diff options
Diffstat (limited to 'doc/translations/zh_CN.po')
-rw-r--r-- | doc/translations/zh_CN.po | 407 |
1 files changed, 272 insertions, 135 deletions
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index af21d97dab..d037281462 100644 --- a/doc/translations/zh_CN.po +++ b/doc/translations/zh_CN.po @@ -62,7 +62,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-05-24 13:02+0000\n" +"PO-Revision-Date: 2022-06-08 06:47+0000\n" "Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n" "Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/" "godot-engine/godot-class-reference/zh_Hans/>\n" @@ -15269,8 +15269,9 @@ msgstr "" "与可选的下一个字符的字偶距。" #: doc/classes/CanvasItem.xml +#, fuzzy msgid "" -"Draws a colored, unfilled circle. See also [method draw_arc], [method " +"Draws a colored, filled circle. See also [method draw_arc], [method " "draw_polyline] and [method draw_polygon].\n" "[b]Note:[/b] Built-in antialiasing is not provided for [method draw_circle]. " "As a workaround, install the [url=https://github.com/godot-extended-" @@ -17378,11 +17379,12 @@ msgstr "" "[/codeblock]" #: doc/classes/Color.xml +#, fuzzy msgid "" "Constructs a color from a 32-bit integer in RGBA format (each byte " "represents a color channel).\n" "[codeblock]\n" -"var c = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" +"var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n" "[/codeblock]" msgstr "" "从 RGBA 格式的 32 位整数构造颜色,每个字节代表一个颜色通道。\n" @@ -17437,12 +17439,13 @@ msgstr "" "[/codeblock]" #: doc/classes/Color.xml +#, fuzzy msgid "" "Returns the most contrasting color.\n" "[codeblock]\n" -"var c = Color(0.3, 0.4, 0.9)\n" -"var contrasted_color = c.contrasted() # Equivalent to RGBA(204, 229, 102, " -"255)\n" +"var color = Color(0.3, 0.4, 0.9)\n" +"var contrasted_color = color.contrasted() # Equivalent to RGBA(204, 229, " +"102, 255)\n" "[/codeblock]" msgstr "" "返回对比度最高的颜色。\n" @@ -17468,12 +17471,13 @@ msgstr "" "[/codeblock]" #: doc/classes/Color.xml +#, fuzzy msgid "" "Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and " "[code]v[/code] are values between 0 and 1.\n" "[codeblock]\n" -"var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, " -"79, 0.8) or Color8(100, 151, 201, 0.8)\n" +"var color = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, " +"50, 79, 0.8) or Color8(100, 151, 201, 0.8)\n" "[/codeblock]" msgstr "" "从 HSV 配置文件中构建一个颜色。[code]h[/code]、[code]s[/code]和[code]v[/code]" @@ -17493,12 +17497,13 @@ msgstr "" "可以用来确定颜色是亮色还是暗色。一般认为亮度小于 0.5 的颜色是暗色。" #: doc/classes/Color.xml +#, fuzzy msgid "" "Returns the color's grayscale representation.\n" "The gray value is calculated as [code](r + g + b) / 3[/code].\n" "[codeblock]\n" -"var c = Color(0.2, 0.45, 0.82)\n" -"var gray = c.gray() # A value of 0.466667\n" +"var color = Color(0.2, 0.45, 0.82)\n" +"var gray = color.gray() # A value of 0.466667\n" "[/codeblock]" msgstr "" "返回颜色的灰度表示。\n" @@ -17632,15 +17637,16 @@ msgstr "" "[/codeblock]" #: doc/classes/Color.xml +#, fuzzy msgid "" "Returns the color's HTML hexadecimal color string in ARGB format (ex: " "[code]ff34f822[/code]).\n" "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from " "the hexadecimal string.\n" "[codeblock]\n" -"var c = Color(1, 1, 1, 0.5)\n" -"var s1 = c.to_html() # Returns \"7fffffff\"\n" -"var s2 = c.to_html(false) # Returns \"ffffff\"\n" +"var color = Color(1, 1, 1, 0.5)\n" +"var s1 = color.to_html() # Returns \"7fffffff\"\n" +"var s2 = color.to_html(false) # Returns \"ffffff\"\n" "[/codeblock]" msgstr "" "返回 ARGB 格式的 HTML 十六进制颜色字符串(例如:[code]ff34f822[/code])。\n" @@ -17739,7 +17745,7 @@ msgstr "爱丽丝蓝。" #: doc/classes/Color.xml msgid "Antique white color." -msgstr "古色古香的白色。" +msgstr "古董白。" #: doc/classes/Color.xml msgid "Aqua color." @@ -17787,7 +17793,7 @@ msgstr "癭木色。" #: doc/classes/Color.xml msgid "Cadet blue color." -msgstr "军校学生的蓝色。" +msgstr "军服蓝。" #: doc/classes/Color.xml msgid "Chartreuse color." @@ -18111,7 +18117,7 @@ msgstr "鹿皮鞋颜色。" #: doc/classes/Color.xml msgid "Navajo white color." -msgstr "那瓦伙族人白。" +msgstr "纳瓦白。" #: doc/classes/Color.xml msgid "Navy blue color." @@ -18119,7 +18125,7 @@ msgstr "藏青色。" #: doc/classes/Color.xml msgid "Old lace color." -msgstr "旧蕾丝颜色。" +msgstr "旧蕾丝色。" #: doc/classes/Color.xml msgid "Olive color." @@ -22156,7 +22162,6 @@ msgid "A cryptographic key (RSA)." msgstr "加密密钥(RSA)。" #: doc/classes/CryptoKey.xml -#, fuzzy msgid "" "The CryptoKey class represents a cryptographic key. Keys can be loaded and " "saved like any other [Resource].\n" @@ -22164,11 +22169,11 @@ msgid "" "Crypto.generate_self_signed_certificate] and as private key in [method " "StreamPeerSSL.accept_stream] along with the appropriate certificate." msgstr "" -"CryptoKey类表示加密密钥。可以像其他任何[Resource]一样加载和保存键。\n" -"它们可用于通过[method Crypto.generate_self_signed_certificate]生成自签名" -"[X509Certificate],并可作为[method StreamPeerSSL.accept_stream]中的私钥以及相" -"应的证书。\n" -"[b]注意:[/b]在HTML5导出中不可用。" +"CryptoKey 类表示加密密钥。密钥可以像其他任何 [Resource] 一样进行加载和保" +"存。\n" +"密钥可以通过 [method Crypto.generate_self_signed_certificate] 生成自签名 " +"[X509Certificate],并可作为 [method StreamPeerSSL.accept_stream] 中的私钥以及" +"相应的证书。" #: doc/classes/CryptoKey.xml msgid "" @@ -23840,7 +23845,6 @@ msgid "Dictionary type." msgstr "字典类型。" #: doc/classes/Dictionary.xml -#, fuzzy msgid "" "Dictionary type. Associative container which contains values referenced by " "unique keys. Dictionaries are composed of pairs of keys (which must be " @@ -26728,8 +26732,9 @@ msgstr "" "侧。" #: doc/classes/EditorPlugin.xml +#, fuzzy msgid "" -"Gets the Editor's dialogue used for making scripts.\n" +"Gets the Editor's dialog used for making scripts.\n" "[b]Note:[/b] Users can configure it before use.\n" "[b]Warning:[/b] Removing and freeing this node will render a part of the " "editor useless and may cause a crash." @@ -29666,11 +29671,13 @@ msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "低质量的屏幕空间环境遮挡效果(最快)。" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect." +#, fuzzy +msgid "Medium quality for the screen-space ambient occlusion effect." msgstr "低质量的屏幕空间环境遮挡效果。" #: doc/classes/Environment.xml -msgid "Low quality for the screen-space ambient occlusion effect (slowest)." +#, fuzzy +msgid "High quality for the screen-space ambient occlusion effect (slowest)." msgstr "低质量的屏幕空间环境遮挡效果(最慢)。" #: doc/classes/Expression.xml @@ -31738,7 +31745,6 @@ msgstr "" "code],否则返回 [code]false[/code]。" #: doc/classes/Geometry.xml -#, fuzzy msgid "" "Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and " "([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the " @@ -31746,10 +31752,10 @@ msgid "" "[code]null[/code].\n" "[b]Note:[/b] The lines are specified using direction vectors, not end points." msgstr "" -"检查两行([code]from_a[/code],[code]dir_a[/code])和([code]from_b[/code]," -"[code]dir_b[/code])是否相交。如果是,则将相交点返回为[Vector2]。如果没有交" -"叉,则返回一个空的[Variant]。\n" -"[b]注意:[/b]线是使用方向向量而不是终点指定的。" +"检查两条直线([code]from_a[/code], [code]dir_a[/code]) 和 ([code]from_b[/" +"code], [code]dir_b[/code]) 是否相交。如果相交,则返回 [Vector2] 形式的相交" +"点。如果不相交,则返回 [code]null[/code]。\n" +"[b]注意:[/b]直线是使用方向向量而不是终点指定的。" #: doc/classes/Geometry.xml msgid "" @@ -31906,16 +31912,15 @@ msgstr "" "交点的法线。" #: doc/classes/Geometry.xml -#, fuzzy msgid "" "Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and " "([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point " "of intersection as [Vector2]. If no intersection takes place, returns " "[code]null[/code]." msgstr "" -"检查两段([code]from_a[/code], [code]to_a[/code])和([code]from_b[/code], " -"[code]to_b[/code])是否相交。如果是,返回相交点为[Vector2]。如果没有发生相" -"交,返回一个空的[Variant]。" +"检查两条线段 ([code]from_a[/code], [code]to_a[/code]) 和 ([code]from_b[/" +"code], [code]to_b[/code]) 是否相交。如果相交,则返回 [Vector2] 形式的相交点。" +"如果不相交,则返回 [code]null[/code]。" #: doc/classes/Geometry.xml msgid "" @@ -33841,7 +33846,6 @@ msgid "Context to compute cryptographic hashes over multiple iterations." msgstr "在多次迭代中计算加密哈希的上下文。" #: doc/classes/HashingContext.xml -#, fuzzy msgid "" "The HashingContext class provides an interface for computing cryptographic " "hashes over multiple iterations. This is useful for example when computing " @@ -33894,8 +33898,7 @@ msgstr "" " var res = ctx.finish()\n" " # 以十六进制字符串和数组的形式打印结果。\n" " printt(res.hex_encode(), Array(res))\n" -"[/codeblock]\n" -"[b]注意:[/b]这在导出为 HTML5 时是不可用的。" +"[/codeblock]" #: doc/classes/HashingContext.xml msgid "Closes the current context, and return the computed hash." @@ -44566,15 +44569,20 @@ msgid "Server interface for low-level 2D navigation access." msgstr "访问底层 2D 导航的服务器接口。" #: doc/classes/Navigation2DServer.xml +#, fuzzy msgid "" "Navigation2DServer is the server responsible for all 2D navigation. It " "handles several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation polygons. " -"Together, they define the navigable areas in the 2D world. For two regions " -"to be connected to each other, they must share a similar edge. An edge is " -"considered connected to another if both of its two vertices are at a " -"distance less than [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"Together, they define the navigable areas in the 2D world.\n" +"[b]Note:[/b] Most NavigationServer changes take effect after the next " +"physics frame and not immediately. This includes all changes made to maps, " +"regions or agents by navigation related Nodes in the SceneTree or made " +"through scripts.\n" +"For two regions to be connected to each other, they must share a similar " +"edge. An edge is considered connected to another if both of its two vertices " +"are at a distance less than [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\n" "To use the collision avoidance system, you may use agents. You can set an " "agent's target velocity, then the servers will emit a callback with a " "modified velocity.\n" @@ -45386,7 +45394,7 @@ msgstr "" "染的停滞。一般而言,可解析对象的总数与它们各自的大小和复杂度之间应该达到平" "衡,防止出现帧率问题和超长的烘焙时间。合并后的网格后续会被交给 Recast 导航对" "象,通过在网格的包围区域周边创建体素世界,来检查原始几何体中适合 " -"[Navigationmesh] 代理行走的地形。\n" +"[NavigationMesh] 代理行走的地形。\n" "然后就会返回最终的导航网格,保存在 [NavigationMesh] 中,即可交付 " "[NavigationMeshInstance] 使用。" @@ -45690,15 +45698,20 @@ msgid "Server interface for low-level 3D navigation access." msgstr "访问底层 3D 导航的服务器接口。" #: doc/classes/NavigationServer.xml +#, fuzzy msgid "" "NavigationServer is the server responsible for all 3D navigation. It handles " "several objects, namely maps, regions and agents.\n" "Maps are made up of regions, which are made of navigation meshes. Together, " -"they define the navigable areas in the 3D world. For two regions to be " -"connected to each other, they must share a similar edge. An edge is " -"considered connected to another if both of its two vertices are at a " -"distance less than [member Navigation.edge_connection_margin] to the " -"respective other edge's vertex.\n" +"they define the navigable areas in the 3D world.\n" +"[b]Note:[/b] Most NavigationServer changes take effect after the next " +"physics frame and not immediately. This includes all changes made to maps, " +"regions or agents by navigation related Nodes in the SceneTree or made " +"through scripts.\n" +"For two regions to be connected to each other, they must share a similar " +"edge. An edge is considered connected to another if both of its two vertices " +"are at a distance less than [member Navigation.edge_connection_margin] to " +"the respective other edge's vertex.\n" "To use the collision avoidance system, you may use agents. You can set an " "agent's target velocity, then the servers will emit a callback with a " "modified velocity.\n" @@ -47163,7 +47176,7 @@ msgid "" "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can " "be tested using [method is_physics_interpolated_and_enabled]." msgstr "" -"如果这个 Node 设置了物理插值标志,则返回 [code]true[/code](见 [method " +"如果这个 Node 设置了物理插值标志,则返回 [code]true[/code](见 [member " "physics_interpolation_mode])。\n" "[b]注意:[/b]只有在设置了标志[b]并且[/b]该 [SceneTree] 启用了物理插值时,才会" "启用插值。可以使用 [method is_physics_interpolated_and_enabled] 进行检查。" @@ -47177,7 +47190,7 @@ msgid "" "See [member SceneTree.physics_interpolation] and [member ProjectSettings." "physics/common/physics_interpolation]." msgstr "" -"如果启用了物理插值(见 [method physics_interpolation_mode])[b]并且[/b]该 " +"如果启用了物理插值(见 [member physics_interpolation_mode])[b]并且[/b]该 " "[SceneTree] 也启用了物理插值,则返回 [code]true[/code]。\n" "这是 [method is_physics_interpolated] 的简便版本,还会检查是否全局启用了物理" "插值。\n" @@ -47445,7 +47458,6 @@ msgstr "" "[b]注意:[/b]这个函数应该在移动节点[b]之后[/b]调用,而不是之前。" #: doc/classes/Node.xml -#, fuzzy msgid "" "Sends a remote procedure call request for the given [code]method[/code] to " "peers on the network (and locally), optionally sending all additional " @@ -47465,7 +47477,7 @@ msgstr "" "可选择将所有附加参数作为参数发送给 RPC 调用的方法。调用请求将只被具有相同 " "[NodePath] 的节点接收,包括完全相同的节点名称。行为取决于给定方法的 RPC 配" "置,见 [method rpc_config]。方法在默认情况下不会暴露给 RPC。参阅 [method " -"rset] 和[method rset_config] 的属性。返回一个空的 [Variant]。\n" +"rset] 和[method rset_config] 的属性。返回 [code]null[/code]。\n" "[b]注意:[/b]只有在你从 [SceneTree] 收到 [code]connected_to_server[/code] 信" "号之后,你才能安全地在客户端使用 RPC。你还需要跟踪连接状态,可以通过 " "[code]server_disconnected[/code] 等 [SceneTree] 信号或者检查 [code]SceneTree." @@ -47489,31 +47501,28 @@ msgstr "" "rset_config] 的属性。" #: doc/classes/Node.xml -#, fuzzy msgid "" "Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] " "(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/" "code]." msgstr "" -"向由[code]peer_id[/code]确定的特定peer发送一个[method rpc](见[method " -"NetworkedMultiplayerPeer.set_target_peer])。返回一个空的[Variant]。" +"向由 [code]peer_id[/code] 确定的特定对等体发送一个 [method rpc](见 [method " +"NetworkedMultiplayerPeer.set_target_peer])。返回 [code]null[/code]。" #: doc/classes/Node.xml -#, fuzzy msgid "" "Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]." -msgstr "使用一个不可靠的协议发送一个[method rpc]。返回一个空的[Variant]。" +msgstr "使用不可靠的协议发送一个 [method rpc]。返回 [code]null[/code]。" #: doc/classes/Node.xml -#, fuzzy msgid "" "Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] " "using an unreliable protocol (see [method NetworkedMultiplayerPeer." "set_target_peer]). Returns [code]null[/code]." msgstr "" -"使用不可靠的协议(见[method NetworkedMultiplayerPeer.set_target_peer])向由" -"[code]peer_id[/code]标识的特定peer发送一个[method rpc]。返回一个空的" -"[Variant]。" +"使用不可靠的协议(见 [method NetworkedMultiplayerPeer.set_target_peer])向由 " +"[code]peer_id[/code] 标识的特定对等体发送一个 [method rpc]。返回 [code]null[/" +"code]。" #: doc/classes/Node.xml msgid "" @@ -48345,9 +48354,10 @@ msgstr "" "[/codeblock]" #: doc/classes/NodePath.xml +#, fuzzy msgid "" "Gets the node name indicated by [code]idx[/code] (0 to [method " -"get_name_count]).\n" +"get_name_count] - 1).\n" "[codeblock]\n" "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n" "print(node_path.get_name(0)) # Path2D\n" @@ -51261,6 +51271,7 @@ msgstr "" "[b]注意:[/b]该方法在 HTML5、Linux、macOS 和 Windows 上实现。" #: doc/classes/OS.xml +#, fuzzy msgid "" "Requests the OS to open a resource with the most appropriate program. For " "example:\n" @@ -51270,9 +51281,9 @@ msgid "" "web browser on the official Godot website.\n" "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] opens the " "default email client with the \"To\" field set to [code]example@example.com[/" -"code]. See [url=https://blog.escapecreative.com/customizing-mailto-" -"links/]Customizing [code]mailto:[/code] Links[/url] for a list of fields " -"that can be added.\n" +"code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The " +"[code]mailto[/code] URL scheme[/url] for a list of fields that can be " +"added.\n" "Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] " "or [code]user://[/code] path into a system path for use with this method.\n" "[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS " @@ -56176,6 +56187,7 @@ msgid "A pooled array of bytes." msgstr "字节池数组。" #: doc/classes/PoolByteArray.xml +#, fuzzy msgid "" "An array specifically designed to hold bytes. Optimized for memory usage, " "does not fragment the memory.\n" @@ -56186,7 +56198,7 @@ msgid "" "[codeblock]\n" "var array = [PoolByteArray()]\n" "array[0].push_back(123)\n" -"print(array) # [[]] (empty PoolByteArray within an empty Array)\n" +"print(array) # [[]] (empty PoolByteArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolByteArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -56198,6 +56210,24 @@ msgid "" "print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n" "[/codeblock]" msgstr "" +"专门为存储字节设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n" +"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 " +"[PoolByteArray] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 [Dictionary] " +"中的 [PoolByteArray] 进行了修改,那么这些修改就会丢失:\n" +"[codeblock]\n" +"var array = [PoolByteArray()]\n" +"array[0].push_back(123)\n" +"print(array) # [[]](空 Array 中包含了空的 PoolByteArray)\n" +"[/codeblock]\n" +"整个 [PoolByteArray] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会发" +"生变化:\n" +"[codeblock]\n" +"var array = [PoolByteArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(123)\n" +"array[0] = pool_array\n" +"print(array) # [[123]](Array 中包含了含有 1 个元素的 PoolByteArray)\n" +"[/codeblock]" #: doc/classes/PoolByteArray.xml msgid "" @@ -56362,11 +56392,11 @@ msgstr "" "负的索引都被认为是从数组的末端开始的。" #: doc/classes/PoolColorArray.xml -#, fuzzy msgid "A pooled array of [Color]s." msgstr "[Color] 池数组。" #: doc/classes/PoolColorArray.xml +#, fuzzy msgid "" "An array specifically designed to hold [Color]. Optimized for memory usage, " "does not fragment the memory.\n" @@ -56377,7 +56407,7 @@ msgid "" "[codeblock]\n" "var array = [PoolColorArray()]\n" "array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" -"print(array) # [[]] (empty PoolColorArray within an empty Array)\n" +"print(array) # [[]] (empty PoolColorArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -56390,6 +56420,25 @@ msgid "" "inside an Array)\n" "[/codeblock]" msgstr "" +"专门为存储 [Color] 设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n" +"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 " +"[PoolColorArray] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 [Dictionary] " +"中的 [PoolColorArray] 进行了修改,那么这些修改就会丢失:\n" +"[codeblock]\n" +"var array = [PoolColorArray()]\n" +"array[0].push_back(Color(0.1, 0.2, 0.3, 0.4))\n" +"print(array) # [[]](空 Array 中包含了空的 PoolColorArray)\n" +"[/codeblock]\n" +"整个 [PoolColorArray] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会发" +"生变化:\n" +"[codeblock]\n" +"var array = [PoolColorArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n" +"array[0] = pool_array\n" +"print(array) # [[(0.1, 0.2, 0.3, 0.4)]](Array 中包含了含有 1 个元素的 " +"PoolColorArray)\n" +"[/codeblock]" #: doc/classes/PoolColorArray.xml msgid "" @@ -56436,7 +56485,7 @@ msgid "" "[codeblock]\n" "var array = [PoolIntArray()]\n" "array[0].push_back(1234)\n" -"print(array) # [[]] (empty PoolIntArray within an empty Array)\n" +"print(array) # [[]] (empty PoolIntArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolIntArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -56453,9 +56502,25 @@ msgid "" "around. In comparison, [int] uses signed 64-bit integers which can hold much " "larger values." msgstr "" -"专门用于保存整数值([int])的数组。对内存的使用进行了优化,不会使内存碎片" -"化。\n" -"[b]注意:[/b]这种类型是通过值传递的,而不是引用。\n" +"专门为存储整数([int])设计的数组。针对内存使用进行了优化,不会产生内存碎" +"片。\n" +"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 " +"[PoolIntArray] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 [Dictionary] 中" +"的 [PoolIntArray] 进行了修改,那么这些修改就会丢失:\n" +"[codeblock]\n" +"var array = [PoolIntArray()]\n" +"array[0].push_back(1234)\n" +"print(array) # [[]](空 Array 中包含了空的 PoolIntArray)\n" +"[/codeblock]\n" +"整个 [PoolIntArray] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会发生" +"变化:\n" +"[codeblock]\n" +"var array = [PoolIntArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(1234)\n" +"array[0] = pool_array\n" +"print(array) # [[1234]](Array 中包含了含有 1 个元素的 PoolIntArray)\n" +"[/codeblock]\n" "[b]注意:[/b]这个类型仅限于有符号的 32 位整数,这意味着它只能在 [code]" "[-2^31, 2^31 - 1][/code] 的区间取值,即 [code][-2147483648, 2147483647][/" "code]。超过这些界限就会被包起来。相比之下,[int] 使用有符号的 64 位整数,可以" @@ -56484,7 +56549,6 @@ msgid "Changes the int at the given index." msgstr "更改给定索引处的 int。" #: doc/classes/PoolRealArray.xml -#, fuzzy msgid "A pooled array of real numbers ([float])." msgstr "实数([float])池数组。" @@ -56500,7 +56564,7 @@ msgid "" "[codeblock]\n" "var array = [PoolRealArray()]\n" "array[0].push_back(12.34)\n" -"print(array) # [[]] (empty PoolRealArray within an empty Array)\n" +"print(array) # [[]] (empty PoolRealArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolRealArray] property must be [i]reassigned[/i] with " "[code]=[/code] for it to be changed:\n" @@ -56519,8 +56583,24 @@ msgid "" "store [float]s will use roughly 6 times more memory compared to a " "[PoolRealArray]." msgstr "" -"专门设计用于保存浮点值的数组。针对内存使用进行了优化,不会造成内存碎片。\n" -"[b]注意:[/b]这种类型是按值传递而不是按引用传递。\n" +"专门为存储浮点数设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n" +"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 " +"[PoolRealArray] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 [Dictionary] " +"中的 [PoolRealArray] 进行了修改,那么这些修改就会丢失:\n" +"[codeblock]\n" +"var array = [PoolIntArray()]\n" +"array[0].push_back(12.34)\n" +"print(array) # [[]](空 Array 中包含了空的 PoolRealArray)\n" +"[/codeblock]\n" +"整个 [PoolRealArray] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会发" +"生变化:\n" +"[codeblock]\n" +"var array = [PoolRealArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(12.34)\n" +"array[0] = pool_array\n" +"print(array) # [[12.34]](Array 中包含了含有 1 个元素的 PoolRealArray)\n" +"[/codeblock]\n" "[b]注意:[/b]与 64 位原始 [float] 不同,存储在 [PoolRealArray] 中的数字是 32 " "位浮点数。这意味着与原始 [float] 相比,存储在 [PoolRealArray] 中的值具有较低" "的精度。如果您需要在数组中存储 64 位浮点数,请使用具有 [float] 元素的通用 " @@ -56542,11 +56622,11 @@ msgid "Changes the float at the given index." msgstr "更改给定索引处的浮点数。" #: doc/classes/PoolStringArray.xml -#, fuzzy msgid "A pooled array of [String]s." msgstr "[String] 池数组。" #: doc/classes/PoolStringArray.xml +#, fuzzy msgid "" "An array specifically designed to hold [String]s. Optimized for memory " "usage, does not fragment the memory.\n" @@ -56557,7 +56637,7 @@ msgid "" "[codeblock]\n" "var array = [PoolStringArray()]\n" "array[0].push_back(\"hello\")\n" -"print(array) # [[]] (empty PoolStringArray within an empty Array)\n" +"print(array) # [[]] (empty PoolStringArray within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolStringArray] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -56569,6 +56649,24 @@ msgid "" "print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n" "[/codeblock]" msgstr "" +"专门为存储 [String] 设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n" +"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 " +"[PoolStringArray] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 " +"[Dictionary] 中的 [PoolStringArray] 进行了修改,那么这些修改就会丢失:\n" +"[codeblock]\n" +"var array = [PoolStringArray()]\n" +"array[0].push_back(\"hello\")\n" +"print(array) # [[]](空 Array 中包含了空的 PoolStringArray)\n" +"[/codeblock]\n" +"整个 [PoolStringArray] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会" +"发生变化:\n" +"[codeblock]\n" +"var array = [PoolStringArray()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(\"hello\")\n" +"array[0] = pool_array\n" +"print(array) # [[hello]](Array 中包含了含有 1 个元素的 PoolStringArray)\n" +"[/codeblock]" #: doc/classes/PoolStringArray.xml msgid "" @@ -56597,11 +56695,11 @@ msgid "Changes the [String] at the given index." msgstr "更改给定索引处的[String]。" #: doc/classes/PoolVector2Array.xml -#, fuzzy msgid "A pooled array of [Vector2]s." msgstr "[Vector2] 池数组。" #: doc/classes/PoolVector2Array.xml +#, fuzzy msgid "" "An array specifically designed to hold [Vector2]. Optimized for memory " "usage, does not fragment the memory.\n" @@ -56612,7 +56710,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector2Array()]\n" "array[0].push_back(Vector2(12, 34))\n" -"print(array) # [[]] (empty PoolVector2Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector2Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector2Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -56625,6 +56723,25 @@ msgid "" "Array)\n" "[/codeblock]" msgstr "" +"专门为存储 [Vector2] 设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n" +"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 " +"[PoolVector2Array] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 " +"[Dictionary] 中的 [PoolVector2Array] 进行了修改,那么这些修改就会丢失:\n" +"[codeblock]\n" +"var array = [PoolVector2Array()]\n" +"array[0].push_back(Vector2(12, 34))\n" +"print(array) # [[]](空 Array 中包含了空的 PoolVector2Array)\n" +"[/codeblock]\n" +"整个 [PoolVector2Array] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会" +"发生变化:\n" +"[codeblock]\n" +"var array = [PoolVector2Array()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(Vector2(12, 34))\n" +"array[0] = pool_array\n" +"print(array) # [[(12, 34)]](Array 中包含了含有 1 个元素的 " +"PoolVector2Array)\n" +"[/codeblock]" #: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml #: doc/classes/TileSet.xml @@ -56655,6 +56772,7 @@ msgid "A pooled array of [Vector3]." msgstr "[Vector3] 池数组。" #: doc/classes/PoolVector3Array.xml +#, fuzzy msgid "" "An array specifically designed to hold [Vector3]. Optimized for memory " "usage, does not fragment the memory.\n" @@ -56665,7 +56783,7 @@ msgid "" "[codeblock]\n" "var array = [PoolVector3Array()]\n" "array[0].push_back(Vector3(12, 34, 56))\n" -"print(array) # [[]] (empty PoolVector3Array within an empty Array)\n" +"print(array) # [[]] (empty PoolVector3Array within an Array)\n" "[/codeblock]\n" "Instead, the entire [PoolVector3Array] property must be [i]reassigned[/i] " "with [code]=[/code] for it to be changed:\n" @@ -56678,6 +56796,25 @@ msgid "" "Array)\n" "[/codeblock]" msgstr "" +"专门为存储 [Vector3] 设计的数组。针对内存使用进行了优化,不会产生内存碎片。\n" +"[b]注意:[/b]这个类型是按值传递的,不会按引用传递。也就是说,如果对某个类的 " +"[PoolVector3Array] 类型的属性进行了[i]修改[/i],或者对 [Array] 或 " +"[Dictionary] 中的 [PoolVector3Array] 进行了修改,那么这些修改就会丢失:\n" +"[codeblock]\n" +"var array = [PoolVector3Array()]\n" +"array[0].push_back(Vector3(12, 34, 56))\n" +"print(array) # [[]](空 Array 中包含了空的 PoolVector3Array)\n" +"[/codeblock]\n" +"整个 [PoolVector3Array] 属性必须使用 [code]=[/code] 进行[i]重新赋值[/i],才会" +"发生变化:\n" +"[codeblock]\n" +"var array = [PoolVector3Array()]\n" +"var pool_array = array[0]\n" +"pool_array.push_back(Vector3(12, 34, 56))\n" +"array[0] = pool_array\n" +"print(array) # [[(12, 34, 56)]](Array 中包含了含有 1 个元素的 " +"PoolVector3Array)\n" +"[/codeblock]" #: doc/classes/PoolVector3Array.xml msgid "" @@ -62390,10 +62527,12 @@ msgid "Abstract base class for range-based controls." msgstr "基于范围的控件的抽象基类。" #: doc/classes/Range.xml +#, fuzzy msgid "" "Range is a base class for [Control] nodes that change a floating-point " -"[i]value[/i] between a [i]minimum[/i] and a [i]maximum[/i], using [i]step[/" -"i] and [i]page[/i], for example a [ScrollBar]." +"[member value] between a [member min_value] and [member max_value], using a " +"configured [member step] and [member page] size. See e.g. [ScrollBar] and " +"[Slider] for examples of higher level nodes using Range." msgstr "" "Range是一个用于[Control]节点的基类,它在[i]最小值[/i]和[i]最大值[/i]之间改变" "一个浮点[i]值[/i],用于[i]步进[/i]和[i]页面[/i],例如[ScrollBar]。" @@ -64947,39 +65086,39 @@ msgstr "锁定指定的线性或旋转轴。" #: doc/classes/RigidBody.xml #, fuzzy msgid "" -"Damps RigidBody's rotational forces. If this value is different from -1.0 it " -"will be added to any linear damp derived from the world or areas.\n" +"Damps the body's rotational forces. If this value is different from -1.0 it " +"will be added to any angular damp derived from the world or areas.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" -"实体的线性阻尼。不能小于-1.0。如果这个值与-1.0不同,任何从世界或区域派生的线" -"性阻尼将被覆盖。\n" -"关于阻尼的更多细节,请参阅[member ProjectSettings.physics/3d/" -"default_linear_damp]。" +"对 RigidBody 的旋转力进行阻尼运算。如果这个值与 -1.0 不同,将会追加到任何从世" +"界或区域派生的线性阻尼中。\n" +"关于阻尼的更多细节,请参阅 [member ProjectSettings.physics/3d/" +"default_angular_damp]。" #: doc/classes/RigidBody.xml msgid "Lock the body's rotation in the X axis." -msgstr "锁定实体在X轴上的旋转。" +msgstr "锁定实体在 X 轴上的旋转。" #: doc/classes/RigidBody.xml msgid "Lock the body's rotation in the Y axis." -msgstr "锁定实体在Y轴上的旋转。" +msgstr "锁定实体在 Y 轴上的旋转。" #: doc/classes/RigidBody.xml msgid "Lock the body's rotation in the Z axis." -msgstr "锁定实体在Z轴上的旋转。" +msgstr "锁定实体在 Z 轴上的旋转。" #: doc/classes/RigidBody.xml msgid "Lock the body's movement in the X axis." -msgstr "锁定实体在X轴上的移动。" +msgstr "锁定实体在 X 轴上的移动。" #: doc/classes/RigidBody.xml msgid "Lock the body's movement in the Y axis." -msgstr "锁定实体在Y轴上的移动。" +msgstr "锁定实体在 Y 轴上的移动。" #: doc/classes/RigidBody.xml msgid "Lock the body's movement in the Z axis." -msgstr "锁定实体在Z轴上的移动。" +msgstr "锁定实体在 Z 轴上的移动。" #: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml #: doc/classes/StaticBody.xml doc/classes/StaticBody2D.xml @@ -65061,7 +65200,7 @@ msgid "" "Deprecated, use [member PhysicsMaterial.friction] instead via [member " "physics_material_override]." msgstr "" -"实体的摩擦力,从 0(无摩擦)到 1(最大摩擦)。\n" +"该实体的摩擦力,从 0(无摩擦)到 1(最大摩擦)。\n" "已废弃,请通过 [member physics_material_override] 使用 [member " "PhysicsMaterial.friction] 代替。" @@ -65072,12 +65211,11 @@ msgid "" "example, a value of 1 will be normal gravity, 2 will apply double gravity, " "and 0.5 will apply half gravity to this object." msgstr "" -"这与在[b]项目 > 项目设置 > Physics > 3d[/b] 中找到的全局 3D 重力设置相乘,产" -"生 RigidBody 的重力。例如,1 的值将是正常的重力,2 将应用双倍的重力,0.5 将对" -"这个物体应用一半的重力。" +"这与在[b]项目 > 项目设置 > 物理 > 3D[/b] 中找到的全局 3D 重力设置相乘,产生 " +"RigidBody 的重力。例如,1 的值将是正常的重力,2 将应用双倍的重力,0.5 将对这" +"个物体应用一半的重力。" #: doc/classes/RigidBody.xml -#, fuzzy msgid "" "The body's linear damp. Cannot be less than -1.0. If this value is different " "from -1.0 it will be added to any linear damp derived from the world or " @@ -65085,9 +65223,9 @@ msgid "" "See [member ProjectSettings.physics/3d/default_linear_damp] for more details " "about damping." msgstr "" -"实体的线性阻尼。不能小于-1.0。如果这个值与-1.0不同,任何从世界或区域派生的线" -"性阻尼将被覆盖。\n" -"关于阻尼的更多细节,请参阅[member ProjectSettings.physics/3d/" +"该实体的线性阻尼。不能小于 -1.0。如果这个值与 -1.0 不同,将会追加到任何从世界" +"或区域派生的线性阻尼中。\n" +"关于阻尼的更多细节,请参阅 [member ProjectSettings.physics/3d/" "default_linear_damp]。" #: doc/classes/RigidBody.xml @@ -65385,7 +65523,6 @@ msgstr "" "话)。" #: doc/classes/RigidBody2D.xml -#, fuzzy msgid "" "Damps the body's [member angular_velocity]. If [code]-1[/code], the body " "will use the [b]Default Angular Damp[/b] defined in [b]Project > Project " @@ -65394,8 +65531,9 @@ msgid "" "See [member ProjectSettings.physics/2d/default_angular_damp] for more " "details about damping." msgstr "" -"对物体的 [member angular_velocity] 进行阻尼运算。如果为 [code]-1[/code],物体" -"将使用[b]项目 > 项目设置 > 物理 > 2D[/b] 中定义的[b]默认角度阻尼[/b]。\n" +"对该实体的 [member angular_velocity] 进行阻尼运算。如果为 [code]-1[/code],物" +"体将使用[b]项目 > 项目设置 > 物理 > 2D[/b] 中定义的[b]默认角度阻尼[/b]。如果" +"大于 [code]-1[/code],会加入到项目默认值之上。\n" "有关阻尼的更多详细信息,请参阅 [member ProjectSettings.physics/2d/" "default_angular_damp]。" @@ -65494,12 +65632,11 @@ msgid "" "this function allows you to set a custom value. Set 0 inertia to return to " "automatically computing it." msgstr "" -"物体的惯性力矩。这就像质量,但对于旋转来说:它决定了旋转物体需要多大的力矩。" -"惯性力矩通常是由质量和形状自动计算出来的,但是这个函数允许你设置一个自定义" -"值。设置0惯性会切换回自动计算。" +"该实体的惯性力矩。类似于质量,但是针对旋转的:它决定了旋转物体需要多大的力" +"矩。惯性力矩通常是由质量和形状自动计算出来的,但是这个函数允许你设置一个自定" +"义值。设置 0 惯性会切换回自动计算。" #: doc/classes/RigidBody2D.xml -#, fuzzy msgid "" "Damps the body's [member linear_velocity]. If [code]-1[/code], the body will " "use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > " @@ -65508,9 +65645,9 @@ msgid "" "See [member ProjectSettings.physics/2d/default_linear_damp] for more details " "about damping." msgstr "" -"对物体的[member linear_velocity]进行阻尼运算。如果[code]-1[/code],物体将使用" -"[b]项目 > 项目设置 > Physics > 2d[/b] 中的 [b]Default Linear Damp[/b](默认线" -"性阻尼)。\n" +"对该实体的 [member linear_velocity] 进行阻尼运算。如果为 [code]-1[/code],物" +"体将使用[b]项目 > 项目设置 > 物理 > 2D[/b] 中的[b]默认线性阻尼[/b]。如果大于 " +"[code]-1[/code],会加入到项目默认值之上。\n" "有关阻尼的更多详细信息,请参阅 [member ProjectSettings.physics/2d/" "default_linear_damp]。" @@ -65521,21 +65658,21 @@ msgid "" "thread and runs at a different granularity. Use [method _integrate_forces] " "as your process loop for precise control of the body state." msgstr "" -"物体的线速度,单位为像素每秒。可以偶尔使用,但是[b]不要每一帧都设置它[/b],因" -"为物理可能在另一个线程中运行,并且以不同的间隔。使用 [method " +"该实体的线速度,单位为像素每秒。可以偶尔使用,但是[b]不要每一帧都设置它[/b]," +"因为物理可能在另一个线程中运行,并且以不同的间隔。使用 [method " "_integrate_forces] 作为你的进程循环,以精确控制物体状态。" #: doc/classes/RigidBody2D.xml msgid "The body's mode. See [enum Mode] for possible values." -msgstr "物体的模式。可能的值见[enum Mode]。" +msgstr "该实体的模式。可能的取值见 [enum Mode]。" #: doc/classes/RigidBody2D.xml msgid "" "The body's weight based on its mass and the [b]Default Gravity[/b] value in " "[b]Project > Project Settings > Physics > 2d[/b]." msgstr "" -"物体的重量基于其质量和[b]项目 > 项目设置 > Physics > 2d[/b] 中的 [b]Default " -"Gravity[/b](默认重力)值。" +"该实体的重量,基于其质量和[b]项目 > 项目设置 > 物理 > 2D[/b] 中的[b]默认重力" +"[/b]值。" #: doc/classes/RigidBody2D.xml msgid "" @@ -66995,6 +67132,7 @@ msgid "One-shot timer." msgstr "一次性定时器。" #: doc/classes/SceneTreeTimer.xml +#, fuzzy msgid "" "A one-shot timer managed by the scene tree, which emits [signal timeout] on " "completion. See also [method SceneTree.create_timer].\n" @@ -67006,7 +67144,8 @@ msgid "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"Timer ended.\")\n" "[/codeblock]\n" -"The timer will be automatically freed after its time elapses." +"The timer will be automatically freed after its time elapses, so be aware " +"that any reference you might have kept to it will become invalid." msgstr "" "由场景树管理的一次性定时器,它在完成时发[signal timeout] 信号。请参阅 " "[method SceneTree.create_timer]。\n" @@ -79636,14 +79775,13 @@ msgid "Stops animation and removes all tweens." msgstr "停止动画,并删除所有补间。" #: doc/classes/Tween.xml -#, fuzzy msgid "" "Resets a tween to its initial value (the one given, not the one before the " "tween), given its object and property/method pair. By default, all tweens " "are reset, unless [code]key[/code] is specified." msgstr "" "将补间重置到它的初始值,即给定的值,而不是补间之前的值,指定其对象和属性或方" -"法的对。默认情况下,除非指定了[code]key[/code],否则所有的补间都被移除。" +"法的对。默认情况下,除非指定了[code]key[/code],否则所有的补间都会被重置。" #: doc/classes/Tween.xml msgid "" @@ -82286,9 +82424,10 @@ msgstr "" "是针对非常高端的系统,否则数值为4是最好的。" #: doc/classes/Viewport.xml +#, fuzzy msgid "" -"If [code]true[/code], the viewport will use [World] defined in [code]world[/" -"code] property." +"If [code]true[/code], the viewport will use a unique copy of the [World] " +"defined in [member world]." msgstr "" "如果为 [code]true[/code],该视窗将使用 [code]world[/code] 属性中定义的 " "[World]。" @@ -82383,13 +82522,13 @@ msgstr "" #: doc/classes/Viewport.xml msgid "If [code]true[/code], the size override affects stretch as well." -msgstr "如果[code]true[/code],尺寸重写也会影响拉伸。" +msgstr "如果为 [code]true[/code],尺寸重写也会影响拉伸。" #: doc/classes/Viewport.xml msgid "" "If [code]true[/code], the viewport should render its background as " "transparent." -msgstr "如果 [code]true[/code],视窗应使其背景渲染为透明。" +msgstr "如果为 [code]true[/code],该视窗应使其背景渲染为透明。" #: doc/classes/Viewport.xml msgid "The rendering mode of viewport." @@ -82415,11 +82554,11 @@ msgstr "" #: doc/classes/Viewport.xml msgid "The custom [World] which can be used as 3D environment source." -msgstr "自定义的[World],可以作为3D环境源。" +msgstr "自定义的 [World],可以作为 3D 环境源。" #: doc/classes/Viewport.xml msgid "The custom [World2D] which can be used as 2D environment source." -msgstr "自定义的[World2D],可以作为2D环境源。" +msgstr "自定义的 [World2D],可以作为 2D 环境源。" #: doc/classes/Viewport.xml msgid "Emitted when a Control node grabs keyboard focus." @@ -86399,11 +86538,10 @@ msgid "Returns the value of a certain material's parameter." msgstr "返回特定材质的参数值。" #: doc/classes/VisualServer.xml -#, fuzzy msgid "" "Returns the default value for the param if available. Returns [code]null[/" "code] otherwise." -msgstr "如果可用,返回参数的默认值。否则返回一个空的 [Variant]。" +msgstr "如果可用,返回参数的默认值。否则返回 [code]null[/code]。" #: doc/classes/VisualServer.xml msgid "" @@ -87368,6 +87506,7 @@ msgid "Sets a viewport's canvas." msgstr "设置视窗的画布。" #: doc/classes/VisualServer.xml +#, fuzzy msgid "" "Copies viewport to a region of the screen specified by [code]rect[/code]. If " "[member Viewport.render_direct_to_screen] is [code]true[/code], then " @@ -87385,7 +87524,7 @@ msgid "" "[/codeblock]\n" "Using this can result in significant optimization, especially on lower-end " "devices. However, it comes at the cost of having to manage your viewports " -"manually. For a further optimization see, [method " +"manually. For further optimization, see [method " "viewport_set_render_direct_to_screen]." msgstr "" "将视窗复制到屏幕上由[code]rect[/code]指定的区域。如果[member Viewport." @@ -92408,7 +92547,6 @@ msgid "An X509 certificate (e.g. for SSL)." msgstr "X509 证书(例如用于 SSL)。" #: doc/classes/X509Certificate.xml -#, fuzzy msgid "" "The X509Certificate class represents an X509 certificate. Certificates can " "be loaded and saved like any other [Resource].\n" @@ -92421,8 +92559,7 @@ msgstr "" "加载和保存。\n" "它们可以作为 [method StreamPeerSSL.accept_stream] 中的服务器证书,与适当的 " "[CryptoKey] 一起使用,并指定通过 [method StreamPeerSSL.connect_to_stream] 连" -"接到 SSL 服务器时应该接受的唯一证书。\n" -"[b]注意:[/b]在 HTML5 导出中不可用。" +"接到 SSL 服务器时应该接受的唯一证书。" #: doc/classes/X509Certificate.xml msgid "Loads a certificate from [code]path[/code] (\"*.crt\" file)." |