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Diffstat (limited to 'doc/translations/zh_CN.po')
-rw-r--r-- | doc/translations/zh_CN.po | 706 |
1 files changed, 419 insertions, 287 deletions
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index b902af288f..d3554843d1 100644 --- a/doc/translations/zh_CN.po +++ b/doc/translations/zh_CN.po @@ -62,7 +62,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-03-17 18:46+0000\n" +"PO-Revision-Date: 2022-03-28 09:56+0000\n" "Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n" "Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/" "godot-engine/godot-class-reference/zh_Hans/>\n" @@ -4174,11 +4174,13 @@ msgstr "" #: doc/classes/@GlobalScope.xml msgid "" "Hints that an integer, float or string property is an enumerated value to " -"pick in a list specified via a hint string such as [code]\"Hello,Something," -"Else\"[/code]." +"pick in a list specified via a hint string.\n" +"The hint string is a comma separated list of names such as [code]\"Hello," +"Something,Else\"[/code]. For integer and float properties, the first name in " +"the list has value 0, the next 1, and so on. Explicit values can also be " +"specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero," +"One,Three:3,Four,Six:6\"[/code]." msgstr "" -"提示整数、浮点数或字符串属性为枚举值,可选值列表通过提示字符串指定,例如 " -"[code]\"Hello,Something,Else\"[/code]。" #: doc/classes/@GlobalScope.xml msgid "" @@ -6436,9 +6438,13 @@ msgid "[AnimationTree] node resource that contains many blend type nodes." msgstr "[AnimationTree] 节点资源,其中包含许多混合类型节点。" #: doc/classes/AnimationNodeBlendTree.xml +#, fuzzy msgid "" -"This node may contain a sub-tree of any other blend type nodes, such as mix, " -"blend2, blend3, one shot, etc. This is one of the most commonly used roots." +"This node may contain a sub-tree of any other blend type nodes, such as " +"[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], " +"[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n" +"An [AnimationNodeOutput] node named [code]output[/code] is created by " +"default." msgstr "" "该节点可以包含任何其他混合类型节点的子树,例如 mix、blend2、blend3、one shot " "等。这是最常用的根之一。" @@ -9555,15 +9561,15 @@ msgid "" "However, at this point in time only one interface can render to an HMD." msgstr "" "调用这个来初始化这个接口。第一个被初始化的接口确定为主接口,用于渲染输出。\n" -"在初始化了接口之后,需要启用视窗的AR/VR模式,将开始渲染。\n" -"[b]注意:[/b] 对于任何使用Godot主输出的设备,如移动VR,你必须在主视窗上启用" -"AR/VR模式。\n" -"如果你为一个处理自己输出的平台这样做,如OpenVR,Godot就会在屏幕上只显示一只眼" -"睛而不失真。另外,你可以在场景中添加一个单独的视窗节点,在该视窗上启用AR/VR。" -"它将被用来输出到HMD,让你在主窗口中做你喜欢的事情,比如用一个单独的相机作为旁" -"观者相机,或者渲染一些完全不同的东西。\n" +"在初始化了接口之后,需要启用视窗的 AR/VR 模式,将开始渲染。\n" +"[b]注意:[/b] 对于任何使用Godot主输出的设备,如移动VR,你必须在主视窗上启用 " +"AR/VR 模式。\n" +"如果你为一个处理自己输出的平台这样做(如 OpenVR),Godot 就会在屏幕上只显示一" +"只眼睛而不失真。另外,你可以在场景中添加一个单独的视窗节点,在该视窗上启用 " +"AR/VR。它将被用来输出到 HMD,让你在主窗口中做你喜欢的事情,比如用一个单独的相" +"机作为旁观者相机,或者渲染一些完全不同的东西。\n" "虽然目前没有使用,但你可以激活其他接口。如果你想跟踪其他平台的控制器,可能希" -"望这样做。然而,此时,只有一个界面可以渲染到HMD。" +"望这样做。然而,此时,只有一个界面可以渲染到 HMD。" #: doc/classes/ARVRInterface.xml msgid "" @@ -9612,9 +9618,9 @@ msgid "" "[method get_render_targetsize]). Using a separate viewport node frees up the " "main viewport for other purposes." msgstr "" -"这个接口输出到一个外部设备。如果使用主视窗,屏幕上的输出是一个未经修改的左眼" +"这个接口输出到一个外部设备。如果使用主视区,屏幕上的输出是一个未经修改的左眼" "或右眼的缓冲区,如果没有将视窗尺寸更改为 [method get_render_targetsize] 的相" -"同长宽比,则被拉伸。使用一个单独的视窗节点可以释放出主视窗,用于其他用途。" +"同长宽比,则被拉伸。使用一个单独的视窗节点可以释放出主视区,用于其他用途。" #: doc/classes/ARVRInterface.xml msgid "" @@ -11059,7 +11065,7 @@ msgstr "反馈延迟时间,单位为毫秒。" #: doc/classes/AudioEffectDelay.xml msgid "Sound level for [code]tap1[/code]." -msgstr "[code]tap1[/code] 的声音级别。" +msgstr "[code]tap1[/code] 的声音电平。" #: doc/classes/AudioEffectDelay.xml msgid "" @@ -11092,7 +11098,7 @@ msgstr "[b]Tap2[/b] 延迟时间,单位为毫秒。" #: doc/classes/AudioEffectDelay.xml msgid "Sound level for [code]tap2[/code]." -msgstr "[code]tap2[/code] 的声音级别。" +msgstr "[code]tap2[/code] 的声音电平。" #: doc/classes/AudioEffectDelay.xml msgid "" @@ -12807,10 +12813,16 @@ msgstr "" #: doc/classes/BakedLightmap.xml msgid "" -"When enabled, the lightmapper will merge the textures for all meshes into a " -"single large layered texture. Not supported in GLES2." +"If [code]true[/code], the lightmapper will merge the textures for all meshes " +"into one or several large layered textures. If [code]false[/code], every " +"mesh will get its own lightmap texture, which is less efficient.\n" +"[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] " +"GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If " +"[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is " +"[code]true[/code], consider baking lightmaps with [member atlas_generate] " +"set to [code]false[/code] so that the resulting lightmap is visible in both " +"GLES3 and GLES2." msgstr "" -"启用后,光照贴图会将所有网格的纹理合并为一个大的分层纹理。 GLES2 不支持。" #: doc/classes/BakedLightmap.xml msgid "" @@ -13301,7 +13313,7 @@ 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。\n" +"用于 3D 旋转和缩放的 3×3 矩阵。几乎总是用作变换的正交基。\n" "包含 3 个向量字段 X、Y 和 Z 作为其列,通常被解释为变换的局部基向量。对于这种" "用途,它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" @@ -13634,8 +13646,8 @@ msgid "" "Supports distance fields. For using vector font files like TTF directly, see " "[DynamicFont]." msgstr "" -"使用 [code]*.fnt[/code] 包含纹理图库的字体来渲染文本。支持距离字段。关于直接" -"使用 TTF 等矢量字体文件,请参阅 [DynamicFont]。" +"使用 [code]*.fnt[/code] 包含纹理图库的字体来渲染文本。支持距离场。关于直接使" +"用 TTF 等矢量字体文件,请参阅 [DynamicFont]。" #: doc/classes/BitmapFont.xml msgid "" @@ -13689,7 +13701,7 @@ msgstr "上升(基线以上的像素数)。" #: doc/classes/BitmapFont.xml msgid "If [code]true[/code], distance field hint is enabled." -msgstr "如果[code]true[/code],则启用距离字段提示。" +msgstr "如果[code]true[/code],则启用距离场提示。" #: doc/classes/BitmapFont.xml msgid "The fallback font." @@ -14183,9 +14195,9 @@ msgid "" "[Viewport] (or higher viewports) can't be displayed." msgstr "" "相机是一个特殊节点,用于显示从其当前位置可见的内容。相机在最近的 [Viewport] " -"节点中注册自己(当树上行)。每个视窗只能激活一个相机。如果在树上没有可用的视" -"窗,相机将在全局视窗中注册。换句话说,相机只是为 [Viewport] 提供3D显示能力," -"如果没有,则无法显示在该 [Viewport] 或更高视窗中注册的场景。" +"节点中注册自己(当树上行)。每个视区只能激活一个相机。如果在树上没有可用的视" +"区,相机将在全局视区中注册。换句话说,相机只是为 [Viewport] 提供 3D 显示能" +"力,如果没有,则无法显示在该 [Viewport] 或更高视区中注册的场景。" #: doc/classes/Camera.xml msgid "" @@ -14340,12 +14352,12 @@ msgid "" "unproject_position(global_transform.origin)\n" "[/codeblock]" msgstr "" -"返回[Viewport]矩形中的2D坐标,该坐标映射到世界空间中给定的3D点。\n" -"[b]注意:[/b]当使用它来定位3D视窗上的GUI元素时,如果3D点在相机后面,请使用" -"[method is_position_behind]来防止它们显示。\n" +"返回 [Viewport] 矩形中的 2D 坐标,该坐标映射到世界空间中给定的 3D 点。\n" +"[b]注意:[/b]当使用它来定位 3D 视区上的 GUI 元素时,如果 3D 点在相机后面,请" +"使用 [method is_position_behind] 来防止它们显示。\n" "[codeblock]\n" -"# 这个代码块是继承自Spatial的脚本的一部分。\n" -"# `control`是对继承自Control的节点的引用。\n" +"# 这个代码块是继承自 Spatial 的脚本的一部分。\n" +"# `control`是对继承自 Control 的节点的引用。\n" "control.visible = not get_viewport().get_camera()." "is_position_behind(global_transform.origin)\n" "control.rect_position = get_viewport().get_camera()." @@ -14375,12 +14387,12 @@ msgid "" "Perspective menu in the top-left corner of the 3D viewport and toggle " "[b]Enable Doppler[/b]." msgstr "" -"如果不是[constant DOPPLER_TRACKING_DISABLED],此相机将模拟[url=https://en." -"wikipedia.org/wiki/Doppler_effect]多普勒效果[/url]的对象在特定" -"[code]_process[/code]方法中的变化。多普勒效果只对[member AudioStreamPlayer3D." -"doppler_tracking]设置为[constant AudioStreamPlayer3D." -"DOPPLER_TRACKING_DISABLED]以外的值的[AudioStreamPlayer3D]节点进行模拟。\n" -"[b]注意:[/b]要在编辑器中切换多普勒效果预览,使用三维视窗左上角的透视菜单,并" +"如果不是 [constant DOPPLER_TRACKING_DISABLED],此相机将模拟[url=https://en." +"wikipedia.org/wiki/Doppler_effect]多普勒效果[/url]的对象在特定 " +"[code]_process[/code] 方法中的变化。多普勒效果只对 [member " +"AudioStreamPlayer3D.doppler_tracking] 设置为 [constant AudioStreamPlayer3D." +"DOPPLER_TRACKING_DISABLED] 以外的值的 [AudioStreamPlayer3D] 节点进行模拟。\n" +"[b]注意:[/b]要在编辑器中切换多普勒效果预览,使用 3D 视区左上角的透视菜单,并" "切换为[b]启用多普勒[/b]。" #: doc/classes/Camera.xml @@ -14407,7 +14419,7 @@ msgid "" msgstr "" "相机的视野角度,以度为单位。仅适用于透视模式。由于 [member keep_aspect] 锁定" "一个轴,因此 [code]fov[/code] 设置另一个轴的视角。\n" -"作为参考,默认的垂直视野值 ([code]70.0[/code]) 等效于以下水平 FOV:\n" +"作为参考,默认的垂直视野值([code]70.0[/code])等效于以下水平 FOV:\n" "- 在 4:3 视窗中约86.07 度\n" "- 在 16:10 视窗中约 96.50 度\n" "- 在 16:9 视窗中约102.45 度\n" @@ -14631,7 +14643,7 @@ msgstr "" msgid "" "Make this the current 2D camera for the scene (viewport and layer), in case " "there are many cameras in the scene." -msgstr "使之成为场景(视窗和图层)的当前2D相机,以防场景中有很多相机。" +msgstr "使之成为场景(视窗和图层)的当前 2D 相机,以防场景中有很多相机。" #: doc/classes/Camera2D.xml msgid "" @@ -15365,11 +15377,11 @@ msgstr "返回此项目的变换矩阵。" #: doc/classes/CanvasItem.xml msgid "Returns the viewport's boundaries as a [Rect2]." -msgstr "以[Rect2]形式返回视窗的边界。" +msgstr "以 [Rect2] 形式返回视区的边界。" #: doc/classes/CanvasItem.xml msgid "Returns this item's transform in relation to the viewport." -msgstr "返回这个项目相对于视窗的变换。" +msgstr "返回这个项目相对于视区的变换。" #: doc/classes/CanvasItem.xml msgid "Returns the [World2D] where this item is in." @@ -15432,16 +15444,19 @@ msgstr "" "变换。" #: doc/classes/CanvasItem.xml +#, fuzzy msgid "" -"If [code]enable[/code] is [code]true[/code], children will be updated with " -"local transform data." +"If [code]enable[/code] is [code]true[/code], this node will receive " +"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform " +"changes." msgstr "" "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 +#, fuzzy msgid "" -"If [code]enable[/code] is [code]true[/code], children will be updated with " -"global transform data." +"If [code]enable[/code] is [code]true[/code], this node will receive " +"[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes." msgstr "" "如果[code]enable[/code]为[code]true[/code],则将使用全局变换数据更新子项。" @@ -15573,10 +15588,19 @@ msgstr "" "用。不会应用任何光照。" #: doc/classes/CanvasItem.xml +#, fuzzy msgid "" -"The [CanvasItem]'s transform has changed. This notification is only received " -"if enabled by [method set_notify_transform] or [method " -"set_notify_local_transform]." +"The [CanvasItem]'s global transform has changed. This notification is only " +"received if enabled by [method set_notify_transform]." +msgstr "" +"[CanvasItem]的变换已更改。仅当[method set_notify_transform]或[method " +"set_notify_local_transform]启用时,才会收到此通知。" + +#: doc/classes/CanvasItem.xml +#, fuzzy +msgid "" +"The [CanvasItem]'s local transform has changed. This notification is only " +"received if enabled by [method set_notify_local_transform]." msgstr "" "[CanvasItem]的变换已更改。仅当[method set_notify_transform]或[method " "set_notify_local_transform]启用时,才会收到此通知。" @@ -15736,7 +15760,7 @@ msgstr "" msgid "" "Sets the layer to follow the viewport in order to simulate a pseudo 3D " "effect." -msgstr "将图层设置为跟随视窗,以模拟伪3D效果。" +msgstr "将图层设置为跟随视区,以模拟伪 3D 效果。" #: doc/classes/CanvasLayer.xml msgid "" @@ -19562,9 +19586,8 @@ msgstr "" "参阅 [method add_stylebox_override]。" #: doc/classes/Control.xml -#, fuzzy msgid "Returns [code]true[/code] if drag operation is successful." -msgstr "如果正在播放动画,返回[code]true[/code]。" +msgstr "如果拖拽操作成功,则返回 [code]true[/code]。" #: doc/classes/Control.xml msgid "" @@ -20051,8 +20074,8 @@ msgid "" "handled." msgstr "" "启用当你关闭控件模态时,输入是否传播。\n" -"如果[code]false[/code],在视窗输入事件处理时停止事件处理。视窗首先隐藏模态," -"之后将输入标记为已处理。" +"如果为 [code]false[/code],在视区输入事件处理时将停止事件处理。视区首先隐藏模" +"态,之后将输入标记为已处理。" #: doc/classes/Control.xml msgid "" @@ -20155,16 +20178,15 @@ msgstr "" "内容,无论是纹理还是子节点。" #: doc/classes/Control.xml -#, fuzzy msgid "" "By default, the node's pivot is its top-left corner. When you change its " "[member rect_rotation] or [member rect_scale], it will rotate or scale " "around this pivot. Set this property to [member rect_size] / 2 to pivot " "around the Control's center." msgstr "" -"默认情况下,该节点的轴心位于其左上角。当您更改其 [member rect_scale] 时,它将" -"围绕此轴心进行缩放。将此属性设置为 [member rect_size] / 2,以将轴心在节点的矩" -"形中居中。" +"默认情况下,该节点的轴心位于其左上角。当您更改其 [member rect_rotation] 或 " +"[member rect_scale] 时,它将围绕此轴心进行旋转或缩放。将此属性设置为 [member " +"rect_size] / 2,以将轴心在该 Control 内居中。" #: doc/classes/Control.xml msgid "" @@ -22799,7 +22821,7 @@ msgid "" "When using [Room]s and [Portal]s, this specifies how the [CullInstance] is " "processed in the system." msgstr "" -"当使用 [Room] 和 [Portal] 时,这规定了 [CullInstance] 在系统中的处理方式。" +"当使用 [Room] 和 [Portal] 时,这指定了 [CullInstance] 在系统中的处理方式。" #: doc/classes/CullInstance.xml msgid "" @@ -22834,20 +22856,21 @@ msgstr "" #: doc/classes/CullInstance.xml 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 msgid "" "Use for instances that will be frustum culled only - e.g. first person " "weapon, debug." -msgstr "用于只会被视锥剔除的实例 - 例如第一人称武器,调试。" +msgstr "用于只会被视锥剔除的实例——例如第一人称武器,调试。" #: doc/classes/CullInstance.xml msgid "" "Use for instances that will not be shown at all - e.g. [b]manual room " "bounds[/b] (specified by prefix [i]'Bound_'[/i])." msgstr "" -"用于根本不会显示的实例 - 例如[b]手动房间边界[/b],由前缀[i]'Bound_'[/i]指定。" +"用于根本不会显示的实例——例如[b]手动房间边界[/b](由 [i]'Bound_'[/i] 前缀指" +"定)。" #: doc/classes/Curve.xml msgid "A mathematic curve." @@ -23006,7 +23029,7 @@ msgstr "可用切线模式的总数。" #: doc/classes/Curve2D.xml msgid "Describes a Bézier curve in 2D space." -msgstr "描述二维空间的贝兹尔曲线。" +msgstr "描述 2D 空间的贝塞尔曲线。" #: doc/classes/Curve2D.xml msgid "" @@ -23015,12 +23038,11 @@ msgid "" "It keeps a cache of precalculated points along the curve, to speed up " "further calculations." msgstr "" -"该类描述了二维空间中的贝兹尔曲线。它主要用于给[Path2D]一个形状,但也可以手动" -"采样用于其他目的。\n" +"该类描述了 2D 空间中的贝塞尔曲线。它主要用于给 [Path2D] 一个形状,但也可以手" +"动采样用于其他目的。\n" "它保留了沿曲线的预计算点的缓存,以加快进一步的计算。" #: doc/classes/Curve2D.xml -#, fuzzy msgid "" "Adds a point to a curve at [code]position[/code] relative to the [Curve2D]'s " "position, with control points [code]in[/code] and [code]out[/code].\n" @@ -23031,13 +23053,13 @@ 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,相对于该 [Curve2D] 的位置,以及" +"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[/" -"code]或[code]at_position >= [method get_point_count][/code]),该点将被追加在" -"点列表的最后。" +"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,或者是非法值([code]at_position <0[/code] " +"或 [code]at_position >= [method get_point_count][/code]),该点将被追加在点列" +"表的最后。" #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml msgid "" @@ -23234,7 +23256,6 @@ msgstr "" "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。" #: doc/classes/Curve3D.xml -#, fuzzy msgid "" "Adds a point to a curve at [code]position[/code] relative to the [Curve3D]'s " "position, with control points [code]in[/code] and [code]out[/code].\n" @@ -23245,13 +23266,13 @@ 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,相对于该 [Curve2D] 的位置,以及" +"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[/" -"code]或[code]at_position >= [method get_point_count][/code]),该点将被追加在" -"点列表的最后。" +"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,或者是非法值([code]at_position <0[/code] " +"或 [code]at_position >= [method get_point_count][/code]),该点将被追加在点列" +"表的最后。" #: doc/classes/Curve3D.xml msgid "Returns the cache of points as a [PoolVector3Array]." @@ -24399,6 +24420,7 @@ msgid "DynamicFont renders vector font files at runtime." msgstr "DynamicFont 在运行时渲染矢量字体文件。" #: doc/classes/DynamicFont.xml +#, fuzzy msgid "" "DynamicFont renders vector font files dynamically at runtime instead of " "using a prerendered texture atlas like [BitmapFont]. This trades the faster " @@ -24409,9 +24431,8 @@ msgid "" "main font.\n" "DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library " "for rasterization. Supported formats are TrueType ([code].ttf[/code]), " -"OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/" -"code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] " -"supported.\n" +"OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), " +"and Web Open Font Format 2 ([code].woff2[/code]).\n" "[codeblock]\n" "var dynamic_font = DynamicFont.new()\n" "dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n" @@ -28026,14 +28047,16 @@ msgstr "" "函数。" #: doc/classes/EditorVCSInterface.xml +#, fuzzy msgid "" "Helper function to create a commit [Dictionary] item. [code]msg[/code] is " -"the commit message of the commit. [code]author[/code] is a human-readable " -"string containing the author's details, e.g. the email and name configured " -"in the VCS. [code]id[/code] is the identifier of the commit, in whichever " -"format your VCS may provide an identifier to commits. [code]date[/code] is " -"directly added to the commit item and displayed in the editor, and hence, it " -"shall be a well-formatted, human-readable date string." +"the commit message of the commit. [code]author[/code] is a single human-" +"readable string containing all the author's details, e.g. the email and name " +"configured in the VCS. [code]id[/code] is the identifier of the commit, in " +"whichever format your VCS may provide an identifier to commits. " +"[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was " +"created. [code]offset_minutes[/code] is the timezone offset in minutes, " +"recorded from the system timezone where the commit was created." msgstr "" "创建提交 [Dictionary] 项目的辅助函数。[code]msg[/code] 为该提交的提交消息。" "[code]author[/code] 为包含作者详情的人类可读的字符串,例如 VCS 中配置的邮箱和" @@ -28529,9 +28552,9 @@ msgstr "" "用。如果是 “3D Without Effect”,则以下选项不可用:\n" "- Ssao(屏幕空间环境光遮蔽)\n" "- Ss Reflections(屏幕空间反射)\n" -"根视窗的预期使用方法可以通过 [member ProjectSettings.rendering/quality/" -"intended_usage/framebuffer_allocation] 调整,其他视窗通过 [member Viewport." -"usage] 调整。\n" +"根 Viewport 的预期使用方法可以通过 [member ProjectSettings.rendering/quality/" +"intended_usage/framebuffer_allocation] 调整,其他 Viewport 通过 [member " +"Viewport.usage] 调整。\n" "请注意,[member ProjectSettings.rendering/quality/intended_usage/" "framebuffer_allocation] 的移动平台覆盖项默认使用“3D Without Effects”。这样可" "以提升移动设备上的性能,但同时会影响移动设备上的屏幕显示。" @@ -29152,7 +29175,6 @@ msgstr "" "TONE_MAPPER_LINEAR] 时才有效。" #: doc/classes/Environment.xml -#, fuzzy msgid "" "Keeps on screen every pixel drawn in the background. Only select this mode " "if you really need to keep the old data. On modern GPUs it will generally " @@ -29162,9 +29184,11 @@ msgid "" "reflections). If enabled in a scene where the background is visible, \"ghost " "trail\" artifacts will be visible when moving the camera." msgstr "" -"在屏幕上保留背景中绘制的每个像素。这是最快的背景模式,但它只能在完全室内场景" -"(没有可见的天空或天空反射)中安全使用。如果在背景可见的场景中启用,当移动相" -"机时,\"鬼影踪迹 \"伪影将可见。" +"在屏幕上保留背景中绘制的每个像素。请只在你真的需要保留旧数据时选择这个模式。" +"在现代 GPU 上一般并不会比清除背景更快,反而可能造成显著减速,尤其在移动设备" +"上。\n" +"只能在完全室内场景中安全使用(没有可见的天空或天空反射)。如果在背景可见的场" +"景中启用,当移动相机时,“鬼影踪迹”伪影将可见。" #: doc/classes/Environment.xml msgid "" @@ -31221,8 +31245,8 @@ 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[/" +"返回由([code]s1[/code], [code]s2[/code])定义的 3D 直线上最接近 " +"[code]point[/code]的 3D 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 @@ -33391,18 +33415,16 @@ msgstr "" "高度图数据,池数组的大小必须是 [member map_width] * [member map_depth]。" #: doc/classes/HeightMapShape.xml -#, fuzzy msgid "" "Number of vertices in the depth of the height map. Changing this will resize " "the [member map_data]." -msgstr "高度图数据的深度。更改此设置将调整 [member map_data] 的大小。" +msgstr "高度图深度的顶点数。更改此设置将调整 [member map_data] 的大小。" #: doc/classes/HeightMapShape.xml -#, fuzzy msgid "" "Number of vertices in the width of the height map. Changing this will resize " "the [member map_data]." -msgstr "高度图数据的宽度。更改此设置将调整 [member map_data] 的大小。" +msgstr "高度图宽度的顶点数。更改此设置将调整 [member map_data] 的大小。" #: doc/classes/HFlowContainer.xml msgid "Horizontal flow container." @@ -36331,13 +36353,14 @@ msgstr "" "上,它是地球重力加速度的倍数[code]g[/code](~9.81 m/s²)。" #: doc/classes/Input.xml +#, fuzzy msgid "" "Returns a value between 0 and 1 representing the raw intensity of the given " "action, ignoring the action's deadzone. In most cases, you should use " "[method get_action_strength] instead.\n" -"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " -"for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"If [code]exact[/code] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" "返回介于 0 和 1 之间的值,代表给定动作的原始强度,忽略动作的死区。在大多数情" "况下,你应该使用 [method get_action_strength] 来代替。\n" @@ -36346,15 +36369,16 @@ msgstr "" "的方向。" #: doc/classes/Input.xml +#, fuzzy msgid "" "Returns a value between 0 and 1 representing the intensity of the given " "action. In a joypad, for example, the further away the axis (analog sticks " "or L2, R2 triggers) is from the dead zone, the closer the value will be to " "1. If the action is mapped to a control that has no axis as the keyboard, " "the value returned will be 0 or 1.\n" -"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " -"for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"If [code]exact[/code] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" "返回介于0和1之间的值,代表给定动作的强度。例如,在一个操纵板上,轴(模拟杆或" "L2、R2触发器)离死区越远,数值就越接近1。如果动作被映射到一个没有轴作为键盘的" @@ -36515,15 +36539,16 @@ msgstr "" "想要的值(在 0 到 1 的范围内)。" #: doc/classes/Input.xml +#, fuzzy msgid "" "Returns [code]true[/code] when the user starts pressing the action event, " "meaning it's [code]true[/code] only on the frame that the user pressed down " "the button.\n" "This is useful for code that needs to run only once when an action is " "pressed, instead of every frame while it's pressed.\n" -"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " -"for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events.\n" +"If [code]exact[/code] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may " "return [code]false[/code] even if one of the action's keys is pressed. See " "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " @@ -36541,13 +36566,14 @@ msgstr "" "inputs/input_examples.html#keyboard-events]《输入示例》[/url]。" #: doc/classes/Input.xml +#, fuzzy msgid "" "Returns [code]true[/code] when the user stops pressing the action event, " "meaning it's [code]true[/code] only on the frame that the user released the " "button.\n" -"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " -"for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events." +"If [code]exact[/code] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events." msgstr "" "当用户停止按下动作事件时,返回[code]true[/code],也就是说,只有在用户释放按钮" "的那一帧才是[code]true[/code]。\n" @@ -36556,14 +36582,15 @@ msgstr "" "向。" #: doc/classes/Input.xml +#, fuzzy msgid "" "Returns [code]true[/code] if you are pressing the action event. Note that if " "an action has multiple buttons assigned and more than one of them is " "pressed, releasing one button will release the action, even if some other " "button assigned to this action is still pressed.\n" -"If [code]exact[/code] is [code]false[/code], it ignores the input modifiers " -"for [InputEventKey] and [InputEventMouseButton] events, and the direction " -"for [InputEventJoypadMotion] events.\n" +"If [code]exact[/code] is [code]false[/code], it ignores additional input " +"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " +"direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " "[code]false[/code] even if one of the action's keys is pressed. See " "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " @@ -37020,12 +37047,13 @@ msgid "Returns a [String] representation of the event." msgstr "返回事件的 [String] 字符串表示。" #: doc/classes/InputEvent.xml +#, fuzzy msgid "" "Returns a value between 0.0 and 1.0 depending on the given actions' state. " "Useful for getting the value of events of type [InputEventJoypadMotion].\n" -"If [code]exact_match[/code] is [code]false[/code], it ignores the input " -"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"If [code]exact_match[/code] is [code]false[/code], it ignores additional " +"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " +"the direction for [InputEventJoypadMotion] events." msgstr "" "根据给定的动作的状态,返回0.0到1.0之间的值。对于获取[InputEventJoypadMotion]" "类型的事件值时,很有用。\n" @@ -37034,12 +37062,13 @@ msgstr "" "向。" #: doc/classes/InputEvent.xml +#, fuzzy msgid "" "Returns [code]true[/code] if this input event matches a pre-defined action " "of any type.\n" -"If [code]exact_match[/code] is [code]false[/code], it ignores the input " -"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"If [code]exact_match[/code] is [code]false[/code], it ignores additional " +"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " +"the direction for [InputEventJoypadMotion] events." msgstr "" "如果这个输入事件与任何类型的预定义动作匹配,则返回[code]true[/code]。\n" "如果[code]exact_match[/code]是[code]false[/code],它将忽略[InputEventKey]和" @@ -37047,14 +37076,15 @@ msgstr "" "向。" #: doc/classes/InputEvent.xml +#, fuzzy msgid "" "Returns [code]true[/code] if the given action is being pressed (and is not " "an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is " "[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] " "or [InputEventScreenDrag].\n" -"If [code]exact_match[/code] is [code]false[/code], it ignores the input " -"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events.\n" +"If [code]exact_match[/code] is [code]false[/code], it ignores additional " +"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " +"the direction for [InputEventJoypadMotion] events.\n" "[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return " "[code]false[/code] even if one of the action's keys is pressed. See " "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input " @@ -37071,13 +37101,14 @@ msgstr "" "input_examples.html#keyboard-events]《输入示例》[/url]。" #: doc/classes/InputEvent.xml +#, fuzzy msgid "" "Returns [code]true[/code] if the given action is released (i.e. not " "pressed). Not relevant for events of type [InputEventMouseMotion] or " "[InputEventScreenDrag].\n" -"If [code]exact_match[/code] is [code]false[/code], it ignores the input " -"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"If [code]exact_match[/code] is [code]false[/code], it ignores additional " +"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " +"the direction for [InputEventJoypadMotion] events." msgstr "" "如果给定的动作被释放,即未被按下,则返回[code]true[/code]。与" "[InputEventMouseMotion]或[InputEventScreenDrag]类型的事件无关。\n" @@ -37116,14 +37147,15 @@ msgstr "" "input_examples.html#keyboard-events]《输入示例》[/url]。" #: doc/classes/InputEvent.xml +#, fuzzy msgid "" "Returns [code]true[/code] if the specified [code]event[/code] matches this " "event. Only valid for action events i.e key ([InputEventKey]), button " "([InputEventMouseButton] or [InputEventJoypadButton]), axis " "[InputEventJoypadMotion] or action ([InputEventAction]) events.\n" -"If [code]exact_match[/code] is [code]false[/code], it ignores the input " -"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"If [code]exact_match[/code] is [code]false[/code], it ignores additional " +"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " +"the direction for [InputEventJoypadMotion] events." msgstr "" "如果指定的 [code]event[/code] 与此事件匹配,则返回 [code]true[/code]。仅对动" "作事件有效,即键 ([InputEventKey])、按钮 ([InputEventMouseButton] 或 " @@ -37776,14 +37808,15 @@ msgid "Removes an action from the [InputMap]." msgstr "从[InputMap]中删除一个动作。" #: doc/classes/InputMap.xml +#, fuzzy msgid "" "Returns [code]true[/code] if the given event is part of an existing action. " "This method ignores keyboard modifiers if the given [InputEvent] is not " "pressed (for proper release detection). See [method action_has_event] if you " "don't want this behavior.\n" -"If [code]exact_match[/code] is [code]false[/code], it ignores the input " -"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " -"direction for [InputEventJoypadMotion] events." +"If [code]exact_match[/code] is [code]false[/code], it ignores additional " +"input modifiers for [InputEventKey] and [InputEventMouseButton] events, and " +"the direction for [InputEventJoypadMotion] events." msgstr "" "如果给定的事件是现有动作的一部分,返回[code]true[/code]。如果给定的" "[InputEvent]没有被按下,这个方法会忽略键盘(为了正确地检测释放)。如果你不想" @@ -39846,14 +39879,14 @@ msgid "" "characters instead. This will be resolved in Godot 4.0." msgstr "" "标签在屏幕上显示纯文本。可以控制水平和垂直的对齐方式,并且可以将文本包裹在节" -"点的边界矩形内。它不支持粗体、斜体或其他格式。若使用,请改用 " +"点的边界矩形内。它不支持粗体、斜体等格式。如果需要使用,请改用 " "[RichTextLabel]。\n" -"[b]注意:[/b] 与大多数其他 [Control] 不同,Label 的 [member Control." -"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" +"[b]注意:[/b]与大多数其他 [Control] 不同,Label 的 [member Control." +"mouse_filter] 默认为 [constant Control.MOUSE_FILTER_IGNORE](即不响应鼠标输入" +"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]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。" +"符,例如大多数表情符号,它们将显示为未知字符。将在 Godot 4.0 中解决。" #: doc/classes/Label.xml msgid "Returns the amount of lines of text the Label has." @@ -39889,15 +39922,16 @@ msgid "" "If you resize the node, it will change its height automatically to show all " "the text." msgstr "" -"如果[code]true[/code],则将文本包裹在节点的边界矩形内。如果你调整节点的大小," -"它将自动改变其高度以显示所有的文本。" +"如果为 [code]true[/code],文本将在节点的边界矩形内自动换行。如果你调整节点的" +"大小,它将自动改变其高度以显示所有的文本。" #: doc/classes/Label.xml msgid "" "If [code]true[/code], the Label only shows the text that fits inside its " "bounding rectangle and will clip text horizontally." msgstr "" -"如果 [code]true[/code],则标签仅显示适合其边界矩形的文本,并将水平剪切文本。" +"如果为 [code]true[/code],Label 将仅显示位于其边界矩形内部的文本,并将水平裁" +"剪文本。" #: doc/classes/Label.xml msgid "" @@ -39924,7 +39958,7 @@ msgstr "要在屏幕上显示的文本。" #: doc/classes/Label.xml msgid "If [code]true[/code], all the text displays as UPPERCASE." -msgstr "如果 [code]true[/code],则所有文本都显示为大写。" +msgstr "如果为 [code]true[/code],所有文本都将显示为大写。" #: doc/classes/Label.xml msgid "" @@ -40631,45 +40665,45 @@ msgid "" "The style to render the [code]texture[/code] on the line. Use [enum " "LineTextureMode] constants." msgstr "" -"在线条上渲染[code]texture[/code]的样式。使用[enum LineTextureMode]常量。" +"在线条上渲染 [code]texture[/code] 的样式。使用 [enum LineTextureMode] 常量。" #: doc/classes/Line2D.xml msgid "The line's width." -msgstr "线的宽度。" +msgstr "该线条的宽度。" #: doc/classes/Line2D.xml msgid "" "The line's width varies with the curve. The original width is simply " "multiply by the value of the Curve." -msgstr "线条的宽度随曲线的变化而变化。原始宽度只需乘以曲线的值即可。" +msgstr "该线条的宽度随曲线变化。原始宽度只需乘以曲线的值即可。" #: doc/classes/Line2D.xml msgid "" "The line's joints will be pointy. If [code]sharp_limit[/code] is greater " "than the rotation of a joint, it becomes a bevel joint instead." msgstr "" -"这条线的接头将是尖的。如果[code]sharp_limit[/code]大于关节的旋转,则它将变为" -"斜角关节。" +"该线条的交点将是尖头。如果 [code]sharp_limit[/code] 大于交点的旋转,它将变为" +"倒角交点。" #: doc/classes/Line2D.xml msgid "The line's joints will be bevelled/chamfered." -msgstr "线的接头将斜切/倒角。" +msgstr "该线条的交点将为倒角/切角。" #: doc/classes/Line2D.xml msgid "The line's joints will be rounded." -msgstr "该线的接头将为圆形。" +msgstr "该线条的交点将为圆角。" #: doc/classes/Line2D.xml msgid "Don't draw a line cap." -msgstr "不能在线帽上绘制。" +msgstr "不绘制线条的端点。" #: doc/classes/Line2D.xml msgid "Draws the line cap as a box." -msgstr "将线帽绘制为长方体。" +msgstr "将线条端点绘制为矩形。" #: doc/classes/Line2D.xml msgid "Draws the line cap as a circle." -msgstr "将线帽绘制为圆。" +msgstr "将线条端点绘制为圆形。" #: doc/classes/Line2D.xml msgid "" @@ -40680,17 +40714,17 @@ msgstr "获取纹理的左侧像素并在整个线条上渲染它。" msgid "" "Tiles the texture over the line. The texture must be imported with " "[b]Repeat[/b] enabled for it to work properly." -msgstr "在线条上平铺纹理。导入纹理时必须启用[b]Repeat[/b]才能正常工作。" +msgstr "在线条上平铺纹理。导入纹理时必须启用 [b]Repeat[/b] 才能正常工作。" #: doc/classes/Line2D.xml msgid "" "Stretches the texture across the line. Import the texture with [b]Repeat[/b] " "disabled for best results." -msgstr "沿直线拉伸纹理。导入禁用[b]重复[/b]的纹理以获得最佳效果。" +msgstr "沿线条拉伸纹理。导入禁用 [b]Repeat[/b] 的纹理以获得最佳效果。" #: doc/classes/LineEdit.xml msgid "Control that provides single-line string editing." -msgstr "该控件提供单行字符串编辑。" +msgstr "提供单行字符串编辑功能的控件。" #: doc/classes/LineEdit.xml msgid "" @@ -40850,21 +40884,20 @@ msgstr "" #: doc/classes/LineEdit.xml msgid "If [code]true[/code], the context menu will appear when right-clicked." -msgstr "如果为[code]true[/code],右键单击将出现上下文菜单。" +msgstr "如果为 [code]true[/code],右键单击将出现上下文菜单。" #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml #: doc/classes/TextEdit.xml -#, fuzzy msgid "" "If [code]true[/code], the selected text will be deselected when focus is " "lost." -msgstr "如果为[code]true[/code],则可以再次选择当前选中的项目。" +msgstr "如果为 [code]true[/code],则在丢失焦点时会取消选中文本。" #: doc/classes/LineEdit.xml msgid "" "If [code]false[/code], existing text cannot be modified and new text cannot " "be added." -msgstr "如果为[code]false[/code],则不能修改现在的文本,也不能添加新文本。" +msgstr "如果为 [code]false[/code],则不能修改现在的文本,也不能添加新文本。" #: doc/classes/LineEdit.xml msgid "" @@ -40872,8 +40905,8 @@ msgid "" "the [member text]. It will [b]not[/b] compress if the [member text] is " "shortened." msgstr "" -"如果[code]true[/code],则[LineEdit]宽度将增加到比[member text]长。如果" -"[member text]被缩短,它将[b]不[/b]压缩。" +"如果为 [code]true[/code],则 [LineEdit] 宽度将增加到比 [member text] 长。如" +"果 [member text] 被缩短,它将[b]不[/b]压缩。" #: doc/classes/LineEdit.xml msgid "" @@ -40913,14 +40946,13 @@ msgstr "" "[/codeblock]" #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml -#, fuzzy msgid "" "If [code]false[/code], using middle mouse button to paste clipboard will be " "disabled.\n" "[b]Note:[/b] This method is only implemented on Linux." msgstr "" -"如果本地视频正在播放,返回[code]true[/code]。\n" -"[b]注意:[/b] 这个方法只在iOS上实现。" +"如果为 [code]false[/code],将禁用鼠标中键粘贴剪贴板。\n" +"[b]注意:[/b]这个方法只在 Linux 上实现。" #: doc/classes/LineEdit.xml msgid "" @@ -42499,6 +42531,39 @@ msgid "Returns the number of surface materials." msgstr "返回表面材质的数量。" #: doc/classes/MeshInstance.xml +msgid "" +"Returns [code]true[/code] if this [MeshInstance] can be merged with the " +"specified [code]other_mesh_instance[/code], using the [method MeshInstance." +"merge_meshes] function.\n" +"In order to be mergeable, properties of the [MeshInstance] must match, and " +"each surface must match, in terms of material, attributes and vertex format." +msgstr "" + +#: doc/classes/MeshInstance.xml +msgid "" +"This function can merge together the data from several source " +"[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance " +"the function is called from). This is primarily useful for improving " +"performance by reducing the number of drawcalls and [Node]s.\n" +"Merging should only be attempted for simple meshes that do not contain " +"animation.\n" +"The final vertices can either be returned in global space, or in local space " +"relative to the destination [MeshInstance] global transform (the destination " +"Node must be inside the [SceneTree] for local space to work).\n" +"The function will make a final check for compatibility between the " +"[MeshInstance]s by default, this should always be used unless you have " +"previously checked for compatibility using [method MeshInstance." +"is_mergeable_with]. If the compatibility check is omitted and the meshes are " +"merged, you may see rendering errors.\n" +"[b]Note:[/b] The requirements for similarity between meshes are quite " +"stringent. They can be checked using the [method MeshInstance." +"is_mergeable_with] function prior to calling [method MeshInstance." +"merge_meshes].\n" +"Also note that any initial data in the destination [MeshInstance] data will " +"be discarded." +msgstr "" + +#: doc/classes/MeshInstance.xml msgid "Sets the [Material] for a surface of the [Mesh] resource." msgstr "为[Mesh]资源的表面设置[Material]。" @@ -45549,6 +45614,7 @@ msgstr "" "是“孤儿”)。" #: doc/classes/Node.xml +#, fuzzy msgid "" "Adds a child node. Nodes can have any number of children, but every child " "must have a unique name. Child nodes are automatically deleted when the " @@ -45567,12 +45633,12 @@ msgid "" "[/codeblock]\n" "[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you " "must set [member owner] in addition to calling [method add_child]. This is " -"typically relevant for [url=https://godot.readthedocs.io/en/3.2/tutorials/" -"misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://" -"godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor " -"plugins[/url]. If [method add_child] is called without setting [member " -"owner], the newly added [Node] will not be visible in the scene tree, though " -"it will be visible in the 2D/3D view." +"typically relevant for [url=$DOCS_URL/tutorials/misc/" +"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/" +"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method " +"add_child] is called without setting [member owner], the newly added [Node] " +"will not be visible in the scene tree, though it will be visible in the " +"2D/3D view." msgstr "" "添加子节点。节点可以有任意数量的子节点,但是每个子节点必须有唯一的名字。当父" "节点被删除时,子节点会被自动删除,所以整个场景可以通过删除其最上面的节点而被" @@ -46075,7 +46141,7 @@ 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。" +"打印所有离群节点([SceneTree] 之外的节点)。用于调试。只能在调试版本中工作。" #: doc/classes/Node.xml msgid "" @@ -46093,8 +46159,8 @@ msgid "" "[/codeblock]" msgstr "" "将树打印到标准输出。主要用于调试。这个版本显示相对于当前节点的路径,适合复制/" -"粘贴到[method get_node]函数中。\n" -"[b]示例输出:[/b]\n" +"粘贴到 [method get_node] 函数中。\n" +"[b]示例输出:[/b]\n" "[codeblock]\n" "TheGame\n" "TheGame/Menu\n" @@ -46119,8 +46185,8 @@ msgid "" " ┖╴Camera2D\n" "[/codeblock]" msgstr "" -"类似于[method print_tree],它将树打印到标准输出。这个版本显示更多的图形,类似" -"于在场景检查器中显示的内容。它对于检查较大的树很有用。\n" +"类似于 [method print_tree],它将树打印到标准输出。这个版本显示更多的图形,类" +"似于在场景检查器中显示的内容。它对于检查较大的树很有用。\n" "[b]输出示例:[/b]\n" "[codeblock]\n" " ┖╴TheGame\n" @@ -46150,7 +46216,7 @@ msgid "" "Notifies the current node and all its children recursively by calling " "[method Object.notification] on all of them." 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" +"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 @@ -46166,12 +46232,13 @@ msgid "" "[method @GDScript.is_instance_valid] before attempting to call its methods " "or access its properties." msgstr "" -"在当前帧结束时排队删除一个节点。当删除时,其所有的子节点也将被删除。这个方法" -"确保删除节点是安全的,与[method Object.free]相反。使用[method Object." -"is_queued_for_deletion]来检查一个节点是否会在帧末被删除。\n" -"[b]重要:[/b] 如果你有变量指向节点,一旦节点被释放,它将[i]不会[/i] 被分配到" -"[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。" +"在当前帧结束时排队删除一个节点。被删除时,其所有的子节点也将被删除。这个方法" +"能够确保删除节点是安全的,与 [method Object.free] 相反。可以使用 [method " +"Object.is_queued_for_deletion] 来检查节点是否会在帧末被删除。\n" +"[b]重要:[/b]如果你有一个指向节点的变量,该节点被释放后,这个变量[i]不会[/i]" +"被赋值为 [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] 来检" +"验其有效性。" #: doc/classes/Node.xml msgid "" @@ -46569,16 +46636,40 @@ msgstr "" "code]。" #: doc/classes/Node.xml +#, fuzzy 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 " "(using [PackedScene]), all the nodes it owns will be saved with it. This " "allows for the creation of complex [SceneTree]s, with instancing and " -"subinstancing." +"subinstancing.\n" +"[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you " +"must set [member owner] in addition to calling [method add_child]. This is " +"typically relevant for [url=$DOCS_URL/tutorials/misc/" +"running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/" +"tutorials/plugins/editor/index.html]editor plugins[/url]. If [method " +"add_child] is called without setting [member owner], the newly added [Node] " +"will not be visible in the scene tree, though it will be visible in the " +"2D/3D view." msgstr "" -"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]。" +"添加子节点。节点可以有任意数量的子节点,但是每个子节点必须有唯一的名字。当父" +"节点被删除时,子节点会被自动删除,所以整个场景可以通过删除其最上面的节点而被" +"删除。\n" +"如果[code]legible_unique_name[/code]是[code]true[/code],子节点将有一个基于被" +"实例化的节点的名称,而不是其类型可读的名称。\n" +"[b]注意:[/b] 如果子节点已经有父节点,该函数将失败。首先使用[method " +"remove_child]将节点从其当前的父节点中移除。如:\n" +"[codeblock]\n" +"if child_node.get_parent():\n" +" child_node.get_parent().remove_child(child_node)\n" +"add_child(child_node)\n" +"[/codeblock]\n" +"[b]注意:[/b] 如果你想让一个子节点被持久化到[PackedScene]中,除了调用[method " +"add_child]外,还必须设置[member owner]。这通常与[url=https://godot." +"readthedocs.io/en/3.2/tutorials/misc/running_code_in_the_editor.html]工具脚本" +"[/url]和[url=https://godot.readthedocs.io/en/latest/tutorials/plugins/editor/" +"index.html]编辑器插件[/url]有关。如果调用[method add_child]而不设置[member " +"owner],新添加的[Node]在场景树中是不可见的,尽管它在2D/3D视图中可见。" #: doc/classes/Node.xml msgid "Pause mode. How the node will behave if the [SceneTree] is paused." @@ -47360,8 +47451,14 @@ msgstr "" "code],以及 [code]usage: int[/code](见 [enum PropertyUsageFlags])。" #: doc/classes/Object.xml -msgid "Called when the object is initialized." -msgstr "当对象被初始化时被调用。" +msgid "" +"Called when the object is initialized in memory. Can be defined to take in " +"parameters, that are passed in when constructing.\n" +"[b]Note:[/b] If [method _init] is defined with required parameters, then " +"explicit construction is the only valid means of creating an Object of the " +"class. If any other means (such as [method PackedScene.instance]) is used, " +"then initialization will fail." +msgstr "" #: doc/classes/Object.xml msgid "" @@ -48392,12 +48489,11 @@ msgstr "" #: doc/classes/OptionButton.xml doc/classes/PopupMenu.xml msgid "Returns the text of the item at index [code]idx[/code]." -msgstr "返回索引[code]idx[/code]处项目的文本。" +msgstr "返回索引 [code]idx[/code] 处项目的文本。" #: doc/classes/OptionButton.xml -#, fuzzy msgid "Returns the tooltip of the item at index [code]idx[/code]." -msgstr "返回索引[code]idx[/code]处项目的文本。" +msgstr "返回索引 [code]idx[/code] 处项目的工具提示。" #: doc/classes/OptionButton.xml msgid "" @@ -48455,12 +48551,11 @@ msgstr "" #: doc/classes/OptionButton.xml doc/classes/PopupMenu.xml msgid "Sets the text of the item at index [code]idx[/code]." -msgstr "在索引[code]idx[/code]处设置项的文本。" +msgstr "设置在索引 [code]idx[/code] 处的项目的文本。" #: doc/classes/OptionButton.xml -#, fuzzy msgid "Sets the tooltip of the item at index [code]idx[/code]." -msgstr "在索引[code]idx[/code]处设置项的文本。" +msgstr "设置在索引 [code]idx[/code] 处的项目的工具提示。" #: doc/classes/OptionButton.xml msgid "" @@ -49255,6 +49350,17 @@ msgid "" " refresh_rate = 60.0\n" "[/codeblock]" msgstr "" +"返回指定屏幕的当前刷新率。如果 [code]screen[/code] 为 [code]-1[/code](默认" +"值),则会使用当前屏幕。\n" +"[b]注意:[/b]如果 Godot 无法获取给定屏幕的刷新率,则会返回 [code]-1.0[/" +"code]。在 HTML5 上,[method get_screen_refresh_rate] 总是返回 [code]-1.0[/" +"code],因为在该平台上无法获取刷新率。\n" +"要在该方法失败时回退至默认刷新率,请尝试:\n" +"[codeblock]\n" +"var refresh_rate = OS.get_screen_refresh_rate()\n" +"if refresh_rate < 0:\n" +" refresh_rate = 60.0\n" +"[/codeblock]" #: doc/classes/OS.xml msgid "" @@ -53977,8 +54083,14 @@ msgid "" msgstr "设置 generic_6_DOF_joint参数(请参阅[enum G6DOFJointAxisParam]常量)。" #: doc/classes/PhysicsServer.xml -msgid "Returns an Info defined by the [enum ProcessInfo] input given." -msgstr "返回由给定的[enum ProcessInfo]输入定义的信息。" +#, fuzzy +msgid "" +"Returns information about the current state of the 3D physics engine. See " +"[enum ProcessInfo] for a list of available states. Only implemented for " +"Godot Physics." +msgstr "" +"返回关于2D物理引擎当前状态的信息。有关可用状态列表,请参阅[enum " +"ProcessInfo]。" #: doc/classes/PhysicsServer.xml msgid "Gets a hinge_joint flag (see [enum HingeJointFlag] constants)." @@ -57054,12 +57166,12 @@ msgstr "" "警告。" #: doc/classes/ProjectSettings.xml -#, fuzzy msgid "" "If [code]true[/code], enables warnings when the type of the default value " "set to an exported variable is different than the specified export type." msgstr "" -"如果[code]true[/code],则当三元运算符可能发出类型不兼容的值时,将启用警告。" +"如果为 [code]true[/code],则启用导出变量的默认值类型与其导出类型不一致时的警" +"告。" #: doc/classes/ProjectSettings.xml msgid "" @@ -57600,6 +57712,12 @@ msgid "" "[b]Note:[/b] This is set to [code]true[/code] by default for new projects " "and is the recommended setting." msgstr "" +"如果已启用,则会在将 [member Viewport.gui_disable_input] 设为 [code]false[/" +"code] 禁用视区的 GUI 输入时,将当前的鼠标悬停及聚焦丢弃。\n" +"这样的行为能够帮助保持 GUI 状态的健壮,输入恢复时,无论当时发生了什么都不会产" +"生意外的结果。\n" +"如果已禁用,会使用旧有行为,除了禁用 GUI 输入本身不会进行额外操作。\n" +"[b]注意:[/b]新项目会默认将其设为 [code]true[/code],这也是推荐的设置。" #: doc/classes/ProjectSettings.xml msgid "" @@ -57824,7 +57942,7 @@ msgstr "" msgid "" "If [code]true[/code], sends mouse input events when tapping or swiping on " "the touchscreen." -msgstr "如果[code]true[/code],则在点击或滑动触摸屏时发送鼠标输入事件。" +msgstr "如果为 [code]true[/code],则在点击或滑动触摸屏时发送鼠标输入事件。" #: doc/classes/ProjectSettings.xml msgid "" @@ -58769,6 +58887,11 @@ msgid "" "[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/" "code]." msgstr "" +"如果为 [code]true[/code],会让 Bullet 物理引擎为每一个三角网格形状生成内部边" +"缘信息,让与三角网格形状([ConcavePolygonShape])的碰撞变平滑。\n" +"[b]注意:[/b]仅在 [member physics/3d/physics_engine] 被设为 [code]DEFAULT[/" +"code] 或 [code]Bullet[/code] 时有效,为 [code]GodotPhysics[/code] 时[i]无效[/" +"i]。" #: doc/classes/ProjectSettings.xml msgid "Enables [member Viewport.physics_object_picking] on the root viewport." @@ -59354,6 +59477,9 @@ msgid "" "You may want to do that since mobile GPUs generally won't support " "ubershaders due to their complexity." msgstr "" +"[code]rendering/gles3/shaders/shader_compilation_mode[/code] 的覆盖项,用于为" +"移动设备禁用异步编译。\n" +"移动 GPU 通常不会支持超级着色器,因为其复杂度较高。" #: doc/classes/ProjectSettings.xml msgid "" @@ -59742,10 +59868,10 @@ msgid "" "recovered by enabling contrast-adaptive sharpening (see [member rendering/" "quality/filters/sharpen_intensity])." msgstr "" -"在根视窗中启用FXAA。FXAA是一种流行的屏幕空间抗锯齿方法,它速度快,但会使图像" -"看起来很模糊,特别是在低分辨率下。在1440p和4K这样的大分辨率下,可以工作得比较" -"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]。" +"在根 Viewport 中启用 FXAA。FXAA 是一种流行的屏幕空间抗锯齿方法,它速度快,但" +"会使图像看起来很模糊,特别是在低分辨率下。在 1440p 和 4K 这样的大分辨率下,可" +"以工作得比较好。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 msgid "" @@ -60597,19 +60723,18 @@ msgstr "" "一个浮点[i]值[/i],用于[i]步进[/i]和[i]页面[/i],例如[ScrollBar]。" #: doc/classes/Range.xml -#, fuzzy msgid "" "Binds two [Range]s together along with any ranges previously grouped with " "either of them. When any of range's member variables change, it will share " "the new value with all other ranges in its group." msgstr "" -"将两个范围和之前与它们中任何一个分组的任何范围绑定在一起。当任何一个范围的成" -"员变量改变时,它将与它的组中的所有其他范围共享新的值。" +"将两个 [Range] 绑定,之前已与两者之中的任何一个组合的 Range 也会被绑定在一" +"起。其中任何一个 Range 的成员变量改变时,它将与它的组中的所有其他 Range 共享" +"新值。" #: doc/classes/Range.xml -#, fuzzy msgid "Stops the [Range] from sharing its member variables with any other." -msgstr "停止与任何其他成员变量共享其成员变量的范围。" +msgstr "使该 [Range] 停止与任何其他 Range 共享其成员变量。" #: doc/classes/Range.xml msgid "" @@ -60696,6 +60821,11 @@ msgid "" "value_changed] is also emitted when [code]value[/code] is set directly via " "code." msgstr "" +"[member value] 变化时触发。用于 [Slider] 时,拖拽时会连续调用(可能每帧都会调" +"用)。如果你在与 [signal value_changed] 相连的函数中执行较昂贵的操作,请考虑" +"使用 [Timer] [i]去除抖动[/i],降低该函数的调用频率。\n" +"[b]注意:[/b]与 [signal LineEdit.text_changed] 等信号不同,[signal " +"value_changed] 还会在 [code]value[/code] 由代码直接修改时触发。" #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml msgid "Query the closest object intersecting a ray." @@ -61879,11 +62009,11 @@ msgid "" "performs custom logic to properly set the proxy texture and flags in the " "local viewport." msgstr "" -"当启用了[member resource_local_to_scene]的资源从[PackedScene]实例化中加载时," -"这个方法会被调用。它的行为可以通过覆盖脚本中的[method _setup_local_to_scene]" -"进行定制。\n" -"对于大多数资源,该方法不执行任何基本逻辑。[ViewportTexture]执行自定义逻辑以正" -"确设置本地视窗中的代理纹理和标志。" +"当启用了 [member resource_local_to_scene] 的资源从 [PackedScene] 实例化中加载" +"时,这个方法会被调用。它的行为可以通过覆盖脚本中的 [method " +"_setup_local_to_scene] 进行定制。\n" +"对于大多数资源,该方法不执行任何基本逻辑。[ViewportTexture] 执行自定义逻辑以" +"正确设置本地视窗中的代理纹理和标志。" #: doc/classes/Resource.xml msgid "" @@ -66621,8 +66751,8 @@ msgid "" "its rotation and translation by performing Gram-Schmidt orthonormalization " "on this node's [Transform]." msgstr "" -"通过对该节点的[Transform]进行Gram-Schmidt正则化,重新设置该节点的变换(如比" -"例、倾斜和锥度),保留其旋转和平移。" +"通过对该节点的 [Transform] 进行 Gram-Schmidt 正则化,重新设置该节点的变换(如" +"比例、倾斜和锥度),保留其旋转和平移。" #: doc/classes/Spatial.xml msgid "" @@ -69876,7 +70006,6 @@ msgstr "" "[code]: / \\ ? * \" | % < >[/code]" #: doc/classes/String.xml -#, fuzzy msgid "" "Returns [code]true[/code] if this string contains a valid float. This is " "inclusive of integers, and also supports exponents:\n" @@ -69891,11 +70020,11 @@ msgstr "" "如果该字符串包含有效的浮点数,则返回 [code]true[/code]。包含整数,也支持指数" "幂:\n" "[codeblock]\n" -"print(\"1.7\".is_valid_float()) # 输出“true”\n" -"print(\"24\".is_valid_float()) # 输出“true”\n" -"print(\"7e3\".is_valid_float()) # 输出“true”\n" -"print(\"24\".is_valid_float()) # 输出“true”\n" -"print(\"Hello\".is_valid_float()) # 输出“false”\n" +"print(\"1.7\".is_valid_float()) # 输出“True”\n" +"print(\"24\".is_valid_float()) # 输出“True”\n" +"print(\"7e3\".is_valid_float()) # 输出“True”\n" +"print(\"24\".is_valid_float()) # 输出“True”\n" +"print(\"Hello\".is_valid_float()) # 输出“False”\n" "[/codeblock]" #: doc/classes/String.xml @@ -69921,7 +70050,6 @@ msgstr "" "[code]false[/code]。" #: doc/classes/String.xml -#, fuzzy msgid "" "Returns [code]true[/code] if this string is a valid identifier. A valid " "identifier may contain only letters, digits and underscores ([code]_[/code]) " @@ -69935,13 +70063,12 @@ msgstr "" "该字符串为有效标识符时,返回 [code]true[/code]。有效标识符仅能够包含字母、数" "字、下划线([code]_[/code]),并且不能以数字开头。\n" "[codeblock]\n" -"print(\"good_ident_1\".is_valid_identifier()) # 输出“true”\n" -"print(\"1st_bad_ident\".is_valid_identifier()) # 输出“false”\n" -"print(\"bad_ident_#2\".is_valid_identifier()) # 输出“false”\n" +"print(\"good_ident_1\".is_valid_identifier()) # 输出“True”\n" +"print(\"1st_bad_ident\".is_valid_identifier()) # 输出“False”\n" +"print(\"bad_ident_#2\".is_valid_identifier()) # 输出“False”\n" "[/codeblock]" #: doc/classes/String.xml -#, fuzzy msgid "" "Returns [code]true[/code] if this string contains a valid integer.\n" "[codeblock]\n" @@ -69954,11 +70081,11 @@ msgid "" msgstr "" "如果该字符串包含有效的整数,则返回 [code]true[/code]\n" "[codeblock]\n" -"print(\"7\".is_valid_int()) # 输出“true”\n" -"print(\"14.6\".is_valid_int()) # 输出“false”\n" -"print(\"L\".is_valid_int()) # 输出“false”\n" -"print(\"+3\".is_valid_int()) # 输出“true”\n" -"print(\"-12\".is_valid_int()) # 输出“true”\n" +"print(\"7\".is_valid_int()) # 输出“True”\n" +"print(\"14.6\".is_valid_int()) # 输出“False”\n" +"print(\"L\".is_valid_int()) # 输出“False”\n" +"print(\"+3\".is_valid_int()) # 输出“True”\n" +"print(\"-12\".is_valid_int()) # 输出“True”\n" "[/codeblock]" #: doc/classes/String.xml @@ -70193,6 +70320,7 @@ msgid "Returns the right side of the string from a given position." msgstr "返回该字符串指定位置右侧的内容。" #: doc/classes/String.xml +#, fuzzy msgid "" "Splits the string by a [code]delimiter[/code] string and returns an array of " "the substrings, starting from right.\n" @@ -70206,8 +70334,8 @@ msgid "" "var some_string = \"One,Two,Three,Four\"\n" "var some_array = some_string.rsplit(\",\", true, 1)\n" "print(some_array.size()) # Prints 2\n" -"print(some_array[0]) # Prints \"Four\"\n" -"print(some_array[1]) # Prints \"Three,Two,One\"\n" +"print(some_array[0]) # Prints \"One,Two,Three\"\n" +"print(some_array[1]) # Prints \"Four\"\n" "[/codeblock]" msgstr "" "从右侧开始,通过 [code]delimiter[/code] 字符串拆分字符串并返回子字符串数" @@ -72152,11 +72280,12 @@ msgid "Returns if the given line is wrapped." msgstr "返回给定的行是否换行。" #: doc/classes/TextEdit.xml -#, fuzzy msgid "" "Returns whether the mouse is over selection. If [code]edges[/code] is " "[code]true[/code], the edges are considered part of the selection." -msgstr "返回节点[code]id[/code]和[code]dst_id[/code]是否在指定的插槽上连接。" +msgstr "" +"返回鼠标是否位于选区之上。如果 [code]edges[/code] 为 [code]true[/code],则边" +"界会被认为是选区的一部分。" #: doc/classes/TextEdit.xml msgid "Returns [code]true[/code] if the selection is active." @@ -73239,7 +73368,7 @@ msgstr "" "用于在用户界面上绘制图标和精灵。纹理的位置可以通过 [member stretch_mode] 属性" "来控制。它可以缩放、平铺,或者在其边界矩形内保持居中。\n" "[b]注意:[/b]当使用 TextureRect 来显示 [ViewportTexture] 时,你应该启用 " -"[member flip_v]。或者,你也可以在视窗上启用 [member Viewport." +"[member flip_v]。或者,你也可以在 Viewport 上启用 [member Viewport." "render_target_v_flip]。否则,图像会出现上下颠倒的情况。" #: doc/classes/TextureRect.xml @@ -74885,6 +75014,8 @@ msgid "" "For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns " "\"+00:00\"." msgstr "" +"将给定的时区偏移分钟数转换为时区偏移字符串。例如,-480 返回 \"-08:00\"、345 " +"返回 \"+05:45\"、0 返回 \"+00:00\"。" #: doc/classes/Time.xml msgid "" @@ -78783,10 +78914,11 @@ msgid "" "[PhysicsBody] class." msgstr "" "此节点实现了模拟汽车所需的所有物理逻辑。它是基于物理引擎中常见的射线投射的车" -"辆系统。你需要为车的主体添加一个[CollisionShape],并为车轮添加[VehicleWheel]" -"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" +"辆系统。你需要为车的主体添加一个 [CollisionShape],并为车轮添加 " +"[VehicleWheel] 节点。还应该为汽车的 3D 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" @@ -78848,10 +78980,10 @@ msgid "" "probably have to write your own physics integration using another " "[PhysicsBody] class." msgstr "" -"此节点需要作为[VehicleBody]的子节点使用,并模拟其车轮的行为。其节点也作为碰撞" -"器来检测车轮是否接触到表面。\n" -"[b]注意:[/b] 这个类有已知的问题,并不是为了提供真实的三维车辆物理而设计的。" -"如果你想要先进的车辆物理,须使用另一个[PhysicsBody]类来编写你自己的物理集成。" +"此节点需要作为 [VehicleBody] 的子节点使用,并模拟其车轮的行为。其节点也作为碰" +"撞器来检测车轮是否接触到表面。\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 车辆物理而设计的。如" +"果你想要先进的车辆物理,须使用另一个 [PhysicsBody] 类来编写你自己的物理集成。" #: doc/classes/VehicleWheel.xml msgid "" @@ -79378,9 +79510,9 @@ msgid "" "[/codeblock]" msgstr "" "返回视窗的纹理。\n" -"[b]注意:[/b] 由于OpenGL的工作方式,产生的[ViewportTexture]是垂直翻转的。你可" -"以在[method Texture.get_data]的结果上使用[method Image.flip_y]来将其翻转回" -"去,例如。\n" +"[b]注意:[/b]由于 OpenGL 的工作方式,产生的 [ViewportTexture] 是垂直翻转的。" +"你可以在 [method Texture.get_data] 的结果上使用 [method Image.flip_y] 来将其" +"翻转回去,例如:\n" "[codeblock]\n" "var img = get_viewport().get_texture().get_data()\n" "img.flip_y()\n" @@ -79406,9 +79538,8 @@ msgid "Returns [code]true[/code] if there are visible modals on-screen." msgstr "如果屏幕上有可见的模型,返回[code]true[/code]。" #: doc/classes/Viewport.xml -#, fuzzy msgid "Returns [code]true[/code] if the drag operation is successful." -msgstr "如果选择处于活动状态,则返回 [code]true[/code]。" +msgstr "如果拖拽操作成功,则返回 [code]true[/code]。" #: doc/classes/Viewport.xml msgid "" @@ -79430,8 +79561,8 @@ msgid "" "[Viewport] but makes you responsible for updating the position of this " "[Viewport] manually." msgstr "" -"用指定的矩形将这个[Viewport]附加到根[Viewport]视窗上。这就绕过了另一个节点来" -"显示这个[Viewport]的需要,但让你负责手动更新这个[Viewport]的坐标。" +"用指定的矩形将这个 [Viewport] 附加到根 [Viewport] 上。这就绕过了另一个节点来" +"显示这个 [Viewport] 的需要,但让你负责手动更新这个 [Viewport] 的坐标。" #: doc/classes/Viewport.xml msgid "Stops the input from propagating further down the [SceneTree]." @@ -79617,10 +79748,10 @@ msgid "" "Viewport or from [code]SCREEN_TEXTURE[/code] becomes unavailable. For more " "information see [method VisualServer.viewport_set_render_direct_to_screen]." msgstr "" -"如果[code]true[/code],直接将视窗渲染到屏幕上,而不是渲染到根视窗上。只在" -"GLES2中可用。这是一个低级别的优化,在大多数情况下不应该使用。如果使用,从视窗" -"或从[code]SCREEN_TEXTURE[/code]读取将变得不可用。更多信息参阅[method " -"VisualServer.viewport_set_render_direct_to_screen]。" +"如果为 [code]true[/code],会直接将 Viewport 渲染到屏幕上,而不是渲染到根视窗" +"上。只在 GLES2 中可用。这是一个低级别的优化,在大多数情况下不应该使用。如果使" +"用,从 Viewport 或从 [code]SCREEN_TEXTURE[/code] 读取将变得不可用。更多信息参" +"阅 [method VisualServer.viewport_set_render_direct_to_screen]。" #: doc/classes/Viewport.xml msgid "" @@ -82312,25 +82443,26 @@ msgid "" "viewport, or it needs to be the child of another canvas item that is " "eventually attached to the canvas." msgstr "" -"任何可见对象的服务。VisualServer是所有可见对象的API后端。整个场景系统安装在它" -"上面来显示。\n" -"VisualServer是完全不透明的,它的内部结构的完全的具体实现不能被访问。\n" -"VisualServer可以用来完全绕过场景系统。\n" -"可使用[code]*_create[/code]函数创建资源。\n" -"所有的对象都被绘制到视窗中。你可以使用附在[SceneTree]上的[Viewport],或者用" -"[method viewport_create]自己创建一个。当使用自定义场景或画布时,需要使用" -"[method viewport_set_scenario]或[method viewport_attach_canvas]将场景或画布附" -"加到视窗上。\n" -"在3D中,所有的视觉对象都必须与一个场景相关联。场景是世界的一个视觉表现。如果" -"从一个正在运行的游戏中访问视觉服务,场景可以通过[method Spatial.get_world]从" -"场景树中的任何[Spatial]节点访问。另外,可以用[method scenario_create]创建一个" -"场景。\n" +"任何可见对象的服务。VisualServer 是所有可见对象的 API 后端。整个场景系统安装" +"在它上面来显示。\n" +"VisualServer 是完全不透明的,它的内部结构的完全的具体实现不能被访问。\n" +"VisualServer 可以用来完全绕过场景系统。\n" +"可使用 [code]*_create[/code] 函数创建资源。\n" +"所有的对象都被绘制到视窗中。你可以使用附在 [SceneTree] 上的 [Viewport],或者" +"用 [method viewport_create] 自己创建一个。当使用自定义场景或画布时,需要使用 " +"[method viewport_set_scenario] 或 [method viewport_attach_canvas] 将场景或画" +"布附加到视窗上。\n" +"在 3D 中,所有的视觉对象都必须与一个场景相关联。场景是世界的一个视觉表现。如" +"果从一个正在运行的游戏中访问视觉服务,场景可以通过 [method Spatial." +"get_world] 从场景树中的任何 [Spatial] 节点访问。另外,可以用 [method " +"scenario_create] 创建一个场景。\n" "相类似地,在2D中,需要一个画布来绘制所有的画布项目。\n" -"在3D中,所有可见的对象都是由资源和实例组成。资源可以是网格、粒子系统、光或任" -"何其他3D对象。为了使资源可见,必须使用[method instance_set_base]连接到一个实" -"例。实例也必须使用[method instance_set_scenario]附加到场景中,以便可见。\n" -"在2D中,所有可见对象都是某种形式的画布项目。为了可见,一个画布项需要是连接到" -"视窗的画布的子项,或者它需要是最终连接到画布的另一个画布项的子项。" +"在 3D 中,所有可见的对象都是由资源和实例组成。资源可以是网格、粒子系统、光或" +"任何其他 3D 对象。为了使资源可见,必须使用 [method instance_set_base] 连接到" +"一个实例。实例也必须使用 [method instance_set_scenario] 附加到场景中,以便可" +"见。\n" +"在 2D 中,所有可见对象都是某种形式的画布项目。为了可见,一个画布项需要是连接" +"到视窗的画布的子项,或者它需要是最终连接到画布的另一个画布项的子项。" #: doc/classes/VisualServer.xml msgid "Sets images to be rendered in the window margin." @@ -82530,7 +82662,7 @@ msgstr "为 [CanvasItem] 定义一个自定义的绘图矩形。" msgid "" "Enables the use of distance fields for GUI elements that are rendering " "distance field based fonts." -msgstr "为正在渲染基于距离字段的字体的GUI元素,启用距离字段。" +msgstr "为正在渲染基于距离字段的字体的 GUI 元素,启用距离场。" #: doc/classes/VisualServer.xml msgid "Sets [CanvasItem] to be drawn behind its parent." @@ -84890,13 +85022,13 @@ msgstr "" msgid "" "Emitted at the end of the frame, after the VisualServer has finished " "updating all the Viewports." -msgstr "在VisualServer完成更新所有视窗后,在帧的最后发出。" +msgstr "在 VisualServer 完成更新所有 Viewport 后,在帧的最后发出。" #: doc/classes/VisualServer.xml msgid "" "Emitted at the beginning of the frame, before the VisualServer updates all " "the Viewports." -msgstr "在VisualServer更新所有视窗之前,在帧的开始发出。" +msgstr "在 VisualServer 更新所有 Viewport 之前,在帧的开始发出。" #: doc/classes/VisualServer.xml msgid "Marks an error that shows that the index array is empty." @@ -84921,7 +85053,7 @@ msgstr "可用于发光后期处理效果的最大发光级别数。" #: doc/classes/VisualServer.xml msgid "Unused enum in Godot 3.x." -msgstr "在Godot 3.x中未使用的枚举。" +msgstr "在 Godot 3.x 中未使用的枚举。" #: doc/classes/VisualServer.xml msgid "The minimum renderpriority of all materials." @@ -84937,15 +85069,15 @@ msgstr "标记立方体贴图的左侧。" #: doc/classes/VisualServer.xml msgid "Marks the right side of a cubemap." -msgstr "标记立方体贴图cubemap的右侧。" +msgstr "标记立方体贴图的右侧。" #: doc/classes/VisualServer.xml msgid "Marks the bottom side of a cubemap." -msgstr "标记立方体图cubemap的底部。" +msgstr "标记立方体贴图的底部。" #: doc/classes/VisualServer.xml msgid "Marks the top side of a cubemap." -msgstr "标记cubemap的顶面。" +msgstr "标记立方体贴图的顶部。" #: doc/classes/VisualServer.xml msgid "Marks the front side of a cubemap." @@ -85325,19 +85457,19 @@ msgstr "" #: doc/classes/VisualServer.xml msgid "The Viewport does not render 3D but samples." -msgstr "视窗并不渲染3D,而是渲染采样。" +msgstr "Viewport 不渲染 3D 内容,但进行采样。" #: doc/classes/VisualServer.xml msgid "The Viewport does not render 3D and does not sample." -msgstr "视窗并不渲染3D,也不进行采样。" +msgstr "Viewport 不渲染 3D 内容,不进行采样。" #: doc/classes/VisualServer.xml msgid "The Viewport renders 3D with effects." -msgstr "视窗渲染 3D 效果。" +msgstr "Viewport 渲染 3D 内容,带特效。" #: doc/classes/VisualServer.xml msgid "The Viewport renders 3D but without effects." -msgstr "视窗渲染的是3D,但没有效果。" +msgstr "Viewport 渲染 3D 内容,不带特效。" #: doc/classes/VisualServer.xml msgid "Number of objects drawn in a single frame." |