diff options
Diffstat (limited to 'doc/translations/zh_CN.po')
-rw-r--r-- | doc/translations/zh_CN.po | 10451 |
1 files changed, 5417 insertions, 5034 deletions
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index 8941b39964..987dbc88ad 100644 --- a/doc/translations/zh_CN.po +++ b/doc/translations/zh_CN.po @@ -9,9 +9,9 @@ # 懵逼Kitty <m1330586660@163.com>, 2020, 2021. # MintSoda <lionlxh@qq.com>, 2020. # Gardner Belgrade <hapenia@sina.com>, 2020. -# WangYi13 <wyi13@outlook.com>, 2020. +# WangYi13 <wyi13@outlook.com>, 2020, 2021. # UnluckyNinja <unluckyninja1994@gmail.com>, 2020. -# idleman <1524328475@qq.com>, 2020. +# idleman <1524328475@qq.com>, 2020, 2021. # Oberon Zheng <360119124@qq.com>, 2020, 2021. # li yong <liyonghelpme@gmail.com>, 2020. # Pierre Stempin <pierre.stempin@gmail.com>, 2020. @@ -56,8 +56,8 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2021-10-07 08:24+0000\n" -"Last-Translator: Magian <magian1127@gmail.com>\n" +"PO-Revision-Date: 2021-10-16 13:25+0000\n" +"Last-Translator: WangYi13 <wyi13@outlook.com>\n" "Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/" "godot-engine/godot-class-reference/zh_Hans/>\n" "Language: zh_CN\n" @@ -160,7 +160,6 @@ msgstr "" "支持的颜色名称与 [Color] 中定义的常量相同。" #: modules/gdscript/doc_classes/@GDScript.xml:45 -#, fuzzy msgid "" "Returns the absolute value of parameter [code]s[/code] (i.e. positive " "value).\n" @@ -168,14 +167,12 @@ msgid "" "a = abs(-1) # a is 1\n" "[/codeblock]" msgstr "" -"返回参数 [code]s[/code] 的绝对值(即非负值,适用于整数和浮点数)。\n" +"返回参数 [code]s[/code] 的绝对值(即正值)。\n" "[codeblock]\n" -"# a is 1\n" -"a = abs(-1)\n" +"a = abs(-1) # a 是 1\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:55 -#, fuzzy msgid "" "Returns the arc cosine of [code]s[/code] in radians. Use to get the angle of " "cosine [code]s[/code]. [code]s[/code] must be between [code]-1.0[/code] and " @@ -186,14 +183,15 @@ msgid "" "c = acos(0.866025)\n" "[/codeblock]" msgstr "" -"以弧度返回 [code]s[/code] 的反余弦值。用于求余弦 [code]s[/code] 的角度。\n" +"以弧度返回 [code]s[/code] 的反余弦值。用于求余弦 [code]s[/code] 的角度。" +"[code]s[/code] 必须在 [code]-1.0[/code] 到 [code]1.0[/code] 之间(闭区间)," +"否则 [method acos] 将返回 [constant NAN]。\n" "[codeblock]\n" -"# c is 0.523599 or 30 degrees if converted with rad2deg(s)\n" +"# c 是 0.523599,如果用 rad2deg(s) 转换一下就是 30 度\n" "c = acos(0.866025)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:66 -#, fuzzy msgid "" "Returns the arc sine of [code]s[/code] in radians. Use to get the angle of " "sine [code]s[/code]. [code]s[/code] must be between [code]-1.0[/code] and " @@ -204,14 +202,15 @@ msgid "" "s = asin(0.5)\n" "[/codeblock]" msgstr "" -"以弧度返回 [code]s[/code] 的反正弦值。用于求正弦 [code]s[/code] 的角度。\n" +"以弧度返回 [code]s[/code] 的反正弦值。用于求正弦 [code]s[/code] 的角度。" +"[code]s[/code] 必须在 [code]-1.0[/code] 到 [code]1.0[/code] 之间(闭区间)," +"否则 [method asin] 将返回 [constant NAN]。\n" "[codeblock]\n" -"# s is 0.523599 or 30 degrees if converted with rad2deg(s)\n" +"# s 是 0.523599,如果用 rad2deg(s) 转换一下就是 30 度\n" "s = asin(0.5)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:78 -#, fuzzy msgid "" "Asserts that the [code]condition[/code] is [code]true[/code]. If the " "[code]condition[/code] is [code]false[/code], an error is generated. When " @@ -237,21 +236,23 @@ msgid "" "a message with clarifying details\n" "[/codeblock]" msgstr "" -"断言条件 [code]condition[/code] 为 [code]true[/code] 。如果条件 " -"[code]condition[/code] 为 [code]false[/code] ,则会生成一个错误,程序将停止运" -"行,直到恢复。仅在调试构建版本、或在从编辑器运行游戏时,执行。将其用于调试目" -"的,以确保在开发过程中语句是 [code]true[/code]。\n" -"如果给出可选的信息 [code]message[/code] 参数,在通用的“断言失败”消息之外,还" -"会显示该信息。您可以使用它来提供关于断言失败原因的其他详细信息。\n" -"[codeblock]\n" -"# Imagine we always want speed to be between 0 and 20\n" +"断言条件 [code]condition[/code] 为 [code]true[/code]。如果条件 " +"[code]condition[/code] 为 [code]false[/code] ,则会生成一个错误。如果是从编辑" +"器运行的,正在运行的项目还会被暂停,直到手动恢复。该函数可以作为 [method " +"push_error] 的加强版,用于向项目开发者或插件用户报错。\n" +"[b]注意:[/b] 出于对性能的考虑,[method assert] 中的代码只会在调试版本或者从" +"编辑器运行项目时执行。所以不要在 [method assert] 调用中加入具有副作用的代码。" +"否则,项目在以发布模式导出后将有不一致的行为。\n" +"如果给出了可选的 [code]message[/code] 参数,在通用的“Assertion failed”消息之" +"外,还会显示该信息。你可以使用它来提供关于断言失败原因的其他详细信息。\n" +"[codeblock]\n" +"# 比如说我们希望 speed 始终在 0 和 20 之间\n" "speed = -10\n" -"assert(speed < 20) # True, the program will continue\n" -"assert(speed >= 0) # False, the program will stop\n" -"assert(speed >= 0 && speed < 20) # You can also combine the two conditional " -"statements in one check\n" -"assert(speed < 20, \"speed = %f, but the speed limit is 20\" % speed) # Show " -"a message with clarifying details\n" +"assert(speed < 20) # True,程序会继续执行\n" +"assert(speed >= 0) # False,程序会停止\n" +"assert(speed >= 0 && speed < 20) # 你还可以在同一次判断中合并两个条件语句\n" +"assert(speed < 20, \"speed = %f, but the speed limit is 20\" % speed) # 在消" +"息中显示详情\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:95 @@ -314,7 +315,6 @@ msgstr "" "示。" #: modules/gdscript/doc_classes/@GDScript.xml:135 -#, fuzzy msgid "" "Rounds [code]s[/code] upward (towards positive infinity), returning the " "smallest whole number that is not less than [code]s[/code].\n" @@ -327,9 +327,10 @@ msgstr "" "将 [code]s[/code] 向上舍入(朝正无穷大),返回不小于 [code]s[/code] 的最小整" "数。\n" "[codeblock]\n" -"i = ceil(1.45) # i is 2\n" -"i = ceil(1.001) # i is 2\n" -"[/codeblock]" +"a = ceil(1.45) # a 是 2.0\n" +"a = ceil(1.001) # a 是 2.0\n" +"[/codeblock]\n" +"参阅 [method floor]、[method round]、[method stepify]、以及 [int]。" #: modules/gdscript/doc_classes/@GDScript.xml:147 msgid "" @@ -351,7 +352,6 @@ msgstr "" "这与 [method ord] 相反。" #: modules/gdscript/doc_classes/@GDScript.xml:162 -#, fuzzy msgid "" "Clamps [code]value[/code] and returns a value not less than [code]min[/code] " "and not more than [code]max[/code].\n" @@ -361,16 +361,12 @@ msgid "" "a = clamp(15, 1, 20) # a is 15\n" "[/codeblock]" msgstr "" -"钳制 [code]value[/code],返回一个不低于 [code]min[/code] 且不高于 [code]max[/" +"钳制 [code]value[/code],返回一个不小于 [code]min[/code] 且不大于 [code]max[/" "code]的值。\n" "[codeblock]\n" -"speed = 1000\n" -"# a is 20\n" -"a = clamp(speed, 1, 20)\n" -"\n" -"speed = -10\n" -"# a is 1\n" -"a = clamp(speed, 1, 20)\n" +"a = clamp(1000, 1, 20) # a = 20\n" +"a = clamp(-10, 1, 20) # a = 1\n" +"a = clamp(15, 1, 20) # a = 15\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:175 @@ -398,7 +394,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:190 -#, fuzzy msgid "" "Returns the cosine of angle [code]s[/code] in radians.\n" "[codeblock]\n" @@ -408,11 +403,11 @@ msgid "" msgstr "" "返回弧度角 [code]s[/code] 的正弦值。\n" "[codeblock]\n" -"sin(0.523599) # Returns 0.5\n" +"a = cos(TAU) # a = 1.0\n" +"a = cos(PI) # a = -1.0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:201 -#, fuzzy msgid "" "Returns the hyperbolic cosine of [code]s[/code] in radians.\n" "[codeblock]\n" @@ -421,8 +416,7 @@ msgid "" msgstr "" "返回弧度角 [code]s[/code] 的双曲余弦值。\n" "[codeblock]\n" -"# Prints 1.543081\n" -"print(cosh(1))\n" +"print(cosh(1)) # 打印 1.543081\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:211 @@ -431,10 +425,9 @@ msgstr "从分贝转换为线性能量(音频)。" #: modules/gdscript/doc_classes/@GDScript.xml:218 msgid "Deprecated alias for [method step_decimals]." -msgstr "" +msgstr "弃用的[method step_decimals]的别名。" #: modules/gdscript/doc_classes/@GDScript.xml:227 -#, fuzzy msgid "" "[b]Note:[/b] [code]dectime[/code] has been deprecated and will be removed in " "Godot 4.0, please use [method move_toward] instead.\n" @@ -444,15 +437,14 @@ msgid "" "a = dectime(60, 10, 0.1)) # a is 59.0\n" "[/codeblock]" msgstr "" -"返回 [code]value[/code] 减去 [code]step[/code] * [code]amount[/code] 之后的结" -"果。\n" +"[b]注意:[/b][code]dectime[/code]已被废弃,将在Godot 4.0中删除,请使用" +"[method move_toward]代替。\n" +"返回值[code]value[/code]减去[code]step[/code]*[code]amount[/code]的结果。\n" "[codeblock]\n" -"# a = 59\n" -"a = dectime(60, 10, 0.1))\n" +"a = dectime(60, 10, 0.1))# a是59.0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:238 -#, fuzzy msgid "" "Converts an angle expressed in degrees to radians.\n" "[codeblock]\n" @@ -461,16 +453,14 @@ msgid "" msgstr "" "将以度表示的角度转换为弧度。\n" "[codeblock]\n" -"# r is 3.141593\n" -"r = deg2rad(180)\n" +"r = deg2rad(180) # r = 3.141593\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:248 -#, fuzzy msgid "" "Converts a dictionary (previously created with [method inst2dict]) back to " "an instance. Useful for deserializing." -msgstr "将先前由实例转换成的字典,再转换回实例。用于反序列化。" +msgstr "将字典(之前使用 [method inst2dict] 创建的)转换回实例。用于反序列化。" #: modules/gdscript/doc_classes/@GDScript.xml:256 msgid "" @@ -492,6 +482,23 @@ msgid "" "See also [method smoothstep]. If you need to perform more advanced " "transitions, use [Tween] or [AnimationPlayer]." msgstr "" +"基于用曲线[code]curve[/code]定义的缓和函数,返回[code]x[/code]的 \"缓和 " +"\"值。这个缓和函数是基于指数。曲线[code]curve[/code]可以是任何浮点数,具体数" +"值会导致以下行为。\n" +"[codeblock]\n" +"- 低于-1.0(独占)。缓进缓出\n" +"- 1.0:线性\n" +"- 在-1.0和0.0之间(独占)。缓出-进\n" +"- 0.0: 恒定\n" +"- 在0.0到1.0之间(不包括)。缓进\n" +"- 1.0:线性\n" +"- 大于1.0(不包括)。缓出\n" +"[/codeblock]\n" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/" +"ease_cheatsheet.png]ease()曲线值作弊表[/url]\n" +"也请看[方法smoothstep]。如果你需要执行更高级的转场,请使用[Tween]或" +"[AnimationPlayer]。(如果地址无法访问用raw.sevencdn.com替换raw." +"githubusercontent.com可加速访问)。" #: modules/gdscript/doc_classes/@GDScript.xml:274 msgid "" @@ -512,7 +519,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:286 -#, fuzzy msgid "" "Rounds [code]s[/code] downward (towards negative infinity), returning the " "largest whole number that is not more than [code]s[/code].\n" @@ -529,16 +535,15 @@ msgstr "" "向下舍入 [code]s[/code] (朝负无穷大),返回不大于 [code]s[/code] 的最大整" "数。\n" "[codeblock]\n" -"# a is 2.0\n" -"a = floor(2.99)\n" -"# a is -3.0\n" -"a = floor(-2.99)\n" +"a = floor(2.45) # a = 2.0\n" +"a = floor(2.99) # a = 2.0\n" +"a = floor(-2.99) # a = -3.0\n" "[/codeblock]\n" -"[b]注意:[/b] 这个方法返回一个浮点值,如果需要返回一个整数,可以直接使用 " -"[code]int(s)[/code] 。" +"另见 [method ceil]、[method round]、[method stepify] 和 [int]。\n" +"[b]注意:[/b] 该方法返回一个浮点数。如果你需要一个整数,而 [code]s[/code] 是" +"一个非负数,你可以直接使用 [code]int(s)[/code]。" #: modules/gdscript/doc_classes/@GDScript.xml:301 -#, fuzzy msgid "" "Returns the floating-point remainder of [code]a/b[/code], keeping the sign " "of [code]a[/code].\n" @@ -549,13 +554,11 @@ msgid "" msgstr "" "返回 [code]a/b[/code] 的浮点型余数, 符号与 [code]a[/code]一致。\n" "[codeblock]\n" -"# Remainder is 1.5\n" -"var remainder = fmod(7, 5.5)\n" +"r = fmod(7, 5.5) # r = 1.5\n" "[/codeblock]\n" "如果对整数进行取余操作,请使用操作符 % 。" #: modules/gdscript/doc_classes/@GDScript.xml:313 -#, fuzzy msgid "" "Returns the floating-point modulus of [code]a/b[/code] that wraps equally in " "positive and negative.\n" @@ -575,26 +578,21 @@ msgid "" " 1.5 0.0 0.0\n" "[/codeblock]" msgstr "" -"返回 [code]a/b[/code] 的浮点型余数,该浮点型余数非负。\n" +"返回[code]a/b[/code]的浮点模数,该模数在正数和负数中均有包裹。\n" "[codeblock]\n" -"var i = -6\n" -"while i < 5:\n" -" prints(i, fposmod(i, 3))\n" -" i += 1\n" +"for i in 7:\n" +" var x = 0.5 * i - 1.5\n" +" print(\"%4.1f %4.1f %4.1f\" % [x, fmod(x, 1.5), fposmod(x, 1.5)] )\n" "[/codeblock]\n" -"Produces:\n" +"产生的结果:\n" "[codeblock]\n" -"-6 0\n" -"-5 1\n" -"-4 2\n" -"-3 0\n" -"-2 1\n" -"-1 2\n" -"0 0\n" -"1 1\n" -"2 2\n" -"3 0\n" -"4 1\n" +"-1.5 -0.0 0.0\n" +"-1.0 -1.0 0.5\n" +"-0.5 -0.5 1.0\n" +" 0.0 0.0 0.0\n" +" 0.5 0.5 0.5\n" +" 1.0 1.0 1.0\n" +" 1.5 0.0 0.0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:336 @@ -805,7 +803,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:482 -#, fuzzy msgid "" "Linearly interpolates between two values by a normalized value. This is the " "opposite of [method inverse_lerp].\n" @@ -819,14 +816,15 @@ msgid "" "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" "[/codeblock]" msgstr "" -"通过归一化值在两个值之间线性插值。这与 [method inverse_lerp] 相反。\n" -"如果参数 [code]from[/code] 和 [code]to[/code] 的类型为 [int]或 [float],则返" -"回值为 [float]。\n" -"如果两者都是相同的向量类型([Vector2],[Vector3]或[Color]),则返回值将是相同" -"的类型([code]lerp[/code] 然后调用向量类型的 [code]lerp[/code] 方法)。\n" +"用一个归一化的值在两个值之间进行线性插值。这与[method inverse_lerp]相反。\n" +"如果[code]from[/code]和[code]to[/code]参数类型是[int]或[float],返回值是" +"[float]。\n" +"如果两者都是相同的矢量类型([Vector2]、[Vector3]或[Color]),返回值将是相同的" +"类型([code]lerp[/code]然后调用该矢量类型的[code]linear_interpolate[/code]方" +"法)。\n" "[codeblock]\n" -"lerp(0, 4, 0.75) # Returns 3.0\n" -"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n" +"lerp(0, 4, 0.75) # 返回3.0\n" +"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # 返回 Vector2(2, 3.5)\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:497 @@ -886,7 +884,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:527 -#, fuzzy msgid "" "Loads a resource from the filesystem located at [code]path[/code]. The " "resource is loaded on the method call (unless it's referenced already " @@ -908,19 +905,18 @@ msgid "" "This method is a simplified version of [method ResourceLoader.load], which " "can be used for more advanced scenarios." msgstr "" -"从位于 [code]path[/code] 的文件系统中加载资源。资源被加载到方法调用上(除非已" -"经在其他地方引用了它,例如在另一个脚本或场景中),这可能会导致轻微的延迟,尤" -"其是在加载场景时。为避免多次加载时不必要的延迟,请将资源存储在变量中或使用 " -"[method preload]。\n" -"[b]注意:[/b] 可以通过右击文件系统停靠面板中的资源并选择“复制路径”,或者将文" -"件从文件系统停靠面板拖到脚本中来获得资源路径。\n" +"从位于[code]path[/code]的文件系统中加载一个资源。该资源在方法调用时被加载(除" +"非它已经在其他地方被引用了,例如在另一个脚本或场景中),这可能会导致轻微的延" +"迟,特别是在加载场景时。为了避免在多次加载东西时出现不必要的延迟,可以将资源" +"存储在一个变量中,或者使用预加载[method preload]。\n" +"[b]注意:[/b]资源路径可以通过右键单击文件系统停靠区中的资源并选择 \"复制路径 " +"\"或将文件从文件系统停靠区拖到脚本中获得。\n" "[codeblock]\n" -"# Load a scene called main located in the root of the project directory and " -"cache it in a variable.\n" -"var main = load(\"res://main.tscn\") # main will contain a PackedScene " -"resource.\n" +"# 加载位于项目目录根部的一个名为main的场景,并将其缓存在一个变量中。\n" +"var main = load(\"res://main.tscn\") # main将包含一个PackedScene资源。\n" "[/codeblock]\n" -"[b]重要:[/b] 路径必须是绝对路径,本地路径只会返回 [code]null[/code] 。" +"[b]重要提示:[/b]路径必须是绝对的,本地路径将直接返回[code]null[/code]。\n" +"这个方法是[method ResourceLoader.load]的简化版,它可以用于更高级的场景。" #: modules/gdscript/doc_classes/@GDScript.xml:541 msgid "" @@ -1087,7 +1083,6 @@ msgstr "" "code])转换为笛卡尔(cartesian)坐标系(X和Y轴)。" #: modules/gdscript/doc_classes/@GDScript.xml:648 -#, fuzzy msgid "" "Returns the integer modulus of [code]a/b[/code] that wraps equally in " "positive and negative.\n" @@ -1106,30 +1101,23 @@ msgid "" " 3 0 0\n" "[/codeblock]" msgstr "" -"返回 [code]a/b[/code] 的整数余数,该整数余数以正数和负数均等地环绕。\n" +"返回[code]a/b[/code]的整数模,它在正数和负数中均等地包裹。 \n" "[codeblock]\n" -"var i = -6\n" -"while i < 5:\n" -" prints(i, posmod(i, 3))\n" -" i += 1\n" +"for i in range(-3, 4):\n" +" print(\"%2d %2d %2d\" % [i, i % 3, posmod(i, 3)] )\n" "[/codeblock]\n" -"Produces:\n" +"结果:\n" "[codeblock]\n" -"-6 0\n" -"-5 1\n" -"-4 2\n" -"-3 0\n" -"-2 1\n" -"-1 2\n" -"0 0\n" -"1 1\n" -"2 2\n" -"3 0\n" -"4 1\n" +"-3 0 0\n" +"-2 -2 1\n" +"-1 -1 2\n" +" 0 0 0\n" +" 1 1 1\n" +" 2 2 2\n" +" 3 0 0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:670 -#, fuzzy msgid "" "Returns the result of [code]base[/code] raised to the power of [code]exp[/" "code].\n" @@ -1137,9 +1125,9 @@ msgid "" "pow(2, 5) # Returns 32.0\n" "[/codeblock]" msgstr "" -"返回 [code]x[/code] 提高到 [code]y[/code] 次幂的结果。\n" +"返回[code]base[/code]的[code]exp[/code]次幂的结果。\n" "[codeblock]\n" -"pow(2, 5) # Returns 32\n" +"pow(2, 5) # 返回 32.0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:680 @@ -1181,6 +1169,14 @@ msgid "" "distinguishes them from print messages used for debugging purposes, while " "also displaying a stack trace when an error or warning is printed." msgstr "" +"以最佳方式将一个或多个任意类型的参数转换为字符串,并将其打印到控制台。\n" +"[codeblock]\n" +"a = [1, 2, 3]\n" +"print(\"a\", \"=\", a) # Prints a=[1, 2, 3]\n" +"[/codeblock]\n" +"[b]注意:[/b] 考虑使用[method push_error]和[method push_warning]来打印错误和" +"警告信息而不是[method print]。这将它们与用于调试的打印信息区分开来,同时在打" +"印错误或警告时还会显示堆栈跟踪。" #: modules/gdscript/doc_classes/@GDScript.xml:702 msgid "Like [method print], but prints only when used in debug mode." @@ -1263,7 +1259,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:758 -#, fuzzy msgid "" "Pushes an error message to Godot's built-in debugger and to the OS " "terminal.\n" @@ -1275,11 +1270,12 @@ msgid "" "print an error message and pause project execution in debug builds, use " "[code]assert(false, \"test error\")[/code] instead." msgstr "" -"将错误消息推送到Godot的内置调试器和OS终端。\n" +"将错误消息推送到 Godot 的内置调试器和 OS 终端。\n" "[codeblock]\n" -"push_error(\"test error\") # Prints \"test error\" to debugger and terminal " -"as error call\n" -"[/codeblock]" +"push_error(\"test error\") # 向调试器和终端打印 \"test error\" 作为错误调用\n" +"[/codeblock]\n" +"[b]注意:[/b] 以该方式打印的错误不会暂停项目的运行。要在调试版本中打印错误消" +"息并暂停项目运行,请使用 [code]assert(false, \"test error\")[/code]。" #: modules/gdscript/doc_classes/@GDScript.xml:769 msgid "" @@ -1297,7 +1293,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:779 -#, fuzzy msgid "" "Converts an angle expressed in radians to degrees.\n" "[codeblock]\n" @@ -1306,7 +1301,7 @@ msgid "" msgstr "" "将以弧度表示的角度转换为度。\n" "[codeblock]\n" -"rad2deg(0.523599) # Returns 30\n" +"rad2deg(0.523599) # 返回 30.0\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:790 @@ -1345,7 +1340,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:815 -#, fuzzy msgid "" "Returns a random unsigned 32-bit integer. Use remainder to obtain a random " "value in the interval [code][0, N - 1][/code] (where N is smaller than " @@ -1360,10 +1354,10 @@ msgstr "" "返回一个随机的无符号32位整数。使用余数获得区间 [code][0, N - 1][/code] (其中" "N小于2^32)的随机值。\n" "[codeblock]\n" -"randi() # Returns random integer between 0 and 2^32 - 1\n" -"randi() % 20 # Returns random integer between 0 and 19\n" -"randi() % 100 # Returns random integer between 0 and 99\n" -"randi() % 100 + 1 # Returns random integer between 1 and 100\n" +"randi() # 返回介于 0 到 2^32 - 1 之间的随机整数\n" +"randi() % 20 # 返回介于 0 到 19之间的随机整数\n" +"randi() % 100 # 返回介于 0 到 99 之间的随机整数\n" +"randi() % 100 + 1 # 返回介于 0 到 100 之间的随机整数\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:827 @@ -1423,6 +1417,42 @@ msgid "" "3\n" "[/codeblock]" msgstr "" +"返回一个具有给定范围的数组。范围可以是一个参数[code]N[/code](0到[code]N[/" +"code]-1),两个参数(初始[code]initial[/code],最终[code]final -1[/code])或" +"三个参数(初始[code]initial[/code],最终[code]final -1[/code],增量" +"[code]increment[/code])。如果范围无效,返回一个空数组(例如,[code]range(2, " +"5, -1)[/code]或[code]range(5, 5, 1)[/code])。\n" +"返回一个具有给定范围的数组。[code]range()[/code]可以是一个参数[code]N[/code]" +"(0到[code]N[/code]-1),两个参数(初始[code]initial[/code],最终[code]final " +"-1[/code])或三个参数(初始[code]initial[/code],最终[code]final -1[/code]," +"增量[code]increment[/code])。增量[code]increment[/code]可以是负数。如果增量" +"[code]increment[/code]是负的,[code]final-1[/code]将变成[code]final+1[/" +"code]。另外,初始值必须大于最终值,循环才能运行。\n" +"[codeblock]\n" +"print(range(4))\n" +"print(range(2, 5))\n" +"print(range(0, 6, 2))\n" +"[/codeblock]\n" +"输出:\n" +"[codeblock]\n" +"[0, 1, 2, 3]\n" +"[2, 3, 4]\n" +"[0, 2, 4]\n" +"[/codeblock]\n" +"要对一个数组[Array]进行逆向迭代,请使用:\n" +"[codeblock]\n" +"var array = [3, 6, 9]\n" +"var i := array.size() - 1\n" +"while i >= 0:\n" +" print(array[i])\n" +" i -= 1\n" +"[/codeblock]\n" +"输出:\n" +"[codeblock]\n" +"9\n" +"6\n" +"3\n" +"[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:874 msgid "" @@ -1439,7 +1469,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:884 -#, fuzzy msgid "" "Rounds [code]s[/code] to the nearest whole number, with halfway cases " "rounded away from zero.\n" @@ -1450,10 +1479,13 @@ msgid "" "[/codeblock]\n" "See also [method floor], [method ceil], [method stepify], and [int]." msgstr "" -"将 [code]s[/code] 舍入到最接近的整数,中间的情况舍入为零。\n" +"将 [code]s[/code] 舍入到最接近的整数,中间情况向远离零的方向舍入。\n" "[codeblock]\n" -"round(2.6) # Returns 3\n" -"[/codeblock]" +"a = round(2.49) # a 是 2.0\n" +"a = round(2.5) # a 是 3.0\n" +"a = round(2.51) # a 是 3.0\n" +"[/codeblock]\n" +"参阅 [method floor]、[method ceil]、[method stepify]、以及 [int]。" #: modules/gdscript/doc_classes/@GDScript.xml:897 msgid "" @@ -1513,7 +1545,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:943 -#, fuzzy msgid "" "Returns the result of smoothly interpolating the value of [code]s[/code] " "between [code]0[/code] and [code]1[/code], based on the where [code]s[/code] " @@ -1538,23 +1569,28 @@ msgid "" "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, " "-1.6521) return values[/url]" msgstr "" -"根据 [code]s[/code] 相对于 [code]from[/code]和 [code]to[/code] 的边缘所在的位" -"置,返回在 [code]0[/code] 和 [code]1[/code] 之间平滑内插 [code]s[/code] 的值" -"的结果 。\n" -"如果 [code]s <= from[/code],则返回值为 [code]0[/code],如果 [code]s >= to[/" -"code],则返回值为 [code]1[/code]。如果 [code]s[/code] 位于 [code]from[/code] " -"和 [code]to[/code] 之间,则返回值遵循S形曲线,该曲线将 [code]s[/code] 映射到 " -"[code]0[/code] 和 [code]1[/code] 之间。\n" -"该S形曲线是三次Hermite内插器,由 [code]f(s) = 3*s^2 - 2*s^3[/code] 给出。\n" -"[codeblock]\n" -"smoothstep(0, 2, -5.0) # Returns 0.0\n" -"smoothstep(0, 2, 0.5) # Returns 0.15625\n" -"smoothstep(0, 2, 1.0) # Returns 0.5\n" -"smoothstep(0, 2, 2.0) # Returns 1.0\n" -"[/codeblock]" +"返回[code]s[/code]在[code]0[/code]和[code]1[/code]之间平滑插值的结果,基于" +"[code]s[/code]相对于边从[code]from[/code]和到[code]to[/code]的位置。\n" +"如果[code]s <= from[/code],返回值为[code]0[/code];如果[code]s >= to[/" +"code],返回值为[code]1[/code]。如果[code]s[/code]位于[code]from[/code]和" +"[code]to[/code]之间,返回值遵循一个S型曲线,将[code]s[/code]映射到[code]0[/" +"code]和[code]1[/code]之间。\n" +"这条S形曲线是立方Hermite插值器,由[code]f(y)=3*y^2-2*y^3[/code]给出,其中" +"[code]y=(x-from)/(to-from)[/code]。\n" +"[codeblock]。\n" +"smoothstep(0, 2, -5.0) # 返回 0.0\n" +"smoothstep(0, 2, 0.5) # 返回 0.15625\n" +"smoothstep(0, 2, 1.0) # 返回 0.5\n" +"smoothstep(0, 2, 2.0) # 返回1.0\n" +"[/codeblock]\n" +"与曲线值为[code]-1.6521[/code]的[method ease]相比,[method smoothstep]返回最" +"平滑的曲线,导数没有突然变化。如果你需要执行更高级的过渡,请使用[Tween]或" +"[AnimationPlayer]。\n" +"[url=https://raw.sevencdn.com/godotengine/godot-docs/3.4/img/" +"smoothstep_ease_comparison.png]smoothstep()与 ease(x, -1.6521)返回值的比较[/" +"url]" #: modules/gdscript/doc_classes/@GDScript.xml:960 -#, fuzzy msgid "" "Returns the square root of [code]s[/code], where [code]s[/code] is a non-" "negative number.\n" @@ -1568,11 +1604,10 @@ msgstr "" "[codeblock]\n" "sqrt(9) # Returns 3\n" "[/codeblock]\n" -"[b]注意:[/b] [code]s[/code] 的负值返回NaN。如果需要负输入,请在 C# 中使用 " +"[b]注意:[/b] [code]s[/code]的负值会返回NaN。如果你需要负数输入,请在C#中使用" "[code]System.Numerics.Complex[/code]。" #: modules/gdscript/doc_classes/@GDScript.xml:971 -#, fuzzy msgid "" "Returns the position of the first non-zero digit, after the decimal point. " "Note that the maximum return value is 10, which is a design decision in the " @@ -1583,19 +1618,15 @@ msgid "" "n = step_decimals(0.000000005) # n is 9\n" "[/codeblock]" msgstr "" -"返回小数点后第一个非零数字的位置。请注意,最大返回值为10,这是实现中的设计决" -"策。\n" +"返回小数点后第一个非零数字的位置。注意最大返回值是10,这是实现中的设计决" +"定。\n" "[codeblock]\n" -"# n is 0\n" -"n = step_decimals(5)\n" -"# n is 4\n" -"n = step_decimals(1.0005)\n" -"# n is 9\n" -"n = step_decimals(0.000000005)\n" +"n = step_decimals(5) # n = 0\n" +"n = step_decimals(1.0005) # n = 4\n" +"n = step_decimals(0.000000005) # n = 9\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:984 -#, fuzzy msgid "" "Snaps float value [code]s[/code] to a given [code]step[/code]. This can also " "be used to round a floating point number to an arbitrary number of " @@ -1609,12 +1640,12 @@ msgstr "" "将浮点值 [code]s[/code] 按照给定的 [code]step[/code] 对齐。也可以用于将浮点数" "四舍五入为任意的小数位数。\n" "[codeblock]\n" -"stepify(100, 32) # Returns 96\n" -"stepify(3.14159, 0.01) # Returns 3.14\n" -"[/codeblock]" +"stepify(100, 32) # 返回 96\n" +"stepify(3.14159, 0.01) # 返回 3.14\n" +"[/codeblock]\n" +"参阅 [method ceil]、[method floor]、[method round]、以及 [int]。" #: modules/gdscript/doc_classes/@GDScript.xml:995 -#, fuzzy msgid "" "Converts one or more arguments of any type to string in the best way " "possible.\n" @@ -1625,12 +1656,12 @@ msgid "" "len(b) # Returns 12\n" "[/codeblock]" msgstr "" -"以尽可能最佳的方式将一个或多个参数转换为字符串。\n" +"以最佳方式将一个或多个任意类型的参数转换为字符串。\n" "[codeblock]\n" "var a = [10, 20, 30]\n" "var b = str(a);\n" -"len(a) # Returns 3\n" -"len(b) # Returns 12\n" +"len(a) # 返回 3\n" +"len(b) # 返回 12\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:1008 @@ -1663,7 +1694,6 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:1030 -#, fuzzy msgid "" "Returns the hyperbolic tangent of [code]s[/code].\n" "[codeblock]\n" @@ -1671,10 +1701,10 @@ msgid "" "b = tanh(a) # b is 0.6\n" "[/codeblock]" msgstr "" -"返回 [code]s[/code] 的双曲正切值。\n" +"返回[code]s[/code]的双曲正切。\n" "[codeblock]\n" -"a = log(2.0) # Returns 0.693147\n" -"tanh(a) # Returns 0.6\n" +"a = log(2.0) # a = 0.693147\n" +"b = tanh(a) # b = 0.6\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:1041 @@ -1706,10 +1736,9 @@ msgstr "" "[/codeblock]\n" "[b]注意:[/b] JSON规范未定义整数或浮点类型,而仅定义了 [i]number[/i] 类型。 " "因此,将 [Variant] 转换为JSON文本会将所有数值转换为 [float] 类型。\n" -"另请参见 [JSON],以将 [Variant] 转换为JSON文本的另一种方法。" +"另请参阅 [JSON],以将 [Variant] 转换为JSON文本的另一种方法。" #: modules/gdscript/doc_classes/@GDScript.xml:1057 -#, fuzzy msgid "" "Returns whether the given class exists in [ClassDB].\n" "[codeblock]\n" @@ -1719,8 +1748,8 @@ msgid "" msgstr "" "返回给定的类在 [ClassDB] 中是否存在。\n" "[codeblock]\n" -"type_exists(\"Sprite2D\") # Returns true\n" -"type_exists(\"Variant\") # Returns false\n" +"type_exists(\"Sprite\") # 返回 true\n" +"type_exists(\"Variant\") # 返回 false\n" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml:1068 @@ -1937,6 +1966,42 @@ msgid "" "[code]GDScriptFunctionState[/code]. Notice [code]yield(get_tree(), " "\"idle_frame\")[/code] from the above example." msgstr "" +"停止函数的执行并将当前的暂停状态返回给调用函数。\n" +"从调用者那里,对该状态调用[method GDScriptFunctionState.resume]来恢复执行。这" +"将使该状态无效。在恢复的函数中,[code]yield()[/code]返回传递给[code]resume()" +"[/code]函数调用的东西。\n" +"如果传递了一个对象和一个信号,当该对象发出给定的信号时,就会恢复执行。在这种" +"情况下,[code]yield()[/code]返回传递给[code]emit_signal()[/code]的参数,如果" +"信号只需要一个参数,则返回一个包含传递给[code]emit_signal()[/code]所有参数的" +"数组。\n" +"你也可以使用[code]yield[/code]来等待一个函数完成。\n" +"[codeblock]\n" +"func _ready():\n" +" yield(countdown(), \"completed\")# 等待countdown()函数的完成\n" +" print('Ready')\n" +"\n" +"func countdown():\n" +" yield(get_tree(), \"idle_frame\")# 返回一个GDScriptFunctionState对象给" +"_ready()\n" +" print(3)\n" +" yield(get_tree().create_timer(1.0), \"timeout\")\n" +" print(2)\n" +" yield(get_tree().create_timer(1.0), \"timeout\")\n" +" print(1)\n" +" yield(get_tree().create_timer(1.0), \"timeout\")\n" +"\n" +"#打印出来。\n" +"# 3\n" +"# 2\n" +"# 1\n" +"#Ready\n" +"[/codeblock]\n" +"当对一个函数处于让步等待时,[code]completed[/code]信号将在函数返回时自动发" +"出。因此,它可以作为[code]signal[/code]的参数用于[code]yield[/code]方法的恢" +"复。\n" +"为了在一个函数上让步等待,产生的函数也应该返回一个" +"[code]GDScriptFunctionState[/code]。注意上面的例子中[code]yield(get_tree(), " +"\"idle_frame\")[/code]。" #: modules/gdscript/doc_classes/@GDScript.xml:1207 msgid "" @@ -1945,11 +2010,12 @@ msgid "" msgstr "代表圆直径适合其周长多少倍的常量。这等效于 [code]TAU / 2[/code]。" #: modules/gdscript/doc_classes/@GDScript.xml:1210 -#, fuzzy msgid "" "The circle constant, the circumference of the unit circle in radians. This " "is equivalent to [code]PI * 2[/code], or 360 degrees in rotations." -msgstr "圆常量,单位圆周的弧度。" +msgstr "" +"圆常数,单位圆的周长,单位为弧度。这相当于[code]PI * 2[/code],或360度的旋转" +"值。" #: modules/gdscript/doc_classes/@GDScript.xml:1213 msgid "" @@ -1964,6 +2030,12 @@ msgid "" "code] will not result in [constant INF] and will result in a run-time error " "instead." msgstr "" +"正浮点无穷大。当除数为[code]0.0[/code]时,这就是浮点除法的结果。对于负无穷" +"大,使用[code]-INF[/code]。如果分子是正数,除以[code]-0.0[/code]将导致负无穷" +"大,所以除以[code]0.0[/code]与除以[code]-0.0[/code]不同(尽管[code]0.0 == " +"-0.0[/code]返回[code]true[/code])。\n" +"[b]注意:[/b]数字无穷大只是浮点数的一个概念,对于整数来说没有对应的概念。整数" +"除以[code]0[/code]不会产生[constant INF],而是会产生一个运行时错误。" #: modules/gdscript/doc_classes/@GDScript.xml:1217 msgid "" @@ -1977,27 +2049,31 @@ msgid "" "[code]0[/code] will not result in [constant NAN] and will result in a run-" "time error instead." msgstr "" +"\"不是一个数字\",一个无效的浮点数值。[constant NAN]有特殊的属性,包括它不等" +"于自己([code]NAN == NAN[/code]返回[code]false[/code])。它是由一些无效的操作" +"输出的,比如用浮点数[code]0.0[/code]除以[code]0.0[/code]。\n" +"[b]注意:[/b]\"不是一个数 \"只是浮点数的概念,对整数没有对应的概念。整数" +"[code]0[/code]除以[code]0[/code]不会产生[constant NAN],而是会产生一个运行时" +"错误。" #: doc/classes/@GlobalScope.xml:4 msgid "Global scope constants and variables." msgstr "全局范围常量和变量。" #: doc/classes/@GlobalScope.xml:7 -#, fuzzy msgid "" "Global scope constants and variables. This is all that resides in the " "globals, constants regarding error codes, scancodes, property hints, etc.\n" "Singletons are also documented here, since they can be accessed from " "anywhere." msgstr "" -"全局范围常量和变量。这就是所有驻留在全局变量,有关错误代码,键码,属性提示等" -"的常量中的内容。\n" -"单例也记录在这里,因此可以从任何地方访问它们。" +"全局范围的常量和变量。关于错误代码、键盘扫描码(scancodes)、属性提示等的常量都" +"驻留在这全局域中。\n" +"单例也被记录在这里,因为它们可以从任何地方被访问。" #: doc/classes/@GlobalScope.xml:16 -#, fuzzy msgid "The [ARVRServer] singleton." -msgstr "[XRServer]单例。" +msgstr "[ARVRServer]单例。" #: doc/classes/@GlobalScope.xml:19 msgid "The [AudioServer] singleton." @@ -2016,9 +2092,8 @@ msgid "The [Engine] singleton." msgstr "[Engine] 单例。" #: doc/classes/@GlobalScope.xml:31 -#, fuzzy msgid "The [Geometry] singleton." -msgstr "[Geometry2D] 单例。" +msgstr "[Geometry] 单例。" #: doc/classes/@GlobalScope.xml:34 msgid "The [IP] singleton." @@ -2057,9 +2132,8 @@ msgid "The [Marshalls] singleton." msgstr "[Marshalls] 单例。" #: doc/classes/@GlobalScope.xml:57 -#, fuzzy msgid "The [EditorNavigationMeshGenerator] singleton." -msgstr "[NavigationMeshGenerator] 单例。" +msgstr "[EditorNavigationMeshGenerator] 单例。" #: doc/classes/@GlobalScope.xml:60 msgid "The [OS] singleton." @@ -2070,14 +2144,12 @@ msgid "The [Performance] singleton." msgstr "[Performance] 单例。" #: doc/classes/@GlobalScope.xml:66 -#, fuzzy msgid "The [Physics2DServer] singleton." -msgstr "[PhysicsServer2D] 单例。" +msgstr "[Physics2DServer] 单例。" #: doc/classes/@GlobalScope.xml:69 -#, fuzzy msgid "The [PhysicsServer] singleton." -msgstr "[PhysicsServer2D] 单例。" +msgstr "[PhysicsServer] 单例。" #: doc/classes/@GlobalScope.xml:72 msgid "The [ProjectSettings] singleton." @@ -2100,9 +2172,8 @@ msgid "The [VisualScriptEditor] singleton." msgstr "[VisualScriptEditor]单例。" #: doc/classes/@GlobalScope.xml:87 -#, fuzzy msgid "The [VisualServer] singleton." -msgstr "[DisplayServer] 单例。" +msgstr "[VisualServer] 单例。" #: doc/classes/@GlobalScope.xml:92 msgid "Left margin, usually used for [Control] or [StyleBox]-derived classes." @@ -2187,7 +2258,6 @@ msgid "Tab key." msgstr "Tab 键。" #: doc/classes/@GlobalScope.xml:149 -#, fuzzy msgid "Shift+Tab key." msgstr "Shift + Tab 键。" @@ -2446,21 +2516,19 @@ msgstr "右方向键。" #: doc/classes/@GlobalScope.xml:341 msgid "" "Media back key. Not to be confused with the Back button on an Android device." -msgstr "" +msgstr "媒体返回键。不要与安卓设备上的返回键相混淆。" #: doc/classes/@GlobalScope.xml:344 -#, fuzzy msgid "Media forward key." -msgstr "媒体录制键。" +msgstr "媒体前进键。" #: doc/classes/@GlobalScope.xml:347 doc/classes/@GlobalScope.xml:380 msgid "Media stop key." msgstr "媒体停止播放键。" #: doc/classes/@GlobalScope.xml:350 -#, fuzzy msgid "Media refresh key." -msgstr "媒体录制键。" +msgstr "媒体刷新键。" #: doc/classes/@GlobalScope.xml:353 msgid "Volume down key." @@ -3178,8 +3246,8 @@ msgid "" "KEY_MASK_CTRL] for system shortcuts as it handles all platforms correctly." msgstr "" "Command 键掩码。在 macOS,这等同于 [constant KEY_MASK_META]。而在其他平台,这" -"等同于 [constant KEY_MASK_CTRL]。在使用此掩码时应优先使用 [constant " -"KEY_MASK_META] 或 [constant KEY_MASK_CTRL] 来作为系统快捷键,以便能让所有平台" +"等同于 [constant KEY_MASK_CTRL]。相对使用 [constant KEY_MASK_META] 或 " +"[constant KEY_MASK_CTRL] 来作为系统快捷键,应优先使用此掩码,以便能让所有平台" "正确处理。" #: doc/classes/@GlobalScope.xml:890 @@ -3247,361 +3315,332 @@ msgid "Extra mouse button 2 mask." msgstr "鼠标额外键2掩码。" #: doc/classes/@GlobalScope.xml:938 -#, fuzzy msgid "Invalid button or axis." -msgstr "无效持续时间。" +msgstr "无效按钮或轴。" #: doc/classes/@GlobalScope.xml:941 msgid "Gamepad button 0." -msgstr "" +msgstr "游戏手柄按钮0。" #: doc/classes/@GlobalScope.xml:944 -#, fuzzy msgid "Gamepad button 1." -msgstr "鼠标额外键1掩码。" +msgstr "游戏手柄按钮1。" #: doc/classes/@GlobalScope.xml:947 -#, fuzzy msgid "Gamepad button 2." -msgstr "鼠标额外键2掩码。" +msgstr "游戏手柄按钮2。" #: doc/classes/@GlobalScope.xml:950 msgid "Gamepad button 3." -msgstr "" +msgstr "游戏手柄按钮3。" #: doc/classes/@GlobalScope.xml:953 msgid "Gamepad button 4." -msgstr "" +msgstr "游戏手柄按钮4。" #: doc/classes/@GlobalScope.xml:956 msgid "Gamepad button 5." -msgstr "" +msgstr "游戏手柄按钮5。" #: doc/classes/@GlobalScope.xml:959 msgid "Gamepad button 6." -msgstr "" +msgstr "游戏手柄按钮 6。" #: doc/classes/@GlobalScope.xml:962 msgid "Gamepad button 7." -msgstr "" +msgstr "游戏手柄按钮 7。" #: doc/classes/@GlobalScope.xml:965 msgid "Gamepad button 8." -msgstr "" +msgstr "游戏手柄按钮 8。" #: doc/classes/@GlobalScope.xml:968 msgid "Gamepad button 9." -msgstr "" +msgstr "游戏手柄按钮 9。" #: doc/classes/@GlobalScope.xml:971 msgid "Gamepad button 10." -msgstr "" +msgstr "游戏手柄按钮10。" #: doc/classes/@GlobalScope.xml:974 msgid "Gamepad button 11." -msgstr "" +msgstr "游戏手柄按钮11。" #: doc/classes/@GlobalScope.xml:977 msgid "Gamepad button 12." -msgstr "" +msgstr "游戏手柄按钮12。" #: doc/classes/@GlobalScope.xml:980 msgid "Gamepad button 13." -msgstr "" +msgstr "游戏手柄按钮13。" #: doc/classes/@GlobalScope.xml:983 msgid "Gamepad button 14." -msgstr "" +msgstr "游戏手柄按钮14。" #: doc/classes/@GlobalScope.xml:986 msgid "Gamepad button 15." -msgstr "" +msgstr "游戏手柄按钮15。" #: doc/classes/@GlobalScope.xml:989 msgid "Gamepad button 16." -msgstr "" +msgstr "游戏手柄按钮16。" #: doc/classes/@GlobalScope.xml:992 msgid "Gamepad button 17." -msgstr "" +msgstr "游戏手柄按钮17。" #: doc/classes/@GlobalScope.xml:995 msgid "Gamepad button 18." -msgstr "" +msgstr "游戏手柄按钮18。" #: doc/classes/@GlobalScope.xml:998 msgid "Gamepad button 19." -msgstr "" +msgstr "游戏手柄按钮19。" #: doc/classes/@GlobalScope.xml:1001 msgid "Gamepad button 20." -msgstr "" +msgstr "游戏手柄按钮20。" #: doc/classes/@GlobalScope.xml:1004 msgid "Gamepad button 21." -msgstr "" +msgstr "游戏手柄按钮21。" #: doc/classes/@GlobalScope.xml:1007 msgid "Gamepad button 22." -msgstr "" +msgstr "游戏手柄按钮22。" #: doc/classes/@GlobalScope.xml:1010 -#, fuzzy msgid "Represents the maximum number of joystick buttons supported." -msgstr "游戏控制器按钮数量的最大值。" +msgstr "代表支持的操纵杆按钮的最大数量。" #: doc/classes/@GlobalScope.xml:1013 msgid "DualShock circle button." -msgstr "" +msgstr "DualShock 圆形按钮。" #: doc/classes/@GlobalScope.xml:1016 msgid "DualShock X button." -msgstr "" +msgstr "DualShock X按钮。" #: doc/classes/@GlobalScope.xml:1019 msgid "DualShock square button." -msgstr "" +msgstr "DualShock 方形按钮。" #: doc/classes/@GlobalScope.xml:1022 msgid "DualShock triangle button." -msgstr "" +msgstr "DualShock 三角形按钮。" #: doc/classes/@GlobalScope.xml:1025 -#, fuzzy msgid "Xbox controller B button." -msgstr "游戏控制器 SDL 按钮 A。" +msgstr "Xbox控制器B键。" #: doc/classes/@GlobalScope.xml:1028 -#, fuzzy msgid "Xbox controller A button." -msgstr "游戏控制器 SDL 按钮 A。" +msgstr "Xbox控制器的A键。" #: doc/classes/@GlobalScope.xml:1031 -#, fuzzy msgid "Xbox controller X button." -msgstr "游戏控制器 SDL 按钮 A。" +msgstr "Xbox控制器的X键。" #: doc/classes/@GlobalScope.xml:1034 -#, fuzzy msgid "Xbox controller Y button." -msgstr "游戏控制器 SDL 按钮 A。" +msgstr "Xbox控制器的Y键。" #: doc/classes/@GlobalScope.xml:1037 -#, fuzzy msgid "Nintendo controller A button." -msgstr "游戏控制器 SDL 按钮 A。" +msgstr "任天堂控制器A键。" #: doc/classes/@GlobalScope.xml:1040 -#, fuzzy msgid "Nintendo controller B button." -msgstr "游戏控制器 SDL 按钮 A。" +msgstr "任天堂控制器B键。" #: doc/classes/@GlobalScope.xml:1043 -#, fuzzy msgid "Nintendo controller X button." -msgstr "游戏控制器 SDL 按钮 A。" +msgstr "任天堂控制器的X键。" #: doc/classes/@GlobalScope.xml:1046 -#, fuzzy msgid "Nintendo controller Y button." -msgstr "游戏控制器 SDL 按钮 A。" +msgstr "任天堂控制器Y键。" #: doc/classes/@GlobalScope.xml:1049 msgid "Grip (side) buttons on a VR controller." -msgstr "" +msgstr "VR控制器上的握把(侧面)按钮。" #: doc/classes/@GlobalScope.xml:1052 msgid "Push down on the touchpad or main joystick on a VR controller." -msgstr "" +msgstr "VR控制器上的触摸板/主摇杆的向下键。" #: doc/classes/@GlobalScope.xml:1055 msgid "Trigger on a VR controller." -msgstr "" +msgstr "VR控制器上的扳机键。" #: doc/classes/@GlobalScope.xml:1058 msgid "" "A button on the right Oculus Touch controller, X button on the left " "controller (also when used in OpenVR)." -msgstr "" +msgstr "右侧Oculus Touch控制器的A按钮,左控制器的X按钮(需当使用OpenVR时)。" #: doc/classes/@GlobalScope.xml:1061 msgid "" "B button on the right Oculus Touch controller, Y button on the left " "controller (also when used in OpenVR)." -msgstr "" +msgstr "右侧Oculus Touch控制器的B按钮,左控制器的Y按钮(需当使用OpenVR时)。" #: doc/classes/@GlobalScope.xml:1064 msgid "Menu button on either Oculus Touch controller." -msgstr "" +msgstr "任意Oculus Touch控制器上的菜单按钮。" #: doc/classes/@GlobalScope.xml:1067 msgid "Menu button in OpenVR (Except when Oculus Touch controllers are used)." -msgstr "" +msgstr "OpenVR中的菜单按钮(使用 Oculus Touch 控制器时除外)。" #: doc/classes/@GlobalScope.xml:1070 msgid "Gamepad button Select." -msgstr "" +msgstr "游戏手柄按钮选择。" #: doc/classes/@GlobalScope.xml:1073 msgid "Gamepad button Start." -msgstr "" +msgstr "游戏手柄按钮开始。" #: doc/classes/@GlobalScope.xml:1076 msgid "Gamepad DPad up." -msgstr "" +msgstr "游戏手柄 DPad 向上。" #: doc/classes/@GlobalScope.xml:1079 msgid "Gamepad DPad down." -msgstr "" +msgstr "游戏手柄 DPad 向下。" #: doc/classes/@GlobalScope.xml:1082 msgid "Gamepad DPad left." -msgstr "" +msgstr "游戏手柄 DPad 左。" #: doc/classes/@GlobalScope.xml:1085 msgid "Gamepad DPad right." -msgstr "" +msgstr "游戏手柄 DPad 右。" #: doc/classes/@GlobalScope.xml:1088 -#, fuzzy msgid "Gamepad SDL guide button." -msgstr "游戏控制器 SDL 向导按钮。" +msgstr "游戏手柄 SDL 指南按钮。" #: doc/classes/@GlobalScope.xml:1091 msgid "Gamepad SDL miscellaneous button." -msgstr "" +msgstr "游戏手柄 SDL 杂项按钮。" #: doc/classes/@GlobalScope.xml:1094 -#, fuzzy msgid "Gamepad SDL paddle 1 button." -msgstr "游戏控制器 SDL 方向左按钮。" +msgstr "游戏手柄 SDL 拨片1按钮。" #: doc/classes/@GlobalScope.xml:1097 -#, fuzzy msgid "Gamepad SDL paddle 2 button." -msgstr "游戏控制器 SDL 方向左按钮。" +msgstr "游戏手柄 SDL 拨片2按钮。" #: doc/classes/@GlobalScope.xml:1100 -#, fuzzy msgid "Gamepad SDL paddle 3 button." -msgstr "游戏控制器 SDL 方向左按钮。" +msgstr "游戏手柄 SDL 拨片3按钮。" #: doc/classes/@GlobalScope.xml:1103 -#, fuzzy msgid "Gamepad SDL paddle 4 button." -msgstr "游戏控制器 SDL 方向左按钮。" +msgstr "游戏手柄 SDL 拨片4按钮。" #: doc/classes/@GlobalScope.xml:1106 -#, fuzzy msgid "Gamepad SDL touchpad button." -msgstr "游戏控制器 SDL 方向上按钮。" +msgstr "游戏手柄 SDL 触摸板按钮。" #: doc/classes/@GlobalScope.xml:1109 -#, fuzzy msgid "Gamepad left Shoulder button." -msgstr "游戏控制器 SDL 左肩按钮。" +msgstr "游戏手柄左肩按钮。" #: doc/classes/@GlobalScope.xml:1112 -#, fuzzy msgid "Gamepad left trigger." -msgstr "游戏控制器左扳机轴。" +msgstr "游戏手柄的左扳机。" #: doc/classes/@GlobalScope.xml:1115 msgid "Gamepad left stick click." -msgstr "" +msgstr "游戏手柄左键点击。" #: doc/classes/@GlobalScope.xml:1118 -#, fuzzy msgid "Gamepad right Shoulder button." -msgstr "游戏控制器 SDL 右肩按钮。" +msgstr "游戏手柄右肩按钮。" #: doc/classes/@GlobalScope.xml:1121 -#, fuzzy msgid "Gamepad right trigger." -msgstr "游戏控制器右扳机轴。" +msgstr "游戏手柄的右扳机。" #: doc/classes/@GlobalScope.xml:1124 msgid "Gamepad right stick click." -msgstr "" +msgstr "游戏手柄右键单击。" #: doc/classes/@GlobalScope.xml:1127 doc/classes/@GlobalScope.xml:1160 msgid "Gamepad left stick horizontal axis." -msgstr "" +msgstr "游戏手柄左摇杆水平轴。" #: doc/classes/@GlobalScope.xml:1130 doc/classes/@GlobalScope.xml:1163 -#, fuzzy msgid "Gamepad left stick vertical axis." -msgstr "游戏控制器左摇杆X轴。" +msgstr "游戏手柄左摇杆垂直轴。" #: doc/classes/@GlobalScope.xml:1133 doc/classes/@GlobalScope.xml:1166 msgid "Gamepad right stick horizontal axis." -msgstr "" +msgstr "游戏手柄右摇杆水平轴。" #: doc/classes/@GlobalScope.xml:1136 doc/classes/@GlobalScope.xml:1169 -#, fuzzy msgid "Gamepad right stick vertical axis." -msgstr "游戏控制器右摇杆X轴。" +msgstr "游戏手柄右摇杆垂直轴。" #: doc/classes/@GlobalScope.xml:1139 msgid "Generic gamepad axis 4." -msgstr "" +msgstr "通用的游戏手柄轴4。" #: doc/classes/@GlobalScope.xml:1142 msgid "Generic gamepad axis 5." -msgstr "" +msgstr "通用的游戏手柄轴5。" #: doc/classes/@GlobalScope.xml:1145 -#, fuzzy msgid "Gamepad left trigger analog axis." -msgstr "游戏控制器左扳机轴。" +msgstr "游戏手柄左触发模拟轴。" #: doc/classes/@GlobalScope.xml:1148 -#, fuzzy msgid "Gamepad right trigger analog axis." -msgstr "游戏控制器右扳机轴。" +msgstr "游戏手柄右触发模拟轴。" #: doc/classes/@GlobalScope.xml:1151 msgid "Generic gamepad axis 8." -msgstr "" +msgstr "通用的游戏手柄轴8。" #: doc/classes/@GlobalScope.xml:1154 msgid "Generic gamepad axis 9." -msgstr "" +msgstr "通用的游戏手柄轴9。" #: doc/classes/@GlobalScope.xml:1157 -#, fuzzy msgid "Represents the maximum number of joystick axes supported." -msgstr "支持的最大抽取次数。" +msgstr "代表支持的操纵杆轴的最大数量。" #: doc/classes/@GlobalScope.xml:1172 msgid "Gamepad left analog trigger." -msgstr "" +msgstr "游戏手柄的左侧模拟触发器。" #: doc/classes/@GlobalScope.xml:1175 msgid "Gamepad right analog trigger." -msgstr "" +msgstr "游戏手柄右侧模拟触发器。" #: doc/classes/@GlobalScope.xml:1178 -#, fuzzy msgid "VR Controller analog trigger." -msgstr "游戏控制器左扳机轴。" +msgstr "VR控制器模拟触发器。" #: doc/classes/@GlobalScope.xml:1181 -#, fuzzy msgid "VR Controller analog grip (side buttons)." -msgstr "游戏控制器 SDL 向导按钮。" +msgstr "VR控制器的模拟握把(侧面按钮)。" #: doc/classes/@GlobalScope.xml:1184 msgid "" "OpenVR touchpad X axis (Joystick axis on Oculus Touch and Windows MR " "controllers)." -msgstr "" +msgstr "OpenVR触摸板X轴(Oculus Touch和Windows MR控制器的操纵杆轴)。" #: doc/classes/@GlobalScope.xml:1187 msgid "" "OpenVR touchpad Y axis (Joystick axis on Oculus Touch and Windows MR " "controllers)." -msgstr "" +msgstr "OpenVR触摸板Y轴(Oculus Touch和Windows MR控制器的操纵杆轴)。" #: doc/classes/@GlobalScope.xml:1190 msgid "MIDI note OFF message." @@ -3874,7 +3913,6 @@ msgstr "" "小值。例如: [code]\"-360,360,1,or_greater,or_lesser\"[/code]。" #: doc/classes/@GlobalScope.xml:1373 -#, fuzzy msgid "" "Hints that a float property should be within an exponential range specified " "via the hint string [code]\"min,max\"[/code] or [code]\"min,max,step\"[/" @@ -3883,10 +3921,10 @@ msgid "" "above the max or below the min values. Example: [code]\"0.01,100,0.01," "or_greater\"[/code]." msgstr "" -"通过提示串[code]\"min,max\"[/code] 或[code]\"min,max,step\"[/code]来提示一个" -"整数或浮点数属性应当落在指定的指数范围内。提示串可以选择性地包含 " +"提示一个整数或浮点数属性应当落在通过提示字符串[code]\"min,max\"[/code] 或" +"[code]\"min,max,step\"[/code]来指定的范围内。提示字符串可以选择性地包含 " "[code]\"or_greater\"[/code] 与/或 [code]\"or_lesser\"[/code] 来允许手动输入的" -"值超过或低于最大最小值。例如: [code]\"0.01,100,0.01,or_greater\"[/code]。" +"值超过最大值或低于最小值。例如: [code]\"0.01,100,0.01,or_greater\"[/code]。" #: doc/classes/@GlobalScope.xml:1376 msgid "" @@ -3983,15 +4021,14 @@ msgstr "" "出取得文件路径的文件对话框。" #: doc/classes/@GlobalScope.xml:1415 -#, fuzzy msgid "" "Hints that a property is an instance of a [Resource]-derived type, " "optionally specified via the hint string (e.g. [code]\"Texture\"[/code]). " "Editing it will show a popup menu of valid resource types to instantiate." msgstr "" -"提示一个属性是一个[Resource]派生类的实例,可以通过提示串指定(例如 " -"[code]\"Texture2D\"[/code])。编辑该属性时会弹出一个列举了可用的待实例化的资" -"源类型的菜单。" +"提示一个属性是一个[Resource]派生类的实例,可以通过提示字符串指定(例如 " +"[code]\"Texture\"[/code])。编辑该属性时会显示一个列举了可用的待实例化的资源" +"类型的弹出菜单。" #: doc/classes/@GlobalScope.xml:1418 msgid "" @@ -4194,39 +4231,32 @@ msgid "Variable is of type [Array]." msgstr "变量的类型为[Array]。" #: doc/classes/@GlobalScope.xml:1562 -#, fuzzy msgid "Variable is of type [PoolByteArray]." -msgstr "变量的类型为[PackedByteArray]." +msgstr "变量的类型是[PoolByteArray]。" #: doc/classes/@GlobalScope.xml:1565 -#, fuzzy msgid "Variable is of type [PoolIntArray]." -msgstr "变量的类型为[Array]。" +msgstr "变量的类型是[PoolIntArray]。" #: doc/classes/@GlobalScope.xml:1568 -#, fuzzy msgid "Variable is of type [PoolRealArray]." -msgstr "变量的类型为[Array]。" +msgstr "变量的类型是[PoolRealArray]。" #: doc/classes/@GlobalScope.xml:1571 -#, fuzzy msgid "Variable is of type [PoolStringArray]." -msgstr "变量的类型为[PackedStringArray]。" +msgstr "变量的类型是[PoolStringArray]。" #: doc/classes/@GlobalScope.xml:1574 -#, fuzzy msgid "Variable is of type [PoolVector2Array]." -msgstr "变量的类型为[PackedVector2Array]。" +msgstr "变量的类型是[PoolVector2Array]。" #: doc/classes/@GlobalScope.xml:1577 -#, fuzzy msgid "Variable is of type [PoolVector3Array]." -msgstr "变量的类型为[PackedVector3Array]。" +msgstr "变量的类型是[PoolVector3Array]。" #: doc/classes/@GlobalScope.xml:1580 -#, fuzzy msgid "Variable is of type [PoolColorArray]." -msgstr "变量的类型为[PackedColorArray]。" +msgstr "变量的类型是[PoolColorArray]。" #: doc/classes/@GlobalScope.xml:1583 msgid "Represents the size of the [enum Variant.Type] enum." @@ -4341,7 +4371,6 @@ msgid "Axis-Aligned Bounding Box." msgstr "轴对齐包围盒。" #: doc/classes/AABB.xml:7 -#, fuzzy msgid "" "[AABB] consists of a position, a size, and several utility functions. It is " "typically used for fast overlap tests.\n" @@ -4350,29 +4379,28 @@ msgid "" "[b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses " "integer coordinates." msgstr "" -"[Rect2] 由一个位置、一个大小和几个实用功能组成。它通常用于快速重叠测试。\n" -"它使用浮点坐标。" +"[AABB] 由一个位置、一个大小和几个实用函数组成。它通常用于快速重叠测试。\n" +"它使用浮点坐标。[AABB]的2D对应物为[Rect2]。\n" +"[b]注意:[/b] 与 [Rect2] 不同,[AABB] 没有使用整数坐标的变体。" #: doc/classes/AABB.xml:12 doc/classes/Basis.xml:13 doc/classes/Plane.xml:10 #: doc/classes/Rect2.xml:12 doc/classes/Transform.xml:11 #: doc/classes/Transform2D.xml:11 doc/classes/Vector2.xml:11 #: doc/classes/Vector3.xml:11 -#, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/math/index.html" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/math/index.html" +msgstr "https://docs.godotengine.org/en/3.4/tutorials/math/index.html" #: doc/classes/AABB.xml:13 doc/classes/Rect2.xml:13 doc/classes/Vector2.xml:12 #: doc/classes/Vector3.xml:12 -#, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/math/vector_math.html" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/math/index.html" +msgstr "https://docs.godotengine.org/en/3.4/tutorials/math/vector_math.html" #: doc/classes/AABB.xml:14 doc/classes/Rect2.xml:14 doc/classes/Vector2.xml:13 #: doc/classes/Vector3.xml:13 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/math/vectors_advanced.html" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/math/index.html" +msgstr "" +"https://docs.godotengine.org/en/3.4/tutorials/math/vectors_advanced.html" #: doc/classes/AABB.xml:22 msgid "Constructs an [AABB] from a position and size." @@ -4503,13 +4531,12 @@ msgid "Beginning corner. Typically has values lower than [member end]." msgstr "起点角。通常比 [member end] 小。" #: doc/classes/AABB.xml:179 doc/classes/Rect2.xml:138 -#, fuzzy msgid "" "Size from [member position] to [member end]. Typically, all components are " "positive.\n" "If the size is negative, you can use [method abs] to fix it." msgstr "" -"由[member position] 到 [member end] 的大小。通常所有分量都是正数。\n" +"从[member position] 到 [member end] 的大小。通常所有分量都是正数。\n" "如果大小为负,可以用 [method abs] 修正。" #: doc/classes/AcceptDialog.xml:4 @@ -4525,7 +4552,6 @@ msgstr "" "同。" #: doc/classes/AcceptDialog.xml:18 -#, fuzzy msgid "" "Adds a button with label [code]text[/code] and a custom [code]action[/code] " "to the dialog and returns the created button. [code]action[/code] will be " @@ -4536,36 +4562,46 @@ msgid "" "this method from the dialog." msgstr "" "向对话框中添加一个带有标签[code] text [/code]和自定义[code] action [/code]的" -"按钮,并返回创建的按钮。按下时,[code] action [/code]会被传递给[signal " +"按钮,并返回该创建的按钮。按下时,[code] action [/code]会被传递给[signal " "custom_action]信号。\n" -"如果[code]right[/code]为[code]true[/code],按钮会被放置在所有同级按钮的右边。" +"如果[code]right[/code]为[code]true[/code],按钮会被放置在所有同级按钮的右" +"边。\n" +"您可以使用 [method remove_button] 方法从对话框中删除使用此方法创建的按钮。" #: doc/classes/AcceptDialog.xml:27 -#, fuzzy msgid "" "Adds a button with label [code]name[/code] and a cancel action to the dialog " "and returns the created button.\n" "You can use [method remove_button] method to remove a button created with " "this method from the dialog." msgstr "" -"向对话框中添加一个标签为[code]name[/code]的按钮和一个取消动作,然后返回这个新" -"创建的按钮。" +"向对话框中添加一个标签为[code]name[/code]和一个取消动作的按钮,然后返回这个新" +"创建的按钮。\n" +"您可以使用 [method remove_button] 方法从对话框中删除使用此方法创建的按钮。" #: doc/classes/AcceptDialog.xml:34 -msgid "Returns the label used for built-in text." -msgstr "返回用于内置文本的标签。" +msgid "" +"Returns the label used for built-in text.\n" +"[b]Warning:[/b] This is a required internal node, removing and freeing it " +"may cause a crash. If you wish to hide it or any of its children, use their " +"[member CanvasItem.visible] property." +msgstr "" -#: doc/classes/AcceptDialog.xml:40 -msgid "Returns the OK [Button] instance." -msgstr "返回OK [Button]实例。" +#: doc/classes/AcceptDialog.xml:41 +msgid "" +"Returns the OK [Button] instance.\n" +"[b]Warning:[/b] This is a required internal node, removing and freeing it " +"may cause a crash. If you wish to hide it or any of its children, use their " +"[member CanvasItem.visible] property." +msgstr "" -#: doc/classes/AcceptDialog.xml:47 +#: doc/classes/AcceptDialog.xml:49 msgid "" "Registers a [LineEdit] in the dialog. When the enter key is pressed, the " "dialog will be accepted." msgstr "在对话框中注册[QLineEdit]。 当按下回车键时,对话框将被接受。" -#: doc/classes/AcceptDialog.xml:54 +#: doc/classes/AcceptDialog.xml:56 msgid "" "Removes the [code]button[/code] from the dialog. Does NOT free the " "[code]button[/code]. The [code]button[/code] must be a [Button] added with " @@ -4573,12 +4609,16 @@ msgid "" "the [code]button[/code] will no longer emit this dialog's [signal " "custom_action] signal or cancel this dialog." msgstr "" +"从对话框中移除 [code]button[/code]。但不释放 该[code]button[/code]对象。" +"[code]button[/code] 必须是添加有 [method add_button] 或 [method add_cancel] " +"方法的 [Button]。移除后,按下该[code]button[/code]将不再发出此对话框的" +"[signal custom_action]信号或取消此对话框。" -#: doc/classes/AcceptDialog.xml:60 +#: doc/classes/AcceptDialog.xml:62 msgid "Sets autowrapping for the text in the dialog." msgstr "为对话框中的文本设置自动换行。" -#: doc/classes/AcceptDialog.xml:63 +#: doc/classes/AcceptDialog.xml:65 msgid "" "If [code]true[/code], the dialog is hidden when the OK button is pressed. " "You can set it to [code]false[/code] if you want to do e.g. input validation " @@ -4599,17 +4639,17 @@ msgstr "" "时实现了自己的输入验证代码,如果输入有效,最终将隐藏对话框。因此,不能在 " "[FileDialog] 中使用此属性来禁止在按OK时隐藏对话框。" -#: doc/classes/AcceptDialog.xml:67 +#: doc/classes/AcceptDialog.xml:69 msgid "The text displayed by the dialog." msgstr "对话框显示的文本。" -#: doc/classes/AcceptDialog.xml:74 +#: doc/classes/AcceptDialog.xml:76 msgid "Emitted when the dialog is accepted, i.e. the OK button is pressed." msgstr "接受对话框时,即按下OK按钮时发出。" -#: doc/classes/AcceptDialog.xml:80 +#: doc/classes/AcceptDialog.xml:82 msgid "Emitted when a custom button is pressed. See [method add_button]." -msgstr "按下自定义按钮时发出。 参见[方法add_button]。" +msgstr "按下自定义按钮时发出。 参阅[方法add_button]。" #: doc/classes/AESContext.xml:4 msgid "Interface to low level AES encryption features." @@ -4688,19 +4728,19 @@ msgstr "" #: doc/classes/AESContext.xml:46 msgid "Close this AES context so it can be started again. See [method start]." -msgstr "关闭此AES上下文,以便可以再次启动它。 参见[method start]。" +msgstr "关闭此AES上下文,以便可以再次启动它。 参阅[method start]。" #: doc/classes/AESContext.xml:52 -#, fuzzy msgid "" "Get the current IV state for this context (IV gets updated when calling " "[method update]). You normally don't need this function.\n" "[b]Note:[/b] This function only makes sense when the context is started with " "[constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]." msgstr "" -"获取此上下文的当前IV状态(调用[方法更新]时会更新IV。)通常不需要此函数。\n" -"注意:仅当以[constant MODE_CBC_ENCRYPT]或[constant MODE_CBC_DECRYPT]开头上下" -"文时,此功能才有意义。" +"获取此上下文的当前IV状态(调用[method update]时会更新IV)。通常不需要此函" +"数。\n" +"[b]注意:[/b]仅当上下文以[constant MODE_CBC_ENCRYPT]或[constant " +"MODE_CBC_DECRYPT]开头时,此函数才有意义。" #: doc/classes/AESContext.xml:62 msgid "" @@ -4715,7 +4755,6 @@ msgstr "" "MODE_CBC_DECRYPT]。" #: doc/classes/AESContext.xml:69 -#, fuzzy msgid "" "Run the desired operation for this AES context. Will return a " "[PoolByteArray] containing the result of encrypting (or decrypting) the " @@ -4723,9 +4762,9 @@ msgid "" "[b]Note:[/b] The size of [code]src[/code] must be a multiple of 16. Apply " "some padding if needed." msgstr "" -"运行此 AES 上下文所需的操作。将返回包含加密(或解密)给定 [code] src [/code] " -"结果的 [包装字节] 。有关操作模式,请参阅[方法启动]。\n" -"注意:[code]src[/code]的大小必须是16倍的倍数。如果需要,应用一些填充。" +"运行此 AES 上下文所需的操作。将返回包含加密(或解密)给定 [code]src[/code] 结" +"果的[PoolByteArray] 。有关操作模式,请参阅[method start]。\n" +"[b]注意:[/b][code]src[/code]的大小必须是16倍的倍数。如果需要,应用一些填充。" #: doc/classes/AESContext.xml:76 msgid "AES electronic codebook encryption mode." @@ -4760,14 +4799,19 @@ msgid "" "having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/" "code] will make it so the [code]run[/code] animation uses the normal map." msgstr "" +"动画通过一个[SpriteFrames]资源创建,而该资源可以通过动画帧面板在编辑器中配" +"置。\n" +"[b]注意:[/b] 您可以通过创建附加的带有[code]_normal[/code]后缀的" +"[SpriteFrames]资源来关联一组法线贴图。例如,如有 2 个[SpriteFrames]资源" +"[code]run[/code]和[code]run_normal[/code],将使[code]run[/code]动画使用该法线" +"贴图。" #: doc/classes/AnimatedSprite.xml:11 doc/classes/AnimatedSprite3D.xml:10 #: doc/classes/AnimationPlayer.xml:13 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/2d/2d_sprite_animation.html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/2d/2d_transforms.html" +"https://docs.godotengine.org/en/3.4/tutorials/2d/2d_sprite_animation.html" #: doc/classes/AnimatedSprite.xml:12 doc/classes/Area2D.xml:11 #: doc/classes/AudioStreamPlayer.xml:12 doc/classes/Button.xml:24 @@ -4776,9 +4820,8 @@ msgstr "" #: doc/classes/InputEvent.xml:12 doc/classes/InputEventAction.xml:11 #: doc/classes/Label.xml:12 doc/classes/Particles2D.xml:15 #: doc/classes/Timer.xml:11 doc/classes/VisibilityNotifier2D.xml:12 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/515" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/515" #: doc/classes/AnimatedSprite.xml:18 doc/classes/AnimatedSprite3D.xml:16 msgid "Returns [code]true[/code] if an animation is currently being played." @@ -4837,7 +4880,7 @@ msgstr "纹理的绘图偏移量。" #: doc/classes/AnimatedSprite.xml:59 doc/classes/AnimatedSprite3D.xml:44 msgid "If [code]true[/code], the [member animation] is currently playing." -msgstr "如果[code]true[/code],则表示当前正在播放[成员动画]。" +msgstr "如果[code]true[/code],则表示当前正在播放[member 动画]。" #: doc/classes/AnimatedSprite.xml:62 msgid "The animation speed is multiplied by this value." @@ -4854,7 +4897,7 @@ msgstr "" #: doc/classes/AnimatedSprite.xml:73 doc/classes/AnimatedSprite3D.xml:55 msgid "Emitted when [member frame] changed." -msgstr "当[成员框架]更改时发出。" +msgstr "当[member frame]更改时发出。" #: doc/classes/AnimatedSprite3D.xml:4 msgid "" @@ -4901,7 +4944,7 @@ msgstr "" "延迟链接多个纹理。与[AnimationPlayer]或[AnimatedSprite2D]不同,它不是[Node]," "但具有可以在可以使用[Texture2D]资源的任何地方使用的优点,例如在[TileSet]" "中。\n" -"动画的回放由[member fps]属性以及每帧的可选延迟控制(请参见[method " +"动画的回放由[member fps]属性以及每帧的可选延迟控制(请参阅[method " "set_frame_delay])。动画循环播放,即它将在播放最后一帧后在第0帧自动重新开" "始。\n" "[AnimatedTexture]当前要求所有帧纹理具有相同的大小,否则较大的纹理将被裁剪以匹" @@ -4912,9 +4955,8 @@ msgid "Returns the given frame's delay value." msgstr "返回给定帧的延迟值。" #: doc/classes/AnimatedTexture.xml:26 -#, fuzzy msgid "Returns the given frame's [Texture]." -msgstr "返回给定帧的[Texture2D]。" +msgstr "返回给定帧的[Texture]。" #: doc/classes/AnimatedTexture.xml:34 msgid "" @@ -4955,9 +4997,9 @@ msgid "" "animation." msgstr "" "将[Texture2D]分配给给定的帧。帧ID从0开始,因此第一帧的ID为0,动画的最后一帧的" -"ID为[成员帧]-1。\n" -"您可以定义任意数量的纹理,直到[constant MAX_FRAMES],但要记住,只有0到[成员" -"帧]-1的帧会成为动画的一部分。" +"ID为[member 帧]-1。\n" +"您可以定义任意数量的纹理,直到[constant MAX_FRAMES],但要记住,只有0到" +"[member 帧]-1的帧会成为动画的一部分。" #: doc/classes/AnimatedTexture.xml:56 msgid "Sets the currently visible frame of the texture." @@ -4996,7 +5038,7 @@ msgid "" "will not set [member pause] to [code]true[/code]." msgstr "" "如果[code] true [/code],则动画将只播放一次,并且在到达结尾后将不会循环回到第" -"一帧。请注意,到达终点不会将[成员暂停]设置为[code] true [/code]。" +"一帧。请注意,到达终点不会将[member 暂停]设置为[code] true [/code]。" #: doc/classes/AnimatedTexture.xml:70 msgid "" @@ -5008,13 +5050,12 @@ msgstr "" "将此属性更改为[code] false [/code]时,动画将从暂停处继续播放。" #: doc/classes/AnimatedTexture.xml:75 -#, fuzzy msgid "" "The maximum number of frames supported by [AnimatedTexture]. If you need " "more frames in your animation, use [AnimationPlayer] or [AnimatedSprite]." msgstr "" "[AnimatedTexture]支持的最大帧数。如果动画中需要更多帧,请使用" -"[AnimationPlayer]或[AnimatedSprite2D]。" +"[AnimationPlayer]或[AnimatedSprite]。" #: doc/classes/Animation.xml:4 msgid "Contains data used to animate everything in the engine." @@ -5060,10 +5101,8 @@ msgstr "" "类型。" #: doc/classes/Animation.xml:20 doc/classes/AnimationPlayer.xml:12 -#, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/animation/index.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/animation/index.html" +msgstr "https://docs.godotengine.org/en/3.4/tutorials/animation/index.html" #: doc/classes/Animation.xml:28 msgid "Adds a track to the Animation." @@ -5156,13 +5195,12 @@ msgstr "" "[code]track_idx[/code] 必须是音频轨道的索引." #: doc/classes/Animation.xml:119 -#, fuzzy msgid "" "Sets the stream of the key identified by [code]key_idx[/code] to value " "[code]stream[/code]. The [code]track_idx[/code] must be the index of an " "Audio Track." msgstr "" -"将 [code]key_idx[/code] 所标识的键流设置为 [code]offset[/code] 值。" +"将 [code]key_idx[/code] 所标识的键流设置为[code]stream[/code]值。" "[code]track_idx[/code]必须是一个音频轨道的索引。" #: doc/classes/Animation.xml:127 @@ -5306,7 +5344,7 @@ msgstr "返回钥匙所在的时间。" msgid "" "Returns the transition curve (easing) for a specific key (see the built-in " "math function [method @GDScript.ease])." -msgstr "返回特定键的过渡曲线(缓动)(参见内置数学函数[方法@GDScript.ease])。" +msgstr "返回特定键的过渡曲线(缓动)(参阅内置数学函数[方法@GDScript.ease])。" #: doc/classes/Animation.xml:303 msgid "Returns the value of a given key in a given track." @@ -5316,7 +5354,7 @@ msgstr "返回给定轨道中给定键的值。" msgid "" "Gets the path of a track. For more information on the path format, see " "[method track_set_path]." -msgstr "获取轨迹的路径。有关路径格式的详细信息,请参见[方法 track_set_path]。" +msgstr "获取轨迹的路径。有关路径格式的详细信息,请参阅[方法 track_set_path]。" #: doc/classes/Animation.xml:317 msgid "Gets the type of a track." @@ -5387,7 +5425,7 @@ msgstr "设置现有键的时间。" msgid "" "Sets the transition curve (easing) for a specific key (see the built-in math " "function [method @GDScript.ease])." -msgstr "设置特定键的过渡曲线(缓动)(参见内置数学函数[方法@GDScript.ease])。" +msgstr "设置特定键的过渡曲线(缓动)(参阅内置数学函数[方法@GDScript.ease])。" #: doc/classes/Animation.xml:438 msgid "Sets the value of an existing key." @@ -5441,17 +5479,16 @@ msgid "Returns the update mode of a value track." msgstr "返回值跟踪的更新模式。" #: doc/classes/Animation.xml:498 -#, fuzzy msgid "" "Returns the interpolated value at the given time (in seconds). The " "[code]track_idx[/code] must be the index of a value track." msgstr "" -"返回给定 [code]time[/code]处的插值(以秒为单位)。 [code]track_idx[/code]必须" -"是 Bezier轨道的索引。" +"返回给定时间处(以秒为单位)的插值。[code]track_idx[/code]必须是一个值轨道的" +"索引。" #: doc/classes/Animation.xml:506 msgid "Sets the update mode (see [enum UpdateMode]) of a value track." -msgstr "设置值跟踪的更新模式(参见[enum UpdateMode])。" +msgstr "设置值跟踪的更新模式(参阅[enum UpdateMode])。" #: doc/classes/Animation.xml:512 msgid "" @@ -5585,12 +5622,10 @@ msgstr "" #: doc/classes/AnimationNodeTimeSeek.xml:21 #: doc/classes/AnimationNodeTransition.xml:10 doc/classes/AnimationTree.xml:11 #: doc/classes/AnimationTreePlayer.xml:12 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/animation/animation_tree." -"html" +"https://docs.godotengine.org/en/3.4/tutorials/animation/animation_tree.html" #: doc/classes/AnimationNode.xml:18 msgid "" @@ -5618,7 +5653,7 @@ msgid "" msgstr "" "混合一个输入。这只对为 [AnimationNodeBlendTree] 创建的节点有用。[code]time[/" "code]参数是一个相对三角,除非 [code]seek[/code] 是 [code]true[/code],在这种" -"情况下,它是绝对值。可以选择传递过滤模式(选项参见[enum FilterAction])。" +"情况下,它是绝对值。可以选择传递过滤模式(选项参阅[enum FilterAction])。" #: doc/classes/AnimationNode.xml:54 msgid "" @@ -5829,9 +5864,8 @@ msgstr "" #: doc/classes/Quat.xml:13 doc/classes/Skeleton.xml:13 #: doc/classes/SpotLight.xml:12 doc/classes/StaticBody.xml:12 #: doc/classes/WorldEnvironment.xml:15 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/678" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/678" #: doc/classes/AnimationNodeAnimation.xml:4 msgid "Input animation to use in an [AnimationNodeBlendTree]." @@ -5843,8 +5877,8 @@ msgid "" "set using the [member animation] property. Use it as an input for " "[AnimationNode] that blend animations together." msgstr "" -"添加到[AnimationNodeBlendTree]的资源。只具有一个使用[成员动画]属性的输出集。" -"将其作为[AnimationNode]的输入,将动画融合在一起。" +"添加到[AnimationNodeBlendTree]的资源。只具有一个使用[member 动画]属性的输出" +"集。将其作为[AnimationNode]的输入,将动画融合在一起。" #: doc/classes/AnimationNodeAnimation.xml:11 #: doc/classes/AnimationNodeBlend2.xml:11 @@ -5856,16 +5890,15 @@ msgstr "" #: doc/classes/KinematicBody.xml:14 doc/classes/Mesh.xml:12 #: doc/classes/MeshInstance.xml:12 doc/classes/MeshLibrary.xml:11 #: doc/classes/ProjectSettings.xml:14 doc/classes/Transform.xml:15 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/125" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/125" #: doc/classes/AnimationNodeAnimation.xml:18 msgid "" "Animation to use as an output. It is one of the animations provided by " "[member AnimationTree.anim_player]." msgstr "" -"作为输出使用的动画。它是[成员AnimationTree.anim_player]提供的动画之一。" +"作为输出使用的动画。它是[member AnimationTree.anim_player]提供的动画之一。" #: doc/classes/AnimationNodeBlend2.xml:4 msgid "Blends two animations linearly inside of an [AnimationNodeBlendTree]." @@ -5977,13 +6010,13 @@ msgstr "更新混合轴上索引[code]point[/code]处的点的位置。" msgid "" "The blend space's axis's upper limit for the points' position. See [method " "add_blend_point]." -msgstr "混合空间的轴的点的位置上限。参见[method add_blend_point]。" +msgstr "混合空间的轴的点的位置上限。参阅[method add_blend_point]。" #: doc/classes/AnimationNodeBlendSpace1D.xml:74 msgid "" "The blend space's axis's lower limit for the points' position. See [method " "add_blend_point]." -msgstr "混合空间的轴的点的位置下限。参见[method add_blend_point]。" +msgstr "混合空间的轴的点的位置下限。参阅[method add_blend_point]。" #: doc/classes/AnimationNodeBlendSpace1D.xml:77 msgid "Position increment to snap to when moving a point on the axis." @@ -6084,19 +6117,19 @@ msgstr "" msgid "" "Controls the interpolation between animations. See [enum BlendMode] " "constants." -msgstr "控制动画之间的插值。参见 [enum BlendMode] 常量。" +msgstr "控制动画之间的插值。参阅 [enum BlendMode] 常量。" #: doc/classes/AnimationNodeBlendSpace2D.xml:108 msgid "" "The blend space's X and Y axes' upper limit for the points' position. See " "[method add_blend_point]." -msgstr "混合空间的X轴和Y轴的点的位置上限。参见[method add_blend_point]。" +msgstr "混合空间的X轴和Y轴的点的位置上限。参阅[method add_blend_point]。" #: doc/classes/AnimationNodeBlendSpace2D.xml:111 msgid "" "The blend space's X and Y axes' lower limit for the points' position. See " "[method add_blend_point]." -msgstr "混合空间的X轴和Y轴的点的位置下限。参见[method add_blend_point]。" +msgstr "混合空间的X轴和Y轴的点的位置下限。参阅[method add_blend_point]。" #: doc/classes/AnimationNodeBlendSpace2D.xml:114 msgid "Position increment to snap to when moving a point." @@ -6356,8 +6389,9 @@ msgid "Renames the given node." msgstr "重命名给定的节点。" #: doc/classes/AnimationNodeStateMachine.xml:152 +#, fuzzy msgid "Replaces the node and keeps its transitions unchanged." -msgstr "" +msgstr "更换节点并保持其过渡不变。" #: doc/classes/AnimationNodeStateMachine.xml:159 msgid "Sets the given node as the graph end point." @@ -6699,7 +6733,7 @@ msgstr "" "将向后播放(相当于调用[method play_backwards])。\n" "[AnimationPlayer]使用[member Assigned_animation]跟踪其当前或最后播放的动画。" "如果使用相同的动画[code] name [/code]或没有[code] name [/code]参数调用此方" -"法,则分配的动画将在暂停时继续播放,或者在停止时重新启动(请参见[方法]停止]," +"法,则分配的动画将在暂停时继续播放,或者在停止时重新启动(请参阅[方法]停止]," "同时暂停和停止。如果动画已经在播放,它将继续播放。\n" "[b]注意:[/b]下次处理[AnimationPlayer]时,动画将被更新。如果在调用的同时更新" "了其他变量,则它们可能更新得太早。要立即执行更新,请调用[code] advance(0)[/" @@ -6714,7 +6748,7 @@ msgid "" msgstr "" "反向播放按键[code]name[/code]的动画。\n" "这个方法是 [method play] 的简写,其中 [code]custom_speed = -1.0[/code] and " -"[code]from_end = true[/code],所以更多信息请参见其描述。" +"[code]from_end = true[/code],所以更多信息请参阅其描述。" #: doc/classes/AnimationPlayer.xml:137 msgid "" @@ -6777,7 +6811,7 @@ msgid "" "playing. See also [member current_animation]." msgstr "" "如果正在播放,则为当前的动画;否则为上次播放的动画。当设置时,将改变动画,但" -"不会播放它,除非当前正在播放。参见[method current_animation]。" +"不会播放它,除非当前正在播放。参阅[method current_animation]。" #: doc/classes/AnimationPlayer.xml:187 msgid "The name of the animation to play when the scene loads." @@ -6794,6 +6828,11 @@ msgid "" "get the currently playing animation, and internally for animation playback " "tracks. For more information, see [Animation]." msgstr "" +"当前播放的动画的名称。如果没有动画正在播放,该属性的值是一个空字符串。改变这" +"个值不会重新启动动画。关于播放动画的更多信息请参阅[method play]。\n" +"[b]注意:[/b] 虽然这个属性出现在检查器中,但它不是用来编辑的,也不会保存在场" +"景中。该属性主要用于获取当前播放的动画,内部用于动画播放轨道。有关详细信息," +"请参阅动画[Animation]。" #: doc/classes/AnimationPlayer.xml:194 msgid "The length (in seconds) of the currently being played animation." @@ -6853,6 +6892,8 @@ msgid "" "[b]Note:[/b] The signal is not emitted when the animation is changed via " "[method play] or from [AnimationTree]." msgstr "" +"当队列中前一个动画播放完毕,下一个动画播放时触发信号,参考方法[queue]。\n" +"[b]注:[/b]如果是通过[play]方法或[AnimationTree]改变动画,该信号不会触发。" #: doc/classes/AnimationPlayer.xml:234 msgid "Notifies when an animation finished playing." @@ -6995,6 +7036,8 @@ msgid "" "[i]Deprecated.[/i] Animation player that uses a node graph for blending " "animations. Superseded by [AnimationTree]." msgstr "" +"[i]已弃用。[/i] 使用节点图(node graph)来混合动画的动画播放器。由 " +"[AnimationTree] 取代。" #: doc/classes/AnimationTreePlayer.xml:7 msgid "" @@ -7108,6 +7151,11 @@ msgid "" "input A. From 0 to 1, the influence of A gets lessened, the influence of B+ " "gets raised and the influence of B+ is 0. At 1, output is input B+." msgstr "" +"设置一个Blend3节点的混合值,传入节点名和混合值。\n" +"Blend3节点使用-1~1之间的一个值来混合3个动画 (A, B-, B+).\n" +"值为-1时,输出动画为B-;值从-1到0时,B-的影响减弱,A的影响变强,B+的影响为0;" +"值为0时,输出为动画A;值从0到1时,A的影响减弱,B+的影响变强,B-的影响为0;值" +"为1时,输出为动画B+。" #: doc/classes/AnimationTreePlayer.xml:132 #, fuzzy @@ -7152,7 +7200,7 @@ msgstr "" #: doc/classes/AnimationTreePlayer.xml:188 msgid "Check if a node exists (by name)." -msgstr "" +msgstr "按名称检查节点是否存在。" #: doc/classes/AnimationTreePlayer.xml:195 msgid "" @@ -7274,7 +7322,7 @@ msgstr "移除按键[code]name[/code]的动画。" #: doc/classes/AnimationTreePlayer.xml:357 msgid "Resets this [AnimationTreePlayer]." -msgstr "" +msgstr "重置此 [AnimationTreePlayer]。" #: doc/classes/AnimationTreePlayer.xml:364 #, fuzzy @@ -7384,117 +7432,101 @@ msgid "" msgstr "" #: doc/classes/AnimationTreePlayer.xml:470 -#, fuzzy msgid "The thread in which to update animations." -msgstr "更新动画的过程通知。" +msgstr "更新动画的线程。" #: doc/classes/AnimationTreePlayer.xml:475 -#, fuzzy msgid "Output node." -msgstr "文本节点。" +msgstr "输出节点。" #: doc/classes/AnimationTreePlayer.xml:478 -#, fuzzy msgid "Animation node." -msgstr "未知节点。" +msgstr "Animation节点。" #: doc/classes/AnimationTreePlayer.xml:481 -#, fuzzy msgid "OneShot node." -msgstr "文本节点。" +msgstr "OneShot节点。" #: doc/classes/AnimationTreePlayer.xml:484 -#, fuzzy msgid "Mix node." -msgstr "文本节点。" +msgstr "Mix 节点。" #: doc/classes/AnimationTreePlayer.xml:487 -#, fuzzy msgid "Blend2 node." -msgstr "注释节点。" +msgstr "Blend2节点。" #: doc/classes/AnimationTreePlayer.xml:490 -#, fuzzy msgid "Blend3 node." -msgstr "注释节点。" +msgstr "Blend3节点。" #: doc/classes/AnimationTreePlayer.xml:493 -#, fuzzy msgid "Blend4 node." -msgstr "注释节点。" +msgstr "Blend4节点。" #: doc/classes/AnimationTreePlayer.xml:496 -#, fuzzy msgid "TimeScale node." -msgstr "文本节点。" +msgstr "TimeScale节点。" #: doc/classes/AnimationTreePlayer.xml:499 -#, fuzzy msgid "TimeSeek node." -msgstr "文本节点。" +msgstr "TimeSeek节点。" #: doc/classes/AnimationTreePlayer.xml:502 -#, fuzzy msgid "Transition node." -msgstr "过渡类型." +msgstr "Transition节点。" #: doc/classes/Area.xml:4 -#, fuzzy msgid "3D area for detection and physics and audio influence." -msgstr "用于检测和二维物理作用的二维区域。" +msgstr "用于检测和物理及音频影响的3D区域。" #: doc/classes/Area.xml:7 -#, fuzzy msgid "" "3D area that detects [CollisionObject] nodes overlapping, entering, or " "exiting. Can also alter or override local physics parameters (gravity, " "damping) and route audio to custom audio buses." msgstr "" -"检测 [CollisionObject2D] 节点重叠、进入、离开的二维区域。还可以修改或覆盖本地" -"的物理参数(重力、阻尼)。" +"检测[CollisionObject]节点重叠、进入或退出的3D区域。还可以改变或覆盖局部物理参" +"数(重力、阻尼),并将音频路由到自定义音频总线。" #: doc/classes/Area.xml:11 doc/classes/QuadMesh.xml:10 #: doc/classes/Viewport.xml:17 doc/classes/ViewportTexture.xml:11 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/127" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/127" #: doc/classes/Area.xml:17 -#, fuzzy msgid "" "Returns a list of intersecting [Area]s. For performance reasons (collisions " "are all processed at the same time) this list is modified once during the " "physics step, not immediately after objects are moved. Consider using " "signals instead." msgstr "" -"返回相交的 [Area2D] 的列表。由于性能原因(碰撞都是同时处理的),该列表不会在" -"对象移动后立即更新,只会在物理更新时进行统一修改。可以考虑改用信号。" +"返回一个相交的区域[Area]的列表。由于性能原因(碰撞都是同时处理的),这个列表" +"在物理步骤中被修改一次,而不是在物体被移动后立即修改。可以考虑使用信号来代" +"替。" #: doc/classes/Area.xml:23 -#, fuzzy msgid "" "Returns a list of intersecting [PhysicsBody]s. For performance reasons " "(collisions are all processed at the same time) this list is modified once " "during the physics step, not immediately after objects are moved. Consider " "using signals instead." msgstr "" -"返回相交的 [PhysicsBody2D] 的列表。由于性能原因(碰撞都是同时处理的),该列表" -"不会在对象移动后立即更新,只会在物理更新时进行统一修改。可以考虑改用信号。" +"返回一个相交的[PhysicsBody]的列表。由于性能的原因(碰撞都是在同一时间处理" +"的),这个列表在物理步骤中被修改一次,而不是在物体被移动后立即修改。可以考虑" +"使用信号来代替。" #: doc/classes/Area.xml:30 -#, fuzzy msgid "" "If [code]true[/code], the given area overlaps the Area.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, list of overlaps is updated once per frame and before the " "physics step. Consider using signals instead." msgstr "" -"如果[code]true[/code],则给定区域与Area2D重叠。\n" -"[b]注意:[/b]在移动物体后,这个测试的结果不是立即的。为了性能,重叠列表每帧更" -"新一次,并且在物理步骤之前更新。可以考虑使用信号来代替。" +"如果 [code]true[/code],则给定区域与该区域重叠。\n" +" [b]注意:[/b]在移动物体后,这个测试的结果不是即时的。为了性能,重叠列表在每" +"一帧和物理步骤之前更新一次。可以考虑用信号代替。" #: doc/classes/Area.xml:38 -#, fuzzy msgid "" "If [code]true[/code], the given physics body overlaps the Area.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " @@ -7504,26 +7536,26 @@ msgid "" "instance (while GridMaps are not physics body themselves, they register " "their tiles with collision shapes as a virtual physics body)." msgstr "" -"如果[code]true[/code],则给定的物理实体与Area3D重叠。\n" -"[b]注意:[/b]移动物体后,该测试的结果不是立即产生的。为了提高性能,重叠列表每" -"帧更新一次,并在物理步骤之前进行更新。考虑改用信号。\n" -"[code] body [/code]参数可以是[PhysicsBody3D]或[GridMap]实例(虽然GridMaps本身" -"不是物理物体,但它们将具有碰撞形状的图块注册为虚拟物理物体)。" +"如果为[code]true[/code],则给定的物理体与该区域重叠。\n" +"[b]注意:[/b]在移动物体后,这个测试的结果不是即时的。为了提高性能,重叠列表在" +"每一帧和物理步骤之前更新一次。可以考虑使用信号来代替。\n" +"[code]body[/code]参数可以是一个[PhysicsBody]或一个[GridMap]实例(虽然GridMaps" +"本身不是物理体,但它们用碰撞形状注册它们的瓦片(tiles)作为一个虚拟物理体)。" #: doc/classes/Area.xml:46 -#, fuzzy msgid "" "The rate at which objects stop spinning in this area. Represents the angular " "velocity lost per second.\n" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" -"物体在此区域停止旋转的速度。代表每秒损失的角速度。值的范围是[code]0[/code]" -"(无阻尼)到[code]1[/code](全阻尼)。" +"物体在此区域停止旋转的速度。代表每秒损失的角速度。\n" +"关于阻尼的更多细节,见[member ProjectSettings.physics/3d/" +"default_angular_damp]。" #: doc/classes/Area.xml:50 doc/classes/Area2D.xml:52 msgid "The name of the area's audio bus." -msgstr "该地区的音讯总线的名字。" +msgstr "该区域音频总线的名称。" #: doc/classes/Area.xml:53 doc/classes/Area2D.xml:55 msgid "" @@ -7531,20 +7563,19 @@ msgid "" msgstr "如果[code]true[/code],该区域的音频总线覆盖默认的音频总线。" #: doc/classes/Area.xml:56 -#, fuzzy msgid "" "The area's gravity intensity (in meters per second squared). This value " "multiplies the gravity vector. This is useful to alter the force of gravity " "without altering its direction." msgstr "" -"该地区的重力强度(范围从-1024到1024)。这个值是重力向量的倍数。这对于在不改变" -"重力方向的情况下改变重力的作用力很有用。" +"该区域内的重力强度(单位:米/秒平方)。这个值是重力向量的倍数。这对只改变引力" +"大小而不改变其方向很有用。" #: doc/classes/Area.xml:59 doc/classes/Area2D.xml:61 msgid "" "The falloff factor for point gravity. The greater the value, the faster " "gravity decreases with distance." -msgstr "点重力的落差系数。该值越大,重力随距离下降越快。" +msgstr "点状重力的衰减系数。该值越大,重力值随距离下降的速度就越快。" #: doc/classes/Area.xml:62 doc/classes/Area2D.xml:64 msgid "" @@ -7552,26 +7583,26 @@ msgid "" "gravity_vec]). See also [member space_override]." msgstr "" "如果 [code]true[/code],则从一个点计算重力(通过 [member gravity_vec] 设" -"置)。参见 [member space_override]。" +"置)。参阅 [member space_override]。" #: doc/classes/Area.xml:65 doc/classes/Area2D.xml:67 msgid "" "The area's gravity vector (not normalized). If gravity is a point (see " "[member gravity_point]), this will be the point of attraction." msgstr "" -"区域的重力向量(未规范化)。如果重力是一个点(请参阅[membergravity_point])," +"区域的重力向量(未归一化)。如果重力是一个点(请参阅[membergravity_point])," "则这将是吸引力点。" #: doc/classes/Area.xml:68 -#, fuzzy msgid "" "The rate at which objects stop moving in this area. Represents the linear " "velocity lost per second.\n" "See [member ProjectSettings.physics/3d/default_linear_damp] for more details " "about damping." msgstr "" -"物体在此区域停止运动的速度。代表每秒损失的线性速度。数值范围从[code]0[/code]" -"(无阻尼)到[code]1[/code](全阻尼)。" +"物体在此区域停止运动的速度。代表每秒损失的线速度。\n" +"关于阻尼的更多细节,见[member ProjectSettings.physics/3d/" +"default_linear_damp]。" #: doc/classes/Area.xml:72 doc/classes/Area2D.xml:74 msgid "If [code]true[/code], other monitoring areas can detect this area." @@ -7618,37 +7649,49 @@ msgid "" msgstr "该区域内重力和阻尼计算的覆盖模式。可能的值见[enum SpaceOverride]。" #: doc/classes/Area.xml:100 -#, fuzzy msgid "" "Emitted when another Area enters this Area. Requires [member monitoring] to " "be set to [code]true[/code].\n" "[code]area[/code] the other Area." msgstr "" -"当鼠标指针退出此对象的所有形状时发出。要求[member input_pickable]为[code] " -"true [/code],并且至少要设置一个[code] collision_layer [/code]位。" +"当另一个区域进入这个区域时发出的。需要将监控[member monitoring]设置为" +"[code]true[/code]。\n" +"[code]area[/code]参数是进入的其他区域。" #: doc/classes/Area.xml:107 -#, fuzzy msgid "" "Emitted when another Area exits this Area. Requires [member monitoring] to " "be set to [code]true[/code].\n" "[code]area[/code] the other Area." msgstr "" -"当鼠标指针退出此对象的所有形状时发出。要求[member input_pickable]为[code] " -"true [/code],并且至少要设置一个[code] collision_layer [/code]位。" +"当另一个区域退出这个区域时发出的。要求监控[member monitoring]被设置为" +"[code]true[/code]。\n" +"[code]area[/code]参数是进入的其他区域。" #: doc/classes/Area.xml:117 doc/classes/Area.xml:130 +#, fuzzy msgid "" "Emitted when one of another Area's [Shape]s enters one of this Area's " "[Shape]s. Requires [member monitoring] to be set to [code]true[/code].\n" -"[code]area_id[/code] the [RID] of the other Area's [CollisionObject] used by " -"the [PhysicsServer].\n" +"[code]area_rid[/code] the [RID] of the other Area's [CollisionObject] used " +"by the [PhysicsServer].\n" "[code]area[/code] the other Area.\n" -"[code]area_shape[/code] the index of the [Shape] of the other Area used by " -"the [PhysicsServer].\n" -"[code]local_shape[/code] the index of the [Shape] of this Area used by the " -"[PhysicsServer]." -msgstr "" +"[code]area_shape_index[/code] the index of the [Shape] of the other Area " +"used by the [PhysicsServer]. Get the [CollisionShape] node with [code]area." +"shape_owner_get_owner(area_shape_index)[/code].\n" +"[code]local_shape_index[/code] the index of the [Shape] of this Area used by " +"the [PhysicsServer]. Get the [CollisionShape] node with [code]self." +"shape_owner_get_owner(local_shape_index)[/code]." +msgstr "" +"当另一个区域的一个形状[Shape]进入这个区域的一个形状[Shape]时发出的。要求监控" +"[member monitoring]被设置为[code]true[/code]。\n" +"[code] area_id[/code] 参数是[PhysicsServer]使用的其他区域的[CollisionObject]" +"的[RID]。\n" +"[code]area[/code] 参数是其他区域。\n" +"[code]area_shape[/code] 参数是被[PhysicsServer]使用的其他区域的[Shape]的索" +"引。\n" +"[code]local_shape[/code]参数是被[PhysicsServer]使用的这个区域的[Shape]的索" +"引。" #: doc/classes/Area.xml:140 msgid "" @@ -7658,6 +7701,11 @@ msgid "" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody] or [GridMap]." msgstr "" +"当[PhysicsBody]或[GridMap]进入这个区域时发出的。需要将监控[member monitoring]" +"设置为[code]true[/code]。如果[MeshLibrary]有碰撞形状[Shape],就会检测到" +"[GridMap]。\n" +"[code]body[/code]是另一个[PhysicsBody]或[GridMap]的节点[Node],如果它存在于场" +"景树中。" #: doc/classes/Area.xml:147 msgid "" @@ -7667,21 +7715,39 @@ msgid "" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody] or [GridMap]." msgstr "" +"当[PhysicsBody]或[GridMap]离开这个区域时发出的。需要将监控[member monitoring]" +"设置为[code]true[/code]。如果[MeshLibrary]有碰撞形状[Shape],就会检测到" +"[GridMap]。\n" +"[code]body[/code]是其他[PhysicsBody]或[GridMap]的[Node],如果它存在于场景树" +"中。" #: doc/classes/Area.xml:157 doc/classes/Area.xml:170 +#, fuzzy msgid "" "Emitted when one of a [PhysicsBody] or [GridMap]'s [Shape]s enters one of " "this Area's [Shape]s. Requires [member monitoring] to be set to [code]true[/" "code]. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s.\n" -"[code]body_id[/code] the [RID] of the [PhysicsBody] or [MeshLibrary]'s " +"[code]body_rid[/code] the [RID] of the [PhysicsBody] or [MeshLibrary]'s " "[CollisionObject] used by the [PhysicsServer].\n" "[code]body[/code] the [Node], if it exists in the tree, of the [PhysicsBody] " "or [GridMap].\n" -"[code]body_shape[/code] the index of the [Shape] of the [PhysicsBody] or " -"[GridMap] used by the [PhysicsServer].\n" -"[code]local_shape[/code] the index of the [Shape] of this Area used by the " -"[PhysicsServer]." -msgstr "" +"[code]body_shape_index[/code] the index of the [Shape] of the [PhysicsBody] " +"or [GridMap] used by the [PhysicsServer]. Get the [CollisionShape] node with " +"[code]body.shape_owner_get_owner(body_shape_index)[/code].\n" +"[code]local_shape_index[/code] the index of the [Shape] of this Area used by " +"the [PhysicsServer]. Get the [CollisionShape] node with [code]self." +"shape_owner_get_owner(local_shape_index)[/code]." +msgstr "" +"当[PhysicsBody]或[GridMap]的一个形状[Shape]进入这个区域的一个形状[Shape]时发" +"出的。需要将监控[member monitoring]设置为[code]true[/code]。如果[MeshLibrary]" +"有碰撞形状[Shape],就会检测到[GridMap]。\n" +"[code]body_id[/code]参数是[PhysicsServer]使用的[PhysicsBody]或[MeshLibrary]的" +"[CollisionObject]的RID。\n" +"[code]body[/code] 参数是[PhysicsBody]或[GridMap]的[Node],如果它存在于树" +"中。\n" +"[code]body_shape[/code] 参数是由[PhysicsServer]使用的[PhysicsBody]或[GridMap]" +"的[Shape]的索引。\n" +"[code]local_shape[/code] 参数是[PhysicsServer]使用的这个区域的[Shape]的索引。" #: doc/classes/Area.xml:180 doc/classes/Area2D.xml:170 msgid "This area does not affect gravity/damping." @@ -7692,15 +7758,15 @@ msgid "" "This area adds its gravity/damping values to whatever has been calculated so " "far (in [member priority] order)." msgstr "" -"该区域将其重力/阻尼值加到迄今为止计算出的任何值上(按[成员优先级]排序)。" +"该区域将其重力/阻尼值加到迄今为止计算出的任何值上(按[member 优先级]排序)。" #: doc/classes/Area.xml:186 doc/classes/Area2D.xml:176 msgid "" "This area adds its gravity/damping values to whatever has been calculated so " "far (in [member priority] order), ignoring any lower priority areas." msgstr "" -"该区域将其重力/阻尼值添加到到目前为止已计算的任何内容(按[成员优先级]顺序)," -"而忽略任何较低优先级的区域。" +"该区域将其重力/阻尼值添加到到目前为止已计算的任何内容(按[member 优先级]顺" +"序),而忽略任何较低优先级的区域。" #: doc/classes/Area.xml:189 doc/classes/Area2D.xml:179 msgid "" @@ -7713,44 +7779,38 @@ msgid "" "This area replaces any gravity/damping calculated so far (in [member " "priority] order), but keeps calculating the rest of the areas." msgstr "" -"这个区域取代了到目前为止计算出的任何重力/阻尼(按[成员优先]顺序),但继续计算" -"其余的区域。" +"这个区域取代了到目前为止计算出的任何重力/阻尼(按[member 优先]顺序),但继续" +"计算其余的区域。" #: doc/classes/Area2D.xml:4 -#, fuzzy msgid "2D area for detection and physics and audio influence." -msgstr "用于检测和二维物理作用的二维区域。" +msgstr "用于检测、物理和音频影响的 2D 区域。" #: doc/classes/Area2D.xml:7 -#, fuzzy msgid "" "2D area that detects [CollisionObject2D] nodes overlapping, entering, or " "exiting. Can also alter or override local physics parameters (gravity, " "damping) and route audio to a custom audio bus." msgstr "" -"检测 [CollisionObject2D] 节点重叠、进入、离开的二维区域。还可以修改或覆盖本地" -"的物理参数(重力、阻尼)。" +"检测[CollisionObject2D]节点重叠、进入或退出的2D区域。还可以改变或覆盖局部物理" +"参数(重力、阻尼),并将音频路由到一个自定义的音频总线。" #: doc/classes/Area2D.xml:10 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/physics/using_area_2d.html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/physics/using_area_2d." -"html" +"https://docs.godotengine.org/en/3.4/tutorials/physics/using_area_2d.html" #: doc/classes/Area2D.xml:12 doc/classes/CollisionShape2D.xml:12 #: doc/classes/RectangleShape2D.xml:10 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/121" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/121" #: doc/classes/Area2D.xml:13 doc/classes/Camera2D.xml:12 #: doc/classes/KinematicBody2D.xml:15 doc/classes/TileMap.xml:12 #: doc/classes/TileSet.xml:12 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/120" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/120" #: doc/classes/Area2D.xml:19 msgid "" @@ -7773,19 +7833,17 @@ msgstr "" "不会在对象移动后立即更新,只会在物理更新时进行统一修改。可以考虑改用信号。" #: doc/classes/Area2D.xml:32 -#, fuzzy msgid "" "If [code]true[/code], the given area overlaps the Area2D.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " "For performance, the list of overlaps is updated once per frame and before " "the physics step. Consider using signals instead." msgstr "" -"如果[code]true[/code],则给定区域与Area2D重叠。\n" -"[b]注意:[/b]在移动物体后,这个测试的结果不是立即的。为了性能,重叠列表每帧更" -"新一次,并且在物理步骤之前更新。可以考虑使用信号来代替。" +"如果 [code]true[/code],则给定区域与该区域重叠。\n" +"[b]注意:[/b]在移动物体后,这个测试的结果不是即时的。为了性能,重叠列表在每一" +"帧和物理步骤之前更新一次。可以考虑用信号代替。" #: doc/classes/Area2D.xml:40 -#, fuzzy msgid "" "If [code]true[/code], the given physics body overlaps the Area2D.\n" "[b]Note:[/b] The result of this test is not immediate after moving objects. " @@ -7795,89 +7853,112 @@ msgid "" "[TileMap] instance (while TileMaps are not physics bodies themselves, they " "register their tiles with collision shapes as a virtual physics body)." msgstr "" -"如果[code]true[/code],给定的物理体与Area2D重叠。\n" -"[b]注意:[/b]在移动物体后,这个测试的结果不是立即的。为了性能,重叠列表每帧更" -"新一次,并且在物理步骤之前更新。可以考虑使用信号来代替。\n" +"如果[code]true[/code],给定的物理体就与Area2D发生重叠。\n" +"[b]注意:[/b]在移动物体后,这个测试的结果不是即时的。为了性能,重叠列表在每一" +"帧和物理步骤之前更新一次。可以考虑使用信号来代替。\n" "[code]body[/code]参数可以是一个[PhysicsBody2D]或一个[TileMap]实例(虽然" -"TileMaps本身不是物理体,但它们将其带有碰撞形状的瓷砖注册为虚拟物理体)。" +"TileMaps本身不是物理体,但它们用碰撞形状注册它们的瓦片作为一个虚拟物理体)。" #: doc/classes/Area2D.xml:48 -#, fuzzy msgid "" "The rate at which objects stop spinning in this area. Represents the angular " "velocity lost per second.\n" "See [member ProjectSettings.physics/2d/default_angular_damp] for more " "details about damping." msgstr "" -"物体在此区域停止旋转的速度。代表每秒损失的角速度。值的范围是[code]0[/code]" -"(无阻尼)到[code]1[/code](全阻尼)。" +"物体在此区域停止旋转的速度。代表每秒损失的角速度。\n" +"关于阻尼的更多细节,见[member ProjectSettings.physics/2D/" +"default_angular_damp]。" #: doc/classes/Area2D.xml:58 -#, fuzzy msgid "" "The area's gravity intensity (in pixels per second squared). This value " "multiplies the gravity vector. This is useful to alter the force of gravity " "without altering its direction." msgstr "" -"该地区的重力强度(范围从-1024到1024)。这个值是重力向量的倍数。这对于在不改变" -"重力方向的情况下改变重力的作用力很有用。" +"该区域的重力强度(以像素/秒的平方为单位)。这个值是重力向量的倍数。这对改变引" +"力大小而不改变其方向很有用。" #: doc/classes/Area2D.xml:70 -#, fuzzy msgid "" "The rate at which objects stop moving in this area. Represents the linear " "velocity lost per second.\n" "See [member ProjectSettings.physics/2d/default_linear_damp] for more details " "about damping." msgstr "" -"物体在此区域停止运动的速度。代表每秒损失的线性速度。数值范围从[code]0[/code]" -"(无阻尼)到[code]1[/code](全阻尼)。" +"物体在此区域停止运动的速度。代表每秒损失的线速度。\n" +"关于阻尼的更多细节,见[member ProjectSettings.physics/2D/" +"default_linear_damp]。" #: doc/classes/Area2D.xml:90 -#, fuzzy msgid "" "Emitted when another Area2D enters this Area2D. Requires [member monitoring] " "to be set to [code]true[/code].\n" "[code]area[/code] the other Area2D." msgstr "" -"当鼠标指针退出此对象的所有形状时发出。要求[member input_pickable]为[code] " -"true [/code],并且至少要设置一个[code] collision_layer [/code]位。" +"当另一个Area2D进入这个Area2D时发出的。需要将监控[member monitoring]设置为" +"[code]true[/code]。\n" +"[code]area[/code]参数是其他Area2D。" #: doc/classes/Area2D.xml:97 -#, fuzzy msgid "" "Emitted when another Area2D exits this Area2D. Requires [member monitoring] " "to be set to [code]true[/code].\n" "[code]area[/code] the other Area2D." msgstr "" -"当鼠标指针退出此对象的所有形状时发出。要求[member input_pickable]为[code] " -"true [/code],并且至少要设置一个[code] collision_layer [/code]位。" +"当另一个Area2D离开这个Area2D时发出的。要求监控[member monitoring]被设置为" +"[code]true[/code]。\n" +"[code]area[/code]参数是其他Area2D。" #: doc/classes/Area2D.xml:107 +#, fuzzy msgid "" "Emitted when one of another Area2D's [Shape2D]s enters one of this Area2D's " "[Shape2D]s. Requires [member monitoring] to be set to [code]true[/code].\n" -"[code]area_id[/code] the [RID] of the other Area2D's [CollisionObject2D] " +"[code]area_rid[/code] the [RID] of the other Area2D's [CollisionObject2D] " "used by the [Physics2DServer].\n" "[code]area[/code] the other Area2D.\n" -"[code]area_shape[/code] the index of the [Shape2D] of the other Area2D used " -"by the [Physics2DServer].\n" -"[code]local_shape[/code] the index of the [Shape2D] of this Area2D used by " -"the [Physics2DServer]." -msgstr "" +"[code]area_shape_index[/code] the index of the [Shape2D] of the other Area2D " +"used by the [Physics2DServer]. Get the [CollisionShape2D] node with " +"[code]area.shape_owner_get_owner(area_shape_index)[/code].\n" +"[code]local_shape_index[/code] the index of the [Shape2D] of this Area2D " +"used by the [Physics2DServer]. Get the [CollisionShape2D] node with " +"[code]self.shape_owner_get_owner(local_shape_index)[/code]." +msgstr "" +"当另一个Area2D的[Shape2D]s进入这个Area2D的[Shape2D]s时发出的。要求监控" +"[member monitoring]被设置为[code]true[/code]。\n" +"[code]area_id[/code] 参数是由[Physics2DServer]使用的其他Area2D的" +"[CollisionObject2D]的[RID]。\n" +"[code]area[/code] 参数是其他Area2D。\n" +"[code]area_shape[/code] 参数是[Physics2DServer]使用的其他Area2D的[Shape2D]的" +"索引。\n" +"[code]local_shape[/code]参数是 由[Physics2DServer]使用的这个Area2D的[Shape2D]" +"的索引。" #: doc/classes/Area2D.xml:120 +#, fuzzy msgid "" "Emitted when one of another Area2D's [Shape2D]s exits one of this Area2D's " "[Shape2D]s. Requires [member monitoring] to be set to [code]true[/code].\n" -"[code]area_id[/code] the [RID] of the other Area2D's [CollisionObject2D] " +"[code]area_rid[/code] the [RID] of the other Area2D's [CollisionObject2D] " "used by the [Physics2DServer].\n" "[code]area[/code] the other Area2D.\n" -"[code]area_shape[/code] the index of the [Shape2D] of the other Area2D used " -"by the [Physics2DServer].\n" -"[code]local_shape[/code] the index of the [Shape2D] of this Area2D used by " -"the [Physics2DServer]." -msgstr "" +"[code]area_shape_index[/code] the index of the [Shape2D] of the other Area2D " +"used by the [Physics2DServer]. Get the [CollisionShape2D] node with " +"[code]area.shape_owner_get_owner(area_shape_index)[/code].\n" +"[code]local_shape_index[/code] the index of the [Shape2D] of this Area2D " +"used by the [Physics2DServer]. Get the [CollisionShape2D] node with " +"[code]self.shape_owner_get_owner(local_shape_index)[/code]." +msgstr "" +"当另一个Area2D的[Shape2D]s离开这个Area2D的[Shape2D]s之一时发出。要求监控" +"[member monitoring]被设置为[code]true[/code]。\n" +"[code]area_id[/code] 参数是由[Physics2DServer]使用的其他Area2D的" +"[CollisionObject2D]的[RID]。\n" +"[code]area[/code] 参数是其他Area2D。\n" +"[code]area_shape[/code] 参数是[Physics2DServer]使用的其他Area2D的[Shape2D]的" +"索引。\n" +"[code]local_shape[/code] 参数是由[Physics2DServer]使用的这个Area2D的[Shape2D]" +"的索引。" #: doc/classes/Area2D.xml:130 msgid "" @@ -7887,6 +7968,11 @@ msgid "" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody2D] or [TileMap]." msgstr "" +"当一个[PhysicsBody2D]或[TileMap]进入这个Area2D时发出的。需要将监控[member " +"monitoring]设置为[code]true[/code]。如果[TileSet]有碰撞形状[Shape2D],则检测" +"到[TileMap]。\n" +"[code]body[/code]参数是其他[PhysicsBody2D]或[TileMap]的[Node],如果它存在于树" +"中。" #: doc/classes/Area2D.xml:137 msgid "" @@ -7896,46 +7982,79 @@ msgid "" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody2D] or [TileMap]." msgstr "" +"当 [PhysicsBody2D] 或 [TileMap] 离开此 Area2D 时发出。需要将监控[member " +"monitoring]设置为[code]true[/code]。如果 [TileSet] 具有碰撞形状 [Shape2D],则" +"会检测到 [TileMap]。\n" +"[code]body[/code] 参数是其他 [PhysicsBody2D] 或 [TileMap] 的 [Node],如果它存" +"在于树中。" #: doc/classes/Area2D.xml:147 +#, fuzzy msgid "" "Emitted when one of a [PhysicsBody2D] or [TileMap]'s [Shape2D]s enters one " "of this Area2D's [Shape2D]s. Requires [member monitoring] to be set to " "[code]true[/code]. [TileMap]s are detected if the [TileSet] has Collision " "[Shape2D]s.\n" -"[code]body_id[/code] the [RID] of the [PhysicsBody2D] or [TileSet]'s " +"[code]body_rid[/code] the [RID] of the [PhysicsBody2D] or [TileSet]'s " "[CollisionObject2D] used by the [Physics2DServer].\n" "[code]body[/code] the [Node], if it exists in the tree, of the " "[PhysicsBody2D] or [TileMap].\n" -"[code]body_shape[/code] the index of the [Shape2D] of the [PhysicsBody2D] or " -"[TileMap] used by the [Physics2DServer].\n" -"[code]local_shape[/code] the index of the [Shape2D] of this Area2D used by " -"the [Physics2DServer]." -msgstr "" +"[code]body_shape_index[/code] the index of the [Shape2D] of the " +"[PhysicsBody2D] or [TileMap] used by the [Physics2DServer]. Get the " +"[CollisionShape2D] node with [code]body." +"shape_owner_get_owner(body_shape_index)[/code].\n" +"[code]local_shape_index[/code] the index of the [Shape2D] of this Area2D " +"used by the [Physics2DServer]. Get the [CollisionShape2D] node with " +"[code]self.shape_owner_get_owner(local_shape_index)[/code]." +msgstr "" +"当[PhysicsBody2D]或[TileMap]的[Shape2D]之一进入此Area2D的[Shape2D]之一时发" +"出。需要将监控[member monitoring]设置为[code]true[/code]。如果[TileSet]有碰撞" +"形状[Shape2D]s,就会检测到[TileMap]s。\n" +"[code]body_id[/code]参数是 [Physics2DServer]使用的[PhysicsBody2D]或[TileSet]" +"的[CollisionObject2D]的RID。\n" +"[code]body[/code]参数是 [PhysicsBody2D]或[TileMap]的[节点],如果它在树上存在" +"的话。\n" +"[code]body_shape[/code] 参数是[Physics2DServer]使用的[PhysicsBody2D]或" +"[TileMap]的[Shape2D]的索引。\n" +"[code]local_shape[/code] 参数是[Physics2DServer]使用的这个Area2D的[Shape2D]的" +"索引。" #: doc/classes/Area2D.xml:160 +#, fuzzy msgid "" "Emitted when one of a [PhysicsBody2D] or [TileMap]'s [Shape2D]s exits one of " "this Area2D's [Shape2D]s. Requires [member monitoring] to be set to " "[code]true[/code]. [TileMap]s are detected if the [TileSet] has Collision " "[Shape2D]s.\n" -"[code]body_id[/code] the [RID] of the [PhysicsBody2D] or [TileSet]'s " +"[code]body_rid[/code] the [RID] of the [PhysicsBody2D] or [TileSet]'s " "[CollisionObject2D] used by the [Physics2DServer].\n" "[code]body[/code] the [Node], if it exists in the tree, of the " "[PhysicsBody2D] or [TileMap].\n" -"[code]body_shape[/code] the index of the [Shape2D] of the [PhysicsBody2D] or " -"[TileMap] used by the [Physics2DServer].\n" -"[code]local_shape[/code] the index of the [Shape2D] of this Area2D used by " -"the [Physics2DServer]." -msgstr "" +"[code]body_shape_index[/code] the index of the [Shape2D] of the " +"[PhysicsBody2D] or [TileMap] used by the [Physics2DServer]. Get the " +"[CollisionShape2D] node with [code]body." +"shape_owner_get_owner(body_shape_index)[/code].\n" +"[code]local_shape_index[/code] the index of the [Shape2D] of this Area2D " +"used by the [Physics2DServer]. Get the [CollisionShape2D] node with " +"[code]self.shape_owner_get_owner(local_shape_index)[/code]." +msgstr "" +"当[PhysicsBody2D]或[TileMap]的一个[Shape2D]离开这个Area2D的一个[Shape2D]时发" +"出的。需要将监控[member monitoring]设置为[code]true[/code]。如果[TileSet]有碰" +"撞形状[Shape2D]s,就会检测到[TileMap]s。\n" +"[code]body_id[/code] 参数是[Physics2DServer]使用的[PhysicsBody2D]或[TileSet]" +"的[CollisionObject2D]的RID。\n" +"[code]body[/code]参数是[PhysicsBody2D]或[TileMap]的[Node],如果它存在于树中的" +"话。\n" +"[code]body_shape[/code] 参数是[Physics2DServer]使用的[PhysicsBody2D]或" +"[TileMap]的[Shape2D]的索引。\n" +"[code]local_shape[/code] 参数是[Physics2DServer]使用的这个Area2D的[Shape2D]的" +"索引。" #: doc/classes/Array.xml:4 -#, fuzzy msgid "A generic array datatype." msgstr "通用数组数据类型。" #: doc/classes/Array.xml:7 -#, fuzzy msgid "" "A generic array that can contain several elements of any type, accessible by " "a numerical index starting at 0. Negative indices can be used to count from " @@ -7967,61 +8086,59 @@ msgid "" "pushing/removing elements. Using [code]const[/code] will only prevent " "assigning the constant with another value after it was initialized." msgstr "" -"通用数组,可以包含若干任意类型的元素,通过由 0 开始的数字索引访问。负数索引从" -"末尾开始计算,与 Python 类似(-1 为最后一个元素,-2 为倒数第二个元素,等" -"等。)。\n" -"[b]示例:[/b]\n" +"一个通用数组,可以包含多个任何类型的元素,可以通过从0开始的数字索引进行访问。" +"负数索引可以用来从后面数起,就像在Python中一样(-1是最后一个元素,-2是倒数第" +"二,等等)。\n" +"[b]Example:[/b]\n" "[codeblock]\n" "var array = [\"One\", 2, 3, \"Four\"]\n" -"print(array[0]) # One.\n" +"print(array[0]) # One。\n" "print(array[2]) # 3.\n" "print(array[-1]) # Four.\n" "array[2] = \"Three\"\n" "print(array[-2]) # Three.\n" "[/codeblock]\n" -"Arrays can be concatenated using the [code]+[/code] operator:\n" +"数组可以使用[code]+[/code]操作符进行连接。\n" "[codeblock]\n" "var array1 = [\"One\", 2]\n" -"var array2 = [3, \"Four\"]\n" +"var array2 = [3, \"4\"]\n" "print(array1 + array2) # [\"One\", 2, 3, \"Four\"]\n" "[/codeblock]\n" -"[b]注意:[/b] 数组总是传引用的。可以使用 [method duplicate] 来获取数组的副" -"本,这样就可以不影响原有数组,独立进行修改了。" +"[b]注意:[/b] 用[code]+=[/code]操作符串联将创建一个新的数组,这是有代价的。如" +"果你想把另一个数组追加到现有的数组中,[method append_array]会更有效。\n" +"[b]注意:[/b] 数组总是通过引用来传递。要获得一个可以独立于原始数组而被修改的" +"数组的副本,请使用[method duplicate]。\n" +"[b]注意:[/b] 当用[code]const[/code]声明一个数组时,数组本身仍然可以通过定义各" +"个索引上的值或推/移元素而被修改。使用[code]const[/code]只能防止在初始化常数后" +"将其赋值给另一个值。" #: doc/classes/Array.xml:34 -#, fuzzy msgid "Constructs an array from a [PoolColorArray]." -msgstr "从 [PackedColorArray] 构造数组。" +msgstr "从[PoolColorArray]构建一个数组。" #: doc/classes/Array.xml:41 -#, fuzzy msgid "Constructs an array from a [PoolVector3Array]." -msgstr "从 [PackedVector3Array] 构造数组。" +msgstr "从一个[PoolVector3Array]构建一个数组。" #: doc/classes/Array.xml:48 -#, fuzzy msgid "Constructs an array from a [PoolVector2Array]." -msgstr "从 [PackedVector2Array] 构造数组。" +msgstr "从[PoolVector2Array]构造一个数组。" #: doc/classes/Array.xml:55 -#, fuzzy msgid "Constructs an array from a [PoolStringArray]." -msgstr "从 [PackedStringArray] 构造数组。" +msgstr "从[PoolStringArray]构建一个数组。" #: doc/classes/Array.xml:62 -#, fuzzy msgid "Constructs an array from a [PoolRealArray]." -msgstr "从 [PackedColorArray] 构造数组。" +msgstr "从[PoolRealArray]构造一个数组。" #: doc/classes/Array.xml:69 -#, fuzzy msgid "Constructs an array from a [PoolIntArray]." -msgstr "从 [PackedInt64Array] 构造数组。" +msgstr "从[PoolIntArray]构建一个数组。" #: doc/classes/Array.xml:76 -#, fuzzy msgid "Constructs an array from a [PoolByteArray]." -msgstr "从 [PackedByteArray] 构造数组。" +msgstr "从[PoolByteArray]构建一个数组。" #: doc/classes/Array.xml:82 doc/classes/PoolByteArray.xml:23 #: doc/classes/PoolColorArray.xml:23 doc/classes/PoolIntArray.xml:24 @@ -8041,6 +8158,13 @@ msgid "" "print(array1) # Prints [1, 2, 3, 4, 5, 6].\n" "[/codeblock]" msgstr "" +"在此数组的末尾追加另一个数组。\n" +"[codeblock]\n" +"var array1 = [1, 2, 3]\n" +"var array2 = [4, 5, 6]\n" +"array1.append_array(array2)\n" +"print(array1) # 打印 [1, 2, 3, 4, 5, 6].\n" +"[/codeblock]" #: doc/classes/Array.xml:100 msgid "" @@ -8050,6 +8174,10 @@ msgid "" "[/code]. If the array is empty, accessing by index will pause project " "execution when running from the editor." msgstr "" +"返回数组的最后一个元素。如果数组为空,则打印一个错误并返回[code]null[/" +"code]。\n" +"[b]注意:[/b] 调用这个函数与写入[code]array[-1][/code]不一样,如果数组是空" +"的,当从编辑器运行时,按索引访问将暂停项目的执行。" #: doc/classes/Array.xml:109 msgid "" @@ -8067,7 +8195,6 @@ msgstr "" "[b]注意:[/b] 在未排序的数组上调用 [method bsearch] 会产生预料之外的行为。" #: doc/classes/Array.xml:120 -#, fuzzy msgid "" "Finds the index of an existing value (or the insertion index that maintains " "sorting order, if the value is not yet present in the array) using binary " @@ -8105,12 +8232,36 @@ msgid "" "[b]Note:[/b] Calling [method bsearch_custom] on an unsorted array results in " "unexpected behavior." msgstr "" -"自定义比较函数,使用二分法查找已有值的索引(该值不存在时,为现有顺序下的插入" -"索引)。[code]before[/code] 参数是可选的,为 [code]false[/code] 时返回的索引" -"位于数组中所有同值元素之后。自定义的比较函数接受两个参数(一个是数组中的元" -"素、一个是查找的目标值),必须在第一个参数小于第二个参数时返回 [code]true[/" -"code],否则返回 [code]false[/code]。\n" -"[b]注意:[/b] 在未排序的数组上调用 [method bsearch] 会产生预料之外的行为。" +"使用二分法查找以及在[code]obj[/code]中声明的自定义比较方法,已有值的索引(该" +"值不存在时,为现有顺序下的插入索引)。[code]before[/code] 参数是可选的,为 " +"[code]false[/code] 时返回的索引位于数组中所有同值元素之后。自定义方法接收两个" +"参数(数组中的值和要搜索的值),如果第一个参数小于第二个参数,必须返回" +"[code]true[/code],否则返回[code]false[/code]。\n" +"[codeblock]\n" +"func cardinal_to_algebraic(a):\n" +" match a:\n" +" \"one\":\n" +" return 1\n" +" \"two\":\n" +" return 2\n" +" \"three\":\n" +" return 3\n" +" \"four\":\n" +" return 4\n" +" _:\n" +" return 0\n" +"\n" +"func compare(a, b):\n" +" return cardinal_to_algebraic(a) < cardinal_to_algebraic(b)\n" +"\n" +"func _ready():\n" +" var a = [\"one\", \"two\", \"three\", \"four\"]\n" +" # `compare`是在这个对象中定义的,所以我们用`self`作为`obj`参数。\n" +" print(a.bsearch_custom(\"three\", self, \"compare\", true))# 预期的值是" +"2。\n" +"[/codeblock]\n" +"[b]注意:[/b] 在未排序的数组上调用[method bsearch_custom]会导致预料之外的行" +"为。" #: doc/classes/Array.xml:148 msgid "" @@ -8153,6 +8304,10 @@ msgid "" "element is close to the beginning of the array (index 0). This is because " "all elements placed after the removed element have to be reindexed." msgstr "" +"从数组中删除第一次出现的值。要按索引删除元素,请改用 [method remove]。\n" +"[b]注意:[/b] 该方法就地操作,不返回值。\n" +"[b]注意:[/b] 在大型数组上,如果移除的元素靠近数组的开头(索引 0),则此方法" +"会较慢。这是因为所有放置在删除元素之后的元素都必须重新索引。" #: doc/classes/Array.xml:185 msgid "" @@ -8177,9 +8332,11 @@ msgid "" "[/code]. If the array is empty, accessing by index will pause project " "execution when running from the editor." msgstr "" +"返回数组的第一个元素。如果数组为空,则打印错误并返回 [code]null[/code]。\n" +"[b]注:[/b]调用这个函数和写[code]array[0][/code]是不一样的,如果数组为空,从" +"编辑器运行时按索引访问将暂停项目执行。" #: doc/classes/Array.xml:206 -#, fuzzy msgid "" "Returns [code]true[/code] if the array contains the given value.\n" "[codeblock]\n" @@ -8196,19 +8353,18 @@ msgid "" " pass\n" "[/codeblock]" msgstr "" -"该数组包含指定值时,返回 [code]true[/code]。\n" +"如果数组包含指定值时,返回 [code]true[/code]。\n" "[codeblock]\n" -"print([\"inside\", 7].has(\"inside\")) # True\n" -"print([\"inside\", 7].has(\"outside\")) # False\n" -"print([\"inside\", 7].has(7)) # True\n" -"print([\"inside\", 7].has(\"7\")) # False\n" +"[\"inside\", 7].has(\"inside\") # True\n" +"[\"inside\", 7].has(\"outside\") # False\n" +"[\"inside\", 7].has(7) # True\n" +"[\"inside\", 7].has(\"7\") # False\n" "[/codeblock]\n" -"[b]Note:[/b] This is equivalent to using the [code]in[/code] operator as " -"follows:\n" -"[codeblock]\n" -"# Will evaluate to `true`.\n" +" [b]注意:[/b]这等同于使用[code]in[/code]操作符,如下所示。\n" +"[codeblock] \n" +"# 将评估为 `true`。 \n" "if 2 in [2, 4, 6, 8]:\n" -" pass\n" +" pass \n" "[/codeblock]" #: doc/classes/Array.xml:224 @@ -8419,7 +8575,7 @@ msgstr "" #: doc/classes/ArrayMesh.xml:4 msgid "" "[Mesh] type that provides utility for constructing a surface from arrays." -msgstr "[Mesh(网格)] 类型,提供了用于从数组构造表面的实用程序。" +msgstr "[Mesh] 网格类型,提供了用于从数组构造表面的工具。" #: doc/classes/ArrayMesh.xml:7 #, fuzzy @@ -8473,13 +8629,12 @@ msgstr "" "com/Advanced-OpenGL/Face-culling]winding order[/url]。" #: doc/classes/ArrayMesh.xml:29 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/content/procedural_geometry/" "arraymesh.html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/content/" -"procedural_geometry/arraymesh.html" +"https://docs.godotengine.org/en/3.4/tutorials/content/procedural_geometry/" +"arraymesh.html" #: doc/classes/ArrayMesh.xml:36 msgid "" @@ -8512,7 +8667,7 @@ msgstr "" "PrimitiveType]中定义的任何类型。 (请注意,使用索引时,建议仅使用点,线或三角" "形。)[method.Mesh.get_surface_count]将成为此新曲面的[code] surf_idx [/" "code]。\n" -"[code] arrays [/code]参数是一个数组数组。有关此数组中使用的值,请参见[enum " +"[code] arrays [/code]参数是一个数组数组。有关此数组中使用的值,请参阅[enum " "ArrayType]。例如,[code] arrays [0] [/code]是顶点的数组。始终需要第一个顶点子" "数组;其他是可选的。添加索引数组会使此函数进入“索引模式”,在该模式下,顶点和" "其他数组成为数据源,而索引数组定义了顶点顺序。所有子数组的长度必须与顶点数组" @@ -8558,7 +8713,7 @@ msgid "" "Returns the length in indices of the index array in the requested surface " "(see [method add_surface_from_arrays])." msgstr "" -"返回请求的曲面的索引数组的长度,以指数为单位(参见[method " +"返回请求的曲面的索引数组的长度,以指数为单位(参阅[method " "add_surface_from_arrays])。" #: doc/classes/ArrayMesh.xml:115 @@ -8566,14 +8721,14 @@ msgid "" "Returns the length in vertices of the vertex array in the requested surface " "(see [method add_surface_from_arrays])." msgstr "" -"返回所请求曲面中顶点数组的顶点长度(请参见[method " +"返回所请求曲面中顶点数组的顶点长度(请参阅[method " "add_surface_from_arrays])。" #: doc/classes/ArrayMesh.xml:122 msgid "" "Returns the format mask of the requested surface (see [method " "add_surface_from_arrays])." -msgstr "返回所请求表面的格式掩码(请参见[method add_surface_from_arrays])。" +msgstr "返回所请求表面的格式掩码(请参阅[method add_surface_from_arrays])。" #: doc/classes/ArrayMesh.xml:129 msgid "Gets the name assigned to this surface." @@ -8583,7 +8738,7 @@ msgstr "获取分配给此表面的名称。" msgid "" "Returns the primitive type of the requested surface (see [method " "add_surface_from_arrays])." -msgstr "返回所请求曲面的基本类型(请参见[method add_surface_from_arrays])。" +msgstr "返回所请求曲面的基本类型(请参阅[method add_surface_from_arrays])。" #: doc/classes/ArrayMesh.xml:143 #, fuzzy @@ -8635,9 +8790,8 @@ msgid "[PoolVector3Array], [PoolVector2Array], or [Array] of vertex positions." msgstr "顶点位置的[PackedVector3Array]、[PackedVector2Array]或[Array]。" #: doc/classes/ArrayMesh.xml:184 -#, fuzzy msgid "[PoolVector3Array] of vertex normals." -msgstr "顶点法线的[PackedVector3Array]。" +msgstr "[PoolVector3Array] 顶点法线。" #: doc/classes/ArrayMesh.xml:187 #, fuzzy @@ -8650,14 +8804,12 @@ msgstr "" "后一个双法线方向为-1或1。" #: doc/classes/ArrayMesh.xml:190 -#, fuzzy msgid "[PoolColorArray] of vertex colors." -msgstr "顶点颜色的[PackedColorArray]。" +msgstr "[PoolColorArray] 顶点颜色。" #: doc/classes/ArrayMesh.xml:193 -#, fuzzy msgid "[PoolVector2Array] for UV coordinates." -msgstr "UV坐标的[PackedVector2Array]。" +msgstr "[PoolVector2Array] 用于UV坐标。" #: doc/classes/ArrayMesh.xml:196 #, fuzzy @@ -8700,7 +8852,7 @@ msgstr "" "是成对的,指示每行的开始和结束。" #: doc/classes/ArrayMesh.xml:209 doc/classes/Mesh.xml:225 -#: doc/classes/VisualServer.xml:3269 +#: doc/classes/VisualServer.xml:3270 msgid "Represents the size of the [enum ArrayType] enum." msgstr "表示[enum ArrayType]枚举的大小。" @@ -8861,9 +9013,8 @@ msgstr "" #: doc/classes/ARVRCamera.xml:11 doc/classes/ARVRController.xml:12 #: doc/classes/ARVRInterface.xml:11 doc/classes/ARVROrigin.xml:13 #: doc/classes/ARVRPositionalTracker.xml:12 doc/classes/ARVRServer.xml:10 -#, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/vr/index.html" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://docs.godotengine.org/en/3.4/tutorials/vr/index.html" #: doc/classes/ARVRController.xml:4 msgid "A spatial node representing a spatially-tracked controller." @@ -9116,9 +9267,8 @@ msgid "[code]true[/code] if this is the primary interface." msgstr "[code]true[/code] 如果这是个主接口。" #: doc/classes/ARVRInterface.xml:80 -#, fuzzy msgid "No ARVR capabilities." -msgstr "没有XR功能。" +msgstr "没有ARVR功能。" #: doc/classes/ARVRInterface.xml:83 msgid "" @@ -9364,7 +9514,7 @@ msgstr "AR/VR服务是我们高级的虚拟现实解决方案的核心,负责 #: doc/classes/ARVRServer.xml:17 msgid "Registers an [ARVRInterface] object." -msgstr "" +msgstr "注册一个[ARVRInterface]对象。" #: doc/classes/ARVRServer.xml:24 msgid "" @@ -9398,7 +9548,7 @@ msgstr "" "对于不提供空间跟踪的平台,我们的原点 (0,0,0) 是 HMD 的位置,但您几乎无法控制" "玩家在现实世界中面对的方向。\n" "对于提供空间跟踪的平台,我们的原点在很大程度上取决于系统。对于 OpenVR,原点通" -"常是地面上跟踪空间的中心。对于其他平台,它通常是跟踪摄像机的位置。\n" +"常是地面上跟踪空间的中心。对于其他平台,它通常是跟踪相机的位置。\n" "此方法允许您将跟踪器置于 HMD 的位置。它将获取 HMD 的当前位置并使用它来调整您" "的所有跟踪数据;从本质上讲,将现实世界重新调整到玩家在游戏世界中的当前位" "置。\n" @@ -9491,14 +9641,12 @@ msgid "Returns the number of trackers currently registered." msgstr "返回当前注册的跟踪器的数量。" #: doc/classes/ARVRServer.xml:120 -#, fuzzy msgid "Removes this interface." -msgstr "删除项目。" +msgstr "移除此接口。" #: doc/classes/ARVRServer.xml:127 -#, fuzzy msgid "Removes this positional tracker." -msgstr "返回给定ID处的位置追踪器。" +msgstr "移除此位置跟踪器。" #: doc/classes/ARVRServer.xml:133 #, fuzzy @@ -9594,7 +9742,7 @@ msgstr "不重置HMD的方向,只让玩家的位置居中。" #: doc/classes/AspectRatioContainer.xml:4 msgid "Container that preserves its child controls' aspect ratio." -msgstr "" +msgstr "保留其子控件长宽比的容器。" #: doc/classes/AspectRatioContainer.xml:7 msgid "" @@ -9603,6 +9751,8 @@ msgid "" "the container size is dynamic and the contents' size needs to adjust " "accordingly without losing proportions." msgstr "" +"以一种方式安排子控件,以便在容器调整大小时自动保留其长宽比。解决了容器大小是" +"动态的,而内容的大小需要相应调整而不失去比例的问题。" #: doc/classes/AspectRatioContainer.xml:15 #, fuzzy @@ -9619,6 +9769,8 @@ msgid "" "The aspect ratio to enforce on child controls. This is the width divided by " "the height. The ratio depends on the [member stretch_mode]." msgstr "" +"对子控件强制实施的长宽比。这是宽度除以高度。这个比例取决于[member " +"stretch_mode]。" #: doc/classes/AspectRatioContainer.xml:24 #, fuzzy @@ -9629,7 +9781,7 @@ msgstr "用于“呼叫方法”轨道的呼叫模式。" msgid "" "The height of child controls is automatically adjusted based on the width of " "the container." -msgstr "" +msgstr "子控件的高度会根据容器的宽度自动调整。" #: doc/classes/AspectRatioContainer.xml:32 #, fuzzy @@ -9642,7 +9794,7 @@ msgstr "如果为 [code]true[/code],控件将自动调整高度以适合其内 msgid "" "The bounding rectangle of child controls is automatically adjusted to fit " "inside the container while keeping the aspect ratio." -msgstr "" +msgstr "子控件的边界矩形会自动调整以适应容器,同时保持长宽比。" #: doc/classes/AspectRatioContainer.xml:38 msgid "" @@ -9653,6 +9805,10 @@ msgid "" "and [member Control.rect_clip_content] is enabled, this allows to show only " "the container's area restricted by its own bounding rectangle." msgstr "" +"子控件的宽度和高度被自动调整,以使其边界矩形覆盖容器的整个区域,同时保持长宽" +"比。\n" +"当子控件的边界矩形超过容器的大小,并且[member Control.rect_clip_content]被启" +"用时,这仅允许显示受其自身边界矩形限制的容器区域。" #: doc/classes/AspectRatioContainer.xml:42 #, fuzzy @@ -10240,7 +10396,7 @@ msgstr "" #: doc/classes/AtlasTexture.xml:4 msgid "" "Crops out one part of a texture, such as a texture from a texture atlas." -msgstr "" +msgstr "将纹理的一部分裁剪出来,例如来自纹理图集的纹理。" #: doc/classes/AtlasTexture.xml:7 msgid "" @@ -10295,7 +10451,7 @@ msgid "" "the connections between buses. See [AudioServer] for usage." msgstr "" "存储位置、静音、独奏、旁路、效果、效果位置、音量以及总线之间的连接。使用方法" -"参见 [AudioServer] 。" +"参阅 [AudioServer] 。" #: doc/classes/AudioEffect.xml:4 msgid "Audio effect for audio." @@ -10310,9 +10466,8 @@ msgstr "音频总线的基础资源。在该资源所应用的总线上应用音 #: doc/classes/AudioEffect.xml:10 doc/classes/AudioEffectRecord.xml:11 #: doc/classes/AudioServer.xml:12 doc/classes/AudioStream.xml:12 #: doc/classes/AudioStreamPlayer.xml:15 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/527" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/527" #: doc/classes/AudioEffectAmplify.xml:4 msgid "" @@ -10654,10 +10809,8 @@ msgstr "" #: doc/classes/AudioEffectFilter.xml:10 #: doc/classes/AudioEffectHighShelfFilter.xml:9 #: doc/classes/AudioEffectLowShelfFilter.xml:9 doc/classes/AudioServer.xml:10 -#, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/audio/audio_buses.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/audio/audio_buses.html" +msgstr "https://docs.godotengine.org/en/3.4/tutorials/audio/audio_buses.html" #: doc/classes/AudioEffectDistortion.xml:18 msgid "Distortion power. Value can range from 0 to 1." @@ -11126,12 +11279,11 @@ msgstr "" "缩)。它检查录音是否处于活动状态,如果是,则记录声音。然后返回记录的样本。" #: doc/classes/AudioEffectRecord.xml:10 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/audio/" "recording_with_microphone.html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/audio/" +"https://docs.godotengine.org/en/3.4/tutorials/audio/" "recording_with_microphone.html" #: doc/classes/AudioEffectRecord.xml:17 @@ -11233,13 +11385,13 @@ msgstr "" #: doc/classes/AudioEffectSpectrumAnalyzer.xml:11 msgid "Audio Spectrum Demo" -msgstr "" +msgstr "音频频谱演示" #: doc/classes/AudioEffectSpectrumAnalyzer.xml:12 #: doc/classes/AudioStreamGenerator.xml:13 #: doc/classes/AudioStreamGeneratorPlayback.xml:11 msgid "Godot 3.2 will get new audio features" -msgstr "" +msgstr "Godot 3.2将获得新的音频功能" #: doc/classes/AudioEffectSpectrumAnalyzer.xml:18 msgid "" @@ -11278,15 +11430,13 @@ msgstr "" "频)以及通过语音接口进行播放。" #: doc/classes/AudioServer.xml:11 doc/classes/AudioStreamPlayer.xml:13 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/525" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/525" #: doc/classes/AudioServer.xml:13 doc/classes/AudioStream.xml:13 #: doc/classes/AudioStreamPlayer.xml:16 doc/classes/CanvasItem.xml:17 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/528" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/528" #: doc/classes/AudioServer.xml:20 msgid "Adds a bus at [code]at_position[/code]." @@ -11304,7 +11454,7 @@ msgstr "" msgid "" "Name of the current device for audio input (see [method " "capture_get_device_list])." -msgstr "当前音频输入设备的名称(参见[method capture_get_device_list])。" +msgstr "当前音频输入设备的名称(参阅[method capture_get_device_list])。" #: doc/classes/AudioServer.xml:41 msgid "Returns the names of all audio input devices detected on the system." @@ -11490,7 +11640,7 @@ msgstr "可用音频总线的数量。" #: doc/classes/AudioServer.xml:312 msgid "" "Name of the current device for audio output (see [method get_device_list])." -msgstr "用于音频输出的当前设备的名称(请参见[method get_device_list])。" +msgstr "用于音频输出的当前设备的名称(请参阅[method get_device_list])。" #: doc/classes/AudioServer.xml:315 msgid "" @@ -11536,17 +11686,14 @@ msgstr "" #: doc/classes/AudioStream.xml:10 doc/classes/AudioStreamPlayer.xml:11 #: doc/classes/AudioStreamPlayer2D.xml:12 #: doc/classes/AudioStreamPlayer3D.xml:13 -#, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/audio/audio_streams.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/audio/audio_streams.html" +msgstr "https://docs.godotengine.org/en/3.4/tutorials/audio/audio_streams.html" #: doc/classes/AudioStream.xml:11 doc/classes/AudioStreamGenerator.xml:12 #: doc/classes/AudioStreamGeneratorPlayback.xml:10 #: doc/classes/AudioStreamPlayback.xml:10 doc/classes/AudioStreamPlayer.xml:14 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/526" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/526" #: doc/classes/AudioStream.xml:19 msgid "Returns the length of the audio stream in seconds." @@ -11554,7 +11701,7 @@ msgstr "返回音频流的长度,单位为秒。" #: doc/classes/AudioStreamGenerator.xml:4 msgid "Audio stream that generates sounds procedurally." -msgstr "" +msgstr "程序性地产生声音的音频流。" #: doc/classes/AudioStreamGenerator.xml:7 msgid "" @@ -11595,7 +11742,7 @@ msgstr "" #: doc/classes/AudioStreamGeneratorPlayback.xml:4 msgid "Plays back audio generated using [AudioStreamGenerator]." -msgstr "" +msgstr "播放使用[AudioStreamGenerator]生成的音频。" #: doc/classes/AudioStreamGeneratorPlayback.xml:7 msgid "" @@ -11610,8 +11757,8 @@ msgid "" "pushed to the audio sample data buffer without overflowing it, [code]false[/" "code] otherwise." msgstr "" -"如果[成员cull_mask]中给定的[code]layer[/code]被启用,返回[code]true[/code]," -"否则返回[code]false[/code]。" +"如果[member cull_mask]中给定的[code]layer[/code]被启用,返回[code]true[/" +"code],否则返回[code]false[/code]。" #: doc/classes/AudioStreamGeneratorPlayback.xml:24 #, fuzzy @@ -11642,9 +11789,8 @@ msgstr "" #: modules/minimp3/doc_classes/AudioStreamMP3.xml:4 #: modules/minimp3/doc_classes/AudioStreamMP3.xml:7 -#, fuzzy msgid "MP3 audio stream driver." -msgstr "OGG Vorbis音频流驱动程序。" +msgstr "MP3 音频流驱动程序。" #: modules/minimp3/doc_classes/AudioStreamMP3.xml:15 #: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml:15 @@ -11677,7 +11823,7 @@ msgid "" "Can play, loop, pause a scroll through audio. See [AudioStream] and " "[AudioStreamOGGVorbis] for usage." msgstr "" -"可以播放,循环,暂停滚动音频。有关用法,请参见[AudioStream]和" +"可以播放,循环,暂停滚动音频。有关用法,请参阅[AudioStream]和" "[AudioStreamOGGVorbis]。" #: doc/classes/AudioStreamPlayer.xml:4 @@ -11898,7 +12044,7 @@ msgstr "" #: doc/classes/AudioStreamPlayer3D.xml:73 msgid "The angle in which the audio reaches cameras undampened." -msgstr "音频到达摄像机的角度,不受衰减。" +msgstr "音频到达相机的角度,不受衰减。" #: doc/classes/AudioStreamPlayer3D.xml:76 msgid "" @@ -11912,7 +12058,7 @@ msgid "" "Dampens audio if camera is outside of [member emission_angle_degrees] and " "[member emission_angle_enabled] is set by this factor, in decibels." msgstr "" -"如果摄像机在[membermission_angle_degrees]之外,并以此参数设置" +"如果相机在[membermission_angle_degrees]之外,并以此参数设置" "[membermission_angle_enabled],则衰减音频,以dB为单位。" #: doc/classes/AudioStreamPlayer3D.xml:82 @@ -11972,7 +12118,10 @@ msgstr "根据距离对数降低响度。" #: doc/classes/AudioStreamPlayer3D.xml:127 msgid "" "No dampening of loudness according to distance. The sound will still be " -"heard positionally, unlike an [AudioStreamPlayer]." +"heard positionally, unlike an [AudioStreamPlayer]. [constant " +"ATTENUATION_DISABLED] can be combined with a [member max_distance] value " +"greater than [code]0.0[/code] to achieve linear attenuation clamped to a " +"sphere of a defined size." msgstr "" #: doc/classes/AudioStreamPlayer3D.xml:130 @@ -12063,7 +12212,7 @@ msgstr "" #: doc/classes/AudioStreamSample.xml:28 msgid "Audio format. See [enum Format] constants for values." -msgstr "音频格式。参见[enum Format]常量的值。" +msgstr "音频格式。参阅[enum Format]常量的值。" #: doc/classes/AudioStreamSample.xml:31 msgid "" @@ -12086,7 +12235,7 @@ msgid "" "The loop mode. This information will be imported automatically from the WAV " "file if present. See [enum LoopMode] constants for values." msgstr "" -"循环模式。该信息将自动从WAV文件中导入(如果存在)。有关值,请参见[enum " +"循环模式。该信息将自动从WAV文件中导入(如果存在)。有关值,请参阅[enum " "LoopMode]常量。" #: doc/classes/AudioStreamSample.xml:40 @@ -12180,7 +12329,7 @@ msgstr "" #: doc/classes/BackBufferCopy.xml:16 msgid "Buffer mode. See [enum CopyMode] constants." -msgstr "缓冲区模式。参见 [enum CopyMode] 常量。" +msgstr "缓冲区模式。参阅 [enum CopyMode] 常量。" #: doc/classes/BackBufferCopy.xml:19 msgid "" @@ -12207,7 +12356,7 @@ msgstr "BackBufferCopy可以缓冲整个屏幕。" #: doc/classes/BakedLightmap.xml:4 msgid "Prerendered indirect light map for a scene." -msgstr "" +msgstr "场景的预渲染间接光照贴图。" #: doc/classes/BakedLightmap.xml:7 msgid "" @@ -12220,10 +12369,8 @@ msgid "" msgstr "" #: doc/classes/BakedLightmap.xml:11 -#, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/3d/baked_lightmaps.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/3d/using_gridmaps.html" +msgstr "https://docs.godotengine.org/en/3.4/tutorials/3d/baked_lightmaps.html" #: doc/classes/BakedLightmap.xml:19 msgid "" @@ -12288,7 +12435,7 @@ msgstr "" #: doc/classes/BakedLightmap.xml:50 msgid "Bake quality of the capture data." -msgstr "" +msgstr "捕获数据的烘焙质量。" #: doc/classes/BakedLightmap.xml:53 msgid "" @@ -12331,7 +12478,7 @@ msgstr "" #: doc/classes/BakedLightmap.xml:71 msgid "Decides which environment to use during baking." -msgstr "" +msgstr "决定烘焙时使用哪个环境。" #: doc/classes/BakedLightmap.xml:74 msgid "" @@ -12347,9 +12494,8 @@ msgid "" msgstr "" #: doc/classes/BakedLightmap.xml:80 -#, fuzzy msgid "The calculated light data." -msgstr "胶囊的高度。" +msgstr "计算出的光照数据。" #: doc/classes/BakedLightmap.xml:83 msgid "" @@ -12402,9 +12548,8 @@ msgid "The highest bake quality mode. Takes the longest to calculate." msgstr "" #: doc/classes/BakedLightmap.xml:110 -#, fuzzy msgid "Baking was successful." -msgstr "连接成功。" +msgstr "烘焙成功。" #: doc/classes/BakedLightmap.xml:113 msgid "" @@ -12437,7 +12582,7 @@ msgstr "返回取消按钮。" #: doc/classes/BakedLightmap.xml:133 msgid "No environment is used during baking." -msgstr "" +msgstr "烘焙过程中不使用任何环境。" #: doc/classes/BakedLightmap.xml:136 msgid "The baked environment is automatically picked from the current scene." @@ -12680,26 +12825,22 @@ msgstr "" #: doc/classes/Basis.xml:14 doc/classes/Transform.xml:12 #: doc/classes/Transform2D.xml:12 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/math/matrices_and_transforms." "html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/math/" -"matrices_and_transforms.html" +"https://docs.godotengine.org/en/3.4/tutorials/math/matrices_and_transforms." +"html" #: doc/classes/Basis.xml:15 doc/classes/Transform.xml:13 -#, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/3d/using_transforms.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/3d/using_transforms.html" +msgstr "https://docs.godotengine.org/en/3.4/tutorials/3d/using_transforms.html" #: doc/classes/Basis.xml:16 doc/classes/Line2D.xml:11 #: doc/classes/Transform.xml:14 doc/classes/Transform2D.xml:13 #: doc/classes/Vector2.xml:15 doc/classes/Vector3.xml:15 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/584" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/584" #: doc/classes/Basis.xml:18 doc/classes/CylinderShape.xml:12 #: doc/classes/Dictionary.xml:88 doc/classes/DynamicFont.xml:18 @@ -12710,15 +12851,13 @@ msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" #: doc/classes/StaticBody.xml:13 doc/classes/SurfaceTool.xml:22 #: doc/classes/TextureButton.xml:12 doc/classes/TextureRect.xml:11 #: doc/classes/Thread.xml:13 doc/classes/VBoxContainer.xml:10 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/676" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/676" #: doc/classes/Basis.xml:19 doc/classes/Line2D.xml:12 #: doc/classes/Transform.xml:16 doc/classes/Transform2D.xml:14 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/583" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/583" #: doc/classes/Basis.xml:26 msgid "Constructs a pure rotation basis matrix from the given quaternion." @@ -12793,7 +12932,7 @@ msgid "" "get_euler] if you need Euler angles, but keep in mind quaternions should " "generally be preferred to Euler angles." msgstr "" -"以四元数的形式返回基础的旋转。如果你需要欧拉角,请参见 [get_euler] 方法,但通" +"以四元数的形式返回基础的旋转。如果你需要欧拉角,请参阅 [get_euler] 方法,但通" "常首选四元数而不是欧拉角。" #: doc/classes/Basis.xml:83 @@ -12995,7 +13134,7 @@ msgid "" "[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,请参见[DynamicFont]。" +"用TTF等矢量字体文件,请参阅[DynamicFont]。" #: doc/classes/BitmapFont.xml:21 msgid "" @@ -13091,7 +13230,7 @@ msgstr "将节点当前的变换存储在[member rest]中。" #: doc/classes/Bone2D.xml:24 msgid "" "Returns the node's index as part of the entire skeleton. See [Skeleton2D]." -msgstr "返回节点的索引,作为整个骨架的一部分。参见[Skeleton2D]。" +msgstr "返回节点的索引,作为整个骨架的一部分。参阅[Skeleton2D]。" #: doc/classes/Bone2D.xml:30 msgid "" @@ -13316,17 +13455,15 @@ msgstr "3D盒子形状可以是[PhysicsBody3D]或[Area3D]的子级。" #: doc/classes/CylinderShape.xml:11 doc/classes/ProjectSettings.xml:13 #: doc/classes/RigidBody.xml:16 doc/classes/SphereShape.xml:10 #: doc/classes/StaticBody.xml:11 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/675" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/675" #: doc/classes/BoxShape.xml:11 doc/classes/CollisionShape.xml:11 #: modules/gridmap/doc_classes/GridMap.xml:16 doc/classes/KinematicBody.xml:13 #: doc/classes/Mesh.xml:11 doc/classes/MeshInstance.xml:11 #: doc/classes/MeshLibrary.xml:10 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/126" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/126" #: doc/classes/BoxShape.xml:18 msgid "" @@ -13383,9 +13520,8 @@ msgstr "" #: doc/classes/GridContainer.xml:12 doc/classes/OS.xml:10 #: doc/classes/PoolStringArray.xml:11 doc/classes/ProjectSettings.xml:15 #: doc/classes/ResourceLoader.xml:11 doc/classes/RichTextLabel.xml:17 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/677" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/677" #: doc/classes/Button.xml:31 msgid "" @@ -13500,7 +13636,7 @@ msgid "" "Returns an [Array] of [Button]s who have this as their [ButtonGroup] (see " "[member BaseButton.group])." msgstr "" -"返回一个[Button]的[Array],这些[Button]的[ButtonGroup]都有这个功能(参见" +"返回一个[Button]的[Array],这些[Button]的[ButtonGroup]都有这个功能(参阅" "[member BaseButton.group])。" #: doc/classes/ButtonGroup.xml:22 @@ -13514,7 +13650,7 @@ msgstr "当该控制器上的一个按钮被按下时触发。" #: doc/classes/Camera.xml:4 msgid "Camera node, displays from a point of view." -msgstr "摄像机节点,从一个角度显示。" +msgstr "相机节点,从一个角度显示。" #: doc/classes/Camera.xml:7 #, fuzzy @@ -13527,10 +13663,10 @@ msgid "" "capabilities to a [Viewport], and, without one, a scene registered in that " "[Viewport] (or higher viewports) can't be displayed." msgstr "" -"[Camera3D]是一个特殊节点,显示从其当前位置可见的内容。摄像机将自己注册在最近" -"的[Viewport]节点中(升序场景树)。每个视口只能激活一个摄像机。如果场景树上没" -"有可用的视区,则摄影机将在全局视口中注册。换句话说,相机仅向[视口]提供3D显示" -"功能,而没有一个相机,则无法显示在[Viewport](或更高视口)中注册的场景。" +"[Camera3D]是一个特殊节点,显示从其当前位置可见的内容。相机将自己注册在最近的" +"[Viewport]节点中(升序场景树)。每个视口只能激活一个相机。如果场景树上没有可" +"用的视区,则摄影机将在全局视口中注册。换句话说,相机仅向[视口]提供3D显示功" +"能,而没有一个相机,则无法显示在[Viewport](或更高视口)中注册的场景。" #: doc/classes/Camera.xml:17 msgid "" @@ -13538,13 +13674,13 @@ msgid "" "[code]enable_next[/code] is [code]true[/code], request to make the next " "camera current, if any." msgstr "" -"如果这是当前摄像机,则将其从当前摄像机中移除。如果[code]enable_next[/code]是" -"[code]true[/code],请求使下一个摄像机成为当前摄像机(如果有)。" +"如果这是当前相机,则将其从当前相机中移除。如果[code]enable_next[/code]是" +"[code]true[/code],请求使下一个相机成为当前相机(如果有)。" #: doc/classes/Camera.xml:23 #, fuzzy msgid "Returns the camera's RID from the [VisualServer]." -msgstr "从[RenderingServer]中返回摄像机的RID。" +msgstr "从[RenderingServer]中返回相机的RID。" #: doc/classes/Camera.xml:29 msgid "" @@ -13559,8 +13695,8 @@ msgid "" "Returns [code]true[/code] if the given [code]layer[/code] in the [member " "cull_mask] is enabled, [code]false[/code] otherwise." msgstr "" -"如果[成员cull_mask]中给定的[code]layer[/code]被启用,返回[code]true[/code]," -"否则返回[code]false[/code]。" +"如果[member cull_mask]中给定的[code]layer[/code]被启用,返回[code]true[/" +"code],否则返回[code]false[/code]。" #: doc/classes/Camera.xml:42 #, fuzzy @@ -13578,8 +13714,8 @@ msgid "" "[b]Note:[/b] A position which returns [code]false[/code] may still be " "outside the camera's field of view." msgstr "" -"如果给定的位置在摄像机后面,返回[code]true[/code]。\n" -"[b]注意:[/b] 返回[code]false[/code]的位置可能仍然在摄像机的视野之外。" +"如果给定的位置在相机后面,返回[code]true[/code]。\n" +"[b]注意:[/b] 返回[code]false[/code]的位置可能仍然在相机的视野之外。" #: doc/classes/Camera.xml:56 msgid "" @@ -13587,8 +13723,8 @@ msgid "" "description). If the camera node is outside the scene tree, it will attempt " "to become current once it's added." msgstr "" -"使此摄像机成为[Viewport]的当前摄像机(见类的说明)。如果摄像机节点在场景树之" -"外,一旦添加,它将尝试成为当前摄像机。" +"使此相机成为[Viewport]的当前相机(见类的说明)。如果相机节点在场景树之外,一" +"旦添加,它将尝试成为当前相机。" #: doc/classes/Camera.xml:63 msgid "" @@ -13596,8 +13732,8 @@ msgid "" "camera. Orthogonal cameras are normalized. Perspective cameras account for " "perspective, screen width/height, etc." msgstr "" -"返回从屏幕点位置沿摄像机方向的法向量。正交摄像机会被归一化。透视摄像机考虑到" -"透视、屏幕宽度/高度等因素。" +"返回从屏幕点位置沿相机方向的法向量。正交相机会被归一化。透视相机考虑到透视、" +"屏幕宽度/高度等因素。" #: doc/classes/Camera.xml:71 #, fuzzy @@ -13617,8 +13753,8 @@ msgid "" "for casting rays in the form of (origin, normal) for object intersection or " "picking." msgstr "" -"返回世界空间中的法线向量,即通过摄像机投影在[Viewport]矩形上的一个点的结果。" -"这对于以(原点,法线)的形式投射光线以进行物体交汇或选取很有用。" +"返回世界空间中的法线向量,即通过相机投影在[Viewport]矩形上的一个点的结果。这" +"对于以(原点,法线)的形式投射光线以进行物体交汇或选取很有用。" #: doc/classes/Camera.xml:85 #, fuzzy @@ -13628,8 +13764,8 @@ msgid "" "for casting rays in the form of (origin, normal) for object intersection or " "picking." msgstr "" -"返回世界空间中的3D位置,即通过摄像机投影在[Viewport]矩形上的一个点的结果。这" -"对于以(原点、法线)形式投射光线以进行物体交汇或选取很有用。" +"返回世界空间中的3D位置,即通过相机投影在[Viewport]矩形上的一个点的结果。这对" +"于以(原点、法线)形式投射光线以进行物体交汇或选取很有用。" #: doc/classes/Camera.xml:93 msgid "" @@ -13645,11 +13781,10 @@ msgid "" "world space units." msgstr "" "通过指定 [code]size[/code]、[code]offset[/code],以及 [code]z_near[/code] 和 " -"[code]z_far[/code] 剪辑平面(以世界空间为单位),将摄像机投影设置为 frustum " -"模式(请参阅 [constant PROJECTION_FRUSTUM])。" +"[code]z_far[/code] 剪辑平面(以世界空间为单位),将相机投影设置为 frustum 模" +"式(请参阅 [constant PROJECTION_FRUSTUM])。" #: doc/classes/Camera.xml:112 -#, fuzzy msgid "" "Sets the camera projection to orthogonal mode (see [constant " "PROJECTION_ORTHOGONAL]), by specifying a [code]size[/code], and the " @@ -13657,22 +13792,21 @@ msgid "" "(As a hint, 2D games often use this projection, with values specified in " "pixels.)" msgstr "" -"通过指定 [code] size[/code] 和 [code]z_near[/code] 和 [code]z_far[/code] 剪切" -"平面(以世界空间为单位),将摄像机投影设置为正交模式(参见 [constant " -"PROJECTION_ORTHOGONAL])。(提示一下,2D游戏经常使用这种投影,数值以像素为单" -"位。)" +"通过在世界空间单位中指定 [code]size[/code] 和 [code]z_near[/code] 和 " +"[code]z_far[/code] 剪裁平面,将相机投影设置为正交模式,请参阅 [constant " +"PROJECTION_ORTHOGONAL]。 (提示:2D 游戏经常使用这种投影,以像素为单位指定" +"值。)" #: doc/classes/Camera.xml:121 -#, fuzzy msgid "" "Sets the camera projection to perspective mode (see [constant " "PROJECTION_PERSPECTIVE]), by specifying a [code]fov[/code] (field of view) " "angle in degrees, and the [code]z_near[/code] and [code]z_far[/code] clip " "planes in world space units." msgstr "" -"通过指定以角度为单位的 [code]fov[/code] (视场角),以及以世界空间为单位的 " -"[code]z_near[/code] 和 [code]z_far[/code] 剪辑平面,将摄像机的投影设置为透视" -"模式 (参见 [constant PROJECTION_PERSPECTIVE])。" +"将摄像机的投影设置为透视模式,参阅[constant PROJECTION_PERSPECTIVE]),指定" +"[code]fov[/code] 视野角度,单位度,以及世界空间单位的[code]z_near[/code]和" +"[code]z_far[/code]裁剪平面。" #: doc/classes/Camera.xml:128 msgid "" @@ -13695,7 +13829,7 @@ msgstr "" msgid "" "The culling mask that describes which 3D render layers are rendered by this " "camera." -msgstr "描述此摄像机渲染哪些 3D 渲染层的剔除掩码。" +msgstr "描述此相机渲染哪些 3D 渲染层的剔除掩码。" #: doc/classes/Camera.xml:144 msgid "" @@ -13717,13 +13851,13 @@ msgstr "" #: doc/classes/Camera.xml:151 msgid "The [Environment] to use for this camera." -msgstr "此摄像机要使用的[Environment]。" +msgstr "此相机要使用的[Environment]。" #: doc/classes/Camera.xml:154 msgid "" "The distance to the far culling boundary for this camera relative to its " "local Z axis." -msgstr "该摄像机相对于其本地Z轴的远裁边界的距离。" +msgstr "该相机相对于其本地Z轴的远裁边界的距离。" #: doc/classes/Camera.xml:157 #, fuzzy @@ -13738,7 +13872,7 @@ msgid "" "- ~102.45 degrees in a 16:9 viewport\n" "- ~117.06 degrees in a 21:9 viewport" msgstr "" -"摄像机的视场角(度)。仅适用于透视模式。由于[member keep_aspect]锁定一个轴," +"相机的视场角(度)。仅适用于透视模式。由于[member keep_aspect]锁定一个轴," "[code]fov[/code]设置另一个轴的视场角。\n" "作为参考,默认的垂直视场角值([code]75.0[/code])相当于水平视场角。\n" "- 在4:3的视口中,约91.31度\n" @@ -13752,12 +13886,12 @@ msgid "" "\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-" "shearing[/url]." msgstr "" -"摄像机的机身偏移。可以更改默认值,以创建 \"倾斜frustum \"效果,如" -"[url=https://zdoom.org/wiki/Y-shearing]Y-shearing[/url]。" +"相机的机身偏移。可以更改默认值,以创建 \"倾斜frustum \"效果,如[url=https://" +"zdoom.org/wiki/Y-shearing]Y-shearing[/url]。" #: doc/classes/Camera.xml:168 msgid "The horizontal (X) offset of the camera viewport." -msgstr "摄像机视窗的水平(X)偏移量。" +msgstr "相机视窗的水平(X)偏移量。" #: doc/classes/Camera.xml:171 msgid "" @@ -13771,7 +13905,7 @@ msgstr "" msgid "" "The distance to the near culling boundary for this camera relative to its " "local Z axis." -msgstr "该摄像机相对于其本地Z轴到近裁边界的距离。" +msgstr "该相机相对于其本地Z轴到近裁边界的距离。" #: doc/classes/Camera.xml:177 msgid "" @@ -13779,8 +13913,8 @@ msgid "" "objects' Z distance from the camera's local space scales their perceived " "size." msgstr "" -"摄像机的投影模式。在[constant PROJECTION_PERSPECTIVE]模式下,物体与摄像机局部" -"空间的Z距离会影响其感知的大小。" +"相机的投影模式。在[constant PROJECTION_PERSPECTIVE]模式下,物体与相机局部空间" +"的Z距离会影响其感知的大小。" #: doc/classes/Camera.xml:180 msgid "" @@ -13788,12 +13922,12 @@ msgid "" "orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] " "sets the other axis' size length." msgstr "" -"摄像机的尺寸,以1/2的宽度或高度测量。仅适用于正交模式。由于[member " -"keep_aspect]锁定在轴上,因此[code]size[/code]设置其他轴的尺寸长度。" +"相机的尺寸,以1/2的宽度或高度测量。仅适用于正交模式。由于[member keep_aspect]" +"锁定在轴上,因此[code]size[/code]设置其他轴的尺寸长度。" #: doc/classes/Camera.xml:183 msgid "The vertical (Y) offset of the camera viewport." -msgstr "摄像机视窗的垂直(Y)偏移量。" +msgstr "相机视窗的垂直(Y)偏移量。" #: doc/classes/Camera.xml:188 msgid "" @@ -13850,8 +13984,8 @@ msgid "" "shift[/code])." msgstr "" "通过跟踪在[code]_process[/code]中改变的物体位置来模拟[url=https://en." -"wikipedia.org/wiki/Doppler_effect]Doppler_effect[/url]。与这些物体相比,该摄" -"像机的相对速度的变化会影响音频的感知方式(改变音频的[code]pitch shift[/" +"wikipedia.org/wiki/Doppler_effect]Doppler_effect[/url]。与这些物体相比,该相" +"机的相对速度的变化会影响音频的感知方式(改变音频的[code]pitch shift[/" "code])。" #: doc/classes/Camera.xml:209 @@ -13863,8 +13997,8 @@ msgid "" "Audio's [code]pitch shift[/code])." msgstr "" "通过跟踪在[code]_process[/code]中改变的物体位置来模拟[url=https://en." -"wikipedia.org/wiki/Doppler_effect]Doppler_effect[/url]。与这些物体相比,该摄" -"像机的相对速度的变化会影响音频的感知方式(改变音频的[code]pitch shift[/" +"wikipedia.org/wiki/Doppler_effect]Doppler_effect[/url]。与这些物体相比,该相" +"机的相对速度的变化会影响音频的感知方式(改变音频的[code]pitch shift[/" "code])。" #: doc/classes/Camera2D.xml:4 @@ -13891,42 +14025,40 @@ msgstr "" "二维场景的相机节点。它强制屏幕(当前层)跟随这个节点滚动。这使得对可滚动场景" "进行编程比手动改变基于[CanvasItem]节点的位置更容易(也更快)。\n" "这个节点的目的是作为一个简单的帮手,让事情快速进行,可能会发生需要更多的功能" -"来改变摄像机的工作方式。要制作自己的自定义相机节点,请继承[Node2D],并通过设" -"置[Viewport]中的[member Viewport.canvas_transform]来改变画布的变换(您可以通" -"过[method Node.get_viewport]获得当前的[Viewport])。\n" +"来改变相机的工作方式。要制作自己的自定义相机节点,请继承[Node2D],并通过设置" +"[Viewport]中的[member Viewport.canvas_transform]来改变画布的变换(您可以通过" +"[method Node.get_viewport]获得当前的[Viewport])。\n" "注意,[Camera2D]节点的[code]position[/code]并不代表屏幕的实际位置,它可能会因" "为应用的平滑或限制而有所不同。你可以使用[method get_camera_screen_center]来获" "取真实位置。" #: doc/classes/Camera2D.xml:13 doc/classes/TileMap.xml:13 #: doc/classes/TileSet.xml:13 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/112" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/112" #: doc/classes/Camera2D.xml:14 doc/classes/Environment.xml:18 #: doc/classes/WorldEnvironment.xml:14 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/110" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/110" #: doc/classes/Camera2D.xml:20 msgid "Aligns the camera to the tracked node." -msgstr "将摄像机与跟踪的节点对齐。" +msgstr "将相机与跟踪的节点对齐。" #: doc/classes/Camera2D.xml:26 msgid "" "Removes any [Camera2D] from the ancestor [Viewport]'s internal currently-" "assigned camera." -msgstr "从父级[Viewport]的内部当前分配的摄像机中删除任何[Camera2D]。" +msgstr "从父级[Viewport]的内部当前分配的相机中删除任何[Camera2D]。" #: doc/classes/Camera2D.xml:32 msgid "Forces the camera to update scroll immediately." -msgstr "强制摄像机立即更新滚动。" +msgstr "强制相机立即更新滚动。" #: doc/classes/Camera2D.xml:38 msgid "Returns the camera position." -msgstr "返回摄像机的位置。" +msgstr "返回相机的位置。" #: doc/classes/Camera2D.xml:44 msgid "" @@ -13939,7 +14071,7 @@ msgid "" "Returns the specified margin. See also [member drag_margin_bottom], [member " "drag_margin_top], [member drag_margin_left], and [member drag_margin_right]." msgstr "" -"返回指定的边距。另请参见[member drag_margin_bottom],[member " +"返回指定的边距。另请参阅[member drag_margin_bottom],[member " "drag_margin_top],[member drag_margin_left]和[member drag_margin_right]。" #: doc/classes/Camera2D.xml:58 @@ -13954,7 +14086,7 @@ 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(视口和图层)的当前2D摄像机,以防场景中有很多摄像机。" +msgstr "使之成为场景(视口和图层)的当前2D相机,以防场景中有很多相机。" #: doc/classes/Camera2D.xml:70 msgid "" @@ -13978,12 +14110,12 @@ msgid "" "Sets the specified camera limit. See also [member limit_bottom], [member " "limit_top], [member limit_left], and [member limit_right]." msgstr "" -"设置指定的摄像机限制。另请参阅 [member limit_bottom]、[member limit_top]、" +"设置指定的相机限制。另请参阅 [member limit_bottom]、[member limit_top]、" "[member limit_left]和[member limit_right]。" #: doc/classes/Camera2D.xml:93 msgid "The Camera2D's anchor point. See [enum AnchorMode] constants." -msgstr "Camera2D的锚点。参见[enum AnchorMode]常量。" +msgstr "Camera2D的锚点。参阅[enum AnchorMode]常量。" #: doc/classes/Camera2D.xml:96 msgid "" @@ -13991,8 +14123,8 @@ msgid "" "Only one camera can be current, so setting a different camera [code]current[/" "code] will disable this one." msgstr "" -"如果 [code]true[/code],摄像机是当前场景的活动摄像机。当前只能有一台摄像机," -"所以设置不同的摄像机[code]current[/code]将禁用这台摄像机。" +"如果 [code]true[/code],相机是当前场景的活动相机。当前只能有一台相机,所以设" +"置不同的相机[code]current[/code]将禁用这台相机。" #: doc/classes/Camera2D.xml:99 msgid "" @@ -14007,8 +14139,7 @@ msgid "" "Bottom margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the edge of the screen." msgstr "" -"拖动摄像机所需的底边距。值为[code]1[/code]时,摄像机仅在到达屏幕边缘时才会移" -"动。" +"拖动相机所需的底边距。值为[code]1[/code]时,相机仅在到达屏幕边缘时才会移动。" #: doc/classes/Camera2D.xml:105 msgid "" @@ -14016,7 +14147,7 @@ msgid "" "drag margins. If [code]false[/code], the camera moves horizontally " "regardless of margins." msgstr "" -"如果 [code]true[/code],摄像机仅在达到水平拖动边距时才移动。如果[code]false[/" +"如果 [code]true[/code],相机仅在达到水平拖动边距时才移动。如果[code]false[/" "code],相机会水平移动而不管边距。" #: doc/classes/Camera2D.xml:108 @@ -14024,24 +14155,21 @@ msgid "" "Left margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the edge of the screen." msgstr "" -"拖动摄像机所需的左边缘。值为[code]1[/code]时,摄像机仅在到达屏幕边缘时才会移" -"动。" +"拖动相机所需的左边缘。值为[code]1[/code]时,相机仅在到达屏幕边缘时才会移动。" #: doc/classes/Camera2D.xml:111 msgid "" "Right margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the edge of the screen." msgstr "" -"拖动摄像机所需的右边缘。值为[code]1[/code]时,摄像机仅在到达屏幕边缘时才会移" -"动。" +"拖动相机所需的右边缘。值为[code]1[/code]时,相机仅在到达屏幕边缘时才会移动。" #: doc/classes/Camera2D.xml:114 msgid "" "Top margin needed to drag the camera. A value of [code]1[/code] makes the " "camera move only when reaching the edge of the screen." msgstr "" -"拖动摄像机所需的上边距。值为[code]1[/code]时,摄像机仅在到达屏幕边缘时才会移" -"动。" +"拖动相机所需的上边距。值为[code]1[/code]时,相机仅在到达屏幕边缘时才会移动。" #: doc/classes/Camera2D.xml:117 msgid "" @@ -14049,23 +14177,23 @@ msgid "" "margins. If [code]false[/code], the camera moves vertically regardless of " "margins." msgstr "" -"如果 [code]true[/code],摄像机仅在达到垂直拖动边距时才移动。如果[code]false[/" +"如果 [code]true[/code],相机仅在达到垂直拖动边距时才移动。如果[code]false[/" "code],相机会垂直移动而不管边距。" #: doc/classes/Camera2D.xml:120 msgid "" "If [code]true[/code], draws the camera's drag margin rectangle in the editor." -msgstr "如果[code]true[/code],在编辑器中绘制摄像机的拖动边距矩形。" +msgstr "如果[code]true[/code],在编辑器中绘制相机的拖动边距矩形。" #: doc/classes/Camera2D.xml:123 msgid "" "If [code]true[/code], draws the camera's limits rectangle in the editor." -msgstr "如果[code]true[/code],在编辑器中绘制摄像机的极限矩形。" +msgstr "如果[code]true[/code],在编辑器中绘制相机的极限矩形。" #: doc/classes/Camera2D.xml:126 msgid "" "If [code]true[/code], draws the camera's screen rectangle in the editor." -msgstr "如果[code]true[/code],在编辑器中绘制摄像机的画面矩形。" +msgstr "如果[code]true[/code],在编辑器中绘制相机的画面矩形。" #: doc/classes/Camera2D.xml:129 msgid "" @@ -14097,12 +14225,12 @@ msgstr "" #: doc/classes/Camera2D.xml:143 msgid "" "Top scroll limit in pixels. The camera stops moving when reaching this value." -msgstr "以像素为单位的顶部滚动限制。达到此值时,摄像机停止移动。" +msgstr "以像素为单位的顶部滚动限制。达到此值时,相机停止移动。" #: doc/classes/Camera2D.xml:146 msgid "" "The camera's offset, useful for looking around or camera shake animations." -msgstr "摄像机的偏移量,对于环顾四周或摄像机晃动动画非常有用。" +msgstr "相机的偏移量,对于环顾四周或相机晃动动画非常有用。" #: doc/classes/Camera2D.xml:149 msgid "" @@ -14111,7 +14239,7 @@ msgid "" "not updated in any way if drag margins are enabled and can be used to set " "initial offset." msgstr "" -"摄像机的水平偏移,相对于拖动边距。\n" +"相机的水平偏移,相对于拖动边距。\n" "[b]注:[/b] 偏移量 H 仅用于强制执行相对于边距的偏移,如果启用拖动边距,它不会" "以任何方式更新,并可用于设置初始偏移量。如果启用了拖动边距,它不会以任何方式" "更新,可以用来设置初始偏移。" @@ -14121,24 +14249,23 @@ msgid "" "The vertical offset of the camera, relative to the drag margins.\n" "[b]Note:[/b] Used the same as [member offset_h]." msgstr "" -"摄像机相对于拖动边距的垂直偏移。\n" +"相机相对于拖动边距的垂直偏移。\n" "[b]注:[/b] 与[member offset_h]使用相同。" #: doc/classes/Camera2D.xml:157 msgid "The camera's process callback. See [enum Camera2DProcessMode]." -msgstr "摄像机的过程回调。请参见[enum Camera2DProcessMode]。" +msgstr "相机的过程回调。请参阅[enum Camera2DProcessMode]。" #: doc/classes/Camera2D.xml:160 msgid "If [code]true[/code], the camera rotates with the target." -msgstr "如果[code]true[/code],则摄像机随目标旋转。" +msgstr "如果[code]true[/code],则相机随目标旋转。" #: doc/classes/Camera2D.xml:163 msgid "" "If [code]true[/code], the camera smoothly moves towards the target at " "[member smoothing_speed]." msgstr "" -"如果[code]true[/code],摄像机以[member smoothing_speed]的速度平滑地朝目标移" -"动。" +"如果[code]true[/code],相机以[member smoothing_speed]的速度平滑地朝目标移动。" #: doc/classes/Camera2D.xml:166 msgid "" @@ -14163,21 +14290,21 @@ msgstr "" msgid "" "The camera's position is fixed so that the top-left corner is always at the " "origin." -msgstr "摄像机的位置是固定的,所以左上角总是在原点。" +msgstr "相机的位置是固定的,所以左上角总是在原点。" #: doc/classes/Camera2D.xml:177 msgid "" "The camera's position takes into account vertical/horizontal offsets and the " "screen size." -msgstr "摄像机的位置要考虑垂直/水平偏移和屏幕尺寸。" +msgstr "相机的位置要考虑垂直/水平偏移和屏幕尺寸。" #: doc/classes/Camera2D.xml:180 doc/classes/ClippedCamera.xml:89 msgid "The camera updates with the [code]_physics_process[/code] callback." -msgstr "摄像机通过 [code]_physics_process[/code] 回调进行更新。" +msgstr "相机通过 [code]_physics_process[/code] 回调进行更新。" #: doc/classes/Camera2D.xml:183 doc/classes/ClippedCamera.xml:92 msgid "The camera updates with the [code]_process[/code] callback." -msgstr "摄像机通过 [code]_process[/code] 回调进行更新。" +msgstr "相机通过 [code]_process[/code] 回调进行更新。" #: doc/classes/CameraFeed.xml:4 msgid "" @@ -14207,9 +14334,8 @@ msgid "Returns the unique ID for this feed." msgstr "返回该对等体的IP。" #: doc/classes/CameraFeed.xml:22 -#, fuzzy msgid "Returns the camera's name." -msgstr "返回项的名称。" +msgstr "返回相机的名称。" #: doc/classes/CameraFeed.xml:28 #, fuzzy @@ -14233,7 +14359,7 @@ msgstr "没有关于已编辑属性的提示。" #: doc/classes/CameraFeed.xml:45 msgid "Feed supplies RGB images." -msgstr "" +msgstr "Feed 提供 RGB 图像。" #: doc/classes/CameraFeed.xml:48 msgid "Feed supplies YCbCr images that need to be converted to RGB." @@ -14246,9 +14372,8 @@ msgid "" msgstr "" #: doc/classes/CameraFeed.xml:54 -#, fuzzy msgid "Unspecified position." -msgstr "拖拽的位置。" +msgstr "未指定坐标。" #: doc/classes/CameraFeed.xml:57 msgid "Camera is mounted at the front of the device." @@ -14278,7 +14403,7 @@ msgstr "" #: doc/classes/CameraServer.xml:17 #, fuzzy msgid "Adds a camera feed to the camera server." -msgstr "将摄像机[code]feed[/code]添加到摄像机服务器。" +msgstr "将相机[code]feed[/code]添加到相机服务器。" #: doc/classes/CameraServer.xml:23 msgid "Returns an array of [CameraFeed]s." @@ -14294,9 +14419,8 @@ msgid "Returns the number of [CameraFeed]s registered." msgstr "返回注册的[CameraFeed]的数量。" #: doc/classes/CameraServer.xml:43 -#, fuzzy msgid "Removes a [CameraFeed]." -msgstr "纹理由[CameraFeed]提供。" +msgstr "移除[CameraFeed]。" #: doc/classes/CameraServer.xml:51 #, fuzzy @@ -14313,9 +14437,8 @@ msgid "The RGBA camera image." msgstr "RGBA相机的图像。" #: doc/classes/CameraServer.xml:66 -#, fuzzy msgid "The YCbCr camera image." -msgstr "CbCr分量相机的图像。" +msgstr "YCbCr相机图像。" #: doc/classes/CameraServer.xml:69 msgid "The Y component camera image." @@ -14390,7 +14513,7 @@ msgstr "" "由[Control]扩展为任何GUI相关的东西,由[Node2D]扩展为任何2D引擎相关的东西。\n" "任何[CanvasItem]都可以绘制。为此,必须调用 [method update],然后在空闲时接收 " "[constant NOTIFICATION_DRAW] 来请求重绘。正因为如此,画布项不需要每一帧都重" -"绘,大大提升了性能。提供了几个用于在 [CanvasItem] 上绘图的函数(参见" +"绘,大大提升了性能。提供了几个用于在 [CanvasItem] 上绘图的函数(参阅" "[code]draw_*[/code]函数)。但是,它们只能在 [method Object._notification]、信" "号或 [method _draw] 虚拟函数内部使用。\n" "画布项目是按树状顺序绘制的。默认情况下,子项目在其父项目的顶部,因此根" @@ -14406,19 +14529,15 @@ msgstr "" #: doc/classes/CanvasItem.xml:15 doc/classes/CanvasLayer.xml:10 #: doc/classes/InputEvent.xml:11 doc/classes/Viewport.xml:15 -#, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/2d/2d_transforms.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/2d/2d_transforms.html" +msgstr "https://docs.godotengine.org/en/3.4/tutorials/2d/2d_transforms.html" #: doc/classes/CanvasItem.xml:16 doc/classes/Control.xml:18 #: doc/classes/Node2D.xml:10 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/2d/custom_drawing_in_2d.html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/2d/custom_drawing_in_2d." -"html" +"https://docs.godotengine.org/en/3.4/tutorials/2d/custom_drawing_in_2d.html" #: doc/classes/CanvasItem.xml:23 msgid "" @@ -14461,7 +14580,7 @@ msgid "" "Draws a [Mesh] in 2D, using the provided texture. See [MeshInstance2D] for " "related documentation." msgstr "" -"使用所提供的纹理以2D方式绘制一个[Mesh]。相关文档请参见[MeshInstance2D]。" +"使用所提供的纹理以2D方式绘制一个[Mesh]。相关文档请参阅[MeshInstance2D]。" #: doc/classes/CanvasItem.xml:101 msgid "" @@ -14580,7 +14699,7 @@ msgstr "" "var default_font = Control.new().get_font(\"font\")\n" "draw_string(default_font, Vector2(64, 64), \"Hello world\")\n" "[/codeblock]\n" -"参见[method Font.draw]。" +"参阅[method Font.draw]。" #: doc/classes/CanvasItem.xml:222 msgid "Draws a styled rectangle." @@ -14678,7 +14797,7 @@ msgid "" "Returns [code]true[/code] if the node is set as top-level. See [method " "set_as_toplevel]." msgstr "" -"如果节点设置为顶层,则返回[code] true [/code]。参见[方法set_as_toplevel]。" +"如果节点设置为顶层,则返回[code] true [/code]。参阅[方法set_as_toplevel]。" #: doc/classes/CanvasItem.xml:353 msgid "" @@ -14982,10 +15101,8 @@ msgstr "" "中)或背景(在-1层或更低层中)非常有用。" #: doc/classes/CanvasLayer.xml:11 -#, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/2d/canvas_layers.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/2d/canvas_layers.html" +msgstr "https://docs.godotengine.org/en/3.4/tutorials/2d/canvas_layers.html" #: doc/classes/CanvasLayer.xml:18 msgid "Returns the RID of the canvas used by this layer." @@ -15121,13 +15238,12 @@ msgstr "" #: doc/classes/CharFXTransform.xml:10 doc/classes/RichTextEffect.xml:16 #: doc/classes/RichTextLabel.xml:15 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/gui/bbcode_in_richtextlabel." "html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/gui/" -"bbcode_in_richtextlabel.html" +"https://docs.godotengine.org/en/3.4/tutorials/gui/bbcode_in_richtextlabel." +"html" #: doc/classes/CharFXTransform.xml:11 doc/classes/RichTextEffect.xml:17 msgid "" @@ -15165,11 +15281,11 @@ msgid "The color the character will be drawn with." msgstr "绘制角色所用的颜色。" #: doc/classes/CharFXTransform.xml:31 +#, fuzzy msgid "" "The time elapsed since the [RichTextLabel] was added to the scene tree (in " -"seconds). Time stops when the project is paused, unless the " -"[RichTextLabel]'s [member Node.pause_mode] is set to [constant Node." -"PAUSE_MODE_PROCESS].\n" +"seconds). Time stops when the [RichTextLabel] is paused (see [member Node." +"pause_mode]). Resets when the text in the [RichTextLabel] is changed.\n" "[b]Note:[/b] Time still passes while the [RichTextLabel] is hidden." msgstr "" "自从[RichTextLabel]添加到场景树以来经过的时间(以秒为单位)。除非项目" @@ -15220,7 +15336,7 @@ msgstr "" #: doc/classes/CheckBox.xml:4 msgid "Binary choice user interface widget. See also [CheckButton]." -msgstr "二元选择(有或无)用户界面小部件。另请参见[CheckButton]。" +msgstr "二元选择(有或无)用户界面小部件。另请参阅[CheckButton]。" #: doc/classes/CheckBox.xml:7 #, fuzzy @@ -15323,7 +15439,7 @@ msgstr "未选中[CheckBox]时显示的复选图标。" #: doc/classes/CheckButton.xml:4 msgid "Checkable button. See also [CheckBox]." -msgstr "可检查的按钮。另请参见[CheckBox]。" +msgstr "可检查的按钮。另请参阅[CheckBox]。" #: doc/classes/CheckButton.xml:7 #, fuzzy @@ -15678,12 +15794,12 @@ msgstr "" #: doc/classes/ClippedCamera.xml:72 #, fuzzy msgid "If [code]true[/code], the camera stops on contact with [Area]s." -msgstr "如果[code]true[/code],摄像机与[Area3D]s接触时停止。" +msgstr "如果[code]true[/code],相机与[Area3D]s接触时停止。" #: doc/classes/ClippedCamera.xml:75 #, fuzzy msgid "If [code]true[/code], the camera stops on contact with [PhysicsBody]s." -msgstr "如果[code]true[/code],摄像机在接触[PhysicsBody3D]时停止。" +msgstr "如果[code]true[/code],相机在接触[PhysicsBody3D]时停止。" #: doc/classes/ClippedCamera.xml:78 msgid "" @@ -15698,11 +15814,11 @@ msgstr "" msgid "" "The camera's collision margin. The camera can't get closer than this " "distance to a colliding object." -msgstr "摄像机的碰撞距离。摄像机与碰撞物体的距离不能超过这个距离。" +msgstr "相机的碰撞距离。相机与碰撞物体的距离不能超过这个距离。" #: doc/classes/ClippedCamera.xml:84 msgid "The camera's process callback. See [enum ProcessMode]." -msgstr "摄像机的过程回调。请参见[enum ProcessMode]。" +msgstr "相机的过程回调。请参阅[enum ProcessMode]。" #: doc/classes/CollisionObject.xml:4 msgid "Base node for collision objects." @@ -15855,7 +15971,7 @@ msgid "" "masks[/url] in the documentation for more information." msgstr "" "区域的物理层。可碰撞的物体可以存在于32个不同层中的任何一层。如果物体A在物体B" -"扫描的任何一层中,或者物体B在物体A扫描的任何一层中,则检测到接触。也请参见" +"扫描的任何一层中,或者物体B在物体A扫描的任何一层中,则检测到接触。也请参阅" "[member collision_mask]。" #: doc/classes/CollisionObject.xml:178 @@ -15870,7 +15986,7 @@ msgid "" "masks[/url] in the documentation for more information." msgstr "" "区域的物理层。可碰撞的物体可以存在于32个不同层中的任何一层。如果物体A在物体B" -"扫描的任何一层中,或者物体B在物体A扫描的任何一层中,则检测到接触。也请参见" +"扫描的任何一层中,或者物体B在物体A扫描的任何一层中,则检测到接触。也请参阅" "[member collision_mask]。" #: doc/classes/CollisionObject.xml:182 @@ -16006,7 +16122,7 @@ msgid "" "masks[/url] in the documentation for more information." msgstr "" "区域的物理层。可碰撞的物体可以存在于32个不同层中的任何一层。如果物体A在物体B" -"扫描的任何一层中,或者物体B在物体A扫描的任何一层中,则检测到接触。也请参见" +"扫描的任何一层中,或者物体B在物体A扫描的任何一层中,则检测到接触。也请参阅" "[member collision_mask]。" #: doc/classes/CollisionObject2D.xml:206 @@ -16021,7 +16137,7 @@ msgid "" "masks[/url] in the documentation for more information." msgstr "" "区域的物理层。可碰撞的物体可以存在于32个不同层中的任何一层。如果物体A在物体B" -"扫描的任何一层中,或者物体B在物体A扫描的任何一层中,则检测到接触。也请参见" +"扫描的任何一层中,或者物体B在物体A扫描的任何一层中,则检测到接触。也请参阅" "[member collision_mask]。" #: doc/classes/CollisionObject2D.xml:210 @@ -16042,7 +16158,7 @@ msgid "" "set. See [method _input_event] for details." msgstr "" "在发生输入事件时发出。要求[member input_pickable]为[code] true [/code],并且" -"至少要设置一个[code] collision_layer [/code]位。有关详细信息,请参见" +"至少要设置一个[code] collision_layer [/code]位。有关详细信息,请参阅" "[method_input_event]。" #: doc/classes/CollisionObject2D.xml:224 @@ -16189,13 +16305,12 @@ msgstr "" #: doc/classes/PhysicsBody2D.xml:10 doc/classes/PhysicsDirectBodyState.xml:10 #: doc/classes/PhysicsDirectSpaceState.xml:10 doc/classes/RigidBody.xml:14 #: doc/classes/Shape.xml:10 doc/classes/Shape2D.xml:10 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction." "html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/physics/" -"physics_introduction.html" +"https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction." +"html" #: doc/classes/CollisionShape.xml:19 #, fuzzy @@ -16239,9 +16354,8 @@ msgstr "" #: doc/classes/CollisionShape2D.xml:13 doc/classes/KinematicBody2D.xml:14 #: doc/classes/RectangleShape2D.xml:11 doc/classes/TileMap.xml:17 #: doc/classes/TileSet.xml:17 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/113" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/113" #: doc/classes/CollisionShape2D.xml:19 #, fuzzy @@ -16270,7 +16384,6 @@ msgid "Color in RGBA format using floats on the range of 0 to 1." msgstr "RGBA格式的颜色使用0到1范围内的浮点数。" #: doc/classes/Color.xml:7 -#, fuzzy msgid "" "A color represented by red, green, blue, and alpha (RGBA) components. The " "alpha component is often used for transparency. Values are in floating-point " @@ -16296,22 +16409,21 @@ msgstr "" "如果你想提供0到255范围内的值,你应该使用[method @GDScript.Color8]。\n" "[b]注意:[/b] 在布尔上下文中,如果一个Color等于[code]Color(0, 0, 0, 1)[/code]" "(不透明的黑色),那么它将评估为[code]false[/code]。否则,一个Color将始终评估为" -"[code]true[/code]。" +"[code]true[/code]。\n" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"color_constants.png]Color 常量速查表[/url]" #: doc/classes/Color.xml:14 doc/classes/ColorPickerButton.xml:13 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/517" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/517" #: doc/classes/Color.xml:15 doc/classes/ColorPicker.xml:11 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/146" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/146" #: doc/classes/Color.xml:16 doc/classes/ColorPickerButton.xml:12 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/133" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/133" #: doc/classes/Color.xml:23 msgid "" @@ -16325,7 +16437,7 @@ msgid "" "var c4 = Color(\"b2d90a\") # RGB format.\n" "[/codeblock]" msgstr "" -"从HTML十六进制颜色字符串构造ARGB或RGB格式的颜色。另请参见[method @ GDScript." +"从HTML十六进制颜色字符串构造ARGB或RGB格式的颜色。另请参阅[method @ GDScript." "ColorN]。\n" "[codeblock]\n" "# Each of the following creates the same color RGBA(178, 217, 10, 255).\n" @@ -17304,7 +17416,7 @@ msgstr "从这个颜色选择器的颜色预设列表中删除给定的颜色。 msgid "Returns the list of colors in the presets of the color picker." msgstr "返回颜色选择器预设中的颜色列表。" -#: doc/classes/ColorPicker.xml:38 doc/classes/ColorPickerButton.xml:31 +#: doc/classes/ColorPicker.xml:38 doc/classes/ColorPickerButton.xml:33 msgid "The currently selected color." msgstr "当前选择的颜色。" @@ -17411,47 +17523,55 @@ msgid "" msgstr "" #: doc/classes/ColorPickerButton.xml:19 -msgid "Returns the [ColorPicker] that this node toggles." -msgstr "返回此节点切换的[ColorPicker]。" +msgid "" +"Returns the [ColorPicker] that this node toggles.\n" +"[b]Warning:[/b] This is a required internal node, removing and freeing it " +"may cause a crash. If you wish to hide it or any of its children, use their " +"[member CanvasItem.visible] property." +msgstr "" -#: doc/classes/ColorPickerButton.xml:25 +#: doc/classes/ColorPickerButton.xml:26 +#, fuzzy msgid "" "Returns the control's [PopupPanel] which allows you to connect to popup " "signals. This allows you to handle events when the ColorPicker is shown or " -"hidden." +"hidden.\n" +"[b]Warning:[/b] This is a required internal node, removing and freeing it " +"may cause a crash. If you wish to hide it or any of its children, use their " +"[member CanvasItem.visible] property." msgstr "" "返回控件的[PopupPanel],允许您连接到弹出信号。这使您可以在显示或隐藏" "ColorPicker时处理事件。" -#: doc/classes/ColorPickerButton.xml:34 +#: doc/classes/ColorPickerButton.xml:36 msgid "" "If [code]true[/code], the alpha channel in the displayed [ColorPicker] will " "be visible." msgstr "如果[code]true[/code],则显示的[ColorPicker]中的alpha通道将可见。" -#: doc/classes/ColorPickerButton.xml:42 +#: doc/classes/ColorPickerButton.xml:44 msgid "Emitted when the color changes." msgstr "颜色改变时发出。" -#: doc/classes/ColorPickerButton.xml:47 +#: doc/classes/ColorPickerButton.xml:49 msgid "" "Emitted when the [ColorPicker] is created (the button is pressed for the " "first time)." msgstr "创建[ColorPicker]时(第一次按下按钮)发出。" -#: doc/classes/ColorPickerButton.xml:52 +#: doc/classes/ColorPickerButton.xml:54 msgid "Emitted when the [ColorPicker] is closed." msgstr "当[ColorPicker]关闭时发出。" -#: doc/classes/ColorPickerButton.xml:60 +#: doc/classes/ColorPickerButton.xml:62 msgid "The background of the color preview rect on the button." msgstr "颜色预览的背景将在按钮上显示。" -#: doc/classes/ColorPickerButton.xml:63 +#: doc/classes/ColorPickerButton.xml:65 msgid "[StyleBox] used when the [ColorPickerButton] is disabled." msgstr "当[ColorPickerButton]被禁用时使用的[StyleBox]。" -#: doc/classes/ColorPickerButton.xml:66 +#: doc/classes/ColorPickerButton.xml:68 msgid "" "[StyleBox] used when the [ColorPickerButton] is focused. It is displayed " "over the current [StyleBox], so using [StyleBoxEmpty] will just disable the " @@ -17460,39 +17580,39 @@ msgstr "" "当[ColorPickerButton]获得焦点时使用的[StyleBox]。它显示在当前的[StyleBox]上," "所以使用[StyleBoxEmpty]只是禁用焦点视觉效果。" -#: doc/classes/ColorPickerButton.xml:69 +#: doc/classes/ColorPickerButton.xml:71 msgid "[Font] of the [ColorPickerButton]'s text." msgstr "[ColorPickerButton]文本的[Font]。" -#: doc/classes/ColorPickerButton.xml:72 +#: doc/classes/ColorPickerButton.xml:74 msgid "Default text [Color] of the [ColorPickerButton]." msgstr "[ColorPickerButton]的默认文本[Color]。" -#: doc/classes/ColorPickerButton.xml:75 +#: doc/classes/ColorPickerButton.xml:77 msgid "Text [Color] used when the [ColorPickerButton] is disabled." msgstr "禁用[ColorPickerButton]时使用的文本[Color]。" -#: doc/classes/ColorPickerButton.xml:78 +#: doc/classes/ColorPickerButton.xml:80 msgid "Text [Color] used when the [ColorPickerButton] is being hovered." msgstr "悬停[ColorPickerButton]时使用的文本[Color]。" -#: doc/classes/ColorPickerButton.xml:81 +#: doc/classes/ColorPickerButton.xml:83 msgid "Text [Color] used when the [ColorPickerButton] is being pressed." msgstr "按下[ColorPickerButton]时使用的文本[Color]。" -#: doc/classes/ColorPickerButton.xml:84 +#: doc/classes/ColorPickerButton.xml:86 msgid "[StyleBox] used when the [ColorPickerButton] is being hovered." msgstr "悬停[ColorPickerButton]时使用的[StyleBox]。" -#: doc/classes/ColorPickerButton.xml:87 +#: doc/classes/ColorPickerButton.xml:89 msgid "The horizontal space between [ColorPickerButton]'s icon and text." msgstr "[ColorPickerButton]的图标和文本之间的水平间距。" -#: doc/classes/ColorPickerButton.xml:90 +#: doc/classes/ColorPickerButton.xml:92 msgid "Default [StyleBox] for the [ColorPickerButton]." msgstr "[ColorPickerButton]的默认[StyleBox]。" -#: doc/classes/ColorPickerButton.xml:93 +#: doc/classes/ColorPickerButton.xml:95 msgid "[StyleBox] used when the [ColorPickerButton] is being pressed." msgstr "按下[ColorPickerButton]时使用的[StyleBox]。" @@ -17906,8 +18026,12 @@ msgstr "" "[/codeblock]." #: doc/classes/ConfirmationDialog.xml:19 -msgid "Returns the cancel button." -msgstr "返回取消按钮。" +msgid "" +"Returns the cancel button.\n" +"[b]Warning:[/b] This is a required internal node, removing and freeing it " +"may cause a crash. If you wish to hide it or any of its children, use their " +"[member CanvasItem.visible] property." +msgstr "" #: doc/classes/Container.xml:4 msgid "Base node for containers." @@ -17990,7 +18114,7 @@ msgstr "" "所有与UI相关的节点的基类。 [Control]具有定义其范围的边界矩形,相对于其父控件" "或当前视口的锚点位置以及表示锚点偏移的边距。当节点,它的任何父节点或屏幕尺寸" "更改时,边距会自动更新。\n" -"有关Godot的UI系统,锚点,边距和容器的更多信息,请参见手册中的相关教程。要构建" +"有关Godot的UI系统,锚点,边距和容器的更多信息,请参阅手册中的相关教程。要构建" "灵活的UI,您需要混合使用从[Control]和[Container]节点继承的UI元素。\n" "[b]用户界面节点和输入[/b]\n" "Godot首先通过调用[method Node._input]将输入事件发送到场景的根节点。 [method " @@ -18009,22 +18133,18 @@ msgstr "" "之一,例如[method add_theme_font_override]。您可以使用检查器覆盖主题。" #: doc/classes/Control.xml:17 -#, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/gui/index.html" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/gui/index.html" +msgstr "https://docs.godotengine.org/en/3.4/tutorials/gui/index.html" #: doc/classes/Control.xml:19 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/gui/control_node_gallery.html" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/gui/index.html" +msgstr "" +"https://docs.godotengine.org/en/3.4/tutorials/gui/control_node_gallery.html" #: doc/classes/Control.xml:20 -#, fuzzy msgid "https://github.com/godotengine/godot-demo-projects/tree/master/gui" -msgstr "" -"https://github.com/godotengine/godot-demo-projects/tree/master/audio/" -"generator" +msgstr "https://github.com/godotengine/godot-demo-projects/tree/master/gui" #: doc/classes/Control.xml:26 msgid "" @@ -18075,7 +18195,7 @@ msgid "" "[member rect_clip_content] or [method _clips_input] enabled.\n" "[b]Note:[/b] Event position is relative to the control origin." msgstr "" -"用户要实现的虚拟方法。使用此方法来处理和接受UI元素上的输入。参见[方法" +"用户要实现的虚拟方法。使用此方法来处理和接受UI元素上的输入。参阅[方法" "accept_event]。\n" "示例:单击一个控件。\n" "[codeblock]\n" @@ -18328,7 +18448,7 @@ msgid "" "Returns [member margin_left] and [member margin_top]. See also [member " "rect_position]." msgstr "" -"返回[member margin_left]和[member margin_top]。另请参见[member " +"返回[member margin_left]和[member margin_top]。另请参阅[member " "rect_position]。" #: doc/classes/Control.xml:229 @@ -18372,7 +18492,7 @@ msgstr "" msgid "" "Returns the mouse cursor shape the control displays on mouse hover. See " "[enum CursorShape]." -msgstr "返回控件在鼠标悬停时显示的鼠标指针形状。参见[enum CursorShape]。" +msgstr "返回控件在鼠标悬停时显示的鼠标指针形状。参阅[enum CursorShape]。" #: doc/classes/Control.xml:266 msgid "" @@ -18460,7 +18580,7 @@ msgstr "" #: doc/classes/Control.xml:329 msgid "Returns the minimum size for this control. See [member rect_min_size]." -msgstr "返回此控件的最小尺寸。参见[member rect_min_size]。" +msgstr "返回此控件的最小尺寸。参阅[member rect_min_size]。" #: doc/classes/Control.xml:335 msgid "Returns the width/height occupied in the parent control." @@ -18576,7 +18696,7 @@ msgid "" "Returns [code]true[/code] if this is the current focused control. See " "[member focus_mode]." msgstr "" -"如果这是当前的焦点控件,则返回[code] true [/code]。参见[member focus_mode]。" +"如果这是当前的焦点控件,则返回[code] true [/code]。参阅[member focus_mode]。" #: doc/classes/Control.xml:440 #, fuzzy @@ -18720,7 +18840,7 @@ msgid "" "Sets both anchor preset and margin preset. See [method set_anchors_preset] " "and [method set_margins_preset]." msgstr "" -"设置锚定预设和边距预设。请参见[method set_anchors_preset]和[method " +"设置锚定预设和边距预设。请参阅[method set_anchors_preset]和[method " "set_margins_preset]。" #: doc/classes/Control.xml:551 @@ -18908,7 +19028,7 @@ msgid "" "If [code]keep_margins[/code] is [code]true[/code], control's anchors will be " "updated instead of margins." msgstr "" -"设置控件的大小(参见[member rect_size])。\n" +"设置控件的大小(参阅[member rect_size])。\n" "如果[code]keep_margins[/code]是[code]true[/code],则会更新控件的锚点而不是页" "边距。" @@ -19176,7 +19296,7 @@ msgid "" msgstr "" "控制控件是否能够通过[method _gui_input]接收鼠标按钮输入事件,以及如何处理这些" "事件。还控制控件是否能接收[signal mouse_entered]和[signal mouse_exited]信号。" -"参见常量来了解每个常量的作用。" +"参阅常量来了解每个常量的作用。" #: doc/classes/Control.xml:774 msgid "" @@ -19322,7 +19442,7 @@ msgstr "当节点的最小大小更改时发出。" #: doc/classes/Control.xml:836 #, fuzzy msgid "Emitted when a modal [Control] is closed. See [method show_modal]." -msgstr "按下自定义按钮时发出。 参见[方法add_button]。" +msgstr "按下自定义按钮时发出。 参阅[方法add_button]。" #: doc/classes/Control.xml:841 msgid "" @@ -19725,7 +19845,7 @@ msgid "" "[member size_flags_vertical]." msgstr "" "告诉父级[Container]让该节点占用您标记的轴上的所有可用空间。如果将多个相邻节点" -"设置为扩展,它们将根据其拉伸比共享空间。参见[member " +"设置为扩展,它们将根据其拉伸比共享空间。参阅[member " "size_flags_stretch_ratio]。与[member size_flags_horizontal]和[member " "size_flags_vertical]一起使用。" @@ -19734,7 +19854,7 @@ msgid "" "Sets the node's size flags to both fill and expand. See the 2 constants " "above for more information." msgstr "" -"将节点的大小标志设置为同时填充和扩展。有关更多信息,请参见上面的2个常量。" +"将节点的大小标志设置为同时填充和扩展。有关更多信息,请参阅上面的2个常量。" #: doc/classes/Control.xml:1020 msgid "" @@ -19889,7 +20009,7 @@ msgid "" "points. See [method Geometry.convex_hull_2d] for details." msgstr "" "基于提供的点集,这将使用凸包算法创建并分配[member points]属性。删除所有不需要" -"的点。有关详细信息,请参见[method Geometry2D.convex_hull]。" +"的点。有关详细信息,请参阅[method Geometry2D.convex_hull]。" #: doc/classes/ConvexPolygonShape2D.xml:23 msgid "" @@ -19940,7 +20060,7 @@ msgstr "返回[enum Parameter]指定的参数的随机性系数。" #: doc/classes/CPUParticles.xml:46 doc/classes/CPUParticles2D.xml:47 msgid "" "Returns the enabled state of the given flag (see [enum Flags] for options)." -msgstr "返回给定标志的启用状态(有关选项,请参见[枚举标志])。" +msgstr "返回给定标志的启用状态(有关选项,请参阅[枚举标志])。" #: doc/classes/CPUParticles.xml:52 doc/classes/CPUParticles2D.xml:53 msgid "Restarts the particle emitter." @@ -19961,7 +20081,7 @@ msgstr "设置[enum Parameter]指定的参数的随机性因子。" #: doc/classes/CPUParticles.xml:84 doc/classes/CPUParticles2D.xml:85 msgid "Enables or disables the given flag (see [enum Flags] for options)." -msgstr "启用或禁用给定标志(有关选项,请参见[枚举标志])。" +msgstr "启用或禁用给定标志(有关选项,请参阅[枚举标志])。" #: doc/classes/CPUParticles.xml:90 doc/classes/CPUParticles2D.xml:91 #: doc/classes/Particles.xml:47 doc/classes/Particles2D.xml:33 @@ -20132,7 +20252,7 @@ msgstr "设置使用[constant EMISSION_SHAPE_DIRECTED_POINTS]时粒子发射的 msgid "" "Particles will be emitted inside this region. See [enum EmissionShape] for " "possible values." -msgstr "粒子将在此区域内发射。有关可能的值,请参见[enum EmissionShape]。" +msgstr "粒子将在此区域内发射。有关可能的值,请参阅[enum EmissionShape]。" #: doc/classes/CPUParticles.xml:178 msgid "" @@ -20184,7 +20304,7 @@ msgid "" "Amount of [member spread] in Y/Z plane. A value of [code]1[/code] restricts " "particles to X/Z plane." msgstr "" -"Y / Z平面中的[成员传播]数量。值[code] 1 [/code]将粒子限制在X / Z平面上。" +"Y / Z平面中的[member 传播]数量。值[code] 1 [/code]将粒子限制在X / Z平面上。" #: doc/classes/CPUParticles.xml:202 doc/classes/CPUParticles2D.xml:182 #: doc/classes/Particles.xml:78 doc/classes/Particles2D.xml:49 @@ -20560,16 +20680,14 @@ msgid "" "fly and doesn't need to be configured by the user." msgstr "" "基于CPU的2D粒子节点,用于创建各种粒子系统和效果。\n" -"另请参见[GPUParticles2D],它提供与硬件加速相同的功能,但可能无法在较旧的设备" +"另请参阅[GPUParticles2D],它提供与硬件加速相同的功能,但可能无法在较旧的设备" "上运行。" #: doc/classes/CPUParticles2D.xml:12 doc/classes/Particles2D.xml:14 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/2d/particle_systems_2d.html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/2d/particle_systems_2d." -"html" +"https://docs.godotengine.org/en/3.4/tutorials/2d/particle_systems_2d.html" #: doc/classes/CPUParticles2D.xml:19 #, fuzzy @@ -20584,7 +20702,7 @@ msgstr "" msgid "" "Each particle's initial color. If [member texture] is defined, it will be " "multiplied by this color." -msgstr "每个粒子的初始颜色。如果定义了[成员纹理],它将乘以该颜色。" +msgstr "每个粒子的初始颜色。如果定义了[member 纹理],它将乘以该颜色。" #: doc/classes/CPUParticles2D.xml:134 #, fuzzy @@ -21419,16 +21537,15 @@ msgid "" msgstr "" "此类表示C#脚本。它与[GDScript]类的C#等效,并且仅在启用了Mono的Godot版本中可" "用。\n" -"另请参见[GodotSharp]。" +"另请参阅[GodotSharp]。" #: modules/mono/doc_classes/CSharpScript.xml:11 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/getting_started/scripting/c_sharp/index." "html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/getting_started/scripting/c_sharp/" -"index.html" +"https://docs.godotengine.org/en/3.4/getting_started/scripting/c_sharp/index." +"html" #: modules/mono/doc_classes/CSharpScript.xml:18 #: modules/gdnative/doc_classes/PluginScript.xml:13 @@ -21437,7 +21554,7 @@ msgstr "返回脚本的新实例。" #: doc/classes/CubeMap.xml:4 msgid "A CubeMap is a 6-sided 3D texture." -msgstr "" +msgstr "CubeMap 是一种 6 面 3D 纹理。" #: doc/classes/CubeMap.xml:7 msgid "" @@ -21447,9 +21564,8 @@ msgid "" msgstr "" #: doc/classes/CubeMap.xml:15 -#, fuzzy msgid "Returns the [CubeMap]'s height." -msgstr "返回图像的高度。" +msgstr "返回[CubeMap]的高度。" #: doc/classes/CubeMap.xml:22 #, fuzzy @@ -21459,9 +21575,8 @@ msgid "" msgstr "使用[enum BodyMode]常量之一设置body模式。" #: doc/classes/CubeMap.xml:28 -#, fuzzy msgid "Returns the [CubeMap]'s width." -msgstr "返回图像的宽度。" +msgstr "返回[CubeMap]的宽度。" #: doc/classes/CubeMap.xml:36 #, fuzzy @@ -21487,11 +21602,11 @@ msgstr "" #: doc/classes/CubeMap.xml:48 #, fuzzy msgid "The [CubeMap]'s storage mode. See [enum Storage] constants." -msgstr "Camera2D的锚点。参见[enum AnchorMode]常量。" +msgstr "Camera2D的锚点。参阅[enum AnchorMode]常量。" #: doc/classes/CubeMap.xml:53 msgid "Store the [CubeMap] without any compression." -msgstr "" +msgstr "存储[CubeMap]而不进行任何压缩。" #: doc/classes/CubeMap.xml:56 msgid "Store the [CubeMap] with strong compression that reduces image quality." @@ -21538,7 +21653,7 @@ msgstr "" #: doc/classes/CubeMap.xml:83 msgid "Repeat (instead of clamp to edge)." -msgstr "" +msgstr "重复(而不是限制到边缘)。" #: doc/classes/CubeMap.xml:86 msgid "Turn on magnifying filter, to enable smooth zooming in of the texture." @@ -21818,7 +21933,7 @@ msgstr "曲线能达到的最小值。" #: doc/classes/Curve.xml:166 msgid "Emitted when [member max_value] or [member min_value] is changed." -msgstr "更改[成员的最大值]或[成员的最小值]时发出。" +msgstr "更改[member 的最大值]或[member 的最小值]时发出。" #: doc/classes/Curve.xml:172 msgid "The tangent on this side of the point is user-defined." @@ -21873,7 +21988,7 @@ msgid "" "Returns the total length of the curve, based on the cached points. Given " "enough density (see [member bake_interval]), it should be approximate enough." msgstr "" -"根据缓存的点,返回曲线的总长度。给予足够的密度(参见[member bake_interval])," +"根据缓存的点,返回曲线的总长度。给予足够的密度(参阅[member bake_interval])," "它应该是足够近似的。" #: doc/classes/Curve2D.xml:39 @@ -22548,12 +22663,11 @@ msgstr "" "[/codeblock]" #: doc/classes/Dictionary.xml:87 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/getting_started/scripting/gdscript/" "gdscript_basics.html#dictionary" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/getting_started/scripting/gdscript/" +"https://docs.godotengine.org/en/3.4/getting_started/scripting/gdscript/" "gdscript_basics.html#dictionary" #: doc/classes/Dictionary.xml:94 @@ -22663,7 +22777,7 @@ msgstr "返回[Dictionary]中的值列表。" #: doc/classes/DirectionalLight.xml:4 msgid "Directional light from a distance, as from the Sun." -msgstr "来自远处的方向光,如来自太阳的光。" +msgstr "来自远处的定向光源,如来自太阳的光。" #: doc/classes/DirectionalLight.xml:7 #, fuzzy @@ -22680,12 +22794,10 @@ msgstr "" #: doc/classes/DirectionalLight.xml:10 doc/classes/Light.xml:10 #: doc/classes/OmniLight.xml:11 doc/classes/SpotLight.xml:11 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/3d/lights_and_shadows.html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/3d/lights_and_shadows." -"html" +"https://docs.godotengine.org/en/3.4/tutorials/3d/lights_and_shadows.html" #: doc/classes/DirectionalLight.xml:16 msgid "" @@ -22704,7 +22816,7 @@ msgstr "" msgid "" "Optimizes shadow rendering for detail versus movement. See [enum " "ShadowDepthRange]." -msgstr "优化阴影渲染的细节与运动。参见[enum ShadowDepthRange]。" +msgstr "优化阴影渲染的细节与运动。参阅[enum ShadowDepthRange]。" #: doc/classes/DirectionalLight.xml:25 msgid "The maximum distance for shadow splits." @@ -22712,7 +22824,7 @@ msgstr "阴影分割的最大距离。" #: doc/classes/DirectionalLight.xml:28 msgid "The light's shadow rendering algorithm. See [enum ShadowMode]." -msgstr "灯光的阴影渲染算法。参见[enum ShadowMode]。" +msgstr "灯光的阴影渲染算法。参阅[enum ShadowMode]。" #: doc/classes/DirectionalLight.xml:31 msgid "" @@ -22727,8 +22839,8 @@ msgid "" "directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or " "[code]SHADOW_PARALLEL_4_SPLITS[/code]." msgstr "" -"摄像机到影子分割1的距离。相对于[member directional_shadow_max_distance]。只有" -"当[member directional_shadow_mode]是[code]SHADOW_PARALLEL_2_SPLITS[/code]或" +"相机到影子分割1的距离。相对于[member directional_shadow_max_distance]。只有当" +"[member directional_shadow_mode]是[code]SHADOW_PARALLEL_2_SPLITS[/code]或" "[code]SHADOW_PARALLEL_4_SPLITS[/code]时才使用。" #: doc/classes/DirectionalLight.xml:37 @@ -22782,7 +22894,7 @@ msgstr "" msgid "" "Keeps the shadow stable when the camera moves, at the cost of lower " "effective shadow resolution." -msgstr "当摄像机移动时,保持影子稳定,但代价是降低有效影子分辨率。" +msgstr "当相机移动时,保持影子稳定,但代价是降低有效影子分辨率。" #: doc/classes/DirectionalLight.xml:58 msgid "" @@ -22790,8 +22902,8 @@ msgid "" "shadow edges. This mode typically works best in games where the camera will " "often move at high speeds, such as most racing games." msgstr "" -"尝试实现最大的阴影分辨率。可能导致阴影边缘出现锯齿效果。此模式通常在摄像机经" -"常高速移动的游戏中效果最好,例如大多数赛车游戏。" +"尝试实现最大的阴影分辨率。可能导致阴影边缘出现锯齿效果。此模式通常在相机经常" +"高速移动的游戏中效果最好,例如大多数赛车游戏。" #: doc/classes/Directory.xml:4 msgid "Type used to handle the filesystem." @@ -22849,13 +22961,12 @@ msgstr "" "[/codeblock]" #: doc/classes/Directory.xml:28 doc/classes/File.xml:28 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/getting_started/step_by_step/filesystem." "html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/getting_started/step_by_step/" -"filesystem.html" +"https://docs.godotengine.org/en/3.4/getting_started/step_by_step/filesystem." +"html" #: doc/classes/Directory.xml:35 msgid "" @@ -22922,7 +23033,7 @@ msgid "" "Returns the currently opened directory's drive index. See [method get_drive] " "to convert returned index to the name of the drive." msgstr "" -"返回当前打开的目录的驱动器索引。请参见[method get_drive]将返回的索引转换为驱" +"返回当前打开的目录的驱动器索引。请参阅[method get_drive]将返回的索引转换为驱" "动器的名称。" #: doc/classes/Directory.xml:84 @@ -23004,7 +23115,7 @@ msgid "" "Returns one of the [enum Error] code constants ([code]OK[/code] on success)." msgstr "" "创建一个目录。参数可以是当前目录的相对路径,也可以是绝对路径。目标目录应该放" -"置在一个已经存在的目录中(如果要递归创建完整的路径,请参见[make_dir_recursive " +"置在一个已经存在的目录中(如果要递归创建完整的路径,请参阅[make_dir_recursive " "method])。\n" "返回[enum Error]代码常量之一(成功时返回[code]OK[/code])。" @@ -23208,7 +23319,7 @@ msgid "" "the new connections will be invalid due to cookie exchange." msgstr "" "尝试与给定的 [code]udp_peer[/code] 启动 DTLS 握手,该 peer 必须已经连接(参" -"见 [method PacketPeerUDP.connect_to_host])。\n" +"阅 [method PacketPeerUDP.connect_to_host])。\n" "[b]注意[/b]。你必须检查返回的PacketPeerUDP的状态是否为[常量PacketPeerDTLS." "STATUS_HANDSHAKING],因为正常情况下,50%的新连接会因为cookie交换而无效。" @@ -23285,7 +23396,7 @@ msgstr "返回后备字体的数量。" #: doc/classes/DynamicFont.xml:52 msgid "" "Returns the spacing for the given [code]type[/code] (see [enum SpacingType])." -msgstr "返回给定[code]type[/code]的间距(参见[enum SpacingType])。" +msgstr "返回给定[code]type[/code]的间距(参阅[enum SpacingType])。" #: doc/classes/DynamicFont.xml:59 msgid "Removes the fallback font at index [code]idx[/code]." @@ -23300,7 +23411,7 @@ msgid "" "Sets the spacing for [code]type[/code] (see [enum SpacingType]) to " "[code]value[/code] in pixels (not relative to the font size)." msgstr "" -"给[code]type[/code]设置间距(参见[enum SpacingType])为[code]value[/code],单位" +"给[code]type[/code]设置间距(参阅[enum SpacingType])为[code]value[/code],单位" "为像素(与字体大小无关)。" #: doc/classes/DynamicFont.xml:81 @@ -23376,11 +23487,11 @@ msgstr "底部间距。" #: doc/classes/DynamicFont.xml:122 msgid "Spacing for each character." -msgstr "" +msgstr "每个字符的间距。" #: doc/classes/DynamicFont.xml:125 msgid "Spacing for the space character." -msgstr "" +msgstr "空格字符的间距。" #: doc/classes/DynamicFontData.xml:4 msgid "Used with [DynamicFont] to describe the location of a font file." @@ -23406,7 +23517,7 @@ msgstr "矢量字体文件的路径。" #: doc/classes/DynamicFontData.xml:22 msgid "The font hinting mode used by FreeType. See [enum Hinting] for options." -msgstr "FreeType使用的字体提示模式。参见 [enum Hinting] 选项。" +msgstr "FreeType使用的字体提示模式。参阅 [enum Hinting] 选项。" #: doc/classes/DynamicFontData.xml:27 msgid "Disables font hinting (smoother but less crisp)." @@ -23505,7 +23616,7 @@ msgstr "在标签堆中添加一个换行标签。" #: doc/classes/EditorExportPlugin.xml:88 msgid "Adds content for iOS Property List files." -msgstr "" +msgstr "为iOS属性列表文件添加内容。" #: doc/classes/EditorExportPlugin.xml:95 #, fuzzy @@ -23720,17 +23831,21 @@ msgid "Removes all filters except for \"All Files (*)\"." msgstr "删除除“All Files(*)”筛选器之外的所有筛选器。" #: doc/classes/EditorFileDialog.xml:28 -msgid "Returns the [code]VBoxContainer[/code] used to display the file system." -msgstr "返回用于显示文件系统的 [code]VBoxContainer[/code] 。" +msgid "" +"Returns the [code]VBoxContainer[/code] used to display the file system.\n" +"[b]Warning:[/b] This is a required internal node, removing and freeing it " +"may cause a crash. If you wish to hide it or any of its children, use their " +"[member CanvasItem.visible] property." +msgstr "" -#: doc/classes/EditorFileDialog.xml:34 +#: doc/classes/EditorFileDialog.xml:35 msgid "" "Notify the [EditorFileDialog] that its view of the data is no longer " "accurate. Updates the view contents on next view update." msgstr "" "通知[EditorFileDialog]它的数据视图不再准确。在下次视图更新时更新视图内容。" -#: doc/classes/EditorFileDialog.xml:40 +#: doc/classes/EditorFileDialog.xml:41 msgid "" "The location from which the user may select a file, including [code]res://[/" "code], [code]user://[/code], and the local file system." @@ -23738,74 +23853,74 @@ msgstr "" "用户可以选择文件的位置,包括[code]res://[/code]、[code]user://[/code]和本地文" "件系统。" -#: doc/classes/EditorFileDialog.xml:43 +#: doc/classes/EditorFileDialog.xml:44 msgid "The currently occupied directory." msgstr "当前占用的目录。" -#: doc/classes/EditorFileDialog.xml:46 +#: doc/classes/EditorFileDialog.xml:47 msgid "The currently selected file." msgstr "当前选择的文件。" -#: doc/classes/EditorFileDialog.xml:49 +#: doc/classes/EditorFileDialog.xml:50 msgid "The file system path in the address bar." msgstr "地址栏中的文件系统路径。" -#: doc/classes/EditorFileDialog.xml:53 +#: doc/classes/EditorFileDialog.xml:54 msgid "" "If [code]true[/code], the [EditorFileDialog] will not warn the user before " "overwriting files." msgstr "" "如果[code]true[/code],[EditorFileDialog]将不会在覆盖文件之前警告用户。" -#: doc/classes/EditorFileDialog.xml:56 +#: doc/classes/EditorFileDialog.xml:57 msgid "" "The view format in which the [EditorFileDialog] displays resources to the " "user." msgstr "[EditorFileDialog]向用户显示资源的视图格式。" -#: doc/classes/EditorFileDialog.xml:59 +#: doc/classes/EditorFileDialog.xml:60 msgid "" "The purpose of the [EditorFileDialog], which defines the allowed behaviors." msgstr "" -#: doc/classes/EditorFileDialog.xml:63 +#: doc/classes/EditorFileDialog.xml:64 msgid "" "If [code]true[/code], hidden files and directories will be visible in the " "[EditorFileDialog]." msgstr "如果[code]true[/code],隐藏的文件和目录将在[EditorFileDialog]中可见。" -#: doc/classes/EditorFileDialog.xml:71 +#: doc/classes/EditorFileDialog.xml:72 msgid "Emitted when a directory is selected." msgstr "选择目录时触发。" -#: doc/classes/EditorFileDialog.xml:77 +#: doc/classes/EditorFileDialog.xml:78 msgid "Emitted when a file is selected." msgstr "选择文件时触发。" -#: doc/classes/EditorFileDialog.xml:83 +#: doc/classes/EditorFileDialog.xml:84 msgid "Emitted when multiple files are selected." msgstr "选择多个文件时触发。" -#: doc/classes/EditorFileDialog.xml:89 +#: doc/classes/EditorFileDialog.xml:90 msgid "" "The [EditorFileDialog] can select only one file. Accepting the window will " "open the file." msgstr "[EditorFileDialog] 仅可以选择一个文件,选择同意窗口将会打开这个文件。" -#: doc/classes/EditorFileDialog.xml:92 +#: doc/classes/EditorFileDialog.xml:93 msgid "" "The [EditorFileDialog] can select multiple files. Accepting the window will " "open all files." msgstr "" "[EditorFileDialog] 可以选择多个文件,选择同意窗口将会打开所有选择的文件。" -#: doc/classes/EditorFileDialog.xml:95 +#: doc/classes/EditorFileDialog.xml:96 msgid "" "The [EditorFileDialog] can select only one directory. Accepting the window " "will open the directory." msgstr "[EditorFileDialog] 可以选择一个目录,选择同意窗口将会打开这个目录。" -#: doc/classes/EditorFileDialog.xml:98 +#: doc/classes/EditorFileDialog.xml:99 msgid "" "The [EditorFileDialog] can select a file or directory. Accepting the window " "will open it." @@ -23813,31 +23928,31 @@ msgstr "" "[EditorFileDialog] 可以选择一个文件或者目录,选择同意窗口将会打开这个文件或目" "录。" -#: doc/classes/EditorFileDialog.xml:101 +#: doc/classes/EditorFileDialog.xml:102 msgid "" "The [EditorFileDialog] can select only one file. Accepting the window will " "save the file." msgstr "[EditorFileDialog] 可以选择一个文件,选择同意窗口将会保存这个文件。" -#: doc/classes/EditorFileDialog.xml:104 +#: doc/classes/EditorFileDialog.xml:105 msgid "" "The [EditorFileDialog] can only view [code]res://[/code] directory contents." msgstr "[EditorFileDialog] 只能查看 [code]res://[/code] 目录里的内容。" -#: doc/classes/EditorFileDialog.xml:107 +#: doc/classes/EditorFileDialog.xml:108 msgid "" "The [EditorFileDialog] can only view [code]user://[/code] directory contents." msgstr "[EditorFileDialog] 只能查看[code]user://[/code] 目录里的内容。" -#: doc/classes/EditorFileDialog.xml:110 +#: doc/classes/EditorFileDialog.xml:111 msgid "The [EditorFileDialog] can view the entire local file system." msgstr "[EditorFileDialog] 可以查看整个本地文件系统。" -#: doc/classes/EditorFileDialog.xml:113 +#: doc/classes/EditorFileDialog.xml:114 msgid "The [EditorFileDialog] displays resources as thumbnails." msgstr "[EditorFileDialog] 以图标的形式显示资源。" -#: doc/classes/EditorFileDialog.xml:116 +#: doc/classes/EditorFileDialog.xml:117 msgid "The [EditorFileDialog] displays resources as a list of filenames." msgstr "[EditorFileDialog] 以文件名列表的形式显示资源。" @@ -24027,7 +24142,8 @@ msgid "" "resource type. See [method get_recognized_extensions] and [method " "get_resource_type]. They may optionally specify some import presets that " "affect the import process. EditorImportPlugins are responsible for creating " -"the resources and saving them in the [code].import[/code] directory.\n" +"the resources and saving them in the [code].import[/code] directory (see " +"[member ProjectSettings.application/config/project_data_dir_name]).\n" "Below is an example EditorImportPlugin that imports a [Mesh] from a file " "with the extension \".special\" or \".spec\":\n" "[codeblock]\n" @@ -24074,7 +24190,7 @@ msgstr "" "EditorImportPlugins提供了一种扩展编辑器资源导入功能的方法。使用它们从自定义文" "件中导入资源,或提供编辑器现有导入器的替代方案。用[method EditorPlugin." "add_import_plugin]注册你的[EditorPlugin]。\n" -"EditorImportPlugins通过与特定的文件扩展名和资源类型关联来工作。参见[method " +"EditorImportPlugins通过与特定的文件扩展名和资源类型关联来工作。参阅[method " "get_recognized_extensions]和[method get_resource_type]。它们可以选择性地指定" "一些影响导入过程的导入预设。EditorImportPlugins负责创建资源并将其保存在" "[code].import[/code]目录下。\n" @@ -24123,13 +24239,12 @@ msgstr "" "[/codeblock]" #: doc/classes/EditorImportPlugin.xml:51 doc/classes/ResourceImporter.xml:10 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/import_plugins." "html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/plugins/editor/" -"import_plugins.html" +"https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/import_plugins." +"html" #: doc/classes/EditorImportPlugin.xml:58 msgid "" @@ -24228,9 +24343,11 @@ msgstr "" "[code]\"Animation\"[/code]。" #: doc/classes/EditorImportPlugin.xml:124 +#, fuzzy msgid "" "Gets the extension used to save this resource in the [code].import[/code] " -"directory." +"directory (see [member ProjectSettings.application/config/" +"project_data_dir_name])." msgstr "获取用于将此资源保存在 [code].import[/code] 目录中的扩展名。" #: doc/classes/EditorImportPlugin.xml:130 @@ -24250,7 +24367,7 @@ msgstr "" "将 [code]sourc、e_file[/code] 导入到 [code]save_path[/code] 中,并指定导入 " "[code] options[/code] 。[code]platform_variants[/code] 和 [code]gen_files[/" "code] 数组将被此函数修改。\n" -"这个方法必须被重写才能完成实际的导入工作。参见本类的描述以了解如何重写该方" +"这个方法必须被重写才能完成实际的导入工作。参阅本类的描述以了解如何重写该方" "法。" #: doc/classes/EditorInspector.xml:4 @@ -24362,13 +24479,12 @@ msgstr "" "在每个调用中,都可以调用“add”函数。" #: doc/classes/EditorInspectorPlugin.xml:16 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/" "inspector_plugins.html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/plugins/editor/" -"import_plugins.html" +"https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/" +"inspector_plugins.html" #: doc/classes/EditorInspectorPlugin.xml:23 #, fuzzy @@ -24449,23 +24565,26 @@ msgid "Edits the given [Resource]." msgstr "编辑给定的[Resource]。" #: doc/classes/EditorInterface.xml:30 +#, fuzzy msgid "" "Returns the main container of Godot editor's window. For example, you can " "use it to retrieve the size of the container and place your controls " -"accordingly." +"accordingly.\n" +"[b]Warning:[/b] Removing and freeing this node will render the editor " +"useless and may cause a crash." msgstr "" "返回Godot编辑器窗口的主容器。例如,您可以用它来获取容器的大小,并据此放置您的" "控件。" -#: doc/classes/EditorInterface.xml:36 +#: doc/classes/EditorInterface.xml:37 msgid "Returns the current path being viewed in the [FileSystemDock]." msgstr "返回在[FileSystemDock]中查看的当前路径。" -#: doc/classes/EditorInterface.xml:42 +#: doc/classes/EditorInterface.xml:43 msgid "Returns the edited (current) scene's root [Node]." msgstr "返回已编辑的(当前)场景的根节点[Node]。" -#: doc/classes/EditorInterface.xml:48 +#: doc/classes/EditorInterface.xml:49 msgid "" "Returns the actual scale of the editor UI ([code]1.0[/code] being 100% " "scale). This can be used to adjust position and dimensions of the UI added " @@ -24475,50 +24594,62 @@ msgid "" "settings. Editor must be restarted for changes to be properly applied." msgstr "" -#: doc/classes/EditorInterface.xml:55 +#: doc/classes/EditorInterface.xml:56 msgid "Returns the editor's [EditorSettings] instance." msgstr "返回编辑器的[EditorSettings]实例。" -#: doc/classes/EditorInterface.xml:61 +#: doc/classes/EditorInterface.xml:62 +#, fuzzy msgid "" "Returns the main editor control. Use this as a parent for main screens.\n" "[b]Note:[/b] This returns the main editor control containing the whole " -"editor, not the 2D or 3D viewports specifically." +"editor, not the 2D or 3D viewports specifically.\n" +"[b]Warning:[/b] Removing and freeing this node will render a part of the " +"editor useless and may cause a crash." msgstr "" "返回主编辑器控件。将其作为主屏幕的父屏幕。\n" "[b]注意:[/b] 这将返回包含整个编辑器的主编辑器控件,而不是具体的2D或3D视窗。" -#: doc/classes/EditorInterface.xml:68 -msgid "Returns the editor's [FileSystemDock] instance." -msgstr "返回编辑器的[FileSystemDock]实例。" +#: doc/classes/EditorInterface.xml:70 +msgid "" +"Returns the editor's [FileSystemDock] instance.\n" +"[b]Warning:[/b] Removing and freeing this node will render a part of the " +"editor useless and may cause a crash." +msgstr "" -#: doc/classes/EditorInterface.xml:74 -msgid "Returns the editor's [EditorInspector] instance." -msgstr "返回编辑器的[EditorInspector]实例。" +#: doc/classes/EditorInterface.xml:77 +msgid "" +"Returns the editor's [EditorInspector] instance.\n" +"[b]Warning:[/b] Removing and freeing this node will render a part of the " +"editor useless and may cause a crash." +msgstr "" -#: doc/classes/EditorInterface.xml:80 +#: doc/classes/EditorInterface.xml:84 msgid "Returns an [Array] with the file paths of the currently opened scenes." msgstr "返回包含当前打开的场景的文件路径的数组[Array]。" -#: doc/classes/EditorInterface.xml:86 +#: doc/classes/EditorInterface.xml:90 msgid "" "Returns the name of the scene that is being played. If no scene is currently " "being played, returns an empty string." msgstr "返回正在播放的场景名称。如果当前没有场景正在播放,返回一个空字符串。" -#: doc/classes/EditorInterface.xml:92 +#: doc/classes/EditorInterface.xml:96 msgid "Returns the editor's [EditorFileSystem] instance." msgstr "返回编辑器的[EditorFileSystem]实例。" -#: doc/classes/EditorInterface.xml:98 +#: doc/classes/EditorInterface.xml:102 msgid "Returns the editor's [EditorResourcePreview] instance." msgstr "返回编辑器的[EditorResourcePreview]实例。" -#: doc/classes/EditorInterface.xml:104 -msgid "Returns the editor's [ScriptEditor] instance." -msgstr "返回编辑器的[ScriptEditor]实例。" +#: doc/classes/EditorInterface.xml:108 +msgid "" +"Returns the editor's [ScriptEditor] instance.\n" +"[b]Warning:[/b] Removing and freeing this node will render a part of the " +"editor useless and may cause a crash." +msgstr "" -#: doc/classes/EditorInterface.xml:110 +#: doc/classes/EditorInterface.xml:115 msgid "" "Returns the path of the directory currently selected in the " "[FileSystemDock]. If a file is selected, its base directory will be returned " @@ -24528,11 +24659,11 @@ msgstr "" "[method String.get_base_dir]返回其基本目录。如果选择了一个文件,将使用" "[method String.get_base_dir]返回它的基本目录。" -#: doc/classes/EditorInterface.xml:116 +#: doc/classes/EditorInterface.xml:121 msgid "Returns the editor's [EditorSelection] instance." msgstr "返回编辑器的[EditorSelection]实例。" -#: doc/classes/EditorInterface.xml:125 +#: doc/classes/EditorInterface.xml:130 #, fuzzy msgid "" "Shows the given property on the given [code]object[/code] in the editor's " @@ -24540,7 +24671,7 @@ msgid "" "will not attempt to edit [code]object[/code]." msgstr "在编辑器的检查起面板中显示给定[code]object[/code]的属性。" -#: doc/classes/EditorInterface.xml:131 +#: doc/classes/EditorInterface.xml:136 msgid "" "Returns [code]true[/code] if a scene is currently being played, [code]false[/" "code] otherwise. Paused scenes are considered as being played." @@ -24548,7 +24679,7 @@ msgstr "" "如果场景正在播放,返回[code]true[/code],否则返回[code]false[/code]。暂停的场" "景将被视为正在播放。" -#: doc/classes/EditorInterface.xml:138 +#: doc/classes/EditorInterface.xml:143 msgid "" "Returns [code]true[/code] if the specified [code]plugin[/code] is enabled. " "The plugin name is the same as its directory name." @@ -24556,51 +24687,51 @@ msgstr "" "如果指定的插件 [code]plugin[/code] 已启用时返回 [code]true[/code]。插件名称与" "其目录名称一致。" -#: doc/classes/EditorInterface.xml:146 +#: doc/classes/EditorInterface.xml:151 #, fuzzy msgid "" "Returns mesh previews rendered at the given size as an [Array] of [Texture]s." msgstr "以[Texture2D]的数组[Array]形式返回以给定尺寸渲染的网格预览。" -#: doc/classes/EditorInterface.xml:153 +#: doc/classes/EditorInterface.xml:158 msgid "Opens the scene at the given path." msgstr "打开给定路径中的场景。" -#: doc/classes/EditorInterface.xml:159 +#: doc/classes/EditorInterface.xml:164 msgid "Plays the currently active scene." msgstr "播放当前活动的场景。" -#: doc/classes/EditorInterface.xml:166 +#: doc/classes/EditorInterface.xml:171 msgid "Plays the scene specified by its filepath." msgstr "播放文件路径所指定的场景。" -#: doc/classes/EditorInterface.xml:172 +#: doc/classes/EditorInterface.xml:177 msgid "Plays the main scene." msgstr "播放主场景。" -#: doc/classes/EditorInterface.xml:179 +#: doc/classes/EditorInterface.xml:184 msgid "Reloads the scene at the given path." msgstr "重新加载给定路径的场景。" -#: doc/classes/EditorInterface.xml:185 +#: doc/classes/EditorInterface.xml:190 msgid "" "Saves the scene. Returns either [code]OK[/code] or [code]ERR_CANT_CREATE[/" "code] (see [@GlobalScope] constants)." msgstr "" -"保存场景。返回 [code]OK[/code] 或 [code]ERR_CANT_CREATE[/code] (参见 " +"保存场景。返回 [code]OK[/code] 或 [code]ERR_CANT_CREATE[/code] (参阅 " "[@GlobalScope] 常量)。" -#: doc/classes/EditorInterface.xml:193 +#: doc/classes/EditorInterface.xml:198 msgid "Saves the scene as a file at [code]path[/code]." msgstr "将场景保存为[code]path[/code]处的文件。" -#: doc/classes/EditorInterface.xml:200 +#: doc/classes/EditorInterface.xml:205 msgid "" "Selects the file, with the path provided by [code]file[/code], in the " "FileSystem dock." msgstr "选择文件,路径由[code]file[/code]提供,在文件系统面板处。" -#: doc/classes/EditorInterface.xml:207 +#: doc/classes/EditorInterface.xml:212 msgid "" "Sets the editor's current main screen to the one specified in [code]name[/" "code]. [code]name[/code] must match the text of the tab in question exactly " @@ -24611,17 +24742,17 @@ msgstr "" "必须与相关选项卡的文本完全匹配([code]2D[/code], [code]3D[/code], " "[code]Script[/code], [code]AssetLib[/code])。" -#: doc/classes/EditorInterface.xml:215 +#: doc/classes/EditorInterface.xml:220 msgid "" "Sets the enabled status of a plugin. The plugin name is the same as its " "directory name." msgstr "设置插件的启用状态。插件名称与其目录名称相同。" -#: doc/classes/EditorInterface.xml:221 +#: doc/classes/EditorInterface.xml:226 msgid "Stops the scene that is currently playing." msgstr "停止当前正在播放的场景。" -#: doc/classes/EditorInterface.xml:227 +#: doc/classes/EditorInterface.xml:232 msgid "" "If [code]true[/code], enables distraction-free mode which hides side docks " "to increase the space available for the main view." @@ -24641,13 +24772,12 @@ msgid "" "editor." msgstr "" "编辑器使用插件来扩展功能。最常见的插件类型是编辑给定的节点或资源类型、导入插" -"件和导出插件。另请参见[EditorScript]向编辑器添加函数。" +"件和导出插件。另请参阅[EditorScript]向编辑器添加函数。" #: doc/classes/EditorPlugin.xml:10 -#, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/index.html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/plugins/editor/index.html" +"https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/index.html" #: doc/classes/EditorPlugin.xml:18 msgid "" @@ -24679,7 +24809,7 @@ msgid "" "with [method remove_control_from_container] and free it with [method Node." "queue_free]." msgstr "" -"将自定义控件添加到容器中(参见[enum CustomControlContainer])。在编辑器用户界" +"将自定义控件添加到容器中(参阅[enum CustomControlContainer])。在编辑器用户界" "面中,有许多位置可以添加自定义控件,请记住,您必须自己管理您的自定义控件的可" "见性(并且很可能在添加后隐藏它)。\n" "请记住,您必须自己管理您的自定义控件的可见性(并且很可能在添加后隐藏它)。\n" @@ -24695,7 +24825,7 @@ msgid "" "with [method remove_control_from_docks] and free it with [method Node." "queue_free]." msgstr "" -"将控件添加到特定的停靠面板(有关选项,请参见[enum DockSlot])。\n" +"将控件添加到特定的停靠面板(有关选项,请参阅[enum DockSlot])。\n" "如果重新放置了停靠面板,并且只要插件处于活动状态,编辑器就会在以后的会话中保" "存停靠面板的位置。\n" "停用插件后,请确保使用[method remove_control_from_docks]删除自定义控件,并使" @@ -25047,14 +25177,17 @@ msgstr "" "侧。" #: doc/classes/EditorPlugin.xml:305 +#, fuzzy msgid "" "Gets the Editor's dialogue used for making scripts.\n" -"[b]Note:[/b] Users can configure it before use." +"[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." msgstr "" "获取用于制作脚本的编辑器对话框。\n" "[b]注意:[/b]用户可以在使用前对其进行配置。" -#: doc/classes/EditorPlugin.xml:312 +#: doc/classes/EditorPlugin.xml:313 msgid "" "Gets the state of your plugin editor. This is used when saving the scene (so " "state is kept when opening it again) and for switching tabs (so state can be " @@ -25063,7 +25196,7 @@ msgstr "" "获取插件编辑器的状态。这用于保存场景时(从而再次打开时,它的状态被保持)和切" "换标签(从而状态能够当拉片返回恢复)时使用。" -#: doc/classes/EditorPlugin.xml:318 +#: doc/classes/EditorPlugin.xml:319 msgid "" "Gets the undo/redo object. Most actions in the editor can be undoable, so " "use this object to make sure this happens when it's worth it." @@ -25071,7 +25204,7 @@ msgstr "" "获取撤消/重做对象。编辑器中的大多数操作都是可以撤消的,因此请使用此对象来确保" "在需要时执行此操作。" -#: doc/classes/EditorPlugin.xml:325 +#: doc/classes/EditorPlugin.xml:326 msgid "" "Gets the GUI layout of the plugin. This is used to save the project's editor " "layout when [method queue_save_layout] is called or the editor layout was " @@ -25080,7 +25213,7 @@ msgstr "" "获取插件的GUI布局。当调用[method queue_save_layout]更改了编辑器布局(例如,更" "改停靠点的位置)时或保存项目的编辑器布局。" -#: doc/classes/EditorPlugin.xml:332 +#: doc/classes/EditorPlugin.xml:333 msgid "" "Implement this function if your plugin edits a specific type of object " "(Resource or Node). If you return [code]true[/code], then you will get the " @@ -25094,7 +25227,7 @@ msgstr "" "make_visible]的函数。如果您已经声明了方法[method forward_canvas_gui_input]和" "[method forward_spatial_gui_input],这些方法也将被调用。" -#: doc/classes/EditorPlugin.xml:338 +#: doc/classes/EditorPlugin.xml:339 msgid "" "Returns [code]true[/code] if this is a main screen editor plugin (it goes in " "the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b] and " @@ -25103,16 +25236,16 @@ msgstr "" "如果这是一个主屏幕编辑插件,返回[code]true[/code](它与[b]2D[/b]、[b]3D[/b]、" "[b]Script[/b]和[b]AssetLib[/b]一起放在工作区选择器中)。" -#: doc/classes/EditorPlugin.xml:344 +#: doc/classes/EditorPlugin.xml:345 msgid "Minimizes the bottom panel." -msgstr "" +msgstr "最小化底部面板。" -#: doc/classes/EditorPlugin.xml:351 +#: doc/classes/EditorPlugin.xml:352 #, fuzzy msgid "Makes a specific item in the bottom panel visible." msgstr "将特定资源类型保存到文件。" -#: doc/classes/EditorPlugin.xml:358 +#: doc/classes/EditorPlugin.xml:359 msgid "" "This function will be called when the editor is requested to become visible. " "It is used for plugins that edit a specific object type.\n" @@ -25122,67 +25255,67 @@ msgstr "" "当编辑器被要求变为可见时,该函数将被调用。它用于编辑特定对象类型的插件。\n" "记住,你必须手动管理所有编辑器控件的可见性。" -#: doc/classes/EditorPlugin.xml:365 +#: doc/classes/EditorPlugin.xml:366 msgid "Queue save the project's editor layout." msgstr "排队保存项目的编辑器布局。" -#: doc/classes/EditorPlugin.xml:372 +#: doc/classes/EditorPlugin.xml:373 msgid "Removes an Autoload [code]name[/code] from the list." msgstr "从列表中删除自动加载[code]name[/code]。" -#: doc/classes/EditorPlugin.xml:379 +#: doc/classes/EditorPlugin.xml:380 msgid "" "Removes the control from the bottom panel. You have to manually [method Node." "queue_free] the control." msgstr "从底部面板上删除控件。您必须手动[method Node.queue_free]释放控件。" -#: doc/classes/EditorPlugin.xml:387 +#: doc/classes/EditorPlugin.xml:388 msgid "" "Removes the control from the specified container. You have to manually " "[method Node.queue_free] the control." msgstr "从指定的容器中删除控件。您必须手动[method Node.queue_free]释放控件。" -#: doc/classes/EditorPlugin.xml:394 +#: doc/classes/EditorPlugin.xml:395 msgid "" "Removes the control from the dock. You have to manually [method Node." "queue_free] the control." msgstr "从扩展面板中删除控件。您必须手动[method Node.queue_free]释放控件。" -#: doc/classes/EditorPlugin.xml:401 +#: doc/classes/EditorPlugin.xml:402 msgid "Removes a custom type added by [method add_custom_type]." msgstr "删除由[method add_custom_type]添加的自定义类型。" -#: doc/classes/EditorPlugin.xml:408 +#: doc/classes/EditorPlugin.xml:409 #, fuzzy msgid "Removes an export plugin registered by [method add_export_plugin]." msgstr "删除由[method add_custom_type]添加的自定义类型。" -#: doc/classes/EditorPlugin.xml:415 +#: doc/classes/EditorPlugin.xml:416 #, fuzzy msgid "Removes an import plugin registered by [method add_import_plugin]." msgstr "删除由[method add_custom_type]添加的自定义类型。" -#: doc/classes/EditorPlugin.xml:422 +#: doc/classes/EditorPlugin.xml:423 #, fuzzy msgid "Removes an inspector plugin registered by [method add_import_plugin]" msgstr "删除由[method add_custom_type]添加的自定义类型。" -#: doc/classes/EditorPlugin.xml:429 +#: doc/classes/EditorPlugin.xml:430 #, fuzzy msgid "" "Removes a scene importer registered by [method add_scene_import_plugin]." msgstr "删除由[method add_custom_type]添加的自定义类型。" -#: doc/classes/EditorPlugin.xml:436 +#: doc/classes/EditorPlugin.xml:437 #, fuzzy msgid "Removes a gizmo plugin registered by [method add_spatial_gizmo_plugin]." msgstr "删除由[method add_custom_type]添加的自定义类型。" -#: doc/classes/EditorPlugin.xml:443 +#: doc/classes/EditorPlugin.xml:444 msgid "Removes a menu [code]name[/code] from [b]Project > Tools[/b]." msgstr "从[b]项目 > 工具[/b]中删除菜单[code]name[/code]。" -#: doc/classes/EditorPlugin.xml:449 +#: doc/classes/EditorPlugin.xml:450 msgid "" "This method is called after the editor saves the project or when it's " "closed. It asks the plugin to save edited external scenes/resources." @@ -25190,7 +25323,7 @@ msgstr "" "这个方法在编辑器保存项目后或关闭项目时被调用,它要求插件保存编辑的外部场景/资" "源。" -#: doc/classes/EditorPlugin.xml:455 +#: doc/classes/EditorPlugin.xml:456 msgid "" "Enables calling of [method forward_canvas_force_draw_over_viewport] for the " "2D editor and [method forward_spatial_force_draw_over_viewport] for the 3D " @@ -25198,7 +25331,7 @@ msgid "" "once and it will work permanently for this plugin." msgstr "" -#: doc/classes/EditorPlugin.xml:461 +#: doc/classes/EditorPlugin.xml:462 msgid "" "Use this method if you always want to receive inputs from 3D view screen " "inside [method forward_spatial_gui_input]. It might be especially usable if " @@ -25208,15 +25341,15 @@ msgstr "" "使用这个方法。如果你的插件想要在场景中使用光线广播,那么这个方法可能特别有" "用。" -#: doc/classes/EditorPlugin.xml:468 +#: doc/classes/EditorPlugin.xml:469 msgid "Restore the state saved by [method get_state]." msgstr "恢复[method get_state]保存的状态。" -#: doc/classes/EditorPlugin.xml:475 +#: doc/classes/EditorPlugin.xml:476 msgid "Restore the plugin GUI layout saved by [method get_window_layout]." msgstr "恢复[method get_window_layout]保存的插件GUI布局。" -#: doc/classes/EditorPlugin.xml:481 +#: doc/classes/EditorPlugin.xml:482 msgid "" "Updates the overlays of the 2D and 3D editor viewport. Causes methods " "[method forward_canvas_draw_over_viewport], [method " @@ -25225,7 +25358,7 @@ msgid "" "forward_spatial_force_draw_over_viewport] to be called." msgstr "" -#: doc/classes/EditorPlugin.xml:489 +#: doc/classes/EditorPlugin.xml:490 msgid "" "Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/" "b], [b]AssetLib[/b]). Also works with custom screens defined by plugins." @@ -25233,7 +25366,7 @@ msgstr "" "当用户改变工作空间([b]2D[/b], [b]3D[/b], [b]Script[/b], [b]AssetLib[/b])时触" "发。也适用于由插件定义的自定义屏幕。" -#: doc/classes/EditorPlugin.xml:500 +#: doc/classes/EditorPlugin.xml:501 msgid "" "Emitted when the scene is changed in the editor. The argument will return " "the root node of the scene that has just become active. If this scene is new " @@ -25242,13 +25375,13 @@ msgstr "" "在编辑器中更改场景时触发。该参数将返回刚刚变为活动状态的场景的根节点。如果此" "场景是新场景且为空,则参数将为[code] null [/code]。" -#: doc/classes/EditorPlugin.xml:506 +#: doc/classes/EditorPlugin.xml:507 msgid "" "Emitted when user closes a scene. The argument is file path to a closed " "scene." msgstr "当用户关闭场景时触发。参数是关闭场景的文件路径。" -#: doc/classes/EditorPlugin.xml:552 +#: doc/classes/EditorPlugin.xml:553 msgid "Represents the size of the [enum DockSlot] enum." msgstr "表示[enum DockSlot]枚举的大小。" @@ -25598,7 +25731,7 @@ msgstr "从第三方的3D文件中导入场景。" #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml:4 msgid "FBX 3D asset importer." -msgstr "" +msgstr "FBX 3D资产导入器。" #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml:7 #, fuzzy @@ -25708,12 +25841,11 @@ msgstr "" "[/codeblock]" #: doc/classes/EditorScenePostImport.xml:29 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/getting_started/workflow/assets/" "importing_scenes.html#custom-script" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/getting_started/workflow/assets/" +"https://docs.godotengine.org/en/3.4/getting_started/workflow/assets/" "importing_scenes.html#custom-script" #: doc/classes/EditorScenePostImport.xml:35 @@ -25930,8 +26062,8 @@ msgid "" msgstr "" "将自定义属性信息添加到属性。该词典必须包含:\n" "-[code]名称[/code]:[字符串](属性名称)\n" -"-[code]类型[/code]:[int](请参见[enum Variant.Type])\n" -"-(可选)[code]提示[/code]:[int](请参见[enum PropertyHint])和[code] " +"-[code]类型[/code]:[int](请参阅[enum Variant.Type])\n" +"-(可选)[code]提示[/code]:[int](请参阅[enum PropertyHint])和[code] " "hint_string [/code]:[String]\n" "[b]示例:[/b]\n" "[codeblock]\n" @@ -26050,7 +26182,7 @@ msgid "" msgstr "" "设置项目特定的元数据,并指定 [code]section[/code]、[code]key[/code] 和 " "[code]data[/code]。这个元数据被保存在项目文件夹之外,因此不会被检查到版本控制" -"中。参见 [method get_project_metadata]。" +"中。参阅 [method get_project_metadata]。" #: doc/classes/EditorSettings.xml:146 msgid "" @@ -26092,7 +26224,7 @@ msgid "" "(handles) for 3D Spatial objects. See [EditorSpatialGizmoPlugin] for more " "information." msgstr "" -"自定义小工具,用于为Node3D对象提供自定义可视化和编辑(句柄)。更多信息请参见" +"自定义小工具,用于为Node3D对象提供自定义可视化和编辑(句柄)。更多信息请参阅" "[EditorNode3DGizmoPlugin]。" #: doc/classes/EditorSpatialGizmo.xml:16 @@ -26140,8 +26272,8 @@ msgid "" msgstr "" "以指定的 [code]billboard[/code] 状态、[code]skeleton[/code] 和 " "[code]materia[/code] 添加网格到小工具。如果 [code]billboard[/code] 为 " -"[code]true[/code],则网格将旋转为始终面向摄像机。在 [method redraw] 时调用此" -"函数。" +"[code]true[/code],则网格将旋转为始终面向相机。在 [method redraw] 时调用此函" +"数。" #: doc/classes/EditorSpatialGizmo.xml:63 msgid "" @@ -26254,16 +26386,15 @@ msgid "" msgstr "" "EditorNode3DGizmoPlugin允许您定义一种新的辅助工具类型。这样做的主要方法有两" "种:扩展[EditorNode3DGizmoPlugin]以获得更简单的Gizmos,或创建新的" -"[EditorNode3DGizmo]类型。有关更多信息,请参见文档中的教程。" +"[EditorNode3DGizmo]类型。有关更多信息,请参阅文档中的教程。" #: doc/classes/EditorSpatialGizmoPlugin.xml:10 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/spatial_gizmos." "html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/plugins/editor/" -"spatial_gizmos.html" +"https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/spatial_gizmos." +"html" #: doc/classes/EditorSpatialGizmoPlugin.xml:18 msgid "" @@ -26294,7 +26425,7 @@ msgid "" "also [method has_gizmo]." msgstr "" "重写此方法可为您选择的空间节点返回自定义[EditorNode3DGizmo],为其余节点返回" -"[code] null [/code]。另请参见[method has_gizmo]。" +"[code] null [/code]。另请参阅[method has_gizmo]。" #: doc/classes/EditorSpatialGizmoPlugin.xml:50 #, fuzzy @@ -26660,7 +26791,7 @@ msgid "" "get_idle_frames]." msgstr "" "返回绘制的总帧数。如果通过命令行使用[code]--disable-render-loop[/code]禁用渲" -"染循环,则返回[code]0[/code]。参见[method get_idle_frames]。" +"染循环,则返回[code]0[/code]。参阅[method get_idle_frames]。" #: doc/classes/Engine.xml:46 msgid "Returns the frames per second of the running game." @@ -26694,7 +26825,7 @@ msgstr "返回Godot许可证文本。" #: doc/classes/Engine.xml:76 msgid "Returns the main loop object (see [MainLoop] and [SceneTree])." -msgstr "返回主循环对象(请参见[MainLoop]和[SceneTree])。" +msgstr "返回主循环对象(请参阅[MainLoop]和[SceneTree])。" #: doc/classes/Engine.xml:82 msgid "" @@ -26915,28 +27046,24 @@ msgstr "" "- 调整数" #: doc/classes/Environment.xml:15 doc/classes/WorldEnvironment.xml:12 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/3d/" "environment_and_post_processing.html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/3d/" +"https://docs.godotengine.org/en/3.4/tutorials/3d/" "environment_and_post_processing.html" #: doc/classes/Environment.xml:16 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/3d/high_dynamic_range.html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/3d/high_dynamic_range." -"html" +"https://docs.godotengine.org/en/3.4/tutorials/3d/high_dynamic_range.html" #: doc/classes/Environment.xml:17 doc/classes/Material.xml:10 #: doc/classes/Mesh.xml:10 doc/classes/MeshInstance.xml:10 #: doc/classes/WorldEnvironment.xml:13 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/123" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/123" #: doc/classes/Environment.xml:26 msgid "" @@ -27055,7 +27182,7 @@ msgstr "自动曝光效果的速度。影响相机执行自动曝光所需的时 #: doc/classes/Environment.xml:79 msgid "The ID of the camera feed to show in the background." -msgstr "在背景中显示的摄像机信号的ID。" +msgstr "在背景中显示的相机信号的ID。" #: doc/classes/Environment.xml:82 msgid "" @@ -27137,7 +27264,7 @@ msgstr "效果中的声音数量。" #: doc/classes/Environment.xml:127 msgid "" "Distance from the camera where the near blur effect affects the rendering." -msgstr "近似模糊效果影响渲染的地方与摄像机的距离。" +msgstr "近似模糊效果影响渲染的地方与相机的距离。" #: doc/classes/Environment.xml:130 #, fuzzy @@ -27174,7 +27301,7 @@ msgid "" "If [code]true[/code], the depth fog effect is enabled. When enabled, fog " "will appear in the distance (relative to the camera)." msgstr "" -"如果为[code]true[/code],则启用深度雾效果。启用后,雾将出现在远处(相对于摄像" +"如果为[code]true[/code],则启用深度雾效果。启用后,雾将出现在远处(相对于相" "机)。" #: doc/classes/Environment.xml:151 @@ -27208,9 +27335,9 @@ msgid "" "camera. This can be used to simulate \"deep water\" effects with a lower " "performance cost compared to a dedicated shader." msgstr "" -"如果为[code]true[/code],则启用高度雾化效果。启用后,无论与摄像机的距离有多" -"远,雾气都会出现在规定的高度范围内。这可以用来模拟 \"深水 \"效果,与专用着色" -"器相比,性能成本更低。" +"如果为[code]true[/code],则启用高度雾化效果。启用后,无论与相机的距离有多远," +"雾气都会出现在规定的高度范围内。这可以用来模拟 \"深水 \"效果,与专用着色器相" +"比,性能成本更低。" #: doc/classes/Environment.xml:163 msgid "" @@ -27306,11 +27433,19 @@ msgstr "" #: doc/classes/Environment.xml:203 msgid "" +"Takes more samples during downsample pass of glow. This ensures that single " +"pixels are captured by glow which makes the glow look smoother and more " +"stable during movement. However, it is very expensive and makes the glow " +"post process take twice as long." +msgstr "" + +#: doc/classes/Environment.xml:206 +msgid "" "The glow intensity. When using the GLES2 renderer, this should be increased " "to 1.5 to compensate for the lack of HDR rendering." msgstr "发光强度。使用GLES2渲染器时,应将其增加到1.5以弥补HDR渲染的不足。" -#: doc/classes/Environment.xml:206 +#: doc/classes/Environment.xml:209 msgid "" "If [code]true[/code], the 1st level of glow is enabled. This is the most " "\"local\" level (least blurry)." @@ -27318,44 +27453,44 @@ msgstr "" "如果为[code]true[/code],则启用第1级glow。这是最 \"局部 \"的级别(最不模" "糊)。" -#: doc/classes/Environment.xml:209 +#: doc/classes/Environment.xml:212 msgid "If [code]true[/code], the 2th level of glow is enabled." msgstr "如果为[code]true[/code],则启用第2级glow。" -#: doc/classes/Environment.xml:212 +#: doc/classes/Environment.xml:215 msgid "If [code]true[/code], the 3th level of glow is enabled." msgstr "如果[code]true[/code],则启用第3几glow。" -#: doc/classes/Environment.xml:215 +#: doc/classes/Environment.xml:218 msgid "If [code]true[/code], the 4th level of glow is enabled." msgstr "如果[code]true[/code],则启用第四级glow。" -#: doc/classes/Environment.xml:218 +#: doc/classes/Environment.xml:221 msgid "If [code]true[/code], the 5th level of glow is enabled." msgstr "如果[code]true[/code],则启用第五级glow。" -#: doc/classes/Environment.xml:221 +#: doc/classes/Environment.xml:224 msgid "If [code]true[/code], the 6th level of glow is enabled." msgstr "如果[code]true[/code],则启用第六级glow。" -#: doc/classes/Environment.xml:224 +#: doc/classes/Environment.xml:227 msgid "" "If [code]true[/code], the 7th level of glow is enabled. This is the most " "\"global\" level (blurriest)." msgstr "" "如果[code]true[/code],则启用第七级glow。这是最 \"全局 \"的级别(最模糊)。" -#: doc/classes/Environment.xml:227 +#: doc/classes/Environment.xml:230 msgid "" "The glow strength. When using the GLES2 renderer, this should be increased " "to 1.3 to compensate for the lack of HDR rendering." msgstr "辉光强度。当使用GLES2渲染器时,应将其提高到1.3,以弥补HDR渲染的不足。" -#: doc/classes/Environment.xml:230 +#: doc/classes/Environment.xml:233 msgid "The depth tolerance for screen-space reflections." msgstr "屏幕空间反射的深度公差。" -#: doc/classes/Environment.xml:233 +#: doc/classes/Environment.xml:236 msgid "" "If [code]true[/code], screen-space reflections are enabled. Screen-space " "reflections are more accurate than reflections from [GIProbe]s or " @@ -27365,32 +27500,32 @@ msgstr "" "如果[code]true[/code],启用屏幕空间反射。屏幕空间反射比[GIProbe]或" "[ReflectionProbe]的反射更精确,但速度较慢,而且不能反射被其他物体遮挡的表面。" -#: doc/classes/Environment.xml:236 +#: doc/classes/Environment.xml:239 msgid "" "The fade-in distance for screen-space reflections. Affects the area from the " "reflected material to the screen-space reflection)." msgstr "屏幕空间反射的淡入距离。影响从反射材料到屏幕空间反射的区域。" -#: doc/classes/Environment.xml:239 +#: doc/classes/Environment.xml:242 msgid "" "The fade-out distance for screen-space reflections. Affects the area from " "the screen-space reflection to the \"global\" reflection." msgstr "屏幕空间反射的淡出距离。影响从屏幕空间反射到 \"全局 \"反射的区域。" -#: doc/classes/Environment.xml:242 +#: doc/classes/Environment.xml:245 msgid "" "The maximum number of steps for screen-space reflections. Higher values are " "slower." msgstr "屏幕空间反射的最大步数。数值越高,速度越慢。" -#: doc/classes/Environment.xml:245 +#: doc/classes/Environment.xml:248 #, fuzzy msgid "" "If [code]true[/code], screen-space reflections will take the material " "roughness into account." msgstr "如果[code]true[/code],查询将考虑[Area2D]。" -#: doc/classes/Environment.xml:248 +#: doc/classes/Environment.xml:251 msgid "" "The screen-space ambient occlusion intensity on materials that have an AO " "texture defined. Values higher than [code]0[/code] will make the SSAO effect " @@ -27399,7 +27534,7 @@ msgstr "" "定义了AO纹理的材质的屏幕空间环境遮挡强度。高于[code]0[/code]的值将使SSAO效果" "在AO纹理变暗的区域可见。" -#: doc/classes/Environment.xml:251 +#: doc/classes/Environment.xml:254 msgid "" "The screen-space ambient occlusion bias. This should be kept high enough to " "prevent \"smooth\" curves from being affected by ambient occlusion." @@ -27407,22 +27542,22 @@ msgstr "" "屏幕空间的环境遮挡偏差。该值应保持在足够高的水平,以防止 \"平滑 \"曲线受到环" "境遮挡的影响。" -#: doc/classes/Environment.xml:254 +#: doc/classes/Environment.xml:257 msgid "" "The screen-space ambient occlusion blur quality. See [enum SSAOBlur] for " "possible values." -msgstr "屏幕空间环境遮挡质量。可能的值请参见[enum SSAOBlur]。" +msgstr "屏幕空间环境遮挡质量。可能的值请参阅[enum SSAOBlur]。" -#: doc/classes/Environment.xml:257 +#: doc/classes/Environment.xml:260 #, fuzzy msgid "The screen-space ambient occlusion color." msgstr "屏幕空间环境遮挡边缘锐度。" -#: doc/classes/Environment.xml:260 +#: doc/classes/Environment.xml:263 msgid "The screen-space ambient occlusion edge sharpness." msgstr "屏幕空间环境遮挡边缘锐度。" -#: doc/classes/Environment.xml:263 +#: doc/classes/Environment.xml:266 msgid "" "If [code]true[/code], the screen-space ambient occlusion effect is enabled. " "This darkens objects' corners and cavities to simulate ambient light not " @@ -27437,20 +27572,20 @@ msgstr "" "在大型静态物体上,烘焙的照明或环境遮挡纹理会更好地显示环境遮挡。这是一个昂贵" "的效果,当遇到性能问题时,应该首先禁用。" -#: doc/classes/Environment.xml:266 +#: doc/classes/Environment.xml:269 msgid "" "The primary screen-space ambient occlusion intensity. See also [member " "ssao_radius]." -msgstr "主要的屏幕空间环境遮挡强度。参见[member ssao_radius]。" +msgstr "主要的屏幕空间环境遮挡强度。参阅[member ssao_radius]。" -#: doc/classes/Environment.xml:269 +#: doc/classes/Environment.xml:272 #, fuzzy msgid "" "The secondary screen-space ambient occlusion intensity. See also [member " "ssao_radius2]." -msgstr "主要的屏幕空间环境遮挡强度。参见[member ssao_radius]。" +msgstr "主要的屏幕空间环境遮挡强度。参阅[member ssao_radius]。" -#: doc/classes/Environment.xml:272 +#: doc/classes/Environment.xml:275 msgid "" "The screen-space ambient occlusion intensity in direct light. In real life, " "ambient occlusion only applies to indirect light, which means its effects " @@ -27461,17 +27596,17 @@ msgstr "" "说在直射光下无法看到其效果。高于[code]0[/code]的数值将使SSAO效果在直射光下可" "见。" -#: doc/classes/Environment.xml:275 +#: doc/classes/Environment.xml:278 msgid "" "The screen-space ambient occlusion quality. Higher qualities will make " "better use of small objects for ambient occlusion, but are slower." msgstr "" -#: doc/classes/Environment.xml:278 +#: doc/classes/Environment.xml:281 msgid "The primary screen-space ambient occlusion radius." msgstr "主屏空间环境遮挡半径。" -#: doc/classes/Environment.xml:281 +#: doc/classes/Environment.xml:284 msgid "" "The secondary screen-space ambient occlusion radius. If set to a value " "higher than [code]0[/code], enables the secondary screen-space ambient " @@ -27479,11 +27614,11 @@ msgid "" "the cost of performance)." msgstr "" -#: doc/classes/Environment.xml:284 +#: doc/classes/Environment.xml:287 msgid "The default exposure used for tonemapping." msgstr "用于色调映射的默认曝光。" -#: doc/classes/Environment.xml:287 +#: doc/classes/Environment.xml:290 msgid "" "The tonemapping mode to use. Tonemapping is the process that \"converts\" " "HDR values to be suitable for rendering on a LDR display. (Godot doesn't " @@ -27492,7 +27627,7 @@ msgstr "" "要使用的色调映射模式。色调映射是“转换” HDR值以适合在LDR显示器上呈现的过程。 " "(Godot尚不支持在HDR显示器上进行渲染。)" -#: doc/classes/Environment.xml:290 +#: doc/classes/Environment.xml:293 msgid "" "The white reference value for tonemapping. Only effective if the [member " "tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR]." @@ -27500,7 +27635,7 @@ msgstr "" "调色映射的白色参考值。只有当[member tonemap_mode]没有设置为[constant " "TONE_MAPPER_LINEAR]时才有效。" -#: doc/classes/Environment.xml:295 +#: doc/classes/Environment.xml:298 msgid "" "Keeps on screen every pixel drawn in the background. This is the fastest " "background mode, but it can only be safely used in fully-interior scenes (no " @@ -27508,10 +27643,10 @@ msgid "" "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,当移动摄" -"像机时,\"鬼影踪迹 \"伪影将可见。" +"(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。" -#: doc/classes/Environment.xml:298 +#: doc/classes/Environment.xml:301 msgid "" "Clears the background using the clear color defined in [member " "ProjectSettings.rendering/environment/default_clear_color]." @@ -27519,15 +27654,15 @@ msgstr "" "使用[member ProjectSettings.rendering/environment/default_clear_color]中定义" "的底色清除背景。" -#: doc/classes/Environment.xml:301 +#: doc/classes/Environment.xml:304 msgid "Clears the background using a custom clear color." msgstr "使用自定义的底色清除背景。" -#: doc/classes/Environment.xml:304 +#: doc/classes/Environment.xml:307 msgid "Displays a user-defined sky in the background." msgstr "在背景中显示用户自定义的天空。" -#: doc/classes/Environment.xml:307 +#: doc/classes/Environment.xml:310 msgid "" "Clears the background using a custom clear color and allows defining a sky " "for shading and reflection. This mode is slightly faster than [constant " @@ -27535,36 +27670,36 @@ msgid "" "but the sky itself never is (e.g. top-down camera)." msgstr "" -#: doc/classes/Environment.xml:310 +#: doc/classes/Environment.xml:313 msgid "Displays a [CanvasLayer] in the background." msgstr "在背景中显示[CanvasLayer]。" -#: doc/classes/Environment.xml:313 +#: doc/classes/Environment.xml:316 msgid "Displays a camera feed in the background." msgstr "在背景中显示相机信号。" -#: doc/classes/Environment.xml:316 +#: doc/classes/Environment.xml:319 msgid "Represents the size of the [enum BGMode] enum." msgstr "表示[enum BGMode]枚举的大小。" -#: doc/classes/Environment.xml:319 +#: doc/classes/Environment.xml:322 msgid "" "Additive glow blending mode. Mostly used for particles, glows (bloom), lens " "flare, bright sources." msgstr "添加glow混合模式。主要用于颗粒、辉光(光晕)、镜头眩光、亮源。" -#: doc/classes/Environment.xml:322 +#: doc/classes/Environment.xml:325 msgid "" "Screen glow blending mode. Increases brightness, used frequently with bloom." msgstr "屏幕光晕混合模式。增加亮度,经常与光晕一起使用。" -#: doc/classes/Environment.xml:325 +#: doc/classes/Environment.xml:328 msgid "" "Soft light glow blending mode. Modifies contrast, exposes shadows and " "highlights (vivid bloom)." msgstr "柔和的光晕混合模式。修改对比度,曝光阴影和高光(高质量光晕)。" -#: doc/classes/Environment.xml:328 +#: doc/classes/Environment.xml:331 msgid "" "Replace glow blending mode. Replaces all pixels' color by the glow value. " "This can be used to simulate a full-screen blur effect by tweaking the glow " @@ -27573,13 +27708,13 @@ msgstr "" "替换光晕混合模式。用glow值替换所有像素的颜色。这可以通过调整glow参数来模拟全" "屏模糊效果,使其与原始图像的亮度相匹配。" -#: doc/classes/Environment.xml:331 +#: doc/classes/Environment.xml:334 msgid "" "Linear tonemapper operator. Reads the linear data and passes it on " "unmodified." msgstr "线性音频映射器操作者。读取线性数据并不加修改地传递。" -#: doc/classes/Environment.xml:334 +#: doc/classes/Environment.xml:337 msgid "" "Reinhardt tonemapper operator. Performs a variation on rendered pixels' " "colors by this formula: [code]color = color / (1 + color)[/code]." @@ -27587,18 +27722,18 @@ msgstr "" "Reinhardt tonemapper运算器。通过这个公式对渲染像素的颜色进行变化。" "[code]color = color / (1 + color)[/code]." -#: doc/classes/Environment.xml:337 +#: doc/classes/Environment.xml:340 msgid "Filmic tonemapper operator." msgstr "胶片色调映射器运算符。" -#: doc/classes/Environment.xml:340 +#: doc/classes/Environment.xml:343 #, fuzzy msgid "" "Academy Color Encoding System tonemapper operator. Performs an aproximation " "of the ACES tonemapping curve." msgstr "ACES 映射运算符。" -#: doc/classes/Environment.xml:343 +#: doc/classes/Environment.xml:346 msgid "" "High quality Academy Color Encoding System tonemapper operator that matches " "the industry standard. Performs a more physically accurate curve fit which " @@ -27608,46 +27743,46 @@ msgid "" "camera sensor." msgstr "" -#: doc/classes/Environment.xml:346 +#: doc/classes/Environment.xml:349 msgid "Low depth-of-field blur quality (fastest)." -msgstr "" +msgstr "低质量景深模糊(最快)。" -#: doc/classes/Environment.xml:349 +#: doc/classes/Environment.xml:352 msgid "Medium depth-of-field blur quality." -msgstr "" +msgstr "中等景深的模糊质量。" -#: doc/classes/Environment.xml:352 +#: doc/classes/Environment.xml:355 msgid "High depth-of-field blur quality (slowest)." -msgstr "" +msgstr "高质量景深模糊(最慢)。" -#: doc/classes/Environment.xml:355 +#: doc/classes/Environment.xml:358 msgid "No blur for the screen-space ambient occlusion effect (fastest)." msgstr "屏幕空间环境遮挡效果不模糊(最快)。" -#: doc/classes/Environment.xml:358 +#: doc/classes/Environment.xml:361 msgid "1×1 blur for the screen-space ambient occlusion effect." msgstr "1×1模糊的屏幕空间环境遮挡效果。" -#: doc/classes/Environment.xml:361 +#: doc/classes/Environment.xml:364 msgid "2×2 blur for the screen-space ambient occlusion effect." msgstr "2×2模糊的屏幕空间环境遮挡效果。" -#: doc/classes/Environment.xml:364 +#: doc/classes/Environment.xml:367 #, fuzzy msgid "3×3 blur for the screen-space ambient occlusion effect (slowest)." msgstr "屏幕空间环境遮挡效果不模糊(最快)。" -#: doc/classes/Environment.xml:367 +#: doc/classes/Environment.xml:370 #, fuzzy msgid "Low quality for the screen-space ambient occlusion effect (fastest)." msgstr "屏幕空间环境遮挡效果不模糊(最快)。" -#: doc/classes/Environment.xml:370 +#: doc/classes/Environment.xml:373 #, fuzzy msgid "Low quality for the screen-space ambient occlusion effect." msgstr "1×1模糊的屏幕空间环境遮挡效果。" -#: doc/classes/Environment.xml:373 +#: doc/classes/Environment.xml:376 #, fuzzy msgid "Low quality for the screen-space ambient occlusion effect (slowest)." msgstr "屏幕空间环境遮挡效果不模糊(最快)。" @@ -27736,7 +27871,7 @@ msgstr "" #: doc/classes/ExternalTexture.xml:4 msgid "Enable OpenGL ES external texture extension." -msgstr "" +msgstr "启用OpenGL ES外部纹理扩展。" #: doc/classes/ExternalTexture.xml:7 msgid "" @@ -27752,9 +27887,8 @@ msgid "Returns the external texture name." msgstr "返回图块的纹理。" #: doc/classes/ExternalTexture.xml:23 -#, fuzzy msgid "External texture size." -msgstr "返回纹理尺寸。" +msgstr "外部纹理大小。" #: doc/classes/File.xml:4 msgid "Type to handle file reading and writing operations." @@ -27869,7 +28003,7 @@ msgid "" "Returns the next 16 bits from the file as an integer. See [method store_16] " "for details on what values can be stored and retrieved this way." msgstr "" -"以整数形式返回文件中的后16位。请参见[method store_16],以获取有关可以通过这种" +"以整数形式返回文件中的后16位。请参阅[method store_16],以获取有关可以通过这种" "方式存储和检索哪些值的详细信息。" #: doc/classes/File.xml:73 @@ -27893,7 +28027,7 @@ msgid "" "Returns the next 8 bits from the file as an integer. See [method store_8] " "for details on what values can be stored and retrieved this way." msgstr "" -"以整数形式返回文件的下一个8位。参见[method store_8],详细了解哪些值可以通过这" +"以整数形式返回文件的下一个8位。参阅[method store_8],详细了解哪些值可以通过这" "种方式存储和检索。" #: doc/classes/File.xml:91 @@ -28321,20 +28455,27 @@ msgid "Clear currently selected items in the dialog." msgstr "清除对话框中当前选择的项目。" #: doc/classes/FileDialog.xml:34 -msgid "Returns the LineEdit for the selected file." -msgstr "返回所选文件的LineEdit。" +msgid "" +"Returns the LineEdit for the selected file.\n" +"[b]Warning:[/b] This is a required internal node, removing and freeing it " +"may cause a crash. If you wish to hide it or any of its children, use their " +"[member CanvasItem.visible] property." +msgstr "" -#: doc/classes/FileDialog.xml:40 +#: doc/classes/FileDialog.xml:41 msgid "" "Returns the vertical box container of the dialog, custom controls can be " -"added to it." -msgstr "返回对话框的垂直框容器,可以在其中添加自定义控件。" +"added to it.\n" +"[b]Warning:[/b] This is a required internal node, removing and freeing it " +"may cause a crash. If you wish to hide it or any of its children, use their " +"[member CanvasItem.visible] property." +msgstr "" -#: doc/classes/FileDialog.xml:46 +#: doc/classes/FileDialog.xml:48 msgid "Invalidate and update the current dialog content list." msgstr "使当前对话框内容列表无效并更新。" -#: doc/classes/FileDialog.xml:52 +#: doc/classes/FileDialog.xml:54 msgid "" "The file system access scope. See enum [code]Access[/code] constants.\n" "[b]Warning:[/b] Currently, in sandboxed environments such as HTML5 builds or " @@ -28343,19 +28484,19 @@ msgid "" "proposals#1123[/url]." msgstr "" -#: doc/classes/FileDialog.xml:56 +#: doc/classes/FileDialog.xml:58 msgid "The current working directory of the file dialog." msgstr "文件对话框的当前工作目录。" -#: doc/classes/FileDialog.xml:59 +#: doc/classes/FileDialog.xml:61 msgid "The currently selected file of the file dialog." msgstr "文件对话框的当前选定的文件。" -#: doc/classes/FileDialog.xml:62 +#: doc/classes/FileDialog.xml:64 msgid "The currently selected file path of the file dialog." msgstr "当前选择的文件对话框的文件路径。" -#: doc/classes/FileDialog.xml:66 +#: doc/classes/FileDialog.xml:68 #, fuzzy msgid "" "The available file type filters. For example, this shows only [code].png[/" @@ -28366,14 +28507,14 @@ msgstr "" "[code]set_filters(PackedStringArray([\"*.png ; PNG Images\", \"*.gd ; " "GDScript Files\"])[/code]。" -#: doc/classes/FileDialog.xml:69 +#: doc/classes/FileDialog.xml:71 #, fuzzy msgid "" "The dialog's open or save mode, which affects the selection behavior. See " "enum [code]Mode[/code] constants." -msgstr "对话框的打开或保存模式,影响选择行为。参见[enum FileMode]。" +msgstr "对话框的打开或保存模式,影响选择行为。参阅[enum FileMode]。" -#: doc/classes/FileDialog.xml:72 +#: doc/classes/FileDialog.xml:74 #, fuzzy msgid "" "If [code]true[/code], changing the [code]Mode[/code] property will set the " @@ -28384,93 +28525,93 @@ msgstr "" "将模式设置为[constant FILE_MODE_OPEN_FILE]将改变窗口标题为 \"打开一个文件" "\")。" -#: doc/classes/FileDialog.xml:75 +#: doc/classes/FileDialog.xml:77 msgid "If [code]true[/code], the dialog will show hidden files." msgstr "如果[code]true[/code],对话框将显示出隐藏文件。" -#: doc/classes/FileDialog.xml:83 +#: doc/classes/FileDialog.xml:85 msgid "Emitted when the user selects a directory." msgstr "当用户选择一个目录时触发的。" -#: doc/classes/FileDialog.xml:89 +#: doc/classes/FileDialog.xml:91 msgid "" "Emitted when the user selects a file by double-clicking it or pressing the " "[b]OK[/b] button." msgstr "当用户通过双击文件或按[b]OK[/b]按钮选择一个文件时触发。" -#: doc/classes/FileDialog.xml:95 +#: doc/classes/FileDialog.xml:97 msgid "Emitted when the user selects multiple files." msgstr "当用户选择多个文件时触发。" -#: doc/classes/FileDialog.xml:101 +#: doc/classes/FileDialog.xml:103 msgid "The dialog allows selecting one, and only one file." msgstr "该对话框只允许选择一个文件。" -#: doc/classes/FileDialog.xml:104 +#: doc/classes/FileDialog.xml:106 msgid "The dialog allows selecting multiple files." msgstr "该对话框允许选择多个文件。" -#: doc/classes/FileDialog.xml:107 +#: doc/classes/FileDialog.xml:109 msgid "" "The dialog only allows selecting a directory, disallowing the selection of " "any file." msgstr "该对话框只允许选择一个目录,不允许选择任何文件。" -#: doc/classes/FileDialog.xml:110 +#: doc/classes/FileDialog.xml:112 msgid "The dialog allows selecting one file or directory." msgstr "该对话框允许选择一个文件或目录。" -#: doc/classes/FileDialog.xml:113 +#: doc/classes/FileDialog.xml:115 msgid "The dialog will warn when a file exists." msgstr "当文件存在时,对话框会发出警告。" -#: doc/classes/FileDialog.xml:116 +#: doc/classes/FileDialog.xml:118 msgid "" "The dialog only allows accessing files under the [Resource] path " "([code]res://[/code])." msgstr "该对话框只允许访问[资源]路径下的文件([code]res://[/code])。" -#: doc/classes/FileDialog.xml:119 +#: doc/classes/FileDialog.xml:121 msgid "" "The dialog only allows accessing files under user data path ([code]user://[/" "code])." msgstr "该对话框只允许访问用户数据路径([code]user://[/code])下的文件。" -#: doc/classes/FileDialog.xml:122 +#: doc/classes/FileDialog.xml:124 msgid "The dialog allows accessing files on the whole file system." msgstr "该对话框允许访问文件系统上的文件。" -#: doc/classes/FileDialog.xml:127 +#: doc/classes/FileDialog.xml:129 msgid "Custom icon for files." msgstr "文件的自定义图标。" -#: doc/classes/FileDialog.xml:130 +#: doc/classes/FileDialog.xml:132 msgid "The color modulation applied to the file icon." msgstr "应用于文件图标的颜色调制。" -#: doc/classes/FileDialog.xml:133 +#: doc/classes/FileDialog.xml:135 msgid "" "The color tint for disabled files (when the [FileDialog] is used in open " "folder mode)." msgstr "禁用文件的色调(当[FileDialog]在打开文件夹模式下使用时)。" -#: doc/classes/FileDialog.xml:136 +#: doc/classes/FileDialog.xml:138 msgid "Custom icon for folders." msgstr "文件夹的自定义图标。" -#: doc/classes/FileDialog.xml:139 +#: doc/classes/FileDialog.xml:141 msgid "The color modulation applied to the folder icon." msgstr "应用于文件夹图标的颜色调制。" -#: doc/classes/FileDialog.xml:142 +#: doc/classes/FileDialog.xml:144 msgid "Custom icon for the parent folder arrow." msgstr "父文件夹箭头的自定义图标。" -#: doc/classes/FileDialog.xml:145 +#: doc/classes/FileDialog.xml:147 msgid "Custom icon for the reload button." msgstr "重新加载按钮的自定义图标。" -#: doc/classes/FileDialog.xml:148 +#: doc/classes/FileDialog.xml:150 msgid "Custom icon for the toggle hidden button." msgstr "切换隐藏按钮的自定义图标。" @@ -28498,11 +28639,11 @@ msgstr "" #: doc/classes/float.xml:12 msgid "https://en.wikipedia.org/wiki/Double-precision_floating-point_format" -msgstr "" +msgstr "https://en.wikipedia.org/wiki/Double-precision_floating-point_format" #: doc/classes/float.xml:13 msgid "https://en.wikipedia.org/wiki/Single-precision_floating-point_format" -msgstr "" +msgstr "https://en.wikipedia.org/wiki/Single-precision_floating-point_format" #: doc/classes/float.xml:20 msgid "" @@ -28569,7 +28710,7 @@ msgstr "" "在给定位置使用字体将[code]string[/code]绘制到画布项目中,并使用[code] " "modulate [/code]颜色,并可以选择裁剪宽度。 [code]position[/code]指定基线,而" "不是顶部。要从顶部绘制,必须在[Y]轴上添加[i] ascent [/i]。\n" -"另请参见[method CanvasItem.draw_string]。" +"另请参阅[method CanvasItem.draw_string]。" #: doc/classes/Font.xml:37 msgid "" @@ -28705,22 +28846,20 @@ msgstr "" "平台和架构进行编译。" #: modules/gdnative/doc_classes/GDNativeLibrary.xml:10 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/plugins/gdnative/gdnative-c-" "example.html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/plugins/gdnative/" -"gdnative-c-example.html" +"https://docs.godotengine.org/en/3.4/tutorials/plugins/gdnative/gdnative-c-" +"example.html" #: modules/gdnative/doc_classes/GDNativeLibrary.xml:11 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/plugins/gdnative/gdnative-cpp-" "example.html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/plugins/gdnative/" -"gdnative-cpp-example.html" +"https://docs.godotengine.org/en/3.4/tutorials/plugins/gdnative/gdnative-cpp-" +"example.html" #: modules/gdnative/doc_classes/GDNativeLibrary.xml:17 msgid "" @@ -28811,13 +28950,12 @@ msgstr "" "Object.set_script]会扩展该对象。" #: modules/gdscript/doc_classes/GDScript.xml:11 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/getting_started/scripting/gdscript/index." "html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/getting_started/scripting/gdscript/" -"index.html" +"https://docs.godotengine.org/en/3.4/getting_started/scripting/gdscript/index." +"html" #: modules/gdscript/doc_classes/GDScript.xml:17 msgid "Returns byte code for the script source code." @@ -29875,10 +30013,9 @@ msgstr "" "基于几何图形的视觉实例的基础节点。分享一些共同的机制,如可见性和自定义材料。" #: doc/classes/GeometryInstance.xml:16 -#, fuzzy msgid "" "Returns the [enum GeometryInstance.Flags] that have been set for this object." -msgstr "返回已经为特定实例设置的自定义数据。" +msgstr "返回为此对象设置的[enum GeometryInstance.Flags] 。" #: doc/classes/GeometryInstance.xml:23 msgid "" @@ -29889,12 +30026,12 @@ msgstr "" "设置为零。" #: doc/classes/GeometryInstance.xml:31 -#, fuzzy msgid "" "Sets the [enum GeometryInstance.Flags] specified. See [enum GeometryInstance." "Flags] for options." msgstr "" -"设置给定的[enum InstanceFlags]标志。更多细节请参见[enum InstanceFlags]。" +"设置指定的[enum GeometryInstance.Flags]。参阅[enum GeometryInstance.Flags]选" +"项。" #: doc/classes/GeometryInstance.xml:37 msgid "" @@ -29904,11 +30041,10 @@ msgstr "" "选择的阴影投射标志。转到 [enum ShadowCastingSetting] 来查看该属性可能的值。" #: doc/classes/GeometryInstance.xml:40 -#, fuzzy msgid "" "The extra distance added to the GeometryInstance's bounding box ([AABB]) to " "increase its cull box." -msgstr "添加到GeometryInstance3D的包围盒([AABB])的额外距离,以增加其剔除盒。" +msgstr "添加到GeometryInstance的包围盒([AABB])的额外距离,以增加其剔除盒。" #: doc/classes/GeometryInstance.xml:43 msgid "" @@ -29924,7 +30060,6 @@ msgid "" msgstr "" #: doc/classes/GeometryInstance.xml:49 -#, fuzzy msgid "" "The GeometryInstance's max LOD distance.\n" "[b]Note:[/b] This property currently has no effect." @@ -29933,30 +30068,27 @@ msgstr "" "[b]注意:[/b] 这个属性目前没有任何作用。" #: doc/classes/GeometryInstance.xml:53 -#, fuzzy msgid "" "The GeometryInstance's max LOD margin.\n" "[b]Note:[/b] This property currently has no effect." msgstr "" -"GeometryInstance3D的最大LOD距离。\n" +"GeometryInstance3D的最大LOD 边距。\n" "[b]注意:[/b] 这个属性目前没有任何作用。" #: doc/classes/GeometryInstance.xml:57 -#, fuzzy msgid "" "The GeometryInstance's min LOD distance.\n" "[b]Note:[/b] This property currently has no effect." msgstr "" -"GeometryInstance3D的最大LOD距离。\n" +"GeometryInstance3D的最小LOD距离。\n" "[b]注意:[/b] 这个属性目前没有任何作用。" #: doc/classes/GeometryInstance.xml:61 -#, fuzzy msgid "" "The GeometryInstance's min LOD margin.\n" "[b]Note:[/b] This property currently has no effect." msgstr "" -"GeometryInstance3D的最小LOD值。\n" +"GeometryInstance3D的最小LOD 边距。\n" "[b]注意:[/b] 这个属性目前没有任何作用。" #: doc/classes/GeometryInstance.xml:65 @@ -29996,23 +30128,21 @@ msgid "Will not cast any shadows." msgstr "将不会投射任何阴影。" #: doc/classes/GeometryInstance.xml:91 -#, fuzzy msgid "" "Will cast shadows from all visible faces in the GeometryInstance.\n" "Will take culling into account, so faces not being rendered will not be " "taken into account when shadow casting." msgstr "" -"将从GeometryInstance3D的所有可见面投射阴影。\n" +"将从GeometryInstance中的所有可见面投射阴影。\n" "将考虑剔除,所以在投射阴影时,没有被渲染的面将不会被考虑在内。" #: doc/classes/GeometryInstance.xml:95 -#, fuzzy msgid "" "Will cast shadows from all visible faces in the GeometryInstance.\n" "Will not take culling into account, so all faces will be taken into account " "when shadow casting." msgstr "" -"将从GeometryInstance3D的所有可见面投射阴影。\n" +"将从GeometryInstance中的所有可见面投射阴影。\n" "不会考虑剔除,所以在投射阴影时,所有的面都会被考虑在内。" #: doc/classes/GeometryInstance.xml:99 @@ -30069,9 +30199,8 @@ msgstr "" "换取[ProjectSettings]中更好的性能。" #: doc/classes/GIProbe.xml:13 -#, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/3d/gi_probes.html" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/3d/gi_probes.html" +msgstr "https://docs.godotengine.org/en/3.4/tutorials/3d/gi_probes.html" #: doc/classes/GIProbe.xml:22 #, fuzzy @@ -30138,23 +30267,22 @@ msgstr "" "分,每个单元的大小将增加,并导致低细节照明。" #: doc/classes/GIProbe.xml:53 -#, fuzzy msgid "" "If [code]true[/code], ignores the sky contribution when calculating lighting." -msgstr "如果 [code]true[/code],则包含光标的行会突出显示。" +msgstr "如果为[code]true[/code],在计算照明时忽略天空的贡献。" #: doc/classes/GIProbe.xml:56 -#, fuzzy msgid "" "Offsets the lookup into the [GIProbe] based on the object's normal " "direction. Can be used to reduce some self-shadowing artifacts." -msgstr "法线偏移,用于抵消物体法线的阴影查找。可以用来修复自阴影的伪影。" +msgstr "" +"根据物体的法线方向,对[GIProbe]的查找进行偏移。可以用来减少一些自阴影的假象。" #: doc/classes/GIProbe.xml:59 msgid "" "How much light propagates through the probe internally. A higher value " "allows light to spread further." -msgstr "" +msgstr "光在探针内部传播的程度。一个较高的值可以使光传播得更远。" #: doc/classes/GIProbe.xml:62 msgid "" @@ -30490,11 +30618,11 @@ msgstr "" #, fuzzy msgid "" "Gets the [HBoxContainer] that contains the zooming and grid snap controls in " -"the top left of the graph.\n" -"Warning: The intended usage of this function is to allow you to reposition " -"or add your own custom controls to the container. This is an internal " -"control and as such should not be freed. If you wish to hide this or any of " -"its children, use their [member CanvasItem.visible] property instead." +"the top left of the graph. You can use this method to reposition the toolbar " +"or to add your own custom controls to it.\n" +"[b]Warning:[/b] This is a required internal node, removing and freeing it " +"may cause a crash. If you wish to hide it or any of its children, use their " +"[member CanvasItem.visible] property." msgstr "" "获取包含图形左上方的缩放和网格快照控制的[HBoxContainer]。\n" "警告。这个函数的预期用途是允许你重新定位或添加你自己的自定义控件到容器中。这" @@ -30606,7 +30734,7 @@ msgstr "触发的信号。" #: doc/classes/GraphEdit.xml:170 msgid "The step of each zoom level." -msgstr "" +msgstr "每个缩放级别的步长。" #: doc/classes/GraphEdit.xml:176 msgid "Emitted at the beginning of a GraphNode movement." @@ -30741,7 +30869,6 @@ msgstr "" "槽位可以有不同的、不兼容的类型。" #: doc/classes/GraphNode.xml:7 -#, fuzzy msgid "" "A GraphNode is a container. Each GraphNode can have several input and output " "slots, sometimes referred to as ports, allowing connections between " @@ -30762,10 +30889,10 @@ msgid "" msgstr "" "图形节点GraphNode是一个容器。每个图形节点GraphNode可以有几个输入和输出槽,有" "时被称为端口,允许图形节点GraphNode之间的连接。要在图形节点GraphNode上添加一" -"个槽,需要向它添加任何控件派生的子节点。\n" -"在为图形节点GraphNode添加至少一个子节点后,将在检查器中自动创建名为 \"插槽 " -"\"的新部分。当 \"插槽\"被展开时,你会看到带有每个槽的索引号的列表。你可以点击" -"它们来进一步展开。\n" +"个槽,需要向它添加任何控件[Control]派生的子节点。\n" +"在为图形节点GraphNode添加至少一个子节点后,将在检查器中自动创建名为 \"插槽" +"Slot \"的新部分。当 \"插槽\"被展开时,你会看到带有每个槽索引号的列表。你可以" +"点击它们来进一步展开。\n" "在检查器中,你可以启用(显示)或禁用(隐藏)插槽。默认情况下,所有槽都是禁用" "的,所以你最初可能看不到图形节点GraphNode上的任何槽。你可以给每个插槽指定一个" "类型。只有相同类型的插槽才能够相互连接。你还可以给插槽指定颜色。为图形节点" @@ -30781,9 +30908,8 @@ msgid "Disables input and output slot whose index is [code]idx[/code]." msgstr "禁用索引为[code]idx[/code]的输入和输出槽。" #: doc/classes/GraphNode.xml:31 -#, fuzzy msgid "Returns the [Color] of the input connection [code]idx[/code]." -msgstr "返回输入连接[code]idx[/code]的颜色。" +msgstr "返回输入连接[code]idx[/code]的颜色[Color]。" #: doc/classes/GraphNode.xml:37 msgid "" @@ -30799,9 +30925,8 @@ msgid "Returns the type of the input connection [code]idx[/code]." msgstr "返回输入连接的类型[code]idx[/code]。" #: doc/classes/GraphNode.xml:58 -#, fuzzy msgid "Returns the [Color] of the output connection [code]idx[/code]." -msgstr "返回输出连接[code]idx[/code]的颜色。" +msgstr "返回输出连接[code]idx[/code]的颜色[Color]。" #: doc/classes/GraphNode.xml:64 msgid "" @@ -30817,41 +30942,34 @@ msgid "Returns the type of the output connection [code]idx[/code]." msgstr "返回输出连接的类型[code]idx[/code]。" #: doc/classes/GraphNode.xml:85 -#, fuzzy msgid "Returns the left (input) [Color] of the slot [code]idx[/code]." -msgstr "返回[code]idx[/code]处节点的类型。" +msgstr "返回槽[code]idx[/code]的左边(输入)颜色[Color]。" #: doc/classes/GraphNode.xml:92 -#, fuzzy msgid "Returns the right (output) [Color] of the slot [code]idx[/code]." -msgstr "返回[code]idx[/code]处节点的类型。" +msgstr "返回槽[code]idx[/code]的右边(输出)颜色[Color]。" #: doc/classes/GraphNode.xml:99 -#, fuzzy msgid "Returns the left (input) type of the slot [code]idx[/code]." -msgstr "返回[code]idx[/code]处节点的类型。" +msgstr "返回槽[code]idx[/code]的左边(输入)类型。" #: doc/classes/GraphNode.xml:106 -#, fuzzy msgid "Returns the right (output) type of the slot [code]idx[/code]." -msgstr "返回[code]idx[/code]处节点的类型。" +msgstr "返回槽[code]idx[/code]的右边(输出)类型。" #: doc/classes/GraphNode.xml:113 -#, fuzzy msgid "" "Returns [code]true[/code] if left (input) side of the slot [code]idx[/code] " "is enabled." -msgstr "如果启用了索引[code]idx[/code]处的轨迹,则返回[code]true[/code]。" +msgstr "如果插槽[code]idx[/code]的左侧(输入)被启用,返回[code]true[/code]。" #: doc/classes/GraphNode.xml:120 -#, fuzzy msgid "" "Returns [code]true[/code] if right (output) side of the slot [code]idx[/" "code] is enabled." -msgstr "如果启用了索引[code]idx[/code]处的轨迹,则返回[code]true[/code]。" +msgstr "如果插槽[code]idx[/code]的右侧(输出)被启用,返回[code]true[/code]。" #: doc/classes/GraphNode.xml:135 -#, fuzzy msgid "" "Sets properties of the slot with ID [code]idx[/code].\n" "If [code]enable_left[/code]/[code]right[/code], a port will appear and the " @@ -30868,39 +30986,41 @@ msgid "" "methods. You must enable at least one side of the slot to do so." msgstr "" "设置ID为[code]idx[/code]的插槽的属性。\n" -"如果[code]enable_left[/code]/[code]right[/code],就会出现一个端口,插槽就可以" -"从这一侧连接。\n" +"如果[code]enable_left[/code]/[code]right[/code],就会出现一个端口,该插槽就可" +"以从这一侧连接。\n" "[code]type_left[/code]/[code]right[/code]是端口的一个任意类型。只有具有相同类" "型值的端口才能被连接。\n" -"[code]color_left[/code]/[code]right[/code] 是端口在这一侧的图标的色调。\n" +"[code]color_left[/code]/[code]right[/code]是端口在这一侧的图标的色调。\n" "[code]custom_left[/code]/[code]right[/code]是这一侧的端口的自定义纹理。\n" -"[b]注意:[/b] 这个方法只设置槽的属性。要创建槽,需要在GraphNode上添加一个控件" -"派生的子节点。" +"[b]注意:[/b] 这个方法只设置槽的属性。要创建槽,需要在GraphNode中添加一个" +"[Control]的派生类。\n" +"可以使用[code]set_slot_*[/code]方法之一来设置单个属性。你必须至少启用插槽的一" +"边才能这样做。" #: doc/classes/GraphNode.xml:149 -#, fuzzy msgid "" "Sets the [Color] of the left (input) side of the slot [code]idx[/code] to " "[code]color_left[/code]." -msgstr "将索引为[code]idx[/code]的片段的偏移量设置为[code]ofs[/code]。" +msgstr "" +"将插槽[code]idx[/code]左侧(输入)的颜色[Color]设置为[code]color_left[/" +"code]。" #: doc/classes/GraphNode.xml:157 -#, fuzzy msgid "" "Sets the [Color] of the right (output) side of the slot [code]idx[/code] to " "[code]color_right[/code]." -msgstr "将索引为[code]idx[/code]的片段的偏移量设置为[code]ofs[/code]。" +msgstr "" +"将插槽[code]idx[/code]的右侧(输出)的颜色[Color]设置为[code]color_right[/" +"code]。" #: doc/classes/GraphNode.xml:165 -#, fuzzy msgid "" "Toggles the left (input) side of the slot [code]idx[/code]. If " "[code]enable_left[/code] is [code]true[/code], a port will appear on the " "left side and the slot will be able to be connected from this side." msgstr "" -"返回[code]idx[/code]处的节点的路径。\n" -"如果[code]for_parent[/code]是[code]true[/code],则返回[code]idx[/code]节点的" -"父节点的路径。" +"切换插槽的左侧(输入)[code]idx[/code]。\t如果[code]enable_left[/code]为" +"[code]true[/code],左边将出现一个端口,插槽将能够从这一边连接。" #: doc/classes/GraphNode.xml:173 msgid "" @@ -30908,20 +31028,20 @@ msgid "" "[code]enable_right[/code] is [code]true[/code], a port will appear on the " "right side and the slot will be able to be connected from this side." msgstr "" +"切换插槽的右侧(输出)[code]idx[/code]。如果[code]enable_right[/code]为" +"[code]true[/code],右侧将出现一个端口,插槽将能够从这一侧连接。" #: doc/classes/GraphNode.xml:181 -#, fuzzy msgid "" "Sets the left (input) type of the slot [code]idx[/code] to [code]type_left[/" "code]." -msgstr "将点的左切线角度设置为 [code]index [/code] 至 [code]tangent [/code]。" +msgstr "将插槽[code]idx[/code]的左侧(输入)类型设置为[code]type_left[/code]。" #: doc/classes/GraphNode.xml:189 -#, fuzzy msgid "" "Sets the right (output) type of the slot [code]idx[/code] to " "[code]type_right[/code]." -msgstr "设置[code]index[/code]至[code]tangent[/code]处的点的右切线角。" +msgstr "将插槽[code]idx[/code]的右(输出)类型设置为[code]type_right[/code]。" #: doc/classes/GraphNode.xml:195 msgid "If [code]true[/code], the GraphNode is a comment node." @@ -30939,7 +31059,7 @@ msgstr "" #: doc/classes/GraphNode.xml:202 msgid "Sets the overlay shown above the GraphNode. See [enum Overlay]." -msgstr "设置在图形节点GraphNode上方显示的叠加层。参见[enum Overlay]。" +msgstr "设置在图形节点GraphNode上方显示的叠加层。参阅[enum Overlay]。" #: doc/classes/GraphNode.xml:205 msgid "" @@ -31002,9 +31122,8 @@ msgstr "" "resizable])。" #: doc/classes/GraphNode.xml:251 -#, fuzzy msgid "Emitted when any GraphNode's slot is updated." -msgstr "当图形节点GraphNode被选择时发出。" +msgstr "当任何图形节点的插槽更新时发出。" #: doc/classes/GraphNode.xml:257 msgid "No overlay is shown." @@ -31033,7 +31152,7 @@ msgstr "关闭按钮的图标会在启用[member show_close]时可见。" msgid "The color modulation applied to the close button icon." msgstr "应用于关闭按钮图标的颜色调制(modulation)。" -#: doc/classes/GraphNode.xml:277 doc/classes/WindowDialog.xml:40 +#: doc/classes/GraphNode.xml:277 doc/classes/WindowDialog.xml:41 msgid "The vertical offset of the close button." msgstr "关闭按钮的垂直偏移量。" @@ -31168,10 +31287,8 @@ msgstr "" "理。每个八角形都有相同的尺寸,可以包含多个单元。" #: modules/gridmap/doc_classes/GridMap.xml:14 -#, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/3d/using_gridmaps.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/3d/using_gridmaps.html" +msgstr "https://docs.godotengine.org/en/3.4/tutorials/3d/using_gridmaps.html" #: modules/gridmap/doc_classes/GridMap.xml:22 msgid "Clear all cells." @@ -31292,7 +31409,7 @@ msgid "" "This does not affect the size of the meshes. See [member cell_scale]." msgstr "" "网格单元的尺寸。\n" -"这并不影响网格的尺寸大小。参见[member cell_scale]。" +"这并不影响网格的尺寸大小。参阅[member cell_scale]。" #: modules/gridmap/doc_classes/GridMap.xml:177 msgid "" @@ -31454,7 +31571,7 @@ msgstr "水平盒容器。" #: doc/classes/HBoxContainer.xml:7 msgid "Horizontal box container. See [BoxContainer]." -msgstr "水平的容器。参见[BoxContainer]。" +msgstr "水平的容器。参阅[BoxContainer]。" #: doc/classes/HBoxContainer.xml:17 msgid "The horizontal space between the [HBoxContainer]'s elements." @@ -31785,7 +31902,7 @@ msgstr "水平拆分容器。" msgid "" "Horizontal split container. See [SplitContainer]. This goes from left to " "right." -msgstr "水平拆分容器。参见[SplitContainer]。从左到右。" +msgstr "水平拆分容器。参阅[SplitContainer]。从左到右。" #: doc/classes/HSplitContainer.xml:17 doc/classes/VSplitContainer.xml:17 msgid "" @@ -31862,23 +31979,21 @@ msgstr "" "[code]Access-Control-Allow-Origin: *[/code] HTTP 报头来允许站外请求。" #: doc/classes/HTTPClient.xml:16 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/networking/http_client_class." "html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/networking/" -"http_client_class.html" +"https://docs.godotengine.org/en/3.4/tutorials/networking/http_client_class." +"html" -#: doc/classes/HTTPClient.xml:17 doc/classes/HTTPRequest.xml:75 +#: doc/classes/HTTPClient.xml:17 doc/classes/HTTPRequest.xml:71 #: doc/classes/StreamPeerSSL.xml:10 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/networking/ssl_certificates." "html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/networking/" -"ssl_certificates.html" +"https://docs.godotengine.org/en/3.4/tutorials/networking/ssl_certificates." +"html" #: doc/classes/HTTPClient.xml:23 msgid "Closes the current connection, allowing reuse of this [HTTPClient]." @@ -32854,13 +32969,7 @@ msgid "" " var texture_rect = TextureRect.new()\n" " add_child(texture_rect)\n" " texture_rect.texture = texture\n" -"[/codeblock]\n" -"[b]Gzipped response bodies[/b]\n" -"HttpRequest will automatically handle decompression of response bodies.\n" -"A \"Accept-Encoding\" header will be automatically added to each of your " -"requests, unless one is already specified.\n" -"Any response with a \"Content-Encoding: gzip\" header will automatically be " -"decompressed and delivered to you as a uncompressed bytes." +"[/codeblock]" msgstr "" "具有发送 HTTP 请求能力的节点,内部使用 [HTTPClient]。\n" "可以用来发送 HTTP 请求,即通过 HTTP 下载上传文件和网页内容。\n" @@ -32931,20 +33040,19 @@ msgstr "" "url] 的关系而禁止来自站外的请求。如果服务器是你自己搭建的,可以通过添加 " "[code]Access-Control-Allow-Origin: *[/code] HTTP 报头来允许站外请求。" -#: doc/classes/HTTPRequest.xml:74 -#, fuzzy +#: doc/classes/HTTPRequest.xml:70 msgid "" "https://docs.godotengine.org/en/3.4/tutorials/networking/http_request_class." "html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/networking/" -"http_request_class.html" +"https://docs.godotengine.org/en/3.4/tutorials/networking/http_request_class." +"html" -#: doc/classes/HTTPRequest.xml:81 +#: doc/classes/HTTPRequest.xml:77 msgid "Cancels the current request." msgstr "取消当前请求。" -#: doc/classes/HTTPRequest.xml:87 +#: doc/classes/HTTPRequest.xml:83 msgid "" "Returns the response body length.\n" "[b]Note:[/b] Some Web servers may not send a body length. In this case, the " @@ -32955,17 +33063,17 @@ msgstr "" "[b]注意:[/b] 部分 Web 服务器可能不发送响应体长度,此时返回值将为 [code]-1[/" "code]。如果使用分块传输编码,响应体的长度也将为 [code]-1[/code]。" -#: doc/classes/HTTPRequest.xml:94 +#: doc/classes/HTTPRequest.xml:90 msgid "Returns the amount of bytes this HTTPRequest downloaded." msgstr "返回该 HTTPRequest 已下载的字节数。" -#: doc/classes/HTTPRequest.xml:100 +#: doc/classes/HTTPRequest.xml:96 msgid "" "Returns the current status of the underlying [HTTPClient]. See [enum " "HTTPClient.Status]." msgstr "返回内部 [HTTPClient] 的当前状态。见 [enum HTTPClient.Status]。" -#: doc/classes/HTTPRequest.xml:111 +#: doc/classes/HTTPRequest.xml:107 #, fuzzy msgid "" "Creates request on the underlying [HTTPClient]. If there is no configuration " @@ -32993,7 +33101,7 @@ msgstr "" "ERR_INVALID_PARAMETER],未启用多线程并且 [HTTPClient] 无法连接到主机时返回 " "[constant ERR_CANT_CONNECT]。" -#: doc/classes/HTTPRequest.xml:124 +#: doc/classes/HTTPRequest.xml:120 #, fuzzy msgid "" "Creates request on the underlying [HTTPClient] using a raw array of bytes " @@ -33016,30 +33124,11 @@ msgstr "" "ERR_INVALID_PARAMETER],未启用多线程并且 [HTTPClient] 无法连接到主机时返回 " "[constant ERR_CANT_CONNECT]。" -#: doc/classes/HTTPRequest.xml:131 -msgid "" -"If [code]true[/code], this header will be added to each request: " -"[code]Accept-Encoding: gzip, deflate[/code] telling servers that it's okay " -"to compress response bodies.\n" -"Any Reponse body declaring a [code]Content-Encoding[/code] of either " -"[code]gzip[/code] or [code]deflate[/code] will then be automatically " -"decompressed, and the uncompressed bytes will be delivered via " -"[code]request_completed[/code].\n" -"If the user has specified their own [code]Accept-Encoding[/code] header, " -"then no header will be added regaurdless of [code]accept_gzip[/code].\n" -"If [code]false[/code] no header will be added, and no decompression will be " -"performed on response bodies. The raw bytes of the response body will be " -"returned via [code]request_completed[/code]." -msgstr "" - -#: doc/classes/HTTPRequest.xml:137 -msgid "" -"Maximum allowed size for response bodies. If the response body is " -"compressed, this will be used as the maximum allowed size for the " -"decompressed body." -msgstr "" +#: doc/classes/HTTPRequest.xml:127 +msgid "Maximum allowed size for response bodies." +msgstr "允许的最大响应体大小。" -#: doc/classes/HTTPRequest.xml:140 +#: doc/classes/HTTPRequest.xml:130 #, fuzzy msgid "" "The size of the buffer used and maximum bytes to read per iteration. See " @@ -33052,63 +33141,63 @@ msgstr "" "下载大文件时将该值调大(例如下载 64 KiB 时设为 65536)可以用更大的内存消耗换" "取更快的下载速度。" -#: doc/classes/HTTPRequest.xml:144 +#: doc/classes/HTTPRequest.xml:134 msgid "The file to download into. Will output any received file into it." msgstr "下载到的文件。将在其中写入任何收到的文件。" -#: doc/classes/HTTPRequest.xml:147 +#: doc/classes/HTTPRequest.xml:137 msgid "Maximum number of allowed redirects." msgstr "允许的最大重定向数。" -#: doc/classes/HTTPRequest.xml:152 +#: doc/classes/HTTPRequest.xml:142 msgid "If [code]true[/code], multithreading is used to improve performance." msgstr "为 [code]true[/code] 时,将启用多线程提高性能。" -#: doc/classes/HTTPRequest.xml:162 +#: doc/classes/HTTPRequest.xml:152 msgid "Emitted when a request is completed." msgstr "请求完成时触发。" -#: doc/classes/HTTPRequest.xml:168 +#: doc/classes/HTTPRequest.xml:158 msgid "Request successful." msgstr "请求成功。" -#: doc/classes/HTTPRequest.xml:173 +#: doc/classes/HTTPRequest.xml:163 msgid "Request failed while connecting." msgstr "连接时请求失败。" -#: doc/classes/HTTPRequest.xml:176 +#: doc/classes/HTTPRequest.xml:166 msgid "Request failed while resolving." msgstr "解析时请求失败。" -#: doc/classes/HTTPRequest.xml:179 +#: doc/classes/HTTPRequest.xml:169 msgid "Request failed due to connection (read/write) error." msgstr "因连接(读写)错误而失败。" -#: doc/classes/HTTPRequest.xml:182 +#: doc/classes/HTTPRequest.xml:172 msgid "Request failed on SSL handshake." msgstr "SSL 握手时请求失败。" -#: doc/classes/HTTPRequest.xml:185 +#: doc/classes/HTTPRequest.xml:175 msgid "Request does not have a response (yet)." msgstr "请求(目前还)没有获得相应。" -#: doc/classes/HTTPRequest.xml:190 +#: doc/classes/HTTPRequest.xml:178 msgid "Request exceeded its maximum size limit, see [member body_size_limit]." msgstr "请求超出了大小上限,见 [member body_size_limit]。" -#: doc/classes/HTTPRequest.xml:193 +#: doc/classes/HTTPRequest.xml:181 msgid "Request failed (currently unused)." msgstr "请求失败(目前未使用)。" -#: doc/classes/HTTPRequest.xml:196 +#: doc/classes/HTTPRequest.xml:184 msgid "HTTPRequest couldn't open the download file." msgstr "HTTPRequest 无法打开下载文件。" -#: doc/classes/HTTPRequest.xml:199 +#: doc/classes/HTTPRequest.xml:187 msgid "HTTPRequest couldn't write to the download file." msgstr "HTTPRequest 无法写入下载文件。" -#: doc/classes/HTTPRequest.xml:202 +#: doc/classes/HTTPRequest.xml:190 msgid "Request reached its maximum redirect limit, see [member max_redirects]." msgstr "请求超出了重定向次数上限,见 [member max_redirects]。" @@ -33135,13 +33224,12 @@ msgstr "" "无法导入。" #: doc/classes/Image.xml:12 doc/classes/ImageTexture.xml:31 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/getting_started/workflow/assets/" "importing_images.html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/getting_started/workflow/assets/" -"importing_scenes.html#custom-script" +"https://docs.godotengine.org/en/3.4/getting_started/workflow/assets/" +"importing_images.html" #: doc/classes/Image.xml:21 msgid "" @@ -33211,12 +33299,12 @@ msgid "" "constants." msgstr "" "压缩图像以减少内存的使用。当图像被压缩时,不能直接访问像素数据。如果选择的压" -"缩模式不可用,则返回错误。参见 [enum CompressMode] 和 [enum CompressSource] " +"缩模式不可用,则返回错误。参阅 [enum CompressMode] 和 [enum CompressSource] " "常量。" #: doc/classes/Image.xml:79 msgid "Converts the image's format. See [enum Format] constants." -msgstr "转换图像的格式。参见[enum Format]常量。" +msgstr "转换图像的格式。参阅[enum Format]常量。" #: doc/classes/Image.xml:86 msgid "Copies [code]src[/code] image to this image." @@ -33229,7 +33317,7 @@ msgid "" "mipmaps for this image. See the [method generate_mipmaps]." msgstr "" "创建一个给定大小和格式的空图像。见[enum Format]常量。如果[code]use_mipmaps[/" -"code]是[code]true[/code],那么为这个图像生成mipmaps。参见[method " +"code]是[code]true[/code],那么为这个图像生成mipmaps。参阅[method " "generate_mipmaps]。" #: doc/classes/Image.xml:107 @@ -33239,9 +33327,9 @@ msgid "" "[code]true[/code] then loads mipmaps for this image from [code]data[/code]. " "See [method generate_mipmaps]." msgstr "" -"创建一个给定大小和格式的新图像。参见[enum Format]常量。用给定的原始数据填充图" +"创建一个给定大小和格式的新图像。参阅[enum Format]常量。用给定的原始数据填充图" "像。如果[code]use_mipmaps[/code]是[code]true[/code],那么从[code]data[/code]" -"为这个图像加载mipmaps。参见[method generate_mipmaps]。" +"为这个图像加载mipmaps。参阅[method generate_mipmaps]。" #: doc/classes/Image.xml:115 msgid "" @@ -33314,7 +33402,7 @@ msgstr "返回图像的原始数据。" #: doc/classes/Image.xml:178 msgid "Returns the image's format. See [enum Format] constants." -msgstr "返回图像的格式。参见 [enum Format] 常量。" +msgstr "返回图像的格式。参阅 [enum Format] 常量。" #: doc/classes/Image.xml:184 msgid "Returns the image's height." @@ -33404,7 +33492,7 @@ msgid "" "the [code]user://[/code] directory, and may not work in exported projects.\n" "See also [ImageTexture] description for usage examples." msgstr "" -"从文件路径[code]path[/code]加载图像。有关支持的图像格式和限制的列表,请参见" +"从文件路径[code]path[/code]加载图像。有关支持的图像格式和限制的列表,请参阅" "[url=https://docs.godotengine.org/zh_CN/latest/getting_started/workflow/" "assets/importing_images.html#supported-image-formats]支持的图像格式[/url]。" @@ -33554,14 +33642,14 @@ msgstr "将原始数据从 sRGB 色彩空间转换为线性比例。" #: doc/classes/Image.xml:413 msgid "Unlocks the data and prevents changes." -msgstr "" +msgstr "解锁数据并防止更改。" #: doc/classes/Image.xml:419 #, fuzzy msgid "" "Holds all the image's color data in a given format. See [enum Format] " "constants." -msgstr "以给定的格式保存图像的所有颜色数据。参见[enum Format]常量。" +msgstr "以给定的格式保存图像的所有颜色数据。参阅[enum Format]常量。" #: doc/classes/Image.xml:424 msgid "The maximal width allowed for [Image] resources." @@ -34118,14 +34206,14 @@ msgid "" "new texture each time." msgstr "" -#: doc/classes/ImageTexture.xml:80 doc/classes/VisualServer.xml:2836 +#: doc/classes/ImageTexture.xml:80 doc/classes/VisualServer.xml:2837 #, fuzzy msgid "Resizes the texture to the specified dimensions." msgstr "将 [ImageTexture] 调整为指定的大小。" #: doc/classes/ImageTexture.xml:87 msgid "The storage quality for [constant STORAGE_COMPRESS_LOSSY]." -msgstr "" +msgstr "[constant STORAGE_COMPRESS_LOSSY]的存储质量。" #: doc/classes/ImageTexture.xml:90 #, fuzzy @@ -34168,7 +34256,7 @@ msgid "" "rendering/limits/buffers/immediate_buffer_size_kb]." msgstr "" "通过代码绘制简单的几何形状。使用类似于OpenGL 1.x.的绘制方式。\n" -"关于几何形状的程序化构建,参见 [ArrayMesh],[MeshDataTool] 以及 " +"关于几何形状的程序化构建,参阅 [ArrayMesh],[MeshDataTool] 以及 " "[SurfaceTool]。\n" "[b]注意:[/b] ImmediateGeometry3D 最适用于每帧变化的少量网格数据。如果处理大" "量网格数据将会变慢。如果网格数据不需要经常变化,使用[ArrayMesh]," @@ -34195,7 +34283,7 @@ msgid "" msgstr "" "开始绘制(可选纹理重写)。当调用结束[method end]。对此如何实现的更多信息,搜" "索[code]glBegin()[/code]和[code]glEnd()[/code]引用。\n" -"对于基本类型,参见[enum Mesh.PrimitiveType]枚举。" +"对于基本类型,参阅[enum Mesh.PrimitiveType]枚举。" #: doc/classes/ImmediateGeometry.xml:45 msgid "Clears everything that was drawn using begin/end." @@ -34241,9 +34329,8 @@ msgstr "" "用 [InputMap] 类设置操作及其事件。" #: doc/classes/Input.xml:10 -#, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/inputs/index.html" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/inputs/index.html" +msgstr "https://docs.godotengine.org/en/3.4/tutorials/inputs/index.html" #: doc/classes/Input.xml:20 msgid "" @@ -34326,7 +34413,7 @@ msgstr "返回一个 [Array],包含当前所有连接手柄的设备 ID。" #: doc/classes/Input.xml:84 msgid "Returns the currently assigned cursor shape (see [enum CursorShape])." -msgstr "返回当前指定的光标形状(参见 [enum CursorShape])。" +msgstr "返回当前指定的光标形状(参阅 [enum CursorShape])。" #: doc/classes/Input.xml:90 msgid "" @@ -34352,14 +34439,13 @@ msgstr "" msgid "" "Returns the current value of the joypad axis at given index (see [enum " "JoystickList])." -msgstr "返回给定索引处的手柄(joypad)轴的当前值(参见 [enum JoyAxisList])。" +msgstr "返回给定索引处的手柄(joypad)轴的当前值(参阅 [enum JoyAxisList])。" #: doc/classes/Input.xml:113 msgid "Returns the index of the provided axis name." msgstr "返回提供的轴名称的索引。" #: doc/classes/Input.xml:120 -#, fuzzy msgid "" "Receives a [enum JoystickList] axis and returns its equivalent name as a " "string." @@ -34534,7 +34620,7 @@ msgid "" "triggered internally." msgstr "" "通知[Input]单例连接已更改,以更新[code]device[/code]索引的状态。\n" -"这是内部使用的,不必从用户脚本中调用。有关内部触发的信号,请参见" +"这是内部使用的,不必从用户脚本中调用。有关内部触发的信号,请参阅" "[joy_connection_changed]。" #: doc/classes/Input.xml:275 @@ -34579,7 +34665,7 @@ msgid "" "compression mode can't be used for custom cursors." msgstr "" "设置一个自定义鼠标光标图像,该图像仅当游戏窗口内可见。还可以指定热点。将" -"[code]null[/code]传递给image参数将重置为系统光标。有关详细信息,请参见[enum " +"[code]null[/code]传递给image参数将重置为系统光标。有关详细信息,请参阅[enum " "CursorShape ]形状列表。\n" "[code]image[/code]的大小必须小于256×256。\n" "[code]hotspot[/code]的大小必须在[code]image[/code]的范围内。\n" @@ -34604,7 +34690,7 @@ msgstr "" #: doc/classes/Input.xml:318 msgid "Sets the mouse mode. See the constants for more information." -msgstr "设置鼠标模式。有关更多信息,请参见常量。" +msgstr "设置鼠标模式。有关更多信息,请参阅常量。" #: doc/classes/Input.xml:325 msgid "" @@ -34809,17 +34895,15 @@ msgstr "通用输入事件。" #: doc/classes/InputEvent.xml:7 msgid "Base class of all sort of input event. See [method Node._input]." -msgstr "各种输入事件的基类。参见[method Node._input]。" +msgstr "各种输入事件的基类。参阅[method Node._input]。" #: doc/classes/InputEvent.xml:10 doc/classes/InputEventJoypadButton.xml:10 #: doc/classes/InputEventJoypadMotion.xml:10 doc/classes/InputEventKey.xml:10 #: doc/classes/InputEventMouse.xml:10 doc/classes/InputEventScreenDrag.xml:10 #: doc/classes/InputEventScreenTouch.xml:11 #: doc/classes/InputEventWithModifiers.xml:10 -#, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/inputs/inputevent.html" +msgstr "https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html" #: doc/classes/InputEvent.xml:20 msgid "" @@ -34958,15 +35042,13 @@ msgid "" "[b]Project > Project Settings[/b] menu. See [method Node._input]." msgstr "" "包含可以从多种类型的输入中定位的通用操作。可以从 [b] 项目 > 项目设置 [/b] 菜" -"单中的 [b] 键位映射 [/b] 选项卡创建动作。参见[method Node._input]。" +"单中的 [b] 键位映射 [/b] 选项卡创建动作。参阅[method Node._input]。" #: doc/classes/InputEventAction.xml:10 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html#actions" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/inputs/inputevent." -"html#actions" +"https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html#actions" #: doc/classes/InputEventAction.xml:18 msgid "The action's name. Actions are accessed via this [String]." @@ -35085,7 +35167,7 @@ msgid "" "get_physical_scancode_with_modifiers())[/code] where [code]event[/code] is " "the [InputEventKey]." msgstr "" -"返回与修饰键(如[kbd]Shift[/kbd]或[kbd]Alt[/kbd])相结合的物理键码。也请参见" +"返回与修饰键(如[kbd]Shift[/kbd]或[kbd]Alt[/kbd])相结合的物理键码。也请参阅" "[InputEventWithModifiers]。\n" "要获得带有修饰符的[InputEventKey]的人类可读表示,使用[code]OS." "get_keycode_string(event.get_physical_keycode_with_modifiers())[/code],其中" @@ -35203,12 +35285,11 @@ msgstr "包含鼠标点击信息。见[method Node._input]。" #: doc/classes/InputEventMouseButton.xml:10 #: doc/classes/InputEventMouseMotion.xml:11 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/inputs/" "mouse_and_input_coordinates.html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/inputs/" +"https://docs.godotengine.org/en/3.4/tutorials/inputs/" "mouse_and_input_coordinates.html" #: doc/classes/InputEventMouseButton.xml:16 @@ -35256,7 +35337,7 @@ msgid "" "%27s_line_algorithm]Bresenham's line algorithm[/url] as well to avoid " "visible gaps in lines if the user is moving the mouse quickly." msgstr "" -"包含鼠标和笔的运动信息。支持相对、绝对位置和速度。参见[method Node." +"包含鼠标和笔的运动信息。支持相对、绝对位置和速度。参阅[method Node." "_input]。\n" "[b]注意:[/b]默认情况下,这个事件最多只能在每一帧渲染中发出一次。如果你需要更" "精确的输入报告,请用[code]false[/code]调用[method Input." @@ -35361,38 +35442,32 @@ msgid "Base class for keys events with modifiers." msgstr "带有修饰符的键事件的基类。" #: doc/classes/InputEventWithModifiers.xml:7 -#, fuzzy msgid "" "Contains keys events information with modifiers support like [code]Shift[/" "code] or [code]Alt[/code]. See [method Node._input]." msgstr "" -"包含具有修饰符支持的按键事件信息,如 [kbd]Shift[/kbd] 或 [kbd]Alt[/kbd]。参见" -"[method Node._input]。" +"包含具有修饰符支持的按键事件信息,如 [code]Shift[/code] 或 [code]Alt[/code]。" +"见[method Node._input]。" #: doc/classes/InputEventWithModifiers.xml:16 -#, fuzzy msgid "State of the [code]Alt[/code] modifier." -msgstr "[kbd]Alt[/kbd] 修饰符的状态。" +msgstr "[code]Alt[/code] 修饰符的状态。" #: doc/classes/InputEventWithModifiers.xml:19 -#, fuzzy msgid "State of the [code]Command[/code] modifier." -msgstr "[kbd]Cmd[/kbd] 修饰符的状态。" +msgstr "[code]Command[/code] 修饰符的状态。" #: doc/classes/InputEventWithModifiers.xml:22 -#, fuzzy msgid "State of the [code]Ctrl[/code] modifier." -msgstr "[kbd]Ctrl[/kbd] 修饰符的状态。" +msgstr "[code]Ctrl[/code] 修饰符的状态。" #: doc/classes/InputEventWithModifiers.xml:25 -#, fuzzy msgid "State of the [code]Meta[/code] modifier." -msgstr "[kbd]Meta[/kbd] 修饰符的状态。" +msgstr "[code]Meta[/code] 修饰符的状态。" #: doc/classes/InputEventWithModifiers.xml:28 -#, fuzzy msgid "State of the [code]Shift[/code] modifier." -msgstr "[kbd]Shift[/kbd] 修饰符的状态。" +msgstr "[code]Shift[/code] 修饰符的状态。" #: doc/classes/InputMap.xml:4 msgid "Singleton that manages [InputEventAction]." @@ -35406,16 +35481,14 @@ msgid "" "Node._input]." msgstr "" "管理所有的[InputEventAction],可以通过项目设置菜单[b]项目>项目设置>键位映射[/" -"b]或在代码中用[method add_action]和[method action_add_event]创建/修改。参见" +"b]或在代码中用[method add_action]和[method action_add_event]创建/修改。参阅" "[method Node._input]。" #: doc/classes/InputMap.xml:10 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html#inputmap" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/inputs/inputevent." -"html#inputmap" +"https://docs.godotengine.org/en/3.4/tutorials/inputs/inputevent.html#inputmap" #: doc/classes/InputMap.xml:18 msgid "" @@ -35431,9 +35504,8 @@ msgid "Removes all events from an action." msgstr "从动作中删除所有事件。" #: doc/classes/InputMap.xml:40 -#, fuzzy msgid "Returns a deadzone value for the action." -msgstr "为该动作设置死区值。" +msgstr "返回该操作的死区值。" #: doc/classes/InputMap.xml:48 msgid "" @@ -35460,7 +35532,6 @@ msgid "Removes an action from the [InputMap]." msgstr "从[InputMap]中删除一个动作。" #: doc/classes/InputMap.xml:81 -#, 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 " @@ -35470,9 +35541,12 @@ msgid "" "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the " "direction for [InputEventJoypadMotion] events." msgstr "" -"如果给定事件是现有操作的一部分,则返回 [code] true [/code]。如果未按下给定的 " -"[InputEvent](用于适当的释放检测),此方法将忽略键盘修饰器。如果您不希望这种" -"行为,请参阅 [method action_has_event] 。" +"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" +"要这种行为,请参阅[method action_has_event]。\n" +"如果[code]exact_match[/code]是[code]false[/code],它会忽略[InputEventKey]和" +"[InputEventMouseButton]事件的输入修饰符,以及[InputEventJoypadMotion]事件的方" +"向。" #: doc/classes/InputMap.xml:89 msgid "Returns an array of [InputEvent]s associated with a given action." @@ -35501,7 +35575,6 @@ msgid "Placeholder for the root [Node] of a [PackedScene]." msgstr "[PackedScene] 根 [Node] 的占位。" #: doc/classes/InstancePlaceholder.xml:7 -#, fuzzy msgid "" "Turning on the option [b]Load As Placeholder[/b] for an instanced scene in " "the editor causes it to be replaced by an InstancePlaceholder when running " @@ -35515,26 +35588,26 @@ msgid "" "again." msgstr "" "在编辑器中为实例化场景打开选项 [b] 加载为占位符 [/b] 会导致在运行游戏时将其替" -"换为 [InstancePlaceholder]。这使得实际加载场景的时间可以推迟到调用[method " -"create_instance]。这对于通过选择性加载部分场景来避免一次性加载大场景很有" -"用。\n" -"[InstancePlaceholder] 没有变换(transform)属性。这导致任何子节点从点(0,0)开" -"始相对于[视口]进行定位,而不是在编辑器中显示的父节点。用一个具有变换功能的场" -"景来替换占位符,将使子节点再次相对于它们的父节点进行变换。" +"换为实例占位符[InstancePlaceholder]。这使得实际加载场景的时间可以推迟到调用" +"[method replace_by_instance]。这对于通过选择性加载部分场景来避免一次性加载大" +"场景很有用。\n" +"实例占位符没有变换(transform)属性。这导致任何子节点从点(0,0)开始相对于视窗" +"进行定位,而不是在编辑器中显示的父节点。用一个具有变换属性的场景来替换占位" +"符,将使子节点再次相对于它们的父节点进行变换。" #: doc/classes/InstancePlaceholder.xml:18 msgid "" "Not thread-safe. Use [method Object.call_deferred] if calling from a thread." -msgstr "" +msgstr "不是线程安全的。如果从线程调用,请使用[method Object.call_deferred]。" #: doc/classes/InstancePlaceholder.xml:24 -#, fuzzy msgid "" "Gets the path to the [PackedScene] resource file that is loaded by default " "when calling [method replace_by_instance]. Not thread-safe. Use [method " "Object.call_deferred] if calling from a thread." msgstr "" -"获取调用[method create_instance]时默认加载的[PackedScene]资源文件的路径。" +"获取调用[method replace_by_instance]时默认加载的[PackedScene]资源文件的路径。" +"不是线程安全的。如果从线程调用,请使用[method Object.call_deferred]。" #: doc/classes/InstancePlaceholder.xml:37 msgid "" @@ -35543,6 +35616,9 @@ msgid "" "loaded only if it's not loaded already. By manually loading the scene " "beforehand, delays caused by this function can be avoided." msgstr "" +"用作为参数的场景替换这个占位符,如果没有给出参数,则替换原始场景。对于所有的" +"资源来说,只有当场景还没有被加载时才会被加载。通过事先手动加载场景,可以避免" +"由这个函数引起的延迟。" #: doc/classes/int.xml:4 msgid "Integer built-in type." @@ -35599,7 +35675,6 @@ msgstr "" "[code]int(false)[/code] 将等于0。" #: doc/classes/int.xml:37 -#, fuzzy msgid "" "Cast a float value to an integer value, this method simply removes the " "number fractions (i.e. rounds [code]from[/code] towards zero), so for " @@ -35607,9 +35682,9 @@ msgid "" "will be equals to 0 and [code]int(-2.7)[/code] will be equals to -2. This " "operation is also called truncation." msgstr "" -"将浮点值转换为整数值,此方法只是删除数字的小数部分,因此例如 [code]int(2.7)[/" -"code] 将等于 2,[code]int(.1)[/code] 将等于到 0 并且 [code]int(-2.7)[/code] " -"将等于 -2。" +"将浮点值转换为整数值,此方法只是删除数字的小数部分(即,将 [code]from[/code] " +"向零舍入),因此例如 [code]int(2.7)[/code] 将等于 2,[code]int(0.1)[/code] 将" +"等于 0,而 [code]int(-2.7)[/code] 将等于 -2。此操作也称为截断。" #: doc/classes/int.xml:44 msgid "" @@ -35626,7 +35701,7 @@ msgstr "" #: doc/classes/InterpolatedCamera.xml:4 msgid "[i]Deprecated.[/i] Camera which moves toward another node." -msgstr "" +msgstr "[i] 已弃用。 [/i] 向另一个节点移动的相机。" #: doc/classes/InterpolatedCamera.xml:7 msgid "" @@ -35636,28 +35711,30 @@ msgid "" "If it is not [member enabled] or does not have a valid target set, " "InterpolatedCamera acts like a normal Camera." msgstr "" +"[i]已经弃用(将在Godot 4.0 中删除)。[/i]插值相机是一种[Camera],可以平稳地移" +"动,以匹配目标节点的位置和旋转。\n" +"如果它不是[member enabled]或没有有效的目标集,InterpolatedCamera 的行为就像一" +"个正常的相机。" #: doc/classes/InterpolatedCamera.xml:17 -#, fuzzy msgid "Sets the node to move toward and orient with." -msgstr "设置当前线程的名称。" +msgstr "设置要移动和定向的节点。" #: doc/classes/InterpolatedCamera.xml:23 -#, fuzzy msgid "" "If [code]true[/code], and a target is set, the camera will move " "automatically." -msgstr "如果 [code]true[/code],则窗口向下滚动以自动显示新内容。" +msgstr "如果[code]true[/code],并且设置了目标,相机将自动移动。" #: doc/classes/InterpolatedCamera.xml:26 msgid "" "How quickly the camera moves toward its target. Higher values will result in " "tighter camera motion." -msgstr "" +msgstr "相机向其目标移动的速度。较高的值将导致相机的运动更紧密。" #: doc/classes/InterpolatedCamera.xml:29 msgid "The target's [NodePath]." -msgstr "" +msgstr "目标的[NodePath]。" #: doc/classes/IP.xml:4 msgid "Internet protocol (IP) support functions such as DNS resolution." @@ -35690,9 +35767,8 @@ msgstr "" "以便进行更多的查询。" #: doc/classes/IP.xml:29 -#, fuzzy msgid "Returns all the user's current IPv4 and IPv6 addresses as an array." -msgstr "以数组形式返回用户当前的所有 IPv4 和 IPv6 地址。" +msgstr "以数组形式返回所有用户的当前IPv4和IPv6地址。" #: doc/classes/IP.xml:35 msgid "" @@ -35726,16 +35802,15 @@ msgid "" "[method get_resolve_item_status])." msgstr "" "给定队列 [code]id[/code],返回排队主机名的 IP 地址。出现错误或解析尚未发生时" -"返回一个空字符串(参见 [method get_resolve_item_status])。" +"返回一个空字符串(参阅 [method get_resolve_item_status])。" #: doc/classes/IP.xml:58 -#, fuzzy msgid "" "Return resolved addresses, or an empty array if an error happened or " "resolution didn't happen yet (see [method get_resolve_item_status])." msgstr "" -"给定队列 [code]id[/code],返回排队主机名的 IP 地址。出现错误或解析尚未发生时" -"返回一个空字符串(参见 [method get_resolve_item_status])。" +"如果发生错误或尚未发生解析,则返回已解析的地址或空数组(请参阅 [method " +"get_resolve_item_status])。" #: doc/classes/IP.xml:65 msgid "" @@ -35759,6 +35834,8 @@ msgid "" "Resolves a given hostname in a blocking way. Addresses are returned as an " "[Array] of IPv4 or IPv6 depending on [code]ip_type[/code]." msgstr "" +"以阻塞方式解析给定的主机名。地址作为 IPv4 或 IPv6 的 [Array] 数组返回,具体取" +"决于 [code] ip_type[/code]。" #: doc/classes/IP.xml:89 msgid "" @@ -35822,7 +35899,6 @@ msgstr "" "该控件提供了一个单列的可选择项目(和/或图标)的列表,也可以选择多列的。" #: doc/classes/ItemList.xml:7 -#, fuzzy msgid "" "This control provides a selectable list of items that may be in a single (or " "multiple columns) with option of text, icons, or both text and icon. " @@ -35841,8 +35917,8 @@ msgstr "" "本、图标或同时选择文本和图标。支持工具提示,列表中的每个项目都可以是不同" "的。\n" "列表中可选择的项目可以被选择或取消选择,并且可以启用多重选择。用鼠标右键选择" -"也可以被启用,以允许使用弹出式上下文菜单。项目也可以通过双击它们或按" -"[kbd]Enter[/kbd]键来 \"激活\"。\n" +"也可以被启用,以允许使用弹出式上下文菜单。项目也可以通过双击它们或按Enter回车" +"键来 \"激活\"。\n" "项目文本只支持单行字符串,字符串中的换行字符(例如[code]\\n[/code])不会产生" "换行。在[constant ICON_MODE_TOP]模式下,文本自适应(warp)是启用的,但默认情况" "下会调整列的宽度以完全适合其内容。你需要设置[member fixed_column_width]大于0" @@ -35931,49 +36007,53 @@ msgid "Returns an array with the indexes of the selected items." msgstr "返回一个包含所选项目索引的数组。" #: doc/classes/ItemList.xml:124 -msgid "Returns the [Object] ID associated with the list." -msgstr "返回与列表相关的[Object]对象ID。" +msgid "" +"Returns the [Object] ID associated with the list.\n" +"[b]Warning:[/b] This is a required internal node, removing and freeing it " +"may cause a crash. If you wish to hide it or any of its children, use their " +"[member CanvasItem.visible] property." +msgstr "" -#: doc/classes/ItemList.xml:130 +#: doc/classes/ItemList.xml:131 msgid "Returns [code]true[/code] if one or more items are selected." msgstr "选中了一个或多个项目时,返回 [code]true[/code]。" -#: doc/classes/ItemList.xml:137 +#: doc/classes/ItemList.xml:138 msgid "" "Returns [code]true[/code] if the item at the specified index is disabled." msgstr "索引所对应的项目被禁用时,返回 [code]true[/code]。" -#: doc/classes/ItemList.xml:144 +#: doc/classes/ItemList.xml:145 msgid "" "Returns [code]true[/code] if the item icon will be drawn transposed, i.e. " "the X and Y axes are swapped." msgstr "项目图标被转置绘制,即 X 和 Y 轴互换时,返回 [code]true[/code]。" -#: doc/classes/ItemList.xml:151 +#: doc/classes/ItemList.xml:152 msgid "" "Returns [code]true[/code] if the item at the specified index is selectable." msgstr "索引所对应的项目可以被选中时,返回 [code]true[/code]。" -#: doc/classes/ItemList.xml:158 +#: doc/classes/ItemList.xml:159 msgid "" "Returns [code]true[/code] if the tooltip is enabled for specified item index." msgstr "索引所对应的项目已启用工具提示时,返回 [code]true[/code]。" -#: doc/classes/ItemList.xml:165 +#: doc/classes/ItemList.xml:166 msgid "" "Returns [code]true[/code] if the item at the specified index is currently " "selected." msgstr "索引所对应的项目被选中时,返回 [code]true[/code]。" -#: doc/classes/ItemList.xml:173 +#: doc/classes/ItemList.xml:174 msgid "Moves item from index [code]from_idx[/code] to [code]to_idx[/code]." msgstr "将项目从索引[code]from_idx[/code]移到[code]to_idx[/code]。" -#: doc/classes/ItemList.xml:180 +#: doc/classes/ItemList.xml:181 msgid "Removes the item specified by [code]idx[/code] index from the list." msgstr "从列表中删除 [code]idx[/code] 索引指定的项目。" -#: doc/classes/ItemList.xml:188 +#: doc/classes/ItemList.xml:189 msgid "" "Select the item at the specified index.\n" "[b]Note:[/b] This method does not trigger the item selection signal." @@ -35981,103 +36061,99 @@ msgstr "" "选择指定索引处的项目。\n" "[b]注:[/b]此方法不触发项目选择信号。" -#: doc/classes/ItemList.xml:197 -#, fuzzy +#: doc/classes/ItemList.xml:198 msgid "" "Sets the background color of the item specified by [code]idx[/code] index to " "the specified [Color]." -msgstr "返回由[code]idx[/code]索引指定的项目的自定义背景颜色。" +msgstr "将[code]idx[/code]索引指定的项目的背景色设置为指定的颜色[Color]。" -#: doc/classes/ItemList.xml:205 -#, fuzzy +#: doc/classes/ItemList.xml:206 msgid "" "Sets the foreground color of the item specified by [code]idx[/code] index to " "the specified [Color]." -msgstr "返回由[code]idx[/code]索引指定项目的自定义前景颜色。" +msgstr "将[code]idx[/code]索引指定项目的前景颜色设置为指定的颜色[Color]。" -#: doc/classes/ItemList.xml:213 -#, fuzzy +#: doc/classes/ItemList.xml:214 msgid "" "Disables (or enables) the item at the specified index.\n" "Disabled items cannot be selected and do not trigger activation signals " "(when double-clicking or pressing Enter)." msgstr "" "禁用(或启用)指定索引上的项目。\n" -"禁用的项目不能被选择,也不会触发激活信号(当双击或按[kbd]Enter[/kbd])。" +"禁用的项目不能被选中,也不会触发激活信号(当双击或按Enter回车键)。" -#: doc/classes/ItemList.xml:222 -#, fuzzy +#: doc/classes/ItemList.xml:223 msgid "" "Sets (or replaces) the icon's [Texture] associated with the specified index." -msgstr "设置(或替换)图标与指定索引相关的 [Texture2D]。" +msgstr "设置(或替换)与指定索引相关的图标的纹理[Texture]。" -#: doc/classes/ItemList.xml:230 +#: doc/classes/ItemList.xml:231 msgid "" "Sets a modulating [Color] of the item associated with the specified index." msgstr "设置与指定索引相关的项目的调制颜色[Color]。" -#: doc/classes/ItemList.xml:238 +#: doc/classes/ItemList.xml:239 msgid "" "Sets the region of item's icon used. The whole icon will be used if the " "region has no area." msgstr "设置项目图标的使用区域。如果该区域大小为 0, 将使用整个图标。" -#: doc/classes/ItemList.xml:246 +#: doc/classes/ItemList.xml:247 msgid "Sets whether the item icon will be drawn transposed." msgstr "设置项目图标是否将被转置绘制。" -#: doc/classes/ItemList.xml:254 +#: doc/classes/ItemList.xml:255 msgid "" "Sets a value (of any type) to be stored with the item associated with the " "specified index." msgstr "设置与指定索引相关的项目存储的值(任何类型的值)。" -#: doc/classes/ItemList.xml:262 +#: doc/classes/ItemList.xml:263 msgid "" "Allows or disallows selection of the item associated with the specified " "index." msgstr "允许或禁止选择与指定索引关联的项目。" -#: doc/classes/ItemList.xml:270 +#: doc/classes/ItemList.xml:271 msgid "Sets text of the item associated with the specified index." msgstr "设置与指定索引相关的项目的文本。" -#: doc/classes/ItemList.xml:278 +#: doc/classes/ItemList.xml:279 msgid "Sets the tooltip hint for the item associated with the specified index." msgstr "设置与指定索引相关的项目的工具提示。" -#: doc/classes/ItemList.xml:286 +#: doc/classes/ItemList.xml:287 msgid "Sets whether the tooltip hint is enabled for specified item index." msgstr "设置是否为指定的项目索引启用工具提示。" -#: doc/classes/ItemList.xml:292 +#: doc/classes/ItemList.xml:293 msgid "Sorts items in the list by their text." msgstr "按文本对列表中的项目进行排序。" -#: doc/classes/ItemList.xml:299 +#: doc/classes/ItemList.xml:300 msgid "Ensures the item associated with the specified index is not selected." msgstr "确保与指定索引相关的项目不被选中。" -#: doc/classes/ItemList.xml:305 +#: doc/classes/ItemList.xml:306 msgid "Ensures there are no items selected." msgstr "确保没有选择任何项目。" -#: doc/classes/ItemList.xml:311 +#: doc/classes/ItemList.xml:312 msgid "" "If [code]true[/code], the currently selected item can be selected again." msgstr "如果为[code]true[/code],则可以再次选择当前选中的项目。" -#: doc/classes/ItemList.xml:314 +#: doc/classes/ItemList.xml:315 msgid "If [code]true[/code], right mouse button click can select items." msgstr "如果为[code]true[/code],点击鼠标右键可以选中项目。" -#: doc/classes/ItemList.xml:317 +#: doc/classes/ItemList.xml:318 msgid "" "If [code]true[/code], the control will automatically resize the height to " "fit its content." msgstr "如果为 [code]true[/code],控件将自动调整高度以适合其内容。" -#: doc/classes/ItemList.xml:320 +#: doc/classes/ItemList.xml:321 msgid "" "The width all columns will be adjusted to.\n" "A value of zero disables the adjustment, each item will have a width equal " @@ -36086,7 +36162,7 @@ msgstr "" "所有列的宽度将调整为。\n" "零值禁用调整,每个项目的宽度将等于其内容的宽度,列的宽度将不均匀。" -#: doc/classes/ItemList.xml:324 +#: doc/classes/ItemList.xml:325 msgid "" "The size all icons will be adjusted to.\n" "If either X or Y component is not greater than zero, icon size won't be " @@ -36095,19 +36171,19 @@ msgstr "" "所有图标将被调整到的尺寸。\n" "如果X或Y分量不大于0,图标的大小将不会受到影响。" -#: doc/classes/ItemList.xml:329 +#: doc/classes/ItemList.xml:330 msgid "" "The icon position, whether above or to the left of the text. See the [enum " "IconMode] constants." -msgstr "图标的位置,是在文本的上方还是在文本的左边。参见[enum IconMode]常量。" +msgstr "图标的位置,是在文本的上方还是在文本的左边。参阅[enum IconMode]常量。" -#: doc/classes/ItemList.xml:332 +#: doc/classes/ItemList.xml:333 msgid "" "The scale of icon applied after [member fixed_icon_size] and transposing " "takes effect." msgstr "在[member fixed_icon_size]和转置生效后应用的图标比例。" -#: doc/classes/ItemList.xml:335 +#: doc/classes/ItemList.xml:336 msgid "" "Maximum columns the list will have.\n" "If greater than zero, the content will be split among the specified " @@ -36119,7 +36195,7 @@ msgstr "" "如果大于零,内容将被拆分为指定列。\n" "零值意味着无限列,即所有项目将放在同一行中。" -#: doc/classes/ItemList.xml:340 +#: doc/classes/ItemList.xml:341 msgid "" "Maximum lines of text allowed in each item. Space will be reserved even when " "there is not enough lines of text to display.\n" @@ -36131,7 +36207,7 @@ msgstr "" "[b]注意:[/b] 这个属性只有在[member icon_mode]是[constant ICON_MODE_TOP]时才" "会生效。要使文本包装(wrap)换行,[member fixed_column_width]应大于零。" -#: doc/classes/ItemList.xml:345 +#: doc/classes/ItemList.xml:346 msgid "" "Whether all columns will have the same width.\n" "If [code]true[/code], the width is equal to the largest column width of all " @@ -36140,20 +36216,19 @@ msgstr "" "是否所有列的宽度相同。\n" "如果为 [code] true [/code],则宽度等于所有列的最大列宽度。" -#: doc/classes/ItemList.xml:349 +#: doc/classes/ItemList.xml:350 msgid "" "Allows single or multiple item selection. See the [enum SelectMode] " "constants." msgstr "允许单选或多选。参阅[enum SelectMode]常量。" -#: doc/classes/ItemList.xml:356 -#, fuzzy +#: doc/classes/ItemList.xml:357 msgid "" "Triggered when specified list item is activated via double-clicking or by " "pressing Enter." -msgstr "当指定的列表项目通过双击或按[kbd]Enter[/kbd]激活时触发。" +msgstr "当指定的列表项目通过双击或按Enter激活时触发。" -#: doc/classes/ItemList.xml:363 +#: doc/classes/ItemList.xml:364 msgid "" "Triggered when specified list item has been selected via right mouse " "clicking.\n" @@ -36165,7 +36240,7 @@ msgstr "" "还提供了单击位置,以便在正确的位置恰当地弹出上下文菜单。\n" "必须启用 [member allow_rmb_select] 。" -#: doc/classes/ItemList.xml:371 +#: doc/classes/ItemList.xml:372 msgid "" "Triggered when specified item has been selected.\n" "[member allow_reselect] must be enabled to reselect an item." @@ -36173,19 +36248,19 @@ msgstr "" "选择指定项目时触发。\n" "[member allow_reselect] 必须启用才能重新选择项目。" -#: doc/classes/ItemList.xml:379 +#: doc/classes/ItemList.xml:380 msgid "" "Triggered when a multiple selection is altered on a list allowing multiple " "selection." msgstr "在允许多选的列表上更改多选时触发。" -#: doc/classes/ItemList.xml:384 +#: doc/classes/ItemList.xml:385 msgid "" "Triggered when a left mouse click is issued within the rect of the list but " "on empty space." msgstr "当鼠标左键在列表的矩形(rect)范围内但在空白处单击时,会被触发。" -#: doc/classes/ItemList.xml:390 +#: doc/classes/ItemList.xml:391 msgid "" "Triggered when a right mouse click is issued within the rect of the list but " "on empty space.\n" @@ -36194,84 +36269,83 @@ msgstr "" "当在列表的矩形(rect)范围内但在空白处单击鼠标右键时被触发。\n" "[member allow_rmb_select]必须被启用。" -#: doc/classes/ItemList.xml:397 +#: doc/classes/ItemList.xml:398 msgid "Icon is drawn above the text." msgstr "图标绘制在文本上方。" -#: doc/classes/ItemList.xml:400 +#: doc/classes/ItemList.xml:401 msgid "Icon is drawn to the left of the text." msgstr "图标绘制在文本的左侧。" -#: doc/classes/ItemList.xml:403 +#: doc/classes/ItemList.xml:404 msgid "Only allow selecting a single item." msgstr "仅允许选择单个项目。" -#: doc/classes/ItemList.xml:406 -#, fuzzy +#: doc/classes/ItemList.xml:407 msgid "Allows selecting multiple items by holding Ctrl or Shift." -msgstr "允许通过按住[kbd]Ctrl[/kbd]或[kbd]Shift[/kbd]选择多个项目。" +msgstr "允许通过按住Ctrl或Shift选择多个项目。" -#: doc/classes/ItemList.xml:411 +#: doc/classes/ItemList.xml:412 msgid "" "Default [StyleBox] for the [ItemList], i.e. used when the control is not " "being focused." msgstr "[ItemList] 的默认样式盒 [StyleBox],即在控件未获得焦点时使用。" -#: doc/classes/ItemList.xml:414 +#: doc/classes/ItemList.xml:415 msgid "[StyleBox] used when the [ItemList] is being focused." msgstr "当[ItemList]被聚焦时使用的样式盒[StyleBox]。" -#: doc/classes/ItemList.xml:417 +#: doc/classes/ItemList.xml:418 msgid "[StyleBox] used for the cursor, when the [ItemList] is being focused." msgstr "当[ItemList]被聚焦时,用于光标的样式盒[StyleBox]。" -#: doc/classes/ItemList.xml:420 +#: doc/classes/ItemList.xml:421 msgid "" "[StyleBox] used for the cursor, when the [ItemList] is not being focused." msgstr "当[ItemList]没有被聚焦时,用于光标的样式盒[StyleBox]。" -#: doc/classes/ItemList.xml:423 doc/classes/Tree.xml:407 +#: doc/classes/ItemList.xml:424 doc/classes/Tree.xml:407 msgid "[Font] of the item's text." msgstr "项目文本的字体 [Font] 。" -#: doc/classes/ItemList.xml:426 doc/classes/Tree.xml:410 +#: doc/classes/ItemList.xml:427 doc/classes/Tree.xml:410 msgid "Default text [Color] of the item." msgstr "项目的默认文本颜色 [Color]。" -#: doc/classes/ItemList.xml:429 doc/classes/Tree.xml:413 +#: doc/classes/ItemList.xml:430 doc/classes/Tree.xml:413 msgid "Text [Color] used when the item is selected." msgstr "选择项目时使用的文本颜色[Color]。" -#: doc/classes/ItemList.xml:432 +#: doc/classes/ItemList.xml:433 msgid "" "[Color] of the guideline. The guideline is a line drawn between each row of " "items." msgstr "指导线的颜色[Color]。指导线是在每行项目之间画的一条线。" -#: doc/classes/ItemList.xml:435 +#: doc/classes/ItemList.xml:436 msgid "The horizontal spacing between items." msgstr "项目菜单之间的水平间距。" -#: doc/classes/ItemList.xml:438 +#: doc/classes/ItemList.xml:439 msgid "The spacing between item's icon and text." msgstr "项目菜单的图标和文本之间的间距。" -#: doc/classes/ItemList.xml:441 +#: doc/classes/ItemList.xml:442 msgid "The vertical spacing between each line of text." msgstr "每行文字之间的行距。" -#: doc/classes/ItemList.xml:444 +#: doc/classes/ItemList.xml:445 msgid "" "[StyleBox] for the selected items, used when the [ItemList] is not being " "focused." msgstr "所选项的样式盒[StyleBox],当[ItemList]没有获得焦点时使用。" -#: doc/classes/ItemList.xml:447 +#: doc/classes/ItemList.xml:448 msgid "" "[StyleBox] for the selected items, used when the [ItemList] is being focused." msgstr "所选项的样式盒[StyleBox],当[ItemList]没有获得焦点时使用。" -#: doc/classes/ItemList.xml:450 +#: doc/classes/ItemList.xml:451 msgid "The vertical spacing between items." msgstr "项目菜单之间的垂直间距。" @@ -36292,14 +36366,19 @@ msgid "" "godotengine.org/en/3.4/development/compiling/compiling_for_web." "html]Compiling for the Web[/url] in the documentation for more information." msgstr "" +"JavaScript 单例仅在 HTML5 导出中实现。它用于访问浏览器的 JavaScript 上下文。" +"这允许与嵌入页面交互或调用第三方 JavaScript API。\n" +"[b]注意:[/b] 可以在构建时禁用此单例以提高安全性。默认情况下,启用 " +"JavaScript 单例。官方导出模板也启用了 JavaScript 单例。有关详细信息,请参阅文" +"档中的 [url=https://docs.godotengine.org/en/3.4/development/compiling/" +"compiling_for_web.html]为 Web平台编译[/url]。" #: doc/classes/JavaScript.xml:11 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/getting_started/workflow/export/" "exporting_for_web.html#calling-javascript-from-script" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/getting_started/workflow/export/" +"https://docs.godotengine.org/en/3.4/getting_started/workflow/export/" "exporting_for_web.html#calling-javascript-from-script" #: doc/classes/JavaScript.xml:19 @@ -36416,13 +36495,12 @@ msgid "" msgstr "" #: doc/classes/JNISingleton.xml:10 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/plugins/android/android_plugin." "html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/plugins/editor/" -"import_plugins.html" +"https://docs.godotengine.org/en/3.4/tutorials/plugins/android/android_plugin." +"html" #: doc/classes/Joint.xml:4 msgid "Base class for all 3D joints." @@ -36439,9 +36517,8 @@ msgstr "" #: doc/classes/Joint.xml:10 doc/classes/RigidBody.xml:15 #: doc/classes/VehicleBody.xml:12 doc/classes/VehicleWheel.xml:11 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/524" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/524" #: doc/classes/Joint.xml:16 msgid "" @@ -36726,13 +36803,12 @@ msgstr "" "对于实现与世界发生碰撞但不需要高级物理的角色非常有用。" #: doc/classes/KinematicBody.xml:12 doc/classes/KinematicBody2D.xml:12 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/physics/kinematic_character_2d." "html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/physics/" -"kinematic_character_2d.html" +"https://docs.godotengine.org/en/3.4/tutorials/physics/kinematic_character_2d." +"html" #: doc/classes/KinematicBody.xml:23 #, fuzzy @@ -36987,8 +37063,8 @@ msgid "" "move_and_slide] or [method move_and_collide] functions." msgstr "" "如果为[code]true[/code],则物体的运动将与物理帧同步。当通过[AnimationPlayer]" -"为运动设置动画时,例如在移动平台上,这个功能很有用。不要将[b]not[/b]与 " -"[method move_and_slide]或 [method move_and_collide] 函数一起使用。" +"为运动设置动画时,例如在移动平台上,这个功能很有用。请[b]不要[/b]与 [method " +"move_and_slide] 或 [method move_and_collide] 函数一起使用。" #: doc/classes/KinematicBody.xml:166 msgid "" @@ -37041,12 +37117,11 @@ msgstr "" "对于实现与世界发生碰撞但不需要高级物理的角色非常有用。" #: doc/classes/KinematicBody2D.xml:13 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/physics/" "using_kinematic_body_2d.html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/physics/" +"https://docs.godotengine.org/en/3.4/tutorials/physics/" "using_kinematic_body_2d.html" #: doc/classes/KinematicBody2D.xml:22 @@ -37599,7 +37674,7 @@ msgstr "如果 [code]true[/code],灯光只在编辑器中出现,在运行时 #: doc/classes/Light.xml:35 msgid "The light's bake mode. See [enum BakeMode]." -msgstr "灯光的烘焙模式。参见[enum BakeMode]。" +msgstr "灯光的烘焙模式。参阅[enum BakeMode]。" #: doc/classes/Light.xml:38 msgid "" @@ -37822,12 +37897,10 @@ msgstr "" "[b]注意:[/b] Light2D也可以作为一个遮罩使用。" #: doc/classes/Light2D.xml:11 doc/classes/LightOccluder2D.xml:10 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/2d/2d_lights_and_shadows.html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/2d/2d_lights_and_shadows." -"html" +"https://docs.godotengine.org/en/3.4/tutorials/2d/2d_lights_and_shadows.html" #: doc/classes/Light2D.xml:17 msgid "The Light2D's [Color]." @@ -37904,7 +37977,7 @@ msgstr "阴影的平滑值。" #: doc/classes/Light2D.xml:68 msgid "Smooth shadow gradient length." -msgstr "" +msgstr "平滑阴影渐变长度。" #: doc/classes/Light2D.xml:71 msgid "" @@ -38281,21 +38354,23 @@ msgstr "清除当前选择。" #: doc/classes/LineEdit.xml:67 msgid "" "Returns the [PopupMenu] of this [LineEdit]. By default, this menu is " -"displayed when right-clicking on the [LineEdit]." +"displayed when right-clicking on the [LineEdit].\n" +"[b]Warning:[/b] This is a required internal node, removing and freeing it " +"may cause a crash. If you wish to hide it or any of its children, use their " +"[member CanvasItem.visible] property." msgstr "" -"返回此[LineEdit]的[PopupMenu]。默认情况下,右键单击[LineEdit]时显示此菜单。" -#: doc/classes/LineEdit.xml:73 +#: doc/classes/LineEdit.xml:74 msgid "" "Returns the scroll offset due to [member caret_position], as a number of " "characters." msgstr "" -#: doc/classes/LineEdit.xml:80 +#: doc/classes/LineEdit.xml:81 msgid "Executes a given action as defined in the [enum MenuItems] enum." msgstr "执行[enum MenuItems]枚举中定义的给定操作。" -#: doc/classes/LineEdit.xml:88 +#: doc/classes/LineEdit.xml:89 msgid "" "Selects characters inside [LineEdit] between [code]from[/code] and [code]to[/" "code]. By default, [code]from[/code] is at the beginning and [code]to[/code] " @@ -38316,29 +38391,29 @@ msgstr "" "select(2, 5) #将选择 \"lco\".\n" "[/codeblock]" -#: doc/classes/LineEdit.xml:100 +#: doc/classes/LineEdit.xml:101 msgid "Selects the whole [String]." msgstr "选择整个 [String]。" -#: doc/classes/LineEdit.xml:106 +#: doc/classes/LineEdit.xml:107 msgid "Text alignment as defined in the [enum Align] enum." msgstr "在[enum Align]枚举中定义文本对齐方式。" -#: doc/classes/LineEdit.xml:109 doc/classes/TextEdit.xml:390 +#: doc/classes/LineEdit.xml:110 doc/classes/TextEdit.xml:391 msgid "If [code]true[/code], the caret (visual cursor) blinks." msgstr "如果为[code]true[/code],插入符号(可视光标)将闪烁。" -#: doc/classes/LineEdit.xml:112 doc/classes/TextEdit.xml:393 +#: doc/classes/LineEdit.xml:113 doc/classes/TextEdit.xml:394 msgid "Duration (in seconds) of a caret's blinking cycle." msgstr "插入符号闪烁周期的持续时间(秒)。" -#: doc/classes/LineEdit.xml:115 +#: doc/classes/LineEdit.xml:116 msgid "" "The cursor's position inside the [LineEdit]. When set, the text may scroll " "to accommodate it." msgstr "光标在[LineEdit]中的位置。设置后,文本可以滚动以适应它。" -#: doc/classes/LineEdit.xml:118 +#: doc/classes/LineEdit.xml:119 msgid "" "If [code]true[/code], the [LineEdit] will show a clear button if [code]text[/" "code] is not empty, which can be used to clear the text quickly." @@ -38346,17 +38421,17 @@ msgstr "" "设置为[code]true[/code],[code]text[/code]不为空的时候,[LineEdit]将显示一个" "按钮,可以用来快速清除文本。" -#: doc/classes/LineEdit.xml:121 +#: doc/classes/LineEdit.xml:122 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。" -#: doc/classes/LineEdit.xml:124 +#: doc/classes/LineEdit.xml:125 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。" -#: doc/classes/LineEdit.xml:127 +#: doc/classes/LineEdit.xml:128 msgid "" "If [code]true[/code], the [LineEdit] width will increase to stay longer than " "the [member text]. It will [b]not[/b] compress if the [member text] is " @@ -38365,7 +38440,7 @@ 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。" -#: doc/classes/LineEdit.xml:131 +#: doc/classes/LineEdit.xml:132 msgid "" "Maximum amount of characters that can be entered inside the [LineEdit]. If " "[code]0[/code], there is no limit.\n" @@ -38387,14 +38462,14 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/LineEdit.xml:146 +#: doc/classes/LineEdit.xml:147 msgid "" "Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/" "code]." msgstr "" "[member placeholder_text]的不透明度。值从[code]0[/code]到[code]1[/code]。" -#: doc/classes/LineEdit.xml:149 +#: doc/classes/LineEdit.xml:150 msgid "" "Text shown when the [LineEdit] is empty. It is [b]not[/b] the [LineEdit]'s " "default value (see [member text])." @@ -38402,7 +38477,7 @@ msgstr "" "当[LineEdit]为空时显示的文本。它[b]不是[/b][LineEdit]的默认值(见 [member " "text])。" -#: doc/classes/LineEdit.xml:152 +#: doc/classes/LineEdit.xml:153 msgid "" "Sets the icon that will appear in the right end of the [LineEdit] if there's " "no [member text], or always, if [member clear_button_enabled] is set to " @@ -38411,7 +38486,7 @@ msgstr "" "如果没有[member text],或如果[member clear_button_enabled]设置为[code]false[/" "code],则设置将出现在[LineEdit]右端的图标。" -#: doc/classes/LineEdit.xml:155 +#: doc/classes/LineEdit.xml:156 msgid "" "If [code]true[/code], every character is replaced with the secret character " "(see [member secret_character])." @@ -38419,23 +38494,23 @@ msgstr "" "如果为[code]true[/code],每个字符都会被替换成密码字符(参考[member " "secret_character])。" -#: doc/classes/LineEdit.xml:158 +#: doc/classes/LineEdit.xml:159 msgid "" "The character to use to mask secret input (defaults to \"*\"). Only a single " "character can be used as the secret character." msgstr "用来作为密码输入的字符(默认为 \"*\")。只能用一个字符作为密码字符。" -#: doc/classes/LineEdit.xml:161 +#: doc/classes/LineEdit.xml:162 msgid "" "If [code]false[/code], it's impossible to select the text using mouse nor " "keyboard." msgstr "如果为[code]false[/code],则无法用鼠标或键盘选择文本。" -#: doc/classes/LineEdit.xml:164 +#: doc/classes/LineEdit.xml:165 msgid "If [code]false[/code], using shortcuts will be disabled." msgstr "如果为[code]false[/code],快捷键将被禁用。" -#: doc/classes/LineEdit.xml:167 +#: doc/classes/LineEdit.xml:168 msgid "" "String value of the [LineEdit].\n" "[b]Note:[/b] Changing text using this property won't emit the [signal " @@ -38444,52 +38519,52 @@ msgstr "" "[LineEdit]的字符串值。\n" "[b]注意:[/b]使用这个属性更改文本不会触发[signal text_changed]信号。" -#: doc/classes/LineEdit.xml:171 doc/classes/TextEdit.xml:467 +#: doc/classes/LineEdit.xml:172 doc/classes/TextEdit.xml:468 msgid "" "If [code]true[/code], the native virtual keyboard is shown when focused on " "platforms that support it." msgstr "如果[code]true[/code],则本机虚拟键盘将显示在支持它的平台上。" -#: doc/classes/LineEdit.xml:178 +#: doc/classes/LineEdit.xml:179 msgid "" "Emitted when appending text that overflows the [member max_length]. The " "appended text is truncated to fit [member max_length], and the part that " "couldn't fit is passed as the [code]rejected_substring[/code] argument." msgstr "" -#: doc/classes/LineEdit.xml:184 doc/classes/TextEdit.xml:505 +#: doc/classes/LineEdit.xml:185 doc/classes/TextEdit.xml:506 msgid "Emitted when the text changes." msgstr "当文本更改时触发。" -#: doc/classes/LineEdit.xml:190 +#: doc/classes/LineEdit.xml:191 msgid "Emitted when the user presses [constant KEY_ENTER] on the [LineEdit]." msgstr "当用户按[LineEdit]上的[constant KEY_ENTER]时触发。" -#: doc/classes/LineEdit.xml:196 +#: doc/classes/LineEdit.xml:197 msgid "Aligns the text on the left-hand side of the [LineEdit]." msgstr "[LineEdit]文本左对齐。" -#: doc/classes/LineEdit.xml:199 +#: doc/classes/LineEdit.xml:200 msgid "Centers the text in the middle of the [LineEdit]." msgstr "[LineEdit]文本居中。" -#: doc/classes/LineEdit.xml:202 +#: doc/classes/LineEdit.xml:203 msgid "Aligns the text on the right-hand side of the [LineEdit]." msgstr "[LineEdit]文本右对齐。" -#: doc/classes/LineEdit.xml:205 +#: doc/classes/LineEdit.xml:206 msgid "Stretches whitespaces to fit the [LineEdit]'s width." msgstr "拉伸空白以适应[LineEdit]的宽度。" -#: doc/classes/LineEdit.xml:208 doc/classes/TextEdit.xml:526 +#: doc/classes/LineEdit.xml:209 doc/classes/TextEdit.xml:527 msgid "Cuts (copies and clears) the selected text." msgstr "剪切(复制并删除)选定的文本。" -#: doc/classes/LineEdit.xml:211 doc/classes/TextEdit.xml:529 +#: doc/classes/LineEdit.xml:212 doc/classes/TextEdit.xml:530 msgid "Copies the selected text." msgstr "复制选定的文本。" -#: doc/classes/LineEdit.xml:214 +#: doc/classes/LineEdit.xml:215 msgid "" "Pastes the clipboard text over the selected text (or at the cursor's " "position).\n" @@ -38500,63 +38575,63 @@ msgstr "" "不可打印的转义字符将通过[method String.strip_escapes]从操作系统剪贴板中自动剥" "离。" -#: doc/classes/LineEdit.xml:218 +#: doc/classes/LineEdit.xml:219 msgid "Erases the whole [LineEdit] text." msgstr "删除整个[LineEdit]文本。" -#: doc/classes/LineEdit.xml:221 +#: doc/classes/LineEdit.xml:222 msgid "Selects the whole [LineEdit] text." msgstr "选择[LineEdit]中所有文本。" -#: doc/classes/LineEdit.xml:224 doc/classes/TextEdit.xml:541 +#: doc/classes/LineEdit.xml:225 doc/classes/TextEdit.xml:542 msgid "Undoes the previous action." msgstr "撤销之前的操作。" -#: doc/classes/LineEdit.xml:227 +#: doc/classes/LineEdit.xml:228 msgid "Reverse the last undo action." msgstr "反转最后一个撤销动作。" -#: doc/classes/LineEdit.xml:230 doc/classes/TextEdit.xml:547 +#: doc/classes/LineEdit.xml:231 doc/classes/TextEdit.xml:548 msgid "Represents the size of the [enum MenuItems] enum." msgstr "表示[enum MenuItems]枚举的大小。" -#: doc/classes/LineEdit.xml:235 +#: doc/classes/LineEdit.xml:236 msgid "Texture for the clear button. See [member clear_button_enabled]." msgstr "“清除”按钮的纹理。请参阅[member clear_button_enabled]。" -#: doc/classes/LineEdit.xml:238 +#: doc/classes/LineEdit.xml:239 msgid "Color used as default tint for the clear button." msgstr "用作清除按钮默认色调的颜色。" -#: doc/classes/LineEdit.xml:241 +#: doc/classes/LineEdit.xml:242 msgid "Color used for the clear button when it's pressed." msgstr "按下清除按钮时使用的颜色。" -#: doc/classes/LineEdit.xml:244 +#: doc/classes/LineEdit.xml:245 msgid "Color of the [LineEdit]'s visual cursor (caret)." msgstr "[LineEdit]可视光标(插入符号)的颜色。" -#: doc/classes/LineEdit.xml:247 +#: doc/classes/LineEdit.xml:248 msgid "Background used when [LineEdit] has GUI focus." msgstr "当[LineEdit]具有图形用户界面焦点时使用的背景。" -#: doc/classes/LineEdit.xml:250 +#: doc/classes/LineEdit.xml:251 msgid "Font used for the text." msgstr "文本使用的字体。" -#: doc/classes/LineEdit.xml:253 +#: doc/classes/LineEdit.xml:254 msgid "Default font color." msgstr "默认字体颜色。" -#: doc/classes/LineEdit.xml:256 +#: doc/classes/LineEdit.xml:257 msgid "Font color for selected text (inside the selection rectangle)." msgstr "选定文本的字体颜色(在选择矩形内)。" -#: doc/classes/LineEdit.xml:259 +#: doc/classes/LineEdit.xml:260 msgid "Font color when editing is disabled." msgstr "禁用编辑时的字体颜色。" -#: doc/classes/LineEdit.xml:262 +#: doc/classes/LineEdit.xml:263 msgid "" "Minimum horizontal space for the text (not counting the clear button and " "content margins). This value is measured in count of space characters (i.e. " @@ -38565,11 +38640,11 @@ msgstr "" "文本的最小水平空间(不包括清除按钮和内容边距)。该值以空格字符的计数来衡量(即无" "需滚动即可显示空格字符的数量)。" -#: doc/classes/LineEdit.xml:265 +#: doc/classes/LineEdit.xml:266 msgid "Default background for the [LineEdit]." msgstr "[LineEdit]的默认背景。" -#: doc/classes/LineEdit.xml:268 +#: doc/classes/LineEdit.xml:269 msgid "" "Background used when [LineEdit] is in read-only mode ([member editable] is " "set to [code]false[/code])." @@ -38577,7 +38652,7 @@ msgstr "" "[LineEdit]处于只读模式时使用的背景([member editable]设置为[code]false[/" "code])。" -#: doc/classes/LineEdit.xml:271 +#: doc/classes/LineEdit.xml:272 msgid "Color of the selection rectangle." msgstr "选择矩形的颜色。" @@ -38619,7 +38694,7 @@ msgstr "这种按钮主要用于按钮的交互导致上下文更改(如链接 #: doc/classes/LinkButton.xml:21 msgid "" "Determines when to show the underline. See [enum UnderlineMode] for options." -msgstr "决定何时显示下划线。参见[enum UnderlineMode]的选项。" +msgstr "决定何时显示下划线。参阅[enum UnderlineMode]的选项。" #: doc/classes/LinkButton.xml:26 msgid "The LinkButton will always show an underline at the bottom of its text." @@ -38681,7 +38756,7 @@ msgstr "" #: doc/classes/Listener.xml:15 msgid "Disables the listener to use the current camera's listener instead." -msgstr "禁用监听器,用当前摄像机的监听器代替。" +msgstr "禁用监听器,用当前相机的监听器代替。" #: doc/classes/Listener.xml:21 msgid "Returns the listener's global orthonormalized [Transform]." @@ -38702,7 +38777,7 @@ msgstr "" #: doc/classes/Listener.xml:34 msgid "Enables the listener. This will override the current camera's listener." -msgstr "启用监听器。这将覆盖当前摄像机的监听器。" +msgstr "启用监听器。这将覆盖当前相机的监听器。" #: doc/classes/Listener2D.xml:7 #, fuzzy @@ -38935,7 +39010,7 @@ msgstr "不应手动调用,而应覆盖[method _iteration]。在Godot 4.0中 msgid "Emitted when a user responds to a permission request." msgstr "当用户对权限请求作出反应时发出。" -#: doc/classes/MainLoop.xml:156 doc/classes/Node.xml:790 +#: doc/classes/MainLoop.xml:156 doc/classes/Node.xml:791 msgid "" "Notification received from the OS when the mouse enters the game window.\n" "Implemented on desktop and web platforms." @@ -38943,7 +39018,7 @@ msgstr "" "当鼠标进入游戏窗口时从操作系统收到的通知。\n" "在桌面和网络平台上实现。" -#: doc/classes/MainLoop.xml:160 doc/classes/Node.xml:794 +#: doc/classes/MainLoop.xml:160 doc/classes/Node.xml:795 msgid "" "Notification received from the OS when the mouse leaves the game window.\n" "Implemented on desktop and web platforms." @@ -38951,7 +39026,7 @@ msgstr "" "当鼠标离开游戏窗口时从操作系统收到的通知。\n" "在桌面和网络平台上实现。" -#: doc/classes/MainLoop.xml:164 doc/classes/Node.xml:798 +#: doc/classes/MainLoop.xml:164 doc/classes/Node.xml:799 #, fuzzy msgid "" "Notification received from the OS when the game window is focused.\n" @@ -38960,7 +39035,7 @@ msgstr "" "当鼠标进入游戏窗口时从操作系统收到的通知。\n" "在桌面和网络平台上实现。" -#: doc/classes/MainLoop.xml:168 doc/classes/Node.xml:802 +#: doc/classes/MainLoop.xml:168 doc/classes/Node.xml:803 #, fuzzy msgid "" "Notification received from the OS when the game window is unfocused.\n" @@ -38969,7 +39044,7 @@ msgstr "" "当鼠标进入游戏窗口时从操作系统收到的通知。\n" "在桌面和网络平台上实现。" -#: doc/classes/MainLoop.xml:172 doc/classes/Node.xml:806 +#: doc/classes/MainLoop.xml:172 doc/classes/Node.xml:807 #, fuzzy msgid "" "Notification received from the OS when a quit request is sent (e.g. closing " @@ -38980,7 +39055,7 @@ msgstr "" "kbd]关闭窗口)。\n" "在桌面平台上实现。" -#: doc/classes/MainLoop.xml:176 doc/classes/Node.xml:810 +#: doc/classes/MainLoop.xml:176 doc/classes/Node.xml:811 msgid "" "Notification received from the OS when a go back request is sent (e.g. " "pressing the \"Back\" button on Android).\n" @@ -38990,7 +39065,7 @@ msgstr "" "钮)。\n" "安卓平台特供。" -#: doc/classes/MainLoop.xml:180 doc/classes/Node.xml:814 +#: doc/classes/MainLoop.xml:180 doc/classes/Node.xml:815 #, fuzzy msgid "" "Notification received from the OS when an unfocus request is sent (e.g. " @@ -39001,7 +39076,7 @@ msgstr "" "kbd]关闭窗口)。\n" "在桌面平台上实现。" -#: doc/classes/MainLoop.xml:184 doc/classes/Node.xml:818 +#: doc/classes/MainLoop.xml:184 doc/classes/Node.xml:819 msgid "" "Notification received from the OS when the application is exceeding its " "allocated memory.\n" @@ -39010,7 +39085,7 @@ msgstr "" "当应用程序超过其分配的内存时,从操作系统收到的通知。\n" "专用于iOS平台。" -#: doc/classes/MainLoop.xml:188 doc/classes/Node.xml:822 +#: doc/classes/MainLoop.xml:188 doc/classes/Node.xml:823 msgid "" "Notification received when translations may have changed. Can be triggered " "by the user changing the locale. Can be used to respond to language changes, " @@ -39021,7 +39096,7 @@ msgstr "" "言的变化,例如,在飞行中改变UI字符串。在使用内置的翻译支持时很有用,比如" "[method Object.tr]。" -#: doc/classes/MainLoop.xml:191 doc/classes/Node.xml:825 +#: doc/classes/MainLoop.xml:191 doc/classes/Node.xml:826 msgid "" "Notification received from the OS when a request for \"About\" information " "is sent.\n" @@ -39030,7 +39105,7 @@ msgstr "" "当发送 \"关于 \"信息的请求时,从操作系统收到的通知。\n" "特定于macOS平台。" -#: doc/classes/MainLoop.xml:195 doc/classes/Node.xml:829 +#: doc/classes/MainLoop.xml:195 doc/classes/Node.xml:830 msgid "" "Notification received from Godot's crash handler when the engine is about to " "crash.\n" @@ -39039,7 +39114,7 @@ msgstr "" "当引擎即将崩溃时,从Godot的崩溃处理程序收到的通知。\n" "如果崩溃处理程序被启用,这只会在桌面平台上实现。" -#: doc/classes/MainLoop.xml:199 doc/classes/Node.xml:833 +#: doc/classes/MainLoop.xml:199 doc/classes/Node.xml:834 msgid "" "Notification received from the OS when an update of the Input Method Engine " "occurs (e.g. change of IME cursor position or composition string).\n" @@ -39049,7 +39124,7 @@ msgstr "" "变化)。\n" "特定于macOS平台。" -#: doc/classes/MainLoop.xml:203 doc/classes/Node.xml:837 +#: doc/classes/MainLoop.xml:203 doc/classes/Node.xml:838 #, fuzzy msgid "" "Notification received from the OS when the app is resumed.\n" @@ -39058,7 +39133,7 @@ msgstr "" "应用恢复时从操作系统收到的通知。\n" "特定于安卓平台。" -#: doc/classes/MainLoop.xml:207 doc/classes/Node.xml:841 +#: doc/classes/MainLoop.xml:207 doc/classes/Node.xml:842 #, fuzzy msgid "" "Notification received from the OS when the app is paused.\n" @@ -39262,16 +39337,20 @@ msgstr "" "[b]Add[/b]。你将能够赋予每个项新的属性。" #: doc/classes/MenuButton.xml:17 doc/classes/OptionButton.xml:86 -msgid "Returns the [PopupMenu] contained in this button." -msgstr "返回该按钮中包含的[PopupMenu]。" +msgid "" +"Returns the [PopupMenu] contained in this button.\n" +"[b]Warning:[/b] This is a required internal node, removing and freeing it " +"may cause a crash. If you wish to hide it or any of its children, use their " +"[member CanvasItem.visible] property." +msgstr "" -#: doc/classes/MenuButton.xml:24 +#: doc/classes/MenuButton.xml:25 msgid "" "If [code]true[/code], shortcuts are disabled and cannot be used to trigger " "the button." msgstr "如果[code]true[/code],快捷方式将被禁用,无法用于触发按钮。" -#: doc/classes/MenuButton.xml:33 +#: doc/classes/MenuButton.xml:34 msgid "" "If [code]true[/code], when the cursor hovers above another [MenuButton] " "within the same parent which also has [code]switch_on_hover[/code] enabled, " @@ -39280,16 +39359,16 @@ msgstr "" "如果[code]true[/code],当光标悬停在同一父级中也启用了[code]switch_on_hover[/" "code]的另一个[MenuButton]上方时,它将关闭当前的[MenuButton]并打开另一个。" -#: doc/classes/MenuButton.xml:40 +#: doc/classes/MenuButton.xml:41 #, fuzzy msgid "Emitted when [PopupMenu] of this MenuButton is about to show." msgstr "当这个MenuButton的[PopupMenu]即将显示时发出。" -#: doc/classes/MenuButton.xml:48 +#: doc/classes/MenuButton.xml:49 msgid "[StyleBox] used when the [MenuButton] is disabled." msgstr "当[MenuButton]被禁用时使用的[StyleBox]。" -#: doc/classes/MenuButton.xml:51 +#: doc/classes/MenuButton.xml:52 msgid "" "[StyleBox] used when the [MenuButton] is focused. It is displayed over the " "current [StyleBox], so using [StyleBoxEmpty] will just disable the focus " @@ -39298,39 +39377,39 @@ msgstr "" "当[MenuButton]被聚焦时使用的[StyleBox]。它显示在当前的[StyleBox]上,所以使用" "[StyleBoxEmpty]将只是禁用焦点的视觉效果。" -#: doc/classes/MenuButton.xml:54 +#: doc/classes/MenuButton.xml:55 msgid "[Font] of the [MenuButton]'s text." msgstr "[MenuButton]文本的[Font]。" -#: doc/classes/MenuButton.xml:57 +#: doc/classes/MenuButton.xml:58 msgid "Default text [Color] of the [MenuButton]." msgstr "[MenuButton]默认的字体[Color]颜色。" -#: doc/classes/MenuButton.xml:60 +#: doc/classes/MenuButton.xml:61 msgid "Text [Color] used when the [MenuButton] is disabled." msgstr "[MenuButton]被禁用时的字体[Color]颜色。" -#: doc/classes/MenuButton.xml:63 +#: doc/classes/MenuButton.xml:64 msgid "Text [Color] used when the [MenuButton] is being hovered." msgstr "当鼠标在[MenuButton]上徘徊时使用的字体[Color]颜色。" -#: doc/classes/MenuButton.xml:66 +#: doc/classes/MenuButton.xml:67 msgid "Text [Color] used when the [MenuButton] is being pressed." msgstr "当[MenuButton]被按下时使用的字体[Color]颜色。" -#: doc/classes/MenuButton.xml:69 +#: doc/classes/MenuButton.xml:70 msgid "[StyleBox] used when the [MenuButton] is being hovered." msgstr "当鼠标在[MenuButton]上徘徊时使用的[StyleBox]样式盒。" -#: doc/classes/MenuButton.xml:72 +#: doc/classes/MenuButton.xml:73 msgid "The horizontal space between [MenuButton]'s icon and text." msgstr "[MenuButton]的文字和图标之间的水平间隙。" -#: doc/classes/MenuButton.xml:75 +#: doc/classes/MenuButton.xml:76 msgid "Default [StyleBox] for the [MenuButton]." msgstr "[MenuButton]的默认[StyleBox]样式盒。" -#: doc/classes/MenuButton.xml:78 +#: doc/classes/MenuButton.xml:79 msgid "[StyleBox] used when the [MenuButton] is being pressed." msgstr "[MenuButton]被按下时的[StyleBox]样式盒。" @@ -39406,7 +39485,7 @@ msgid "" "Returns the arrays for the vertices, normals, uvs, etc. that make up the " "requested surface (see [method ArrayMesh.add_surface_from_arrays])." msgstr "" -"返回所有组成面所需的东西构成的数组的数组,例如顶点,法向,UV等。(参见" +"返回所有组成面所需的东西构成的数组的数组,例如顶点,法向,UV等。(参阅" "[method ArrayMesh.add_surface_from_arrays])。" #: doc/classes/Mesh.xml:76 @@ -39461,11 +39540,11 @@ msgstr "将顶点组渲染为三角形线框。" msgid "Render array as triangle fans." msgstr "将顶点组渲染为三角形线框。" -#: doc/classes/Mesh.xml:123 doc/classes/VisualServer.xml:3362 +#: doc/classes/Mesh.xml:123 doc/classes/VisualServer.xml:3363 msgid "Blend shapes are normalized." msgstr "混合形状是被归一化了的。" -#: doc/classes/Mesh.xml:126 doc/classes/VisualServer.xml:3365 +#: doc/classes/Mesh.xml:126 doc/classes/VisualServer.xml:3366 msgid "Blend shapes are relative to base weight." msgstr "混合形状相对于基础的权重。" @@ -39514,57 +39593,57 @@ msgid "" "values. Do not use." msgstr "" -#: doc/classes/Mesh.xml:159 doc/classes/VisualServer.xml:3299 +#: doc/classes/Mesh.xml:159 doc/classes/VisualServer.xml:3300 #, fuzzy msgid "Flag used to mark a compressed (half float) vertex array." msgstr "曾经用于标记压缩(半精度浮点)切向数组的Flag。" -#: doc/classes/Mesh.xml:162 doc/classes/VisualServer.xml:3302 +#: doc/classes/Mesh.xml:162 doc/classes/VisualServer.xml:3303 msgid "Flag used to mark a compressed (half float) normal array." msgstr "曾经用于标记压缩(半精度浮点)法向数组的 Flag。" -#: doc/classes/Mesh.xml:165 doc/classes/VisualServer.xml:3305 +#: doc/classes/Mesh.xml:165 doc/classes/VisualServer.xml:3306 msgid "Flag used to mark a compressed (half float) tangent array." msgstr "曾经用于标记压缩(半精度浮点)切向数组的Flag。" -#: doc/classes/Mesh.xml:168 doc/classes/VisualServer.xml:3308 +#: doc/classes/Mesh.xml:168 doc/classes/VisualServer.xml:3309 msgid "Flag used to mark a compressed (half float) color array." msgstr "曾用于标记压缩(半精度浮点)颜色数组的Flag。" -#: doc/classes/Mesh.xml:171 doc/classes/VisualServer.xml:3311 +#: doc/classes/Mesh.xml:171 doc/classes/VisualServer.xml:3312 msgid "Flag used to mark a compressed (half float) UV coordinates array." msgstr "曾用于标记压缩(半精度浮点)UV 坐标数组的 Flag。" -#: doc/classes/Mesh.xml:174 doc/classes/VisualServer.xml:3314 +#: doc/classes/Mesh.xml:174 doc/classes/VisualServer.xml:3315 msgid "" "Flag used to mark a compressed (half float) UV coordinates array for the " "second UV coordinates." msgstr "曾用于标记第二套UV坐标的压缩(半精度浮点)UV坐标数组的Flag。" -#: doc/classes/Mesh.xml:177 doc/classes/VisualServer.xml:3317 +#: doc/classes/Mesh.xml:177 doc/classes/VisualServer.xml:3318 #, fuzzy msgid "Flag used to mark a compressed bone array." msgstr "曾用于标记压缩索引数组的Flag。" -#: doc/classes/Mesh.xml:180 doc/classes/VisualServer.xml:3320 +#: doc/classes/Mesh.xml:180 doc/classes/VisualServer.xml:3321 #, fuzzy msgid "Flag used to mark a compressed (half float) weight array." msgstr "曾经用于标记压缩(半精度浮点)切向数组的Flag。" -#: doc/classes/Mesh.xml:183 doc/classes/VisualServer.xml:3323 +#: doc/classes/Mesh.xml:183 doc/classes/VisualServer.xml:3324 msgid "Flag used to mark a compressed index array." msgstr "曾用于标记压缩索引数组的Flag。" -#: doc/classes/Mesh.xml:186 doc/classes/VisualServer.xml:3326 +#: doc/classes/Mesh.xml:186 doc/classes/VisualServer.xml:3327 msgid "Flag used to mark that the array contains 2D vertices." msgstr "曾用于标记包含2D顶点的数组的Flag。" -#: doc/classes/Mesh.xml:189 doc/classes/VisualServer.xml:3329 +#: doc/classes/Mesh.xml:189 doc/classes/VisualServer.xml:3330 #, fuzzy msgid "Flag used to mark that the array uses 16-bit bones instead of 8-bit." msgstr "曾用于标记包含2D顶点的数组的Flag。" -#: doc/classes/Mesh.xml:192 doc/classes/VisualServer.xml:3332 +#: doc/classes/Mesh.xml:192 doc/classes/VisualServer.xml:3333 msgid "" "Flag used to mark that the array uses an octahedral representation of normal " "and tangent vectors rather than cartesian." @@ -39673,7 +39752,7 @@ msgstr "" "mesh.surface_remove(0)\n" "mdt.commit_to_surface(mesh)\n" "[/codeblock]\n" -"若要进行程序几何生成,参见[ArrayMesh],[ImmediateGeometry3D]和" +"若要进行程序几何生成,参阅[ArrayMesh],[ImmediateGeometry3D]和" "[SurfaceTool]。\n" "[b]Note: [/b] Godot使用顺时针 [url=https://learnopengl.com/Advanced-OpenGL/" "Face-culling]winding order[/url]顺序为三角形的默认前面。" @@ -39756,7 +39835,7 @@ msgstr "" "含顶点和法线的网格将返回[code]3[/code]格式,因为[[constant ArrayMesh." "ARRAY_FORMAT_VERTEX] =[code]1[/code],[constant ArrayMesh." "ARRAY_FORMAT_NORMAL]=[code]2[/code]。\n" -"参见 [enum ArrayMesh.ArrayFormat]的格式Flag列表。" +"参阅 [enum ArrayMesh.ArrayFormat]的格式Flag列表。" #: doc/classes/MeshDataTool.xml:132 msgid "Returns the material assigned to the [Mesh]." @@ -39985,9 +40064,8 @@ msgstr "" "按“Create Mesh2D”。" #: doc/classes/MeshInstance2D.xml:10 -#, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/2d/2d_meshes.html" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/2d/2d_meshes.html" +msgstr "https://docs.godotengine.org/en/3.4/tutorials/2d/2d_meshes.html" #: doc/classes/MeshInstance2D.xml:16 msgid "The [Mesh] that will be drawn by the [MeshInstance2D]." @@ -40272,22 +40350,20 @@ msgstr "" "由于实例可以有任何行为,用于可见性的AABB必须由用户提供。" #: doc/classes/MultiMesh.xml:13 doc/classes/MultiMeshInstance.xml:11 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/3d/vertex_animation/" "animating_thousands_of_fish.html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/3d/vertex_animation/" +"https://docs.godotengine.org/en/3.4/tutorials/3d/vertex_animation/" "animating_thousands_of_fish.html" #: doc/classes/MultiMesh.xml:14 doc/classes/MultiMeshInstance.xml:13 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/optimization/using_multimesh." "html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/optimization/" -"using_multimesh.html" +"https://docs.godotengine.org/en/3.4/tutorials/optimization/using_multimesh." +"html" #: doc/classes/MultiMesh.xml:20 msgid "" @@ -40363,7 +40439,7 @@ msgstr "" #: doc/classes/MultiMesh.xml:99 msgid "Format of custom data in custom data array that gets passed to shader." -msgstr "" +msgstr "传递给着色器的自定义数据数组中的自定义数据格式。" #: doc/classes/MultiMesh.xml:102 msgid "" @@ -40399,23 +40475,27 @@ msgstr "使用 3D 变换时使用此选项。" #: doc/classes/MultiMesh.xml:122 msgid "Use when you are not using per-instance [Color]s." -msgstr "" +msgstr "当您不使用每个实例的 [Color] 时使用。" #: doc/classes/MultiMesh.xml:125 msgid "" "Compress [Color] data into 8 bits when passing to shader. This uses less " "memory and can be faster, but the [Color] loses precision." msgstr "" +"传递给着色器时将 [Color] 数据压缩为 8 位。这使用更少的内存并且可以更快,但 " +"[Color] 会失去精度。" #: doc/classes/MultiMesh.xml:128 msgid "" "The [Color] passed into [method set_instance_color] will use 4 floats. Use " "this for highest precision [Color]." msgstr "" +"传递给 [method set_instance_color] 的 [Color] 将使用 4 个浮点数。使用它以获得" +"最高精度 [Color]。" #: doc/classes/MultiMesh.xml:131 msgid "Use when you are not using per-instance custom data." -msgstr "" +msgstr "当您不使用每个实例的自定义数据时使用。" #: doc/classes/MultiMesh.xml:134 msgid "" @@ -40424,12 +40504,17 @@ msgid "" "8 bits can only represent values between 0 and 1, numbers outside that range " "will be clamped." msgstr "" +"传递给着色器时将 custom_data 压缩为 8 位。这使用更少的内存并且可以更快,但会" +"失去精度和范围。 8 位浮点数只能表示 0 到 1 之间的值,超出该范围的数字将被限" +"制。" #: doc/classes/MultiMesh.xml:137 msgid "" "The [Color] passed into [method set_instance_custom_data] will use 4 floats. " "Use this for highest precision." msgstr "" +"传递给 [method set_instance_custom_data] 的 [Color] 将使用 4 个浮点数。使用它" +"以获得最高精度。" #: doc/classes/MultiMeshInstance.xml:4 msgid "Node that instances a [MultiMesh]." @@ -40448,13 +40533,12 @@ msgstr "" "这对于优化给定网格的大量实例(例如森林中的树木或草丛)的渲染很有用。" #: doc/classes/MultiMeshInstance.xml:12 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/3d/using_multi_mesh_instance." "html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/3d/" -"using_multi_mesh_instance.html" +"https://docs.godotengine.org/en/3.4/tutorials/3d/using_multi_mesh_instance." +"html" #: doc/classes/MultiMeshInstance.xml:19 #, fuzzy @@ -40503,8 +40587,8 @@ msgstr "" "这个类实现了高层多人游戏API背后的大部分逻辑。\n" "默认情况下,[SceneTree]有一个对该类的引用,用于在整个场景中提供多人游戏功能" "(即RPC/RSET)。\n" -"通过设置[成员Node.custom_multiplayer]属性,可以覆盖特定节点使用的多人游戏API" -"实例,有效地允许在同一场景中同时运行客户端和服务器。" +"通过设置[member Node.custom_multiplayer]属性,可以覆盖特定节点使用的多人游戏" +"API实例,有效地允许在同一场景中同时运行客户端和服务器。" #: doc/classes/MultiplayerAPI.xml:18 msgid "" @@ -40518,12 +40602,12 @@ msgstr "" msgid "" "Returns the peer IDs of all connected peers of this MultiplayerAPI's [member " "network_peer]." -msgstr "返回此MultiplayerAPI的[成员network_peer]的所有连接的对等体的ID。" +msgstr "返回此MultiplayerAPI的[member network_peer]的所有连接的对等体的ID。" #: doc/classes/MultiplayerAPI.xml:30 msgid "" "Returns the unique peer ID of this MultiplayerAPI's [member network_peer]." -msgstr "返回该多人游戏API的[成员network_peer]的唯一对等体ID。" +msgstr "返回该多人游戏API的[member network_peer]的唯一对等体ID。" #: doc/classes/MultiplayerAPI.xml:36 msgid "" @@ -40533,7 +40617,7 @@ msgstr "" "返回当前正在执行的RPC的发送方的对等体ID。\n" "[b]注意:[/b] 如果不在RPC内,这个方法将返回0。" -#: doc/classes/MultiplayerAPI.xml:43 doc/classes/SceneTree.xml:120 +#: doc/classes/MultiplayerAPI.xml:43 doc/classes/SceneTree.xml:123 msgid "Returns [code]true[/code] if there is a [member network_peer] set." msgstr "如果有一个[member network_peer]设置,返回[code]true[/code]。" @@ -40629,16 +40713,16 @@ msgid "" "Emitted when this MultiplayerAPI's [member network_peer] successfully " "connected to a server. Only emitted on clients." msgstr "" -"当这个MultiplayerAPI的[成员network_peer]成功连接到一个服务器时触发该信号。这" -"只在客户端触发。" +"当这个MultiplayerAPI的[member network_peer]成功连接到一个服务器时触发该信号。" +"这只在客户端触发。" #: doc/classes/MultiplayerAPI.xml:93 msgid "" "Emitted when this MultiplayerAPI's [member network_peer] fails to establish " "a connection to a server. Only emitted on clients." msgstr "" -"当这个MultiplayerAPI的[成员network_peer]无法与服务器建立连接时触发。只在客户" -"端触发。" +"当这个MultiplayerAPI的[member network_peer]无法与服务器建立连接时触发。只在客" +"户端触发。" #: doc/classes/MultiplayerAPI.xml:99 msgid "" @@ -40647,9 +40731,9 @@ msgid "" "clients connect to the same server. Upon connecting to a server, a client " "also receives this signal for the server (with ID being 1)." msgstr "" -"当此多人播放器的 [成员network_peer] 与新对等连接时触发该信号。ID 是新peer的 " -"peer ID。当其他客户端连接到同一服务器时,客户端会收到通知。连接到服务器后,客" -"户端还会收到服务器的此信号(ID 为 1)。" +"当此多人播放器的 [member network_peer] 与新对等连接时触发该信号。ID 是新peer" +"的 peer ID。当其他客户端连接到同一服务器时,客户端会收到通知。连接到服务器" +"后,客户端还会收到服务器的此信号(ID 为 1)。" #: doc/classes/MultiplayerAPI.xml:105 msgid "" @@ -40657,8 +40741,8 @@ msgid "" "peer. Clients get notified when other clients disconnect from the same " "server." msgstr "" -"当这个MultiplayerAPI的[成员network_peer]与一个同伴断开连接时触发该信号。当其" -"他客户端与同一服务器断开连接时,客户端会得到通知。" +"当这个MultiplayerAPI的[member network_peer]与一个同伴断开连接时触发该信号。当" +"其他客户端与同一服务器断开连接时,客户端会得到通知。" #: doc/classes/MultiplayerAPI.xml:112 msgid "" @@ -40666,16 +40750,16 @@ msgid "" "[code]packet[/code] with custom data (see [method send_bytes]). ID is the " "peer ID of the peer that sent the packet." msgstr "" -"当这个MultiplayerAPI的[成员network_peer]收到一个带有自定义数据的[code]数据包" -"[/code](见[method send_bytes])时触发。ID是发送该数据包的对等体的ID。" +"当这个MultiplayerAPI的[member network_peer]收到一个带有自定义数据的[code]数据" +"包[/code](见[method send_bytes])时触发。ID是发送该数据包的对等体的ID。" #: doc/classes/MultiplayerAPI.xml:117 msgid "" "Emitted when this MultiplayerAPI's [member network_peer] disconnects from " "server. Only emitted on clients." msgstr "" -"当这个MultiplayerAPI的[成员network_peer]与服务器断开连接时触发。只在客户端触" -"发。" +"当这个MultiplayerAPI的[member network_peer]与服务器断开连接时触发。只在客户端" +"触发。" #: doc/classes/MultiplayerAPI.xml:123 msgid "" @@ -40782,13 +40866,12 @@ msgstr "" #: doc/classes/Mutex.xml:10 doc/classes/Semaphore.xml:10 #: doc/classes/Thread.xml:11 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/threads/using_multiple_threads." "html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/threads/" -"using_multiple_threads.html" +"https://docs.godotengine.org/en/3.4/tutorials/threads/using_multiple_threads." +"html" #: doc/classes/Mutex.xml:16 msgid "" @@ -40796,6 +40879,8 @@ msgid "" "[b]Note:[/b] This function returns without blocking if the thread already " "has ownership of the mutex." msgstr "" +"锁定此 [Mutex],直到被当前所有者解锁为止。\n" +"[b]注意:[/b] 如果线程已经拥有互斥锁的所有权,该函数将无阻塞地返回。" #: doc/classes/Mutex.xml:23 #, fuzzy @@ -40814,6 +40899,9 @@ msgid "" "times while already having ownership of the mutex, it must also call [method " "unlock] the same number of times in order to unlock it correctly." msgstr "" +"解锁这个 [Mutex],把它留给其他线程。\n" +"[b]注意:[/b]如果一个线程在已经拥有互斥锁的情况下多次调用[method lock]或" +"[method try_lock],它也必须调用相同次数的[method unlock]才能正确解锁." #: modules/gdnative/doc_classes/NativeScript.xml:13 msgid "" @@ -40881,9 +40969,8 @@ msgstr "" "中被自动收集。除了基本的寻路,这个类还帮助导航代理与导航上的网格对齐。" #: doc/classes/Navigation.xml:11 doc/classes/NavigationMesh.xml:10 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/124" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/124" #: doc/classes/Navigation.xml:18 doc/classes/Navigation2D.xml:18 #, fuzzy @@ -40898,6 +40985,8 @@ msgid "" "given. Useful for rotating a navigation agent according to the navigation " "mesh it moves on." msgstr "" +"返回最接近给定点的导航点处的表面法线。用于根据导航代理移动的导航网格旋转导航" +"代理。" #: doc/classes/Navigation.xml:32 msgid "" @@ -40907,6 +40996,9 @@ msgid "" "the owner that was given (or [code]null[/code] if the [code]owner[/code] " "parameter was omitted)." msgstr "" +"返回包含最接近给定点的导航点的 [NavigationMesh] 的所有者。这通常是一个 " +"[NavigationMeshInstance]。对于通过 [method navmesh_add] 添加的网格,返回给定" +"的所有者(如果省略 [code]owner[/code] 参数,则返回 [code]null[/code])。" #: doc/classes/Navigation.xml:41 msgid "" @@ -40915,6 +41007,8 @@ msgid "" "between segment and navigation meshes. If multiple intersection points are " "found, the one closest to the segment start point is returned." msgstr "" +"返回最接近给定线段的导航点。启用 [code]use_collision[/code] 时,仅考虑线段和" +"导航网格之间的交点。如果找到多个交点,则返回最接近线段起点的交点。" #: doc/classes/Navigation.xml:50 #, fuzzy @@ -40937,6 +41031,9 @@ msgid "" "the polygon. The optional [code]owner[/code] is used as return value for " "[method get_closest_point_owner]." msgstr "" +"添加一个 [NavigationMesh]。返回用于 [method navmesh_remove] 或 [method " +"navmesh_set_transform] 的 ID。如果给定,则将 [Transform2D] 应用于多边形。可选" +"的 [code]owner[/code] 用作 [method get_closest_point_owner] 的返回值。" #: doc/classes/Navigation.xml:67 #, fuzzy @@ -40975,9 +41072,8 @@ msgstr "" "合。这些资源被自动从子[NavigationRegion2D]节点中收集。" #: doc/classes/Navigation2D.xml:11 doc/classes/NavigationPolygon.xml:27 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/117" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/117" #: doc/classes/Navigation2D.xml:25 msgid "" @@ -40987,6 +41083,9 @@ msgid "" "returns the owner that was given (or [code]null[/code] if the [code]owner[/" "code] parameter was omitted)." msgstr "" +"返回包含最接近给定点的导航点的 [NavigationPolygon] 的所有者。这通常是一个 " +"[NavigationPolygonInstance]。对于通过 [method navpoly_add] 添加的多边形,返回" +"给定的所有者(如果省略 [code]owner[/code] 参数,则返回 [code]null[/code])。" #: doc/classes/Navigation2D.xml:34 #, fuzzy @@ -41007,6 +41106,9 @@ msgid "" "is applied to the polygon. The optional [code]owner[/code] is used as return " "value for [method get_closest_point_owner]." msgstr "" +"添加 [NavigationPolygon]。返回用于 [method navpoly_remove] 或 [method " +"navpoly_set_transform] 的 ID。如果给定,则将 [Transform2D] 应用于多边形。可选" +"的 [code]owner[/code] 用作 [method get_closest_point_owner] 的返回值。" #: doc/classes/Navigation2D.xml:51 #, fuzzy @@ -41021,7 +41123,7 @@ msgstr "返回应用于该项导航网格的转换。" #: doc/classes/NavigationMesh.xml:4 msgid "A mesh to approximate the walkable areas and obstacles." -msgstr "" +msgstr "用于模拟可步行区域和障碍物的网格。" #: doc/classes/NavigationMesh.xml:7 msgid "" @@ -41029,6 +41131,8 @@ msgid "" "environment are traversable to aid agents in pathfinding through complicated " "spaces." msgstr "" +"导航网格是多边形的集合,用于定义环境中的哪些区域是可遍历的,以帮助代理在复杂" +"的空间中寻路。" #: doc/classes/NavigationMesh.xml:17 doc/classes/NavigationPolygon.xml:49 msgid "" @@ -41046,7 +41150,7 @@ msgstr "清除多边形数组,但不清除轮廓和顶点数组。" msgid "" "Initializes the navigation mesh by setting the vertices and indices " "according to a [Mesh]." -msgstr "" +msgstr "通过根据 [Mesh] 设置顶点和索引来初始化导航网格。" #: doc/classes/NavigationMesh.xml:37 #, fuzzy @@ -41081,6 +41185,10 @@ msgid "" "If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/" "code] in the [member geometry/collision_mask]." msgstr "" +"如果 [code]value[/code] 为 [code]true[/code],则在 [member geometry/" +"collision_mask] 中设置指定的 [code]bit[/code]。\n" +"如果 [code]value[/code] 为 [code]false[/code],则清除 [member geometry/" +"collision_mask] 中指定的 [code] bit [/code]。" #: doc/classes/NavigationMesh.xml:72 doc/classes/NavigationPolygon.xml:121 msgid "" @@ -41095,6 +41203,8 @@ msgid "" "[b]Note:[/b] While baking, this value will be rounded up to the nearest " "multiple of [member cell/height]." msgstr "" +"地板到天花板的最小高度,仍然允许被认为是可行走的地板。\n" +"[b]注意:[/b]烘焙时,这个值会向上取整到最接近的[member cell/height]的倍数。" #: doc/classes/NavigationMesh.xml:82 msgid "" @@ -41102,6 +41212,8 @@ msgid "" "[b]Note:[/b] While baking, this value will be rounded down to the nearest " "multiple of [member cell/height]." msgstr "" +"被认为仍可穿越的最小墙壁高度。\n" +"[b]注意:[/b]烘焙时,该值将向下舍入到最接近的[member cell/height]的倍数。" #: doc/classes/NavigationMesh.xml:86 #, fuzzy @@ -41115,6 +41227,8 @@ msgid "" "[b]Note:[/b] While baking, this value will be rounded up to the nearest " "multiple of [member cell/size]." msgstr "" +"侵蚀/缩小远离障碍物的高度场的可行走区域距离。\n" +"[b]注意:[/b]烘焙时,这个值会向上取整到最接近的[member cell/size]的倍数。" #: doc/classes/NavigationMesh.xml:93 #, fuzzy @@ -41123,12 +41237,12 @@ msgstr "用于“呼叫方法”轨道的呼叫模式。" #: doc/classes/NavigationMesh.xml:96 msgid "The XZ plane cell size to use for fields." -msgstr "" +msgstr "用于字段的XZ平面单元尺寸。" #: doc/classes/NavigationMesh.xml:99 msgid "" "The sampling distance to use when generating the detail mesh, in cell unit." -msgstr "" +msgstr "生成细分网格时使用的采样距离,以单元为单位。" #: doc/classes/NavigationMesh.xml:102 msgid "" @@ -41178,7 +41292,7 @@ msgstr "" msgid "" "Determines which type of nodes will be parsed as geometry. See [enum " "ParsedGeometryType] for possible values." -msgstr "设置关节类型。有关可能的值,请参见[enum JointType]。" +msgstr "设置关节类型。有关可能的值,请参阅[enum JointType]。" #: doc/classes/NavigationMesh.xml:128 #, fuzzy @@ -41263,6 +41377,8 @@ msgid "" "Both [constant PARSED_GEOMETRY_MESH_INSTANCES] and [constant " "PARSED_GEOMETRY_STATIC_COLLIDERS]." msgstr "" +"[constant PARSED_GEOMETRY_MESH_INSTANCES] 和 [constant " +"PARSED_GEOMETRY_STATIC_COLLIDERS]." #: doc/classes/NavigationMesh.xml:172 #, fuzzy @@ -41465,12 +41581,11 @@ msgstr "" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:12 #: doc/classes/NetworkedMultiplayerPeer.xml:11 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/networking/" "high_level_multiplayer.html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/networking/" +"https://docs.godotengine.org/en/3.4/tutorials/networking/" "high_level_multiplayer.html" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:13 @@ -41700,7 +41815,7 @@ msgstr "" "设置用于传输数据的默认通道。缺省情况下,该值为[code]-1[/code],表示ENet只使用" "2个通道:一个用于可靠报文,一个用于不可靠报文。通道[code]0[/code]被保留,不能" "使用。将该成员设置为[code]0[/code]和[member channel_count](不包括)之间的任何" -"值将强制ENet使用该通道发送数据。有关ENet通道的更多信息,请参见[member " +"值将强制ENet使用该通道发送数据。有关ENet通道的更多信息,请参阅[member " "channel_count]。" #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml:139 @@ -41776,14 +41891,13 @@ msgid "" msgstr "" #: doc/classes/NetworkedMultiplayerPeer.xml:12 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/537" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/537" #: doc/classes/NetworkedMultiplayerPeer.xml:18 msgid "" "Returns the current state of the connection. See [enum ConnectionStatus]." -msgstr "返回连接的当前状态。参见[enum ConnectionStatus]。" +msgstr "返回连接的当前状态。参阅[enum ConnectionStatus]。" #: doc/classes/NetworkedMultiplayerPeer.xml:24 msgid "" @@ -41824,7 +41938,7 @@ msgstr "如果[code]为真[/code],这个[NetworkedMultiplayerPeer]拒绝新的 msgid "" "The manner in which to send packets to the [code]target_peer[/code]. See " "[enum TransferMode]." -msgstr "向[code]target_peer[/code]发送数据包的方式。参见[enum TransferMode]。" +msgstr "向[code]target_peer[/code]发送数据包的方式。参阅[enum TransferMode]。" #: doc/classes/NetworkedMultiplayerPeer.xml:59 msgid "Emitted when a connection attempt fails." @@ -42050,7 +42164,6 @@ msgid "Base class for all [i]scene[/i] objects." msgstr "所有[i]scene[/i]对象的基类。" #: doc/classes/Node.xml:7 -#, fuzzy msgid "" "Nodes are Godot's building blocks. They can be assigned as the child of " "another node, resulting in a tree arrangement. A given node can contain any " @@ -42110,60 +42223,58 @@ msgid "" "(make sure node names are the same on all peers). Also, take a look at the " "high-level networking tutorial and corresponding demos." msgstr "" -"节点是Godot的构建模块。它们可以被指定为另一个节点的子节点,从而形成树状结构。" -"一个给定的节点可以包含任意数量的节点作为子节点,要求所有的兄弟姐妹(节点的直" -"接子节点)应该有唯一的名字。\n" -"一棵节点树被称为[i]场景[/i]。场景可以被保存到磁盘上,然后被实例化到其他场景" -"中。这使得Godot项目的架构和数据模型具有极高的灵活性。\n" -"[b]场景树:[/b] [SceneTree]包含活动的节点树。当一个节点被添加到场景树中时,它" -"将收到[constant NOTIFICATION_ENTER_TREE]通知,其[method _enter_tree]回调被触" -"发。子节点总是在其父节点[i]之后[/i]添加,即父节点的[method _enter_tree]回调将" -"在其子节点之前被触发。\n" +"节点是Godot的构建模块。它们可以被指定为另一个节点的子节点,从而形成树状排列。" +"一个给定的节点可以包含任意数量的节点作为子节点,要求所有的兄弟姐妹,即该节点" +"的直接子节点,应该有唯一的名字。\n" +"一个节点树被称为[i]场景[/i]。场景可以被保存到磁盘上,然后被实例化到其他场景" +"中。这使得Godot项目的架构和数据模型具有非常高的灵活性。\n" +"[b]Scene tree:[/b] [SceneTree]包含活动的节点树。当一个节点被添加到场景树中" +"时,它将收到[constant NOTIFICATION_ENTER_TREE]通知,并触发其[method " +"_enter_tree]回调。子节点总是在其父节点[i]之后[/i]被添加,即父节点的[method " +"_enter_tree]回调将在其子节点的之前被触发。\n" "一旦所有的节点被添加到场景树中,它们就会收到[constant NOTIFICATION_READY]通" -"知,它们各自的[method _ready]回调被触发。对于节点组,[method _ready]回调是按" -"相反的顺序调用的,从子节点开始,向上移动到父节点。\n" +"知,其各自的[method _ready]回调被触发。对于节点组,[method _ready]回调是按相" +"反的顺序调用的,从子节点开始,向上移动到父节点。\n" "这意味着,当把一个节点添加到场景树中时,将使用下面的顺序进行回调。父节点的" "[method _enter_tree],子节点的[method _enter_tree],子节点的[method _ready]," -"最后是父节点的[method _ready](对整个场景树进行递归)。\n" -"[b]处理:[/b] 节点可以覆盖 \"process \"状态,以便它们在每一帧上收到一个回调," -"要求它们进行处理(做一些事情)。普通处理(回调[method _process],用[method " -"set_process]切换)尽可能快地发生,并且取决于帧速率,所以处理时间[i]delta[/i]" -"被作为一个参数传递。物理处理(回调[method _physics_process],用[method " -"set_physics_process]切换)每秒发生固定次数(默认为60),对物理引擎相关的代码" -"很有用。\n" -"节点也可以处理输入事件。当出现时,[method _input]函数将为程序收到的每个输入而" -"被调用。在许多情况下,这可能是多余的(除非用于简单的项目),[method " -"_unhandled_input]函数可能是首选;当输入事件没有被其他任何人(通常是" -"GUI[Control]节点)处理时,它被调用,确保节点只接收为它准备的事件。\n" -"为了跟踪场景的层次结构(特别是在将场景实例化到其他场景时),可以用[成员所有" -"者]属性为节点设置一个 \"所有者\"。这可以跟踪谁实例化了什么。不过,这在编写编" -"辑器和工具时非常有用。\n" -"最后,当一个节点被[method Object.free]或[method queue_free]释放时,它也将释放" -"它的所有子节点。\n" -"[b]组:[/b] 节点可以被添加到尽可能多的组中,以方便管理,你可以创建像 \"敌人 " -"\"或 \"可收集物 \"这样的组,这取决于你的游戏。参见[method add_to_group], " +"最后是父节点的[method _ready],即对整个场景树进行递归。\n" +"[b]Processing:[/b] 节点可以重写 \"处理\" 状态,以便它们在每一帧上收到回调,要" +"求它们进行处理,即做一些事情。普通处理尽可能快地发生,回调[method _process]," +"用[method set_process]切换,取决于帧速率,所以处理时间[i]delta[/i](单位:" +"秒)作为参数传递。物理处理每秒发生固定次数(默认为60),回调[method " +"_physics_process],用[method set_physics_process]切换,对物理引擎相关的代码很" +"有用。\n" +"节点也可以处理输入事件。当出现时,程序收到的每个输入而调用[method _input]函" +"数。在许多情况下,这可能是多余的,除非用于简单的项目,而[method " +"_unhandled_input]函数可能是首选;当输入事件没有被其他节点(通常是GUI[Control]" +"节点)处理时,它被调用,确保节点只接收为它准备的事件。\n" +"为了跟踪场景的层次结构,特别在将场景实例化到其他场景时,可以用[member owner]" +"属性为节点设置一个 \"所有者\"。这可以跟踪谁实例化了什么。这在编写编辑器和工具" +"时非常有用。\n" +"当一个节点被[method Object.free]或[method queue_free]释放时,它也将释放它的所" +"有子节点。\n" +"[b]Groups:[/b] 节点可以被添加到很多的组中,以方便管理,你可以创建比如\"敌人" +"\" 或 \"可收集物\" 这样的组,这取决于你的游戏。参阅[method add_to_group], " "[method is_in_group] 和 [method remove_from_group]。然后你可以检索这些组中的" -"所有节点,对它们进行迭代,甚至通过[SceneTree]上的方法调用组上的方法。\n" -"[b]与节点联网:[/b] 在连接到一个服务器(或制作一个服务器,见" +"所有节点,对它们进行迭代,甚至通过[SceneTree]中的方法调用组内方法。\n" +"[b]Networking with nodes:[/b] 在连接到服务器(或制作服务器,参阅" "[NetworkedMultiplayerENet])之后,可以使用内置的RPC(远程过程调用)系统在网络" "上进行通信。通过调用[method rpc]的方法名,它将在本地和所有连接的对等体中被调" "用(对等体=客户端和接受连接的服务器)。为了识别哪个节点收到RPC调用,Godot将使" -"用它的[NodePath](确保所有对等体上的节点名称是相同的)。另外,请看一下高级网" -"络a教程和相应的演示。" +"用它的[NodePath](确保所有对等体上的节点名称相同)。另外,请参阅高级网络教程" +"和相应的演示。" #: doc/classes/Node.xml:20 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/getting_started/step_by_step/" "scenes_and_nodes.html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/getting_started/step_by_step/" +"https://docs.godotengine.org/en/3.4/getting_started/step_by_step/" "scenes_and_nodes.html" #: doc/classes/Node.xml:21 -#, fuzzy msgid "https://github.com/godotengine/godot-demo-projects/" -msgstr "https://github.com/godotengine/tps-demo" +msgstr "https://github.com/godotengine/godot-demo-projects/" #: doc/classes/Node.xml:27 msgid "" @@ -42303,8 +42414,8 @@ msgstr "" "当节点 \"就绪 \"时被调用。子节点的[method _ready]回调会首先被触发,而父节点会" "在之后收到就绪通知。\n" "对应于[method Object._notification]中的[constant NOTIFICATION_READY]通知。也" -"请参见变量的[code]onready[/code]关键字。\n" -"通常用于初始化。对于更早的初始化,可以使用[方法Object._init]。也请参见[方法" +"请参阅变量的[code]onready[/code]关键字。\n" +"通常用于初始化。对于更早的初始化,可以使用[方法Object._init]。也请参阅[方法" "_enter_tree]。\n" "[b]注意:[/b] [method _ready] 对于每个节点只能调用一次。在从场景树中删除一个" "节点并再次添加后,[code]_ready[/code]将不会被第二次调用。这可以通过请求再次调" @@ -42447,7 +42558,7 @@ msgid "" msgstr "" "将节点添加到一个组中。组是命名和组织节点子集的辅助工具,例如 \"敌人 \"或 \"可" "收集物\"。一个节点可以在任何数量的组中。节点可以在任何时候被分配到一个组中," -"但是在它们进入场景树(见[method is_inside_tree])之前不会被添加。参见描述中的" +"但是在它们进入场景树(见[method is_inside_tree])之前不会被添加。参阅描述中的" "注释,以及[SceneTree]中的组方法。\n" "当把节点打包到[PackedScene]并保存到文件时,会使用[code]persistent[/code]选" "项。非持久化的组不会被存储。" @@ -42558,7 +42669,7 @@ msgstr "" msgid "" "Returns the peer ID of the network master for this node. See [method " "set_network_master]." -msgstr "返回此节点的网络主节点的对等 ID。参见[method set _ network _ master]。" +msgstr "返回此节点的网络主节点的对等 ID。参阅[method set _ network _ master]。" #: doc/classes/Node.xml:223 msgid "" @@ -42593,7 +42704,7 @@ msgstr "" "(在场景树中)。如果路径不存在,则返回[code]null instance[/code],并记录错误。" "尝试访问返回值上的方法将导致“Attempt to call <method> on a null instance”错" "误。</method>\n" -"[b]注意:[/b]获取绝对路径只在节点在场景树中时生效(参见[method " +"[b]注意:[/b]获取绝对路径只在节点在场景树中时生效(参阅[method " "is_inside_tree])。\n" "[b]示例:[/b]假设你当前的节点是Character,并且有一下树结构:\n" "[codeblock]\n" @@ -42671,7 +42782,7 @@ msgid "" "Returns the absolute path of the current node. This only works if the " "current node is inside the scene tree (see [method is_inside_tree])." msgstr "" -"返回当前节点的绝对路径。这只在当前节点在场景树中起作用(参见" +"返回当前节点的绝对路径。这只在当前节点在场景树中起作用(参阅" "[is_inside_tree])。" #: doc/classes/Node.xml:282 @@ -42690,7 +42801,7 @@ msgid "" "processing unless the frames per second is changed via [member Engine." "iterations_per_second]." msgstr "" -"返回从最后一个物理绑定帧开始经过的时间(参见[method _physics_process])。这在物" +"返回从最后一个物理绑定帧开始经过的时间(参阅[method _physics_process])。这在物" "理处理中总是一个常量,除非每秒帧数通过[member Engine.iterations_per_second]被" "改变。" @@ -42764,7 +42875,7 @@ msgid "" "Returns [code]true[/code] if this node is in the specified group. See notes " "in the description, and the group methods in [SceneTree]." msgstr "" -"如果该节点在指定的组中,则返回[code]true[/code]。参见描述中的注释和" +"如果该节点在指定的组中,则返回[code]true[/code]。参阅描述中的注释和" "[SceneTree]中的组方法。" #: doc/classes/Node.xml:365 @@ -42783,7 +42894,7 @@ msgid "" "Returns [code]true[/code] if physics processing is enabled (see [method " "set_physics_process])." msgstr "" -"如果启用了物理处理,返回[code]true[/code](参见[method set_physics_process])。" +"如果启用了物理处理,返回[code]true[/code](参阅[method set_physics_process])。" #: doc/classes/Node.xml:383 msgid "" @@ -42797,21 +42908,21 @@ msgstr "" msgid "" "Returns [code]true[/code] if processing is enabled (see [method " "set_process])." -msgstr "如果开启了处理,返回[code]true[/code](参见[method set_process])。" +msgstr "如果开启了处理,返回[code]true[/code](参阅[method set_process])。" #: doc/classes/Node.xml:395 msgid "" "Returns [code]true[/code] if the node is processing input (see [method " "set_process_input])." msgstr "" -"如果节点正在处理输入(参见[set_process_input]),则返回[code]true[/code]。" +"如果节点正在处理输入(参阅[set_process_input]),则返回[code]true[/code]。" #: doc/classes/Node.xml:401 msgid "" "Returns [code]true[/code] if internal processing is enabled (see [method " "set_process_internal])." msgstr "" -"如果启用了内部处理,返回[code]true[/code](参见[method " +"如果启用了内部处理,返回[code]true[/code](参阅[method " "set_process_internal])。" #: doc/classes/Node.xml:407 @@ -42819,7 +42930,7 @@ msgid "" "Returns [code]true[/code] if the node is processing unhandled input (see " "[method set_process_unhandled_input])." msgstr "" -"如果节点正在处理未被处理的输入(参见[方法set_process_unhandled_input]),则返回" +"如果节点正在处理未被处理的输入(参阅[方法set_process_unhandled_input]),则返回" "[code]true[/code]。" #: doc/classes/Node.xml:413 @@ -42827,7 +42938,7 @@ msgid "" "Returns [code]true[/code] if the node is processing unhandled key input (see " "[method set_process_unhandled_key_input])." msgstr "" -"如果节点正在处理未被处理的键输入(参见[方法set_process_unhandled_key_input])," +"如果节点正在处理未被处理的键输入(参阅[方法set_process_unhandled_key_input])," "则返回[code]true[/code]。" #: doc/classes/Node.xml:421 @@ -42967,23 +43078,26 @@ msgstr "" #: doc/classes/Node.xml:499 msgid "" -"Removes a child node. The node is NOT deleted and must be deleted manually." -msgstr "移除一个子节点。该节点不会被删除,必须手动删除。" +"Removes a child node. The node is NOT deleted and must be deleted manually.\n" +"[b]Note:[/b] This function may set the [member owner] of the removed Node " +"(or its descendants) to be [code]null[/code], if that [member owner] is no " +"longer a parent or ancestor." +msgstr "" -#: doc/classes/Node.xml:506 +#: doc/classes/Node.xml:507 msgid "" "Removes a node from a group. See notes in the description, and the group " "methods in [SceneTree]." msgstr "" -"将一个节点从一个组中移除。参见描述中的注释,以及[SceneTree]中的组方法。" +"将一个节点从一个组中移除。参阅描述中的注释,以及[SceneTree]中的组方法。" -#: doc/classes/Node.xml:514 +#: doc/classes/Node.xml:515 msgid "" "Replaces a node in a scene by the given one. Subscriptions that pass through " "this node will be lost." msgstr "用给定的节点替换一个场景中的节点。经过该节点传递的事件订阅将会丢失。" -#: doc/classes/Node.xml:520 +#: doc/classes/Node.xml:521 msgid "" "Requests that [code]_ready[/code] be called again. Note that the method " "won't be called immediately, but is scheduled for when the node is added to " @@ -42998,7 +43112,7 @@ msgstr "" "节点调用,这意味着如果你想让每个子节点也调用[code]_ready[/code],你需要为它们" "请求ready(在这种情况下,[code]_ready[/code]的调用顺序与正常情况下相同)。" -#: doc/classes/Node.xml:527 +#: doc/classes/Node.xml:528 msgid "" "Sends a remote procedure call request for the given [code]method[/code] to " "peers on the network (and locally), optionally sending all additional " @@ -43017,14 +43131,14 @@ msgstr "" "为给定的[code]method[/code]向网络(和本地)上的对等体发送远程过程调用请求,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。参见[method rset]和" +"[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" "[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." "network_peer.get_connection_status() == CONNECTION_CONNECTED[/code]。" -#: doc/classes/Node.xml:536 +#: doc/classes/Node.xml:537 msgid "" "Changes the RPC mode for the given [code]method[/code] to the given " "[code]mode[/code]. See [enum MultiplayerAPI.RPCMode]. An alternative is " @@ -43034,14 +43148,14 @@ msgid "" "By default, methods are not exposed to networking (and RPCs). See also " "[method rset] and [method rset_config] for properties." msgstr "" -"将指定的[code]方法[/code]的RPC模式改为指定的[code]模式[/code]。参见[enum " +"将指定的[code]方法[/code]的RPC模式改为指定的[code]模式[/code]。参阅[enum " "MultiplayerAPI.RPCMode]。另一种方法是用相应的关键字来注释方法和属性" "([code]remote[/code], [code]master[/code], [code]puppet[/code], " "[code]remoteesync[/code], [code]masterync[/code], [code]puppetsync[/code])。" -"默认情况下,方法不暴露于网络(和RPC)。参见[method rset]和[method " +"默认情况下,方法不暴露于网络(和RPC)。参阅[method rset]和[method " "rset_config]的属性。" -#: doc/classes/Node.xml:544 +#: doc/classes/Node.xml:545 msgid "" "Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] " "(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns an empty " @@ -43050,13 +43164,13 @@ msgstr "" "向由[code]peer_id[/code]确定的特定peer发送一个[method rpc](见[method " "NetworkedMultiplayerPeer.set_target_peer])。返回一个空的[Variant]。" -#: doc/classes/Node.xml:551 +#: doc/classes/Node.xml:552 msgid "" "Sends a [method rpc] using an unreliable protocol. Returns an empty " "[Variant]." msgstr "使用一个不可靠的协议发送一个[method rpc]。返回一个空的[Variant]。" -#: doc/classes/Node.xml:559 +#: doc/classes/Node.xml:560 msgid "" "Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] " "using an unreliable protocol (see [method NetworkedMultiplayerPeer." @@ -43066,7 +43180,7 @@ msgstr "" "[code]peer_id[/code]标识的特定peer发送一个[method rpc]。返回一个空的" "[Variant]。" -#: doc/classes/Node.xml:567 +#: doc/classes/Node.xml:568 msgid "" "Remotely changes a property's value on other peers (and locally). Behaviour " "depends on the RPC configuration for the given property, see [method " @@ -43074,10 +43188,10 @@ msgid "" "applies to this method as well." msgstr "" "在其他对等体上远程改变一个属性的值(和本地)。行为取决于给定属性的RPC配置,见" -"[method rset_config]。关于方法的RPC,也请参见[method rpc],大多数信息也适用于" +"[method rset_config]。关于方法的RPC,也请参阅[method rpc],大多数信息也适用于" "这个方法。" -#: doc/classes/Node.xml:575 +#: doc/classes/Node.xml:576 msgid "" "Changes the RPC mode for the given [code]property[/code] to the given " "[code]mode[/code]. See [enum MultiplayerAPI.RPCMode]. An alternative is " @@ -43087,41 +43201,41 @@ msgid "" "By default, properties are not exposed to networking (and RPCs). See also " "[method rpc] and [method rpc_config] for methods." msgstr "" -"将给定的[code]属性[/code]的RPC模式改为给定的[code]mode[/code]。参见[enum " +"将给定的[code]属性[/code]的RPC模式改为给定的[code]mode[/code]。参阅[enum " "MultiplayerAPI.RPCMode]。另一种方法是用相应的关键字([code]remote[/code], " "[code]master[/code], [code]puppet[/code], [code]remoteesync[/code], " "[code]masterync[/code], [code]puppetsync[/code])来注释方法和属性。默认情况" -"下,属性不会暴露给网络(和RPC)。也请参见[method rpc]和[method rpc_config]的" +"下,属性不会暴露给网络(和RPC)。也请参阅[method rpc]和[method rpc_config]的" "方法。" -#: doc/classes/Node.xml:584 +#: doc/classes/Node.xml:585 msgid "" "Remotely changes the property's value on a specific peer identified by " "[code]peer_id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer])." msgstr "" -"远程改变属性的值在一个指定的peer上[code]peer_id[/code](参见[method " +"远程改变属性的值在一个指定的peer上[code]peer_id[/code](参阅[method " "networkkedmultiplayerpeer .set_target_peer])。" -#: doc/classes/Node.xml:592 +#: doc/classes/Node.xml:593 msgid "" "Remotely changes the property's value on other peers (and locally) using an " "unreliable protocol." msgstr "使用不可靠的协议远程更改其他对等点(和本地)上的属性值。" -#: doc/classes/Node.xml:601 +#: doc/classes/Node.xml:602 msgid "" "Remotely changes property's value on a specific peer identified by " "[code]peer_id[/code] using an unreliable protocol (see [method " "NetworkedMultiplayerPeer.set_target_peer])." msgstr "" -"使用不可靠的协议(参见[method networkkedmultiplayerpeer .set_target_peer])远程" +"使用不可靠的协议(参阅[method networkkedmultiplayerpeer .set_target_peer])远程" "更改指定对等体[code]peer_id[/code]上的属性值。" -#: doc/classes/Node.xml:608 +#: doc/classes/Node.xml:609 msgid "Sets the folded state of the node in the Scene dock." msgstr "设置场景dock中节点的折叠状态。" -#: doc/classes/Node.xml:616 +#: doc/classes/Node.xml:617 msgid "" "Sets the node's network master to the peer with the given peer ID. The " "network master is the peer that has authority over the node on the network. " @@ -43136,7 +43250,7 @@ msgstr "" "[code]recursive[/code],则递归地将给定的对等节点设置为该节点所有子节点的主节" "点。" -#: doc/classes/Node.xml:623 +#: doc/classes/Node.xml:624 msgid "" "Enables or disables physics (i.e. fixed framerate) processing. When a node " "is being processed, it will receive a [constant " @@ -43152,7 +43266,7 @@ msgstr "" "将被调用)。如果[method _physics_process]被重写,则自动启用。在[method " "_ready]之前对它的任何调用都将被忽略。" -#: doc/classes/Node.xml:630 +#: doc/classes/Node.xml:631 #, fuzzy msgid "" "Enables or disables internal physics for this node. Internal physics " @@ -43172,7 +43286,7 @@ msgstr "" "_physics_process]回调将被调用)。如果[method _physics_process]被重写,则自动" "启用。在[method _ready]之前对它的任何调用都将被忽略。" -#: doc/classes/Node.xml:638 +#: doc/classes/Node.xml:639 msgid "" "Enables or disables processing. When a node is being processed, it will " "receive a [constant NOTIFICATION_PROCESS] on every drawn frame (and the " @@ -43185,7 +43299,7 @@ msgstr "" "[method _process]被重写,则自动启用。在 [method _ready] 之前对它的任何调用都" "将被忽略。" -#: doc/classes/Node.xml:645 +#: doc/classes/Node.xml:646 msgid "" "Enables or disables input processing. This is not required for GUI controls! " "Enabled automatically if [method _input] is overridden. Any calls to this " @@ -43194,7 +43308,7 @@ msgstr "" "启用或禁用输入处理。对于GUI控件来说,这不是必需的。如果[method _input]被重" "写,则自动启用。任何在[method _ready]之前对它的调用都将被忽略。" -#: doc/classes/Node.xml:652 +#: doc/classes/Node.xml:653 #, fuzzy msgid "" "Enables or disabled internal processing for this node. Internal processing " @@ -43212,7 +43326,7 @@ msgstr "" "本禁用([method set_process]),其内部处理仍会进行。只对高级用途有用,可以操" "纵内置节点的行为。" -#: doc/classes/Node.xml:660 +#: doc/classes/Node.xml:661 msgid "" "Enables unhandled input processing. This is not required for GUI controls! " "It enables the node to receive all input that was not previously handled " @@ -43223,7 +43337,7 @@ msgstr "" "处理的输入(通常是由[控制]处理的)。如果[method _unhandled_input]被重载,则自" "动启用。在[method _ready]之前对它的任何调用都将被忽略。" -#: doc/classes/Node.xml:667 +#: doc/classes/Node.xml:668 msgid "" "Enables unhandled key input processing. Enabled automatically if [method " "_unhandled_key_input] is overridden. Any calls to this before [method " @@ -43232,12 +43346,12 @@ msgstr "" "启用未处理的按键输入处理。如果[method _unhandled_key_input]被重写,则自动启" "用。任何在[method _ready]之前对它的调用都将被忽略。" -#: doc/classes/Node.xml:674 +#: doc/classes/Node.xml:675 msgid "" "Sets whether this is an instance load placeholder. See [InstancePlaceholder]." -msgstr "设置这是否是一个实例加载占位符。参见[InstancePlaceholder]。" +msgstr "设置这是否是一个实例加载占位符。参阅[InstancePlaceholder]。" -#: doc/classes/Node.xml:680 +#: doc/classes/Node.xml:681 msgid "" "Updates the warning displayed for this node in the Scene Dock.\n" "Use [method _get_configuration_warning] to setup the warning message to " @@ -43246,7 +43360,7 @@ msgstr "" "更新在Scene Dock中为这个节点显示的警告。\n" "使用[method _get_configuration_warning]来设置要显示的警告信息。" -#: doc/classes/Node.xml:687 +#: doc/classes/Node.xml:688 msgid "" "The override to the default [MultiplayerAPI]. Set to [code]null[/code] to " "use the default [SceneTree] one." @@ -43254,7 +43368,7 @@ msgstr "" "对默认的[MultiplayerAPI]的重写。设置为[code]null[/code]可以使用默认的" "[SceneTree]。" -#: doc/classes/Node.xml:690 +#: doc/classes/Node.xml:691 msgid "" "If a scene is instantiated from a file, its topmost node contains the " "absolute file path from which it was loaded in [member filename] (e.g. " @@ -43262,7 +43376,7 @@ msgid "" "empty string." msgstr "" -#: doc/classes/Node.xml:693 +#: doc/classes/Node.xml:694 msgid "" "The [MultiplayerAPI] instance associated with this node. Either the [member " "custom_multiplayer], or the default SceneTree one (if inside tree)." @@ -43270,7 +43384,7 @@ msgstr "" "与该节点相关的[MultiplayerAPI]实例。要么是[member custom_multiplayer],要么是" "默认的SceneTree(如果在树内)。" -#: doc/classes/Node.xml:696 +#: doc/classes/Node.xml:697 #, fuzzy msgid "" "The name of the node. This name is unique among the siblings (other child " @@ -43283,7 +43397,7 @@ msgstr "" "节点的名称。这个名字在兄弟姐妹中是唯一的(来自同一个父节点的其他子节点)。当" "设置为现有名称时,节点将被自动重命名。" -#: doc/classes/Node.xml:700 +#: doc/classes/Node.xml:701 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 " @@ -43295,11 +43409,11 @@ msgstr "" "追溯到的有效父节点、祖父节点等)。(使用 [PackedScene])保存节点时,所有它拥" "有的节点也会随之保存。由此即可通过实例化和子实例化来创建复杂的 [SceneTree]。" -#: doc/classes/Node.xml:703 +#: doc/classes/Node.xml:704 msgid "Pause mode. How the node will behave if the [SceneTree] is paused." msgstr "暂停模式。这将决定[SceneTree]被暂停时节点的行为。" -#: doc/classes/Node.xml:706 +#: doc/classes/Node.xml:707 msgid "" "The node's priority in the execution order of the enabled processing " "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant " @@ -43311,23 +43425,23 @@ msgstr "" "NOTIFICATION_PHYSICS_PROCESS] 及其内部对应物)的执行顺序中的优先级。进程优先" "级值[i]较低[/i]的节点将首先执行其处理回调。" -#: doc/classes/Node.xml:712 +#: doc/classes/Node.xml:713 msgid "Emitted when the node is ready." msgstr "当节点准备好时触发。" -#: doc/classes/Node.xml:717 +#: doc/classes/Node.xml:718 msgid "Emitted when the node is renamed." msgstr "在重命名节点时触发。" -#: doc/classes/Node.xml:722 +#: doc/classes/Node.xml:723 msgid "Emitted when the node enters the tree." msgstr "当节点进入树时触发。" -#: doc/classes/Node.xml:727 +#: doc/classes/Node.xml:728 msgid "Emitted after the node exits the tree and is no longer active." msgstr "在节点退出树之后触发,并且不再处于活动状态。" -#: doc/classes/Node.xml:732 +#: doc/classes/Node.xml:733 msgid "" "Emitted when the node is still active but about to exit the tree. This is " "the right place for de-initialization (or a \"destructor\", if you will)." @@ -43335,31 +43449,31 @@ msgstr "" "当节点仍处于活动状态但即将退出树时发出。这是反初始化的正确位置(如果愿意,也可" "以称为“析构函数”)。" -#: doc/classes/Node.xml:738 +#: doc/classes/Node.xml:739 msgid "Notification received when the node enters a [SceneTree]." msgstr "当节点进入[SceneTree]时收到该通知。" -#: doc/classes/Node.xml:741 +#: doc/classes/Node.xml:742 msgid "Notification received when the node is about to exit a [SceneTree]." msgstr "当节点即将退出[SceneTree]时收到该通知。" -#: doc/classes/Node.xml:744 +#: doc/classes/Node.xml:745 msgid "Notification received when the node is moved in the parent." msgstr "在父节点中移动节点时收到该通知。" -#: doc/classes/Node.xml:747 +#: doc/classes/Node.xml:748 msgid "Notification received when the node is ready. See [method _ready]." -msgstr "当节点就绪时接收到通知。请参见[method _ ready]。" +msgstr "当节点就绪时接收到通知。请参阅[method _ ready]。" -#: doc/classes/Node.xml:750 +#: doc/classes/Node.xml:751 msgid "Notification received when the node is paused." msgstr "暂停节点时接收到的通知。" -#: doc/classes/Node.xml:753 +#: doc/classes/Node.xml:754 msgid "Notification received when the node is unpaused." msgstr "节点暂停时收到该通知。" -#: doc/classes/Node.xml:756 +#: doc/classes/Node.xml:757 msgid "" "Notification received every frame when the physics process flag is set (see " "[method set_physics_process])." @@ -43367,13 +43481,13 @@ msgstr "" "当 physics process flag 被设置时,每一帧都会收到该通知(见[方法" "set_physics_process])。" -#: doc/classes/Node.xml:759 +#: doc/classes/Node.xml:760 msgid "" "Notification received every frame when the process flag is set (see [method " "set_process])." msgstr "当 process flag 被设置时,每一帧都收到通知(见[方法set_process])。" -#: doc/classes/Node.xml:762 +#: doc/classes/Node.xml:763 msgid "" "Notification received when a node is set as a child of another node.\n" "[b]Note:[/b] This doesn't mean that a node entered the [SceneTree]." @@ -43381,29 +43495,29 @@ msgstr "" "当一个节点被设置为另一个节点的子节点时收到该通知。\n" "[b]注意:[/b]这并不意味着一个节点进入了[SceneTree]。" -#: doc/classes/Node.xml:766 +#: doc/classes/Node.xml:767 msgid "" "Notification received when a node is unparented (parent removed it from the " "list of children)." msgstr "当节点失去父节点时收到的通知(父节点将其从子节点列表中删除)。" -#: doc/classes/Node.xml:769 +#: doc/classes/Node.xml:770 msgid "Notification received when the node is instanced." msgstr "节点被实例化时收到的通知。" -#: doc/classes/Node.xml:772 +#: doc/classes/Node.xml:773 msgid "Notification received when a drag begins." msgstr "拖动开始时收到的通知。" -#: doc/classes/Node.xml:775 +#: doc/classes/Node.xml:776 msgid "Notification received when a drag ends." msgstr "拖动结束时收到的通知。" -#: doc/classes/Node.xml:778 +#: doc/classes/Node.xml:779 msgid "Notification received when the node's [NodePath] changed." msgstr "当节点的[NodePath]改变时收到的通知。" -#: doc/classes/Node.xml:781 +#: doc/classes/Node.xml:782 msgid "" "Notification received every frame when the internal process flag is set (see " "[method set_process_internal])." @@ -43411,7 +43525,7 @@ msgstr "" "当 internal process flag 被设置时,每一帧都收到通知(见[方法" "set_process_internal])。" -#: doc/classes/Node.xml:784 +#: doc/classes/Node.xml:785 msgid "" "Notification received every frame when the internal physics process flag is " "set (see [method set_physics_process_internal])." @@ -43419,14 +43533,14 @@ msgstr "" "当 internal physics process flag 被设置时,每一帧都会收到通知(见[方法" "set_physics_process_internal])。" -#: doc/classes/Node.xml:787 +#: doc/classes/Node.xml:788 msgid "" "Notification received when the node is ready, just before [constant " "NOTIFICATION_READY] is received. Unlike the latter, it's sent every time the " "node enters tree, instead of only once." msgstr "" -#: doc/classes/Node.xml:845 +#: doc/classes/Node.xml:846 msgid "" "Inherits pause mode from the node's parent. For the root node, it is " "equivalent to [constant PAUSE_MODE_STOP]. Default." @@ -43434,27 +43548,27 @@ msgstr "" "继承节点的父节点的暂停模式。对于根节点,它相当于[constant PAUSE_MODE_STOP]。" "默认值。" -#: doc/classes/Node.xml:848 +#: doc/classes/Node.xml:849 msgid "Stops processing when the [SceneTree] is paused." msgstr "当[SceneTree]被暂停时,停止 process。" -#: doc/classes/Node.xml:851 +#: doc/classes/Node.xml:852 msgid "Continue to process regardless of the [SceneTree] pause state." msgstr "不管[SceneTree]的暂停状态如何,继续 process。" -#: doc/classes/Node.xml:854 +#: doc/classes/Node.xml:855 msgid "Duplicate the node's signals." msgstr "复制该节点的信号。" -#: doc/classes/Node.xml:857 +#: doc/classes/Node.xml:858 msgid "Duplicate the node's groups." msgstr "复制节点的组。" -#: doc/classes/Node.xml:860 +#: doc/classes/Node.xml:861 msgid "Duplicate the node's scripts." msgstr "复制该节点的脚本。" -#: doc/classes/Node.xml:863 +#: doc/classes/Node.xml:864 msgid "" "Duplicate using instancing.\n" "An instance stays linked to the original so when the original changes, the " @@ -43482,11 +43596,8 @@ msgstr "" "点。还可以控制节点的渲染顺序。" #: doc/classes/Node2D.xml:11 doc/classes/Vector2.xml:16 -#, fuzzy msgid "https://github.com/godotengine/godot-demo-projects/tree/master/2d" -msgstr "" -"https://github.com/godotengine/godot-demo-projects/tree/master/audio/" -"generator" +msgstr "https://github.com/godotengine/godot-demo-projects/tree/master/2d" #: doc/classes/Node2D.xml:18 msgid "Multiplies the current scale by the [code]ratio[/code] vector." @@ -43689,9 +43800,8 @@ msgstr "" #: doc/classes/NodePath.xml:26 doc/classes/PackedScene.xml:41 #: doc/classes/Panel.xml:10 doc/classes/PanelContainer.xml:10 #: doc/classes/TileMap.xml:16 doc/classes/TileSet.xml:16 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/520" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/520" #: doc/classes/NodePath.xml:33 #, fuzzy @@ -44010,28 +44120,26 @@ msgstr "" "只要键存在,[code]in[/code]操作符就会评估为[code]true[/code],即使值为" "[code]null[/code]。\n" "对象也会收到通知。通知是一种简单的方式来通知对象关于不同的事件,所以它们可以" -"一起被处理。参见[method _notification]。\n" +"一起被处理。参阅[method _notification]。\n" "[b]注意:[/b] 与对[引用]的引用不同,对存储在变量中的对象的引用可以在没有警告" "的情况下变得无效。因此,建议对数据类使用[引用]而不是[对象]。" #: doc/classes/Object.xml:24 doc/classes/Reference.xml:13 #: doc/classes/Resource.xml:12 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/getting_started/workflow/best_practices/" "node_alternatives.html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/getting_started/workflow/" -"best_practices/node_alternatives.html" +"https://docs.godotengine.org/en/3.4/getting_started/workflow/best_practices/" +"node_alternatives.html" #: doc/classes/Object.xml:25 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/getting_started/scripting/gdscript/" "gdscript_exports.html#advanced-exports" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/getting_started/scripting/gdscript/" -"gdscript_basics.html#dictionary" +"https://docs.godotengine.org/en/3.4/getting_started/scripting/gdscript/" +"gdscript_exports.html#advanced-exports" #: doc/classes/Object.xml:32 msgid "" @@ -44175,7 +44283,7 @@ msgid "" "Returns [code]true[/code] if the object can translate strings. See [method " "set_message_translation] and [method tr]." msgstr "" -"如果该对象可以翻译字符串,则返回[code]true[/code]。参见[method " +"如果该对象可以翻译字符串,则返回[code]true[/code]。参阅[method " "set_message_translation]和[method tr]。" #: doc/classes/Object.xml:128 @@ -44216,7 +44324,7 @@ msgstr "" "将一个[code]signal[/code]连接到一个[code]target[/code]对象的[code]method[/" "code]。将可选的[code]binds[/code]作为一个[Array]的参数传递给调用。这些参数将" "在调用[method emit_signal]时使用的任何参数之后被传递到方法中。使用" -"[code]flags[/code]来设置延迟或一次性连接。参见[enum ConnectFlags]常量。\n" +"[code]flags[/code]来设置延迟或一次性连接。参阅[enum ConnectFlags]常量。\n" "一个[code]signal[/code]只能被连接到一个[code]method[/code]上一次。如果已经连" "接了,它将抛出一个错误,除非该信号是用[constant CONNECT_REFERENCE_COUNTED]连" "接的。为了避免这种情况,首先,使用[method is_connected]来检查现有的连接。\n" @@ -44681,7 +44789,7 @@ msgstr "" #: doc/classes/OccluderPolygon2D.xml:27 msgid "Culling is disabled. See [member cull_mode]." -msgstr "禁用剔除。参见[member cull_mode]。" +msgstr "禁用剔除。参阅[member cull_mode]。" #: doc/classes/OccluderPolygon2D.xml:30 msgid "" @@ -44692,7 +44800,7 @@ msgstr "按顺时针方向进行剔除。见[member cull_mode]。" msgid "" "Culling is performed in the counterclockwise direction. See [member " "cull_mode]." -msgstr "按逆时针方向进行剔除。参见[member cull_mode]。" +msgstr "按逆时针方向进行剔除。参阅[member cull_mode]。" #: doc/classes/OccluderShape.xml:4 msgid "" @@ -44771,13 +44879,12 @@ msgstr "" "半径以外的地方。" #: doc/classes/OmniLight.xml:23 -#, fuzzy msgid "See [enum ShadowDetail]." -msgstr "参见[enum ShadowMode]。" +msgstr "参阅[enum ShadowDetail]。" #: doc/classes/OmniLight.xml:26 msgid "See [enum ShadowMode]." -msgstr "参见[enum ShadowMode]。" +msgstr "参阅[enum ShadowMode]。" #: doc/classes/OmniLight.xml:31 msgid "" @@ -45002,34 +45109,34 @@ msgstr "" 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。" -#: doc/classes/OptionButton.xml:92 +#: doc/classes/OptionButton.xml:93 msgid "" "Returns the ID of the selected item, or [code]0[/code] if no item is " "selected." msgstr "返回所选项目的ID,如果没有选择项目,则返回[code]0[/code]。" -#: doc/classes/OptionButton.xml:98 +#: doc/classes/OptionButton.xml:99 msgid "" "Gets the metadata of the selected item. Metadata for items can be set using " "[method set_item_metadata]." msgstr "获取选定项的元数据。可以使用[method set_item_metadata]设置项的元数据。" -#: doc/classes/OptionButton.xml:105 +#: doc/classes/OptionButton.xml:106 msgid "" "Returns [code]true[/code] if the item at index [code]idx[/code] is disabled." msgstr "如果索引[code]idx[/code]项被禁用,返回[code]true[/code]。" -#: doc/classes/OptionButton.xml:112 +#: doc/classes/OptionButton.xml:113 msgid "Removes the item at index [code]idx[/code]." msgstr "移除索引[code]idx[/code]处的项目。" -#: doc/classes/OptionButton.xml:119 +#: doc/classes/OptionButton.xml:120 msgid "" "Selects an item by index and makes it the current item. This will work even " "if the item is disabled." msgstr "按索引选择项并使其为当前选中项。即使该项是禁用的,这也将起作用。" -#: doc/classes/OptionButton.xml:127 +#: doc/classes/OptionButton.xml:128 msgid "" "Sets whether the item at index [code]idx[/code] is disabled.\n" "Disabled items are drawn differently in the dropdown and are not selectable " @@ -45040,15 +45147,15 @@ msgstr "" "禁用的项目在下拉列表中绘制的方式不同,用户无法选择。如果当前选定的项目被设置" "为禁用,它将保持选中状态。" -#: doc/classes/OptionButton.xml:136 +#: doc/classes/OptionButton.xml:137 msgid "Sets the icon of the item at index [code]idx[/code]." msgstr "设置在索引[code]idx[/code]处项的图标。" -#: doc/classes/OptionButton.xml:144 +#: doc/classes/OptionButton.xml:145 msgid "Sets the ID of the item at index [code]idx[/code]." msgstr "设置在索引[code]idx[/code]处项的ID。" -#: doc/classes/OptionButton.xml:152 +#: doc/classes/OptionButton.xml:153 msgid "" "Sets the metadata of an item. Metadata may be of any type and can be used to " "store extra information about an item, such as an external string ID." @@ -45056,17 +45163,17 @@ msgstr "" "设置项的元数据。元数据可以是任何类型,可以用来存储关于项目的额外信息,比如外" "部字符串ID。" -#: doc/classes/OptionButton.xml:160 doc/classes/PopupMenu.xml:432 +#: doc/classes/OptionButton.xml:161 doc/classes/PopupMenu.xml:432 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。" -#: doc/classes/OptionButton.xml:168 +#: doc/classes/OptionButton.xml:169 msgid "" "The index of the currently selected item, or [code]-1[/code] if no item is " "selected." msgstr "当前选定项的索引,如果没有选定项,则为[code]-1[/code]。" -#: doc/classes/OptionButton.xml:176 +#: doc/classes/OptionButton.xml:177 #, fuzzy msgid "" "Emitted when the user navigates to an item using the [code]ui_up[/code] or " @@ -45076,26 +45183,26 @@ msgstr "" "当用户使用[code]ui_up[/code]或[code]ui_down[/code]操作导航到一个项目时触发。" "所选项目的索引作为参数传递。" -#: doc/classes/OptionButton.xml:182 +#: doc/classes/OptionButton.xml:183 msgid "" "Emitted when the current item has been changed by the user. The index of the " "item selected is passed as argument." msgstr "当用户更改当前项时触发。所选项目的索引作为参数传递。" -#: doc/classes/OptionButton.xml:190 +#: doc/classes/OptionButton.xml:191 msgid "The arrow icon to be drawn on the right end of the button." msgstr "要绘制在按钮右侧的箭头图标。" -#: doc/classes/OptionButton.xml:193 +#: doc/classes/OptionButton.xml:194 msgid "" "The horizontal space between the arrow icon and the right edge of the button." msgstr "箭头图标和按钮的右边缘之间的水平空间。" -#: doc/classes/OptionButton.xml:196 +#: doc/classes/OptionButton.xml:197 msgid "[StyleBox] used when the [OptionButton] is disabled." msgstr "当[OptionButton]被禁用时使用的[StyleBox]。" -#: doc/classes/OptionButton.xml:199 +#: doc/classes/OptionButton.xml:200 msgid "" "[StyleBox] used when the [OptionButton] is focused. It is displayed over the " "current [StyleBox], so using [StyleBoxEmpty] will just disable the focus " @@ -45104,39 +45211,39 @@ msgstr "" "当[OptionButton]被聚焦时使用的[StyleBox]。它显示在当前的[StyleBox]上,所以使" "用[StyleBoxEmpty]将只是禁用焦点的视觉效果。" -#: doc/classes/OptionButton.xml:202 +#: doc/classes/OptionButton.xml:203 msgid "[Font] of the [OptionButton]'s text." msgstr "[OptionButton]的文本的[Font]。" -#: doc/classes/OptionButton.xml:205 +#: doc/classes/OptionButton.xml:206 msgid "Default text [Color] of the [OptionButton]." msgstr "[OptionButton]的默认文本[Color]。" -#: doc/classes/OptionButton.xml:208 +#: doc/classes/OptionButton.xml:209 msgid "Text [Color] used when the [OptionButton] is disabled." msgstr "当[OptionButton]被禁用时使用的文本[Color]。" -#: doc/classes/OptionButton.xml:211 +#: doc/classes/OptionButton.xml:212 msgid "Text [Color] used when the [OptionButton] is being hovered." msgstr "当鼠标悬停[OptionButton]时使用的文本[Color]。" -#: doc/classes/OptionButton.xml:214 +#: doc/classes/OptionButton.xml:215 msgid "Text [Color] used when the [OptionButton] is being pressed." msgstr "当[OptionButton]被按下时使用的文本[Color]。" -#: doc/classes/OptionButton.xml:217 +#: doc/classes/OptionButton.xml:218 msgid "[StyleBox] used when the [OptionButton] is being hovered." msgstr "当[OptionButton]被鼠标悬停时使用的[StyleBox]。" -#: doc/classes/OptionButton.xml:220 +#: doc/classes/OptionButton.xml:221 msgid "The horizontal space between [OptionButton]'s icon and text." msgstr "[OptionButton]图标与文本之间的水平间距。" -#: doc/classes/OptionButton.xml:223 +#: doc/classes/OptionButton.xml:224 msgid "Default [StyleBox] for the [OptionButton]." msgstr "[OptionButton]的默认[StyleBox]。" -#: doc/classes/OptionButton.xml:226 +#: doc/classes/OptionButton.xml:227 msgid "[StyleBox] used when the [OptionButton] is being pressed." msgstr "当按下[OptionButton]时使用的[StyleBox]。" @@ -45638,7 +45745,7 @@ msgid "" msgstr "" "以字符串的形式返回给定的键码(例如:返回值:[code]\"Escape\"[/code], " "[code]\"Shift+Escape\"[/code])。\n" -"参见[member InputEventKey]。[method InputEventKey." +"参阅[member InputEventKey]。[method InputEventKey." "get_keycode_with_modifiers]。" #: doc/classes/OS.xml:346 @@ -46639,12 +46746,11 @@ msgstr "" #: doc/classes/OS.xml:1097 msgid "Landscape screen orientation." -msgstr "" +msgstr "横向屏幕方向。" #: doc/classes/OS.xml:1100 -#, fuzzy msgid "Portrait screen orientation." -msgstr "等距定向模式。" +msgstr "纵向屏幕方向。" #: doc/classes/OS.xml:1103 #, fuzzy @@ -46701,25 +46807,24 @@ msgid "Ringtones directory path." msgstr "铃声目录路径。" #: doc/classes/OS.xml:1142 -#, fuzzy msgid "Unknown powerstate." -msgstr "未知节点。" +msgstr "未知电源状态。" #: doc/classes/OS.xml:1145 msgid "Unplugged, running on battery." -msgstr "" +msgstr "拔掉插头,用电池运行。" #: doc/classes/OS.xml:1148 msgid "Plugged in, no battery available." -msgstr "" +msgstr "插上电源,没有电池可用。" #: doc/classes/OS.xml:1151 msgid "Plugged in, battery charging." -msgstr "" +msgstr "插上电源,电池正在充电。" #: doc/classes/OS.xml:1154 msgid "Plugged in, battery fully charged." -msgstr "" +msgstr "插上电源,电池充满电。" #: doc/classes/PackedDataContainerRef.xml:4 msgid "Reference version of [PackedDataContainer]." @@ -46777,7 +46882,7 @@ msgid "" msgstr "" "场景文件的一个简化接口。提供对可以在场景资源本身上执行的操作和检查的访问。\n" "可以用来将一个节点保存到一个文件中。当保存时,该节点以及它所拥有的所有节点都" -"会被保存(参见[Node]中的属性[code]owner[/code])。\n" +"会被保存(参阅[Node]中的属性[code]owner[/code])。\n" "[b]注意:[/b] 节点不需要拥有自己。\n" "[b]一个加载已保存场景的示例:[/b]\n" "[codeblock]\n" @@ -46838,7 +46943,7 @@ msgstr "" msgid "" "Pack will ignore any sub-nodes not owned by given node. See [member Node." "owner]." -msgstr "包将忽略不属于给定节点的任何子节点。参见[member Node.owner]。" +msgstr "包将忽略不属于给定节点的任何子节点。参阅[member Node.owner]。" #: doc/classes/PackedScene.xml:73 msgid "" @@ -47002,7 +47107,7 @@ msgstr "断开此对等体的连接,终止DTLS会话。" #: doc/classes/PacketPeerDTLS.xml:32 doc/classes/StreamPeerSSL.xml:43 msgid "Returns the status of the connection. See [enum Status] for values." -msgstr "返回连接的状态。有关值,请参见[enum Status]。" +msgstr "返回连接的状态。有关值,请参阅[enum Status]。" #: doc/classes/PacketPeerDTLS.xml:38 msgid "" @@ -47088,7 +47193,7 @@ msgstr "" "际上是无连接的,因此此选项仅意味着来自不同地址的传入数据包将自动丢弃,并且传" "出数据包始终发送到连接的地址(不允许将来调用[method set_dest_address])。此方" "法不向远程对等方发送任何数据,为此,请像往常一样使用[method PacketPeer." -"put_var]或[method PacketPeer.put_packet]。另请参见[UDPServer]。\n" +"put_var]或[method PacketPeer.put_packet]。另请参阅[UDPServer]。\n" "注意:连接到远程对等体无助于防止IP欺骗等恶意攻击。如果您觉得应用程序正在传输" "敏感信息,请考虑使用SSL或DTLS等加密技术。" @@ -47228,15 +47333,13 @@ msgstr "" "点和容器。" #: doc/classes/Panel.xml:11 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/516" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/516" #: doc/classes/Panel.xml:12 doc/classes/Skeleton.xml:12 #: doc/classes/SkeletonIK.xml:29 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/523" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/523" #: doc/classes/Panel.xml:20 msgid "The style of this [Panel]." @@ -47415,12 +47518,11 @@ msgid "" msgstr "" #: doc/classes/Particles.xml:13 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/3d/vertex_animation/" "controlling_thousands_of_fish.html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/3d/vertex_animation/" +"https://docs.godotengine.org/en/3.4/tutorials/3d/vertex_animation/" "controlling_thousands_of_fish.html" #: doc/classes/Particles.xml:20 @@ -47606,7 +47708,7 @@ msgstr "返回指定参数使用的[Texture2D]。" msgid "" "If [code]true[/code], enables the specified flag. See [enum Flags] for " "options." -msgstr "如果[code]true[/code],启用指定的Flag。选项请参见[enum Flags]。" +msgstr "如果[code]true[/code],启用指定的Flag。选项请参阅[enum Flags]。" #: doc/classes/ParticlesMaterial.xml:55 msgid "Sets the specified [enum Parameter]." @@ -47948,7 +48050,7 @@ msgid "" "modulated by [member emission_color_texture]." msgstr "" "粒子将在[member emission_point_texture]上随机采样点所决定的位置发射。粒子颜色" -"将由[成员emission_color_texture]调节。" +"将由[member emission_color_texture]调节。" #: doc/classes/ParticlesMaterial.xml:322 msgid "" @@ -47958,7 +48060,7 @@ msgid "" "be modulated by [member emission_color_texture]." msgstr "" "粒子将在[member emission_point_texture]上随机采样点所决定的位置发射。粒子速度" -"和旋转将基于[成员emission_normal_texture]进行设置。粒子颜色将由[成员" +"和旋转将基于[member emission_normal_texture]进行设置。粒子颜色将由[member " "emission_color_texture]调节。" #: doc/classes/Path.xml:4 @@ -48000,7 +48102,7 @@ msgid "" "of [PathFollow2D]). As such, the curve should usually start with a zero " "vector ([code](0, 0)[/code])." msgstr "" -"可以让[PathFollow2D]子节点沿着[Curve2D]移动。有关用法的更多信息,请参见" +"可以让[PathFollow2D]子节点沿着[Curve2D]移动。有关用法的更多信息,请参阅" "[PathFollow2D]。\n" "[b]注:[/b]该路径被认为是相对于移动的节点([PathFollow2D]的子节点)。因此,曲线" "通常以零向量([code](0,0)[/code])开始。" @@ -48119,7 +48221,7 @@ msgid "" "rotation mode requires the [Path]'s [member Curve3D.up_vector_enabled] " "property to be set to [code]true[/code]." msgstr "" -"使用[Curve3D]中的上向量信息来加强方向。这个旋转模式需要[Path3D]的[成员" +"使用[Curve3D]中的上向量信息来加强方向。这个旋转模式需要[Path3D]的[member " "Curve3D。Up_vector_enabled属性设置为[code]true[/code]。" #: doc/classes/PathFollow2D.xml:4 @@ -48381,20 +48483,20 @@ msgstr "每帧绘制3D对象的数量。" msgid "Draw calls per frame." msgstr "每一帧的绘图调用。仅限3D。" -#: doc/classes/Performance.xml:87 doc/classes/VisualServer.xml:3695 +#: doc/classes/Performance.xml:87 doc/classes/VisualServer.xml:3696 msgid "" "The amount of video memory used, i.e. texture and vertex memory combined." msgstr "使用的视频内存的数量,即纹理和顶点内存的总和。" -#: doc/classes/Performance.xml:90 doc/classes/VisualServer.xml:3698 +#: doc/classes/Performance.xml:90 doc/classes/VisualServer.xml:3699 msgid "The amount of texture memory used." msgstr "使用的纹理内存的数量。" -#: doc/classes/Performance.xml:93 doc/classes/VisualServer.xml:3701 +#: doc/classes/Performance.xml:93 doc/classes/VisualServer.xml:3702 msgid "The amount of vertex memory used." msgstr "使用的顶点内存数量。" -#: doc/classes/Performance.xml:96 doc/classes/VisualServer.xml:3692 +#: doc/classes/Performance.xml:96 doc/classes/VisualServer.xml:3693 #, fuzzy msgid "" "Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0." @@ -48463,7 +48565,7 @@ msgid "" "direct state of that body. See [method RigidBody2D._integrate_forces]." msgstr "" "提供对[PhysicsServer2D]中的物理体的直接访问,允许安全地改变物理属性。这个对象" -"是通过刚性/字符体的直接状态回调传递的,目的是为了改变该体的直接状态。参见" +"是通过刚性/字符体的直接状态回调传递的,目的是为了改变该体的直接状态。参阅" "[method RigidBody2D._integrate_forces]。" #: doc/classes/Physics2DDirectBodyState.xml:11 @@ -48472,10 +48574,8 @@ msgstr "" #: doc/classes/PhysicsDirectSpaceState.xml:11 doc/classes/RayCast.xml:14 #: doc/classes/RayCast2D.xml:14 doc/classes/World.xml:10 #: doc/classes/World2D.xml:10 -#, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/physics/ray-casting.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/physics/ray-casting.html" +msgstr "https://docs.godotengine.org/en/3.4/tutorials/physics/ray-casting.html" #: doc/classes/Physics2DDirectBodyState.xml:18 doc/classes/RigidBody2D.xml:30 msgid "Adds a constant directional force without affecting rotation." @@ -48878,7 +48978,7 @@ msgstr "获取区域分配给的对象的实例ID。" msgid "" "Returns an area parameter value. See [enum AreaParameter] for a list of " "available parameters." -msgstr "返回区域参数值。有关可用参数的列表,请参见[enum AreaParameter]。" +msgstr "返回区域参数值。有关可用参数的列表,请参阅[enum AreaParameter]。" #: doc/classes/Physics2DServer.xml:76 doc/classes/PhysicsServer.xml:63 msgid "Returns the [RID] of the nth shape of an area." @@ -48943,7 +49043,7 @@ msgstr "" msgid "" "Sets the value for an area parameter. See [enum AreaParameter] for a list of " "available parameters." -msgstr "设置区域参数的值。有关可用参数的列表,请参见[enum areparameter]。" +msgstr "设置区域参数的值。有关可用参数的列表,请参阅[enum areparameter]。" #: doc/classes/Physics2DServer.xml:183 doc/classes/PhysicsServer.xml:185 msgid "" @@ -49036,7 +49136,7 @@ msgstr "返回body的[PhysicsDirectBodyState2D]。" msgid "" "Returns the maximum contacts that can be reported. See [method " "body_set_max_contacts_reported]." -msgstr "返回可报告的最大联系数。参见[method body_set_max_contacts_reported]。" +msgstr "返回可报告的最大联系数。参阅[method body_set_max_contacts_reported]。" #: doc/classes/Physics2DServer.xml:365 doc/classes/PhysicsServer.xml:355 msgid "Returns the body mode." @@ -49077,7 +49177,7 @@ msgid "" "Returns whether a body uses a callback function to calculate its own physics " "(see [method body_set_force_integration_callback])." msgstr "" -"返回一个body是否使用回调函数来计算它自己的物理值(参见" +"返回一个body是否使用回调函数来计算它自己的物理值(参阅" "body_set_force_integration_callback方法)。" #: doc/classes/Physics2DServer.xml:441 @@ -49145,7 +49245,7 @@ msgid "" "Sets whether a body uses a callback function to calculate its own physics " "(see [method body_set_force_integration_callback])." msgstr "" -"设置一个物体是否使用回调函数来计算它自己的物理(参见 [method " +"设置一个物体是否使用回调函数来计算它自己的物理(参阅 [method " "body_set_force_integration_callback])。" #: doc/classes/Physics2DServer.xml:525 @@ -49186,7 +49286,7 @@ msgstr "设置物体形状的变换矩阵。" #: doc/classes/Physics2DServer.xml:579 doc/classes/PhysicsServer.xml:586 msgid "Assigns a space to the body (see [method space_create])." -msgstr "给物体分配一个空间(参见[method space_create])。" +msgstr "给物体分配一个空间(参阅[method space_create])。" #: doc/classes/Physics2DServer.xml:588 msgid "" @@ -49226,7 +49326,7 @@ msgid "" "Sets a damped spring joint parameter. See [enum DampedStringParam] for a " "list of available parameters." msgstr "" -"设置一个阻尼弹簧关节参数。参见[enum DampedSpringParam]获取可用参数列表。" +"设置一个阻尼弹簧关节参数。参阅[enum DampedSpringParam]获取可用参数列表。" #: doc/classes/Physics2DServer.xml:657 #, fuzzy @@ -49243,7 +49343,7 @@ msgid "" "Returns information about the current state of the 2D physics engine. See " "[enum ProcessInfo] for a list of available states." 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,请参见[enum " +"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/Physics2DServer.xml:675 @@ -49264,7 +49364,7 @@ msgstr "返回一个关节的类型(见[enum JointType])。" msgid "" "Sets a joint parameter. See [enum JointParam] for a list of available " "parameters." -msgstr "设置关节参数。有关可用参数的列表,请参见[enum JointParam]。" +msgstr "设置关节参数。有关可用参数的列表,请参阅[enum JointParam]。" #: doc/classes/Physics2DServer.xml:713 msgid "" @@ -49292,7 +49392,7 @@ msgstr "返回形状数据。" #: doc/classes/Physics2DServer.xml:756 msgid "Returns a shape's type (see [enum ShapeType])." -msgstr "返回一个形状的类型(参见[enum ShapeType])。" +msgstr "返回一个形状的类型(参阅[enum ShapeType])。" #: doc/classes/Physics2DServer.xml:764 doc/classes/PhysicsServer.xml:874 msgid "" @@ -49339,7 +49439,7 @@ msgstr "将空间标记为活动空间。它不会有效果,除非它被分配 msgid "" "Sets the value for a space parameter. See [enum SpaceParameter] for a list " "of available parameters." -msgstr "设置空间参数的值。参见[enum SpaceParameter]获取可用参数列表。" +msgstr "设置空间参数的值。参阅[enum SpaceParameter]获取可用参数列表。" #: doc/classes/Physics2DServer.xml:815 doc/classes/PhysicsServer.xml:1278 msgid "" @@ -49707,7 +49807,7 @@ msgid "" "This class contains the shape and other parameters for 2D intersection/" "collision queries." msgstr "" -"这个类包含二维交集/碰撞查询的形状和其他参数。参见" +"这个类包含二维交集/碰撞查询的形状和其他参数。参阅" "[PhysicsShapeQueryResult2D]。" #: doc/classes/Physics2DShapeQueryParameters.xml:16 @@ -49825,7 +49925,7 @@ msgid "" "direct state of that body. See [method RigidBody._integrate_forces]." msgstr "" "提供对[PhysicsServer2D]中的物理体的直接访问,允许安全地改变物理属性。这个对象" -"是通过刚性/字符体的直接状态回调传递的,目的是为了改变该体的直接状态。参见" +"是通过刚性/字符体的直接状态回调传递的,目的是为了改变该体的直接状态。参阅" "[method RigidBody2D._integrate_forces]。" #: doc/classes/PhysicsDirectBodyState.xml:18 @@ -50067,9 +50167,8 @@ msgstr "" "插入节点树。" #: doc/classes/PhysicsServer.xml:40 -#, fuzzy msgid "Creates an [Area]." -msgstr "创建一个[Area2D]区域。" +msgstr "创建一个[Area]区域。" #: doc/classes/PhysicsServer.xml:55 msgid "" @@ -50179,7 +50278,7 @@ msgstr "如果设置了[code]enabled[/code],则设置可使用光线拾取的 #: doc/classes/PhysicsServer.xml:595 msgid "Sets a body state (see [enum BodyState] constants)." -msgstr "设置主体状态(请参见[enum BodyState]常量)。" +msgstr "设置主体状态(请参阅[enum BodyState]常量)。" #: doc/classes/PhysicsServer.xml:608 #, fuzzy @@ -50196,12 +50295,12 @@ msgstr "" #: doc/classes/PhysicsServer.xml:616 msgid "" "Gets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)." -msgstr "获取圆锥体扭曲关节参数(请参见[enum ConeTwistJointParam]常量)。" +msgstr "获取圆锥体扭曲关节参数(请参阅[enum ConeTwistJointParam]常量)。" #: doc/classes/PhysicsServer.xml:625 msgid "" "Sets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)." -msgstr "设置圆锥体扭曲关节参数(请参见[enum ConeTwistJointParam]常量)。" +msgstr "设置圆锥体扭曲关节参数(请参阅[enum ConeTwistJointParam]常量)。" #: doc/classes/PhysicsServer.xml:632 #, fuzzy @@ -50223,18 +50322,18 @@ msgid "" "Gets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] " "constants)." msgstr "" -"获取 generic_6_DOF_joint 参数(请参见[enum G6DOFJointAxisParam]常量)。" +"获取 generic_6_DOF_joint 参数(请参阅[enum G6DOFJointAxisParam]常量)。" #: doc/classes/PhysicsServer.xml:660 msgid "" "Sets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)." -msgstr "设置generic_6_DOF_joint flag(请参见[enum G6DOFJointAxisFlag]常量)。" +msgstr "设置generic_6_DOF_joint flag(请参阅[enum G6DOFJointAxisFlag]常量)。" #: doc/classes/PhysicsServer.xml:670 msgid "" "Sets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] " "constants)." -msgstr "设置 generic_6_DOF_joint参数(请参见[enum G6DOFJointAxisParam]常量)。" +msgstr "设置 generic_6_DOF_joint参数(请参阅[enum G6DOFJointAxisParam]常量)。" #: doc/classes/PhysicsServer.xml:677 msgid "Returns an Info defined by the [enum ProcessInfo] input given." @@ -50246,40 +50345,35 @@ msgstr "获取铰链关节标志(请参阅[enum HingeJointFlag]常量)。" #: doc/classes/PhysicsServer.xml:693 msgid "Gets a hinge_joint parameter (see [enum HingeJointParam])." -msgstr "获取铰链关节参数(请参见[enum HingeJointParam])。" +msgstr "获取铰链关节参数(请参阅[enum HingeJointParam])。" #: doc/classes/PhysicsServer.xml:702 msgid "Sets a hinge_joint flag (see [enum HingeJointFlag] constants)." -msgstr "设置铰链关节标志(请参见[enum HingeJointFlag]常量)。" +msgstr "设置铰链关节标志(请参阅[enum HingeJointFlag]常量)。" #: doc/classes/PhysicsServer.xml:711 msgid "Sets a hinge_joint parameter (see [enum HingeJointParam] constants)." -msgstr "设置铰链关节参数(请参见[enum HingeJointParam]常量)。" +msgstr "设置铰链关节参数(请参阅[enum HingeJointParam]常量)。" #: doc/classes/PhysicsServer.xml:721 -#, fuzzy msgid "Creates a [ConeTwistJoint]." -msgstr "创建一个[ConeTwistJoint3D]圆锥扭曲关节。" +msgstr "创建一个[ConeTwistJoint]。" #: doc/classes/PhysicsServer.xml:731 -#, fuzzy msgid "Creates a [Generic6DOFJoint]." -msgstr "创建一个 [Generic6DOFJoint3D]通用6向关节。" +msgstr "创建一个 [Generic6DOFJoint]通用6向关节。" #: doc/classes/PhysicsServer.xml:741 -#, fuzzy msgid "Creates a [HingeJoint]." -msgstr "创建一个 [HingeJoint3D]铰链关节。" +msgstr "创建一个 [HingeJoint]关节。" #: doc/classes/PhysicsServer.xml:751 -#, fuzzy msgid "Creates a [PinJoint]." -msgstr "创建一个 [PinJoint3D]图钉关节。" +msgstr "创建一个 [PinJoint]图钉关节。" #: doc/classes/PhysicsServer.xml:761 -#, fuzzy msgid "Creates a [SliderJoint]." -msgstr "创建一个 [SliderJoint3D]滑动关节。" +msgstr "创建一个 [SliderJoint]关节。" #: doc/classes/PhysicsServer.xml:768 #, fuzzy @@ -50320,7 +50414,7 @@ msgstr "设置关节在关节物体B的局部空间中的位置。" #: doc/classes/PhysicsServer.xml:830 msgid "Sets a pin_joint parameter (see [enum PinJointParam] constants)." -msgstr "设置pin_joint参数(请参见[enum PinJointParam]常量)。" +msgstr "设置pin_joint参数(请参阅[enum PinJointParam]常量)。" #: doc/classes/PhysicsServer.xml:837 msgid "Activates or deactivates the 3D physics engine." @@ -50348,7 +50442,7 @@ msgstr "" #: doc/classes/PhysicsServer.xml:866 msgid "Returns the type of shape (see [enum ShapeType] constants)." -msgstr "返回形状的类型(请参见[enum ShapeType]常量)。" +msgstr "返回形状的类型(请参阅[enum ShapeType]常量)。" #: doc/classes/PhysicsServer.xml:882 doc/classes/PhysicsServer.xml:891 msgid "Gets a slider_joint parameter (see [enum SliderJointParam] constants)." @@ -50675,7 +50769,7 @@ msgid "" "This class contains the shape and other parameters for 3D intersection/" "collision queries." msgstr "" -"此类包含三维相交/碰撞查询的形状和其他参数。另请参见" +"此类包含三维相交/碰撞查询的形状和其他参数。另请参阅" "[PhysicsShapeQueryResult3d]。" #: doc/classes/PhysicsShapeQueryParameters.xml:16 @@ -50763,8 +50857,8 @@ msgid "" "[code]c[/code], and the plane has a distance of [code]d[/code] from the " "origin." msgstr "" -"根据四个参数创建一个平面。产生的平面的[成员法线]的三个分量是[code]a[/code]," -"[code]b[/code]和[code]c[/code],并且平面与原点的距离为[code]d[/code]。" +"根据四个参数创建一个平面。产生的平面的[member 法线]的三个分量是[code]a[/" +"code],[code]b[/code]和[code]c[/code],并且平面与原点的距离为[code]d[/code]。" #: doc/classes/Plane.xml:29 msgid "Creates a plane from the three points, given in clockwise order." @@ -50976,7 +51070,7 @@ msgstr "" "小的告示牌精灵(例如点云)。\n" "pointmesh,必须与具有点大小的材质一起使用。点大小可以通过[code]POINT_SIZE[/" "code]在着色器中访问,或者通过设置[member BaseMaterial3D]在[BaseMaterial3D]中" -"访问。和变量[成员BaseMaterial3D.point_size]。\n" +"访问。和变量[member BaseMaterial3D.point_size]。\n" "当使用pointmesh时,通常改变顶点的属性将被忽略,包括广告牌模式、增长和剔除面。" #: doc/classes/Polygon2D.xml:4 @@ -51476,9 +51570,8 @@ msgstr "" #: doc/classes/PoolVector2Array.xml:11 doc/classes/TileMap.xml:15 #: doc/classes/TileSet.xml:15 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/519" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/519" #: doc/classes/PoolVector2Array.xml:18 #, fuzzy @@ -51550,7 +51643,7 @@ msgid "" "behavior. All popup methods ensure correct placement within the viewport." msgstr "" "弹出框是一个用于显示对话框和其他弹出框的基类[Control].默认,它是一个子窗口和模" -"态(参见[Control]),并且有自定义弹出动作的帮助程序." +"态(参阅[Control]),并且有自定义弹出动作的帮助程序." #: doc/classes/Popup.xml:16 msgid "Popup (show the control in modal form)." @@ -51661,10 +51754,10 @@ msgstr "" "添加一个新的带有[code]label[/code]文本的可检查项目.\n" "可以选择提供一个[code]id[/code]以及一个快捷键([code]accel[/code])加速.如果没" "有提供[code]id[/code],将从索引中创建一个.如果没有提供[code]accel[/code],那么" -"将为其分配默认的[code]0[/code].参见 [method get_item_accelerator]了解更多关于" +"将为其分配默认的[code]0[/code].参阅 [method get_item_accelerator]了解更多关于" "快捷键的信息.\n" "[b]注意:[/b]可检查项目只是显示一个检查标记,但没有任何内置的检查行为,必须手动" -"检查或取消检查.参见[method set_item_checked]了解更多关于如何控制它的信息." +"检查或取消检查.参阅[method set_item_checked]了解更多关于如何控制它的信息." #: doc/classes/PopupMenu.xml:29 msgid "" @@ -51681,7 +51774,7 @@ msgstr "" "可以选择提供一个[code]id[/code].如果没有提供[code]id[/code],将从索引中创建一" "个.\n" "[b]注意:[/b]可检查项目只是显示一个检查标记,但没有任何内置的检查行为,必须手动" -"检查或取消检查. 参见 [method set_item_checked]了解更多关于如何控制它的信息." +"检查或取消检查. 参阅 [method set_item_checked]了解更多关于如何控制它的信息." #: doc/classes/PopupMenu.xml:41 msgid "" @@ -51700,10 +51793,10 @@ msgstr "" "code]。\n" "可以选择提供一个[code]id[/code],以及一个加速器([code]accel[/code])。如果没" "有提供[code]id[/code],将从索引中创建一个。如果没有提供[code]accel[/code],那" -"么默认的[code]0[/code]将被分配给它。参见[method get_item_accelerator]获取更多" +"么默认的[code]0[/code]将被分配给它。参阅[method get_item_accelerator]获取更多" "关于加速器的信息。\n" "[b]注意:[/b] 可选项目只是显示一个复选标记,但没有任何内置的检查行为,必须手" -"动检查/取消检查。参见[method set_item_checked]获取更多关于如何控制它的信息。" +"动检查/取消检查。参阅[method set_item_checked]获取更多关于如何控制它的信息。" #: doc/classes/PopupMenu.xml:53 msgid "" @@ -51721,7 +51814,7 @@ msgstr "" "可以选择提供一个[code]id[/code]。如果没有提供[code]id[/code],将从索引中创建" "一个。\n" "[b]注意:[/b] 可选项目只是显示一个复选标记,但没有任何内置的检查行为,必须手" -"动检查/取消检查。参见[method set_item_checked]获取更多关于如何控制它的信息。" +"动检查/取消检查。参阅[method set_item_checked]获取更多关于如何控制它的信息。" #: doc/classes/PopupMenu.xml:65 msgid "" @@ -51735,7 +51828,7 @@ msgstr "" "添加带有文本[code]lable[/code]和图标[code]texture[/code]的新项目。\n" "可以选择提供一个[code]id[/code],以及一个加速器([code]accel[/code])。如果没有" "提供[code]id[/code],将从索引中创建一个。如果没有提供[code]accel[/code],则将" -"为其分配默认的[code]0[/code]。有关加速器的更多信息,请参见[method " +"为其分配默认的[code]0[/code]。有关加速器的更多信息,请参阅[method " "get_item_accelerator]。" #: doc/classes/PopupMenu.xml:76 @@ -51771,7 +51864,7 @@ msgstr "" "添加一个带有文本[code]label[/code]的新项目。\n" "可以选择提供[code]id[/code],以及加速器([code]accel[/code])。如果没有提供" "[code]id[/code],将从索引中创建一个。如果没有提供[code]accel[/code],则默认的" -"[code]0[/code]将被分配给它。有关加速器的更多信息,请参见[method " +"[code]0[/code]将被分配给它。有关加速器的更多信息,请参阅[method " "get_item_accelerator]。" #: doc/classes/PopupMenu.xml:118 @@ -51793,7 +51886,7 @@ msgstr "" "code]定义。\n" "可以选择提供[code]id[/code],以及加速器([code]accel[/code])。如果没有提供" "[code]id[/code],将从索引中创建一个。如果没有提供[code]accel[/code],则默认的" -"[code]0[/code]将被分配给它。有关加速器的更多信息,请参见[方法" +"[code]0[/code]将被分配给它。有关加速器的更多信息,请参阅[方法" "get_item_accelerator]。" #: doc/classes/PopupMenu.xml:129 @@ -51811,10 +51904,10 @@ msgstr "" "添加一个带有文本[code]label[/code]的单选按钮。\n" "可以选择提供[code]id[/code],以及加速器([code]accel[/code])。如果没有提供" "[code]id[/code],将从索引中创建一个。如果没有提供[code]accel[/code],则默认的" -"[code]0[/code]将被分配给它。有关加速器的更多信息,请参见[method " +"[code]0[/code]将被分配给它。有关加速器的更多信息,请参阅[method " "get_item_accelerator]。\n" "[b]注:[/b] Checkable项目只是显示一个复选标记,但没有任何内置的检查行为,必须" -"手动检查/不检查。有关如何控制它的更多信息,请参见[set_item_checked方法]。" +"手动检查/不检查。有关如何控制它的更多信息,请参阅[set_item_checked方法]。" #: doc/classes/PopupMenu.xml:140 msgid "" @@ -51831,7 +51924,7 @@ msgstr "" "可以选择提供[code]id[/code]。如果没有提供[code]id[/code],将从索引中创建一" "个。\n" "[b]注:[/b] Checkable项目只是显示一个复选标记,但没有任何内置的检查行为,必须" -"手动检查/不检查。有关如何控制它的更多信息,请参见[method set_item_checked]。" +"手动检查/不检查。有关如何控制它的更多信息,请参阅[method set_item_checked]。" #: doc/classes/PopupMenu.xml:150 msgid "" @@ -51840,6 +51933,9 @@ msgid "" "A [code]label[/code] can optionally be provided, which will appear at the " "center of the separator." msgstr "" +"在项目之间添加一个分隔符。分隔符也占用一个索引,你可以通过使用[code]id[/code]" +"参数来设置。\n" +"可以选择提供一个标签[code]label[/code],它将出现在分隔符的中心。" #: doc/classes/PopupMenu.xml:160 msgid "" @@ -51869,11 +51965,10 @@ msgid "Removes all items from the [PopupMenu]." msgstr "从[PopupMenu]中移除所有项目。" #: doc/classes/PopupMenu.xml:183 -#, fuzzy msgid "" "Returns the index of the currently focused item. Returns [code]-1[/code] if " "no item is focused." -msgstr "当前选定项的索引,如果没有选定项,则为[code]-1[/code]。" +msgstr "返回当前焦点项目的索引。如果没有焦点,则返回 [code]-1[/code]。" #: doc/classes/PopupMenu.xml:190 msgid "" @@ -51924,7 +52019,7 @@ msgid "" "add_submenu_item] for more info on how to add a submenu." msgstr "" "返回在索引[code]idx[/code]处的项目的子菜单名。更多关于如何添加子菜单的信息," -"请参见[method add_submenu_item]。" +"请参阅[method add_submenu_item]。" #: doc/classes/PopupMenu.xml:252 msgid "" @@ -51937,7 +52032,7 @@ msgstr "返回与指定索引 [code]idx[/code]关联的工具提示。" msgid "" "Returns [code]true[/code] if the popup will be hidden when the window loses " "focus or not." -msgstr "该字符串以指定字符串开头时,返回 [code]true[/code]。" +msgstr "返回[code]true[/code],如果窗口失去焦点时,弹出窗口会被隐藏。" #: doc/classes/PopupMenu.xml:265 msgid "" @@ -51965,7 +52060,7 @@ msgid "" msgstr "" "如果索引[code]idx[/code]项被禁用,返回[code]true[/code]。当它被禁用时,就无法" "选择它,或者调用它的操作。\n" -"有关如何禁用一个项目的更多信息,请参见[method set_item_disabled]。" +"有关如何禁用一个项目的更多信息,请参阅[method set_item_disabled]。" #: doc/classes/PopupMenu.xml:288 msgid "" @@ -51985,7 +52080,7 @@ msgid "" "a separator." msgstr "" "如果项目是分隔符,则返回[code]true[/code]。如果是,它将显示为一行。有关如何添" -"加分隔符的更多信息,请参见[method add_separator]。" +"加分隔符的更多信息,请参阅[method add_separator]。" #: doc/classes/PopupMenu.xml:303 msgid "Returns [code]true[/code] if the specified item's shortcut is disabled." @@ -52001,9 +52096,8 @@ msgstr "" "[b]注:[/b]被移除项后的项的索引将被移位1。" #: doc/classes/PopupMenu.xml:318 -#, fuzzy msgid "Hides the [PopupMenu] when the window loses focus." -msgstr "当节点失去焦点时发送。" +msgstr "当窗口失去焦点时隐藏[PopupMenu]。" #: doc/classes/PopupMenu.xml:326 msgid "" @@ -52056,9 +52150,8 @@ msgstr "" "作。" #: doc/classes/PopupMenu.xml:375 -#, fuzzy msgid "Replaces the [Texture] icon of the specified [code]idx[/code]." -msgstr "替换指定[code]idx[/code]的[Texture2D]图标。" +msgstr "替换指定[code]idx[/code]的纹理[Texture]图标。" #: doc/classes/PopupMenu.xml:383 msgid "Sets the [code]id[/code] of the item at index [code]idx[/code]." @@ -52074,11 +52167,10 @@ msgstr "" "获取它,它提供了一种将上下文数据分配给项的简单方法。" #: doc/classes/PopupMenu.xml:399 -#, fuzzy msgid "" "Sets the state of a multistate item. See [method add_multistate_item] for " "details." -msgstr "设置多状态项的状态。详情请参见[method add_multistate_item]。" +msgstr "设置一个多态项目的状态。详见[method add_multistate_item]。" #: doc/classes/PopupMenu.xml:408 msgid "Sets a [ShortCut] for the specified item [code]idx[/code]." @@ -52109,16 +52201,14 @@ msgid "" msgstr "切换指定索引[code]idx[/code]项的检查状态。" #: doc/classes/PopupMenu.xml:454 -#, fuzzy msgid "" "Cycle to the next state of a multistate item. See [method " "add_multistate_item] for details." -msgstr "循环到多状态项的下一个状态。详情请参见[method add_multistate_item]。" +msgstr "循环到一个多态项目的下一个状态。详见[method add_multistate_item]。" #: doc/classes/PopupMenu.xml:460 -#, fuzzy msgid "If [code]true[/code], allows navigating [PopupMenu] with letter keys." -msgstr "如果[code]true[/code],允许使用字母键导航[PopupMenu]。" +msgstr "如果为[code]true[/code],允许用字母键导航[PopupMenu]。" #: doc/classes/PopupMenu.xml:464 msgid "" @@ -52165,9 +52255,8 @@ msgid "" msgstr "当按下某个[code]index[/code]的项或激活其加速器时触发。" #: doc/classes/PopupMenu.xml:500 -#, fuzzy msgid "[Texture] icon for the checked checkbox items." -msgstr "选中的复选框项目的[Texture2D]图标。" +msgstr "选中的复选框项目的 [Texture] 图标。" #: doc/classes/PopupMenu.xml:503 msgid "[Font] used for the menu items." @@ -52184,7 +52273,7 @@ msgid "" "on accelerators." msgstr "" "文本[Color]用于快捷键和加速器,当定义时显示在菜单项名称旁边。有关加速器的更多" -"信息,请参见[method get_item_accelerator]。" +"信息,请参阅[method get_item_accelerator]。" #: doc/classes/PopupMenu.xml:512 msgid "[Color] used for disabled menu items' text." @@ -52195,9 +52284,8 @@ msgid "[Color] used for the hovered text." msgstr "用于悬停文本的[Color]。" #: doc/classes/PopupMenu.xml:518 -#, fuzzy msgid "[Color] used for labeled separators' text. See [method add_separator]." -msgstr "用于分隔符的[StyleBox]。请参见[方法add_separator]。" +msgstr "用于标注分隔符文本的颜色[Color]。见[method add_separator]。" #: doc/classes/PopupMenu.xml:521 msgid "[StyleBox] displayed when the [PopupMenu] item is hovered." @@ -52213,13 +52301,13 @@ msgstr "项目名称与快捷文本/子菜单箭头之间的水平空间。" msgid "" "[StyleBox] for the left side of labeled separator. See [method " "add_separator]." -msgstr "用于标签分隔器的左侧[StyleBox](样式盒子).参见 [method add_separator]." +msgstr "用于标签分隔器的左侧[StyleBox](样式盒子).参阅 [method add_separator]." #: doc/classes/PopupMenu.xml:530 msgid "" "[StyleBox] for the right side of labeled separator. See [method " "add_separator]." -msgstr "用于标签分隔器的右侧[StyleBox](样式盒子).参见 [method add_separator]." +msgstr "用于标签分隔器的右侧[StyleBox](样式盒子).参阅 [method add_separator]." #: doc/classes/PopupMenu.xml:533 msgid "Default [StyleBox] of the [PopupMenu] items." @@ -52230,28 +52318,24 @@ msgid "[StyleBox] used when the [PopupMenu] item is disabled." msgstr "禁用[PopupMenu](弹出菜单)项时使用的[StyleBox](样式盒子)." #: doc/classes/PopupMenu.xml:539 -#, fuzzy msgid "[Texture] icon for the checked radio button items." -msgstr "选中单选按钮项目的[Texture2D]图标。" +msgstr "选中的单选按钮项目的纹理[Texture]图标。" #: doc/classes/PopupMenu.xml:542 -#, fuzzy msgid "[Texture] icon for the unchecked radio button items." -msgstr "选中单选按钮项目的[Texture2D]图标。" +msgstr "未选中的单选按钮项目的 [Texture] 图标。" #: doc/classes/PopupMenu.xml:545 msgid "[StyleBox] used for the separators. See [method add_separator]." -msgstr "用于分隔符的[StyleBox]。请参见[方法add_separator]。" +msgstr "用于分隔符的[StyleBox]。请参阅[方法add_separator]。" #: doc/classes/PopupMenu.xml:548 -#, fuzzy msgid "[Texture] icon for the submenu arrow." -msgstr "子菜单箭头的[Texture2D]图标。" +msgstr "子菜单箭头的纹理[Texture]图标。" #: doc/classes/PopupMenu.xml:551 -#, fuzzy msgid "[Texture] icon for the unchecked checkbox items." -msgstr "未选中复选框项目的[Texture2D]图标。" +msgstr "未选中的复选框项目的纹理[Texture]图标。" #: doc/classes/PopupMenu.xml:554 msgid "The vertical space between each menu item." @@ -52262,14 +52346,13 @@ msgid "Class for displaying popups with a panel background." msgstr "用于显示带有面板背景的弹出窗口的类。" #: doc/classes/PopupPanel.xml:7 -#, fuzzy msgid "" "Class for displaying popups with a panel background. In some cases it might " "be simpler to use than [Popup], since it provides a configurable background. " "If you are making windows, better check [WindowDialog]." msgstr "" -"用于显示带有面板背景的弹出窗口的类。在某些情况下,它可能比[PopupWindow]更容易" -"使用,因为它提供了一个可配置的背景。如果你正在制作窗口,最好选择[Window]。" +"用于显示具有面板背景的弹出窗口的类。在某些情况下,它可能比[Popup]更容易使用," +"因为它提供了一个可配置的背景。如果你正在制作窗口,最好是查看[WindowDialog]。" #: doc/classes/PopupPanel.xml:17 msgid "The background panel style of this [PopupPanel]." @@ -52277,7 +52360,7 @@ msgstr "这个[PopupPanel]的背景面板样式。" #: doc/classes/Portal.xml:4 msgid "Portal nodes are used to enable visibility between [Room]s." -msgstr "" +msgstr "门户节点用于实现房间[Room]之间的可见性。" #: doc/classes/Portal.xml:7 msgid "" @@ -52361,19 +52444,18 @@ msgid "Generic 3D position hint for editing." msgstr "用于编辑的通用三维位置提示。" #: doc/classes/Position3D.xml:7 -#, fuzzy msgid "" "Generic 3D position hint for editing. It's just like a plain [Spatial], but " "it displays as a cross in the 3D editor at all times." msgstr "" -"用于编辑的通用三维位置提示。它就像一个普通的[Node3D],但它在3D编辑器中始终显" -"示为十字。" +"用于编辑的通用 3D 位置提示。它就像一个普通的 [Spatial],但它始终在 3D 编辑器" +"中显示为一个十字。" #: doc/classes/PrimitiveMesh.xml:4 msgid "" "Base class for all primitive meshes. Handles applying a [Material] to a " "primitive mesh." -msgstr "所有基本网格的基类。将[Material]材质应用于基本网格。" +msgstr "所有原始网格的基类。处理将材质[Material]应用到原始网格的问题。" #: doc/classes/PrimitiveMesh.xml:7 msgid "" @@ -52498,9 +52580,8 @@ msgid "Amount of energy contribution from the ground." msgstr "来自地面的能量贡献量。" #: doc/classes/ProceduralSky.xml:25 -#, fuzzy msgid "Color of the ground at the horizon." -msgstr "参考线的[Color]颜色。" +msgstr "地平线上的地面颜色。" #: doc/classes/ProceduralSky.xml:28 msgid "" @@ -52513,14 +52594,12 @@ msgid "Amount of energy contribution from the sky." msgstr "来自天空的能量贡献量。" #: doc/classes/ProceduralSky.xml:34 -#, fuzzy msgid "Color of the sky at the horizon." -msgstr "标题文字的颜色。" +msgstr "地平线上天空的颜色。" #: doc/classes/ProceduralSky.xml:37 -#, fuzzy msgid "Color of the sky at the top." -msgstr "标题文字的颜色。" +msgstr "顶部天空的颜色。" #: doc/classes/ProceduralSky.xml:40 msgid "Distance from center of sun where it fades out completely." @@ -52532,9 +52611,8 @@ msgid "Distance from sun where it goes from solid to starting to fade." msgstr "距离太阳中心的距离,在那里它完全消失。" #: doc/classes/ProceduralSky.xml:46 -#, fuzzy msgid "The sun's color." -msgstr "线的颜色。" +msgstr "太阳的颜色。" #: doc/classes/ProceduralSky.xml:49 #, fuzzy @@ -52550,7 +52628,7 @@ msgstr "来自天空的能量贡献量。" #: doc/classes/ProceduralSky.xml:55 msgid "The sun's height using polar coordinates." -msgstr "" +msgstr "用极坐标计算太阳的高度。" #: doc/classes/ProceduralSky.xml:58 #, fuzzy @@ -52565,28 +52643,27 @@ msgstr "" #: doc/classes/ProceduralSky.xml:66 msgid "Sky texture will be 256x128." -msgstr "" +msgstr "天空纹理将为 256x128。" #: doc/classes/ProceduralSky.xml:69 msgid "Sky texture will be 512x256." -msgstr "" +msgstr "天空纹理将为 512x256。" #: doc/classes/ProceduralSky.xml:72 msgid "Sky texture will be 1024x512. This is the default size." -msgstr "" +msgstr "天空纹理将为 1024x512。这是默认大小。" #: doc/classes/ProceduralSky.xml:75 msgid "Sky texture will be 2048x1024." -msgstr "" +msgstr "天空纹理将是2048x1024。" #: doc/classes/ProceduralSky.xml:78 msgid "Sky texture will be 4096x2048." -msgstr "" +msgstr "天空纹理将是4096x2048。" #: doc/classes/ProceduralSky.xml:81 -#, fuzzy msgid "Represents the size of the [enum TextureSize] enum." -msgstr "表示[enum TextureFilter]枚举的大小。" +msgstr "代表[enum TextureSize]枚举的大小。" #: doc/classes/ProgressBar.xml:4 msgid "General-purpose progress bar." @@ -52686,8 +52763,8 @@ msgid "" msgstr "" "向属性添加自定义属性信息。字典必须包含:\n" "-[code]name[/code]:[String](属性的名称)\n" -"-[code]type[/code]: [int](参见[enum Variant.Type])\n" -"-可选地[code]hint[/code]: [int](参见 [enum PropertyHint])和" +"-[code]type[/code]: [int](参阅[enum Variant.Type])\n" +"-可选地[code]hint[/code]: [int](参阅 [enum PropertyHint])和" "[code]hint_string[/code]: [String]\n" "[b]示例:[/b]\n" "[codeblock]\n" @@ -52899,7 +52976,7 @@ msgid "" "for this to take effect." msgstr "" "该用户目录用于存储持久数据([code]user://[/code]文件系统)。如果留空," -"[code]user://[/code]将解析为Godot自己的配置文件夹中特定于项目的文件夹(请参见" +"[code]user://[/code]将解析为Godot自己的配置文件夹中特定于项目的文件夹(请参阅" "[method OS.get_user_data_dir])。如果定义了自定义目录名,将使用该名称并将其附" "加到系统特定的用户数据目录(与[method OS.get_user_data_dir]中记录的Godot配置文" "件夹相同的父文件夹)。\n" @@ -52942,6 +53019,18 @@ msgid "" msgstr "" #: doc/classes/ProjectSettings.xml:204 +msgid "" +"The project data directory is used for storing project-specific data " +"(metadata, shader cache, etc.).\n" +"[b]Note:[/b] Restart the application after changing this setting.\n" +"[b]Note:[/b] Changing this value can help on platforms or with third-party " +"tools where specific directory patterns are disallowed. Only modify this " +"setting if you know that your environment requires it, as changing the " +"default can impact compatibility with some external tools or plugins which " +"expect the default [code].import[/code] folder." +msgstr "" + +#: doc/classes/ProjectSettings.xml:209 #, fuzzy msgid "" "Specifies a file to override project settings. For example: [code]user://" @@ -52952,9 +53041,9 @@ msgid "" msgstr "" "指定要替代项目设置的文件。例如:[code]user://custom_settings.cfg[/code]。\n" "[b] 注意:[/b]无论此设置的值是多少,[code]res://override.cfg[/code]仍将被读取" -"以覆盖项目设置(请参见顶部的此类说明)。" +"以覆盖项目设置(请参阅顶部的此类说明)。" -#: doc/classes/ProjectSettings.xml:208 +#: doc/classes/ProjectSettings.xml:213 msgid "" "If [code]true[/code], the project will save user data to its own user " "directory (see [member application/config/custom_user_dir_name]). This " @@ -52963,13 +53052,13 @@ msgid "" "effect. If [code]false[/code], the project will save user data to [code](OS " "user data directory)/Godot/app_userdata/(project name)[/code]." msgstr "" -"如果[code]true[/code],项目将把用户数据保存到自己的用户目录中(请参见[member " +"如果[code]true[/code],项目将把用户数据保存到自己的用户目录中(请参阅[member " "application/config/custom_user_dir_name])。此设置仅在桌面平台上有效。必须在" "[member application/config/custom_user_dir_name]设置中设置名称才能生效。如果" "[code]false[/code],项目将把用户数据保存到[code] (OS user data directory)/" "Godot/app_userdata/(project name)[/code]。" -#: doc/classes/ProjectSettings.xml:211 +#: doc/classes/ProjectSettings.xml:216 #, fuzzy msgid "" "Icon set in [code].ico[/code] format used on Windows to set the game's icon. " @@ -52978,7 +53067,7 @@ msgstr "" "设置[code].ico[/code]格式图标,在Windows上用于设置游戏图标。这是在启动时通过" "调用[method DisplayServer.set_native_icon]自动完成的。" -#: doc/classes/ProjectSettings.xml:214 +#: doc/classes/ProjectSettings.xml:219 msgid "" "Time samples for frame deltas are subject to random variation introduced by " "the platform, even when frames are displayed at regular intervals thanks to " @@ -52992,14 +53081,14 @@ msgid "" "adequate to render frames at the refresh rate." msgstr "" -#: doc/classes/ProjectSettings.xml:219 +#: doc/classes/ProjectSettings.xml:224 msgid "" "[b]Experimental.[/b] Shifts the measurement of delta time for each frame to " "just after the drawing has taken place. This may lead to more consistent " "deltas and a reduction in frame stutters." msgstr "" -#: doc/classes/ProjectSettings.xml:222 +#: doc/classes/ProjectSettings.xml:227 msgid "" "If [code]true[/code], disables printing to standard error. If [code]true[/" "code], this also hides error and warning messages printed by [method " @@ -53008,7 +53097,7 @@ msgid "" "Changes to this setting will only be applied upon restarting the application." msgstr "" -#: doc/classes/ProjectSettings.xml:226 +#: doc/classes/ProjectSettings.xml:231 msgid "" "If [code]true[/code], disables printing to standard output. This is " "equivalent to starting the editor or project with the [code]--quiet[/code] " @@ -53016,7 +53105,7 @@ msgid "" "Changes to this setting will only be applied upon restarting the application." msgstr "" -#: doc/classes/ProjectSettings.xml:230 +#: doc/classes/ProjectSettings.xml:235 msgid "" "If [code]true[/code], flushes the standard output stream every time a line " "is printed. This affects both terminal logging and file logging.\n" @@ -53032,14 +53121,14 @@ msgid "" "Changes to this setting will only be applied upon restarting the application." msgstr "" -#: doc/classes/ProjectSettings.xml:236 +#: doc/classes/ProjectSettings.xml:241 msgid "" "Debug build override for [member application/run/flush_stdout_on_print], as " "performance is less important during debugging.\n" "Changes to this setting will only be applied upon restarting the application." msgstr "" -#: doc/classes/ProjectSettings.xml:240 +#: doc/classes/ProjectSettings.xml:245 msgid "" "Forces a delay between frames in the main loop (in milliseconds). This may " "be useful if you plan to disable vertical synchronization." @@ -53047,7 +53136,7 @@ msgstr "" "强制主循环中帧之间的延迟(以毫秒为单位)。如果您计划禁用垂直同步,这可能很有" "用。" -#: doc/classes/ProjectSettings.xml:243 +#: doc/classes/ProjectSettings.xml:248 msgid "" "If [code]true[/code], enables low-processor usage mode. This setting only " "works on desktop platforms. The screen is not redrawn if nothing changes " @@ -53058,17 +53147,17 @@ msgstr "" "觉上没有任何变化,屏幕不会被重绘。这是为了编写应用程序和编辑器,但在大多数游" "戏中这是非常无用的(并可能损害性能)。" -#: doc/classes/ProjectSettings.xml:246 +#: doc/classes/ProjectSettings.xml:251 msgid "" "Amount of sleeping between frames when the low-processor usage mode is " "enabled (in microseconds). Higher values will result in lower CPU usage." msgstr "启用低处理器使用模式时帧间的睡眠量(以微秒计)。值越高,CPU占用率越低。" -#: doc/classes/ProjectSettings.xml:249 +#: doc/classes/ProjectSettings.xml:254 msgid "Path to the main scene file that will be loaded when the project runs." msgstr "项目运行时将加载的主场景文件的路径。" -#: doc/classes/ProjectSettings.xml:252 doc/classes/ProjectSettings.xml:255 +#: doc/classes/ProjectSettings.xml:257 doc/classes/ProjectSettings.xml:260 msgid "" "Audio buses will disable automatically when sound goes below a given dB " "threshold for a given time. This saves CPU as effects assigned to that bus " @@ -53077,13 +53166,13 @@ msgstr "" "当声音在给定的时间内低于给定的dB阈值时,音频总线将自动关闭。这可以节省CPU,因" "为分配给该总线的效果将不再做任何处理。" -#: doc/classes/ProjectSettings.xml:258 +#: doc/classes/ProjectSettings.xml:263 msgid "" "Default [AudioBusLayout] resource file to use in the project, unless " "overridden by the scene." msgstr "项目中使用的默认[AudioBusLayout]资源文件,除非被场景覆盖。" -#: doc/classes/ProjectSettings.xml:261 +#: doc/classes/ProjectSettings.xml:266 msgid "" "Specifies the audio driver to use. This setting is platform-dependent as " "each platform supports different audio drivers. If left empty, the default " @@ -53092,7 +53181,7 @@ msgstr "" "指定要使用的音频驱动程序。此设置取决于平台,因为每个平台支持不同的音频驱动程" "序。如果留空,将使用默认音频驱动程序。" -#: doc/classes/ProjectSettings.xml:264 +#: doc/classes/ProjectSettings.xml:269 msgid "" "If [code]true[/code], microphone input will be allowed. This requires " "appropriate permissions to be set when exporting to Android or iOS." @@ -53100,21 +53189,24 @@ msgstr "" "如果[code]true[/code],将允许麦克风输入。这需要在导出到Android或iOS时设置适当" "的权限。" -#: doc/classes/ProjectSettings.xml:267 -#, fuzzy +#: doc/classes/ProjectSettings.xml:272 msgid "" "The mixing rate used for audio (in Hz). In general, it's better to not touch " "this and leave it to the host operating system." -msgstr "用于音频的混合速率。一般来说,最好不要碰这个,让操作系统来处理。" +msgstr "" +"用于音频的混合率(单位:Hz)。一般来说,最好不要碰这个,把它留给主机操作系" +"统。" -#: doc/classes/ProjectSettings.xml:270 +#: doc/classes/ProjectSettings.xml:275 msgid "" "Safer override for [member audio/mix_rate] in the Web platform. Here " "[code]0[/code] means \"let the browser choose\" (since some browsers do not " "like forcing the mix rate)." msgstr "" +"更安全地覆盖 Web 平台中的 [member audio/mix_rate]。这里 [code]0 [/code] 的意" +"思是\"让浏览器选择\"(因为有些浏览器不喜欢强制混合速率)。" -#: doc/classes/ProjectSettings.xml:273 +#: doc/classes/ProjectSettings.xml:278 msgid "" "Output latency in milliseconds for audio. Lower values will result in lower " "audio latency at the cost of increased CPU usage. Low values may result in " @@ -53123,7 +53215,7 @@ msgstr "" "音频的输出延迟(毫秒)。较低的值将导致较低的音频延迟,但代价是CPU使用率增加。较" "低的值可能会导致较慢硬件上的声音破裂。" -#: doc/classes/ProjectSettings.xml:276 +#: doc/classes/ProjectSettings.xml:281 msgid "" "Safer override for [member audio/output_latency] in the Web platform, to " "avoid audio issues especially on mobile devices." @@ -53131,14 +53223,14 @@ msgstr "" "在网络平台中更安全地覆盖 [member audio/output_latency],以避免音频问题,尤其" "是在移动设备上。" -#: doc/classes/ProjectSettings.xml:279 +#: doc/classes/ProjectSettings.xml:284 msgid "" "Setting to hardcode audio delay when playing video. Best to leave this " "untouched unless you know what you are doing." msgstr "" "播放视频时设置为硬编码音频延迟。除非你知道自己在做什么,否则最好不要动它。" -#: doc/classes/ProjectSettings.xml:282 +#: doc/classes/ProjectSettings.xml:287 msgid "" "The default compression level for gzip. Affects compressed scenes and " "resources. Higher levels result in smaller files at the cost of compression " @@ -53151,7 +53243,7 @@ msgstr "" "件变小。解压缩速度大多不受压缩级别的影响。[code]-1[/code]使用默认的gzip压缩级" "别,该级别与[code]6[/code]相同,但由于底层zlib更新,未来可能会发生变化。" -#: doc/classes/ProjectSettings.xml:285 +#: doc/classes/ProjectSettings.xml:290 msgid "" "The default compression level for Zlib. Affects compressed scenes and " "resources. Higher levels result in smaller files at the cost of compression " @@ -53164,7 +53256,7 @@ msgstr "" "件变小。解压缩速度大多不受压缩级别的影响。[code]-1[/code]使用默认的gzip压缩级" "别,该级别与[code]6[/code]相同,但由于底层zlib更新,未来可能会发生变化。" -#: doc/classes/ProjectSettings.xml:288 +#: doc/classes/ProjectSettings.xml:293 msgid "" "The default compression level for Zstandard. Affects compressed scenes and " "resources. Higher levels result in smaller files at the cost of compression " @@ -53173,7 +53265,7 @@ msgstr "" "Zstandard的默认压缩级别。影响压缩的场景和资源。较高的级别会以压缩速度为代价导" "致文件变小。解压缩速度大多不受压缩级别的影响。" -#: doc/classes/ProjectSettings.xml:291 +#: doc/classes/ProjectSettings.xml:296 msgid "" "Enables [url=https://github.com/facebook/zstd/releases/tag/v1.3.2]long-" "distance matching[/url] in Zstandard." @@ -53181,7 +53273,7 @@ msgstr "" "在Zstandard中启用 [url=https://github.com/facebook/zstd/releases/tag/" "v1.3.2]long-distance matching[/url] 。" -#: doc/classes/ProjectSettings.xml:294 +#: doc/classes/ProjectSettings.xml:299 msgid "" "Largest size limit (in power of 2) allowed when compressing using long-" "distance matching with Zstandard. Higher values can result in better " @@ -53190,7 +53282,7 @@ msgstr "" "使用与Zstandard的长距离匹配进行压缩时,允许的最大大小限制(2的幂)。更高的值可" "以产生更好的压缩,但是在压缩和解压缩时需要更多的内存。" -#: doc/classes/ProjectSettings.xml:297 +#: doc/classes/ProjectSettings.xml:302 msgid "" "If [code]true[/code], displays getters and setters in autocompletion results " "in the script editor. This setting is meant to be used when porting old " @@ -53201,28 +53293,28 @@ msgstr "" "个设置是为了在移植旧项目(戈多2)时使用,因为使用成员变量是从戈多3开始的首选风" "格。" -#: doc/classes/ProjectSettings.xml:300 +#: doc/classes/ProjectSettings.xml:305 msgid "" "If [code]true[/code], enables warnings when a constant is used as a function." msgstr "如果[code]true[/code],则当常量用作函数时会发出警告。" -#: doc/classes/ProjectSettings.xml:303 -#, fuzzy +#: doc/classes/ProjectSettings.xml:308 msgid "" "If [code]true[/code], enables warnings when deprecated keywords such as " "[code]slave[/code] are used." -msgstr "如果[code]true[/code],则在使用不推荐使用的关键字时启用警告。" +msgstr "" +"如果[code]true[/code],当使用已废弃的关键字如[code]slave[/code]时,启用警告。" -#: doc/classes/ProjectSettings.xml:306 +#: doc/classes/ProjectSettings.xml:311 msgid "" "If [code]true[/code], enables specific GDScript warnings (see [code]debug/" "gdscript/warnings/*[/code] settings). If [code]false[/code], disables all " "GDScript warnings." msgstr "" -"如果[code]true[/code],则启用特定的GDScript警告(请参见[code]debug/gdscript/" +"如果[code]true[/code],则启用特定的GDScript警告(请参阅[code]debug/gdscript/" "warnings/*[/code]设置)。如果[code]为false[/code],则禁用所有GDScript警告。" -#: doc/classes/ProjectSettings.xml:309 +#: doc/classes/ProjectSettings.xml:314 msgid "" "If [code]true[/code], scripts in the [code]res://addons[/code] folder will " "not generate warnings." @@ -53230,43 +53322,43 @@ msgstr "" "如果[code]true[/code],则[code]res://addons[/code]文件夹中的脚本不会生成警" "告。" -#: doc/classes/ProjectSettings.xml:312 -#, fuzzy +#: doc/classes/ProjectSettings.xml:317 msgid "" "If [code]true[/code], enables warnings when a function is declared with the " "same name as a constant." -msgstr "如果[code]true[/code],则在使用函数时启用警告,就像它是属性一样。" +msgstr "如果为[code]true[/code],当函数被声明为与常量同名时,启用警告。" -#: doc/classes/ProjectSettings.xml:315 +#: doc/classes/ProjectSettings.xml:320 msgid "" "If [code]true[/code], enables warnings when a function is declared with the " "same name as a variable. This will turn into an error in a future version " "when first-class functions become supported in GDScript." msgstr "" +"如果为[code]true[/code], 当一个函数与一个变量同名声明时,启用警告。在未来的版" +"本中,当GDScript支持第一类函数时,这将变成一个错误。" -#: doc/classes/ProjectSettings.xml:318 -#, fuzzy +#: doc/classes/ProjectSettings.xml:323 msgid "" "If [code]true[/code], enables warnings when a function assigned to a " "variable may yield and return a function state instead of a value." msgstr "" -"如果[code]true[/code],则在将返回[code]void[/code]的函数的结果赋值给变量时启" -"用警告。" +"如果[code]为true[/code],则当分配给变量的函数可能产生并返回函数状态而不是值" +"时,启用警告。" -#: doc/classes/ProjectSettings.xml:321 +#: doc/classes/ProjectSettings.xml:326 msgid "" "If [code]true[/code], enables warnings when using a function as if it was a " "property." msgstr "如果[code]true[/code],则在使用函数时启用警告,就像它是属性一样。" -#: doc/classes/ProjectSettings.xml:324 +#: doc/classes/ProjectSettings.xml:329 msgid "" "If [code]true[/code], enables warnings when a ternary operator may emit " "values with incompatible types." 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。" -#: doc/classes/ProjectSettings.xml:327 +#: doc/classes/ProjectSettings.xml:332 msgid "" "If [code]true[/code], enables warnings when dividing an integer by another " "integer (the decimal part will be discarded)." @@ -53274,7 +53366,7 @@ msgstr "" "如果[code]为true[/code],则在用一个整数除以另一个整数时启用警告(小数部分将被" "丢弃)。" -#: doc/classes/ProjectSettings.xml:330 +#: doc/classes/ProjectSettings.xml:335 msgid "" "If [code]true[/code], enables warnings when passing a floating-point value " "to a function that expects an integer (it will be converted and lose " @@ -53283,13 +53375,13 @@ msgstr "" "如果[code]为true[/code],则在将浮点值传递给需要整数的函数时启用警告(它将被转" "换并失去精度)。" -#: doc/classes/ProjectSettings.xml:333 +#: doc/classes/ProjectSettings.xml:338 msgid "" "If [code]true[/code], enables warnings when using a property as if it was a " "function." msgstr "如果[code]true[/code],则在将属性当作函数使用时启用警告。" -#: doc/classes/ProjectSettings.xml:336 +#: doc/classes/ProjectSettings.xml:341 msgid "" "If [code]true[/code], enables warnings when calling a function without using " "its return value (by assigning it to a variable or using it as a function " @@ -53300,7 +53392,7 @@ msgstr "" "参数)调用函数时启用警告。这样的返回值有时使用[enum Error] 枚举来表示可能的错" "误。" -#: doc/classes/ProjectSettings.xml:339 +#: doc/classes/ProjectSettings.xml:344 msgid "" "If [code]true[/code], enables warnings when defining a local or subclass " "member variable that would shadow a variable at an upper level (such as a " @@ -53309,7 +53401,7 @@ msgstr "" "如果[code]true[/code],则在定义局部或子类成员变量时启用警告,该局部或子类成员" "变量将在上层阴影变量(如成员变量)。" -#: doc/classes/ProjectSettings.xml:342 +#: doc/classes/ProjectSettings.xml:347 msgid "" "If [code]true[/code], enables warnings when calling an expression that has " "no effect on the surrounding code, such as writing [code]2 + 2[/code] as a " @@ -53318,7 +53410,7 @@ msgstr "" "如果[code]true[/code],则在调用对周围代码没有影响的表达式时启用警告,例如将" "[code]2 + 2[/code]写成语句。" -#: doc/classes/ProjectSettings.xml:345 +#: doc/classes/ProjectSettings.xml:350 msgid "" "If [code]true[/code], enables warnings when calling a ternary expression " "that has no effect on the surrounding code, such as writing [code]42 if " @@ -53327,18 +53419,18 @@ msgstr "" "如果[code]true[/code],则在调用对周围代码没有影响的三元表达式时启用警告,例如" "将[code]42(如果激活else 0[/code])写入语句。" -#: doc/classes/ProjectSettings.xml:348 +#: doc/classes/ProjectSettings.xml:353 msgid "" "If [code]true[/code], all warnings will be reported as if they were errors." msgstr "如果[code]true[/code],所有警告将被报告为错误。" -#: doc/classes/ProjectSettings.xml:351 +#: doc/classes/ProjectSettings.xml:356 msgid "" "If [code]true[/code], enables warnings when using a variable that wasn't " "previously assigned." msgstr "如果[code]true[/code],则在使用以前没有赋值的变量时启用警告。" -#: doc/classes/ProjectSettings.xml:354 +#: doc/classes/ProjectSettings.xml:359 msgid "" "If [code]true[/code], enables warnings when assigning a variable using an " "assignment operator like [code]+=[/code] if the variable wasn't previously " @@ -53347,7 +53439,7 @@ msgstr "" "如果[code]true[/code],则在使用赋值操作符[code]+=[/code](如果变量之前没有赋" "值)为变量赋值时启用警告。" -#: doc/classes/ProjectSettings.xml:357 +#: doc/classes/ProjectSettings.xml:362 msgid "" "If [code]true[/code], enables warnings when unreachable code is detected " "(such as after a [code]return[/code] statement that will always be executed)." @@ -53355,7 +53447,7 @@ msgstr "" "如果[code]true[/code],则在检测到不可达的代码时启用警告(例如在始终执行的" "[code]return[/code]语句之后)。" -#: doc/classes/ProjectSettings.xml:360 +#: doc/classes/ProjectSettings.xml:365 msgid "" "If [code]true[/code], enables warnings when using an expression whose type " "may not be compatible with the function parameter expected." @@ -53363,52 +53455,52 @@ msgstr "" "如果[code]true[/code],则在使用类型可能与期望的函数参数不兼容的表达式时启用警" "告。" -#: doc/classes/ProjectSettings.xml:363 +#: doc/classes/ProjectSettings.xml:368 msgid "If [code]true[/code], enables warnings when performing an unsafe cast." msgstr "如果[code]true[/code],则在执行不安全的强制转换时启用警告。" -#: doc/classes/ProjectSettings.xml:366 +#: doc/classes/ProjectSettings.xml:371 msgid "" "If [code]true[/code], enables warnings when calling a method whose presence " "is not guaranteed at compile-time in the class." msgstr "" "如果[code]true[/code],则在调用类中不能保证在编译时存在的方法时启用警告。" -#: doc/classes/ProjectSettings.xml:369 +#: doc/classes/ProjectSettings.xml:374 msgid "" "If [code]true[/code], enables warnings when accessing a property whose " "presence is not guaranteed at compile-time in the class." msgstr "" "如果[code]true[/code],则在访问类中不能保证在编译时存在的属性时启用警告。" -#: doc/classes/ProjectSettings.xml:372 +#: doc/classes/ProjectSettings.xml:377 #, fuzzy msgid "" "If [code]true[/code], enables warnings when a function parameter is unused." msgstr "如果[code]true[/code],则在信号未使用时启用警告。" -#: doc/classes/ProjectSettings.xml:375 +#: doc/classes/ProjectSettings.xml:380 #, fuzzy msgid "" "If [code]true[/code], enables warnings when a member variable is unused." msgstr "如果[code]true[/code],则在局部变量未使用时启用警告。" -#: doc/classes/ProjectSettings.xml:378 +#: doc/classes/ProjectSettings.xml:383 msgid "If [code]true[/code], enables warnings when a signal is unused." msgstr "如果[code]true[/code],则在信号未使用时启用警告。" -#: doc/classes/ProjectSettings.xml:381 +#: doc/classes/ProjectSettings.xml:386 msgid "If [code]true[/code], enables warnings when a local variable is unused." msgstr "如果[code]true[/code],则在局部变量未使用时启用警告。" -#: doc/classes/ProjectSettings.xml:384 +#: doc/classes/ProjectSettings.xml:389 msgid "" "If [code]true[/code], enables warnings when a variable is declared with the " "same name as a function. This will turn into an error in a future version " "when first-class functions become supported in GDScript." msgstr "" -#: doc/classes/ProjectSettings.xml:387 +#: doc/classes/ProjectSettings.xml:392 msgid "" "If [code]true[/code], enables warnings when assigning the result of a " "function that returns [code]void[/code] to a variable." @@ -53416,11 +53508,11 @@ msgstr "" "如果[code]true[/code],则在将返回[code]void[/code]的函数的结果赋值给变量时启" "用警告。" -#: doc/classes/ProjectSettings.xml:390 +#: doc/classes/ProjectSettings.xml:395 msgid "Message to be displayed before the backtrace when the engine crashes." msgstr "当引擎崩溃时,在回溯之前显示的消息。" -#: doc/classes/ProjectSettings.xml:393 +#: doc/classes/ProjectSettings.xml:398 #, fuzzy msgid "" "Maximum number of frames per second allowed. The actual number of frames per " @@ -53437,19 +53529,19 @@ msgstr "" "因此,这个设置主要用于将最大FPS降低到垂直同步以下,例如执行静态帧的非实时渲" "染,或在延迟条件下测试项目。" -#: doc/classes/ProjectSettings.xml:398 +#: doc/classes/ProjectSettings.xml:403 msgid "Maximum call stack allowed for debugging GDScript." msgstr "调试GDScript时允许的最大调用堆栈。" -#: doc/classes/ProjectSettings.xml:401 +#: doc/classes/ProjectSettings.xml:406 msgid "Maximum amount of functions per frame allowed when profiling." msgstr "分析时每个帧允许的最大函数数量。" -#: doc/classes/ProjectSettings.xml:404 +#: doc/classes/ProjectSettings.xml:409 msgid "Print frames per second to standard output every second." msgstr "每秒钟打印帧到标准输出。" -#: doc/classes/ProjectSettings.xml:407 +#: doc/classes/ProjectSettings.xml:412 msgid "" "Print more information to standard output when running. It displays " "information such as memory leaks, which scenes and resources are being " @@ -53458,60 +53550,60 @@ msgstr "" "运行时打印更多信息到标准输出。它显示诸如内存泄漏、哪些场景和资源正在加载等信" "息。" -#: doc/classes/ProjectSettings.xml:410 +#: doc/classes/ProjectSettings.xml:415 msgid "Maximum call stack in visual scripting, to avoid infinite recursion." msgstr "最大的可视脚本调用堆栈,以避免无限递归。" -#: doc/classes/ProjectSettings.xml:413 +#: doc/classes/ProjectSettings.xml:418 msgid "" "Color of the contact points between collision shapes, visible when \"Visible " "Collision Shapes\" is enabled in the Debug menu." msgstr "碰撞形状之间接触点的颜色,在调试菜单中启用“可见碰撞形状”时可见。" -#: doc/classes/ProjectSettings.xml:416 +#: doc/classes/ProjectSettings.xml:421 #, fuzzy msgid "" "Sets whether 2D physics will display collision outlines in game when " "\"Visible Collision Shapes\" is enabled in the Debug menu." msgstr "碰撞形状的颜色,当在调试菜单中启用“可见碰撞形状”时可见。" -#: doc/classes/ProjectSettings.xml:419 +#: doc/classes/ProjectSettings.xml:424 msgid "" "Maximum number of contact points between collision shapes to display when " "\"Visible Collision Shapes\" is enabled in the Debug menu." msgstr "当在调试菜单中启用“可见碰撞形状”时,碰撞形状之间显示的最大接触点数。" -#: doc/classes/ProjectSettings.xml:422 +#: doc/classes/ProjectSettings.xml:427 msgid "" "Color of the collision shapes, visible when \"Visible Collision Shapes\" is " "enabled in the Debug menu." msgstr "碰撞形状的颜色,当在调试菜单中启用“可见碰撞形状”时可见。" -#: doc/classes/ProjectSettings.xml:425 +#: doc/classes/ProjectSettings.xml:430 msgid "" "Color of the disabled navigation geometry, visible when \"Visible Navigation" "\" is enabled in the Debug menu." msgstr "被禁用的导航几何图形的颜色,在调试菜单中启用“可见导航”时可见。" -#: doc/classes/ProjectSettings.xml:428 +#: doc/classes/ProjectSettings.xml:433 msgid "" "Color of the navigation geometry, visible when \"Visible Navigation\" is " "enabled in the Debug menu." msgstr "导航几何图形的颜色,在调试菜单中启用“可见导航”时可见。" -#: doc/classes/ProjectSettings.xml:431 +#: doc/classes/ProjectSettings.xml:436 msgid "Custom image for the mouse cursor (limited to 256×256)." msgstr "鼠标光标的自定义图像(最大256×256)。" -#: doc/classes/ProjectSettings.xml:434 +#: doc/classes/ProjectSettings.xml:439 msgid "Hotspot for the custom mouse cursor image." msgstr "自定义鼠标光标图像的热点。" -#: doc/classes/ProjectSettings.xml:437 +#: doc/classes/ProjectSettings.xml:442 msgid "Position offset for tooltips, relative to the mouse cursor's hotspot." msgstr "工具提示相对于鼠标光标热点的位置偏移量。" -#: doc/classes/ProjectSettings.xml:440 +#: doc/classes/ProjectSettings.xml:445 #, fuzzy msgid "" "If [code]true[/code], allows HiDPI display on Windows, macOS, and the HTML5 " @@ -53521,7 +53613,7 @@ msgstr "" "如果[code]true[/code],允许在Windows和macOS上显示HiDPI。这个设置对桌面Linux没" "有影响,因为dpi感知回退在那里不受支持。" -#: doc/classes/ProjectSettings.xml:443 +#: doc/classes/ProjectSettings.xml:448 msgid "" "If [code]true[/code], keeps the screen on (even in case of inactivity), so " "the screensaver does not take over. Works on desktop and mobile platforms." @@ -53529,7 +53621,7 @@ msgstr "" "如果[code]true[/code],则保持屏幕打开(即使在不活动的情况下),因此屏幕保护程序" "不会接管。适用于桌面和移动平台。" -#: doc/classes/ProjectSettings.xml:446 +#: doc/classes/ProjectSettings.xml:451 msgid "" "The default screen orientation to use on mobile devices.\n" "[b]Note:[/b] When set to a portrait orientation, this project setting does " @@ -53538,7 +53630,7 @@ msgid "" "window/size/height] accordingly." msgstr "" -#: doc/classes/ProjectSettings.xml:450 +#: doc/classes/ProjectSettings.xml:455 msgid "" "If [code]true[/code], the home indicator is hidden automatically. This only " "affects iOS devices without a physical home button." @@ -53546,7 +53638,7 @@ msgstr "" "如果[code]true[/code],主指示器将自动隐藏。这只会影响没有物理home键的iOS设" "备。" -#: doc/classes/ProjectSettings.xml:453 +#: doc/classes/ProjectSettings.xml:458 msgid "" "If [code]true[/code], allows per-pixel transparency for the window " "background. This affects performance, so leave it on [code]false[/code] " @@ -53556,7 +53648,7 @@ msgid "" "and Android." msgstr "" -#: doc/classes/ProjectSettings.xml:458 +#: doc/classes/ProjectSettings.xml:463 msgid "" "Sets the window background to transparent when it starts.\n" "See [member OS.window_per_pixel_transparency_enabled] for more details.\n" @@ -53564,19 +53656,19 @@ msgid "" "and Android." msgstr "" -#: doc/classes/ProjectSettings.xml:463 +#: doc/classes/ProjectSettings.xml:468 msgid "" "Forces the main window to be always on top.\n" "[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5." msgstr "" -#: doc/classes/ProjectSettings.xml:467 +#: doc/classes/ProjectSettings.xml:472 msgid "" "Forces the main window to be borderless.\n" "[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5." msgstr "" -#: doc/classes/ProjectSettings.xml:471 +#: doc/classes/ProjectSettings.xml:476 msgid "" "Sets the main window to full screen when the project starts. Note that this " "is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless " @@ -53590,7 +53682,7 @@ msgid "" "[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5." msgstr "" -#: doc/classes/ProjectSettings.xml:476 +#: doc/classes/ProjectSettings.xml:481 msgid "" "Sets the game's main viewport height. On desktop platforms, this is the " "default window size. Stretch mode settings also use this as a reference when " @@ -53599,26 +53691,26 @@ msgstr "" "设置游戏的主视口高度。在桌面平台上,这是默认的窗口大小。当启用拉伸模式设置" "时,也使用此参数作为参考。" -#: doc/classes/ProjectSettings.xml:479 +#: doc/classes/ProjectSettings.xml:484 #, fuzzy msgid "" "Allows the window to be resizable by default.\n" "[b]Note:[/b] This setting is ignored on iOS and Android." msgstr "默认情况下允许窗口可调整大小。" -#: doc/classes/ProjectSettings.xml:483 +#: doc/classes/ProjectSettings.xml:488 msgid "" "If greater than zero, overrides the window height when running the game. " "Useful for testing stretch modes." msgstr "如果大于0,则在运行游戏时覆盖窗口高度。用于测试拉伸模式。" -#: doc/classes/ProjectSettings.xml:486 +#: doc/classes/ProjectSettings.xml:491 msgid "" "If greater than zero, overrides the window width when running the game. " "Useful for testing stretch modes." msgstr "如果大于0,则在运行游戏时覆盖窗口宽度。用于测试拉伸模式。" -#: doc/classes/ProjectSettings.xml:489 +#: doc/classes/ProjectSettings.xml:494 msgid "" "Sets the game's main viewport width. On desktop platforms, this is the " "default window size. Stretch mode settings also use this as a reference when " @@ -53627,13 +53719,13 @@ msgstr "" "设置游戏的主视窗宽度。在桌面平台上,这是默认的窗口大小。当启用拉伸模式设置" "时,也使用此参数作为参考。" -#: doc/classes/ProjectSettings.xml:492 +#: doc/classes/ProjectSettings.xml:497 msgid "" "Specifies the tablet driver to use. If left empty, the default driver will " "be used." msgstr "指定要使用的平板驱动程序。如果为空,将使用默认驱动程序。" -#: doc/classes/ProjectSettings.xml:495 +#: doc/classes/ProjectSettings.xml:500 msgid "" "If [code]true[/code], enables vertical synchronization. This eliminates " "tearing that may appear in moving scenes, at the cost of higher input " @@ -53645,7 +53737,7 @@ msgstr "" "较高的输入延迟和较低的帧率为代价。如果[code]false[/code],垂直同步将被禁用," "然而,许多平台仍将执行它(如手机平台和HTML5)。" -#: doc/classes/ProjectSettings.xml:498 +#: doc/classes/ProjectSettings.xml:503 msgid "" "If [code]Use Vsync[/code] is enabled and this setting is [code]true[/code], " "enables vertical synchronization via the operating system's window " @@ -53661,7 +53753,7 @@ msgstr "" "[b]注:[/b]这个选项是实验性的,旨在缓解一些用户的卡顿体验。然而,有些用户在使" "用它时体验到垂直同步帧率减半(例如从60 FPS降至30 FPS)。" -#: doc/classes/ProjectSettings.xml:502 +#: doc/classes/ProjectSettings.xml:507 msgid "" "The command-line arguments to append to Godot's own command line when " "running the project. This doesn't affect the editor itself.\n" @@ -53677,7 +53769,7 @@ msgid "" "[/codeblock]" msgstr "" -#: doc/classes/ProjectSettings.xml:510 +#: doc/classes/ProjectSettings.xml:515 #, fuzzy msgid "" "Search path for project-specific script templates. Godot will search for " @@ -53687,7 +53779,7 @@ msgstr "" "搜索特定于项目的脚本模板路径。脚本模板将在特定于编辑器的路径和特定于项目的路" "径中进行搜索。" -#: doc/classes/ProjectSettings.xml:513 +#: doc/classes/ProjectSettings.xml:518 msgid "" "Text-based file extensions to include in the script editor's \"Find in Files" "\" feature. You can add e.g. [code]tscn[/code] if you wish to also parse " @@ -53698,7 +53790,7 @@ msgstr "" "[code]tscn[/code],如果你也想解析你的场景文件,特别是如果你使用的是在场景文件" "中序列化的内置脚本。" -#: doc/classes/ProjectSettings.xml:516 +#: doc/classes/ProjectSettings.xml:521 msgid "" "Default value for [member ScrollContainer.scroll_deadzone], which will be " "used for all [ScrollContainer]s unless overridden." @@ -53706,7 +53798,7 @@ msgstr "" "[member ScrollContainer.scroll_deadzone],它将用于所有[ScrollContainer]s,除" "非重写。" -#: doc/classes/ProjectSettings.xml:519 +#: doc/classes/ProjectSettings.xml:524 #, fuzzy msgid "" "If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and " @@ -53715,7 +53807,7 @@ msgstr "" "如果[code]为true[/code],则切换Windows和UWP对话框中的Cancel和OK按钮,以遵循界" "面约定。" -#: doc/classes/ProjectSettings.xml:524 +#: doc/classes/ProjectSettings.xml:529 msgid "" "Path to a custom [Theme] resource file to use for the project ([code]theme[/" "code] or generic [code]tres[/code]/[code]res[/code] extension)." @@ -53723,31 +53815,31 @@ msgstr "" "用于项目的自定义[Theme]资源文件的路径([code]theme[/code]或通用[code]tres[/" "code]/[code]res[/code]扩展名)。" -#: doc/classes/ProjectSettings.xml:527 +#: doc/classes/ProjectSettings.xml:532 msgid "" "Path to a custom [Font] resource to use as default for all GUI elements of " "the project." msgstr "自定义[Font]资源的路径,用于项目的所有GUI元素的默认字体。" -#: doc/classes/ProjectSettings.xml:530 +#: doc/classes/ProjectSettings.xml:535 msgid "If [code]true[/code], makes sure the theme used works with HiDPI." msgstr "如果[code]true[/code],确保使用的主题将在HiDPI下工作。" -#: doc/classes/ProjectSettings.xml:533 +#: doc/classes/ProjectSettings.xml:538 msgid "" "Timer setting for incremental search in [Tree], [ItemList], etc. controls " "(in milliseconds)." msgstr "在[Tree], [ItemList]等控件中为增量搜索设置计时器(以毫秒为单位)。" -#: doc/classes/ProjectSettings.xml:536 +#: doc/classes/ProjectSettings.xml:541 msgid "Timer for detecting idle in [TextEdit] (in seconds)." msgstr "检测[TextEdit]空闲的计时器(单位为秒)。" -#: doc/classes/ProjectSettings.xml:539 +#: doc/classes/ProjectSettings.xml:544 msgid "Default delay for tooltips (in seconds)." msgstr "工具提示的默认延迟(以秒为单位)。" -#: doc/classes/ProjectSettings.xml:542 +#: doc/classes/ProjectSettings.xml:547 msgid "" "Default [InputEventAction] to confirm a focused button, menu or list item, " "or validate input.\n" @@ -53759,7 +53851,7 @@ msgstr "" "[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" "内部逻辑所必需的。但是,可以修改分配给该操作的事件。" -#: doc/classes/ProjectSettings.xml:546 +#: doc/classes/ProjectSettings.xml:551 msgid "" "Default [InputEventAction] to discard a modal or pending input.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " @@ -53770,7 +53862,7 @@ msgstr "" "[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" "内部逻辑所必需的。但是,可以修改分配给该操作的事件。" -#: doc/classes/ProjectSettings.xml:550 +#: doc/classes/ProjectSettings.xml:555 msgid "" "Default [InputEventAction] to move down in the UI.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " @@ -53781,7 +53873,7 @@ msgstr "" "[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" "内部逻辑所必需的。但是,可以修改分配给该操作的事件。" -#: doc/classes/ProjectSettings.xml:554 +#: doc/classes/ProjectSettings.xml:559 msgid "" "Default [InputEventAction] to go to the end position of a [Control] (e.g. " "last item in an [ItemList] or a [Tree]), matching the behavior of [constant " @@ -53795,7 +53887,7 @@ msgstr "" "[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" "内部逻辑所必需的。但是,可以修改分配给该操作的事件。" -#: doc/classes/ProjectSettings.xml:558 +#: doc/classes/ProjectSettings.xml:563 msgid "" "Default [InputEventAction] to focus the next [Control] in the scene. The " "focus behavior can be configured via [member Control.focus_next].\n" @@ -53808,7 +53900,7 @@ msgstr "" "[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" "内部逻辑所必需的。但是,可以修改分配给该操作的事件。" -#: doc/classes/ProjectSettings.xml:562 +#: doc/classes/ProjectSettings.xml:567 msgid "" "Default [InputEventAction] to focus the previous [Control] in the scene. The " "focus behavior can be configured via [member Control.focus_previous].\n" @@ -53821,7 +53913,7 @@ msgstr "" "[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" "内部逻辑所必需的。但是,可以修改分配给该操作的事件。" -#: doc/classes/ProjectSettings.xml:566 +#: doc/classes/ProjectSettings.xml:571 msgid "" "Default [InputEventAction] to go to the start position of a [Control] (e.g. " "first item in an [ItemList] or a [Tree]), matching the behavior of [constant " @@ -53835,7 +53927,7 @@ msgstr "" "[b]注意:[/b] 默认的[code]ui_*[/code]动作不能被删除,因为它们对于几个" "[Control]的内部逻辑是必要的。然而,分配给动作的事件可以被修改。" -#: doc/classes/ProjectSettings.xml:570 +#: doc/classes/ProjectSettings.xml:575 msgid "" "Default [InputEventAction] to move left in the UI.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " @@ -53846,7 +53938,7 @@ msgstr "" "[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" "内部逻辑所必需的。但是,可以修改分配给该操作的事件。" -#: doc/classes/ProjectSettings.xml:574 +#: doc/classes/ProjectSettings.xml:579 msgid "" "Default [InputEventAction] to go down a page in a [Control] (e.g. in an " "[ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEDOWN] on " @@ -53860,7 +53952,7 @@ msgstr "" "[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" "内部逻辑所必需的。但是,可以修改分配给该操作的事件。" -#: doc/classes/ProjectSettings.xml:578 +#: doc/classes/ProjectSettings.xml:583 msgid "" "Default [InputEventAction] to go up a page in a [Control] (e.g. in an " "[ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEUP] on " @@ -53874,7 +53966,7 @@ msgstr "" "[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" "内部逻辑所必需的。但是,可以修改分配给该操作的事件。" -#: doc/classes/ProjectSettings.xml:582 +#: doc/classes/ProjectSettings.xml:587 msgid "" "Default [InputEventAction] to move right in the UI.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " @@ -53885,7 +53977,7 @@ msgstr "" "[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" "内部逻辑所必需的。但是,可以修改分配给该操作的事件。" -#: doc/classes/ProjectSettings.xml:586 +#: doc/classes/ProjectSettings.xml:591 msgid "" "Default [InputEventAction] to select an item in a [Control] (e.g. in an " "[ItemList] or a [Tree]).\n" @@ -53897,7 +53989,7 @@ msgstr "" "[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" "内部逻辑所必需的。但是,可以修改分配给该操作的事件。" -#: doc/classes/ProjectSettings.xml:590 +#: doc/classes/ProjectSettings.xml:595 msgid "" "Default [InputEventAction] to move up in the UI.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " @@ -53908,7 +54000,7 @@ msgstr "" "[b]注意:[/b]默认的[code]ui_*[/code]动作不能被删除,因为它们是几个[Control]的" "内部逻辑所必需的。但是,可以修改分配给该操作的事件。" -#: doc/classes/ProjectSettings.xml:594 +#: doc/classes/ProjectSettings.xml:599 msgid "" "If [code]true[/code], key/touch/joystick events will be flushed just before " "every idle and physics frame.\n" @@ -53920,464 +54012,464 @@ msgid "" "[b]Note:[/b] Currently implemented only in Android." msgstr "" -#: doc/classes/ProjectSettings.xml:600 +#: doc/classes/ProjectSettings.xml:605 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。" -#: doc/classes/ProjectSettings.xml:603 +#: doc/classes/ProjectSettings.xml:608 msgid "" "If [code]true[/code], sends touch input events when clicking or dragging the " "mouse." msgstr "如果[code]true[/code],则在点击或拖动鼠标时发送触摸输入事件。" -#: doc/classes/ProjectSettings.xml:606 +#: doc/classes/ProjectSettings.xml:611 #, fuzzy msgid "Default delay for touch events. This only affects iOS devices." msgstr "工具提示的默认延迟(以秒为单位)。" -#: doc/classes/ProjectSettings.xml:609 +#: doc/classes/ProjectSettings.xml:614 msgid "Optional name for the 2D physics layer 1." msgstr "2D物理层1的可选名称。" -#: doc/classes/ProjectSettings.xml:612 +#: doc/classes/ProjectSettings.xml:617 msgid "Optional name for the 2D physics layer 10." msgstr "2D物理层10的可选名称。" -#: doc/classes/ProjectSettings.xml:615 +#: doc/classes/ProjectSettings.xml:620 msgid "Optional name for the 2D physics layer 11." msgstr "2D物理层11的可选名称。" -#: doc/classes/ProjectSettings.xml:618 +#: doc/classes/ProjectSettings.xml:623 msgid "Optional name for the 2D physics layer 12." msgstr "2D物理层12的可选名称。" -#: doc/classes/ProjectSettings.xml:621 +#: doc/classes/ProjectSettings.xml:626 msgid "Optional name for the 2D physics layer 13." msgstr "2D物理层13的可选名称。" -#: doc/classes/ProjectSettings.xml:624 +#: doc/classes/ProjectSettings.xml:629 msgid "Optional name for the 2D physics layer 14." msgstr "2D物理层14的可选名称。" -#: doc/classes/ProjectSettings.xml:627 +#: doc/classes/ProjectSettings.xml:632 msgid "Optional name for the 2D physics layer 15." msgstr "2D物理层15的可选名称。" -#: doc/classes/ProjectSettings.xml:630 +#: doc/classes/ProjectSettings.xml:635 msgid "Optional name for the 2D physics layer 16." msgstr "2D物理层16的可选名称。" -#: doc/classes/ProjectSettings.xml:633 +#: doc/classes/ProjectSettings.xml:638 msgid "Optional name for the 2D physics layer 17." msgstr "2D物理层17的可选名称。" -#: doc/classes/ProjectSettings.xml:636 +#: doc/classes/ProjectSettings.xml:641 msgid "Optional name for the 2D physics layer 18." msgstr "2D物理层18的可选名称。" -#: doc/classes/ProjectSettings.xml:639 +#: doc/classes/ProjectSettings.xml:644 msgid "Optional name for the 2D physics layer 19." msgstr "2D物理层19的可选名称。" -#: doc/classes/ProjectSettings.xml:642 +#: doc/classes/ProjectSettings.xml:647 msgid "Optional name for the 2D physics layer 2." msgstr "2D物理层2的可选名称。" -#: doc/classes/ProjectSettings.xml:645 +#: doc/classes/ProjectSettings.xml:650 msgid "Optional name for the 2D physics layer 20." msgstr "2D物理层20的可选名称。" -#: doc/classes/ProjectSettings.xml:648 +#: doc/classes/ProjectSettings.xml:653 #, fuzzy msgid "Optional name for the 2D physics layer 21." msgstr "2D物理层2的可选名称。" -#: doc/classes/ProjectSettings.xml:651 +#: doc/classes/ProjectSettings.xml:656 #, fuzzy msgid "Optional name for the 2D physics layer 22." msgstr "2D物理层2的可选名称。" -#: doc/classes/ProjectSettings.xml:654 +#: doc/classes/ProjectSettings.xml:659 #, fuzzy msgid "Optional name for the 2D physics layer 23." msgstr "2D物理层2的可选名称。" -#: doc/classes/ProjectSettings.xml:657 +#: doc/classes/ProjectSettings.xml:662 #, fuzzy msgid "Optional name for the 2D physics layer 24." msgstr "2D物理层2的可选名称。" -#: doc/classes/ProjectSettings.xml:660 +#: doc/classes/ProjectSettings.xml:665 #, fuzzy msgid "Optional name for the 2D physics layer 25." msgstr "2D物理层2的可选名称。" -#: doc/classes/ProjectSettings.xml:663 +#: doc/classes/ProjectSettings.xml:668 #, fuzzy msgid "Optional name for the 2D physics layer 26." msgstr "2D物理层2的可选名称。" -#: doc/classes/ProjectSettings.xml:666 +#: doc/classes/ProjectSettings.xml:671 #, fuzzy msgid "Optional name for the 2D physics layer 27." msgstr "2D物理层2的可选名称。" -#: doc/classes/ProjectSettings.xml:669 +#: doc/classes/ProjectSettings.xml:674 #, fuzzy msgid "Optional name for the 2D physics layer 28." msgstr "2D物理层2的可选名称。" -#: doc/classes/ProjectSettings.xml:672 +#: doc/classes/ProjectSettings.xml:677 #, fuzzy msgid "Optional name for the 2D physics layer 29." msgstr "2D物理层2的可选名称。" -#: doc/classes/ProjectSettings.xml:675 +#: doc/classes/ProjectSettings.xml:680 msgid "Optional name for the 2D physics layer 3." msgstr "2D物理层3的可选名称。" -#: doc/classes/ProjectSettings.xml:678 +#: doc/classes/ProjectSettings.xml:683 #, fuzzy msgid "Optional name for the 2D physics layer 30." msgstr "2D物理层3的可选名称。" -#: doc/classes/ProjectSettings.xml:681 +#: doc/classes/ProjectSettings.xml:686 #, fuzzy msgid "Optional name for the 2D physics layer 31." msgstr "2D物理层3的可选名称。" -#: doc/classes/ProjectSettings.xml:684 +#: doc/classes/ProjectSettings.xml:689 #, fuzzy msgid "Optional name for the 2D physics layer 32." msgstr "2D物理层3的可选名称。" -#: doc/classes/ProjectSettings.xml:687 +#: doc/classes/ProjectSettings.xml:692 msgid "Optional name for the 2D physics layer 4." msgstr "2D物理层4的可选名称。" -#: doc/classes/ProjectSettings.xml:690 +#: doc/classes/ProjectSettings.xml:695 msgid "Optional name for the 2D physics layer 5." msgstr "2D物理层5的可选名称。" -#: doc/classes/ProjectSettings.xml:693 +#: doc/classes/ProjectSettings.xml:698 msgid "Optional name for the 2D physics layer 6." msgstr "2D物理层6的可选名称。" -#: doc/classes/ProjectSettings.xml:696 +#: doc/classes/ProjectSettings.xml:701 msgid "Optional name for the 2D physics layer 7." msgstr "2D物理层7的可选名称。" -#: doc/classes/ProjectSettings.xml:699 +#: doc/classes/ProjectSettings.xml:704 msgid "Optional name for the 2D physics layer 8." msgstr "2D物理层8的可选名称。" -#: doc/classes/ProjectSettings.xml:702 +#: doc/classes/ProjectSettings.xml:707 msgid "Optional name for the 2D physics layer 9." msgstr "2D物理层9的可选名称。" -#: doc/classes/ProjectSettings.xml:705 +#: doc/classes/ProjectSettings.xml:710 msgid "Optional name for the 2D render layer 1." msgstr "2D物理层1的可选名称。" -#: doc/classes/ProjectSettings.xml:708 +#: doc/classes/ProjectSettings.xml:713 msgid "Optional name for the 2D render layer 10." msgstr "2D渲染层10的可选名称。" -#: doc/classes/ProjectSettings.xml:711 +#: doc/classes/ProjectSettings.xml:716 msgid "Optional name for the 2D render layer 11." msgstr "2D渲染层11的可选名称。" -#: doc/classes/ProjectSettings.xml:714 +#: doc/classes/ProjectSettings.xml:719 msgid "Optional name for the 2D render layer 12." msgstr "2D渲染层12的可选名称。" -#: doc/classes/ProjectSettings.xml:717 +#: doc/classes/ProjectSettings.xml:722 msgid "Optional name for the 2D render layer 13." msgstr "2D渲染层13的可选名称。" -#: doc/classes/ProjectSettings.xml:720 +#: doc/classes/ProjectSettings.xml:725 msgid "Optional name for the 2D render layer 14." msgstr "2D渲染层14的可选名称。" -#: doc/classes/ProjectSettings.xml:723 +#: doc/classes/ProjectSettings.xml:728 msgid "Optional name for the 2D render layer 15." msgstr "2D渲染层15的可选名称。" -#: doc/classes/ProjectSettings.xml:726 +#: doc/classes/ProjectSettings.xml:731 msgid "Optional name for the 2D render layer 16." msgstr "2D渲染层16的可选名称。" -#: doc/classes/ProjectSettings.xml:729 +#: doc/classes/ProjectSettings.xml:734 msgid "Optional name for the 2D render layer 17." msgstr "2D渲染层17的可选名称。" -#: doc/classes/ProjectSettings.xml:732 +#: doc/classes/ProjectSettings.xml:737 msgid "Optional name for the 2D render layer 18." msgstr "2D渲染层18的可选名称。" -#: doc/classes/ProjectSettings.xml:735 +#: doc/classes/ProjectSettings.xml:740 msgid "Optional name for the 2D render layer 19." msgstr "2D渲染层19的可选名称。" -#: doc/classes/ProjectSettings.xml:738 +#: doc/classes/ProjectSettings.xml:743 msgid "Optional name for the 2D render layer 2." msgstr "2D 渲染层 2 的可选名称。" -#: doc/classes/ProjectSettings.xml:741 +#: doc/classes/ProjectSettings.xml:746 msgid "Optional name for the 2D render layer 20." msgstr "2D 渲染层 20 的可选名称。" -#: doc/classes/ProjectSettings.xml:744 +#: doc/classes/ProjectSettings.xml:749 msgid "Optional name for the 2D render layer 3." msgstr "2D 渲染层 3 的可选名称。" -#: doc/classes/ProjectSettings.xml:747 +#: doc/classes/ProjectSettings.xml:752 msgid "Optional name for the 2D render layer 4." msgstr "2D 渲染层 4 的可选名称。" -#: doc/classes/ProjectSettings.xml:750 +#: doc/classes/ProjectSettings.xml:755 msgid "Optional name for the 2D render layer 5." msgstr "2D 渲染层 5 的可选名称。" -#: doc/classes/ProjectSettings.xml:753 +#: doc/classes/ProjectSettings.xml:758 msgid "Optional name for the 2D render layer 6." msgstr "2D 渲染层 6 的可选名称。" -#: doc/classes/ProjectSettings.xml:756 +#: doc/classes/ProjectSettings.xml:761 msgid "Optional name for the 2D render layer 7." msgstr "2D 渲染层 7 的可选名称。" -#: doc/classes/ProjectSettings.xml:759 +#: doc/classes/ProjectSettings.xml:764 msgid "Optional name for the 2D render layer 8." msgstr "2D 渲染层 8 的可选名称。" -#: doc/classes/ProjectSettings.xml:762 +#: doc/classes/ProjectSettings.xml:767 msgid "Optional name for the 2D render layer 9." msgstr "2D 渲染层 9 的可选名称。" -#: doc/classes/ProjectSettings.xml:765 +#: doc/classes/ProjectSettings.xml:770 msgid "Optional name for the 3D physics layer 1." msgstr "3D物理层1 的可选名称。" -#: doc/classes/ProjectSettings.xml:768 +#: doc/classes/ProjectSettings.xml:773 msgid "Optional name for the 3D physics layer 10." msgstr "3D物理层10 的可选名称。" -#: doc/classes/ProjectSettings.xml:771 +#: doc/classes/ProjectSettings.xml:776 msgid "Optional name for the 3D physics layer 11." msgstr "3D物理层11 的可选名称。" -#: doc/classes/ProjectSettings.xml:774 +#: doc/classes/ProjectSettings.xml:779 msgid "Optional name for the 3D physics layer 12." msgstr "3D物理层12 的可选名称。" -#: doc/classes/ProjectSettings.xml:777 +#: doc/classes/ProjectSettings.xml:782 msgid "Optional name for the 3D physics layer 13." msgstr "3D物理层13 的可选名称。" -#: doc/classes/ProjectSettings.xml:780 +#: doc/classes/ProjectSettings.xml:785 msgid "Optional name for the 3D physics layer 14." msgstr "3D物理层14 的可选名称。" -#: doc/classes/ProjectSettings.xml:783 +#: doc/classes/ProjectSettings.xml:788 msgid "Optional name for the 3D physics layer 15." msgstr "3D物理层15 的可选名称。" -#: doc/classes/ProjectSettings.xml:786 +#: doc/classes/ProjectSettings.xml:791 msgid "Optional name for the 3D physics layer 16." msgstr "3D物理层16 的可选名称。" -#: doc/classes/ProjectSettings.xml:789 +#: doc/classes/ProjectSettings.xml:794 msgid "Optional name for the 3D physics layer 17." msgstr "3D物理层17 的可选名称。" -#: doc/classes/ProjectSettings.xml:792 +#: doc/classes/ProjectSettings.xml:797 msgid "Optional name for the 3D physics layer 18." msgstr "3D物理层18 的可选名称。" -#: doc/classes/ProjectSettings.xml:795 +#: doc/classes/ProjectSettings.xml:800 msgid "Optional name for the 3D physics layer 19." msgstr "3D物理层19 的可选名称。" -#: doc/classes/ProjectSettings.xml:798 +#: doc/classes/ProjectSettings.xml:803 msgid "Optional name for the 3D physics layer 2." msgstr "3D物理层2 的可选名称。" -#: doc/classes/ProjectSettings.xml:801 +#: doc/classes/ProjectSettings.xml:806 msgid "Optional name for the 3D physics layer 20." msgstr "3D物理层20 的可选名称。" -#: doc/classes/ProjectSettings.xml:804 +#: doc/classes/ProjectSettings.xml:809 #, fuzzy msgid "Optional name for the 3D physics layer 21." msgstr "3D物理层2 的可选名称。" -#: doc/classes/ProjectSettings.xml:807 +#: doc/classes/ProjectSettings.xml:812 #, fuzzy msgid "Optional name for the 3D physics layer 22." msgstr "3D物理层2 的可选名称。" -#: doc/classes/ProjectSettings.xml:810 +#: doc/classes/ProjectSettings.xml:815 #, fuzzy msgid "Optional name for the 3D physics layer 23." msgstr "3D物理层2 的可选名称。" -#: doc/classes/ProjectSettings.xml:813 +#: doc/classes/ProjectSettings.xml:818 #, fuzzy msgid "Optional name for the 3D physics layer 24." msgstr "3D物理层2 的可选名称。" -#: doc/classes/ProjectSettings.xml:816 +#: doc/classes/ProjectSettings.xml:821 #, fuzzy msgid "Optional name for the 3D physics layer 25." msgstr "3D物理层2 的可选名称。" -#: doc/classes/ProjectSettings.xml:819 +#: doc/classes/ProjectSettings.xml:824 #, fuzzy msgid "Optional name for the 3D physics layer 26." msgstr "3D物理层2 的可选名称。" -#: doc/classes/ProjectSettings.xml:822 +#: doc/classes/ProjectSettings.xml:827 #, fuzzy msgid "Optional name for the 3D physics layer 27." msgstr "3D物理层2 的可选名称。" -#: doc/classes/ProjectSettings.xml:825 +#: doc/classes/ProjectSettings.xml:830 #, fuzzy msgid "Optional name for the 3D physics layer 28." msgstr "3D物理层2 的可选名称。" -#: doc/classes/ProjectSettings.xml:828 +#: doc/classes/ProjectSettings.xml:833 #, fuzzy msgid "Optional name for the 3D physics layer 29." msgstr "3D物理层2 的可选名称。" -#: doc/classes/ProjectSettings.xml:831 +#: doc/classes/ProjectSettings.xml:836 msgid "Optional name for the 3D physics layer 3." msgstr "3D物理层3 的可选名称。" -#: doc/classes/ProjectSettings.xml:834 +#: doc/classes/ProjectSettings.xml:839 #, fuzzy msgid "Optional name for the 3D physics layer 30." msgstr "3D物理层3 的可选名称。" -#: doc/classes/ProjectSettings.xml:837 +#: doc/classes/ProjectSettings.xml:842 #, fuzzy msgid "Optional name for the 3D physics layer 31." msgstr "3D物理层3 的可选名称。" -#: doc/classes/ProjectSettings.xml:840 +#: doc/classes/ProjectSettings.xml:845 #, fuzzy msgid "Optional name for the 3D physics layer 32." msgstr "3D物理层3 的可选名称。" -#: doc/classes/ProjectSettings.xml:843 +#: doc/classes/ProjectSettings.xml:848 msgid "Optional name for the 3D physics layer 4." msgstr "3D物理层4 的可选名称。" -#: doc/classes/ProjectSettings.xml:846 +#: doc/classes/ProjectSettings.xml:851 msgid "Optional name for the 3D physics layer 5." msgstr "3D物理层5 的可选名称。" -#: doc/classes/ProjectSettings.xml:849 +#: doc/classes/ProjectSettings.xml:854 msgid "Optional name for the 3D physics layer 6." msgstr "3D物理层6 的可选名称。" -#: doc/classes/ProjectSettings.xml:852 +#: doc/classes/ProjectSettings.xml:857 msgid "Optional name for the 3D physics layer 7." msgstr "3D物理层7 的可选名称。" -#: doc/classes/ProjectSettings.xml:855 +#: doc/classes/ProjectSettings.xml:860 msgid "Optional name for the 3D physics layer 8." msgstr "3D物理层8 的可选名称。" -#: doc/classes/ProjectSettings.xml:858 +#: doc/classes/ProjectSettings.xml:863 msgid "Optional name for the 3D physics layer 9." msgstr "3D物理层9 的可选名称。" -#: doc/classes/ProjectSettings.xml:861 +#: doc/classes/ProjectSettings.xml:866 msgid "Optional name for the 3D render layer 1." msgstr "3D渲染层1 的可选名称。" -#: doc/classes/ProjectSettings.xml:864 +#: doc/classes/ProjectSettings.xml:869 msgid "Optional name for the 3D render layer 10." msgstr "3D渲染层10 的可选名称。" -#: doc/classes/ProjectSettings.xml:867 +#: doc/classes/ProjectSettings.xml:872 msgid "Optional name for the 3D render layer 11." msgstr "3D渲染层11 的可选名称。" -#: doc/classes/ProjectSettings.xml:870 +#: doc/classes/ProjectSettings.xml:875 msgid "Optional name for the 3D render layer 12." msgstr "3D渲染层12 的可选名称。" -#: doc/classes/ProjectSettings.xml:873 +#: doc/classes/ProjectSettings.xml:878 msgid "Optional name for the 3D render layer 13." msgstr "3D渲染层13 的可选名称。" -#: doc/classes/ProjectSettings.xml:876 +#: doc/classes/ProjectSettings.xml:881 msgid "Optional name for the 3D render layer 14" msgstr "3D渲染层14 的可选名称" -#: doc/classes/ProjectSettings.xml:879 +#: doc/classes/ProjectSettings.xml:884 msgid "Optional name for the 3D render layer 15." msgstr "3D渲染层15 的可选名称。" -#: doc/classes/ProjectSettings.xml:882 +#: doc/classes/ProjectSettings.xml:887 msgid "Optional name for the 3D render layer 16." msgstr "3D渲染层16 的可选名称。" -#: doc/classes/ProjectSettings.xml:885 +#: doc/classes/ProjectSettings.xml:890 msgid "Optional name for the 3D render layer 17." msgstr "3D渲染层17 的可选名称。" -#: doc/classes/ProjectSettings.xml:888 +#: doc/classes/ProjectSettings.xml:893 msgid "Optional name for the 3D render layer 18." msgstr "3D渲染层18 的可选名称。" -#: doc/classes/ProjectSettings.xml:891 +#: doc/classes/ProjectSettings.xml:896 msgid "Optional name for the 3D render layer 19." msgstr "3D渲染层19 的可选名称。" -#: doc/classes/ProjectSettings.xml:894 +#: doc/classes/ProjectSettings.xml:899 msgid "Optional name for the 3D render layer 2." msgstr "3D渲染层2 的可选名称。" -#: doc/classes/ProjectSettings.xml:897 +#: doc/classes/ProjectSettings.xml:902 msgid "Optional name for the 3D render layer 20." msgstr "3D渲染层20 的可选名称。" -#: doc/classes/ProjectSettings.xml:900 +#: doc/classes/ProjectSettings.xml:905 msgid "Optional name for the 3D render layer 3." msgstr "3D渲染层3 的可选名称。" -#: doc/classes/ProjectSettings.xml:903 +#: doc/classes/ProjectSettings.xml:908 msgid "Optional name for the 3D render layer 4." msgstr "3D渲染层4 的可选名称。" -#: doc/classes/ProjectSettings.xml:906 +#: doc/classes/ProjectSettings.xml:911 msgid "Optional name for the 3D render layer 5." msgstr "3D渲染层5 的可选名称。" -#: doc/classes/ProjectSettings.xml:909 +#: doc/classes/ProjectSettings.xml:914 msgid "Optional name for the 3D render layer 6." msgstr "3D渲染层6 的可选名称。" -#: doc/classes/ProjectSettings.xml:912 +#: doc/classes/ProjectSettings.xml:917 msgid "Optional name for the 3D render layer 7." msgstr "3D渲染层7 的可选名称。" -#: doc/classes/ProjectSettings.xml:915 +#: doc/classes/ProjectSettings.xml:920 msgid "Optional name for the 3D render layer 8." msgstr "3D渲染层8 的可选名称。" -#: doc/classes/ProjectSettings.xml:918 +#: doc/classes/ProjectSettings.xml:923 msgid "Optional name for the 3D render layer 9." msgstr "3D渲染层9 的可选名称。" -#: doc/classes/ProjectSettings.xml:921 +#: doc/classes/ProjectSettings.xml:926 msgid "" "The locale to fall back to if a translation isn't available in a given " "language. If left empty, [code]en[/code] (English) will be used." @@ -54385,33 +54477,33 @@ msgstr "" "如果给定语言的翻译不可用,则使用默认地域。如果留空,将使用 [code]en[/code]," "即英文。" -#: doc/classes/ProjectSettings.xml:924 +#: doc/classes/ProjectSettings.xml:929 msgid "" "If non-empty, this locale will be used when running the project from the " "editor." msgstr "如果不为空,那么当从编辑器中运行项目时,将使用该语言。" -#: doc/classes/ProjectSettings.xml:927 +#: doc/classes/ProjectSettings.xml:932 msgid "If [code]true[/code], logs all output to files." msgstr "如果[code]true[/code],将所有输出记录到文件中。" -#: doc/classes/ProjectSettings.xml:930 +#: doc/classes/ProjectSettings.xml:935 msgid "" "Desktop override for [member logging/file_logging/enable_file_logging], as " "log files are not readily accessible on mobile/Web platforms." msgstr "" -#: doc/classes/ProjectSettings.xml:933 +#: doc/classes/ProjectSettings.xml:938 msgid "" "Path to logs within the project. Using an [code]user://[/code] path is " "recommended." msgstr "项目中的日志的路径。建议使用[code]user://[/code]作为路径。" -#: doc/classes/ProjectSettings.xml:936 +#: doc/classes/ProjectSettings.xml:941 msgid "Specifies the maximum amount of log files allowed (used for rotation)." msgstr "指定允许的日志文件的最大数量(用于旋转)。" -#: doc/classes/ProjectSettings.xml:941 +#: doc/classes/ProjectSettings.xml:946 msgid "" "Godot uses a message queue to defer some function calls. If you run out of " "space on it (you will see an error), you can increase the size here." @@ -54419,7 +54511,7 @@ msgstr "" "Godot使用一个消息队列来延迟一些函数调用。如果你的空间用完了(你会看到一个错" "误),你可以在这里增加大小。" -#: doc/classes/ProjectSettings.xml:944 +#: doc/classes/ProjectSettings.xml:949 msgid "" "This is used by servers when used in multi-threading mode (servers and " "visual). RIDs are preallocated to avoid stalling the server requesting them " @@ -54430,7 +54522,7 @@ msgstr "" "以避免在线程上停止请求它们的服务器。如果在线程中加载资源时服务器经常卡顿,请" "增加此数字。" -#: doc/classes/ProjectSettings.xml:947 +#: doc/classes/ProjectSettings.xml:952 msgid "" "Maximum amount of characters allowed to send as output from the debugger. " "Over this value, content is dropped. This helps not to stall the debugger " @@ -54439,7 +54531,7 @@ msgstr "" "允许调试器输出的最大字符量。超过这个值,内容就会被放弃。这有助于避免调试器的" "连接停滞。" -#: doc/classes/ProjectSettings.xml:950 +#: doc/classes/ProjectSettings.xml:955 #, fuzzy msgid "" "Maximum number of errors allowed to be sent as output from the debugger. " @@ -54449,7 +54541,7 @@ msgstr "" "允许调试器发送的最大错误数。超过这个值,内容就会被抛弃。这有助于避免调试器的" "连接停滞。" -#: doc/classes/ProjectSettings.xml:953 +#: doc/classes/ProjectSettings.xml:958 #, fuzzy msgid "" "Maximum amount of messages allowed to send as output from the debugger. Over " @@ -54459,7 +54551,7 @@ msgstr "" "允许调试器输出的最大字符量。超过这个值,内容就会被放弃。这有助于避免调试器的" "连接停滞。" -#: doc/classes/ProjectSettings.xml:956 +#: doc/classes/ProjectSettings.xml:961 #, fuzzy msgid "" "Maximum number of warnings allowed to be sent as output from the debugger. " @@ -54469,7 +54561,7 @@ msgstr "" "允许从调试器发送的最大警告数。超过这个值,内容就会被抛弃。这有助于避免调试器" "的连接停滞。" -#: doc/classes/ProjectSettings.xml:959 +#: doc/classes/ProjectSettings.xml:964 #, fuzzy msgid "" "Default size of packet peer stream for deserializing Godot data (in bytes, " @@ -54478,51 +54570,51 @@ msgid "" msgstr "" "用于反序列化Godot数据的数据包对等流的默认大小。超过这个大小,数据会被丢弃。" -#: doc/classes/ProjectSettings.xml:962 +#: doc/classes/ProjectSettings.xml:967 msgid "Timeout (in seconds) for connection attempts using TCP." msgstr "使用TCP的连接尝试的超时(以秒为单位)。" -#: doc/classes/ProjectSettings.xml:965 +#: doc/classes/ProjectSettings.xml:970 msgid "Maximum size (in kiB) for the [WebRTCDataChannel] input buffer." msgstr "[WebRTCDataChannel]输入缓冲区的最大尺寸(单位:千字节)。" -#: doc/classes/ProjectSettings.xml:968 +#: doc/classes/ProjectSettings.xml:973 #, fuzzy msgid "Maximum size (in kiB) for the [WebSocketClient] input buffer." msgstr "[WebRTCDataChannel]输入缓冲区的最大尺寸(单位:千字节)。" -#: doc/classes/ProjectSettings.xml:971 +#: doc/classes/ProjectSettings.xml:976 msgid "Maximum number of concurrent input packets for [WebSocketClient]." msgstr "" -#: doc/classes/ProjectSettings.xml:974 +#: doc/classes/ProjectSettings.xml:979 #, fuzzy msgid "Maximum size (in kiB) for the [WebSocketClient] output buffer." msgstr "[WebRTCDataChannel]输入缓冲区的最大尺寸(单位:千字节)。" -#: doc/classes/ProjectSettings.xml:977 +#: doc/classes/ProjectSettings.xml:982 msgid "Maximum number of concurrent output packets for [WebSocketClient]." msgstr "" -#: doc/classes/ProjectSettings.xml:980 +#: doc/classes/ProjectSettings.xml:985 #, fuzzy msgid "Maximum size (in kiB) for the [WebSocketServer] input buffer." msgstr "[WebRTCDataChannel]输入缓冲区的最大尺寸(单位:千字节)。" -#: doc/classes/ProjectSettings.xml:983 +#: doc/classes/ProjectSettings.xml:988 msgid "Maximum number of concurrent input packets for [WebSocketServer]." msgstr "" -#: doc/classes/ProjectSettings.xml:986 +#: doc/classes/ProjectSettings.xml:991 #, fuzzy msgid "Maximum size (in kiB) for the [WebSocketServer] output buffer." msgstr "[WebRTCDataChannel]输入缓冲区的最大尺寸(单位:千字节)。" -#: doc/classes/ProjectSettings.xml:989 +#: doc/classes/ProjectSettings.xml:994 msgid "Maximum number of concurrent output packets for [WebSocketServer]." msgstr "" -#: doc/classes/ProjectSettings.xml:992 +#: doc/classes/ProjectSettings.xml:997 msgid "" "Amount of read ahead used by remote filesystem. Higher values decrease the " "effects of latency at the cost of higher bandwidth usage." @@ -54530,11 +54622,11 @@ msgstr "" "对远程文件系统的预读取量。更高的值可以减少延迟的影响,但代价是更高的带宽消" "耗。" -#: doc/classes/ProjectSettings.xml:995 +#: doc/classes/ProjectSettings.xml:1000 msgid "Page size used by remote filesystem (in bytes)." msgstr "远程文件系统使用的页面大小(字节)。" -#: doc/classes/ProjectSettings.xml:998 +#: doc/classes/ProjectSettings.xml:1003 msgid "" "The CA certificates bundle to use for SSL connections. If this is set to a " "non-empty value, this will [i]override[/i] Godot's default [url=https://" @@ -54548,20 +54640,20 @@ msgstr "" "certificates.crt]Mozilla证书包[/url]。如果留空,将使用默认的证书包。\n" "如果有疑问,让这个设置为空。" -#: doc/classes/ProjectSettings.xml:1002 +#: doc/classes/ProjectSettings.xml:1007 msgid "" "When creating node names automatically, set the type of casing in this " "project. This is mostly an editor setting." msgstr "" "当自动创建节点名称时,在这个项目中设置大小写的类型。这主要是编辑器设置。" -#: doc/classes/ProjectSettings.xml:1005 +#: doc/classes/ProjectSettings.xml:1010 msgid "" "What to use to separate node name from number. This is mostly an editor " "setting." msgstr "用什么来分隔节点名称和编号。这主要是一个编辑器的设置。" -#: doc/classes/ProjectSettings.xml:1008 +#: doc/classes/ProjectSettings.xml:1013 #, fuzzy msgid "" "Size of the hash table used for the broad-phase 2D hash grid algorithm.\n" @@ -54569,14 +54661,14 @@ msgid "" "enabled." msgstr "用于broad-phase 2D 哈希网格算法的哈希表的大小。" -#: doc/classes/ProjectSettings.xml:1012 +#: doc/classes/ProjectSettings.xml:1017 msgid "" "Cell size used for the broad-phase 2D hash grid algorithm (in pixels).\n" "[b]Note:[/b] Not used if [member ProjectSettings.physics/2d/use_bvh] is " "enabled." msgstr "" -#: doc/classes/ProjectSettings.xml:1016 +#: doc/classes/ProjectSettings.xml:1021 msgid "" "The default angular damp in 2D.\n" "[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. " @@ -54589,7 +54681,7 @@ msgid "" "stop in one iteration." msgstr "" -#: doc/classes/ProjectSettings.xml:1020 +#: doc/classes/ProjectSettings.xml:1025 #, fuzzy msgid "" "The default gravity strength in 2D (in pixels per second squared).\n" @@ -54610,7 +54702,7 @@ msgstr "" "PhysicsServer2D.area_PARAM_GRAVITY, 98)\n" "[/codeblock]" -#: doc/classes/ProjectSettings.xml:1028 +#: doc/classes/ProjectSettings.xml:1033 #, fuzzy msgid "" "The default gravity direction in 2D.\n" @@ -54631,7 +54723,7 @@ msgstr "" "PhysicsServer2D.area_PARAM_GRAVITY_VECTOR, Vector2(0, 1))\n" "[/codeblock]" -#: doc/classes/ProjectSettings.xml:1036 +#: doc/classes/ProjectSettings.xml:1041 msgid "" "The default linear damp in 2D.\n" "[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. " @@ -54644,7 +54736,7 @@ msgid "" "stop in one iteration." msgstr "" -#: doc/classes/ProjectSettings.xml:1040 +#: doc/classes/ProjectSettings.xml:1045 #, fuzzy msgid "" "Threshold defining the surface size that constitutes a large object with " @@ -54655,7 +54747,7 @@ msgstr "" "在broad-phase 2D哈希网格算法中,定义相对于单元而言的构成大型物体的表面尺寸的" "阈值。" -#: doc/classes/ProjectSettings.xml:1044 +#: doc/classes/ProjectSettings.xml:1049 #, fuzzy msgid "" "Sets which physics engine to use for 2D physics.\n" @@ -54666,27 +54758,27 @@ msgstr "" "\"DEFAULT \"和 \"GodotPhysics2D \"是一样的,因为目前还没有使用其他的2D物理引" "擎。" -#: doc/classes/ProjectSettings.xml:1048 +#: doc/classes/ProjectSettings.xml:1053 #, fuzzy msgid "" "Threshold angular velocity under which a 2D physics body will be considered " "inactive. See [constant Physics2DServer." "SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]." msgstr "" -"角速度阈值。在此阈值以下,2D物理体将被视为不活动。参见[constant " +"角速度阈值。在此阈值以下,2D物理体将被视为不活动。参阅[constant " "physicsServer2D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]。" -#: doc/classes/ProjectSettings.xml:1051 +#: doc/classes/ProjectSettings.xml:1056 #, fuzzy msgid "" "Threshold linear velocity under which a 2D physics body will be considered " "inactive. See [constant Physics2DServer." "SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]." msgstr "" -"线性速度的阈值。在此阈值下二维物理体被认为是不活动的。参见[constant " +"线性速度的阈值。在此阈值下二维物理体被认为是不活动的。参阅[constant " "PhysicsServer2D.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]。" -#: doc/classes/ProjectSettings.xml:1054 +#: doc/classes/ProjectSettings.xml:1059 msgid "" "Sets whether physics is run on the main thread or a separate one. Running " "the server on a thread increases performance, but restricts API access to " @@ -54700,22 +54792,22 @@ msgstr "" "[b]警告:[/b] 从Godot 3.2开始,关于物理运算使用多线程的反馈不一。请务必评估它" "是否确实给你带来了额外的性能,并且在使用它时没有过时。" -#: doc/classes/ProjectSettings.xml:1058 +#: doc/classes/ProjectSettings.xml:1063 #, fuzzy msgid "" "Time (in seconds) of inactivity before which a 2D physics body will put to " "sleep. See [constant Physics2DServer.SPACE_PARAM_BODY_TIME_TO_SLEEP]." msgstr "" -"2D物理物体不活动的时间(以秒为单位)。在此之前,2D物理体将进入睡眠状态。参见" +"2D物理物体不活动的时间(以秒为单位)。在此之前,2D物理体将进入睡眠状态。参阅" "[constant PhysicsServer2D.SPACE_PARAM_BODY_TIME_TO_SLEEP]。" -#: doc/classes/ProjectSettings.xml:1061 +#: doc/classes/ProjectSettings.xml:1066 msgid "" "Enables the use of bounding volume hierarchy instead of hash grid for 2D " "physics spatial partitioning. This may give better performance." msgstr "" -#: doc/classes/ProjectSettings.xml:1064 +#: doc/classes/ProjectSettings.xml:1069 #, fuzzy msgid "" "Sets whether the 3D physics world will be created with support for " @@ -54723,7 +54815,7 @@ msgid "" msgstr "" "设置三维物理世界的创建是否支持[SoftBody3D]物理运算(只适用于Bullet物理引擎)。" -#: doc/classes/ProjectSettings.xml:1067 +#: doc/classes/ProjectSettings.xml:1072 msgid "" "The default angular damp in 3D.\n" "[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. " @@ -54736,7 +54828,7 @@ msgid "" "stop in one iteration." msgstr "" -#: doc/classes/ProjectSettings.xml:1071 +#: doc/classes/ProjectSettings.xml:1076 #, fuzzy msgid "" "The default gravity strength in 3D (in meters per second squared).\n" @@ -54757,7 +54849,7 @@ msgstr "" "PhysicsServer3D.AREA_PARAM_GRAVITY, 9.8)\n" "[/codeblock]" -#: doc/classes/ProjectSettings.xml:1079 +#: doc/classes/ProjectSettings.xml:1084 #, fuzzy msgid "" "The default gravity direction in 3D.\n" @@ -54778,7 +54870,7 @@ msgstr "" "PhysicsServer3D.AREA_PARAM_GRAVITY_VECTOR, Vector3(0, -1, 0))\n" "[/codeblock]" -#: doc/classes/ProjectSettings.xml:1087 +#: doc/classes/ProjectSettings.xml:1092 msgid "" "The default linear damp in 3D.\n" "[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. " @@ -54791,13 +54883,13 @@ msgid "" "stop in one iteration." msgstr "" -#: doc/classes/ProjectSettings.xml:1091 +#: doc/classes/ProjectSettings.xml:1096 msgid "" "Enables the use of bounding volume hierarchy instead of octree for 3D " "physics spatial partitioning. This may give better performance." msgstr "" -#: doc/classes/ProjectSettings.xml:1094 +#: doc/classes/ProjectSettings.xml:1099 #, fuzzy msgid "" "Sets which physics engine to use for 3D physics.\n" @@ -54809,11 +54901,11 @@ msgstr "" "目前 \"DEFAULT \"是[url=https://bulletphysics.org]Bullet[/url]物理引擎。仍然" "支持 \"GodotPhysics3D \"引擎作为替代。" -#: doc/classes/ProjectSettings.xml:1098 +#: doc/classes/ProjectSettings.xml:1103 msgid "Enables [member Viewport.physics_object_picking] on the root viewport." msgstr "在根视图上启用 [member Viewport.physics_object_picking]。" -#: doc/classes/ProjectSettings.xml:1101 +#: doc/classes/ProjectSettings.xml:1106 msgid "" "If enabled, 2D and 3D physics picking behaves this way in relation to " "pause:\n" @@ -54827,7 +54919,7 @@ msgid "" "that queue on resume, against the state of the 2D/3D world at that point." msgstr "" -#: doc/classes/ProjectSettings.xml:1107 +#: doc/classes/ProjectSettings.xml:1112 msgid "" "The number of fixed iterations per second. This controls how often physics " "simulation and [method Node._physics_process] methods are run.\n" @@ -54840,7 +54932,7 @@ msgstr "" "[b]注意:[/b] 这个属性只在项目启动时被读取。要在运行时改变物理FPS,请设置" "[member Engine.iterations_per_second]来代替。" -#: doc/classes/ProjectSettings.xml:1111 +#: doc/classes/ProjectSettings.xml:1116 #, fuzzy msgid "" "Controls how much physics ticks are synchronized with real time. For 0 or " @@ -54861,7 +54953,7 @@ msgstr "" "但允许平滑帧率抖动。默认值0.5对大多数人来说应该是没有问题的;高于2的值可能会" "导致游戏对掉帧的反应有明显的延迟,不建议使用。" -#: doc/classes/ProjectSettings.xml:1116 +#: doc/classes/ProjectSettings.xml:1121 msgid "" "[b]Experimental.[/b] Calls [code]glBufferData[/code] with NULL data prior to " "uploading batching data. This may not be necessary but can be used for " @@ -54871,7 +54963,7 @@ msgid "" "adversely affect performance for end users." msgstr "" -#: doc/classes/ProjectSettings.xml:1120 +#: doc/classes/ProjectSettings.xml:1125 msgid "" "[b]Experimental.[/b] If set to on, uses the [code]GL_STREAM_DRAW[/code] flag " "for batching buffer uploads. If off, uses the [code]GL_DYNAMIC_DRAW[/code] " @@ -54881,7 +54973,7 @@ msgid "" "adversely affect performance for end users." msgstr "" -#: doc/classes/ProjectSettings.xml:1124 +#: doc/classes/ProjectSettings.xml:1129 msgid "" "[b]Experimental.[/b] If set to on, this applies buffer orphaning - " "[code]glBufferData[/code] is called with NULL data and the full buffer size " @@ -54892,7 +54984,7 @@ msgid "" "adversely affect performance for end users." msgstr "" -#: doc/classes/ProjectSettings.xml:1128 +#: doc/classes/ProjectSettings.xml:1133 msgid "" "[b]Experimental.[/b] If set to on, uses the [code]GL_STREAM_DRAW[/code] flag " "for legacy buffer uploads. If off, uses the [code]GL_DYNAMIC_DRAW[/code] " @@ -54902,7 +54994,7 @@ msgid "" "adversely affect performance for end users." msgstr "" -#: doc/classes/ProjectSettings.xml:1132 +#: doc/classes/ProjectSettings.xml:1137 msgid "" "Choose between fixed mode where corner scalings are preserved matching the " "artwork, and scaling mode.\n" @@ -54910,7 +55002,7 @@ msgid "" "is off." msgstr "" -#: doc/classes/ProjectSettings.xml:1136 +#: doc/classes/ProjectSettings.xml:1141 #, fuzzy msgid "" "Some NVIDIA GPU drivers have a bug which produces flickering issues for the " @@ -54928,7 +55020,7 @@ msgstr "" "径,但会牺牲性能。这个选项只影响GLES2渲染后端,而且只影响桌面平台。在使用" "Vulkan后端时,它是不必要的。" -#: doc/classes/ProjectSettings.xml:1140 +#: doc/classes/ProjectSettings.xml:1145 msgid "" "If [code]true[/code], performs 2D skinning on the CPU rather than the GPU. " "This provides greater compatibility with a wide range of hardware, and also " @@ -54943,7 +55035,7 @@ msgid "" "skinning." msgstr "" -#: doc/classes/ProjectSettings.xml:1146 +#: doc/classes/ProjectSettings.xml:1151 msgid "" "If [code]true[/code], forces snapping of vertices to pixels in 2D rendering. " "May help in some pixel art styles.\n" @@ -54952,13 +55044,13 @@ msgid "" "uv_contract] to prevent artifacts." msgstr "" -#: doc/classes/ProjectSettings.xml:1151 +#: doc/classes/ProjectSettings.xml:1156 msgid "" "When batching is on, this regularly prints a frame diagnosis log. Note that " "this will degrade performance." msgstr "" -#: doc/classes/ProjectSettings.xml:1154 +#: doc/classes/ProjectSettings.xml:1159 msgid "" "[b]Experimental.[/b] For regression testing against the old renderer. If " "this is switched on, and [code]use_batching[/code] is set, the renderer will " @@ -54967,7 +55059,7 @@ msgid "" "Performance will be degraded." msgstr "" -#: doc/classes/ProjectSettings.xml:1157 +#: doc/classes/ProjectSettings.xml:1162 msgid "" "Lights have the potential to prevent joining items, and break many of the " "performance benefits of batching. This setting enables some complex logic to " @@ -54977,7 +55069,7 @@ msgid "" "returns." msgstr "" -#: doc/classes/ProjectSettings.xml:1160 +#: doc/classes/ProjectSettings.xml:1165 msgid "" "Sets the proportion of the total screen area (in pixels) that must be saved " "by a scissor operation in order to activate light scissoring. This can " @@ -54989,7 +55081,7 @@ msgid "" "a lot of lighting." msgstr "" -#: doc/classes/ProjectSettings.xml:1163 +#: doc/classes/ProjectSettings.xml:1168 msgid "" "Enabling this setting uses the legacy method to draw batches containing only " "one rect. The legacy method is faster (approx twice as fast), but can cause " @@ -54999,24 +55091,24 @@ msgid "" "this method." msgstr "" -#: doc/classes/ProjectSettings.xml:1166 +#: doc/classes/ProjectSettings.xml:1171 msgid "" "Turns 2D batching on and off. Batching increases performance by reducing the " "amount of graphics API drawcalls." msgstr "" -#: doc/classes/ProjectSettings.xml:1169 +#: doc/classes/ProjectSettings.xml:1174 msgid "Switches on 2D batching within the editor." msgstr "" -#: doc/classes/ProjectSettings.xml:1172 +#: doc/classes/ProjectSettings.xml:1177 msgid "" "Size of buffer reserved for batched vertices. Larger size enables larger " "batches, but there are diminishing returns for the memory used. This should " "only have a minor effect on performance." msgstr "" -#: doc/classes/ProjectSettings.xml:1175 +#: doc/classes/ProjectSettings.xml:1180 msgid "" "Including color in the vertex format has a cost, however, not including " "color prevents batching across color changes. This threshold determines the " @@ -55025,7 +55117,7 @@ msgid "" "0 will always use colored vertices, 1 will never use colored vertices." msgstr "" -#: doc/classes/ProjectSettings.xml:1178 +#: doc/classes/ProjectSettings.xml:1183 msgid "" "In certain circumstances, the batcher can reorder items in order to better " "join them. This may result in better performance. An overlap test is needed " @@ -55033,7 +55125,7 @@ msgid "" "returns. If you are getting no benefit, setting this to 0 will switch it off." msgstr "" -#: doc/classes/ProjectSettings.xml:1181 +#: doc/classes/ProjectSettings.xml:1186 msgid "" "Sets the number of commands to lookahead to determine whether to batch " "render items. A value of 1 can join items consisting of single commands, 0 " @@ -55042,7 +55134,7 @@ msgid "" "recommended." msgstr "" -#: doc/classes/ProjectSettings.xml:1184 +#: doc/classes/ProjectSettings.xml:1189 msgid "" "On some platforms (especially mobile), precision issues in shaders can lead " "to reading 1 texel outside of bounds, particularly where rects are scaled. " @@ -55052,7 +55144,7 @@ msgid "" "texels." msgstr "" -#: doc/classes/ProjectSettings.xml:1188 +#: doc/classes/ProjectSettings.xml:1193 msgid "" "The amount of UV contraction. This figure is divided by 1000000, and is a " "proportion of the total texture dimensions, where the width and height are " @@ -55060,31 +55152,31 @@ msgid "" "Use the default unless correcting for a problem on particular hardware." msgstr "" -#: doc/classes/ProjectSettings.xml:1192 +#: doc/classes/ProjectSettings.xml:1197 msgid "" "Amount of light samples taken when using [constant BakedLightmap." "BAKE_QUALITY_HIGH]." msgstr "" -#: doc/classes/ProjectSettings.xml:1195 +#: doc/classes/ProjectSettings.xml:1200 msgid "" "Amount of light samples taken when using [constant BakedLightmap." "BAKE_QUALITY_LOW]." msgstr "" -#: doc/classes/ProjectSettings.xml:1198 +#: doc/classes/ProjectSettings.xml:1203 msgid "" "Amount of light samples taken when using [constant BakedLightmap." "BAKE_QUALITY_MEDIUM]." msgstr "" -#: doc/classes/ProjectSettings.xml:1201 +#: doc/classes/ProjectSettings.xml:1206 msgid "" "Amount of light samples taken when using [constant BakedLightmap." "BAKE_QUALITY_ULTRA]." msgstr "" -#: doc/classes/ProjectSettings.xml:1204 +#: doc/classes/ProjectSettings.xml:1209 #, fuzzy msgid "" "Default background clear color. Overridable per [Viewport] using its " @@ -55092,12 +55184,12 @@ msgid "" "Environment.background_color] in particular. To change this default color " "programmatically, use [method VisualServer.set_default_clear_color]." msgstr "" -"默认背景透明颜色。使用[Environment]可覆盖每个[Viewport]。具体请参见[member " +"默认背景透明颜色。使用[Environment]可覆盖每个[Viewport]。具体请参阅[member " "Environment.background_mode]和[member Environment.background_color]。要以代码" "方式更改此默认颜色,请使用use [method RenderingServer." "set_default_clear_color]。" -#: doc/classes/ProjectSettings.xml:1207 +#: doc/classes/ProjectSettings.xml:1212 msgid "" "[Environment] that will be used as a fallback environment in case a scene " "does not specify its own environment. The default environment is loaded in " @@ -55110,14 +55202,14 @@ msgstr "" "境,都会在场景加载时加载默认环境。如果不依赖默认环境,最好删除" "[code]default_env.tres[/code],或者在这里指定不同的默认环境。" -#: doc/classes/ProjectSettings.xml:1210 +#: doc/classes/ProjectSettings.xml:1215 msgid "" "The use of half-float vertex compression may be producing rendering errors " "on some platforms (especially iOS). These have been seen particularly in " "particles. Disabling half-float may resolve these problems." msgstr "" -#: doc/classes/ProjectSettings.xml:1213 +#: doc/classes/ProjectSettings.xml:1218 msgid "" "If [code]true[/code] and available on the target device, enables high " "floating point precision for all shader computations in GLES2.\n" @@ -55125,31 +55217,31 @@ msgid "" "devices and is often not available at all. Use with caution." msgstr "" -#: doc/classes/ProjectSettings.xml:1217 +#: doc/classes/ProjectSettings.xml:1222 msgid "" "Max buffer size for blend shapes. Any blend shape bigger than this will not " "work." msgstr "" -#: doc/classes/ProjectSettings.xml:1220 +#: doc/classes/ProjectSettings.xml:1225 msgid "" "Max buffer size for drawing polygons. Any polygon bigger than this will not " "work." msgstr "" -#: doc/classes/ProjectSettings.xml:1223 +#: doc/classes/ProjectSettings.xml:1228 msgid "" "Max index buffer size for drawing polygons. Any polygon bigger than this " "will not work." msgstr "" -#: doc/classes/ProjectSettings.xml:1226 +#: doc/classes/ProjectSettings.xml:1231 msgid "" "Max buffer size for drawing immediate objects (ImmediateGeometry nodes). " "Nodes using more than this size will not work." msgstr "" -#: doc/classes/ProjectSettings.xml:1229 +#: doc/classes/ProjectSettings.xml:1234 msgid "" "Max number of lights renderable per object. This is further limited by " "hardware support. Most devices only support 409 lights, while many devices " @@ -55157,7 +55249,7 @@ msgid "" "memory usage and may decrease shader compile times." msgstr "" -#: doc/classes/ProjectSettings.xml:1232 +#: doc/classes/ProjectSettings.xml:1237 msgid "" "Max amount of elements renderable in a frame. If more elements than this are " "visible per frame, they will not be drawn. Keep in mind elements refer to " @@ -55167,7 +55259,7 @@ msgid "" "much as possible on web export." msgstr "" -#: doc/classes/ProjectSettings.xml:1235 +#: doc/classes/ProjectSettings.xml:1240 msgid "" "Max number of lights renderable in a frame. If more lights than this number " "are used, they will be ignored. Setting this low will slightly reduce memory " @@ -55176,7 +55268,7 @@ msgid "" "possible on web export." msgstr "" -#: doc/classes/ProjectSettings.xml:1238 +#: doc/classes/ProjectSettings.xml:1243 msgid "" "Max number of reflection probes renderable in a frame. If more reflection " "probes than this number are used, they will be ignored. Setting this low " @@ -55185,14 +55277,14 @@ msgid "" "consider lowering as much as possible on web export." msgstr "" -#: doc/classes/ProjectSettings.xml:1241 +#: doc/classes/ProjectSettings.xml:1246 msgid "" "Shaders have a time variable that constantly increases. At some point, it " "needs to be rolled back to zero to avoid precision errors on shader " "animations. This setting specifies when (in seconds)." msgstr "" -#: doc/classes/ProjectSettings.xml:1244 +#: doc/classes/ProjectSettings.xml:1249 #, fuzzy msgid "" "If [code]true[/code], the texture importer will import lossless textures " @@ -55201,7 +55293,7 @@ msgstr "" "如果[code]true[/code],纹理导入器将使用S3纹理压缩算法导入VRAM压缩的纹理。这种" "算法只在桌面平台和游戏机上支持。" -#: doc/classes/ProjectSettings.xml:1247 +#: doc/classes/ProjectSettings.xml:1252 #, fuzzy msgid "" "The default compression level for lossless WebP. Higher levels result in " @@ -55214,7 +55306,7 @@ msgstr "" "件变小。解压缩速度大多不受压缩级别的影响。[code]-1[/code]使用默认的gzip压缩级" "别,该级别与[code]6[/code]相同,但由于底层zlib更新,未来可能会发生变化。" -#: doc/classes/ProjectSettings.xml:1250 +#: doc/classes/ProjectSettings.xml:1255 msgid "" "On import, mesh vertex data will be split into two streams within a single " "vertex buffer, one for position data and the other for interleaved " @@ -55222,7 +55314,7 @@ msgid "" "Requires manual reimport of meshes after toggling." msgstr "" -#: doc/classes/ProjectSettings.xml:1253 +#: doc/classes/ProjectSettings.xml:1258 msgid "" "Determines the maximum number of sphere occluders that will be used at any " "one time.\n" @@ -55231,7 +55323,7 @@ msgid "" "to give the best overall performance." msgstr "" -#: doc/classes/ProjectSettings.xml:1257 +#: doc/classes/ProjectSettings.xml:1262 msgid "" "The default convention is for portal normals to point outward (face outward) " "from the source room.\n" @@ -55241,13 +55333,13 @@ msgid "" "convertion to [Portal] nodes." msgstr "" -#: doc/classes/ProjectSettings.xml:1262 +#: doc/classes/ProjectSettings.xml:1267 msgid "" "Show conversion logs.\n" "[b]Note:[/b] This will automatically be disabled in exports." msgstr "" -#: doc/classes/ProjectSettings.xml:1266 +#: doc/classes/ProjectSettings.xml:1271 #, fuzzy msgid "" "If [code]true[/code], gameplay callbacks will be sent as [code]signals[/" @@ -55257,7 +55349,7 @@ msgstr "" "如果[code]true[/code],图块地图的碰撞将被当作运动体处理。如果[code]false[/" "code],碰撞将被当作静态体来处理。" -#: doc/classes/ProjectSettings.xml:1269 +#: doc/classes/ProjectSettings.xml:1274 msgid "" "If enabled, while merging meshes, the system will also attempt to remove " "[Spatial] nodes that no longer have any children.\n" @@ -55266,13 +55358,13 @@ msgid "" "for markers or some other purpose." msgstr "" -#: doc/classes/ProjectSettings.xml:1273 +#: doc/classes/ProjectSettings.xml:1278 msgid "" "Show logs during PVS generation.\n" "[b]Note:[/b] This will automatically be disabled in exports." msgstr "" -#: doc/classes/ProjectSettings.xml:1277 +#: doc/classes/ProjectSettings.xml:1282 msgid "" "Uses a simplified method of generating PVS (potentially visible set) data. " "The results may not be accurate where more than one portal join adjacent " @@ -55282,14 +55374,14 @@ msgid "" "default method." msgstr "" -#: doc/classes/ProjectSettings.xml:1281 +#: doc/classes/ProjectSettings.xml:1286 msgid "" "If [code]true[/code], allocates the main framebuffer with high dynamic " "range. High dynamic range allows the use of [Color] values greater than 1.\n" "[b]Note:[/b] Only available on the GLES3 backend." msgstr "" -#: doc/classes/ProjectSettings.xml:1285 +#: doc/classes/ProjectSettings.xml:1290 #, fuzzy msgid "" "Lower-end override for [member rendering/quality/depth/hdr] on mobile " @@ -55298,14 +55390,14 @@ msgstr "" "由于性能或驱动支持问题,在移动设备上将对 [member rendering/quality/" "shadow_atlas/size]以低配数值覆盖。" -#: doc/classes/ProjectSettings.xml:1288 +#: doc/classes/ProjectSettings.xml:1293 msgid "" "Disables depth pre-pass for some GPU vendors (usually mobile), as their " "architecture already does this." msgstr "" "对一些GPU供应商(通常是移动设备)禁用深度预处理,因为他们的架构已经做了这个。" -#: doc/classes/ProjectSettings.xml:1291 +#: doc/classes/ProjectSettings.xml:1296 msgid "" "If [code]true[/code], performs a previous depth pass before rendering " "materials. This increases performance in scenes with high overdraw, when " @@ -55314,7 +55406,7 @@ msgstr "" "如果 [code]true[/code],则在渲染材质之前执行先前的深度传递。当使用复杂的材料" "和照明时,这会提高高透支场景的性能。" -#: doc/classes/ProjectSettings.xml:1294 +#: doc/classes/ProjectSettings.xml:1299 msgid "" "The directional shadow's size in pixels. Higher values will result in " "sharper shadows, at the cost of performance. The value will be rounded up to " @@ -55323,7 +55415,7 @@ msgstr "" "方向性阴影的大小,以像素为单位。更高的值会导致更清晰的阴影,但会以性能为代" "价。该值将被四舍五入到最接近的2次方。" -#: doc/classes/ProjectSettings.xml:1297 +#: doc/classes/ProjectSettings.xml:1302 msgid "" "Lower-end override for [member rendering/quality/directional_shadow/size] on " "mobile devices, due to performance concerns or driver support." @@ -55331,7 +55423,7 @@ msgstr "" "由于性能和驱动支持的问题,在移动设备上会对[member rendering/quality/" "directional_shadow/size] 以低配数值覆盖。" -#: doc/classes/ProjectSettings.xml:1300 +#: doc/classes/ProjectSettings.xml:1305 #, fuzzy msgid "" "The video driver to use (\"GLES2\" or \"GLES3\").\n" @@ -55348,7 +55440,7 @@ msgstr "" "在这种情况下,这个属性不会被更新,所以使用[code]OS.get_current_video_driver[/" "code]来在运行时查询它。" -#: doc/classes/ProjectSettings.xml:1304 +#: doc/classes/ProjectSettings.xml:1309 msgid "" "If [code]true[/code], allows falling back to the GLES2 driver if the GLES3 " "driver is not supported.\n" @@ -55360,7 +55452,7 @@ msgid "" "data pack's size." msgstr "" -#: doc/classes/ProjectSettings.xml:1308 +#: doc/classes/ProjectSettings.xml:1313 msgid "" "Maximum anisotropic filter level used for textures with anisotropy enabled. " "Higher values will result in sharper textures when viewed from oblique " @@ -55368,7 +55460,7 @@ msgid "" "4, 8, 16)." msgstr "" -#: doc/classes/ProjectSettings.xml:1311 +#: doc/classes/ProjectSettings.xml:1316 #, fuzzy msgid "" "Sets the number of MSAA samples to use. MSAA is used to reduce aliasing " @@ -55380,7 +55472,7 @@ msgstr "" "值可以使边缘更平滑,但在某些硬件上会明显变慢。\n" "[b]注意:[/b] MSAA在使用GLES2后端的HTML5导出中不可用。" -#: doc/classes/ProjectSettings.xml:1315 +#: doc/classes/ProjectSettings.xml:1320 msgid "" "If set to a value greater than [code]0.0[/code], contrast-adaptive " "sharpening will be applied to the 3D viewport. This has a low performance " @@ -55389,7 +55481,7 @@ msgid "" "[member rendering/quality/filters/use_fxaa]." msgstr "" -#: doc/classes/ProjectSettings.xml:1318 +#: doc/classes/ProjectSettings.xml:1323 msgid "" "If [code]true[/code], uses a fast post-processing filter to make banding " "significantly less visible. In some cases, debanding may introduce a " @@ -55403,7 +55495,7 @@ msgid "" "disabled when targeting mobile platforms." msgstr "" -#: doc/classes/ProjectSettings.xml:1323 +#: doc/classes/ProjectSettings.xml:1328 #, fuzzy msgid "" "Enables FXAA in the root Viewport. FXAA is a popular screen-space " @@ -55417,7 +55509,7 @@ msgstr "" "使图像看起来很模糊,特别是在较低的分辨率。在1440p和4K等大分辨率下,仍然可以相" "对良好地工作。" -#: doc/classes/ProjectSettings.xml:1326 +#: doc/classes/ProjectSettings.xml:1331 msgid "" "If [code]true[/code], uses nearest-neighbor mipmap filtering when using " "mipmaps (also called \"bilinear filtering\"), which will result in visible " @@ -55430,7 +55522,7 @@ msgstr "" "可能会提高移动设备的性能。如果 [code]false[/code],则使用线性 mipmap 过滤(也" "称为“三线性过滤”)。" -#: doc/classes/ProjectSettings.xml:1329 +#: doc/classes/ProjectSettings.xml:1334 msgid "" "Strategy used for framebuffer allocation. The simpler it is, the less " "resources it uses (but the less features it supports). If set to \"2D " @@ -55444,7 +55536,7 @@ msgstr "" "[code]SCREEN_TEXTURE[/code]和[code]DEPTH_TEXTURE[/code]将不能在着色器中使用," "而后处理效果将不能在[Environment]中使用。" -#: doc/classes/ProjectSettings.xml:1332 +#: doc/classes/ProjectSettings.xml:1337 msgid "" "Lower-end override for [member rendering/quality/intended_usage/" "framebuffer_allocation] on mobile devices, due to performance concerns or " @@ -55453,14 +55545,14 @@ msgstr "" "由于性能或驱动支持问题,在移动设备上对[member rendering/quality/" "intended_usage/framebuffer_allocation]以低配数值覆盖。" -#: doc/classes/ProjectSettings.xml:1335 +#: doc/classes/ProjectSettings.xml:1340 msgid "" "Enable usage of bicubic sampling in baked lightmaps. This results in " "smoother looking lighting at the expense of more bandwidth usage. On GLES2, " "changes to this setting will only be applied upon restarting the application." msgstr "" -#: doc/classes/ProjectSettings.xml:1338 +#: doc/classes/ProjectSettings.xml:1343 #, fuzzy msgid "" "Lower-end override for [member rendering/quality/lightmapping/" @@ -55469,27 +55561,27 @@ msgstr "" "由于性能问题或驱动支持,在移动设备上将对[member rendering/quality/shading/" "force_vertex_shading]以低配数值覆盖。" -#: doc/classes/ProjectSettings.xml:1341 +#: doc/classes/ProjectSettings.xml:1346 msgid "" "Size of the atlas used by reflection probes. A larger size can result in " "higher visual quality, while a smaller size will be faster and take up less " "memory." msgstr "" -#: doc/classes/ProjectSettings.xml:1344 +#: doc/classes/ProjectSettings.xml:1349 msgid "" "Number of subdivisions to use for the reflection atlas. A higher number " "lowers the quality of each atlas, but allows you to use more." msgstr "" -#: doc/classes/ProjectSettings.xml:1347 +#: doc/classes/ProjectSettings.xml:1352 msgid "" "If [code]true[/code], uses a high amount of samples to create blurred " "variants of reflection probes and panorama backgrounds (sky). Those blurred " "variants are used by rough materials." msgstr "" -#: doc/classes/ProjectSettings.xml:1350 +#: doc/classes/ProjectSettings.xml:1355 #, fuzzy msgid "" "Lower-end override for [member rendering/quality/reflections/" @@ -55499,7 +55591,7 @@ msgstr "" "由于性能问题或驱动程序支持,移动设备上将对 [member rendering/quality/" "reflections/ggx_samples] 以低性能数值覆盖。" -#: doc/classes/ProjectSettings.xml:1353 +#: doc/classes/ProjectSettings.xml:1358 msgid "" "Limits the size of the irradiance map which is normally determined by " "[member Sky.radiance_size]. A higher size results in a higher quality " @@ -55510,18 +55602,18 @@ msgid "" "maps well and may crash if this is set too high." msgstr "" -#: doc/classes/ProjectSettings.xml:1357 +#: doc/classes/ProjectSettings.xml:1362 #, fuzzy msgid "" "If [code]true[/code], uses texture arrays instead of mipmaps for reflection " "probes and panorama backgrounds (sky). This reduces jitter noise on " "reflections, but costs more performance and memory." msgstr "" -"如果 [code]true[/code],则对反射探测器和全景背景(天空)使用纹理数组而不是 " +"如果 [code]true[/code],则对反射探针和全景背景(天空)使用纹理数组而不是 " "mipmap。这减少了反射上的抖动噪声和放大伪影,但计算速度要慢得多,并且使用 " "[member rendering/quality/reflections/roughness_layers]时要花费更多的内存。" -#: doc/classes/ProjectSettings.xml:1360 +#: doc/classes/ProjectSettings.xml:1365 msgid "" "Lower-end override for [member rendering/quality/reflections/" "texture_array_reflections] on mobile devices, due to performance concerns or " @@ -55530,7 +55622,7 @@ msgstr "" "由于性能问题或驱动支持,在移动设备上将对[member rendering/quality/" "reflections/texture_array_reflections]以低性能数值覆盖。" -#: doc/classes/ProjectSettings.xml:1363 +#: doc/classes/ProjectSettings.xml:1368 msgid "" "If [code]true[/code], uses faster but lower-quality Blinn model to generate " "blurred reflections instead of the GGX model." @@ -55538,7 +55630,7 @@ msgstr "" "如果 [code]true[/code],则使用速度更快但质量较低的 Blinn 模型而不是 GGX 模型" "来生成模糊反射。" -#: doc/classes/ProjectSettings.xml:1366 +#: doc/classes/ProjectSettings.xml:1371 msgid "" "Lower-end override for [member rendering/quality/shading/" "force_blinn_over_ggx] on mobile devices, due to performance concerns or " @@ -55547,7 +55639,7 @@ msgstr "" "由于性能或驱动支持问题,在移动设备上将对[member rendering/quality/shading/" "force_blinn_over_ggx]以低值覆盖。" -#: doc/classes/ProjectSettings.xml:1369 +#: doc/classes/ProjectSettings.xml:1374 msgid "" "If [code]true[/code], uses faster but lower-quality Lambert material " "lighting model instead of Burley." @@ -55555,7 +55647,7 @@ msgstr "" "如果 [code]true[/code],则使用速度更快但质量较低的 Lambert 材质照明模型而不" "是 Burley。" -#: doc/classes/ProjectSettings.xml:1372 +#: doc/classes/ProjectSettings.xml:1377 msgid "" "Lower-end override for [member rendering/quality/shading/" "force_lambert_over_burley] on mobile devices, due to performance concerns or " @@ -55564,7 +55656,7 @@ msgstr "" "由于性能问题或驱动支持,在移动设备上将对[member rendering/quality/shading/" "force_lambert_over_burley]以低配数值覆盖。" -#: doc/classes/ProjectSettings.xml:1375 +#: doc/classes/ProjectSettings.xml:1380 msgid "" "If [code]true[/code], forces vertex shading for all rendering. This can " "increase performance a lot, but also reduces quality immensely. Can be used " @@ -55573,7 +55665,7 @@ msgstr "" "如果 [code]true[/code],则为所有渲染强制顶点着色。这可以大大提高性能,但也会" "极大地降低质量。可用于优化低端移动设备的性能。" -#: doc/classes/ProjectSettings.xml:1378 +#: doc/classes/ProjectSettings.xml:1383 msgid "" "Lower-end override for [member rendering/quality/shading/" "force_vertex_shading] on mobile devices, due to performance concerns or " @@ -55582,7 +55674,18 @@ msgstr "" "由于性能问题或驱动支持,在移动设备上将对[member rendering/quality/shading/" "force_vertex_shading]以低配数值覆盖。" -#: doc/classes/ProjectSettings.xml:1381 +#: doc/classes/ProjectSettings.xml:1386 +msgid "" +"If [code]true[/code], enables new physical light attenuation for " +"[OmniLight]s and [SpotLight]s. This results in more realistic lighting " +"appearance with a very small performance cost. When physical light " +"attenuation is enabled, lights will appear to be darker as a result of the " +"new attenuation formula. This can be compensated by adjusting the lights' " +"energy or attenuation values.\n" +"Changes to this setting will only be applied upon restarting the application." +msgstr "" + +#: doc/classes/ProjectSettings.xml:1390 msgid "" "Size for cubemap into which the shadow is rendered before being copied into " "the shadow atlas. A higher number can result in higher resolution shadows " @@ -55591,20 +55694,20 @@ msgid "" "size] will not result in a perceptible increase in visual quality." msgstr "" -#: doc/classes/ProjectSettings.xml:1384 doc/classes/ProjectSettings.xml:1387 -#: doc/classes/ProjectSettings.xml:1390 doc/classes/ProjectSettings.xml:1393 +#: doc/classes/ProjectSettings.xml:1393 doc/classes/ProjectSettings.xml:1396 +#: doc/classes/ProjectSettings.xml:1399 doc/classes/ProjectSettings.xml:1402 msgid "" "Subdivision quadrant size for shadow mapping. See shadow mapping " "documentation." msgstr "阴影贴图的细分象限大小。请参阅阴影映射文档。" -#: doc/classes/ProjectSettings.xml:1396 +#: doc/classes/ProjectSettings.xml:1405 msgid "" "Size for shadow atlas (used for OmniLights and SpotLights). See " "documentation." msgstr "阴影图集的尺寸(用于OmniLights和SpotLights)。见文档。" -#: doc/classes/ProjectSettings.xml:1399 +#: doc/classes/ProjectSettings.xml:1408 msgid "" "Lower-end override for [member rendering/quality/shadow_atlas/size] on " "mobile devices, due to performance concerns or driver support." @@ -55612,7 +55715,7 @@ msgstr "" "由于性能或驱动支持问题,在移动设备上将对 [member rendering/quality/" "shadow_atlas/size]以低配数值覆盖。" -#: doc/classes/ProjectSettings.xml:1402 +#: doc/classes/ProjectSettings.xml:1411 msgid "" "Shadow filter mode. Higher-quality settings result in smoother shadows that " "flicker less when moving. \"Disabled\" is the fastest option, but also has " @@ -55623,7 +55726,7 @@ msgid "" "shadow appearance similar to the one produced by the GLES3 backend." msgstr "" -#: doc/classes/ProjectSettings.xml:1406 +#: doc/classes/ProjectSettings.xml:1415 #, fuzzy msgid "" "Lower-end override for [member rendering/quality/shadows/filter_mode] on " @@ -55632,14 +55735,14 @@ msgstr "" "由于性能或驱动支持问题,在移动设备上将对 [member rendering/quality/" "shadow_atlas/size]以低配数值覆盖。" -#: doc/classes/ProjectSettings.xml:1409 +#: doc/classes/ProjectSettings.xml:1418 msgid "" "Forces [MeshInstance] to always perform skinning on the CPU (applies to both " "GLES2 and GLES3).\n" "See also [member rendering/quality/skinning/software_skinning_fallback]." msgstr "" -#: doc/classes/ProjectSettings.xml:1413 +#: doc/classes/ProjectSettings.xml:1422 msgid "" "Allows [MeshInstance] to perform skinning on the CPU when the hardware " "doesn't support the default GPU skinning process with GLES2.\n" @@ -55651,47 +55754,47 @@ msgid "" "already applied to the modelview matrix." msgstr "" -#: doc/classes/ProjectSettings.xml:1419 +#: doc/classes/ProjectSettings.xml:1428 msgid "" "The rendering octree balance can be changed to favor smaller ([code]0[/" "code]), or larger ([code]1[/code]) branches.\n" "Larger branches can increase performance significantly in some projects." msgstr "" -#: doc/classes/ProjectSettings.xml:1423 +#: doc/classes/ProjectSettings.xml:1432 msgid "" "Enables the use of bounding volume hierarchy instead of octree for rendering " "spatial partitioning. This may give better performance." msgstr "" -#: doc/classes/ProjectSettings.xml:1426 +#: doc/classes/ProjectSettings.xml:1435 msgid "" "Improves quality of subsurface scattering, but cost significantly increases." msgstr "" -#: doc/classes/ProjectSettings.xml:1429 +#: doc/classes/ProjectSettings.xml:1438 #, fuzzy msgid "Quality setting for subsurface scattering (samples taken)." msgstr "地下散射效应的强度。" -#: doc/classes/ProjectSettings.xml:1432 +#: doc/classes/ProjectSettings.xml:1441 #, fuzzy msgid "Max radius used for subsurface scattering samples." msgstr "地下散射效应的强度。" -#: doc/classes/ProjectSettings.xml:1435 +#: doc/classes/ProjectSettings.xml:1444 msgid "" "Weight subsurface scattering samples. Helps to avoid reading samples from " "unrelated parts of the screen." msgstr "" -#: doc/classes/ProjectSettings.xml:1438 +#: doc/classes/ProjectSettings.xml:1447 msgid "" "Use high-quality voxel cone tracing. This results in better-looking " "reflections, but is much more expensive on the GPU." msgstr "" -#: doc/classes/ProjectSettings.xml:1441 +#: doc/classes/ProjectSettings.xml:1450 msgid "" "Thread model for rendering. Rendering on a thread can vastly improve " "performance, but synchronizing to the main thread can cause a bit more " @@ -55700,7 +55803,7 @@ msgstr "" "渲染的线程模型。在线程上进行渲染可以极大地提高性能,但同步到主线程上会导致更" "多的抖动。" -#: doc/classes/ProjectSettings.xml:1444 +#: doc/classes/ProjectSettings.xml:1453 msgid "" "If [code]true[/code], a thread safe version of BVH (bounding volume " "hierarchy) will be used in rendering and Godot physics.\n" @@ -55708,7 +55811,7 @@ msgid "" "incorrect object visibility)." msgstr "" -#: doc/classes/ProjectSettings.xml:1448 +#: doc/classes/ProjectSettings.xml:1457 #, fuzzy msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " @@ -55718,12 +55821,14 @@ msgid "" "[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were " "already imported before. To make this setting apply to textures that were " "already imported, exit the editor, remove the [code].import/[/code] folder " -"located inside the project folder then restart the editor." +"located inside the project folder then restart the editor (see [member " +"application/config/project_data_dir_name])." msgstr "" "如果[code]true[/code],纹理导入器将使用BPTC算法导入VRAM压缩的纹理。这种纹理压" "缩算法只在桌面平台上支持,而且只在使用Vulkan渲染器时支持。" -#: doc/classes/ProjectSettings.xml:1452 +#: doc/classes/ProjectSettings.xml:1461 +#, fuzzy msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression algorithm. This algorithm " @@ -55731,10 +55836,14 @@ msgid "" "[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were " "already imported before. To make this setting apply to textures that were " "already imported, exit the editor, remove the [code].import/[/code] folder " -"located inside the project folder then restart the editor." +"located inside the project folder then restart the editor (see [member " +"application/config/project_data_dir_name])." msgstr "" +"如果[code]true[/code],纹理导入器将使用BPTC算法导入VRAM压缩的纹理。这种纹理压" +"缩算法只在桌面平台上支持,而且只在使用Vulkan渲染器时支持。" -#: doc/classes/ProjectSettings.xml:1456 +#: doc/classes/ProjectSettings.xml:1465 +#, fuzzy msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the Ericsson Texture Compression 2 algorithm. This texture " @@ -55742,10 +55851,14 @@ msgid "" "[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were " "already imported before. To make this setting apply to textures that were " "already imported, exit the editor, remove the [code].import/[/code] folder " -"located inside the project folder then restart the editor." +"located inside the project folder then restart the editor (see [member " +"application/config/project_data_dir_name])." msgstr "" +"如果[code]true[/code],纹理导入器将使用BPTC算法导入VRAM压缩的纹理。这种纹理压" +"缩算法只在桌面平台上支持,而且只在使用Vulkan渲染器时支持。" -#: doc/classes/ProjectSettings.xml:1460 +#: doc/classes/ProjectSettings.xml:1469 +#, fuzzy msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the PowerVR Texture Compression algorithm. This texture " @@ -55753,10 +55866,14 @@ msgid "" "[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were " "already imported before. To make this setting apply to textures that were " "already imported, exit the editor, remove the [code].import/[/code] folder " -"located inside the project folder then restart the editor." +"located inside the project folder then restart the editor (see [member " +"application/config/project_data_dir_name])." msgstr "" +"如果[code]true[/code],纹理导入器将使用BPTC算法导入VRAM压缩的纹理。这种纹理压" +"缩算法只在桌面平台上支持,而且只在使用Vulkan渲染器时支持。" -#: doc/classes/ProjectSettings.xml:1464 +#: doc/classes/ProjectSettings.xml:1473 +#, fuzzy msgid "" "If [code]true[/code], the texture importer will import VRAM-compressed " "textures using the S3 Texture Compression algorithm. This algorithm is only " @@ -55764,10 +55881,13 @@ msgid "" "[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were " "already imported before. To make this setting apply to textures that were " "already imported, exit the editor, remove the [code].import/[/code] folder " -"located inside the project folder then restart the editor." +"located inside the project folder then restart the editor (see [member " +"application/config/project_data_dir_name])." msgstr "" +"如果[code]true[/code],纹理导入器将使用BPTC算法导入VRAM压缩的纹理。这种纹理压" +"缩算法只在桌面平台上支持,而且只在使用Vulkan渲染器时支持。" -#: doc/classes/ProjectSettings.xml:1468 +#: doc/classes/ProjectSettings.xml:1477 #, fuzzy msgid "" "Cell size used for the 2D hash grid that [VisibilityNotifier2D] uses (in " @@ -55795,9 +55915,8 @@ msgstr "" #: doc/classes/QuadMesh.xml:11 doc/classes/Viewport.xml:19 #: doc/classes/ViewportTexture.xml:13 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/129" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/129" #: doc/classes/QuadMesh.xml:17 #, fuzzy @@ -55830,12 +55949,11 @@ msgstr "" "有效,并且对浮点错误有很强的抵抗力。" #: doc/classes/Quat.xml:12 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/3d/using_transforms." "html#interpolating-with-quaternions" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/3d/using_transforms." +"https://docs.godotengine.org/en/3.4/tutorials/3d/using_transforms." "html#interpolating-with-quaternions" #: doc/classes/Quat.xml:20 @@ -56043,11 +56161,12 @@ msgstr "" "[/codeblock]" #: doc/classes/RandomNumberGenerator.xml:19 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/math/random_number_generation." "html" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/math/index.html" +msgstr "" +"https://docs.godotengine.org/en/3.4/tutorials/math/random_number_generation." +"html" #: doc/classes/RandomNumberGenerator.xml:25 msgid "" @@ -56741,7 +56860,11 @@ msgid "" "and then leave them.\n" "[b]Note:[/b] By default Godot will only render 16 reflection probes. If you " "need more, increase the number of atlas subdivisions. This setting can be " -"found in [member ProjectSettings.rendering/quality/reflections/atlas_subdiv]." +"found in [member ProjectSettings.rendering/quality/reflections/" +"atlas_subdiv].\n" +"[b]Note:[/b] The GLES2 backend will only display two reflection probes at " +"the same time for a single mesh. If possible, split up large meshes that " +"span over multiple reflection probes into smaller ones." msgstr "" "将其周围环境捕获为立方体图,并存储其版本,使其模糊程度增加,以模拟不同的材料" "粗糙度。\n" @@ -56750,13 +56873,12 @@ msgstr "" "的所有对象,因此更新它们可能相当昂贵。最好用重要的静态对象更新它们一次,然后" "放下它们。" -#: doc/classes/ReflectionProbe.xml:12 -#, fuzzy +#: doc/classes/ReflectionProbe.xml:13 msgid "https://docs.godotengine.org/en/3.4/tutorials/3d/reflection_probes.html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/3d/reflection_probes.html" +"https://docs.godotengine.org/en/3.4/tutorials/3d/reflection_probes.html" -#: doc/classes/ReflectionProbe.xml:18 +#: doc/classes/ReflectionProbe.xml:19 msgid "" "If [code]true[/code], enables box projection. This makes reflections look " "more correct in rectangle-shaped rooms by offsetting the reflection center " @@ -56765,7 +56887,7 @@ msgstr "" "如果 [code]true[/code],则启用箱体投影。通过根据相机的位置偏移反射中心,这使" "得在矩形房间中的反射看起来更正确。" -#: doc/classes/ReflectionProbe.xml:21 +#: doc/classes/ReflectionProbe.xml:22 #, fuzzy msgid "" "Sets the cull mask which determines what objects are drawn by this probe. " @@ -56778,7 +56900,7 @@ msgstr "" "[VisualInstance3D]都将被探针渲染。为了节省渲染成本,最好只包含大的物体,因为" "它们很可能会占用大量的反射空间。" -#: doc/classes/ReflectionProbe.xml:24 +#: doc/classes/ReflectionProbe.xml:25 msgid "" "If [code]true[/code], computes shadows in the reflection probe. This makes " "the reflection probe slower to render; you may want to disable this if using " @@ -56787,41 +56909,41 @@ msgstr "" "如果[code]true[/code],则在反射探测中计算阴影。这使得反射探针渲染更慢;如果想" "禁用它,可以使用[constant UPDATE ALWAYS] [member update_mode]。" -#: doc/classes/ReflectionProbe.xml:27 +#: doc/classes/ReflectionProbe.xml:28 msgid "" "The size of the reflection probe. The larger the extents the more space " "covered by the probe which will lower the perceived resolution. It is best " "to keep the extents only as large as you need them." msgstr "" -"反射探测器的大小。范围越大,探测器覆盖的空间就越大,这将降低感知的分辨率。最" -"好的办法是把范围保持在你需要的程度上。" +"反射探针的大小。范围越大,探针覆盖的空间就越大,这将降低感知的分辨率。最好的" +"办法是把范围保持在你需要的程度上。" -#: doc/classes/ReflectionProbe.xml:30 +#: doc/classes/ReflectionProbe.xml:31 msgid "" "Defines the reflection intensity. Intensity modulates the strength of the " "reflection." msgstr "定义反射强度。" -#: doc/classes/ReflectionProbe.xml:33 +#: doc/classes/ReflectionProbe.xml:34 msgid "" "Sets the ambient light color to be used when this probe is set to [member " "interior_enable]." msgstr "" -#: doc/classes/ReflectionProbe.xml:36 +#: doc/classes/ReflectionProbe.xml:37 msgid "" "Sets the contribution value for how much the reflection affects the ambient " "light for this reflection probe when set to [member interior_enable]. Useful " "so that ambient light matches the color of the room." msgstr "" -#: doc/classes/ReflectionProbe.xml:39 +#: doc/classes/ReflectionProbe.xml:40 msgid "" "Sets the energy multiplier for this reflection probe's ambient light " "contribution when set to [member interior_enable]." msgstr "" -#: doc/classes/ReflectionProbe.xml:42 +#: doc/classes/ReflectionProbe.xml:43 #, fuzzy msgid "" "If [code]true[/code], reflections will ignore sky contribution. Ambient " @@ -56831,19 +56953,19 @@ msgstr "" "如果 [code]true[/code],反射将忽略天空因素。等效于 [member ReflectionProbe." "interior]。" -#: doc/classes/ReflectionProbe.xml:45 +#: doc/classes/ReflectionProbe.xml:46 msgid "" "Sets the max distance away from the probe an object can be before it is " "culled." -msgstr "设置对象在被删除之前与探测器的最大距离。" +msgstr "设置对象在被删除之前与探针的最大距离。" -#: doc/classes/ReflectionProbe.xml:48 +#: doc/classes/ReflectionProbe.xml:49 msgid "" "Sets the origin offset to be used when this reflection probe is in box " "project mode." -msgstr "设置该反射探测器在盒式(box)项目模式下使用的原点偏移。" +msgstr "设置该反射探针在盒式(box)项目模式下使用的原点偏移。" -#: doc/classes/ReflectionProbe.xml:51 +#: doc/classes/ReflectionProbe.xml:52 msgid "" "Sets how frequently the probe is updated. Can be [constant UPDATE_ONCE] or " "[constant UPDATE_ALWAYS]." @@ -56851,12 +56973,12 @@ msgstr "" "设置探测更新的频率。可以是[constant UPDATE ONCE](一次)或[constant UPDATE " "ALWAYS](一直)。" -#: doc/classes/ReflectionProbe.xml:56 +#: doc/classes/ReflectionProbe.xml:57 #, fuzzy msgid "Update the probe once on the next frame." msgstr "更新一次视窗,然后设置为禁用。" -#: doc/classes/ReflectionProbe.xml:59 +#: doc/classes/ReflectionProbe.xml:60 msgid "" "Update the probe every frame. This is needed when you want to capture " "dynamic objects. However, it results in an increased render time. Use " @@ -57139,43 +57261,38 @@ msgid "" msgstr "与搜索模式一起使用的源字符串,以找到这个匹配结果。" #: doc/classes/RemoteTransform.xml:4 -#, fuzzy msgid "" "RemoteTransform pushes its own [Transform] to another [Spatial] derived Node " "in the scene." msgstr "" -"RemoteTransform3D 将自己的 [Transform] 推送到场景中的另一个 [Node3D] 派生节" -"点。" +"RemoteTransform将自己的[Transform]推送到场景中另一个[Spatial]派生节点。" #: doc/classes/RemoteTransform.xml:7 -#, fuzzy msgid "" "RemoteTransform pushes its own [Transform] to another [Spatial] derived Node " "(called the remote node) in the scene.\n" "It can be set to update another Node's position, rotation and/or scale. It " "can use either global or local coordinates." msgstr "" -"RemoteTransform3D将自己的[Transform]推送到场景中另一个[Node3D]派生的节点(称" -"为远程节点)。\n" -"它可以被设置为更新另一个Node的位置、旋转和/或比例。它可以使用全局坐标或局部坐" +"RemoteTransform将自己的[Transform]推送到场景中另一个[Spatial]派生节点(称为远" +"程节点)。\n" +"它可以被设置为更新另一个节点的位置、旋转和/或比例。它可以使用全局坐标或局部坐" "标。" #: doc/classes/RemoteTransform.xml:16 -#, fuzzy msgid "" "[RemoteTransform] caches the remote node. It may not notice if the remote " "node disappears; [method force_update_cache] forces it to update the cache " "again." msgstr "" -"[RemoteTransform2D] 缓存了远程节点。如果远程节点消失了,它可能不会通知;" +"[RemoteTransform3D] 缓存了远程节点。如果远程节点消失了,它可能不会注意到;" "[method force_update_cache] 强制它再次更新缓存。" #: doc/classes/RemoteTransform.xml:22 -#, fuzzy msgid "" "The [NodePath] to the remote node, relative to the RemoteTransform's " "position in the scene." -msgstr "到远程节点的[NodePath],相对于远程Transform2D在场景中的位置。" +msgstr "远程节点的节点位置 [NodePath],相对于 RemoteTransform 在场景中的位置。" #: doc/classes/RemoteTransform.xml:25 doc/classes/RemoteTransform2D.xml:25 msgid "If [code]true[/code], the remote node's position is updated." @@ -57237,7 +57354,6 @@ msgid "Base class for all resources." msgstr "所有资源的基类。" #: doc/classes/Resource.xml:7 -#, fuzzy msgid "" "Resource is the base class for all Godot-specific resource types, serving " "primarily as data containers. Since they inherit from [Reference], resources " @@ -57252,20 +57368,21 @@ msgid "" "free resources that are no longer in use. This means that unused resources " "will linger on for a while before being removed." msgstr "" -"资源是所有Godot特定资源类型的基类,主要作为数据容器。与[Object]不同的是,它们" -"被引用计数,并在不再使用时被释放。一旦从磁盘加载,它们也会被缓存,因此任何从" -"给定路径加载资源的尝试都会返回相同的引用(这与[Node]相反,[Node]没有引用计" -"数,可以根据需要多次从磁盘实例化)。资源可以从外部保存在磁盘上,也可以捆绑在" -"另一个对象中,如[Node]或另一个资源。" +"资源是所有Godot特定资源类型的基类,主要作为数据容器。由于它们继承自" +"[Reference],资源被引用计数,并在不再使用时被释放。一旦从磁盘加载,它们也会被" +"缓存,因此任何从给定路径加载资源的尝试都会返回相同的引用(这与[Node]相反," +"[Node]没有引用计数,可以根据需要从磁盘实例化多次)。资源可以从外部保存在磁盘" +"上,也可以捆绑在另一个对象中,如[Node]或另一个资源。\n" +"[b]注意:[/b] 在C#中,资源不再被使用后不会立即被释放。相反,垃圾回收将定期运" +"行,并释放不再使用的资源。这意味着未使用的资源在被删除之前会停留一段时间。" #: doc/classes/Resource.xml:11 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/getting_started/step_by_step/resources." "html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/getting_started/step_by_step/" -"resources.html" +"https://docs.godotengine.org/en/3.4/getting_started/step_by_step/resources." +"html" #: doc/classes/Resource.xml:18 msgid "" @@ -57274,7 +57391,6 @@ msgid "" msgstr "可以重写的虚拟函数,用于自定义 [method setup_local_to_scene] 的行为值。" #: doc/classes/Resource.xml:25 -#, fuzzy msgid "" "Duplicates the resource, returning a new resource with the exported members " "copied. [b]Note:[/b] To duplicate the resource the constructor is called " @@ -57290,11 +57406,14 @@ msgid "" "properties are copied. Other properties will be set to their default value " "in the new resource." msgstr "" -"复制资源,返回一个新的资源。默认情况下,为了提高效率,子资源会在资源副本之间" -"共享。这可以通过向[code]subresources[/code]参数传递[code]true[/code]来改变," -"它将复制子资源。\n" -"[b]注意:[/b]如果[code]subresources[/code]是[code]true[/code],这个方法将只执" -"行一个浅层拷贝。嵌套在子资源中的资源将不会被复制,仍将被共享。" +"复制资源,返回一个复制了导出成员属性的新资源。[b]注意:[/b]为了复制资源,构造" +"函数被调用,没有参数。当构造函数没有默认值时,这个方法会出错。\n" +"默认情况下,为了提高效率,子资源在资源副本之间被共享。这可以通过向" +"[code]subresources[/code]参数传递[code]true[/code]来改变,它将复制子资源。\n" +"[b]注意:[/b] 如果[code]subresources[/code]是[code]true[/code],这个方法将只" +"执行一个浅层拷贝。子资源中的嵌套资源不会被复制,仍然会被共享。\n" +"[b]注意:[/b]当复制一个资源时,只有导出[code]export[/code]的属性被复制。其他" +"属性将被设置为新资源中的默认值。" #: doc/classes/Resource.xml:34 msgid "" @@ -57308,6 +57427,14 @@ msgid "" "[/codeblock]\n" "[b]Note:[/b] This method is called automatically for built-in resources." msgstr "" +"发出[signal changed]更改信号。\n" +"如果依赖该资源的外部对象应该被更新,那么每当该资源的状态发生变化(如属性的修" +"改)时,必须手动调用该方法。\n" +"该方法等同于。\n" +"[codeblock]\n" +"emit_signal(\"change\")\n" +"[/codeblock]\n" +"[b]注意:[/b] 这个方法对于内置资源来说是自动调用的。" #: doc/classes/Resource.xml:46 msgid "" @@ -57320,14 +57447,13 @@ msgstr "" "code]。" #: doc/classes/Resource.xml:52 -#, fuzzy msgid "" "Returns the RID of the resource (or an empty RID). Many resources (such as " "[Texture], [Mesh], etc) are high-level abstractions of resources stored in a " "server, so this function will return the original RID." msgstr "" -"返回资源的RID(或者一个空的RID)。许多资源(如[Texture2D]、[Mesh]等)是存储在" -"服务器中的资源的高级抽象,所以这个函数将返回原始的RID。" +"返回资源的RID(或者一个空的RID)。许多资源(如[Texture]、[Mesh]等)是存储在服" +"务器server中的资源的高级抽象,所以这个函数将返回原始的RID。" #: doc/classes/Resource.xml:58 msgid "" @@ -57370,6 +57496,9 @@ msgid "" "current resource in the editor inspector. For built-in scripts, the [member " "resource_name] will be displayed as the tab name in the script editor." msgstr "" +"资源名称。这是一个可选的标识符。如果 [member resource_name] 资源名不是空的," +"则将显示其值,以表示编辑器检查器中的当前资源。对于内置脚本,[member " +"resource_name]将作为脚本编辑器中的选项卡名称显示。" #: doc/classes/Resource.xml:78 msgid "" @@ -57386,13 +57515,15 @@ msgid "" "[b]Note:[/b] This signal is not emitted automatically for custom resources, " "which means that you need to create a setter and emit the signal yourself." msgstr "" +"每当资源发生变化时就会发射。\n" +"[b]注意:[/b]对于自定义资源,这个信号不会自动发射,这意味着你需要自己创建一个" +"设置器setter并发射信号。" #: doc/classes/ResourceFormatLoader.xml:4 msgid "Loads a specific resource type from a file." msgstr "从文件中加载特定资源类型。" #: doc/classes/ResourceFormatLoader.xml:7 -#, fuzzy msgid "" "Godot loads resources in the editor or in exported games using " "ResourceFormatLoaders. They are queried automatically via the " @@ -57416,14 +57547,14 @@ msgstr "" "[ResourceLoader]单例自动查询,或者在加载具有内部依赖性的资源时被查询。每个文" "件类型可以作为不同的资源类型加载,因此在引擎中注册了多个" "ResourceFormatLoaders。\n" -"扩展这个类允许你定义你自己的加载器。请确保遵照文档中的返回类型和值进行处理。" -"你应该给它一个带有[code]class_name[/code]的全局类名,这样它才能被注册。像内置" -"的ResourceFormatLoaders一样,它将在加载其处理的类型的资源时被自动调用。你也可" -"以实现一个[ResourceFormatSaver]。\n" +"扩展这个类允许你定义你自己的加载器。请确保尊重文档中的返回类型和值。你应该给" +"它一个带有[code]class_name[/code]的全局类名,这样它才能被注册。像内置的" +"ResourceFormatLoaders一样,它将在加载其处理的类型的资源时被自动调用。你也可以" +"实现一个[ResourceFormatSaver]。\n" "[b]注意:[/b] 如果你需要的资源类型存在,但Godot无法加载其格式,你也可以扩展" -"[EditorImportPlugin]。选择一种方式而不是另一种方式取决于该格式是否适合于最终" -"导出的游戏。例如,最好先把[code].png[/code]纹理导入为[code].stex[/code]" -"([StreamTexture2D]),这样它们在显卡上的加载效率会更好。" +"[EditorImportPlugin]。选择一种方式而不是另一种方式,取决于该格式是否适合于最" +"终导出的游戏。例如,最好先把[code].png[/code]纹理导入为[code].stex[/code]" +"([StreamTexture]),这样它们在显卡上的加载效率会更好。" #: doc/classes/ResourceFormatLoader.xml:19 msgid "" @@ -57539,9 +57670,8 @@ msgstr "" "成功时返回[constant OK],失败时返回[enum Error]常量。" #: doc/classes/ResourceImporter.xml:4 -#, fuzzy msgid "Base class for the implementation of core resource importers." -msgstr "所有 3D 形状资源的基类。" +msgstr "用于实现核心资源导入器的基类。" #: doc/classes/ResourceImporter.xml:7 msgid "" @@ -57549,11 +57679,12 @@ msgid "" "implement your own resource importers using editor plugins, see " "[EditorImportPlugin]." msgstr "" +"这是在核心部分实现的资源导入器的基类。要使用编辑器插件实现你自己的资源导入" +"器,请参阅[EditorImportPlugin]。" #: doc/classes/ResourceImporter.xml:16 -#, fuzzy msgid "The default import order." -msgstr "默认文本颜色。" +msgstr "默认导入顺序。" #: doc/classes/ResourceImporter.xml:19 msgid "" @@ -57562,11 +57693,13 @@ msgid "" "have an import order lower than [code]100[/code] to avoid issues when " "importing scenes that rely on custom resources." msgstr "" +"场景的导入顺序,确保场景被导入在所有其他核心资源(如纹理)[i]之后[/i]。自定义" +"导入器的导入顺序一般应低于[code]100[/code],以避免导入依赖自定义资源的场景时" +"出现问题。" #: doc/classes/ResourceInteractiveLoader.xml:4 -#, fuzzy msgid "Interactive [Resource] loader." -msgstr "要加载的[Resource]资源。" +msgstr "交互式 [Resource] 加载器。" #: doc/classes/ResourceInteractiveLoader.xml:7 msgid "" @@ -57575,28 +57708,27 @@ msgid "" "granularity, which makes it mainly useful for displaying loading bars or " "percentages." msgstr "" +"交互式资源[Resource]加载器。这个对象在执行交互式加载时由[ResourceLoader]返" +"回。它允许以高粒度(high granularity)加载资源,这使得它主要用于显示加载条或" +"百分比。" #: doc/classes/ResourceInteractiveLoader.xml:15 -#, fuzzy msgid "" "Returns the loaded resource if the load operation completed successfully, " "[code]null[/code] otherwise." -msgstr "" -"如果域正在被最终确定,返回 [code]true[/code] ,否则返回 [code]false[/code] 。" +msgstr "如果加载操作成功完成,返回加载的资源,否则为空[code]null[/code]。" #: doc/classes/ResourceInteractiveLoader.xml:21 -#, fuzzy msgid "" "Returns the load stage. The total amount of stages can be queried with " "[method get_stage_count]." -msgstr "" -"如果已经使用 [method set_popup] 设置了节点实例,则返回 [Popup] 节点实例。" +msgstr "返回加载阶段。可以使用[method get_stage_count]查询阶段总数。" #: doc/classes/ResourceInteractiveLoader.xml:27 msgid "" "Returns the total amount of stages (calls to [method poll]) needed to " "completely load this resource." -msgstr "" +msgstr "返回完全加载此资源所需的阶段总数(调用 [method poll])。" #: doc/classes/ResourceInteractiveLoader.xml:33 msgid "" @@ -57609,6 +57741,12 @@ msgid "" "get_resource].\n" "Returns another [enum Error] code if the poll has failed." msgstr "" +"对加载操作进行轮询,即加载一个数据块到下一个阶段。\n" +"如果轮询成功,但加载操作还没有完成(中间阶段),则返回[constant OK]。这意味着" +"[method poll]将不得不再次被调用,直到最后阶段完成。\n" +"如果加载操作已经成功完成,返回[constant ERR_FILE_EOF]。可以通过调用[method " +"get_resource]获得加载的资源。\n" +"如果轮询失败,返回另一个[enum Error]错误代码。" #: doc/classes/ResourceInteractiveLoader.xml:42 msgid "" @@ -57620,13 +57758,16 @@ msgid "" "Returns another [enum Error] code if a poll has failed, aborting the " "operation." msgstr "" +"连续地对加载操作进行轮询,直到资源被完全加载或方法[method poll]轮询失败。\n" +"如果加载操作成功完成,返回[constant ERR_FILE_EOF]。可以通过调用[method " +"get_resource]获得加载的资源。\n" +"如果轮询失败,返回另一个[enum Error]错误代码,中止操作。" #: doc/classes/ResourceLoader.xml:4 msgid "Singleton used to load resource files." msgstr "用于加载资源文件的单例。" #: doc/classes/ResourceLoader.xml:7 -#, fuzzy msgid "" "Singleton used to load resource files from the filesystem.\n" "It uses the many [ResourceFormatLoader] classes registered in the engine " @@ -57634,10 +57775,8 @@ msgid "" "them to a format that can be used by the engine." msgstr "" "用于从文件系统加载资源文件的单例。\n" -"它使用引擎中注册的许多[ResourceFormatLoader]类(无论是内置的还是来自插件的)" -"将文件加载到内存中,并将其转换为引擎可以使用的格式。\n" -"GDScript有一个简化的[method @GDScript.load]内置方法,可以在大多数情况下使用," -"把[ResourceLoader]的使用留给更高级的场景。" +"它使用在引擎中注册的许多[ResourceFormatLoader]类(无论是内置的还是来自插件" +"的)来将文件加载到内存中,并将它们转换为引擎可以使用的格式。" #: doc/classes/ResourceLoader.xml:19 msgid "" @@ -57662,10 +57801,9 @@ msgstr "返回资源类型的已识别扩展名列表。" #: doc/classes/ResourceLoader.xml:41 msgid "" "[i]Deprecated method.[/i] Use [method has_cached] or [method exists] instead." -msgstr "" +msgstr "[i]废弃的方法。[/i]使用[method has_cached]或[method exists]代替。" #: doc/classes/ResourceLoader.xml:48 -#, fuzzy msgid "" "Returns whether a cached resource is available for the given [code]path[/" "code].\n" @@ -57675,13 +57813,12 @@ msgid "" "can be overridden by using [method Resource.take_over_path] on a new " "resource for that same path." msgstr "" -"返回给定[code]path[/code]的缓存资源是否可用。\n" -"一旦一个资源被引擎加载,它就会被缓存在内存中,以便更快地访问,未来对[method " -"load]方法的调用将使用缓存的版本。缓存的资源可以通过对同一路径的新资源使用" -"[method Resource.take_over_path]来覆盖。" +"返回给定路径[code]path[/code]的缓存资源是否可用。\n" +"一旦资源被引擎加载,它就会被缓存在内存中,以便更快地访问,未来对[method load]" +"或[method load_interactive]方法的调用将使用缓存的版本。缓存的资源可以通过对同" +"一路径的新资源使用[method Resource.take_over_path]来覆盖。" #: doc/classes/ResourceLoader.xml:58 -#, fuzzy msgid "" "Loads a resource at the given [code]path[/code], caching the result for " "further access.\n" @@ -57701,14 +57838,17 @@ msgid "" "be used in most situations, leaving the use of [ResourceLoader] for more " "advanced scenarios." msgstr "" -"在给定的[code]path[/code]上加载一个资源,缓存结果以便进一步访问。\n" -"依次查询注册的[ResourceFormatLoader],找到第一个可以处理该文件扩展名的,然后" -"尝试加载。如果加载失败,其余的ResourceFormatLoaders也会被尝试。\n" -"一个可选的[code]type_hint[/code]可以用来进一步指定应该由" -"[ResourceFormatLoader]处理的[Resource]类型。\n" +"在给定的路径[code]path[/code]上加载一个资源,缓存结果以便进一步访问。\n" +"依次查询注册的[ResourceFormatLoader],找到第一个可以处理该文件扩展名的加载" +"器,然后尝试加载。如果加载失败,其余的ResourceFormatLoaders也会被尝试。\n" +"一个可选的[code]type_hint[/code]类型提示可以用来进一步指定" +"[ResourceFormatLoader]应处理的[Resource]资源类型。任何继承自[Resource]的东西" +"都可以被用作类型提示,例如图像[Image]。\n" "如果[code]no_cache[/code]是[code]true[/code],资源缓存将被绕过,资源将被重新" "加载。否则,如果缓存的资源存在,将被返回。\n" -"如果没有ResourceFormatLoader可以处理该文件,则返回一个空资源。" +"如果没有[ResourceFormatLoader]可以处理该文件,则返回一个空资源。\n" +"GDScript有一个简化的[method @GDScript.load]内置方法,可以在大多数情况下使用," +"把[ResourceLoader]的使用留给更高级的场景。" #: doc/classes/ResourceLoader.xml:71 msgid "" @@ -57721,6 +57861,11 @@ msgid "" "Anything that inherits from [Resource] can be used as a type hint, for " "example [Image]." msgstr "" +"开始交互式加载一个资源。返回的[ResourceInteractiveLoader]对象允许以高粒度加" +"载,连续调用其[method ResourceInteractiveLoader.poll]轮询方法来加载分块。\n" +"一个可选的[code]type_hint[/code]类型提示可以用来进一步指定应该由" +"[ResourceFormatLoader]处理的资源[Resource]类型。任何继承自[Resource]的东西都" +"可以被用作类型提示,例如[Image]。" #: doc/classes/ResourceLoader.xml:79 msgid "" @@ -57840,7 +57985,7 @@ msgstr "不要保存编辑器特定的元数据(由其 [code]__editor [/code] #: doc/classes/ResourceSaver.xml:46 msgid "Save as big endian (see [member File.endian_swap])." -msgstr "保存为大端(参见 [member File.endian_swap])。" +msgstr "保存为大端(参阅 [member File.endian_swap])。" #: doc/classes/ResourceSaver.xml:49 msgid "" @@ -57925,9 +58070,8 @@ msgid "" msgstr "" #: doc/classes/RichTextLabel.xml:16 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/132" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/132" #: doc/classes/RichTextLabel.xml:26 #, fuzzy @@ -57979,25 +58123,29 @@ msgid "" msgstr "返回文本标签的总字符数。不包括 BBCode。" #: doc/classes/RichTextLabel.xml:72 -msgid "Returns the vertical scrollbar." -msgstr "返回垂直滚动条。" +msgid "" +"Returns the vertical scrollbar.\n" +"[b]Warning:[/b] This is a required internal node, removing and freeing it " +"may cause a crash. If you wish to hide it or any of its children, use their " +"[member CanvasItem.visible] property." +msgstr "" -#: doc/classes/RichTextLabel.xml:78 +#: doc/classes/RichTextLabel.xml:79 msgid "Returns the number of visible lines." msgstr "返回可见行数。" -#: doc/classes/RichTextLabel.xml:85 +#: doc/classes/RichTextLabel.xml:86 msgid "" "Installs a custom effect. [code]effect[/code] should be a valid " "[RichTextEffect]." msgstr "" "安装自定义效果。 [code]effect[/code] 应该是一个有效的 [RichTextEffect]。" -#: doc/classes/RichTextLabel.xml:91 +#: doc/classes/RichTextLabel.xml:92 msgid "Adds a newline tag to the tag stack." msgstr "在标签堆中添加一个换行标签。" -#: doc/classes/RichTextLabel.xml:98 +#: doc/classes/RichTextLabel.xml:99 msgid "" "The assignment version of [method append_bbcode]. Clears the tag stack and " "inserts the new content. Returns [constant OK] if parses [code]bbcode[/code] " @@ -58006,11 +58154,11 @@ msgstr "" "[method append_bbcode] 的指定版本。清除标记堆栈并插入新内容。如果成功解析 " "[code]bbcode[/code],则返回 [constant OK]。" -#: doc/classes/RichTextLabel.xml:105 +#: doc/classes/RichTextLabel.xml:106 msgid "Parses BBCode parameter [code]expressions[/code] into a dictionary." msgstr "将 BBCode 参数 [code]expressions[/code] 解析为字典。" -#: doc/classes/RichTextLabel.xml:111 +#: doc/classes/RichTextLabel.xml:112 msgid "" "Terminates the current tag. Use after [code]push_*[/code] methods to close " "BBCodes manually. Does not need to follow [code]add_*[/code] methods." @@ -58018,7 +58166,7 @@ msgstr "" "终止当前标签。使用 [code]push_*[/code] 方法之后手动关闭 BBCodes。不需要遵循 " "[code]add_*[/code] 方法。" -#: doc/classes/RichTextLabel.xml:118 +#: doc/classes/RichTextLabel.xml:119 msgid "" "Adds an [code][align][/code] tag based on the given [code]align[/code] " "value. See [enum Align] for possible values." @@ -58026,7 +58174,7 @@ msgstr "" "根据给定的[code][align][/code]值,添加一个[code]align[/code]标签。可能的值见" "[enum Align]。" -#: doc/classes/RichTextLabel.xml:124 +#: doc/classes/RichTextLabel.xml:125 msgid "" "Adds a [code][font][/code] tag with a bold font to the tag stack. This is " "the same as adding a [code][b][/code] tag if not currently in a [code][i][/" @@ -58035,12 +58183,12 @@ msgstr "" "在标签堆中添加一个[code][font][/code]标签,字体为黑体。如果当前没有[code][i]" "[/code]标签,这与添加一个[code][b][/code]标签相同。" -#: doc/classes/RichTextLabel.xml:130 +#: doc/classes/RichTextLabel.xml:131 msgid "" "Adds a [code][font][/code] tag with a bold italics font to the tag stack." msgstr "在标签堆中添加一个[code][font][/code]标签,字体为粗斜体。" -#: doc/classes/RichTextLabel.xml:136 +#: doc/classes/RichTextLabel.xml:137 msgid "" "Adds a [code][cell][/code] tag to the tag stack. Must be inside a [code]" "[table][/code] tag. See [method push_table] for details." @@ -58048,18 +58196,18 @@ msgstr "" "将一个[code][cell][/code]标签添加到标签堆中。必须在一个[code][table][/code]标" "签内。详情见[method push_table]。" -#: doc/classes/RichTextLabel.xml:143 +#: doc/classes/RichTextLabel.xml:144 msgid "Adds a [code][color][/code] tag to the tag stack." msgstr "将一个[code][color][/code]标签添加到标签堆。" -#: doc/classes/RichTextLabel.xml:150 +#: doc/classes/RichTextLabel.xml:151 msgid "" "Adds a [code][font][/code] tag to the tag stack. Overrides default fonts for " "its duration." msgstr "" "将一个[code][font][/code]标签添加到标签堆中。在其有效期内覆盖默认字体。" -#: doc/classes/RichTextLabel.xml:157 +#: doc/classes/RichTextLabel.xml:158 msgid "" "Adds an [code][indent][/code] tag to the tag stack. Multiplies [code]level[/" "code] by current [member tab_size] to determine new margin length." @@ -58067,7 +58215,7 @@ msgstr "" "将 [code][indent][/code] 标签添加到标签堆栈。将 [code]level[/code] 乘以当前 " "[member tab_size] 以确定新的边距长度。" -#: doc/classes/RichTextLabel.xml:163 +#: doc/classes/RichTextLabel.xml:164 msgid "" "Adds a [code][font][/code] tag with a italics font to the tag stack. This is " "the same as adding a [code][i][/code] tag if not currently in a [code][b][/" @@ -58076,7 +58224,7 @@ msgstr "" "在标签堆中添加一个[code][font][/code]标签,字体为斜体。如果当前没有[code][b]" "[/code]标签,这与添加[code][i][/code]标签相同。" -#: doc/classes/RichTextLabel.xml:170 +#: doc/classes/RichTextLabel.xml:171 msgid "" "Adds a [code][list][/code] tag to the tag stack. Similar to the BBCodes " "[code][ol][/code] or [code][ul][/code], but supports more list types. Not " @@ -58085,7 +58233,7 @@ msgstr "" "在标签栈中添加一个[code][list][/code]标签。类似于BBCodes [code][ol][/code] " "或 [code][ul][/code] ,但支持更多的列表类型。未完全实现!" -#: doc/classes/RichTextLabel.xml:177 +#: doc/classes/RichTextLabel.xml:178 msgid "" "Adds a [code][meta][/code] tag to the tag stack. Similar to the BBCode [code]" "[url=something]{text}[/url][/code], but supports non-[String] metadata types." @@ -58093,27 +58241,27 @@ msgstr "" "添加一个[code][meta][/code]标签到标签堆中。类似于BBCode [code][url=something]" "{text}[/url][/code],但支持非[String]元数据类型。" -#: doc/classes/RichTextLabel.xml:183 +#: doc/classes/RichTextLabel.xml:184 msgid "Adds a [code][font][/code] tag with a monospace font to the tag stack." msgstr "在标签堆中添加一个[code][font][/code]标签,该标签为等宽字体。" -#: doc/classes/RichTextLabel.xml:189 +#: doc/classes/RichTextLabel.xml:190 msgid "Adds a [code][font][/code] tag with a normal font to the tag stack." msgstr "在标签堆中添加一个具有正常字体的[code][font][/code]标签。" -#: doc/classes/RichTextLabel.xml:195 +#: doc/classes/RichTextLabel.xml:196 msgid "Adds a [code][s][/code] tag to the tag stack." msgstr "将一个[code][s][/code]标签添加到标签堆中。" -#: doc/classes/RichTextLabel.xml:202 +#: doc/classes/RichTextLabel.xml:203 msgid "Adds a [code][table=columns][/code] tag to the tag stack." msgstr "将一个[code][table=columns][/code]标签添加到标签栈。" -#: doc/classes/RichTextLabel.xml:208 +#: doc/classes/RichTextLabel.xml:209 msgid "Adds a [code][u][/code] tag to the tag stack." msgstr "将一个[code][u][/code]标签添加到标签堆中。" -#: doc/classes/RichTextLabel.xml:215 +#: doc/classes/RichTextLabel.xml:216 msgid "" "Removes a line of content from the label. Returns [code]true[/code] if the " "line exists.\n" @@ -58124,11 +58272,11 @@ msgstr "" "[code]line[/code]参数是要删除的行的索引,它可以在[code][0, get_line_count() " "- 1][/code]的区间内取值。" -#: doc/classes/RichTextLabel.xml:223 +#: doc/classes/RichTextLabel.xml:224 msgid "Scrolls the window's top line to match [code]line[/code]." msgstr "滚动窗口的顶行以匹配[code]line[/code]。" -#: doc/classes/RichTextLabel.xml:232 +#: doc/classes/RichTextLabel.xml:233 msgid "" "Edits the selected column's expansion options. If [code]expand[/code] is " "[code]true[/code], the column expands in proportion to its expansion ratio " @@ -58143,7 +58291,7 @@ msgstr "" "例如,2个比率为3和4的列加上70像素的可用宽度将分别扩展30和40像素。\n" "如果[code]expand[/code]是[code]false[/code],该列将不会对总的比例产生影响。" -#: doc/classes/RichTextLabel.xml:240 +#: doc/classes/RichTextLabel.xml:241 msgid "" "If [code]true[/code], the label uses BBCode formatting.\n" "[b]Note:[/b] Trying to alter the [RichTextLabel]'s text with [method " @@ -58151,7 +58299,7 @@ msgid "" "append_bbcode] to preserve BBCode formatting." msgstr "" -#: doc/classes/RichTextLabel.xml:244 +#: doc/classes/RichTextLabel.xml:245 #, fuzzy msgid "" "The label's text in BBCode format. Is not representative of manual " @@ -58169,7 +58317,7 @@ msgstr "" "[code]bbcode_text += \"some string\"[/code]),因为它取代了整个文本,会导致速" "度降低。使用[method append_bbcode]来代替添加文本。" -#: doc/classes/RichTextLabel.xml:248 +#: doc/classes/RichTextLabel.xml:249 msgid "" "The currently installed custom effects. This is an array of " "[RichTextEffect]s.\n" @@ -58178,7 +58326,7 @@ msgstr "" "当前配置的自定义效果。这是一个[RichTextEffect]的数组。\n" "要添加一个自定义效果,使用[method install_effect]会更方便。" -#: doc/classes/RichTextLabel.xml:252 +#: doc/classes/RichTextLabel.xml:253 msgid "" "If [code]true[/code], the label's height will be automatically updated to " "fit its content.\n" @@ -58190,7 +58338,7 @@ msgstr "" "[b]注意:[/b] 此属性用作解决 [Container] 中 [RichTextLabel] 问题的解决方法," "但在某些情况下不可靠,将在未来版本中删除。" -#: doc/classes/RichTextLabel.xml:256 +#: doc/classes/RichTextLabel.xml:257 msgid "" "If [code]true[/code], the label underlines meta tags such as [code][url]" "{text}[/url][/code]." @@ -58198,11 +58346,11 @@ msgstr "" "如果 [code]true[/code],则会在元标签下划线,例如 [code][url]{text}[/url][/" "code]。" -#: doc/classes/RichTextLabel.xml:259 +#: doc/classes/RichTextLabel.xml:260 msgid "If [code]true[/code], the label uses the custom font color." msgstr "如果 [code]true[/code],则标签使用自定义字体颜色。" -#: doc/classes/RichTextLabel.xml:262 +#: doc/classes/RichTextLabel.xml:263 msgid "" "The range of characters to display, as a [float] between 0.0 and 1.0. When " "assigned an out of range value, it's the same as assigning 1.0.\n" @@ -58214,7 +58362,7 @@ msgstr "" "[b]注意:[/b] 设置这个属性会根据当前的[method get_total_character_count]更新" "[member visible_characters]。" -#: doc/classes/RichTextLabel.xml:267 +#: doc/classes/RichTextLabel.xml:268 msgid "" "If [code]true[/code], the scrollbar is visible. Setting this to [code]false[/" "code] does not block scrolling completely. See [method scroll_to_line]." @@ -58222,17 +58370,17 @@ msgstr "" "如果 [code]true[/code],则滚动条可见。将此设置为 [code]false[/code] 不会完全" "阻止滚动。见[method scroll_to_line]。" -#: doc/classes/RichTextLabel.xml:270 +#: doc/classes/RichTextLabel.xml:271 msgid "" "If [code]true[/code], the window scrolls down to display new content " "automatically." msgstr "如果 [code]true[/code],则窗口向下滚动以自动显示新内容。" -#: doc/classes/RichTextLabel.xml:273 +#: doc/classes/RichTextLabel.xml:274 msgid "If [code]true[/code], the label allows text selection." msgstr "如果 [code]true[/code],标签允许文本选择。" -#: doc/classes/RichTextLabel.xml:276 +#: doc/classes/RichTextLabel.xml:277 msgid "" "The number of spaces associated with a single tab length. Does not affect " "[code]\\t[/code] in text tags, only indent tags." @@ -58240,7 +58388,7 @@ msgstr "" "与单个制表符长度关联的空格数。不影响文本标签中的 [code]\\t[/code],只影响缩进" "标签。" -#: doc/classes/RichTextLabel.xml:279 +#: doc/classes/RichTextLabel.xml:280 msgid "" "The raw text of the label.\n" "When set, clears the tag stack and adds a raw text tag to the top of it. " @@ -58250,7 +58398,7 @@ msgstr "" "设置后,清除标签堆栈并在其顶部添加一个原始文本标签。不解析 BBCode。不修改 " "[member bbcode_text]。" -#: doc/classes/RichTextLabel.xml:283 +#: doc/classes/RichTextLabel.xml:284 #, fuzzy msgid "" "The restricted number of characters to display in the label. If [code]-1[/" @@ -58263,7 +58411,7 @@ msgstr "" "[b]注意:[/b] 设置这个属性会根据当前的[method get_total_character_count]更新" "[member visible_characters]。" -#: doc/classes/RichTextLabel.xml:291 +#: doc/classes/RichTextLabel.xml:292 msgid "" "Triggered when the user clicks on content between meta tags. If the meta is " "defined in text, e.g. [code][url={\"data\"=\"hi\"}]hi[/url][/code], then the " @@ -58275,113 +58423,113 @@ msgstr "" "[url={\"data\"=\"hi\"}]hi[/url][/code],则该信号的参数为[String]类型。如果需" "要特定类型或对象,则必须使用 [method push_meta] 方法将数据手动插入标签堆栈。" -#: doc/classes/RichTextLabel.xml:297 +#: doc/classes/RichTextLabel.xml:298 msgid "Triggers when the mouse exits a meta tag." msgstr "当鼠标退出元标签时触发。" -#: doc/classes/RichTextLabel.xml:303 +#: doc/classes/RichTextLabel.xml:304 msgid "Triggers when the mouse enters a meta tag." msgstr "当鼠标进入元标签时触发。" -#: doc/classes/RichTextLabel.xml:309 +#: doc/classes/RichTextLabel.xml:310 msgid "Makes text left aligned." msgstr "使文本左对齐。" -#: doc/classes/RichTextLabel.xml:312 +#: doc/classes/RichTextLabel.xml:313 msgid "Makes text centered." msgstr "使文本居中。" -#: doc/classes/RichTextLabel.xml:315 +#: doc/classes/RichTextLabel.xml:316 msgid "Makes text right aligned." msgstr "使文本右对齐。" -#: doc/classes/RichTextLabel.xml:318 +#: doc/classes/RichTextLabel.xml:319 msgid "Makes text fill width." msgstr "使文本填充宽度。" -#: doc/classes/RichTextLabel.xml:321 +#: doc/classes/RichTextLabel.xml:322 msgid "Each list item has a number marker." msgstr "每个列表项都有一个数字标记。" -#: doc/classes/RichTextLabel.xml:324 +#: doc/classes/RichTextLabel.xml:325 msgid "Each list item has a letter marker." msgstr "每个列表项都有一个字母标记。" -#: doc/classes/RichTextLabel.xml:327 +#: doc/classes/RichTextLabel.xml:328 msgid "Each list item has a filled circle marker." msgstr "每个列表项都有一个实心圆圈标记。" -#: doc/classes/RichTextLabel.xml:370 +#: doc/classes/RichTextLabel.xml:371 msgid "The font used for bold text." msgstr "用于粗体字的字体。" -#: doc/classes/RichTextLabel.xml:373 +#: doc/classes/RichTextLabel.xml:374 msgid "The font used for bold italics text." msgstr "用于粗斜体文字的字体。" -#: doc/classes/RichTextLabel.xml:376 +#: doc/classes/RichTextLabel.xml:377 msgid "The default text color." msgstr "默认文本颜色。" -#: doc/classes/RichTextLabel.xml:379 +#: doc/classes/RichTextLabel.xml:380 msgid "The background The background used when the [RichTextLabel] is focused." msgstr "[RichTextLabel] 获得焦点时使用的背景。" -#: doc/classes/RichTextLabel.xml:382 +#: doc/classes/RichTextLabel.xml:383 msgid "" "The color of selected text, used when [member selection_enabled] is " "[code]true[/code]." msgstr "" "选定文本的颜色(当[member selection_enabled]为[code]true[/code]时使用)。" -#: doc/classes/RichTextLabel.xml:385 +#: doc/classes/RichTextLabel.xml:386 msgid "The color of the font's shadow." msgstr "字体阴影的颜色。" -#: doc/classes/RichTextLabel.xml:388 +#: doc/classes/RichTextLabel.xml:389 msgid "The font used for italics text." msgstr "用于斜体字的字体。" -#: doc/classes/RichTextLabel.xml:391 +#: doc/classes/RichTextLabel.xml:392 msgid "The vertical space between lines." msgstr "行之间的垂直空间。" -#: doc/classes/RichTextLabel.xml:394 +#: doc/classes/RichTextLabel.xml:395 msgid "The font used for monospace text." msgstr "用于等宽文本的字体。" -#: doc/classes/RichTextLabel.xml:397 +#: doc/classes/RichTextLabel.xml:398 msgid "The normal background for the [RichTextLabel]." msgstr "[RichTextLabel] 的正常背景。" -#: doc/classes/RichTextLabel.xml:400 +#: doc/classes/RichTextLabel.xml:401 msgid "The default text font." msgstr "默认的文本字体。" -#: doc/classes/RichTextLabel.xml:403 +#: doc/classes/RichTextLabel.xml:404 msgid "The color of the selection box." msgstr "选择框的颜色。" -#: doc/classes/RichTextLabel.xml:406 +#: doc/classes/RichTextLabel.xml:407 msgid "" "Boolean value. If 1 ([code]true[/code]), the shadow will be displayed around " "the whole text as an outline." msgstr "" "布尔值。如果是1([code]true[/code]),阴影将以轮廓的形式围绕整个文本显示。" -#: doc/classes/RichTextLabel.xml:409 +#: doc/classes/RichTextLabel.xml:410 msgid "The horizontal offset of the font's shadow." msgstr "字体阴影的水平偏移量。" -#: doc/classes/RichTextLabel.xml:412 +#: doc/classes/RichTextLabel.xml:413 msgid "The vertical offset of the font's shadow." msgstr "字体阴影的垂直偏移。" -#: doc/classes/RichTextLabel.xml:415 +#: doc/classes/RichTextLabel.xml:416 msgid "The horizontal separation of elements in a table." msgstr "表中元素的水平间距。" -#: doc/classes/RichTextLabel.xml:418 +#: doc/classes/RichTextLabel.xml:419 msgid "The vertical separation of elements in a table." msgstr "表中元素的垂直间距。" @@ -58419,7 +58567,6 @@ msgid "" msgstr "物理物体,其位置是通过 3D 空间中的物理模拟确定的。" #: doc/classes/RigidBody.xml:7 -#, fuzzy msgid "" "This is the node that implements full 3D physics. This means that you do not " "control a RigidBody directly. Instead, you can apply forces to it (gravity, " @@ -58439,16 +58586,17 @@ msgid "" "center. With GodotPhysics, the center of mass is the average of the " "[CollisionShape] centers." msgstr "" -"这是实现完整 3D 物理的节点。这意味着您不应直接控制 RigidBody3D。相反,您可以" -"对其施加力(重力、冲量等),物理模拟将计算由此产生的运动、碰撞、弹跳、旋转" -"等。\n" -"RigidBody3D 有 4 种行为 [member mode]:刚体、静态、角色和运动。\n" -"[b]注意:[/b] 不要每帧或非常频繁地更改 RigidBody3D 的位置。零星的更改工作正" -"常,但物理运行的粒度(固定 Hz)与通常的渲染(进程回调)不同,甚至可能在单独的" -"线程中运行,因此从进程循环更改它可能会导致奇怪的行为。如果需要直接影响body的" -"状态,使用[method _integrate_forces],可以直接访问物理状态。\n" -"如果您需要覆盖默认的物理行为,您可以编写自定义力积分函数。见[member " -"custom_integrator]。" +"这是实现完整 3D 物理的节点。这意味着你是不直接控制刚体。而是,可以对其施加" +"力,重力、冲力等,模拟物理将计算由此产生的运动、碰撞、弹跳、旋转等。\n" +"刚体有 4 种行为 [member mode]:刚体、静态、角色和运动。\n" +"[b]注意:[/b]不要每帧或非常频繁地改变刚体的位置。零星的更改将正常工作,但物理" +"运行的粒度(固定 Hz)与通常的渲染(进程回调)不同,甚至可能在单独的线程中运" +"行,因此从进程循环更改它可能会导致异常。如果需要直接影响物体的状态,使用" +"[method _integrate_forces],可以直接访问物理状态。\n" +"如果你需要覆盖默认的物理行为,可以编写自定义的力积分函数。参阅[member " +"custom_integrator]。\n" +"对于子弹物理(默认),质心是 RigidBody3D 中心。对于 GodotPhysics,质心是 " +"[CollisionShape] 中心的平均值。" #: doc/classes/RigidBody.xml:23 msgid "" @@ -58534,12 +58682,11 @@ msgstr "" "在物理运算之前更新一次。可以考虑使用信号来代替。" #: doc/classes/RigidBody.xml:90 -#, fuzzy msgid "" "Returns the inverse inertia tensor basis. This is used to calculate the " "angular acceleration resulting from a torque applied to the RigidBody." msgstr "" -"返回反惯性张量基数。这被用来计算施加在[RigidBody3D]上的力矩所产生的角加速度。" +"返回逆惯性张力基矩阵(Basis)。这用于计算由施加到刚体的扭矩产生的角加速度。" #: doc/classes/RigidBody.xml:98 msgid "Locks the specified linear or rotational axis." @@ -58551,11 +58698,13 @@ msgid "" "See [member ProjectSettings.physics/3d/default_angular_damp] for more " "details about damping." msgstr "" +"阻尼刚体的旋转力。\n" +"关于阻尼的更多细节,请参见[member ProjectSettings.physics/3d/" +"default_angular_damp]。" #: doc/classes/RigidBody.xml:115 -#, fuzzy msgid "RigidBody's rotational velocity." -msgstr "RigidBody3D的旋转速度。" +msgstr "刚体的旋转速度。" #: doc/classes/RigidBody.xml:118 msgid "Lock the body's rotation in the X axis." @@ -58583,14 +58732,15 @@ msgstr "锁定实体在Z轴上的移动。" #: doc/classes/RigidBody.xml:136 doc/classes/RigidBody2D.xml:110 #: doc/classes/StaticBody.xml:19 doc/classes/StaticBody2D.xml:16 -#, fuzzy msgid "" "The body's bounciness. Values range from [code]0[/code] (no bounce) to " "[code]1[/code] (full bounciness).\n" "Deprecated, use [member PhysicsMaterial.bounce] instead via [member " "physics_material_override]." msgstr "" -"实体的弹性。值的范围从[code]0[/code](无反弹)到[code]1[/code](完全反弹)。" +"实体的弹性。值范围从[code]0[/code](无弹跳)到[code]1[/code](完全弹跳)。\n" +"已被废弃,请通过[member physics_material_override]使用[member " +"PhysicsMaterial.bounce]代替。" #: doc/classes/RigidBody.xml:140 msgid "" @@ -58600,15 +58750,19 @@ msgid "" "[member mode] is [constant MODE_CHARACTER]. It can still be put to sleep " "manually by setting its [member sleeping] property to [code]true[/code]." msgstr "" +"如果[code]true[/code],实体可以在没有运动的情况下进入睡眠模式。见[member " +"sleeping]。\n" +"[b]注意:[/b] RigidBody3D 的模式[member mode] 为常量[constant " +"MODE_CHARACTER] 时不会自动进入休眠模式。仍然可以通过将其 [member sleep] 属性" +"设置为 [code]true[/code] 来手动使其进入休眠状态。" #: doc/classes/RigidBody.xml:144 -#, fuzzy msgid "" "If [code]true[/code], the RigidBody will emit signals when it collides with " "another RigidBody. See also [member contacts_reported]." msgstr "" -"如果 [code]true[/code],当 RigidBody3D 与另一个 RigidBody3D 碰撞时,它会发出" -"信号。另见[member contacts_reported]。" +"如果[code]true[/code],当RigidBody与另一个RigidBody碰撞时会发出信号。另见接触" +"报告[member contacts_reported]。" #: doc/classes/RigidBody.xml:147 msgid "" @@ -58655,9 +58809,11 @@ msgid "" "Deprecated, use [member PhysicsMaterial.friction] instead via [member " "physics_material_override]." msgstr "" +"实体的摩擦力,从0(无摩擦)到1(最大摩擦)。\n" +"已经废弃,请通过[member physics_material_override]使用[member " +"PhysicsMaterial.mores]代替。" #: doc/classes/RigidBody.xml:162 -#, fuzzy msgid "" "This is multiplied by the global 3D gravity setting found in [b]Project > " "Project Settings > Physics > 3d[/b] to produce RigidBody's gravity. For " @@ -58669,7 +58825,6 @@ msgstr "" "力,2将应用双倍的重力,0.5将对这个物体应用一半的重力。" #: doc/classes/RigidBody.xml:165 -#, fuzzy msgid "" "The body's linear damp. Cannot be less than -1.0. If this value is different " "from -1.0, any linear damp derived from the world or areas will be " @@ -58677,8 +58832,10 @@ msgid "" "See [member ProjectSettings.physics/3d/default_linear_damp] for more details " "about damping." msgstr "" -"物体的线性阻尼。不能小于-1.0。如果这个值与-1.0不同,任何从world或area派生出来" -"的线性阻尼都会被覆盖。" +"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]。" #: doc/classes/RigidBody.xml:169 msgid "" @@ -58762,45 +58919,73 @@ msgstr "" "([code]local_shape[/code]) 另一个身体碰撞。" #: doc/classes/RigidBody.xml:209 +#, fuzzy msgid "" "Emitted when one of this RigidBody's [Shape]s collides with another " "[PhysicsBody] or [GridMap]'s [Shape]s. Requires [member contact_monitor] to " "be set to [code]true[/code] and [member contacts_reported] to be set high " "enough to detect all the collisions. [GridMap]s are detected if the " "[MeshLibrary] has Collision [Shape]s.\n" -"[code]body_id[/code] the [RID] of the other [PhysicsBody] or [MeshLibrary]'s " -"[CollisionObject] used by the [PhysicsServer].\n" +"[code]body_rid[/code] the [RID] of the other [PhysicsBody] or " +"[MeshLibrary]'s [CollisionObject] used by the [PhysicsServer].\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody] or [GridMap].\n" -"[code]body_shape[/code] the index of the [Shape] of the other [PhysicsBody] " -"or [GridMap] used by the [PhysicsServer].\n" -"[code]local_shape[/code] the index of the [Shape] of this RigidBody used by " -"the [PhysicsServer].\n" +"[code]body_shape_index[/code] the index of the [Shape] of the other " +"[PhysicsBody] or [GridMap] used by the [PhysicsServer]. Get the " +"[CollisionShape] node with [code]body.shape_owner_get_owner(body_shape_index)" +"[/code].\n" +"[code]local_shape_index[/code] the index of the [Shape] of this RigidBody " +"used by the [PhysicsServer]. Get the [CollisionShape] node with [code]self." +"shape_owner_get_owner(local_shape_index)[/code].\n" "[b]Note:[/b] Bullet physics cannot identify the shape index when using a " "[ConcavePolygonShape]. Don't use multiple [CollisionShape]s when using a " "[ConcavePolygonShape] with Bullet physics if you need shape indices." msgstr "" +"当[PhysicsBody]或[GridMap]的一个形状[Shape]进入这个区域的一个形状[Shape]时发" +"出的。需要将监控[member monitoring]设置为[code]true[/code]。如果[MeshLibrary]" +"有碰撞形状[Shape],就会检测到[GridMap]。\n" +"[code]body_id[/code]参数是[PhysicsServer]使用的[PhysicsBody]或[MeshLibrary]的" +"[CollisionObject]的RID。\n" +"[code]body[/code] 参数是[PhysicsBody]或[GridMap]的[Node],如果它存在于树" +"中。\n" +"[code]body_shape[/code] 参数是由[PhysicsServer]使用的[PhysicsBody]或[GridMap]" +"的[Shape]的索引。\n" +"[code]local_shape[/code] 参数是[PhysicsServer]使用的这个区域的[Shape]的索引。" #: doc/classes/RigidBody.xml:223 +#, fuzzy msgid "" "Emitted when the collision between one of this RigidBody's [Shape]s and " "another [PhysicsBody] or [GridMap]'s [Shape]s ends. Requires [member " "contact_monitor] to be set to [code]true[/code] and [member " "contacts_reported] to be set high enough to detect all the collisions. " "[GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s.\n" -"[code]body_id[/code] the [RID] of the other [PhysicsBody] or [MeshLibrary]'s " -"[CollisionObject] used by the [PhysicsServer]. [GridMap]s are detected if " -"the Meshes have [Shape]s.\n" +"[code]body_rid[/code] the [RID] of the other [PhysicsBody] or " +"[MeshLibrary]'s [CollisionObject] used by the [PhysicsServer]. [GridMap]s " +"are detected if the Meshes have [Shape]s.\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody] or [GridMap].\n" -"[code]body_shape[/code] the index of the [Shape] of the other [PhysicsBody] " -"or [GridMap] used by the [PhysicsServer].\n" -"[code]local_shape[/code] the index of the [Shape] of this RigidBody used by " -"the [PhysicsServer].\n" +"[code]body_shape_index[/code] the index of the [Shape] of the other " +"[PhysicsBody] or [GridMap] used by the [PhysicsServer]. Get the " +"[CollisionShape] node with [code]body.shape_owner_get_owner(body_shape_index)" +"[/code].\n" +"[code]local_shape_index[/code] the index of the [Shape] of this RigidBody " +"used by the [PhysicsServer]. Get the [CollisionShape] node with [code]self." +"shape_owner_get_owner(local_shape_index)[/code].\n" "[b]Note:[/b] Bullet physics cannot identify the shape index when using a " "[ConcavePolygonShape]. Don't use multiple [CollisionShape]s when using a " "[ConcavePolygonShape] with Bullet physics if you need shape indices." msgstr "" +"当[PhysicsBody]或[GridMap]的一个形状[Shape]进入这个区域的一个形状[Shape]时发" +"出的。需要将监控[member monitoring]设置为[code]true[/code]。如果[MeshLibrary]" +"有碰撞形状[Shape],就会检测到[GridMap]。\n" +"[code]body_id[/code]参数是[PhysicsServer]使用的[PhysicsBody]或[MeshLibrary]的" +"[CollisionObject]的RID。\n" +"[code]body[/code] 参数是[PhysicsBody]或[GridMap]的[Node],如果它存在于树" +"中。\n" +"[code]body_shape[/code] 参数是由[PhysicsServer]使用的[PhysicsBody]或[GridMap]" +"的[Shape]的索引。\n" +"[code]local_shape[/code] 参数是[PhysicsServer]使用的这个区域的[Shape]的索引。" #: doc/classes/RigidBody.xml:233 doc/classes/RigidBody2D.xml:208 msgid "" @@ -58823,11 +59008,10 @@ msgstr "" "到用户代码的影响。" #: doc/classes/RigidBody.xml:243 -#, fuzzy msgid "" "Static mode. The body behaves like a [StaticBody], and can only move by user " "code." -msgstr "静态模式。物体的行为就像一个[StaticBody3D],只能通过用户代码来移动。" +msgstr "静止模式。实体的行为就像一个[StaticBody],只能通过用户代码移动。" #: doc/classes/RigidBody.xml:246 msgid "" @@ -58835,12 +59019,11 @@ msgid "" msgstr "角色模式。这与刚体的行为类似,但不能旋转。" #: doc/classes/RigidBody.xml:249 -#, fuzzy msgid "" "Kinematic body mode. The body behaves like a [KinematicBody], and can only " "move by user code." msgstr "" -"运动学模式。这个物体的行为就像一个[KinematicBody2D],必须通过代码来移动。" +"运动体模式。这个实体的行为就像一个[KinematicBody],只能通过用户代码来移动。" #: doc/classes/RigidBody2D.xml:4 msgid "A body that is controlled by the 2D physics engine." @@ -58879,17 +59062,15 @@ msgstr "" "也请记住,物理体管理自己的变换,它覆盖了你设置的变换。所以任何直接或间接的变" "换(包括节点或其父体的缩放)将只在编辑器中可见,并在运行时立即重置。\n" "如果你需要覆盖默认的物理行为或者在运行时添加一个变换,你可以写一个自定义的合" -"力。参见[member custom_integrator]。" +"力。参阅[member custom_integrator]。" #: doc/classes/RigidBody2D.xml:15 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/119" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/119" #: doc/classes/RigidBody2D.xml:16 doc/classes/Sprite.xml:10 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/148" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/148" #: doc/classes/RigidBody2D.xml:23 msgid "" @@ -59107,38 +59288,68 @@ msgstr "" "([code]local_shape[/code]) 另一个身体碰撞。" #: doc/classes/RigidBody2D.xml:186 +#, fuzzy msgid "" "Emitted when one of this RigidBody2D's [Shape2D]s collides with another " "[PhysicsBody2D] or [TileMap]'s [Shape2D]s. Requires [member contact_monitor] " "to be set to [code]true[/code] and [member contacts_reported] to be set high " "enough to detect all the collisions. [TileMap]s are detected if the " "[TileSet] has Collision [Shape2D]s.\n" -"[code]body_id[/code] the [RID] of the other [PhysicsBody2D] or [TileSet]'s " +"[code]body_rid[/code] the [RID] of the other [PhysicsBody2D] or [TileSet]'s " "[CollisionObject2D] used by the [Physics2DServer].\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody2D] or [TileMap].\n" -"[code]body_shape[/code] the index of the [Shape2D] of the other " -"[PhysicsBody2D] or [TileMap] used by the [Physics2DServer].\n" -"[code]local_shape[/code] the index of the [Shape2D] of this RigidBody2D used " -"by the [Physics2DServer]." -msgstr "" +"[code]body_shape_index[/code] the index of the [Shape2D] of the other " +"[PhysicsBody2D] or [TileMap] used by the [Physics2DServer]. Get the " +"[CollisionShape2D] node with [code]body." +"shape_owner_get_owner(body_shape_index)[/code].\n" +"[code]local_shape_index[/code] the index of the [Shape2D] of this " +"RigidBody2D used by the [Physics2DServer]. Get the [CollisionShape2D] node " +"with [code]self.shape_owner_get_owner(local_shape_index)[/code]." +msgstr "" +"当[PhysicsBody2D]或[TileMap]的一个[Shape2D]离开这个Area2D的一个[Shape2D]时发" +"出的。需要将监控[member monitoring]设置为[code]true[/code]。如果[TileSet]有碰" +"撞形状[Shape2D]s,就会检测到[TileMap]s。\n" +"[code]body_id[/code] 参数是[Physics2DServer]使用的[PhysicsBody2D]或[TileSet]" +"的[CollisionObject2D]的RID。\n" +"[code]body[/code]参数是[PhysicsBody2D]或[TileMap]的[Node],如果它存在于树中的" +"话。\n" +"[code]body_shape[/code] 参数是[Physics2DServer]使用的[PhysicsBody2D]或" +"[TileMap]的[Shape2D]的索引。\n" +"[code]local_shape[/code] 参数是[Physics2DServer]使用的这个Area2D的[Shape2D]的" +"索引。" #: doc/classes/RigidBody2D.xml:199 +#, fuzzy msgid "" "Emitted when the collision between one of this RigidBody2D's [Shape2D]s and " "another [PhysicsBody2D] or [TileMap]'s [Shape2D]s ends. Requires [member " "contact_monitor] to be set to [code]true[/code] and [member " "contacts_reported] to be set high enough to detect all the collisions. " "[TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.\n" -"[code]body_id[/code] the [RID] of the other [PhysicsBody2D] or [TileSet]'s " +"[code]body_rid[/code] the [RID] of the other [PhysicsBody2D] or [TileSet]'s " "[CollisionObject2D] used by the [Physics2DServer].\n" "[code]body[/code] the [Node], if it exists in the tree, of the other " "[PhysicsBody2D] or [TileMap].\n" -"[code]body_shape[/code] the index of the [Shape2D] of the other " -"[PhysicsBody2D] or [TileMap] used by the [Physics2DServer].\n" -"[code]local_shape[/code] the index of the [Shape2D] of this RigidBody2D used " -"by the [Physics2DServer]." -msgstr "" +"[code]body_shape_index[/code] the index of the [Shape2D] of the other " +"[PhysicsBody2D] or [TileMap] used by the [Physics2DServer]. Get the " +"[CollisionShape2D] node with [code]body." +"shape_owner_get_owner(body_shape_index)[/code].\n" +"[code]local_shape_index[/code] the index of the [Shape2D] of this " +"RigidBody2D used by the [Physics2DServer]. Get the [CollisionShape2D] node " +"with [code]self.shape_owner_get_owner(local_shape_index)[/code]." +msgstr "" +"当[PhysicsBody2D]或[TileMap]的[Shape2D]之一进入此Area2D的[Shape2D]之一时发" +"出。需要将监控[member monitoring]设置为[code]true[/code]。如果[TileSet]有碰撞" +"形状[Shape2D]s,就会检测到[TileMap]s。\n" +"[code]body_id[/code]参数是 [Physics2DServer]使用的[PhysicsBody2D]或[TileSet]" +"的[CollisionObject2D]的RID。\n" +"[code]body[/code]参数是 [PhysicsBody2D]或[TileMap]的[节点],如果它在树上存在" +"的话。\n" +"[code]body_shape[/code] 参数是[Physics2DServer]使用的[PhysicsBody2D]或" +"[TileMap]的[Shape2D]的索引。\n" +"[code]local_shape[/code] 参数是[Physics2DServer]使用的这个Area2D的[Shape2D]的" +"索引。" #: doc/classes/RigidBody2D.xml:215 msgid "" @@ -59522,13 +59733,12 @@ msgid "" msgstr "" #: doc/classes/RootMotionView.xml:11 -#, fuzzy msgid "" "https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree." "html#root-motion" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/animation/animation_tree." -"html" +"https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree." +"html#root-motion" #: doc/classes/RootMotionView.xml:17 msgid "Path to an [AnimationTree] node to use as a basis for root motion." @@ -59540,9 +59750,8 @@ msgid "The grid's cell size in 3D units." msgstr "图块地图的单元大小。" #: doc/classes/RootMotionView.xml:23 -#, fuzzy msgid "The grid's color." -msgstr "线的颜色。" +msgstr "网格的颜色。" #: doc/classes/RootMotionView.xml:26 msgid "" @@ -59596,7 +59805,7 @@ msgid "" "Returns the connection flags for the signal at [code]idx[/code]. See [enum " "Object.ConnectFlags] constants." msgstr "" -"返回[code]idx[/code]处的信号的连接标志。参见[enum Object.ConnectFlags]常数。" +"返回[code]idx[/code]处的信号的连接标志。参阅[enum Object.ConnectFlags]常数。" #: doc/classes/SceneState.xml:38 msgid "Returns the method connected to the signal at [code]idx[/code]." @@ -59771,22 +59980,20 @@ msgstr "" "[SceneTree]是场景使用的默认[MainLoop]实现,因此负责游戏的循环。" #: doc/classes/SceneTree.xml:12 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/getting_started/step_by_step/scene_tree." "html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/getting_started/step_by_step/" -"scene_tree.html" +"https://docs.godotengine.org/en/3.4/getting_started/step_by_step/scene_tree." +"html" #: doc/classes/SceneTree.xml:13 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/viewports/multiple_resolutions." "html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/viewports/" -"multiple_resolutions.html" +"https://docs.godotengine.org/en/3.4/tutorials/viewports/multiple_resolutions." +"html" #: doc/classes/SceneTree.xml:21 msgid "" @@ -59796,27 +60003,31 @@ msgid "" "[constant GROUP_CALL_DEFAULT] flag.\n" "[b]Note:[/b] [code]method[/code] may only have 5 arguments at most (7 " "arguments passed to this method in total).\n" +"[b]Note:[/b] Due to design limitations, [method call_group] will fail " +"silently if one of the arguments is [code]null[/code].\n" "[b]Note:[/b] [method call_group] will always call methods with an one-frame " "delay, in a way similar to [method Object.call_deferred]. To call methods " "immediately, use [method call_group_flags] with the [constant " "GROUP_CALL_REALTIME] flag." msgstr "" -#: doc/classes/SceneTree.xml:32 +#: doc/classes/SceneTree.xml:33 msgid "" "Calls [code]method[/code] on each member of the given group, respecting the " "given [enum GroupCallFlags]. You can pass arguments to [code]method[/code] " "by specifying them at the end of the method call.\n" "[b]Note:[/b] [code]method[/code] may only have 5 arguments at most (8 " "arguments passed to this method in total).\n" +"[b]Note:[/b] Due to design limitations, [method call_group_flags] will fail " +"silently if one of the arguments is [code]null[/code].\n" "[codeblock]\n" +"# Call the method immediately and in reverse order.\n" "get_tree().call_group_flags(SceneTree.GROUP_CALL_REALTIME | SceneTree." -"GROUP_CALL_REVERSE, \"bases\", \"destroy\") # Call the method immediately " -"and in reverse order.\n" +"GROUP_CALL_REVERSE, \"bases\", \"destroy\")\n" "[/codeblock]" msgstr "" -#: doc/classes/SceneTree.xml:43 +#: doc/classes/SceneTree.xml:46 #, fuzzy msgid "" "Changes the running scene to the one at the given [code]path[/code], after " @@ -59833,7 +60044,7 @@ msgstr "" "成功时返回[constant OK],如果[code]path[/code]不能被加载到一个[PackedScene]" "中,则返回[constant ERR_CANT_CREATE],如果该场景不能被实例化。" -#: doc/classes/SceneTree.xml:52 +#: doc/classes/SceneTree.xml:55 #, fuzzy msgid "" "Changes the running scene to a new instance of the given [PackedScene].\n" @@ -59847,7 +60058,7 @@ msgstr "" "成功时返回[constant OK],如果场景不能被实例化,则返回[constant " "ERR_CANT_CREATE]。" -#: doc/classes/SceneTree.xml:62 +#: doc/classes/SceneTree.xml:65 #, fuzzy msgid "" "Returns a [SceneTreeTimer] which will [signal SceneTreeTimer.timeout] after " @@ -59874,49 +60085,49 @@ msgstr "" " print(\"end\")\n" "[/codeblock]" -#: doc/classes/SceneTree.xml:76 +#: doc/classes/SceneTree.xml:79 msgid "" "Returns the current frame number, i.e. the total frame count since the " "application started." msgstr "返回当前的帧数,即自应用程序启动以来的总帧数。" -#: doc/classes/SceneTree.xml:82 +#: doc/classes/SceneTree.xml:85 msgid "" "Returns the peer IDs of all connected peers of this [SceneTree]'s [member " "network_peer]." msgstr "" "返回此 [SceneTree] 的 [member network_peer] 的所有连接对等方的对等 ID。" -#: doc/classes/SceneTree.xml:88 +#: doc/classes/SceneTree.xml:91 msgid "Returns the unique peer ID of this [SceneTree]'s [member network_peer]." msgstr "返回此 [SceneTree] 的 [member network_peer] 的唯一对等 ID。" -#: doc/classes/SceneTree.xml:94 +#: doc/classes/SceneTree.xml:97 msgid "Returns the number of nodes in this [SceneTree]." msgstr "返回此[SceneTree]中的节点数。" -#: doc/classes/SceneTree.xml:101 +#: doc/classes/SceneTree.xml:104 msgid "Returns a list of all nodes assigned to the given group." msgstr "返回一个分配给给定组的所有节点的列表。" -#: doc/classes/SceneTree.xml:107 +#: doc/classes/SceneTree.xml:110 msgid "Returns the sender's peer ID for the most recently received RPC call." msgstr "返回最近收到的RPC调用的发送者的对等ID。" -#: doc/classes/SceneTree.xml:114 +#: doc/classes/SceneTree.xml:117 msgid "Returns [code]true[/code] if the given group exists." msgstr "如果给定的组存在,返回[code]true[/code]。" -#: doc/classes/SceneTree.xml:126 +#: doc/classes/SceneTree.xml:129 #, fuzzy msgid "" "Returns [code]true[/code] if the most recent [InputEvent] was marked as " "handled with [method set_input_as_handled]." msgstr "" -"如果节点正在处理未被处理的输入(参见[方法set_process_unhandled_input]),则返回" +"如果节点正在处理未被处理的输入(参阅[方法set_process_unhandled_input]),则返回" "[code]true[/code]。" -#: doc/classes/SceneTree.xml:132 +#: doc/classes/SceneTree.xml:135 msgid "" "Returns [code]true[/code] if this [SceneTree]'s [member network_peer] is in " "server mode (listening for connections)." @@ -59924,11 +60135,11 @@ msgstr "" "如果此 [SceneTree] 的 [member network_peer] 处于服务器模式(侦听连接),则返" "回 [code]true[/code]。" -#: doc/classes/SceneTree.xml:140 +#: doc/classes/SceneTree.xml:143 msgid "Sends the given notification to all members of the [code]group[/code]." msgstr "将给定的通知发送给 [code] group [/code] 的所有成员。" -#: doc/classes/SceneTree.xml:149 +#: doc/classes/SceneTree.xml:152 msgid "" "Sends the given notification to all members of the [code]group[/code], " "respecting the given [enum GroupCallFlags]." @@ -59936,13 +60147,13 @@ msgstr "" "将给定的通知发送给 [code] group [/code] 的所有成员,遵从给定的 [enum " "GroupCallFlags]。" -#: doc/classes/SceneTree.xml:156 +#: doc/classes/SceneTree.xml:159 msgid "" "Queues the given object for deletion, delaying the call to [method Object." "free] to after the current frame." msgstr "将给定的对象排队准备删除,即在当前帧之后调用 [method Object.free] 。" -#: doc/classes/SceneTree.xml:163 +#: doc/classes/SceneTree.xml:166 #, fuzzy msgid "" "Quits the application at the end of the current iteration. A process " @@ -59957,7 +60168,7 @@ msgstr "" "[code]0[/code] 或更大,它将覆盖在退出应用程序之前定义的 [member OS." "exit_code]。" -#: doc/classes/SceneTree.xml:170 +#: doc/classes/SceneTree.xml:173 msgid "" "Reloads the currently active scene.\n" "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member " @@ -59971,16 +60182,16 @@ msgstr "" "[PackedScene] 中,则返回 [constant ERR_CANT_OPEN],如果场景无法加载,则返回 " "[constant ERR_CANT_CREATE]。" -#: doc/classes/SceneTree.xml:178 +#: doc/classes/SceneTree.xml:181 msgid "" "If [code]true[/code], the application automatically accepts quitting. " "Enabled by default.\n" "For mobile platforms, see [method set_quit_on_go_back]." msgstr "" "如果[code]true[/code],应用程序自动接受退出。默认启用。\n" -"对于移动平台,请参见 [method set_quit_on_go_back]。" +"对于移动平台,请参阅 [method set_quit_on_go_back]。" -#: doc/classes/SceneTree.xml:188 +#: doc/classes/SceneTree.xml:191 msgid "" "Sets the given [code]property[/code] to [code]value[/code] on all members of " "the given group." @@ -59988,7 +60199,7 @@ msgstr "" "在给定组的所有成员上将给定的 [code] property [/code] 设置为 [code] value [/" "code]。" -#: doc/classes/SceneTree.xml:198 +#: doc/classes/SceneTree.xml:201 msgid "" "Sets the given [code]property[/code] to [code]value[/code] on all members of " "the given group, respecting the given [enum GroupCallFlags]." @@ -59996,12 +60207,12 @@ msgstr "" "将给定的 [code] property [/code] 设置为给定组的所有成员的 [code] value [/" "code],尊重给定的 [enum GroupCallFlags]。" -#: doc/classes/SceneTree.xml:204 +#: doc/classes/SceneTree.xml:207 #, fuzzy msgid "Marks the most recent [InputEvent] as handled." msgstr "将快捷方式的 [InputEvent] 作为 [String] 返回。" -#: doc/classes/SceneTree.xml:211 +#: doc/classes/SceneTree.xml:214 #, fuzzy msgid "" "If [code]true[/code], the application quits automatically on going back (e." @@ -60014,24 +60225,24 @@ msgstr "" "要在禁用此选项时处理“返回”按钮,请使用 [constant DisplayServer." "WINDOW_EVENT_GO_BACK_REQUEST]。" -#: doc/classes/SceneTree.xml:222 +#: doc/classes/SceneTree.xml:225 msgid "" "Configures screen stretching to the given [enum StretchMode], [enum " "StretchAspect], minimum size and [code]scale[/code]." msgstr "" -#: doc/classes/SceneTree.xml:228 +#: doc/classes/SceneTree.xml:231 msgid "The current scene." msgstr "当前场景。" -#: doc/classes/SceneTree.xml:231 +#: doc/classes/SceneTree.xml:234 msgid "" "If [code]true[/code], collision shapes will be visible when running the game " "from the editor for debugging purposes." msgstr "" "如果 [code]true[/code],以调试为目的从编辑器运行游戏时,碰撞形状将是可见的。" -#: doc/classes/SceneTree.xml:234 +#: doc/classes/SceneTree.xml:237 msgid "" "If [code]true[/code], navigation polygons will be visible when running the " "game from the editor for debugging purposes." @@ -60039,15 +60250,15 @@ msgstr "" "如果 [code]true[/code],以调试为目的从编辑器运行游戏时,导航多边形将是可见" "的。" -#: doc/classes/SceneTree.xml:237 +#: doc/classes/SceneTree.xml:240 msgid "The root of the edited scene." msgstr "编辑场景的根。" -#: doc/classes/SceneTree.xml:240 +#: doc/classes/SceneTree.xml:243 msgid "The default [MultiplayerAPI] instance for this [SceneTree]." msgstr "此 [SceneTree] 的默认 [MultiplayerAPI] 实例。" -#: doc/classes/SceneTree.xml:243 +#: doc/classes/SceneTree.xml:246 msgid "" "If [code]true[/code] (default value), enables automatic polling of the " "[MultiplayerAPI] for this SceneTree during [signal idle_frame].\n" @@ -60063,7 +60274,7 @@ msgstr "" "数据包并投递RPCs/RSETs。这允许在不同的循环(例如物理、线程、特定时间步长)中" "运行 RPC/RSET,并在从线程访问 [MultiplayerAPI] 时进行手动 [Mutex] 保护。" -#: doc/classes/SceneTree.xml:247 +#: doc/classes/SceneTree.xml:250 msgid "" "The peer object to handle the RPC system (effectively enabling networking " "when set). Depending on the peer itself, the [SceneTree] will become a " @@ -60079,7 +60290,7 @@ msgstr "" "认设置为继承网络模式。与网络相关的事件(连接、断开连接、新客户端)的处理是通" "过连接到 [SceneTree] 的信号来完成的。" -#: doc/classes/SceneTree.xml:250 +#: doc/classes/SceneTree.xml:253 #, fuzzy msgid "" "If [code]true[/code], the [SceneTree] is paused. Doing so will have the " @@ -60094,7 +60305,7 @@ msgstr "" "- [method Node._process]、[method Node._physics_process] 和[method Node." "_input] 将不再在节点中调用。" -#: doc/classes/SceneTree.xml:255 +#: doc/classes/SceneTree.xml:258 msgid "" "If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new " "incoming connections." @@ -60102,17 +60313,17 @@ msgstr "" "如果 [code]true[/code],则 [SceneTree] 的 [member network_peer] 拒绝新的传入" "连接。" -#: doc/classes/SceneTree.xml:258 +#: doc/classes/SceneTree.xml:261 #, fuzzy msgid "The [SceneTree]'s root [Viewport]." msgstr "[SceneTree] 的根 [Window]。" -#: doc/classes/SceneTree.xml:261 +#: doc/classes/SceneTree.xml:264 #, fuzzy msgid "If [code]true[/code], font oversampling is used." msgstr "如果[code]true[/code],则启用法线映射。" -#: doc/classes/SceneTree.xml:267 +#: doc/classes/SceneTree.xml:270 msgid "" "Emitted whenever this [SceneTree]'s [member network_peer] successfully " "connected to a server. Only emitted on clients." @@ -60120,7 +60331,7 @@ msgstr "" "当这个[SceneTree]的[member network_peer]成功连接到一个服务器时发出。只在客户" "端发出。" -#: doc/classes/SceneTree.xml:272 +#: doc/classes/SceneTree.xml:275 msgid "" "Emitted whenever this [SceneTree]'s [member network_peer] fails to establish " "a connection to a server. Only emitted on clients." @@ -60128,7 +60339,7 @@ msgstr "" "每当此 [SceneTree] 的 [member network_peer] 无法与服务器建立连接时发出。仅在" "客户端上发出。" -#: doc/classes/SceneTree.xml:279 +#: doc/classes/SceneTree.xml:282 msgid "" "Emitted when files are dragged from the OS file manager and dropped in the " "game window. The arguments are a list of file paths and the identifier of " @@ -60137,18 +60348,18 @@ msgstr "" "当文件从操作系统的文件管理器中被拖到游戏窗口中时发出。参数是一个文件路径列表" "和拖动文件的屏幕标识符。" -#: doc/classes/SceneTree.xml:286 +#: doc/classes/SceneTree.xml:289 #, fuzzy msgid "Emitted whenever global menu item is clicked." msgstr "当项目被选中时触发。" -#: doc/classes/SceneTree.xml:291 +#: doc/classes/SceneTree.xml:294 msgid "" "Emitted immediately before [method Node._process] is called on every node in " "the [SceneTree]." msgstr "在对[SceneTree]中的每个节点调用[method Node._process]之前立即发出。" -#: doc/classes/SceneTree.xml:297 +#: doc/classes/SceneTree.xml:300 msgid "" "Emitted whenever this [SceneTree]'s [member network_peer] connects with a " "new peer. ID is the peer ID of the new peer. Clients get notified when other " @@ -60159,7 +60370,7 @@ msgstr "" "等体的对等体ID。当其他客户端连接到同一个服务器时,客户端会得到通知。当连接到" "一个服务器时,客户端也会收到该服务器的这个信号(ID为1)。" -#: doc/classes/SceneTree.xml:303 +#: doc/classes/SceneTree.xml:306 msgid "" "Emitted whenever this [SceneTree]'s [member network_peer] disconnects from a " "peer. Clients get notified when other clients disconnect from the same " @@ -60168,25 +60379,25 @@ msgstr "" "每当此 [SceneTree] 的 [member network_peer] 与对等方断开连接时发出。当其他客" "户端与同一服务器断开连接时,客户端会收到通知。" -#: doc/classes/SceneTree.xml:309 +#: doc/classes/SceneTree.xml:312 msgid "Emitted whenever a node is added to the [SceneTree]." msgstr "当将节点添加到 [SceneTree] 时发出。" -#: doc/classes/SceneTree.xml:315 +#: doc/classes/SceneTree.xml:318 msgid "" "Emitted when a node's configuration changed. Only emitted in [code]tool[/" "code] mode." msgstr "当节点的配置更改时发出。仅在 [code]tool[/code] 模式下发射。" -#: doc/classes/SceneTree.xml:321 +#: doc/classes/SceneTree.xml:324 msgid "Emitted whenever a node is removed from the [SceneTree]." msgstr "当从 [SceneTree] 中删除节点时发出。" -#: doc/classes/SceneTree.xml:327 +#: doc/classes/SceneTree.xml:330 msgid "Emitted whenever a node is renamed." msgstr "当节点重命名时发出。" -#: doc/classes/SceneTree.xml:332 +#: doc/classes/SceneTree.xml:335 msgid "" "Emitted immediately before [method Node._physics_process] is called on every " "node in the [SceneTree]." @@ -60194,13 +60405,13 @@ msgstr "" "在 [SceneTree] 中的每个节点上调用 [method Node._physics_process] 之前立即发" "出。" -#: doc/classes/SceneTree.xml:337 +#: doc/classes/SceneTree.xml:340 msgid "" "Emitted when the screen resolution (fullscreen) or window size (windowed) " "changes." msgstr "" -#: doc/classes/SceneTree.xml:342 +#: doc/classes/SceneTree.xml:345 msgid "" "Emitted whenever this [SceneTree]'s [member network_peer] disconnected from " "server. Only emitted on clients." @@ -60208,68 +60419,67 @@ msgstr "" "当此 [SceneTree] 的 [member network_peer] 与服务器断开连接时发出。仅在客户端" "上发出。" -#: doc/classes/SceneTree.xml:347 +#: doc/classes/SceneTree.xml:350 msgid "" "Emitted whenever the [SceneTree] hierarchy changed (children being moved or " "renamed, etc.)." msgstr "当 [SceneTree] 层次结构发生变化(移动或重命名子项等)时发出。" -#: doc/classes/SceneTree.xml:353 +#: doc/classes/SceneTree.xml:356 msgid "Call a group with no flags (default)." msgstr "调用没有标志的组(默认)。" -#: doc/classes/SceneTree.xml:356 +#: doc/classes/SceneTree.xml:359 msgid "Call a group in reverse scene order." msgstr "以相反的场景顺序调用组。" -#: doc/classes/SceneTree.xml:359 +#: doc/classes/SceneTree.xml:362 msgid "Call a group immediately (calls are normally made on idle)." msgstr "立即调用一个组(调用通常在空闲时进行)。" -#: doc/classes/SceneTree.xml:362 +#: doc/classes/SceneTree.xml:365 msgid "Call a group only once even if the call is executed many times." msgstr "即使调用多次执行,也只调用一次组。" -#: doc/classes/SceneTree.xml:365 -#, fuzzy +#: doc/classes/SceneTree.xml:368 msgid "No stretching." -msgstr "停止监听。" +msgstr "未拉伸。" -#: doc/classes/SceneTree.xml:368 +#: doc/classes/SceneTree.xml:371 msgid "Render stretching in higher resolution (interpolated)." -msgstr "" +msgstr "以更高的分辨率渲染拉伸(插值)。" -#: doc/classes/SceneTree.xml:371 +#: doc/classes/SceneTree.xml:374 msgid "" "Keep the specified display resolution. No interpolation. Content may appear " "pixelated." msgstr "" -#: doc/classes/SceneTree.xml:374 +#: doc/classes/SceneTree.xml:377 msgid "" "Fill the window with the content stretched to cover excessive space. Content " "may appear stretched." msgstr "" -#: doc/classes/SceneTree.xml:377 +#: doc/classes/SceneTree.xml:380 msgid "" "Retain the same aspect ratio by padding with black bars on either axis. This " "prevents distortion." msgstr "" -#: doc/classes/SceneTree.xml:380 +#: doc/classes/SceneTree.xml:383 msgid "" "Expand vertically. Left/right black bars may appear if the window is too " "wide." msgstr "" -#: doc/classes/SceneTree.xml:383 +#: doc/classes/SceneTree.xml:386 msgid "" "Expand horizontally. Top/bottom black bars may appear if the window is too " "tall." msgstr "" -#: doc/classes/SceneTree.xml:386 +#: doc/classes/SceneTree.xml:389 msgid "" "Expand in both directions, retaining the same aspect ratio. This prevents " "distortion while avoiding black bars." @@ -60292,7 +60502,7 @@ msgid "" " print(\"Timer ended.\")\n" "[/codeblock]" msgstr "" -"一个由场景树管理的一次性定时器,它在完成时发出[signal timeout]。也请参见" +"一个由场景树管理的一次性定时器,它在完成时发出[signal timeout]。也请参阅" "[method SceneTree.create_timer]。\n" "与[Timer]相反,它不需要实例化节点。常用于创建一个一次性的延迟定时器,如下面的" "例子。\n" @@ -60307,7 +60517,7 @@ msgstr "" msgid "The time remaining." msgstr "剩余时间。" -#: doc/classes/SceneTreeTimer.xml:28 doc/classes/Timer.xml:60 +#: doc/classes/SceneTreeTimer.xml:28 doc/classes/Timer.xml:61 msgid "Emitted when the timer reaches 0." msgstr "当计时器到 0 时发出。" @@ -60328,13 +60538,12 @@ msgstr "" "的基类之一相匹配,[method Object.set_script] 会扩展该对象。" #: doc/classes/Script.xml:11 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/getting_started/step_by_step/scripting." "html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/getting_started/step_by_step/" -"scripting.html" +"https://docs.godotengine.org/en/3.4/getting_started/step_by_step/scripting." +"html" #: doc/classes/Script.xml:17 msgid "Returns [code]true[/code] if the script can be instanced." @@ -60546,14 +60755,23 @@ msgstr "" #: doc/classes/ScrollContainer.xml:22 msgid "" -"Returns the horizontal scrollbar [HScrollBar] of this [ScrollContainer]." -msgstr "返回此 [ScrollContainer] 的水平滚动条 [HScrollBar]。" +"Returns the horizontal scrollbar [HScrollBar] of this [ScrollContainer].\n" +"[b]Warning:[/b] This is a required internal node, removing and freeing it " +"may cause a crash. If you wish to disable the horizontal scrollbar, use " +"[member scroll_horizontal_enabled]. If you want to only hide it instead, use " +"its [member CanvasItem.visible] property." +msgstr "" -#: doc/classes/ScrollContainer.xml:28 -msgid "Returns the vertical scrollbar [VScrollBar] of this [ScrollContainer]." -msgstr "返回此 [ScrollContainer] 的垂直滚动条 [VScrollBar]。" +#: doc/classes/ScrollContainer.xml:29 +msgid "" +"Returns the vertical scrollbar [VScrollBar] of this [ScrollContainer].\n" +"[b]Warning:[/b] This is a required internal node, removing and freeing it " +"may cause a crash. If you wish to disable the vertical scrollbar, use " +"[member scroll_vertical_enabled]. If you want to only hide it instead, use " +"its [member CanvasItem.visible] property." +msgstr "" -#: doc/classes/ScrollContainer.xml:34 +#: doc/classes/ScrollContainer.xml:36 msgid "" "If [code]true[/code], the ScrollContainer will automatically scroll to " "focused children (including indirect children) to make sure they are fully " @@ -60562,31 +60780,31 @@ msgstr "" "如果 [code]true[/code],则 ScrollContainer 将自动滚动到获得焦点的子项(包括间" "接子项)以确保它们完全可见。" -#: doc/classes/ScrollContainer.xml:40 +#: doc/classes/ScrollContainer.xml:42 msgid "The current horizontal scroll value." msgstr "当前水平滚动值。" -#: doc/classes/ScrollContainer.xml:43 +#: doc/classes/ScrollContainer.xml:45 msgid "If [code]true[/code], enables horizontal scrolling." msgstr "如果 [code]true[/code],启用水平滚动。" -#: doc/classes/ScrollContainer.xml:46 +#: doc/classes/ScrollContainer.xml:48 msgid "The current vertical scroll value." msgstr "当前垂直滚动值。" -#: doc/classes/ScrollContainer.xml:49 +#: doc/classes/ScrollContainer.xml:51 msgid "If [code]true[/code], enables vertical scrolling." msgstr "如果 [code]true[/code],则启用垂直滚动。" -#: doc/classes/ScrollContainer.xml:55 +#: doc/classes/ScrollContainer.xml:57 msgid "Emitted when scrolling stops." msgstr "滚动停止时发出。" -#: doc/classes/ScrollContainer.xml:60 +#: doc/classes/ScrollContainer.xml:62 msgid "Emitted when scrolling is started." msgstr "滚动开始时发出。" -#: doc/classes/ScrollContainer.xml:68 +#: doc/classes/ScrollContainer.xml:70 msgid "The background [StyleBox] of the [ScrollContainer]." msgstr "[ScrollContainer] 的背景 [StyleBox]。" @@ -60666,18 +60884,16 @@ msgstr "" "链接的教程。" #: doc/classes/Shader.xml:10 doc/classes/ShaderMaterial.xml:11 -#, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/shading/index.html" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/shading/index.html" +msgstr "https://docs.godotengine.org/en/3.4/tutorials/shading/index.html" #: doc/classes/Shader.xml:11 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/shading/your_first_shader/" "what_are_shaders.html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/shading/" -"your_first_shader/what_are_shaders.html" +"https://docs.godotengine.org/en/3.4/tutorials/shading/your_first_shader/" +"what_are_shaders.html" #: doc/classes/Shader.xml:18 msgid "" @@ -60783,14 +60999,13 @@ msgid "" msgstr "返回具有给定 [code] name [/code] 的材质属性的默认值。" #: doc/classes/ShaderMaterial.xml:40 -#, fuzzy msgid "" "Changes the value set for this material of a uniform in the shader.\n" "[b]Note:[/b] [code]param[/code] must match the name of the uniform in the " "code exactly." msgstr "" -"改变着色器中uniform的材质的值。[b]注意:[/b] [code]param[/code]必须与代码中的" -"uniform名称完全匹配。" +"改变着色器中材质的uniform值。\n" +"[b]注意:[/b] [code]param[/code]必须与代码中的uniform名称完全匹配。" #: doc/classes/ShaderMaterial.xml:47 msgid "The [Shader] program used to render this material." @@ -60962,7 +61177,7 @@ msgid "" "with respect to skeleton, so it not the actual global/world transform of the " "bone." msgstr "" -"Skeleton3D 提供了用于管理骨骼的分层界面,包括姿势、休息和动画(参见 " +"Skeleton3D 提供了用于管理骨骼的分层界面,包括姿势、休息和动画(参阅 " "[Animation])。它还可以使用布娃娃物理(ragdoll physics)。\n" "骨骼相对于骨架的整体变换由以下层次顺序确定:静止姿势、自定义姿势和姿势。\n" "请注意,下面的“全局姿势”是指骨骼相对于骨骼的整体变换,因此它不是骨骼的实际全" @@ -61078,12 +61293,10 @@ msgstr "" "项的休息姿势的引用,并作为对其骨骼的单一访问点。" #: doc/classes/Skeleton2D.xml:10 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/animation/2d_skeletons.html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/animation/2d_skeletons." -"html" +"https://docs.godotengine.org/en/3.4/tutorials/animation/2d_skeletons.html" #: doc/classes/Skeleton2D.xml:17 msgid "" @@ -61410,20 +61623,16 @@ msgstr "" "一个可变形的物理体。用于创建弹性或可变形的物体,如布、橡胶或其他柔性材料。" #: doc/classes/SoftBody.xml:10 -#, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/physics/soft_body.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/physics/soft_body.html" +msgstr "https://docs.godotengine.org/en/3.4/tutorials/physics/soft_body.html" #: doc/classes/SoftBody.xml:44 -#, fuzzy msgid "Returns local translation of a vertex in the surface array." -msgstr "返回当前地域对指定信息,即key的翻译。" +msgstr "返回表面数组中顶点的局部平移。" #: doc/classes/SoftBody.xml:51 -#, fuzzy msgid "Returns [code]true[/code] if vertex is set to pinned." -msgstr "如果定时器被停止,返回[code]true[/code]。" +msgstr "如果顶点设置为固定,则返回 [code]true[/code]。" #: doc/classes/SoftBody.xml:83 msgid "" @@ -61431,9 +61640,11 @@ msgid "" "the optional [code]attachment_path[/code] can define a [Spatial] the pinned " "vertex will be attached to." msgstr "" +"设置表面顶点的固定状态。当设置为 [code] true [/code] 时,可选的" +"[code]attachment_path[/code]可以定义一个空间[Spatial],被固定的顶点将连接到这" +"个空间。" #: doc/classes/SoftBody.xml:91 -#, fuzzy msgid "" "The physics layers this SoftBody is in.\n" "Collidable objects can exist in any of 32 different layers. These layers " @@ -61446,12 +61657,14 @@ msgid "" "html#collision-layers-and-masks]Collision layers and masks[/url] in the " "documentation for more information." msgstr "" -"SoftBody3D 所在的物理层。\n" -"可碰撞对象可以存在于 32 个不同层中的任何层中。这些层像标记系统一样工作,而不" -"是可视化的。 collidable 可以使用这些层来选择它可以与哪些对象发生碰撞,使用" -"collids_mask 属性。\n" -"如果对象 A 位于对象 B 扫描的任何层中,或者对象 B 位于对象 A 扫描的任何层中," -"则会检测到接触。" +"这个SoftBody所处的物理层。\n" +"可碰撞的物体可以存在于32个不同层中的任何一个。这些层的工作就像一个标签系统," +"并不是可视化的。一个可碰撞物体可以使用这些层来选择它可以与哪些物体碰撞,使用" +"collision_mask属性。\n" +"如果对象A在对象B所扫描的任何层中,或者对象B在对象A所扫描的任何层中,就会检测" +"到接触。更多信息请参见文档中的[url=https://docs.godotengine.org/en/3.4/" +"tutorials/physics/physics_introduction.html#collision-layers-and-masks]碰撞层" +"和掩码[/url]。" #: doc/classes/SoftBody.xml:96 msgid "" @@ -61487,9 +61700,8 @@ msgid "" msgstr "增加这个值会改善模拟结果,但会影响性能。使用时要注意。" #: doc/classes/SoftBody.xml:121 -#, fuzzy msgid "The SoftBody's mass." -msgstr "SoftBody3D的质量。" +msgstr "软体的质量。" #: doc/classes/Spatial.xml:4 msgid "Most basic 3D game object, parent of all 3D-related nodes." @@ -61522,34 +61734,27 @@ msgstr "" "要将度数转换为弧度,请使用[method @GDScript.deg2rad]。" #: doc/classes/Spatial.xml:12 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/3d/introduction_to_3d.html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/3d/introduction_to_3d." -"html" +"https://docs.godotengine.org/en/3.4/tutorials/3d/introduction_to_3d.html" #: doc/classes/Spatial.xml:13 doc/classes/Vector3.xml:16 -#, fuzzy msgid "https://github.com/godotengine/godot-demo-projects/tree/master/3d" -msgstr "" -"https://github.com/godotengine/godot-demo-projects/tree/master/audio/" -"generator" +msgstr "https://github.com/godotengine/godot-demo-projects/tree/master/3d" #: doc/classes/Spatial.xml:25 -#, fuzzy msgid "" "Returns the parent [Spatial], or an empty [Object] if no parent exists or " "parent is not of type [Spatial]." msgstr "" -"返回父节点[Node3D],如果不存在父节点或者父节点不是[Node3D]类型,则返回空的" -"[Object]。" +"返回父对象 [Spatial],如果不存在父对象或父对象不是 [Spatial] 类型,则返回一个" +"空的 [Object]。" #: doc/classes/Spatial.xml:31 -#, fuzzy msgid "" "Returns the current [World] resource this [Spatial] node is registered to." -msgstr "返回这个[Node3D]节点所注册的当前[World3D]资源。" +msgstr "返回此 [Spatial] 节点所注册的当前 [World] 资源。" #: doc/classes/Spatial.xml:39 msgid "" @@ -61888,10 +62093,8 @@ msgstr "" "下面的教程。" #: doc/classes/SpatialMaterial.xml:10 -#, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/3d/spatial_material.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/3d/spatial_material.html" +msgstr "https://docs.godotengine.org/en/3.4/tutorials/3d/spatial_material.html" #: doc/classes/SpatialMaterial.xml:17 msgid "Returns [code]true[/code], if the specified [enum Feature] is enabled." @@ -61902,7 +62105,7 @@ msgid "" "Returns [code]true[/code], if the specified flag is enabled. See [enum " "Flags] enumerator for options." msgstr "" -"如果指定的标志被启用,返回 [code]true[/code]。参见 [enum Flags] 枚举器的选" +"如果指定的标志被启用,返回 [code]true[/code]。参阅 [enum Flags] 枚举器的选" "项。" #: doc/classes/SpatialMaterial.xml:31 @@ -61934,7 +62137,7 @@ msgid "" msgstr "" "如果 [code]true[/code],启用指定的标志。标志是可选的行为,可以打开和关闭。使" "用该函数一次只能启用一个标志,不能将标志枚举器进行位掩码,以一次启用或禁用多" -"个标志。也可以通过将相应的成员设置为[code]true[/code]来启用标志。选项参见 " +"个标志。也可以通过将相应的成员设置为[code]true[/code]来启用标志。选项参阅 " "[enum Flags] 枚举器。" #: doc/classes/SpatialMaterial.xml:55 @@ -62120,7 +62323,7 @@ msgid "" "Specifies how the [member detail_albedo] should blend with the current " "[code]ALBEDO[/code]. See [enum BlendMode] for options." msgstr "" -"指定 [member detail_albedo] 应如何与当前 [code]ALBEDO[/code] 混合。参见 " +"指定 [member detail_albedo] 应如何与当前 [code]ALBEDO[/code] 混合。参阅 " "[enum BlendMode] 选项。" #: doc/classes/SpatialMaterial.xml:135 @@ -62159,7 +62362,7 @@ msgid "" "Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail " "layer. See [enum DetailUV] for options." msgstr "" -"指定细节层是使用[code]UV[/code]还是[code]UV2[/code]。选项请参见[enum " +"指定细节层是使用[code]UV[/code]还是[code]UV2[/code]。选项请参阅[enum " "DetailUV]。" #: doc/classes/SpatialMaterial.xml:148 @@ -62191,7 +62394,7 @@ msgstr "指定要使用的淡入淡出类型。可以是任何一个[enum Distan #: doc/classes/SpatialMaterial.xml:159 msgid "The emitted light's color. See [member emission_enabled]." -msgstr "发出的光的颜色。参见[member emission_enabled]。" +msgstr "发出的光的颜色。参阅[member emission_enabled]。" #: doc/classes/SpatialMaterial.xml:162 #, fuzzy @@ -62206,7 +62409,7 @@ msgstr "" #: doc/classes/SpatialMaterial.xml:165 msgid "The emitted light's strength. See [member emission_enabled]." -msgstr "发出的光的强度。参见[member emission_enabled]。" +msgstr "发出的光的强度。参阅[member emission_enabled]。" #: doc/classes/SpatialMaterial.xml:168 msgid "Use [code]UV2[/code] to read from the [member emission_texture]." @@ -62218,7 +62421,7 @@ msgid "" "either add or multiply. See [enum EmissionOperator] for options." msgstr "" "设置[member emission]与[member emission_texture]的交互方式。可以是加法或乘" -"法。选项参见 [enum EmissionOperator] 。" +"法。选项参阅 [enum EmissionOperator] 。" #: doc/classes/SpatialMaterial.xml:174 msgid "Texture that specifies how much surface emits light at a given point." @@ -62290,8 +62493,8 @@ msgid "" "AR." msgstr "" "如果 [code]true[/code],启用 \"阴影到不透明度 \"的渲染模式,在该模式下,光照" -"会修改 alpha,使阴影区域不透明,非阴影区域透明。对于在AR中把阴影叠加到摄像机" -"画面上很有用。" +"会修改 alpha,使阴影区域不透明,非阴影区域透明。对于在AR中把阴影叠加到相机画" +"面上很有用。" #: doc/classes/SpatialMaterial.xml:208 msgid "" @@ -62385,7 +62588,7 @@ msgid "" msgstr "" "纹理用于指定给定像素的法线。[code]normal_texture[/code] 只使用红色和绿色通" "道。从[code]normal_texture[/code]读取的法线是围绕[Mesh]提供的表面法线的。\n" -"[b]注意:[/b] Godot希望法线图使用X+、Y-和Z+坐标。参见[url=http://wiki." +"[b]注意:[/b] Godot希望法线图使用X+、Y-和Z+坐标。参阅[url=http://wiki." "polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url],以了" "解流行引擎所期望的法线图坐标的比较。" @@ -62421,14 +62624,14 @@ msgid "" "transparent pipeline. See [enum BlendMode]." msgstr "" "材质的混合模式。\n" -"[b]注意:[/b]除 [code]Mix[/code] 以外的值会强制对象进入透明管道。参见 [enum " +"[b]注意:[/b]除 [code]Mix[/code] 以外的值会强制对象进入透明管道。参阅 [enum " "BlendMode]。" #: doc/classes/SpatialMaterial.xml:252 msgid "" "Which side of the object is not drawn when backfaces are rendered. See [enum " "CullMode]." -msgstr "渲染背面时,不绘制对象的哪一面。参见 [enum CullMode]。" +msgstr "渲染背面时,不绘制对象的哪一面。参阅 [enum CullMode]。" #: doc/classes/SpatialMaterial.xml:255 #, fuzzy @@ -62436,20 +62639,20 @@ msgid "" "Determines when depth rendering takes place. See [enum DepthDrawMode]. See " "also [member flags_transparent]." msgstr "" -"确定何时进行深度渲染。参见 [enum DepthDrawMode]。也请参见 [member " +"确定何时进行深度渲染。参阅 [enum DepthDrawMode]。也请参阅 [member " "transparency]。" #: doc/classes/SpatialMaterial.xml:258 msgid "" "The algorithm used for diffuse light scattering. See [enum DiffuseMode]." -msgstr "用于漫射光散射的算法。参见[enum DiffuseMode]。" +msgstr "用于漫射光散射的算法。参阅[enum DiffuseMode]。" #: doc/classes/SpatialMaterial.xml:261 #, fuzzy msgid "" "If [code]true[/code], enables the vertex grow setting. See [member " "params_grow_amount]." -msgstr "如果[code]true[/code],启用顶点生长设置。参见[member grow_amount]。" +msgstr "如果[code]true[/code],启用顶点生长设置。参阅[member grow_amount]。" #: doc/classes/SpatialMaterial.xml:264 msgid "Grows object vertices in the direction of their normals." @@ -62463,11 +62666,11 @@ msgstr "目前在 Godot 3.x 中未实现。" #: doc/classes/SpatialMaterial.xml:270 #, fuzzy msgid "The point size in pixels. See [member flags_use_point_size]." -msgstr "点的大小,单位为像素。参见[member use_point_size]。" +msgstr "点的大小,单位为像素。参阅[member use_point_size]。" #: doc/classes/SpatialMaterial.xml:273 msgid "The method for rendering the specular blob. See [enum SpecularMode]." -msgstr "镜面小球的渲染方法。参见[enum SpecularMode]。" +msgstr "镜面小球的渲染方法。参阅[enum SpecularMode]。" #: doc/classes/SpatialMaterial.xml:276 msgid "" @@ -62482,7 +62685,7 @@ msgid "" "when using [constant BILLBOARD_PARTICLES]. See [member " "params_billboard_mode]." msgstr "" -"粒子精灵表的水平帧数。仅当使用[constant BILLBOARD_PARTICLES]时启用。参见" +"粒子精灵表的水平帧数。仅当使用[constant BILLBOARD_PARTICLES]时启用。参阅" "[member billboard_mode]。" #: doc/classes/SpatialMaterial.xml:282 @@ -62492,7 +62695,7 @@ msgid "" "using [constant BILLBOARD_PARTICLES]. See [member params_billboard_mode]." msgstr "" "如果[code]true[/code],则循环播放粒子动画。仅当使用[constant " -"BILLBOARD_PARTICLES]时启用。参见[member billboard_mode]。" +"BILLBOARD_PARTICLES]时启用。参阅[member billboard_mode]。" #: doc/classes/SpatialMaterial.xml:285 #, fuzzy @@ -62501,7 +62704,7 @@ msgid "" "when using [constant BILLBOARD_PARTICLES]. See [member " "params_billboard_mode]." msgstr "" -"粒子精灵表的垂直帧数。仅当使用[constant BILLBOARD_PARTICLES]时启用。参见" +"粒子精灵表的垂直帧数。仅当使用[constant BILLBOARD_PARTICLES]时启用。参阅" "[member billboard_mode]。" #: doc/classes/SpatialMaterial.xml:288 @@ -63050,11 +63253,11 @@ msgstr "广告牌模式被禁用。" #: doc/classes/SpatialMaterial.xml:600 msgid "The object's Z axis will always face the camera." -msgstr "对象的Z轴将始终面向摄像机。" +msgstr "对象的Z轴将始终面向相机。" #: doc/classes/SpatialMaterial.xml:603 msgid "The object's X axis will always face the camera." -msgstr "对象的X轴将始终面向摄像机。" +msgstr "对象的X轴将始终面向相机。" #: doc/classes/SpatialMaterial.xml:606 #, fuzzy @@ -63101,7 +63304,7 @@ msgstr "不要使用距离淡化。" msgid "" "Smoothly fades the object out based on each pixel's distance from the camera " "using the alpha channel." -msgstr "根据每个像素与摄像机的距离,使用alpha通道平滑地淡化对象。" +msgstr "根据每个像素与相机的距离,使用alpha通道平滑地淡化对象。" #: doc/classes/SpatialMaterial.xml:637 msgid "" @@ -63121,8 +63324,8 @@ msgid "" "smoothly fade without enabling transparency. On certain hardware this can be " "faster than [constant DISTANCE_FADE_PIXEL_ALPHA]." msgstr "" -"根据对象与摄像机的距离,使用抖动的方法平滑地淡化对象。抖动根据设定的模式丢弃" -"像素,在不启用透明度的情况下平滑淡化。在某些硬件上,这可能比[constant " +"根据对象与相机的距离,使用抖动的方法平滑地淡化对象。抖动根据设定的模式丢弃像" +"素,在不启用透明度的情况下平滑淡化。在某些硬件上,这可能比[constant " "DISTANCE_FADE_PIXEL_ALPHA]更快。" #: doc/classes/SphereMesh.xml:4 doc/classes/SphereMesh.xml:7 @@ -63205,7 +63408,7 @@ msgstr "" "[/codeblock]\n" "上面的代码将创建一个[SpinBox],禁用其上的上下文菜单,并将文本对齐方式设置为右" "对齐。\n" -"关于[SpinBox]的更多选项,请参见[Range]类。" +"关于[SpinBox]的更多选项,请参阅[Range]类。" #: doc/classes/SpinBox.xml:26 msgid "Applies the current value of this [SpinBox]." @@ -63214,35 +63417,36 @@ msgstr "应用此 [SpinBox] 的当前值。" #: doc/classes/SpinBox.xml:32 msgid "" "Returns the [LineEdit] instance from this [SpinBox]. You can use it to " -"access properties and methods of [LineEdit]." +"access properties and methods of [LineEdit].\n" +"[b]Warning:[/b] This is a required internal node, removing and freeing it " +"may cause a crash. If you wish to hide it or any of its children, use their " +"[member CanvasItem.visible] property." msgstr "" -"从此 [SpinBox] 返回 [LineEdit] 实例。您可以使用它来访问 [LineEdit] 的属性和方" -"法。" -#: doc/classes/SpinBox.xml:38 +#: doc/classes/SpinBox.xml:39 msgid "Sets the text alignment of the [SpinBox]." msgstr "设置 [SpinBox] 的文本对齐方式。" -#: doc/classes/SpinBox.xml:41 +#: doc/classes/SpinBox.xml:42 msgid "" "If [code]true[/code], the [SpinBox] will be editable. Otherwise, it will be " "read only." msgstr "" "如果 [code]true[/code],则 [SpinBox] 将是可编辑的。否则,它将是只读的。" -#: doc/classes/SpinBox.xml:44 +#: doc/classes/SpinBox.xml:45 msgid "" "Adds the specified [code]prefix[/code] string before the numerical value of " "the [SpinBox]." msgstr "在 [SpinBox] 的数值前添加指定的 [code]prefix[/code] 字符串。" -#: doc/classes/SpinBox.xml:47 +#: doc/classes/SpinBox.xml:48 msgid "" "Adds the specified [code]suffix[/code] string after the numerical value of " "the [SpinBox]." msgstr "在 [SpinBox] 的数值后添加指定的 [code] suffix [/code] 字符串。" -#: doc/classes/SpinBox.xml:54 +#: doc/classes/SpinBox.xml:55 #, fuzzy msgid "Sets a custom [Texture] for up and down arrows of the [SpinBox]." msgstr "为 [SpinBox] 的上下箭头设置自定义 [Texture2D]。" @@ -63527,7 +63731,7 @@ msgid "" "a comparison of normal map coordinates expected by popular engines." msgstr "" "为 Sprite2D 提供深度的法线贴图。\n" -"[b]注:[/b] Godot 期望法线贴图使用 X+、Y- 和 Z+ 坐标。参见[url=http://wiki." +"[b]注:[/b] Godot 期望法线贴图使用 X+、Y- 和 Z+ 坐标。参阅[url=http://wiki." "polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]这" "个页面[/url] 比较流行引擎所期望的法线地图坐标。" @@ -63536,7 +63740,7 @@ msgid "" "If [code]true[/code], texture is cut from a larger atlas texture. See " "[member region_rect]." msgstr "" -"如果 [code]true[/code],则从较大的图集纹理中剪切纹理。参见 [member " +"如果 [code]true[/code],则从较大的图集纹理中剪切纹理。参阅 [member " "region_rect]。" #: doc/classes/Sprite.xml:64 @@ -63586,7 +63790,7 @@ msgid "" "If [code]true[/code], texture will be cut from a larger atlas texture. See " "[member region_rect]." msgstr "" -"如果 [code]true[/code],纹理将从较大的图集纹理中剪切。参见 [member " +"如果 [code]true[/code],纹理将从较大的图集纹理中剪切。参阅 [member " "region_rect]。" #: doc/classes/Sprite3D.xml:30 @@ -64239,12 +64443,11 @@ msgstr "" "资源上传递它们很节省资源。" #: doc/classes/String.xml:10 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/getting_started/scripting/gdscript/" "gdscript_format_string.html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/getting_started/scripting/gdscript/" +"https://docs.godotengine.org/en/3.4/getting_started/scripting/gdscript/" "gdscript_format_string.html" #: doc/classes/String.xml:17 @@ -64808,7 +65011,7 @@ msgstr "格式化数字,在小数点前具有 [code]digits[/code] 的确切数 #: doc/classes/String.xml:559 msgid "Decode a percent-encoded string. See [method percent_encode]." -msgstr "解码一个百分比编码的字符串。参见[method percent_encode]。" +msgstr "解码一个百分比编码的字符串。参阅[method percent_encode]。" #: doc/classes/String.xml:565 msgid "" @@ -64927,7 +65130,7 @@ msgstr "返回与此字符串相比的文本的相似度指数。 1表示完全 #: doc/classes/String.xml:682 msgid "Returns a simplified canonical path." -msgstr "" +msgstr "返回简化的规范路径。" #: doc/classes/String.xml:691 msgid "" @@ -65677,7 +65880,7 @@ msgid "" "a comparison of normal map coordinates expected by popular engines." msgstr "" "绘制此StyleBox时使用的法线贴图。\n" -"[b]注:[/b] Godot 期望法线贴图使用 X+、Y- 和 Z+ 坐标。参见[url=http://wiki." +"[b]注:[/b] Godot 期望法线贴图使用 X+、Y- 和 Z+ 坐标。参阅[url=http://wiki." "polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]这" "个页面[/url] 比较流行引擎所期望的法线地图坐标。" @@ -65968,37 +66171,39 @@ msgstr "返回位于活动选项卡索引处的子 [Control] 节点。" #: doc/classes/TabContainer.xml:22 msgid "" "Returns the [Popup] node instance if one has been set already with [method " -"set_popup]." +"set_popup].\n" +"[b]Warning:[/b] This is a required internal node, removing and freeing it " +"may cause a crash. If you wish to hide it or any of its children, use their " +"[member CanvasItem.visible] property." msgstr "" -"如果已经使用 [method set_popup] 设置了节点实例,则返回 [Popup] 节点实例。" -#: doc/classes/TabContainer.xml:28 doc/classes/Tabs.xml:36 +#: doc/classes/TabContainer.xml:29 doc/classes/Tabs.xml:36 msgid "Returns the previously active tab index." msgstr "返回以前已激活的选项卡索引。" -#: doc/classes/TabContainer.xml:35 +#: doc/classes/TabContainer.xml:36 msgid "Returns the [Control] node from the tab at index [code]tab_idx[/code]." msgstr "从索引 [code]tab_idx[/code] 处的选项卡返回 [Control] 节点。" -#: doc/classes/TabContainer.xml:41 doc/classes/Tabs.xml:48 +#: doc/classes/TabContainer.xml:42 doc/classes/Tabs.xml:48 msgid "Returns the number of tabs." msgstr "返回选项卡的数量。" -#: doc/classes/TabContainer.xml:48 doc/classes/Tabs.xml:55 +#: doc/classes/TabContainer.xml:49 doc/classes/Tabs.xml:55 msgid "" "Returns [code]true[/code] if the tab at index [code]tab_idx[/code] is " "disabled." msgstr "" "如果索引 [code]tab_idx[/code] 处的选项卡被禁用,则返回 [code]true[/code]。" -#: doc/classes/TabContainer.xml:55 +#: doc/classes/TabContainer.xml:56 #, fuzzy msgid "" "Returns [code]true[/code] if the tab at index [code]tab_idx[/code] is hidden." msgstr "" "如果索引 [code]tab_idx[/code] 处的选项卡被禁用,则返回 [code]true[/code]。" -#: doc/classes/TabContainer.xml:62 doc/classes/Tabs.xml:62 +#: doc/classes/TabContainer.xml:63 doc/classes/Tabs.xml:62 #, fuzzy msgid "" "Returns the [Texture] for the tab at index [code]tab_idx[/code] or " @@ -66007,14 +66212,14 @@ msgstr "" "如果选项卡没有 [Texture2D],则返回索引 [code]tab_idx[/code] 或 [code]null[/" "code] 处的选项卡的 [Texture2D]。" -#: doc/classes/TabContainer.xml:69 +#: doc/classes/TabContainer.xml:70 msgid "" "Returns the index of the tab at local coordinates [code]point[/code]. " "Returns [code]-1[/code] if the point is outside the control boundaries or if " "there's no tab at the queried position." msgstr "" -#: doc/classes/TabContainer.xml:76 +#: doc/classes/TabContainer.xml:77 msgid "" "Returns the title of the tab at index [code]tab_idx[/code]. Tab titles " "default to the name of the indexed child node, but this can be overridden " @@ -66023,11 +66228,11 @@ msgstr "" "返回索引 [code]tab_idx[/code] 处的选项卡的标题。标签标题默认为索引子节点的名" "称,但这可以用 [method set_tab_title] 覆盖。" -#: doc/classes/TabContainer.xml:82 +#: doc/classes/TabContainer.xml:83 msgid "Returns the [TabContainer] rearrange group id." msgstr "返回 [TabContainer] 重新排列组 ID。" -#: doc/classes/TabContainer.xml:89 +#: doc/classes/TabContainer.xml:90 msgid "" "If set on a [Popup] node instance, a popup menu icon appears in the top-" "right corner of the [TabContainer]. Clicking it will expand the [Popup] node." @@ -66035,7 +66240,7 @@ msgstr "" "如果在 [Popup] 节点实例上设置,则在 [TabContainer] 的右上角会出现一个弹出菜单" "图标。单击它会展开 [Popup] 节点。" -#: doc/classes/TabContainer.xml:97 doc/classes/Tabs.xml:118 +#: doc/classes/TabContainer.xml:98 doc/classes/Tabs.xml:118 #, fuzzy msgid "" "If [code]disabled[/code] is [code]true[/code], disables the tab at index " @@ -66043,7 +66248,7 @@ msgid "" msgstr "" "如果索引 [code]tab_idx[/code] 处的选项卡被禁用,则返回 [code]true[/code]。" -#: doc/classes/TabContainer.xml:105 +#: doc/classes/TabContainer.xml:106 #, fuzzy msgid "" "If [code]hidden[/code] is [code]true[/code], hides the tab at index " @@ -66051,11 +66256,11 @@ msgid "" msgstr "" "如果索引 [code]tab_idx[/code] 处的选项卡被禁用,则返回 [code]true[/code]。" -#: doc/classes/TabContainer.xml:113 +#: doc/classes/TabContainer.xml:114 msgid "Sets an icon for the tab at index [code]tab_idx[/code]." msgstr "为索引 [code]tab_idx[/code] 处的选项卡设置图标。" -#: doc/classes/TabContainer.xml:121 +#: doc/classes/TabContainer.xml:122 #, fuzzy msgid "" "Sets a title for the tab at index [code]tab_idx[/code]. Tab titles default " @@ -66064,7 +66269,7 @@ msgstr "" "为索引 [code]tab_idx[/code] 处的选项卡设置标题。标签标题默认为索引子节点的名" "称,但这可以用 [method set_tab_title] 覆盖。" -#: doc/classes/TabContainer.xml:128 +#: doc/classes/TabContainer.xml:129 #, fuzzy msgid "" "Defines rearrange group id, choose for each [TabContainer] the same value to " @@ -66074,7 +66279,7 @@ msgstr "" "定义重新排列组id,为每个[TabContainer]选择相同的值以启用[TabContainer]之间的" "标签拖动。使用 [code]set_drag_to_rearrange_enabled(true)[/code] 启用拖动。" -#: doc/classes/TabContainer.xml:134 +#: doc/classes/TabContainer.xml:135 #, fuzzy msgid "" "If [code]true[/code], all tabs are drawn in front of the panel. If " @@ -66083,7 +66288,7 @@ msgstr "" "如果 [code]true[/code],选项卡可见。如果 [code]false[/code],选项卡的内容和标" "题被隐藏。" -#: doc/classes/TabContainer.xml:137 +#: doc/classes/TabContainer.xml:138 msgid "" "The current tab index. When set, this index's [Control] node's " "[code]visible[/code] property is set to [code]true[/code] and all others are " @@ -66092,18 +66297,18 @@ msgstr "" "当前标签索引。设置后,此索引的 [Control] 节点的 [code]visible[/code] 属性设置" "为 [code]true[/code],其他所有设置为 [code]false[/code]。" -#: doc/classes/TabContainer.xml:140 doc/classes/Tabs.xml:150 +#: doc/classes/TabContainer.xml:141 doc/classes/Tabs.xml:150 msgid "If [code]true[/code], tabs can be rearranged with mouse drag." msgstr "如果 [code]true[/code],可以通过鼠标拖动重新排列选项卡。" -#: doc/classes/TabContainer.xml:143 +#: doc/classes/TabContainer.xml:144 msgid "" "The alignment of all tabs in the tab container. See the [enum TabAlign] " "constants for details." msgstr "" "选项卡容器中所有选项卡的对齐方式。有关详细信息,请参阅 [enum TabAlign] 常量。" -#: doc/classes/TabContainer.xml:146 +#: doc/classes/TabContainer.xml:147 msgid "" "If [code]true[/code], tabs are visible. If [code]false[/code], tabs' content " "and titles are hidden." @@ -66111,7 +66316,7 @@ msgstr "" "如果 [code]true[/code],选项卡可见。如果 [code]false[/code],选项卡的内容和标" "题被隐藏。" -#: doc/classes/TabContainer.xml:149 +#: doc/classes/TabContainer.xml:150 msgid "" "If [code]true[/code], children [Control] nodes that are hidden have their " "minimum size take into account in the total, instead of only the currently " @@ -66120,7 +66325,7 @@ msgstr "" "如果 [code]true[/code],隐藏的子 [Control] 节点在总数中考虑其最小大小,而不是" "仅考虑当前可见的一个。" -#: doc/classes/TabContainer.xml:155 +#: doc/classes/TabContainer.xml:156 msgid "" "Emitted when the [TabContainer]'s [Popup] button is clicked. See [method " "set_popup] for details." @@ -66128,27 +66333,27 @@ msgstr "" "单击 [TabContainer] 的 [Popup] 按钮时发出。有关详细信息,请参阅 [method " "set_popup]。" -#: doc/classes/TabContainer.xml:161 doc/classes/Tabs.xml:178 +#: doc/classes/TabContainer.xml:162 doc/classes/Tabs.xml:178 msgid "Emitted when switching to another tab." msgstr "切换到另一个选项卡时发出。" -#: doc/classes/TabContainer.xml:167 +#: doc/classes/TabContainer.xml:168 msgid "Emitted when a tab is selected, even if it is the current tab." msgstr "选择选项卡时发出,即使它是当前选项卡。" -#: doc/classes/TabContainer.xml:173 doc/classes/Tabs.xml:202 +#: doc/classes/TabContainer.xml:174 doc/classes/Tabs.xml:202 msgid "Align the tabs to the left." msgstr "将选项卡对齐到左侧。" -#: doc/classes/TabContainer.xml:176 doc/classes/Tabs.xml:205 +#: doc/classes/TabContainer.xml:177 doc/classes/Tabs.xml:205 msgid "Align the tabs to the center." msgstr "将选项卡对齐到中心。" -#: doc/classes/TabContainer.xml:179 doc/classes/Tabs.xml:208 +#: doc/classes/TabContainer.xml:180 doc/classes/Tabs.xml:208 msgid "Align the tabs to the right." msgstr "将标签对齐到右侧。" -#: doc/classes/TabContainer.xml:184 doc/classes/Tabs.xml:237 +#: doc/classes/TabContainer.xml:185 doc/classes/Tabs.xml:237 msgid "" "Icon for the left arrow button that appears when there are too many tabs to " "fit in the container width. When the button is disabled (i.e. the first tab " @@ -66157,7 +66362,7 @@ msgstr "" "左边的箭头按钮的图标,当有太多的标签无法容纳在容器的宽度内时出现。当该按钮被" "禁用时(即第一个标签是可见的),它显示为半透明的。" -#: doc/classes/TabContainer.xml:187 doc/classes/Tabs.xml:240 +#: doc/classes/TabContainer.xml:188 doc/classes/Tabs.xml:240 msgid "" "Icon for the left arrow button that appears when there are too many tabs to " "fit in the container width. Used when the button is being hovered with the " @@ -66165,28 +66370,27 @@ msgid "" msgstr "" "当标签太多无法适应容器宽度时出现的左箭头按钮图标。当鼠标悬停在按钮上时使用。" -#: doc/classes/TabContainer.xml:190 doc/classes/Tabs.xml:243 +#: doc/classes/TabContainer.xml:191 doc/classes/Tabs.xml:243 msgid "The font used to draw tab names." msgstr "用于绘制选项卡名称的字体。" -#: doc/classes/TabContainer.xml:193 doc/classes/Tabs.xml:246 +#: doc/classes/TabContainer.xml:194 doc/classes/Tabs.xml:246 msgid "Font color of inactive tabs." msgstr "非活动标签的字体颜色。" -#: doc/classes/TabContainer.xml:196 doc/classes/Tabs.xml:249 +#: doc/classes/TabContainer.xml:197 doc/classes/Tabs.xml:249 msgid "Font color of disabled tabs." msgstr "禁用选项卡的字体颜色。" -#: doc/classes/TabContainer.xml:199 doc/classes/Tabs.xml:252 +#: doc/classes/TabContainer.xml:200 doc/classes/Tabs.xml:252 msgid "Font color of the currently selected tab." msgstr "当前所选选项卡的字体颜色。" -#: doc/classes/TabContainer.xml:202 -#, fuzzy +#: doc/classes/TabContainer.xml:203 msgid "Horizontal separation between tabs." -msgstr "选项卡之间的水平间隔。" +msgstr "选项卡之间的水平分离。" -#: doc/classes/TabContainer.xml:205 doc/classes/Tabs.xml:258 +#: doc/classes/TabContainer.xml:206 doc/classes/Tabs.xml:258 msgid "" "Icon for the right arrow button that appears when there are too many tabs to " "fit in the container width. When the button is disabled (i.e. the last tab " @@ -66195,7 +66399,7 @@ msgstr "" "右箭头按钮的图标,当有太多的标签无法容纳在容器的宽度内时出现。当该按钮被禁用" "时(即最后一个标签是可见的),它显示为半透明的。" -#: doc/classes/TabContainer.xml:208 doc/classes/Tabs.xml:261 +#: doc/classes/TabContainer.xml:209 doc/classes/Tabs.xml:261 msgid "" "Icon for the right arrow button that appears when there are too many tabs to " "fit in the container width. Used when the button is being hovered with the " @@ -66203,33 +66407,33 @@ msgid "" msgstr "" "当标签太多无法适应容器宽度时出现的右箭头按钮图标。当鼠标悬停在按钮上时使用。" -#: doc/classes/TabContainer.xml:215 +#: doc/classes/TabContainer.xml:216 msgid "The icon for the menu button (see [method set_popup])." msgstr "菜单按钮的图标(见[method set_popup])。" -#: doc/classes/TabContainer.xml:218 +#: doc/classes/TabContainer.xml:219 msgid "" "The icon for the menu button (see [method set_popup]) when it's being " "hovered with the cursor." -msgstr "当光标悬停时菜单按钮的图标(参见 [method set_popup])。" +msgstr "当光标悬停时菜单按钮的图标(参阅 [method set_popup])。" -#: doc/classes/TabContainer.xml:221 +#: doc/classes/TabContainer.xml:222 msgid "The style for the background fill." msgstr "背景填充的样式。" -#: doc/classes/TabContainer.xml:224 +#: doc/classes/TabContainer.xml:225 msgid "The space at the left and right edges of the tab bar." msgstr "标签栏左右边缘的空间。" -#: doc/classes/TabContainer.xml:227 +#: doc/classes/TabContainer.xml:228 msgid "The style of inactive tabs." msgstr "非活动选项卡的样式。" -#: doc/classes/TabContainer.xml:230 +#: doc/classes/TabContainer.xml:231 msgid "The style of disabled tabs." msgstr "禁用标签的样式。" -#: doc/classes/TabContainer.xml:233 doc/classes/Tabs.xml:274 +#: doc/classes/TabContainer.xml:234 doc/classes/Tabs.xml:274 msgid "The style of the currently selected tab." msgstr "当前所选标签的样式。" @@ -66238,11 +66442,11 @@ msgid "Tabs control." msgstr "选项卡控件。" #: doc/classes/Tabs.xml:7 -#, fuzzy msgid "" "Simple tabs control, similar to [TabContainer] but is only in charge of " "drawing tabs, not interacting with children." -msgstr "简单的标签控件,类似于[TabContainer],但只负责绘制标签,不与子项互动。" +msgstr "" +"简单的选项卡控制,类似于[TabContainer],但只负责绘制选项卡,不与子节点互动。" #: doc/classes/Tabs.xml:17 msgid "Adds a new tab." @@ -66273,9 +66477,8 @@ msgid "Returns tab [Rect2] with local position and size." msgstr "返回带有局部位置和大小的选项卡 [Rect2]。" #: doc/classes/Tabs.xml:82 -#, fuzzy msgid "Returns the title of the tab at index [code]tab_idx[/code]." -msgstr "返回索引[code]idx[/code]处项目的文本。" +msgstr "返回索引 [code]tab_idx[/code] 处的选项卡的标题。" #: doc/classes/Tabs.xml:88 msgid "Returns the [Tabs]' rearrange group ID." @@ -66303,25 +66506,23 @@ msgid "Sets a [code]title[/code] for the tab at index [code]tab_idx[/code]." msgstr "为索引 [code]tab_idx[/code] 处的选项卡设置 [code]title[/code]。" #: doc/classes/Tabs.xml:141 -#, fuzzy msgid "" "Defines the rearrange group ID. Choose for each [Tabs] the same value to " "dragging tabs between [Tabs]. Enable drag with [member " "drag_to_rearrange_enabled]." msgstr "" -"定义重新排列组 ID。为每个 [Tabs] 选择相同的值以在 [Tabs] 之间拖动标签。使用 " -"[code]set_drag_to_rearrange_enabled(true)[/code] 启用拖动。" +"定义重新排列组的ID。为每个[Tabs]选择相同的值,以便在[Tabs]之间拖动标签。用" +"[member drag_to_rearrange_enabled]启用拖动。" #: doc/classes/Tabs.xml:147 msgid "Select tab at index [code]tab_idx[/code]." msgstr "选择索引 [code]tab_idx[/code] 处的选项卡。" #: doc/classes/Tabs.xml:153 -#, fuzzy msgid "" "if [code]true[/code], the mouse's scroll wheel can be used to navigate the " "scroll view." -msgstr "如果[code]true[/code],鼠标的滚轮用于导航滚动视图。" +msgstr "如果 [code]true[/code],鼠标的滚轮可用于导航滚动视图。" #: doc/classes/Tabs.xml:156 msgid "The alignment of all tabs. See [enum TabAlign] for details." @@ -66340,7 +66541,7 @@ msgid "" "Emitted when the active tab is rearranged via mouse drag. See [member " "drag_to_rearrange_enabled]." msgstr "" -"通过鼠标拖动重新排列活动选项卡时发出。参见 [member " +"通过鼠标拖动重新排列活动选项卡时发出。参阅 [member " "drag_to_rearrange_enabled]。" #: doc/classes/Tabs.xml:172 @@ -66389,7 +66590,7 @@ msgstr "按下关闭按钮时的背景。" #: doc/classes/Tabs.xml:234 msgid "The icon for the close button (see [member tab_close_display_policy])." -msgstr "关闭按钮的图标(参见 [member tab_close_display_policy])。" +msgstr "关闭按钮的图标(参阅 [member tab_close_display_policy])。" #: doc/classes/Tabs.xml:255 msgid "The horizontal separation between the tabs." @@ -66461,7 +66662,6 @@ msgid "Multiline text editing control." msgstr "多行文本编辑控件。" #: doc/classes/TextEdit.xml:7 -#, fuzzy msgid "" "TextEdit is meant for editing large, multiline text. It also has facilities " "for editing code, such as syntax highlighting support and multiple levels of " @@ -66470,17 +66670,18 @@ msgid "" "will scroll 5 times as fast as it would normally do. This also works in the " "Godot script editor." msgstr "" -"TextEdit 用于编辑大的多行文本。它还具有编辑代码的功能,例如语法高亮支持和多级" -"撤消/重做。" +"TextEdit是用来编辑大型多行文本的。它也有编辑代码的功能,如支持语法高亮和多级" +"撤销/重做。\n" +"[b]注意:[/b]当按住[code]Alt[/code]时,垂直滚轮的滚动速度是平时的5倍。这在" +"Godot脚本编辑器中也适用。" #: doc/classes/TextEdit.xml:20 msgid "Adds color region (given the delimiters) and its colors." -msgstr "" +msgstr "添加给定分隔符划分区域的颜色。" #: doc/classes/TextEdit.xml:28 -#, fuzzy msgid "Adds a [code]keyword[/code] and its [Color]." -msgstr "将一个[code][color][/code]标签添加到标签堆。" +msgstr "添加一个关键字[code]keyword[/code]和它的颜色[Color]。" #: doc/classes/TextEdit.xml:35 msgid "" @@ -66501,6 +66702,8 @@ msgid "" "Clears all custom syntax coloring information previously added with [method " "add_color_region] or [method add_keyword_color]." msgstr "" +"清除之前用[method add_color_region]或[method add_keyword_color]添加的所有自定" +"义语法着色信息。" #: doc/classes/TextEdit.xml:53 msgid "Clears the undo history." @@ -66552,20 +66755,19 @@ msgstr "取消当前选择。" #: doc/classes/TextEdit.xml:110 msgid "Folds all lines that are possible to be folded (see [method can_fold])." -msgstr "折叠所有可能被折叠的行(参见 [method can_fold])。" +msgstr "折叠所有可能被折叠的行(参阅 [method can_fold])。" #: doc/classes/TextEdit.xml:117 msgid "Folds the given line, if possible (see [method can_fold])." -msgstr "如果可能,折叠给定的行(参见 [method can_fold])。" +msgstr "如果可能,折叠给定的行(参阅 [method can_fold])。" #: doc/classes/TextEdit.xml:123 msgid "Returns an array containing the line number of each breakpoint." msgstr "返回一个包含每个断点行号的数组。" #: doc/classes/TextEdit.xml:130 -#, fuzzy msgid "Returns the [Color] of the specified [code]keyword[/code]." -msgstr "返回带有指定[code]name[/code]的子节点。" +msgstr "返回指定的关键字[code]keyword[/code]的颜色[Color]。" #: doc/classes/TextEdit.xml:137 msgid "Returns the text of a specific line." @@ -66578,89 +66780,85 @@ msgstr "返回文本中的总行数。" #: doc/classes/TextEdit.xml:149 msgid "" "Returns the [PopupMenu] of this [TextEdit]. By default, this menu is " -"displayed when right-clicking on the [TextEdit]." +"displayed when right-clicking on the [TextEdit].\n" +"[b]Warning:[/b] This is a required internal node, removing and freeing it " +"may cause a crash. If you wish to hide it or any of its children, use their " +"[member CanvasItem.visible] property." msgstr "" -"返回此 [TextEdit] 的 [PopupMenu]。默认情况下,右键单击 [TextEdit] 时会显示此" -"菜单。" -#: doc/classes/TextEdit.xml:155 +#: doc/classes/TextEdit.xml:156 msgid "Returns the selection begin column." msgstr "返回选择的开始列。" -#: doc/classes/TextEdit.xml:161 +#: doc/classes/TextEdit.xml:162 msgid "Returns the selection begin line." msgstr "返回选择开始行。" -#: doc/classes/TextEdit.xml:167 +#: doc/classes/TextEdit.xml:168 msgid "Returns the text inside the selection." msgstr "返回选择内的文本。" -#: doc/classes/TextEdit.xml:173 +#: doc/classes/TextEdit.xml:174 msgid "Returns the selection end column." msgstr "返回选择结束列。" -#: doc/classes/TextEdit.xml:179 +#: doc/classes/TextEdit.xml:180 msgid "Returns the selection end line." msgstr "返回选择结束行。" -#: doc/classes/TextEdit.xml:185 -#, fuzzy +#: doc/classes/TextEdit.xml:186 msgid "" "Returns a [String] text with the word under the caret (text cursor) location." -msgstr "返回带有鼠标光标位置下的单词的 [String] 文本。" +msgstr "返回一个[String]文本,该文本中的单词位于caret(文本光标)的位置。" -#: doc/classes/TextEdit.xml:192 -#, fuzzy +#: doc/classes/TextEdit.xml:193 msgid "" "Returns whether the specified [code]keyword[/code] has a color set to it or " "not." -msgstr "返回指定的[code] class [/code]是否可用。" +msgstr "返回指定的关键字[code]keyword[/code]是否有一个颜色被设置为它。" -#: doc/classes/TextEdit.xml:198 doc/classes/UndoRedo.xml:121 +#: doc/classes/TextEdit.xml:199 doc/classes/UndoRedo.xml:121 msgid "Returns [code]true[/code] if a \"redo\" action is available." msgstr "如果有 \"redo\" 动作,返回[code]true[/code]。" -#: doc/classes/TextEdit.xml:204 doc/classes/UndoRedo.xml:127 +#: doc/classes/TextEdit.xml:205 doc/classes/UndoRedo.xml:127 msgid "Returns [code]true[/code] if an \"undo\" action is available." msgstr "如果有 \"undo\" 动作,返回[code]true[/code]。" -#: doc/classes/TextEdit.xml:211 +#: doc/classes/TextEdit.xml:212 msgid "Insert the specified text at the cursor position." msgstr "在光标位置插入指定的文本。" -#: doc/classes/TextEdit.xml:218 +#: doc/classes/TextEdit.xml:219 msgid "Returns whether the line at the specified index is folded or not." msgstr "返回指定索引处的行是否折叠。" -#: doc/classes/TextEdit.xml:225 +#: doc/classes/TextEdit.xml:226 msgid "Returns whether the line at the specified index is hidden or not." msgstr "返回指定索引处的行是否隐藏。" -#: doc/classes/TextEdit.xml:232 -#, fuzzy +#: doc/classes/TextEdit.xml:233 msgid "" "Returns [code]true[/code] when the specified [code]line[/code] is bookmarked." -msgstr "如果存在指定[code]name[/code]的子节点,返回[code]true[/code]。" +msgstr "当指定的行[code]line[/code]被标记为书签时,返回[code]true[/code]。" -#: doc/classes/TextEdit.xml:239 -#, fuzzy +#: doc/classes/TextEdit.xml:240 msgid "" "Returns [code]true[/code] when the specified [code]line[/code] has a " "breakpoint." -msgstr "如果存在指定[code]name[/code]的子节点,返回[code]true[/code]。" +msgstr "当指定的行[code]line[/code]有断点时返回[code]true[/code]。" -#: doc/classes/TextEdit.xml:246 -#, fuzzy +#: doc/classes/TextEdit.xml:247 msgid "" "Returns [code]true[/code] when the specified [code]line[/code] is marked as " "safe." -msgstr "如果存在指定[code]name[/code]的子节点,返回[code]true[/code]。" +msgstr "当指定的行[code]line[/code]被标记为安全时返回[code]true[/code]。" -#: doc/classes/TextEdit.xml:252 +#: doc/classes/TextEdit.xml:253 msgid "Returns [code]true[/code] if the selection is active." msgstr "如果选择处于活动状态,则返回 [code]true[/code]。" -#: doc/classes/TextEdit.xml:259 +#: doc/classes/TextEdit.xml:260 msgid "" "Triggers a right-click menu action by the specified index. See [enum " "MenuItems] for a list of available indexes." @@ -66668,22 +66866,21 @@ msgstr "" "按指定的索引触发右键单击菜单操作。有关可用索引的列表,请参阅 [enum " "MenuItems]。" -#: doc/classes/TextEdit.xml:265 +#: doc/classes/TextEdit.xml:266 msgid "Paste the current selection." msgstr "粘贴当前选择。" -#: doc/classes/TextEdit.xml:271 +#: doc/classes/TextEdit.xml:272 msgid "Perform redo operation." msgstr "执行重做操作。" -#: doc/classes/TextEdit.xml:277 +#: doc/classes/TextEdit.xml:278 msgid "" "Removes all the breakpoints. This will not fire the [signal " "breakpoint_toggled] signal." msgstr "删除所有断点。这不会触发 [signal breakpoint_toggled] 信号。" -#: doc/classes/TextEdit.xml:287 -#, fuzzy +#: doc/classes/TextEdit.xml:288 msgid "" "Perform a search inside the text. Search flags can be specified in the [enum " "SearchFlags] enum.\n" @@ -66698,19 +66895,18 @@ msgid "" " var res_column = result[TextEdit.SEARCH_RESULT_COLUMN]\n" "[/codeblock]" msgstr "" -"在文本内执行搜索。可以在 [enum SearchFlags] 枚举中指定搜索标志。\n" -"如果未找到结果,则返回空的 [code]Dictionary[/code]。否则,返回一个 " -"[code]Dictionary[/code] 包含 [code]line[/code] 和 [code]column[/code] 条目," -"例如:\n" +"在文本内部进行搜索。搜索标志可以在[enum SearchFlags]枚举中指定。\n" +"如果没有找到结果,返回一个空的[code]PoolIntArray[/code]。否则,可以通过[enum " +"SearchResult]枚举中指定的索引访问结果行和列,例如。\n" "[codeblock]\n" "var result = search(key, flags, line, column)\n" -"if !result.empty():\n" -" # Result found.\n" -" var line_number = result.line\n" -" var column_number = result.column\n" +"if result.size() > 0:\n" +" # 找到的结果。\n" +" var res_line = result[TextEdit.SEARCH_RESULT_LINE)\n" +" var res_column = result[TextEdit.SEARCH_RESULT_COLUMN]\n" "[/codeblock]" -#: doc/classes/TextEdit.xml:305 +#: doc/classes/TextEdit.xml:306 msgid "" "Perform selection, from line/column to line/column.\n" "If [member selecting_enabled] is [code]false[/code], no selection will occur." @@ -66718,7 +66914,7 @@ msgstr "" "执行选择,从行/列到行/列。\n" "如果 [member selection_enabled] 为 [code]false[/code],则不会发生选择。" -#: doc/classes/TextEdit.xml:312 +#: doc/classes/TextEdit.xml:313 msgid "" "Select all the text.\n" "If [member selecting_enabled] is [code]false[/code], no selection will occur." @@ -66726,57 +66922,63 @@ msgstr "" "选择所有文本。\n" "如果 [member selection_enabled] 为 [code]false[/code],则不会发生选择。" -#: doc/classes/TextEdit.xml:321 +#: doc/classes/TextEdit.xml:322 msgid "Sets the text for a specific line." msgstr "设置特定行的文本。" -#: doc/classes/TextEdit.xml:329 +#: doc/classes/TextEdit.xml:330 msgid "" "Bookmarks the [code]line[/code] if [code]bookmark[/code] is true. Deletes " "the bookmark if [code]bookmark[/code] is false.\n" "Bookmarks are shown in the [member breakpoint_gutter]." msgstr "" +"如果书签[code]bookmark[/code]为真,则将行[code]line[/code]作为书签。如果" +"[code]bookmark[/code]为false,则删除该书签。\n" +"书签显示在[member breakpoint_gutter]中。" -#: doc/classes/TextEdit.xml:338 +#: doc/classes/TextEdit.xml:339 msgid "" "Adds or removes the breakpoint in [code]line[/code]. Breakpoints are shown " "in the [member breakpoint_gutter]." msgstr "" +"添加或删除[code]line[/code]中的断点。断点显示在[member breakpoint_gutter]中。" -#: doc/classes/TextEdit.xml:346 +#: doc/classes/TextEdit.xml:347 msgid "If [code]true[/code], hides the line of the specified index." msgstr "如果[code]true[/code],隐藏指定索引的行。" -#: doc/classes/TextEdit.xml:354 +#: doc/classes/TextEdit.xml:355 msgid "" "If [code]true[/code], marks the [code]line[/code] as safe.\n" "This will show the line number with the color provided in the " "[code]safe_line_number_color[/code] theme property." msgstr "" +"如果为[code]true[/code],将行[code]line[/code]标记为安全。\n" +"这将以[code]safe_line_number_color[/code]主题属性中提供的颜色显示行号。" -#: doc/classes/TextEdit.xml:362 +#: doc/classes/TextEdit.xml:363 msgid "Toggle the folding of the code block at the given line." msgstr "在给定行切换代码块的折叠。" -#: doc/classes/TextEdit.xml:368 +#: doc/classes/TextEdit.xml:369 msgid "Perform undo operation." msgstr "执行撤销操作。" -#: doc/classes/TextEdit.xml:375 +#: doc/classes/TextEdit.xml:376 msgid "Unfolds the given line, if folded." msgstr "如果折叠,展开给定的线。" -#: doc/classes/TextEdit.xml:381 +#: doc/classes/TextEdit.xml:382 msgid "" "Unhide all lines that were previously set to hidden by [method " "set_line_as_hidden]." msgstr "取消隐藏之前由 [method set_line_as_hidden] 设置为隐藏的所有行。" -#: doc/classes/TextEdit.xml:387 +#: doc/classes/TextEdit.xml:388 msgid "If [code]true[/code], the breakpoint gutter is visible." msgstr "如果 [code]true[/code],断点所在的空白栏可见。" -#: doc/classes/TextEdit.xml:396 +#: doc/classes/TextEdit.xml:397 msgid "" "If [code]true[/code], the caret displays as a rectangle.\n" "If [code]false[/code], the caret displays as a bar." @@ -66784,7 +66986,7 @@ msgstr "" "如果 [code]true[/code],插入符号显示为矩形。\n" "如果 [code]false[/code],插入符号显示为条形。" -#: doc/classes/TextEdit.xml:400 +#: doc/classes/TextEdit.xml:401 msgid "" "If [code]true[/code], a right-click moves the cursor at the mouse position " "before displaying the context menu.\n" @@ -66794,29 +66996,29 @@ msgstr "" "置。\n" "如果 [code]false[/code],上下文菜单忽略鼠标位置。" -#: doc/classes/TextEdit.xml:404 +#: doc/classes/TextEdit.xml:405 msgid "If [code]true[/code], a right-click displays the context menu." msgstr "如果 [code]true[/code],右键单击会显示上下文菜单。" -#: doc/classes/TextEdit.xml:407 +#: doc/classes/TextEdit.xml:408 msgid "" "If [code]true[/code], the \"space\" character will have a visible " "representation." msgstr "如果 [code]true[/code],“空格”字符将具有可见表示形式。" -#: doc/classes/TextEdit.xml:410 +#: doc/classes/TextEdit.xml:411 msgid "" "If [code]true[/code], the \"tab\" character will have a visible " "representation." msgstr "如果 [code]true[/code],“制表符”字符将具有可见表示形式。" -#: doc/classes/TextEdit.xml:414 +#: doc/classes/TextEdit.xml:415 msgid "" "If [code]true[/code], the fold gutter is visible. This enables folding " "groups of indented lines." msgstr "如果 [code]true[/code],则折叠边栏可见。这允许折叠缩进行。" -#: doc/classes/TextEdit.xml:417 +#: doc/classes/TextEdit.xml:418 msgid "" "If [code]true[/code], all lines that have been set to hidden by [method " "set_line_as_hidden], will not be visible." @@ -66824,27 +67026,27 @@ msgstr "" "如果 [code]true[/code],所有已被 [method set_line_as_hidden] 设置为隐藏的行将" "不可见。" -#: doc/classes/TextEdit.xml:420 +#: doc/classes/TextEdit.xml:421 msgid "" "If [code]true[/code], all occurrences of the selected text will be " "highlighted." msgstr "如果 [code]true[/code],所选文本的所有匹配项都将突出显示。" -#: doc/classes/TextEdit.xml:423 +#: doc/classes/TextEdit.xml:424 msgid "If [code]true[/code], the line containing the cursor is highlighted." msgstr "如果 [code]true[/code],则包含光标的行会突出显示。" -#: doc/classes/TextEdit.xml:426 +#: doc/classes/TextEdit.xml:427 msgid "" "If [code]true[/code], a minimap is shown, providing an outline of your " "source code." msgstr "如果 [code]true[/code],则显示小地图,提供源代码的概要。" -#: doc/classes/TextEdit.xml:429 +#: doc/classes/TextEdit.xml:430 msgid "The width, in pixels, of the minimap." msgstr "小地图的宽度(以像素为单位)。" -#: doc/classes/TextEdit.xml:433 +#: doc/classes/TextEdit.xml:434 msgid "" "If [code]true[/code], custom [code]font_color_selected[/code] will be used " "for selected text." @@ -66852,7 +67054,7 @@ msgstr "" "如果 [code]true[/code],自定义 [code]font_color_selected[/code] 将用于所选文" "本。" -#: doc/classes/TextEdit.xml:436 +#: doc/classes/TextEdit.xml:437 msgid "" "If [code]true[/code], read-only mode is enabled. Existing text cannot be " "modified and new text cannot be added." @@ -66860,19 +67062,20 @@ msgstr "" "如果[code]true[/code],启用只读模式。现有的文本不能被修改,新的文本不能被添" "加。" -#: doc/classes/TextEdit.xml:439 +#: doc/classes/TextEdit.xml:440 msgid "" "If there is a horizontal scrollbar, this determines the current horizontal " "scroll value in pixels." -msgstr "" +msgstr "如果有一个水平滚动条,这决定了当前的水平滚动值,单位是像素。" -#: doc/classes/TextEdit.xml:442 +#: doc/classes/TextEdit.xml:443 msgid "" "If there is a vertical scrollbar, this determines the current vertical " "scroll value in line numbers, starting at 0 for the top line." msgstr "" +"如果有一个垂直滚动条,这就决定了当前的垂直滚动值,以行数为单位,顶行从0开始。" -#: doc/classes/TextEdit.xml:445 +#: doc/classes/TextEdit.xml:446 msgid "" "If [code]true[/code], text can be selected.\n" "If [code]false[/code], text can not be selected by the user or by the " @@ -66882,7 +67085,7 @@ msgstr "" "如果[code]false[/code],用户或使用[method select]或[method select_all]方法都" "不能选择文本。" -#: doc/classes/TextEdit.xml:449 +#: doc/classes/TextEdit.xml:450 msgid "" "If [code]true[/code], shortcut keys for context menu items are enabled, even " "if the context menu is disabled." @@ -66890,12 +67093,12 @@ msgstr "" "为 [code]true[/code] 时,即使上下文菜单已被禁用,也会启用该上下文菜单的快捷" "键。" -#: doc/classes/TextEdit.xml:452 +#: doc/classes/TextEdit.xml:453 msgid "" "If [code]true[/code], line numbers are displayed to the left of the text." msgstr "如果 [code]true[/code],行号显示在文本的左侧。" -#: doc/classes/TextEdit.xml:455 +#: doc/classes/TextEdit.xml:456 msgid "" "If [code]true[/code], sets the [code]step[/code] of the scrollbars to " "[code]0.25[/code] which results in smoother scrolling." @@ -66903,80 +67106,78 @@ msgstr "" "如果 [code]true[/code],将滚动条的步长 [code]step[/code] 设置为 [code]0.25[/" "code],从而使滚动更加平滑。" -#: doc/classes/TextEdit.xml:458 -#, fuzzy +#: doc/classes/TextEdit.xml:459 msgid "" "If [code]true[/code], any custom color properties that have been set for " "this [TextEdit] will be visible." msgstr "" -"如果 [code]true[/code],所有已被 [method set_line_as_hidden] 设置为隐藏的行将" -"不可见。" +"如果 [code]true[/code],为此 [TextEdit] 设置的任何自定义颜色属性都将可见。" -#: doc/classes/TextEdit.xml:461 +#: doc/classes/TextEdit.xml:462 msgid "String value of the [TextEdit]." msgstr "[TextEdit] 的字符串值。" -#: doc/classes/TextEdit.xml:464 +#: doc/classes/TextEdit.xml:465 msgid "Vertical scroll sensitivity." msgstr "垂直滚动的灵敏度。" -#: doc/classes/TextEdit.xml:470 +#: doc/classes/TextEdit.xml:471 msgid "" "If [code]true[/code], enables text wrapping when it goes beyond the edge of " "what is visible." msgstr "如果 [code]true[/code],当文本超出可见边缘时启用文本换行。" -#: doc/classes/TextEdit.xml:477 +#: doc/classes/TextEdit.xml:478 msgid "Emitted when a breakpoint is placed via the breakpoint gutter." msgstr "当通过断点边栏放置断点时发出。" -#: doc/classes/TextEdit.xml:482 +#: doc/classes/TextEdit.xml:483 msgid "Emitted when the cursor changes." msgstr "光标更改时发出。" -#: doc/classes/TextEdit.xml:489 +#: doc/classes/TextEdit.xml:490 msgid "Emitted when the info icon is clicked." msgstr "单击信息图标时发出。" -#: doc/classes/TextEdit.xml:511 +#: doc/classes/TextEdit.xml:512 msgid "Match case when searching." msgstr "搜索时匹配大小写。" -#: doc/classes/TextEdit.xml:514 +#: doc/classes/TextEdit.xml:515 msgid "Match whole words when searching." msgstr "搜索时匹配整个单词。" -#: doc/classes/TextEdit.xml:517 +#: doc/classes/TextEdit.xml:518 msgid "Search from end to beginning." msgstr "从头到尾搜索。" -#: doc/classes/TextEdit.xml:520 +#: doc/classes/TextEdit.xml:521 msgid "Used to access the result column from [method search]." -msgstr "" +msgstr "用来访问搜索[method search]的结果列。" -#: doc/classes/TextEdit.xml:523 +#: doc/classes/TextEdit.xml:524 msgid "Used to access the result line from [method search]." -msgstr "" +msgstr "用于访问搜索[method search]的结果行。" -#: doc/classes/TextEdit.xml:532 +#: doc/classes/TextEdit.xml:533 msgid "" "Pastes the clipboard text over the selected text (or at the cursor's " "position)." msgstr "将剪贴板上的文本粘贴在选定的文本上(或光标的位置)。" -#: doc/classes/TextEdit.xml:535 +#: doc/classes/TextEdit.xml:536 msgid "Erases the whole [TextEdit] text." msgstr "擦除整个[TextEdit]文本。" -#: doc/classes/TextEdit.xml:538 +#: doc/classes/TextEdit.xml:539 msgid "Selects the whole [TextEdit] text." msgstr "选择整个[TextEdit]文本。" -#: doc/classes/TextEdit.xml:544 +#: doc/classes/TextEdit.xml:545 msgid "Redoes the previous action." msgstr "重做前一个动作。" -#: doc/classes/TextEdit.xml:552 +#: doc/classes/TextEdit.xml:553 msgid "" "Sets the background [Color] of this [TextEdit]. [member syntax_highlighting] " "has to be enabled." @@ -66984,28 +67185,28 @@ msgstr "" "设置这个[TextEdit]的背景颜色[Color]。必须启用语法高亮[member " "syntax_highlighting]。" -#: doc/classes/TextEdit.xml:555 +#: doc/classes/TextEdit.xml:556 msgid "" "Sets the [Color] of the bookmark marker. [member syntax_highlighting] has to " "be enabled." msgstr "" "设置书签标记的颜色[Color]。必须启用语法高亮[member syntax_highlighting]。" -#: doc/classes/TextEdit.xml:560 doc/classes/TextEdit.xml:587 +#: doc/classes/TextEdit.xml:561 doc/classes/TextEdit.xml:588 msgid "" "Sets the [Color] of the breakpoints. [member breakpoint_gutter] has to be " "enabled." msgstr "设置断点的颜色[Color]。必须启用断点槽[member breakpoint_gutter]。" -#: doc/classes/TextEdit.xml:598 +#: doc/classes/TextEdit.xml:599 msgid "Sets the default [Font]." msgstr "设置默认的字体[Font]。" -#: doc/classes/TextEdit.xml:601 +#: doc/classes/TextEdit.xml:602 msgid "Sets the font [Color]." msgstr "设置字体颜色[Color]。" -#: doc/classes/TextEdit.xml:606 +#: doc/classes/TextEdit.xml:607 msgid "" "Sets the [Color] of the selected text. [member override_selected_font_color] " "has to be enabled." @@ -67013,39 +67214,38 @@ msgstr "" "设置所选文本的颜色[Color]。必须启用覆盖所选文字字体颜色[member " "override_selected_font_color]。" -#: doc/classes/TextEdit.xml:611 +#: doc/classes/TextEdit.xml:612 msgid "" "Sets the [Color] of the line numbers. [member show_line_numbers] has to be " "enabled." msgstr "设置行号颜色[Color]。[member show_line_numbers] 显示行号必须被启用。" -#: doc/classes/TextEdit.xml:614 +#: doc/classes/TextEdit.xml:615 msgid "Sets the spacing between the lines." msgstr "设置行间距。" -#: doc/classes/TextEdit.xml:617 +#: doc/classes/TextEdit.xml:618 msgid "Sets the [Color] of marked text." msgstr "设置标记文本的颜色[Color]。" -#: doc/classes/TextEdit.xml:622 +#: doc/classes/TextEdit.xml:623 msgid "Sets the [StyleBox] of this [TextEdit]." msgstr "设置这个[TextEdit]的[StyleBox]。" -#: doc/classes/TextEdit.xml:627 +#: doc/classes/TextEdit.xml:628 msgid "" "Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled." msgstr "当[member readonly]启用时,设置这个[TextEdit]的[StyleBox]。" -#: doc/classes/TextEdit.xml:632 +#: doc/classes/TextEdit.xml:633 msgid "Sets the highlight [Color] of text selections." msgstr "设置文本选择的高亮[Color]颜色。" -#: doc/classes/TextEdit.xml:639 -#, fuzzy +#: doc/classes/TextEdit.xml:640 msgid "Sets a custom [Texture] for tab text characters." -msgstr "为选项卡文本字符设置一个自定义的[Texture2D]。" +msgstr "为制表符tab字符设置自定义纹理[Texture] 。" -#: doc/classes/TextEdit.xml:642 +#: doc/classes/TextEdit.xml:643 msgid "" "Sets the highlight [Color] of multiple occurrences. [member " "highlight_all_occurrences] has to be enabled." @@ -67057,7 +67257,6 @@ msgid "Texture for 2D and 3D." msgstr "用于2D和3D的纹理。" #: doc/classes/Texture.xml:7 -#, fuzzy msgid "" "A texture works by registering an image in the video hardware, which then " "can be used in 3D models or 2D [Sprite] or GUI [Control].\n" @@ -67067,10 +67266,12 @@ msgid "" "[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics " "hardware limitations. Larger textures may fail to import." msgstr "" -"纹理的作用是在视频硬件中注册一个图像,而后在3D模型或2D[Sprite2D]或" +"纹理的作用是在视频硬件中注册一个图像,然后可以在3D模型或2D[Sprite]或" "GUI[Control]中使用。\n" -"纹理通常通过从文件中加载来创建。参见[method @GDScript.load]。\n" -"[Texture2D]是其他资源的基础。它不能被直接使用。" +"纹理通常是通过从文件中加载来创建的。参见[方法 @GDScript.load]。\n" +"[Texture]是其他资源的基础。它不能被直接使用。\n" +"[b]注意:[/b] 由于图形硬件的限制,最大的纹理尺寸是16384×16384像素。较大的纹理" +"可能无法导入。" #: doc/classes/Texture.xml:23 msgid "" @@ -67079,31 +67280,33 @@ msgid "" "canvas_item_add_texture_rect] with a rect at [code]position[/code] and the " "size of this [Texture]." msgstr "" +"在指定的位置[code]position[/code]使用[VisualServer]API的[CanvasItem]来绘制纹" +"理。相当于[method VisualServer.canvas_item_add_texture_rect],在位置" +"[code]position[/code]有一个矩形,尺寸为这个[Texture]。" #: doc/classes/Texture.xml:35 -#, fuzzy msgid "" "Draws the texture using a [CanvasItem] with the [VisualServer] API. " "Equivalent to [method VisualServer.canvas_item_add_texture_rect]." msgstr "" -"使用[RenderingServer]API在指定的[code]position[/code]坐标用[CanvasItem]绘制纹" -"理。" +"使用[VisualServer]API的[CanvasItem]来绘制纹理。相当于方法[method " +"VisualServer.canvas_item_add_texture_rect]。" #: doc/classes/Texture.xml:48 -#, fuzzy msgid "" "Draws a part of the texture using a [CanvasItem] with the [VisualServer] " "API. Equivalent to [method VisualServer.canvas_item_add_texture_rect_region]." msgstr "" -"使用[RenderingServer]API在指定的[code]position[/code]坐标用[CanvasItem]绘制纹" -"理。" +"使用[VisualServer]API的[CanvasItem]来绘制纹理的一个部分。相当于方法[method " +"VisualServer.canvas_item_add_texture_rect_region]。" #: doc/classes/Texture.xml:54 -#, fuzzy msgid "" "Returns an [Image] that is a copy of data from this [Texture]. [Image]s can " "be accessed and manipulated directly." -msgstr "返回一个带有该[Texture2D]数据的[Image]。可以直接访问和操作[Image]。" +msgstr "" +"返回一个 [Image],它是此 [Texture] 中数据的副本。 [Image] 图像可以直接访问和" +"操作。" #: doc/classes/Texture.xml:60 msgid "Returns the texture height." @@ -67118,7 +67321,6 @@ msgid "Returns the texture width." msgstr "返回纹理宽度。" #: doc/classes/Texture.xml:78 -#, fuzzy msgid "Returns [code]true[/code] if this [Texture] has an alpha channel." msgstr "如果这个[Texture2D]有一个alpha通道,返回[code]true[/code]。" @@ -67126,19 +67328,21 @@ msgstr "如果这个[Texture2D]有一个alpha通道,返回[code]true[/code]。 msgid "" "The texture's [enum Flags]. [enum Flags] are used to set various properties " "of the [Texture]." -msgstr "" +msgstr "纹理的[enum Flags]。[enum Flags]用于设置[Texture]的各种属性。" #: doc/classes/Texture.xml:89 msgid "" "Default flags. [constant FLAG_MIPMAPS], [constant FLAG_REPEAT] and [constant " "FLAG_FILTER] are enabled." msgstr "" +"默认的标志。[constant FLAG_MIPMAPS]、[constant FLAG_REPEAT]和[constant " +"FLAG_FILTER]均被启用。" -#: doc/classes/Texture.xml:92 doc/classes/VisualServer.xml:3205 +#: doc/classes/Texture.xml:92 doc/classes/VisualServer.xml:3206 msgid "" "Generates mipmaps, which are smaller versions of the same texture to use " "when zoomed out, keeping the aspect ratio." -msgstr "" +msgstr "生成mipmaps,它是同一纹理的较小版本,在放大时使用,保持长宽比。" #: doc/classes/Texture.xml:95 msgid "" @@ -67147,19 +67351,19 @@ msgid "" "repetition." msgstr "" -#: doc/classes/Texture.xml:99 doc/classes/VisualServer.xml:3211 +#: doc/classes/Texture.xml:99 doc/classes/VisualServer.xml:3212 msgid "Uses a magnifying filter, to enable smooth zooming in of the texture." msgstr "" #: doc/classes/Texture.xml:102 doc/classes/TextureLayered.xml:88 -#: doc/classes/VisualServer.xml:3214 +#: doc/classes/VisualServer.xml:3215 msgid "" "Uses anisotropic mipmap filtering. Generates smaller versions of the same " "texture with different aspect ratios.\n" "This results in better-looking textures when viewed from oblique angles." msgstr "" -#: doc/classes/Texture.xml:106 doc/classes/VisualServer.xml:3218 +#: doc/classes/Texture.xml:106 doc/classes/VisualServer.xml:3219 #, fuzzy msgid "Converts the texture to the sRGB color space." msgstr "将原始数据从 sRGB 色彩空间转换为线性比例。" @@ -67171,7 +67375,7 @@ msgid "" "repetition." msgstr "" -#: doc/classes/Texture.xml:113 doc/classes/VisualServer.xml:3224 +#: doc/classes/Texture.xml:113 doc/classes/VisualServer.xml:3225 #, fuzzy msgid "Texture is a video surface." msgstr "设置给定曲面的名称。" @@ -67235,7 +67439,6 @@ msgid "" msgstr "基于纹理的按钮。支持按下、悬停、停用和焦点状态。" #: doc/classes/TextureButton.xml:7 -#, fuzzy msgid "" "[TextureButton] has the same functionality as [Button], except it uses " "sprites instead of Godot's [Theme] resource. It is faster to create, but it " @@ -67245,9 +67448,11 @@ msgid "" "See also [BaseButton] which contains common properties and methods " "associated with this node." msgstr "" -"[TextureButton]的功能与[Button]相同,只是它使用精灵而不是Godot的[Theme]资源。" -"它的创建速度更快,但它不像更复杂的[Control]那样支持本地化。\n" -"\"正常\"状态必须包含一个纹理[member texture_normal];其他纹理是可选的。" +"[TextureButton]的功能与[Button]相同,只是它使用精灵sprites而不是Godot的" +"[Theme]主题资源。它的创建速度更快,但它不像更复杂的[Control]那样支持本土化" +"(localization)。\n" +"\"正常\"状态必须包含一个纹理([member texture_normal]);其他纹理是可选的。\n" +"也请参见[BaseButton],它包含了与该节点相关的通用属性和方法。" #: doc/classes/TextureButton.xml:18 msgid "" @@ -67281,7 +67486,7 @@ msgstr "" msgid "" "Texture to display when the node is disabled. See [member BaseButton." "disabled]." -msgstr "节点被禁用时显示的纹理。参见[member BaseButton.disabled]。" +msgstr "节点被禁用时显示的纹理。参阅[member BaseButton.disabled]。" #: doc/classes/TextureButton.xml:36 msgid "Texture to display when the node has mouse or keyboard focus." @@ -67407,33 +67612,32 @@ msgid "" msgstr "返回[Mesh]资源指定表面的覆盖后的[Material]。" #: doc/classes/TextureLayered.xml:65 -#, fuzzy msgid "Returns a dictionary with all the data used by this texture." -msgstr "返回此层使用的画布的RID。" +msgstr "返回字典,其中带有此纹理使用的所有数据。" #: doc/classes/TextureLayered.xml:68 msgid "Specifies which [enum Flags] apply to this texture." -msgstr "" +msgstr "指定应用于此纹理的 [enum Flags]。" #: doc/classes/TextureLayered.xml:73 msgid "" "Default flags for [TextureArray]. [constant FLAG_MIPMAPS], [constant " "FLAG_REPEAT] and [constant FLAG_FILTER] are enabled." msgstr "" +"[TextureArray]的默认标记。 启用[constant FLAG_MIPMAPS], [constant " +"FLAG_REPEAT] 和 [constant FLAG_FILTER]。" #: doc/classes/TextureLayered.xml:76 msgid "Default flags for [Texture3D]. [constant FLAG_FILTER] is enabled." -msgstr "" +msgstr "默认为[Texture3D]的标记。启用[constant FLAG_FILTER]。" #: doc/classes/TextureLayered.xml:79 -#, fuzzy msgid "Texture will generate mipmaps on creation." -msgstr "纹理不会重复。" +msgstr "纹理将在创建时生成mipmaps。" #: doc/classes/TextureLayered.xml:82 -#, fuzzy msgid "Texture will repeat when UV used is outside the 0-1 range." -msgstr "该指示器用于指示颜色值在0-1范围之外。" +msgstr "当使用的UV超出0-1范围时,纹理将重复。" #: doc/classes/TextureLayered.xml:85 msgid "" @@ -67441,6 +67645,8 @@ msgid "" "Turning filtering off is slightly faster and more appropriate when you need " "access to individual pixels." msgstr "" +"在从纹理中读取时使用过滤。过滤使像素变得平滑。当你需要访问单个像素时,关闭过" +"滤会稍快一些,也更合适。" #: doc/classes/TextureProgress.xml:4 msgid "" @@ -67459,7 +67665,7 @@ msgstr "" #: doc/classes/TextureProgress.xml:28 msgid "The fill direction. See [enum FillMode] for possible values." -msgstr "填充方向。有关可能的值,参见[enum FillMode]。" +msgstr "填充方向。有关可能的值,参阅[enum FillMode]。" #: doc/classes/TextureProgress.xml:32 msgid "" @@ -67491,7 +67697,7 @@ msgstr "" "如果[member fill_mode]是[constant FILL_CLOCKWISE]或[constant " "FILL_COUNTER_CLOCKWISE],则为[member texture_progress]的填充上限。当节点的" "[code]value[/code]等于其[code]max_value[/code]时,纹理会填充到这个角度。\n" -"参见[member Range.value], [member Range.max_value]。" +"参阅[member Range.value], [member Range.max_value]。" #: doc/classes/TextureProgress.xml:42 msgid "" @@ -67529,16 +67735,14 @@ msgid "The height of the 9-patch's top row." msgstr "九宫格顶行的高度。" #: doc/classes/TextureProgress.xml:57 -#, fuzzy msgid "" "[Texture] that draws over the progress bar. Use it to add highlights or an " "upper-frame that hides part of [member texture_progress]." msgstr "" -"在进度条上绘制的[Texture2D]。用它来添加高亮或一个隐藏部分[member " +"在进度条之上绘制的[Texture2D]。用它来添加高亮或隐藏部分[member " "texture_progress]上面的帧。" #: doc/classes/TextureProgress.xml:60 -#, fuzzy msgid "" "[Texture] that clips based on the node's [code]value[/code] and [member " "fill_mode]. As [code]value[/code] increased, the texture fills up. It shows " @@ -67547,12 +67751,12 @@ msgid "" "The [code]value[/code] property comes from [Range]. See [member Range." "value], [member Range.min_value], [member Range.max_value]." msgstr "" -"[Texture2D],根据节点的[code]value[/code]和[member fill_mode]进行裁剪。随着" -"[code]value[/code]的增加,纹理将被填满。当[code]value[/code]达到" -"[code]max_value[/code]时,将完全显示。如果[code]value[/code]等于" -"[code]min_value[/code],就完全不显示了。\n" -"[code]value[/code]属性来自[Range]。参见[member Range.value],[member Range." -"min_value],[member Range.max_value]。" +"基于节点的[code]value[/code]和[member fill_mode]进行裁剪[Texture]。随着" +"[code]value[/code]的增加,纹理会被填满。当[code]value[/code]达到" +"[code]max_value[/code]时,它完全显示。如果[code]value[/code]等于" +"[code]min_value[/code],它就完全不显示了。\n" +"[code]value[/code]属性来自[Range]。参阅[member Range.value], [member Range." +"min_value], [member Range.max_value]。" #: doc/classes/TextureProgress.xml:64 msgid "" @@ -67560,11 +67764,12 @@ msgid "" "and [member texture_under] with fancy borders, to avoid transparent margins " "in your progress texture." msgstr "" +"[member texture_progress]的偏移量。对于带有花哨的边框的[member texture_over]" +"和[member texture_under]很有用,可以避免进度纹理的边缘透明。" #: doc/classes/TextureProgress.xml:67 -#, fuzzy msgid "[Texture] that draws under the progress bar. The bar's background." -msgstr "[Texture2D],在进度条下面绘制的背景。" +msgstr "在进度条下面绘制的[Texture]。即背景。" #: doc/classes/TextureProgress.xml:70 msgid "" @@ -67606,7 +67811,7 @@ msgid "" "clockwise. See [member radial_center_offset], [member radial_initial_angle] " "and [member radial_fill_degrees] to control the way the bar fills up." msgstr "" -"将节点变成径向条形。[member texture_progress] 顺时针填充。参见[member " +"将节点变成径向条形。[member texture_progress] 顺时针填充。参阅[member " "radial_center_offset]、[member radial_initial_angle]和[member " "radial_fill_degrees]来控制条形填充的方式。" @@ -67617,7 +67822,7 @@ msgid "" "radial_initial_angle] and [member radial_fill_degrees] to control the way " "the bar fills up." msgstr "" -"将节点变成径向条形。[member texture_progress]逆时针填充。参见[member " +"将节点变成径向条形。[member texture_progress]逆时针填充。参阅[member " "radial_center_offset]、[member radial_initial_angle]和[member " "radial_fill_degrees]来控制条形填充的方式。" @@ -67641,7 +67846,7 @@ msgid "" "radial_fill_degrees] to control the way the bar fills up." msgstr "" "将节点变成径向条形。[member texture_progress]从中心径向填充,顺时针和逆时针扩" -"展。参见[member radial_center_offset]、[member radial_initial_angle]和" +"展。参阅[member radial_center_offset]、[member radial_initial_angle]和" "[member radial_fill_degrees]来控制条形填充的方式。" #: doc/classes/TextureRect.xml:4 @@ -67649,7 +67854,6 @@ msgid "Control for drawing textures." msgstr "控件绘制纹理。" #: doc/classes/TextureRect.xml:7 -#, fuzzy msgid "" "Used to draw icons and sprites in a user interface. The texture's placement " "can be controlled with the [member stretch_mode] property. It can scale, " @@ -67660,7 +67864,10 @@ msgid "" "upside down." 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,或在其边界矩形内居中。" +"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.render_target_v_flip]。否" +"则,图像会出现颠倒的情况。" #: doc/classes/TextureRect.xml:17 msgid "If [code]true[/code], the texture scales to fit its bounding rectangle." @@ -67670,12 +67877,11 @@ msgstr "如果为 [code]true[/code],纹理缩放以适合其边界矩形。" msgid "" "Controls the texture's behavior when resizing the node's bounding rectangle. " "See [enum StretchMode]." -msgstr "控件纹理在调整节点边界矩形时的行为。参见[enum StretchMode]。" +msgstr "控件纹理在调整节点边界矩形时的行为。参阅[enum StretchMode]。" #: doc/classes/TextureRect.xml:30 -#, fuzzy msgid "The node's [Texture] resource." -msgstr "节点的 [Texture2D] 资源。" +msgstr "节点的 [Texture] 纹理资源。" #: doc/classes/TextureRect.xml:35 msgid "" @@ -67713,59 +67919,57 @@ msgstr "" "还可以通过编写 [code].theme[/code] 文件加载主题资源,更多信息见文档。" #: doc/classes/Theme.xml:11 -#, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/gui/gui_skinning.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/gui/gui_skinning.html" +msgstr "https://docs.godotengine.org/en/3.4/tutorials/gui/gui_skinning.html" #: doc/classes/Theme.xml:17 msgid "Clears all values on the theme." msgstr "清除主题上的所有值。" #: doc/classes/Theme.xml:25 -#, fuzzy msgid "" "Clears the [Color] at [code]name[/code] if the theme has [code]node_type[/" "code]." msgstr "" -"如果主题包含 [code]type[/code],则清除名为 [code]name[/code] 的 [Color]颜色。" +"如果主题包含 [code]node_type[/code],则清除名为 [code]name[/code] 的 [Color]" +"颜色。" #: doc/classes/Theme.xml:33 -#, fuzzy msgid "" "Clears the constant at [code]name[/code] if the theme has [code]node_type[/" "code]." -msgstr "如果主题包含 [code]type[/code],则清除名为 [code]name[/code] 的常量。" +msgstr "" +"如果主题包含 [code]node_type[/code],则清除名为 [code]name[/code] 的常量。" #: doc/classes/Theme.xml:41 -#, fuzzy msgid "" "Clears the [Font] at [code]name[/code] if the theme has [code]node_type[/" "code]." msgstr "" -"如果主题包含 [code]type[/code],则清除名为 [code]name[/code] 的 [Font]字体。" +"如果主题包含 [code]node_type[/code],则清除名为 [code]name[/code] 的 [Font]字" +"体。" #: doc/classes/Theme.xml:49 -#, fuzzy msgid "" "Clears the icon at [code]name[/code] if the theme has [code]node_type[/code]." -msgstr "如果主题包含 [code]type[/code],则清除名为 [code]name[/code] 的图标。" +msgstr "" +"如果主题包含 [code]node_type[/code],则清除名为 [code]name[/code] 的图标。" #: doc/classes/Theme.xml:57 -#, fuzzy msgid "" "Clears [StyleBox] at [code]name[/code] if the theme has [code]node_type[/" "code]." msgstr "" -"如果主题包含 [code]type[/code],则清除名为 [code]name[/code] 的 [StyleBox]样" -"式盒。" +"如果主题包含 [code]node_type[/code],则清除名为 [code]name[/code] 的 " +"[StyleBox]样式盒。" #: doc/classes/Theme.xml:66 -#, fuzzy msgid "" "Clears the theme item of [code]data_type[/code] at [code]name[/code] if the " "theme has [code]node_type[/code]." -msgstr "如果主题包含 [code]type[/code],则清除名为 [code]name[/code] 的常量。" +msgstr "" +"如果主题具有 [code]node_type[/code],则清除 [code]name[/code] 处的 " +"[code]data_type[/code] 主题项。" #: doc/classes/Theme.xml:72 msgid "Sets the theme's values to a copy of the default theme values." @@ -67776,110 +67980,95 @@ msgid "Sets the theme's values to a copy of a given theme." msgstr "将主题的取值设置为指定主题的副本。" #: doc/classes/Theme.xml:87 -#, fuzzy msgid "" "Returns the [Color] at [code]name[/code] if the theme has [code]node_type[/" "code]." -msgstr "" -"如果主题包含 [code]type[/code],则返回名为 [code]name[/code] 的 [Color]颜色。" +msgstr "如果主题有[code]node_type[/code],返回[code]name[/code]处的[Color]。" #: doc/classes/Theme.xml:94 -#, fuzzy msgid "" "Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s " "name, for use in [method get_color], if the theme has [code]node_type[/code]." msgstr "" -"如果主题包含[code]type[/code],则返回[PackedStringArray],是所有的[Color]颜" -"色,并填入每个[Color]颜色的名称,供[method get_color]使用。" +"如果主题有[code]node_type[/code],将所有的[Color]作为[PoolStringArray]返回," +"并填充每个[Color]的名称,用于[method get_color]使用。" #: doc/classes/Theme.xml:100 -#, fuzzy msgid "" "Returns all the [Color] types as a [PoolStringArray] filled with unique type " "names, for use in [method get_color] and/or [method get_color_list]." msgstr "" -"如果主题包含[code]type[/code],则返回[PackedStringArray],是所有的[Color]颜" -"色,并填入每个[Color]颜色的名称,供[method get_color]使用。" +"返回所有的[Color]类型为[PoolStringArray],其中填充了唯一类型名称,供[method " +"get_color]和/或[method get_color_list]使用。" #: doc/classes/Theme.xml:108 -#, fuzzy msgid "" "Returns the constant at [code]name[/code] if the theme has [code]node_type[/" "code]." -msgstr "如果主题包含 [code]type[/code],则返回名为 [code]name[/code] 的常量。" +msgstr "如果主题有[code]node_type[/code],返回[code]name[/code]处的常量。" #: doc/classes/Theme.xml:115 -#, fuzzy msgid "" "Returns all the constants as a [PoolStringArray] filled with each constant's " "name, for use in [method get_constant], if the theme has [code]node_type[/" "code]." msgstr "" -"如果主题包含[code]type[/code],则将所有常量作为[PackedStringArray]返回,并填" -"充每个常量的名称,供[method get_constant]使用。" +"如果主题有[code]node_type[/code],将所有常量作为[PoolStringArray]返回,并填充" +"每个常量的名称,以供[method get_constant]使用。" #: doc/classes/Theme.xml:121 -#, fuzzy msgid "" "Returns all the constant types as a [PoolStringArray] filled with unique " "type names, for use in [method get_constant] and/or [method " "get_constant_list]." msgstr "" -"如果主题包含[code]type[/code],则将所有常量作为[PackedStringArray]返回,并填" -"充每个常量的名称,供[method get_constant]使用。" +"返回所有的常量类型为[PoolStringArray],其中填充唯一的类型名称,以供[method " +"get_constant]和/或[method get_constant_list]使用。" #: doc/classes/Theme.xml:129 -#, fuzzy msgid "" "Returns the [Font] at [code]name[/code] if the theme has [code]node_type[/" "code]." -msgstr "" -"如果主题包含 [code]type[/code],则返回名为 [code]name[/code] 的 [Font]字体。" +msgstr "如果主题有[code]node_type[/code],返回[code]name[/code]处的[Font]。" #: doc/classes/Theme.xml:136 -#, fuzzy msgid "" "Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s " "name, for use in [method get_font], if the theme has [code]node_type[/code]." msgstr "" -"如果主题包含[code]type[/code],则返回[PackedStringArray],是所有的[Font]字" -"体,并填入每个[Font]的名称,供[method get_font]使用。" +"如果主题有[code]node_type[/code],将所有的[Font]作为[PoolStringArray]返回,并" +"填入每个[Font]的名称,以供[method get_font]使用。" #: doc/classes/Theme.xml:142 -#, fuzzy msgid "" "Returns all the [Font] types as a [PoolStringArray] filled with unique type " "names, for use in [method get_font] and/or [method get_font_list]." msgstr "" -"如果主题包含[code]type[/code],则返回[PackedStringArray],是所有的[Font]字" -"体,并填入每个[Font]的名称,供[method get_font]使用。" +"返回所有的[Font]类型为[PoolStringArray],其中填充唯一的类型名称,以供[method " +"get_font]和/或[method get_font_list]使用。" #: doc/classes/Theme.xml:150 -#, fuzzy msgid "" "Returns the icon [Texture] at [code]name[/code] if the theme has " "[code]node_type[/code]." msgstr "" -"如果主题包含 [code]type[/code],则返回名为 [code]name[/code] 的 [Texture2D] " -"图标。" +"如果主题有[code]node_type[/code],返回[code]name[/code]处的图标[Texture]。" #: doc/classes/Theme.xml:157 -#, fuzzy msgid "" "Returns all the icons as a [PoolStringArray] filled with each [Texture]'s " "name, for use in [method get_icon], if the theme has [code]node_type[/code]." msgstr "" -"如果主题包含[code]type[/code],则返回[PackedStringArray],是所有的图标,并填" -"充每个[Texture2D]的名称,供[method get_icon]使用。" +"如果主题有[code]node_type[/code],则返回所有的图标为一个[PoolStringArray],并" +"填入每个[Texture]的名称,以供[method get_icon]使用。" #: doc/classes/Theme.xml:163 -#, fuzzy msgid "" "Returns all the icon types as a [PoolStringArray] filled with unique type " "names, for use in [method get_icon] and/or [method get_icon_list]." msgstr "" -"如果主题包含[code]type[/code],则返回[PackedStringArray],是所有的图标,并填" -"充每个[Texture2D]的名称,供[method get_icon]使用。" +"返回所有的图标类型为[PoolStringArray],其中填充唯一的类型名称,以供[method " +"get_icon]和/或[method get_icon_list]使用。" #: doc/classes/Theme.xml:171 msgid "" @@ -67888,28 +68077,29 @@ msgid "" "Valid [code]name[/code]s may be found using [method get_stylebox_list]. " "Valid [code]node_type[/code]s may be found using [method get_stylebox_types]." msgstr "" +"如果主题有[code]node_type[/code],返回[code]name[/code]处的[StyleBox]。\n" +"可以使用[method get_stylebox_list]找到有效的[code]name[/code]。可以通过" +"[method get_stylebox_types]来找到有效的[code]node_type[/code]。" #: doc/classes/Theme.xml:179 -#, fuzzy msgid "" "Returns all the [StyleBox]s as a [PoolStringArray] filled with each " "[StyleBox]'s name, for use in [method get_stylebox], if the theme has " "[code]node_type[/code].\n" "Valid [code]node_type[/code]s may be found using [method get_stylebox_types]." msgstr "" -"如果主题包含[code]type[/code],则返回[PackedStringArray],是所有的" -"[StyleBox],并填充每个[StyleBox]的名称,供[method get_stylebox]使用。" +"如果主题有[code]node_type[/code],则返回所有[StyleBox]的[PoolStringArray],并" +"填入每个[StyleBox]的名称,以供[method get_stylebox]使用。\n" +"可以使用[method get_stylebox_types]找到有效的[code]node_type[/code]。" #: doc/classes/Theme.xml:186 -#, fuzzy msgid "" "Returns all the [StyleBox] types as a [PoolStringArray] filled with unique " "type names, for use in [method get_stylebox] and/or [method " "get_stylebox_list]." msgstr "" -"如果主题包含[code]type[/code],则返回[PackedStringArray],是所有的[StyleBox]" -"类型,填充每个[StyleBox]的类型,供[method get_stylebox]和[method " -"get_stylebox_list]使用。" +"返回所有[StyleBox]类型为[PoolStringArray],其中填充了唯一的类型名称,以供" +"[method get_stylebox]和/或[method get_stylebox_list]使用。" #: doc/classes/Theme.xml:195 msgid "" @@ -67919,6 +68109,11 @@ msgid "" "a data type specific method. Valid [code]node_type[/code]s may be found " "using [method get_theme_item_types] or a data type specific method." msgstr "" +"如果主题有 [code]node_type [/code],则以 [code]name[/code] 返回 " +"[code]data_type [/code] 的主题项目。\n" +"使用 [method get_theme_item_list] 或数据类型特定方法,可能会找到有效的 " +"[code]name[/code]。可以使用 [method get_theme_item_types] 或数据类型特定方" +"法,找到有效的 [code]node_type[/code]。" #: doc/classes/Theme.xml:204 msgid "" @@ -67928,101 +68123,99 @@ msgid "" "Valid [code]node_type[/code]s may be found using [method " "get_theme_item_types] or a data type specific method." msgstr "" +"返回所有[code]data_type[/code]的主题项目,以[PoolStringArray]的形式填入每个主" +"题项目的名称,如果主题有[code]node_type[/code],可以在[method get_theme_item]" +"或特定数据类型方法中使用。\n" +"可以通过[method get_theme_item_types]或特定数据类型的方法找到有效的" +"[code]node_type[/code]。" #: doc/classes/Theme.xml:212 -#, fuzzy msgid "" "Returns all the theme items of [code]data_type[/code] types as a " "[PoolStringArray] filled with unique type names, for use in [method " "get_theme_item], [method get_theme_item_list] or data type specific methods." msgstr "" -"如果主题包含[code]type[/code],则返回[PackedStringArray],是所有的[StyleBox]" -"类型,填充每个[StyleBox]的类型,供[method get_stylebox]和[method " -"get_stylebox_list]使用。" +"返回所有[code]data_type[/code]类型的主题项,作为填入唯一类型名称的" +"[PoolStringArray],以供[method get_theme_item]、[method get_theme_item_list]" +"或数据类型特定方法使用。" #: doc/classes/Theme.xml:219 -#, fuzzy msgid "" "Returns all the theme types as a [PoolStringArray] filled with unique type " "names, for use in other [code]get_*[/code] functions of this theme.\n" "[b]Note:[/b] [code]node_type[/code] has no effect and will be removed in " "future version." msgstr "" -"如果该主题包含[code]type[/code],将[code]type[/code]中的所有类型作为" -"[PackedStringArray]返回,以便在任何[code]get_*[/code]函数中使用。" +"将所有的主题类型作为一个[PoolStringArray]返回,其中填入了唯一的类型名称,以供" +"这个主题的其他[code]get_*[/code]函数使用。\n" +"[b]注意:[/b][code]node_type[/code]没有生效,在未来的版本中会被删除。" #: doc/classes/Theme.xml:228 -#, fuzzy msgid "" "Returns [code]true[/code] if [Color] with [code]name[/code] is in " "[code]node_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]node_type[/code]." msgstr "" -"如果[code]type[/code]中有带[code]name[/code]的[Color],则返回[code]true[/" -"code]。\n" -"如果主题没有该[code]type[/code],则返回[code]false[/code]。" +"如果带有[code]name[/code]的[Color]在[code]node_type[/code]中,则返回" +"[code]true[/code]。\n" +"如果主题没有[code]node_type[/code],则返回[code]false[/code]。" #: doc/classes/Theme.xml:237 -#, fuzzy msgid "" "Returns [code]true[/code] if constant with [code]name[/code] is in " "[code]node_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]node_type[/code]." msgstr "" -"如果[code]type[/code]中有带[code]name[/code]的常量,则返回[code]true[/" +"如果带有[code]name[/code]的常量在[code]node_type[/code]中,则返回[code]true[/" "code]。\n" -"如果主题没有该[code]type[/code],则返回[code]false[/code]。" +"如果主题没有[code]node_type[/code],则返回[code]false[/code]。" #: doc/classes/Theme.xml:244 -#, fuzzy msgid "" "Returns [code]true[/code] if this theme has a valid [member default_font] " "value." -msgstr "如果有一个[member network_peer]设置,返回[code]true[/code]。" +msgstr "" +"如果这个主题有一个有效的[member default_font]值,返回[code]true[/code]。" #: doc/classes/Theme.xml:252 -#, fuzzy msgid "" "Returns [code]true[/code] if [Font] with [code]name[/code] is in " "[code]node_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]node_type[/code]." msgstr "" -"如果[code]type[/code]中有带[code]name[/code]的[Font]字体,则返回[code]true[/" -"code]。\n" -"如果主题没有该[code]type[/code],则返回[code]false[/code]。" +"如果带有[code]name[/code]的[Font]在[code]node_type[/code]中,则返回" +"[code]true[/code]。\n" +"如果主题没有[code]node_type[/code],则返回[code]false[/code]。" #: doc/classes/Theme.xml:261 -#, fuzzy msgid "" "Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in " "[code]node_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]node_type[/code]." msgstr "" -"如果[code]type[/code]中有带[code]name[/code]的图标[Texture2D],则返回" +"如果带有[code]name[/code]的图标[Texture]在[code]node_type[/code]中,则返回" "[code]true[/code]。\n" -"如果主题没有该[code]type[/code],则返回[code]false[/code]。" +"如果主题没有[code]node_type[/code],则返回[code]false[/code]。" #: doc/classes/Theme.xml:270 -#, fuzzy msgid "" "Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in " "[code]node_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]node_type[/code]." msgstr "" -"如果[code]type[/code]中有带[code]name[/code]的[StyleBox]样式盒,则返回" +"如果带有[code]name[/code]的[StyleBox]在[code]node_type[/code]中,返回" "[code]true[/code]。\n" -"如果主题没有该[code]type[/code],则返回[code]false[/code]。" +"如果主题没有[code]node_type[/code],则返回[code]false[/code]。" #: doc/classes/Theme.xml:280 -#, fuzzy msgid "" "Returns [code]true[/code] if a theme item of [code]data_type[/code] with " "[code]name[/code] is in [code]node_type[/code].\n" "Returns [code]false[/code] if the theme does not have [code]node_type[/code]." msgstr "" -"如果[code]type[/code]中有带[code]name[/code]的[StyleBox]样式盒,则返回" -"[code]true[/code]。\n" -"如果主题没有该[code]type[/code],则返回[code]false[/code]。" +"如果一个[code]data_type[/code]的主题项目与[code]name[/code]在" +"[code]node_type[/code]中,则返回[code]true[/code]。\n" +"如果该主题没有[code]node_type[/code],则返回[code]false[/code]。" #: doc/classes/Theme.xml:288 msgid "" @@ -68032,122 +68225,116 @@ msgid "" "themes together without modifying either one, create a new empty theme and " "merge the other two into it one after another." msgstr "" +"用[code]other[/code][Theme]的值添加缺失的,和覆盖现有的定义。\n" +"[b]注意:[/b] 这将修改当前的主题。如果你想在不修改任何一个主题的情况下将两个" +"主题合并在一起,请创建一个新的空主题,然后将另外两个主题逐个合并到其中。" #: doc/classes/Theme.xml:298 -#, fuzzy msgid "" "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." msgstr "" -"如果主题包含 [code]type[/code],则返回名为 [code]name[/code] 的 [Color]颜色。" +"如果主题有[code]node_type[/code],则将[code]old_name[/code]的[Color]重命名为" +"[code]name[/code]。如果[code]name[/code]已经被占用,则此方法将失败。" #: doc/classes/Theme.xml:307 -#, fuzzy msgid "" "Renames the constant at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." -msgstr "如果主题包含 [code]type[/code],则返回名为 [code]name[/code] 的常量。" +msgstr "" +"如果主题有[code]node_type[/code],则将[code]old_name[/code]的常量重命名为" +"[code]name[/code]。如果[code]name[/code]已经被占用,则此方法失败。" #: doc/classes/Theme.xml:316 -#, fuzzy msgid "" "Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." msgstr "" -"如果主题包含 [code]type[/code],则返回名为 [code]name[/code] 的 [Font]字体。" +"如果主题有[code]node_type[/code],则将[code]old_name[/code]的[Font]重命名为" +"[code]name[/code]。如果[code]name[/code]已经被占用,则此方法失败。" #: doc/classes/Theme.xml:325 -#, fuzzy msgid "" "Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme " "has [code]node_type[/code]. If [code]name[/code] is already taken, this " "method fails." msgstr "" -"如果主题包含[code]type[/code],返回[code]name[/code]处图标[StyleBox]的样式" -"盒。" +"如果主题有[code]node_type[/code],将[code]old_name[/code]的图标重命名为" +"[code]name[/code]。如果[code]name[/code]已经被占用,则此方法失败。" #: doc/classes/Theme.xml:334 -#, fuzzy msgid "" "Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the " "theme has [code]node_type[/code]. If [code]name[/code] is already taken, " "this method fails." msgstr "" -"在[code]type[/code]的[code]name[/code]处,将主题的[StyleBox]设置为" -"[code]stylebox[/code]。\n" -"如果主题没有该[code]type[/code],则没有任何作用。" +"如果主题有[code]node_type[/code],则将[StyleBox]在[code]old_name[/code]重命名" +"为[code]name[/code]。如果[code]name[/code]已经被占用,此方法会失败。" #: doc/classes/Theme.xml:344 -#, fuzzy msgid "" "Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to " "[code]name[/code] if the theme has [code]node_type[/code]. If [code]name[/" "code] is already taken, this method fails." msgstr "" -"在[code]type[/code]中的[code]name[/code]处,将主题的常量设置为" -"[code]constant[/code]。\n" -"如果主题没有该[code]type[/code],则没有任何作用。" +"如果主题具有 [code]node_type[/code],则将 [code]old_name[/code] 处的 " +"[code]data_type[/code] 的主题项重命名为 [code]name[/code]。如果 [code]name[/" +"code] 已经被占用,则此方法失败。" #: doc/classes/Theme.xml:353 -#, fuzzy msgid "" "Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in " "[code]node_type[/code].\n" "Creates [code]node_type[/code] if the theme does not have it." msgstr "" -"在[code]type[/code]中的[code]name[/code]处,将主题的[Color]颜色设置为" +"在[code]node_type[/code]中的[code]name[/code]处,设置主题的[Color]为" "[code]color[/code]。\n" -"如果主题没有该[code]type[/code],则没有任何作用。" +"如果主题没有[code]node_type[/code],则创建该节点。" #: doc/classes/Theme.xml:363 -#, fuzzy msgid "" "Sets the theme's constant to [code]constant[/code] at [code]name[/code] in " "[code]node_type[/code].\n" "Creates [code]node_type[/code] if the theme does not have it." msgstr "" -"在[code]type[/code]中的[code]name[/code]处,将主题的常量设置为" +"在[code]node_type[/code]中的[code]name[/code]处,将主题的常量设置为" "[code]constant[/code]。\n" -"如果主题没有该[code]type[/code],则没有任何作用。" +"如果主题没有,则创建[code]node_type[/code]。" #: doc/classes/Theme.xml:373 -#, fuzzy msgid "" "Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in " "[code]node_type[/code].\n" "Creates [code]node_type[/code] if the theme does not have it." msgstr "" -"在[code]type[/code]中的[code]name[/code]处,将主题的[Font]字体设置为" +"在[code]node_type[/code]中的[code]name[/code]处将主题的[font]设置为" "[code]font[/code]。\n" -"如果主题没有该[code]type[/code],则没有任何作用。" +"如果主题没有[code]node_type[/code],则创建该节点。" #: doc/classes/Theme.xml:383 -#, fuzzy msgid "" "Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] " "in [code]node_type[/code].\n" "Creates [code]node_type[/code] if the theme does not have it." msgstr "" -"在[code]type[/code]的[code]name[/code]处,将主题的图标[Texture2D]设置为" +"在[code]node_type[/code]中的[code]name[/code]处设置主题的图标[Texture]为" "[code]texture[/code]。\n" -"如果主题没有该[code]type[/code],则没有任何作用。" +"如果主题没有[code]node_type[/code],则创建该节点。" #: doc/classes/Theme.xml:393 -#, fuzzy msgid "" "Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in " "[code]node_type[/code].\n" "Creates [code]node_type[/code] if the theme does not have it." msgstr "" -"在[code]type[/code]的[code]name[/code]处,将主题的[StyleBox]设置为" -"[code]stylebox[/code]。\n" -"如果主题没有该[code]type[/code],则没有任何作用。" +"将主题的[StyleBox]设置为[code]stylebox[/code],在[code]node_type[/code]的" +"[code]name[/code]处。\n" +"如果主题没有[code]node_type[/code],则创建该节点。" #: doc/classes/Theme.xml:404 -#, fuzzy msgid "" "Sets the theme item of [code]data_type[/code] to [code]value[/code] at " "[code]name[/code] in [code]node_type[/code].\n" @@ -68155,9 +68342,10 @@ msgid "" "code].\n" "Creates [code]node_type[/code] if the theme does not have it." msgstr "" -"在[code]type[/code]的[code]name[/code]处,将主题的图标[Texture2D]设置为" -"[code]texture[/code]。\n" -"如果主题没有该[code]type[/code],则没有任何作用。" +"将[code]data_type[/code]的主题项目设置为[code]value[/code],在" +"[code]node_type[/code]中的[code]name[/code]。\n" +"如果[code]value[/code]类型与[code]data_type[/code]不匹配,则不做任何处理。\n" +"如果主题没有[code]node_type[/code],则创建该类型。" #: doc/classes/Theme.xml:412 msgid "" @@ -68166,42 +68354,39 @@ msgid "" "also invalid, the global default value is used.\n" "Use [method has_default_font] to check if this value is valid." msgstr "" +"此 [Theme] 资源的默认字体。用作此主题中定义的字体项的后备值,但具有无效值。如" +"果此值也无效,则使用全局默认值。\n" +"使用 [method has_default_font] 来检查这个值是否有效。" #: doc/classes/Theme.xml:418 -#, fuzzy msgid "Theme's [Color] item type." -msgstr "雾的[Color]。" +msgstr "主题的 [Color] 颜色项类型。" #: doc/classes/Theme.xml:421 -#, fuzzy msgid "Theme's constant item type." -msgstr "常量的类型。" +msgstr "主题的常量项类型。" #: doc/classes/Theme.xml:424 -#, fuzzy msgid "Theme's [Font] item type." -msgstr "常量的类型。" +msgstr "主题的 [Font] 字体项类型。" #: doc/classes/Theme.xml:427 -#, fuzzy msgid "Theme's icon [Texture] item type." -msgstr "节点的 [Texture2D] 资源。" +msgstr "主题的图标[Texture]项类型。" #: doc/classes/Theme.xml:430 msgid "Theme's [StyleBox] item type." -msgstr "" +msgstr "主题的[StyleBox]项目类型。" #: doc/classes/Theme.xml:433 -#, fuzzy msgid "Maximum value for the DataType enum." -msgstr "模式列举的最大值。" +msgstr "数据类型枚举的最大值。" #: doc/classes/Thread.xml:4 msgid "A unit of execution in a process." msgstr "执行过程中的执行单元。" #: doc/classes/Thread.xml:7 -#, fuzzy msgid "" "A unit of execution in a process. Can run methods on [Object]s " "simultaneously. The use of synchronization via [Mutex] or [Semaphore] is " @@ -68209,34 +68394,42 @@ msgid "" "[b]Note:[/b] Breakpoints won't break on code if it's running in a thread. " "This is a current limitation of the GDScript debugger." msgstr "" -"执行过程中的执行单元。可以同时运行数个[Object]上的方法。如果与共享对象一起工" -"作,建议通过[Mutex]或[Semaphore]进行同步。" +"进程中的执行单元。可以同时在 [Object] 上运行方法。如果使用共享对象,建议通过 " +"[Mutex] 或 [Semaphore] 使用同步。\n" +"[b]注意:[/b] 如果代码在线程中运行,断点不会中断。这是 GDScript 调试器的当前" +"限制。" #: doc/classes/Thread.xml:12 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/threads/thread_safe_apis.html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/threads/thread_safe_apis." -"html" +"https://docs.godotengine.org/en/3.4/tutorials/threads/thread_safe_apis.html" #: doc/classes/Thread.xml:19 -#, fuzzy msgid "" "Returns the current [Thread]'s ID, uniquely identifying it among all " "threads. If the [Thread] is not running this returns an empty string." -msgstr "返回当前[Thread]的ID,在所有线程中唯一的标识。" +msgstr "" +"返回当前 [Thread] 的 ID,在所有线程中唯一标识它。如果 [Thread] 未运行,则返回" +"空字符串。" #: doc/classes/Thread.xml:25 msgid "" -"Returns [code]true[/code] if this [Thread] is currently active. An active " -"[Thread] cannot start work on a new method but can be joined with [method " -"wait_to_finish]." +"Returns [code]true[/code] if this [Thread] has been started. Once started, " +"this will return [code]true[/code] until it is joined using [method " +"wait_to_finish]. For checking if a [Thread] is still executing its task, use " +"[method is_alive]." msgstr "" -"如果这个[Thread]线程当前处于激活状态,返回[code]true[/code]。一个激活的" -"[Thread]不能在一个新方法上开始运行,但可以与[method wait_to_finish]一起。" -#: doc/classes/Thread.xml:35 +#: doc/classes/Thread.xml:31 +msgid "" +"Returns [code]true[/code] if this [Thread] is currently running. This is " +"useful for determining if [method wait_to_finish] can be called without " +"blocking the calling thread.\n" +"To check if a [Thread] is joinable, use [method is_active]." +msgstr "" + +#: doc/classes/Thread.xml:42 msgid "" "Starts a new [Thread] that runs [code]method[/code] on object " "[code]instance[/code] with [code]userdata[/code] passed as an argument. Even " @@ -68251,26 +68444,34 @@ msgstr "" "先级可以通过传递[enum Priority]枚举中的一个值来改变。\n" "成功时返回[constant OK],失败时返回[constant ERR_CANT_CREATE] 。" -#: doc/classes/Thread.xml:42 +#: doc/classes/Thread.xml:49 +#, fuzzy msgid "" -"Joins the [Thread] and waits for it to finish. Returns what the method " -"called returned.\n" +"Joins the [Thread] and waits for it to finish. Returns the output of the " +"method passed to [method start].\n" "Should either be used when you want to retrieve the value returned from the " "method called by the [Thread] or before freeing the instance that contains " "the [Thread].\n" +"To determine if this can be called without blocking the calling thread, " +"check if [method is_alive] is [code]false[/code].\n" "[b]Note:[/b] After the [Thread] finishes joining it will be disposed. If you " "want to use it again you will have to create a new instance of it." msgstr "" +"加入 [Thread] 并等待它完成。返回方法调用返回的内容。\n" +"应该在您想要检索从 [Thread] 调用的方法返回的值时使用,或者在释放包含 " +"[Thread] 的实例之前使用。\n" +"[b]注:[/b][Thread]连接完成后将被销毁。如果要再次使用它,则必须创建它的新实" +"例。" -#: doc/classes/Thread.xml:50 +#: doc/classes/Thread.xml:58 msgid "A thread running with lower priority than normally." msgstr "一个线程以比正常情况下更低的优先级运行。" -#: doc/classes/Thread.xml:53 +#: doc/classes/Thread.xml:61 msgid "A thread with a standard priority." msgstr "具有标准优先级的线程。" -#: doc/classes/Thread.xml:56 +#: doc/classes/Thread.xml:64 msgid "A thread running with higher priority than normally." msgstr "以比正常情况更高的优先级运行的线程。" @@ -68288,17 +68489,19 @@ msgid "" "by methods such as [method Physics2DDirectSpaceState.intersect_shape], " "[method Physics2DDirectBodyState.get_contact_collider_shape_metadata], etc." msgstr "" +"二维图块地图的节点。图块地图使用一个[TileSet],其中包含图块列表,纹理能加上可" +"选的碰撞、导航和/或遮挡形状,用于创建基于网格的地图。\n" +"当对图块地图进行物理查询时,单元坐标被编码为[code]metadata[/code],这些碰撞形" +"状由 [method Physics2DDirectSpaceState.intersect_shape]、[method " +"Physics2DDirectBodyState.get_contact_collider_shape_metadata] 等方法返回。" #: doc/classes/TileMap.xml:11 doc/classes/TileSet.xml:11 -#, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/2d/using_tilemaps.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/2d/using_tilemaps.html" +msgstr "https://docs.godotengine.org/en/3.4/tutorials/2d/using_tilemaps.html" #: doc/classes/TileMap.xml:14 doc/classes/TileSet.xml:14 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/111" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/111" #: doc/classes/TileMap.xml:23 msgid "Clears all cells." @@ -68349,11 +68552,10 @@ msgstr "" "code])。" #: doc/classes/TileMap.xml:79 -#, fuzzy msgid "" "Returns an array of all cells with the given tile index specified in " "[code]id[/code]." -msgstr "返回所有具有指定图块[code]index[/code]索引的单元格的数组。" +msgstr "返回所有具有[code]id[/code]中指定的图块索引的单元格的数组。" #: doc/classes/TileMap.xml:85 msgid "Returns a rectangle enclosing the used (non-empty) tiles of the map." @@ -68384,9 +68586,15 @@ msgid "" "[/codeblock]\n" "Optionally, the tilemap's half offset can be ignored." msgstr "" +"返回与指定的图块地图(基于网格)坐标相对应的单元格左上角的局部坐标。\n" +"要获得全局坐标,请使用[method Node2D.to_global]。\n" +"[codeblock]\n" +"var local_position = my_tilemap.map_to_world(map_position)\n" +"var global_position = my_tilemap.to_global(local_position)\n" +"[/codeblock]\n" +"可以选择忽略图块地图的半偏移。" #: doc/classes/TileMap.xml:136 -#, fuzzy msgid "" "Sets the tile index for the cell given by a Vector2.\n" "An index of [code]-1[/code] clears the cell.\n" @@ -68407,16 +68615,18 @@ msgid "" " .set_cell(x, y, tile, flip_x, flip_y, transpose, autotile_coord)\n" "[/codeblock]" msgstr "" -"设置由Vector2指定的单元格的图块索引。\n" -"索引[code]-1[/code]将清除该单元。\n" -"也可以选择翻转、移位,或者指定自动图块。自动图块指的是子图块的列和行。\n" +"设置由Vector2给出的单元格的图块索引。\n" +"[code]-1[/code]的索引将清除该单元。\n" +"也可以选择翻转、移位,或者指定自动图块坐标。自动图块坐标指的是子图块的列和" +"行。\n" "[b]注意:[/b] 由于性能原因,导航多边形和碰撞形状等数据不会立即更新。\n" -"如果你需要这些被立即更新,可以调用[method update_dirty_quadrants]。\n" -"重写这个方法也会在内部重写它,允许在放置/移除图块时,实现自定义逻辑。\n" +"如果你需要这些被立即更新,你可以调用[method update_dirty_quadrants]。\n" +"重写该方法会在内部重写它,允许在放置/移除图块时实现自定义逻辑。\n" "[codeblock]\n" -"func set_cell(x, y, tile, flip_x, flip_y, transpose, autotile_coord)\n" -" # 在这里写下你的自定义逻辑。\n" -" # 调用默认方法。\n" +"func set_cell(x, y, tile, flip_x=false, flip_y=false, transpose=false, " +"autotile_coord=Vector2()):\n" +" # 在这里写下你的自定义逻辑。 \n" +" # 调用默认方法:\n" " .set_cell(x, y, tile, flip_x, flip_y, transpose, autotile_coord)\n" "[/codeblock]" @@ -68477,6 +68687,12 @@ msgid "" "var map_position = my_tilemap.world_to_map(local_position)\n" "[/codeblock]" msgstr "" +"返回与指定的局部坐标相对应的图块地图坐标,基于网格。\n" +"要使用这个全局坐标,首先要用[method Node2D.to_local]确定局部坐标。\n" +"[codeblock]\n" +"var local_position = my_tilemap.to_local(global_position)\n" +"var map_position = my_tilemap.world_to_map(local_position)\n" +"[/codeblock]" #: doc/classes/TileMap.xml:218 msgid "If [code]true[/code], the cell's UVs will be clipped." @@ -68507,11 +68723,10 @@ msgid "Position for tile origin. See [enum TileOrigin] for possible values." msgstr "图块原点的坐标。有关可能的值,参阅[enum TileOrigin]。" #: doc/classes/TileMap.xml:236 -#, fuzzy msgid "" "If [code]true[/code], the TileMap's direct children will be drawn in order " "of their Y coordinate." -msgstr "如果[code]true[/code],图块地图的子节点将按其Y坐标的顺序绘制。" +msgstr "如果[code]true[/code],图块地图的直接子节点将按其Y坐标顺序绘制。" #: doc/classes/TileMap.xml:239 msgid "" @@ -68549,6 +68764,9 @@ msgid "" "html#collision-layers-and-masks]Collision layers and masks[/url] in the " "documentation for more information." msgstr "" +"图块地图中所有碰撞器的碰撞层。更多信息请参阅文档中的[url=https://docs." +"godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-" +"layers-and-masks]碰撞层和掩码[/url]。" #: doc/classes/TileMap.xml:252 msgid "" @@ -68557,6 +68775,9 @@ msgid "" "html#collision-layers-and-masks]Collision layers and masks[/url] in the " "documentation for more information." msgstr "" +"图块地图中所有碰撞器的碰撞掩码。更多信息请参阅文档中的[url=https://docs." +"godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-" +"layers-and-masks]碰撞层和掩码[/url]。" #: doc/classes/TileMap.xml:255 msgid "" @@ -68621,6 +68842,9 @@ msgid "" "runtime, enable [b]Visible Collision Shapes[/b] in the [b]Debug[/b] menu " "instead." msgstr "" +"如果[code]true[/code],碰撞形状在编辑器中是可见的。不影响碰撞形状在运行时的可" +"见性。要在运行时显示碰撞形状,请在[b]调试[/b]菜单中启用[b]可见的碰撞形状[/" +"b]。" #: doc/classes/TileMap.xml:275 msgid "The assigned [TileSet]." @@ -69050,15 +69274,14 @@ msgid "A countdown timer." msgstr "倒数计时器。" #: doc/classes/Timer.xml:7 -#, fuzzy msgid "" "Counts down a specified interval and emits a signal on reaching 0. Can be " "set to repeat or \"one-shot\" mode.\n" "[b]Note:[/b] To create a one-shot timer without instantiating a node, use " "[method SceneTree.create_timer]." msgstr "" -"按指定间隔进行计数,在达到0时触发信号。 可设置为重复或“一次性”模式。\n" -"[b]注意:[/b]要创建一个一次性定时器,而不需要实例化一个节点,请使用[method " +"可以设置为重复或 \"一次性\" 模式。\n" +"[b]注意:[/b]要创建一个一次性定时器而不需要实例化一个节点,请使用[method " "SceneTree.create_timer]。" #: doc/classes/Timer.xml:17 @@ -69066,7 +69289,6 @@ msgid "Returns [code]true[/code] if the timer is stopped." msgstr "如果定时器被停止,返回[code]true[/code]。" #: doc/classes/Timer.xml:24 -#, fuzzy msgid "" "Starts the timer. Sets [code]wait_time[/code] to [code]time_sec[/code] if " "[code]time_sec > 0[/code]. This also resets the remaining time to " @@ -69075,7 +69297,7 @@ msgid "" msgstr "" "启动定时器。如果[code]time_sec>0[/code],将[code]wait_time[/code]设置为" "[code]time_sec[/code]。这也会将剩余时间重置为[code]wait_time[/code]。\n" -"[b]注意:[/b]这个方法不会恢复一个暂停的定时器。参阅[member paused]。" +"[b]注意:[/b] 这个方法不会恢复一个暂停的定时器。参阅 [member paused]。" #: doc/classes/Timer.xml:31 msgid "Stops the timer." @@ -69123,22 +69345,29 @@ msgstr "" "start]。" #: doc/classes/Timer.xml:54 -msgid "Wait time in seconds." -msgstr "以秒为单位的等待时间。" +msgid "" +"The wait time in seconds.\n" +"[b]Note:[/b] Timers can only emit once per rendered frame at most (or once " +"per physics frame if [member process_mode] is [constant " +"TIMER_PROCESS_PHYSICS]). This means very low wait times (lower than 0.05 " +"seconds) will behave in significantly different ways depending on the " +"rendered framerate. For very low wait times, it is recommended to use a " +"process loop in a script instead of using a Timer node." +msgstr "" -#: doc/classes/Timer.xml:66 +#: doc/classes/Timer.xml:67 msgid "" "Update the timer during the physics step at each frame (fixed framerate " "processing)." msgstr "在每一帧的物理运算步骤中更新定时器,即固定帧率处理。" -#: doc/classes/Timer.xml:69 +#: doc/classes/Timer.xml:70 msgid "Update the timer during the idle time at each frame." msgstr "在每一帧空闲时间内更新定时器。" #: doc/classes/ToolButton.xml:4 msgid "Flat button helper class." -msgstr "" +msgstr "扁平化按钮辅助类。" #: doc/classes/ToolButton.xml:7 msgid "" @@ -69149,71 +69378,65 @@ msgid "" "btn.flat = true\n" "[/codeblock]" msgstr "" +"这是一个辅助类,用于生成一个扁平的[Button],参阅 [member Button.flat],创建一" +"个[ToolButton]就相当于:\n" +"[codeblock]\n" +"var btn = Button.new()\n" +"btn.flat = true\n" +"[/codeblock]" #: doc/classes/ToolButton.xml:24 -#, fuzzy msgid "[StyleBox] used when the [ToolButton] is disabled." -msgstr "当[Button]被禁用时,使用[StyleBox]。" +msgstr "当[ToolButton]被禁用时使用的[StyleBox]。" #: doc/classes/ToolButton.xml:27 -#, fuzzy msgid "" "[StyleBox] used when the [ToolButton] is focused. It is displayed over the " "current [StyleBox], so using [StyleBoxEmpty] will just disable the focus " "visual effect." msgstr "" -"当[Button]获得焦点时使用的[StyleBox]。它显示在当前的[StyleBox]之上,所以使用" -"[StyleBoxEmpty]只是禁用焦点视觉效果。" +"当 [ToolButton] 获得焦点时使用的 [StyleBox]。它显示在当前的 [StyleBox] 之上," +"所以使用 [StyleBoxEmpty] 将只禁用焦点的视觉效果。" #: doc/classes/ToolButton.xml:30 -#, fuzzy msgid "[Font] of the [ToolButton]'s text." -msgstr "[Button]文本的[Font]。" +msgstr "[ToolButton]的文本的[Font]字体。" #: doc/classes/ToolButton.xml:33 -#, fuzzy msgid "Default text [Color] of the [ToolButton]." -msgstr "[Button]的默认文本[Color]。" +msgstr "[ToolButton] 的默认文本 [Color]颜色。" #: doc/classes/ToolButton.xml:36 -#, fuzzy msgid "Text [Color] used when the [ToolButton] is disabled." -msgstr "禁用[Button]时使用的文本[Color]。" +msgstr "禁用 [ToolButton] 时使用的文本 [Color]颜色。" #: doc/classes/ToolButton.xml:39 -#, fuzzy msgid "Text [Color] used when the [ToolButton] is being hovered." -msgstr "悬停[Button]时使用的文本[Color]。" +msgstr "[ToolButton] 悬停时使用的文本 [Color]颜色。" #: doc/classes/ToolButton.xml:42 -#, fuzzy msgid "Text [Color] used when the [ToolButton] is being pressed." -msgstr "正在按下 [Button] 时使用的文本 [Color] 。" +msgstr "按下 [ToolButton] 时使用的文本 [Color]颜色。" #: doc/classes/ToolButton.xml:45 -#, fuzzy msgid "[StyleBox] used when the [ToolButton] is being hovered." -msgstr "悬停[Button]时使用的[StyleBox]。" +msgstr "当[ToolButton]被悬停时使用的[StyleBox]。" #: doc/classes/ToolButton.xml:48 -#, fuzzy msgid "The horizontal space between [ToolButton]'s icon and text." -msgstr "[Button]的图标和文本之间的水平间距。" +msgstr "[ToolButton] 的图标和文本之间的水平间距。" #: doc/classes/ToolButton.xml:51 -#, fuzzy msgid "Default [StyleBox] for the [ToolButton]." -msgstr "[Button]的默认[StyleBox]。" +msgstr "[ToolButton] 的默认 [StyleBox]。" #: doc/classes/ToolButton.xml:54 -#, fuzzy msgid "[StyleBox] used when the [ToolButton] is being pressed." -msgstr "按下[Button]时使用的[StyleBox]。" +msgstr "当[ToolButton]被按下时使用的[StyleBox]。" #: doc/classes/TouchScreenButton.xml:4 -#, fuzzy msgid "Button for touch screen devices for gameplay use." -msgstr "触摸屏设备的按钮。" +msgstr "触摸屏设备的按钮,供游戏使用。" #: doc/classes/TouchScreenButton.xml:7 msgid "" @@ -69229,6 +69452,14 @@ msgid "" "You can configure TouchScreenButton to be visible only on touch devices, " "helping you develop your game both for desktop and mobile devices." msgstr "" +"TouchScreenButton允许你为触摸设备创建屏幕上的按钮。其为游戏使用,比如在必须触" +"摸才能移动的设备。与[Button]不同,TouchScreenButton原生支持多点触摸。几个" +"TouchScreenButton可以通过触摸输入同时被按下。\n" +"这个节点继承自[Node2D]。与[Control]节点不同,你不能在它上面设置锚点。如果要创" +"建菜单或用户界面,可用[Button]节点代替。为了使按钮节点对触摸事件作出反应,可" +"在项目设置中启用模拟鼠标选项。\n" +"可将TouchScreenButton配置为只在触摸设备上可见,有助你同时为桌面和移动设备开发" +"游戏。" #: doc/classes/TouchScreenButton.xml:17 msgid "Returns [code]true[/code] if this button is currently pressed." @@ -69253,6 +69484,9 @@ msgid "" "pressure started outside the active area of the button.\n" "[b]Note:[/b] This is a \"pass-by\" (not \"bypass\") press mode." msgstr "" +"如果[code]true[/code],只要按下的手指进出按钮,就会发出 [signal pressed] 和" +"[signal released] ]信号,即使压力开始于按钮的有效区域之外。\n" +"[b]注意:[/b]这是一种 \"pass-by\" 的按压模式 ,而不是 \"bypass\"。" #: doc/classes/TouchScreenButton.xml:36 msgid "The button's texture for the pressed state." @@ -69414,22 +69648,19 @@ msgstr "" "与[method rotated]和[method scaled]不同,它不使用矩阵乘法。" #: doc/classes/Transform.xml:128 -#, fuzzy msgid "" "Transforms the given [Vector3], [Plane], [AABB], or [PoolVector3Array] by " "this transform." msgstr "" -"通过这个变换对指定的[Vector3]、[Plane]、[AABB]或[PackedVector3Array]进行变" -"换。" +"通过这个变换对指定的[Vector3]、[Plane]、[AABB]或[PoolVector3Array]进行变换。" #: doc/classes/Transform.xml:135 -#, fuzzy msgid "" "Inverse-transforms the given [Vector3], [Plane], [AABB], or " "[PoolVector3Array] by this transform." msgstr "" -"通过这个变换对指定的[Vector3]、[Plane]、[AABB]或[PackedVector3Array]进行逆向" -"变换。" +"通过这个变换对指定的[Vector3]、[Plane]、[AABB]或[PoolVector3Array]进行逆变" +"换。" #: doc/classes/Transform.xml:141 msgid "" @@ -69471,7 +69702,6 @@ msgid "2D transformation (2×3 matrix)." msgstr "2D变换,即2×3矩阵。" #: doc/classes/Transform2D.xml:7 -#, fuzzy msgid "" "2×3 matrix (2 rows, 3 columns) used for 2D linear transformations. It can " "represent transformations such as translation, rotation, or scaling. It " @@ -69480,9 +69710,9 @@ msgid "" "For more information, read the \"Matrices and transforms\" documentation " "article." msgstr "" -"2×3矩阵,即2行3列,用于2d线性变换。它可以表示诸如平移、旋转或缩放等变换。它由" -"三个[Vector2]值组成。[member x], [member y], [member origin]。\n" -"欲了解更多信息,请阅读文档文章 \"Matrices and transforms\" 矩阵和变换。" +"2×3矩阵,即2行,3列,用于二维线性变换。它可以表示诸如平移、旋转或缩放的变换。" +"由三个[Vector2]值组成。[member x],[member y],和[member origin]。\n" +"欲了解更多信息,请阅读 \"Matrices and transforms\" 矩阵和变换文档文章。" #: doc/classes/Transform2D.xml:21 msgid "Constructs the transform from a 3D [Transform]." @@ -69529,11 +69759,12 @@ msgid "Returns the scale." msgstr "返回缩放。" #: doc/classes/Transform2D.xml:86 -#, fuzzy msgid "" "Returns a transform interpolated between this transform and another by a " "given [code]weight[/code] (on the range of 0.0 to 1.0)." -msgstr "以给定权重,返回一个变换和另一个变换之间插值的变换,即范围为0.0到1.0。" +msgstr "" +"返回在此变换和另一个变换之间通过给定的[code]weight[/code]插值的变换,范围为" +"0.0到1.0。" #: doc/classes/Transform2D.xml:92 msgid "" @@ -69562,19 +69793,16 @@ msgid "" msgstr "使用矩阵乘法,用给定的缩放系数来缩放变换。" #: doc/classes/Transform2D.xml:134 -#, fuzzy msgid "" "Transforms the given [Vector2], [Rect2], or [PoolVector2Array] by this " "transform." -msgstr "通过这个变换对指定的[Vector2]、[Rect2]或[PackedVector2Array]进行变换。" +msgstr "通过此变换对指定的[Vector2]、[Rect2]或[PoolVector2Array]进行变换。" #: doc/classes/Transform2D.xml:141 -#, fuzzy msgid "" "Inverse-transforms the given [Vector2], [Rect2], or [PoolVector2Array] by " "this transform." -msgstr "" -"通过这个变换对指定的[Vector2]、[Rect2]或[PackedVector2Array]进行反向变换。" +msgstr "通过此变换对指定的[Vector2]、[Rect2]或[PoolVector2Array]进行逆变换。" #: doc/classes/Transform2D.xml:147 msgid "" @@ -69610,22 +69838,20 @@ msgid "" msgstr "翻译是可以按需加载和卸载的资源。是将一个字符串映射到另一个字符串。" #: doc/classes/Translation.xml:10 doc/classes/TranslationServer.xml:10 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/i18n/internationalizing_games." "html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/i18n/" -"internationalizing_games.html" +"https://docs.godotengine.org/en/3.4/tutorials/i18n/internationalizing_games." +"html" #: doc/classes/Translation.xml:11 doc/classes/TranslationServer.xml:11 -#, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/i18n/locales.html" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/i18n/locales.html" +msgstr "https://docs.godotengine.org/en/3.4/tutorials/i18n/locales.html" #: doc/classes/Translation.xml:18 msgid "Virtual method to override [method get_message]." -msgstr "" +msgstr "重写[method get_message]虚方法。" #: doc/classes/Translation.xml:26 msgid "Adds a message if nonexistent, followed by its translation." @@ -69670,9 +69896,8 @@ msgid "Clears the server from all translations." msgstr "清除服务中的所有翻译。" #: doc/classes/TranslationServer.xml:30 -#, fuzzy msgid "Returns an array of all loaded locales of the project." -msgstr "返回游戏中所有加载的地域的数组。" +msgstr "返回项目中所有已加载的语言的数组。" #: doc/classes/TranslationServer.xml:36 msgid "" @@ -69680,6 +69905,9 @@ msgid "" "See also [method OS.get_locale] and [method OS.get_locale_language] to query " "the locale of the user system." msgstr "" +"返回项目的当前语言版本。\n" +"参阅[method OS.get_locale]和[method OS.get_locale_language]来查询用户系统的区" +"域设置。" #: doc/classes/TranslationServer.xml:44 msgid "" @@ -69701,6 +69929,9 @@ msgid "" "If translations have been loaded beforehand for the new locale, they will be " "applied." msgstr "" +"设置项目的语言环境。[code]locale[/code]字符串将被标准化,以匹配已知的区域,例" +"如,[code]en-US[/code]将被匹配到[code]en_US[/code]。\n" +"如果事先已经加载了新区域的翻译,其将被应用。" #: doc/classes/TranslationServer.xml:66 msgid "Returns the current locale's translation for the given message (key)." @@ -69780,6 +70011,8 @@ msgid "" "editable with [method TreeItem.set_editable]. Returns [code]true[/code] if " "the item could be edited. Fails if no item is selected." msgstr "" +"编辑选中的树项,就像它被点击一样。该项必须通过[method TreeItem.set_editable]" +"设置为可编辑。其可被编辑,则返回[code]true[/code]。如果没有项被选中,则失败。" #: doc/classes/Tree.xml:55 msgid "" @@ -69844,11 +70077,18 @@ msgid "" " print($Tree.get_edited()) # This item just got edited (e.g. checked).\n" "[/codeblock]" msgstr "" +"返回当前被编辑的项。可以和[signal item_edited]一起使用,获得被修改的项。\n" +"[codeblock]\n" +"func _ready():\n" +" $Tree.item_edited.connect(on_Tree_item_edited)\n" +"\n" +"func on_Tree_item_edited():\n" +" print($Tree.get_edited()) # This item just got edited (e.g. checked).\n" +"[/codeblock]" #: doc/classes/Tree.xml:112 -#, fuzzy msgid "Returns the column for the currently edited item." -msgstr "返回当前列表中的项目数。" +msgstr "返回当前编辑项的列。" #: doc/classes/Tree.xml:120 msgid "" @@ -69919,9 +70159,8 @@ msgstr "" "要判断一个项的某一列是否被选中,请使用[method TreeItem.is_selected]。" #: doc/classes/Tree.xml:176 -#, fuzzy msgid "Causes the [Tree] to jump to the specified item." -msgstr "返回指定实例的[Transform]。" +msgstr "使 [Tree] 跳转到指定的项。" #: doc/classes/Tree.xml:184 msgid "" @@ -69971,7 +70210,7 @@ msgid "" "This controls the drop sections, i.e. the decision and drawing of possible " "drop locations based on the mouse position." msgstr "" -"作为一个标志的OR组合的放置模式。参见[enum DropModeFlags]常量。一旦拖动完成," +"作为一个标志的OR组合的放置模式。参阅[enum DropModeFlags]常量。一旦拖动完成," "将恢复到[constant DROP_MODE_DISABLED]。建议在[method Control.can_drop_data]中" "设置这个。\n" "控件放置部分,即根据鼠标位置决定和绘制可能的放置位置。" @@ -70335,7 +70574,6 @@ msgstr "" "您可以使用[method Object.free]删除[TreeItem]。" #: doc/classes/TreeItem.xml:21 -#, fuzzy msgid "" "Adds a button with [Texture] [code]button[/code] at column [code]column[/" "code]. The [code]button_idx[/code] index is used to identify the button when " @@ -70344,10 +70582,10 @@ msgid "" "after this method. Optionally, the button can be [code]disabled[/code] and " "have a [code]tooltip[/code]." msgstr "" -"在[code]column[/code]添加一个带有[Texture2D] [code]button[/code]的按钮。" -"[code]button_idx[/code]索引用于在调用其他方法时识别按钮。如果没有指定,将使用" -"下一个可用的索引,可以通过在此方法之后立即调用[method get_button_count]来检" -"索。可选,按钮可以[code]disabled[/code],并有[code]tooltip[/code]。" +"在 [code]column[/code] 列添加一个带有 [Texture] [code]button[/code] 的按钮。 " +"[code]button_idx[/code] 索引用于在调用其他方法时标识按钮。如果未指定,则使用" +"下一个可用索引,可以通过在此方法之后调用 [method get_button_count] 来检索该索" +"引。可选,该按钮可以 [code]disabled[/code] 和具有 [code]tooltip[/code]。" #: doc/classes/TreeItem.xml:28 msgid "" @@ -70376,12 +70614,11 @@ msgid "" msgstr "删除列[code]column[/code]中索引[code]button_idx[/code]处的按钮。" #: doc/classes/TreeItem.xml:65 -#, fuzzy msgid "" "Returns the [Texture] of the button at index [code]button_idx[/code] in " "column [code]column[/code]." msgstr "" -"返回位于[code]button_idx[/code] [code]column[/code]列中按钮的[Texture2D]。" +"返回在[code]column[/code]中索引[code]button_idx[/code]按钮的[Texture]。" #: doc/classes/TreeItem.xml:72 msgid "" @@ -70420,9 +70657,8 @@ msgid "Returns [code]true[/code] if [code]expand_right[/code] is set." msgstr "如果设置了[code]expand_right[/code],返回[code]true[/code]。" #: doc/classes/TreeItem.xml:121 -#, fuzzy msgid "Returns the given column's icon [Texture]. Error if no icon is set." -msgstr "返回给定列的图标[Texture2D]。如果没有设置图标,则出错。" +msgstr "返回给定列图标的 [Texture]。如果未设置图标,则出错。" #: doc/classes/TreeItem.xml:128 msgid "Returns the column's icon's maximum width." @@ -70433,16 +70669,14 @@ msgid "Returns the [Color] modulating the column's icon." msgstr "返回调制列的图标的[Color]颜色。" #: doc/classes/TreeItem.xml:142 -#, fuzzy msgid "Returns the icon [Texture] region as [Rect2]." -msgstr "以[Rect2]返回图标的[Texture2D]区域。" +msgstr "将图标 [Texture] 区域返回为 [Rect2]。" #: doc/classes/TreeItem.xml:149 -#, fuzzy msgid "" "Returns the metadata value that was set for the given column using [method " "set_metadata]." -msgstr "获取选定项的元数据。可以使用[method set_item_metadata]设置项的元数据。" +msgstr "返回使用 [method set_metadata] 为指定列设置的元数据。" #: doc/classes/TreeItem.xml:155 msgid "" @@ -70483,19 +70717,19 @@ msgstr "" "后一个可见元素,否则它将返回[code]null[/code]。" #: doc/classes/TreeItem.xml:190 -#, fuzzy msgid "Returns the value of a [constant CELL_MODE_RANGE] column." -msgstr "返回关节参数的值。" +msgstr "返回 [constant CELL_MODE_RANGE] 列的值。" #: doc/classes/TreeItem.xml:197 msgid "" "Returns a dictionary containing the range parameters for a given column. The " "keys are \"min\", \"max\", \"step\", and \"expr\"." msgstr "" +"返回包含给定列的范围参数的字典。键是 \"min\"、\"max\"、\"step \"和 \"expr\"。" #: doc/classes/TreeItem.xml:204 msgid "Gets the suffix string shown after the column value." -msgstr "" +msgstr "获取显示在列值后面的后缀字符串。" #: doc/classes/TreeItem.xml:211 msgid "Returns the given column's text." @@ -70556,13 +70790,11 @@ msgid "Selects the column [code]column[/code]." msgstr "选择列[code]column[/code]。" #: doc/classes/TreeItem.xml:302 -#, fuzzy msgid "" "Sets the given column's button [Texture] at index [code]button_idx[/code] to " "[code]button[/code]." msgstr "" -"在索引[code]button_idx[/code]处[code]button[/code],设置给定列的按钮" -"[Texture2D]。" +"设置索引[code]button_idx[/code]的给定列的按钮[code]button[/code]的[Texture]。" #: doc/classes/TreeItem.xml:311 msgid "" @@ -70615,9 +70847,8 @@ msgid "" msgstr "如果[code]true[/code],列[code]column[/code]将向右扩展。" #: doc/classes/TreeItem.xml:385 -#, fuzzy msgid "Sets the given column's icon [Texture]." -msgstr "设置给定列的图标[Texture2D]。" +msgstr "设置给定列的图标 [Texture]。" #: doc/classes/TreeItem.xml:393 msgid "Sets the given column's icon's maximum width." @@ -70637,10 +70868,12 @@ msgid "" "using [method get_metadata]. This can be used, for example, to store a " "reference to the original data." msgstr "" +"设置给定列的元数据,之后可用 [method get_metadata] 进行检索。例如,这可用于存" +"储对原始数据的引用。" #: doc/classes/TreeItem.xml:425 msgid "Sets the value of a [constant CELL_MODE_RANGE] column." -msgstr "" +msgstr "设置 [constant CELL_MODE_RANGE] 列的值。" #: doc/classes/TreeItem.xml:436 msgid "" @@ -70649,6 +70882,9 @@ msgid "" "If [code]expr[/code] is [code]true[/code], the edit mode slider will use an " "exponential scale as with [member Range.exp_edit]." msgstr "" +"设置列的可接受值的范围。该列必须处于 [constant CELL_MODE_RANGE] 模式。\n" +"如果 [code]expr[/code] 是 [code]true[/code],编辑模式滑块将使用指数刻度,与 " +"[member Range.exp_edit] 一样。" #: doc/classes/TreeItem.xml:445 msgid "If [code]true[/code], the given column is selectable." @@ -70658,12 +70894,11 @@ msgstr "如果[code]true[/code],给定的列是可选择的。" msgid "" "Sets a string to be shown after a column's value (for example, a unit " "abbreviation)." -msgstr "" +msgstr "设置字符串,显示在列的值之后,例如,单位的缩写。" #: doc/classes/TreeItem.xml:461 -#, fuzzy msgid "Sets the given column's text value." -msgstr "返回给定列的文本。" +msgstr "设置给定列的文本值。" #: doc/classes/TreeItem.xml:469 msgid "" @@ -70692,9 +70927,8 @@ msgid "Cell contains a string." msgstr "单元包含字符串。" #: doc/classes/TreeItem.xml:497 -#, fuzzy msgid "Cell contains a checkbox." -msgstr "单元包含图标。" +msgstr "单元格包含复选框。" #: doc/classes/TreeItem.xml:500 msgid "Cell contains a range." @@ -70729,7 +70963,6 @@ msgid "Smoothly animates a node's properties over time." msgstr "平滑地使一个节点的属性随时间变化。" #: doc/classes/Tween.xml:7 -#, fuzzy msgid "" "Tweens are useful for animations requiring a numerical property to be " "interpolated over a range of values. The name [i]tween[/i] comes from [i]in-" @@ -70766,13 +70999,13 @@ msgid "" "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]" msgstr "" "Tweens对于需要在一个数值范围内插值的,数值属性的动画很有用。[i]Tween[/i]这个" -"名字来自[i]in-betweening[/i],这是一种动画技术,你指定[i]keyframes[/i]关键" +"名字来自[i]in-betweening[/i],这是一种动画技术,通过指定[i]keyframes[/i]关键" "帧,计算机在它们之间插补出帧。\n" "[Tween]比[AnimationPlayer]更适合于,你事先不知道最终数值的动画。例如,插值动" "态选择的相机变焦值最好用[Tween]节点完成;用[AnimationPlayer]节点做同样的事情" "会很困难。\n" -"下面是一个简短的使用例子,它使一个2D节点在两个位置之间平缓移动。\n" -"[codeblock]\n" +"下面是一个简短的使用例子,它使一个2D节点在两个位置之间平缓移动:\n" +"[[codeblock]\n" "var tween = get_node(\"Tween\")\n" "tween.interpolate_property($Node2D, \"position\",\n" " Vector2(0, 0), Vector2(100, 100), 1,\n" @@ -71538,6 +71771,55 @@ msgid "" " thread.wait_to_finish()\n" "[/codeblock]" msgstr "" +"提供UPNP功能来发现本地网络上的[UPNPDevice],并对它们执行指令,如管理端口映射" +"(端口转发)和查询本地和远程网络IP地址。注意,这个类的方法是同步的,会阻塞调" +"用线程。\n" +"要转发一个特定的端口:\n" +"[codeblock]\n" +"const PORT = 7777\n" +"var upnp = UPNP.new()\n" +"upnp.discover(2000, 2, \"InternetGatewayDevice\")\n" +"upnp.add_port_mapping(port)\n" +"[/codeblock]\n" +"要关闭一个特定的端口(例如,在你使用完它之后):\n" +"[codeblock]\n" +"upnp.delete_port_mapping(port)\n" +"[/codeblock]\n" +"[b]注意:[/b] UPnP发现会阻塞当前线程。要在不阻塞主线程的情况下执行发现,可以" +"像这样使用[Thread]:\n" +"[codeblock]\n" +"# 当完成UPnP端口映射设置时发出(无论成功或失败)。 \n" +"signal upnp_completed(error)\n" +"\n" +"# 将其替换为您自己的服务器端口号(介于1025和65535之间)。 \n" +"const SERVER_PORT = 3928\n" +"var thread = null\n" +"\n" +"func _upnp_setup(server_port):\n" +" # UPNP 查询需要一些时间。\n" +" var upnp = UPNP.new()\n" +" var err = upnp.discover()\n" +"\n" +" if err != OK:\n" +" push_error(str(err))\n" +" emit_signal(\"upnp_completed\", err)\n" +" return\n" +"\n" +" if upnp.get_gateway() and upnp.get_gateway().is_valid_gateway():\n" +" upnp.add_port_mapping(server_port, server_port, ProjectSettings." +"get_setting(\"application/config/name\"), \"UDP\")\n" +" upnp.add_port_mapping(server_port, server_port, ProjectSettings." +"get_setting(\"application/config/name\"), \"TCP\")\n" +" emit_signal(\"upnp_completed\", OK)\n" +"\n" +"func _ready():\n" +" thread = Thread.new()\n" +" thread.start(self, \"_upnp_setup\", SERVER_PORT)\n" +"\n" +"func _exit_tree():\n" +" # 当线程正在运行时,在这里等待线程结束来处理游戏退出。 \n" +" thread.wait_to_finish()\n" +"[/codeblock]" #: modules/upnp/doc_classes/UPNP.xml:59 msgid "Adds the given [UPNPDevice] to the list of discovered devices." @@ -72071,10 +72353,8 @@ msgstr "" "来锁定它。" #: doc/classes/Variant.xml:53 -#, fuzzy msgid "https://docs.godotengine.org/en/3.4/development/cpp/variant_class.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/latest/development/cpp/variant_class.html" +msgstr "https://docs.godotengine.org/en/3.4/development/cpp/variant_class.html" #: doc/classes/VBoxContainer.xml:4 msgid "Vertical box container." @@ -72089,12 +72369,10 @@ msgid "The vertical space between the [VBoxContainer]'s elements." msgstr "[VBoxContainer]的元素之间的垂直空间。" #: doc/classes/Vector2.xml:4 -#, fuzzy msgid "Vector used for 2D math." -msgstr "用于使用整数坐标的二维数学的向量。" +msgstr "用于二维数学的向量。" #: doc/classes/Vector2.xml:7 -#, fuzzy msgid "" "2-element structure that can be used to represent positions in 2D space or " "any other pair of numeric values.\n" @@ -72102,21 +72380,20 @@ msgid "" "code] if it's equal to [code]Vector2(0, 0)[/code]. Otherwise, a Vector2 will " "always evaluate to [code]true[/code]." msgstr "" -"2元素结构,可用于表示二维空间中的位置或一对数字值。\n" -"它使用浮点坐标。关于它对应的整数形式,参阅[Vector2i]。\n" -"[b]注意:[/b]在布尔语境中,如果一个Vector2等于[code]Vector2(0, 0)[/code],它" -"将计算为[code]false[/code]。否则,一个Vector2将总是计算为[code]true[/code]。" +"2元素结构,可用于表示二维空间中的坐标或其他任何一对数字值。\n" +"[b]注意:[/b]在一个布尔语境中,如果Vector2等于[code]Vector2(0, 0)[/code],它" +"将评估为[code]false[/code]。否则,Vector2将总是评估为[code]true[/code]。" #: doc/classes/Vector2.xml:14 doc/classes/Vector3.xml:14 msgid "" "https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab" msgstr "" +"https://www.youtube.com/playlist?list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab" #: doc/classes/Vector2.xml:24 -#, fuzzy msgid "" "Constructs a new Vector2 from the given [code]x[/code] and [code]y[/code]." -msgstr "从给定的[code]x[/code]和[code]y[/code]构建一个新的[Vector2]。" +msgstr "从给定的[code]x[/code]和[code]y[/code]构建新的Vector2。" #: doc/classes/Vector2.xml:30 doc/classes/Vector3.xml:31 msgid "" @@ -72136,6 +72413,14 @@ msgid "" "Equivalent to the result of [method @GDScript.atan2] when called with the " "vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/code]." msgstr "" +"返回这个向量相对于正X轴的角度,或[code](1, 0)[/code]向量,单位为弧度。\n" +"例如,[code]Vector2.RIGHT.angle()[/code]将返回0,[code]Vector2.DOWN.angle()[/" +"code]将返回[code]PI / 2[/code](四分之一转,或90度),[code]Vector2(1, -1)." +"angle()[/code]将返回[code]-PI / 4[/code] (负八分之一转,或-45度)。\n" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"vector2_angle.png]返回角度的说明。[/url]\n" +"相当于以向量的[member y] 和 [member x]为参数调用[method @GDScript.atan2]时的" +"结果。[code]atan2(y, x)[/code]。" #: doc/classes/Vector2.xml:46 msgid "" @@ -72143,6 +72428,9 @@ msgid "" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "vector2_angle_to.png]Illustration of the returned angle.[/url]" msgstr "" +"返回与给定向量的角度,单位为弧度。\n" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"vector2_angle_to.png]返回角度的说明。[/url]" #: doc/classes/Vector2.xml:54 msgid "" @@ -72151,6 +72439,9 @@ msgid "" "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" "vector2_angle_to_point.png]Illustration of the returned angle.[/url]" msgstr "" +"返回连接两点的直线与X轴的夹角,单位为弧度。\n" +"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/" +"vector2_angle_to_point.png]返回角度的图示。[/url]" #: doc/classes/Vector2.xml:61 msgid "" @@ -72180,7 +72471,6 @@ msgid "Returns the cross product of this vector and [code]with[/code]." msgstr "返回此向量与[code]with[/code]的叉积。" #: doc/classes/Vector2.xml:98 -#, fuzzy msgid "" "Cubically interpolates between this vector and [code]b[/code] using " "[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the " @@ -72188,15 +72478,16 @@ msgid "" "of 0.0 to 1.0, representing the amount of interpolation." msgstr "" "用[code]pre_a[/code]和[code]post_b[/code]作为句柄,在这个向量和[code]b[/code]" -"之间进行三次插值,并在[code]t[/code]位置返回结果。[code]t[/code]的范围是0.0到" -"1.0,表示插值量。" +"之间进行三次插值,并在[code]weight[/code]位置返回结果。[code]weight[/code]的" +"范围是0.0到1.0,表示插值的量。" #: doc/classes/Vector2.xml:105 doc/classes/Vector3.xml:75 -#, fuzzy msgid "" "Returns the normalized vector pointing from this vector to [code]b[/code]. " "This is equivalent to using [code](b - a).normalized()[/code]." -msgstr "返回从这个向量指向[code]b[/code]的归一化向量。" +msgstr "" +"返回从这个向量指向[code]b[/code]的归一化向量。这相当于使用[code](b-a)." +"normalized()[/code]。" #: doc/classes/Vector2.xml:112 doc/classes/Vector3.xml:82 msgid "" @@ -72250,11 +72541,10 @@ msgstr "" "code]近似相等,返回[code]true[/code]。" #: doc/classes/Vector2.xml:149 doc/classes/Vector3.xml:125 -#, fuzzy msgid "" "Returns [code]true[/code] if the vector is normalized, [code]false[/code] " "otherwise." -msgstr "如果向量归一化,则返回[code]true[/code],否则返回false。" +msgstr "如果向量被归一化,返回[code]true[/code],否则返回[code]false[/code]。" #: doc/classes/Vector2.xml:155 doc/classes/Vector3.xml:131 msgid "Returns the length (magnitude) of this vector." @@ -72271,14 +72561,13 @@ msgstr "" "方距离时,更喜欢用它。" #: doc/classes/Vector2.xml:170 -#, fuzzy msgid "" "Returns the result of the linear interpolation between this vector and " "[code]to[/code] by amount [code]weight[/code]. [code]weight[/code] is on the " "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -"返回这个向量和[code]b[/code]之间的线性插值的结果,插值量是[code]t[/code]。" -"[code]t[/code]的范围是0.0到1.0,表示插值量。" +"返回这个向量与[code]to[/code]之间线性插值的结果,插值量为[code]weight[/" +"code]。[code]weight[/code]的范围是0.0到1.0,表示插值的数量。" #: doc/classes/Vector2.xml:178 msgid "" @@ -72329,25 +72618,22 @@ msgid "" msgstr "返回所有分量都被四舍五入为最接近的整数的向量,中间情况下四舍五入为零。" #: doc/classes/Vector2.xml:231 -#, fuzzy msgid "" "Returns the vector with each component set to one or negative one, depending " "on the signs of the components. If a component is zero, it returns positive " "one." msgstr "" -"通过对每个分量调用[method @GDScript.sign],返回每个分量被设置为1或负1的向量," -"如果分量为0,则返回零。" +"根据分量的符号,返回每个分量设置为 1 或负1的向量。如果分量为零,则返回正1。" #: doc/classes/Vector2.xml:239 doc/classes/Vector3.xml:243 -#, fuzzy msgid "" "Returns the result of spherical linear interpolation between this vector and " "[code]to[/code], by amount [code]weight[/code]. [code]weight[/code] is on " "the range of 0.0 to 1.0, representing the amount of interpolation.\n" "[b]Note:[/b] Both vectors must be normalized." msgstr "" -"返回此向量和[code]b[/code]之间的球形线性插值的结果,量为[code]t[/code]。" -"[code]t[/code]的范围是0.0到1.0,表示插值量。\n" +"返回这个向量与[code]to[/code]之间的球面线性插值的结果,按[code]weight[/code]" +"的数量。[code]weight[/code]的范围是0.0到1.0,表示插值的数量。\n" "[b]注意:[/b]两个向量都必须被归一化。" #: doc/classes/Vector2.xml:247 doc/classes/Vector3.xml:251 @@ -72420,12 +72706,10 @@ msgid "Down unit vector. Y is down in 2D, so this vector points +Y." msgstr "向下单位向量。在2D中Y是向下的,所以这个向量指向+Y。" #: doc/classes/Vector3.xml:4 -#, fuzzy msgid "Vector used for 3D math." -msgstr "使用整数坐标的3D数学的向量。" +msgstr "用于 3D 数学的向量。" #: doc/classes/Vector3.xml:7 -#, fuzzy msgid "" "3-element structure that can be used to represent positions in 3D space or " "any other pair of numeric values.\n" @@ -72433,21 +72717,18 @@ msgid "" "code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 " "will always evaluate to [code]true[/code]." msgstr "" -"3元素结构,可用于表示三维空间中的位置或一对数字值。\n" -"它使用浮点坐标。关于它对应的整数形式,参阅[Vector3i]。\n" -"[b]注意:[/b]在布尔语境中,如果一个Vector3等于[code]Vector3(0, 0, 0)[/code]," -"它将计算为[code]false[/code]。否则,一个Vector3将总是计算为[code]true[/" +"可用于表示 3D 空间中的位置或任何其他数值对的 3 元素结构。\n" +"[b]注意:[/b] 在布尔上下文中,如果 Vector3 等于 [code]Vector3(0, 0, 0)[/" +"code],将评估为 [code]false[/code]。否则, Vector3 将始终评估为 [code]true[/" "code]。" #: doc/classes/Vector3.xml:25 -#, fuzzy msgid "Returns a Vector3 with the given components." -msgstr "返回一个具有给定分量的[Vector3]。" +msgstr "返回具有给定分量的Vector3。" #: doc/classes/Vector3.xml:38 -#, fuzzy msgid "Returns the unsigned minimum angle to the given vector, in radians." -msgstr "返回与给定向量的最小角度,单位为弧度。" +msgstr "返回与给定向量的无符号最小角度,单位为弧度。" #: doc/classes/Vector3.xml:51 msgid "" @@ -72460,7 +72741,6 @@ msgid "Returns the cross product of this vector and [code]b[/code]." msgstr "返回此向量与[code]b[/code]的叉积。" #: doc/classes/Vector3.xml:68 -#, fuzzy msgid "" "Performs a cubic interpolation between vectors [code]pre_a[/code], [code]a[/" "code], [code]b[/code], [code]post_b[/code] ([code]a[/code] is current), by " @@ -72468,8 +72748,8 @@ msgid "" "0.0 to 1.0, representing the amount of interpolation." msgstr "" "在向量[code]pre_a[/code], [code]a[/code], [code]b[/code], [code]post_b[/code]" -"([code]a[/code]是当前的)之间,通过给定的量[code]t[/code]进行三次插值。" -"[code]t[/code]的范围是0.0到1.0,表示插值量。" +"([code]a[/code]是当前的)之间,通过给定的量[code]weight[/code]进行三次插值。" +"[code]weight[/code]的范围是0.0到1.0,表示插值的数量。" #: doc/classes/Vector3.xml:90 msgid "Returns the distance between this vector and [code]b[/code]." @@ -72512,14 +72792,13 @@ msgstr "" "同。" #: doc/classes/Vector3.xml:146 -#, fuzzy msgid "" "Returns the result of the linear interpolation between this vector and " "[code]to[/code] by amount [code]t[/code]. [code]weight[/code] is on the " "range of 0.0 to 1.0, representing the amount of interpolation." msgstr "" -"返回这个向量和[code]b[/code]之间的线性插值的结果,插值量是[code]t[/code]。" -"[code]t[/code]的范围是0.0到1.0,表示插值量。" +"返回这个向量与[code]to[/code]之间的线性插值的结果,插值量为[code]t[/code]。" +"[code]weight[/code]的范围是0.0到1.0,表示插值的数量。" #: doc/classes/Vector3.xml:152 msgid "" @@ -72571,14 +72850,13 @@ msgstr "" "返回这个向量的所有分量都被四舍五入为最接近的整数,中间情况下四舍五入为零。" #: doc/classes/Vector3.xml:227 -#, fuzzy msgid "" "Returns a vector with each component set to one or negative one, depending " "on the signs of this vector's components. If a component is zero, it returns " "positive one." msgstr "" -"通过对每个分量调用[method @GDScript.sign],返回一个每个分量都被设置为1或负1的" -"向量,这取决于向量的分量符号,如果分量为零,则返回0。" +"返回一个向量,每个分量设置为1或负1,取决于这个向量的分量的符号。如果分量为0," +"则返回正1。" #: doc/classes/Vector3.xml:235 msgid "" @@ -72587,6 +72865,8 @@ msgid "" "clockwise direction when viewed from the side specified by the [code]axis[/" "code]." msgstr "" +"返回给定向量的带符号的角度,单位是弧度。当从[code]axis[/code]指定的一侧看,该" +"角度的符号在逆时针方向是正的,在顺时针方向是负的。" #: doc/classes/Vector3.xml:264 msgid "" @@ -72658,7 +72938,6 @@ msgid "Physics body that simulates the behavior of a car." msgstr "模拟汽车行为的物理体。" #: doc/classes/VehicleBody.xml:7 -#, fuzzy msgid "" "This node implements all the physics logic needed to simulate a car. It is " "based on the raycast vehicle system commonly found in physics engines. You " @@ -72677,20 +72956,18 @@ msgid "" "probably have to write your own physics integration using another " "[PhysicsBody] class." msgstr "" -"这个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raycast车辆" -"系统。你需要为你的车辆主体添加一个[CollisionShape3D],为车轮添加" -"[VehicleWheel3D]节点。还应该为汽车的三维模型添加一个[MeshInstance3D]的节点," -"但这个模型不应该包括车轮的网格。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坐标" -"或方向。\n" -"[b]注意:[/b] 你的VehicleBody3D的原点将决定车辆的重心,所以最好保持低位,并将" -"[CollisionShape3D]和[MeshInstance3D]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车辆物理运算。如果你" -"想要高级的车辆物理运算,可能需要使用另一个[PhysicsBody3D]类来编写你自己的物理" -"运算集成。" +"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" +"[b]注意:[/b] 你的VehicleBody的原点将决定你的车辆的重心,所以最好保持低位,并" +"将[CollisionShape]和[MeshInstance]往上移。\n" +"[b]注意:[/b] 这个类有已知的问题,并不是为了提供真实的3D车辆物理而设计。如果" +"你想要高级的车辆物理,你可能需要使用另一个[PhysicsBody]类来编写你自己的物理集" +"成。" #: doc/classes/VehicleBody.xml:18 -#, fuzzy msgid "" "Slows down the vehicle by applying a braking force. The vehicle is only " "slowed down if the wheels are in contact with a surface. The force you need " @@ -72698,12 +72975,11 @@ msgid "" "RigidBody.mass] of the vehicle. For a vehicle with a mass set to 1000, try a " "value in the 25 - 30 range for hard braking." msgstr "" -"通过施加一个制动力使车辆减速。只有当车轮与表面接触时,车辆才会减速。你需要应" -"用多少力来使车辆充分减速,取决于车辆 [member RigidBody3D.mass] 。对于一个质量" -"设置为1000的车辆,尝试在25-30的范围内进行刹车。" +"通过施加一个制动力使车辆减速。只有当车轮接触到表面时,车辆才会减速。你需要施" +"加多少力来使你的车辆充分减速,取决于车辆的[member RigidBody.mass]。对于一个质" +"量设置为1000的车辆,尝试在25-30的范围内进行硬制动。" #: doc/classes/VehicleBody.xml:21 -#, fuzzy msgid "" "Accelerates the vehicle by applying an engine force. The vehicle is only " "speed up if the wheels that have [member VehicleWheel.use_as_traction] set " @@ -72715,30 +72991,28 @@ msgid "" "you will need to add logic for this if you wish to simulate gears.\n" "A negative value will result in the vehicle reversing." msgstr "" -"通过施加一个引擎力来加速车辆。只有当 [member VehicleWheel3D.use_as_traction] " -"设置为 [code]true[/code] 并与表面接触的车轮才会加速。车辆的 [member " -"RigidBody3D.mass] 对车辆的加速度有影响。对于一个质量设置为1000的车辆,可以尝" -"试在25-50的范围内选择加速度的值。\n" +"通过施加一个引擎力来加速车辆。只有当[member VehicleWheel.use_as_traction]设置" +"为[code]true[/code]并与表面接触的车轮才会加速。车辆的[member RigidBody.mass]" +"对车辆的加速度有影响。对于一个质量设置为1000的车辆,可以尝试在25-50的范围内选" +"择加速度的值。\n" "[b]注意:[/b]模拟不考虑齿轮的影响,如果你想模拟齿轮,将需要为其添加逻辑。\n" "负值将导致车辆倒车。" #: doc/classes/VehicleBody.xml:27 -#, fuzzy msgid "" "The steering angle for the vehicle. Setting this to a non-zero value will " "result in the vehicle turning when it's moving. Wheels that have [member " "VehicleWheel.use_as_steering] set to [code]true[/code] will automatically be " "rotated." msgstr "" -"车辆的转向角度。将此设置为非零值将导致车辆在移动时转向。将 [member " -"VehicleWheel3D.use_as_steering] 设置为 [code]true[/code] 的车轮会自动旋转。" +"车辆的转向角。将此设置为非零值将导致车辆在移动时转向。将[member VehicleWheel." +"use_as_steering]设置为[code]true[/code]的车轮会自动旋转。" #: doc/classes/VehicleWheel.xml:4 msgid "Physics object that simulates the behavior of a wheel." msgstr "模拟车轮行为的物理对象。" #: doc/classes/VehicleWheel.xml:7 -#, fuzzy msgid "" "This node needs to be used as a child node of [VehicleBody] and simulates " "the behavior of one of its wheels. This node also acts as a collider to " @@ -72748,11 +73022,10 @@ msgid "" "probably have to write your own physics integration using another " "[PhysicsBody] class." msgstr "" -"这个节点需要作为 [VehicleBody3D] 的子节点来使用,并模拟其一个车轮的行为。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运算而设计" -"的。如果你想要先进的车辆物理运算,需要使用另一个[PhysicsBody3D]类来编写你自己" -"的物理运算集成。" +"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。" #: doc/classes/VehicleWheel.xml:17 msgid "Returns the rotational speed of the wheel in revolutions per minute." @@ -72772,7 +73045,6 @@ msgid "Returns [code]true[/code] if this wheel is in contact with a surface." msgstr "如果轮子与表面接触,返回[code]true[/code]。" #: doc/classes/VehicleWheel.xml:35 -#, fuzzy msgid "" "Slows down the wheel by applying a braking force. The wheel is only slowed " "down if it is in contact with a surface. The force you need to apply to " @@ -72780,9 +73052,9 @@ msgid "" "the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - " "30 range for hard braking." msgstr "" -"通过施加一个制动力使车轮减速。只有当车轮与表面接触时才会减速。你需要施加多大" -"的力来使车辆充分减速,取决于车辆的 [member RigidBody3D.mass] 。对于一个质量设" -"置为1000的车辆,尝试在25-30的范围内进行制动。" +"通过施加制动力使车轮减速。只有当车轮与表面接触时,它才会减速。你需要施加多大" +"的力来使车辆充分减速,取决于车辆的[member RigidBody.mass]。对于质量设置为1000" +"的车辆,尝试在25-30的范围内进行硬制动。" #: doc/classes/VehicleWheel.xml:38 msgid "" @@ -72807,7 +73079,6 @@ msgstr "" "值0.3,尝试放松值为0.5。" #: doc/classes/VehicleWheel.xml:44 -#, fuzzy msgid "" "Accelerates the wheel by applying an engine force. The wheel is only speed " "up if it is in contact with a surface. The [member RigidBody.mass] of the " @@ -72817,10 +73088,10 @@ msgid "" "you will need to add logic for this if you wish to simulate gears.\n" "A negative value will result in the wheel reversing." msgstr "" -"通过施加引擎力使车轮加速。车轮只有在与表面接触时才会加速。车辆的 [member " -"RigidBody3D.mass] 对车辆加速度有影响。对于质量设置为1000的车辆,请尝试在25-50" -"的范围内选择加速度值。\n" -"[b]注意:[/b]模拟不考虑齿轮的影响,如果你想模拟齿轮,将需要为此添加逻辑。\n" +"通过施加引擎力使车轮加速。车轮只有在与表面接触时才会加速。车辆的[member " +"RigidBody.mass]对车辆的加速度有影响。对于质量设置为1000的车辆,尝试在25-50范" +"围内的加速度值。\n" +"[b]注意:[/b]模拟不考虑齿轮的影响,如果你想模拟齿轮,将需要为其添加逻辑。\n" "负值将导致车轮倒转。" #: doc/classes/VehicleWheel.xml:49 @@ -72830,16 +73101,15 @@ msgid "" msgstr "车轮的转向角。将此设置为非零值将导致车辆在移动时转向。" #: doc/classes/VehicleWheel.xml:52 -#, fuzzy msgid "" "The maximum force the spring can resist. This value should be higher than a " "quarter of the [member RigidBody.mass] of the [VehicleBody] or the spring " "will not carry the weight of the vehicle. Good results are often obtained by " "a value that is about 3× to 4× this number." msgstr "" -"弹簧可以承受的最大力。这个值应该高于[VehicleBody3D]的[member RigidBody3D." -"mass]的四分之一,否则弹簧将无法承载车辆的重量。良好的效果,通常由一个大约3×到" -"4×这个数字的值获得。" +"弹簧所能抵抗的最大力。此值应该高于[VehicleBody]的[member RigidBody.mass]的四" +"分之一,否则弹簧将无法承载车辆的重量。通常由大约3×到4×这个数字的值,以获得良" +"好的效果。" #: doc/classes/VehicleWheel.xml:55 msgid "" @@ -72860,27 +73130,25 @@ msgstr "" "根据汽车的类型,试试0.1和0.3之间的值。" #: doc/classes/VehicleWheel.xml:61 -#, fuzzy msgid "" "If [code]true[/code], this wheel will be turned when the car steers. This " "value is used in conjunction with [member VehicleBody.steering] and ignored " "if you are using the per-wheel [member steering] value instead." msgstr "" -"如果[code]true[/code],当汽车转向时,这个轮子将被转动。这个值和 [member " -"VehicleBody3D.steering] 一起使用,如果你使用每个轮子的 [member steering] 值来" -"代替,则忽略该值。" +"如果[code]true[/code],当汽车转向时,其轮子将被转动。此值和[member " +"VehicleBody.steering]一起使用,如果使用每个轮子的[member steering]值来代替," +"则会被忽略。" #: doc/classes/VehicleWheel.xml:64 -#, fuzzy msgid "" "If [code]true[/code], this wheel transfers engine force to the ground to " "propel the vehicle forward. This value is used in conjunction with [member " "VehicleBody.engine_force] and ignored if you are using the per-wheel [member " "engine_force] value instead." msgstr "" -"如果[code]true[/code],这个轮子将引擎力传递给地面,推动车辆前进。这个值和" -"[member VehicleBody3D.engine_force]一起使用,如果你使用每个轮子的[member " -"engine_force]值,则忽略该值。" +"如果[code]true[/code],此轮子将引擎力传递给地面,推动车辆前进。此值和[member " +"VehicleBody.engine_force]一起使用,如果使用每个轮子的[member engine_force]" +"值,则忽略该值。" #: doc/classes/VehicleWheel.xml:67 msgid "" @@ -72926,7 +73194,6 @@ msgid "Control for playing video streams." msgstr "用于播放视频流的控件。" #: doc/classes/VideoPlayer.xml:7 -#, fuzzy msgid "" "Control node for playing video streams using [VideoStream] resources.\n" "Supported video formats are [url=https://www.webmproject.org/]WebM[/url] " @@ -72938,11 +73205,14 @@ msgid "" "[b]Warning:[/b] On HTML5, video playback [i]will[/i] perform poorly due to " "missing architecture-specific assembly optimizations, especially for VP8/VP9." msgstr "" -"用于播放使用[VideoStream]资源的视频流的控件节点。\n" -"支持的视频格式有[url=https://www.webmproject.org/]WebM[/url]" -"([VideoStreamWebm])、[url=https://www.theora.org/]Ogg Theora[/url]" -"([VideoStreamTheora])以及任何通过使用[VideoStreamGDNative]的GDNative插件公" -"开的格式。" +"用于播放使用[VideoStream]资源视频流的控件节点。\n" +"支持的视频格式有 [url=https://www.webmproject.org/]WebM[/url] ([code].webm[/" +"code], [VideoStreamWebm]), [url=https://www.theora.org/]Ogg Theora[/url] " +"([code].ogv[/code], [VideoStreamTheora] ) 以及任何通过GDNative插件使用" +"[VideoStreamGDNative]公开的格式。\n" +"[b]注意:[/b] 由于一个错误,VideoPlayer还不支持本地化重映射。\n" +"[b]警告:[/b] 在HTML5上,视频播放[i]将[/i]表现不佳,因为缺少特定架构的汇编优" +"化,特别是对于VP8/VP9。" #: doc/classes/VideoPlayer.xml:18 msgid "" @@ -72952,9 +73222,8 @@ msgstr "" "返回视频流的名称,如果没有指定视频流,则返回[code]\"<No Stream>\"[/code]。" #: doc/classes/VideoPlayer.xml:24 -#, fuzzy msgid "Returns the current frame as a [Texture]." -msgstr "将当前帧作为[Texture2D]返回。" +msgstr "将当前帧作为[Texture]返回。" #: doc/classes/VideoPlayer.xml:30 msgid "" @@ -73018,6 +73287,9 @@ msgid "" "[b]Note:[/b] Changing this value won't have any effect as seeking is not " "implemented yet, except in video formats implemented by a GDNative add-on." msgstr "" +"流的当前位置,以秒为单位。\n" +"[b]注意:[/b] 更改此值不会产生任何影响,因为搜索尚未实现,除了由 GDNative 附" +"加组件实现的视频格式。" #: doc/classes/VideoPlayer.xml:75 msgid "Audio volume as a linear value." @@ -73086,20 +73358,24 @@ msgid "" "extension, you will have to rename the extension to [code].ogv[/code] to use " "those videos within Godot." msgstr "" +"[VideoStream]资源处理[url=https://www.theora.org/]Ogg Theora[/url]视频格式," +"扩展名为[code].ogv[/code]。Theora编解码器比[VideoStreamWebm]的VP8和VP9效率" +"低,但它以较少的CPU资源来解码。Theora编解码器是在CPU上解码。\n" +"[b]注意:[/b] 虽然Ogg Theora视频也可以有[code].ogg[/code]扩展名,但必须将扩展" +"名改为[code].ogv[/code],以便在Godot内使用。" #: modules/theora/doc_classes/VideoStreamTheora.xml:16 msgid "Returns the Ogg Theora video file handled by this [VideoStreamTheora]." msgstr "返回由这个[VideoStreamTheora]处理的Ogg Theora视频文件。" #: modules/theora/doc_classes/VideoStreamTheora.xml:23 -#, fuzzy msgid "" "Sets the Ogg Theora video file that this [VideoStreamTheora] resource " "handles. The [code]file[/code] name should have the [code].ogv[/code] " "extension." msgstr "" "设置该[VideoStreamTheora]资源处理的Ogg Theora视频文件。[code]file[/code]的名" -"称应该有[code].o[/code]扩展名。" +"称应该有[code].ogv[/code]扩展名。" #: modules/webm/doc_classes/VideoStreamWebm.xml:4 msgid "[VideoStream] resource for WebM videos." @@ -73119,6 +73395,14 @@ msgid "" "playback in Godot. If you run into problems, try using the Ogg Theora format " "instead: [VideoStreamTheora]" msgstr "" +"[VideoStream]资源处理[url=https://www.webmproject.org/]WebM[/url]视频格式,扩" +"展名为[code].webm[/code]。支持VP8和VP9编解码器。VP8和VP9编解码器比" +"[VideoStreamTheora]更有效,但其需要更多的CPU资源来解码,尤其是VP9。VP8和VP9编" +"解码器是在CPU上解码的。\n" +"[b]注意:[/b] 不支持Alpha通道,也称为透明度。视频将始终显示为黑色背景,即使它" +"最初包含alpha通道。\n" +"[b]注意:[/b] Godot中的WebM视频播放存在已知的错误和性能问题。如果你遇到问题," +"可以尝试用Ogg Theora格式代替:[VideoStreamTheora]" #: modules/webm/doc_classes/VideoStreamWebm.xml:17 msgid "Returns the WebM video file handled by this [VideoStreamWebm]." @@ -73137,7 +73421,6 @@ msgid "Creates a sub-view into the screen." msgstr "在屏幕中创建一个子视图。" #: doc/classes/Viewport.xml:7 -#, fuzzy msgid "" "A Viewport creates a different view into the screen, or a sub-view inside " "another viewport. Children 2D Nodes will display on it, and children Camera " @@ -73153,43 +73436,37 @@ msgid "" "Finally, viewports can also behave as render targets, in which case they " "will not be visible unless the associated texture is used to draw." msgstr "" -"视窗在屏幕上创建了一个不同的视图,或者是另一个视窗中的子视图。其上显示子级2D" -"节点会,也会在其上渲染子级Camera3D的3D节点。\n" -"可选的是,一个视窗可以有自己的2D或3D世界,所以它们不会与其他视窗共享它们所绘" -"制的内容。\n" -"如果视窗是[SubViewportContainer]的一个子节点,它将自动占用其大小,否则必须手" -"动设置。\n" -"视窗也可以选择成为音频监听者,它们会根据一个2D或3D摄像机的子节点来产生位置音" +"视窗在屏幕上创建不同的视图,或者是另一个视窗中的子视图。子代2D节点会在其上显" +"示,子代相机3D节点也会在其上渲染。\n" +"另外,视窗可以有自己的2D或3D世界,所以它们不会与其他视窗共享其所绘制的内" +"容。\n" +"如果视窗是[ViewportContainer]的子节点,它将自动占用其大小,否则必须手动设" +"置。\n" +"视窗也可以选择成为音频监听者,会根据它的2D或3D摄像机的子节点来产生位置音" "频。\n" "另外,如果设备有多个屏幕,视窗可以被分配到不同的屏幕。\n" -"最后,视窗也可以作为渲染目标,在这种情况下,除非用来绘制相关的纹理,否则它们" -"将不可见。" +"最后,视窗也可以作为渲染目标,在这种情况下,除非相关的纹理被用于绘制,否则它" +"们将不可见。" #: doc/classes/Viewport.xml:16 -#, fuzzy msgid "https://docs.godotengine.org/en/3.4/tutorials/viewports/index.html" -msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/viewports/index.html" +msgstr "https://docs.godotengine.org/en/3.4/tutorials/viewports/index.html" #: doc/classes/Viewport.xml:18 doc/classes/ViewportTexture.xml:12 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/128" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/128" #: doc/classes/Viewport.xml:20 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/130" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/130" #: doc/classes/Viewport.xml:21 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/541" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/541" #: doc/classes/Viewport.xml:22 doc/classes/ViewportTexture.xml:14 -#, fuzzy msgid "https://godotengine.org/asset-library/asset/586" -msgstr "https://docs.godotengine.org/zh_CN/latest/tutorials/vr/index.html" +msgstr "https://godotengine.org/asset-library/asset/586" #: doc/classes/Viewport.xml:28 msgid "" @@ -73203,16 +73480,15 @@ msgstr "返回视窗的2D世界。" #: doc/classes/Viewport.xml:40 msgid "Returns the active 3D camera." -msgstr "返回激活的3D摄像机。" +msgstr "返回激活的3D相机。" #: doc/classes/Viewport.xml:46 msgid "Returns the total transform of the viewport." msgstr "返回视窗的总的变换。" #: doc/classes/Viewport.xml:52 -#, fuzzy msgid "Returns the topmost modal in the stack." -msgstr "返回[AudioStream]中的位置。" +msgstr "返回堆栈中最顶层的模型。" #: doc/classes/Viewport.xml:58 msgid "Returns the mouse position relative to the viewport." @@ -73227,12 +73503,10 @@ msgid "Returns the [enum ShadowAtlasQuadrantSubdiv] of the specified quadrant." msgstr "返回指定象限的[enum ShadowAtlasQuadrantSubdiv]。" #: doc/classes/Viewport.xml:78 -#, fuzzy msgid "Returns the size override set with [method set_size_override]." -msgstr "如果[method parse]失败了,返回错误文本。" +msgstr "返回用[method set_size_override]设置的尺寸重写。" #: doc/classes/Viewport.xml:84 -#, fuzzy msgid "" "Returns the viewport's texture.\n" "[b]Note:[/b] Due to the way OpenGL works, the resulting [ViewportTexture] is " @@ -73245,17 +73519,16 @@ msgid "" 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 Texture2D.get_data]的结果上使用[method Image.flip_y]来将其翻转回" -"来,例如。\n" +"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" "[/codeblock]" #: doc/classes/Viewport.xml:95 -#, fuzzy msgid "Returns the viewport's RID from the [VisualServer]." -msgstr "从[RenderingServer]返回视窗的RID。" +msgstr "从[VisualServer]返回视窗的RID。" #: doc/classes/Viewport.xml:101 msgid "Returns the visible rectangle in global screen coordinates." @@ -73269,9 +73542,8 @@ msgstr "" "返回GUI中的拖动数据,该数据之前由 [method Control.get_drag_data] 返回。" #: doc/classes/Viewport.xml:113 -#, fuzzy msgid "Returns [code]true[/code] if there are visible modals on-screen." -msgstr "如果场景文件有节点,返回[code]true[/code]。" +msgstr "如果屏幕上有可见的模型,返回[code]true[/code]。" #: doc/classes/Viewport.xml:119 msgid "" @@ -73280,12 +73552,11 @@ msgid "" msgstr "如果当前视窗正在执行拖动操作,则返回[code]true[/code]。" #: doc/classes/Viewport.xml:136 -#, fuzzy msgid "" "Returns [code]true[/code] if the size override is enabled. See [method " "set_size_override]." msgstr "" -"如果节点设置为顶层,则返回[code] true [/code]。参见[方法set_as_toplevel]。" +"如果启用了尺寸重写,返回[code]true[/code]。参阅[method set_size_override]。" #: doc/classes/Viewport.xml:143 msgid "" @@ -73294,6 +73565,8 @@ 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。" #: doc/classes/Viewport.xml:149 msgid "Stops the input from propagating further down the [SceneTree]." @@ -73318,6 +73591,9 @@ msgid "" "size. If the size parameter is [code](-1, -1)[/code], it won't update the " "size." msgstr "" +"设置视窗的尺寸重写。如果[code]enable[/code]参数是[code]true[/code],就会使用" +"重写,否则就使用默认尺寸。如果尺寸参数是[code](-1, -1)[/code],它将不会更新尺" +"寸。" #: doc/classes/Viewport.xml:178 msgid "Forces update of the 2D and 3D worlds." @@ -73328,9 +73604,8 @@ msgid "Warps the mouse to a position relative to the viewport." msgstr "将鼠标偏移到相对于视窗的位置。" #: doc/classes/Viewport.xml:191 -#, fuzzy msgid "If [code]true[/code], the viewport will be used in AR/VR process." -msgstr "如果 [code]true[/code],则子视口将用于 AR/VR 过程。" +msgstr "如果[code]true[/code],视窗将用于AR/VR进程。" #: doc/classes/Viewport.xml:194 msgid "If [code]true[/code], the viewport will process 2D audio streams." @@ -73359,22 +73634,25 @@ msgid "" "[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be " "[code]true[/code] for debanding to be effective." msgstr "" +"如果[code]true[/code],则使用一个快速的后期处理滤波器,使带状现象明显减少。在" +"某些情况下,去带可能会引入稍微明显的抖动模式。建议只有在实际需要时才启用去" +"带,因为抖动模式会使无损压缩的屏幕截图变大。\n" +"[b]注意:[/b] 仅在GLES3后端可用。[member hdr]也必须是[code]true[/code]才能使" +"debanding去带生效。" #: doc/classes/Viewport.xml:207 msgid "The overlay mode for test rendered geometry in debug purposes." msgstr "在调试时,用于测试渲染的几何图形的叠加模式。" #: doc/classes/Viewport.xml:210 -#, fuzzy msgid "" "If [code]true[/code], the viewport will disable 3D rendering. For actual " "disabling use [code]usage[/code]." msgstr "" -"如果 [code]true[/code],则会在元标签下划线,例如 [code][url]{text}[/url][/" +"如果[code]true[/code],视窗将禁用3D渲染。对于实际禁用,使用[code]usage[/" "code]。" #: doc/classes/Viewport.xml:213 -#, fuzzy msgid "" "Enables fast approximate antialiasing. FXAA is a popular screen-space " "antialiasing method, which is fast but will make the image look blurry, " @@ -73383,9 +73661,10 @@ msgid "" "recovered by enabling contrast-adaptive sharpening (see [member " "sharpen_intensity])." msgstr "" -"使用快速的近似抗锯齿。FXAA是一种流行的屏幕空间抗锯齿方法,它的速度很快,但会" -"使图像看起来很模糊,特别是在较低的分辨率。在1440p和4K等大分辨率下,仍然可以相" -"对良好地工作。" +"启用快速近似抗锯齿。FXAA是一种流行的屏幕空间抗锯齿方法,它的速度很快,但会使" +"图像看起来很模糊,特别是在较低的分辨率。在1440p和4K这样的大分辨率下,它仍然可" +"以较好工作。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 " +"sharpen_intensity]。" #: doc/classes/Viewport.xml:216 msgid "" @@ -73394,7 +73673,6 @@ msgid "" msgstr "视窗的全局画布变换。画布变换是相对于这个的。" #: doc/classes/Viewport.xml:219 -#, fuzzy msgid "If [code]true[/code], the viewport will not receive input events." msgstr "如果[code]true[/code],视窗将不接收输入事件。" @@ -73413,6 +73691,11 @@ msgid "" "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or " "[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D." msgstr "" +"如果[code]true[/code],视窗的渲染将获得高动态范围算法的收益。高动态范围允许视" +"窗接收0-1范围以外的数值。在Godot中HDR使用16比特,这意味着它不能存储浮点数的全" +"部范围。\n" +"[b]注意:[/b] 需要将 [member usage]设置为[constant USAGE_3D]或[constant " +"USAGE_3D_NO_EFFECTS],2D不支持HDR。" #: doc/classes/Viewport.xml:231 msgid "" @@ -73426,6 +73709,12 @@ msgid "" "the sRGB output to linear, this should only be used for VR plugins that " "require input in linear color space!" msgstr "" +"如果[code]true[/code],3D渲染后的结果将不会应用线性到sRGB的颜色转换。当视窗被" +"用作渲染目标时,这点很重要,因为渲染结果会被用作另一个视窗中渲染的三维物体的" +"纹理。如果视窗被用来创建不基于颜色的数据,噪声、高度图、采图等,这也很重要。" +"当视窗被用作2D对象的纹理时,或者视窗是你的最终输出时,请不要启用这个功能。对" +"于GLES2驱动来说,这将把sRGB输出转换为线性输出,这应该只用于需要线性色彩空间输" +"入的VR插件!" #: doc/classes/Viewport.xml:234 msgid "" @@ -73437,11 +73726,11 @@ 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:237 -#, fuzzy msgid "" "If [code]true[/code], the viewport will use [World] defined in [code]world[/" "code] property." -msgstr "如果[code]true[/code],视窗将使用[member world_3d]中定义的[World3D]。" +msgstr "" +"如果[code]true[/code],视窗将使用[code]world[/code]属性中定义的[World]。" #: doc/classes/Viewport.xml:240 msgid "" @@ -73457,24 +73746,27 @@ 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]。" #: doc/classes/Viewport.xml:246 -#, fuzzy msgid "" "The clear mode when viewport used as a render target.\n" "[b]Note:[/b] This property is intended for 2D usage." -msgstr "子视口用作渲染目标时的清除模式。" +msgstr "" +"视窗用作渲染目标时的清除模式。\n" +"[b]注意:[/b] 此属性适用于 2D 使用。" #: doc/classes/Viewport.xml:250 -#, fuzzy msgid "The update mode when viewport used as a render target." -msgstr "子视口用作渲染目标时的更新模式。" +msgstr "视窗用作渲染目标时的更新模式。" #: doc/classes/Viewport.xml:253 -#, fuzzy msgid "" "If [code]true[/code], the result of rendering will be flipped vertically." -msgstr "如果为 [code]true[/code],纹理将被垂直翻转。" +msgstr "如果[code]true[/code],渲染的结果将被垂直翻转。" #: doc/classes/Viewport.xml:256 msgid "The subdivision amount of the first quadrant on the shadow atlas." @@ -73512,17 +73804,21 @@ msgid "" "Values around [code]0.5[/code] generally give the best results. See also " "[member fxaa]." msgstr "" +"如果设置为大于[code]0.0[/code]的值,对比度适应性锐化将被应用到3D视窗中。这具" +"有较低的性能成本,可以用来恢复使用FXAA所损失的一些锐度。一般来说,[code]0.5[/" +"code]左右的数值可以得到最好的效果。参阅[member fxaa]。" #: doc/classes/Viewport.xml:275 msgid "" "The width and height of viewport. Must be set to a value greater than or " "equal to 2 pixels on both dimensions. Otherwise, nothing will be displayed." msgstr "" +"视窗的宽度和高度。必须在两个维度上设置为大于或等于2像素的值。否则,将不会显示" +"任何东西。" #: doc/classes/Viewport.xml:278 -#, fuzzy msgid "If [code]true[/code], the size override affects stretch as well." -msgstr "如果 [code]true[/code],2D 尺寸覆盖也会影响拉伸。" +msgstr "如果[code]true[/code],尺寸重写也会影响拉伸。" #: doc/classes/Viewport.xml:281 msgid "" @@ -73531,14 +73827,12 @@ msgid "" msgstr "如果 [code]true[/code],视窗应使其背景渲染为透明。" #: doc/classes/Viewport.xml:284 -#, fuzzy msgid "The rendering mode of viewport." -msgstr "要使用的剔除模式。" +msgstr "视窗的渲染模式。" #: doc/classes/Viewport.xml:287 -#, fuzzy msgid "The custom [World] which can be used as 3D environment source." -msgstr "自定义的[World3D],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:290 msgid "The custom [World2D] which can be used as 2D environment source." @@ -73549,11 +73843,12 @@ msgid "Emitted when a Control node grabs keyboard focus." msgstr "当控件节点获取键盘焦点时触发。" #: doc/classes/Viewport.xml:302 -#, fuzzy msgid "" "Emitted when the size of the viewport is changed, whether by [method " "set_size_override], resize of window, or some other means." -msgstr "当视窗的大小改变时触发,无论是通过调整窗口的大小,还是其他方式。" +msgstr "" +"当视窗的大小被改变时,无论是通过[method set_size_override],调整窗口的大小," +"还是其他方式,都会触发。" #: doc/classes/Viewport.xml:308 msgid "Do not update the render target." @@ -73640,9 +73935,8 @@ msgid "Amount of draw calls in frame." msgstr "帧中的绘制调用量。" #: doc/classes/Viewport.xml:362 -#, fuzzy msgid "Amount of items or joined items in frame." -msgstr "帧中对象的数量。" +msgstr "帧中的项或联合项的数量。" #: doc/classes/Viewport.xml:368 msgid "Represents the size of the [enum RenderInfo] enum." @@ -73660,16 +73954,15 @@ msgstr "显示的对象没有光照信息。" msgid "" "Objected are displayed semi-transparent with additive blending so you can " "see where they intersect." -msgstr "" +msgstr "对象以半透明的方式显示,并进行加法混合,因此你可以看到它们的相交处。" #: doc/classes/Viewport.xml:380 msgid "Objects are displayed in wireframe style." msgstr "对象以线框风格显示。" #: doc/classes/Viewport.xml:383 -#, fuzzy msgid "Multisample anti-aliasing mode disabled. This is the default value." -msgstr "禁用多重采样抗锯齿模式。这是默认值,也是最快的设置。" +msgstr "禁用多重采样抗锯齿模式。这是默认值。" #: doc/classes/Viewport.xml:386 msgid "Use 2x Multisample Antialiasing." @@ -73697,6 +73990,8 @@ msgid "" "than the 3D usage modes. Note that 3D rendering effects such as glow and HDR " "are not available when using this mode." msgstr "" +"分配绘制2D场景所需的所有缓冲区。这比3D使用模式占用更少的VRAM。请注意,使用这" +"种模式时,诸如辉光和HDR等3D渲染效果是不可用的。" #: doc/classes/Viewport.xml:401 msgid "" @@ -73705,12 +74000,16 @@ msgid "" "Usage] types, this requires the least VRAM. Note that 3D rendering effects " "such as glow and HDR are not available when using this mode." msgstr "" +"分配2D场景所需的缓冲区,而不分配屏幕拷贝的缓冲区。相应地,你不能从屏幕上读" +"取。在[enum Usage]类型中,这需要最少的VRAM。注意,使用这种模式时,诸如辉光和" +"HDR等3D渲染效果是不可用的。" #: doc/classes/Viewport.xml:404 msgid "" "Allocates full buffers for drawing 3D scenes and all 3D effects including " "buffers needed for 2D scenes and effects." msgstr "" +"为绘制3D场景和所有3D效果分配完整的缓冲区,包括2D场景和效果所需的缓冲区。" #: doc/classes/Viewport.xml:407 msgid "" @@ -73718,6 +74017,8 @@ msgid "" "buffers needed for reading from the screen and post-processing effects. " "Saves some VRAM." msgstr "" +"分配绘制3D场景所需的缓冲区。但不分配从屏幕上读取和后期处理效果所需的缓冲区。" +"节省了一些VRAM。" #: doc/classes/Viewport.xml:410 msgid "Always clear the render target before drawing." @@ -73734,12 +74035,10 @@ msgid "" msgstr "在下一帧清除渲染目标,然后切换到 [constant CLEAR_MODE_NEVER]。" #: doc/classes/ViewportContainer.xml:4 -#, fuzzy msgid "Control for holding [Viewport]s." -msgstr "用于保持 [SubViewport] 的控件。" +msgstr "用于持有[Viewport]的控件。" #: doc/classes/ViewportContainer.xml:7 -#, fuzzy msgid "" "A [Container] node that holds a [Viewport], automatically setting its size.\n" "[b]Note:[/b] Changing a ViewportContainer's [member Control.rect_scale] will " @@ -73747,19 +74046,17 @@ msgid "" "causing distortion, adjust the node's margins instead (if it's not already " "in a container)." msgstr "" -"容纳[SubViewport]的[Container]节点,自动设置其大小。\n" -"[b]注意:[/b] 改变SubViewportContainer的[member Control.rect_scale]会导致其内" -"容出现失真。要改变它的视觉尺寸而不引起失真,可以调整节点的边距来代替(如果它" -"还没有在一个容器中的话)。" +"容纳[Viewport]的[Container]节点,自动设置其大小。\n" +"[b]注意:[/b] 改变ViewportContainer的[member Control.rect_scale]会导致其内容" +"出现扭曲。要改变它的视觉尺寸而不引起失真,可以调整节点的边距来代替,如果它还" +"未在容器中时。" #: doc/classes/ViewportContainer.xml:16 -#, fuzzy msgid "" "If [code]true[/code], the viewport will be scaled to the control's size." -msgstr "如果 [code]true[/code],子视口将被缩放到控件的大小。" +msgstr "如果[code]true[/code],视窗将被缩放到控件的大小。" #: doc/classes/ViewportContainer.xml:19 -#, fuzzy msgid "" "Divides the viewport's effective resolution by this value while preserving " "its scale. This can be used to speed up rendering.\n" @@ -73769,25 +74066,25 @@ msgid "" "[b]Note:[/b] [member stretch] must be [code]true[/code] for this property to " "work." msgstr "" -"将子视口的有效分辨率除以该值,同时保留其比例。这可用于加速渲染。\n" -"例如,一个 1280×720 的子视口 [member stretch_shrink] 设置为 [code]2[/code] 将" -"在 640×360 渲染,同时在容器中占据相同的大小。\n" -"[b]注意:[/b] [member stretch] 必须为 [code]true[/code] 才能使该属性起作用。" +"将视窗的有效分辨率除以这个值,同时保留其比例。这可以用来加快渲染速度。\n" +"例如,一个1280×720的视窗,如果[member stretch_shrink]设置为[code]2[/code],将" +"以640×360的尺寸进行渲染,同时在容器中占据同样的尺寸。\n" +"[b]注意:[/b][member stretch]拉伸必须是[code]true[/code],这个属性才能发挥作" +"用。" #: doc/classes/ViewportTexture.xml:4 msgid "Texture which displays the content of a [Viewport]." msgstr "显示[Viewport]内容的纹理。" #: doc/classes/ViewportTexture.xml:7 -#, fuzzy msgid "" "Displays the content of a [Viewport] node as a dynamic [Texture]. This can " "be used to mix controls, 2D, and 3D elements in the same scene.\n" "To create a ViewportTexture in code, use the [method Viewport.get_texture] " "method on the target viewport." msgstr "" -"将[Viewport]节点的内容显示为一个动态的[Texture2D]。这可以用来在同一个场景中混" -"合控件、2D和3D元素。\n" +"将[Viewport]节点的内容显示为一个动态的[Texture]。这可以用来在同一个场景中混合" +"控件,2D和3D元素。\n" "要在代码中创建一个ViewportTexture,请使用目标视窗上的[method Viewport." "get_texture]方法。" @@ -73803,7 +74100,6 @@ msgid "Enables certain nodes only when approximately visible." msgstr "只在大约可见时启用某些节点。" #: doc/classes/VisibilityEnabler.xml:7 -#, fuzzy msgid "" "The VisibilityEnabler will disable [RigidBody] and [AnimationPlayer] nodes " "when they are not visible. It will only affect other nodes within the same " @@ -73818,14 +74114,14 @@ msgid "" "[b]Note:[/b] VisibilityEnabler will not affect nodes added after scene " "initialization." msgstr "" -"VisibilityEnabler3D将在[RigidBody3D]和[AnimationPlayer]节点不可见时禁用它们。" -"它只会影响与VisibilityEnabler3D本身相同场景中的其他节点。\n" -"如果你只是想接收通知,请使用[VisibilityNotifier3D]代替。\n" -"[b]注意:[/b] VisibilityEnabler3D由于性能原因使用了一个近似的启发式方法。它没" -"有考虑到墙和其他遮挡物。启发式这一实现细节,在未来的版本中可能会改变。如果你" -"需要精确的可见度检查,请使用另一种方法,例如添加一个[Area3D]节点作为" -"[Camera3D]节点的子节点或[method Vector3.dot]。\n" -"[b]注意:[/b] VisibilityEnabler3D不会影响场景初始化后添加的节点。" +"当[RigidBody]和[AnimationPlayer]节点不可见时,VisibilityEnabler将禁用它们。它" +"只会影响与VisibilityEnabler本身相同场景中的其他节点。\n" +"如果你只是想接收通知,请使用[VisibilityNotifier]代替。\n" +"[b]注意:[/b] VisibilityEnabler由于性能原因使用了一个近似的启发式方法。它没有" +"考虑到墙和其他遮挡物。启发式这一实现细节,在未来的版本中可能会改变。如果你需" +"要精确的可见性检查,请使用另一种方法,例如添加一个[Area]节点作为[Camera]节点" +"的子节点和/或[method Vector3.dot]。\n" +"[b]注意:[/b] VisibilityEnabler不会影响场景初始化后添加的节点。" #: doc/classes/VisibilityEnabler.xml:19 doc/classes/VisibilityEnabler2D.xml:19 msgid "" @@ -73839,9 +74135,8 @@ msgid "" msgstr "设置由给定的[enum Enabler]常量识别的启用程序的活动状态。" #: doc/classes/VisibilityEnabler.xml:33 -#, fuzzy msgid "If [code]true[/code], [RigidBody] nodes will be paused." -msgstr "如果[code]true[/code],[RigidBody2D]节点将被暂停。" +msgstr "如果[code]true[/code],[RigidBody]节点将被暂停。" #: doc/classes/VisibilityEnabler.xml:36 doc/classes/VisibilityEnabler2D.xml:39 msgid "If [code]true[/code], [AnimationPlayer] nodes will be paused." @@ -73852,9 +74147,8 @@ msgid "This enabler will pause [AnimationPlayer] nodes." msgstr "这个启用程序将暂停[AnimationPlayer]节点。" #: doc/classes/VisibilityEnabler.xml:44 -#, fuzzy msgid "This enabler will freeze [RigidBody] nodes." -msgstr "这个启用程序将冻结[RigidBody2D]节点。" +msgstr "这个启用程序将冻结[RigidBody]节点。" #: doc/classes/VisibilityEnabler.xml:47 doc/classes/VisibilityEnabler2D.xml:71 msgid "Represents the size of the [enum Enabler] enum." @@ -73887,14 +74181,12 @@ msgid "If [code]true[/code], [RigidBody2D] nodes will be paused." msgstr "如果[code]true[/code],[RigidBody2D]节点将被暂停。" #: doc/classes/VisibilityEnabler2D.xml:36 -#, fuzzy msgid "If [code]true[/code], [AnimatedSprite] nodes will be paused." -msgstr "如果[code]true[/code],[AnimatedSprite2D]节点将被暂停。" +msgstr "如果[code]true[/code],[AnimatedSprite]节点将被暂停。" #: doc/classes/VisibilityEnabler2D.xml:42 -#, fuzzy msgid "If [code]true[/code], [Particles2D] nodes will be paused." -msgstr "如果[code]true[/code],[GPUParticles2D]节点将被暂停。" +msgstr "如果[code]true[/code],[Particles2D]节点将被暂停。" #: doc/classes/VisibilityEnabler2D.xml:45 msgid "" @@ -73912,9 +74204,8 @@ msgid "This enabler will freeze [RigidBody2D] nodes." msgstr "这个启用程序将冻结[RigidBody2D]节点。" #: doc/classes/VisibilityEnabler2D.xml:59 -#, fuzzy msgid "This enabler will stop [Particles2D] nodes." -msgstr "这个启用程序将停止[GPUParticles2D]节点。" +msgstr "这个启用程序将停止[Particles2D]节点。" #: doc/classes/VisibilityEnabler2D.xml:62 msgid "This enabler will stop the parent's _process function." @@ -73925,16 +74216,14 @@ msgid "This enabler will stop the parent's _physics_process function." msgstr "这个启用程序将停止父类的_physics_process函数。" #: doc/classes/VisibilityEnabler2D.xml:68 -#, fuzzy msgid "This enabler will stop [AnimatedSprite] nodes animations." -msgstr "这个启用程序将停止[AnimatedSprite2D]节点的动画。" +msgstr "这个启用程序将停止[AnimatedSprite]节点的动画。" #: doc/classes/VisibilityNotifier.xml:4 doc/classes/VisibilityNotifier2D.xml:4 msgid "Detects approximately when the node is visible on screen." msgstr "大约在节点在屏幕上可见时进行检测。" #: doc/classes/VisibilityNotifier.xml:7 -#, fuzzy msgid "" "The VisibilityNotifier detects when it is visible on the screen. It also " "notifies when its bounding rectangle enters or exits the screen or a " @@ -73947,13 +74236,13 @@ msgid "" "If you need precise visibility checking, use another method such as adding " "an [Area] node as a child of a [Camera] node and/or [method Vector3.dot]." msgstr "" -"VisibilityNotifier3D检测它在屏幕上是否可见。当它的边界矩形进入或退出屏幕或" -"[Camera3D]的视图时,它也会发出通知。\n" -"如果你想让节点在退出屏幕时自动禁用,请使用[VisibilityEnabler3D]代替。\n" -"[b]注意:[/b] VisibilityNotifier3D出于性能考虑,使用了一个近似的启发式方法。" -"它没有考虑到墙壁和其他遮挡物。启发式这一实现细节,在未来的版本中可能会改变。" -"如果你需要精确的可见性检查,请使用另一种方法,如添加一个[Area3D]节点作为" -"[Camera3D]节点的子节点或[method Vector3.dot]。" +"VisibilityNotifier检测它在屏幕上是否可见。当它的边界矩形进入或退出屏幕或" +"[Camera]的视图时,它也会发出通知。\n" +"如果你想让节点在退出屏幕时自动禁用,请使用[VisibilityEnabler]代替。\n" +"[b]注意:[/b] VisibilityNotifier由于性能原因使用了一个近似的启发式方法。它没" +"有考虑到墙和其他遮挡物。启发式这一实现细节,在未来的版本中可能会改变。如果你" +"需要精确的可见性检查,请使用另一种方法,例如添加一个[Area]节点作为[Camera]节" +"点的子节点和/或[method Vector3.dot]。" #: doc/classes/VisibilityNotifier.xml:17 msgid "" @@ -73968,29 +74257,24 @@ msgstr "" "它被实例化后立即返回[code]false[/code],即使屏幕在绘制过程中。" #: doc/classes/VisibilityNotifier.xml:24 -#, fuzzy msgid "The VisibilityNotifier's bounding box." -msgstr "VisibilityNotifier3D的边界框。" +msgstr "VisibilityNotifier的边界框。" #: doc/classes/VisibilityNotifier.xml:31 -#, fuzzy msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view." -msgstr "当VisibilityNotifier3D进入到[Camera3D]的视图中时触发。" +msgstr "当VisibilityNotifier进入[Camera]的视图时触发。" #: doc/classes/VisibilityNotifier.xml:37 -#, fuzzy msgid "Emitted when the VisibilityNotifier exits a [Camera]'s view." -msgstr "当VisibilityNotifier3D退出[Camera3D]的视图时触发。" +msgstr "当VisibilityNotifier退出[Camera]的视图时触发。" #: doc/classes/VisibilityNotifier.xml:42 -#, fuzzy msgid "Emitted when the VisibilityNotifier enters the screen." -msgstr "当VisibilityNotifier2D进入屏幕时触发。" +msgstr "当VisibilityNotifier进入屏幕时触发。" #: doc/classes/VisibilityNotifier.xml:47 -#, fuzzy msgid "Emitted when the VisibilityNotifier exits the screen." -msgstr "当VisibilityNotifier2D退出屏幕时触发。" +msgstr "当VisibilityNotifier退出屏幕时触发。" #: doc/classes/VisibilityNotifier2D.xml:7 msgid "" @@ -74048,7 +74332,6 @@ msgid "Parent of all visual 3D nodes." msgstr "所有可视3D节点的父节点。" #: doc/classes/VisualInstance.xml:7 -#, fuzzy msgid "" "The [VisualInstance] is used to connect a resource to a visual " "representation. All visual 3D nodes inherit from the [VisualInstance]. In " @@ -74057,38 +74340,37 @@ msgid "" "[VisualInstance]. [VisualInstance] is the node representation of the " "[VisualServer] instance." msgstr "" -"[VisualInstance3D]用于连接一个资源和一个可视表现。所有的可视化3D节点都继承自" -"[VisualInstance3D]。一般来说,你不应该直接访问[VisualInstance3D]的属性,因为" -"它们是由继承自[VisualInstance3D]的节点访问和管理的。[VisualInstance3D]是" -"[RenderingServer]实例的节点表示。" +"[VisualInstance]用于连接一个资源和一个视觉显示。所有的可视化三维节点都继承自" +"[VisualInstance]。你不应该直接访问[VisualInstance]的属性,一般来说,它们是由" +"继承自[VisualInstance]的节点访问和管理的。[VisualInstance]是[VisualServer]实" +"例的节点表示。" #: doc/classes/VisualInstance.xml:15 -#, fuzzy msgid "" "Returns the [AABB] (also known as the bounding box) for this " "[VisualInstance]. See also [method get_transformed_aabb]." -msgstr "返回此[VisualInstance3D]的[AABB],也称为包围盒或边界框。" +msgstr "" +"返回此[VisualInstance]的[AABB],也称为边界框。参阅[method " +"get_transformed_aabb]。" #: doc/classes/VisualInstance.xml:21 -#, fuzzy msgid "" "Returns the RID of the resource associated with this [VisualInstance]. For " "example, if the Node is a [MeshInstance], this will return the RID of the " "associated [Mesh]." msgstr "" -"返回与此[VisualInstance3D]相关的资源的RID。例如,如果节点是一个" -"[MeshInstance3D],这将返回相关的[Mesh]的RID。" +"返回与此[VisualInstance]相关的资源的RID。例如,如果该节点是一个" +"[MeshInstance],这将返回相关的[Mesh]的RID。" #: doc/classes/VisualInstance.xml:27 -#, fuzzy msgid "" "Returns the RID of this instance. This RID is the same as the RID returned " "by [method VisualServer.instance_create]. This RID is needed if you want to " "call [VisualServer] functions directly on this [VisualInstance]." msgstr "" -"返回这个实例的RID。这个RID与[method RenderingServer.instance_create]所返回的" -"RID相同。如果你想在这个[VisualInstance3D]上直接调用[RenderingServer]函数,就" -"需要这个RID。" +"返回这个实例的RID。这个RID与[method VisualServer.instance_create]所返回的RID" +"相同。如果你想在这个[VisualInstance]上直接调用[VisualServer]函数,就需要这个" +"RID。" #: doc/classes/VisualInstance.xml:34 msgid "" @@ -74099,47 +74381,43 @@ msgstr "" "[code]false[/code]。" #: doc/classes/VisualInstance.xml:40 -#, fuzzy msgid "" "Returns the transformed [AABB] (also known as the bounding box) for this " "[VisualInstance].\n" "Transformed in this case means the [AABB] plus the position, rotation, and " "scale of the [Spatial]'s [Transform]. See also [method get_aabb]." msgstr "" -"返回此[VisualInstance3D]变换后的[AABB],也称为包围盒或边界框。\n" -"这里的变换意味着[AABB]加上[Node3D]的[Transform]的位置、旋转和缩放。" +"返回此[VisualInstance]的变换后的[AABB],也称为边界框。\n" +"这里的变换是指[AABB]加上[Spatial]的[Transform]的位置、旋转和缩放。参阅" +"[method get_aabb]。" #: doc/classes/VisualInstance.xml:48 -#, fuzzy msgid "" "Sets the resource that is instantiated by this [VisualInstance], which " "changes how the engine handles the [VisualInstance] under the hood. " "Equivalent to [method VisualServer.instance_set_base]." msgstr "" -"设置由这个[VisualInstance3D]实例化的资源,这将改变引擎中处理" -"[VisualInstance3D]的方式。相当于[method RenderingServer.instance_set_base]。" +"设置由该[VisualInstance]实例化的资源,这将改变引擎对该[VisualInstance]的处理" +"方式。相当于[method VisualServer.instance_set_base]。" #: doc/classes/VisualInstance.xml:56 msgid "Enables a particular layer in [member layers]." msgstr "启用 [member layers] 中的特定层。" #: doc/classes/VisualInstance.xml:62 -#, fuzzy msgid "" "The render layer(s) this [VisualInstance] is drawn on.\n" "This object will only be visible for [Camera]s whose cull mask includes the " "render object this [VisualInstance] is set to." msgstr "" -"这个[VisualInstance3D]所绘制的渲染层。\n" -"此对象只对[Camera3D]可见,其剔除蒙版包含此 [VisualInstance3D] 设置的渲染对" -"象。" +"绘制此 [VisualInstance] 的渲染层。\n" +"此对象仅对[Camera]可见,其剔除遮罩包括此[VisualInstance]设置的渲染对象。" #: modules/visual_script/doc_classes/VisualScript.xml:4 msgid "A script implemented in the Visual Script programming environment." msgstr "一个在可视化脚本编程环境中实现的脚本。" #: modules/visual_script/doc_classes/VisualScript.xml:7 -#, fuzzy msgid "" "A script implemented in the Visual Script programming environment. The " "script extends the functionality of all objects that instance it.\n" @@ -74148,19 +74426,19 @@ msgid "" "You are most likely to use this class via the Visual Script editor or when " "writing plugins for it." msgstr "" -"一个在可视化脚本环境中实现的脚本。脚本扩展了所有以它为实例的对象的功能。\n" -"如果该对象的类与脚本的基类之一相匹配,[method Object.set_script] 扩展一个现有" -"的对象。\n" -"你最有可能通过可视化脚本编辑器或为其编写插件时使用这个类。" +"在 Visual Script 编程环境中实现的脚本。该脚本扩展了所有实例化它的对象的功" +"能。\n" +"[method Object.set_script] 扩展现有对象,如果该对象的类与脚本的基类之一匹" +"配。\n" +"您最有可能通过 Visual Script 编辑器或在为其编写插件时使用此类。" #: modules/visual_script/doc_classes/VisualScript.xml:12 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/getting_started/scripting/visual_script/" "index.html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/getting_started/scripting/" -"visual_script/index.html" +"https://docs.godotengine.org/en/3.4/getting_started/scripting/visual_script/" +"index.html" #: modules/visual_script/doc_classes/VisualScript.xml:19 msgid "Add a custom signal with the specified name to the VisualScript." @@ -74673,18 +74951,15 @@ msgstr "" "从一个使用 [constant VAR_TO_STR]序列化的字符串中反序列化一个 [Variant] 。" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:200 -#, fuzzy msgid "Serialize a [Variant] to a [PoolByteArray]." -msgstr "将 [Variant] 序列化为 [PackedByteArray]。" +msgstr "将 [Variant] 序列化为 [PoolByteArray]。" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:203 -#, fuzzy msgid "" "Deserialize a [Variant] from a [PoolByteArray] serialized using [constant " "VAR_TO_BYTES]." msgstr "" -"从使用 [constant VAR_TO_BYTES]序列化的[PackedByteArray]反序列化一个" -"[Variant]。" +"从使用 [constant VAR_TO_BYTES] 序列化的 [PoolByteArray] 反序列化 [Variant]。" #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml:206 msgid "" @@ -74867,16 +75142,14 @@ msgid "Return the count of input value ports." msgstr "返回输入值端口的数量。" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:34 -#, fuzzy msgid "" "Return the specified input port's hint. See the [enum @GlobalScope." "PropertyHint] hints." -msgstr "返回指定输入端口的类型。参阅[enum Variant.Type]值。" +msgstr "返回指定输入端口的提示。参阅 [enum @GlobalScope.PropertyHint] 提示。" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:41 -#, fuzzy msgid "Return the specified input port's hint string." -msgstr "返回指定的输入端口的名称。" +msgstr "返回指定输入端口的提示字符串。" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:48 msgid "Return the specified input port's name." @@ -74900,27 +75173,23 @@ msgid "Return the amount of output value ports." msgstr "返回输出值端口的数量。" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:81 -#, fuzzy msgid "" "Return the specified output port's hint. See the [enum @GlobalScope." "PropertyHint] hints." -msgstr "返回指定输入端口的类型。参阅[enum Variant.Type]值。" +msgstr "返回指定输出端口的提示。参阅[enum @GlobalScope.PropertyHint] 提示。" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:88 -#, fuzzy msgid "Return the specified output port's hint string." -msgstr "返回指定的输入端口的名称。" +msgstr "返回指定输出端口的提示字符串。" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:95 -#, fuzzy msgid "Return the specified output port's name." -msgstr "返回指定的输入端口的名称。" +msgstr "返回指定输出端口的名称。" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:102 -#, fuzzy msgid "" "Return the specified output port's type. See the [enum Variant.Type] values." -msgstr "返回指定输入端口的类型。参阅[enum Variant.Type]值。" +msgstr "返回指定输出端口的类型。参阅[enum Variant.Type]值。" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:108 msgid "" @@ -74942,7 +75211,6 @@ msgid "Return whether the custom node has an input [b]sequence[/b] port." msgstr "返回自定义节点是否有输入[b]sequence[/b]序列端口。" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:130 -#, fuzzy msgid "" "Execute the custom node's logic, returning the index of the output sequence " "port to use or a [String] when there is an error.\n" @@ -74961,10 +75229,10 @@ msgstr "" "[String]。\n" "[code]inputs[/code]数组包含输入端口的值。\n" "[code]output[/code]是一个数组,其索引应被设置为相应的输出。\n" -"[code]start_mode[/code]通常是[constant START_MODE_BEGIN_SEQUENCE],除非你使用" +"[code]start_mode[/code]通常是[constantSTART_MODE_BEGIN_SEQUENCE],除非你使用" "了[code]STEP_*[/code]常量。\n" -"[code]working_mem[/code]是一个数组,可以用来在自定义节点的运行中持久保存信" -"息。\n" +"[code]working_mem[/code]是一个数组,可以用来在自定义节点的运行之间持续保存信" +"息。其大小需要用[method _get_working_memory_size]来预定义。\n" "当返回时,你可以用[code]STEP_*[/code]中的一个常量来屏蔽返回值。" #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml:141 @@ -75081,9 +75349,8 @@ msgid "The singleton's name." msgstr "单例的名称。" #: modules/visual_script/doc_classes/VisualScriptExpression.xml:4 -#, fuzzy msgid "A Visual Script node that can execute a custom expression." -msgstr "用于调用内置函数的可视化脚本节点。" +msgstr "可以执行自定义表达式的可视化脚本节点。" #: modules/visual_script/doc_classes/VisualScriptExpression.xml:7 msgid "" @@ -75091,11 +75358,12 @@ msgid "" "provided for the input and the expression result can be retrieved from the " "output." msgstr "" +"可以执行自定义表达式的可视化脚本节点。可以为输入提供值,并且可以从输出中检索" +"表达式结果。" #: modules/visual_script/doc_classes/VisualScriptFunction.xml:4 -#, fuzzy msgid "A Visual Script node representing a function." -msgstr "用于调用内置函数的可视化脚本节点。" +msgstr "一个Visual Script节点,表示一个函数。" #: modules/visual_script/doc_classes/VisualScriptFunction.xml:7 msgid "" @@ -75103,11 +75371,12 @@ msgid "" "point for the function body and can be used to tweak the function's " "properties (e.g. RPC mode)." msgstr "" +"[VisualScriptFunction] 表示函数头。它是函数体的起点,可用于调整函数的属性,例" +"如 RPC 模式。" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:4 -#, fuzzy msgid "A Visual Script node for calling a function." -msgstr "用于调用内置函数的可视化脚本节点。" +msgstr "用于调用函数的可视化脚本节点。" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:7 msgid "" @@ -75115,60 +75384,65 @@ msgid "" "function onto the Visual Script graph. It allows to tweak parameters of the " "call, e.g. what object the function is called on." msgstr "" +"[VisualScriptFunctionCall]是在你添加或拖放一个函数到Visual Script图形中时创" +"建。它允许对调用的参数进行调整,例如,函数被调用的对象。" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:15 -#, fuzzy msgid "" "The script to be used when [member call_mode] is set to [constant " "CALL_MODE_INSTANCE]." -msgstr "当[member overlay]设置为[constant OVERLAY_POSITION]时使用的背景。" +msgstr "[member call_mode] 设置为 [constant CALL_MODE_INSTANCE] 时使用的脚本。" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:18 #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml:15 -#, fuzzy msgid "" "The base type to be used when [member call_mode] is set to [constant " "CALL_MODE_INSTANCE]." -msgstr "当[member overlay]设置为[constant OVERLAY_POSITION]时使用的背景。" +msgstr "" +"[member call_mode] 设置为 [constant CALL_MODE_INSTANCE] 时要使用的基本类型。" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:21 -#, fuzzy msgid "" "The type to be used when [member call_mode] is set to [constant " "CALL_MODE_BASIC_TYPE]." -msgstr "当[member overlay]被设置为[constant OVERLAY_BREAKPOINT]时使用的背景。" +msgstr "" +"[member call_mode] 设置为 [constant CALL_MODE_BASIC_TYPE] 时使用的类型。" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:24 msgid "" "[code]call_mode[/code] determines the target object on which the method will " "be called. See [enum CallMode] for options." msgstr "" +"[code]call_mode[/code] 决定了方法将被调用的目标对象。参阅[enum CallMode]的选" +"项。" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:27 -#, fuzzy msgid "The name of the function to be called." -msgstr "要执行的函数。" +msgstr "要调用的函数的名称。" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:30 #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml:21 -#, fuzzy msgid "" "The node path to use when [member call_mode] is set to [constant " "CALL_MODE_NODE_PATH]." -msgstr "[member mode]为[constant MODE_DEPTH]时的挤出深度。" +msgstr "" +"[member call_mode] 设置为 [constant CALL_MODE_NODE_PATH] 时使用的节点路径。" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:33 msgid "" "The mode for RPC calls. See [method Node.rpc] for more details and [enum " "RPCCallMode] for available options." msgstr "" +"RPC 调用的模式。有关更多详细信息,请参阅 [method Node.rpc],有关可用选项,请" +"参阅 [enum RPCCallMode]。" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:36 -#, fuzzy msgid "" "The singleton to call the method on. Used when [member call_mode] is set to " "[constant CALL_MODE_SINGLETON]." -msgstr "当[member overlay]设置为[constant OVERLAY_POSITION]时使用的背景。" +msgstr "" +"调用方法的单例。当 [member call_mode] 设置为 [constant CALL_MODE_SINGLETON] " +"时使用。" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:39 msgid "" @@ -75176,162 +75450,149 @@ msgid "" "Can't be higher than the number of available default arguments in the " "method's declaration." msgstr "" +"调用函数时将使用的默认参数的数量。不能大于方法声明中可用默认参数的数量。" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:42 -#, fuzzy msgid "" "If [code]false[/code], call errors (e.g. wrong number of arguments) will be " "ignored." -msgstr "如果为[code]false[/code],快捷键将被禁用。" +msgstr "如果[code]false[/code],调用错误将被忽略,例如参数数量错误。" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:47 -#, fuzzy msgid "The method will be called on this [Object]." -msgstr "注册一个方法,当动作被提交时将被调用。" +msgstr "将在此 [Object] 上调用该方法。" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:50 -#, fuzzy msgid "The method will be called on the given [Node] in the scene tree." -msgstr "节点在场景树中的路径。" +msgstr "该方法将在场景树中的指定 [Node] 上调用。" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:53 msgid "" "The method will be called on an instanced node with the given type and " "script." -msgstr "" +msgstr "该方法将在具有指定类型和脚本的实例化节点上调用。" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:56 msgid "The method will be called on a GDScript basic type (e.g. [Vector2])." -msgstr "" +msgstr "该方法将在 GDScript 基本类型上调用,例如 [Vector2]。" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:59 -#, fuzzy msgid "The method will be called on a singleton." -msgstr "注册一个方法,当动作被撤销时将被调用。" +msgstr "该方法将在单例上调用。" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:62 msgid "The method will be called locally." -msgstr "" +msgstr "该方法将被本地调用。" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:65 msgid "The method will be called remotely." -msgstr "" +msgstr "该方法将被远程调用。" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:68 msgid "The method will be called remotely using an unreliable protocol." -msgstr "" +msgstr "该方法将使用不可靠的协议远程调用。" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:71 -#, fuzzy msgid "The method will be called remotely for the given peer." -msgstr "返回给定对等体的远程端口。" +msgstr "该方法将被远程调用,用于给定的对等体。" #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml:74 -#, fuzzy msgid "" "The method will be called remotely for the given peer, using an unreliable " "protocol." -msgstr "使用不可靠的协议远程更改其他对等点(和本地)上的属性值。" +msgstr "该方法将被远程调用,用于给定的对等体,使用一个不可靠的协议。" #: modules/visual_script/doc_classes/VisualScriptFunctionState.xml:4 -#, fuzzy msgid "A Visual Script node representing a function state." -msgstr "一个可视化脚本节点,表示基本类型中的一个常量。" +msgstr "一个Visual Script节点,表示函数状态。" #: modules/visual_script/doc_classes/VisualScriptFunctionState.xml:7 msgid "" "[VisualScriptFunctionState] is returned from [VisualScriptYield] and can be " "used to resume a paused function call." msgstr "" +"[VisualScriptFunctionState]从[VisualScriptYield]返回,可用于恢复暂停的函数调" +"用。" #: modules/visual_script/doc_classes/VisualScriptFunctionState.xml:18 msgid "" "Connects this [VisualScriptFunctionState] to a signal in the given object to " "automatically resume when it's emitted." msgstr "" +"将此 [VisualScriptFunctionState] 连接到给定对象中的信号,以在它触发时自动恢" +"复。" #: modules/visual_script/doc_classes/VisualScriptFunctionState.xml:24 -#, fuzzy msgid "Returns whether the function state is valid." -msgstr "返回该空间是否是活动的。" +msgstr "返回函数状态是否有效。" #: modules/visual_script/doc_classes/VisualScriptFunctionState.xml:31 msgid "Resumes the function to run from the point it was yielded." -msgstr "" +msgstr "恢复函数的运行,从它被yield返回的地方开始。" #: modules/visual_script/doc_classes/VisualScriptGlobalConstant.xml:4 #: modules/visual_script/doc_classes/VisualScriptGlobalConstant.xml:7 -#, fuzzy msgid "A Visual Script node returning a constant from [@GlobalScope]." -msgstr "从 [@GlobalScope] 返回单例的可视化脚本节点。" +msgstr "从 [@GlobalScope] 返回常量的 Visual Script 节点。" #: modules/visual_script/doc_classes/VisualScriptGlobalConstant.xml:15 -#, fuzzy msgid "The constant to be used." -msgstr "常量的类型。" +msgstr "要使用的常量。" #: modules/visual_script/doc_classes/VisualScriptIndexGet.xml:4 -#, fuzzy msgid "A Visual Script node for getting a value from an array or a dictionary." -msgstr "从 [@GlobalScope] 返回单例的可视化脚本节点。" +msgstr "一个Visual Script节点,用于从数组或字典中获取值。" #: modules/visual_script/doc_classes/VisualScriptIndexGet.xml:7 msgid "" "[VisualScriptIndexGet] will return the value stored in an array or a " "dictionary under the given index." -msgstr "" +msgstr "[VisualScriptIndexGet]将返回存储在指定索引下的数组或字典的值。" #: modules/visual_script/doc_classes/VisualScriptIndexSet.xml:4 -#, fuzzy msgid "A Visual Script node for setting a value in an array or a dictionary." -msgstr "一个可视化脚本节点,表示基本类型中的一个常量。" +msgstr "一个Visual Script节点,用于设置数组或字典中的值。" #: modules/visual_script/doc_classes/VisualScriptIndexSet.xml:7 msgid "" "[VisualScriptIndexSet] will set the value stored in an array or a dictionary " "under the given index to the provided new value." msgstr "" +"[VisualScriptIndexSet] 将指定索引下存储在数组或字典中的值设置为提供的新值。" #: modules/visual_script/doc_classes/VisualScriptInputAction.xml:4 -#, fuzzy msgid "A Visual Script node returning a state of an action." -msgstr "从 [@GlobalScope] 返回单例的可视化脚本节点。" +msgstr "返回动作状态的可视化脚本节点。" #: modules/visual_script/doc_classes/VisualScriptInputAction.xml:7 msgid "" "[VisualScriptInputAction] can be used to check if an action is pressed or " "released." -msgstr "" +msgstr "[VisualScriptInputAction] 可用于检查操作是否被按下或释放。" #: modules/visual_script/doc_classes/VisualScriptInputAction.xml:15 -#, fuzzy msgid "Name of the action." -msgstr "重做上一个动作。" +msgstr "动作的名称。" #: modules/visual_script/doc_classes/VisualScriptInputAction.xml:18 -#, fuzzy msgid "State of the action to check. See [enum Mode] for options." -msgstr "要计算的函数。选项参阅[enum Function]。" +msgstr "检查动作的状态。有关选项,请参阅 [enum Mode]。" #: modules/visual_script/doc_classes/VisualScriptInputAction.xml:23 -#, fuzzy msgid "[code]True[/code] if action is pressed." -msgstr "如果图像被压缩,返回[code]true[/code]。" +msgstr "如果动作被按下为[code]True[/code] 。" #: modules/visual_script/doc_classes/VisualScriptInputAction.xml:26 -#, fuzzy msgid "[code]True[/code] if action is released (i.e. not pressed)." -msgstr "如果这个按钮当前被按下,则返回[code]true[/code]。" +msgstr "如果动作被释放,即未按下,为[code]True[/code] 。" #: modules/visual_script/doc_classes/VisualScriptInputAction.xml:29 -#, fuzzy msgid "[code]True[/code] on the frame the action was pressed." -msgstr "如果 [code]true[/code],则更新远程节点的旋转。" +msgstr "在动作被按下的帧上为[code]True[/code]。" #: modules/visual_script/doc_classes/VisualScriptInputAction.xml:32 -#, fuzzy msgid "[code]True[/code] on the frame the action was released." -msgstr "如果[code]true[/code],TreeItem树项被折叠。" +msgstr "在动作被释放的帧上为[code]True[/code]。" #: modules/visual_script/doc_classes/VisualScriptIterator.xml:4 msgid "Steps through items in a given input." @@ -75365,51 +75626,43 @@ msgid "A Visual Script virtual class for in-graph editable nodes." msgstr "图内可编辑节点的可视化脚本虚拟类。" #: modules/visual_script/doc_classes/VisualScriptLists.xml:7 -#, fuzzy msgid "" "A Visual Script virtual class that defines the shape and the default " "behavior of the nodes that have to be in-graph editable nodes." -msgstr "一个可视化脚本虚拟类,用于定义必须是图内可编辑节点的形状和默认行为。" +msgstr "" +"一个 Visual Script 可视化类,用于定义必须是图形内可编辑节点的形状和默认行为。" #: modules/visual_script/doc_classes/VisualScriptLists.xml:18 -#, fuzzy msgid "Adds an input port to the Visual Script node." -msgstr "有脚本的可视化脚本节点。" +msgstr "将输入端口添加到 Visual Script 节点。" #: modules/visual_script/doc_classes/VisualScriptLists.xml:27 -#, fuzzy msgid "Adds an output port to the Visual Script node." -msgstr "向可视化脚本的函数添加节点。" +msgstr "将输出端口添加到 Visual Script 节点。" #: modules/visual_script/doc_classes/VisualScriptLists.xml:34 -#, fuzzy msgid "Removes an input port from the Visual Script node." -msgstr "移除直线上的所有点。" +msgstr "从 Visual Script 节点中删除输入端口。" #: modules/visual_script/doc_classes/VisualScriptLists.xml:41 -#, fuzzy msgid "Removes an output port from the Visual Script node." -msgstr "移除直线上的所有点。" +msgstr "从 Visual Script 节点移除输出端口。" #: modules/visual_script/doc_classes/VisualScriptLists.xml:49 -#, fuzzy msgid "Sets the name of an input port." -msgstr "通过索引获取输入的名称。" +msgstr "设置输入端口的名称。" #: modules/visual_script/doc_classes/VisualScriptLists.xml:57 -#, fuzzy msgid "Sets the type of an input port." -msgstr "获取轨道的类型。" +msgstr "设置输入端口的类型。" #: modules/visual_script/doc_classes/VisualScriptLists.xml:65 -#, fuzzy msgid "Sets the name of an output port." -msgstr "通过索引获取输入的名称。" +msgstr "设置输出端口的名称。" #: modules/visual_script/doc_classes/VisualScriptLists.xml:73 -#, fuzzy msgid "Sets the type of an output port." -msgstr "获取轨道的类型。" +msgstr "设置输出端口的类型。" #: modules/visual_script/doc_classes/VisualScriptLocalVar.xml:4 msgid "Gets a local variable's value." @@ -75559,9 +75812,8 @@ msgid "Emitted when the available input/output ports are changed." msgstr "当可用的输入/输出端口更改时触发。" #: modules/visual_script/doc_classes/VisualScriptOperator.xml:4 -#, fuzzy msgid "A Visual Script node that performs an operation on two values." -msgstr "可视化脚本节点,用于从项目列表中创建数组。" +msgstr "一个Visual Script节点,对两个值执行操作。" #: modules/visual_script/doc_classes/VisualScriptOperator.xml:7 msgid "" @@ -75578,18 +75830,16 @@ msgstr "" "- Data (variant): [code]result[/code]" #: modules/visual_script/doc_classes/VisualScriptOperator.xml:19 -#, fuzzy msgid "" "The operation to be performed. See [enum Variant.Operator] for available " "options." -msgstr "要使用的运算符。参阅[enum Operator]的选项。" +msgstr "要执行的操作符。有关可用选项,请参阅 [enum Variant.Operator]。" #: modules/visual_script/doc_classes/VisualScriptOperator.xml:22 -#, fuzzy msgid "" "The type of the values for this operation. See [enum Variant.Type] for " "available options." -msgstr "在比较中要使用的类型。参阅[enum ComparisonType]的选项。" +msgstr "此操作符值的类型。有关可用选项,请参阅 [enum Variant.Type]。" #: modules/visual_script/doc_classes/VisualScriptPreload.xml:4 msgid "Creates a new [Resource] or loads one from the filesystem." @@ -75614,205 +75864,201 @@ msgid "The [Resource] to load." msgstr "要加载的[Resource]资源。" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:4 -#, fuzzy msgid "A Visual Script node returning a value of a property from an [Object]." -msgstr "从 [@GlobalScope] 返回单例的可视化脚本节点。" +msgstr "一个Visual Script节点,从[Object]返回属性值。" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:7 msgid "" "[VisualScriptPropertyGet] can return a value of any property from the " "current object or other objects." -msgstr "" +msgstr "[VisualScriptPropertyGet]可以从当前对象或其他对象返回任何属性的值。" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:15 #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:18 -#, fuzzy msgid "" "The script to be used when [member set_mode] is set to [constant " "CALL_MODE_INSTANCE]." -msgstr "当[member overlay]设置为[constant OVERLAY_POSITION]时使用的背景。" +msgstr "" +"[member set_mode] 设置为 [constant CALL_MODE_INSTANCE] 时要使用的脚本。" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:18 #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:21 -#, fuzzy msgid "" "The base type to be used when [member set_mode] is set to [constant " "CALL_MODE_INSTANCE]." -msgstr "当[member overlay]设置为[constant OVERLAY_POSITION]时使用的背景。" +msgstr "" +"[member set_mode] 设置为 [constant CALL_MODE_INSTANCE] 时要使用的基本类型。" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:21 #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:24 -#, fuzzy msgid "" "The type to be used when [member set_mode] is set to [constant " "CALL_MODE_BASIC_TYPE]." -msgstr "当[member overlay]被设置为[constant OVERLAY_BREAKPOINT]时使用的背景。" +msgstr "" +"[member set_mode] 设置为 [constant CALL_MODE_BASIC_TYPE] 时使用的类型。" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:24 msgid "" "The indexed name of the property to retrieve. See [method Object." "get_indexed] for details." msgstr "" +"要检索的属性的索引名称。有关详细信息,请参阅 [method Object.get_indexed]。" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:27 #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:30 -#, fuzzy msgid "" "The node path to use when [member set_mode] is set to [constant " "CALL_MODE_NODE_PATH]." -msgstr "[member mode]为[constant MODE_DEPTH]时的挤出深度。" +msgstr "" +"[member set_mode] 设置为 [constant CALL_MODE_NODE_PATH] 时要使用的节点路径。" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:30 -#, fuzzy msgid "" "The name of the property to retrieve. Changing this will clear [member " "index]." -msgstr "高度图数据的深度。更改此设置将调整 [member map_data] 的大小。" +msgstr "要检索的属性的名称。更改此项将清除 [member index]。" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:33 msgid "" "[code]set_mode[/code] determines the target object from which the property " "will be retrieved. See [enum CallMode] for options." msgstr "" +"[code]set_mode[/code] 决定从哪个目标对象中获取属性。参阅[enum CallMode]的选" +"项。" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:38 -#, fuzzy msgid "The property will be retrieved from this [Object]." -msgstr "当属性从属性检查器中移除时触发。" +msgstr "将从该 [Object] 中检索该属性。" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:41 -#, fuzzy msgid "The property will be retrieved from the given [Node] in the scene tree." -msgstr "将属性序列化并保存到场景文件中(默认)。" +msgstr "该属性将从场景树中的给定 [Node] 中检索。" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:44 msgid "" "The property will be retrieved from an instanced node with the given type " "and script." -msgstr "" +msgstr "该属性将从具有指定类型和脚本的实例化节点中检索。" #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml:47 msgid "" "The property will be retrieved from a GDScript basic type (e.g. [Vector2])." -msgstr "" +msgstr "该属性将从 GDScript 基本类型中检索,例如 [Vector2]。" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:4 -#, fuzzy msgid "A Visual Script node that sets a property of an [Object]." -msgstr "用于注释脚本的可视化脚本节点。" +msgstr "一个Visual Script节点,用于设置[Object]的属性。" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:7 msgid "" "[VisualScriptPropertySet] can set the value of any property from the current " "object or other objects." -msgstr "" +msgstr "[VisualScriptPropertySet]可以设置当前对象或其他对象的任何属性的值。" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:15 -#, fuzzy msgid "" "The additional operation to perform when assigning. See [enum AssignOp] for " "options." -msgstr "要执行的函数。参阅[enum Function]的选项。" +msgstr "赋值时要执行的额外操作。参阅[enum AssignOp]的选项。" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:27 msgid "" "The indexed name of the property to set. See [method Object.set_indexed] for " "details." -msgstr "" +msgstr "要设置的属性的索引名称。详见[method Object.set_indexed]。" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:33 -#, fuzzy msgid "" "The name of the property to set. Changing this will clear [member index]." -msgstr "高度图数据的深度。更改此设置将调整 [member map_data] 的大小。" +msgstr "要设置的属性的名称。改变这个将清除 [member index]。" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:36 msgid "" "[code]set_mode[/code] determines the target object on which the property " "will be set. See [enum CallMode] for options." msgstr "" +"[code]set_mode[/code] 决定了将被设置属性的目标对象。参阅[enum CallMode]的选" +"项。" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:41 -#, fuzzy msgid "The property will be set on this [Object]." -msgstr "该属性在编辑器的检查器中已经勾选。" +msgstr "在此 [Object] 上设置该属性。" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:44 -#, fuzzy msgid "The property will be set on the given [Node] in the scene tree." -msgstr "将属性序列化并保存到场景文件中(默认)。" +msgstr "在场景树中指定的[Node]上设置该属性。" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:47 msgid "" "The property will be set on an instanced node with the given type and script." -msgstr "" +msgstr "在具有指定类型和脚本的实例化节点上设置该属性。" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:50 msgid "The property will be set on a GDScript basic type (e.g. [Vector2])." -msgstr "" +msgstr "该属性将设置为 GDScript 基本类型,例如 [Vector2]。" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:53 msgid "The property will be assigned regularly." -msgstr "" +msgstr "该属性将定期分配。" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:56 msgid "" "The value will be added to the property. Equivalent of doing [code]+=[/code]." -msgstr "" +msgstr "该值将添加到该属性中。相当于做 [code]+=[/code]。" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:59 msgid "" "The value will be subtracted from the property. Equivalent of doing [code]-" "=[/code]." -msgstr "" +msgstr "该值将从属性中减去。相当于做 [code]-=[/code]。" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:62 msgid "" "The property will be multiplied by the value. Equivalent of doing [code]*=[/" "code]." -msgstr "" +msgstr "该属性将乘以该值。相当于做 [code]*=[/code]。" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:65 msgid "" "The property will be divided by the value. Equivalent of doing [code]/=[/" "code]." -msgstr "" +msgstr "属性将除以该值。相当于做 [code]/=[/code]。" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:68 msgid "" "A modulo operation will be performed on the property and the value. " "Equivalent of doing [code]%=[/code]." -msgstr "" +msgstr "对属性和值执行模运算。相当于做 [code]%=[/code]。" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:71 msgid "" "The property will be binarly shifted to the left by the given value. " "Equivalent of doing [code]<<[/code]." -msgstr "" +msgstr "该属性将按给定值向左二进制移动。相当于做 [code]<<[/code]。" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:74 msgid "" "The property will be binarly shifted to the right by the given value. " "Equivalent of doing [code]>>[/code]." -msgstr "" +msgstr "该属性将按给定值向右二进制移动。相当于做 [code]>>[/code]。" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:77 msgid "" "A binary [code]AND[/code] operation will be performed on the property. " "Equivalent of doing [code]&=[/code]." -msgstr "" +msgstr "将对该属性执行二进制 [code]AND[/code] 运算。相当于做 [code]&=[/code]。" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:80 msgid "" "A binary [code]OR[/code] operation will be performed on the property. " "Equivalent of doing [code]|=[/code]." -msgstr "" +msgstr "对属性执行二进制 [code]OR[/code] 操作。相当于做 [code]|=[/code]。" #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml:83 msgid "" "A binary [code]XOR[/code] operation will be performed on the property. " "Equivalent of doing [code]^=[/code]." -msgstr "" +msgstr "对该属性执行二进制 [code]XOR[/code] 操作。相当于做 [code]^=[/code]。" #: modules/visual_script/doc_classes/VisualScriptReturn.xml:4 msgid "Exits a function and returns an optional value." @@ -75868,9 +76114,8 @@ msgstr "节点在场景树中的路径。" #: modules/visual_script/doc_classes/VisualScriptSceneTree.xml:4 #: modules/visual_script/doc_classes/VisualScriptSceneTree.xml:7 -#, fuzzy msgid "A Visual Script node for accessing [SceneTree] methods." -msgstr "可视化脚本节点,它是流程的分支。" +msgstr "用于访问[SceneTree]方法的Visual Script节点。" #: modules/visual_script/doc_classes/VisualScriptSelect.xml:4 msgid "Chooses between two input values." @@ -75945,9 +76190,8 @@ msgid "The number of steps in the sequence." msgstr "序列中的步骤数。" #: modules/visual_script/doc_classes/VisualScriptSubCall.xml:4 -#, fuzzy msgid "Calls a method called [code]_subcall[/code] in this object." -msgstr "在给定对象中创建一个名为 [code]signal_name[/code] 的新信号。" +msgstr "在此对象中调用名为 [code]_subcall[/code] 的方法。" #: modules/visual_script/doc_classes/VisualScriptSubCall.xml:7 msgid "" @@ -75955,10 +76199,12 @@ msgid "" "current script. It will fail if the method doesn't exist or the provided " "arguments are wrong." msgstr "" +"[VisualScriptSubCall] 将调用当前脚本中名为 [code]_subcall[/code] 的方法。如果" +"该方法不存在或提供的参数错误,它将失败。" #: modules/visual_script/doc_classes/VisualScriptSubCall.xml:16 msgid "Called by this node." -msgstr "" +msgstr "由该节点调用。" #: modules/visual_script/doc_classes/VisualScriptSwitch.xml:4 msgid "Branches program flow based on a given input's value." @@ -75992,26 +76238,24 @@ msgstr "" "- Sequence: [code]done[/code]" #: modules/visual_script/doc_classes/VisualScriptTypeCast.xml:4 -#, fuzzy msgid "A Visual Script node that casts the given value to another type." -msgstr "用于注释脚本的可视化脚本节点。" +msgstr "一个Visual Script节点,将给定的值转换为另一种类型。" #: modules/visual_script/doc_classes/VisualScriptTypeCast.xml:7 msgid "" "[VisualScriptTypeCast] will perform a type conversion to an [Object]-derived " "type." -msgstr "" +msgstr "[VisualScriptTypeCast] 将执行到 [Object] 派生类型的类型转换。" #: modules/visual_script/doc_classes/VisualScriptTypeCast.xml:15 msgid "" "The target script class to be converted to. If none, only the [member " "base_type] will be used." -msgstr "" +msgstr "要转换的目标脚本类。如果没有,将只使用[member base_type]。" #: modules/visual_script/doc_classes/VisualScriptTypeCast.xml:18 -#, fuzzy msgid "The target type to be converted to." -msgstr "要解构的类型。" +msgstr "要转换为的目标类型。" #: modules/visual_script/doc_classes/VisualScriptVariableGet.xml:4 msgid "Gets a variable's value." @@ -76082,82 +76326,77 @@ msgstr "" "- Sequence: [code]exit[/code]" #: modules/visual_script/doc_classes/VisualScriptYield.xml:4 -#, fuzzy msgid "A Visual Script node used to pause a function execution." -msgstr "用于调用内置函数的可视化脚本节点。" +msgstr "一个Visual Script节点,用于暂停函数的执行。" #: modules/visual_script/doc_classes/VisualScriptYield.xml:7 msgid "" "[VisualScriptYield] will pause the function call and return " "[VisualScriptFunctionState], which can be used to resume the function." msgstr "" +"[VisualScriptYield]将暂停函数调用并返回[VisualScriptFunctionState],可用于恢" +"复函数。" #: modules/visual_script/doc_classes/VisualScriptYield.xml:15 -#, fuzzy msgid "" "The mode to use for yielding. See [enum YieldMode] for available options." -msgstr "要执行的函数。参阅[enum Function]的选项。" +msgstr "用于yield返回的模式。参阅[enum YieldMode]中的可用选项。" #: modules/visual_script/doc_classes/VisualScriptYield.xml:18 -#, fuzzy msgid "The time to wait when [member mode] is set to [constant YIELD_WAIT]." -msgstr "当[member overlay]被设置为[constant OVERLAY_BREAKPOINT]时使用的背景。" +msgstr "[member mode] 设置为 [constant YIELD_WAIT] 时的等待时间。" #: modules/visual_script/doc_classes/VisualScriptYield.xml:23 msgid "Yields during an idle frame." -msgstr "" +msgstr "在空闲帧中的Yields。" #: modules/visual_script/doc_classes/VisualScriptYield.xml:26 -#, fuzzy msgid "Yields during a physics frame." -msgstr "此帧期间的绘制调用数。" +msgstr "物理帧期间Yield。" #: modules/visual_script/doc_classes/VisualScriptYield.xml:29 -#, fuzzy msgid "Yields a function and waits the given time." -msgstr "返回指定名称的动画节点。" +msgstr "一个函数Yields并等待给定的时间。" #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml:4 -#, fuzzy msgid "A Visual Script node yielding for a signal." -msgstr "用于注释脚本的可视化脚本节点。" +msgstr "一个Visual Script节点yield信号。" #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml:7 msgid "" "[VisualScriptYieldSignal] will pause the function execution until the " "provided signal is emitted." -msgstr "" +msgstr "[VisualScriptYieldSignal] 将暂停函数执行,直到触发提供的信号。" #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml:18 -#, fuzzy msgid "" "[code]call_mode[/code] determines the target object to wait for the signal " "emission. See [enum CallMode] for options." -msgstr "决定何时显示下划线。参见[enum UnderlineMode]的选项。" +msgstr "" +"[code]call_mode[/code] 确定等待信号发射的目标对象。有关选项,请参阅 [enum " +"CallMode] 。" #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml:24 -#, fuzzy msgid "The signal name to be waited for." -msgstr "触发的信号。" +msgstr "要等待的信号名称。" #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml:29 msgid "A signal from this [Object] will be used." -msgstr "" +msgstr "将使用来自此 [Object] 的信号。" #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml:32 msgid "A signal from the given [Node] in the scene tree will be used." -msgstr "" +msgstr "将使用来自场景树中给定 [Node] 的信号。" #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml:35 msgid "A signal from an instanced node with the given type will be used." -msgstr "" +msgstr "将使用来自具有给定类型的实例节点的信号。" #: doc/classes/VisualServer.xml:4 msgid "Server for anything visible." msgstr "任何可见的东西的服务器。" #: doc/classes/VisualServer.xml:7 -#, fuzzy msgid "" "Server for anything visible. The visual server is the API backend for " "everything visible. The whole scene system mounts on it to display.\n" @@ -76186,34 +76425,31 @@ msgid "" "viewport, or it needs to be the child of another canvas item that is " "eventually attached to the canvas." msgstr "" -"任何可见事物的服务器。渲染服务器是所有可见事物的API后端。整个场景系统都安装在" -"它上面来显示。\n" -"渲染服务器是完全不透明的,其内部结构完全是特定的实现,不能被访问。\n" -"渲染服务器可以被用来完全绕过场景系统。\n" -"资源是使用[code]*_create[/code]函数创建的。\n" -"所有对象都被绘制到视口中。你可以使用附在[SceneTree]上的[Viewport],或者你可以" -"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" +"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" -"加到视口上。\n" +"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渲染服务器,可以通过[method Node3D.get_world_3d]从" -"场景树中的任何[Node3D]节点访问场景。否则,可以用[method scenario_create]创建" -"一个场景。\n" -"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一个资源和一个实例组成的。一个资源可以是一个网" -"格、一个粒子系统、一个光或任何其他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" +"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" -"视口的画布的子项,或者它需要是最终连接到画布的另一个画布项的子项。" +"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:18 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/optimization/using_servers.html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/optimization/" -"using_servers.html" +"https://docs.godotengine.org/en/3.4/tutorials/optimization/using_servers.html" #: doc/classes/VisualServer.xml:28 msgid "Sets images to be rendered in the window margin." @@ -76228,7 +76464,6 @@ msgstr "" "black_bars_set_images])。" #: doc/classes/VisualServer.xml:44 -#, fuzzy msgid "" "Creates a camera and adds it to the VisualServer. It can be accessed with " "the RID that is returned. This RID will be used in all [code]camera_*[/code] " @@ -76236,27 +76471,25 @@ msgid "" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" -"创建一个相机并将其添加到 RenderingServer。可以使用返回的 RID 访问它。此 RID " -"将用于所有 [code]camera_*[/code] RenderingServer 功能。\n" -"完成 RID 后,您将希望使用 RenderingServer 的 [method free_rid] 静态方法释放 " -"RID。" +"创建一个相机并将其添加到VisualServer中。它可以通过返回的RID进行访问。这个RID" +"将用于所有[code]camera_*[/code] VisualServer函数。\n" +"一旦完成了对RID的处理,你将需要使用VisualServer的[method free_rid]静态方法释" +"放RID。" #: doc/classes/VisualServer.xml:53 -#, fuzzy msgid "" "Sets the cull mask associated with this camera. The cull mask describes " "which 3D layers are rendered by this camera. Equivalent to [member Camera." "cull_mask]." msgstr "" -"设置与此摄像机相关的遮罩。遮罩描述了哪些三维图层是由这个相机渲染的。等同于" -"[member Camera3D.cull_mask]。" +"设置与此相机相关的剔除遮罩。剔除遮罩描述了此相机渲染的 3D 层。相当于[member " +"Camera.cull_mask]。" #: doc/classes/VisualServer.xml:61 -#, fuzzy msgid "" "Sets the environment used by this camera. Equivalent to [member Camera." "environment]." -msgstr "设置此相机所使用的环境。等同于[[member Camera3D.environment]。" +msgstr "设置此相机所使用的环境。等同于[member Camera.environment]。" #: doc/classes/VisualServer.xml:72 msgid "" @@ -76272,33 +76505,30 @@ msgid "" "projection. Objects remain the same size on the screen no matter how far " "away they are." msgstr "" -"将摄像机设置为使用正交投影,也称为正射投影。物体在屏幕上保持相同的尺寸,无论" -"它们有多远。" +"将相机设置为使用正交投影,也称为正射投影。物体在屏幕上保持相同的尺寸,无论它" +"们有多远。" #: doc/classes/VisualServer.xml:92 msgid "" "Sets camera to use perspective projection. Objects on the screen becomes " "smaller when they are far away." -msgstr "将摄像机设置为使用透视投影。屏幕上的物体在远处时变得更小。" +msgstr "将相机设置为使用透视投影。屏幕上的物体在远处时变得更小。" #: doc/classes/VisualServer.xml:100 msgid "Sets [Transform] of camera." msgstr "设置相机的[Transform]。" #: doc/classes/VisualServer.xml:108 -#, fuzzy msgid "" "If [code]true[/code], preserves the horizontal aspect ratio which is " "equivalent to [constant Camera.KEEP_WIDTH]. If [code]false[/code], preserves " "the vertical aspect ratio which is equivalent to [constant Camera." "KEEP_HEIGHT]." msgstr "" -"如果[code]true[/code],保留水平长宽比,相当于[constant Camera3D.KEEP_WIDTH]。" -"如果[code]false[/code],保留垂直长宽比,相当于[constant Camera3D." -"KEEP_HEIGHT]。" +"如果 [code]true[/code], 保留水平长宽比,相当于 [constant Camera.KEEP_WIDTH]。" +"如果[code]false[/code],保留垂直长宽比,相当于[constant Camera.KEEP_HEIGHT]。" #: doc/classes/VisualServer.xml:114 -#, fuzzy msgid "" "Creates a canvas and returns the assigned [RID]. It can be accessed with the " "RID that is returned. This RID will be used in all [code]canvas_*[/code] " @@ -76306,67 +76536,64 @@ msgid "" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" -"创建一个画布并返回指定的[RID]。可以用返回的RID来访问它。这个RID将被用于所有的" -"[code]canvas_*[/code] RenderingServer函数中。\n" -"你可以使用RenderingServer的[method free_rid]这一静态方法释放RID。" +"创建一个画布并返回指定的[RID]。可以用返回的RID来访问它。这个RID可在所有" +"[code]canvas_*[/code]VisualServer函数中使用。\n" +"你一旦完成了RID处理,可使用VisualServer的[method free_rid]静态方法释放RID。" #: doc/classes/VisualServer.xml:125 -#, fuzzy msgid "Adds a circle command to the [CanvasItem]'s draw commands." -msgstr "清除[CanvasItem]并删除其中的所有命令。" +msgstr "在 [CanvasItem] 的绘制命令中添加圆形指令。" #: doc/classes/VisualServer.xml:133 -#, fuzzy msgid "" "If ignore is [code]true[/code], the VisualServer does not perform clipping." -msgstr "如果[code]true[/code],标签使用BBCode格式。" +msgstr "如果ignore是[code]true[/code],VisualServer将不会执行剪裁。" #: doc/classes/VisualServer.xml:145 -#, fuzzy msgid "Adds a line command to the [CanvasItem]'s draw commands." -msgstr "为 [CanvasItem] 设置新材质。" +msgstr "在 [CanvasItem] 的绘图命令中添加一条直线指令。" #: doc/classes/VisualServer.xml:157 -#, fuzzy msgid "Adds a mesh command to the [CanvasItem]'s draw commands." -msgstr "为 [CanvasItem] 设置新材质。" +msgstr "在 [CanvasItem] 的绘图指令中加入网格指令。" #: doc/classes/VisualServer.xml:167 msgid "" "Adds a [MultiMesh] to the [CanvasItem]'s draw commands. Only affects its " "aabb at the moment." -msgstr "" +msgstr "在[CanvasItem]的绘制指令中添加一个[MultiMesh]。目前只影响其aabb。" #: doc/classes/VisualServer.xml:184 msgid "" "Adds a nine patch image to the [CanvasItem]'s draw commands.\n" "See [NinePatchRect] for more explanation." msgstr "" +"在 [CanvasItem] 的绘制指令中添加九宫格图像。\n" +"请参阅 [NinePatchRect] 。" #: doc/classes/VisualServer.xml:195 msgid "Adds a particle system to the [CanvasItem]'s draw commands." -msgstr "" +msgstr "为[CanvasItem]的绘制指令添加粒子系统。" #: doc/classes/VisualServer.xml:208 -#, fuzzy msgid "Adds a polygon to the [CanvasItem]'s draw commands." -msgstr "清除[CanvasItem]并删除其中的所有命令。" +msgstr "在 [CanvasItem] 的绘图指令中添加多边形。" #: doc/classes/VisualServer.xml:219 msgid "" "Adds a polyline, which is a line from multiple points with a width, to the " "[CanvasItem]'s draw commands." msgstr "" +"在 [CanvasItem] 的绘制指令中添加多线段,多线段是指由多个点组成的具有一定宽度" +"的线。" #: doc/classes/VisualServer.xml:232 -#, fuzzy msgid "Adds a primitive to the [CanvasItem]'s draw commands." -msgstr "清除[CanvasItem]并删除其中的所有命令。" +msgstr "向 [CanvasItem] 的绘图指令添加一个基本网格。" #: doc/classes/VisualServer.xml:241 -#, fuzzy msgid "Adds a rectangle to the [CanvasItem]'s draw commands." -msgstr "为 [CanvasItem] 设置新材质。" +msgstr "在 [CanvasItem] 的绘图指令中添加矩形。" #: doc/classes/VisualServer.xml:249 msgid "" @@ -76374,28 +76601,27 @@ msgid "" "This sets the extra_matrix uniform when executed. This affects the later " "commands of the canvas item." msgstr "" +"在[CanvasItem]的绘图指令中添加[Transform2D]指令。\n" +"这在执行时设置extra_matrix uniform 。这会影响到画布项的后续指令。" #: doc/classes/VisualServer.xml:263 -#, fuzzy msgid "Adds a textured rect to the [CanvasItem]'s draw commands." -msgstr "为[BitmapFont]添加一个纹理。" +msgstr "在 [CanvasItem] 的绘图指令中添加纹理矩形。" #: doc/classes/VisualServer.xml:277 msgid "" "Adds a texture rect with region setting to the [CanvasItem]'s draw commands." -msgstr "" +msgstr "在[CanvasItem]的绘制命令中添加带有区域设置的纹理矩形。" #: doc/classes/VisualServer.xml:295 -#, fuzzy msgid "Adds a triangle array to the [CanvasItem]'s draw commands." -msgstr "为 [CanvasItem] 设置新材质。" +msgstr "为 [CanvasItem] 的绘图命令添加三角形组。" #: doc/classes/VisualServer.xml:302 msgid "Clears the [CanvasItem] and removes all commands in it." msgstr "清除[CanvasItem]并删除其中的所有命令。" #: doc/classes/VisualServer.xml:308 -#, fuzzy msgid "" "Creates a new [CanvasItem] and returns its [RID]. It can be accessed with " "the RID that is returned. This RID will be used in all [code]canvas_item_*[/" @@ -76403,34 +76629,31 @@ msgid "" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" -"创建一个画布并返回指定的[RID]。可以用返回的RID来访问它。这个RID将被用于所有的" -"[code]canvas_*[/code] RenderingServer函数中。\n" -"你可以使用RenderingServer的[method free_rid]这一静态方法释放RID。" +"创建新的 [CanvasItem] 并返回其 [RID]。可以用返回的RID来访问它。这个RID可用于" +"所有[code]canvas_item_*[/code] VisualServer函数。\n" +"一旦完成了你的RID处理,可使用VisualServer的[method free_rid]静态方法释放RID。" #: doc/classes/VisualServer.xml:317 -#, fuzzy msgid "Sets clipping for the [CanvasItem]." -msgstr "设置 [CanvasItem] 的索引。" +msgstr "为[CanvasItem]设置剪裁。" #: doc/classes/VisualServer.xml:326 msgid "Sets the [CanvasItem] to copy a rect to the backbuffer." msgstr "设置 [CanvasItem] 以将矩形复制到后台缓冲区。" #: doc/classes/VisualServer.xml:335 -#, fuzzy msgid "Defines a custom drawing rectangle for the [CanvasItem]." -msgstr "设置 [CanvasItem] 的索引。" +msgstr "为 [CanvasItem] 定义一个自定义的绘图矩形。" #: doc/classes/VisualServer.xml:343 msgid "" "Enables the use of distance fields for GUI elements that are rendering " "distance field based fonts." -msgstr "" +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。" #: doc/classes/VisualServer.xml:351 -#, fuzzy msgid "Sets [CanvasItem] to be drawn behind its parent." -msgstr "如果[code]true[/code],则对象在其父对象后面绘制。" +msgstr "将 [CanvasItem] 设置为在其父项后面绘制。" #: doc/classes/VisualServer.xml:359 msgid "Sets the index for the [CanvasItem]." @@ -76440,45 +76663,43 @@ msgstr "设置 [CanvasItem] 的索引。" #: doc/classes/VisualServer.xml:549 msgid "" "The light mask. See [LightOccluder2D] for more information on light masks." -msgstr "光线遮罩。关于其更多信息,请参见[LightOccluder2D]。" +msgstr "光线遮罩。关于其更多信息,请参阅[LightOccluder2D]。" #: doc/classes/VisualServer.xml:375 msgid "Sets a new material to the [CanvasItem]." msgstr "为 [CanvasItem] 设置新材质。" #: doc/classes/VisualServer.xml:383 -#, fuzzy msgid "Sets the color that modulates the [CanvasItem] and its children." -msgstr "设置画布灯的阴影颜色。" +msgstr "设置调制 [CanvasItem] 及其子代的颜色。" #: doc/classes/VisualServer.xml:391 msgid "" "Sets the parent for the [CanvasItem]. The parent can be another canvas item, " "or it can be the root canvas that is attached to the viewport." msgstr "" +"设置[CanvasItem]的父级。父级可以是另一个画布项目,也可以是连接到视窗的根画" +"布。" #: doc/classes/VisualServer.xml:399 -#, fuzzy msgid "Sets the color that modulates the [CanvasItem] without children." -msgstr "设置画布灯的阴影颜色。" +msgstr "设置在没有子代的情况下调制 [CanvasItem] 的颜色。" #: doc/classes/VisualServer.xml:407 msgid "Sets if [CanvasItem]'s children should be sorted by y-position." -msgstr "" +msgstr "设置 [CanvasItem] 的子代是否应按 y 坐标排序。" #: doc/classes/VisualServer.xml:415 -#, fuzzy msgid "Sets the [CanvasItem]'s [Transform2D]." -msgstr "设置画布灯的 [Transform2D]。" +msgstr "设置 [CanvasItem] 的 [Transform2D]。" #: doc/classes/VisualServer.xml:423 msgid "Sets if the [CanvasItem] uses its parent's material." msgstr "设置 [CanvasItem] 是否使用其父级的材质。" #: doc/classes/VisualServer.xml:431 -#, fuzzy msgid "Sets if the canvas item (including its children) is visible." -msgstr "如果[CanvasItem]当前可见,则隐藏它。" +msgstr "设置画布项是否可见,包括其子代。" #: doc/classes/VisualServer.xml:439 msgid "" @@ -76499,7 +76720,6 @@ msgid "" msgstr "将画布灯连接到画布上,并将其从以前的画布中取出。" #: doc/classes/VisualServer.xml:461 -#, fuzzy msgid "" "Creates a canvas light and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID will be used in all " @@ -76507,9 +76727,9 @@ msgid "" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" -"创建一个canvas light并将其添加到RenderingServer。它可以通过返回的RID被访问。" -"这个RID将在所有[code]canvas_light_*[/code] RenderingServer函数中使用。\n" -"你可以使用RenderingServer的[method free_rid]静态方法释放RID。" +"创建画布灯并将其添加到 VisualServer。可以使用返回的 RID 访问它。此 RID 可用于" +"所有 [code]canvas_light_*[/code] VisualServer 函数。\n" +"完成 RID 处理后,可使用 VisualServer 的 [method free_rid] 静态方法释放 RID。" #: doc/classes/VisualServer.xml:470 msgid "" @@ -76517,7 +76737,6 @@ msgid "" msgstr "将光遮挡物添加到画布上,并将其从之前的画布中移除。" #: doc/classes/VisualServer.xml:476 -#, fuzzy msgid "" "Creates a light occluder and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID will be used in all " @@ -76525,10 +76744,9 @@ msgid "" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" -"创建一个光遮蔽器并将其添加到RenderingServer中。它可以通过返回的RID被访问。这" -"个RID将在所有[code]canvas_light_ocluder_*[/code] RenderingServer函数中使" -"用。\n" -"你可以使用RenderingServer的[method free_rid]静态方法释放RID。" +"创建灯光遮挡器并将其添加到VisualServer中。可以用返回的RID来访问它。这个RID可" +"用于所有[code]canvas_light_ocluder_*[/code] VisualServer函数。\n" +"一旦完成了RID处理,可使用VisualServer的[method free_rid]静态方法释放RID。" #: doc/classes/VisualServer.xml:485 msgid "Enables or disables light occluder." @@ -76563,7 +76781,7 @@ msgid "" "The binary mask used to determine which layers this canvas light's shadows " "affects. See [LightOccluder2D] for more information on light masks." msgstr "" -"用于确定此画布灯光阴影影响哪些图层的二进制蒙版。有关光遮罩的更多信息,请参见 " +"用于确定此画布灯光阴影影响哪些图层的二进制蒙版。有关光遮罩的更多信息,请参阅 " "[LightOccluder2D]。" #: doc/classes/VisualServer.xml:566 @@ -76601,9 +76819,8 @@ msgid "" msgstr "设置画布灯的阴影过滤器,详见 [enum CanvasLightShadowFilter] 。" #: doc/classes/VisualServer.xml:622 -#, fuzzy msgid "Sets the length of the shadow's gradient." -msgstr "返回音频流的长度,单位为秒。" +msgstr "设置阴影渐变的长度。" #: doc/classes/VisualServer.xml:630 msgid "Smoothens the shadow. The lower, the smoother." @@ -76633,7 +76850,6 @@ msgstr "" "[member Light2D.range_z_max]。" #: doc/classes/VisualServer.xml:669 -#, fuzzy msgid "" "Creates a new light occluder polygon and adds it to the VisualServer. It can " "be accessed with the RID that is returned. This RID will be used in all " @@ -76641,10 +76857,9 @@ msgid "" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" -"创建一个新的光遮挡多边形并将其添加到 RenderingServer。可以使用返回的 RID 访问" -"它。此 RID 将用于所有 [code]canvas_occluder_polygon_*[/code] RenderingServer " -"函数。\n" -"你可以使用 RenderingServer 的 [method free_rid] 静态方法释放 RID。" +"创建新的光遮蔽器多边形并将其添加到VisualServer中。可以用返回的RID来访问它。这" +"个RID可用于所有[code]canvas_occluder_polygon_*[/code] VisualServer函数。\n" +"一旦完成了RID处理,可使用VisualServer的[method free_rid]静态方法释放RID。" #: doc/classes/VisualServer.xml:678 msgid "" @@ -76671,7 +76886,6 @@ msgid "Modulates all colors in the given canvas." msgstr "调制给定画布中的所有颜色。" #: doc/classes/VisualServer.xml:718 -#, fuzzy msgid "" "Creates a directional light and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID can be used in most " @@ -76681,20 +76895,20 @@ msgid "" "To place in a scene, attach this directional light to an instance using " "[method instance_set_base] using the returned RID." msgstr "" -"创建一个方向性灯光并将其添加到RenderingServer中。它可以通过返回的RID被访问。" -"这个RID可以在大多数[code]light_*[/code] RenderingServer函数中使用。\n" -"你可以使用RenderingServer的[method free_rid]静态方法来释放RID。\n" -"要放置在场景中,应使用返回的RID,用[method instance_set_base]把这个定向灯附加" -"到一个实例上。" +"创建定向灯并将其添加到VisualServer中。可以用返回的RID来访问它。这个RID可用于" +"大多数[code]light_*[/code] VisualServer函数。\n" +"一旦完成了对RID的处理,可使用VisualServer的[method free_rid]静态方法释放" +"RID。\n" +"要在场景中放置,使用返回的RID,用[method instance_set_base]将这个定向灯附加到" +"一个实例上。" #: doc/classes/VisualServer.xml:728 msgid "" "Draws a frame. [i]This method is deprecated[/i], please use [method " "force_draw] instead." -msgstr "" +msgstr "绘制一帧。[i]此方法已被废弃[/i],请使用[method force_draw]代替。" #: doc/classes/VisualServer.xml:734 -#, fuzzy msgid "" "Creates an environment and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID will be used in all " @@ -76702,20 +76916,19 @@ msgid "" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" -"创建一个环境并将其添加到RenderingServer中。它可以通过返回的RID被访问。这个RID" -"将在所有[code]environment_*[/code] RenderingServer函数中使用。\n" -"你可以使用RenderingServer的[method free_rid]静态方法来释放RID。" +"创建一个环境并将其添加到VisualServer中。可以用返回的RID来访问它。这个RID可在" +"所有[code]environment_*[/code]VisualServer函数中使用。\n" +"一旦完成了对RID的处理,可使用VisualServer的[method free_rid]静态方法释放RID。" #: doc/classes/VisualServer.xml:747 msgid "" "Sets the values to be used with the \"Adjustment\" post-process effect. See " "[Environment] for more details." -msgstr "设置用于 \"调整 \"后处理效果的数值。参见[Environment]以了解更多细节。" +msgstr "设置用于 \"调整 \"后处理效果的数值。参阅[Environment]以了解更多细节。" #: doc/classes/VisualServer.xml:757 -#, fuzzy msgid "Sets the ambient light parameters. See [Environment] for more details." -msgstr "设置用于场景雾化的变量。更多细节见[Environment]。" +msgstr "设置环境光参数。参阅[Environment]。" #: doc/classes/VisualServer.xml:765 msgid "" @@ -76738,19 +76951,16 @@ msgid "Sets the maximum layer to use if using Canvas background mode." msgstr "如果使用画布背景模式,设置要使用的最大层数。" #: doc/classes/VisualServer.xml:801 -#, fuzzy msgid "" "Sets the values to be used with the \"DoF Far Blur\" post-process effect. " "See [Environment] for more details." -msgstr "设置用于 \"调整 \"后处理效果的数值。参见[Environment]以了解更多细节。" +msgstr "设置用于 \"DoF Far Blur\" 后期处理效果的数值。参阅[Environment]。" #: doc/classes/VisualServer.xml:813 -#, fuzzy msgid "" "Sets the values to be used with the \"DoF Near Blur\" post-process effect. " "See [Environment] for more details." -msgstr "" -"设置用于 \"tonemap \"后处理效果的变量。参见[Environment]以了解更多细节。" +msgstr "设置用于 \"DoF Near Blur\" 后处理效果的数值。参阅[Environment]。" #: doc/classes/VisualServer.xml:824 msgid "" @@ -76762,73 +76972,69 @@ msgstr "设置用于场景雾化的变量。更多细节见[Environment]。" msgid "" "Sets the variables to be used with the fog depth effect. See [Environment] " "for more details." -msgstr "设置用于雾化深度效果的变量。参见[Environment]以了解更多细节。" +msgstr "设置用于雾化深度效果的变量。参阅[Environment]以了解更多细节。" #: doc/classes/VisualServer.xml:848 msgid "" "Sets the variables to be used with the fog height effect. See [Environment] " "for more details." -msgstr "设置用于雾化高度效果的变量。参见[Environment]以了解更多细节。" +msgstr "设置用于雾化高度效果的变量。参阅[Environment]以了解更多细节。" -#: doc/classes/VisualServer.xml:865 -#, fuzzy +#: doc/classes/VisualServer.xml:866 msgid "" "Sets the variables to be used with the \"glow\" post-process effect. See " "[Environment] for more details." -msgstr "" -"设置用于 \"tonemap \"后处理效果的变量。参见[Environment]以了解更多细节。" +msgstr "设置用于 \"glow\" 后处理效果的变量。参阅[Environment]。" -#: doc/classes/VisualServer.xml:873 -#, fuzzy +#: doc/classes/VisualServer.xml:874 msgid "" "Sets the [Sky] to be used as the environment's background when using " "[i]BGMode[/i] sky. Equivalent to [member Environment.background_sky]." msgstr "" "当使用[i]BGMode[/i]天空时,设置[Sky]作为环境的背景。相当于[member " -"Environment.sky]。" +"Environment.background_sky]。" -#: doc/classes/VisualServer.xml:881 -#, fuzzy +#: doc/classes/VisualServer.xml:882 msgid "" "Sets a custom field of view for the background [Sky]. Equivalent to [member " "Environment.background_sky_custom_fov]." msgstr "" -"为背景[Sky]设置一个自定义视场。相当于[member Environment.sky_custom_fov]。" +"为背景 [Sky] 设置自定义字段。相当于 [member Environment." +"background_sky_custom_fov]。" -#: doc/classes/VisualServer.xml:889 -#, fuzzy +#: doc/classes/VisualServer.xml:890 msgid "" "Sets the rotation of the background [Sky] expressed as a [Basis]. Equivalent " "to [member Environment.background_sky_orientation]." msgstr "" -"设置以 [Basis] 表示的背景 [Sky] 的旋转。相当于[member Environment." -"sky_rotation],其中旋转向量用于构造[Basis]。" +"设置背景[Sky]的旋转,以[Basis]表示。相当于[member Environment." +"background_sky_orientation]。" -#: doc/classes/VisualServer.xml:908 -#, fuzzy +#: doc/classes/VisualServer.xml:909 msgid "" "Sets the variables to be used with the \"Screen Space Ambient Occlusion " "(SSAO)\" post-process effect. See [Environment] for more details." -msgstr "设置用于 \"屏幕空间反射 \"后处理效果的变量。更多细节见[Environment]。" +msgstr "" +"设置用于 \"屏幕空间环境遮蔽(SSAO)\"后处理效果的变量。参阅[Environment]。" -#: doc/classes/VisualServer.xml:921 +#: doc/classes/VisualServer.xml:922 msgid "" "Sets the variables to be used with the \"screen space reflections\" post-" "process effect. See [Environment] for more details." msgstr "设置用于 \"屏幕空间反射 \"后处理效果的变量。更多细节见[Environment]。" -#: doc/classes/VisualServer.xml:936 +#: doc/classes/VisualServer.xml:937 msgid "" "Sets the variables to be used with the \"tonemap\" post-process effect. See " "[Environment] for more details." msgstr "" -"设置用于 \"tonemap \"后处理效果的变量。参见[Environment]以了解更多细节。" +"设置用于 \"tonemap \"后处理效果的变量。参阅[Environment]以了解更多细节。" -#: doc/classes/VisualServer.xml:942 +#: doc/classes/VisualServer.xml:943 msgid "Removes buffers and clears testcubes." msgstr "删除缓冲区并清除测试立方体。" -#: doc/classes/VisualServer.xml:950 +#: doc/classes/VisualServer.xml:951 msgid "" "Forces a frame to be drawn when the function is called. Drawing a frame " "updates all [Viewport]s that are set to update. Use with extreme caution." @@ -76836,28 +77042,27 @@ msgstr "" "当函数被调用时,强制绘制一个框架。绘制一个框架会更新所有被设置为要更新的" "[Viewport]。使用时要特别小心。" -#: doc/classes/VisualServer.xml:956 +#: doc/classes/VisualServer.xml:957 msgid "Synchronizes threads." msgstr "同步线程。" -#: doc/classes/VisualServer.xml:963 -#, fuzzy +#: doc/classes/VisualServer.xml:964 msgid "Tries to free an object in the VisualServer." -msgstr "尝试释放 RenderingServer 中的对象。" +msgstr "尝试释放 VisualServer 中的对象。" -#: doc/classes/VisualServer.xml:970 +#: doc/classes/VisualServer.xml:971 msgid "Returns a certain information, see [enum RenderInfo] for options." msgstr "返回特定信息,请参阅 [enum RenderInfo] 。" -#: doc/classes/VisualServer.xml:976 +#: doc/classes/VisualServer.xml:977 msgid "Returns the id of the test cube. Creates one if none exists." msgstr "返回测试立方体的ID。如果不存在,则创建一个。" -#: doc/classes/VisualServer.xml:982 +#: doc/classes/VisualServer.xml:983 msgid "Returns the id of the test texture. Creates one if none exists." msgstr "返回测试纹理的id。如果不存在,则创建一个。" -#: doc/classes/VisualServer.xml:988 +#: doc/classes/VisualServer.xml:989 msgid "" "Returns the name of the video adapter (e.g. \"GeForce GTX 1080/PCIe/" "SSE2\").\n" @@ -76867,7 +77072,7 @@ msgstr "" "返回视频适配器的名称(例如:\"GeForce GTX 1080/PCIe/SSE2\")。\n" "[b]注意:[/b]当运行一个无头或服务器可执行文件时,这个函数返回一个空字符串。" -#: doc/classes/VisualServer.xml:995 +#: doc/classes/VisualServer.xml:996 msgid "" "Returns the vendor of the video adapter (e.g. \"NVIDIA Corporation\").\n" "[b]Note:[/b] When running a headless or server binary, this function returns " @@ -76876,12 +77081,11 @@ msgstr "" "返回视频适配器的供应商(例如,\"NVIDIA Corporation\")。\n" "[b]注意:[/b] 当运行无头或服务器可执行文件时,该函数返回一个空字符串。" -#: doc/classes/VisualServer.xml:1002 +#: doc/classes/VisualServer.xml:1003 msgid "Returns the id of a white texture. Creates one if none exists." msgstr "返回白色纹理的id。如果不存在,则创建一个。" -#: doc/classes/VisualServer.xml:1008 -#, fuzzy +#: doc/classes/VisualServer.xml:1009 msgid "" "Creates a GI probe and adds it to the VisualServer. It can be accessed with " "the RID that is returned. This RID will be used in all [code]gi_probe_*[/" @@ -76891,171 +77095,171 @@ msgid "" "To place in a scene, attach this GI probe to an instance using [method " "instance_set_base] using the returned RID." msgstr "" -"创建一个反射探针并将其添加到RenderingServer中。它可以通过返回的RID被访问。这" -"个RID将在所有[code]reflection_probe_*[/code] RenderingServer函数中使用。\n" -"你可以使用RenderingServer的[method free_rid]静态方法释放RID。\n" -"为了放置在场景中,使用返回的RID,用[method instance_set_base]将这个反射探针附" -"加到一个实例上。" +"创建 GI 探针并将其添加到 VisualServer。可以使用返回的 RID 访问它。此 RID 可用" +"于所有 [code]gi_probe_*[/code] VisualServer 函数。\n" +"完成 RID 处理后,可使用 VisualServer 的 [method free_rid] 静态方法释放 " +"RID。\n" +"要放置在场景中,请使用返回的 RID, 使用 [method instance_set_base] 将此 GI 探" +"针附加到实例。" -#: doc/classes/VisualServer.xml:1017 +#: doc/classes/VisualServer.xml:1018 msgid "" "Returns the bias value for the GI probe. Bias is used to avoid self " "occlusion. Equivalent to [member GIProbeData.bias]." msgstr "" +"返回GI探针的偏置值。偏置是用来避免自我遮挡的。相当于[member GIProbeData." +"bias]。" -#: doc/classes/VisualServer.xml:1024 -#, fuzzy +#: doc/classes/VisualServer.xml:1025 msgid "" "Returns the axis-aligned bounding box that covers the full extent of the GI " "probe." -msgstr "返回包含当前帧中所有活动粒子的轴对齐边界盒。" +msgstr "返回覆盖GI探针全部范围的轴对齐的边界框。" -#: doc/classes/VisualServer.xml:1031 -#, fuzzy +#: doc/classes/VisualServer.xml:1032 msgid "Returns the cell size set by [method gi_probe_set_cell_size]." -msgstr "恢复[method get_state]保存的状态。" +msgstr "返回由[method gi_probe_set_cell_size]设置的单元大小。" -#: doc/classes/VisualServer.xml:1038 -#, fuzzy +#: doc/classes/VisualServer.xml:1039 msgid "Returns the data used by the GI probe." -msgstr "返回分配给该区域的空间。" +msgstr "返回GI探针所使用的数据。" -#: doc/classes/VisualServer.xml:1045 -#, fuzzy +#: doc/classes/VisualServer.xml:1046 msgid "" "Returns the dynamic range set for this GI probe. Equivalent to [member " "GIProbe.dynamic_range]." -msgstr "设置此相机所使用的环境。等同于[[member Camera3D.environment]。" +msgstr "返回该GI探针的动态范围设置。相当于[member GIProbe.dynamic_range]。" -#: doc/classes/VisualServer.xml:1052 -#, fuzzy +#: doc/classes/VisualServer.xml:1053 msgid "" "Returns the energy multiplier for this GI probe. Equivalent to [member " "GIProbe.energy]." -msgstr "设置爆炸率。相当于[member GPUParticles3D.explosiveness]。" +msgstr "返回这个GI探针的能量乘数。相当于[member GIProbe.energy]。" -#: doc/classes/VisualServer.xml:1059 -#, fuzzy +#: doc/classes/VisualServer.xml:1060 msgid "" "Returns the normal bias for this GI probe. Equivalent to [member GIProbe." "normal_bias]." -msgstr "设置实例的世界空间变换。等同于[member Node3D.transform]。" +msgstr "返回该GI探针的法线偏置。相当于[member GIProbe.normal_bias]。" -#: doc/classes/VisualServer.xml:1066 -#, fuzzy +#: doc/classes/VisualServer.xml:1067 msgid "" "Returns the propagation value for this GI probe. Equivalent to [member " "GIProbe.propagation]." -msgstr "设置爆炸率。相当于[member GPUParticles3D.explosiveness]。" +msgstr "返回这个GI探针的传播值。相当于[member GIProbe.propagation]。" -#: doc/classes/VisualServer.xml:1073 -#, fuzzy +#: doc/classes/VisualServer.xml:1074 msgid "Returns the Transform set by [method gi_probe_set_to_cell_xform]." -msgstr "返回由[方法get_closest_point]返回的点的法线。" +msgstr "返回由[method gi_probe_set_to_cell_xform]设置的变换。" -#: doc/classes/VisualServer.xml:1080 -#, fuzzy +#: doc/classes/VisualServer.xml:1081 msgid "" "Returns [code]true[/code] if the GI probe data associated with this GI probe " "is compressed. Equivalent to [member GIProbe.compress]." msgstr "" -"如果预加载器包含一个与[code]name[/code]相关的资源,则返回[code]true[/code]。" +"如果与此GI探针相关的数据被压缩,返回[code]true[/code]。相当于[member GIProbe." +"compress]。" -#: doc/classes/VisualServer.xml:1087 -#, fuzzy +#: doc/classes/VisualServer.xml:1088 msgid "" "Returns [code]true[/code] if the GI probe is set to interior, meaning it " "does not account for sky light. Equivalent to [member GIProbe.interior]." msgstr "" -"如果 [code]true[/code],反射将忽略天空因素。等效于 [member ReflectionProbe." -"interior]。" +"如果 GI 探针设置为内部,则返回 [code]true[/code],这意味着它不考虑天空光。相" +"当于[member GIProbe.interior]。" -#: doc/classes/VisualServer.xml:1095 -#, fuzzy +#: doc/classes/VisualServer.xml:1096 msgid "" "Sets the bias value to avoid self-occlusion. Equivalent to [member GIProbe." "bias]." -msgstr "设置要使用的绘制次数。等同于[member GPUParticles3D.draw_passes]。" +msgstr "设置偏置值以避免自遮挡。相当于[member GIProbe.bias]。" -#: doc/classes/VisualServer.xml:1103 -#, fuzzy +#: doc/classes/VisualServer.xml:1104 msgid "" "Sets the axis-aligned bounding box that covers the extent of the GI probe." -msgstr "返回包含当前帧中所有活动粒子的轴对齐边界盒。" +msgstr "设置覆盖 GI 探针范围的轴对齐边界框。" -#: doc/classes/VisualServer.xml:1111 +#: doc/classes/VisualServer.xml:1112 msgid "Sets the size of individual cells within the GI probe." -msgstr "" +msgstr "设置 GI 探针内单个单元的大小。" -#: doc/classes/VisualServer.xml:1119 +#: doc/classes/VisualServer.xml:1120 msgid "" "Sets the compression setting for the GI probe data. Compressed data will " "take up less space but may look worse. Equivalent to [member GIProbe." "compress]." msgstr "" +"设置GI探针数据的压缩设置。压缩后的数据将占用更少的空间,但可能看起来更糟糕。" +"相当于[member GIProbe.compress]。" -#: doc/classes/VisualServer.xml:1127 +#: doc/classes/VisualServer.xml:1128 msgid "" "Sets the data to be used in the GI probe for lighting calculations. Normally " "this is created and called internally within the [GIProbe] node. You should " "not try to set this yourself." msgstr "" +"设置用于照明计算的GI探针的数据。通常这是在[GIProbe]节点内部创建和调用的。你不" +"应该尝试自己设置。" -#: doc/classes/VisualServer.xml:1135 +#: doc/classes/VisualServer.xml:1136 msgid "" "Sets the dynamic range of the GI probe. Dynamic range sets the limit for how " "bright lights can be. A smaller range captures greater detail but limits how " "bright lights can be. Equivalent to [member GIProbe.dynamic_range]." msgstr "" +"设定GI探针的动态范围。动态范围设定了灯光的亮度限制。较小的范围可以捕捉到更多" +"的细节,但是限制了灯光的亮度。相当于[member GIProbe.dynamic_range]。" -#: doc/classes/VisualServer.xml:1143 +#: doc/classes/VisualServer.xml:1144 msgid "" "Sets the energy multiplier for this GI probe. A higher energy makes the " "indirect light from the GI probe brighter. Equivalent to [member GIProbe." "energy]." msgstr "" +"设置该GI探针的能量乘数。较高的能量使GI探针的间接光更亮。相当于[member " +"GIProbe.energy]。" -#: doc/classes/VisualServer.xml:1151 +#: doc/classes/VisualServer.xml:1152 msgid "" "Sets the interior value of this GI probe. A GI probe set to interior does " "not include the sky when calculating lighting. Equivalent to [member GIProbe." "interior]." msgstr "" +"设置该GI探针的内部值。设置为内部的GI探针在计算照明时不包括天空。相当于" +"[member GIProbe.internal]。" -#: doc/classes/VisualServer.xml:1159 +#: doc/classes/VisualServer.xml:1160 msgid "" "Sets the normal bias for this GI probe. Normal bias behaves similar to the " "other form of bias and may help reduce self-occlusion. Equivalent to [member " "GIProbe.normal_bias]." msgstr "" +"设置该GI探针的法线偏置。法线偏置的行为类似于其他形式的偏置,可有助于减少自我" +"遮挡。相当于[member GIProbe.normal_bias]。" -#: doc/classes/VisualServer.xml:1167 -#, fuzzy +#: doc/classes/VisualServer.xml:1168 msgid "" "Sets the propagation of light within this GI probe. Equivalent to [member " "GIProbe.propagation]." -msgstr "设置灯光纹理的偏移量。等同于[member Light2D.offset]。" +msgstr "设置光在这个GI探针中的传播。相当于[member GIProbe.propagation]。" -#: doc/classes/VisualServer.xml:1175 -#, fuzzy +#: doc/classes/VisualServer.xml:1176 msgid "Sets the to cell [Transform] for this GI probe." -msgstr "设置给定形状所有者的[Transform]。" +msgstr "为这个GI探针设置单元[Transform]。" -#: doc/classes/VisualServer.xml:1181 -#, fuzzy +#: doc/classes/VisualServer.xml:1182 msgid "" "Returns [code]true[/code] if changes have been made to the VisualServer's " "data. [method draw] is usually called if this happens." msgstr "" -"如果对RenderingServer的数据进行了修改,则返回[code]true[/code]。如果发生这种" -"情况,通常会调用[method force_draw]。" +"如果VisualServer的数据被更改,则返回[code]true[/code]。如果发生这种情况,通常" +"会调用[method draw]。" -#: doc/classes/VisualServer.xml:1188 +#: doc/classes/VisualServer.xml:1189 msgid "Not yet implemented. Always returns [code]false[/code]." msgstr "还没有实现。总是返回[code]false[/code]。" -#: doc/classes/VisualServer.xml:1195 -#, fuzzy +#: doc/classes/VisualServer.xml:1196 msgid "" "Returns [code]true[/code] if the OS supports a certain feature. Features " "might be [code]s3tc[/code], [code]etc[/code], [code]etc2[/code], " @@ -77064,37 +77268,35 @@ msgid "" "[code]skinning_fallback[/code] in case the hardware doesn't support the " "default GPU skinning process." msgstr "" -"如果操作系统支持某项功能,则返回[code]true[/code]。功能可能是[code]s3tc[/" -"code],[code]etc[/code],[code]etc2[/code]和[code]pvrtc[/code]。" +"如果操作系统支持某项功能,则返回[code]true[/code]。特性可能是[code]s3tc[/" +"code], [code]etc[/code], [code]etc2[/code], [code]pvrtc[/code] 和 " +"[code]skinning_fallback[/code]。\n" +"当使用GLES2渲染时,在硬件不支持默认的GPU蒙皮过程的情况下,返回[code]true[/" +"code]与[code]skinning_fallback[/code]。" -#: doc/classes/VisualServer.xml:1205 -#, fuzzy +#: doc/classes/VisualServer.xml:1206 msgid "" "Sets up [ImmediateGeometry] internals to prepare for drawing. Equivalent to " "[method ImmediateGeometry.begin]." msgstr "" -"设置[ImmediateGeometry3D]的内部结构,为绘图做准备。相当于[method " -"ImmediateGeometry3D.begin]。" +"设置[ImmediateGeometry]的内部结构,为绘图做准备。相当于[method " +"ImmediateGeometry.begin]。" -#: doc/classes/VisualServer.xml:1212 -#, fuzzy +#: doc/classes/VisualServer.xml:1213 msgid "" "Clears everything that was set up between [method immediate_begin] and " "[method immediate_end]. Equivalent to [method ImmediateGeometry.clear]." msgstr "" -"清除在[method immediate_begin]和[method immediate_end]之间设置的一切。相当于" -"[method ImmediateGeometry3D.clear]。" +"清除在 [methodimmediate_begin] 和 [methodimmediate_end] 之间设置的所有内容。" +"等效于 [method ImmediateGeometry.clear]。" -#: doc/classes/VisualServer.xml:1220 -#, fuzzy +#: doc/classes/VisualServer.xml:1221 msgid "" "Sets the color to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_color]." -msgstr "" -"设置用于下一个顶点的颜色。等效于 [method ImmediateGeometry3D.set_color]。" +msgstr "设置用于下一个顶点的颜色。相当于[method ImmediateGeometry.set_color]。" -#: doc/classes/VisualServer.xml:1226 -#, fuzzy +#: doc/classes/VisualServer.xml:1227 msgid "" "Creates an immediate geometry and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID will be used in all " @@ -77104,91 +77306,81 @@ msgid "" "To place in a scene, attach this immediate geometry to an instance using " "[method instance_set_base] using the returned RID." msgstr "" -"创建一个即时几何体并将其添加到 RenderingServer。可以使用返回的 RID 访问它。" -"此 RID 将用于所有 [code]immediate_*[/code] RenderingServer 函数。\n" -"你可以使用 RenderingServer 的 [method free_rid] 静态方法释放 RID。\n" -"要放置在场景中,请使用返回的 RID 使用 [method instance_set_base] 将此即时几何" -"体附加到实例。" +"创建直接几何图形并将其添加到VisualServer中。它可以通过返回的RID进行访问。这个" +"RID可在所有[code]immediate_*[/code]VisualServer函数中使用。\n" +"一旦完成了对RID的处理,可使用VisualServer的[method free_rid]静态方法释放" +"RID。\n" +"要在场景中放置,使用返回的RID用[method instance_set_base]将这个直接几何体附加" +"到一个实例上。" -#: doc/classes/VisualServer.xml:1235 -#, fuzzy +#: doc/classes/VisualServer.xml:1236 msgid "" "Ends drawing the [ImmediateGeometry] and displays it. Equivalent to [method " "ImmediateGeometry.end]." msgstr "" -"结束绘制[ImmediateGeometry3D]并显示它。相当于[method ImmediateGeometry3D." -"end]。" +"结束绘制[ImmediateGeometry]并显示它。相当于[method ImmediateGeometry.end]。" -#: doc/classes/VisualServer.xml:1242 -#, fuzzy +#: doc/classes/VisualServer.xml:1243 msgid "Returns the material assigned to the [ImmediateGeometry]." -msgstr "返回分配给[ImmediateGeometry3D]的材质。" +msgstr "返回分配给[ImmediateGeometry]的材质。" -#: doc/classes/VisualServer.xml:1250 -#, fuzzy +#: doc/classes/VisualServer.xml:1251 msgid "" "Sets the normal to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_normal]." msgstr "" -"设置用于下一个顶点的法线。相当于[method ImmediateGeometry3D.set_normal]。" +"设置用于下一个顶点的法线。相当于[method ImmediateGeometry.set_normal]。" -#: doc/classes/VisualServer.xml:1258 -#, fuzzy +#: doc/classes/VisualServer.xml:1259 msgid "Sets the material to be used to draw the [ImmediateGeometry]." -msgstr "设置用于绘制[ImmediateGeometry3D]的材质。" +msgstr "设置用于绘制[ImmediateGeometry]的材质。" -#: doc/classes/VisualServer.xml:1266 -#, fuzzy +#: doc/classes/VisualServer.xml:1267 msgid "" "Sets the tangent to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_tangent]." msgstr "" -"设置将用于下一个顶点的切线。相当于[method ImmediateGeometry3D.set_tangent]。" +"设置用于下一个顶点的切线。相当于[method ImmediateGeometry.set_tangent]。" -#: doc/classes/VisualServer.xml:1274 -#, fuzzy +#: doc/classes/VisualServer.xml:1275 msgid "" "Sets the UV to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_uv]." -msgstr "设置用于下一个顶点的UV。相当于[method ImmediateGeometry3D.set_uv]。" +msgstr "设置用于下一个顶点的UV。相当于[method ImmediateGeometry.set_uv]。" -#: doc/classes/VisualServer.xml:1282 -#, fuzzy +#: doc/classes/VisualServer.xml:1283 msgid "" "Sets the UV2 to be used with next vertex. Equivalent to [method " "ImmediateGeometry.set_uv2]." -msgstr "设置用于下一个顶点的UV2。相当于[method ImmediateGeometry3D.set_uv2]。" +msgstr "设置用于下一个顶点的UV2。相当于[method ImmediateGeometry.set_uv2]。" -#: doc/classes/VisualServer.xml:1290 -#, fuzzy +#: doc/classes/VisualServer.xml:1291 msgid "" "Adds the next vertex using the information provided in advance. Equivalent " "to [method ImmediateGeometry.add_vertex]." msgstr "" -"使用事先提供的信息添加下一个顶点。相当于[method ImmediateGeometry3D." +"使用预先提供的信息添加下一个顶点。相当于[method ImmediateGeometry." "add_vertex]。" -#: doc/classes/VisualServer.xml:1298 -#, fuzzy +#: doc/classes/VisualServer.xml:1299 msgid "" "Adds the next vertex using the information provided in advance. This is a " "helper class that calls [method immediate_vertex] under the hood. Equivalent " "to [method ImmediateGeometry.add_vertex]." msgstr "" -"使用事先提供的信息添加下一个顶点。这是一个在后台调用[method immediate_vertex]" -"的辅助类。相当于[method ImmediateGeometry3D.add_vertex]。" +"使用预先提供的信息添加下一个顶点。这是一个辅助类,它在后台调用[method " +"immediate_vertex]。相当于[method ImmediateGeometry.add_vertex]。" -#: doc/classes/VisualServer.xml:1304 -#, fuzzy +#: doc/classes/VisualServer.xml:1305 msgid "" "Initializes the visual server. This function is called internally by " "platform-dependent code during engine initialization. If called from a " "running game, it will not do anything." msgstr "" -"初始化渲染服务器。该函数在引擎初始化期间由平台相关代码在内部调用。如果从正在" -"运行的游戏中调用,它不会做任何事情。" +"初始化visual server.。这个函数是在引擎初始化过程中由依赖平台的代码内部调用。" +"如果从一个正在运行的游戏中调用,它将不会做任何事情。" -#: doc/classes/VisualServer.xml:1312 +#: doc/classes/VisualServer.xml:1313 msgid "" "Attaches a unique Object ID to instance. Object ID must be attached to " "instance for proper culling with [method instances_cull_aabb], [method " @@ -77198,14 +77390,13 @@ msgstr "" "instances_cull_aabb]、[method instances_cull_convex]和[method " "instances_cull_ray]进行正确的筛除。" -#: doc/classes/VisualServer.xml:1320 +#: doc/classes/VisualServer.xml:1321 msgid "" "Attaches a skeleton to an instance. Removes the previous skeleton from the " "instance." msgstr "将骨架附加到实例。并从实例中移除之前骨架。" -#: doc/classes/VisualServer.xml:1326 -#, fuzzy +#: doc/classes/VisualServer.xml:1327 msgid "" "Creates a visual instance and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID will be used in all " @@ -77216,14 +77407,14 @@ msgid "" "particles, meshes, and reflection probes need to be associated with an " "instance to be visible in the scenario using [method instance_set_base]." msgstr "" -"创建一个可视化实例并将其添加到RenderingServer中。它可以通过返回的RID被访问。" -"这个RID将在所有[code]instance_*[/code] RenderingServer函数中使用。\n" -"你可以使用RenderingServer的[method free_rid]静态方法释放RID。\n" -"一个实例是在场景中放置一个3D对象的方式。像粒子、网格和反射探针这样的对象需要" -"与一个实例相关联,以便使用[method instance_set_base]在场景中可见。" +"创建一个可视化实例并将其添加到VisualServer中。可以用返回的RID来访问它。这个" +"RID可在所有[code]instance_*[/code]VisualServer函数中使用。\n" +"一旦完成了对RID的处理,可使用VisualServer的[method free_rid]静态方法释放" +"RID。\n" +"实例是在场景中放置 3D 对象的一种方式。粒子、网格和反射探针等对象需要与使用 " +"[method instance_set_base] 的实例关联才能在场景中可见。" -#: doc/classes/VisualServer.xml:1336 -#, fuzzy +#: doc/classes/VisualServer.xml:1337 msgid "" "Creates a visual instance, adds it to the VisualServer, and sets both base " "and scenario. It can be accessed with the RID that is returned. This RID " @@ -77231,44 +77422,40 @@ msgid "" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" -"创建一个可视化实例,将其添加到RenderingServer中,并设置基础和场景。可以通过返" -"回的RID来访问它。这个RID将在所有[code]instance_*[/code] RenderingServer函数中" -"使用。\n" -"你可以使用RenderingServer的[method free_rid]静态方法释放RID。" +"创建一个可视化实例,将其添加到VisualServer中,并设置基本和效果。可以用返回的" +"RID来访问它。这个RID可在所有[code]instance_*[/code]VisualServer函数中使用。\n" +"一旦完成了对RID的处理,可使用VisualServer的[method free_rid]静态方法释放RID。" -#: doc/classes/VisualServer.xml:1345 doc/classes/VisualServer.xml:1364 -#: doc/classes/VisualServer.xml:1591 doc/classes/VisualServer.xml:2672 +#: doc/classes/VisualServer.xml:1346 doc/classes/VisualServer.xml:1365 +#: doc/classes/VisualServer.xml:1592 doc/classes/VisualServer.xml:2673 msgid "Not implemented in Godot 3.x." msgstr "在Godot 3.x中没有实现。" -#: doc/classes/VisualServer.xml:1353 -#, fuzzy +#: doc/classes/VisualServer.xml:1354 msgid "" "Sets the shadow casting setting to one of [enum ShadowCastingSetting]. " "Equivalent to [member GeometryInstance.cast_shadow]." msgstr "" -"将阴影投射设置为[enum ShadowCastingSetting]中的一个。等价于[member " -"GeometryInstance3D.cast_shadow]。" +"将阴影投射设置为[enum ShadowCastingSetting]中的一个。相当于[member " +"GeometryInstance.cast_shadow]。" -#: doc/classes/VisualServer.xml:1373 +#: doc/classes/VisualServer.xml:1374 msgid "" "Sets the flag for a given [enum InstanceFlags]. See [enum InstanceFlags] for " "more details." msgstr "" -"设置给定的[enum InstanceFlags]标志。更多细节请参见[enum InstanceFlags]。" +"设置给定的[enum InstanceFlags]标志。更多细节请参阅[enum InstanceFlags]。" -#: doc/classes/VisualServer.xml:1381 -#, fuzzy +#: doc/classes/VisualServer.xml:1382 msgid "" "Sets a material that will override the material for all surfaces on the mesh " "associated with this instance. Equivalent to [member GeometryInstance." "material_override]." msgstr "" -"设置一个材质,覆盖与此实例关联的网格上的所有表面的材质。等同于[member " -"GeometryInstance3D.material_override]。" +"设置一个材质,覆盖与此实例关联的网格上的所有表面的材质。相当于[member " +"GeometryInstance.material_override]。" -#: doc/classes/VisualServer.xml:1389 -#, fuzzy +#: doc/classes/VisualServer.xml:1390 msgid "" "Sets the base of the instance. A base can be any of the 3D objects that are " "created in the VisualServer that can be displayed. For example, any of the " @@ -77276,80 +77463,70 @@ msgid "" "reflection probe, lightmap capture, and the GI probe are all types that can " "be set as the base of an instance in order to be displayed in the scenario." msgstr "" -"设置实例的基础。基础可以是在可显示的 RenderingServer 中创建的任何 3D 对象。例" -"如,任何灯光类型、网格、多网格、即时几何、粒子系统、反射探针、光照贴图和 GI " -"探针都是可以设置为实例的基础的类型,以便在场景中显示。" +"设置实例的基类。基类可以是VisualServer中创建的任何可以显示的3D对象。例如,光" +"照类型、网格、多网格、基本几何、粒子系统、反射探针、光照图捕捉和GI探针等类型" +"都可以被设置为实例的基类,以便在场景中显示。" -#: doc/classes/VisualServer.xml:1398 +#: doc/classes/VisualServer.xml:1399 msgid "Sets the weight for a given blend shape associated with this instance." msgstr "设置与该实例相关的特定混合形状的权重。" -#: doc/classes/VisualServer.xml:1406 -#, fuzzy +#: doc/classes/VisualServer.xml:1407 msgid "" "Sets a custom AABB to use when culling objects from the view frustum. " "Equivalent to [method GeometryInstance.set_custom_aabb]." msgstr "" -"设置一个自定义的AABB,当从视图中删除物体时使用。相当于[method " -"GeometryInstance3D.set_custom_aabb]。" +"设置自定义的AABB,当从视图中剔除对象时使用。相当于[method GeometryInstance." +"set_custom_aabb]。" -#: doc/classes/VisualServer.xml:1414 +#: doc/classes/VisualServer.xml:1415 msgid "Function not implemented in Godot 3.x." msgstr "在Godot 3.x中没有实现的功能。" -#: doc/classes/VisualServer.xml:1422 -#, fuzzy +#: doc/classes/VisualServer.xml:1423 msgid "" "Sets a margin to increase the size of the AABB when culling objects from the " "view frustum. This allows you to avoid culling objects that fall outside the " "view frustum. Equivalent to [member GeometryInstance.extra_cull_margin]." msgstr "" -"设置边距,当从视图中删除物体时,增加AABB的大小。这可以让你避免删除落在视域范" -"围外的物体。等同于[member GeometryInstance3D.extra_cull_margin]。" +"设置边距,在剔除视域范围内的对象时增加AABB的大小。这可以让你避免剔除落在视域" +"范围外的物体。相当于[member GeometryInstance.extra_cull_margin]。" -#: doc/classes/VisualServer.xml:1430 -#, fuzzy +#: doc/classes/VisualServer.xml:1431 msgid "" "Sets the render layers that this instance will be drawn to. Equivalent to " "[member VisualInstance.layers]." -msgstr "" -"设置此实例将被绘制到的渲染层。等效于 [member VisualInstance3D.layers]。" +msgstr "设置该实例将被绘制的渲染层。相当于[member VisualInstance.layers]。" -#: doc/classes/VisualServer.xml:1438 +#: doc/classes/VisualServer.xml:1439 msgid "" "Sets the scenario that the instance is in. The scenario is the 3D world that " "the objects will be displayed in." msgstr "设置实例所在的场景。场景是对象将在其中显示的 3D 世界。" -#: doc/classes/VisualServer.xml:1447 -#, fuzzy +#: doc/classes/VisualServer.xml:1448 msgid "" "Sets the material of a specific surface. Equivalent to [method MeshInstance." "set_surface_material]." -msgstr "" -"设置特定表面的材质。相当于[method MeshInstance3D.set_surface_material]。" +msgstr "设置特定表面的材质。相当于[method MeshInstance.set_surface_material]。" -#: doc/classes/VisualServer.xml:1455 -#, fuzzy +#: doc/classes/VisualServer.xml:1456 msgid "" "Sets the world space transform of the instance. Equivalent to [member " "Spatial.transform]." -msgstr "设置实例的世界空间变换。等同于[member Node3D.transform]。" +msgstr "设置实例的世界空间变换。相当于[member Spatial.transform]。" -#: doc/classes/VisualServer.xml:1466 -#, fuzzy +#: doc/classes/VisualServer.xml:1467 msgid "Sets the lightmap to use with this instance." -msgstr "设置此实例要使用的蒙皮。" +msgstr "设置该实例使用的光照图。" -#: doc/classes/VisualServer.xml:1474 -#, fuzzy +#: doc/classes/VisualServer.xml:1475 msgid "" "Sets whether an instance is drawn or not. Equivalent to [member Spatial." "visible]." -msgstr "设置一个实例是否被绘制。等同于[member Node3D.visible]。" +msgstr "设置是否绘制实例。相当于 [member Spatial.visible]。" -#: doc/classes/VisualServer.xml:1482 -#, fuzzy +#: doc/classes/VisualServer.xml:1483 msgid "" "Returns an array of object IDs intersecting with the provided AABB. Only " "visual 3D nodes are considered, such as [MeshInstance] or " @@ -77360,15 +77537,14 @@ msgid "" "[b]Warning:[/b] This function is primarily intended for editor usage. For in-" "game use cases, prefer physics collision." msgstr "" -"返回一个与所提供的AABB相交的物体ID数组。只考虑可视化的3D节点,如" -"[MeshInstance3D]或[DirectionalLight3D]。使用[method @GDScript." -"instance_from_id]来获取实际节点。必须提供一个场景的RID,且这个RID在你想查询的" -"[World3D]中是可用的。这将强制更新所有排队等待更新的资源。\n" -"[b]警告:[/b] 这个函数主要用于编辑器的使用。对于游戏中的使用情况,最好使用物" -"理学碰撞。" +"返回一个与所提供的AABB相交的物体ID数组。只考虑可视化的3D节点,例如" +"[MeshInstance]或[DirectionalLight]。使用[method @GDScript.instance_from_id]来" +"获取实际节点。这必须提供一个场景的RID,该RID在你想查询的[World]中是可用的。这" +"将强制更新所有排队等待更新的资源。\n" +"[b]警告:[/b] 这个函数主要用于编辑器使用。对于游戏中的使用情况,最好是物理碰" +"撞。" -#: doc/classes/VisualServer.xml:1491 -#, fuzzy +#: doc/classes/VisualServer.xml:1492 msgid "" "Returns an array of object IDs intersecting with the provided convex shape. " "Only visual 3D nodes are considered, such as [MeshInstance] or " @@ -77380,14 +77556,13 @@ msgid "" "game use cases, prefer physics collision." msgstr "" "返回一个与所提供的凸形相交的物体ID数组。只考虑可视化的3D节点,如" -"[MeshInstance3D]或[DirectionalLight3D]。使用[method @GDScript." -"instance_from_id]来获取实际节点。必须提供一个场景的RID,这个RID在你想查询的" -"[World3D]中是可用的。这将强制更新所有排队等待更新的资源。\n" -"[b]警告:[/b] 这个函数主要用于编辑器的使用。对于游戏中的使用情况,最好使用物" -"理学碰撞。" +"[MeshInstance]或[DirectionalLight]。使用[method @GDScript.instance_from_id]来" +"获取实际节点。必须提供一个场景的RID,这个RID在你想查询的[World]中是可用的。这" +"将强制更新所有排队等待更新的资源。\n" +"[b]警告:[/b] 这个函数主要用于编辑器使用。对于游戏中的使用情况,最好是物理碰" +"撞。" -#: doc/classes/VisualServer.xml:1501 -#, fuzzy +#: doc/classes/VisualServer.xml:1502 msgid "" "Returns an array of object IDs intersecting with the provided 3D ray. Only " "visual 3D nodes are considered, such as [MeshInstance] or " @@ -77398,105 +77573,97 @@ msgid "" "[b]Warning:[/b] This function is primarily intended for editor usage. For in-" "game use cases, prefer physics collision." msgstr "" -"返回一个与所提供的3D射线相交的物体ID数组。只考虑可视化的3D节点,如" -"[MeshInstance3D]或[DirectionalLight3D]。使用[method @GDScript." -"instance_from_id]来获取实际节点。必须提供一个场景的RID,且这个RID在你想查询的" -"[World3D]中是可用的。这将强制更新所有排队等待更新的资源。\n" -"[b]警告:[/b] 这个函数主要用于编辑器的使用。对于游戏中的使用情况,最好使用物" -"理学碰撞。" +"返回一个与所提供的3D射线相交的物体ID数组。只考虑可视化的3D节点,例如" +"[MeshInstance]或[DirectionalLight]。使用[method @GDScript.instance_from_id]来" +"获取实际节点。必须提供一个场景的RID,这个RID在你想查询的[World]中是可用的。这" +"将强制更新所有排队等待更新的资源。\n" +"[b]警告:[/b] 这个函数主要用于编辑器的使用。对于游戏中的使用情况,最好是物理" +"碰撞。" -#: doc/classes/VisualServer.xml:1510 -#, fuzzy +#: doc/classes/VisualServer.xml:1511 msgid "" "If [code]true[/code], this directional light will blend between shadow map " "splits resulting in a smoother transition between them. Equivalent to " "[member DirectionalLight.directional_shadow_blend_splits]." msgstr "" -"如果 [code]true[/code],此定向光将在阴影贴图分割之间混合,从而使它们之间的过" -"渡更平滑。相当于[member DirectionalLight3D.directional_shadow_blend_splits]。" +"如果[code]true[/code],这个定向光会在阴影贴图分割之间混合,以使它们之间的过渡" +"更加平滑。相当于[member DirectionalLight.directional_shadow_blend_splits]。" -#: doc/classes/VisualServer.xml:1518 -#, fuzzy +#: doc/classes/VisualServer.xml:1519 msgid "" "Sets the shadow depth range mode for this directional light. Equivalent to " "[member DirectionalLight.directional_shadow_depth_range]. See [enum " "LightDirectionalShadowDepthRangeMode] for options." msgstr "" -"设置此平行光的阴影深度范围模式。相当于[member DirectionalLight3D." -"directional_shadow_depth_range]。有关选项,请参阅 [enum " -"LightDirectionalShadowDepthRangeMode]。" +"设置这个定向光源的阴影深度范围模式。相当于[member DirectionalLight." +"directional_shadow_depth_range]。参阅[enum " +"LightDirectionalShadowDepthRangeMode]的选项。" -#: doc/classes/VisualServer.xml:1526 -#, fuzzy +#: doc/classes/VisualServer.xml:1527 msgid "" "Sets the shadow mode for this directional light. Equivalent to [member " "DirectionalLight.directional_shadow_mode]. See [enum " "LightDirectionalShadowMode] for options." msgstr "" -"设置此有向灯光的阴影模式。等同于[member DirectionalLight3D." -"directional_shadow_mode]。参见[enum LightDirectionalShadowMode]的选项。" +"设置此定向光源的阴影模式。相当于[member DirectionalLight3D." +"directional_shadow_mode]。参阅[enum LightDirectionalShadowMode]的选项。" -#: doc/classes/VisualServer.xml:1534 -#, fuzzy +#: doc/classes/VisualServer.xml:1535 msgid "" "Sets whether to use vertical or horizontal detail for this omni light. This " "can be used to alleviate artifacts in the shadow map. Equivalent to [member " "OmniLight.omni_shadow_detail]." msgstr "" -"设置阴影贴图是使用双抛物面还是立方体贴图。双抛物面速度更快,但可能会出现伪" -"影。相当于[member OmniLight3D.omni_shadow_mode]。" +"设置是否为此泛光灯使用垂直或水平细节。这可用于减轻阴影贴图中的伪影。相当于 " +"[member OmniLight.omni_shadow_detail]。" -#: doc/classes/VisualServer.xml:1542 -#, fuzzy +#: doc/classes/VisualServer.xml:1543 msgid "" "Sets whether to use a dual paraboloid or a cubemap for the shadow map. Dual " "paraboloid is faster but may suffer from artifacts. Equivalent to [member " "OmniLight.omni_shadow_mode]." msgstr "" "设置阴影贴图是使用双抛物面还是立方体贴图。双抛物面速度更快,但可能会出现伪" -"影。相当于[member OmniLight3D.omni_shadow_mode]。" +"影。相当于[member OmniLight.omni_shadow_mode]。" -#: doc/classes/VisualServer.xml:1550 +#: doc/classes/VisualServer.xml:1551 msgid "" "Sets the bake mode for this light, see [enum LightBakeMode] for options. The " "bake mode affects how the light will be baked in [BakedLightmap]s and " "[GIProbe]s." msgstr "" +"设置此灯的烘焙模式,参阅 [enum LightBakeMode] 的选项。烘焙模式会影响灯光在 " +"[BakedLightmap] 和 [GIProbe] 中的烘焙方式。" -#: doc/classes/VisualServer.xml:1558 -#, fuzzy +#: doc/classes/VisualServer.xml:1559 msgid "Sets the color of the light. Equivalent to [member Light.light_color]." -msgstr "设置灯光的颜色。等同于[member Light3D.light_color]。" +msgstr "设置灯光的颜色。相当于[member Light.light_color]。" -#: doc/classes/VisualServer.xml:1566 -#, fuzzy +#: doc/classes/VisualServer.xml:1567 msgid "" "Sets the cull mask for this Light. Lights only affect objects in the " "selected layers. Equivalent to [member Light.light_cull_mask]." msgstr "" -"为这个 Light3D 设置剔除蒙版。灯光仅影响选定图层中的对象。相当于 [member " -"Light3D.light_cull_mask]。" +"设置此灯光的剔除遮罩。灯光仅影响选定图层中的对象。相当于[member Light." +"light_cull_mask]。" -#: doc/classes/VisualServer.xml:1574 -#, fuzzy +#: doc/classes/VisualServer.xml:1575 msgid "" "If [code]true[/code], light will subtract light instead of adding light. " "Equivalent to [member Light.light_negative]." msgstr "" -"如果 [code]true[/code],将减去光而不是添加光。相当于 [member Light3D." +"如果[code]true[/code],光将减去光而不是增加光。相当于[member Light." "light_negative]。" -#: doc/classes/VisualServer.xml:1583 -#, fuzzy +#: doc/classes/VisualServer.xml:1584 msgid "" "Sets the specified light parameter. See [enum LightParam] for options. " "Equivalent to [method Light.set_param]." msgstr "" -"设置指定的灯光参数。选项见[enum LightParam]。相当于[method Light3D." +"设置指定的灯光参数。参阅[enum LightParam]的选项。相当于[method Light." "set_param]。" -#: doc/classes/VisualServer.xml:1599 -#, fuzzy +#: doc/classes/VisualServer.xml:1600 msgid "" "If [code]true[/code], reverses the backface culling of the mesh. This can be " "useful when you have a flat mesh that has a light behind it. If you need to " @@ -77504,28 +77671,25 @@ msgid "" "shadows with [method instance_geometry_set_cast_shadows_setting]. Equivalent " "to [member Light.shadow_reverse_cull_face]." msgstr "" -"如果[code]true[/code],将反转网格的背面剔除。当你有一个后面有灯光的平坦网格" -"时,这可能很有用。如果你需要在网格的两边都投下阴影,可以用[method " -"instance_geometry_set_cast_shadows_setting]设置网格为使用双面阴影。相当于" -"[member Light3D.shadow_reverse_cull_face]。" +"如果[code]true[/code],反转网格的背面剔除。当你有一个平面网格后面有灯光时,这" +"可能很有用。如果你需要在网格的两面都投下阴影,可以用[method " +"instance_geometry_set_cast_shadows_setting]将网格设置为使用双面阴影。相当于" +"[member Light.shadow_reverse_cull_face]。" -#: doc/classes/VisualServer.xml:1607 -#, fuzzy +#: doc/classes/VisualServer.xml:1608 msgid "" "If [code]true[/code], light will cast shadows. Equivalent to [member Light." "shadow_enabled]." msgstr "" -"如果 [code]true[/code],灯光会投射阴影。相当于 [member Light3D." -"shadow_enabled]。" +"如果[code]true[/code],光线会投射阴影。相当于[member Light.shadow_enabled]。" -#: doc/classes/VisualServer.xml:1615 -#, fuzzy +#: doc/classes/VisualServer.xml:1616 msgid "" "Sets the color of the shadow cast by the light. Equivalent to [member Light." "shadow_color]." -msgstr "设置灯光投射的阴影颜色。相当于 [member Light3D.shadow_color]。" +msgstr "设置灯光投射阴影的颜色。相当于[member Light.shadow_color]。" -#: doc/classes/VisualServer.xml:1623 +#: doc/classes/VisualServer.xml:1624 msgid "" "Sets whether GI probes capture light information from this light. " "[i]Deprecated method.[/i] Use [method light_set_bake_mode] instead. This " @@ -77534,9 +77698,12 @@ msgid "" "LIGHT_BAKE_DISABLED] or [constant LIGHT_BAKE_INDIRECT] depending on the " "given parameter." msgstr "" +"设置GI探针是否从这个灯中捕捉光线信息。[i]废弃的方法。[/i]使用[method " +"light_set_bake_mode]代替。这个方法只是出于兼容性考虑而被保留,它在内部调用" +"[method light_set_bake_mode],根据给定的参数将烘烤模式设置为[constant " +"LIGHT_BAKE_DISABLED]或[constant LIGHT_BAKE_INDIRECT]。" -#: doc/classes/VisualServer.xml:1629 -#, fuzzy +#: doc/classes/VisualServer.xml:1630 msgid "" "Creates a lightmap capture and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID will be used in all " @@ -77546,92 +77713,91 @@ msgid "" "To place in a scene, attach this lightmap capture to an instance using " "[method instance_set_base] using the returned RID." msgstr "" -"创建一个新的网格并将其添加到RenderingServer。可以用返回的RID来访问它。这个RID" -"将在所有[code]Mesh_*[/code] RenderingServer函数中使用。\n" -"你可以使用RenderingServer的[method free_rid]静态方法来释放这个RID。\n" -"要放置在一个场景中,使用返回的RID用[method instance_set_base]将这个网格附加到" -"一个实例上。" +"创建一个光照贴图捕获并将其添加到VisualServer中。可以用返回的RID来访问它。这个" +"RID可用于所有[code]lightmap_capture_*[/code] VisualServer函数。\n" +"一旦完成了RID处理,可使用VisualServer的[method free_rid]静态方法释放RID。\n" +"要在场景中放置,使用返回的RID,用[method instance_set_base]将这个lightmap " +"capture附加到一个实例上。" -#: doc/classes/VisualServer.xml:1638 -#, fuzzy +#: doc/classes/VisualServer.xml:1639 msgid "Returns the size of the lightmap capture area." -msgstr "返回数组的大小。" +msgstr "返回光照贴图捕获区域的大小。" -#: doc/classes/VisualServer.xml:1645 -#, fuzzy +#: doc/classes/VisualServer.xml:1646 msgid "Returns the energy multiplier used by the lightmap capture." -msgstr "返回一个被矩阵转换(乘法)的向量。" +msgstr "返回光照贴图捕获使用的能量乘数。" -#: doc/classes/VisualServer.xml:1652 -#, fuzzy +#: doc/classes/VisualServer.xml:1653 msgid "Returns the octree used by the lightmap capture." -msgstr "返回指定参数使用的[Texture2D]。" +msgstr "返回光照贴图捕获使用的八叉树。" -#: doc/classes/VisualServer.xml:1659 +#: doc/classes/VisualServer.xml:1660 msgid "" "Returns the cell subdivision amount used by this lightmap capture's octree." -msgstr "" +msgstr "返回此光照贴图捕获的八叉树使用的单元细分量。" -#: doc/classes/VisualServer.xml:1666 -#, fuzzy +#: doc/classes/VisualServer.xml:1667 msgid "Returns the cell transform for this lightmap capture's octree." -msgstr "返回此项目画布的变换矩阵。" +msgstr "返回此光照贴图捕获的八叉树的单元变换。" -#: doc/classes/VisualServer.xml:1673 -#, fuzzy +#: doc/classes/VisualServer.xml:1674 msgid "Returns [code]true[/code] if capture is in \"interior\" mode." -msgstr "如果场景文件有节点,返回[code]true[/code]。" +msgstr "如果捕获处于\"interior\"内部模式,则返回 [code]true[/code]。" -#: doc/classes/VisualServer.xml:1681 -#, fuzzy +#: doc/classes/VisualServer.xml:1682 msgid "" "Sets the size of the area covered by the lightmap capture. Equivalent to " "[member BakedLightmapData.bounds]." -msgstr "设置灯光纹理的偏移量。等同于[member Light2D.offset]。" +msgstr "" +"设置光照贴图捕获所覆盖区域的大小。相当于 [member BakedLightmapData.bounds]。" -#: doc/classes/VisualServer.xml:1689 -#, fuzzy +#: doc/classes/VisualServer.xml:1690 msgid "" "Sets the energy multiplier for this lightmap capture. Equivalent to [member " "BakedLightmapData.energy]." -msgstr "设置灯光纹理的偏移量。等同于[member Light2D.offset]。" +msgstr "" +"设置此光照贴图捕获的能量乘数。相当于[member BakedLightmapData.energy]。" -#: doc/classes/VisualServer.xml:1697 -#, fuzzy +#: doc/classes/VisualServer.xml:1698 msgid "" "Sets the \"interior\" mode for this lightmap capture. Equivalent to [member " "BakedLightmapData.interior]." -msgstr "设置灯光的颜色。等同于[member Light3D.light_color]。" +msgstr "" +"设置此光照贴图捕获的 \"interior\"内部模式。相当于 [member BakedLightmapData." +"interior]。" -#: doc/classes/VisualServer.xml:1705 +#: doc/classes/VisualServer.xml:1706 msgid "" "Sets the octree to be used by this lightmap capture. This function is " "normally used by the [BakedLightmap] node. Equivalent to [member " "BakedLightmapData.octree]." msgstr "" +"设置此光照贴图捕获要使用的八叉树。该函数通常由 [BakedLightmap] 节点使用。相当" +"于[member BakedLightmapData.octree]。" -#: doc/classes/VisualServer.xml:1713 -#, fuzzy +#: doc/classes/VisualServer.xml:1714 msgid "" "Sets the subdivision level of this lightmap capture's octree. Equivalent to " "[member BakedLightmapData.cell_subdiv]." -msgstr "设置灯光纹理的偏移量。等同于[member Light2D.offset]。" +msgstr "" +"设置此光照贴图捕获八叉树的细分级别。相当于[member BakedLightmapData." +"cell_subdiv]。" -#: doc/classes/VisualServer.xml:1721 -#, fuzzy +#: doc/classes/VisualServer.xml:1722 msgid "" "Sets the octree cell transform for this lightmap capture's octree. " "Equivalent to [member BakedLightmapData.cell_space_transform]." -msgstr "设置实例的世界空间变换。等同于[member Node3D.transform]。" +msgstr "" +"设置此光照贴图捕获的八叉树的八叉树单元变换。相当于[member BakedLightmapData." +"cell_space_transform]。" -#: doc/classes/VisualServer.xml:1730 +#: doc/classes/VisualServer.xml:1731 msgid "" "Returns a mesh of a sphere with the given amount of horizontal and vertical " "subdivisions." msgstr "返回具有给定水平和垂直细分的球体网格。" -#: doc/classes/VisualServer.xml:1736 -#, fuzzy +#: doc/classes/VisualServer.xml:1737 msgid "" "Creates an empty material and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID will be used in all " @@ -77639,60 +77805,59 @@ msgid "" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" -"创建一个空材质并将其添加到 RenderingServer。可以使用返回的 RID 访问它。此 " -"RID 将用于所有 [code]material_*[/code] RenderingServer 函数。\n" -"可以使用 RenderingServer 的 [method free_rid] 静态方法释放 RID。" +"创建一个空材质并将其添加到 VisualServer。可以使用返回的 RID 访问它。此 RID 可" +"用于所有 [code]material_*[/code] VisualServer 函数。\n" +"完成 RID 处理后,可使用 VisualServer 的 [method free_rid] 静态方法释放 RID。" -#: doc/classes/VisualServer.xml:1745 +#: doc/classes/VisualServer.xml:1746 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:1753 -#, fuzzy +#: doc/classes/VisualServer.xml:1754 msgid "" "Returns the default value for the param if available. Otherwise returns an " "empty [Variant]." -msgstr "返回指定 [enum Margin] 的默认值。" +msgstr "如果可用,返回参数的默认值。否则返回一个空的 [Variant]。" -#: doc/classes/VisualServer.xml:1760 +#: doc/classes/VisualServer.xml:1761 msgid "" "Returns the shader of a certain material's shader. Returns an empty RID if " "the material doesn't have a shader." -msgstr "" +msgstr "返回某个材质着色的着色器。如果材质没有着色器,则返回一个空的 RID。" -#: doc/classes/VisualServer.xml:1768 -#, fuzzy +#: doc/classes/VisualServer.xml:1769 msgid "Sets a material's line width." -msgstr "设置材质的渲染优先级。" +msgstr "设置材质的线宽。" -#: doc/classes/VisualServer.xml:1776 +#: doc/classes/VisualServer.xml:1777 msgid "Sets an object's next material." msgstr "设置对象的下一个材质。" -#: doc/classes/VisualServer.xml:1785 +#: doc/classes/VisualServer.xml:1786 msgid "Sets a material's parameter." msgstr "设置材质的参数。" -#: doc/classes/VisualServer.xml:1793 +#: doc/classes/VisualServer.xml:1794 msgid "Sets a material's render priority." msgstr "设置材质的渲染优先级。" -#: doc/classes/VisualServer.xml:1801 +#: doc/classes/VisualServer.xml:1802 msgid "Sets a shader material's shader." msgstr "设置着色器材质的着色器。" -#: doc/classes/VisualServer.xml:1812 +#: doc/classes/VisualServer.xml:1813 msgid "" "Adds a surface generated from the Arrays to a mesh. See [enum PrimitiveType] " "constants for types." msgstr "" +"将从Arrays数组生成的表面添加到网格。有关类型,请参阅 [enum PrimitiveType] 常" +"量。" -#: doc/classes/VisualServer.xml:1819 +#: doc/classes/VisualServer.xml:1820 msgid "Removes all surfaces from a mesh." msgstr "移除网格中的所有表面。" -#: doc/classes/VisualServer.xml:1825 -#, fuzzy +#: doc/classes/VisualServer.xml:1826 msgid "" "Creates a new mesh and adds it to the VisualServer. It can be accessed with " "the RID that is returned. This RID will be used in all [code]mesh_*[/code] " @@ -77702,107 +77867,98 @@ msgid "" "To place in a scene, attach this mesh to an instance using [method " "instance_set_base] using the returned RID." msgstr "" -"创建一个新的网格并将其添加到RenderingServer。可以用返回的RID来访问它。这个RID" -"将在所有[code]Mesh_*[/code] RenderingServer函数中使用。\n" -"你可以使用RenderingServer的[method free_rid]静态方法来释放这个RID。\n" -"要放置在一个场景中,使用返回的RID用[method instance_set_base]将这个网格附加到" -"一个实例上。" +"创建一个新网格并将其添加到 VisualServer。可以使用返回的 RID 访问它。此 RID 可" +"用于所有 [code]mesh_*[/code] VisualServer 函数。\n" +"完成 RID 处理后,可使用 VisualServer 的 [method free_rid] 静态方法释放 " +"RID。\n" +"要放置在场景中,请使用返回的 RID 使用 [method instance_set_base] 将此网格附加" +"到实例。" -#: doc/classes/VisualServer.xml:1834 +#: doc/classes/VisualServer.xml:1835 msgid "Returns a mesh's blend shape count." msgstr "返回一个网格的混合形状数量。" -#: doc/classes/VisualServer.xml:1841 +#: doc/classes/VisualServer.xml:1842 msgid "Returns a mesh's blend shape mode." msgstr "返回网格的混合形状模式。" -#: doc/classes/VisualServer.xml:1848 +#: doc/classes/VisualServer.xml:1849 msgid "Returns a mesh's custom aabb." msgstr "返回网格的自定义 AABB。" -#: doc/classes/VisualServer.xml:1855 +#: doc/classes/VisualServer.xml:1856 msgid "Returns a mesh's number of surfaces." msgstr "返回网格的面数。" -#: doc/classes/VisualServer.xml:1863 -#, fuzzy +#: doc/classes/VisualServer.xml:1864 msgid "Removes a mesh's surface." -msgstr "设置网格表面的材质。" +msgstr "移除网格的表面。" -#: doc/classes/VisualServer.xml:1871 -#, fuzzy +#: doc/classes/VisualServer.xml:1872 msgid "Sets a mesh's blend shape count." -msgstr "返回一个网格的混合形状数量。" +msgstr "设置网格的混合形状计数。" -#: doc/classes/VisualServer.xml:1879 +#: doc/classes/VisualServer.xml:1880 msgid "Sets a mesh's blend shape mode." msgstr "设置网格的混合形状模式。" -#: doc/classes/VisualServer.xml:1887 +#: doc/classes/VisualServer.xml:1888 msgid "Sets a mesh's custom aabb." msgstr "设置网格的自定义 AABB。" -#: doc/classes/VisualServer.xml:1895 -#, fuzzy +#: doc/classes/VisualServer.xml:1896 msgid "Returns a mesh's surface's aabb." -msgstr "返回网格表面的材质。" +msgstr "返回网格表面的 aabb。" -#: doc/classes/VisualServer.xml:1903 -#, fuzzy +#: doc/classes/VisualServer.xml:1904 msgid "Returns a mesh's surface's vertex buffer." -msgstr "返回网格表面的缓冲区数组。" +msgstr "返回网格表面的顶点缓冲区。" -#: doc/classes/VisualServer.xml:1911 -#, fuzzy +#: doc/classes/VisualServer.xml:1912 msgid "Returns a mesh's surface's amount of indices." -msgstr "返回网格表面的材质。" +msgstr "返回网格的表面的索引数量。" -#: doc/classes/VisualServer.xml:1919 -#, fuzzy +#: doc/classes/VisualServer.xml:1920 msgid "Returns a mesh's surface's amount of vertices." -msgstr "返回网格表面的材质。" +msgstr "返回网格表面的顶点数量。" -#: doc/classes/VisualServer.xml:1927 +#: doc/classes/VisualServer.xml:1928 msgid "Returns a mesh's surface's buffer arrays." msgstr "返回网格表面的缓冲区数组。" -#: doc/classes/VisualServer.xml:1935 +#: doc/classes/VisualServer.xml:1936 msgid "Returns a mesh's surface's arrays for blend shapes." msgstr "返回网格表面的混合形状数组。" -#: doc/classes/VisualServer.xml:1943 -#, fuzzy +#: doc/classes/VisualServer.xml:1944 msgid "Returns the format of a mesh's surface." -msgstr "返回图块形状的偏移量。" +msgstr "返回网格表面的格式。" -#: doc/classes/VisualServer.xml:1953 +#: doc/classes/VisualServer.xml:1954 msgid "Function is unused in Godot 3.x." msgstr "这个函数在 Godot 3.x 中未使用。" -#: doc/classes/VisualServer.xml:1970 -#, fuzzy +#: doc/classes/VisualServer.xml:1971 msgid "Returns a mesh's surface's index buffer." -msgstr "返回网格表面的缓冲区数组。" +msgstr "返回网格表面的索引缓冲区。" -#: doc/classes/VisualServer.xml:1978 +#: doc/classes/VisualServer.xml:1979 msgid "Returns a mesh's surface's material." msgstr "返回网格表面的材质。" -#: doc/classes/VisualServer.xml:1986 -#, fuzzy +#: doc/classes/VisualServer.xml:1987 msgid "Returns the primitive type of a mesh's surface." -msgstr "返回着色器的参数。" +msgstr "返回网格表面的基本网格类型。" -#: doc/classes/VisualServer.xml:1994 -#, fuzzy +#: doc/classes/VisualServer.xml:1995 msgid "Returns the aabb of a mesh's surface's skeleton." -msgstr "返回网格表面的材质。" +msgstr "返回网格表面骨架的 aabb。" -#: doc/classes/VisualServer.xml:2003 +#: doc/classes/VisualServer.xml:2004 msgid "Sets a mesh's surface's material." msgstr "设置网格表面的材质。" -#: doc/classes/VisualServer.xml:2013 +#: doc/classes/VisualServer.xml:2014 msgid "" "Updates a specific region of a vertex buffer for the specified surface. " "Warning: this function alters the vertex buffer directly with no safety " @@ -77811,16 +77967,18 @@ msgstr "" "更新指定曲面的顶点缓冲区的一个特定区域。警告:这个函数直接改变了顶点缓冲区," "没有安全机制,你很容易破坏你的网格。" -#: doc/classes/VisualServer.xml:2024 +#: doc/classes/VisualServer.xml:2025 msgid "" "Allocates space for the multimesh data. Format parameters determine how the " "data will be stored by OpenGL. See [enum MultimeshTransformFormat], [enum " "MultimeshColorFormat], and [enum MultimeshCustomDataFormat] for usage. " "Equivalent to [member MultiMesh.instance_count]." msgstr "" +"为多网格数据分配空间。格式参数决定了 OpenGL 如何存储数据。有关用法,请参阅 " +"[enum MultimeshTransformFormat]、[enum MultimeshColorFormat] 和 [enum " +"MultimeshCustomDataFormat]。相当于 [member MultiMesh.instance_count]。" -#: doc/classes/VisualServer.xml:2030 -#, fuzzy +#: doc/classes/VisualServer.xml:2031 msgid "" "Creates a new multimesh on the VisualServer and returns an [RID] handle. " "This RID will be used in all [code]multimesh_*[/code] VisualServer " @@ -77830,13 +77988,14 @@ msgid "" "To place in a scene, attach this multimesh to an instance using [method " "instance_set_base] using the returned RID." msgstr "" -"在RenderingServer上创建一个新的multimesh并返回一个[RID]句柄。这个RID将在所有" -"[code]multimesh_*[/code] RenderingServer函数中使用。\n" -"你可以使用RenderingServer的[method free_rid]静态方法释放RID。\n" -"要放置在一个场景中,使用返回的RID用[method instance_set_base]将这个multimesh" -"附加到一个实例上。" +"在 VisualServer 上创建一个新的多网格并返回一个 [RID] 句柄。此 RID 可用于所有 " +"[code]multimesh_*[/code] VisualServer 函数。\n" +"完成 RID 处理后,可使用 VisualServer 的 [method free_rid] 静态方法释放 " +"RID。\n" +"要放置在场景中,请使用返回的 RID 使用 [method instance_set_base] 将此多网格附" +"加到实例。" -#: doc/classes/VisualServer.xml:2039 +#: doc/classes/VisualServer.xml:2040 msgid "" "Calculates and returns the axis-aligned bounding box that encloses all " "instances within the multimesh." @@ -77844,44 +78003,44 @@ msgstr "" "计算并返回轴对齐的边界框(包围盒),该边界框(包围盒)将所有的实例都包含在" "multimesh中。" -#: doc/classes/VisualServer.xml:2046 +#: doc/classes/VisualServer.xml:2047 msgid "Returns the number of instances allocated for this multimesh." msgstr "返回分配给这个multimesh的实例的数量。" -#: doc/classes/VisualServer.xml:2053 +#: doc/classes/VisualServer.xml:2054 msgid "" "Returns the RID of the mesh that will be used in drawing this multimesh." msgstr "返回用于绘制此multimesh的RID。" -#: doc/classes/VisualServer.xml:2060 +#: doc/classes/VisualServer.xml:2061 msgid "Returns the number of visible instances for this multimesh." msgstr "返回此multimesh的可见实例数。" -#: doc/classes/VisualServer.xml:2068 +#: doc/classes/VisualServer.xml:2069 msgid "Returns the color by which the specified instance will be modulated." msgstr "返回指定实例将被调制的颜色。" -#: doc/classes/VisualServer.xml:2076 +#: doc/classes/VisualServer.xml:2077 msgid "Returns the custom data associated with the specified instance." msgstr "返回与指定实例相关的自定义数据。" -#: doc/classes/VisualServer.xml:2084 +#: doc/classes/VisualServer.xml:2085 msgid "Returns the [Transform] of the specified instance." msgstr "返回指定实例的[Transform]。" -#: doc/classes/VisualServer.xml:2092 +#: doc/classes/VisualServer.xml:2093 msgid "" "Returns the [Transform2D] of the specified instance. For use when the " "multimesh is set to use 2D transforms." msgstr "返回指定实例的 [Transform2D]。只在multimesh设置为使用 2D 变换时使用。" -#: doc/classes/VisualServer.xml:2101 +#: doc/classes/VisualServer.xml:2102 msgid "" "Sets the color by which this instance will be modulated. Equivalent to " "[method MultiMesh.set_instance_color]." msgstr "设置这个实例的调制颜色。等同于[method MultiMesh.set_instance_color]。" -#: doc/classes/VisualServer.xml:2110 +#: doc/classes/VisualServer.xml:2111 msgid "" "Sets the custom data for this instance. Custom data is passed as a [Color], " "but is interpreted as a [code]vec4[/code] in the shader. Equivalent to " @@ -77890,14 +78049,14 @@ msgstr "" "为这个实例设置自定义数据。自定义数据以[Color]的形式传递,但在着色器中会被解释" "为[code]vec4[/code]。等同于[method MultiMesh.set_instance_custom_data]。" -#: doc/classes/VisualServer.xml:2119 +#: doc/classes/VisualServer.xml:2120 msgid "" "Sets the [Transform] for this instance. Equivalent to [method MultiMesh." "set_instance_transform]." msgstr "" "设置此实例的 [Transform]。相当于[method MultiMesh.set_instance_transform]。" -#: doc/classes/VisualServer.xml:2128 +#: doc/classes/VisualServer.xml:2129 msgid "" "Sets the [Transform2D] for this instance. For use when multimesh is used in " "2D. Equivalent to [method MultiMesh.set_instance_transform_2d]." @@ -77905,7 +78064,7 @@ msgstr "" "为此实例设置 [Transform2D]。用于在 2D 中使用multimesh时。相当于[method " "MultiMesh.set_instance_transform_2d]。" -#: doc/classes/VisualServer.xml:2136 +#: doc/classes/VisualServer.xml:2137 msgid "" "Sets all data related to the instances in one go. This is especially useful " "when loading the data from disk or preparing the data from GDNative.\n" @@ -77919,14 +78078,24 @@ msgid "" "(4 bytes as is) and [code]COLOR_FLOAT[/code] / [code]CUSTOM_DATA_FLOAT[/" "code] is stored as 4 floats." msgstr "" +"一次性设置所有与实例相关的数据。这在从磁盘加载数据或从GDNative准备数据时特别" +"有用。\n" +"\n" +"所有的数据都被打包在一个大型浮点数组中。一个数组可能看起来像这样: 实例1的变" +"换,实例1的颜色数据,实例1的自定义数据,实例2的变换,实例2的颜色数据,等" +"等。\n" +"\n" +"[Transform]存储为12个浮点数,[Transform2D]存储为8个浮点数,[code]COLOR_8BIT[/" +"code] / [code]CUSTOM_DATA_8BIT[/code]存储为1个浮点数(按4字节)," +"[code]COLOR_FLOAT[/code] / [code]CUSTOM_DATA_FLOAT[/code] 存储为4个浮点数。" -#: doc/classes/VisualServer.xml:2148 +#: doc/classes/VisualServer.xml:2149 msgid "" "Sets the mesh to be drawn by the multimesh. Equivalent to [member MultiMesh." "mesh]." msgstr "设置Multimesh所要绘制的网格。等同于 [member MultiMesh.mesh]。" -#: doc/classes/VisualServer.xml:2156 +#: doc/classes/VisualServer.xml:2157 msgid "" "Sets the number of instances visible at a given time. If -1, all instances " "that have been allocated are drawn. Equivalent to [member MultiMesh." @@ -77935,8 +78104,7 @@ msgstr "" "设置在给定时间内可见的实例的数量。如果是-1,所有被分配的实例都会被画出来。等" "同于[member MultiMesh.visible_instance_count]。" -#: doc/classes/VisualServer.xml:2162 -#, fuzzy +#: doc/classes/VisualServer.xml:2163 msgid "" "Creates a new omni light and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID can be used in most [code]light_*[/" @@ -77946,14 +78114,14 @@ msgid "" "To place in a scene, attach this omni light to an instance using [method " "instance_set_base] using the returned RID." msgstr "" -"创建一个新的泛光灯并把它添加到RenderingServer中。它可以通过返回的RID被访问。" -"这个RID可以在大多数[code]light_*[/code] RenderingServer函数中使用。\n" -"你可以使用RenderingServer的[method free_rid]静态方法释放RID。\n" -"为了在场景中放置,使用返回的RID,用[method instance_set_base]把这个泛光灯附加" -"到一个实例上。" +"创建一个新的泛光灯并将其添加到 VisualServer。可以使用返回的 RID 访问它。此 " +"RID 可用于大多数 [code]light_*[/code] VisualServer 函数。\n" +"完成 RID 处理后,可使用 VisualServer 的 [method free_rid] 静态方法释放 " +"RID。\n" +"要放置在场景中,请使用返回的 RID 使用 [method instance_set_base] 将此泛光灯附" +"加到实例。" -#: doc/classes/VisualServer.xml:2170 -#, fuzzy +#: doc/classes/VisualServer.xml:2171 msgid "" "Creates a particle system and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID will be used in all " @@ -77963,32 +78131,30 @@ msgid "" "To place in a scene, attach these particles to an instance using [method " "instance_set_base] using the returned RID." msgstr "" -"创建一个粒子系统并将其添加到RenderingServer。它可以通过返回的RID被访问。这个" -"RID将在所有的[code]particles_*[/code] RenderingServer函数中使用。\n" -"你可以使用RenderingServer的[method free_rid]静态方法释放RID。\n" -"要放置在场景中,使用返回的RID,用[method instance_set_base]将这些粒子附加到一" -"个实例上。" +"创建一个粒子系统并将其添加到 VisualServer。可以使用返回的 RID 访问它。此 RID " +"可用于所有 [code]particles_*[/code] VisualServer 函数。\n" +"完成 RID 后,可使用 VisualServer 的 [method free_rid] 静态方法释放 RID。\n" +"要放置在场景中,请使用返回的 RID 使用 [method instance_set_base] 将这些粒子附" +"加到实例。" -#: doc/classes/VisualServer.xml:2179 -#, fuzzy +#: doc/classes/VisualServer.xml:2180 msgid "" "Calculates and returns the axis-aligned bounding box that contains all the " "particles. Equivalent to [method Particles.capture_aabb]." msgstr "" -"计算并返回包含所有粒子的轴对齐边界框。相当于 [method GPUParticles3D." -"capture_aabb]。" +"计算并返回包含所有粒子的轴对齐边界框。相当于[method Particles.capture_aabb]。" -#: doc/classes/VisualServer.xml:2186 +#: doc/classes/VisualServer.xml:2187 msgid "Returns [code]true[/code] if particles are currently set to emitting." msgstr "如果当前粒子被设置发射,则返回[code]true[/code]。" -#: doc/classes/VisualServer.xml:2193 +#: doc/classes/VisualServer.xml:2194 msgid "" "Returns [code]true[/code] if particles are not emitting and particles are " "set to inactive." msgstr "如果粒子没有发射并且粒子设置为非活动状态,则返回 [code]true[/code]。" -#: doc/classes/VisualServer.xml:2200 +#: doc/classes/VisualServer.xml:2201 msgid "" "Add particle system to list of particle systems that need to be updated. " "Update will take place on the next frame, or on the next call to [method " @@ -77999,158 +78165,140 @@ msgstr "" "instances_cull_aabb]、[method instances_cull_convex] 或 [method " "instances_cull_ray] 时进行。" -#: doc/classes/VisualServer.xml:2207 -#, fuzzy +#: doc/classes/VisualServer.xml:2208 msgid "" "Reset the particles on the next update. Equivalent to [method Particles." "restart]." -msgstr "在下次更新时重置粒子。相当于[method GPUParticles3D.restart]。" +msgstr "在下次更新时重置粒子。相当于[method Particles.restart]。" -#: doc/classes/VisualServer.xml:2215 -#, fuzzy +#: doc/classes/VisualServer.xml:2216 msgid "" "Sets the number of particles to be drawn and allocates the memory for them. " "Equivalent to [member Particles.amount]." msgstr "" -"设置要绘制的粒子数并为它们分配内存。相当于[member GPUParticles3D.amount]。" +"设置要绘制的粒子的数量,并为其分配内存。相当于[member Particles.amount]。" -#: doc/classes/VisualServer.xml:2223 -#, fuzzy +#: doc/classes/VisualServer.xml:2224 msgid "" "Sets a custom axis-aligned bounding box for the particle system. Equivalent " "to [member Particles.visibility_aabb]." msgstr "" -"为粒子系统设置自定义轴对齐边界框。相当于[member GPUParticles3D." -"visibility_aabb]。" +"为粒子系统设置自定义轴对齐边界框。相当于 [member Particles.visibility_aabb]。" -#: doc/classes/VisualServer.xml:2231 -#, fuzzy +#: doc/classes/VisualServer.xml:2232 msgid "" "Sets the draw order of the particles to one of the named enums from [enum " "ParticlesDrawOrder]. See [enum ParticlesDrawOrder] for options. Equivalent " "to [member Particles.draw_order]." msgstr "" -"将粒子的绘制顺序设置为 [enum ParticlesDrawOrder] 中的命名枚举之一。有关选项," -"请参阅 [enum ParticlesDrawOrder]。相当于[member GPUParticles3D.draw_order]。" +"将粒子的绘制顺序设置为 [enum ParticlesDrawOrder] 中的枚举之一。有关选项,请参" +"阅 [enum ParticlesDrawOrder]。相当于 [member Particles.draw_order]。" -#: doc/classes/VisualServer.xml:2240 -#, fuzzy +#: doc/classes/VisualServer.xml:2241 msgid "" "Sets the mesh to be used for the specified draw pass. Equivalent to [member " "Particles.draw_pass_1], [member Particles.draw_pass_2], [member Particles." "draw_pass_3], and [member Particles.draw_pass_4]." msgstr "" -"设置用于指定绘制通道的网格。相当于[member GPUParticles3D.draw_pass_1]、" -"[member GPUParticles3D.draw_pass_2]、[member GPUParticles3D.draw_pass_3] 和 " -"[member GPUParticles3D.draw_pass_4]。" +"设置用于指定绘制通道的网格。相当于 [member Particles.draw_pass_1]、[member " +"Particles.draw_pass_2]、[member Particles.draw_pass_3] 和 [member Particles." +"draw_pass_4]。" -#: doc/classes/VisualServer.xml:2248 -#, fuzzy +#: doc/classes/VisualServer.xml:2249 msgid "" "Sets the number of draw passes to use. Equivalent to [member Particles." "draw_passes]." -msgstr "设置要使用的绘制次数。等同于[member GPUParticles3D.draw_passes]。" +msgstr "设置要使用的绘制通道数。相当于 [member Particles.draw_passes]。" -#: doc/classes/VisualServer.xml:2256 +#: doc/classes/VisualServer.xml:2257 msgid "" "Sets the [Transform] that will be used by the particles when they first emit." msgstr "设置粒子首次发射时将使用的 [Transform]。" -#: doc/classes/VisualServer.xml:2264 -#, fuzzy +#: doc/classes/VisualServer.xml:2265 msgid "" "If [code]true[/code], particles will emit over time. Setting to false does " "not reset the particles, but only stops their emission. Equivalent to " "[member Particles.emitting]." msgstr "" -"如果 [code]true[/code],粒子会随着时间发射。设置为 false 不会重置粒子,而只会" -"停止它们的发射。等效于 [member GPUParticles3D.Emitting]。" +"如果[code]true[/code],粒子会随着时间的推移而发射出来。设置为false不会重置粒" +"子,而只是停止其发射。相当于[member Particles.emitting]。" -#: doc/classes/VisualServer.xml:2272 -#, fuzzy +#: doc/classes/VisualServer.xml:2273 msgid "" "Sets the explosiveness ratio. Equivalent to [member Particles.explosiveness]." -msgstr "设置爆炸率。相当于[member GPUParticles3D.explosiveness]。" +msgstr "设置爆炸率。相当于[member Particles.explosiveness]。" -#: doc/classes/VisualServer.xml:2280 -#, fuzzy +#: doc/classes/VisualServer.xml:2281 msgid "" "Sets the frame rate that the particle system rendering will be fixed to. " "Equivalent to [member Particles.fixed_fps]." -msgstr "设置粒子系统渲染的帧速率。相当于[member GPUParticles3D.fixed_fps]。" +msgstr "设置粒子系统渲染的固定帧率。相当于[member Particles.fixed_fps]。" -#: doc/classes/VisualServer.xml:2288 -#, fuzzy +#: doc/classes/VisualServer.xml:2289 msgid "" "If [code]true[/code], uses fractional delta which smooths the movement of " "the particles. Equivalent to [member Particles.fract_delta]." msgstr "" "如果 [code]true[/code],则使用分数增量来平滑粒子的运动。相当于 [member " -"GPUParticles3D.fract_delta]。" +"Particles.fract_delta]。" -#: doc/classes/VisualServer.xml:2296 -#, fuzzy +#: doc/classes/VisualServer.xml:2297 msgid "" "Sets the lifetime of each particle in the system. Equivalent to [member " "Particles.lifetime]." -msgstr "设置系统中每个粒子的寿命。等同于[member GPUParticles3D.lifetime]。" +msgstr "设置系统中每个粒子的寿命。相当于 [member Particles.lifetime]。" -#: doc/classes/VisualServer.xml:2304 -#, fuzzy +#: doc/classes/VisualServer.xml:2305 msgid "" "If [code]true[/code], particles will emit once and then stop. Equivalent to " "[member Particles.one_shot]." msgstr "" -"如果 [code]true[/code],粒子将发射一次然后停止。相当于[member GPUParticles3D." +"如果 [code]true[/code],粒子将发射一次然后停止。相当于 [member Particles." "one_shot]。" -#: doc/classes/VisualServer.xml:2312 -#, fuzzy +#: doc/classes/VisualServer.xml:2313 msgid "" "Sets the preprocess time for the particles' animation. This lets you delay " "starting an animation until after the particles have begun emitting. " "Equivalent to [member Particles.preprocess]." msgstr "" -"设置粒子动画的预处理时间。这可以让你延迟启动动画,直到粒子开始发射之后。等同" -"于[member GPUParticles3D.preprocess]。" +"设置粒子动画的预处理时间。这使您可以延迟启动动画,直到粒子开始发射。相当于" +"[member Particles.preprocess]。" -#: doc/classes/VisualServer.xml:2320 -#, fuzzy +#: doc/classes/VisualServer.xml:2321 msgid "" "Sets the material for processing the particles.\n" "[b]Note:[/b] This is not the material used to draw the materials. Equivalent " "to [member Particles.process_material]." msgstr "" -"设置用于处理粒子的材质。注意:这不是用于绘制材质的材质。等同于[member " -"GPUParticles3D.process_material]。" +"设置用于处理粒子的材质。\n" +"[b]注意:[/b] 这不是用于绘制材质的材质。相当于[member Particles." +"process_material]。" -#: doc/classes/VisualServer.xml:2329 -#, fuzzy +#: doc/classes/VisualServer.xml:2330 msgid "" "Sets the emission randomness ratio. This randomizes the emission of " "particles within their phase. Equivalent to [member Particles.randomness]." msgstr "" -"设置发射随机性比率。这可以随机化粒子的发射。等同于[member GPUParticles3D." +"设置发射随机率。这将随机化粒子在其相位内的发射。相当于 [member Particles." "randomness]。" -#: doc/classes/VisualServer.xml:2337 -#, fuzzy +#: doc/classes/VisualServer.xml:2338 msgid "" "Sets the speed scale of the particle system. Equivalent to [member Particles." "speed_scale]." -msgstr "设置粒子系统的速度比例。相当于[member GPUParticles3D.speed_scale]。" +msgstr "设置粒子系统的速度缩放。相当于 [member Particles.speed_scale]。" -#: doc/classes/VisualServer.xml:2345 -#, fuzzy +#: doc/classes/VisualServer.xml:2346 msgid "" "If [code]true[/code], particles use local coordinates. If [code]false[/code] " "they use global coordinates. Equivalent to [member Particles.local_coords]." msgstr "" -"如果[code]true[/code],粒子使用局部坐标。如果[code]false[/code],它们使用全局" -"坐标。相当于[member GPUParticles3D.local_coords]。" +"如果 [code]true[/code],粒子使用局部坐标。如果 [code]false[/code] 其使用全局" +"坐标。相当于 [member Particles.local_coords]。" -#: doc/classes/VisualServer.xml:2351 -#, fuzzy +#: doc/classes/VisualServer.xml:2352 msgid "" "Creates a reflection probe and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID will be used in all " @@ -78160,22 +78308,21 @@ msgid "" "To place in a scene, attach this reflection probe to an instance using " "[method instance_set_base] using the returned RID." msgstr "" -"创建一个反射探针并将其添加到RenderingServer中。它可以通过返回的RID被访问。这" -"个RID将在所有[code]reflection_probe_*[/code] RenderingServer函数中使用。\n" -"你可以使用RenderingServer的[method free_rid]静态方法释放RID。\n" -"为了放置在场景中,使用返回的RID,用[method instance_set_base]将这个反射探针附" -"加到一个实例上。" +"创建一个反射探针并将其添加到VisualServer中。可以用返回的RID来访问它。这个RID" +"可用于所有[code]reflection_probe_*[/code] VisualServer函数。\n" +"一旦完成了RID处理,可使用VisualServer的[method free_rid]静态方法释放RID。\n" +"要在场景中放置,使用返回的RID,用[method instance_set_base]将这个反射探针附加" +"到一个实例上。" -#: doc/classes/VisualServer.xml:2361 -#, fuzzy +#: doc/classes/VisualServer.xml:2362 msgid "" "If [code]true[/code], reflections will ignore sky contribution. Equivalent " "to [member ReflectionProbe.interior_enable]." msgstr "" -"如果 [code]true[/code],反射将忽略天空因素。等效于 [member ReflectionProbe." -"interior]。" +"如果[code]true[/code],反射将忽略天空的贡献。相当于[member ReflectionProbe." +"internal_enable]。" -#: doc/classes/VisualServer.xml:2369 +#: doc/classes/VisualServer.xml:2370 msgid "" "Sets the render cull mask for this reflection probe. Only instances with a " "matching cull mask will be rendered by this probe. Equivalent to [member " @@ -78184,7 +78331,7 @@ msgstr "" "为这个反射探针设置渲染遮蔽。只有具有匹配的遮蔽罩的实例才会被这个探针渲染。等" "同于[member ReflectionProbe.cull_mask]。" -#: doc/classes/VisualServer.xml:2377 +#: doc/classes/VisualServer.xml:2378 msgid "" "If [code]true[/code], uses box projection. This can make reflections look " "more correct in certain situations. Equivalent to [member ReflectionProbe." @@ -78193,7 +78340,7 @@ msgstr "" "如果 [code]true[/code],则使用箱体投影。这可以使反射在某些情况下看起来更正" "确。相当于 [member ReflectionProbe.box_projection]。" -#: doc/classes/VisualServer.xml:2385 +#: doc/classes/VisualServer.xml:2386 msgid "" "If [code]true[/code], computes shadows in the reflection probe. This makes " "the reflection much slower to compute. Equivalent to [member ReflectionProbe." @@ -78202,14 +78349,14 @@ msgstr "" "如果 [code]true[/code],计算反射探针中的阴影。这会使得反射的计算速度慢得多。" "相当于 [member ReflectionProbe.enable_shadows]。" -#: doc/classes/VisualServer.xml:2393 +#: doc/classes/VisualServer.xml:2394 msgid "" "Sets the size of the area that the reflection probe will capture. Equivalent " "to [member ReflectionProbe.extents]." msgstr "" -"设置反射探头将捕获的区域的大小。等效于 [member ReflectionProbe.extents]。" +"设置反射探针将捕获的区域的大小。等效于 [member ReflectionProbe.extents]。" -#: doc/classes/VisualServer.xml:2401 +#: doc/classes/VisualServer.xml:2402 msgid "" "Sets the intensity of the reflection probe. Intensity modulates the strength " "of the reflection. Equivalent to [member ReflectionProbe.intensity]." @@ -78217,34 +78364,35 @@ msgstr "" "设置反射探针的强度。强度调节反射的强度。等效于 [member ReflectionProbe." "intensity]。" -#: doc/classes/VisualServer.xml:2409 -#, fuzzy +#: doc/classes/VisualServer.xml:2410 msgid "" "Sets the ambient light color for this reflection probe when set to interior " "mode. Equivalent to [member ReflectionProbe.interior_ambient_color]." msgstr "" -"设置当此反射探针处于框项目模式时要使用的源偏移。相当于[member " -"ReflectionProbe.origin_offset]。" +"设置为内部模式时,为此反射探针设置环境光颜色。相当于[member ReflectionProbe." +"interior_ambient_color]。" -#: doc/classes/VisualServer.xml:2417 -#, fuzzy +#: doc/classes/VisualServer.xml:2418 msgid "" "Sets the energy multiplier for this reflection probes ambient light " "contribution when set to interior mode. Equivalent to [member " "ReflectionProbe.interior_ambient_energy]." msgstr "" -"设置反射探针的强度。强度调节反射的强度。等效于 [member ReflectionProbe." -"intensity]。" +"当设置为内部模式时,设置此反射探针环境光贡献的能量乘数。相当于[member " +"ReflectionProbe.interior_ambient_energy]。" -#: doc/classes/VisualServer.xml:2425 +#: doc/classes/VisualServer.xml:2426 msgid "" "Sets the contribution value for how much the reflection affects the ambient " "light for this reflection probe when set to interior mode. Useful so that " "ambient light matches the color of the room. Equivalent to [member " "ReflectionProbe.interior_ambient_contrib]." msgstr "" +"设置贡献值,即当设置为内部模式时,反射对该反射探针的环境光的影响程度。这样可" +"以使环境光与房间的颜色一致。相当于 [member ReflectionProbe." +"interior_ambient_contrib]。" -#: doc/classes/VisualServer.xml:2433 +#: doc/classes/VisualServer.xml:2434 msgid "" "Sets the max distance away from the probe an object can be before it is " "culled. Equivalent to [member ReflectionProbe.max_distance]." @@ -78252,7 +78400,7 @@ msgstr "" "设置物体在被删除前与探针的最大距离。等同于[member ReflectionProbe." "max_distance]。" -#: doc/classes/VisualServer.xml:2441 +#: doc/classes/VisualServer.xml:2442 msgid "" "Sets the origin offset to be used when this reflection probe is in box " "project mode. Equivalent to [member ReflectionProbe.origin_offset]." @@ -78260,15 +78408,15 @@ msgstr "" "设置当此反射探针处于框项目模式时要使用的源偏移。相当于[member " "ReflectionProbe.origin_offset]。" -#: doc/classes/VisualServer.xml:2449 +#: doc/classes/VisualServer.xml:2450 msgid "" "Sets how often the reflection probe updates. Can either be once or every " "frame. See [enum ReflectionProbeUpdateMode] for options." msgstr "" -"设置反射探针的更新频率。可以是一次,也可以是每一帧。参见[enum " +"设置反射探针的更新频率。可以是一次,也可以是每一帧。参阅[enum " "ReflectionProbeUpdateMode]选项。" -#: doc/classes/VisualServer.xml:2458 +#: doc/classes/VisualServer.xml:2459 msgid "" "Schedules a callback to the corresponding named [code]method[/code] on " "[code]where[/code] after a frame has been drawn.\n" @@ -78279,8 +78427,7 @@ msgstr "" "code]。\n" "回调方法必须只使用1个参数,它将与[code]userdata[/code]一起被调用。" -#: doc/classes/VisualServer.xml:2465 -#, fuzzy +#: doc/classes/VisualServer.xml:2466 msgid "" "Creates a scenario and adds it to the VisualServer. It can be accessed with " "the RID that is returned. This RID will be used in all [code]scenario_*[/" @@ -78289,22 +78436,23 @@ msgid "" "VisualServer's [method free_rid] static method.\n" "The scenario is the 3D world that all the visual instances exist in." msgstr "" -"创建一个场景并将其添加到RenderingServer中。它可以通过返回的RID被访问。这个RID" -"将在所有[code]scenario_*[/code] RenderingServer函数中使用。\n" -"你可以使用RenderingServer的[method free_rid]静态方法释放RID。\n" +"创建一个场景并将其添加到VisualServer中。它可以通过返回的RID进行访问。这个RID" +"可在所有[code]scenario_*[/code]VisualServer函数中使用。\n" +"一旦完成了对RID的处理,可使用VisualServer的[method free_rid]静态方法释放" +"RID。\n" "场景是所有视觉实例所存在的三维世界。" -#: doc/classes/VisualServer.xml:2475 +#: doc/classes/VisualServer.xml:2476 msgid "" "Sets the [enum ScenarioDebugMode] for this scenario. See [enum " "ScenarioDebugMode] for options." msgstr "设置该场景的[enum ScenarioDebugMode]。" -#: doc/classes/VisualServer.xml:2483 +#: doc/classes/VisualServer.xml:2484 msgid "Sets the environment that will be used with this scenario." msgstr "设置将用于此场景的环境。" -#: doc/classes/VisualServer.xml:2491 +#: doc/classes/VisualServer.xml:2492 msgid "" "Sets the fallback environment to be used by this scenario. The fallback " "environment is used if no environment is set. Internally, this is used by " @@ -78313,13 +78461,13 @@ msgstr "" "设置此方案所使用的后备环境。如果没有设置环境,则使用后备环境。这被编辑器用来" "提供一个默认环境。" -#: doc/classes/VisualServer.xml:2500 +#: doc/classes/VisualServer.xml:2501 msgid "" "Sets the size of the reflection atlas shared by all reflection probes in " "this scenario." -msgstr "" +msgstr "设置此场景中所有反射探针共享的反射图集的大小。" -#: doc/classes/VisualServer.xml:2510 +#: doc/classes/VisualServer.xml:2511 msgid "" "Sets a boot image. The color defines the background color. If [code]scale[/" "code] is [code]true[/code], the image will be scaled to fit the screen size. " @@ -78332,33 +78480,34 @@ msgstr "" "code],图像将以线性插值进行缩放。如果[code]use_filter[/code]是[code]false[/" "code],图像将以近邻插值的方式缩放。" -#: doc/classes/VisualServer.xml:2517 +#: doc/classes/VisualServer.xml:2518 msgid "" "If [code]true[/code], the engine will generate wireframes for use with the " "wireframe debug mode." msgstr "如果 [code]true[/code],引擎将生成用于线框调试模式的线框。" -#: doc/classes/VisualServer.xml:2524 +#: doc/classes/VisualServer.xml:2525 msgid "" "Sets the default clear color which is used when a specific clear color has " "not been selected." msgstr "设置未选择特定透明色时使用的默认透明色。" -#: doc/classes/VisualServer.xml:2531 +#: doc/classes/VisualServer.xml:2532 msgid "" "Sets the scale to apply to the passage of time for the shaders' [code]TIME[/" "code] builtin.\n" "The default value is [code]1.0[/code], which means [code]TIME[/code] will " "count the real time as it goes by, without narrowing or stretching it." msgstr "" +"设置应用于着色器 [code]TIME[/code] 内置时间流逝的比例。\n" +"默认值是[code]1.0[/code],表示[code]TIME[/code]会随着时间的推移计算实时时间," +"不会缩小或拉伸它。" -#: doc/classes/VisualServer.xml:2539 -#, fuzzy +#: doc/classes/VisualServer.xml:2540 msgid "Enables or disables occlusion culling." -msgstr "启用或禁用画布灯。" +msgstr "启用或禁用遮挡剔除。" -#: doc/classes/VisualServer.xml:2545 -#, fuzzy +#: doc/classes/VisualServer.xml:2546 msgid "" "Creates an empty shader and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID will be used in all [code]shader_*[/" @@ -78366,52 +78515,51 @@ msgid "" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" -"创建一个空的着色器并将其添加到 RenderingServer。可以使用返回的 RID 访问它。" -"此 RID 将用于所有 [code]shader_*[/code] RenderingServer 函数。\n" -"你可以使用 RenderingServer 的 [method free_rid] 静态方法释放 RID。" +"创建一个空的着色器并将其添加到 VisualServer。可以使用返回的 RID 访问它。此 " +"RID 可用于所有 [code]shader_*[/code] VisualServer 函数。\n" +"完成 RID 处理后,可使用 VisualServer 的 [method free_rid] 静态方法释放 RID。" -#: doc/classes/VisualServer.xml:2553 +#: doc/classes/VisualServer.xml:2554 msgid "Returns a shader's code." msgstr "返回着色器的代码。" -#: doc/classes/VisualServer.xml:2561 +#: doc/classes/VisualServer.xml:2562 msgid "Returns a default texture from a shader searched by name." msgstr "从按名称搜索的着色器中返回一个默认纹理。" -#: doc/classes/VisualServer.xml:2568 +#: doc/classes/VisualServer.xml:2569 msgid "Returns the parameters of a shader." msgstr "返回着色器的参数。" -#: doc/classes/VisualServer.xml:2576 +#: doc/classes/VisualServer.xml:2577 msgid "Sets a shader's code." msgstr "设置着色器的代码。" -#: doc/classes/VisualServer.xml:2585 +#: doc/classes/VisualServer.xml:2586 msgid "Sets a shader's default texture. Overwrites the texture given by name." msgstr "设置着色器的默认纹理。覆盖以名字命名的纹理。" -#: doc/classes/VisualServer.xml:2594 +#: doc/classes/VisualServer.xml:2595 msgid "Allocates the GPU buffers for this skeleton." msgstr "为这个骨架分配 GPU 缓冲区。" -#: doc/classes/VisualServer.xml:2602 +#: doc/classes/VisualServer.xml:2603 msgid "Returns the [Transform] set for a specific bone of this skeleton." msgstr "返回这个骨架的特定骨骼的[Transform]集合。" -#: doc/classes/VisualServer.xml:2610 +#: doc/classes/VisualServer.xml:2611 msgid "Returns the [Transform2D] set for a specific bone of this skeleton." msgstr "返回此骨架的特定骨骼的[Transform2D]集合。" -#: doc/classes/VisualServer.xml:2619 +#: doc/classes/VisualServer.xml:2620 msgid "Sets the [Transform] for a specific bone of this skeleton." msgstr "设置此骨架特定骨骼的 [Transform]集合。" -#: doc/classes/VisualServer.xml:2628 +#: doc/classes/VisualServer.xml:2629 msgid "Sets the [Transform2D] for a specific bone of this skeleton." msgstr "设置此骨架特定骨骼的 [Transform2D]集合。" -#: doc/classes/VisualServer.xml:2634 -#, fuzzy +#: doc/classes/VisualServer.xml:2635 msgid "" "Creates a skeleton and adds it to the VisualServer. It can be accessed with " "the RID that is returned. This RID will be used in all [code]skeleton_*[/" @@ -78419,16 +78567,15 @@ msgid "" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" -"创建一个骨架并将其添加到RenderingServer中。它可以通过返回的RID被访问。这个RID" -"将被用于所有[code]skeleton_*[/code] RenderingServer函数中。\n" -"你可以使用RenderingServer的[method free_rid]静态方法来释放RID。" +"创建一个骨架并将其添加到VisualServer中。它可以通过返回的RID进行访问。这个RID" +"可用于所有[code]skeleton_*[/code] VisualServer函数。\n" +"一旦完成了对RID的处理,可使用VisualServer的[method free_rid]静态方法释放RID。" -#: doc/classes/VisualServer.xml:2642 +#: doc/classes/VisualServer.xml:2643 msgid "Returns the number of bones allocated for this skeleton." msgstr "返回分配给这个骨架的骨骼数量。" -#: doc/classes/VisualServer.xml:2648 -#, fuzzy +#: doc/classes/VisualServer.xml:2649 msgid "" "Creates an empty sky and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID will be used in all [code]sky_*[/" @@ -78436,17 +78583,15 @@ msgid "" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" -"创建一个空的天空并将其添加到RenderingServer中。它可以通过返回的RID被访问。这" -"个RID将在所有[code]sky_*[/code] RenderingServer函数中使用。\n" -"你可以使用RenderingServer的[method free_rid]静态方法来释放RID。" +"创建一个空的天空并将其添加到VisualServer中。可以用返回的RID来访问它。这个RID" +"可用于所有[code]sky_*[/code] VisualServer函数。\n" +"一旦完成了对RID的处理,可使用VisualServer的[method free_rid]静态方法释放RID。" -#: doc/classes/VisualServer.xml:2658 -#, fuzzy +#: doc/classes/VisualServer.xml:2659 msgid "Sets a sky's texture." -msgstr "设置图块的纹理。" +msgstr "设置天空的纹理。" -#: doc/classes/VisualServer.xml:2664 -#, fuzzy +#: doc/classes/VisualServer.xml:2665 msgid "" "Creates a spot light and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID can be used in most [code]light_*[/" @@ -78456,24 +78601,22 @@ msgid "" "To place in a scene, attach this spot light to an instance using [method " "instance_set_base] using the returned RID." msgstr "" -"创建一个聚光灯并将其添加到RenderingServer中。它可以通过返回的RID被访问。这个" -"RID可以在大多数[code]light_*[/code] RenderingServer函数中使用。\n" -"你可以使用RenderingServer的[method free_rid]静态方法来释放RID。\n" -"为了在场景中放置,使用返回的RID用[method instance_set_base]将这个聚光灯附加到" +"创建一个聚光灯并将其添加到VisualServer中。可以用返回的RID来访问它。这个RID可" +"用于大多数[code]light_*[/code] VisualServer函数。\n" +"一旦完成了对RID的处理,可使用VisualServer的[method free_rid]静态方法释放" +"RID。\n" +"要在场景中放置,请使用返回的RID,用[method instance_set_base]将该聚光灯附加到" "一个实例上。" -#: doc/classes/VisualServer.xml:2685 -#, fuzzy +#: doc/classes/VisualServer.xml:2686 msgid "Allocates the GPU memory for the texture." -msgstr "为这个骨架分配 GPU 缓冲区。" +msgstr "为纹理分配GPU内存。" -#: doc/classes/VisualServer.xml:2693 -#, fuzzy +#: doc/classes/VisualServer.xml:2694 msgid "Binds the texture to a texture slot." -msgstr "将文本向左对齐。" +msgstr "将纹理绑定到纹理槽。" -#: doc/classes/VisualServer.xml:2699 -#, fuzzy +#: doc/classes/VisualServer.xml:2700 msgid "" "Creates an empty texture and adds it to the VisualServer. It can be accessed " "with the RID that is returned. This RID will be used in all [code]texture_*[/" @@ -78481,113 +78624,103 @@ msgid "" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" -"创建一个空材质并将其添加到 RenderingServer。可以使用返回的 RID 访问它。此 " -"RID 将用于所有 [code]material_*[/code] RenderingServer 函数。\n" -"可以使用 RenderingServer 的 [method free_rid] 静态方法释放 RID。" +"创建一个空纹理并将其添加到VisualServer中。可以用返回的RID来访问它。这个RID可" +"用于所有[code]texture_*[/code] VisualServer函数中。\n" +"一旦完成了对RID的处理,可使用VisualServer的[method free_rid]静态方法释放RID。" -#: doc/classes/VisualServer.xml:2708 +#: doc/classes/VisualServer.xml:2709 msgid "" "Creates a texture, allocates the space for an image, and fills in the image." -msgstr "" +msgstr "创建纹理,为图像分配空间,并填充图像。" -#: doc/classes/VisualServer.xml:2714 -#, fuzzy +#: doc/classes/VisualServer.xml:2715 msgid "Returns a list of all the textures and their information." -msgstr "返回[Dictionary]中的值列表。" +msgstr "返回所有纹理及其信息的列表。" -#: doc/classes/VisualServer.xml:2722 +#: doc/classes/VisualServer.xml:2723 msgid "" "Returns a copy of a texture's image unless it's a CubeMap, in which case it " "returns the [RID] of the image at one of the cubes sides." msgstr "" +"返回纹理图像的副本,除非它是 CubeMap,在这种情况下,它返回立方体一侧的图像的 " +"[RID]。" -#: doc/classes/VisualServer.xml:2729 -#, fuzzy +#: doc/classes/VisualServer.xml:2730 msgid "Returns the depth of the texture." -msgstr "返回内容的高度。" +msgstr "返回纹理的深度。" -#: doc/classes/VisualServer.xml:2736 -#, fuzzy +#: doc/classes/VisualServer.xml:2737 msgid "Returns the flags of a texture." -msgstr "返回图块的纹理。" +msgstr "返回一个纹理的标志flags。" -#: doc/classes/VisualServer.xml:2743 -#, fuzzy +#: doc/classes/VisualServer.xml:2744 msgid "Returns the format of the texture's image." -msgstr "返回两个向量的余数。" +msgstr "返回纹理的图像格式。" -#: doc/classes/VisualServer.xml:2750 -#, fuzzy +#: doc/classes/VisualServer.xml:2751 msgid "Returns the texture's height." -msgstr "返回纹理高度。" +msgstr "返回纹理的高度。" -#: doc/classes/VisualServer.xml:2757 -#, fuzzy +#: doc/classes/VisualServer.xml:2758 msgid "Returns the texture's path." -msgstr "返回纹理宽度。" +msgstr "返回纹理的路径。" -#: doc/classes/VisualServer.xml:2764 -#, fuzzy +#: doc/classes/VisualServer.xml:2765 msgid "Returns the opengl id of the texture's image." -msgstr "返回四元数的长度。" +msgstr "返回纹理图像的opengl id。" -#: doc/classes/VisualServer.xml:2771 -#, fuzzy +#: doc/classes/VisualServer.xml:2772 msgid "Returns the type of the texture, can be any of the [enum TextureType]." -msgstr "返回队列中下一个动画的名称。" +msgstr "返回纹理的类型,可以是[enum TextureType]中的任何一种。" -#: doc/classes/VisualServer.xml:2778 -#, fuzzy +#: doc/classes/VisualServer.xml:2779 msgid "Returns the texture's width." -msgstr "返回纹理宽度。" +msgstr "返回纹理的宽度。" -#: doc/classes/VisualServer.xml:2787 +#: doc/classes/VisualServer.xml:2788 msgid "" "Sets the texture's image data. If it's a CubeMap, it sets the image data at " "a cube side." -msgstr "" +msgstr "设置纹理的图像数据。如果是CubeMap,它将设置立方体边上的图像数据。" -#: doc/classes/VisualServer.xml:2803 +#: doc/classes/VisualServer.xml:2804 msgid "" "Sets a part of the data for a texture. Warning: this function calls the " "underlying graphics API directly and may corrupt your texture if used " "improperly." msgstr "" +"设置一个纹理的部分数据。警告:这个函数直接调用底层图形API,如果使用不当可能会" +"破坏你的纹理。" -#: doc/classes/VisualServer.xml:2811 -#, fuzzy +#: doc/classes/VisualServer.xml:2812 msgid "Sets the texture's flags. See [enum TextureFlags] for options." -msgstr "纹理的重复标志。参见[enum TextureFilter]的选项。" +msgstr "设置纹理的标志flags。选项见[enum TextureFlags]。" -#: doc/classes/VisualServer.xml:2819 -#, fuzzy +#: doc/classes/VisualServer.xml:2820 msgid "Sets the texture's path." -msgstr "返回纹理宽度。" +msgstr "设置纹理的路径。" -#: doc/classes/VisualServer.xml:2826 -#, fuzzy +#: doc/classes/VisualServer.xml:2827 msgid "" "If [code]true[/code], sets internal processes to shrink all image data to " "half the size." -msgstr "如果 [code]true[/code],行号显示在文本的左侧。" +msgstr "如果为[code]true[/code],设置内部进程,将所有图像数据缩小到一半大小。" -#: doc/classes/VisualServer.xml:2843 -#, fuzzy +#: doc/classes/VisualServer.xml:2844 msgid "" "If [code]true[/code], the image will be stored in the texture's images array " "if overwritten." -msgstr "如果[code]true[/code],所有警告将被报告为错误。" +msgstr "如果为[code]true[/code],如果被覆盖,图像将存储在纹理的图像数组中。" -#: doc/classes/VisualServer.xml:2851 +#: doc/classes/VisualServer.xml:2852 msgid "Sets a viewport's camera." msgstr "设置视图的相机。" -#: doc/classes/VisualServer.xml:2859 +#: doc/classes/VisualServer.xml:2860 msgid "Sets a viewport's canvas." msgstr "设置视窗的画布。" -#: doc/classes/VisualServer.xml:2868 -#, fuzzy +#: doc/classes/VisualServer.xml:2869 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 " @@ -78608,12 +78741,11 @@ msgid "" "manually. For a further optimization see, [method " "viewport_set_render_direct_to_screen]." msgstr "" -"将视口复制到屏幕上由[code]rect[/code]指定的区域。如果[method " -"viewport_set_render_direct_to_screen]是[code]true[/code],那么视口就不会使用" -"帧缓冲器,视口的内容会直接渲染到屏幕上。然而,请注意,根视口是最后绘制的,因" -"此它将在屏幕上绘制。因此,你必须将根视口设置为一个不覆盖你所附加的这个视口的" -"区域。\n" -"例如,你可以用以下代码将根视口设置为完全不渲染。\n" +"将视窗复制到屏幕上由[code]rect[/code]指定的区域。如果[member Viewport." +"render_direct_to_screen]是[code]true[/code],那么视窗就不会使用帧缓冲器,视窗" +"的内容会直接渲染到屏幕上。然而,请注意,根视窗是最后绘制的,因此它将在屏幕上" +"绘制。因此,你必须将根视口设置为一个不覆盖你所附加的这个视口的区域。\n" +"例如,你可以用以下代码将根视窗设置为完全不渲染。\n" "[codeblock]\n" "func _ready():\n" " get_viewport().set_attach_to_screen_rect(Rect2())\n" @@ -78623,8 +78755,7 @@ msgstr "" "管理你的视口。对于进一步的优化,请看,[method " "viewport_set_render_direct_to_screen]。" -#: doc/classes/VisualServer.xml:2881 -#, fuzzy +#: doc/classes/VisualServer.xml:2882 msgid "" "Creates an empty viewport and adds it to the VisualServer. It can be " "accessed with the RID that is returned. This RID will be used in all " @@ -78632,35 +78763,34 @@ msgid "" "Once finished with your RID, you will want to free the RID using the " "VisualServer's [method free_rid] static method." msgstr "" -"创建一个空的视口并将其添加到RenderingServer。它可以通过返回的RID被访问。这个" -"RID将在所有[code]viewport_*[/code] RenderingServer函数中使用。\n" -"你可以使用RenderingServer的[method free_rid]静态方法释放RID。" +"创建一个空视口并将其添加到VisualServer中。可以用返回的RID来访问它。这个RID将" +"用于所有[code]viewport_*[/code] 的VisualServer函数。\n" +"一旦你用完了RID,你要使用VisualServer的[method free_rid]静态方法释放RID。" -#: doc/classes/VisualServer.xml:2889 -#, fuzzy +#: doc/classes/VisualServer.xml:2890 msgid "Detaches the viewport from the screen." -msgstr "从画布分离视口,反之亦然。" +msgstr "将视窗从屏幕上分离。" -#: doc/classes/VisualServer.xml:2897 +#: doc/classes/VisualServer.xml:2898 msgid "" "Returns a viewport's render information. For options, see the [enum " "ViewportRenderInfo] constants." msgstr "返回视窗的渲染信息。有关选项,请参阅 [enum ViewportRenderInfo] 常量。" -#: doc/classes/VisualServer.xml:2904 +#: doc/classes/VisualServer.xml:2905 msgid "Returns the viewport's last rendered frame." msgstr "返回视窗的最后渲染帧。" -#: doc/classes/VisualServer.xml:2912 +#: doc/classes/VisualServer.xml:2913 msgid "Detaches a viewport from a canvas and vice versa." msgstr "从画布分离视口,反之亦然。" -#: doc/classes/VisualServer.xml:2920 +#: doc/classes/VisualServer.xml:2921 msgid "If [code]true[/code], sets the viewport active, else sets it inactive." msgstr "" "如果 [code]true[/code],则将视窗设置为活动状态,否则将其设置为非活动状态。" -#: doc/classes/VisualServer.xml:2930 +#: doc/classes/VisualServer.xml:2931 msgid "" "Sets the stacking order for a viewport's canvas.\n" "[code]layer[/code] is the actual canvas layer, while [code]sublayer[/code] " @@ -78670,57 +78800,55 @@ msgstr "" "[code]layer[/code]是实际的画布层,而[code]sublayer[/code]则指定画布在同一层中" "的堆叠顺序。" -#: doc/classes/VisualServer.xml:2940 +#: doc/classes/VisualServer.xml:2941 msgid "Sets the transformation of a viewport's canvas." msgstr "设置视窗画布的变换。" -#: doc/classes/VisualServer.xml:2948 +#: doc/classes/VisualServer.xml:2949 msgid "" "Sets the clear mode of a viewport. See [enum ViewportClearMode] for options." msgstr "设置视窗的清除模式。详见[enum ViewportClearMode]。" -#: doc/classes/VisualServer.xml:2956 +#: doc/classes/VisualServer.xml:2957 msgid "" "Sets the debug draw mode of a viewport. See [enum ViewportDebugDraw] for " "options." msgstr "设置视窗的调试绘图模式。详见[enum ViewportDebugDraw]。" -#: doc/classes/VisualServer.xml:2964 -#, fuzzy +#: doc/classes/VisualServer.xml:2965 msgid "If [code]true[/code], a viewport's 3D rendering is disabled." -msgstr "如果 [code]true[/code],则禁用视窗环境的渲染。" +msgstr "如果为 [code]true[/code],则视窗的 3D 渲染将禁用。" -#: doc/classes/VisualServer.xml:2972 +#: doc/classes/VisualServer.xml:2973 msgid "" "If [code]true[/code], rendering of a viewport's environment is disabled." msgstr "如果 [code]true[/code],则禁用视窗环境的渲染。" -#: doc/classes/VisualServer.xml:2980 +#: doc/classes/VisualServer.xml:2981 msgid "Sets the viewport's global transformation matrix." msgstr "设置视窗的全局变换矩阵。" -#: doc/classes/VisualServer.xml:2988 -#, fuzzy +#: doc/classes/VisualServer.xml:2989 msgid "If [code]true[/code], the viewport renders to hdr." -msgstr "如果 [code]true[/code],则不渲染视窗的画布。" +msgstr "如果 [code] true [/code],视窗将呈现为 hdr。" -#: doc/classes/VisualServer.xml:2996 +#: doc/classes/VisualServer.xml:2997 msgid "If [code]true[/code], the viewport's canvas is not rendered." msgstr "如果 [code]true[/code],则不渲染视窗的画布。" -#: doc/classes/VisualServer.xml:3004 +#: doc/classes/VisualServer.xml:3005 msgid "Currently unimplemented in Godot 3.x." msgstr "目前在 Godot 3.x 中未实现。" -#: doc/classes/VisualServer.xml:3012 +#: doc/classes/VisualServer.xml:3013 msgid "Sets the anti-aliasing mode. See [enum ViewportMSAA] for options." msgstr "设置抗锯齿模式。详见[enum ViewportMSAA]。" -#: doc/classes/VisualServer.xml:3020 +#: doc/classes/VisualServer.xml:3021 msgid "Sets the viewport's parent to another viewport." msgstr "设置视窗的父视窗到另一个视窗。" -#: doc/classes/VisualServer.xml:3028 +#: doc/classes/VisualServer.xml:3029 msgid "" "If [code]true[/code], render the contents of the viewport directly to " "screen. This allows a low-level optimization where you can skip drawing a " @@ -78743,7 +78871,7 @@ msgstr "" "个两倍于窗口大小的视口,并且你设置了这个,那么只有适合窗口的部分才会被绘制," "没有自动缩放的可能,即使你的游戏场景明显大于窗口大小。" -#: doc/classes/VisualServer.xml:3036 +#: doc/classes/VisualServer.xml:3037 msgid "" "Sets a viewport's scenario.\n" "The scenario contains information about the [enum ScenarioDebugMode], " @@ -78752,11 +78880,11 @@ msgstr "" "设置一个视窗的场景。\n" "场景包含[enum ScenarioDebugMode]的信息、环境信息、反射图集等。" -#: doc/classes/VisualServer.xml:3046 +#: doc/classes/VisualServer.xml:3047 msgid "Sets the shadow atlas quadrant's subdivision." msgstr "设置阴影图集象限的细分。" -#: doc/classes/VisualServer.xml:3054 +#: doc/classes/VisualServer.xml:3055 msgid "" "Sets the size of the shadow atlas's images (used for omni and spot lights). " "The value will be rounded up to the nearest power of 2." @@ -78764,7 +78892,7 @@ msgstr "" "设置阴影图集的图像大小(用于泛光灯和聚光灯)。该值将被四舍五入到最接近的2的n" "次方。" -#: doc/classes/VisualServer.xml:3062 +#: doc/classes/VisualServer.xml:3063 msgid "" "Sets the sharpening [code]intensity[/code] for the [code]viewport[/code]. If " "set to a value greater than [code]0.0[/code], contrast-adaptive sharpening " @@ -78773,38 +78901,40 @@ msgid "" "[code]0.5[/code] generally give the best results. See also [method " "viewport_set_use_fxaa]." msgstr "" +"为视口[code]viewport[/code]设定锐化强度[code]intensity[/code]。如果设置为大于" +"[code]0.0[/code]的值,对比度适应性锐化将被应用到3D视口中。这具有较低的性能成" +"本,可以用来恢复使用FXAA时损失的一些锐度。一般来说,[code]0.5[/code]左右的值" +"可以得到最好的效果。参阅[method viewport_set_use_fxaa]。" -#: doc/classes/VisualServer.xml:3071 +#: doc/classes/VisualServer.xml:3072 msgid "Sets the viewport's width and height." msgstr "设置视窗的宽度和高度。" -#: doc/classes/VisualServer.xml:3079 +#: doc/classes/VisualServer.xml:3080 msgid "" "If [code]true[/code], the viewport renders its background as transparent." msgstr "如果 [code]true[/code],视窗将其背景渲染为透明。" -#: doc/classes/VisualServer.xml:3087 +#: doc/classes/VisualServer.xml:3088 msgid "" "Sets when the viewport should be updated. See [enum ViewportUpdateMode] " "constants for options." msgstr "设置应更新视窗的时间。请参阅 [enum ViewportUpdateMode] 。" -#: doc/classes/VisualServer.xml:3095 -#, fuzzy +#: doc/classes/VisualServer.xml:3096 msgid "" "Sets the viewport's 2D/3D mode. See [enum ViewportUsage] constants for " "options." -msgstr "设置应更新视窗的时间。请参阅 [enum ViewportUpdateMode] 。" +msgstr "设置视窗的2D/3D模式。选项见[enum ViewportUsage]视窗使用常数。" -#: doc/classes/VisualServer.xml:3103 -#, fuzzy +#: doc/classes/VisualServer.xml:3104 msgid "" "If [code]true[/code], the viewport uses augmented or virtual reality " "technologies. See [ARVRInterface]." msgstr "" -"如果 [code]true[/code],则视窗使用增强或虚拟现实技术。请参阅 [XR 接口]。" +"如果 [code]true[/code],则视窗使用增强或虚拟现实技术。参阅 [ARVRInterface]。" -#: doc/classes/VisualServer.xml:3111 +#: doc/classes/VisualServer.xml:3112 msgid "" "If [code]true[/code], uses a fast post-processing filter to make banding " "significantly less visible. In some cases, debanding may introduce a " @@ -78814,9 +78944,13 @@ msgid "" "[b]Note:[/b] Only available on the GLES3 backend. [member Viewport.hdr] must " "also be [code]true[/code] for debanding to be effective." msgstr "" +"如果为真[code]true[/code],则使用一个快速的后处理滤波器,使带状现象明显减少。" +"在某些情况下,去带可能会引入一个稍微明显的抖动模式。建议只有在实际需要时才启" +"用去带,因为抖动模式会使无损压缩的屏幕截图变大。\n" +"[b]注意:[/b] 仅在GLES3后端可用。[member Viewport.hdr]也必须是[code]true[/" +"code]才能使debanding生效。" -#: doc/classes/VisualServer.xml:3120 -#, fuzzy +#: doc/classes/VisualServer.xml:3121 msgid "" "Enables fast approximate antialiasing for this viewport. FXAA is a popular " "screen-space antialiasing method, which is fast but will make the image look " @@ -78825,16 +78959,16 @@ msgid "" "recovered by enabling contrast-adaptive sharpening (see [method " "viewport_set_sharpen_intensity])." msgstr "" -"使用快速的近似抗锯齿。FXAA是一种流行的屏幕空间抗锯齿方法,它的速度很快,但会" -"使图像看起来很模糊,特别是在较低的分辨率。在1440p和4K等大分辨率下,仍然可以相" -"对良好地工作。" +"启用该视窗的快速近似抗锯齿。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。在大的分辨率下,如1440p和4K,它仍然" +"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(见" +"[method viewport_set_sharpen_intensity])。" -#: doc/classes/VisualServer.xml:3128 -#, fuzzy +#: doc/classes/VisualServer.xml:3129 msgid "If [code]true[/code], the viewport's rendering is flipped vertically." -msgstr "如果为 [code]true[/code],纹理将被垂直翻转。" +msgstr "如果 [code]true[/code],则视窗的渲染垂直翻转。" -#: doc/classes/VisualServer.xml:3134 +#: doc/classes/VisualServer.xml:3135 msgid "" "If [code]false[/code], disables rendering completely, but the engine logic " "is still being processed. You can call [method force_draw] to draw a frame " @@ -78843,208 +78977,199 @@ msgstr "" "如果[code]false[/code],则完全禁用渲染,但引擎逻辑仍在处理中。即使禁用渲染," "您也可以调用 [method force_draw] 来绘制帧。" -#: doc/classes/VisualServer.xml:3140 -#, fuzzy +#: doc/classes/VisualServer.xml:3141 msgid "" "Emitted at the end of the frame, after the VisualServer has finished " "updating all the Viewports." -msgstr "在 RenderingServer 完成更新所有视口后,在帧的末尾发出。" +msgstr "在VisualServer完成更新所有视窗后,在帧的最后发出。" -#: doc/classes/VisualServer.xml:3145 -#, fuzzy +#: doc/classes/VisualServer.xml:3146 msgid "" "Emitted at the beginning of the frame, before the VisualServer updates all " "the Viewports." -msgstr "在RenderingServer更新所有视口之前,在帧的开始发出。" +msgstr "在VisualServer更新所有视窗之前,在帧的开始发出。" -#: doc/classes/VisualServer.xml:3151 +#: doc/classes/VisualServer.xml:3152 msgid "Marks an error that shows that the index array is empty." msgstr "标记一个错误,表明索引数组为空。" -#: doc/classes/VisualServer.xml:3154 +#: doc/classes/VisualServer.xml:3155 msgid "Number of weights/bones per vertex." msgstr "每个顶点的权重/骨骼数。" -#: doc/classes/VisualServer.xml:3157 +#: doc/classes/VisualServer.xml:3158 msgid "The minimum Z-layer for canvas items." msgstr "画布项目的最小 Z 层。" -#: doc/classes/VisualServer.xml:3160 +#: doc/classes/VisualServer.xml:3161 msgid "The maximum Z-layer for canvas items." msgstr "帆布项目的最大 Z 层。" -#: doc/classes/VisualServer.xml:3163 +#: doc/classes/VisualServer.xml:3164 msgid "" "Max number of glow levels that can be used with glow post-process effect." msgstr "可用于发光后期处理效果的最大发光级别数。" -#: doc/classes/VisualServer.xml:3166 +#: doc/classes/VisualServer.xml:3167 msgid "Unused enum in Godot 3.x." msgstr "在Godot 3.x中未使用的枚举。" -#: doc/classes/VisualServer.xml:3169 +#: doc/classes/VisualServer.xml:3170 msgid "The minimum renderpriority of all materials." msgstr "所有材质的最小渲染优先级。" -#: doc/classes/VisualServer.xml:3172 +#: doc/classes/VisualServer.xml:3173 msgid "The maximum renderpriority of all materials." msgstr "所有材质的最大渲染优先级。" -#: doc/classes/VisualServer.xml:3175 -#, fuzzy +#: doc/classes/VisualServer.xml:3176 msgid "Marks the left side of a cubemap." -msgstr "设置一个列的标题。" +msgstr "标记立方体贴图的左侧。" -#: doc/classes/VisualServer.xml:3178 -#, fuzzy +#: doc/classes/VisualServer.xml:3179 msgid "Marks the right side of a cubemap." -msgstr "设置一个列的标题。" +msgstr "标记立方体贴图cubemap的右侧。" -#: doc/classes/VisualServer.xml:3181 -#, fuzzy +#: doc/classes/VisualServer.xml:3182 msgid "Marks the bottom side of a cubemap." -msgstr "设置一个列的标题。" +msgstr "标记立方体图cubemap的底部。" -#: doc/classes/VisualServer.xml:3184 -#, fuzzy +#: doc/classes/VisualServer.xml:3185 msgid "Marks the top side of a cubemap." -msgstr "设置一个列的标题。" +msgstr "标记cubemap的顶面。" -#: doc/classes/VisualServer.xml:3187 -#, fuzzy +#: doc/classes/VisualServer.xml:3188 msgid "Marks the front side of a cubemap." -msgstr "设置一个列的标题。" +msgstr "标记立方体贴图的正面。" -#: doc/classes/VisualServer.xml:3190 -#, fuzzy +#: doc/classes/VisualServer.xml:3191 msgid "Marks the back side of a cubemap." -msgstr "设置一个列的标题。" +msgstr "标记立方体贴图的背面。" -#: doc/classes/VisualServer.xml:3193 -#, fuzzy +#: doc/classes/VisualServer.xml:3194 msgid "Normal texture with 2 dimensions, width and height." -msgstr "返回图像的大小(宽度和高度)。" +msgstr "具有 2 个维度,宽度和高度的法线纹理。" -#: doc/classes/VisualServer.xml:3196 +#: doc/classes/VisualServer.xml:3197 msgid "" "Texture made up of six faces, can be looked up with a [code]vec3[/code] in " "shader." -msgstr "" +msgstr "由六个面组成的纹理,可以在着色器中使用 [code]vec3[/code] 查找。" -#: doc/classes/VisualServer.xml:3199 +#: doc/classes/VisualServer.xml:3200 msgid "An array of 2-dimensional textures." -msgstr "" +msgstr "一组二维纹理。" -#: doc/classes/VisualServer.xml:3202 +#: doc/classes/VisualServer.xml:3203 msgid "A 3-dimensional texture with width, height, and depth." -msgstr "" +msgstr "具有宽度、高度和深度的 3 维纹理。" -#: doc/classes/VisualServer.xml:3208 -#, fuzzy +#: doc/classes/VisualServer.xml:3209 msgid "Repeats the texture (instead of clamp to edge)." -msgstr "返回图块的纹理偏移量。" +msgstr "重复纹理,而不是限制在边缘。" -#: doc/classes/VisualServer.xml:3221 +#: doc/classes/VisualServer.xml:3222 msgid "Repeats the texture with alternate sections mirrored." -msgstr "" +msgstr "使用镜像的交替部分重复纹理。" -#: doc/classes/VisualServer.xml:3227 +#: doc/classes/VisualServer.xml:3228 msgid "" "Default flags. [constant TEXTURE_FLAG_MIPMAPS], [constant " "TEXTURE_FLAG_REPEAT] and [constant TEXTURE_FLAG_FILTER] are enabled." msgstr "" +"默认标志。启用 [constant TEXTURE_FLAG_MIPMAPS]、[constant " +"TEXTURE_FLAG_REPEAT] 和 [constant TEXTURE_FLAG_FILTER] 。" -#: doc/classes/VisualServer.xml:3230 +#: doc/classes/VisualServer.xml:3231 msgid "Shader is a 3D shader." msgstr "着色器是一个 3D 着色器。" -#: doc/classes/VisualServer.xml:3233 +#: doc/classes/VisualServer.xml:3234 msgid "Shader is a 2D shader." msgstr "着色器是一个 2D 着色器。" -#: doc/classes/VisualServer.xml:3236 +#: doc/classes/VisualServer.xml:3237 msgid "Shader is a particle shader." msgstr "着色器是一个粒子着色器。" -#: doc/classes/VisualServer.xml:3239 +#: doc/classes/VisualServer.xml:3240 msgid "Represents the size of the [enum ShaderMode] enum." msgstr "代表[enum ShaderMode]枚举的大小。" -#: doc/classes/VisualServer.xml:3242 +#: doc/classes/VisualServer.xml:3243 msgid "Array is a vertex array." msgstr "数组是一个顶点数组。" -#: doc/classes/VisualServer.xml:3245 +#: doc/classes/VisualServer.xml:3246 msgid "Array is a normal array." msgstr "数组是普通数组。" -#: doc/classes/VisualServer.xml:3248 +#: doc/classes/VisualServer.xml:3249 msgid "Array is a tangent array." msgstr "数组是一个切线数组。" -#: doc/classes/VisualServer.xml:3251 +#: doc/classes/VisualServer.xml:3252 msgid "Array is a color array." msgstr "数组是一个颜色数组。" -#: doc/classes/VisualServer.xml:3254 +#: doc/classes/VisualServer.xml:3255 msgid "Array is an UV coordinates array." msgstr "数组是一个 UV 坐标数组。" -#: doc/classes/VisualServer.xml:3257 +#: doc/classes/VisualServer.xml:3258 msgid "Array is an UV coordinates array for the second UV coordinates." msgstr "数组是第二个 UV 坐标的 UV 坐标数组。" -#: doc/classes/VisualServer.xml:3260 +#: doc/classes/VisualServer.xml:3261 msgid "Array contains bone information." msgstr "数组包含骨骼信息。" -#: doc/classes/VisualServer.xml:3263 +#: doc/classes/VisualServer.xml:3264 msgid "Array is weight information." msgstr "数组是重量信息。" -#: doc/classes/VisualServer.xml:3266 +#: doc/classes/VisualServer.xml:3267 msgid "Array is index array." msgstr "数组是索引数组。" -#: doc/classes/VisualServer.xml:3272 +#: doc/classes/VisualServer.xml:3273 msgid "Flag used to mark a vertex array." msgstr "用于标记顶点数组的标志。" -#: doc/classes/VisualServer.xml:3275 +#: doc/classes/VisualServer.xml:3276 msgid "Flag used to mark a normal array." msgstr "用于标记正常数组的标志。" -#: doc/classes/VisualServer.xml:3278 +#: doc/classes/VisualServer.xml:3279 msgid "Flag used to mark a tangent array." msgstr "用于标记切线数组的标志。" -#: doc/classes/VisualServer.xml:3281 +#: doc/classes/VisualServer.xml:3282 msgid "Flag used to mark a color array." msgstr "用于标记颜色数组的标记。" -#: doc/classes/VisualServer.xml:3284 +#: doc/classes/VisualServer.xml:3285 msgid "Flag used to mark an UV coordinates array." msgstr "用于标记 UV 坐标数组的标志。" -#: doc/classes/VisualServer.xml:3287 +#: doc/classes/VisualServer.xml:3288 msgid "" "Flag used to mark an UV coordinates array for the second UV coordinates." msgstr "用于标记第二个UV坐标的UV坐标数组的标志。" -#: doc/classes/VisualServer.xml:3290 +#: doc/classes/VisualServer.xml:3291 msgid "Flag used to mark a bone information array." msgstr "用来标记骨骼信息数组的标志。" -#: doc/classes/VisualServer.xml:3293 +#: doc/classes/VisualServer.xml:3294 msgid "Flag used to mark a weights array." msgstr "用于标记重量数组的标记。" -#: doc/classes/VisualServer.xml:3296 +#: doc/classes/VisualServer.xml:3297 msgid "Flag used to mark an index array." msgstr "用于标记索引数组的标志。" -#: doc/classes/VisualServer.xml:3335 -#, fuzzy +#: doc/classes/VisualServer.xml:3336 msgid "" "Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant " "ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant " @@ -79052,326 +79177,320 @@ msgid "" "ARRAY_COMPRESS_WEIGHTS], and [constant " "ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly." msgstr "" -"曾用于快速设置 flags [constant ARRAY_COMPRESS_NORMAL], [constant " -"ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant " -"ARRAY_COMPRESS_TEX_UV] 和 [constant ARRAY_COMPRESS_TEX_UV2] 。" +"用于快速设置标志[constant ARRAY_COMPRESS_NORMAL]、[constant " +"ARRAY_COMPRESS_TANGENT]、[constant ARRAY_COMPRESS_COLOR]、[constant " +"ARRAY_COMPRESS_TEX_UV]、[constant ARRAY_COMPRESS_TEX_UV2]、[constant " +"ARRAY_COMPRESS_WEIGHTS] 和[constant ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] 。" -#: doc/classes/VisualServer.xml:3338 +#: doc/classes/VisualServer.xml:3339 msgid "Primitive to draw consists of points." msgstr "基本网格绘制由点组成。" -#: doc/classes/VisualServer.xml:3341 +#: doc/classes/VisualServer.xml:3342 msgid "Primitive to draw consists of lines." msgstr "基本网格绘制由线条组成。" -#: doc/classes/VisualServer.xml:3344 +#: doc/classes/VisualServer.xml:3345 msgid "Primitive to draw consists of a line strip from start to end." msgstr "基本网格的绘制由一条首尾闭合的线条组成。" -#: doc/classes/VisualServer.xml:3347 -#, fuzzy +#: doc/classes/VisualServer.xml:3348 msgid "" "Primitive to draw consists of a line loop (a line strip with a line between " "the last and the first vertex)." -msgstr "基本网格绘制由一个三角形条组成(最后3个顶点总是组合成一个三角形)。" +msgstr "绘制的图元包括一个线环,即在最后一个和第一个顶点之间有一条线的线条。" -#: doc/classes/VisualServer.xml:3350 +#: doc/classes/VisualServer.xml:3351 msgid "Primitive to draw consists of triangles." msgstr "基本网格的绘制由三角形组成。" -#: doc/classes/VisualServer.xml:3353 +#: doc/classes/VisualServer.xml:3354 msgid "" "Primitive to draw consists of a triangle strip (the last 3 vertices are " "always combined to make a triangle)." msgstr "基本网格绘制由一个三角形条组成(最后3个顶点总是组合成一个三角形)。" -#: doc/classes/VisualServer.xml:3356 -#, fuzzy +#: doc/classes/VisualServer.xml:3357 msgid "" "Primitive to draw consists of a triangle strip (the last 2 vertices are " "always combined with the first to make a triangle)." -msgstr "基本网格绘制由一个三角形条组成(最后3个顶点总是组合成一个三角形)。" +msgstr "图元绘制由三角形条组成,最后3个顶点总是组合成一个三角形。" -#: doc/classes/VisualServer.xml:3359 +#: doc/classes/VisualServer.xml:3360 msgid "Represents the size of the [enum PrimitiveType] enum." msgstr "表示 [enum PrimitiveType] 枚举的大小。" -#: doc/classes/VisualServer.xml:3368 +#: doc/classes/VisualServer.xml:3369 msgid "Is a directional (sun) light." msgstr "是定向(日光)灯。" -#: doc/classes/VisualServer.xml:3371 +#: doc/classes/VisualServer.xml:3372 msgid "Is an omni light." msgstr "是泛光灯。" -#: doc/classes/VisualServer.xml:3374 +#: doc/classes/VisualServer.xml:3375 msgid "Is a spot light." msgstr "是聚光灯。" -#: doc/classes/VisualServer.xml:3377 +#: doc/classes/VisualServer.xml:3378 msgid "The light's energy." msgstr "灯光的能量。" -#: doc/classes/VisualServer.xml:3380 -#, fuzzy +#: doc/classes/VisualServer.xml:3381 msgid "Secondary multiplier used with indirect light (light bounces)." -msgstr "与间接光(光反弹)一起使用的二级倍增器。与[GIProbe]一起使用。" +msgstr "与间接光(光反射)一起使用的二次倍增器。" -#: doc/classes/VisualServer.xml:3383 +#: doc/classes/VisualServer.xml:3384 msgid "" "The light's size, currently only used for soft shadows in baked lightmaps." -msgstr "" +msgstr "灯光的大小,目前仅用于烘焙光照贴图中的柔和阴影。" -#: doc/classes/VisualServer.xml:3386 +#: doc/classes/VisualServer.xml:3387 msgid "The light's influence on specularity." msgstr "灯光对镜面反射的影响。" -#: doc/classes/VisualServer.xml:3389 +#: doc/classes/VisualServer.xml:3390 msgid "The light's range." msgstr "灯光的范围。" -#: doc/classes/VisualServer.xml:3392 +#: doc/classes/VisualServer.xml:3393 msgid "The light's attenuation." msgstr "光线的衰减。" -#: doc/classes/VisualServer.xml:3395 +#: doc/classes/VisualServer.xml:3396 msgid "The spotlight's angle." msgstr "聚光灯的角度。" -#: doc/classes/VisualServer.xml:3398 +#: doc/classes/VisualServer.xml:3399 msgid "The spotlight's attenuation." msgstr "聚光灯的衰减。" -#: doc/classes/VisualServer.xml:3401 -#, fuzzy +#: doc/classes/VisualServer.xml:3402 msgid "Scales the shadow color." -msgstr "设置字体颜色[Color]。" +msgstr "缩放阴影的颜色。" -#: doc/classes/VisualServer.xml:3404 +#: doc/classes/VisualServer.xml:3405 msgid "Max distance that shadows will be rendered." msgstr "阴影被渲染的最大距离。" -#: doc/classes/VisualServer.xml:3407 +#: doc/classes/VisualServer.xml:3408 msgid "Proportion of shadow atlas occupied by the first split." msgstr "第一次拆分所占据的阴影图集的比例。" -#: doc/classes/VisualServer.xml:3410 +#: doc/classes/VisualServer.xml:3411 msgid "Proportion of shadow atlas occupied by the second split." msgstr "第二次拆分所占用的阴影图集的比例。" -#: doc/classes/VisualServer.xml:3413 +#: doc/classes/VisualServer.xml:3414 msgid "" "Proportion of shadow atlas occupied by the third split. The fourth split " "occupies the rest." msgstr "第三次拆分所占用的阴影图集的比例。第四个拆分占据了其余部分。" -#: doc/classes/VisualServer.xml:3416 +#: doc/classes/VisualServer.xml:3417 msgid "" "Normal bias used to offset shadow lookup by object normal. Can be used to " "fix self-shadowing artifacts." msgstr "法线偏移,用于抵消物体法线的阴影查找。可以用来修复自阴影的伪影。" -#: doc/classes/VisualServer.xml:3419 +#: doc/classes/VisualServer.xml:3420 msgid "Bias the shadow lookup to fix self-shadowing artifacts." msgstr "对阴影查找进行偏移,以修复自我阴影的假象。" -#: doc/classes/VisualServer.xml:3422 +#: doc/classes/VisualServer.xml:3423 msgid "" "Increases bias on further splits to fix self-shadowing that only occurs far " "away from the camera." -msgstr "" +msgstr "增加对进一步分割的偏差,以修复仅在远离相机的地方发生的自身阴影。" -#: doc/classes/VisualServer.xml:3425 +#: doc/classes/VisualServer.xml:3426 msgid "Represents the size of the [enum LightParam] enum." msgstr "代表[enum LightParam]枚举的大小。" -#: doc/classes/VisualServer.xml:3434 +#: doc/classes/VisualServer.xml:3435 msgid "Use a dual paraboloid shadow map for omni lights." msgstr "对泛光灯使用双抛物面阴影贴图。" -#: doc/classes/VisualServer.xml:3437 +#: doc/classes/VisualServer.xml:3438 msgid "" "Use a cubemap shadow map for omni lights. Slower but better quality than " "dual paraboloid." msgstr "对泛光灯使用立方体贴图阴影贴图。比双抛物面更慢但质量更好。" -#: doc/classes/VisualServer.xml:3440 +#: doc/classes/VisualServer.xml:3441 msgid "Use more detail vertically when computing shadow map." -msgstr "" +msgstr "在计算阴影贴图时,在垂直方向上使用更多的细节。" -#: doc/classes/VisualServer.xml:3443 +#: doc/classes/VisualServer.xml:3444 msgid "Use more detail horizontally when computing shadow map." -msgstr "" +msgstr "在计算阴影贴图时,在水平方向上使用更多的细节。" -#: doc/classes/VisualServer.xml:3446 +#: doc/classes/VisualServer.xml:3447 msgid "Use orthogonal shadow projection for directional light." msgstr "对定向光使用正交阴影投影。" -#: doc/classes/VisualServer.xml:3449 +#: doc/classes/VisualServer.xml:3450 msgid "Use 2 splits for shadow projection when using directional light." msgstr "使用定向光时,使用 2 个分割进行阴影投影。" -#: doc/classes/VisualServer.xml:3452 +#: doc/classes/VisualServer.xml:3453 msgid "Use 4 splits for shadow projection when using directional light." msgstr "使用定向光时,使用 4 个分割进行阴影投影。" -#: doc/classes/VisualServer.xml:3455 +#: doc/classes/VisualServer.xml:3456 msgid "" "Keeps shadows stable as camera moves but has lower effective resolution." -msgstr "当摄像机移动时,保持阴影稳定,但有效分辨率较低。" +msgstr "当相机移动时,保持阴影稳定,但有效分辨率较低。" -#: doc/classes/VisualServer.xml:3458 +#: doc/classes/VisualServer.xml:3459 msgid "" "Optimize use of shadow maps, increasing the effective resolution. But may " "result in shadows moving or flickering slightly." msgstr "优化阴影贴图的使用,提高有效分辨率。但可能会导致阴影轻微移动或闪烁。" -#: doc/classes/VisualServer.xml:3461 +#: doc/classes/VisualServer.xml:3462 msgid "Do not update the viewport." msgstr "不要更新视窗。" -#: doc/classes/VisualServer.xml:3464 +#: doc/classes/VisualServer.xml:3465 msgid "Update the viewport once then set to disabled." msgstr "更新一次视窗,然后设置为禁用。" -#: doc/classes/VisualServer.xml:3467 +#: doc/classes/VisualServer.xml:3468 msgid "Update the viewport whenever it is visible." msgstr "只要视窗是可见的,就更新视窗。" -#: doc/classes/VisualServer.xml:3470 +#: doc/classes/VisualServer.xml:3471 msgid "Always update the viewport." msgstr "始终更新视窗。" -#: doc/classes/VisualServer.xml:3473 +#: doc/classes/VisualServer.xml:3474 msgid "The viewport is always cleared before drawing." msgstr "在绘图之前,视窗总是被清空。" -#: doc/classes/VisualServer.xml:3476 +#: doc/classes/VisualServer.xml:3477 msgid "The viewport is never cleared before drawing." msgstr "在绘图之前,视窗永远不会被清空。" -#: doc/classes/VisualServer.xml:3479 +#: doc/classes/VisualServer.xml:3480 msgid "" "The viewport is cleared once, then the clear mode is set to [constant " "VIEWPORT_CLEAR_NEVER]." msgstr "视窗被清除一次,然后清除模式设置为 [constant VIEWPORT_CLEAR_NEVER]。" -#: doc/classes/VisualServer.xml:3482 +#: doc/classes/VisualServer.xml:3483 msgid "Multisample antialiasing is disabled." msgstr "多重采样抗锯齿被禁用。" -#: doc/classes/VisualServer.xml:3485 -#, fuzzy +#: doc/classes/VisualServer.xml:3486 msgid "Multisample antialiasing is set to 2×." -msgstr "多重采样抗锯齿被禁用。" +msgstr "多重采样抗锯齿设置为 2×。" -#: doc/classes/VisualServer.xml:3488 -#, fuzzy +#: doc/classes/VisualServer.xml:3489 msgid "Multisample antialiasing is set to 4×." -msgstr "多重采样抗锯齿被禁用。" +msgstr "多重采样抗锯齿设置为 4×。" -#: doc/classes/VisualServer.xml:3491 -#, fuzzy +#: doc/classes/VisualServer.xml:3492 msgid "Multisample antialiasing is set to 8×." -msgstr "多重采样抗锯齿被禁用。" +msgstr "多重采样抗锯齿设置为 8×。" -#: doc/classes/VisualServer.xml:3494 -#, fuzzy +#: doc/classes/VisualServer.xml:3495 msgid "Multisample antialiasing is set to 16×." -msgstr "多重采样抗锯齿被禁用。" +msgstr "多采样抗锯齿设置为16×。" -#: doc/classes/VisualServer.xml:3497 +#: doc/classes/VisualServer.xml:3498 msgid "" "Multisample antialiasing is set to 2× on external texture. Special mode for " "GLES2 Android VR (Oculus Quest and Go)." msgstr "" +"多重采样抗锯齿设置为外部纹理的2倍。为GLES2 Android VR(Oculus Quest和Go)提供" +"的特殊模式。" -#: doc/classes/VisualServer.xml:3500 +#: doc/classes/VisualServer.xml:3501 msgid "" "Multisample antialiasing is set to 4× on external texture. Special mode for " "GLES2 Android VR (Oculus Quest and Go)." msgstr "" +"多重采样抗锯齿在外部纹理上被设置为4倍。为GLES2 Android VR(Oculus Quest和Go)" +"提供的特殊模式。" -#: doc/classes/VisualServer.xml:3503 +#: doc/classes/VisualServer.xml:3504 msgid "The Viewport does not render 3D but samples." -msgstr "" +msgstr "视窗并不渲染3D,而是渲染采样。" -#: doc/classes/VisualServer.xml:3506 +#: doc/classes/VisualServer.xml:3507 msgid "The Viewport does not render 3D and does not sample." -msgstr "" +msgstr "视窗并不渲染3D,也不进行采样。" -#: doc/classes/VisualServer.xml:3509 +#: doc/classes/VisualServer.xml:3510 msgid "The Viewport renders 3D with effects." -msgstr "" +msgstr "视窗渲染 3D 效果。" -#: doc/classes/VisualServer.xml:3512 +#: doc/classes/VisualServer.xml:3513 msgid "The Viewport renders 3D but without effects." -msgstr "" +msgstr "视窗渲染的是3D,但没有效果。" -#: doc/classes/VisualServer.xml:3515 +#: doc/classes/VisualServer.xml:3516 msgid "Number of objects drawn in a single frame." msgstr "在单帧中绘制的对象的数量。" -#: doc/classes/VisualServer.xml:3518 +#: doc/classes/VisualServer.xml:3519 msgid "Number of vertices drawn in a single frame." msgstr "在单个帧中绘制的顶点数。" -#: doc/classes/VisualServer.xml:3521 +#: doc/classes/VisualServer.xml:3522 msgid "Number of material changes during this frame." msgstr "此帧期间材质更改的数量。" -#: doc/classes/VisualServer.xml:3524 +#: doc/classes/VisualServer.xml:3525 msgid "Number of shader changes during this frame." msgstr "这一帧中着色器变化的数量。" -#: doc/classes/VisualServer.xml:3527 +#: doc/classes/VisualServer.xml:3528 msgid "Number of surface changes during this frame." msgstr "这一帧中表面变化的数量。" -#: doc/classes/VisualServer.xml:3530 +#: doc/classes/VisualServer.xml:3531 msgid "Number of draw calls during this frame." msgstr "此帧期间的绘制调用数。" -#: doc/classes/VisualServer.xml:3533 -#, fuzzy +#: doc/classes/VisualServer.xml:3534 msgid "Number of 2d items drawn this frame." -msgstr "此帧期间的绘制调用数。" +msgstr "此帧所绘制的2d项的数量。" -#: doc/classes/VisualServer.xml:3536 -#, fuzzy +#: doc/classes/VisualServer.xml:3537 msgid "Number of 2d draw calls during this frame." -msgstr "此帧期间的绘制调用数。" +msgstr "在这一帧中,2d绘制所调用的数量。" -#: doc/classes/VisualServer.xml:3539 +#: doc/classes/VisualServer.xml:3540 msgid "Represents the size of the [enum ViewportRenderInfo] enum." msgstr "代表[enum ViewportRenderInfo]枚举的大小。" -#: doc/classes/VisualServer.xml:3542 +#: doc/classes/VisualServer.xml:3543 msgid "Debug draw is disabled. Default setting." msgstr "调试绘制被禁用。默认设置。" -#: doc/classes/VisualServer.xml:3545 -#, fuzzy +#: doc/classes/VisualServer.xml:3546 msgid "Debug draw sets objects to unshaded." -msgstr "调试绘制 在线框中绘制对象。" +msgstr "调试绘制将对象设置为无阴影。" -#: doc/classes/VisualServer.xml:3548 +#: doc/classes/VisualServer.xml:3549 msgid "Overwrites clear color to [code](0,0,0,0)[/code]." -msgstr "" +msgstr "将清除颜色覆盖为[code](0,0,0,0)[/code]。" -#: doc/classes/VisualServer.xml:3551 +#: doc/classes/VisualServer.xml:3552 msgid "Debug draw draws objects in wireframe." msgstr "调试绘制 在线框中绘制对象。" -#: doc/classes/VisualServer.xml:3554 +#: doc/classes/VisualServer.xml:3555 msgid "Do not use a debug mode." msgstr "不要使用调试模式。" -#: doc/classes/VisualServer.xml:3557 +#: doc/classes/VisualServer.xml:3558 msgid "Draw all objects as wireframe models." msgstr "以线框模型绘制所有对象。" -#: doc/classes/VisualServer.xml:3560 +#: doc/classes/VisualServer.xml:3561 msgid "" "Draw all objects in a way that displays how much overdraw is occurring. " "Overdraw occurs when a section of pixels is drawn and shaded and then " @@ -79380,371 +79499,366 @@ msgstr "" "以显示有多少过度绘制的方式绘制对象。当一个像素部分被绘制和着色,然后另一个物" "体将其覆盖时,就会发生过度绘制。为了优化一个场景,你应该减少过度绘制。" -#: doc/classes/VisualServer.xml:3563 +#: doc/classes/VisualServer.xml:3564 msgid "" "Draw all objects without shading. Equivalent to setting all objects shaders " "to [code]unshaded[/code]." msgstr "" "绘制没有阴影的所有物体。相当于将所有物体的着色器设置为[code]unshaded[/code]。" -#: doc/classes/VisualServer.xml:3566 +#: doc/classes/VisualServer.xml:3567 msgid "The instance does not have a type." msgstr "实例没有类型。" -#: doc/classes/VisualServer.xml:3569 +#: doc/classes/VisualServer.xml:3570 msgid "The instance is a mesh." msgstr "该实例是一个网格。" -#: doc/classes/VisualServer.xml:3572 +#: doc/classes/VisualServer.xml:3573 msgid "The instance is a multimesh." msgstr "该实例是一个多网格。" -#: doc/classes/VisualServer.xml:3575 +#: doc/classes/VisualServer.xml:3576 msgid "The instance is an immediate geometry." msgstr "该实例是一个即时几何图形。" -#: doc/classes/VisualServer.xml:3578 +#: doc/classes/VisualServer.xml:3579 msgid "The instance is a particle emitter." msgstr "该实例是一个粒子发射器。" -#: doc/classes/VisualServer.xml:3581 +#: doc/classes/VisualServer.xml:3582 msgid "The instance is a light." msgstr "该实例是一个灯。" -#: doc/classes/VisualServer.xml:3584 +#: doc/classes/VisualServer.xml:3585 msgid "The instance is a reflection probe." msgstr "该实例是一个反射探针。" -#: doc/classes/VisualServer.xml:3587 +#: doc/classes/VisualServer.xml:3588 msgid "The instance is a GI probe." msgstr "该实例是一个GI探针。" -#: doc/classes/VisualServer.xml:3590 -#, fuzzy +#: doc/classes/VisualServer.xml:3591 msgid "The instance is a lightmap capture." -msgstr "该实例是一个光照贴图。" +msgstr "该实例是一个光照贴图捕获。" -#: doc/classes/VisualServer.xml:3593 +#: doc/classes/VisualServer.xml:3594 msgid "Represents the size of the [enum InstanceType] enum." msgstr "代表[enum InstanceType]枚举的大小。" -#: doc/classes/VisualServer.xml:3596 +#: doc/classes/VisualServer.xml:3597 msgid "" "A combination of the flags of geometry instances (mesh, multimesh, immediate " "and particles)." msgstr "几何体实例(网格、多网格、即时和粒子)的标志的组合。" -#: doc/classes/VisualServer.xml:3599 +#: doc/classes/VisualServer.xml:3600 msgid "Allows the instance to be used in baked lighting." msgstr "允许在烘焙照明中使用实例。" -#: doc/classes/VisualServer.xml:3602 +#: doc/classes/VisualServer.xml:3603 msgid "When set, manually requests to draw geometry on next frame." msgstr "当设置时,手动请求在下一帧绘制几何图形。" -#: doc/classes/VisualServer.xml:3605 +#: doc/classes/VisualServer.xml:3606 msgid "Represents the size of the [enum InstanceFlags] enum." msgstr "代表[enum InstanceFlags]枚举的大小。" -#: doc/classes/VisualServer.xml:3608 +#: doc/classes/VisualServer.xml:3609 msgid "Disable shadows from this instance." msgstr "禁用这个实例的阴影。" -#: doc/classes/VisualServer.xml:3611 +#: doc/classes/VisualServer.xml:3612 msgid "Cast shadows from this instance." msgstr "从此实例投下阴影。" -#: doc/classes/VisualServer.xml:3614 +#: doc/classes/VisualServer.xml:3615 msgid "" "Disable backface culling when rendering the shadow of the object. This is " "slightly slower but may result in more correct shadows." msgstr "" "在渲染对象的阴影时禁用背面剔除。这会稍微慢一些,但可能会产生更正确的阴影。" -#: doc/classes/VisualServer.xml:3617 +#: doc/classes/VisualServer.xml:3618 msgid "" "Only render the shadows from the object. The object itself will not be drawn." msgstr "仅渲染对象的阴影。对象本身不会被绘制。" -#: doc/classes/VisualServer.xml:3620 +#: doc/classes/VisualServer.xml:3621 msgid "The nine patch gets stretched where needed." msgstr "九宫格在需要的地方被拉伸。" -#: doc/classes/VisualServer.xml:3623 +#: doc/classes/VisualServer.xml:3624 msgid "The nine patch gets filled with tiles where needed." msgstr "九宫格在需要的地方填充瓷砖。" -#: doc/classes/VisualServer.xml:3626 +#: doc/classes/VisualServer.xml:3627 msgid "" "The nine patch gets filled with tiles where needed and stretches them a bit " "if needed." msgstr "九宫格在需要的地方填充瓷砖,并在需要时将它们拉伸一点。" -#: doc/classes/VisualServer.xml:3629 +#: doc/classes/VisualServer.xml:3630 msgid "Adds light color additive to the canvas." msgstr "向画布添加浅色。" -#: doc/classes/VisualServer.xml:3632 +#: doc/classes/VisualServer.xml:3633 msgid "Adds light color subtractive to the canvas." msgstr "从画布中减去浅色。" -#: doc/classes/VisualServer.xml:3635 +#: doc/classes/VisualServer.xml:3636 msgid "The light adds color depending on transparency." msgstr "灯光根据透明度增加颜色。" -#: doc/classes/VisualServer.xml:3638 +#: doc/classes/VisualServer.xml:3639 msgid "The light adds color depending on mask." msgstr "灯光根据遮罩增加颜色。" -#: doc/classes/VisualServer.xml:3641 +#: doc/classes/VisualServer.xml:3642 msgid "Do not apply a filter to canvas light shadows." msgstr "不要对画布上的光影应用滤镜。" -#: doc/classes/VisualServer.xml:3644 -#, fuzzy +#: doc/classes/VisualServer.xml:3645 msgid "Use PCF3 filtering to filter canvas light shadows." -msgstr "使用PCF13过滤法来过滤画布的光影。" +msgstr "使用PCF3过滤法来过滤画布的光影。" -#: doc/classes/VisualServer.xml:3647 +#: doc/classes/VisualServer.xml:3648 msgid "Use PCF5 filtering to filter canvas light shadows." msgstr "使用PCF5过滤法来过滤画布的光影。" -#: doc/classes/VisualServer.xml:3650 -#, fuzzy +#: doc/classes/VisualServer.xml:3651 msgid "Use PCF7 filtering to filter canvas light shadows." -msgstr "使用PCF5过滤法来过滤画布的光影。" +msgstr "使用PCF7过滤法来过滤画布的光影。" -#: doc/classes/VisualServer.xml:3653 -#, fuzzy +#: doc/classes/VisualServer.xml:3654 msgid "Use PCF9 filtering to filter canvas light shadows." -msgstr "使用PCF5过滤法来过滤画布的光影。" +msgstr "使用PCF9过滤法来过滤画布的光影。" -#: doc/classes/VisualServer.xml:3656 +#: doc/classes/VisualServer.xml:3657 msgid "Use PCF13 filtering to filter canvas light shadows." msgstr "使用PCF13过滤法来过滤画布的光影。" -#: doc/classes/VisualServer.xml:3659 +#: doc/classes/VisualServer.xml:3660 msgid "Culling of the canvas occluder is disabled." msgstr "禁用画布遮挡物的剔除。" -#: doc/classes/VisualServer.xml:3662 +#: doc/classes/VisualServer.xml:3663 msgid "Culling of the canvas occluder is clockwise." msgstr "画布遮挡器的剔除是顺时针的。" -#: doc/classes/VisualServer.xml:3665 +#: doc/classes/VisualServer.xml:3666 msgid "Culling of the canvas occluder is counterclockwise." msgstr "画布遮挡物的剔除是逆时针的。" -#: doc/classes/VisualServer.xml:3668 +#: doc/classes/VisualServer.xml:3669 msgid "The amount of objects in the frame." msgstr "框架中的对象数量。" -#: doc/classes/VisualServer.xml:3671 +#: doc/classes/VisualServer.xml:3672 msgid "The amount of vertices in the frame." msgstr "框架中顶点的数量。" -#: doc/classes/VisualServer.xml:3674 +#: doc/classes/VisualServer.xml:3675 msgid "The amount of modified materials in the frame." msgstr "框架中修改材料的数量。" -#: doc/classes/VisualServer.xml:3677 +#: doc/classes/VisualServer.xml:3678 msgid "The amount of shader rebinds in the frame." msgstr "帧中重新绑定的着色器数量。" -#: doc/classes/VisualServer.xml:3680 +#: doc/classes/VisualServer.xml:3681 msgid "The amount of surface changes in the frame." msgstr "帧中的表面更改量。" -#: doc/classes/VisualServer.xml:3683 +#: doc/classes/VisualServer.xml:3684 msgid "The amount of draw calls in frame." msgstr "帧中绘制调用的数量。" -#: doc/classes/VisualServer.xml:3686 -#, fuzzy +#: doc/classes/VisualServer.xml:3687 msgid "The amount of 2d items in the frame." -msgstr "框架中顶点的数量。" +msgstr "帧中2d项的数量。" -#: doc/classes/VisualServer.xml:3689 -#, fuzzy +#: doc/classes/VisualServer.xml:3690 msgid "The amount of 2d draw calls in frame." -msgstr "帧中绘制调用的数量。" +msgstr "帧中2d绘制调用数量。" -#: doc/classes/VisualServer.xml:3704 +#: doc/classes/VisualServer.xml:3705 msgid "Hardware supports shaders. This enum is currently unused in Godot 3.x." msgstr "硬件支持着色器。这个枚举目前在Godot 3.x中没有使用。" -#: doc/classes/VisualServer.xml:3707 +#: doc/classes/VisualServer.xml:3708 msgid "" "Hardware supports multithreading. This enum is currently unused in Godot 3.x." msgstr "硬件支持多线程。这个枚举目前在Godot 3.x中没有使用。" -#: doc/classes/VisualServer.xml:3710 +#: doc/classes/VisualServer.xml:3711 msgid "Use [Transform2D] to store MultiMesh transform." msgstr "使用 [Transform2D] 存储 MultiMesh 变换。" -#: doc/classes/VisualServer.xml:3713 +#: doc/classes/VisualServer.xml:3714 msgid "Use [Transform] to store MultiMesh transform." msgstr "使用 [Transform] 存储 MultiMesh 变换。" -#: doc/classes/VisualServer.xml:3716 +#: doc/classes/VisualServer.xml:3717 msgid "MultiMesh does not use per-instance color." -msgstr "" +msgstr "MultiMesh不使用每个实例的颜色。" -#: doc/classes/VisualServer.xml:3719 +#: doc/classes/VisualServer.xml:3720 msgid "" "MultiMesh color uses 8 bits per component. This packs the color into a " "single float." -msgstr "" +msgstr "多网格颜色使用每个组件 8 位。这将颜色打包成一个浮点数。" -#: doc/classes/VisualServer.xml:3722 +#: doc/classes/VisualServer.xml:3723 msgid "MultiMesh color uses a float per channel." -msgstr "" +msgstr "多网格颜色使用每个通道的浮点数。" -#: doc/classes/VisualServer.xml:3725 +#: doc/classes/VisualServer.xml:3726 msgid "MultiMesh does not use custom data." -msgstr "" +msgstr "MultiMesh不使用自定义数据。" -#: doc/classes/VisualServer.xml:3728 +#: doc/classes/VisualServer.xml:3729 msgid "" "MultiMesh custom data uses 8 bits per component. This packs the 4-component " "custom data into a single float." msgstr "" +"多网格自定义数据每个组件使用 8 位。这将 4 个组件的自定义数据打包到一个浮点数" +"中。" -#: doc/classes/VisualServer.xml:3731 +#: doc/classes/VisualServer.xml:3732 msgid "MultiMesh custom data uses a float per component." -msgstr "" +msgstr "多网格自定义数据使用每个组件的浮点数。" -#: doc/classes/VisualServer.xml:3734 +#: doc/classes/VisualServer.xml:3735 msgid "Reflection probe will update reflections once and then stop." -msgstr "反射探测器将更新一次反射,然后停止。" +msgstr "反射探针将更新一次反射,然后停止。" -#: doc/classes/VisualServer.xml:3737 +#: doc/classes/VisualServer.xml:3738 msgid "" "Reflection probe will update each frame. This mode is necessary to capture " "moving objects." msgstr "反射探针将每帧更新。这种模式对于捕捉移动物体是必要的。" -#: doc/classes/VisualServer.xml:3740 +#: doc/classes/VisualServer.xml:3741 msgid "Draw particles in the order that they appear in the particles array." msgstr "按照粒子数组中出现的顺序绘制粒子。" -#: doc/classes/VisualServer.xml:3743 +#: doc/classes/VisualServer.xml:3744 msgid "Sort particles based on their lifetime." msgstr "根据粒子的寿命对其进行分类。" -#: doc/classes/VisualServer.xml:3746 +#: doc/classes/VisualServer.xml:3747 msgid "Sort particles based on their distance to the camera." msgstr "根据粒子与相机的距离对其进行排序。" -#: doc/classes/VisualServer.xml:3749 +#: doc/classes/VisualServer.xml:3750 msgid "Use the clear color as background." msgstr "用透明的颜色作为背景。" -#: doc/classes/VisualServer.xml:3752 +#: doc/classes/VisualServer.xml:3753 msgid "Use a specified color as the background." msgstr "使用指定的颜色作为背景。" -#: doc/classes/VisualServer.xml:3755 +#: doc/classes/VisualServer.xml:3756 msgid "Use a sky resource for the background." msgstr "使用天空资源作为背景。" -#: doc/classes/VisualServer.xml:3758 +#: doc/classes/VisualServer.xml:3759 msgid "" "Use a custom color for background, but use a sky for shading and reflections." -msgstr "" +msgstr "使用自定义颜色作为背景,但使用天空作为阴影和反射。" -#: doc/classes/VisualServer.xml:3761 +#: doc/classes/VisualServer.xml:3762 msgid "" "Use a specified canvas layer as the background. This can be useful for " "instantiating a 2D scene in a 3D world." msgstr "" "使用一个指定的画布层作为背景。这对在三维世界中实例化一个二维场景很有用。" -#: doc/classes/VisualServer.xml:3764 +#: doc/classes/VisualServer.xml:3765 msgid "" "Do not clear the background, use whatever was rendered last frame as the " "background." msgstr "不要清除背景,使用上一帧渲染的东西作为背景。" -#: doc/classes/VisualServer.xml:3767 +#: doc/classes/VisualServer.xml:3768 msgid "Represents the size of the [enum EnvironmentBG] enum." msgstr "代表[enum EnvironmentBG]枚举的大小。" -#: doc/classes/VisualServer.xml:3770 +#: doc/classes/VisualServer.xml:3771 msgid "Use lowest blur quality. Fastest, but may look bad." -msgstr "" +msgstr "使用最低的模糊质量。最快,但可能看起来不好。" -#: doc/classes/VisualServer.xml:3773 +#: doc/classes/VisualServer.xml:3774 msgid "Use medium blur quality." -msgstr "" +msgstr "使用中等模糊质量。" -#: doc/classes/VisualServer.xml:3776 +#: doc/classes/VisualServer.xml:3777 msgid "Used highest blur quality. Looks the best, but is the slowest." -msgstr "" +msgstr "使用最高的模糊质量。看起来最好,但速度最慢。" -#: doc/classes/VisualServer.xml:3779 +#: doc/classes/VisualServer.xml:3780 msgid "Add the effect of the glow on top of the scene." -msgstr "" +msgstr "在场景的顶部添加辉光的效果。" -#: doc/classes/VisualServer.xml:3782 +#: doc/classes/VisualServer.xml:3783 msgid "" "Blends the glow effect with the screen. Does not get as bright as additive." -msgstr "" +msgstr "将辉光效果与屏幕相融合。不像添加物那样明亮。" -#: doc/classes/VisualServer.xml:3785 +#: doc/classes/VisualServer.xml:3786 msgid "Produces a subtle color disturbance around objects." -msgstr "" +msgstr "在物体周围产生微妙的颜色扰动。" -#: doc/classes/VisualServer.xml:3788 +#: doc/classes/VisualServer.xml:3789 msgid "Shows the glow effect by itself without the underlying scene." -msgstr "" +msgstr "在没有底层场景的情况下,单独显示辉光效果。" -#: doc/classes/VisualServer.xml:3791 +#: doc/classes/VisualServer.xml:3792 msgid "Output color as they came in." msgstr "颜色怎么进来就怎么输出。" -#: doc/classes/VisualServer.xml:3794 +#: doc/classes/VisualServer.xml:3795 msgid "Use the Reinhard tonemapper." msgstr "使用 Reinhard 色调映射器。" -#: doc/classes/VisualServer.xml:3797 +#: doc/classes/VisualServer.xml:3798 msgid "Use the filmic tonemapper." msgstr "使用电影色调映射器。" -#: doc/classes/VisualServer.xml:3800 +#: doc/classes/VisualServer.xml:3801 msgid "Use the ACES tonemapper." msgstr "使用 ACES 色调映射器。" -#: doc/classes/VisualServer.xml:3803 -#, fuzzy +#: doc/classes/VisualServer.xml:3804 msgid "Use the ACES Fitted tonemapper." -msgstr "使用 ACES 色调映射器。" +msgstr "使用ACES的拟合色调图。" -#: doc/classes/VisualServer.xml:3806 +#: doc/classes/VisualServer.xml:3807 msgid "Lowest quality of screen space ambient occlusion." msgstr "最低的屏幕空间环境遮挡质量。" -#: doc/classes/VisualServer.xml:3809 +#: doc/classes/VisualServer.xml:3810 msgid "Medium quality screen space ambient occlusion." msgstr "中等质量的屏幕空间环境遮挡。" -#: doc/classes/VisualServer.xml:3812 +#: doc/classes/VisualServer.xml:3813 msgid "Highest quality screen space ambient occlusion." msgstr "最高质量的屏幕空间环境遮挡。" -#: doc/classes/VisualServer.xml:3815 +#: doc/classes/VisualServer.xml:3816 msgid "Disables the blur set for SSAO. Will make SSAO look noisier." msgstr "禁用 SSAO 的模糊设置。会使 SSAO 看起来噪点更多。" -#: doc/classes/VisualServer.xml:3818 +#: doc/classes/VisualServer.xml:3819 msgid "Perform a 1x1 blur on the SSAO output." msgstr "对 SSAO 输出执行 1x1 模糊。" -#: doc/classes/VisualServer.xml:3821 +#: doc/classes/VisualServer.xml:3822 msgid "Performs a 2x2 blur on the SSAO output." msgstr "对 SSAO 输出执行 2x2 模糊。" -#: doc/classes/VisualServer.xml:3824 +#: doc/classes/VisualServer.xml:3825 msgid "Performs a 3x3 blur on the SSAO output. Use this for smoothest SSAO." msgstr "对SSAO输出执行3x3模糊。使用它可以获得最平滑的SSAO。" @@ -79848,14 +79962,15 @@ msgid "" "and a set of properties. Each node has also connection ports that allow to " "connect it to another nodes and control the flow of the shader." msgstr "" +"可视化着色器图由各种节点组成。图中的每个节点都是一个独立的对象,它们被表示为" +"带有标题和一系列属性的矩形框。每个节点都有连接端口,可以将其连接到另一个节点" +"并控制着色器的流程。" #: doc/classes/VisualShaderNode.xml:10 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/shading/visual_shaders.html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/shading/visual_shaders." -"html" +"https://docs.godotengine.org/en/3.4/tutorials/shading/visual_shaders.html" #: doc/classes/VisualShaderNode.xml:16 msgid "" @@ -79891,7 +80006,6 @@ msgstr "" "开进行预览。" #: doc/classes/VisualShaderNode.xml:50 -#, fuzzy msgid "" "Emitted when the node requests an editor refresh. Currently called only in " "setter of [member VisualShaderNodeTexture.source], " @@ -79899,8 +80013,8 @@ msgid "" "derivatives)." msgstr "" "当节点请求刷新编辑器时触发。目前只在[member VisualShaderNodeTexture.source]、" -"[VisualShaderNodeTexture]和[VisualShaderNodeCubemap](以及它们的派生品)的" -"setter中调用。" +"[VisualShaderNodeTexture]和[VisualShaderNodeCubeMap]及其派生对象的setter中调" +"用。" #: doc/classes/VisualShaderNode.xml:56 msgid "" @@ -80284,13 +80398,12 @@ msgstr "" "CTYPE_BOOLEAN]或 [constant CTYPE_TRANSFORM]则不能使用。" #: doc/classes/VisualShaderNodeCompare.xml:53 -#, fuzzy msgid "" "Comparison for less than or equal ([code]a < b[/code]). Cannot be used if " "[member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]." msgstr "" -"小于或等于的比较,即[code]a <= b[/code]。如果 [member type] 设置为 [constant " -"CTYPE_BOOLEAN] 或 [constant CTYPE_TRANSFORM]则不能使用。" +"小于或等于的比较,即[code]a < b[/code]。如果[member type] 设置为[constant " +"CTYPE_BOOLEAN]或[constant CTYPE_TRANSFORM]则不能使用。" #: doc/classes/VisualShaderNodeCompare.xml:56 msgid "" @@ -80305,9 +80418,8 @@ msgid "" msgstr "如果向量中的任意分量满足比较条件,则结果为真。" #: doc/classes/VisualShaderNodeCubeMap.xml:4 -#, fuzzy msgid "A [CubeMap] sampling node to be used within the visual shader graph." -msgstr "一个[Cubemap]采样节点,用于可视化着色器图中。" +msgstr "[CubeMap]采样节点,在可视化着色器图形中使用。" #: doc/classes/VisualShaderNodeCubeMap.xml:7 msgid "" @@ -80318,13 +80430,12 @@ msgstr "" "alpha通道的标量。" #: doc/classes/VisualShaderNodeCubeMap.xml:15 -#, fuzzy msgid "" "The [CubeMap] texture to sample when using [constant SOURCE_TEXTURE] as " "[member source]." msgstr "" -"当使用[constant SOURCE_TEXTURE]作为 [member source] 时,需要对[Cubemap]纹理进" -"行采样。" +"当使用[constant SOURCE_TEXTURE]作为 [member source] 时,要采样的[CubeMap]纹" +"理。" #: doc/classes/VisualShaderNodeCubeMap.xml:18 msgid "" @@ -80340,23 +80451,21 @@ msgid "" msgstr "定义源纹理提供的数据类型。选项参阅[enum TextureType]。" #: doc/classes/VisualShaderNodeCubeMap.xml:26 -#, fuzzy msgid "" "Use the [CubeMap] set via [member cube_map]. If this is set to [member " "source], the [code]samplerCube[/code] port is ignored." msgstr "" -"通过使用[member cube_map]设置的[Cubemap]。如果设置为[member source]," -"[code]samplerCube[/code]端口将被忽略。" +"使用通过[member cube_map]设置的[CubeMap]。如果这被设置为[member source]," +"[code]samplerCube[/code]端口就会被忽略。" #: doc/classes/VisualShaderNodeCubeMap.xml:29 -#, fuzzy msgid "" "Use the [CubeMap] sampler reference passed via the [code]samplerCube[/code] " "port. If this is set to [member source], the [member cube_map] texture is " "ignored." msgstr "" -"通过使用[code]samplerCube[/code]端口传递的[Cubemap]采样器引用。如果设置为" -"[member source],那么[member cube_map]纹理将被忽略。" +"使用通过[code]samplerCube[/code]端口传递的[CubeMap]采样器引用。如果这被设置为" +"[member source],[member cube_map]纹理就会被忽略。" #: doc/classes/VisualShaderNodeCubeMap.xml:32 #: doc/classes/VisualShaderNodeTexture.xml:44 @@ -80384,18 +80493,16 @@ msgstr "" "为法线贴图。" #: doc/classes/VisualShaderNodeCubeMapUniform.xml:4 -#, fuzzy msgid "A [CubeMap] uniform node to be used within the visual shader graph." -msgstr "[Cubemap] uniform节点,用于可视化着色器图中。" +msgstr "[CubeMap] uniform 节点,在可视化着色器图形中使用。" #: doc/classes/VisualShaderNodeCubeMapUniform.xml:7 -#, fuzzy msgid "" "Translated to [code]uniform samplerCube[/code] in the shader language. The " "output value can be used as port for [VisualShaderNodeCubeMap]." msgstr "" -"在着色器语言中被转换成[code]uniform samplerCube[/code]。其输出值可以作为" -"[VisualShaderNodeCubemap]的端口。" +"在着色器语言中被翻译成[code]uniform samplerCube[/code]。其输出值可以作为" +"[VisualShaderNodeCubeMap]的端口。" #: doc/classes/VisualShaderNodeCustom.xml:4 msgid "" @@ -80431,16 +80538,14 @@ msgstr "" "[/codeblock]" #: doc/classes/VisualShaderNodeCustom.xml:16 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/" "visual_shader_plugins.html" msgstr "" -"https://docs.godotengine.org/zh_CN/latest/tutorials/plugins/editor/" +"https://docs.godotengine.org/en/3.4/tutorials/plugins/editor/" "visual_shader_plugins.html" #: doc/classes/VisualShaderNodeCustom.xml:22 -#, fuzzy msgid "" "Override this method to define the category of the associated custom node in " "the Visual Shader Editor's members dialog. The path may look like " @@ -80448,10 +80553,10 @@ msgid "" "Defining this method is [b]optional[/b]. If not overridden, the node will be " "filed under the \"Custom\" category." msgstr "" -"重写此方法,在可视化着色器编辑器的成员对话框中定义相关自定义节点的路径。该路" -"径可能类似 [code]\"MyGame/MyFunctions/Noise\"[/code]。\n" -"定义这个方法是[b]optional[/b]可选 的。如果没有被重写,该节点将被归入 \"Addons" -"\" 类别。" +"重写此方法,在可视化着色器编辑器的成员对话框中定义相关自定义节点的类别。路径" +"可能看起来像 [code]\"MyGame/MyFunctions/Noise\"[/code]这样。\n" +"定义这个方法是[b]可选的[/b]。如果未重写,该节点将被归入 \"Custom\" 自定义类" +"别。" #: doc/classes/VisualShaderNodeCustom.xml:33 msgid "" @@ -80612,15 +80717,15 @@ msgstr "" "定义这个方法是[b]可选的[/b]。如果不重写,就不会显示返回图标。" #: doc/classes/VisualShaderNodeCustom.xml:120 -#, fuzzy msgid "" "Override this method to define the subcategory of the associated custom node " "in the Visual Shader Editor's members dialog.\n" "Defining this method is [b]optional[/b]. If not overridden, the node will be " "filed under the root of the main category (see [method _get_category])." msgstr "" -"重写此方法来定义可视化着色器编辑器的成员对话框中相关自定义节点的返回图标。\n" -"定义这个方法是[b]可选的[/b]。如果不重写,就不会显示返回图标。" +"重写此方法来定义可视化着色器编辑器的成员对话框中相关自定义节点的子类别。\n" +"定义这个方法是[b]可选的[/b]。如果不重写,节点将被归入主类别的根下,参阅" +"[method _get_category]。" #: doc/classes/VisualShaderNodeDeterminant.xml:4 msgid "" @@ -80628,9 +80733,8 @@ msgid "" msgstr "计算可视化着色器图中的[Transform]的行列式。" #: doc/classes/VisualShaderNodeDeterminant.xml:7 -#, fuzzy msgid "Translates to [code]determinant(x)[/code] in the shader language." -msgstr "在着色器语言中转换成[code]deteminant(x)[/code]。" +msgstr "在着色器语言中翻译成[code]determinant(x)[/code]。" #: doc/classes/VisualShaderNodeDotProduct.xml:4 msgid "Calculates a dot product of two vectors within the visual shader graph." @@ -80646,7 +80750,6 @@ msgid "" msgstr "用Godot着色语言编写的自定义可视化着色器图形表达式。" #: doc/classes/VisualShaderNodeExpression.xml:7 -#, fuzzy msgid "" "Custom Godot Shading Language expression, with a custom amount of input and " "output ports.\n" @@ -80656,11 +80759,11 @@ msgid "" "global constants. See [VisualShaderNodeGlobalExpression] for such global " "definitions." msgstr "" -"自定义Godot着色语言表达式,有自定义数量的输入和输出端口。\n" -"所提供的代码直接注入到图形匹配着色器函数中([code]vertex[/code], " -"[code]fragment[/code], 或[code]light[/code]),所以它不能用于声明函数、" -"varyings、uniforms或全局常量。请参阅[VisualShaderNodeGlobalExpression]以了解" -"此类全局定义。" +"自定义Godot着色器语言表达式,有自定义数量的输入和输出端口。\n" +"所提供的代码直接注入到图形匹配着色器函数中,即[code]vertex[/code], " +"[code]fragment[/code], or [code]light[/code],所以它不能用于声明函数、变体、" +"uniforms或全局常量。请参阅[VisualShaderNodeGlobalExpression]以了解此类全局定" +"义。" #: doc/classes/VisualShaderNodeExpression.xml:16 msgid "" @@ -80680,7 +80783,6 @@ msgid "" msgstr "返回与可视化着色器图中的参考向量指向相同方向的向量。" #: doc/classes/VisualShaderNodeFaceForward.xml:7 -#, fuzzy msgid "" "Translates to [code]faceforward(N, I, Nref)[/code] in the shader language. " "The function has three vector parameters: [code]N[/code], the vector to " @@ -80690,9 +80792,9 @@ msgid "" "N[/code] is returned." msgstr "" "在着色器语言中翻译为[code]faceforward(N, I, Nref)[/code]。该函数有三个向量参" -"数。[code]N[/code],要定向的向量,[code]I[/code],入射向量,以及[code]Nref[/" -"code],参考向量。如果[code]I[/code]和[code]Nref[/code]的点积小于零,返回值为" -"[code]N[/code]。否则将返回[code]-N[/code]。" +"数。[code]N[/code],定向矢量,[code]I[/code],入射矢量,以及[code]Nref[/" +"code],参考矢量。如果[code]I[/code]和[code]Nref[/code]的点积小于零,返回值为" +"[code]N[/code]。否则,将返回[code]-N[/code]。" #: doc/classes/VisualShaderNodeFresnel.xml:4 msgid "A Fresnel effect to be used within the visual shader graph." @@ -80773,13 +80875,12 @@ msgid "" msgstr "返回正在使用的输入端口的数量。替代[method get_free_input_port_id]。" #: doc/classes/VisualShaderNodeGroupBase.xml:63 -#, fuzzy msgid "" "Returns a [String] description of the input ports as a colon-separated list " "using the format [code]id,type,name;[/code] (see [method add_input_port])." msgstr "" -"返回输入端口的[String]描述,以冒号分隔的列表,使用[code]id,type,name;[/code]" -"格式,参阅[method add_input_port]。" +"返回输入端口的[String]描述,是一个用冒号分隔的列表,格式为[code]id,type,name;" +"[/code],参阅[method add_input_port]。" #: doc/classes/VisualShaderNodeGroupBase.xml:69 msgid "" @@ -80788,13 +80889,12 @@ msgid "" msgstr "返回正在使用的输出端口的数量。替代[method get_free_output_port_id]。" #: doc/classes/VisualShaderNodeGroupBase.xml:75 -#, fuzzy msgid "" "Returns a [String] description of the output ports as a colon-separated list " "using the format [code]id,type,name;[/code] (see [method add_output_port])." msgstr "" -"返回输出端口的[String]描述,以冒号分隔的列表,使用[code]id,type,name;[/code]" -"格式,参阅[method add_output_port]。" +"返回输出端口的[String]描述,作为一个用冒号分隔的列表,格式为[code]id,type," +"name;[/code],参阅[method add_output_port]。" #: doc/classes/VisualShaderNodeGroupBase.xml:82 msgid "Returns [code]true[/code] if the specified input port exists." @@ -80868,13 +80968,12 @@ msgstr "" "表,请参阅着色器参考,即查看[code]Tutorials[/code]教程部分的链接。" #: doc/classes/VisualShaderNodeInput.xml:9 -#, fuzzy msgid "" "https://docs.godotengine.org/en/3.4/tutorials/shading/shading_reference/" "index.html" msgstr "" -"https://docs.godotengine.org/zh_CN/stable/tutorials/shading/" -"shading_reference/index.html" +"https://docs.godotengine.org/en/3.4/tutorials/shading/shading_reference/" +"index.html" #: doc/classes/VisualShaderNodeInput.xml:20 msgid "" @@ -81065,11 +81164,10 @@ msgid "Use the current viewport's texture as the source." msgstr "使用当前视窗的纹理作为源。" #: doc/classes/VisualShaderNodeTexture.xml:32 -#, fuzzy msgid "" "Use the texture from this shader's texture built-in (e.g. a texture of a " "[Sprite])." -msgstr "使用该着色器内置的纹理,例如,[Sprite2D]的纹理。" +msgstr "使用该着色器内置的纹理,例如,[Sprite]的纹理。" #: doc/classes/VisualShaderNodeTexture.xml:35 msgid "Use the texture from this shader's normal map built-in." @@ -81773,6 +81871,9 @@ msgid "" "[b]Note:[/b] The [signal Range.changed] and [signal Range.value_changed] " "signals are part of the [Range] class which this class inherits from." msgstr "" +"垂直滑块。参阅[Slider]。这个从底部(最小)到顶部(最大)。\n" +"[b]注意:[/b] [signal Range.changed]和[signal Range.value_changed]信号是" +"[Range]类的一部分,该类继承自它。" #: doc/classes/VSlider.xml:25 msgid "The background of the area below the grabber." @@ -81827,10 +81928,9 @@ msgid "Closes this data channel, notifying the other peer." msgstr "关闭此数据通道,通知另一个对等体。" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:19 -#, fuzzy msgid "" "Returns the number of bytes currently queued to be sent over this channel." -msgstr "返回当前列表中的项目数。" +msgstr "返回当前排队在此通道上发送的字节数。" #: modules/webrtc/doc_classes/WebRTCDataChannel.xml:25 msgid "" @@ -82105,17 +82205,16 @@ msgstr "" "ice_candidate_created]。" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:29 -#, fuzzy msgid "" "Close the peer connection and all data channels associated with it.\n" "[b]Note:[/b] You cannot reuse this object for a new connection unless you " "call [method initialize]." msgstr "" -"关闭对等体连接和与之相关的所有数据通道。注意,你不能为一个新的连接重用这个对" -"象,除非你调用[method initialize]。" +"关闭对等体连接和与之相关的所有数据通道。\n" +"[b]注意:[/b]你不能为一个新的连接重复使用这个对象,除非你调用[method " +"initialize]。" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:39 -#, fuzzy msgid "" "Returns a new [WebRTCDataChannel] (or [code]null[/code] on failure) with " "given [code]label[/code] and optionally configured via the [code]options[/" @@ -82152,32 +82251,32 @@ msgid "" "[b]Note:[/b] You must keep a reference to channels created this way, or it " "will be closed." msgstr "" -"返回一个新的[WebRTCDataChannel],或在失败时返回[code]null[/code],带有给定的" +"返回新的[WebRTCDataChannel],或在失败时返回[code]null[/code],具有给定的 " "[code]label[/code],并通过[code]options[/code]字典进行配置。这个方法只有在连" "接处于[constant STATE_NEW]状态时才能被调用。\n" "有两种方法来创建工作数据通道:要么只在其中一个对等体上调用[method " "create_data_channel],并在另一个对等体上监听[signal data_channel_received]," "要么在两个对等体上调用[method create_data_channel],数值相同,并将" "[code]negotiated[/code]选项设置为[code]true[/code]。\n" -"有效的[code]options[/code]选项是:\n" +"有效的[code]options[/code]是:\n" "[codeblock]\n" "{\n" -" \"negotiated\": true, # 当设置为 \"true\"(默认关闭)时,意味着该通道是在带" -"外协商的。\n" -" \"id\": 1, # 当“negotiation”为true时,该值也必须在对等体上设置为相同的" -"值。 \n" +" \"negotiated\": true, # 当设置为 \"true\"时,默认关闭,意味着该通道是在频" +"带外协商的。\"id\"也必须被设置。\"data_channel_received\" 将不会被调用。\n" +" \"id\":1, # 当 \"negotiated\"为真时,这个值也必须被设置为两个对等体的相同" +"值。\n" "\n" -" # maxretransmit和maxPacketLifeTime只能指定其中一个,不能同时指定。 它们使" -"通道不可靠(但在实时性方面更好)。 .\n" -" \"maxRetransmits\": 1, # 指定对端在未被确认的情况下重传数据包的最大尝试次" -"数。 \n" -" \"maxPacketLifeTime\": 100, # 指定放弃未确认数据包重传的最大时间(以毫秒为" -"单位) .\n" -" \"ordered\": true, # 当处于不可靠模式时(例如,设置" -"了“maxretransmit”或“maxPacketLifetime”),“ordered”(默认为true)指定是否强制排" -"序数据包。 \n" +" # 只能指定maxRetransmits和maxPacketLifeTime中的一个,不能同时指定。它们会" +"使信道变得不可靠,但在实时性方面会更好。\n" +" \"maxRetransmits\":1, # 指定对等体在数据包未被确认时尝试重传的最大次" +"数。\n" +" \"maxPacketLifeTime\":100, # 指定放弃重传未被确认的数据包之前的最大时间," +"以毫秒为单位。\n" +" \"ordered\": true, # 当处于不可靠模式时,即 \"maxRetransmits \"或 " +"\"maxPacketLifetime \"被设置,\"ordered\"指定是否要强制执行数据包排序,默认为" +"true。\n" "\n" -" \"protocol\": \"my-custom-protocol\", # 此通道的自定义子协议字符串。 \n" +" \"protocol\":\"my-custom-protocol\", #这个通道的自定义子协议字符串。\n" "}\n" "[/codeblock]\n" "[b]注意:[/b] 你必须保持对以这种方式创建的通道的引用,否则它将被关闭。" @@ -82201,7 +82300,6 @@ msgid "Returns the connection state. See [enum ConnectionState]." msgstr "返回连接状态。参阅[enum ConnectionState]。" #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml:76 -#, fuzzy msgid "" "Re-initialize this peer connection, closing any previously active " "connection, and going back to state [constant STATE_NEW]. A dictionary of " @@ -82227,22 +82325,20 @@ msgid "" "[/codeblock]" msgstr "" "重新初始化这个对等体连接,关闭任何先前活动的连接,并回到状态[constant " -"STATE_NEW]。可以通过一个[code]options[/code]选项的字典来配置对等连接。\n" -"有效的[code]options[/code]选项是:\n" +"STATE_NEW]。可以通过[code]options[/code]的字典来配置对等连接。\n" +"有效的[code]options[/code]是:\n" "[codeblock]\n" "{\n" " \"iceServers\": [\n" " {\n" -" \"urls\": [ \"stun:stun.example.com:3478\" ], # One or more STUN " -"servers.\n" +" \"urls\":[\"stun:stun.example.com:3478\"], # 一个或多个STUN服" +"务。\n" " },\n" " {\n" -" \"urls\": [ \"turn:turn.example.com:3478\" ], # One or more TURN " -"servers.\n" -" \"username\": \"a_username\", # Optional username for the TURN " -"server.\n" -" \"credentials\": \"a_password\", # Optional password for the " -"TURN server.\n" +" \"urls\":[\"turn:turn.example.com:3478\"], # 一个或多个TURN服" +"务。\n" +" \"username\":\"a_username\", # TURN服务的可选用户名。\n" +" \"credential\":\"a_password\", # TURN服务的可选密码。\n" " }\n" " ]\n" "}\n" @@ -82369,7 +82465,6 @@ msgstr "" "当连接、断开连接或有新数据时,你将收到适当的信号。" #: modules/websocket/doc_classes/WebSocketClient.xml:22 -#, fuzzy msgid "" "Connects to the given URL requesting one of the given [code]protocols[/code] " "as sub-protocol. If the list empty (default), no sub-protocol will be " @@ -82393,19 +82488,23 @@ msgid "" "[b]Note:[/b] Specifying [code]custom_headers[/code] is not supported in " "HTML5 exports due to browsers restrictions." msgstr "" -"连接到给定的URL,请求给定的[code]protocols[/code]中的一个作为子协议。如果列表" -"为空(默认),将不请求子协议。\n" -"如果[code]true[/code]作为[code]gd_mp_api[/code]被传递,客户端将表现得像一个" +"连接到给定的URL,请求给定的[code]protocols[/code]之一作为子协议。如果列表为" +"空,默认为空,将不请求子协议。\n" +"如果[code]true[/code]作为[code]gd_mp_api[/code]被传递,客户端将表现得像" "[MultiplayerAPI]的网络对等体,与非Godot服务器的连接将不工作,并且[signal " "data_received]将不被触发。\n" -"如果[code]false[/code]被传递(默认),你必须调用[PacketPeer]函数" -"([code]put_packet[/code], [code]get_packet[/code], etc.)对通过" -"[code]get_peer(1)[/code]返回的[WebSocketPeer],而不是直接对该对象,例如," -"[code]get_peer(1).put_packet(data)[/code]。\n" +"如果[code]false[/code]被传递,默认传递,你必须调用[PacketPeer]函数," +"[code]put_packet[/code], [code]get_packet[/code]等,对通过[code]get_peer(1)[/" +"code]返回的[WebSocketPeer],而不是直接对该对象,例如,[code]get_peer(1)." +"put_packet(data)[/code]。\n" "你可以选择传递一个[code]custom_headers[/code]的列表,以添加到握手的HTTP请求" "中。\n" -"[b]注意:[/b] 由于浏览器的限制,在HTML5输出中不支持指定[code]custom_headers[/" -"code]。" +"[b]注意:[/b] 为了避免HTML5中的混合内容警告或错误,须使用以[code]wss://[/" +"code](安全)开头的[code]url[/code],而不是[code]ws://[/code]。这样做时,确保" +"使用与服务器的SSL证书中定义的完全合格的域名。不要直接通过IP地址进行" +"[code]wss://[/code]连接,因为它不会与SSL证书相匹配。\n" +"[b]注意:[/b]由于浏览器的限制,指定[code]custom_headers[/code]在HTML5导出中不" +"被支持。" #: modules/websocket/doc_classes/WebSocketClient.xml:35 msgid "" @@ -82534,9 +82633,10 @@ msgid "A class representing a specific WebSocket connection." msgstr "表示特定WebSocket连接的类。" #: modules/websocket/doc_classes/WebSocketPeer.xml:7 +#, fuzzy msgid "" -"This class represent a specific WebSocket connection, you can do lower level " -"operations with it.\n" +"This class represents a specific WebSocket connection, allowing you to do " +"lower level operations with it.\n" "You can choose to write to the socket in binary or text mode, and you can " "recognize the mode used for writing by the other peer." msgstr "" @@ -82586,6 +82686,8 @@ msgid "" "[/b] HTML5 exports use WebSocket.bufferedAmount, while other platforms use " "an internal buffer." msgstr "" +"返回输出的websocket缓冲区中的当前数据量。[b]注意:[/b] HTML5导出使用" +"WebSocket.bufferedAmount,而其他平台使用内部缓冲区。" #: modules/websocket/doc_classes/WebSocketPeer.xml:46 msgid "Gets the current selected write mode. See [enum WriteMode]." @@ -82719,6 +82821,8 @@ msgid "" "The time in seconds before a pending client (i.e. a client that has not yet " "finished the HTTP handshake) is considered stale and forcefully disconnected." msgstr "" +"挂起客户端,即尚未完成 HTTP 握手的客户端之前的时间被认为是陈旧的并强制断开连" +"接,时间以秒为单位。" #: modules/websocket/doc_classes/WebSocketServer.xml:80 msgid "" @@ -82774,7 +82878,7 @@ msgstr "" #: modules/webxr/doc_classes/WebXRInterface.xml:4 msgid "AR/VR interface using WebXR." -msgstr "" +msgstr "使用 WebXR 的 AR/VR 接口。" #: modules/webxr/doc_classes/WebXRInterface.xml:7 msgid "" @@ -82901,10 +83005,118 @@ msgid "" "a wider or narrower set of devices and input methods, or to allow more " "advanced interations with more advanced devices." msgstr "" +"WebXR是一个开放标准,允许创建在网络浏览器中运行的VR和AR应用程序。\n" +"因此,这个界面只有在HTML5导出中运行时才能使用。\n" +"WebXR支持广泛的设备,从能力很强的设备(如Valve Index、HTC Vive、Oculus Rift和" +"Quest)到能力较弱的设备(如Google Cardboard、Oculus Go、GearVR或普通智能手" +"机)。\n" +"由于WebXR是基于Javascript的,它大量使用回调,这意味着[WebXRInterface]被迫使用" +"信号,而其他AR/VR界面会使用立即返回结果的函数。这使得[WebXRInterface]的初始化" +"比其他AR/VR接口要复杂很多。\n" +"下面是启动一个沉浸式VR会话所需的最小代码。\n" +"[codeblock]\n" +"extends Spatial\n" +"\n" +"var webxr_interface\n" +"var vr_supported = false\n" +"\n" +"func _ready():\n" +" # 我们假设这个节点有一个按钮作为子节点。\n" +" # 这个按钮是让用户同意进入沉浸式VR模式。\n" +" $Button.connect(\"pressed\", self, \"_on_Button_pressed\")\n" +"\n" +" webxr_interface = ARVRServer.find_interface(\"WebXR\")\n" +" if webxr_interface:\n" +" # WebXR使用了大量的异步回调,\n" +" # 所以我们要连接各种信号来接收它们。 \n" +" webxr_interface.connect(\"session_supported\", self, " +"\"_webxr_session_supported\")\n" +" webxr_interface.connect(\"session_started\", self, " +"\"_webxr_session_started\")\n" +" webxr_interface.connect(\"session_ended\", self, " +"\"_webxr_session_ended\")\n" +" webxr_interface.connect(\"session_failed\", self, " +"\"_webxr_session_failed\")\n" +"\n" +" # 这将立即返回——自身的_webxr_session_supported()方法\n" +" # (我们在上面连接了'session_supported' 信号)将在稍后被调用\n" +" # 让我们知道它是否被支持。 \n" +" webxr_interface.is_session_supported(\"immersive-vr\")\n" +"\n" +"func _webxr_session_supported(session_mode, supported):\n" +" if session_mode == 'immersive-vr':\n" +" vr_supported = supported\n" +"\n" +"func _on_Button_pressed():\n" +" if not vr_supported:\n" +" OS.alert(\"Your browser doesn't support VR\")\n" +" return\n" +"\n" +" # 获得沉浸式的VR体验,而不是AR('immersive-ar')\n" +" # 或一个简单的3DoF查看器('viewer')。 \n" +" webxr_interface.session_mode = 'immersive-vr'\n" +" # 'bounded-floor'是房间大小,'local-floor'是站着或坐着的\n" +" # 体验(如果你有3DoF耳机,它会让你离地面1.6米)。\n" +" # 而'local'则是让你在ARVROrigin处。\n" +" # 这个列表意味着它将首先尝试请求 \"bounded-floor\",\n" +" # 如果没有其他支持的话,就退而求其次,选择 \"local-floor\",\n" +" # 如果没有别的就选 \"local\" 支持。\n" +" webxr_interface.requested_reference_space_types = 'bounded-floor, local-" +"floor, local'\n" +" # 为了使用'local-floor'或'bounded-floor',\n" +" # 我们须标记这些特征。\n" +" webxr_interface.required_features = 'local-floor'\n" +" webxr_interface.optional_features = 'bounded-floor'\n" +"\n" +" # 如果无法请求会话,这将返回false。\n" +" # 然而,在这个过程中,它仍然可能异步失败\n" +" # 只有在\n" +" # _webxr_session_started()或_webxr_session_failed()方法被调用时,才知道它" +"是否真的成功或失败。\n" +" if not webxr_interface.initialize():\n" +" OS.alert(\"Failed to initialize\")\n" +" return\n" +"\n" +"func _webxr_session_started():\n" +" $Button.visible = false\n" +" # 这告诉Godot开始进行渲染。\n" +" get_viewport().arvr = true\n" +" # 这将是您从上面请求的类型中最终得到的引用空间类型。\n" +" # 如果你想让游戏在'bounded-floor'和 'local-floor' 中有一点不同,\n" +" # 这是很有用的。 \n" +" print (\"Reference space type: \" + webxr_interface." +"reference_space_type)\n" +"\n" +"func _webxr_session_ended():\n" +" $Button.visible = true\n" +" # 如果用户退出沉浸模式,\n" +" # 我们就会告诉Godot重新渲染到网页上。\n" +" get_viewport().arvr = false\n" +"\n" +"func _webxr_session_failed(message):\n" +" OS.alert(\"Failed to initialize: \" + message)\n" +"[/codeblock]\n" +"有几种方法来处理 \"controller\" 控制器的输入。\n" +"- 使用[ARVRController]节点和它们的[signal ARVRController.button_pressed]和" +"[signal ARVRController.button_release]信号。这是Godot的AR/VR应用中通常处理控" +"制器的方式,然而,这只适用于高级VR控制器,例如Oculus Touch或Index控制器。按钮" +"代码由[url=https://immersive-web.github.io/webxr-gamepads-module/#xr-" +"standard-gamepad-mapping]WebXR Gamepads模块[/url]的3.3节定义。\n" +"- 使用[method Node._unhandled_input]和[InputEventJoypadButton]或" +"[InputEventJoypadMotion]。这和普通的游戏手柄工作原理一样,只是[member " +"InputEvent.device]从100开始,所以左边的控制器是100,右边的控制器是101,按钮代" +"码由[url=https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-" +"gamepad-mapping]WebXR Gamepads模块[/url]的3.3节定义。\n" +"- 使用[signal select]、[signal squeeze]和相关信号。这种方法既适用于高级的VR控" +"制器,也适用于非传统的 \"controller\" 控制器,如在屏幕上的点击、口语化的语音" +"命令或设备本身的按键。传递给这些信号的[code]controller_id[/code]是与[member " +"ARVRController.controller_id]中使用的id相同。\n" +"你可以使用这些方法中的一个或全部,让你的游戏或应用程序支持更广泛或更窄的设备" +"和输入方法,或者允许与更高级的设备进行更高级的交互。" #: modules/webxr/doc_classes/WebXRInterface.xml:94 msgid "https://www.snopekgames.com/blog/2020/how-make-vr-game-webxr-godot" -msgstr "" +msgstr "https://www.snopekgames.com/blog/2020/how-make-vr-game-webxr-godot" #: modules/webxr/doc_classes/WebXRInterface.xml:101 msgid "" @@ -82924,6 +83136,18 @@ msgid "" "- [signal squeeze]\n" "- [signal squeezestart]" msgstr "" +"获取给定 [code]controller_id[/code] 的 [ARVRPositionalTracker]。\n" +"在 WebXR 的上下文中, \"controller\"控制器可以是高级 VR 控制器,如 Oculus " +"Touch 或 Index 控制器,甚至可以是屏幕上的点击、语音命令或设备本身的按钮按下。" +"当使用非传统控制器时,将 [ARVRPositionalTracker] 的位置和方向解释为指向用户希" +"望与之交互的对象的射线。\n" +"使用此方法获取有关触发以下信号之一的控制器的信息:\n" +"- [signal selectstart]\n" +"- [signal select]\n" +"- [signal selectend]\n" +"- [signal squeezestart]\n" +"- [signal squeeze]\n" +"- [signal squeezestart]" #: modules/webxr/doc_classes/WebXRInterface.xml:116 msgid "" @@ -82935,6 +83159,11 @@ msgid "" "This method returns nothing, instead it emits the [signal session_supported] " "signal with the result." msgstr "" +"检查给定的[code]session_mode[/code]是否被用户的浏览器支持。\n" +"可能的值来自[url=https://developer.mozilla.org/en-US/docs/Web/API/" +"XRSessionMode]WebXR的XRSessionMode[/url],包括:[code]\"immersive-vr\"[/" +"code], [code]\"immersive-ar\"[/code], 和[code]\"inline\"[/code]。\n" +"此方法不返回任何东西,而是将结果发送给[signal session_supported]信号。" #: modules/webxr/doc_classes/WebXRInterface.xml:124 msgid "" @@ -82945,6 +83174,10 @@ msgid "" "support it.\n" "The [signal reference_space_reset] signal may indicate when this changes." msgstr "" +"定义用户游戏区域边界的多边形的顶点。\n" +"这仅在 [member reference_space_type] 是 [code]\"bounded-floor\"[/code] ,并且" +"仅在支持它的某些浏览器和设备上可用。\n" +"[signal reference_space_reset] 信号可以指示何时改变。" #: modules/webxr/doc_classes/WebXRInterface.xml:129 msgid "" @@ -82959,6 +83192,15 @@ msgid "" "use a particular reference space type, it must be listed in either [member " "required_features] or [member optional_features]." msgstr "" +"[method ARVRInterface.initialize] 设置 WebXR 会话时使用的可选功能的逗号分隔列" +"表。\n" +"如果用户的浏览器或设备不支持指定的功能,初始化将继续,但您将无法使用请求的功" +"能。\n" +"这对已经初始化的接口没有任何影响。\n" +"可能的值来自 [url=https://developer.mozilla.org/en-US/docs/Web/API/" +"XRReferenceSpaceType]WebXR 的 XRReferenceSpaceType[/url]。如果要使用特定的引" +"用空间类型,则必须将其列在 [member required_features] 或 [member " +"optional_features] 中。" #: modules/webxr/doc_classes/WebXRInterface.xml:135 msgid "" @@ -82970,6 +83212,12 @@ msgid "" "use a particular reference space type, it must be listed in either [member " "required_features] or [member optional_features]." msgstr "" +"引用空间类型,来自[member requested_reference_space_types]属性中设置的请求类" +"型列表,最终由[method ARVRInterface.initialize]在设置WebXR会话时使用。\n" +"可能的值来自[url=https://developer.mozilla.org/en-US/docs/Web/API/" +"XRReferenceSpaceType]WebXR的XRReferenceSpaceType[/url]。如果你想使用一个特定" +"的引用空间类型,它必须被列入[member required_features]或[member " +"optional_features]中。" #: modules/webxr/doc_classes/WebXRInterface.xml:139 msgid "" @@ -82985,6 +83233,15 @@ msgid "" "use a particular reference space type, it must be listed in either [member " "required_features] or [member optional_features]." msgstr "" +"[method ARVRInterface.initialize] 设置 WebXR 会话时使用的引用空间类型的逗号分" +"隔列表。\n" +"按顺序请求引用空间类型,将使用用户设备或浏览器支持的第一个。 [member " +"reference_space_type] 属性包含最终使用的引用空间类型。\n" +"这对已经初始化的接口没有任何影响。\n" +"可能的值来自 [url=https://developer.mozilla.org/en-US/docs/Web/API/" +"XRReferenceSpaceType]WebXR 的 XRReferenceSpaceType[/url]。如果要使用特定的参" +"考空间类型,则必须将其列入 [member required_features] 或 [member " +"optional_features] 中。" #: modules/webxr/doc_classes/WebXRInterface.xml:145 msgid "" @@ -82998,6 +83255,15 @@ msgid "" "use a particular reference space type, it must be listed in either [member " "required_features] or [member optional_features]." msgstr "" +"[method ARVRInterface.initialize] 设置 WebXR 会话时使用的所需功能的逗号分隔列" +"表。\n" +"如果用户的浏览器或设备不支持指定的功能,初始化将失败并发出 [signal " +"session_failed]。\n" +"这对已经初始化的接口没有任何影响。\n" +"可能的值来自 [url=https://developer.mozilla.org/en-US/docs/Web/API/" +"XRReferenceSpaceType]WebXR 的 XRReferenceSpaceType[/url]。如果要使用特定的参" +"考空间类型,则必须将其列入 [member required_features] 或 [member " +"optional_features] 中。" #: modules/webxr/doc_classes/WebXRInterface.xml:151 msgid "" @@ -83008,6 +83274,11 @@ msgid "" "API/XRSessionMode]WebXR's XRSessionMode[/url], including: [code]\"immersive-" "vr\"[/code], [code]\"immersive-ar\"[/code], and [code]\"inline\"[/code]." msgstr "" +"设置WebXR会话时,[method ARVRInterface.initialize]所使用的会话模式。\n" +"在已经初始化的情况下,这对接口没有任何影响。\n" +"可能的值来自[url=https://developer.mozilla.org/en-US/docs/Web/API/" +"XRSessionMode]WebXR的XRSessionMode[/url],包括:[code]\"immersive-vr\"[/" +"code], [code]\"immersive-ar\"[/code], 和[code]\"inline\"[/code]。" #: modules/webxr/doc_classes/WebXRInterface.xml:156 msgid "" @@ -83017,6 +83288,10 @@ msgid "" "[code]\"hidden\"[/code], [code]\"visible\"[/code], and [code]\"visible-" "blurred\"[/code]." msgstr "" +"指示用户是否可以看到 WebXR 会话的图像。\n" +"可能的值来自 [url=https://developer.mozilla.org/en-US/docs/Web/API/" +"XRVisibilityState]WebXR 的 XRVisibilityState[/url],包括 [code]\"hidden\"[/" +"code], [code]\"visible\"[/code], 和 [code]\"visible-blurred\"[/code]。" #: modules/webxr/doc_classes/WebXRInterface.xml:163 msgid "" @@ -83029,6 +83304,12 @@ msgid "" "See [url=https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpace/" "reset_event]WebXR's XRReferenceSpace reset event[/url] for more information." msgstr "" +"发出该消息以表明引用空间已被重置或重新配置。\n" +"何时或是否发出取决于用户的浏览器或设备,但可能包括当用户改变了他们的游戏空间" +"的尺寸,你可以通过[member bounds_geometry]访问,或按下/按住一个按钮来重新定位" +"他们的位置。\n" +"参阅[url=https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpace/" +"reset_event]WebXR的XRReferenceSpace重置事件[/url]。" #: modules/webxr/doc_classes/WebXRInterface.xml:171 msgid "" @@ -83036,6 +83317,8 @@ msgid "" "\".\n" "Use [method get_controller] to get more information about the controller." msgstr "" +"在其中一个 \"controllers\"控制器完成其 \"primary action\"主要动作后触发。\n" +"使用[method get_controller]来获得更多关于控制器的信息。" #: modules/webxr/doc_classes/WebXRInterface.xml:178 msgid "" @@ -83043,12 +83326,16 @@ msgid "" "\".\n" "Use [method get_controller] to get more information about the controller." msgstr "" +"当其中一个 \"controllers\"控制器完成其 \"primary action\" 主要动作时触发。\n" +"使用[method get_controller]来获得更多关于控制器的信息。" #: modules/webxr/doc_classes/WebXRInterface.xml:185 msgid "" "Emitted when one of the \"controllers\" has started its \"primary action\".\n" "Use [method get_controller] to get more information about the controller." msgstr "" +"当一个 \"controllers\" 控制器开始其 \"primary action\" 主要动作时触发。\n" +"使用[method get_controller]来获得更多关于控制器的信息。" #: modules/webxr/doc_classes/WebXRInterface.xml:191 msgid "" @@ -83057,6 +83344,9 @@ msgid "" "At this point, you should do [code]get_viewport().arvr = false[/code] to " "instruct Godot to resume rendering to the screen." msgstr "" +"当用户结束WebXR会话时触发,可以使用浏览器或设备的用户界面来完成。\n" +"此时,你应该执行[code]get_viewport().arvr = false[/code]来指示Godot恢复对屏幕" +"的渲染。" #: modules/webxr/doc_classes/WebXRInterface.xml:198 msgid "" @@ -83064,6 +83354,9 @@ msgid "" "[code]message[/code] may optionally contain an error message from WebXR, or " "an empty string if no message is available." msgstr "" +"如果会话启动失败,由[method ARVRInterface.initialize]触发。\n" +"[code]message[/code]可以选择包含一个来自WebXR的错误信息,如果没有信息,则为空" +"字符串。" #: modules/webxr/doc_classes/WebXRInterface.xml:204 msgid "" @@ -83072,12 +83365,17 @@ msgid "" "At this point, it's safe to do [code]get_viewport().arvr = true[/code] to " "instruct Godot to start rendering to the AR/VR device." msgstr "" +"如果会话成功启动,由[method ARVRInterface.initialize]触发。\n" +"此时,应该执行[code]get_viewport().arvr = true[/code]来指示Godot开始向AR/VR设" +"备进行渲染是安全的。" #: modules/webxr/doc_classes/WebXRInterface.xml:212 msgid "" "Emitted by [method is_session_supported] to indicate if the given " "[code]session_mode[/code] is supported or not." msgstr "" +"由[method is_session_supported]触发,表示是否支持指定的[code]session_mode[/" +"code]。" #: modules/webxr/doc_classes/WebXRInterface.xml:218 msgid "" @@ -83085,6 +83383,9 @@ msgid "" "action\".\n" "Use [method get_controller] to get more information about the controller." msgstr "" +"在其中一个 \"controllers\" 控制器完成其 \"primary squeeze action\"主要按压动" +"作后触发。\n" +"使用[method get_controller]来获得更多关于控制器的信息。" #: modules/webxr/doc_classes/WebXRInterface.xml:225 msgid "" @@ -83092,6 +83393,9 @@ msgid "" "action\".\n" "Use [method get_controller] to get more information about the controller." msgstr "" +"当其中一个 \"controllers\" 控制器完成其 \"primary squeeze action\" 主要按压动" +"作时触发。\n" +"使用[method get_controller]来获得更多关于控制器的信息。" #: modules/webxr/doc_classes/WebXRInterface.xml:232 msgid "" @@ -83099,16 +83403,17 @@ msgid "" "action\".\n" "Use [method get_controller] to get more information about the controller." msgstr "" +"当其中一个 \"controllers\" 控制器开始其 \"primary squeeze action\" 主要按压动" +"作时触发。\n" +"使用[method get_controller]来获得更多关于控制器的信息。" #: modules/webxr/doc_classes/WebXRInterface.xml:238 -#, fuzzy msgid "Emitted when [member visibility_state] has changed." -msgstr "当[成员框架]更改时发出。" +msgstr "当[member visibility_state]已更改时触发。" #: doc/classes/WindowDialog.xml:4 -#, fuzzy msgid "Base class for window dialogs." -msgstr "音频流的基类。" +msgstr "窗口对话框的基类。" #: doc/classes/WindowDialog.xml:7 msgid "" @@ -83116,113 +83421,103 @@ msgid "" "default toplevel [Control] that draws a window decoration and allows motion " "and resizing." msgstr "" +"Windowdialog是所有基于窗口的对话框的基类。它是一个默认的顶层[Control]控件,可" +"以绘制一个窗口装饰,并允许移动和调整大小。" #: doc/classes/WindowDialog.xml:15 -#, fuzzy -msgid "Returns the close [TextureButton]." -msgstr "返回图块的纹理。" +msgid "" +"Returns the close [TextureButton].\n" +"[b]Warning:[/b] This is a required internal node, removing and freeing it " +"may cause a crash. If you wish to hide it or any of its children, use their " +"[member CanvasItem.visible] property." +msgstr "" -#: doc/classes/WindowDialog.xml:21 -#, fuzzy +#: doc/classes/WindowDialog.xml:22 msgid "If [code]true[/code], the user can resize the window." -msgstr "如果[code]true[/code],则摄像机随目标旋转。" +msgstr "如果[code]true[/code],用户可以调整窗口大小。" -#: doc/classes/WindowDialog.xml:24 -#, fuzzy +#: doc/classes/WindowDialog.xml:25 msgid "The text displayed in the window's title bar." -msgstr "显示在图形节点GraphNode标题栏中的文本。" +msgstr "显示在窗口标题栏的文字。" -#: doc/classes/WindowDialog.xml:31 -#, fuzzy +#: doc/classes/WindowDialog.xml:32 msgid "The icon for the close button." -msgstr "缩放重置按钮的图标。" +msgstr "关闭按钮的图标。" -#: doc/classes/WindowDialog.xml:34 -#, fuzzy +#: doc/classes/WindowDialog.xml:35 msgid "The horizontal offset of the close button." -msgstr "关闭按钮的垂直偏移量。" +msgstr "关闭按钮的水平偏移。" -#: doc/classes/WindowDialog.xml:37 -#, fuzzy +#: doc/classes/WindowDialog.xml:38 msgid "" "The icon used for the close button when it's hovered with the mouse cursor." -msgstr "当光标悬停时关闭按钮的背景。" +msgstr "当用鼠标光标悬停时,关闭按钮使用的图标。" -#: doc/classes/WindowDialog.xml:43 +#: doc/classes/WindowDialog.xml:44 msgid "" "The style for both the content background of the [WindowDialog] and the " "title bar. The title bar is created with a top border and an expand margin " "using the [code]panel[/code] stylebox." msgstr "" +"[WindowDialog] 和标题栏的内容背景的样式。标题栏使用 [code]panel [/code] 样式" +"框创建,具有顶部边框和扩展边距。" -#: doc/classes/WindowDialog.xml:46 -#, fuzzy +#: doc/classes/WindowDialog.xml:47 msgid "" "The thickness of the border that can be dragged when scaling the window (if " "[member resizable] is enabled)." -msgstr "用于调整大小的图标,在 [member resizable]被启用时可见。" +msgstr "缩放窗口时可以拖动的边框的粗细,如果启用了[member resizable]。" -#: doc/classes/WindowDialog.xml:49 -#, fuzzy +#: doc/classes/WindowDialog.xml:50 msgid "The color of the title text." -msgstr "标题文字的颜色。" +msgstr "标题文本的颜色。" -#: doc/classes/WindowDialog.xml:52 -#, fuzzy +#: doc/classes/WindowDialog.xml:53 msgid "The font used to draw the title." -msgstr "用于绘制选项卡名称的字体。" +msgstr "用于绘制标题的字体。" -#: doc/classes/WindowDialog.xml:55 -#, fuzzy +#: doc/classes/WindowDialog.xml:56 msgid "The vertical offset of the title text." -msgstr "标题文本的垂直偏移量。" +msgstr "标题文本的垂直偏移。" #: doc/classes/World.xml:4 msgid "Class that has everything pertaining to a world." msgstr "拥有与世界相关的一切的类。" #: doc/classes/World.xml:7 -#, fuzzy msgid "" "Class that has everything pertaining to a world. A physics space, a visual " "scenario and a sound space. Spatial nodes register their resources into the " "current world." msgstr "" -"拥有与世界相关的一切的类。一个物理空间、一个可视化场景和一个声音空间。Node3D" -"节点将其资源注册到当前世界中。" +"拥有与世界相关的一切的类。物理空间、视觉场景和声音空间。空间节点将其资源注册" +"到当前世界中。" #: doc/classes/World.xml:16 -#, fuzzy msgid "" "Direct access to the world's physics 3D space state. Used for querying " "current and potential collisions." -msgstr "" -"直接访问世界的物理三维空间状态。用于查询当前和潜在的碰撞。只能从" -"[code]_physics_process(delta)[/code]中访问。" +msgstr "直接访问世界物理 3D 空间状态。用于查询当前和潜在的碰撞。" #: doc/classes/World.xml:19 -#, fuzzy msgid "The World's [Environment]." -msgstr "World3D的[Environment]环境。" +msgstr "World的[Environment]环境。" #: doc/classes/World.xml:22 -#, fuzzy msgid "" "The World's fallback_environment will be used if the World's [Environment] " "fails or is missing." msgstr "" -"如果World3D的[Environment]环境失效或丢失,将使用World3D的" +"如果 World 的 [Environment] 失败或丢失,将使用 World 的 " "fallback_environment。" #: doc/classes/World.xml:25 -#, fuzzy msgid "The World's visual scenario." -msgstr "World3D的可视化场景。" +msgstr "世界的视觉场景。" #: doc/classes/World.xml:28 -#, fuzzy msgid "The World's physics space." -msgstr "World3D的物理空间。" +msgstr "世界的物理空间。" #: doc/classes/World2D.xml:4 msgid "Class that has everything pertaining to a 2D world." @@ -83238,29 +83533,26 @@ msgstr "" "将其资源注册到当前的2D世界中。" #: doc/classes/World2D.xml:16 -#, fuzzy msgid "" "The [RID] of this world's canvas resource. Used by the [VisualServer] for 2D " "drawing." -msgstr "这个世界的画布资源的[RID]。由[RenderingServer]用于2D绘制。" +msgstr "这个世界的画布资源的[RID]。由[VisualServer]用于2D绘制。" #: doc/classes/World2D.xml:19 -#, fuzzy msgid "" "Direct access to the world's physics 2D space state. Used for querying " "current and potential collisions. When using multi-threaded physics, access " "is limited to [code]_physics_process(delta)[/code] in the main thread." msgstr "" -"直接访问世界的物理三维空间状态。用于查询当前和潜在的碰撞。只能从" -"[code]_physics_process(delta)[/code]中访问。" +"直接访问世界物理二维空间状态。用于查询当前和潜在的碰撞。使用多线程物理时,访" +"问仅限于主线程中的 [code]_physics_process(delta)[/code]。" #: doc/classes/World2D.xml:22 -#, fuzzy msgid "" "The [RID] of this world's physics space resource. Used by the " "[Physics2DServer] for 2D physics, treating it as both a space and an area." msgstr "" -"这个世界的物理空间资源的[RID]。由[PhysicsServer2D]用于2d物理,将其视为空间和" +"这个世界物理空间资源的[RID]。 [Physics2DServer] 用于 2D 物理,将其视为空间和" "区域。" #: doc/classes/WorldEnvironment.xml:4 @@ -83270,7 +83562,6 @@ msgid "" msgstr "整个场景的默认环境属性,后期处理效果、照明和背景设置。" #: doc/classes/WorldEnvironment.xml:7 -#, fuzzy msgid "" "The [WorldEnvironment] node is used to configure the default [Environment] " "for the scene.\n" @@ -83284,12 +83575,11 @@ msgid "" "balance of the scene." msgstr "" "[WorldEnvironment]节点用于配置场景的默认[Environment]环境。\n" -"在[WorldEnvironment]世界环境中定义的参数可以被设置在当前[Camera3D]上的" -"[Environment]节点覆盖。此外,在一个给定的场景中,一次只能有一个" -"[WorldEnvironment]实例。\n" -"[WorldEnvironment]允许用户指定默认的照明参数,例如环境照明,各种后期处理效" -"果,例如SSAO、DOF、Tonemapping,以及如何绘制背景例如纯色、天空盒。通常,这些" -"都是为了提高场景的真实性及色彩平衡而添加的。" +"在[WorldEnvironment]中定义的参数可以被设置在当前[Camera]上的[Environment]节点" +"覆盖。此外,在一个给定的场景中,同时只能实例化一个[WorldEnvironment]实例。\n" +"[WorldEnvironment]允许用户指定默认的照明参数(例如环境照明),各种后期处理效" +"果(例如SSAO、DOF、Tonemapping),以及如何绘制背景(例如纯色、天空盒)。通" +"常,这些都是为了提高场景的真实性及色彩平衡而添加的。" #: doc/classes/WorldEnvironment.xml:21 msgid "" @@ -83496,6 +83786,102 @@ msgid "" "If [code]true[/code], child nodes are sorted, otherwise sorting is disabled." msgstr "如果为[code]true[/code],则对子节点进行排序,否则禁用排序。" +#~ msgid "Returns the label used for built-in text." +#~ msgstr "返回用于内置文本的标签。" + +#~ msgid "Returns the OK [Button] instance." +#~ msgstr "返回OK [Button]实例。" + +#~ msgid "Returns the [ColorPicker] that this node toggles." +#~ msgstr "返回此节点切换的[ColorPicker]。" + +#~ msgid "Returns the cancel button." +#~ msgstr "返回取消按钮。" + +#~ msgid "" +#~ "Returns the [code]VBoxContainer[/code] used to display the file system." +#~ msgstr "返回用于显示文件系统的 [code]VBoxContainer[/code] 。" + +#~ msgid "Returns the editor's [FileSystemDock] instance." +#~ msgstr "返回编辑器的[FileSystemDock]实例。" + +#~ msgid "Returns the editor's [EditorInspector] instance." +#~ msgstr "返回编辑器的[EditorInspector]实例。" + +#~ msgid "Returns the editor's [ScriptEditor] instance." +#~ msgstr "返回编辑器的[ScriptEditor]实例。" + +#~ msgid "Returns the LineEdit for the selected file." +#~ msgstr "返回所选文件的LineEdit。" + +#~ msgid "" +#~ "Returns the vertical box container of the dialog, custom controls can be " +#~ "added to it." +#~ msgstr "返回对话框的垂直框容器,可以在其中添加自定义控件。" + +#~ msgid "Returns the [Object] ID associated with the list." +#~ msgstr "返回与列表相关的[Object]对象ID。" + +#~ msgid "" +#~ "Returns the [PopupMenu] of this [LineEdit]. By default, this menu is " +#~ "displayed when right-clicking on the [LineEdit]." +#~ msgstr "" +#~ "返回此[LineEdit]的[PopupMenu]。默认情况下,右键单击[LineEdit]时显示此菜" +#~ "单。" + +#~ msgid "Returns the [PopupMenu] contained in this button." +#~ msgstr "返回该按钮中包含的[PopupMenu]。" + +#~ msgid "" +#~ "Removes a child node. The node is NOT deleted and must be deleted " +#~ "manually." +#~ msgstr "移除一个子节点。该节点不会被删除,必须手动删除。" + +#~ msgid "Returns the vertical scrollbar." +#~ msgstr "返回垂直滚动条。" + +#~ msgid "" +#~ "Returns the horizontal scrollbar [HScrollBar] of this [ScrollContainer]." +#~ msgstr "返回此 [ScrollContainer] 的水平滚动条 [HScrollBar]。" + +#~ msgid "" +#~ "Returns the vertical scrollbar [VScrollBar] of this [ScrollContainer]." +#~ msgstr "返回此 [ScrollContainer] 的垂直滚动条 [VScrollBar]。" + +#~ msgid "" +#~ "Returns the [LineEdit] instance from this [SpinBox]. You can use it to " +#~ "access properties and methods of [LineEdit]." +#~ msgstr "" +#~ "从此 [SpinBox] 返回 [LineEdit] 实例。您可以使用它来访问 [LineEdit] 的属性" +#~ "和方法。" + +#~ msgid "" +#~ "Returns the [Popup] node instance if one has been set already with " +#~ "[method set_popup]." +#~ msgstr "" +#~ "如果已经使用 [method set_popup] 设置了节点实例,则返回 [Popup] 节点实例。" + +#~ msgid "" +#~ "Returns the [PopupMenu] of this [TextEdit]. By default, this menu is " +#~ "displayed when right-clicking on the [TextEdit]." +#~ msgstr "" +#~ "返回此 [TextEdit] 的 [PopupMenu]。默认情况下,右键单击 [TextEdit] 时会显示" +#~ "此菜单。" + +#~ msgid "" +#~ "Returns [code]true[/code] if this [Thread] is currently active. An active " +#~ "[Thread] cannot start work on a new method but can be joined with [method " +#~ "wait_to_finish]." +#~ msgstr "" +#~ "如果这个[Thread]线程当前处于激活状态,返回[code]true[/code]。一个激活的" +#~ "[Thread]不能在一个新方法上开始运行,但可以与[method wait_to_finish]一起。" + +#~ msgid "Wait time in seconds." +#~ msgstr "以秒为单位的等待时间。" + +#~ msgid "Returns the close [TextureButton]." +#~ msgstr "返回关闭的[TextureButton]。" + #~ msgid "" #~ "Returns the cosine of angle [code]s[/code] in radians.\n" #~ "[codeblock]\n" @@ -85576,9 +85962,6 @@ msgstr "如果为[code]true[/code],则对子节点进行排序,否则禁用 #~ "(max)." #~ msgstr "水平滑块。见[Slider]。水平滑块从左(最小值)到右(最大值)滑动。" -#~ msgid "Maximum allowed size for response bodies." -#~ msgstr "允许的最大响应体大小。" - #~ msgid "" #~ "A [Texture2D] based on an [Image]. Can be created from an [Image] with " #~ "[method create_from_image].\n" |