "当物理物体进入时发射。\n" -#~ "[code] body [/code]参数可以是[PhysicsBody3D]或[GridMap]实例(虽然GridMap本" -#~ "身不是物理物体,但它们将具有碰撞形状的图块注册为虚拟物理物体)。" - -#~ msgid "" -#~ "Emitted when a physics body exits.\n" -#~ "The [code]body[/code] argument can either be a [PhysicsBody3D] or a " -#~ "[GridMap] instance (while GridMaps are not physics body themselves, they " -#~ "register their tiles with collision shapes as a virtual physics body)." -#~ msgstr "" -#~ "当物理物体退出时发出。\n" -#~ "[code] body [/code]参数可以是[PhysicsBody3D]或[GridMap]实例(虽然GridMaps" -#~ "本身不是物理物体,但它们将具有碰撞形状的图块注册为虚拟物理物体)。" - -#~ msgid "" -#~ "Emitted when a physics body enters, reporting which shapes overlapped.\n" -#~ "The [code]body[/code] argument can either be a [PhysicsBody3D] or a " -#~ "[GridMap] instance (while GridMaps are not physics body themselves, they " -#~ "register their tiles with collision shapes as a virtual physics body)." -#~ msgstr "" -#~ "当物理物体进入时发出,报告哪些形状重叠。\n" -#~ "[code] body [/code]参数可以是[PhysicsBody3D]或[GridMap]实例(虽然GridMaps" -#~ "本身不是物理物体,但它们将具有碰撞形状的图块注册为虚拟物理物体)。" - -#~ msgid "" -#~ "Emitted when a physics body exits, reporting which shapes were " -#~ "overlapping.\n" -#~ "The [code]body[/code] argument can either be a [PhysicsBody3D] or a " -#~ "[GridMap] instance (while GridMaps are not physics body themselves, they " -#~ "register their tiles with collision shapes as a virtual physics body)." -#~ msgstr "" -#~ "当物理物体退出时发出,报告哪些形状重叠。\n" -#~ "[code] body [/code]参数可以是[PhysicsBody3D]或[GridMap]实例(尽管GridMap本" -#~ "身不是物理物体,但它们将具有碰撞形状的图块注册为虚拟物理物体)。" - -#~ msgid "Constructs an array from a [PackedFloat64Array]." -#~ msgstr "从 [PackedFloat64Array] 构造数组。" - -#~ msgid "Constructs an array from a [PackedFloat32Array]." -#~ msgstr "从 [PackedFloat32Array] 构造数组。" - -#~ msgid "Constructs an array from a [PackedInt32Array]." -#~ msgstr "从 [PackedInt32Array] 构造数组。" - -#~ msgid "" -#~ "Returns the last element of the array, or [code]null[/code] if the array " -#~ "is empty." -#~ msgstr "返回数组的最后一个元素。该数组为空时,返回 [code]null[/code]。" - -#~ msgid "Removes the first occurrence of a value from the array." -#~ msgstr "删除数组中首次出现的该值。" - -#~ msgid "" -#~ "Returns the first element of the array, or [code]null[/code] if the array " -#~ "is empty." -#~ msgstr "返回数组中的首个元素,数组为空时返回 [code]null[/code]。" - -#~ msgid "Returns a hashed integer value representing the array contents." -#~ msgstr "返回数组内容的整数哈希值。" - -#~ msgid "" -#~ "Inserts a new element at a given position in the array. The position must " -#~ "be valid, or at the end of the array ([code]pos == size()[/code])." -#~ msgstr "" -#~ "在指定位置插入新元素。位置必须有效,或者位于数组结尾([code]pos == size()" -#~ "[/code])。" - -#~ msgid "" -#~ "Removes and returns the first element of the array. Returns [code]null[/" -#~ "code] if the array is empty." -#~ msgstr "删除并返回数组中的首个元素。数组为空时,返回 [code]null[/code]。" - -#~ msgid "Adds an element at the beginning of the array." -#~ msgstr "在数组的开头添加一个元素。" - -#~ msgid "" -#~ "Sets the [code]weight_scale[/code] for the point with the given [code]id[/" -#~ "code]." -#~ msgstr "为具有给定[code] id [/code]的点设置[code] weight_scale [/code]。" - -#~ msgid "" -#~ "Packs multiple small textures in a single, bigger one. Helps to optimize " -#~ "video memory costs and render calls." -#~ msgstr "" -#~ "将多个小纹理打包成一个更大的纹理。有助于优化视频存储成本和渲染调用。" - -#~ msgid "" -#~ "[Texture2D] resource aimed at managing big textures files that pack " -#~ "multiple smaller textures. Consists of a [Texture2D], a margin that " -#~ "defines the border width, and a region that defines the actual area of " -#~ "the AtlasTexture." -#~ msgstr "" -#~ "[Texture2D]资源,旨在管理包含多个较小纹理的大纹理文件。由一个[Texture2D]、" -#~ "一个定义边界宽度的边框和一个定义AtlasTexture实际面积的区域组成。" - -#~ msgid "Pitch value. Can range from 0 (-1 octave) to 16 (+16 octaves)." -#~ msgstr "音高值。范围可以从0(-1个八度)到16(+16个八度)。" - -#~ msgid "Plays an audio stream non-positionally." -#~ msgstr "非定位地播放音频流。" - -#~ msgid "Plays audio in 2D." -#~ msgstr "以2D方式播放音频。" - -#~ msgid "Plays audio that dampens with distance from screen center." -#~ msgstr "播放的音频会随着与屏幕中心的距离而减弱。" - -#~ msgid "" -#~ "Plays a sound effect with directed sound effects, dampens with distance " -#~ "if needed, generates effect of hearable position in space." -#~ msgstr "" -#~ "播放带有指向性的声音效果,根据需要随距离的远近而衰减,在空间中产生可听的位" -#~ "置效果。" - -#~ msgid "Dampens audio above this frequency, in Hz." -#~ msgstr "抑制高于该频率的音频,单位为Hz。" - -#~ msgid "Decides in which step the Doppler effect should be calculated." -#~ msgstr "决定应该在哪一步计算多普勒效应。" - -#~ msgid "Factor for the attenuation effect." -#~ msgstr "衰减效应的因素。" - -#~ msgid "No dampening of loudness according to distance." -#~ msgstr "不会因为距离而降低响度。" - -#~ msgid "Mix this audio in, even when it's out of range." -#~ msgstr "混合这个音频,即使它在范围外。" - -#~ msgid "Pause this audio when it gets out of range." -#~ msgstr "当音频超出范围时暂停此音频。" - -#~ msgid "The sample rate for mixing this audio." -#~ msgstr "混合此音频的采样率。" - -#~ msgid "" -#~ "Focus access mode to use when switching between enabled/disabled (see " -#~ "[member Control.focus_mode] and [member disabled])." -#~ msgstr "" -#~ "在启用/禁用之间切换时要使用的焦点访问模式(参见 [member Control." -#~ "focus_mode] 和 [member disabled])。" - -#~ msgid "" -#~ "If [code]true[/code], the button's state is pressed. Means the button is " -#~ "pressed down or toggled (if [member toggle_mode] is active)." -#~ msgstr "" -#~ "如果[code]true[/code],则表示按钮的状态被按下。意味着按钮被按下或切换(如" -#~ "果 [member toggle_mode] is active] 处于活动状态)。" - -#~ msgid "" -#~ "Sets the texture for the slot specified by [code]param[/code]. See [enum " -#~ "TextureParam] for available slots." -#~ msgstr "" -#~ "为 [code]param[/code] 指定的槽位设置纹理。请参阅 [enum TextureParam] 获取" -#~ "可用的槽位。" - -#~ msgid "If [code]true[/code], the backlight effect is enabled." -#~ msgstr "如果 [code]true[/code] ,则启用背光效果。" - -#~ msgid "Controls how the object faces the camera. See [enum BillboardMode]." -#~ msgstr "控制对象如何面对摄像机。参见 [enum BillboardMode]。" - -#~ msgid "Distance at which the object fades fully and is no longer visible." -#~ msgstr "物体完全褪色并不再可见的距离。" - -#~ msgid "" -#~ "Distance at which the object starts to fade. If the object is less than " -#~ "this distance away it will appear normal." -#~ msgstr "物体开始褪色的距离。如果物体小于这个距离,它将显示正常。" - -#~ msgid "" -#~ "If [code]true[/code], the refraction effect is enabled. Distorts " -#~ "transparency based on light from behind the object." -#~ msgstr "" -#~ "如果[code]true[/code],则启用折射效果。根据物体后方的光线来扭曲透明度。" - -#~ msgid "The strength of the refraction effect." -#~ msgstr "折射效果的强度。" - -#~ msgid "" -#~ "Sets whether the shading takes place per-pixel or per-vertex. Per-vertex " -#~ "lighting is faster, making it the best choice for mobile applications, " -#~ "however it looks considerably worse than per-pixel." -#~ msgstr "" -#~ "设置阴影是按像素还是按顶点进行。Per-vertex照明速度更快,是移动应用的最佳选" -#~ "择,但它看起来比Per-pixel差很多。" - -#~ msgid "" -#~ "If [code]true[/code], subsurface scattering will use a special mode " -#~ "optimized for the color and density of human skin." -#~ msgstr "" -#~ "如果[code]true[/code],次表面散射将使用针对人体皮肤颜色和密度优化的特殊模" -#~ "式。" - -#~ msgid "Filter flags for the texture. See [enum TextureFilter] for options." -#~ msgstr "纹理的过滤标志。参见[enum TextureFilter]选项。" - -#~ msgid "" -#~ "If [code]true[/code], triplanar mapping for [code]UV2[/code] is " -#~ "calculated in world space rather than object local space. See also " -#~ "[member uv2_triplanar]." -#~ msgstr "" -#~ "如果为 [code]true[/code],[code]UV2[/code]的三平面贴图是在世界空间而不是对" -#~ "象局部空间计算的。另见[member uv2_triplanar]。" - -#~ msgid "" -#~ "Texture specifying per-pixel transmittance for subsurface scattering." -#~ msgstr "指定每像素透射率的纹理,用于次表面散射。" - -#~ msgid "Texture specifying per-pixel backlight color." -#~ msgstr "指定每个像素背光颜色的纹理。" - -#~ msgid "Texture holding ambient occlusion, roughness, and metallic." -#~ msgstr "纹理持环境咬合度、粗糙度和金属感。" - -#~ msgid "" -#~ "The texture filter reads from the nearest pixel only. The simplest and " -#~ "fastest method of filtering, but the texture will look pixelized." -#~ msgstr "" -#~ "纹理过滤器只从最近的像素读取。是最简单、最快的过滤方法,但纹理会显得像素" -#~ "化。" - -#~ msgid "" -#~ "The texture filter blends between the nearest 4 pixels. Use this when you " -#~ "want to avoid a pixelated style, but do not want mipmaps." -#~ msgstr "" -#~ "纹理过滤器在最近的4个像素之间进行混合。当你想避免像素化的风格,但又不想使" -#~ "用mipmaps时,使用此功能。" - -#~ msgid "" -#~ "The texture filter reads from the nearest pixel in the nearest mipmap. " -#~ "The fastest way to read from textures with mipmaps." -#~ msgstr "" -#~ "纹理过滤器从最近的mipmap中最近的像素读取。用mipmap读取纹理的最快方法。" - -#~ msgid "" -#~ "The texture filter blends between the nearest 4 pixels and between the " -#~ "nearest 2 mipmaps. Use this for most cases as mipmaps are important to " -#~ "smooth out pixels that are far from the camera." -#~ msgstr "" -#~ "纹理滤镜在最近的4个像素之间和最近的2个mipmaps之间进行混合。在大多数情况下" -#~ "使用此功能,因为mipmaps对于平滑离相机较远的像素很重要。" - -#~ msgid "" -#~ "The texture filter reads from the nearest pixel, but selects a mipmap " -#~ "based on the angle between the surface and the camera view. This reduces " -#~ "artifacts on surfaces that are almost in line with the camera." -#~ msgstr "" -#~ "纹理滤镜从最近的像素读取,但根据曲面与相机视角之间的角度选择一个 mipmap。" -#~ "这可以减少几乎与相机一致的表面上的伪影。" - -#~ msgid "" -#~ "The texture filter blends between the nearest 4 pixels and selects a " -#~ "mipmap based on the angle between the surface and the camera view. This " -#~ "reduces artifacts on surfaces that are almost in line with the camera. " -#~ "This is the slowest of the filtering options, but results in the highest " -#~ "quality texturing." -#~ msgstr "" -#~ "纹理滤镜在最接近的 4 个像素之间进行混合,并根据曲面和相机视角之间的角度选" -#~ "择一个微缩图。这可以减少几乎与相机一致的表面上的伪影。这是最慢的过滤选项," -#~ "但可以得到最高质量的纹理。" - -#~ msgid "The material will not use transparency." -#~ msgstr "该材质将不使用透明度。" - -#~ msgid "The material will use the texture's alpha values for transparency." -#~ msgstr "该材质将使用纹理的alpha值作为透明度。" - -#~ msgid "" -#~ "The material will cut off all values below a threshold, the rest will " -#~ "remain opaque." -#~ msgstr "材质将切除所有低于阈值的值,其余的将保持不透明。" - -#~ msgid "" -#~ "The material will use the texture's alpha value for transparency, but " -#~ "will still be rendered in the pre-pass." -#~ msgstr "该材质将使用纹理的alpha值作为透明度,但仍将在预通道中渲染。" - -#~ msgid "Represents the size of the [enum Transparency] enum." -#~ msgstr "表示[enum Transparency]枚举的大小。" - -#~ msgid "The object will not receive shadows." -#~ msgstr "对象不会产生阴影。" - -#~ msgid "" -#~ "The object will be shaded per pixel. Useful for realistic shading effect." -#~ msgstr "物体将按像素进行着色。对逼真的阴影效果很有用。" - -#~ msgid "" -#~ "The object will be shaded per vertex. Useful when you want cheaper " -#~ "shaders and do not care about visual quality." -#~ msgstr "" -#~ "对象的每个顶点将被着色。当你想要更便宜的着色器而又不关心视觉质量时很有用。" - -#~ msgid "Represents the size of the [enum ShadingMode] enum." -#~ msgstr "表示[enum ShadingMode]枚举的大小。" - -#~ msgid "Constant for setting [member heightmap_enabled]." -#~ msgstr "用于设置[member heightmap_enabled]的常量。" - -#~ msgid "Constant for setting [member subsurf_scatter_transmittance_enabled]." -#~ msgstr "用于设置[member subsurf_scatter_transmittance_enabled]的常量。" - -#~ msgid "Constant for setting [member backlight_enabled]." -#~ msgstr "常量,用于设置[member backlight_enabled]。" - -#~ msgid "" -#~ "Enables the texture to repeat when UV coordinates are outside the 0-1 " -#~ "range. If using one of the linear filtering modes, this can result in " -#~ "artifacts at the edges of a texture when the sampler filters across the " -#~ "edges of the texture." -#~ msgstr "" -#~ "当UV坐标在0-1范围之外时,启用纹理重复。如果使用线性滤波模式,当采样器在纹" -#~ "理边缘进行滤波时,会在纹理边缘产生伪影。" - -#~ msgid "" -#~ "Invert values read from a depth texture to convert them to height values " -#~ "(heightmap)." -#~ msgstr "将从深度纹理读取的值反转为高度值(heightmap)。" - -#~ msgid "" -#~ "Enables the skin mode for subsurface scattering which is used to improve " -#~ "the look of subsurface scattering when used for human skin." -#~ msgstr "启用次表面散射的皮肤模式,用于人体皮肤时,改善次表面散射的外观。" - -#~ msgid "" -#~ "An object representing a method in a certain object that can be called." -#~ msgstr "代表某个对象中可以调用的方法的对象。" - -#~ msgid "" -#~ "[Callable] is a first class object which can be held in variables and " -#~ "passed to functions. It represents a given method in an [Object], and is " -#~ "typically used for signal callbacks.\n" -#~ "[b]Example:[/b]\n" -#~ "[codeblock]\n" -#~ "var callable = Callable(self, \"print_args\")\n" -#~ "func print_args(arg1, arg2, arg3 = \"\"):\n" -#~ " prints(arg1, arg2, arg3)\n" -#~ "func test():\n" -#~ " callable.call(\"hello\", \"world\") # Prints \"hello world\".\n" -#~ " callable.call(Vector2.UP, 42, callable) # Prints \"(0, -1) 42 " -#~ "Node(Node.gd)::print_args\".\n" -#~ " callable.call(\"invalid\") # Invalid call, should have at least 2 " -#~ "arguments.\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "[Callable]是一个第一类对象,它可以存放在变量中并传递给函数。它代表对象" -#~ "[Object]中的一个给定方法,通常用于信号回调。\n" -#~ "[b]示例:[/b]\n" -#~ "[codeblock]\n" -#~ "var callable = Callable(self, \"print_args\")\n" -#~ "func print_args(arg1, arg2, arg3 = \"\"):\n" -#~ " prints(arg1, arg2, arg3)\n" -#~ "func test():\n" -#~ " callable.call(\"hello\", \"world\") # 输出\"hello world\".\n" -#~ " callable.call(Vector2.UP, 42, callable) # 输出\"(0, -1) 42 Node(Node." -#~ "gd)::print_args\".\n" -#~ " callable.call(\"invalid\") # Invalid call, should have at least 2 " -#~ "arguments.无效调用,应该至少有2个参数\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Creates a new [Callable] for the method called [code]method_name[/code] " -#~ "in the specified [code]object[/code]." -#~ msgstr "" -#~ "在指定的[code]object[/code]中为名为[code] method_name [/code]的方法创建一" -#~ "个新的[Callable]。" - -#~ msgid "" -#~ "Calls the method represented by this [Callable]. Arguments can be passed " -#~ "and should match the method's signature." -#~ msgstr "" -#~ "调用这个[Callable]所代表的方法。可以传递参数,且参数应与方法的签名一致。" - -#~ msgid "" -#~ "Calls the method represented by this [Callable] in deferred mode, i.e. " -#~ "during the idle frame. Arguments can be passed and should match the " -#~ "method's signature." -#~ msgstr "" -#~ "在延迟模式下,即在空闲帧中调用该[Callable]所代表的方法。可以传递参数,且参" -#~ "数应与方法的签名一致。" - -#~ msgid "Returns the name of the method represented by this [Callable]." -#~ msgstr "返回该[Callable]所代表的方法的名称。" - -#~ msgid "Returns the object on which this [Callable] is called." -#~ msgstr "返回这个[Callable]被调用的对象。" - -#~ msgid "" -#~ "Returns the ID of this [Callable]'s object (see [method Object." -#~ "get_instance_id])." -#~ msgstr "返回这个[Callable]对象的ID(参见[method Object.get_instance_id])。" - -#~ msgid "" -#~ "If [code]true[/code], the camera smoothly stops when reaches its limits." -#~ msgstr "如果[code]true[/code],相机将在达到极限时平滑地停止运行。" - -#~ msgid "" -#~ "Gets the camera transform. Subclassed cameras such as [ClippedCamera3D] " -#~ "may provide different transforms than the [Node] transform." -#~ msgstr "" -#~ "获取摄像机的变换。子类相机,如[ClippedCamera3D]可能提供与[Node]变换不同的" -#~ "变换。" - -#~ msgid "" -#~ "Returns the 2D coordinate in the [Viewport] rectangle that maps to the " -#~ "given 3D point in worldspace." -#~ msgstr "" -#~ "返回[Viewport]矩形中的二维坐标,该坐标映射到世界空间中给定的三维点。" - -#~ msgid "" -#~ "If not [constant DOPPLER_TRACKING_DISABLED], this camera will simulate " -#~ "the [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/" -#~ "url] for objects changed in particular [code]_process[/code] methods. See " -#~ "[enum DopplerTracking] for possible values." -#~ msgstr "" -#~ "如果不是 [constant DOPPLER_TRACKING_DISABLED],此摄像机将模拟 " -#~ "[url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler_effect[/url],用" -#~ "于特定 [code]_process[/code] 方法中改变的对象。请参阅 [enum " -#~ "DopplerTracking] 了解可能的值。" - -#~ msgid "The [CameraEffects] to use for this camera." -#~ msgstr "此相机要使用的[CameraEffects]。" - -#~ msgid "" -#~ "Contains camera-specific effects such as depth of field and exposure " -#~ "override." -#~ msgstr "包含相机特有的效果,如景深和曝光覆盖。" - -#~ msgid "" -#~ "Contains camera-specific effects such as depth of field and exposure " -#~ "override.\n" -#~ "See also [Environment] for general 3D environment settings." -#~ msgstr "" -#~ "包含特定相机的效果,如景深和曝光覆盖。\n" -#~ "有关一般的 3D 环境设置,请参阅 [Environment]。" - -#~ msgid "" -#~ "The amount of blur for both near and far depth-of-field effects. The " -#~ "amount of blur increases the radius of the blur effect, making the " -#~ "affected area blurrier. However, If the amount is too high, you might " -#~ "start to see lines appearing, especially when using a low quality blur." -#~ msgstr "" -#~ "近景和远景深度效果的模糊量。模糊量会增加模糊效果的半径,使受影响的区域更加" -#~ "模糊。但是,如果数量太高,你可能会开始看到线条出现,特别是使用低质量模糊" -#~ "时。" - -#~ msgid "" -#~ "If [code]true[/code], enables the depth-of-field far blur effect. This " -#~ "has a significant performance cost. Consider disabling it in scenes where " -#~ "there are no far away objects." -#~ msgstr "" -#~ "如果[code]true[/code],启用景深远模糊效果。这有很大的性能代价。考虑在没有" -#~ "远处物体的场景中禁用它。" - -#~ msgid "" -#~ "If [code]true[/code], enables the depth-of-field near blur effect. This " -#~ "has a significant performance cost. Consider disabling it in scenes where " -#~ "there are no nearby objects." -#~ msgstr "" -#~ "如果[code]true[/code],启用景深近模糊效果。这有很大的性能代价。考虑在没有" -#~ "附近物体的场景中禁用它。" - -#~ msgid "" -#~ "The exposure override value to use. Higher values will result in a " -#~ "brighter scene. Only effective if [member override_exposure_enabled] is " -#~ "[code]true[/code]." -#~ msgstr "" -#~ "要使用的曝光覆盖值。值越高,场景越亮。只有当[member " -#~ "override_exposure_enabled]为[code]true[/code]时才有效。" - -#~ msgid "" -#~ "If [code]true[/code], overrides the manual or automatic exposure defined " -#~ "in the [Environment] with the value in [member override_exposure]." -#~ msgstr "" -#~ "如果[code]true[/code],用[member override_exposure]中的值覆盖[Environment]" -#~ "中定义的手动或自动曝光。" - -#~ msgid "" -#~ "Returns the [CameraFeed] corresponding to the camera with the given " -#~ "[code]index[/code]." -#~ msgstr "返回给定[code]index[/code]的摄像机对应的[CameraFeed]。" - -#~ msgid "Removes the specified camera [code]feed[/code]." -#~ msgstr "删除指定的摄像机[code]feed[/code]。" - -#~ msgid "" -#~ "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image." -#~ msgstr "[url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url]相机图像。" - -#~ msgid "Draws multiple, parallel lines with a uniform [code]color[/code]." -#~ msgstr "用统一的[code]color[/code]绘制多条平行线。" - -#~ msgid "The texture filtering mode to use on this [CanvasItem]." -#~ msgstr "对该[CanvasItem]使用的纹理过滤模式。" - -#~ msgid "The texture repeating mode to use on this [CanvasItem]." -#~ msgstr "该[CanvasItem]上要使用的纹理重复模式。" - -#~ msgid "Emitted when the item rect has changed." -#~ msgstr "当项目的矩形发生变化时发出。" - -#~ msgid "The [CanvasItem] will inherit the filter from its parent." -#~ msgstr "[CanvasItem]将继承其父级的过滤器。" - -#~ msgid "" -#~ "The texture filter reads from the nearest pixel only. The simplest and " -#~ "fastest method of filtering. Useful for pixel art." -#~ msgstr "" -#~ "纹理过滤器仅从最近的像素读取。最简单,最快的过滤方法。对像素艺术有用。" - -#~ msgid "" -#~ "The texture filter blends between the nearest four pixels. Use this for " -#~ "most cases where you want to avoid a pixelated style." -#~ msgstr "" -#~ "纹理过滤器在最接近的四个像素之间进行混合。在大多数情况下,当你想避免像素化" -#~ "的风格时,可以使用这个滤镜。" - -#~ msgid "" -#~ "The texture filter reads from the nearest pixel in the nearest mipmap. " -#~ "This is the fastest way to read from textures with mipmaps." -#~ msgstr "" -#~ "纹理过滤器从最近的mipmap中最近的像素读取。这是用mipmap读取纹理的最快方法。" - -#~ msgid "" -#~ "The texture filter blends between the nearest 4 pixels and between the " -#~ "nearest 2 mipmaps. Use this for non-pixel art textures that may be viewed " -#~ "at a low scale (e.g. due to [Camera2D] zoom), as mipmaps are important to " -#~ "smooth out pixels that are smaller than on-screen pixels." -#~ msgstr "" -#~ "纹理过滤器在最接近的4个像素之间和最接近的2个mipmaps之间进行混合。对于可能" -#~ "在低比例下观看的非像素艺术纹理(例如,由于[Camera2D]缩放),使用此功能,因" -#~ "为mipmaps对于平滑小于屏幕像素的像素非常重要。" - -#~ msgid "" -#~ "The texture filter reads from the nearest pixel, but selects a mipmap " -#~ "based on the angle between the surface and the camera view. This reduces " -#~ "artifacts on surfaces that are almost in line with the camera.\n" -#~ "[b]Note:[/b] This texture filter is rarely useful in 2D projects. " -#~ "[constant TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more " -#~ "appropriate." -#~ msgstr "" -#~ "纹理滤镜从最近的像素读取,但会根据曲面和相机视图之间的角度选择一个mipmap。" -#~ "这样可以减少几乎与相机成一直线的表面上的伪影。\n" -#~ "[b]注意:[/b]此纹理滤镜在2D项目中很少使用。 [constant " -#~ "TEXTURE_FILTER_NEAREST_WITH_MIPMAPS]通常更合适。" - -#~ msgid "" -#~ "The texture filter blends between the nearest 4 pixels and selects a " -#~ "mipmap based on the angle between the surface and the camera view. This " -#~ "reduces artifacts on surfaces that are almost in line with the camera. " -#~ "This is the slowest of the filtering options, but results in the highest " -#~ "quality texturing.\n" -#~ "[b]Note:[/b] This texture filter is rarely useful in 2D projects. " -#~ "[constant TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] is usually more appropriate." -#~ msgstr "" -#~ "纹理滤镜会在最接近的4个像素之间混合,并根据曲面和相机视图之间的角度选择一" -#~ "个mipmap。这样可以减少几乎与相机成一直线的表面上的伪影。这是最慢的过滤选" -#~ "项,但可以产生最高质量的纹理。\n" -#~ "[b]注意:[/b]此纹理滤镜在2D项目中很少使用。 [constant " -#~ "TEXTURE_FILTER_LINEAR_WITH_MIPMAPS]通常更合适。" - -#~ msgid "Texture will repeat normally." -#~ msgstr "纹理将正常重复。" - -#~ msgid "" -#~ "Texture will repeat in a 2x2 tiled mode, where elements at even positions " -#~ "are mirrored." -#~ msgstr "纹理将在2x2平铺模式下重复,其中偶数位置的元素被镜像。" - -#~ msgid "Represents the size of the [enum TextureRepeat] enum." -#~ msgstr "表示[enum TextureRepeat]枚举的大小。" - -#~ msgid "Height of the capsule mesh from the center point." -#~ msgstr "胶囊网格距中心点的高度。" - -#~ msgid "" -#~ "The camera's collision mask. Only objects in at least one collision layer " -#~ "matching the mask will be detected." -#~ msgstr "" -#~ "摄像机的碰撞掩码。只有至少一个碰撞层中与掩码匹配的物体才会被检测到。" - -#~ msgid "Adds a [Shape3D] to the shape owner." -#~ msgstr "给形状所有者添加一个[Shape3D]。" - -#~ msgid "Returns the [Shape3D] with the given id from the given shape owner." -#~ msgstr "从给定的形状所有者返回具有给定ID的[Shape3D]。" - -#~ msgid "" -#~ "Returns the child index of the [Shape3D] with the given id from the given " -#~ "shape owner." -#~ msgstr "从给定的形状所有者返回具有给定id的[Shape3D]的子索引。" - -#~ msgid "" -#~ "Emitted when [method _input_event] receives an event. See its description " -#~ "for details." -#~ msgstr "" -#~ "当[method_input_event]接收到一个事件时发出。有关详细信息,请参见其说明。" - -#~ msgid "" -#~ "Constructs a color from an existing color, but with a custom alpha " -#~ "value.\n" -#~ "[codeblock]\n" -#~ "var red = Color(Color.red, 0.5) # 50% transparent red.\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "从现有的颜色中构建一个颜色,但使用自定义的alpha值。\n" -#~ "[codeblock]\n" -#~ "var red = Color(Color.red, 0.5) # 50% transparent red.\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Displays a color picker widget. Useful for selecting a color from an RGB/" -#~ "RGBA colorspace." -#~ msgstr "显示颜色选择器小部件。用于从RGB / RGBA色彩空间中选择一种颜色。" - -#~ msgid "" -#~ "Encapsulates a [ColorPicker] making it accessible by pressing a button. " -#~ "Pressing the button will toggle the [ColorPicker] visibility." -#~ msgstr "" -#~ "封装[ColorPicker],使其可以通过按下按钮进行访问。按下按钮将切换" -#~ "[ColorPicker]可见性。" - -#~ msgid "Displays a colored rectangle." -#~ msgstr "显示一个彩色矩形。" - -#~ msgid "" -#~ "Overrides the [Color] with given [code]name[/code] in the [member theme] " -#~ "resource the control uses. If the [code]color[/code] is empty or invalid, " -#~ "the override is cleared and the color from assigned [Theme] is used." -#~ msgstr "" -#~ "在控件使用的[成员主题]资源中使用给定的[code]name[/code]覆盖[Color]。如果" -#~ "[code]color[/code]为空或无效,则清除覆盖并使用分配的[Theme]中的颜色。" - -#~ msgid "" -#~ "Overrides an integer constant with given [code]name[/code] in the [member " -#~ "theme] resource the control uses. If the [code]constant[/code] is empty " -#~ "or invalid, the override is cleared and the constant from assigned " -#~ "[Theme] is used." -#~ msgstr "" -#~ "覆盖控件使用的[member theme]资源中具有给定[code] name [/code]的整数常量。" -#~ "如果[code] constant [/code]为空或无效,则清除覆盖,并使用分配的[Theme]中的" -#~ "常量。" - -#~ msgid "" -#~ "Overrides the font with given [code]name[/code] in the [member theme] " -#~ "resource the control uses. If [code]font[/code] is empty or invalid, the " -#~ "override is cleared and the font from assigned [Theme] is used." -#~ msgstr "" -#~ "覆盖控件使用的[member theme]资源中具有给定[code]name[/code]的字体。如果" -#~ "[code] font [/code]为空或无效,则清除覆盖并使用分配的[Theme]中的字体。" - -#~ msgid "" -#~ "Overrides the icon with given [code]name[/code] in the [member theme] " -#~ "resource the control uses. If [code]icon[/code] is empty or invalid, the " -#~ "override is cleared and the icon from assigned [Theme] is used." -#~ msgstr "" -#~ "覆盖控件使用的[member theme]资源中具有给定[code]name[/code]的图标。如果" -#~ "[code] icon [/code]为空或无效,则清除覆盖,并使用分配的[Theme]中的图标。" - -#~ msgid "" -#~ "Overrides the [Shader] with given [code]name[/code] in the [member theme] " -#~ "resource the control uses. If [code]shader[/code] is empty or invalid, " -#~ "the override is cleared and the shader from assigned [Theme] is used." -#~ msgstr "" -#~ "覆盖控件使用的[member theme]资源中给定[code]name[/code]的[Shader]。如果" -#~ "[code]shader[/code]为空或无效,则清除覆盖,并使用分配的[Theme]中的shader。" - -#~ msgid "" -#~ "Overrides the [StyleBox] with given [code]name[/code] in the [member " -#~ "theme] resource the control uses. If [code]stylebox[/code] is empty or " -#~ "invalid, the override is cleared and the [StyleBox] from assigned [Theme] " -#~ "is used." -#~ msgstr "" -#~ "覆盖控件使用的[member theme]资源中给定的[code]name[/code]的[StyleBox]。如" -#~ "果[code]stylebox[/code]为空或无效,则清除覆盖,并使用分配的[Theme]中的" -#~ "[StyleBox]。" - -#~ msgid "" -#~ "Returns a color from assigned [Theme] with given [code]name[/code] and " -#~ "associated with [Control] of given [code]type[/code].\n" -#~ "[codeblock]\n" -#~ "func _ready():\n" -#~ " modulate = get_theme_color(\"font_color\", \"Button\") #get the color " -#~ "defined for button fonts\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "从给定[code]名称[/code]并与给定[code]类型[/code]的[控制]相关联的[主题]中返" -#~ "回一个颜色。\n" -#~ "[codeblock]\n" -#~ "func _ready():\n" -#~ " modulate = get_theme_color(\"font_color\", \"Button\") #get the color " -#~ "defined for button fonts\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Returns a constant from assigned [Theme] with given [code]name[/code] and " -#~ "associated with [Control] of given [code]type[/code]." -#~ msgstr "" -#~ "从分配的 [Theme] 返回带有给定 [code] name [/code] 的常量,并与给定的 " -#~ "[code] type [/code] 的 [Control] 关联。" - -#~ msgid "" -#~ "Returns a font from assigned [Theme] with given [code]name[/code] and " -#~ "associated with [Control] of given [code]type[/code]." -#~ msgstr "" -#~ "返回具有给定[code]name[/code]并与给定[code]type[/code]的[Control]关联的已" -#~ "分配[Theme]的字体。" - -#~ msgid "" -#~ "Returns an icon from assigned [Theme] with given [code]name[/code] and " -#~ "associated with [Control] of given [code]type[/code]." -#~ msgstr "" -#~ "从给定[code]name[/code]的[Theme]中返回一个图标,并与给定[code]type[/code]" -#~ "的[控制]相关联。" - -#~ msgid "" -#~ "Returns a [StyleBox] from assigned [Theme] with given [code]name[/code] " -#~ "and associated with [Control] of given [code]type[/code]." -#~ msgstr "" -#~ "从具有给定[code]name[/code]并与给定[code]type[/code]的[控件]关联的分配的" -#~ "[Theme]返回一个[StyleBox]。" - -#~ msgid "" -#~ "Returns [code]true[/code] if [Color] with given [code]name[/code] and " -#~ "associated with [Control] of given [code]type[/code] exists in assigned " -#~ "[Theme]." -#~ msgstr "" -#~ "如果在分配的[Theme]中存在具有给定的[code]name[/code]并与给定的[code]type[/" -#~ "code]的[Control]相关联的[Color],则返回[code] true [/code]。" - -#~ msgid "" -#~ "Returns [code]true[/code] if constant with given [code]name[/code] and " -#~ "associated with [Control] of given [code]type[/code] exists in assigned " -#~ "[Theme]." -#~ msgstr "" -#~ "如果指定的[Theme]中存在给定[code]name[/code]并与给定[code]type[/code]的" -#~ "[Control]相关联的常量,则返回[code]true[/code]。" - -#~ msgid "" -#~ "Returns [code]true[/code] if constant with given [code]name[/code] has a " -#~ "valid override in this [Control] node." -#~ msgstr "" -#~ "如果给定[code]name[/code]的常量在这个[Control]节点中具有有效的覆盖,则返回" -#~ "[code]true[/code]。" - -#~ msgid "" -#~ "Returns [code]true[/code] if font with given [code]name[/code] and " -#~ "associated with [Control] of given [code]type[/code] exists in assigned " -#~ "[Theme]." -#~ msgstr "" -#~ "如果指定的[主题]中存在给定[code]name[/code]并与给定[code]type[/code]的" -#~ "[Control]相关联的字体,则返回[code]true[/code]。" - -#~ msgid "" -#~ "Returns [code]true[/code] if icon with given [code]name[/code] and " -#~ "associated with [Control] of given [code]type[/code] exists in assigned " -#~ "[Theme]." -#~ msgstr "" -#~ "如果给定[code]name[/code]并与给定[code]type[/code]的[Control]相关联的图标" -#~ "存在于指定的[Theme]中,则返回[code]true[/code]。" - -#~ msgid "" -#~ "Returns [code]true[/code] if icon with given [code]name[/code] has a " -#~ "valid override in this [Control] node." -#~ msgstr "" -#~ "如果给定[code]name[/code]的图标在这个[Control]节点中具有有效的覆盖,则返回" -#~ "[code]true[/code]。" - -#~ msgid "" -#~ "Returns [code]true[/code] if [Shader] with given [code]name[/code] has a " -#~ "valid override in this [Control] node." -#~ msgstr "" -#~ "如果具有给定[code]name[/code]的[Shader]在此[Control]节点中具有有效的覆盖," -#~ "则返回[code] true [/code]。" - -#~ msgid "" -#~ "Returns [code]true[/code] if [StyleBox] with given [code]name[/code] and " -#~ "associated with [Control] of given [code]type[/code] exists in assigned " -#~ "[Theme]." -#~ msgstr "" -#~ "如果指定的[[Theme]中存在给定[code]name[/code]并与给定[code]type[/code]的" -#~ "[Control]相关联的[StyleBox],则返回[code]true[/code]。" - -#~ msgid "" -#~ "Changes the tooltip text. The tooltip appears when the user's mouse " -#~ "cursor stays idle over this control for a few moments, provided that the " -#~ "[member mouse_filter] property is not [constant MOUSE_FILTER_IGNORE]. You " -#~ "can change the time required for the tooltip to appear with [code]gui/" -#~ "timers/tooltip_delay_sec[/code] option in Project Settings." -#~ msgstr "" -#~ "更改太平文本。当用户的鼠标光标在此控制上保持怠速片刻时,只要[member " -#~ "mouse_filter]属性不是[constant MOUSE_FILTER_IGNORE]时,就会出现 tooltip。" -#~ "您可以更改 Tooltip 在项目设置中以 [code] gui/timers/tooltip_delay_sec [/" -#~ "code] 选项显示所需的时间。" - -#~ msgid "" -#~ "Emitted when the mouse enters the control's [code]Rect[/code] area, " -#~ "provided its [member mouse_filter] lets the event reach it." -#~ msgstr "" -#~ "当鼠标进入控件的[code] Rect [/code]区域时触发,条件是其控件的[member " -#~ "mouse_filter]成员可以使事件到达该控件。" - -#~ msgid "" -#~ "Emitted when the mouse leaves the control's [code]Rect[/code] area, " -#~ "provided its [member mouse_filter] lets the event reach it." -#~ msgstr "" -#~ "当鼠标离开控件的[code] Rect [/code]区域时发出,条件是它的[member " -#~ "mouse_filter]允许事件到达该控件。" - -#~ msgid "Number of particles emitted in one emission cycle." -#~ msgstr "一个发射周期中发射的粒子数。" - -#~ msgid "Each particle's color will vary along this [Gradient]." -#~ msgstr "每个粒子的颜色将沿此[Gradient]变化。" - -#~ msgid "" -#~ "Sets this node's properties to match a given [GPUParticles3D] node with " -#~ "an assigned [ParticlesMaterial]." -#~ msgstr "" -#~ "设置此节点的属性,以使给定的[GPUParticles3D]节点与分配的" -#~ "[ParticlesMaterial]匹配。" - -#~ msgid "Unused for 3D particles." -#~ msgstr "未用于3D粒子。" - -#~ msgid "" -#~ "This node takes a 2D polygon shape and extrudes it to create a 3D mesh." -#~ msgstr "该节点采用2D多边形形状并将其拉伸以创建3D网格。" - -#~ msgid "Material to use for the resulting mesh." -#~ msgstr "用于生成的网格的材料。" - -#~ msgid "Extrusion mode." -#~ msgstr "挤出模式。" - -#~ msgid "" -#~ "If [code]true[/code] the u component of our uv will continuously increase " -#~ "in unison with the distance traveled along our path when [member mode] is " -#~ "[constant MODE_PATH]." -#~ msgstr "" -#~ "如果[code]true[/code],则当[member mode]为[constant MODE_PATH]时,uv的u分" -#~ "量将随着沿着路径的移动距离一致地不断增加。" - -#~ msgid "" -#~ "Interval at which a new extrusion slice is added along the path when " -#~ "[member mode] is [constant MODE_PATH]." -#~ msgstr "" -#~ "当[member mode]为[constant MODE_PATH]时,沿着路径添加新挤出切片的间隔。" - -#~ msgid "" -#~ "If [code]true[/code] the start and end of our path are joined together " -#~ "ensuring there is no seam when [member mode] is [constant MODE_PATH]." -#~ msgstr "" -#~ "如果[code] true [/code],我们的路径的起点和终点将连接在一起,以确保当" -#~ "[member mode]为[constant MODE_PATH]时没有接缝。" - -#~ msgid "" -#~ "If [code]false[/code] we extrude centered on our path, if [code]true[/" -#~ "code] we extrude in relation to the position of our CSGPolygon3D when " -#~ "[member mode] is [constant MODE_PATH]." -#~ msgstr "" -#~ "如果[code]false[/code],则以路径为中心进行拉伸;如果[code]true[/code],则" -#~ "当[member mode]为[constant MODE_PATH]时,相对于CSGPolygon3D的位置进行拉" -#~ "伸。" - -#~ msgid "" -#~ "The [Shape3D] object containing the path along which we extrude when " -#~ "[member mode] is [constant MODE_PATH]." -#~ msgstr "[Shape3D]对象包含当[member mode] 为 [constant MODE_PATH]。" - -#~ msgid "" -#~ "The method by which each slice is rotated along the path when [member " -#~ "mode] is [constant MODE_PATH]." -#~ msgstr "当[member mode]为[constant MODE_PATH]时,沿路径旋转每个切片的方法。" - -#~ msgid "Generates smooth normals so smooth shading is applied to our mesh." -#~ msgstr "生成平滑法线,因此将平滑阴影应用于我们的网格。" - -#~ msgid "" -#~ "Degrees to rotate our extrusion for each slice when [member mode] is " -#~ "[constant MODE_SPIN]." -#~ msgstr "当[member mode]为[constant MODE_PATH]时,旋转每个切片的拉伸度。" - -#~ msgid "Shape3D is extruded to [member depth]." -#~ msgstr "将Shape3D拉伸到[member depth]。" - -#~ msgid "Slice is not rotated." -#~ msgstr "切片未旋转。" - -#~ msgid "Slice is rotated around the up vector of the path." -#~ msgstr "切片绕路径的向上向量旋转。" - -#~ msgid "Slice is rotate to match the path exactly." -#~ msgstr "切片将旋转以精确匹配路径。" - -#~ msgid "The physics layers this CSG shape scans for collisions." -#~ msgstr "该CSG形状扫描碰撞的物理层。" - -#~ msgid "" -#~ "Returns the position of the control point leading to the vertex " -#~ "[code]idx[/code]. If the index is out of bounds, the function sends an " -#~ "error to the console, and returns [code](0, 0)[/code]." -#~ msgstr "" -#~ "返回指向顶点[code]idx[/code]的控制点的位置。如果索引超出边界,函数会向控制" -#~ "台发送一个错误信息,并返回[code](0,0)[/code]。" - -#~ msgid "" -#~ "Returns the position of the control point leading to the vertex " -#~ "[code]idx[/code]. If the index is out of bounds, the function sends an " -#~ "error to the console, and returns [code](0, 0, 0)[/code]." -#~ msgstr "" -#~ "返回指向顶点[code]idx[/code]的控制点的位置。如果索引超出边界,函数会向控制" -#~ "台发送一个错误信息,并返回[code](0,0,0)[/code]。" - -#~ msgid "Bottom radius of the cylinder." -#~ msgstr "圆柱体的半径。" - -#~ msgid "Number of radial segments on the cylinder." -#~ msgstr "圆柱体上的径向段数。" - -#~ msgid "Number of edge rings along the height of the cylinder." -#~ msgstr "沿着圆柱体高度的边环数量。" - -#~ msgid "Top radius of the cylinder." -#~ msgstr "筒体的顶部半径。" - -#~ msgid "Node that projects a texture onto a [MeshInstance3D]." -#~ msgstr "在[MeshInstance3D]上投射纹理的节点。" - -#~ msgid "" -#~ "[Decal]s are used to project a texture onto a [Mesh] in the scene. Use " -#~ "Decals to add detail to a scene without affecting the underlying [Mesh]. " -#~ "They are often used to add weathering to building, add dirt or mud to the " -#~ "ground, or add variety to props. Decals can be moved at any time, making " -#~ "them suitable for things like blob shadows or laser sight dots.\n" -#~ "They are made of an [AABB] and a group of [Texture2D]s specifying " -#~ "[Color], normal, ORM (ambient occlusion, roughness, metallic), and " -#~ "emission. Decals are projected within their [AABB] so altering the " -#~ "orientation of the Decal affects the direction in which they are " -#~ "projected. By default, Decals are projected down (i.e. from positive Y to " -#~ "negative Y).\n" -#~ "The [Texture2D]s associated with the Decal are automatically stored in a " -#~ "texture atlas which is used for drawing the decals so all decals can be " -#~ "drawn at once. Godot uses clustered decals, meaning they are stored in " -#~ "cluster data and drawn when the mesh is drawn, they are not drawn as a " -#~ "postprocessing effect after." -#~ msgstr "" -#~ "Decal]用于将贴图投射到场景中的[Mesh]上。使用贴纸可以在不影响底层[Mesh]的情" -#~ "况下为场景添加细节。它们通常用于为建筑添加风化效果,为地面添加泥土或泥浆," -#~ "或为道具添加多样性。贴图可以随时移动,因此适合用于制作小球阴影或激光瞄准点" -#~ "等。\n" -#~ "它们由一个[AABB]和一组[Texture2D]组成,分别指定[颜色]、法线、ORM(环境遮" -#~ "挡、粗糙度、金属感)和发射。Decals在其[AABB]内投射,因此改变Decal的方向会" -#~ "影响它们的投射方向。默认情况下,贴图是向下投射的(即从正Y到负Y)。\n" -#~ "与Decal相关联的[Texture2D]会自动存储在一个纹理图集中,该图集用于绘制贴图," -#~ "因此所有贴图都可以一次绘制。Godot使用的是簇式贴图,也就是说,这些贴图存储" -#~ "在簇式数据中,并在绘制网格时绘制,它们并不是作为后处理后的效果来绘制的。" - -#~ msgid "" -#~ "Returns the [Texture2D] associated with the specified [enum " -#~ "DecalTexture]. This is a convenience method, in most cases you should " -#~ "access the texture directly.\n" -#~ "For example, instead of [code]albedo_tex = $Decal.get_texture(Decal." -#~ "TEXTURE_ALBEDO)[/code], use [code]albedo_tex = $Decal.texture_albedo[/" -#~ "code].\n" -#~ "One case where this is better than accessing the texture directly is when " -#~ "you want to copy one Decal's textures to another. For example:\n" -#~ "[codeblock]\n" -#~ "for i in Decal.TEXTURE_MAX:\n" -#~ " $NewDecal.set_texture(i, $OldDecal.get_texture(i))\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "返回与指定[enum DecalTexture]相关联的[Texture2D]。这是一个方便的方法,在大" -#~ "多数情况下,你应该直接访问纹理。\n" -#~ "例如,与其使用 [code]albedo_tex = $Decal.get_texture(Decal.TEXTURE_ALBEDO)" -#~ "[/code] ,不如使用 [code]albedo_tex = $Decal.texture_albedo[/code] 。\n" -#~ "有一种情况比直接访问纹理更好,那就是当你想把一个Decal的纹理复制到另一个" -#~ "Decal上。例如:[codeblock]。\n" -#~ "[codeblock]\n" -#~ "for i in Decal.TEXTURE_MAX:\n" -#~ " $NewDecal.set_texture(i, $OldDecal.get_texture(i))\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Sets the [Texture2D] associated with the specified [enum DecalTexture]. " -#~ "This is a convenience method, in most cases you should access the texture " -#~ "directly.\n" -#~ "For example, instead of [code]$Decal.set_texture(Decal.TEXTURE_ALBEDO, " -#~ "albedo_tex)[/code], use [code]$Decal.texture_albedo = albedo_tex[/code].\n" -#~ "One case where this is better than accessing the texture directly is when " -#~ "you want to copy one Decal's textures to another. For example:\n" -#~ "[codeblock]\n" -#~ "for i in Decal.TEXTURE_MAX:\n" -#~ " $NewDecal.set_texture(i, $OldDecal.get_texture(i))\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "设置与指定的 [字体贴脱]相关的 [纹理 2D] 。这是一种方便的方法,在大多数情况" -#~ "下,您应该直接访问纹理。\n" -#~ "例如,使用 [code]$Decal.texture_albedo = albedo_tex[/code],而不是 " -#~ "[code]$Decal.set_texture(Decal.TEXTURE_ALBEDO, albedo_tex)[/code]。\n" -#~ "一种情况下,这比直接访问纹理更好,是当你想复制一个十进制的纹理到另一个。例" -#~ "如:\n" -#~ "[codeblock]\n" -#~ "for i in Decal.TEXTURE_MAX:\n" -#~ " $NewDecal.set_texture(i, $OldDecal.get_texture(i))\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Blends the albedo [Color] of the decal with albedo [Color] of the " -#~ "underlying mesh." -#~ msgstr "将贴图的反射率[Color]与底层网格的反射率[Color]混合。" - -#~ msgid "" -#~ "Specifies which [member VisualInstance3D.layers] this decal will project " -#~ "on. By default, Decals affect all layers. This is used so you can specify " -#~ "which types of objects receive the Decal and which do not. This is " -#~ "especially useful so you an ensure that dynamic objects don't " -#~ "accidentally receive a Decal intended for the terrain under them." -#~ msgstr "" -#~ "指定此贴图将投射到哪个[member VisualInstance3D.layer]上。默认情况下," -#~ "Decal 会影响所有层。这样您就可以指定哪些类型的对象会收到Decal,哪些不会。" -#~ "这一点特别有用,这样您就可以确保动态对象不会意外地收到针对其下的地形的贴" -#~ "花。" - -#~ msgid "Distance from the camera at which the Decal begins to fade away." -#~ msgstr "Decal开始消失时与相机的距离。" - -#~ msgid "" -#~ "If [code]true[/code], decals will smoothly fade away when far from the " -#~ "active [Camera3D] starting at [member distance_fade_begin]. The Decal " -#~ "will fade out over [member distance_fade_length], after which it will be " -#~ "culled and not sent to the shader at all. Use this to reduce the number " -#~ "of active Decals in a scene and thus improve performance." -#~ msgstr "" -#~ "如果[code]true[/code],当远离活动的[Camera3D]时,从[member " -#~ "distance_fade_begin]开始,decal将平滑淡出。Decal将在[member " -#~ "distance_fade_length]上渐渐消失,之后它将被取消,根本不会被发送到着色器。" -#~ "使用这个功能可以减少场景中活动Decal的数量,从而提高性能。" - -#~ msgid "" -#~ "Distance over which the Decal fades. The Decal becomes slowly more " -#~ "transparent over this distance and is completely invisible at the end." -#~ msgstr "" -#~ "Decal褪色的距离。在这个距离内,贴花会慢慢变得更透明,最后完全看不见。" - -#~ msgid "" -#~ "Energy multiplier for the emission texture. This will make the decal emit " -#~ "light at a higher intensity." -#~ msgstr "发射纹理的能量倍增器。这将使贴纸以更高的强度发出光线。" - -#~ msgid "" -#~ "Sets the size of the [AABB] used by the decal. The AABB goes from [code]-" -#~ "extents[/code] to [code]extents[/code]." -#~ msgstr "" -#~ "设置贴纸使用的 [AABB] 大小。AABB从[code]-extents[/code]到[code]extents[/" -#~ "code]。" - -#~ msgid "" -#~ "Sets the curve over which the decal will fade as the surface gets further " -#~ "from the center of the [AABB]." -#~ msgstr "设置当贴花表面离[AABB]中心越远时,贴花会逐渐变淡的曲线。" - -#~ msgid "Changes the [Color] of the Decal by multiplying it with this value." -#~ msgstr "将贴花的[Color]与该值相乘,即可改变贴花的[颜色]。" - -#~ msgid "" -#~ "Fades the Decal if the angle between the Decal's [AABB] and the target " -#~ "surface becomes too large. A value of [code]0[/code] projects the Decal " -#~ "regardless of angle, a value of [code]1[/code] limits the Decal to " -#~ "surfaces that are nearly perpendicular." -#~ msgstr "" -#~ "如果Decal的[AABB]与目标表面之间的角度过大,则淡化Decal。值为[code]0[/code]" -#~ "时,无论角度如何,都会投射出Decal,值为[code]1[/code]时,会将Decal限制在几" -#~ "乎垂直的表面。" - -#~ msgid "" -#~ "[Texture2D] with the base [Color] of the Decal. Either this or the " -#~ "[member texture_emission] must be set for the Decal to be visible. Use " -#~ "the alpha channel like a mask to smoothly blend the edges of the decal " -#~ "with the underlying object." -#~ msgstr "" -#~ "[Texture2D]与贴花的底色[Color]。必须设置此选项或[member texture\\u " -#~ "emission]才能使贴花可见。像遮罩一样使用alpha通道可以平滑地将贴花的边与基础" -#~ "对象混合。" - -#~ msgid "" -#~ "[Texture2D] with the emission [Color] of the Decal. Either this or the " -#~ "[member texture_emission] must be set for the Decal to be visible. Use " -#~ "the alpha channel like a mask to smoothly blend the edges of the decal " -#~ "with the underlying object." -#~ msgstr "" -#~ "[Texture2D]和贴花的发射[Color]。必须设置此选项或[member texture\\u " -#~ "emission]才能使贴花可见。像遮罩一样使用alpha通道可以平滑地将贴花的边与基础" -#~ "对象混合。" - -#~ msgid "" -#~ "[Texture2D] with the per-pixel normalmap for the decal. Use this to add " -#~ "extra detail to decals." -#~ msgstr "" -#~ "[Texture2D]使用贴花的每像素法线贴图。使用此选项可以为贴花添加额外的细节。" - -#~ msgid "" -#~ "[Texture2D] storing ambient occlusion, roughness, and metallic for the " -#~ "decal. Use this to add extra detail to decals." -#~ msgstr "" -#~ "[Texture2D]为贴花存储环境遮挡、粗糙度和金属。使用此选项可以为贴花添加额外" -#~ "的细节。" - -#~ msgid "[Texture2D] corresponding to [member texture_albedo]." -#~ msgstr "[Texture2D]对应于[member texture_albedo]。" - -#~ msgid "[Texture2D] corresponding to [member texture_normal]." -#~ msgstr "[Texture2D]对应于[member texture\\u normal]。" - -#~ msgid "[Texture2D] corresponding to [member texture_orm]." -#~ msgstr "[Texture2D]对应于[member texture\\u orm]。" - -#~ msgid "[Texture2D] corresponding to [member texture_emission]." -#~ msgstr "[Texture2D]对应于[member texture\\u emission]。" - -#~ msgid "Max size of [enum DecalTexture] enum." -#~ msgstr "[enum DecalTexture]枚举的最大大小。" - -#~ msgid "Returns the size of the dictionary (in pairs)." -#~ msgstr "返回字典的大小(成对)。" - -#~ msgid "" -#~ "Proportion of [member directional_shadow_max_distance] at which point the " -#~ "shadow starts to fade. At [member directional_shadow_max_distance] the " -#~ "shadow will disappear." -#~ msgstr "" -#~ "在[member directional_shadow_max_distance]的比例下,阴影开始消失。在" -#~ "[member directional_shadow_max_distance]时,阴影会消失。" - -#~ msgid "" -#~ "Sets the size of the directional shadow pancake. The pancake offsets the " -#~ "start of the shadow's camera frustum to provide a higher effective depth " -#~ "resolution for the shadow. However, a high pancake size can cause " -#~ "artifacts in the shadows of large objects that are close to the edge of " -#~ "the frustum. Reducing the pancake size can help. Setting the size to " -#~ "[code]0[/code] turns off the pancaking effect." -#~ msgstr "" -#~ "设置方向性阴影饼的大小。阴影饼会偏移阴影的摄影机外壳的起点,为阴影提供更高" -#~ "的有效深度分辨率。但是,如果阴影大小过大,可能会导致靠近影棚边缘的大型物体" -#~ "的阴影出现伪影。减少薄饼的大小可以有所帮助。将大小设置为[code]0[/code]可以" -#~ "关闭煎饼效果。" - -#~ msgid "Extra character spacing in pixels." -#~ msgstr "额外的字符间距,单位为像素。" - -#~ msgid "Extra space spacing in pixels." -#~ msgstr "额外的空间间距,单位为像素。" - -#~ msgid "Character spacing." -#~ msgstr "字符间距。" - -#~ msgid "Space spacing." -#~ msgstr "空间间距。" - -#~ msgid "" -#~ "Virtual method to be overridden by the user. It is called when the export " -#~ "starts and provides all information about the export." -#~ msgstr "" -#~ "用户可重写的虚拟方法。它在导出开始时被调用,并提所有有关的导出信息。" - -#~ msgid "" -#~ "The dialog's open or save mode, which affects the selection behavior. See " -#~ "[enum FileMode]" -#~ msgstr "对话框的打开或保存模式,会影响选择行为。参见[enum FileMode]" - -#~ msgid "Gets the type of the file, given the full path." -#~ msgstr "通过文件的绝对路径获取这个文件的类型。" - -#~ msgid "Returns the file extension of the file at index [code]idx[/code]." -#~ msgstr "返回索引[code]idx[/code] 指向文件的扩展名。" - -#~ msgid "Gets the name to display in the import window." -#~ msgstr "获取要在导入窗口中显示的名称。" - -#~ msgid "" -#~ "Registers a custom translation parser plugin for extracting translatable " -#~ "strings from custom files." -#~ msgstr "" -#~ "注册一个自定义翻译解析器插件,用于从自定义文件中提取可翻译的字符串。" - -#~ msgid "Removes a registered custom translation parser plugin." -#~ msgstr "移除注册的自定义翻译解析器插件。" - -#~ msgid "Updates the overlays of the editor (2D/3D) viewport." -#~ msgstr "更新编辑器(2D/3D)视窗的叠加。" - -#~ msgid "Override if you want to allow a custom tooltip over your property." -#~ msgstr "如果你想在属性上允许一个自定义的工具提示,请重写。" - -#~ msgid "" -#~ "Adds controls with this function if you want them on the bottom (below " -#~ "the label)." -#~ msgstr "如果要在底部(标签下方)添加控件,请使用此功能。" - -#~ msgid "" -#~ "Used by the inspector, set to [code]true[/code] when the property can be " -#~ "deleted by the user." -#~ msgstr "在检查面板使用,当属性可以被用户删除时,设置为[code]true[/code]。" - -#~ msgid "Emitted when a property was deleted. Used internally." -#~ msgstr "属性被删除时触发。在内部使用。" - -#~ msgid "" -#~ "Queue a resource being edited for preview (using an instance). Once the " -#~ "preview is ready, your receiver.receiver_func will be called either " -#~ "containing the preview texture or an empty texture (if no preview was " -#~ "possible). Callback must have the format: (path,texture,userdata). " -#~ "Userdata can be anything." -#~ msgstr "" -#~ "将一个正在编辑的资源排队预览(使用实例)。一旦预览准备好,你的 receiver." -#~ "receiver_func 将会被调用,要么包含预览纹理,要么包含一个空的纹理(如果不能" -#~ "预览)。回调的格式必须是:(path,texture,userdata)。(path,texture," -#~ "userdata).Userdata可以是任何东西。" - -#~ msgid "" -#~ "Queue a resource file for preview (using a path). Once the preview is " -#~ "ready, your receiver.receiver_func will be called either containing the " -#~ "preview texture or an empty texture (if no preview was possible). " -#~ "Callback must have the format: (path,texture,userdata). Userdata can be " -#~ "anything." -#~ msgstr "" -#~ "排队一个资源文件进行预览(使用路径)。一旦预览准备好了,你的receiver." -#~ "receiver_func将被调用,要么包含预览纹理,要么包含一个空的纹理(如果不可能" -#~ "预览)。回调的格式必须是:(path,texture,userdata)。(path,texture," -#~ "userdata).Userdata可以是任何东西。" - -#~ msgid "FBX 3D asset importer based on [url=http://assimp.org/]Assimp[/url]." -#~ msgstr "基于[url=http://assimp.org/]Assimp[/url]的FBX 3D资源导入器。" - -#~ msgid "Adds a node to the selection." -#~ msgstr "在选择中添加一个节点。" - -#~ msgid "" -#~ "Plugin for adding custom parsers to extract strings that are to be " -#~ "translated from custom files (.csv, .json etc.)." -#~ msgstr "" -#~ "添加自定义解析器的插件,用于从自定义文件(.csv、.json等)中提取要转换的字" -#~ "符串。" - -#~ msgid "" -#~ "Plugins are registered via [method EditorPlugin." -#~ "add_translation_parser_plugin] method. To define the parsing and string " -#~ "extraction logic, override the [method parse_file] method in script.\n" -#~ "The extracted strings will be written into a POT file selected by user " -#~ "under \"POT Generation\" in \"Localization\" tab in \"Project Settings\" " -#~ "menu.\n" -#~ "Below shows an example of a custom parser that extracts strings in a CSV " -#~ "file to write into a POT.\n" -#~ "[codeblock]\n" -#~ "tool\n" -#~ "extends EditorTranslationParserPlugin\n" -#~ "\n" -#~ "\n" -#~ "func parse_file(path, extracted_strings):\n" -#~ " var file = File.new()\n" -#~ " file.open(path, File.READ)\n" -#~ " var text = file.get_as_text()\n" -#~ " var split_strs = text.split(\",\", false, 0)\n" -#~ " for s in split_strs:\n" -#~ " extracted_strings.append(s)\n" -#~ " #print(\"Extracted string: \" + s)\n" -#~ "\n" -#~ "\n" -#~ "func get_recognized_extensions():\n" -#~ " return [\"csv\"]\n" -#~ "[/codeblock]\n" -#~ "[b]Note:[/b] If you override parsing logic for standard script types " -#~ "(GDScript, C#, etc.), it would be better to load the [code]path[/code] " -#~ "argument using [method ResourceLoader.load]. This is because built-in " -#~ "scripts are loaded as [Resource] type, not [File] type.\n" -#~ "For example:\n" -#~ "[codeblock]\n" -#~ "func parse_file(path, extracted_strings):\n" -#~ " var res = ResourceLoader.load(path, \"Script\")\n" -#~ " var text = res.get_source_code()\n" -#~ " # Parsing logic.\n" -#~ "\n" -#~ "\n" -#~ "func get_recognized_extensions():\n" -#~ " return [\"gd\"]\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "通过[method EditorPlugin.add_translation_parser_plugin]方法注册插件。如果" -#~ "要定义解析和字符串提取逻辑,请重写脚本中的[method parse_file]方法。\n" -#~ "提取的字符串将被写入用户在 \"项目设置 \"菜单中 \"本地化 \"选项卡的 \"POT生" -#~ "成 \"中选择的POT文件中。\n" -#~ "下面是一个自定义解析器的例子,该解析器将提取CSV文件中的字符串写入POT文" -#~ "件。\n" -#~ "[codeblock]\n" -#~ "tool\n" -#~ "extends EditorTranslationParserPlugin\n" -#~ "\n" -#~ "\n" -#~ "func parse_file(path, extracted_strings):\n" -#~ " var file = File.new()\n" -#~ " file.open(path, File.READ)\n" -#~ " var text = file.get_as_text()\n" -#~ " var split_strs = text.split(\",\", false, 0)\n" -#~ " for s in split_strs:\n" -#~ " extracted_strings.append(s)\n" -#~ " #print(\"Extracted string: \" + s)\n" -#~ "\n" -#~ "\n" -#~ "func get_recognized_extensions():\n" -#~ " return [\"csv\"]\n" -#~ "[/codeblock]\n" -#~ "[b]Note:[/b] If you override parsing logic for standard script types " -#~ "(GDScript, C#, etc.), it would be better to load the [code]path[/code] " -#~ "argument using [method ResourceLoader.load]. This is because built-in " -#~ "scripts are loaded as [Resource] type, not [File] type.\n" -#~ "For example:\n" -#~ "[codeblock]\n" -#~ "func parse_file(path, extracted_strings):\n" -#~ " var res = ResourceLoader.load(path, \"Script\")\n" -#~ " var text = res.get_source_code()\n" -#~ " # Parsing logic.\n" -#~ "\n" -#~ "\n" -#~ "func get_recognized_extensions():\n" -#~ " return [\"gd\"]\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Gets the list of file extensions to associate with this parser, e.g. " -#~ "[code][\"csv\"][/code]." -#~ msgstr "获取与该解析器相关联的文件扩展名列表,例如[code][\"csv\"][/code]。" - -#~ msgid "" -#~ "Override this method to define a custom parsing logic to extract the " -#~ "translatable strings." -#~ msgstr "重写此方法来定义自定义的解析逻辑来提取可转化的字符串。" - -#~ msgid "" -#~ "Returns the total number of frames passed since engine initialization " -#~ "which is advanced on each [b]idle frame[/b], regardless of whether the " -#~ "render loop is enabled. See also [method get_frames_drawn]." -#~ msgstr "" -#~ "返回自引擎初始化以来通过的总帧数,这些帧数在每个[b]空闲帧[/b]上都会被推" -#~ "进,无论渲染循环是否启用。参见[method get_frames_drawn]。" - -#~ msgid "" -#~ "Returns the total number of frames passed since engine initialization " -#~ "which is advanced on each [b]physics frame[/b]." -#~ msgstr "" -#~ "返回自引擎初始化以来传递的帧总数,该帧总数在每个[b]物理帧[/b]上超前。" - -#~ msgid "" -#~ "If [code]true[/code], it is running inside the editor. Useful for tool " -#~ "scripts." -#~ msgstr "如果[code]true[/code],则在编辑器内部运行。对工具脚本有用。" - -#~ msgid "" -#~ "Gather ambient light from whichever source is specified as the background." -#~ msgstr "从指定的任何光源收集环境光作为背景。" - -#~ msgid "Disable ambient light." -#~ msgstr "禁用环境光。" - -#~ msgid "Specify a specific [Color] for ambient light." -#~ msgstr "为环境光指定特定的[Color]。" - -#~ msgid "" -#~ "Gather ambient light from the [Sky] regardless of what the background is." -#~ msgstr "无论背景是什么,都要从[Sky]收集环境光。" - -#~ msgid "Use the background for reflections." -#~ msgstr "使用背景进行反射。" - -#~ msgid "Disable reflections." -#~ msgstr "禁用反射。" - -#~ msgid "Use the [Sky] for reflections regardless of what the background is." -#~ msgstr "不论背景是什么,都可使用[Sky]进行反射。" - -#~ msgid "" -#~ "Mixes the glow with the underlying color to avoid increasing brightness " -#~ "as much while still maintaining a glow effect." -#~ msgstr "将glow与底色混合,在保持glow效果的同时,避免增加过多的亮度。" - -#~ msgid "" -#~ "3×3 blur for the screen-space ambient occlusion effect. Increases the " -#~ "radius of the blur for a smoother look, but can result in checkerboard-" -#~ "like artifacts." -#~ msgstr "" -#~ "3×3模糊,用于屏幕空间环境遮挡效果。增加模糊的半径,以获得更平滑的外观,但" -#~ "可能会导致类似棋盘的伪影。" - -#~ msgid "Closes the currently opened file." -#~ msgstr "关闭当前打开的文件。" - -#~ msgid "" -#~ "Returns [code]true[/code] if the file cursor has read past the end of the " -#~ "file.\n" -#~ "[b]Note:[/b] This function will still return [code]false[/code] while at " -#~ "the end of the file and only activates when reading past it. This can be " -#~ "confusing but it conforms to how low-level file access works in all " -#~ "operating systems. There is always [method get_len] and [method " -#~ "get_position] to implement a custom logic." -#~ msgstr "" -#~ "如果文件指针已读取到文件末尾,则返回[code] true [/code]。\n" -#~ "[b]注意:[/b]在文件末尾,此函数仍将返回[code] false [/code],并且仅在经过" -#~ "文件时才激活。这可能会造成混淆,但它符合所有操作系统中低级文件访问的工作方" -#~ "式。使用[method get_len]和[method get_position]来实现自定义逻辑。" - -#~ msgid "" -#~ "Returns the next value of the file in CSV (Comma-Separated Values) " -#~ "format. You can pass a different delimiter [code]delim[/code] to use " -#~ "other than the default [code]\",\"[/code] (comma). This delimiter must be " -#~ "one-character long.\n" -#~ "Text is interpreted as being UTF-8 encoded." -#~ msgstr "" -#~ "以CSV(Comma-Separated Values)格式返回文件的下一个值。你可以传递一个不同" -#~ "的分隔符[code]delim[/code]来使用,而不是默认的[code]\",\"[/code](逗号)。" -#~ "这个定界符必须是一个字符的长度。\n" -#~ "文本将被转为UTF-8编码。" - -#~ msgid "Opens a compressed file for reading or writing." -#~ msgstr "打开一个压缩文件进行读写。" - -#~ msgid "" -#~ "Stores the given [String] as a line in the file.\n" -#~ "Text will be encoded as UTF-8." -#~ msgstr "" -#~ "将给定的[String]存储为文件中的一行。\n" -#~ "文本将被编码为 UTF-8。" - -#~ msgid "" -#~ "Stores the given [String] in the file.\n" -#~ "Text will be encoded as UTF-8." -#~ msgstr "" -#~ "在文件中存储给定为[String]属性。\n" -#~ "文本将被编码为UTF-8。" - -#~ msgid "" -#~ "Stores any Variant value in the file. If [code]full_objects[/code] is " -#~ "[code]true[/code], encoding objects is allowed (and can potentially " -#~ "include code)." -#~ msgstr "" -#~ "在文件中存储任何变量值。如果[code]full_objects[/code]是[code]true[/code]," -#~ "允许对对象进行编码(有可能包括代码)。" - -#~ msgid "" -#~ "If [code]true[/code], the file's endianness is swapped. Use this if " -#~ "you're dealing with files written on big-endian machines.\n" -#~ "[b]Note:[/b] This is about the file format, not CPU type. This is always " -#~ "reset to [code]false[/code] whenever you open the file." -#~ msgstr "" -#~ "如果[code]true[/code],文件的字节数会被交换。如果你要处理写在大面值机器上" -#~ "的文件,就使用这个。\n" -#~ "[b]注意:[/b] 这是关于文件格式,而不是CPU类型。每当你打开文件时,这一点总" -#~ "是被重置为[code]false[/code]。" - -#~ msgid "Opens the file for read operations." -#~ msgstr "打开文件读取。" - -#~ msgid "" -#~ "The file system access scope. See enum [code]Access[/code] constants." -#~ msgstr "文件系统访问范围。参见枚举(enum)[code] Access [/code]常量。" - -#~ msgid "" -#~ "Font contains a Unicode-compatible character set, as well as the ability " -#~ "to draw it with variable width, ascent, descent and kerning. For creating " -#~ "fonts from TTF files (or other font formats), see the editor support for " -#~ "fonts." -#~ msgstr "" -#~ "字体含有一个与Unicode兼容的字符集,以及用可变宽度、增高、减矮和字符间距绘" -#~ "制的能力。有关于从TTF文件(或其他字体格式)创建字体,请参见编辑器对字体的" -#~ "支持。" - -#~ msgid "" -#~ "Returns the size of a string, taking kerning and advance into account." -#~ msgstr "返回一个字符串的大小,并考虑到字符间距和提前量。" - -#~ msgid "" -#~ "The name of the referenced function to call on the object, without " -#~ "parentheses or any parameters." -#~ msgstr "要在对象上调用的引用函数的名称,没有括号或任何参数。" - -#~ msgid "Helper node to calculate generic geometry operations in 3D space." -#~ msgstr "帮助节点用于计算三维空间中的通用几何操作。" - -#~ msgid "" -#~ "Geometry3D provides users with a set of helper functions to create " -#~ "geometric shapes, compute intersections between shapes, and process " -#~ "various other geometric operations." -#~ msgstr "" -#~ "Geometry3D为用户提供了一套辅助函数,用于创建几何图形,计算图形之间的交点," -#~ "以及处理其他各种几何操作。" - -#~ msgid "2D particle emitter." -#~ msgstr "2D粒子发射器。" - -#~ msgid "" -#~ "2D particle node used to create a variety of particle systems and " -#~ "effects. [GPUParticles2D] features an emitter that generates some number " -#~ "of particles at a given rate.\n" -#~ "Use the [code]process_material[/code] property to add a " -#~ "[ParticlesMaterial] to configure particle appearance and behavior. " -#~ "Alternatively, you can add a [ShaderMaterial] which will be applied to " -#~ "all particles." -#~ msgstr "" -#~ "2D粒子节点,用于创建各种粒子系统和效果。 [GPUParticles2D] 的特点是有一个发" -#~ "射器,能以给定的速度产生一定数量的粒子。\n" -#~ "使用 [code]process_material[/code] 属性来添加一个 [ParticlesMaterial] 来配" -#~ "置粒子的外观和行为。或者,你可以添加一个 [ShaderMaterial] ,它将应用于所有" -#~ "粒子。" - -#~ msgid "Editor visibility helper." -#~ msgstr "编辑器可见性帮助。" - -#~ msgid "3D particle emitter." -#~ msgstr "3D粒子发射器。" - -#~ msgid "" -#~ "3D particle node used to create a variety of particle systems and " -#~ "effects. [GPUParticles3D] features an emitter that generates some number " -#~ "of particles at a given rate.\n" -#~ "Use the [code]process_material[/code] property to add a " -#~ "[ParticlesMaterial] to configure particle appearance and behavior. " -#~ "Alternatively, you can add a [ShaderMaterial] which will be applied to " -#~ "all particles." -#~ msgstr "" -#~ "3D粒子节点,用于创建各种粒子系统和效果。 [GPUParticles3D] 的特点是一个发射" -#~ "器,以给定的速度产生一些数量的粒子。\n" -#~ "使用 [code]process_material[/code] 属性来添加一个 [ParticlesMaterial] 来配" -#~ "置粒子的外观和行为。或者,你可以添加一个 [ShaderMaterial] ,它将应用于所有" -#~ "粒子。" - -#~ msgid "Number of particles to emit." -#~ msgstr "要发出的粒子的数量。" - -#~ msgid "" -#~ "The [AABB] that determines the area of the world part of which needs to " -#~ "be visible on screen for the particle system to be active." -#~ msgstr "" -#~ "决定世界的一部分需要在屏幕上可见的区域的[AABB],以便粒子系统被激活。" - -#~ msgid "Returns the color set to [code]idx[/code] left (input) slot." -#~ msgstr "返回设置在[code]idx[/code]左边(输入)槽的颜色。" - -#~ msgid "Returns the color set to [code]idx[/code] right (output) slot." -#~ msgstr "返回设置在[code]idx[/code]右边(输出)槽的颜色。" - -#~ msgid "Returns the (integer) type of left (input) [code]idx[/code] slot." -#~ msgstr "返回左侧(输入)[code]idx[/code]槽的(整数)类型。" - -#~ msgid "Returns the (integer) type of right (output) [code]idx[/code] slot." -#~ msgstr "返回右侧(输出)[code]idx[/code]槽的(整数)类型。" - -#~ msgid "" -#~ "Returns [code]true[/code] if left (input) slot [code]idx[/code] is " -#~ "enabled, [code]false[/code] otherwise." -#~ msgstr "" -#~ "如果左侧(输入)槽[code]idx[/code]被启用,返回[code]true[/code],否则返回" -#~ "[code]false[/code]。" - -#~ msgid "" -#~ "Returns [code]true[/code] if right (output) slot [code]idx[/code] is " -#~ "enabled, [code]false[/code] otherwise." -#~ msgstr "" -#~ "如果左侧(输出)槽[code]idx[/code]被启用,返回[code]true[/code],否则返回" -#~ "[code]false[/code]。" - -#~ msgid "The physics layers this GridMap detects collisions in." -#~ msgstr "该GridMap检测碰撞的物理层。" - -#~ msgid "" -#~ "Horizontal slider. See [Slider]. This one goes from left (min) to right " -#~ "(max)." -#~ msgstr "水平滑块。见[Slider]。水平滑块从左(最小值)到右(最大值)滑动。" - -#~ msgid "" -#~ "A [Texture2D] based on an [Image]. Can be created from an [Image] with " -#~ "[method create_from_image].\n" -#~ "[b]Note:[/b] The maximum image size is 16384×16384 pixels due to graphics " -#~ "hardware limitations. Larger images will fail to import." -#~ msgstr "" -#~ "基于 [Image] 的 [Texture2D],可以通过 [method create_from_image] 从 " -#~ "[Image] 创建。\n" -#~ "[b]注意:[/b] 由于图形硬件的限制,图片的最大尺寸是 16384×16384 像素,更大" -#~ "的图片会导入失败。" - -#~ msgid "Create a new [ImageTexture] from an [Image]." -#~ msgstr "从 [Image] 创建新的 [ImageTexture]。" - -#~ msgid "" -#~ "Replaces the texture's data with a new [code]image[/code]. If " -#~ "[code]immediate[/code] is [code]true[/code], it will take effect " -#~ "immediately after the call." -#~ msgstr "" -#~ "将纹理数据替换成新的[code]image[/code]。如果[code]immediate[/code]为 " -#~ "[code]true[/code],那么将在调用后立即生效。" - -#~ msgid "" -#~ "If the device has an accelerometer, this will return the acceleration. " -#~ "Otherwise, it returns an empty [Vector3].\n" -#~ "Note this method returns an empty [Vector3] when running from the editor " -#~ "even when your device has an accelerometer. You must export your project " -#~ "to a supported device to read values from the accelerometer." -#~ msgstr "" -#~ "如果设备有一个加速度计,这将返回加速度。否则,它返回一个空的[Vector3]。\n" -#~ "请注意,即使你的设备有一个加速度计,当从编辑器中运行时,该方法返回一个空" -#~ "[Vector3]。你必须把你的项目导出到支持加速度计的设备上,这才能从读取到加速" -#~ "度。" - -#~ msgid "" -#~ "If the device has an accelerometer, this will return the gravity. " -#~ "Otherwise, it returns an empty [Vector3]." -#~ msgstr "" -#~ "如果设备有加速度计,则返回重力加速度。否则,它将返回一个空的[Vector3]。" - -#~ msgid "" -#~ "If the device has a gyroscope, this will return the rate of rotation in " -#~ "rad/s around a device's X, Y, and Z axes. Otherwise, it returns an empty " -#~ "[Vector3]." -#~ msgstr "" -#~ "如果设备有一个陀螺仪,这将返回围绕设备的X、Y和Z轴的旋转速率,单位是rad/s。" -#~ "否则,它返回一个空的[Vector3]。" - -#~ msgid "" -#~ "If the device has a magnetometer, this will return the magnetic field " -#~ "strength in micro-Tesla for all axes." -#~ msgstr "如果设备有磁力计,这将返回所有轴的磁场强度,单位为微特斯拉。" - -#~ msgid "" -#~ "Returns [code]true[/code] when the user stops pressing the action event, " -#~ "meaning it's [code]true[/code] only on the frame that the user released " -#~ "the button." -#~ msgstr "" -#~ "当用户停止按下动作事件时,返回[code]true[/code],这意味着仅当用户释放按钮的" -#~ "帧上才是[code]true[/code]." - -#~ msgid "" -#~ "Captures the mouse. The mouse will be hidden and unable to leave the game " -#~ "window, but it will still register movement and mouse button presses. On " -#~ "Windows and Linux, the mouse will use raw input mode, which means the " -#~ "reported movement will be unaffected by the OS' mouse acceleration " -#~ "settings." -#~ msgstr "" -#~ "捕获鼠标。鼠标将被隐藏,并且无法离开游戏窗口,但它仍然会记录移动和鼠标按" -#~ "键。在Windows和Linux上,鼠标将使用原始输入模式,这意味着报告的移动将不受操" -#~ "作系统的鼠标加速设置的影响。" - -#~ msgid "" -#~ "Returns [code]true[/code] if this input event matches a pre-defined " -#~ "action of any type." -#~ msgstr "" -#~ "如果此输入事件与任何类型的预定义操作匹配,则返回 [code] true[/code]。" - -#~ msgid "" -#~ "Returns [code]true[/code] if the given action is released (i.e. not " -#~ "pressed). Not relevant for events of type [InputEventMouseMotion] or " -#~ "[InputEventScreenDrag]." -#~ msgstr "" -#~ "如果给定的动作被释放(即没有被按下),返回[code]true[/code]。与" -#~ "[InputEventMouseMotion]或[InputEventScreenDrag]类型的事件无关。" - -#~ msgid "" -#~ "Returns [code]true[/code] if the given input event is checking for the " -#~ "same key ([InputEventKey]), button ([InputEventJoypadButton]) or action " -#~ "([InputEventAction])." -#~ msgstr "" -#~ "如果给定的输入事件正在检查相同的键([InputEventKey])、按钮" -#~ "([InputEventJoypadButton])或动作([InputEventAction]),则返回 " -#~ "[code]true[/code]。" - -#~ msgid "" -#~ "Sets the background color of the item specified by [code]idx[/code] index " -#~ "to the specified [Color].\n" -#~ "[codeblock]\n" -#~ "var some_string = \"Some text\"\n" -#~ "some_string.set_item_custom_bg_color(0,Color(1, 0, 0, 1) # This will set " -#~ "the background color of the first item of the control to red.\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "将[code]idx[/code]索引指定的项目的背景颜色设置为指定的颜色[Color]。\n" -#~ "[codeblock]\n" -#~ "var some_string = \"一些文本\"\n" -#~ "some_string.set_item_custom_bg_color(0,Color(1, 0, 0, 1) # 这将把控件的第" -#~ "一个项目的背景颜色设置为红色。\n" -#~ "[/codeblock]" - -#~ msgid "" -#~ "Sets the foreground color of the item specified by [code]idx[/code] index " -#~ "to the specified [Color].\n" -#~ "[codeblock]\n" -#~ "var some_string = \"Some text\"\n" -#~ "some_string.set_item_custom_fg_color(0,Color(1, 0, 0, 1) # This will set " -#~ "the foreground color of the first item of the control to red.\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "将[code]idx[/code]索引指定的项目的前景颜色设置为指定的颜色[Color]。\n" -#~ "[codeblock]\n" -#~ "var some_string = \"一些文本\"\n" -#~ "some_string.set_item_custom_fg_color(0,Color(1, 0, 0, 1) # 这将把控件的第" -#~ "一个项目的前景颜色设置为红色。\n" -#~ "[/codeblock]" - -#~ 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 embedding pages or calling third-party JavaScript APIs." -#~ 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。" - -#~ msgid "" -#~ "Converts a [Variant] var to JSON text and returns the result. Useful for " -#~ "serializing data to store or send over the network.\n" -#~ "[b]Note:[/b] The JSON specification does not define integer or float " -#~ "types, but only a [i]number[/i] type. Therefore, converting a Variant to " -#~ "JSON text will convert all numerical values to [float] types." -#~ msgstr "" -#~ "将 [Variant] var 变量转换为 JSON 文本并返回结果。可用于对数据进行序列化以" -#~ "存储或通过网络发送。\n" -#~ "[b]注:[/b] JSON 规范中没有定义 integer 整数或 float 浮点类型,而只定义了 " -#~ "[i]number[/i] 类型。因此,将 Variant 转换为 JSON 文本会将所有数值转换为 " -#~ "[float] 类型。" - -#~ msgid "" -#~ "Returns [code]true[/code] if the body is on the ceiling. Only updates " -#~ "when calling [method move_and_slide]." -#~ msgstr "" -#~ "如果实体在天花板上,返回则[code]true[/code]。只在调用[method " -#~ "move_and_slide]时更新。" - -#~ msgid "" -#~ "Returns [code]true[/code] if the body is on the floor. Only updates when " -#~ "calling [method move_and_slide]." -#~ msgstr "" -#~ "如果身体在地面上,返回则[code]true[/code]。只在调用[method move_and_slide]" -#~ "时更新。" - -#~ msgid "" -#~ "Returns [code]true[/code] if the body is on a wall. Only updates when " -#~ "calling [method move_and_slide]." -#~ msgstr "" -#~ "如果实体在墙上,返回则[code]true[/code]。只在调用[method move_and_slide]时" -#~ "更新。" - -#~ msgid "" -#~ "If the body is at least this close to another body, this body will " -#~ "consider them to be colliding." -#~ msgstr "如果这个物体至少与另一个物体如此接近,这个物体就会认为它们在碰撞。" - -#~ msgid "" -#~ "Kinematic bodies are special types of bodies that are meant to be user-" -#~ "controlled. They are not affected by physics at all; to other types of " -#~ "bodies, such as a character or a rigid body, these are the same as a " -#~ "static body. However, they have two main uses:\n" -#~ "[b]Simulated motion:[/b] When these bodies are moved manually, either " -#~ "from code or from an [AnimationPlayer] (with [member AnimationPlayer." -#~ "playback_process_mode] set to \"physics\"), the physics will " -#~ "automatically compute an estimate of their linear and angular velocity. " -#~ "This makes them very useful for moving platforms or other AnimationPlayer-" -#~ "controlled objects (like a door, a bridge that opens, etc).\n" -#~ "[b]Kinematic characters:[/b] KinematicBody3D also has an API for moving " -#~ "objects (the [method move_and_collide] and [method move_and_slide] " -#~ "methods) while performing collision tests. This makes them really useful " -#~ "to implement characters that collide against a world, but that don't " -#~ "require advanced physics." -#~ msgstr "" -#~ "运动实体是指用户控制的特殊类型的实体。他们完全不受物理的影响;对于其他类型" -#~ "的实体,例如角色或刚体,它们与静态实体相同。但是,它们有两个主要用途:\n" -#~ "[b] 模拟运动:[/b]当从代码或[AnimationPlayer](将[member AnimationPlayer." -#~ "playback_process_mode]设置为“Physical”)手动移动这些物体时,物理将自动计算" -#~ "其线速度和角速度的估计值。这使得它们对于移动平台或其他AnimationPlayer控制" -#~ "的对象(如门、打开的桥等)非常有用。\n" -#~ "[b] 运动物体:[/b]KinematicBody3D还具有一个API,用于在执行碰撞测试时移动对" -#~ "象(方法移动和碰撞)和方法移动和滑动)。这使得它们在实现与世界碰撞的角色时" -#~ "非常有用,但不需要高级物理。" - -#~ msgid "" -#~ "Moves the body along the vector [code]rel_vec[/code]. The body will stop " -#~ "if it collides. Returns a [KinematicCollision3D], which contains " -#~ "information about the collision.\n" -#~ "If [code]test_only[/code] is [code]true[/code], the body does not move " -#~ "but the would-be collision information is given." -#~ msgstr "" -#~ "沿着向量[code]rel_vec[/code]移动物体。如果碰撞物体就会停止。返回" -#~ "[KinematicCollision3D],它包含碰撞的信息。\n" -#~ "如果[code]test_only[/code]为[code]true[/code],则物体不会移动,但会给出可" -#~ "能的碰撞信息。" - -#~ msgid "Collision data for [KinematicBody3D] collisions." -#~ msgstr "用于[KinematicBody3D]碰撞的碰撞数据。" - -#~ msgid "" -#~ "Contains collision data for [KinematicBody3D] collisions. When a " -#~ "[KinematicBody3D] is moved using [method KinematicBody3D." -#~ "move_and_collide], it stops if it detects a collision with another body. " -#~ "If a collision is detected, a KinematicCollision3D object is returned.\n" -#~ "This object contains information about the collision, including the " -#~ "colliding object, the remaining motion, and the collision position. This " -#~ "information can be used to calculate a collision response." -#~ msgstr "" -#~ "包含[KinematicBody3D]碰撞的数据。当一个[KinematicBody3D]使用[method " -#~ "KinematicBody3D.move_and_collide]移动时,如果它检测到与另一个物体的碰撞就" -#~ "会停止。如果检测到碰撞,将返回一个KinematicCollision3D对象。\n" -#~ "这个对象包含碰撞的相关信息,包括碰撞的对象、剩余运动和碰撞坐标。这些信息可" -#~ "以用来计算碰撞响应。" - -#~ msgid "The colliding shape's index. See [CollisionObject3D]." -#~ msgstr "碰撞形状的索引。参阅[CollisionObject3D]。" - -#~ msgid "" -#~ "The light's angular size in degrees. Only available for " -#~ "[DirectionalLight3D]s. For reference, the Sun from the Earth is " -#~ "approximately [code]0.5[/code]." -#~ msgstr "" -#~ "灯光的角度大小,单位是度。只适用于[DirectionalLight3D]。作为参考,从地球上" -#~ "看太阳大约是[code]0.5[/code]。" - -#~ msgid "" -#~ "[Texture2D] projected by light. [member shadow_enabled] must be on for " -#~ "the projector to work. Light projectors make the light appear as if it is " -#~ "shining through a colored but transparent object, almost like light " -#~ "shining through stained glass." -#~ msgstr "" -#~ "[Texture2D]由光线投射。[member shadow_enabled]必须打开,投影仪才能工作。光" -#~ "投影仪使光线看起来就像是透过一个彩色但透明的物体照耀的,就像光线透过彩色玻" -#~ "璃照射一样。" - -#~ msgid "" -#~ "Blurs the edges of the shadow. Can be used to hide pixel artifacts in low-" -#~ "resolution shadow maps. A high value can impact performance, make shadows " -#~ "appear grainy and can cause other unwanted artifacts. Try to keep as near " -#~ "default as possible." -#~ msgstr "" -#~ "模糊阴影的边缘。可用于隐藏低分辨率阴影贴图中的像素瑕疵。较高的值可能会影响" -#~ "性能,使阴影呈现颗粒状,并可能导致其他不需要的瑕疵。尽量保持接近默认值。" - -#~ msgid "" -#~ "Offsets the lookup into the shadow map by the object's normal. This can " -#~ "be used to reduce self-shadowing artifacts without using [member " -#~ "shadow_bias]. In practice, this value should be tweaked along with " -#~ "[member shadow_bias] to reduce artifacts as much as possible." -#~ msgstr "" -#~ "通过对象的法线将查找偏移到阴影贴图中。这可用于减少自阴影瑕疵,而无需使用" -#~ "[member shadow_bias]。在实践中,该值应与[member shadow_bias]一起调整,以尽" -#~ "可能减少瑕疵。" - -#~ msgid "" -#~ "Constant for accessing [member DirectionalLight3D." -#~ "directional_shadow_fade_start]." -#~ msgstr "" -#~ "访问[member DirectionalLight3D.directional_shadow_fade_start]的常数。" - -#~ msgid "Constant for accessing [member shadow_normal_bias]." -#~ msgstr "用于访问[member shadow_normal_bias]常数。" - -#~ msgid "" -#~ "Constant for accessing [member DirectionalLight3D." -#~ "directional_shadow_pancake_size]." -#~ msgstr "" -#~ "访问[member DirectionalLight3D.directional_shadow_pancake_size]的常数。" - -#~ msgid "Constant for accessing [member shadow_blur]." -#~ msgstr "访问[member shadow_blur]的常数。" - -#~ msgid "Constant for accessing [member shadow_transmittance_bias]." -#~ msgstr "访问[member shadow_Transmission_bias]的常数。" - -#~ msgid "A line through several points in 2D space." -#~ msgstr "在二维空间中通过几个点的直线。" - -#~ msgid "" -#~ "Maximum amount of characters that can be entered inside the [LineEdit]. " -#~ "If [code]0[/code], there is no limit." -#~ msgstr "" -#~ "在[LineEdit]内可输入的最大字符数。如果为[code]0[/code],则不做限制。" - -#~ msgid "" -#~ "Emitted when trying to append text that would overflow the [member " -#~ "max_length]." -#~ msgstr "当文本长度将溢出[manber max_length]时触发。" - -#~ msgid "" -#~ "Notification received from the OS when the application is focused, i.e. " -#~ "when changing the focus from the OS desktop or a thirdparty application " -#~ "to any open window of the Godot instance.\n" -#~ "Implemented on desktop platforms." -#~ msgstr "" -#~ "当应用程序被关注时,即当焦点从操作系统桌面或第三方应用程序转移到Godot实例" -#~ "的任何开放窗口时,从操作系统收到的通知。\n" -#~ "在桌面平台上实现。" - -#~ msgid "" -#~ "Notification received from the OS when the application is defocused, i.e. " -#~ "when changing the focus from any open window of the Godot instance to the " -#~ "OS desktop or a thirdparty application.\n" -#~ "Implemented on desktop platforms." -#~ msgstr "" -#~ "当应用程序失去焦点时,即当焦点从Godot实例的任何打开的窗口转移到操作系统桌" -#~ "面或第三方应用程序时,从操作系统收到的通知。\n" -#~ "在桌面平台上实现。" - -#~ msgid "Calculate a [ConvexPolygonShape3D] from the mesh." -#~ msgstr "从这个网格中计算出一个[ConvexPolygonShape3D]凸多面体。" - -#~ msgid "Sets a hint to be used for lightmap resolution." -#~ msgstr "设置用于光贴图分辨率的提示。" - -#~ msgid "" -#~ "Sets the override [Material] for the specified surface of the [Mesh] " -#~ "resource. This material is associated with this [MeshInstance3D] rather " -#~ "than with the [Mesh] resource." -#~ msgstr "" -#~ "为[Mesh]资源的指定表面设置覆盖[Material]。这个材质与这个[MeshInstance3D]相" -#~ "关,而不是与[Mesh]资源相关。" - -#~ msgid "Returns the visibility axis-aligned bounding box." -#~ msgstr "返回可见性轴对齐的包围盒。" - -#~ msgid "" -#~ "If [code]true[/code], the [MultiMesh] will use color data (see [member " -#~ "color_array])." -#~ msgstr "" -#~ "如果 [code]true[/code],[MultiMesh] 将使用颜色数据(参见 [member " -#~ "color_array])。" - -#~ msgid "" -#~ "If [code]true[/code], the [MultiMesh] will use custom data (see [member " -#~ "custom_data_array])." -#~ msgstr "" -#~ "如果 [code]true[/code],则 [MultiMesh] 将使用自定义数据(参见 [member " -#~ "custom_data_array])。" - -#~ msgid "" -#~ "Locks this [Mutex], blocks until it is unlocked by the current owner." -#~ msgstr "锁定这个[Mutex],直到它被当前所有者解锁为止。" - -#~ msgid "Unlocks this [Mutex], leaving it to other threads." -#~ msgstr "解锁这个[Mutex],把它留给其他线程。" - -#~ msgid "" -#~ "Returns the point closest to the provided [code]to_point[/code] on the " -#~ "navigation mesh surface." -#~ msgstr "返回导航网格表面上最接近提供的[code]to_point[/code]的点。" - -#~ msgid "" -#~ "Returns the owner region RID for the point returned by [method " -#~ "get_closest_point]." -#~ msgstr "返回由[method get_closest_point]得到的点的所有者区域的RID。" - -#~ msgid "" -#~ "Returns the closest point between the navigation surface and the segment." -#~ msgstr "返回导航面和线段之间最近的点。" - -#~ msgid "2D Agent used in navigation for collision avoidance." -#~ msgstr "用于避碰导航的2D Agent。" - -#~ 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 " -#~ "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 "" -#~ "2D Agent,用于导航到达一个位置,同时避免静态和动态障碍。采用RVO避碰技术对" -#~ "动态障碍物进行避碰。代理需要导航数据才能正常工作。这可以通过将代理作为" -#~ "[Navigation2D]节点的子节点或使用[method set_navigation]来实现。" -#~ "[NavigationAgent2D]是物理安全的。" - -#~ 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 "" -#~ "使用代理的全局位置返回到目标位置的距离。用户必须使用[method " -#~ "set_target_location]设置目标位置,以使其准确。" - -#~ msgid "" -#~ "Returns the reachable final location in global coordinates. This can " -#~ "change if the navigation path is altered in any way." -#~ msgstr "" -#~ "返回全局坐标中可到达的最终位置。这可能会随着导航路径的改变而发生变化。" - -#~ msgid "Returns the path from start to finish in global coordinates." -#~ msgstr "返回全局坐标中从开始到结束的路径。" - -#~ msgid "" -#~ "Returns which index the agent is currently on in the navigation path's " -#~ "[PackedVector2Array]." -#~ msgstr "返回代理当前在导航路径的[PackedVector2Array]中的索引。" - -#~ msgid "" -#~ "Returns the [Navigation2D] node that the agent is using for its " -#~ "navigation system." -#~ msgstr "返回代理用于其导航系统的[Navigation2D]节点。" - -#~ 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 "" -#~ "返回一个可以移动到的[Vector2]全局坐标,这需要确保路径上没有静态碰撞体。如" -#~ "果代理没有导航路径,它将返回代理的父节点的位置。" - -#~ msgid "" -#~ "Returns the user defined [Vector2] after setting the target location." -#~ msgstr "在设置目标位置后返回用户定义的[Vector2]。" - -#~ msgid "" -#~ "Returns true if the navigation path's final location has been reached." -#~ msgstr "如果已经到达导航路径的最终位置,则返回true。" - -#~ msgid "" -#~ "Returns true if the target location is reachable. The target location is " -#~ "set using [method set_target_location]." -#~ msgstr "" -#~ "如果目标位置是可到达的,则返回true。目标位置使用[method " -#~ "set_target_location]设置。" - -#~ msgid "" -#~ "Returns true 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 "" -#~ "如果到达目标位置则返回true。目标位置使用[method set_target_location]设置。" -#~ "可能并不总是能够到达目标位置。不过,它应该总是有可能到达最终的位置。" -#~ "get_final_location[方法]。" - -#~ 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 "" -#~ "设置代理使用的[Navigation2D]节点。当你不想让代理成为[Navigation2D]节点的子" -#~ "节点时,这很有用。" - -#~ msgid "" -#~ "Sets the user desired final location. This will clear the current " -#~ "navigation path." -#~ msgstr "设置用户希望的最终位置。这将清除当前的导航路径。" - -#~ 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 "" -#~ "将传递的速度发送给避碰算法。它会调整速度以避免碰撞。一旦速度调整完成,它将" -#~ "发出[signal velocity_computed]信号。" - -#~ msgid "The maximum number of neighbors for the agent to consider." -#~ msgstr "agent要考虑的最大邻居数。" - -#~ msgid "The distance to search for other agents." -#~ msgstr "寻找其他 Agent 的距离。" - -#~ 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 "" -#~ "Agent 从理想路径到最终位置所允许的最大距离。由于试图避免碰撞,这可能会发" -#~ "生。当超过最大距离时,它重新计算理想路径。" - -#~ msgid "The radius of the agent." -#~ msgstr "Agent 的半径。" - -#~ 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 "" -#~ "认为到达目标之前的距离阈值。这将允许Agent不必精确地命中路径上的某个点,而" -#~ "是在该区域内。" - -#~ 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 less freedom in choosing its velocities. Must be " -#~ "positive." -#~ msgstr "" -#~ "在最短的时间内,这个Agent的速度,由碰撞避免算法计算,相对于其他代理是安全" -#~ "的。数值越大,Agent对其他Agent的响应就越快,但选择速度的自由度就越小。必须" -#~ "是正的。" - -#~ msgid "Notifies when the final location is reached." -#~ msgstr "到达最终位置时通知。" - -#~ msgid "Notifies when the navigation path changes." -#~ msgstr "当导航路径改变时发出通知。" - -#~ msgid "" -#~ "Notifies when the player defined target, set with [method " -#~ "set_target_location], is reached." -#~ msgstr "" -#~ "当玩家定义的目标(用[method set_target_location]设置)到达时发出通知。" - -#~ msgid "" -#~ "Notifies when the collision avoidance velocity is calculated. Emitted by " -#~ "[method set_velocity]." -#~ msgstr "当计算避碰速度时发出通知。由[method set_velocity]触发。" - -#~ msgid "3D Agent used in navigation for collision avoidance." -#~ msgstr "用于导航避碰的 3D Agent。" - -#~ 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 " -#~ "collision avoidance. The agent needs navigation data to work correctly. " -#~ "This can be done by having the agent as a child of a [Navigation3D] node, " -#~ "or using [method set_navigation]. [NavigationAgent3D] is physics safe." -#~ msgstr "" -#~ "3D Agent,用于导航到达一个位置,同时避免静态和动态障碍。采用RVO避碰技术对" -#~ "动态障碍物进行避碰。代理需要导航数据才能正常工作。这可以通过将代理作为" -#~ "[Navigation3D]节点的子节点或使用[method set_navigation]来实现。" -#~ "[NavigationAgent3D]是物理安全的。" - -#~ 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 "" -#~ "返回全局坐标中可到达的最终位置。如果导航路径以任何方式改变,这可能会改变。" -#~ "因此,最好在每一帧都检查一下。" - -#~ msgid "" -#~ "Returns which index the agent is currently on in the navigation path's " -#~ "[PackedVector3Array]." -#~ msgstr "返回Agent当前在导航路径的[PackedVector3Array]中的索引。" - -#~ msgid "" -#~ "Returns the [Navigation3D] node that the agent is using for its " -#~ "navigation system." -#~ msgstr "返回Agent用于其导航系统的[Navigation3D]节点。" - -#~ msgid "" -#~ "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 "" -#~ "返回一个可以到达的[Vector3]的全局坐标,并确保路径上没有静态物体。如果代理" -#~ "没有导航路径,它将返回代理的父节点的原点。" - -#~ msgid "" -#~ "Returns the user defined [Vector3] after setting the target location." -#~ msgstr "在设置目标位置后返回用户定义的[Vector3]。" - -#~ msgid "" -#~ "Sets the [Navigation3D] node used by the agent. Useful when you don't " -#~ "want to make the agent a child of a [Navigation3D] node." -#~ msgstr "" -#~ "设置Agent使用的[Navigation3D]节点。当你不想让Agent成为[Navigation3D]节点的" -#~ "子节点时,这很有用。" - -#~ msgid "The agent height offset to match the navigation mesh height." -#~ msgstr "Agent高度偏移以匹配导航网格高度。" - -#~ msgid "" -#~ "Ignores collisions on the Y axis. Must be true to move on a horizontal " -#~ "plane." -#~ msgstr "忽略Y轴上的碰撞。在水平面上移动必须是正确的。" - -#~ msgid "2D Obstacle used in navigation for collision avoidance." -#~ msgstr "用于导航避碰的2D障碍物。" - -#~ 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 "" -#~ "用于导航避碰的2D障碍物。障碍物需要导航数据才能正常工作。这可以通过将障碍作" -#~ "为[Navigation2D]节点的子节点或使用[method set_navigation]来实现。" -#~ "[NavigationObstacle2D]是物理安全的。" - -#~ msgid "" -#~ "Returns the [Navigation2D] node that the obstacle is using for its " -#~ "navigation system." -#~ msgstr "返回障碍物用于其导航系统的[Navigation2D]节点。" - -#~ 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 "" -#~ "设置障碍物使用的[Navigation2D]节点。当你不想让障碍物成为[Navigation2D]节点" -#~ "的子节点时,这很有用。" - -#~ msgid "3D Obstacle used in navigation for collision avoidance." -#~ msgstr "用于导航的避碰3D障碍。" - -#~ 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 [Navigation3D] node, or using [method " -#~ "set_navigation]. [NavigationObstacle3D] is physics safe." -#~ msgstr "" -#~ "用于导航的避碰3D障碍。障碍物需要导航数据才能正常工作。这可以通过将障碍作为" -#~ "[Navigation3D]节点的子节点来实现,或者使用[method set_navigation]。" -#~ "[NavigationObstacle3D]在物理上是安全的。" - -#~ msgid "" -#~ "Returns the [Navigation3D] node that the obstacle is using for its " -#~ "navigation system." -#~ msgstr "返回障碍物用于其导航系统的[Navigation3D]节点。" - -#~ msgid "" -#~ "Sets the [Navigation3D] node used by the obstacle. Useful when you don't " -#~ "want to make the obstacle a child of a [Navigation3D] node." -#~ msgstr "" -#~ "设置障碍物使用的[Navigation3D]节点。当你不想让障碍物成为[Navigation3D]节点" -#~ "的子节点时,这很有用。" - -#~ msgid "A region of the navigation map." -#~ msgstr "导航地图上的一个区域。" - -#~ msgid "" -#~ "A region of the navigation map. It tells the [Navigation3D] node what can " -#~ "be navigated and what cannot, based on the [NavigationMesh] resource. " -#~ "This should be a child of a [Navigation3D] node (even not a direct child)." -#~ msgstr "" -#~ "导航地图上的一个区域。它告诉[Navigation3D]节点什么可以导航,什么不能,基于" -#~ "[NavigationMesh]资源。这应该是一个[Navigation3D]节点的子节点(即使不是直接" -#~ "的子节点)。" - -#~ msgid "" -#~ "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 "" -#~ "烘焙(NavigationMesh)。烘焙是在一个单独的线程中完成的,因为导航烘焙不是一个" -#~ "低开销的操作。这可以在运行时完成。当它完成时,它会自动设置新的" -#~ "[NavigationMesh]。" - -#~ msgid "Determines if the [NavigationRegion3D] is enabled or disabled." -#~ msgstr "确定[NavigationRegion3D]是启用还是禁用。" - -#~ msgid "Notifies when the navigation mesh bake operation is completed." -#~ msgstr "当导航网格烘焙操作完成时发送该通知。" - -#~ msgid "Notifies when the [NavigationMesh] has changed." -#~ msgstr "当[NavigationMesh]发生变化时发送通知。" - -#~ msgid "Server interface for low-level 2D navigation access" -#~ msgstr "用于低级2D导航访问的服务器接口" - -#~ msgid "" -#~ "NavigationServer2D is the server responsible for all 2D navigation. It " -#~ "creates the agents, maps, and regions for navigation to work as expected. " -#~ "This 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 "" -#~ "NavigationServer2D是负责所有2D导航的服务器。它创建了用于导航的代理、地图和" -#~ "区域,以便按照预期工作。这将跟踪任何调用并在同步阶段执行它们。这意味着您可" -#~ "以使用任何线程请求对映射的任何更改,而无需担心。" - -#~ msgid "Creates the agent." -#~ msgstr "创建Agint。" - -#~ msgid "Returns true if the map got changed the previous frame." -#~ msgstr "如果地图在前一帧中被改变,则返回true。" - -#~ msgid "Callback called at the end of the RVO process." -#~ msgstr "在RVO进程结束时调用回调函数。" - -#~ msgid "Puts the agent in the map." -#~ msgstr "把Agent放到地图上。" - -#~ 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 "" -#~ "设置该Agent在导航中考虑的其他代理的最大数量。这个数字越大,模拟的运行时间" -#~ "就越长。如果数值过低,模拟就不安全。" - -#~ msgid "Sets the maximum speed of the agent. Must be positive." -#~ msgstr "设置代理的最大速度。必须是正的。" - -#~ 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 "" -#~ "设置与该代理在导航中考虑的其他代理的最大距离。这个数字越大,模拟的运行时间" -#~ "就越长。如果数值过低,模拟就不安全。" - -#~ msgid "Sets the position of the agent in world space." -#~ msgstr "设置代理在世界空间中的位置。" - -#~ msgid "Sets the radius of the agent." -#~ msgstr "设置代理的半径。" - -#~ msgid "Sets the new target velocity." -#~ msgstr "设置新的目标速度。" - -#~ 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 "" -#~ "仿真计算出的该代理人的速度相对于其他代理人来说是安全的最小时间量。这个数字" -#~ "越大,该代理人越早对其他代理人的存在作出反应,但该代理人在选择其速度方面的" -#~ "自由度越小。必须是正数。" - -#~ msgid "Sets the current velocity of the agent." -#~ msgstr "设置代理的当前速度。" - -#~ msgid "Destroy the RID" -#~ msgstr "销毁RID" - -#~ msgid "Create a new map." -#~ msgstr "创建新地图。" - -#~ msgid "Returns the map cell size." -#~ msgstr "返回地图单元的大小。" - -#~ msgid "" -#~ "Returns the owner region RID for the point returned by [method " -#~ "map_get_closest_point]." -#~ msgstr "返回由[方法map_get_closest_point]返回的点的所有者区域RID。" - -#~ msgid "" -#~ "Returns the edge connection margin of the map. The edge connection margin " -#~ "is a distance used to connect two regions." -#~ msgstr "返回地图的边缘连接边距。边缘连接边距是用于连接两个区域的距离。" - -#~ msgid "" -#~ "Returns the navigation path to reach the destination from the origin, " -#~ "while avoiding static obstacles." -#~ msgstr "返回从原点到达目的地的导航路径,同时避开静态障碍。" - -#~ msgid "Returns true if the map is active." -#~ msgstr "如果地图处于活动状态,返回true。" - -#~ msgid "Sets the map active." -#~ msgstr "将地图设置为active。" - -#~ 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尺寸。" - -#~ msgid "" -#~ "Set the map edge connection margin used to weld the compatible region " -#~ "edges." -#~ msgstr "设置用于焊接兼容区域边缘的地图边缘连接余量。" - -#~ msgid "Creates a new region." -#~ msgstr "创建一个新区域。" - -#~ msgid "Sets the map for the region." -#~ msgstr "设置该区域的地图。" - -#~ msgid "Sets the navigation mesh for the region." -#~ msgstr "设置区域的导航网格。" - -#~ msgid "Sets the global transformation for the region." -#~ msgstr "设置该区域的全局转换。" - -#~ msgid "Server interface for low-level 3D navigation access" -#~ msgstr "服务器接口,用于低层次的3D 导航访问" - -#~ msgid "" -#~ "NavigationServer3D is the server responsible for all 3D navigation. It " -#~ "creates the agents, maps, and regions for navigation to work as expected. " -#~ "This 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 "" -#~ "NavigationServer3D 是负责所有3D 导航的服务器。它为导航创建代理、地图和区" -#~ "域,以便按预期的方式工作。这可以跟踪任何呼叫,并在同步阶段执行它们。这意味" -#~ "着您可以使用任何线程请求对映射的任何更改,而无需担心。" - -#~ msgid "" -#~ "Returns the point closest to the provided [code]point[/code] on the " -#~ "navigation mesh surface." -#~ msgstr "返回导航网格图面上最接近提供的[code]point[/code]的点。" - -#~ msgid "" -#~ "Returns the normal for the point returned by [method " -#~ "map_get_closest_point]." -#~ msgstr "返回[ method map _ get _ closest _ point ]返回的点的法线值。" - -#~ msgid "Returns the edge connection margin of the map." -#~ msgstr "返回地图的边缘连接边距。" - -#~ msgid "" -#~ "Returns the navigation path to reach the destination from the origin." -#~ msgstr "返回从原点到达目的地的导航路径。" - -#~ msgid "Returns the map's up direction." -#~ msgstr "返回地图的向上方向。" - -#~ msgid "" -#~ "Set the map edge connection margein used to weld the compatible region " -#~ "edges." -#~ msgstr "设置用于焊接兼容区域边缘的映射边缘连接边缘。" - -#~ msgid "Sets the map up direction." -#~ msgstr "设置地图的向上方向。" - -#~ 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" -#~ "Note: This function is not thread safe." -#~ msgstr "" -#~ "处理避免碰撞Agent。\n" -#~ "物理服务器需要该进程的结果,因此必须在主线程中调用该进程。\n" -#~ "注意: 此函数不是线程安全的。" - -#~ msgid "Bakes the navigation mesh." -#~ msgstr "烘焙导航网格。" - -#~ msgid "Control activation of this server." -#~ msgstr "控制该服务器的激活。" - -#~ msgid "" -#~ "A PacketPeer implementation that should be passed to [member SceneTree." -#~ "network_peer] after being initialized as either a client or server. " -#~ "Events can then be handled by connecting to [SceneTree] signals." -#~ msgstr "" -#~ "一个PacketPeer的实现,在被初始化为客户端或服务器后,应该被传递给[成员" -#~ "SceneTree.network_peer]。然后可以通过连接到[SceneTree]信号来处理事件。" - -#~ msgid "" -#~ "The compression method used for network packets. These have different " -#~ "tradeoffs of compression speed versus bandwidth, you may need to test " -#~ "which one works best for your use case if you use compression at all." -#~ msgstr "" -#~ "用于网络数据包的压缩方法。它们在压缩速度和带宽上有不同的权衡,如果您使用压" -#~ "缩的话,您可能需要测试哪一个最适合您的用例。" - -#~ msgid "ENet's built-in range encoding." -#~ msgstr "ENet的内置范围编码。" - -#~ msgid "" -#~ "Manages the connection to network peers. Assigns unique IDs to each " -#~ "client connected to the server." -#~ msgstr "管理到网络对等体的连接。为连接到服务器的每个客户端分配唯一的id。" - -#~ msgid "Doesn't do anything at the time of writing." -#~ msgstr "在写的时候什么也不做。" - -#~ msgid "The height of the 9-slice's left column." -#~ msgstr "9-slice的左列的高度。" - -#~ msgid "The height of the 9-slice's right column." -#~ msgstr "9-slice的右列的高度。" - -#~ msgid "The height of the 9-slice's top row." -#~ msgstr "9-slice的顶行的高度。" - -#~ msgid "" -#~ "Finds the first parent of the current node whose name matches [code]mask[/" -#~ "code] as in [method String.match] (i.e. case-sensitive, but [code]\"*\"[/" -#~ "code] matches zero or more characters and [code]\"?\"[/code] matches any " -#~ "single character except [code]\".\"[/code]).\n" -#~ "[b]Note:[/b] It does not match against the full path, just against " -#~ "individual node names." -#~ msgstr "" -#~ "查找当前节点的第一个父节点,其名称与[method String.match]中的[code]mask[/" -#~ "code]相匹配(即区分大小写,但[code]\"*\"[/code]匹配零或多个字符,[code]\"?" -#~ "\"[/code]匹配任何单一字符,除了[code]\".\"[/code])。\n" -#~ "[b]注意:[/b]它不与全路径匹配,只与单个节点名称匹配。" - -#~ msgid "Returns an array listing the groups that the node is a member of." -#~ msgstr "返回一个数组,该数组列出节点所属的组。" - -#~ msgid "" -#~ "When a scene is instanced from a file, its topmost node contains the " -#~ "filename from which it was loaded." -#~ msgstr "" -#~ "当一个场景从一个文件中实例化时,它的最上面的节点包含加载它的文件名。" - -#~ msgid "" -#~ "Notification received from the OS when the node's parent [Window] is " -#~ "focused. This may be a change of focus between two windows of the same " -#~ "engine instance, or from the OS desktop or a third-party application to a " -#~ "window of the game (in which case [constant " -#~ "NOTIFICATION_APPLICATION_FOCUS_IN] is also emitted)." -#~ msgstr "" -#~ "当节点的父[Window]被聚焦时,从操作系统收到的通知。这可能是同一引擎实例的两" -#~ "个窗口之间的焦点变化,或者是从操作系统桌面或第三方应用程序到游戏窗口的焦点" -#~ "变化(在这种情况下,[constant NOTIFICATION_APPLICATION_FOCUS_IN]也被发射出" -#~ "来)。" - -#~ msgid "" -#~ "Notification received from the OS when the node's parent [Window] is " -#~ "defocused. This may be a change of focus between two windows of the same " -#~ "engine instance, or from a window of the game to the OS desktop or a " -#~ "third-party application (in which case [constant " -#~ "NOTIFICATION_APPLICATION_FOCUS_OUT] is also emitted)." -#~ msgstr "" -#~ "当节点的父级[Window]被取消焦点时,从操作系统收到的通知。这可能是同一引擎实" -#~ "例的两个窗口之间的焦点变化,或者是从游戏的一个窗口到操作系统桌面或第三方应" -#~ "用程序的焦点变化(在这种情况下,[constant " -#~ "NOTIFICATION_APPLICATION_FOCUS_OUT]也被发射出来)。" - -#~ msgid "" -#~ "Returns the angle between the node and the [code]point[/code] in radians." -#~ msgstr "返回节点与[code]point[/code]之间的角度,单位为弧度。" - -#~ msgid "" -#~ "Whether the texture can be tiled without visible seams or not. Seamless " -#~ "textures take longer to generate." -#~ msgstr "" -#~ "纹理是否可以在没有可见接缝的情况下进行铺设。无缝纹理需要更长的时间来生成。" - -#~ msgid "" -#~ "Deletes the object from memory. Any pre-existing reference to the freed " -#~ "object will become invalid, e.g. [code]is_instance_valid(object)[/code] " -#~ "will return [code]false[/code]." -#~ msgstr "" -#~ "从内存中删除对象。对被释放对象的任何预先存在的引用都将无效,例如" -#~ "[code]is_instance_valid(object)[/code]将返回[code]false[/code]。" - -#~ msgid "Returns the object's class as a [String]." -#~ msgstr "返回对象的类型名[String]。" - -#~ msgid "" -#~ "Returns [code]true[/code] if the object inherits from the given " -#~ "[code]class[/code]." -#~ msgstr "如果该对象继承于给定的[code]class[/code],则返回[code]true[/code]。" - -#~ msgid "" -#~ "Adds or changes a given entry in the object's metadata. Metadata are " -#~ "serialized, and can take any [Variant] value." -#~ msgstr "" -#~ "在对象的元数据中添加或更改给定的条目。元数据是序列化的,可以接受任何" -#~ "[Variant]值。" - -#~ msgid "" -#~ "An Omnidirectional light is a type of [Light3D] that emits light in all " -#~ "directions. The light is attenuated by distance and this attenuation can " -#~ "be configured by changing its energy, radius, and attenuation parameters." -#~ msgstr "" -#~ "全向光是一种[Light3D]的类型,它向所有方向发射光。光线会因距离而衰减,这种" -#~ "衰减可以通过改变其能量、半径和衰减参数来配置。" - -#~ msgid "" -#~ "Generate a noise image with the requested [code]width[/code] and " -#~ "[code]height[/code], based on the current noise parameters." -#~ msgstr "" -#~ "根据当前的噪声参数,生成一个具有要求的[code]width[/code]和[code]height[/" -#~ "code]的噪声图像。" - -#~ msgid "" -#~ "Delay execution of the current thread by [code]msec[/code] milliseconds." -#~ msgstr "将当前线程的执行延迟[code]msec[/code]毫秒。" - -#~ msgid "" -#~ "Delay execution of the current thread by [code]usec[/code] microseconds." -#~ msgstr "延迟执行当前线程的[code]usec[/code]微秒。" - -#~ msgid "Returns an environment variable." -#~ msgstr "返回一个环境变量。" - -#~ msgid "Returns the host OS locale." -#~ msgstr "返回主机操作系统区域设置。" - -#~ msgid "" -#~ "Returns a string that is unique to the device.\n" -#~ "[b]Note:[/b] Returns an empty string on HTML5 and UWP, as this method " -#~ "isn't implemented on those platforms yet." -#~ msgstr "" -#~ "返回一个对该设备来说唯一的字符串。\n" -#~ "[b]注意:[/b] 在HTML5和UWP上返回一个空字符串,因为这个方法在这些平台上还没" -#~ "有实现。" - -#~ msgid "Returns the current UNIX epoch timestamp." -#~ msgstr "返回当前 UNIX epoch 的时间戳。" - -#~ msgid "Returns [code]true[/code] if an environment variable exists." -#~ msgstr "如果存在环境变量,则返回[code]true[/code]。" - -#~ msgid "The Vulkan rendering backend." -#~ msgstr "Vulkan渲染后端。" - -#~ msgid "Returns [code]true[/code] if the array contains [code]value[/code]." -#~ msgstr "如果数组中存在值 [code]value[/code],则返回 [code]true[/code]。" - -#~ msgid "Sorts the elements of the array in ascending order." -#~ msgstr "将数组的元素按升序排序。" - -#~ msgid "A packed [Array] of 32-bit floating-point values." -#~ msgstr "32位浮点值的压缩[Array]。" - -#~ msgid "" -#~ "An [Array] specifically designed to hold 32-bit floating-point values. " -#~ "Packs data tightly, so it saves memory for large array sizes.\n" -#~ "[b]Note:[/b] This type is passed by value and not by reference.\n" -#~ "If you need to pack 64-bit floats tightly, see [PackedFloat64Array]." -#~ msgstr "" -#~ "一个专门用于保存32位浮点值的[Array]。紧密地包装数据,当数组尺寸较大时,这" -#~ "将节省内存。\n" -#~ "[b]注意:[/b] 这种类型是通过值传递的,而不是通过引用。\n" -#~ "如果你需要紧紧地打包64位浮点,请参阅[PackedFloat64Array]。" - -#~ msgid "" -#~ "Constructs a new [PackedFloat32Array]. Optionally, you can pass in a " -#~ "generic [Array] that will be converted." -#~ msgstr "" -#~ "构建一个新的[PackedFloat32Array]。你可以选择传入一个通用的[Array],它将被" -#~ "转换。" - -#~ msgid "Appends a [PackedFloat32Array] at the end of this array." -#~ msgstr "在这个数组的末端添加一个[PackedFloat32Array]。" - -#~ msgid "A packed [Array] of 64-bit floating-point values." -#~ msgstr "一个由64位浮点值组成的压缩[Array]。" - -#~ msgid "" -#~ "An [Array] specifically designed to hold 64-bit floating-point values. " -#~ "Packs data tightly, so it saves memory for large array sizes.\n" -#~ "[b]Note:[/b] This type is passed by value and not by reference.\n" -#~ "If you only need to pack 32-bit floats tightly, see [PackedFloat32Array] " -#~ "for a more memory-friendly alternative." -#~ msgstr "" -#~ "一个专门用来保存64位浮点值的[阵列]。通过紧密地包装数据,当数组尺寸较大时," -#~ "这将节省一定内存。\n" -#~ "[b]注意:[/b] 这种类型是通过值传递的,而不是通过引用。\n" -#~ "如果你只需要紧紧地打包32位浮点数,请看[PackedFloat32Array],这是一个对内存" -#~ "更友好的选择。" - -#~ msgid "" -#~ "Constructs a new [PackedFloat64Array]. Optionally, you can pass in a " -#~ "generic [Array] that will be converted." -#~ msgstr "" -#~ "构建一个新的[PackedFloat64Array]。你可以选择传入一个通用的[Array],它将被" -#~ "转换。" - -#~ msgid "Appends a [PackedFloat64Array] at the end of this array." -#~ msgstr "在这个数组的末端添加一个[PackedFloat64Array]。" - -#~ msgid "A packed [Array] of 64-bit integers." -#~ msgstr "一个由64位整数组成的压缩[Array]。" - -#~ msgid "" -#~ "An [Array] specifically designed to hold 64-bit integer values. Packs " -#~ "data tightly, so it saves memory for large array sizes.\n" -#~ "[b]Note:[/b] This type is passed by value and not by reference.\n" -#~ "[b]Note:[/b] This type stores signed 64-bit integers, which means it can " -#~ "take values in the interval [code][-2^63, 2^63 - 1][/code], i.e. [code]" -#~ "[-9223372036854775808, 9223372036854775807][/code]. Exceeding those " -#~ "bounds will wrap around. If you only need to pack 32-bit integers " -#~ "tightly, see [PackedInt32Array] for a more memory-friendly alternative." -#~ msgstr "" -#~ "一个专门用于保存64位整数值的[阵列]。通过紧密地包装数据,当数组尺寸较大时," -#~ "这将节省一定内存。\n" -#~ "[b]注意:[/b] 这种类型是通过值传递的,而不是通过引用。\n" -#~ "[b]注意:[/b] 该类型存储有符号的64位整数,这意味着它可以在[code][-2^63, " -#~ "2^63 - 1][/code]的区间内取值,即[code][-9223372036854775808, " -#~ "9223372036854775807][/code]。超过这些界限将被包起来。如果你只需要紧紧地打" -#~ "包32位整数,请参阅[PackedInt32Array],这是一个对内存更友好的选择。" - -#~ msgid "" -#~ "Constructs a new [PackedInt64Array]. Optionally, you can pass in a " -#~ "generic [Array] that will be converted." -#~ msgstr "" -#~ "构建一个新的[PackedInt64Array]。你可以选择传入一个通用的[Array],它将被转" -#~ "换。" - -#~ msgid "Appends a [PackedInt64Array] at the end of this array." -#~ msgstr "在此数组末尾追加一个[PackedInt64Array]。" - -#~ msgid "" -#~ "This class represents a DTLS peer connection. It can be used to connect " -#~ "to a DTLS server, and is returned by [method DTLSServer.take_connection]." -#~ msgstr "" -#~ "此类表示DTLS对等连接。它可用于连接到DTLS服务器,并由[method DTLSServer." -#~ "take_connection]返回。" - -#~ msgid "" -#~ "Waits for a packet to arrive on the listening port. See [method listen]." -#~ msgstr "等待一个数据包到达监听端口。参见 [method listen]。" - -#~ msgid "Point sampler for a [Path3D]." -#~ msgstr "[Path3D]的点取样器。" - -#~ msgid "" -#~ "This node takes its parent [Path3D], and returns the coordinates of a " -#~ "point within it, given a distance from the first vertex.\n" -#~ "It is useful for making other nodes follow a path, without coding the " -#~ "movement pattern. For that, the nodes must be children of this node. The " -#~ "descendant nodes will then move accordingly when setting an offset in " -#~ "this node." -#~ msgstr "" -#~ "这个节点接受它的父节点[Path3D] ,并返回其中一个点的坐标,给定距离第一个顶" -#~ "点的距离。\n" -#~ "它有助于使其他节点遵循一条路径,而无需编写运动模式的代码。为此,节点必须是" -#~ "此节点的子节点。然后,当在此节点中设置偏移量时,子代节点将相应移动。" - -#~ msgid "" -#~ "Adds a custom monitor with name same as id. You can specify the category " -#~ "of monitor using '/' in id. If there are more than one '/' then default " -#~ "category is used. Default category is \"Custom\".\n" -#~ "[codeblock]\n" -#~ "Performance.add_custom_monitor(\"MyCategory/MyMonitor\", some_callable) # " -#~ "Adds monitor with name \"MyName\" to category \"MyCategory\"\n" -#~ "Performance.add_custom_monitor(\"MyMonitor\", some_callable) # Adds " -#~ "monitor with name \"MyName\" to category \"Custom\"\n" -#~ "# Note: \"MyCategory/MyMonitor\" and \"MyMonitor\" have same name but " -#~ "different ids so above code is valid\n" -#~ "Performance.add_custom_monitor(\"Custom/MyMonitor\", some_callable) # " -#~ "Adds monitor with name \"MyName\" to category \"Custom\"\n" -#~ "# Note: \"MyMonitor\" and \"Custom/MyMonitor\" have same name and same " -#~ "category but different ids so above code is valid\n" -#~ "Performance.add_custom_monitor(\"MyCategoryOne/MyCategoryTwo/MyMonitor\", " -#~ "some_callable) # Adds monitor with name \"MyCategoryOne/MyCategoryTwo/" -#~ "MyMonitor\" to category \"Custom\"\n" -#~ "[/codeblock]\n" -#~ "The debugger calls the callable to get the value of custom monitor. The " -#~ "callable must return a number.\n" -#~ "Callables are called with arguments supplied in argument array.\n" -#~ "[b]Note:[/b] It throws an error if given id is already present." -#~ msgstr "" -#~ "添加一个名称与id相同的自定义监视器。你可以用id中的'/'指定监视器的类别。如" -#~ "果有一个以上的'/',则使用默认类别。默认的类别是 \"Custom\"。\n" -#~ "[codeblock]\n" -#~ "Performance.add_custom_monitor(\"MyCategory/MyMonitor\", some_callable) # " -#~ "Adds monitor with name \"MyName\" to category \"MyCategory\"\n" -#~ "Performance.add_custom_monitor(\"MyMonitor\", some_callable) # Adds " -#~ "monitor with name \"MyName\" to category \"Custom\"\n" -#~ "# Note: \"MyCategory/MyMonitor\" and \"MyMonitor\" have same name but " -#~ "different ids so above code is valid\n" -#~ "Performance.add_custom_monitor(\"Custom/MyMonitor\", some_callable) # " -#~ "Adds monitor with name \"MyName\" to category \"Custom\"\n" -#~ "# Note: \"MyMonitor\" and \"Custom/MyMonitor\" have same name and same " -#~ "category but different ids so above code is valid\n" -#~ "Performance.add_custom_monitor(\"MyCategoryOne/MyCategoryTwo/MyMonitor\", " -#~ "some_callable) # Adds monitor with name \"MyCategoryOne/MyCategoryTwo/" -#~ "MyMonitor\" to category \"Custom\"\n" -#~ "[/codeblock]\n" -#~ "调试器调用可调用程序以获得自定义监视器的值。该可调用程序必须返回一个数" -#~ "字。\n" -#~ "调用可调用程序的参数是在参数数组中提供的。\n" -#~ "[b]注意:[/b] 如果给定的id已经存在,它会抛出一个错误。" - -#~ msgid "" -#~ "Returns the value of custom monitor with given id. The callable is called " -#~ "to get the value of custom monitor.\n" -#~ "[b]Note:[/b] It throws an error if the given id is absent." -#~ msgstr "" -#~ "返回带有给定id的自定义监视器的值。调用可调用对象以获取自定义监视器的值。\n" -#~ "[b]注意:[/b]如果给定id不存在,则抛出错误。" - -#~ msgid "Returns the names of active custom monitors in an array." -#~ msgstr "在数组中返回活动自定义监控器的名称。" - -#~ msgid "Returns the last tick in which custom monitor was added/removed." -#~ msgstr "返回添加/删除自定义监视器的最后一个标记。" - -#~ msgid "" -#~ "Returns true if custom monitor with the given id is present otherwise " -#~ "returns false." -#~ msgstr "如果存在给定id的自定义监视器,则返回true,否则返回false。" - -#~ msgid "" -#~ "Removes the custom monitor with given id.\n" -#~ "[b]Note:[/b] It throws an error if the given id is already absent." -#~ msgstr "" -#~ "移除指定id的自定义监视器。\n" -#~ "[b]注意:[/b]如果给定的id已经不在,它会抛出一个错误。" - -#~ msgid "Damps the body's rotation if greater than [code]0[/code]." -#~ msgstr "如果大于[code]0[/code],则会抑制身体的旋转。" - -#~ msgid "Sets the body's transform." -#~ msgstr "设置实体的变换。" - -#~ msgid "" -#~ "If [code]true[/code], the body is deactivated when there is no movement, " -#~ "so it will not take part in the simulation until it is awaken by an " -#~ "external force." -#~ msgstr "" -#~ "如果[code]true[/code],实体在没有运动时会被禁用,因此在被外力唤醒之前,它" -#~ "不会参与模拟。" - -#~ msgid "" -#~ "The body's friction, from [code]0[/code] (frictionless) to [code]1[/code] " -#~ "(max friction)." -#~ msgstr "" -#~ "实体的摩擦力,从[code]0[/code](无摩擦)到[code]1[/code](最大摩擦力)。" - -#~ msgid "" -#~ "This is multiplied by the global 3D gravity setting found in [b]Project > " -#~ "Project Settings > Physics > 3d[/b] to produce the body's gravity. For " -#~ "example, a value of 1 will be normal gravity, 2 will apply double " -#~ "gravity, and 0.5 will apply half gravity to this object." -#~ msgstr "" -#~ "该值乘以[b]项目>项目设置>物理>3D[/b]中的全局3D重力设置,以生成实体的重力。" -#~ "例如,值1将为正常重力,值2将对该对象应用双重重力,值0.5将对此对象应用半重" -#~ "力。" - -#~ msgid "Sets the joint's transform." -#~ msgstr "设置关节的变换。" - -#~ msgid "Sets the joint's rotation in radians." -#~ msgstr "以弧度为单位设置关节的旋转。" - -#~ msgid "Sets the joint's rotation in degrees." -#~ msgstr "以度为单位设置关节的旋转。" - -#~ msgid "Damps the body's movement if greater than [code]0[/code]." -#~ msgstr "如果大于[code]0[/code],则会抑制实体的运动。" - -#~ msgid "[Sky] [Material] used for a physically based sky." -#~ msgstr "[Sky][Material]用于基于物理的天空。" - -#~ msgid "" -#~ "The [PhysicalSkyMaterial] uses the Preetham analytic daylight model to " -#~ "draw a sky based on physical properties. This results in a substantially " -#~ "more realistic sky than the [ProceduralSkyMaterial], but it is slightly " -#~ "slower and less flexible.\n" -#~ "The [PhysicalSkyMaterial] only supports one sun. The color, energy, and " -#~ "direction of the sun are taken from the first [DirectionalLight3D] in the " -#~ "scene tree.\n" -#~ "As it is based on a daylight model, the sky fades to black as the sunset " -#~ "ends. If you want a full day/night cycle, you will have to add a night " -#~ "sky by converting this to a [ShaderMaterial] and adding a night sky " -#~ "directly into the resulting shader." -#~ msgstr "" -#~ "[PhysicalSkyMaterial]使用Preetham分析日光模型根据物理特性绘制天空。这使得" -#~ "天空比[ProceduralSkyMaterial]更加逼真,但速度稍慢,灵活性稍差。\n" -#~ "[PhysicalSkyMaterial]仅支持一个太阳。太阳的颜色、能量和方向取自场景树中的" -#~ "第一个[DirectionalLight3D]。\n" -#~ "由于它基于日光模型,日落结束时天空逐渐变暗。如果需要完整的昼夜循环,则必须" -#~ "通过将其转换为[ShaderMaterial]并将夜空直接添加到结果着色器中来添加夜空。" - -#~ msgid "" -#~ "Sets the amount of dithering to use. Dithering helps reduce banding that " -#~ "appears from the smooth changes in color in the sky. Use the lowest value " -#~ "possible, higher amounts may add fuzziness to the sky." -#~ msgstr "" -#~ "设置要使用的抖动量。抖动有助于减少因天空中颜色的平滑变化而出现的带状。使用" -#~ "尽可能低的值,较高的值可能会增加天空的模糊性。" - -#~ msgid "" -#~ "Sets the exposure of the sky. Higher exposure values make the entire sky " -#~ "brighter." -#~ msgstr "设置天空的曝光。曝光值越高,整个天空越亮。" - -#~ msgid "" -#~ "Modulates the [Color] on the bottom half of the sky to represent the " -#~ "ground." -#~ msgstr "调制天空下半部分的[Color]以表示地面。" - -#~ msgid "" -#~ "Controls the strength of mie scattering for the sky. Mie scattering " -#~ "results from light colliding with larger particles (like water). On " -#~ "earth, mie scattering results in a whiteish color around the sun and " -#~ "horizon." -#~ msgstr "" -#~ "控制天空的mie散射强度。Mie散射是光与较大颗粒(如水)碰撞的结果。在地球上," -#~ "米氏散射导致太阳和地平线周围呈现白色。" - -#~ msgid "" -#~ "Controls the [Color] of the mie scattering effect. While not physically " -#~ "accurate, this allows for the creation of alien looking planets." -#~ msgstr "" -#~ "控制mie散射效果的[Color]。虽然在物理上并不精确,但这可以用来创造类似地外行" -#~ "星的效果。" - -#~ msgid "" -#~ "Controls the direction of the mie scattering. A value of [code]1[/code] " -#~ "means that when light hits a particle it passing through straight " -#~ "forward. A value of [code]-1[/code] means that all light is scatter " -#~ "backwards." -#~ msgstr "" -#~ "控制mie散射的方向。[code]1[/code]的值意味着,当光线击中粒子时,它将直接通" -#~ "过。[code]-1[/code]的值表示所有光线都向后散射。" - -#~ msgid "" -#~ "[Texture2D] for the night sky. This is added to the sky, so if it is " -#~ "bright enough, it may be visible during the day." -#~ msgstr "" -#~ "[Texture2D]夜空。这是添加到天空中的,因此如果它足够明亮,它可能在白天可" -#~ "见。" - -#~ msgid "" -#~ "Controls the strength of the rayleigh scattering. Rayleigh scattering " -#~ "results from light colliding with small particles. It is responsible for " -#~ "the blue color of the sky." -#~ msgstr "" -#~ "控制瑞利散射的强度。瑞利散射是光与小颗粒碰撞的结果。它是天空蓝色的原因。" - -#~ msgid "" -#~ "Controls the [Color] of the rayleigh scattering. While not physically " -#~ "accurate, this allows for the creation of alien looking planets. For " -#~ "example, setting this to a red [Color] results in a mars looking " -#~ "atmosphere with a corresponding blue sunset." -#~ msgstr "" -#~ "控制瑞利散射的[Color]。虽然在物理上并不精确,但这可以用来创造类似地外行星" -#~ "的效果。例如,将其设置为红色[Color]将导致具有相应蓝色日落的火星大气。" - -#~ msgid "" -#~ "Sets the size of the sun disk. Default value is based on Sol's perceived " -#~ "size from Earth." -#~ msgstr "设定太阳圆盘的大小。默认值是基于Sol从地球上感知到的大小。" - -#~ msgid "" -#~ "Sets the thickness of the atmosphere. High turbidity creates a foggy " -#~ "looking atmosphere, while a low turbidity results in a clearer atmosphere." -#~ msgstr "" -#~ "设置大气的厚度。高浑浊度创建一个雾蒙蒙的大气,而低浑浊度导致一个更清晰的大" -#~ "气。" - -#~ msgid "" -#~ "Sets individual bits on the [member collision_layer] bitmask. Use this if " -#~ "you only need to change one layer's value." -#~ msgstr "" -#~ "在[member collision_layer]位掩码上设置单个位。如果你只需要改变一个图层的" -#~ "值,可以使用这个。" - -#~ msgid "" -#~ "Sets individual bits on the [member collision_mask] bitmask. Use this if " -#~ "you only need to change one layer's value." -#~ msgstr "" -#~ "在[member collision_mask]位掩码上设置单个位。如果你只需要改变一个图层的" -#~ "值,可以使用这个。" - -#~ msgid "" -#~ "The physics layers this area is in.\n" -#~ "Collidable objects can exist in any of 32 different layers. These layers " -#~ "work like a tagging system, and are not visual. A collidable can use " -#~ "these layers to select with which objects it can collide, using the " -#~ "[member collision_mask] property.\n" -#~ "A contact is detected if object A is in any of the layers that object B " -#~ "scans, or object B is in any layer scanned by object A." -#~ msgstr "" -#~ "这个区域所处的物理层。\n" -#~ "可碰撞对象可以存在于32个不同的层中的任何一个。这些层就像标签系统一样工作," -#~ "并且不是可视化的。一个可碰撞的可以使用这些层来选择它可以碰撞的对象,使用" -#~ "[member collision_mask]属性。\n" -#~ "如果物体A在物体B扫描的任一层中,或者物体B在物体A扫描的任一层中,则检测到接" -#~ "触。" - -#~ msgid "The physics layers this area scans for collisions." -#~ msgstr "该区域的物理层扫描碰撞。" - -#~ msgid "Direct access object to a physics body in the [PhysicsServer3D]." -#~ msgstr "直接访问对象到[PhysicsServer3D]中的物理体。" - -#~ msgid "" -#~ "Provides direct access to a physics body in the [PhysicsServer3D], " -#~ "allowing safe changes to physics properties. This object is passed via " -#~ "the direct state callback of rigid/character bodies, and is intended for " -#~ "changing the direct state of that body. See [method RigidBody3D." -#~ "_integrate_forces]." -#~ msgstr "" -#~ "提供对[PhysicsServer3D]中的物理体的直接访问,允许安全地改变物理属性。这个" -#~ "对象是通过刚性/字符体的直接状态回调传递的,目的是为了改变该体的直接状态。" -#~ "参见[method RigidBody3D._integrate_forces]。" - -#~ msgid "" -#~ "Returns the number of contacts this body has with other bodies.\n" -#~ "[b]Note:[/b] By default, this returns 0 unless bodies are configured to " -#~ "monitor contacts. See [member RigidBody3D.contact_monitor]." -#~ msgstr "" -#~ "返回此物体与其他物体的接触数。\n" -#~ "[b]注意:[/b]默认情况下返回 0,除非body被设为监控接触数。[member " -#~ "RigidBody3D.contact_monitor。" - -#~ msgid "" -#~ "Checks how far the shape can travel toward a point. If the shape can not " -#~ "move, the array will be empty.\n" -#~ "[b]Note:[/b] Both the shape and the motion are supplied through a " -#~ "[PhysicsShapeQueryParameters2D] object. The method will return an array " -#~ "with two floats between 0 and 1, both representing a fraction of " -#~ "[code]motion[/code]. The first is how far the shape can move without " -#~ "triggering a collision, and the second is the point at which a collision " -#~ "will occur. If no collision is detected, the returned array will be [code]" -#~ "[1, 1][/code]." -#~ msgstr "" -#~ "检查形状能向某一点移动多远。如果形状不能移动,数组将为空。\n" -#~ "[b]注意:[/b]形状和运动都是通过[PhysicsShapeQueryParameters2D]对象提供的。" -#~ "该方法将返回一个包含0到1之间的两个浮点数的数组,这两个浮点数都代表" -#~ "[code]motion[/code]的一部分。第一个是形状在不触发碰撞的情况下能移动多远," -#~ "第二个是碰撞发生的点。如果没有检测到碰撞,返回的数组将是[code][1,1][/" -#~ "code]。" - -#~ msgid "Direct access object to a space in the [PhysicsServer3D]." -#~ msgstr "直接访问[PhysicsServer3D]中的一个空间。" - -#~ msgid "" -#~ "Direct access object to a space in the [PhysicsServer3D]. It's used " -#~ "mainly to do queries against objects and areas residing in a given space." -#~ msgstr "" -#~ "直接访问[PhysicsServer3D]中的一个空间。它主要用于对给定空间中的对象和区域" -#~ "进行查询。" - -#~ msgid "" -#~ "Checks whether the shape can travel to a point. The method will return an " -#~ "array with two floats between 0 and 1, both representing a fraction of " -#~ "[code]motion[/code]. The first is how far the shape can move without " -#~ "triggering a collision, and the second is the point at which a collision " -#~ "will occur. If no collision is detected, the returned array will be [code]" -#~ "[1, 1][/code].\n" -#~ "If the shape can not move, the returned array will be [code][0, 0][/code] " -#~ "under Bullet, and empty under GodotPhysics3D." -#~ msgstr "" -#~ "检查形状是否可以移动到一个点。该方法将返回一个数组,其中有两个介于0和1之间" -#~ "的浮点数,都代表[code]motion[/code]的一个分数。第一个是形状可以移动多远而" -#~ "不触发碰撞,第二个是将发生碰撞的点。如果没有检测到碰撞,返回的数组将是" -#~ "[code][1, 1][/code]。\n" -#~ "如果形状不能移动,返回的数组在Bullet下将是[code][0, 0][/code],而在" -#~ "GodotPhysics3D下是空的。" - -#~ msgid "" -#~ "Checks the intersections of a shape, given through a " -#~ "[PhysicsShapeQueryParameters3D] object, against the space. The resulting " -#~ "array contains a list of points where the shape intersects another. Like " -#~ "with [method intersect_shape], the number of returned results can be " -#~ "limited to save processing time." -#~ msgstr "" -#~ "检查形状的交叉点,通过[PhysicsShapeQueryParameters3D]对象,针对空间。生成" -#~ "的数组包含一个与另一个形状相交的点列表。与[method intersect_shape]一样,可" -#~ "以限制返回结果的数量,以节省处理时间。" - -#~ msgid "Sets a body state using one of the [enum BodyState] constants." -#~ msgstr "使用[enum BodyState]常量之一设置物体状态。" - -#~ msgid "" -#~ "Returns the value of a damped spring joint parameter. See [enum " -#~ "DampedSpringParam] for a list of available parameters." -#~ msgstr "" -#~ "返回阻尼弹簧关节参数的值。参见[enum DampedSpringParam]获取可用参数的列表。" - -#~ msgid "Creates an [Area3D]." -#~ msgstr "创建一个[Area3D]区域。" - -#~ msgid "Returns the [PhysicsDirectBodyState3D] of the body." -#~ msgstr "返回物体的[PhysicDirectBodyState3D]。" - -#~ msgid "" -#~ "Destroys any of the objects created by PhysicsServer3D. If the [RID] " -#~ "passed is not one of the objects that can be created by PhysicsServer3D, " -#~ "an error will be sent to the console." -#~ msgstr "" -#~ "销毁PhysicsServer3D创建的任何对象。如果传递的[RID]不是PhysicsServer3D可以" -#~ "创建的对象之一,则会向控制台发送错误。" - -#~ msgid "" -#~ "Returns the state of a space, a [PhysicsDirectSpaceState3D]. This object " -#~ "can be used to make collision/intersection queries." -#~ msgstr "" -#~ "返回空间的状态,即[PhysicDirectSpaceState3D]。此对象可用于进行碰撞/相交查" -#~ "询。" - -#~ msgid "The [Shape3D] is a [WorldMarginShape3D]." -#~ msgstr "[Shape3D]是一个[WorldMarginShape3D]。" - -#~ msgid "" -#~ "The physics layer(s) the query will take into account (as a bitmask)." -#~ msgstr "查询将考虑的物理层(作为位掩码)。" - -#~ msgid "" -#~ "The [Shape2D] that will be used for collision/intersection queries. This " -#~ "stores the actual reference which avoids the shape to be released while " -#~ "being used for queries, so always prefer using this over [member " -#~ "shape_rid]." -#~ msgstr "" -#~ "将用于碰撞/相交查询的[Shape2D]。这将存储实际引用,从而避免在用于查询时释放" -#~ "形状,因此与[member shape_rid]相比,总是更喜欢使用该引用。" - -#~ msgid "" -#~ "The queried shape's [RID] that will be used for collision/intersection " -#~ "queries. Use this over [member shape] if you want to optimize for " -#~ "performance using the Servers API:\n" -#~ "[codeblock]\n" -#~ "var shape_rid = PhysicsServer2D.circle_shape_create()\n" -#~ "var radius = 64\n" -#~ "PhysicsServer2D.shape_set_data(shape_rid, radius)\n" -#~ "\n" -#~ "var params = PhysicsShapeQueryParameters2D.new()\n" -#~ "params.shape_rid = shape_rid\n" -#~ "\n" -#~ "# Execute physics queries here...\n" -#~ "\n" -#~ "# Release the shape when done with physics queries.\n" -#~ "PhysicsServer2D.free_rid(shape_rid)\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "将用于碰撞/相交查询的查询形状的[RID]。如果要使用服务器应用编程接口优化性" -#~ "能,请在[member shape]上使用此选项:\n" -#~ "[codeblock]\n" -#~ "var shape_rid = PhysicsServer2D.circle_shape_create()\n" -#~ "var radius = 64\n" -#~ "PhysicsServer2D.shape_set_data(shape_rid, radius)\n" -#~ "\n" -#~ "var params = PhysicsShapeQueryParameters2D.new()\n" -#~ "params.shape_rid = shape_rid\n" -#~ "\n" -#~ "# Execute physics queries here...\n" -#~ "\n" -#~ "# Release the shape when done with physics queries.\n" -#~ "PhysicsServer2D.free_rid(shape_rid)\n" -#~ "[/codeblock]" - -#~ msgid "If [code]true[/code], the query will take [Area3D]s into account." -#~ msgstr "如果[code]true[/code],查询将考虑[Area3D]。" - -#~ msgid "" -#~ "If [code]true[/code], the query will take [PhysicsBody3D]s into account." -#~ msgstr "如果[code]true[/code],查询将考虑[PhysicsBody3D]。" - -#~ msgid "" -#~ "The [Shape3D] that will be used for collision/intersection queries. This " -#~ "stores the actual reference which avoids the shape to be released while " -#~ "being used for queries, so always prefer using this over [member " -#~ "shape_rid]." -#~ msgstr "" -#~ "将用于碰撞/相交查询的[Shape3D]。这将存储实际引用,从而避免在用于查询时释放" -#~ "形状,因此与[member shape_rid]相比,总是更喜欢使用该引用。" - -#~ msgid "" -#~ "The queried shape's [RID] that will be used for collision/intersection " -#~ "queries. Use this over [member shape] if you want to optimize for " -#~ "performance using the Servers API:\n" -#~ "[codeblock]\n" -#~ "var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D." -#~ "SHAPE_SPHERE)\n" -#~ "var radius = 2.0\n" -#~ "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" -#~ "\n" -#~ "var params = PhysicsShapeQueryParameters3D.new()\n" -#~ "params.shape_rid = shape_rid\n" -#~ "\n" -#~ "# Execute physics queries here...\n" -#~ "\n" -#~ "# Release the shape when done with physics queries.\n" -#~ "PhysicsServer3D.free_rid(shape_rid)\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "将用于碰撞/相交查询的查询形状的[RID]。如果要使用服务器应用编程接口优化性" -#~ "能,请在[member shape]上使用此选项:\n" -#~ "[codeblock]\n" -#~ "var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D." -#~ "SHAPE_SPHERE)\n" -#~ "var radius = 2.0\n" -#~ "PhysicsServer3D.shape_set_data(shape_rid, radius)\n" -#~ "\n" -#~ "var params = PhysicsShapeQueryParameters3D.new()\n" -#~ "params.shape_rid = shape_rid\n" -#~ "\n" -#~ "# Execute physics queries here...\n" -#~ "\n" -#~ "# Release the shape when done with physics queries.\n" -#~ "PhysicsServer3D.free_rid(shape_rid)\n" -#~ "[/codeblock]" - -#~ msgid "Result of a 2D shape query in [PhysicsServer2D]." -#~ msgstr "[PhysicsServer2D]中2D形状查询的结果。" - -#~ msgid "" -#~ "The result of a 2D shape query in [PhysicsServer2D]. See also " -#~ "[PhysicsShapeQueryParameters2D]." -#~ msgstr "" -#~ "[PhysicsServer2D]中2D形状查询的结果。另请参见" -#~ "[PhysicsShapeQueryParameters2D]。" - -#~ msgid "Returns the number of objects that intersected with the shape." -#~ msgstr "返回与形状相交的对象数。" - -#~ msgid "" -#~ "Returns the [Object] that intersected with the shape at index [code]idx[/" -#~ "code]." -#~ msgstr "返回在索引[code]idx[/code]处与形状相交的[Object]。" - -#~ msgid "" -#~ "Returns the instance ID of the [Object] that intersected with the shape " -#~ "at index [code]idx[/code]." -#~ msgstr "返回在索引[code]idx[/code]处与形状相交的[Object]的实例ID。" - -#~ msgid "" -#~ "Returns the child index of the object's [Shape2D] that intersected with " -#~ "the shape at index [code]idx[/code]." -#~ msgstr "返回在索引[code]idx[/code]处与形状相交的对象的[Shape2D]的子索引。" - -#~ msgid "" -#~ "Returns the [RID] of the object that intersected with the shape at index " -#~ "[code]idx[/code]." -#~ msgstr "返回在索引 [code]idx[/code]处与形状相交的对象的[RID]。" - -#~ msgid "Result of a 3D shape query in [PhysicsServer3D]." -#~ msgstr "在[PhysicsServer3D]中查询3D形状的结果。" - -#~ msgid "" -#~ "The result of a 3D shape query in [PhysicsServer3D]. See also " -#~ "[PhysicsShapeQueryParameters3D]." -#~ msgstr "" -#~ "在[PhysicsServer3D]中查询3D形状的结果。参见" -#~ "[PhysicsShapeQueryParameters3D]。" - -#~ msgid "" -#~ "Returns the child index of the object's [Shape3D] that intersected with " -#~ "the shape at index [code]idx[/code]." -#~ msgstr "" -#~ "返回对象的[Shape3D]的子索引,该子索引与形状相交于索引[code]idx[/code]。" - -#~ msgid "" -#~ "The normal map gives depth to the Polygon2D.\n" -#~ "[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." -#~ msgstr "" -#~ "法线贴图为Polygon2D提供深度。\n" -#~ "[b]注意:[/b] Godot期望法线映射使用X+, Y-和Z+坐标。请参阅[url=http://wiki." -#~ "polycount.com/wiki/" -#~ "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]这一页[/url],以获" -#~ "得流行引擎期望的标准地图坐标的比较。" - -#~ msgid "" -#~ "Overrides the [AABB] with one defined by user for use with frustum " -#~ "culling. Especially useful to avoid unnexpected culling when using a " -#~ "shader to offset vertices." -#~ msgstr "" -#~ "用用户定义的用于平截头体剔除的覆盖[AABB]。在使用着色器偏移顶点时,避免不必" -#~ "要的剔除特别有用。" - -#~ msgid "" -#~ "Color of the ground at the bottom. Blends with [member " -#~ "ground_horizon_color]." -#~ msgstr "底部地面的颜色。与 [member ground_horizon_color]混合。" - -#~ msgid "" -#~ "Color of the ground at the horizon. Blends with [member " -#~ "ground_bottom_color]." -#~ msgstr "地平线处地面的颜色。与 [member ground_bottom_color]混合。" - -#~ msgid "Color of the sky at the horizon. Blends with [member sky_top_color]." -#~ msgstr "地平线上天空的颜色。与[member sky_top_color]混合。" - -#~ msgid "Color of the sky at the top. Blends with [member sky_horizon_color]." -#~ msgstr "顶部天空的颜色。与[member sky_horizon_color]混合。" - -#~ msgid "" -#~ "Converts a localized path ([code]res://[/code]) to a full native OS path." -#~ msgstr "将本地化路径([code]res://[/code])转换为完整的本机操作系统路径。" - -#~ msgid "Convert a path to a localized path ([code]res://[/code] path)." -#~ msgstr "将一个路径转换为一个本地化的路径([code]res://[/code] path)。" - -#~ msgid "Saves the configuration to the [code]project.godot[/code] file." -#~ msgstr "" -#~ "Returns the initial value of the specified property. If the attribute " -#~ "does not exist, [code]null[/code] is returned." - -#~ 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 files." -#~ msgstr "" -#~ "项目名称。项目管理器和导出都会使用它。可以通过在本地化文件中转换项目名称的" -#~ "值来转换项目名称。" - -#~ msgid "" -#~ "If [code]true[/code], disables printing to standard error in an exported " -#~ "build." -#~ msgstr "如果[code]true[/code],则在导出的生成中禁用按标准错误打印。" - -#~ msgid "" -#~ "If [code]true[/code], disables printing to standard output in an exported " -#~ "build." -#~ msgstr "如果[code]true[/code],则在导出的生成中禁用打印到标准输出。" - -#~ msgid "Default orientation on mobile devices." -#~ msgstr "移动设备上的默认方向。" - -#~ msgid "Force the window to be always on top." -#~ msgstr "强制窗口始终位于顶部。" - -#~ msgid "Force the window to be borderless." -#~ msgstr "强制窗口无边框。" - -#~ msgid "Sets the window to full screen when it starts." -#~ msgstr "将窗口设置为全屏时,它开始。" - -#~ msgid "" -#~ "Maximum amount of messages in the debugger queue. Over this value, " -#~ "content is dropped. This helps to limit the debugger memory usage." -#~ msgstr "" -#~ "调试器队列中的最大信息量。超过这个值,内容会被抛弃。这有助于限制调试器的内" -#~ "存使用。" - -#~ msgid "Cell size used for the broad-phase 2D hash grid algorithm." -#~ msgstr "用于broad-phase 2D哈希网格算法的单元尺寸。" - -#~ msgid "The default angular damp in 2D." -#~ msgstr "2D中默认的角阻尼。" - -#~ msgid "The default linear damp in 2D." -#~ msgstr "2D中默认的线性阻尼。" - -#~ msgid "The default angular damp in 3D." -#~ msgstr "3D中默认的角阻尼。" - -#~ msgid "The default linear damp in 3D." -#~ msgstr "3D中默认的线性阻尼。" - -#~ msgid "" -#~ "Fix to improve physics jitter, specially on monitors where refresh rate " -#~ "is different than the physics FPS.\n" -#~ "[b]Note:[/b] This property is only read when the project starts. To " -#~ "change the physics FPS at runtime, set [member Engine.physics_jitter_fix] " -#~ "instead." -#~ msgstr "" -#~ "修复了改善物理抖动的问题,特别是在刷新率与物理FPS不同的显示器上。\n" -#~ "[b]注意:[/b] 这个属性只在项目启动时读取。要在运行时改变物理FPS,请设置" -#~ "[member Engine.physics_jitter_fix]来代替。" - -#~ msgid "" -#~ "Max amount of elements renderable in a frame. If more than this are " -#~ "visible per frame, they will be dropped. Keep in mind elements refer to " -#~ "mesh surfaces and not meshes themselves." -#~ msgstr "" -#~ "一帧中可渲染的元素的最大数量。如果每一帧可见的元素超过这个数量,它们将被删" -#~ "除。请记住,元素指的是网格表面而不是网格本身。" - -#~ msgid "" -#~ "If [code]true[/code], forces snapping of polygons to pixels in 2D " -#~ "rendering. May help in some pixel art styles." -#~ msgstr "" -#~ "如果[code]true[/code],在2D渲染中强制将多边形捕捉为像素。可能对某些像素艺" -#~ "术风格有帮助。" - -#~ msgid "" -#~ "Sets the quality of the depth of field effect. Higher quality takes more " -#~ "samples, which is slower but looks smoother." -#~ msgstr "" -#~ "设定景深效果的质量。更高的质量需要更多的样本,这样会比较慢,但看起来更平" -#~ "滑。" - -#~ msgid "" -#~ "Sets the depth of field shape. Can be Box, Hexagon, or Circle. Box is the " -#~ "fastest. Circle is the most realistic, but also the most expensive to " -#~ "compute." -#~ msgstr "" -#~ "设置景深形状。可以是方形、六边形或圆形。箱形是最快的。圆是最真实的,但也是" -#~ "最昂贵的计算方式。" - -#~ msgid "" -#~ "If [code]true[/code], jitters DOF samples to make effect slightly " -#~ "blurrier and hide lines created from low sample rates. This can result in " -#~ "a slightly grainy appearance when used with a low number of samples." -#~ msgstr "" -#~ "如果[code]true[/code],抖动DOF样本来产生略微模糊的效果,并隐藏低采样率产生" -#~ "的线条。当使用低样本数时,这可能会导致轻微的颗粒状外观。" - -#~ msgid "" -#~ "Quality setting for shadows cast by [DirectionalLight3D]s. Higher quality " -#~ "settings use more samples when reading from shadow maps and are thus " -#~ "slower. Low quality settings may result in shadows looking grainy." -#~ msgstr "" -#~ "[DirectionalLight3D]投射的阴影的质量。较高的质量在读取阴影贴图时将使用更多" -#~ "的样本,因此会比较慢。低质量可能会导致阴影看起来有颗粒感。" - -#~ msgid "" -#~ "Lower-end override for [member rendering/quality/directional_shadow/" -#~ "soft_shadow_quality] on mobile devices, due to performance concerns or " -#~ "driver support." -#~ msgstr "" -#~ "由于性能问题或驱动支持问题,将在移动设备上对[member rendering/quality/" -#~ "directional_shadow/soft_shadow_quality]以低质量数值覆盖。" - -#~ msgid "" -#~ "If [code]true[/code], take additional samples when rendering objects " -#~ "affected by a [GIProbe] to reduce artifacts from only sampling in one " -#~ "direction." -#~ msgstr "" -#~ "如果 [code]true[/code],则在渲染受 [GIProbe] 影响的对象时采取额外的采样," -#~ "以减少仅在一个方向采样的伪影。" - -#~ msgid "" -#~ "Sets the number of cone samples taken when rendering objects affected by " -#~ "[GIProbe]s." -#~ msgstr "设置渲染受[GIProbe]影响的物体时采取的锥形样本数量。" - -#~ msgid "" -#~ "Sets how the glow effect is upscaled before being copied onto the screen. " -#~ "Linear is faster, but looks blocky. Bicubic is slower but looks smooth." -#~ msgstr "" -#~ "设定发光效果在复制到屏幕上之前的放大比例。线性的速度比较快,但看起来有方块" -#~ "质感。双三次插值的速度较慢,但看起来很平滑。" - -#~ msgid "" -#~ "Lower-end override for [member rendering/quality/glow/upscale_mode] on " -#~ "mobile devices, due to performance concerns or driver support." -#~ msgstr "" -#~ "由于性能和驱动支持的问题,在移动设备上会对[member rendering/quality/glow/" -#~ "upscale_mode]以低配数值覆盖。" - -#~ msgid "" -#~ "Number of cubemaps to store in the reflection atlas. The number of " -#~ "[ReflectionProbe]s in a scene will be limited by this amount. A higher " -#~ "number requires more VRAM." -#~ msgstr "" -#~ "存储在反射图集中的立方体地图的数量。场景中的[ReflectionProbe]的数量将受到" -#~ "这个数量的限制。更多的数量需要更多的VRAM。" - -#~ msgid "" -#~ "Size of cubemap faces for [ReflectionProbe]s. A higher number requires " -#~ "more VRAM and may make reflection probe updating slower." -#~ msgstr "" -#~ "[ReflectionProbe] 的立方体贴图面的大小。更高的数字需要更多的 VRAM,并且可" -#~ "能会使反射探测器更新速度变慢。" - -#~ msgid "" -#~ "Lower-end override for [member rendering/quality/reflection_atlas/" -#~ "reflection_size] on mobile devices, due to performance concerns or driver " -#~ "support." -#~ msgstr "" -#~ "由于性能问题或驱动支持,将在移动设备上对[member rendering/quality/" -#~ "reflection_atlas/reflection_size]以低性能数值覆盖。" - -#~ msgid "" -#~ "Use a higher quality variant of the fast filtering algorithm. " -#~ "Significantly slower than using default quality, but results in smoother " -#~ "reflections. Should only be used when the scene is especially detailed." -#~ msgstr "" -#~ "使用快速过滤算法的更高质量的版本。比使用默认质量要慢得多,但会产生更平滑的" -#~ "反射。只应在场景特别精细时使用。" - -#~ msgid "" -#~ "Sets the number of samples to take when using importance sampling for " -#~ "[Sky]s and [ReflectionProbe]s. A higher value will result in smoother, " -#~ "higher quality reflections, but increases time to calculate radiance " -#~ "maps. In general, fewer samples are needed for simpler, low dynamic range " -#~ "environments while more samples are needed for HDR environments and " -#~ "environments with a high level of detail." -#~ msgstr "" -#~ "设置对 [Sky] 和 [ReflectionProbe] 使用重要性采样时的采样数。较高的值将会有" -#~ "更平滑、更高质量的反射,但会增加计算辐射贴图的时间。一般来说,更简单、低动" -#~ "态范围的环境需要更少的样本,而 HDR 环境和具有高细节水平的环境需要更多的样" -#~ "本。" - -#~ msgid "" -#~ "Limits the number of layers to use in radiance maps when using importance " -#~ "sampling. A lower number will be slightly faster and take up less VRAM." -#~ msgstr "" -#~ "在使用重要性采样时,限制在辐射图(radiance maps)中使用的层数。一个较低的数" -#~ "字会稍微快一些,并且占用较少的VRAM。" - -#~ msgid "" -#~ "Sets the screen-space antialiasing mode for the default screen " -#~ "[Viewport]. Screen-space antialiasing works by selectively blurring edges " -#~ "in a post-process shader. It differs from MSAA which takes multiple " -#~ "coverage samples while rendering objects. Screen-space AA methods are " -#~ "typically faster than MSAA and will smooth out specular aliasing, but " -#~ "tend to make scenes appear blurry.\n" -#~ "Another way to combat specular aliasing is to enable [member rendering/" -#~ "quality/screen_filters/screen_space_roughness_limiter_enabled]." -#~ msgstr "" -#~ "为默认屏幕[Viewport]设置屏幕空间抗锯齿模式。屏幕空间抗锯齿通过在后处理着色" -#~ "器中选择性地模糊边缘来工作。它与MSAA不同,MSAA在渲染物体时需要多个覆盖样" -#~ "本。屏幕空间抗锯齿方法通常比MSAA更快,并能平滑镜面混叠,但容易使场景显得模" -#~ "糊。\n" -#~ "另一种对抗镜面混叠的方法是启用[member rendering/quality/screen_filters/" -#~ "screen_space_roughness_limiter_enabled]。" - -#~ msgid "" -#~ "Sets the quality for rough screen-space reflections. Turning off will " -#~ "make all screen space reflections sharp, while higher values make rough " -#~ "reflections look better." -#~ msgstr "" -#~ "设置粗糙的屏幕空间反射的质量。关掉会使所有屏幕空间的反射变得尖锐,而更高的" -#~ "数值会使粗糙的反射看起来更好。" - -#~ msgid "" -#~ "Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. " -#~ "Higher quality settings use more samples when reading from shadow maps " -#~ "and are thus slower. Low quality settings may result in shadows looking " -#~ "grainy." -#~ msgstr "" -#~ "由[OmniLight3D]和[SpotLight3D]投射的阴影的质量。较高的质量在读取阴影贴图时" -#~ "使用更多的样本,因此会比较慢。低质量可能会导致阴影看起来有颗粒感。" - -#~ msgid "" -#~ "Lower-end override for [member rendering/quality/shadows/" -#~ "soft_shadow_quality] on mobile devices, due to performance concerns or " -#~ "driver support." -#~ msgstr "" -#~ "由于性能或驱动支持问题,会对移动设备上的[member rendering/quality/shadows/" -#~ "soft_shadow_quality]以低配数值覆盖。" - -#~ msgid "" -#~ "If [code]true[/code], screen-space ambient occlusion will be rendered at " -#~ "half size and then upscaled before being added to the scene. This is " -#~ "significantly faster but may miss small details." -#~ msgstr "" -#~ "如果[code]true[/code],屏幕空间的环境遮挡将以一半的尺寸渲染,然后在添加到" -#~ "场景中之前进行放大。这将大大加快速度,但可能会错过小的细节。" - -#~ msgid "" -#~ "Sets the quality of the screen-space ambient occlusion effect. Higher " -#~ "values take more samples and so will result in better quality, at the " -#~ "cost of performance." -#~ msgstr "" -#~ "设置屏幕空间环境遮挡效果的质量。更高的值需要更多的样本,因此会产生更好的质" -#~ "量,但会降低性能。" - -#~ msgid "" -#~ "Scales the depth over which the subsurface scattering effect is applied. " -#~ "A high value may allow light to scatter into a part of the mesh or " -#~ "another mesh that is close in screen space but far in depth." -#~ msgstr "" -#~ "缩放应用洞穴散射效果的深度。一个高的值可能会让光线散射到网格的某个部分或另" -#~ "一个在屏幕空间上很近但深度很大的网格。" - -#~ msgid "" -#~ "Sets the quality of the subsurface scattering effect. Higher values are " -#~ "slower but look nicer." -#~ msgstr "设置洞穴散射效果的质量。更高的值会更慢,但看起来更漂亮。" - -#~ msgid "" -#~ "Scales the distance over which samples are taken for subsurface " -#~ "scattering effect. Changing this does not impact performance, but higher " -#~ "values will result in significant artifacts as the samples will become " -#~ "obviously spread out. A lower value results in a smaller spread of " -#~ "scattered light." -#~ msgstr "" -#~ "缩放取样的距离,以获得次表层散射效应。改变这个值不会影响性能,但更高的值会" -#~ "导致明显的伪影,因为样本会变得明显的散开。一个较低的值会有较小的散射光扩" -#~ "散。" - -#~ msgid "" -#~ "Sets the maximum number of samples to take when using anisotropic " -#~ "filtering on textures (as a power of two). A higher sample count will " -#~ "result in sharper textures at oblique angles, but is more expensive to " -#~ "compute. A value of [code]0[/code] forcibly disables anisotropic " -#~ "filtering, even on materials where it is enabled." -#~ msgstr "" -#~ "设置在纹理上使用各向异性过滤时的最大采样数(2的n次幂)。更高的采样数会使斜" -#~ "角的纹理更清晰,但计算成本更高。数值为[code]0[/code]会强制禁用各向异性过" -#~ "滤,即使是在启用了该功能的材质上。" - -#~ msgid "" -#~ "If [code]true[/code], the texture importer will import VRAM-compressed " -#~ "textures using the Ericsson Texture Compression algorithm. This algorithm " -#~ "doesn't support alpha channels in textures." -#~ msgstr "" -#~ "如果[code]true[/code],纹理导入器将使用Ericsson Texture Compression算法导" -#~ "入VRAM压缩的纹理。这种算法不支持纹理中的alpha通道。" - -#~ msgid "" -#~ "If [code]true[/code], the texture importer will import VRAM-compressed " -#~ "textures using the Ericsson Texture Compression 2 algorithm. This texture " -#~ "compression algorithm is only supported when using the Vulkan renderer." -#~ 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。这种纹理压缩算法只有在使用Vulkan渲染器时才被支持。" - -#~ msgid "" -#~ "If [code]true[/code], the texture importer will import VRAM-compressed " -#~ "textures using the PowerVR Texture Compression algorithm. This texture " -#~ "compression algorithm is only supported on iOS." -#~ msgstr "" -#~ "如果[code]true[/code],纹理导入器将使用PowerVR纹理压缩算法导入VRAM压缩的纹" -#~ "理。这种纹理压缩算法只在iOS上支持。" - -#~ msgid "" -#~ "The seed used by the random number generator. A given seed will give a " -#~ "reproducible sequence of pseudo-random numbers.\n" -#~ "[b]Note:[/b] The RNG does not have an avalanche effect, and can output " -#~ "similar random streams given similar seeds. Consider using a hash " -#~ "function to improve your seed quality if they're sourced externally." -#~ msgstr "" -#~ "随机数发生器使用的种子。一个给定的种子将给出一个可重复的伪随机数序列。\n" -#~ "[b]注意:[/b] 随机数发生器(RNG)没有雪崩效应,给定类似的种子可以输出类似的" -#~ "随机流。如果种子来自外部,可以考虑使用哈希函数来提高种子的质量。" - -#~ msgid "" -#~ "Returns the collision point at which the ray intersects the closest " -#~ "object.\n" -#~ "[b]Note:[/b] this point is in the [b]global[/b] coordinate system." -#~ msgstr "" -#~ "返回射线与最近的物体相交的碰撞点。\n" -#~ "[b]注意:[/b]这个点是在[b]全局[/b]坐标系中。" - -#~ msgid "" -#~ "The ray's collision mask. Only objects in at least one collision layer " -#~ "enabled in the mask will be detected." -#~ msgstr "" -#~ "射线的碰撞蒙版。只有在蒙版中启用了至少一个碰撞层中的物体才会被检测到。" - -#~ msgid "If [code]true[/code], collision with [Area3D]s will be reported." -#~ msgstr "如果 [code]true[/code],将报告与 [Area3D] 的碰撞。" - -#~ msgid "" -#~ "If [code]true[/code], collision with [PhysicsBody3D]s will be reported." -#~ msgstr "如果 [code]true[/code],将报告与 [PhysicsBody3D] 的碰撞。" - -#~ msgid "2D axis-aligned bounding box using floating point coordinates." -#~ msgstr "使用浮点坐标的 2D 轴对齐边界框。" - -#~ msgid "Constructs a [Rect2] from a [Rect2i]." -#~ msgstr "从 [Rect2i] 构建 [Rect2] 。" - -#~ msgid "2D axis-aligned bounding box using integer coordinates." -#~ msgstr "使用整数坐标的2D轴对齐边界框。" - -#~ msgid "" -#~ "[Rect2i] consists of a position, a size, and several utility functions. " -#~ "It is typically used for fast overlap tests.\n" -#~ "It uses integer coordinates." -#~ msgstr "" -#~ "[Rect2i] 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" -#~ "它使用整数坐标。" - -#~ msgid "Constructs a [Rect2i] by position and size." -#~ msgstr "通过位置和大小构造[Rect2i]。" - -#~ msgid "Constructs a [Rect2i] by x, y, width, and height." -#~ msgstr "通过x, y,宽度和高度构造一个[Rect2i]。" - -#~ msgid "" -#~ "Constructs a new [Rect2i] from [Rect2]. The floating point coordinates " -#~ "will be truncated." -#~ msgstr "从 [Rect2] 构造一个新的 [Rect2i]。浮点坐标将被截断。" - -#~ msgid "" -#~ "Returns a [Rect2i] with equivalent position and area, modified so that " -#~ "the top-left corner is the origin and [code]width[/code] and " -#~ "[code]height[/code] are positive." -#~ msgstr "" -#~ "返回具有同样位置和面积的 [Rect2i],修改为左上角为原点,[code]width[/code] " -#~ "和 [code]height[/code] 为正值。" - -#~ msgid "Returns the intersection of this [Rect2i] and b." -#~ msgstr "返回这个[Rect2i]和b的交集。" - -#~ msgid "" -#~ "Returns [code]true[/code] if this [Rect2i] completely encloses another " -#~ "one." -#~ msgstr "如果[Rect2i]完全包含另一个,则返回[code]true[/code]。" - -#~ msgid "Returns this [Rect2i] expanded to include a given point." -#~ msgstr "返回扩展到包含给定点的[Rect2i]。" - -#~ msgid "Returns the area of the [Rect2i]." -#~ msgstr "返回[Rect2i]的面积。" - -#~ msgid "" -#~ "Returns a copy of the [Rect2i] grown a given amount of units towards all " -#~ "the sides." -#~ msgstr "返回 [Rect2i] 向所有方向增长给定数量单位的副本。" - -#~ msgid "" -#~ "Returns a copy of the [Rect2i] grown a given amount of units towards each " -#~ "direction individually." -#~ msgstr "返回一个[Rect2i]向每个方向分别增长给定数量的单位的副本。" - -#~ msgid "" -#~ "Returns a copy of the [Rect2i] grown a given amount of units towards the " -#~ "[enum Margin] direction." -#~ msgstr "返回[Rect2i]向[enum Margin]方向增长给定数量单位的副本。" - -#~ msgid "Returns [code]true[/code] if the [Rect2i] is flat or empty." -#~ msgstr "如果[Rect2i]为flat或空,则返回[code]true[/code]。" - -#~ msgid "Returns [code]true[/code] if the [Rect2i] contains a point." -#~ msgstr "如果 [Rect2i] 包含点,则返回 [code]true[/code]。" - -#~ msgid "" -#~ "Returns [code]true[/code] if the [Rect2i] overlaps with [code]b[/code] (i." -#~ "e. they have at least one point in common).\n" -#~ "If [code]include_borders[/code] is [code]true[/code], they will also be " -#~ "considered overlapping if their borders touch, even without intersection." -#~ msgstr "" -#~ "如果 [Rect2i] 与 [code]b[/code] 重叠(即它们至少有一个共同点),则返回 " -#~ "[code]true[/code]。\n" -#~ "如果 [code]include_borders[/code] 是 [code]true[/code],那么如果它们的边界" -#~ "接触,即使没有交叉,它们也会被视为重叠。" - -#~ msgid "" -#~ "Returns a larger [Rect2i] that contains this [Rect2i] and [code]b[/code]." -#~ msgstr "返回一个更大的 [Rect2i],其中包含这个 [Rect2i] 和 [code]b[/code]。" - -#~ msgid "If [code]true[/code], reflections will ignore sky contribution." -#~ msgstr "如果[code]true[/code],反射将忽略天空的影响。" - -#~ msgid "" -#~ "Update the probe once on the next frame. The corresponding radiance map " -#~ "will be generated over the following six frames. This is slower to update " -#~ "than [constant UPDATE_ALWAYS] but can result in higher quality " -#~ "reflections." -#~ msgstr "" -#~ "在下一帧中更新探测一次。接下来的六帧将生成相应的亮度图。这比[constant " -#~ "update ALWAYS]更新速度慢,但可以产生更高质量的反射。" - -#~ msgid "" -#~ "[RemoteTransform3D] caches the remote node. It may not notice if the " -#~ "remote node disappears; [method force_update_cache] forces it to update " -#~ "the cache again." -#~ msgstr "" -#~ "[RemoteTransform3D] 缓存了远程节点。如果远程节点消失了,它可能不会注意到;" -#~ "[method force_update_cache] 强制它再次更新缓存。" - -#~ msgid "" -#~ "The [NodePath] to the remote node, relative to the RemoteTransform3D's " -#~ "position in the scene." -#~ msgstr "到远程节点的[NodePath],相对于远程Transform3D在场景中的位置。" - -#~ msgid "" -#~ "Sets the material that the sky uses to render the background and " -#~ "reflection maps." -#~ msgstr "设置天空用于渲染背景和反射图的材质。" - -#~ msgid "Shader is a sky shader." -#~ msgstr "着色器是一个天空着色器。" - -#~ msgid "" -#~ "The size of the light when using spot light or omni light. The angular " -#~ "size of the light when using directional light." -#~ msgstr "使用聚光灯或泛光灯时的灯光大小。使用定向光时光的角度大小。" - -#~ msgid "" -#~ "Proportion of shadow max distance where the shadow will start to fade out." -#~ msgstr "阴影开始淡出的最大距离的比例。" - -#~ msgid "" -#~ "Blurs the edges of the shadow. Can be used to hide pixel artifacts in low " -#~ "resolution shadow maps. A high value can make shadows appear grainy and " -#~ "can cause other unwanted artifacts. Try to keep as near default as " -#~ "possible." -#~ msgstr "" -#~ "模糊阴影的边缘。可以用来隐藏低分辨率阴影图中的像素伪影。一个高的值会使阴影" -#~ "看起来有颗粒感,并可能导致其他不需要的伪影。尽量保持接近默认值。" - -#~ msgid "Multisample antialiasing uses 2 samples per pixel." -#~ msgstr "多重采样抗锯齿每像素使用 2 个采样。" - -#~ msgid "Multisample antialiasing uses 4 samples per pixel." -#~ msgstr "多重采样抗锯齿每像素使用 4 个采样。" - -#~ msgid "Multisample antialiasing uses 8 samples per pixel." -#~ msgstr "多重采样抗锯齿每像素使用 8 个采样。" - -#~ msgid "Multisample antialiasing uses 16 samples per pixel." -#~ msgstr "多重采样抗锯齿每像素使用 16 个采样。" - -#~ msgid "Objects are displayed with only light information." -#~ msgstr "对象的显示只有光的信息。" - -#~ msgid "" -#~ "Objects are displayed semi-transparent with additive blending so you can " -#~ "see where they are drawing over top of one another. A higher overdraw " -#~ "means you are wasting performance on drawing pixels that are being hidden " -#~ "behind others." -#~ msgstr "" -#~ "对象以半透明的方式显示,并进行加法混合,所以你可以看到它们在哪里互相绘制。" -#~ "较高的过度绘制意味着你在绘制隐藏在其他像素后面的像素时浪费了性能。" - -#~ msgid "" -#~ "Normal buffer is drawn instead of regular scene so you can see the per-" -#~ "pixel normals that will be used by post-processing effects." -#~ msgstr "" -#~ "绘制法线缓冲区而不是常规场景,因此您可以看到后期处理效果将使用的逐像素法" -#~ "线。" - -#~ msgid "Objects are displayed with only the albedo value from [GIProbe]s." -#~ msgstr "显示物体时,只显示来自[GIProbe]的反照率值。" - -#~ msgid "Objects are displayed with only the lighting value from [GIProbe]s." -#~ msgstr "在显示物体时,只显示[GIProbe]的照明值。" - -#~ msgid "Objects are displayed with only the emission color from [GIProbe]s." -#~ msgstr "在显示物体时,只显示[GIProbe]的发射颜色。" - -#~ msgid "" -#~ "Draws the shadow atlas that stores shadows from [OmniLight3D]s and " -#~ "[SpotLight3D]s in the upper left quadrant of the [Viewport]." -#~ msgstr "" -#~ "绘制阴影图集,将[OmniLight3D]和[SpotLight3D]的阴影储存在[Viewport]的左上象" -#~ "限。" - -#~ msgid "" -#~ "Draws the shadow atlas that stores shadows from [DirectionalLight3D]s in " -#~ "the upper left quadrant of the [Viewport]." -#~ msgstr "" -#~ "绘制阴影图集,储存来自[Viewport]左上象限的[DirectionalLight3D]的阴影。" - -#~ msgid "" -#~ "Draws the screen space ambient occlusion texture instead of the scene so " -#~ "that you can clearly see how it is affecting objects. In order for this " -#~ "display mode to work, you must have [member Environment.ssao_enabled] set " -#~ "in your [WorldEnvironment]." -#~ msgstr "" -#~ "绘制屏幕空间环境光遮挡纹理而不是场景,以便您可以清楚地看到它是如何影响对象" -#~ "的。为了使这种显示模式起作用,您必须在 [WorldEnvironment] 中设置 [member " -#~ "Environment.ssao_enabled]。" - -#~ msgid "" -#~ "Colors each PSSM split for the [DirectionalLight3D]s in the scene a " -#~ "different color so you can see where the splits are. In order they will " -#~ "be colored red, green, blue, yellow." -#~ msgstr "" -#~ "为场景中的[DirectionalLight3D]的每个PSSM分片涂上不同的颜色,这样你就可以看" -#~ "到分片的位置。按照顺序,它们将被染成红色、绿色、蓝色和黄色。" - -#~ msgid "" -#~ "Uses high quality importance sampling to process the radiance map. In " -#~ "general, this results in much higher quality than [constant Sky." -#~ "PROCESS_MODE_REALTIME] but takes much longer to generate. This should not " -#~ "be used if you plan on changing the sky at runtime. If you are finding " -#~ "that the reflection is not blurry enough and is showing sparkles or " -#~ "fireflies, try increasing [member ProjectSettings.rendering/quality/" -#~ "reflections/ggx_samples]." -#~ msgstr "" -#~ "使用高质量的重要性采样来处理辐射图。一般来说,这会产生比 [constant Sky." -#~ "PROCESS_MODE_REALTIME] 高得多的质量,但需要更长的时间来生成。如果您计划在" -#~ "运行时更改天空,则不应使用此方法。如果您发现反射不够模糊并且显示出闪光或萤" -#~ "火虫,请尝试增加 [member ProjectSettings.rendering/quality/reflections/" -#~ "ggx_samples]。" - -#~ msgid "" -#~ "Uses the fast filtering algorithm to process the radiance map. In general " -#~ "this results in lower quality, but substantially faster run times.\n" -#~ "[b]Note:[/b] The fast filtering algorithm is limited to 256x256 cubemaps, " -#~ "so [member Sky.radiance_size] must be set to [constant Sky." -#~ "RADIANCE_SIZE_256]." -#~ msgstr "" -#~ "使用快速滤波算法来处理辐射图。一般来说,这将导致较低的质量,但运行时间大大" -#~ "加快。\n" -#~ "[b]注意:[/b]快速滤波算法仅限于256x256的立方体贴图,所以[成员Sky." -#~ "radiance_size]必须设置为[constant Sky.RADIANCE_SIZE_256]。" - -#~ msgid "High quality screen space ambient occlusion." -#~ msgstr "高质量的屏幕空间环境遮挡。" - -#~ msgid "" -#~ "Lowest quality DOF blur. This is the fastest setting, but you may be able " -#~ "to see filtering artifacts." -#~ msgstr "最低质量的DOF模糊。这是最快的设置,但你可能会看到过滤的伪影。" - -#~ msgid "Low quality DOF blur." -#~ msgstr "低质量的DOF模糊。" - -#~ msgid "Medium quality DOF blur." -#~ msgstr "中等质量的DOF模糊。" - -#~ msgid "" -#~ "Highest quality DOF blur. Results in the smoothest looking blur by taking " -#~ "the most samples, but is also significantly slower." -#~ msgstr "" -#~ "最高质量的DOF模糊。通过采取最多样本,实现最平滑的模糊效果,但也明显较慢。" - -#~ msgid "" -#~ "Calculate the DOF blur using a box filter. The fastest option, but " -#~ "results in obvious lines in blur pattern." -#~ msgstr "" -#~ "使用盒式滤波器计算DOF模糊度。这是最快的选择,但会导致模糊模式中出现明显的" -#~ "线条。" - -#~ msgid "Calculates DOF blur using a hexagon shaped filter." -#~ msgstr "使用六边形过滤器计算DOF模糊度。" - -#~ msgid "" -#~ "Calculates DOF blur using a circle shaped filter. Best quality and most " -#~ "realistic, but slowest. Use only for areas where a lot of performance can " -#~ "be dedicated to post-processing (e.g. cutscenes)." -#~ msgstr "" -#~ "使用圆型过滤器计算DOF模糊度。质量最好,最逼真,但速度最慢。只用于可将大量" -#~ "性能用于后期处理的领域(如切景)。" - -#~ msgid "The instance is a decal." -#~ msgstr "该实例是一个贴花。" - -#~ msgid "Allows the instance to be used with dynamic global illumination." -#~ msgstr "允许实例与动态全局照明一起使用。" - -#~ msgid "Uses the default filter mode for this [Viewport]." -#~ msgstr "使用此[Viewport]的默认过滤模式。" - -#~ msgid "" -#~ "The texture filter blends between the nearest 4 pixels and between the " -#~ "nearest 2 mipmaps." -#~ msgstr "纹理过滤器在最近的4个像素之间和最近的2个mipmaps之间进行混合。" - -#~ msgid "Max value for [enum CanvasItemTextureFilter] enum." -#~ msgstr "[enum CanvasItemTextureFilter] 枚举的最大值。" - -#~ msgid "Uses the default repeat mode for this [Viewport]." -#~ msgstr "使用此[Viewport]的默认重复模式。" - -#~ msgid "" -#~ "Disables textures repeating. Instead, when reading UVs outside the 0-1 " -#~ "range, the value will be clamped to the edge of the texture, resulting in " -#~ "a stretched out look at the borders of the texture." -#~ msgstr "" -#~ "禁用纹理的重复。当读取0-1范围以外的UV时,数值会被夹在纹理的边缘,导致纹理" -#~ "的边界看起来很拉长。" - -#~ msgid "" -#~ "Flip the texture when repeating so that the edge lines up instead of " -#~ "abruptly changing." -#~ msgstr "在重复时翻转纹理,使其边缘对齐,而不是突然变化。" - -#~ msgid "Max value for [enum CanvasItemTextureRepeat] enum." -#~ msgstr "[enum CanvasItemTextureRepeat] 枚举的最大值。" - -#~ msgid "Max value of the [enum CanvasLightShadowFilter] enum." -#~ msgstr "[enum CanvasLightShadowFilter] 枚举的最大值。" - -#~ msgid "The name of the resource. This is an optional identifier." -#~ msgstr "资源的名称。这是一个可选的标识符。" - -#~ msgid "" -#~ "Returns the resource loaded by [method load_threaded_request].\n" -#~ "If this is called before the loading thread is done (i.e. [method " -#~ "load_threaded_get_status] is not [constant THREAD_LOAD_LOADED]), the " -#~ "calling thread will be blocked until the resource has finished loading." -#~ msgstr "" -#~ "返回由[method load_threaded_request]加载的资源。\n" -#~ "如果在加载线程完成之前调用它(即 [method load_threaded_get_status] 不是 " -#~ "[constant THREAD_LOAD_LOADED]),调用线程将被阻塞,直到资源完成加载。" - -#~ msgid "" -#~ "Returns the status of a threaded loading operation started with [method " -#~ "load_threaded_request] for the resource at [code]path[/code]. See [enum " -#~ "ThreadLoadStatus] for possible return values.\n" -#~ "An array variable can optionally be passed via [code]progress[/code], and " -#~ "will return a one-element array containing the percentage of completion " -#~ "of the threaded loading." -#~ msgstr "" -#~ "返回在[code]path[/code]处的资源用[method load_threaded_request]开始的线程" -#~ "的加载操作的状态。有关可能的返回值,请参阅 [enum ThreadLoadStatus]。\n" -#~ "可以选择通过 [code]progress[/code] 传递数组变量,并将返回一个包含线程加载" -#~ "完成百分比的单元素数组。" - -#~ msgid "" -#~ "Loads the resource using threads. If [code]use_sub_threads[/code] is " -#~ "[code]true[/code], multiple threads will be used to load the resource, " -#~ "which makes loading faster, but may affect the main thread (and thus " -#~ "cause game slowdowns)." -#~ msgstr "" -#~ "使用线程加载资源。如果[code]use_sub_threads[/code]是[code]true[/code],将" -#~ "使用多个线程来加载资源,这使得加载速度更快,但可能影响主线程(从而导致游戏" -#~ "减速)。" - -#~ msgid "" -#~ "The resource is invalid, or has not been loaded with [method " -#~ "load_threaded_request]." -#~ msgstr "该资源是无效的,或者没有用[method load_threaded_request]加载。" - -#~ msgid "The resource is still being loaded." -#~ msgstr "资源仍在加载中。" - -#~ msgid "Some error occurred during loading and it failed." -#~ msgstr "在加载过程中发生了一些错误,所以失败了。" - -#~ msgid "" -#~ "The resource was loaded successfully and can be accessed via [method " -#~ "load_threaded_get]." -#~ msgstr "资源加载成功,可以通过[method load_threaded_get]访问。" - -#~ msgid "" -#~ "Rich text can contain custom text, fonts, images and some basic " -#~ "formatting. The label manages these as an internal tag stack. It also " -#~ "adapts itself to given width/heights.\n" -#~ "[b]Note:[/b] Assignments to [member bbcode_text] clear the tag stack and " -#~ "reconstruct it from the property's contents. Any edits made to [member " -#~ "bbcode_text] will erase previous edits made from other manual sources " -#~ "such as [method append_bbcode] and the [code]push_*[/code] / [method pop] " -#~ "methods." -#~ msgstr "" -#~ "富文本可以包含自定义文本、字体、图像和一些基本的格式化。标签作为一个内部标" -#~ "签堆栈来管理这些内容。它也会根据给定的宽度/高度进行自我调整。\n" -#~ "[b]注意:[/b] 对[member bbcode_text]的赋值会清除标签堆栈,并从属性的内容中" -#~ "重建它。对[member bbcode_text]所做的任何编辑都会擦除之前从其他手动来源所做" -#~ "的编辑,如[method append_bbcode]和[code]push_*[/code]/[method pop]方法。" - -#~ msgid "" -#~ "Parses [code]bbcode[/code] and adds tags to the tag stack as needed. " -#~ "Returns the result of the parsing, [constant OK] if successful." -#~ msgstr "" -#~ "解析[code]bbcode[/code],并根据需要向标签栈添加标签。返回解析的结果,如果" -#~ "成功,则返回[constant OK]。" - -#~ msgid "" -#~ "The restricted number of characters to display in the label. If [code]-1[/" -#~ "code], all characters will be displayed." -#~ msgstr "要在标签中显示的受限字符数。如果[code]-1[/code],将显示所有字符。" - -#~ msgid "" -#~ "If [code]true[/code], the body can enter sleep mode when there is no " -#~ "movement. See [member sleeping]." -#~ msgstr "" -#~ "如果[code]true[/code],物体可以在没有运动的情况下进入睡眠模式。见[member " -#~ "sleeping]。" - -#~ msgid "" -#~ "Emitted when a body enters into contact with this one. Requires [member " -#~ "contact_monitor] to be set to [code]true[/code] and [member " -#~ "contacts_reported] to be set high enough to detect all the collisions." -#~ msgstr "" -#~ "当一个物体与这个物体接触时发出。需要将[member contact_monitor]设置为" -#~ "[code]true[/code],并将[member contacts_reported]设置得足够高以检测所有的" -#~ "碰撞。" - -#~ msgid "" -#~ "Emitted when a body exits contact with this one. Requires [member " -#~ "contact_monitor] to be set to [code]true[/code] and [member " -#~ "contacts_reported] to be set high enough to detect all the collisions." -#~ msgstr "" -#~ "当一个物体与这个物体不再接触时发出。需要将[member contact_monitor]设置为" -#~ "[code]true[/code],并将[member contacts_reported]设置得足够高以检测所有的" -#~ "碰撞。" - -#~ msgid "" -#~ "Emitted when a body enters into contact with this one. Reports colliding " -#~ "shape information. See [CollisionObject2D] for shape index information. " -#~ "Requires [member contact_monitor] to be set to [code]true[/code] and " -#~ "[member contacts_reported] to be set high enough to detect all the " -#~ "collisions." -#~ msgstr "" -#~ "当一个物体与这个物体接触时发出。报告碰撞的形状信息。参见" -#~ "[CollisionObject2D]获取形状索引信息。需要将[member contact_monitor]设置为" -#~ "[code]true[/code],并且将[member contacts_reported]设置得足够高,以检测所" -#~ "有的碰撞。" - -#~ msgid "" -#~ "Emitted when a body shape exits contact with this one. Reports colliding " -#~ "shape information. See [CollisionObject2D] for shape index information. " -#~ "Requires [member contact_monitor] to be set to [code]true[/code] and " -#~ "[member contacts_reported] to be set high enough to detect all the " -#~ "collisions." -#~ msgstr "" -#~ "当一个物体形状与这个物体形状不再接触时发出。报告碰撞的形状信息。参见" -#~ "[CollisionObject2D]获取形状索引信息。需要将[member contact_monitor]设置为" -#~ "[code]true[/code],并且将[member contacts_reported]设置得足够高以检测所有" -#~ "的碰撞。" - -#~ msgid "Damps RigidBody3D's rotational forces." -#~ msgstr "RigidBody3D 的旋转阻尼 。" - -#~ msgid "" -#~ "Emitted when a body shape exits contact with this one. Requires [member " -#~ "contact_monitor] to be set to [code]true[/code] and [member " -#~ "contacts_reported] to be set high enough to detect all the collisions." -#~ msgstr "" -#~ "当一个物体形状退出与这个物体形状的接触时发出。需要将[member " -#~ "contact_monitor]设置为[code]true[/code],并将[member contacts_reported]设" -#~ "置得足够高以检测所有的碰撞。" - -#~ msgid "" -#~ "Emitted when a body shape exits contact with this one. Requires [member " -#~ "contact_monitor] to be set to [code]true[/code] and [member " -#~ "contacts_reported] to be set high enough to detect all the collisions.\n" -#~ "This signal not only receives the body that stopped colliding with this " -#~ "one, but also its [RID] ([code]body_id[/code]), the shape index from the " -#~ "colliding body ([code]body_shape[/code]), and the shape index from this " -#~ "body ([code]local_shape[/code]) the other body stopped colliding with." -#~ msgstr "" -#~ "当一个物体形状不再与这个物体形状的接触时发出。需要将[member " -#~ "contact_monitor]设置为[code]true[/code],并将[member contacts_reported]设" -#~ "置得足够高,以检测所有碰撞。\n" -#~ "这个信号不仅可以接收到与这个物体停止碰撞的身体,还可以接收到它的[RID]" -#~ "([code]body_id[/code])、碰撞物体的形状索引([code]body_shape[/code])," -#~ "以及其他物体停止碰撞的这个物体的形状索引([code]local_shape[/code])。" - -#~ msgid "Calls [code]method[/code] on each member of the given group." -#~ msgstr "对给定组的每个成员调用[code]method[/code]。" - -#~ msgid "" -#~ "Calls [code]method[/code] on each member of the given group, respecting " -#~ "the given [enum GroupCallFlags]." -#~ msgstr "" -#~ "对给定组的每个成员调用[code]method[/code],遵从给定的[enum " -#~ "GroupCallFlags]。" - -#~ msgid "Lowers the [Semaphore], allowing one more thread in." -#~ msgstr "降低 [Semaphore],允许多线程。" - -#~ msgid "" -#~ "Like [method wait], but won't block, so if the value is zero, fails " -#~ "immediately and returns [constant ERR_BUSY]. If non-zero, it returns " -#~ "[constant OK] to report success." -#~ msgstr "" -#~ "类似于[method wait],但不会阻塞,所以如果值为零,则立即失败并返回" -#~ "[constant ERR_BUSY]。如果非零,则返回 [constant OK] 以报告成功。" - -#~ msgid "" -#~ "Waits for the [Semaphore], if its value is zero, blocks until non-zero." -#~ msgstr "等待 [Semaphore],如果它的值为零,则阻塞直到非零。" - -#~ msgid "" -#~ "Mode used for drawing skies. Only works with shaders attached to [Sky] " -#~ "objects." -#~ msgstr "用于绘制天空的模式。只适用于连接到[Sky]对象的着色器。" - -#~ msgid "Class representing a signal defined in an object." -#~ msgstr "表示对象中定义的信号的类。" - -#~ msgid "" -#~ "Connects this signal to the specified [Callable], optionally providing " -#~ "binds and connection flags." -#~ msgstr "将此信号连接到指定的 [Callable],可选择提供绑定和连接标志。" - -#~ msgid "Disconnects this signal from the specified [Callable]." -#~ msgstr "将此信号与指定的 [Callable] 断开。" - -#~ msgid "Emits this signal to all connected objects." -#~ msgstr "向所有连接的对象发出这个信号。" - -#~ msgid "Returns the list of [Callable]s connected to this signal." -#~ msgstr "返回连接到此信号的 [Callable] 列表。" - -#~ msgid "Returns the object emitting this signal." -#~ msgstr "返回发出此信号的对象。" - -#~ msgid "" -#~ "Returns the ID of the object emitting this signal (see [method Object." -#~ "get_instance_id])." -#~ msgstr "返回发出此信号的对象的ID(见[method Object.get_instance_id])。" - -#~ msgid "" -#~ "Returns [code]true[/code] if the specified [Callable] is connected to " -#~ "this signal." -#~ msgstr "如果指定的 [Callable] 连接到此信号,则返回 [code]true[/code]。" - -#~ msgid "" -#~ "Takes the given bone pose/transform and converts it to a world transform, " -#~ "relative to the [Skeleton3D] node.\n" -#~ "This is useful for using the bone transform in calculations with " -#~ "transforms from [Node3D]-based nodes." -#~ msgstr "" -#~ "获取给定的骨骼姿势/变换并将其转换为相对于 [Skeleton3D] 节点的世界变换。\n" -#~ "这对于在计算基于[Node3D]的节点的变换时使用骨骼变换是有用的。" - -#~ msgid "Removes the global pose override on all bones in the skeleton." -#~ msgstr "移除骨架中所有骨骼的全局姿势覆盖。" - -#~ msgid "" -#~ "Returns whether the bone rest for the bone at [code]bone_idx[/code] is " -#~ "disabled." -#~ msgstr "返回[code]bone_idx[/code]处的骨骼的休息状态是否被禁用。" - -#~ msgid "Returns all bones in the skeleton to their rest poses." -#~ msgstr "将骨架中的所有骨骼恢复到休息姿势。" - -#~ msgid "" -#~ "Adds a collision exception to the physical bone.\n" -#~ "Works just like the [RigidBody3D] node." -#~ msgstr "" -#~ "向物理骨骼添加碰撞异常。\n" -#~ "就像 [RigidBody3D] 节点一样工作。" - -#~ msgid "" -#~ "Removes a collision exception to the physical bone.\n" -#~ "Works just like the [RigidBody3D] node." -#~ msgstr "" -#~ "移除物理骨骼的碰撞异常。\n" -#~ "就像 [RigidBody3D] 节点一样工作。" - -#~ msgid "" -#~ "Tells the [PhysicalBone3D] nodes in the Skeleton to start simulating and " -#~ "reacting to the physics world.\n" -#~ "Optionally, a list of bone names can be passed-in, allowing only the " -#~ "passed-in bones to be simulated." -#~ msgstr "" -#~ "告诉骨架中的 [PhysicalBone3D] 节点开始模拟物理世界并做出反应。\n" -#~ "另外,可以传入骨骼名称列表,只允许模拟传入的骨骼。" - -#~ msgid "Tells the [PhysicalBone3D] nodes in the Skeleton to stop simulating." -#~ msgstr "告诉骨架中的 [PhysicalBone3D] 节点停止模拟。" - -#~ msgid "Binds the given Skin to the Skeleton." -#~ msgstr "将给定的皮肤绑定到骨架。" - -#~ msgid "" -#~ "Sets the custom pose transform, [code]custom_pose[/code], for the bone at " -#~ "[code]bone_idx[/code]. This pose is an addition to the bone rest pose.\n" -#~ "[b]Note[/b]: The pose transform needs to be in bone space. Use [method " -#~ "world_transform_to_bone_transform] to convert a world transform, like one " -#~ "you can get from a [Node3D], to bone space." -#~ msgstr "" -#~ "为 [code]bone_idx[/code] 处的骨骼设置自定义姿势变换 [code]custom_pose[/" -#~ "code]。这个姿势是骨骼休息姿势的补充。\n" -#~ "[b]注意[/b]:姿势变换需要处于骨骼空间。使用 [method " -#~ "world_transform_to_bone_transform] 将世界变换(比如您从 [Node3D] 获得的变" -#~ "换)转换为骨骼空间。" - -#~ msgid "" -#~ "Disables the rest pose for the bone at [code]bone_idx[/code] if " -#~ "[code]true[/code], enables the bone rest if [code]false[/code]." -#~ msgstr "" -#~ "如果 [code]true[/code],则禁用 [code]bone_idx[/code] 处骨骼的静止姿势,如" -#~ "果 [code]false[/code],则启用骨骼静止。" - -#~ msgid "" -#~ "Sets the global pose transform, [code]pose[/code], for the bone at " -#~ "[code]bone_idx[/code].\n" -#~ "[code]amount[/code] is the interpolation strength that will be used when " -#~ "applying the pose, and [code]persistent[/code] determines if the applied " -#~ "pose will remain.\n" -#~ "[b]Note[/b]: The pose transform needs to be in bone space. Use [method " -#~ "world_transform_to_bone_transform] to convert a world transform, like one " -#~ "you can get from a [Node3D], to bone space." -#~ msgstr "" -#~ "为 [code]bone_idx[/code] 处的骨骼设置全局姿势变换 [code]pose[/code]。\n" -#~ "[code]amount[/code] 是应用姿势时将使用的插值强度,[code]persistent[/code] " -#~ "决定是否保留应用的姿势。\n" -#~ "[b]注意[/b]:姿势变换需要处于骨骼空间。使用 [method " -#~ "world_transform_to_bone_transform] 将世界变换(比如您从 [Node3D] 获得的变" -#~ "换)转换为骨骼空间。" - -#~ msgid "" -#~ "Sets the pose transform for bone [code]bone_idx[/code].\n" -#~ "[b]Note[/b]: The pose transform needs to be in bone space. Use [method " -#~ "world_transform_to_bone_transform] to convert a world transform, like one " -#~ "you can get from a [Node3D], to bone space." -#~ msgstr "" -#~ "设置骨骼[code]bone_idx[/code]的姿势变换。\n" -#~ "[b]注意[/b]:姿势变换需要处于骨骼空间。使用 [method " -#~ "world_transform_to_bone_transform] 将世界变换(比如您从 [Node3D] 获得的变" -#~ "换)转换为骨骼空间。" - -#~ msgid "" -#~ "Unparents the bone at [code]bone_idx[/code] and sets its rest position to " -#~ "that of it's parent prior to being reset." -#~ msgstr "" -#~ "取消在 [code]bone_idx[/code] 处骨骼的父级,并在重置之前将其静止位置设置为" -#~ "其父级的位置。" - -#~ msgid "" -#~ "Takes the given world transform, relative to the [Skeleton3D], and " -#~ "converts it to a bone pose/transform.\n" -#~ "This is useful for using setting bone poses using transforms from " -#~ "[Node3D]-based nodes." -#~ msgstr "" -#~ "获取相对于 [Skeleton3D] 的给定世界变换,并将其转换为骨骼姿势/变换。\n" -#~ "这对于使用来自基于 [Node3D] 的节点的变换来设置骨骼姿势很有用。" - -#~ msgid "Background that uses a [Material] to draw a sky." -#~ msgstr "使用[Material]绘制天空的背景。" - -#~ msgid "" -#~ "The [Sky] class uses a [Material] to draw the background and update the " -#~ "reflection/radiance cubemaps." -#~ msgstr "[Sky] 类使用 [Material] 来绘制背景并更新反射/辐照立方体贴图。" - -#~ msgid "" -#~ "Sets the method for generating the radiance map from the sky. The " -#~ "radiance map is a cubemap with increasingly blurry versions of the sky " -#~ "corresponding to different levels of roughness. Radiance maps can be " -#~ "expensive to calculate. See [enum ProcessMode] for options." -#~ msgstr "" -#~ "设置从天空生成辐照度贴图的方法。辐照度贴图是一个立方体贴图,随着不同粗糙度" -#~ "的增加,天空越来越模糊。辐照度贴图的计算成本可能很高。有关选项,请参阅 " -#~ "[enum ProcessMode]。" - -#~ msgid "" -#~ "[Material] used to draw the background. Can be [PanoramaSkyMaterial], " -#~ "[ProceduralSkyMaterial], [PhysicalSkyMaterial], or even a " -#~ "[ShaderMaterial] if you want to use your own custom shader." -#~ msgstr "" -#~ "用来绘制背景的[Material]。可以是[PanoramaSkyMaterial]、" -#~ "[ProceduralSkyMaterial]、[PhysicalSkyMaterial],或者如果你想使用自己的自定" -#~ "义着色器,甚至可以是[ShaderMaterial],。" - -#~ msgid "Radiance texture size is 1024×1024 pixels." -#~ msgstr "辐照度纹理大小为 1024×1024 像素。" - -#~ msgid "Radiance texture size is 2048×2048 pixels." -#~ msgstr "辐照度纹理尺寸为2048×2048像素。" - -#~ msgid "" -#~ "Automatically selects the appropriate process mode based on your sky " -#~ "shader. If your shader uses [code]TIME[/code] or [code]POSITION[/code], " -#~ "this will use [constant PROCESS_MODE_REALTIME]. If your shader uses any " -#~ "of the [code]LIGHT_*[/code] variables or any custom uniforms, this uses " -#~ "[constant PROCESS_MODE_INCREMENTAL]. Otherwise, this defaults to " -#~ "[constant PROCESS_MODE_QUALITY]." -#~ msgstr "" -#~ "根据你的天空着色器自动选择合适的处理模式。如果你的着色器使用[code]TIME[/" -#~ "code]或[code]POSITION[/code],这将使用[constant PROCESS_MODE_REALTIME]。如" -#~ "果你的着色器使用了任何[code]LIGHT_*[/code]变量或任何自定义的uniform,这将" -#~ "使用[constant PROCESS_MODE_INCREMENTAL]。否则,默认为[constant " -#~ "PROCESS_MODE_QUALITY]。" - -#~ msgid "" -#~ "Uses high quality importance sampling to process the radiance map. In " -#~ "general, this results in much higher quality than [constant " -#~ "PROCESS_MODE_REALTIME] but takes much longer to generate. This should not " -#~ "be used if you plan on changing the sky at runtime. If you are finding " -#~ "that the reflection is not blurry enough and is showing sparkles or " -#~ "fireflies, try increasing [member ProjectSettings.rendering/quality/" -#~ "reflections/ggx_samples]." -#~ msgstr "" -#~ "使用高质量的重要性采样来处理辐照度图。一般来说,这会产生比 [constant " -#~ "PROCESS_MODE_REALTIME] 高得多的质量,但需要更长的时间来生成。如果您计划在" -#~ "运行时更改天空,则不应使用此选项。如果您发现反射不够模糊并且显示出闪光,请" -#~ "尝试增加 [member ProjectSettings.rendering/quality/reflections/" -#~ "ggx_samples]。" - -#~ msgid "" -#~ "Uses the same high quality importance sampling to process the radiance " -#~ "map as [constant PROCESS_MODE_QUALITY], but updates over several frames. " -#~ "The number of frames is determined by [member ProjectSettings.rendering/" -#~ "quality/reflections/roughness_layers]. Use this when you need highest " -#~ "quality radiance maps, but have a sky that updates slowly." -#~ msgstr "" -#~ "使用与 [constant PROCESS_MODE_QUALITY] 相同的高质量重要性采样来处理辐射" -#~ "图,但会在几帧内更新。帧数由[member ProjectSettings.rendering/quality/" -#~ "reflections/roughness_layers]决定。当您需要最高质量的辐射贴图,但天空更新" -#~ "缓慢时,请使用此选项。" - -#~ msgid "" -#~ "Uses the fast filtering algorithm to process the radiance map. In general " -#~ "this results in lower quality, but substantially faster run times. If you " -#~ "need better quality, but still need to update the sky every frame, " -#~ "consider turning on [member ProjectSettings.rendering/quality/reflections/" -#~ "fast_filter_high_quality].\n" -#~ "[b]Note:[/b] The fast filtering algorithm is limited to 256x256 cubemaps, " -#~ "so [member radiance_size] must be set to [constant RADIANCE_SIZE_256]." -#~ msgstr "" -#~ "使用快速过滤算法处理辐照度图。一般来说,这会导致质量较低,但运行时间明显加" -#~ "快。如果您需要更好的质量,但仍需要每帧更新天空,请考虑开启 [member " -#~ "ProjectSettings.rendering/quality/reflections/" -#~ "fast_filter_high_quality]。\n" -#~ "[b]注意:[/b]快速过滤算法限制为256x256立方体贴图,所以[member " -#~ "radiance_size]必须设置为[constant RADIANCE_SIZE_256]。" - -#~ msgid "The physics layers this SoftBody3D scans for collisions." -#~ msgstr "此 SoftBody3D 扫描碰撞的物理层。" - -#~ msgid "" -#~ "A Spotlight is a type of [Light3D] node that emits lights in a specific " -#~ "direction, in the shape of a cone. The light is attenuated through the " -#~ "distance. This attenuation can be configured by changing the energy, " -#~ "radius and attenuation parameters of [Light3D]." -#~ msgstr "" -#~ "聚光灯是一种 [Light3D] 节点,它在特定方向上以圆锥形状发射光。光线在远处衰" -#~ "减。这种衰减可以通过改变 [Light3D] 的能量、半径和衰减参数来配置。" - -#~ msgid "The layers against which the collision check shall be done." -#~ msgstr "将对其进行碰撞检查的层。" - -#~ msgid "Strength of the specular light effect of this [Sprite2D]." -#~ msgstr "此 [Sprite2D] 的镜面光效果强度。" - -#~ msgid "The specular map is used for more control on the shininess effect." -#~ msgstr "用于对光泽效果进行更多控制的镜面反射贴图。" - -#~ msgid "" -#~ "A node that displays a 2D texture in a 3D environment. The texture " -#~ "displayed can be a region from a larger atlas texture, or a frame from a " -#~ "sprite sheet animation.\n" -#~ "[b]Note:[/b] There are [url=https://github.com/godotengine/godot/" -#~ "issues/20855]known performance issues[/url] when using [Sprite3D]. " -#~ "Consider using a [MeshInstance3D] with a [QuadMesh] as the mesh instead. " -#~ "You can still have billboarding by enabling billboard properties in the " -#~ "QuadMesh's [StandardMaterial3D]." -#~ msgstr "" -#~ "在 3D 环境中显示 2D 纹理的节点。显示的纹理可以是来自较大图集纹理的区域,也" -#~ "可以是来自精灵表动画的帧。\n" -#~ "[b]注意:[/b]使用[Sprite3D]时存在[url=https://github.com/godotengine/" -#~ "godot/issues/20855]已知性能问题[/url]。考虑使用带有 [QuadMesh] 的 " -#~ "[MeshInstance3D] 作为网格。您仍然可以通过在 QuadMesh 的 " -#~ "[StandardMaterial3D] 中启用告示牌属性来显示告示牌。" - -#~ msgid "" -#~ "Sprite frame library for [AnimatedSprite2D]. Contains frames and " -#~ "animation data for playback." -#~ msgstr "[AnimatedSprite2D] 的精灵帧库。包含用于播放的帧和动画数据。" - -#~ msgid "If [code]true[/code], the given animation will loop." -#~ msgstr "如果 [code]true[/code],给定的动画将循环播放。" - -#~ msgid "" -#~ "Disables Nagle's algorithm to improve latency for small packets.\n" -#~ "[b]Note:[/b] For applications that send large packets or need to transfer " -#~ "a lot of data, this can decrease the total available bandwidth." -#~ msgstr "" -#~ "禁用Nagle算法,以改善小数据包的延时。\n" -#~ "[b]注意:[/b] 对于发送大数据包或需要传输大量数据的应用,这可能会减少总的可" -#~ "用带宽。" - -#~ msgid "Constructs a new String from the given [Vector2i]." -#~ msgstr "从给定的[Vector2i]构造一个新的字符串。" - -#~ msgid "Constructs a new String from the given [Rect2i]." -#~ msgstr "从给定的 [Rect2i] 构造一个新字符串。" - -#~ msgid "Constructs a new String from the given [Vector3i]." -#~ msgstr "从给定的 [Vector3i] 构造一个新字符串。" - -#~ msgid "Constructs a new String from the given [StringName]." -#~ msgstr "从给定的 [StringName] 构造一个新字符串。" - -#~ msgid "Constructs a new String from the given [Callable]." -#~ msgstr "从给定的 [Callable] 构造一个新字符串。" - -#~ msgid "Constructs a new String from the given [Signal]." -#~ msgstr "从给定的 [Signal] 构造一个新字符串。" - -#~ msgid "Constructs a new String from the given [PackedInt32Array]." -#~ msgstr "从给定的 [PackedInt32Array] 构造一个新字符串。" - -#~ msgid "Constructs a new String from the given [PackedInt64Array]." -#~ msgstr "从给定的 [PackedInt64Array] 构造一个新字符串。" - -#~ msgid "Constructs a new String from the given [PackedFloat32Array]." -#~ msgstr "从给定的 [PackedFloat32Array] 构造一个新字符串。" - -#~ msgid "Constructs a new String from the given [PackedFloat64Array]." -#~ msgstr "从给定的 [PackedFloat64Array] 构造一个新字符串。" - -#~ msgid "" -#~ "Performs a case-sensitive comparison to another string. Returns [code]-1[/" -#~ "code] if less than, [code]+1[/code] if greater than, or [code]0[/code] if " -#~ "equal." -#~ msgstr "" -#~ "对另一个字符串执行区分大小写的比较。如果小于则返回 [code]-1[/code],如果大" -#~ "于则返回 [code]+1[/code],如果相等则返回 [code]0[/code]。" - -#~ msgid "" -#~ "Returns the index of the [b]first[/b] case-insensitive occurrence of the " -#~ "specified string in this instance, or [code]-1[/code]. Optionally, the " -#~ "starting search index can be specified, continuing to the end of the " -#~ "string." -#~ msgstr "" -#~ "返回此实例中指定字符串的 [b]first[/b] 出现的索引(不区分大小写),或 " -#~ "[code]-1[/code]。可以指定起始搜索索引,一直到字符串的结尾。" - -#~ msgid "If the string is a valid file path, returns the extension." -#~ msgstr "字符串为有效文件路径时,返回扩展名。" - -#~ msgid "" -#~ "Returns [code]true[/code] if this string contains a valid IP address." -#~ msgstr "该字符串包含有效 IP 地址时,返回 [code]true[/code]。" - -#~ 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 "" -#~ "返回一个 [String],它是 [code] parts [/code] 的串联。调用此方法的字符串是" -#~ "元素之间的分隔符。\n" -#~ "例子:\n" -#~ "[codeblock]\n" -#~ "print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n" -#~ "[/codeblock]" - -#~ msgid "Returns a copy of the string with characters removed from the left." -#~ msgstr "返回从左边删除字符的字符串的副本。" - -#~ msgid "" -#~ "Performs a case-insensitive comparison to another string. Returns " -#~ "[code]-1[/code] if less than, [code]+1[/code] if greater than, or " -#~ "[code]0[/code] if equal." -#~ msgstr "" -#~ "对另一个字符串执行不区分大小写的比较。如果小于,则返回 [code]-1[/code],如" -#~ "果大于则返回 [code]+1[/code],如果相等则返回 [code]0[/code]。" - -#~ msgid "" -#~ "Returns the index of the [b]last[/b] case-sensitive occurrence of the " -#~ "specified string in this instance, or [code]-1[/code]. Optionally, the " -#~ "starting search index can be specified, continuing to the beginning of " -#~ "the string." -#~ msgstr "" -#~ "返回此实例中指定字符串的 [b]last[/b] 出现的索引(区分大小写),或 [code]-1[/" -#~ "code]。可以指定起始搜索索引,一直到字符串的开头。" - -#~ msgid "" -#~ "Returns the index of the [b]last[/b] case-insensitive occurrence of the " -#~ "specified string in this instance, or [code]-1[/code]. Optionally, the " -#~ "starting search index can be specified, continuing to the beginning of " -#~ "the string." -#~ msgstr "" -#~ "返回此实例中指定字符串的 [b]last[/b] 出现的索引(不区分大小写),或 " -#~ "[code]-1[/code]。可以指定起始搜索索引,一直到字符串的开头。" - -#~ msgid "Returns a copy of the string with characters removed from the right." -#~ msgstr "从右侧删除字符,返回字符串的副本。" - -#~ msgid "An optimized string type for unique names." -#~ msgstr "用于唯一名称的优化字符串类型。" - -#~ msgid "" -#~ "[StringName]s are immutable strings designed for general-purpose " -#~ "represention of unique names. [StringName] ensures that only one instance " -#~ "of a given name exists (so two [StringName]s with the same value are the " -#~ "same object). Comparing them is much faster than with regular [String]s, " -#~ "because only the pointers are compared, not the whole strings." -#~ msgstr "" -#~ "[StringName] 是不可变的字符串,设计用于唯一名称的通用表示。 [StringName] " -#~ "确保给定名称仅存在一个实例(因此具有相同值的两个 [StringName] 是同一个对" -#~ "象)。比较它们比使用常规 [String] 快得多,因为只比较指针,而不是整个字符" -#~ "串。" - -#~ msgid "Creates a new [StringName] from the given [String]." -#~ msgstr "从给定的 [String] 创建一个新的 [StringName]。" - -#~ msgid "The width and height of the sub-viewport." -#~ msgstr "子视口的宽度和高度。" - -#~ msgid "" -#~ "The 2D size override of the sub-viewport. If either the width or height " -#~ "is [code]0[/code], the override is disabled." -#~ msgstr "" -#~ "子视口的2D尺寸覆盖。如果宽度或高度为[code]0[/code],则该覆盖被禁用。" - -#~ msgid "Update the render target only when the its parent is visible." -#~ msgstr "仅当其父级可见时才更新渲染目标。" - -#~ msgid "Specifies a [Color] for the next vertex to use." -#~ msgstr "为下一个要使用的顶点指定 [Color]。" - -#~ msgid "Specifies a normal for the next vertex to use." -#~ msgstr "指定下一个要使用的顶点的法线。" - -#~ msgid "Specifies a tangent for the next vertex to use." -#~ msgstr "指定下一个顶点使用的切线。" - -#~ msgid "Specifies a set of UV coordinates to use for the next vertex." -#~ msgstr "指定一组用于下一个顶点的 UV 坐标。" - -#~ msgid "" -#~ "Specifies an optional second set of UV coordinates to use for the next " -#~ "vertex." -#~ msgstr "指定用于下一个顶点的可选的第二组 UV 坐标。" - -#~ msgid "" -#~ "Specifies weight values for next vertex to use. [code]weights[/code] must " -#~ "contain 4 values." -#~ msgstr "" -#~ "指定要使用的下一个顶点的权重值。 [code]weights[/code] 必须包含 4 个值。" - -#~ msgid "" -#~ "Generates normals from vertices so you do not have to do it manually. If " -#~ "[code]flip[/code] is [code]true[/code], the resulting normals will be " -#~ "inverted.\n" -#~ "Requires the primitive type to be set to [constant Mesh." -#~ "PRIMITIVE_TRIANGLES]." -#~ msgstr "" -#~ "从顶点生成法线,这样你就不必手动操作了。如果[code]flip[/code]是" -#~ "[code]true[/code],生成的法线会被反转。\n" -#~ "需要将基元类型设置为[constant Mesh.PRIMITIVE_TRIANGLES]。" - -#~ msgid "" -#~ "Sets the active tab's [code]visible[/code] property to the value " -#~ "[code]true[/code]. Sets all other children's to [code]false[/code].\n" -#~ "Ignores non-[Control] children.\n" -#~ "Individual tabs are always visible unless you use [method " -#~ "set_tab_disabled] and [method set_tab_title] to hide it.\n" -#~ "To hide only a tab's content, nest the content inside a child [Control], " -#~ "so it receives the [TabContainer]'s visibility setting instead." -#~ msgstr "" -#~ "将活动选项卡的 [code]visible[/code] 属性设置为值 [code]true[/code]。将所有" -#~ "其他子项的设置为 [code]false[/code]。\n" -#~ "忽略非 [Control] 子项。\n" -#~ "除非您使用 [method set_tab_disabled] 和 [method set_tab_title] 将其隐藏," -#~ "否则单个选项卡始终可见。\n" -#~ "要仅隐藏选项卡的内容,请将内容嵌套在子 [Control] 中,以便它接收 " -#~ "[TabContainer] 的可见性设置。" - -#~ msgid "" -#~ "If [code]disabled[/code] is [code]false[/code], hides the tab at index " -#~ "[code]tab_idx[/code].\n" -#~ "[b]Note:[/b] Its title text will remain, unless also removed with [method " -#~ "set_tab_title]." -#~ msgstr "" -#~ "如果 [code]disabled[/code] 是 [code]false[/code],隐藏索引 [code]tab_idx[/" -#~ "code] 处的选项卡。\n" -#~ "[b]注意:[/b] 其标题文本将保留,除非也用 [method set_tab_title] 删除。" - -#~ msgid "Space between tab's name and its icon." -#~ msgstr "选项卡名称与其图标之间的空间。" - -#~ msgid "" -#~ "If [code]disabled[/code] is [code]false[/code], hides the tab at index " -#~ "[code]tab_idx[/code].\n" -#~ "[b]Note:[/b] Its title text will remain unless it is also removed with " -#~ "[method set_tab_title]." -#~ msgstr "" -#~ "如果 [code]disabled[/code] 是 [code]false[/code],隐藏索引 [code]tab_idx[/" -#~ "code] 处的选项卡。\n" -#~ "[b]注意:[/b]它的标题文本将保留,除非它也被[method set_tab_title]删除。" - -#~ msgid "" -#~ "Draws the texture using a [CanvasItem] with the [RenderingServer] API." -#~ msgstr "使用 [RenderingServer] API 的 [CanvasItem] 绘制纹理。" - -#~ msgid "" -#~ "Draws a part of the texture using a [CanvasItem] with the " -#~ "[RenderingServer] API." -#~ msgstr "使用[RenderingServer]API的[CanvasItem]来绘制纹理的一部分。" - -#~ msgid "The theme's default font." -#~ msgstr "该主题的默认字体。" - -#~ msgid "" -#~ "Joins the [Thread] and waits for it to finish. Returns what the method " -#~ "called returned." -#~ msgstr "加入[Thread]线程并等待其完成。返回被调用方法的返回值。" - -#~ msgid "" -#~ "Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a " -#~ "list of tiles (textures plus optional collision, navigation, and/or " -#~ "occluder shapes) which are used to create grid-based maps." -#~ msgstr "" -#~ "二维图块地图的节点。图块地图使用[TileSet]图块集,其中包含图块列表(纹理添" -#~ "加可选的碰撞、导航或遮挡器形状),用来创建基于网格的地图。" - -#~ msgid "" -#~ "Returns the global position corresponding to the given tilemap (grid-" -#~ "based) coordinates.\n" -#~ "Optionally, the tilemap's half offset can be ignored." -#~ msgstr "" -#~ "返回与指定的基于网格的图块地图位置相对应的全局坐标。\n" -#~ "可以选择忽略图块地图的半偏移。" - -#~ msgid "" -#~ "Returns the tilemap (grid-based) coordinates corresponding to the given " -#~ "local position." -#~ msgstr "返回与指定的本地坐标相对应的,基于网格的图块地图的坐标。" - -#~ msgid "The collision layer(s) for all colliders in the TileMap." -#~ msgstr "图块地图中所有碰撞器的碰撞层。" - -#~ msgid "The collision mask(s) for all colliders in the TileMap." -#~ msgstr "图块地图中所有碰撞器的碰撞遮罩。" - -#~ msgid "" -#~ "Button for touch screen devices. You can set it to be visible on all " -#~ "screens, or only on touch devices." -#~ msgstr "" -#~ "触摸屏设备的按钮。你可以把它设置为在所有屏幕上可见,或只在触摸设备上可见。" - -#~ msgid "Returns the current locale of the game." -#~ msgstr "返回游戏的当前地域。" - -#~ msgid "Sets the locale of the game." -#~ msgstr "设置游戏的地域。" - -#~ msgid "" -#~ "Returns the column for the currently edited item. This is only available " -#~ "for custom cell mode." -#~ msgstr "返回当前编辑的项目的列。这仅适用于自定义单元格模式。" - -#~ msgid "Cell can be checked." -#~ msgstr "单元可选。" - -#~ msgid "" -#~ "Provides UPNP functionality to discover [UPNPDevice]s on the local " -#~ "network and execute commands on them, like managing port mappings (port " -#~ "forwarding) and querying the local and remote network IP address. Note " -#~ "that methods on this class are synchronous and block the calling thread.\n" -#~ "To forward a specific port:\n" -#~ "[codeblock]\n" -#~ "const PORT = 7777\n" -#~ "var upnp = UPNP.new()\n" -#~ "upnp.discover(2000, 2, \"InternetGatewayDevice\")\n" -#~ "upnp.add_port_mapping(port)\n" -#~ "[/codeblock]\n" -#~ "To close a specific port (e.g. after you have finished using it):\n" -#~ "[codeblock]\n" -#~ "upnp.delete_port_mapping(port)\n" -#~ "[/codeblock]" -#~ msgstr "" -#~ "提供UPNP功能来发现本地网络上的[UPNPDevice],并对它们执行命令,如管理端口映" -#~ "射(端口转发)和查询本地和远程网络IP地址。注意,这个类的方法是同步的,会阻" -#~ "塞调用线程。\n" -#~ "要转发一个特定的端口:\n" -#~ "[codeblock]\n" -#~ "const PORT = 7777\n" -#~ "var upnp = UPNP.new()\n" -#~ "upnp.discover(2000, 2, \"InternetGatewayDevice\")\n" -#~ "upnp.add_port_mapping(port)\n" -#~ "[/codeblock]\n" -#~ "要关闭一个特定的端口,例如,在你使用完它之后:\n" -#~ "[codeblock]\n" -#~ "upnp.delete_port_mapping(port)\n" -#~ "[/codeblock]" - -#~ msgid "Vector used for 2D math using floating point coordinates." -#~ msgstr "用于使用浮点坐标的二维数学的向量。" - -#~ msgid "Constructs a new [Vector2] from [Vector2i]." -#~ msgstr "从[Vector2i]构造一个新的[Vector2]。" - -#~ msgid "" -#~ "Returns this vector's angle with respect to the X axis, or [code](1, 0)[/" -#~ "code] vector, in radians.\n" -#~ "Equivalent to the result of [method @GDScript.atan2] when called with the " -#~ "vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/" -#~ "code]." -#~ msgstr "" -#~ "返回此向量相对于X轴的角度,或[code](1, 0)[/code]向量,单位为弧度。\n" -#~ "相当于以向量的[member y]和[member x]为参数调用[method @GDScript.atan2]时的" -#~ "结果:[code]atan2(y, x)[/code]。" - -#~ msgid "Returns the angle to the given vector, in radians." -#~ msgstr "返回与给定向量的角度,单位为弧度。" - -#~ msgid "" -#~ "Returns the angle between the line connecting the two points and the X " -#~ "axis, in radians." -#~ msgstr "返回连接两点的直线与X轴的角度,单位为弧度。" - -#~ msgid "" -#~ "2-element structure that can be used to represent positions in 2D space " -#~ "or any other pair of numeric values.\n" -#~ "It uses integer coordinates and is therefore preferable to [Vector2] when " -#~ "exact precision is required.\n" -#~ "[b]Note:[/b] In a boolean context, a Vector2i will evaluate to " -#~ "[code]false[/code] if it's equal to [code]Vector2i(0, 0)[/code]. " -#~ "Otherwise, a Vector2i will always evaluate to [code]true[/code]." -#~ msgstr "" -#~ "2元素结构,可用于表示二维空间中的位置或一对数字值。\n" -#~ "它使用整数坐标,因此当需要精确的精度时,它比[Vector2]更好。\n" -#~ "[b]注意:[/b]在一个布尔环境中,如果一个Vector2i等于[code]Vector2i(0, 0)[/" -#~ "code],它将计算为[code]false[/code]。否则,一个Vector2i总是计算为" -#~ "[code]true[/code]。" - -#~ msgid "" -#~ "Constructs a new [Vector2i] from the given [code]x[/code] and [code]y[/" -#~ "code]." -#~ msgstr "从给定的[code]x[/code]和[code]y[/code]构建一个新的[Vector2i]。" - -#~ msgid "" -#~ "Constructs a new [Vector2i] from [Vector2]. The floating point " -#~ "coordinates will be truncated." -#~ msgstr "从[Vector2]构造一个新的[Vector2i]。浮点坐标将被截断。" - -#~ msgid "Returns the ratio of [member x] to [member y]." -#~ msgstr "返回[member x]与[member y]的比例。" - -#~ msgid "" -#~ "Returns the vector with each component set to one or negative one, " -#~ "depending on the signs of the components." -#~ msgstr "返回每个分量设置为1或负1的向量,这取决于分量的符号。" - -#~ msgid "Vector used for 3D math using floating point coordinates." -#~ msgstr "用于使用浮点坐标的3D数学的向量。" - -#~ msgid "Constructs a new [Vector3] from [Vector3i]." -#~ msgstr "从[Vector3i]构造一个新的[Vector3]。" - -#~ msgid "" -#~ "3-element structure that can be used to represent positions in 3D space " -#~ "or any other pair of numeric values.\n" -#~ "It uses integer coordinates and is therefore preferable to [Vector3] when " -#~ "exact precision is required.\n" -#~ "[b]Note:[/b] In a boolean context, a Vector3i will evaluate to " -#~ "[code]false[/code] if it's equal to [code]Vector3i(0, 0, 0)[/code]. " -#~ "Otherwise, a Vector3i will always evaluate to [code]true[/code]." -#~ msgstr "" -#~ "3元素结构,可用于表示三维空间中的坐标或一对数字值。\n" -#~ "使用整数坐标,因此当需要精确的精度时,它比[Vector3]更好。\n" -#~ "[b]注意:[/b]在一个布尔环境中,如果一个Vector3i等于[code]Vector3i(0, 0, 0)" -#~ "[/code],它将计算为[code]false[/code]。否则,一个Vector3i将总是计算为" -#~ "[code]true[/code]。" - -#~ msgid "Returns a [Vector3i] with the given components." -#~ msgstr "返回具有给定分量的[Vector3i]。" - -#~ msgid "" -#~ "Constructs a new [Vector3i] from [Vector3]. The floating point " -#~ "coordinates will be truncated." -#~ msgstr "从[Vector3]构造新的[Vector3i]。浮点坐标将被截断。" - -#~ msgid "Enumerated value for the Z axis." -#~ msgstr "Z轴的枚举值。" - -#~ msgid "The current position of the stream, in seconds." -#~ msgstr "流的当前位置,以秒为单位。" - -#~ msgid "" -#~ "[VideoStream] resource handling the [url=https://www.theora.org/]Ogg " -#~ "Theora[/url] video format with [code].ogv[/code] extension." -#~ msgstr "" -#~ "[VideoStream]资源处理[url=https://www.theora.org/]Ogg Theora[/url]视频格" -#~ "式,扩展名为[code].ogv[/code]。" - -#~ msgid "" -#~ "[VideoStream] resource handling the [url=https://www.webmproject." -#~ "org/]WebM[/url] video format with [code].webm[/code] extension." -#~ msgstr "" -#~ "[VideoStream]资源处理[url=https://www.webmproject.org/]WebM[/url]视频格" -#~ "式,扩展名为[code].webm[/code]。" - -#~ msgid "" -#~ "Sets the default filter mode used by [CanvasItem]s in this Viewport. See " -#~ "[enum DefaultCanvasItemTextureFilter] for options." -#~ msgstr "" -#~ "设置此视窗的[CanvasItem]所使用的默认过滤模式。选项参阅[enum " -#~ "DefaultCanvasItemTextureFilter]。" - -#~ msgid "" -#~ "Sets the default repeat mode used by [CanvasItem]s in this Viewport. See " -#~ "[enum DefaultCanvasItemTextureRepeat] for options." -#~ msgstr "" -#~ "设置此视窗中的[CanvasItem]所使用的默认重复模式。选项参阅[enum " -#~ "DefaultCanvasItemTextureRepeat]。" - -#~ msgid "" -#~ "Sets the screen-space antialiasing method used. Screen-space antialiasing " -#~ "works by selectively blurring edges in a post-process shader. It differs " -#~ "from MSAA which takes multiple coverage samples while rendering objects. " -#~ "Screen-space AA methods are typically faster than MSAA and will smooth " -#~ "out specular aliasing, but tend to make scenes appear blurry." -#~ msgstr "" -#~ "设置使用的屏幕空间抗锯齿方法。屏幕空间抗锯齿的作用是在后处理着色器中选择性" -#~ "地模糊边缘。它与MSAA不同,MSAA在渲染物体时需要多个覆盖样本。屏幕空间抗锯齿" -#~ "方法通常比MSAA更快,并且会消除镜面反射锯齿,但是容易使场景显得模糊。" - -#~ msgid "Represents the size of the [enum MSAA] enum." -#~ msgstr "表示 [enum MSAA] 枚举的大小。" - -#~ msgid "Do not perform any antialiasing in the full screen post-process." -#~ msgstr "在全屏后期处理中不要进行任何抗锯齿处理。" - -#~ msgid "Represents the size of the [enum ScreenSpaceAA] enum." -#~ msgstr "表示[enum ScreenSpaceAA]枚举的大小。" - -#~ msgid "" -#~ "Draws the screen-space ambient occlusion texture instead of the scene so " -#~ "that you can clearly see how it is affecting objects. In order for this " -#~ "display mode to work, you must have [member Environment.ssao_enabled] set " -#~ "in your [WorldEnvironment]." -#~ msgstr "" -#~ "绘制屏幕空间的环境遮挡纹理而不是场景,这样你就可以清楚地看到它是如何影响物" -#~ "体的。为了使这种显示模式发挥作用,你必须在[WorldEnvironment]中设置[member " -#~ "Environment.ssao_enabled]。" - -#~ msgid "" -#~ "Colors each PSSM split for the [DirectionalLight3D]s in the scene a " -#~ "different color so you can see where the splits are. In order, they will " -#~ "be colored red, green, blue, and yellow." -#~ msgstr "" -#~ "为场景中的[DirectionalLight3D]的每个PSSM分片涂上不同的颜色,这样你就可以看" -#~ "到分片的位置。按照顺序,它们将被染成红色、绿色、蓝色和黄色。" - -#~ msgid "" -#~ "Draws the decal atlas used by [Decal]s and light projector textures in " -#~ "the upper left quadrant of the [Viewport]." -#~ msgstr "在[Viewport]的左上角绘制[Decal]和灯光投影器纹理所使用的贴花图集。" - -#~ msgid "Max value for [enum DefaultCanvasItemTextureFilter] enum." -#~ msgstr "[enum DefaultCanvasItemTextureFilter]枚举的最大值。" - -#~ msgid "Max value for [enum DefaultCanvasItemTextureRepeat] enum." -#~ msgstr "[enum DefaultCanvasItemTextureRepeat]枚举的最大值。" - -#~ msgid "If [code]true[/code], [RigidBody3D] nodes will be paused." -#~ msgstr "如果[code]true[/code],[RigidBody3D]节点将被暂停。" - -#~ msgid "This enabler will freeze [RigidBody3D] nodes." -#~ msgstr "此启用程序将冻结[RigidBody3D]节点。" - -#~ msgid "Emitted when the VisibilityNotifier3D enters the screen." -#~ msgstr "当VisibilityNotifier3D进入屏幕时触发。" - -#~ msgid "Emitted when the VisibilityNotifier3D exits the screen." -#~ msgstr "当VisibilityNotifier3D退出屏幕时触发。" - -#~ msgid "Return the specified output's name." -#~ msgstr "返回指定输出的名称。" - -#~ msgid "" -#~ "Return the specified output's type. See the [enum Variant.Type] values." -#~ msgstr "返回指定输出的类型。参阅[enum Variant.Type]值。" - -#~ msgid "Integer scalar. Translated to [code]int[/code] type in shader code." -#~ msgstr "整数标量。在着色器代码中转换为 [code]int[/code] 类型。" - -#~ msgid "A default value to be assigned within the shader." -#~ msgstr "在着色器中分配的默认值。" - -#~ msgid "Enables usage of the [member default_value]." -#~ msgstr "启用[member default_value]的使用。" - -#~ msgid "An integer scalar." -#~ msgstr "整数标量。" - -#~ msgid "" -#~ "Override this method to enable high-end mark in the Visual Shader " -#~ "Editor's members dialog.\n" -#~ "Defining this method is [b]optional[/b]. If not overridden, it's false." -#~ msgstr "" -#~ "重写此方法以在可视化着色器编辑器的成员对话框中启用\"高端\"标记。\n" -#~ "定义这个方法是[b]可选的[/b]。如果没有被重写,它就是false。" - -#~ msgid "" -#~ "A scalar floating-point constant to be used within the visual shader " -#~ "graph." -#~ msgstr "标量的浮点常量,用于可视化着色器图中。" - -#~ msgid "Translated to [code]float[/code] in the shader language." -#~ msgstr "在着色器语言中被转换成[code]float[/code]。" - -#~ msgid "A floating-point constant which represents a state of this node." -#~ msgstr "浮点常量,表示这个节点的状态。" - -#~ msgid "" -#~ "A scalar floating-point function to be used within the visual shader " -#~ "graph." -#~ msgstr "标量浮点函数,在可视化着色器图中使用。" - -#~ msgid "" -#~ "Accept a floating-point scalar ([code]x[/code]) to the input port and " -#~ "transform it according to [member function]." -#~ msgstr "" -#~ "接受一个浮点标量([code]x[/code])到输入端口,并根据 [member function]进行" -#~ "变换。" - -#~ msgid "" -#~ "A function to be applied to the scalar. See [enum Function] for options." -#~ msgstr "应用于标量的函数。参阅[enum Function]的选项。" - -#~ msgid "" -#~ "Returns the sine of the parameter. Translates to [code]sin(x)[/code] in " -#~ "the Godot Shader Language." -#~ msgstr "返回参数的正弦值。在Godot着色器语言中转换为[code]sin(x)[/code]。" - -#~ msgid "" -#~ "Returns the cosine of the parameter. Translates to [code]cos(x)[/code] in " -#~ "the Godot Shader Language." -#~ msgstr "返回参数的余弦值。在Godot着色器语言中转换为[code]cos(x)[/code]。" - -#~ msgid "" -#~ "Returns the tangent of the parameter. Translates to [code]tan(x)[/code] " -#~ "in the Godot Shader Language." -#~ msgstr "返回参数的正切值。在Godot着色器语言中翻译为[code]tan(x)[/code]。" - -#~ msgid "" -#~ "Returns the arc-sine of the parameter. Translates to [code]asin(x)[/code] " -#~ "in the Godot Shader Language." -#~ msgstr "返回参数的反正弦。在Godot着色器语言中转换为[code]asin(x)[/code]。" - -#~ msgid "" -#~ "Returns the arc-cosine of the parameter. Translates to [code]acos(x)[/" -#~ "code] in the Godot Shader Language." -#~ msgstr "" -#~ "返回参数的反余弦值。在 Godot 着色器语言中转换为 [code]acos(x)[/code]。" - -#~ msgid "" -#~ "Returns the arc-tangent of the parameter. Translates to [code]atan(x)[/" -#~ "code] in the Godot Shader Language." -#~ msgstr "返回参数的正切值。在Godot着色器语言中转换为[code]atan(x)[/code]。" - -#~ msgid "" -#~ "Returns the hyperbolic sine of the parameter. Translates to [code]sinh(x)" -#~ "[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "返回参数的双曲正弦值。在Godot着色器语言中转换为[code]sinh(x)[/code]。" - -#~ msgid "" -#~ "Returns the hyperbolic cosine of the parameter. Translates to " -#~ "[code]cosh(x)[/code] in the Godot Shader Language." -#~ msgstr "返回参数的双曲余弦。在Godot着色器语言中转换为[code]cosh(x)[/code]。" - -#~ msgid "" -#~ "Returns the hyperbolic tangent of the parameter. Translates to " -#~ "[code]tanh(x)[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "返回参数的双曲正切值。在Godot着色器语言中转换为[code]tanh(x)[/code]。" - -#~ msgid "" -#~ "Returns the natural logarithm of the parameter. Translates to [code]log(x)" -#~ "[/code] in the Godot Shader Language." -#~ msgstr "返回参数的自然对数。在Godot着色器语言中转换为[code]log(x)[/code]。" - -#~ msgid "" -#~ "Returns the natural exponentiation of the parameter. Translates to " -#~ "[code]exp(x)[/code] in the Godot Shader Language." -#~ msgstr "返回参数的自然指数。在Godot着色器语言中转换为[code]exp(x)[/code]。" - -#~ msgid "" -#~ "Returns the square root of the parameter. Translates to [code]sqrt(x)[/" -#~ "code] in the Godot Shader Language." -#~ msgstr "返回参数的平方根。在Godot着色器语言中转换为[code]sqrt(x)[/code]。" - -#~ msgid "" -#~ "Returns the absolute value of the parameter. Translates to [code]abs(x)[/" -#~ "code] in the Godot Shader Language." -#~ msgstr "返回参数的绝对值。在Godot着色器语言中转换为[code]abs(x)[/code]。" - -#~ msgid "" -#~ "Extracts the sign of the parameter. Translates to [code]sign(x)[/code] in " -#~ "the Godot Shader Language." -#~ msgstr "提取参数的符号。在Godot着色器语言中转换为[code]sign(x)[/code]。" - -#~ msgid "" -#~ "Finds the nearest integer less than or equal to the parameter. Translates " -#~ "to [code]floor(x)[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "找出小于或等于参数最近的整数。在Godot着色器语言中转换为[code]floor(x)[/" -#~ "code]。" - -#~ msgid "" -#~ "Finds the nearest integer to the parameter. Translates to [code]round(x)[/" -#~ "code] in the Godot Shader Language." -#~ msgstr "" -#~ "找到与参数最接近的整数。在Godot着色器语言中转换成[code]round(x)[/code]。" - -#~ msgid "" -#~ "Finds the nearest integer that is greater than or equal to the parameter. " -#~ "Translates to [code]ceil(x)[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "找出大于或等于参数最近的整数。在Godot着色器语言中转换为[code]ceil(x)[/" -#~ "code]。" - -#~ msgid "" -#~ "Computes the fractional part of the argument. Translates to [code]fract(x)" -#~ "[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "计算参数的小数部分。在Godot着色器语言中转换为[code]fract(x)[/code]。" - -#~ msgid "" -#~ "Clamps the value between [code]0.0[/code] and [code]1.0[/code] using " -#~ "[code]min(max(x, 0.0), 1.0)[/code]." -#~ msgstr "" -#~ "使用[code]min(max(x, 0.0), 1.0)[/code]限制[code]0.0[/code]和[code]1.0[/" -#~ "code]之间的值。" - -#~ msgid "Negates the [code]x[/code] using [code]-(x)[/code]." -#~ msgstr "用[code]-(x)[/code]来否定[code]x[/code]。" - -#~ msgid "" -#~ "Returns the arc-hyperbolic-cosine of the parameter. Translates to " -#~ "[code]acosh(x)[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "返回参数的反双曲余弦。在 Godot 着色器语言中转换为 [code]acosh(x)[/code]。" - -#~ msgid "" -#~ "Returns the arc-hyperbolic-sine of the parameter. Translates to " -#~ "[code]asinh(x)[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "返回参数的反双曲正弦值。在 Godot 着色器语言中转换为 [code]asinh(x)[/" -#~ "code]。" - -#~ msgid "" -#~ "Returns the arc-hyperbolic-tangent of the parameter. Translates to " -#~ "[code]atanh(x)[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "返回参数的弧双曲正切值。在 Godot 着色器语言中转换为 [code]atanh(x)[/" -#~ "code]。" - -#~ msgid "" -#~ "Convert a quantity in radians to degrees. Translates to [code]degrees(x)[/" -#~ "code] in the Godot Shader Language." -#~ msgstr "" -#~ "将以弧度为单位的量转换为度。在 Godot 着色器语言中转换为 [code]degrees(x)[/" -#~ "code]。" - -#~ msgid "" -#~ "Returns 2 raised by the power of the parameter. Translates to " -#~ "[code]exp2(x)[/code] in the Godot Shader Language." -#~ msgstr "返回参数的2次幂。在 Godot 着色器语言中转换为 [code]exp2(x)[/code]。" - -#~ msgid "" -#~ "Returns the inverse of the square root of the parameter. Translates to " -#~ "[code]inversesqrt(x)[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "返回参数平方根的倒数。在 Godot 着色器语言中转换为 [code]inversesqrt(x)[/" -#~ "code]。" - -#~ msgid "" -#~ "Returns the base 2 logarithm of the parameter. Translates to [code]log2(x)" -#~ "[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "返回参数以 2 为底的对数。在 Godot 着色器语言中转换为 [code]log2(x)[/" -#~ "code]。" - -#~ msgid "" -#~ "Convert a quantity in degrees to radians. Translates to [code]radians(x)[/" -#~ "code] in the Godot Shader Language." -#~ msgstr "" -#~ "将度数转换为弧度。在 Godot 着色器语言中转换为 [code]radians(x)[/code]。" - -#~ msgid "" -#~ "Finds reciprocal value of dividing 1 by [code]x[/code] (i.e. [code]1 / x[/" -#~ "code])." -#~ msgstr "找到1除以[code]x[/code]的倒数,即[code]1/x[/code]。" - -#~ msgid "" -#~ "Finds the nearest even integer to the parameter. Translates to " -#~ "[code]roundEven(x)[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "查找最接近参数的偶数整数。在 Godot 着色器语言中转换为 [code]roundEven(x)[/" -#~ "code]。" - -#~ msgid "" -#~ "Returns a value equal to the nearest integer to [code]x[/code] whose " -#~ "absolute value is not larger than the absolute value of [code]x[/code]. " -#~ "Translates to [code]trunc(x)[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "返回与 [code]x[/code] 最接近的整数的值,其绝对值不大于 [code]x[/code] 的绝" -#~ "对值。在 Godot 着色器语言中转换为 [code]trunc(x)[/code]。" - -#~ msgid "Subtracts scalar [code]x[/code] from 1 (i.e. [code]1 - x[/code])." -#~ msgstr "从 1 中减去标量 [code]x[/code],即 [code]1 - x[/code]。" - -#~ msgid "" -#~ "A floating-point scalar operator to be used within the visual shader " -#~ "graph." -#~ msgstr "在可视化着色器图中使用的浮点标量运算符。" - -#~ msgid "" -#~ "Applies [member operator] to two floating-point inputs: [code]a[/code] " -#~ "and [code]b[/code]." -#~ msgstr "" -#~ "将 [member operator] 应用于两个浮点输入。[code]a[/code]和[code]b[/code]。" - -#~ msgid "Sums two numbers using [code]a + b[/code]." -#~ msgstr "用[code]a+b[/code]对两个数字求和。" - -#~ msgid "Subtracts two numbers using [code]a - b[/code]." -#~ msgstr "用[code]a-b[/code]两个数字相减。" - -#~ msgid "Multiplies two numbers using [code]a * b[/code]." -#~ msgstr "使用[code]a * b[/code]将两个数字相乘。" - -#~ msgid "Divides two numbers using [code]a / b[/code]." -#~ msgstr "用[code]a/b[/code]对两个数字相除。" - -#~ msgid "" -#~ "Calculates the remainder of two numbers. Translates to [code]mod(a, b)[/" -#~ "code] in the Godot Shader Language." -#~ msgstr "" -#~ "计算两个数的余数。在 Godot 着色器语言中转换为 [code]mod(a, b)[/code]。" - -#~ msgid "" -#~ "Raises the [code]a[/code] to the power of [code]b[/code]. Translates to " -#~ "[code]pow(a, b)[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "将 [code]a[/code] 提高到 [code]b[/code] 的幂。在 Godot 着色器语言中转换为 " -#~ "[code]pow(a, b)[/code]。" - -#~ msgid "" -#~ "Returns the greater of two numbers. Translates to [code]max(a, b)[/code] " -#~ "in the Godot Shader Language." -#~ msgstr "" -#~ "返回两个数字中的较大者。在 Godot 着色器语言中转换为 [code]max(a, b)[/" -#~ "code]。" - -#~ msgid "" -#~ "Returns the lesser of two numbers. Translates to [code]min(a, b)[/code] " -#~ "in the Godot Shader Language." -#~ msgstr "" -#~ "返回两个数字中的较小者。在 Godot 着色器语言中转换为 [code]min(a, b)[/" -#~ "code]。" - -#~ msgid "" -#~ "Returns the arc-tangent of the parameters. Translates to [code]atan(a, b)" -#~ "[/code] in the Godot Shader Language." -#~ msgstr "" -#~ "返回参数的反正切。在 Godot 着色器语言中转换为 [code]atan(a, b)[/code]。" - -#~ msgid "" -#~ "Generates a step function by comparing [code]b[/code](x) to [code]a[/code]" -#~ "(edge). Returns 0.0 if [code]x[/code] is smaller than [code]edge[/code] " -#~ "and otherwise 1.0. Translates to [code]step(a, b)[/code] in the Godot " -#~ "Shader Language." -#~ msgstr "" -#~ "通过比较 [code]b[/code](x) 和 [code]a[/code](edge) 生成阶梯函数。如果 " -#~ "[code]x[/code] 小于 [code]edge[/code],则返回 0.0,否则返回 1.0。在 Godot " -#~ "着色器语言中转换为 [code]step(a, b)[/code]。" - -#~ msgid "A scalar float uniform to be used within the visual shader graph." -#~ msgstr "在可视着色器图中使用的标量浮点uniform。" - -#~ msgid "Translated to [code]uniform float[/code] in the shader language." -#~ msgstr "在着色器语言中转换为 [code]uniform float[/code]。" - -#~ msgid "" -#~ "A hint applied to the uniform, which controls the values it can take when " -#~ "set through the inspector." -#~ msgstr "应用于uniform的提示,控制它在通过检查器设置时可以采取的数值。" - -#~ 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。如果 [member hint] 被设置为[constant HINT_RANGE]或" -#~ "[constant HINT_RANGE_STEP]时使用。" - -#~ 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。如果 [member hint] 被设置为[constant HINT_RANGE]或" -#~ "[constant HINT_RANGE_STEP]时使用。" - -#~ msgid "" -#~ "Step (increment) value for the range hint with step. Used if [member " -#~ "hint] is set to [constant HINT_RANGE_STEP]." -#~ msgstr "" -#~ "带步数的范围提示的步数值(增量)。如果 [member hint] 被设置为[constant " -#~ "HINT_RANGE_STEP],则使用。" - -#~ msgid "No hint used." -#~ msgstr "未使用提示。" - -#~ 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,它将可能的输入值限制在[member min]和[member max]之间。在" -#~ "着色器代码中被转换成[code]hint_range(min, max)[/code]。" - -#~ 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 "" -#~ "一个带步长的标量值范围提示,它将可能的输入值限制在[member min]和[member " -#~ "max]之间,增量步长为[member step]。在着色器代码中被转换成" -#~ "[code]hint_range(min, max, step)[/code]。" - -#~ msgid "" -#~ "Compares two floating-point numbers in order to return a required vector " -#~ "within the visual shader graph." -#~ msgstr "对两个浮点数进行比较,以便返回可视化着色器图中所需要的向量。" - -#~ msgid "" -#~ "First two ports are scalar floatin-point numbers to compare, third is " -#~ "tolerance comparison amount and last three ports represents a vectors " -#~ "returned if [code]a == b[/code], [code]a > b[/code] and [code]a < b[/" -#~ "code] respectively." -#~ msgstr "" -#~ "前两个端口是要比较的标量浮点数,第三个端口是公差比较量,最后三个端口分别代" -#~ "表在[code]a == b[/code],[code]a > b[/code]和[code]a < b[/code]时返回的向" -#~ "量。" - -#~ msgid "" -#~ "Represents the input shader parameter within the visual shader graph." -#~ msgstr "代表可视化着色器图中的输入着色器参数。" - -#~ msgid "" -#~ "Returns a translated name of the current constant in the Godot Shader " -#~ "Language. eg. [code]\"ALBEDO\"[/code] if the [member input_name] equal to " -#~ "[code]\"albedo\"[/code]." -#~ msgstr "" -#~ "如果[member input_name]等于[code]\"albedo\"[/code],则返回当前常量在Godot " -#~ "着色器语言中的转换名称,例如:[code]\"ALBEDO\"[/code]。" - -#~ msgid "Emitted when input is changed via [member input_name]." -#~ msgstr "当通过[member input_name]更改输入时触发。" - -#~ msgid "A scalar integer constant to be used within the visual shader graph." -#~ msgstr "标量的整数常量,在可视化着色器图中使用。" - -#~ msgid "Translated to [code]int[/code] in the shader language." -#~ msgstr "在着色器语言中被转换成[code]int[/code]。" - -#~ msgid "An integer constant which represents a state of this node." -#~ msgstr "表示该节点状态的整数常量。" - -#~ msgid "A scalar integer function to be used within the visual shader graph." -#~ msgstr "标量整数函数,在可视化着色器图中使用。" - -#~ msgid "" -#~ "Accept an integer scalar ([code]x[/code]) to the input port and transform " -#~ "it according to [member function]." -#~ msgstr "" -#~ "接受一个整数标量([code]x[/code])到输入端口,并根据 [member function]进行" -#~ "转换。" - -#~ msgid "" -#~ "Constrains a parameter between [code]min[/code] and [code]max[/code]. " -#~ "Translates to [code]clamp(x, min, max)[/code] in the Godot Shader " -#~ "Language." -#~ msgstr "" -#~ "限制参数在[code]min[/code]和[code]max[/code]之间。在Godot着色器语言中转换" -#~ "成[code]camp(x, min, max)[/code]。" - -#~ msgid "" -#~ "An integer scalar operator to be used within the visual shader graph." -#~ msgstr "整数标量运算符,在可视化着色器图中使用。" - -#~ msgid "" -#~ "Applies [member operator] to two integer inputs: [code]a[/code] and " -#~ "[code]b[/code]." -#~ msgstr "" -#~ "将 [member operator] 应用于两个整数输入: [code]a[/code]和[code]b[/code]。" - -#~ msgid "Calculates the remainder of two numbers using [code]a % b[/code]." -#~ msgstr "用[code]a % b[/code]计算两个数字的剩余部分。" - -#~ msgid "" -#~ "Returns the lesser of two numbers. Translates to [code]max(a, b)[/code] " -#~ "in the Godot Shader Language." -#~ msgstr "" -#~ "返回两个数字中的较小一个。在Godot着色器语言中转换为[code]min(a, b)[/" -#~ "code]。" - -#~ msgid "A scalar integer uniform to be used within the visual shader graph." -#~ msgstr "标量的整数uniform,在可视化着色器图中使用。" - -#~ msgid "Translated to [code]uniform int[/code] in the shader language." -#~ msgstr "在着色器语言中被转换成[code]uniform int[/code]。" - -#~ msgid "" -#~ "Performs a fused multiply-add operation within the visual shader graph." -#~ msgstr "在可视化着色器图中执行融合的倍增操作。" - -#~ msgid "Uses three operands to compute [code](a * b + c)[/code] expression." -#~ msgstr "使用三个操作数来计算[code](a * b + c)[/code]表达式。" - -#~ msgid "A type of operands and returned value." -#~ msgstr "操作数和返回值的类型。" - -#~ msgid "A scalar type." -#~ msgstr "标量类型。" - -#~ msgid "A vector type." -#~ msgstr "向量类型。" - -#~ msgid "" -#~ "A base node for nodes which samples 3D textures in the visual shader " -#~ "graph." -#~ msgstr "可视化着色器图中对3D纹理进行采样的节点的基础节点。" - -#~ msgid "A virtual class, use the descendants instead." -#~ msgstr "虚拟类,请用子类代替。" - -#~ msgid "An input source type." -#~ msgstr "输入源类型。" - -#~ msgid "" -#~ "Creates internal uniform and provides a way to assign it within node." -#~ msgstr "创建内部uniform,并提供一种在节点内分配的方法。" - -#~ msgid "Use the uniform texture from sampler port." -#~ msgstr "使用采样端口的uniform纹理。" - -#~ msgid "" -#~ "A 2D texture uniform array to be used within the visual shader graph." -#~ msgstr "在可视化着色器图中使用的2D纹理uniform数组。" - -#~ msgid "" -#~ "Translated to [code]uniform sampler2DArray[/code] in the shader language." -#~ msgstr "在着色器语言中被转换成[code]uniform sampler2DArray[/code]。" - -#~ msgid "" -#~ "A source texture array. Used if [member VisualShaderNodeSample3D.source] " -#~ "is set to [constant VisualShaderNodeSample3D.SOURCE_TEXTURE]." -#~ msgstr "" -#~ "源纹理数组。如果[member VisualShaderNodeSample3D.source]被设置为[member " -#~ "VisualShaderNodeSample3D.SOURCE_TEXTURE],就会使用。" - -#~ msgid "" -#~ "Vertical slider. See [Slider]. This one goes from bottom (min) to top " -#~ "(max)." -#~ msgstr "垂直滑块。参阅[Slider]。这个从底部(最小)到顶部(最大)。" - -#~ msgid "" -#~ "Direct access to the world's physics 2D space state. Used for querying " -#~ "current and potential collisions. Must only be accessed from the main " -#~ "thread within [code]_physics_process(delta)[/code]." -#~ msgstr "" -#~ "直接访问世界的物理2D空间状态。用于查询当前和潜在的碰撞。只能从" -#~ "[code]_physics_process(delta)[/code]中的主线程访问。" |