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Diffstat (limited to 'doc/translations/zh_CN.po')
-rw-r--r-- | doc/translations/zh_CN.po | 610 |
1 files changed, 392 insertions, 218 deletions
diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index 48df370c61..aed2ffbe21 100644 --- a/doc/translations/zh_CN.po +++ b/doc/translations/zh_CN.po @@ -62,8 +62,8 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2022-06-13 03:39+0000\n" -"Last-Translator: Magian <magian1127@gmail.com>\n" +"PO-Revision-Date: 2022-06-19 11:54+0000\n" +"Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n" "Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/" "godot-engine/godot-class-reference/zh_Hans/>\n" "Language: zh_CN\n" @@ -71,7 +71,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8-bit\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" -"X-Generator: Weblate 4.13-dev\n" +"X-Generator: Weblate 4.13.1-dev\n" #: doc/tools/make_rst.py msgid "Description" @@ -516,9 +516,10 @@ msgstr "" "[/codeblock]" #: modules/gdscript/doc_classes/@GDScript.xml +#, fuzzy msgid "" "Compares two values by checking their actual contents, recursing into any " -"`Array` or `Dictionary` up to its deepest level.\n" +"[Array] or [Dictionary] up to its deepest level.\n" "This compares to [code]==[/code] in a number of ways:\n" "- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/" "code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] " @@ -4246,11 +4247,10 @@ msgid "" msgstr "提示一个整数属性是一个掩码,使用着具备或不具备命名的2D物理层。" #: doc/classes/@GlobalScope.xml -#, fuzzy msgid "" "Hints that an integer property is a bitmask using the optionally named 2D " "navigation layers." -msgstr "提示一个整数属性是一个掩码,使用着具备或不具备命名的2D渲染层。" +msgstr "提示一个整数属性是一个掩码,使用着具名或不具名的 2D 导航层。" #: doc/classes/@GlobalScope.xml msgid "" @@ -4265,6 +4265,13 @@ msgid "" msgstr "提示一个整数属性是一个掩码,使用着具备或不具备命名的3D物理层。" #: doc/classes/@GlobalScope.xml +#, fuzzy +msgid "" +"Hints that an integer property is a bitmask using the optionally named 3D " +"navigation layers." +msgstr "提示一个整数属性是一个掩码,使用着具名或不具名的 2D 导航层。" + +#: doc/classes/@GlobalScope.xml msgid "" "Hints that a string property is a path to a file. Editing it will show a " "file dialog for picking the path. The hint string can be a set of filters " @@ -10670,13 +10677,12 @@ msgstr "" "如果已经存在一个给定 [code]id[/code] 的点,它的位置和权重将被更新为给定值。" #: doc/classes/AStar2D.xml -#, fuzzy msgid "" "Returns whether there is a connection/segment between the given points. If " "[code]bidirectional[/code] is [code]false[/code], returns whether movement " "from [code]id[/code] to [code]to_id[/code] is possible through this segment." msgstr "" -"返回两个给定点是否通过线段直接连接。如果 [code]bidirectional[/code] 为 " +"返回两个给定点之间是否存在连接/线段。如果 [code]bidirectional[/code] 为 " "[code]false[/code],则返回是否可以通过此段从 [code]id[/code] 到 [code]to_id[/" "code] 进行移动。" @@ -10948,7 +10954,6 @@ msgid "Captures audio from an audio bus in real-time." msgstr "从音频总线上实时捕捉音频。" #: doc/classes/AudioEffectCapture.xml -#, fuzzy msgid "" "AudioEffectCapture is an AudioEffect which copies all audio frames from the " "attached audio effect bus into its internal ring buffer.\n" @@ -10959,10 +10964,11 @@ msgid "" "microphone, the format of the samples will be stereo 32-bit floating point " "PCM." msgstr "" -"音频效果捕获是一种音频效果,可将所附音频效果总线的所有音频帧复制到其内部环缓" -"冲器中。\n" -"应用程序代码应使用 [method get_buffer]从该环缓冲器中消耗这些音频帧,并根据需" -"要进行处理,例如从麦克风捕获数据、实现应用程序定义的效果或通过网络传输音频。" +"AudioEffectCapture 是一种 AudioEffect,可将所附音频效果总线的所有音频帧复制到" +"其内部的环形缓冲器中。\n" +"应用程序代码应使用 [method get_buffer] 从该环形缓冲器中消耗这些音频帧,并根据" +"需要进行处理,例如从麦克风捕获数据、实现应用程序定义的效果或通过网络传输音" +"频。从麦克风捕获音频数据时,样本的格式为立体声 32 位浮点数 PCM。" #: doc/classes/AudioEffectCapture.xml msgid "" @@ -23728,9 +23734,8 @@ msgid "" msgstr "渲染提供给它的[Curve]。简化了绘制曲线和/或保存为图像文件的任务。" #: doc/classes/CurveTexture.xml -#, fuzzy msgid "The [Curve] that is rendered onto the texture." -msgstr "渲染到纹理上的[code]curve[/code]。" +msgstr "渲染到纹理上的 [Curve]。" #: doc/classes/CurveTexture.xml msgid "" @@ -23738,6 +23743,8 @@ msgid "" "represent high-frequency data better (such as sudden direction changes), at " "the cost of increased generation time and memory usage." msgstr "" +"纹理宽度(单位为像素)。较大的值能够更好地表示高频数据(例如方向的突变),但" +"会增加生成时间和内存占用。" #: doc/classes/CylinderMesh.xml msgid "Class representing a cylindrical [PrimitiveMesh]." @@ -24161,6 +24168,8 @@ msgid "" "duplicate keys will not be copied over, unless [code]overwrite[/code] is " "[code]true[/code]." msgstr "" +"将 [code]dictionary[/code] 中的元素添加到这个 [Dictionary] 中。默认情况下,不" +"会复制重复的键,除非 [code]overwrite[/code] 为 [code]true[/code]。" #: doc/classes/Dictionary.xml msgid "Returns the number of keys in the dictionary." @@ -26779,6 +26788,20 @@ msgid "" " return state\n" "[/codeblock]" msgstr "" +"覆盖这个方法可用于提供想要保存的状态数据,类似视图位置、网格设置、折叠情况" +"等。会在保存场景(再次打开时保留状态)和切换标签页(切回标签页时恢复状态)时" +"用到。这些数据会自动保存到编辑器元数据文件夹中各个场景的 [code]editstate[/" +"code] 文件中。如果你想要为插件保存全局(与场景无关)的编辑器数据,你可以换成 " +"[method get_window_layout]。\n" +"请使用 [method set_state] 恢复保存的状态。\n" +"[b]注意:[/b]重要的设置应该和项目一起进行持久化,不应该用这个方法来保存。\n" +"[b]注意:[/b]你只有先实现 [method get_plugin_name],状态才能够进行正确的保存" +"和恢复。\n" +"[codeblock]\n" +"func get_state():\n" +" var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n" +" return state\n" +"[/codeblock]" #: doc/classes/EditorPlugin.xml msgid "" @@ -26803,6 +26826,17 @@ msgid "" " configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n" "[/codeblock]" msgstr "" +"覆盖这个方法可用于提供该插件的 GUI 布局或者任何其他你想要保存的数据。会在调" +"用 [method queue_save_layout] 保存项目的编辑器布局或者编辑器布局发生改变(例" +"如修改停靠面板的位置)时用到。数据会保存到编辑器元数据目录的 " +"[code]editor_layout.cfg[/code] 文件中。\n" +"请使用 [method set_window_layout] 恢复保存的布局。\n" +"[codeblock]\n" +"func get_window_layout(configuration):\n" +" configuration.set_value(\"MyPlugin\", \"window_position\", $Window." +"position)\n" +" configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n" +"[/codeblock]" #: doc/classes/EditorPlugin.xml msgid "" @@ -26941,6 +26975,15 @@ msgid "" " preferred_color = data.get(\"my_color\", Color.white)\n" "[/codeblock]" msgstr "" +"恢复用 [method get_state] 保存的状态。这个方法会在编辑器的当前场景标签页发生" +"改变时调用。\n" +"[b]注意:[/b]你的插件必须实现 [method get_plugin_name],否则无法被识别,这个" +"方法也不会被调用。\n" +"[codeblock]\n" +"func set_state(data):\n" +" zoom = data.get(\"zoom\", 1.0)\n" +" preferred_color = data.get(\"my_color\", Color.white)\n" +"[/codeblock]" #: doc/classes/EditorPlugin.xml msgid "" @@ -26955,6 +26998,16 @@ msgid "" "Color.white)\n" "[/codeblock]" msgstr "" +"恢复用 [method get_window_layout] 保存的插件 GUI 布局和数据。编辑器启动时会调" +"用每一个插件的这个方法。请使用提供的 [code]configuration[/code] 文件读取你保" +"存的数据。\n" +"[codeblock]\n" +"func set_window_layout(configuration):\n" +" $Window.position = configuration.get_value(\"MyPlugin\", " +"\"window_position\", Vector2())\n" +" $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", " +"Color.white)\n" +"[/codeblock]" #: doc/classes/EditorPlugin.xml msgid "" @@ -32816,7 +32869,6 @@ msgid "Gradient-filled texture." msgstr "渐变填充纹理。" #: doc/classes/GradientTexture.xml -#, fuzzy msgid "" "GradientTexture uses a [Gradient] to fill the texture data. The gradient " "will be filled from left to right using colors obtained from the gradient. " @@ -32825,9 +32877,10 @@ msgid "" "at fixed steps (see [member width]). See also [GradientTexture2D] and " "[CurveTexture]." msgstr "" -"GradientTexture使用[Gradient]来填充纹理数据。渐变将使用从中获得的颜色从左到右" -"填充。这意味着纹理不一定代表渐变的精确副本,而是以固定的步长从渐变中获得的样" -"本的插值,见[member width]。" +"GradientTexture 使用 [Gradient] 来填充纹理数据。渐变将使用从中获得的颜色从左" +"到右填充。这意味着纹理不一定代表渐变的精确副本,而是以固定的步长从渐变中获得" +"的样本的插值(见 [member width])。另请参阅 [GradientTexture2D] 和 " +"[CurveTexture]。" #: doc/classes/GradientTexture.xml msgid "The [Gradient] that will be used to fill the texture." @@ -32842,7 +32895,6 @@ msgid "Gradient-filled 2D texture." msgstr "使用渐变填充的 2D 纹理。" #: doc/classes/GradientTexture2D.xml -#, fuzzy msgid "" "The texture uses a [Gradient] to fill the texture data in 2D space. The " "gradient is filled according to the specified [member fill] and [member " @@ -32854,8 +32906,8 @@ msgid "" msgstr "" "该纹理使用 [Gradient] 渐变来填充 2D 空间纹理数据。渐变会根据 [member fill] " "和 [member repeat] 类型,使用从渐变中获取的颜色进行填充。该纹理未必精确表示该" -"渐变,可以是从该渐变上按照固定步长进行采样后再进行插值(请参阅 [member " -"width] 和 [member height])。" +"渐变,可以是从该渐变上按照固定步长进行采样后再进行插值(见 [member width] 和 " +"[member height])。另请参阅 [GradientTexture] 和 [CurveTexture]。" #: doc/classes/GradientTexture2D.xml msgid "" @@ -33789,11 +33841,12 @@ msgstr "" "[code]pos[/code] 应该使用 GridMap 的本地坐标空间。" #: modules/gridmap/doc_classes/GridMap.xml -#, fuzzy msgid "" "If [code]true[/code], this GridMap uses cell navmesh resources to create " "navigation regions." -msgstr "如果[code]true[/code],根据流程相关通知更新动画。" +msgstr "" +"为 [code]true[/code] 时,这个 GridMap 会使用单元格的导航网格资源来创建导航地" +"区。" #: modules/gridmap/doc_classes/GridMap.xml msgid "If [code]true[/code], grid items are centered on the X axis." @@ -33858,7 +33911,7 @@ msgstr "指定的 [MeshLibrary]。" #: modules/gridmap/doc_classes/GridMap.xml msgid "The navigation layers the GridMap generates its navigation regions in." -msgstr "" +msgstr "GridMap 生成导航地区的导航层。" #: modules/gridmap/doc_classes/GridMap.xml msgid "" @@ -36982,7 +37035,6 @@ msgid "" msgstr "在映射数据库中添加新的映射条目(SDL2 格式)。可选更新已连接的设备。" #: doc/classes/Input.xml -#, fuzzy msgid "" "Sends all input events which are in the current buffer to the game loop. " "These events may have been buffered as a result of accumulated input " @@ -36993,9 +37045,8 @@ msgid "" "want precise control over the timing of event handling." msgstr "" "将当前缓冲区内的所有输入事件发送给游戏循环。这些事件可能是由于累积输入" -"([method set_use_accumulated_input])或敏捷输入刷新([member " -"ProjectSettings.input_devices/buffering/agile_event_flushing])而被缓冲的结" -"果。\n" +"([member use_accumulated_input])或敏捷输入刷新([member ProjectSettings." +"input_devices/buffering/agile_event_flushing])而被缓冲的结果。\n" "引擎已经会在关键的执行点执行此操作,至少每帧一次。然而,在你想要精确控制事件" "处理时间的高级情况下,这可能是有用的。" @@ -37513,12 +37564,10 @@ msgstr "" "MOUSE_MODE_CONFINED] 时则是限制在游戏窗口内。" #: doc/classes/Input.xml -#, fuzzy msgid "Controls the mouse mode. See [enum MouseMode] for more information." -msgstr "设置鼠标模式。有关更多信息,请参阅常量。" +msgstr "控制鼠标模式。详情请参阅 [enum MouseMode]。" #: doc/classes/Input.xml -#, fuzzy msgid "" "If [code]true[/code], similar input events sent by the operating system are " "accumulated. When input accumulation is enabled, all input events generated " @@ -37531,9 +37580,9 @@ msgid "" "while the user is drawing the line to get results that closely follow the " "actual input." msgstr "" -"启用或禁用操作系统发送的类似输入事件的累积。当启用输入累积时,在一帧中产生的" -"所有输入事件将被合并,并在该帧完成渲染时发出。因此,这限制了每秒的输入方法调" -"用次数,使之与渲染FPS相一致。\n" +"如果为 [code]true[/code],会对操作系统发送的类似输入事件进行累积。当启用输入" +"累积时,在一帧中产生的所有输入事件将被合并,并在该帧完成渲染时发出。因此,这" +"限制了每秒的输入方法调用次数,使之与渲染FPS相一致。\n" "输入累加在默认情况下是启用的。它可以被禁用,将以增加CPU使用率为代价,获得稍微" "更精确及更灵敏的输入。在需要自由绘制线条的应用中,一般应用在用户绘制线条时禁" "用输入累加,以获得紧跟实际输入的结果。" @@ -37925,9 +37974,10 @@ msgstr "" "被释放。" #: doc/classes/InputEventJoypadButton.xml +#, fuzzy msgid "" -"Represents the pressure the user puts on the button with his finger, if the " -"controller supports it. Ranges from [code]0[/code] to [code]1[/code]." +"Represents the pressure the user puts on the button with their finger, if " +"the controller supports it. Ranges from [code]0[/code] to [code]1[/code]." msgstr "" "如果控制器支持,则表示用户用手指在按钮上施加的压力。范围从 [code]0[/code] 到 " "[code]1[/code]。" @@ -38261,7 +38311,6 @@ msgid "Input event type for mouse motion events." msgstr "鼠标移动事件的输入事件类型。" #: doc/classes/InputEventMouseMotion.xml -#, fuzzy msgid "" "Contains mouse and pen motion information. Supports relative, absolute " "positions and speed. See [method Node._input].\n" @@ -38276,11 +38325,11 @@ msgstr "" "包含鼠标和笔的运动信息。支持相对、绝对位置和速度。请参阅 [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." -"set_use_accumulated_input] 来使事件尽可能频繁地发射。如果你使用 " -"InputEventMouseMotion 来画线,请考虑同时实现 [url=https://en.wikipedia.org/" -"wiki/Bresenham%27s_line_algorithm]Bresenham 的线条算法[/url],以避免在用户快" -"速移动鼠标时出现可见的线条空隙。" +"精确的输入报告,请将 [member Input.use_accumulated_input] 设为 [code]false[/" +"code],让事件尽可能频繁地发射。如果你使用 InputEventMouseMotion 来画线,请考" +"虑同时实现 [url=https://en.wikipedia.org/wiki/" +"Bresenham%27s_line_algorithm]Bresenham 的线条算法[/url],以避免在用户快速移动" +"鼠标时出现可见的线条空隙。" #: doc/classes/InputEventMouseMotion.xml msgid "Mouse and input coordinates" @@ -43555,16 +43604,15 @@ msgid "Node used for displaying a [Mesh] in 2D." msgstr "用于在2D中显示[Mesh]的节点。" #: doc/classes/MeshInstance2D.xml -#, fuzzy msgid "" "Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be " "automatically created from an existing [Sprite] via a tool in the editor " "toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to " "MeshInstance2D[/b] at the top of the 2D editor viewport." msgstr "" -"用于在2D中显示[Mesh]的节点。可以通过编辑器工具栏上的工具从现有的[Sprite]构" -"建。选择 \"Sprite\",然后选择 \"转换为Mesh2D\",在弹出的窗口中选择设置并按下 " -"\"创建Mesh2D\"。" +"用于在 2D 中显示 [Mesh] 的节点。可以通过编辑器工具栏上的工具从现有的 " +"[Sprite] 构建。选中 [Sprite] 节点,然后在 2D 编辑器视区顶部选择[b]精灵 > 转换" +"为 MeshInstance2D[/b]。" #: doc/classes/MeshInstance2D.xml msgid "The [Mesh] that will be drawn by the [MeshInstance2D]." @@ -44562,9 +44610,8 @@ msgstr "" "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 -#, fuzzy msgid "Returns the [RID] of the navigation map on the [NavigationServer]." -msgstr "返回这个代理在 [NavigationServer] 上的 [RID]。" +msgstr "返回这个导航地图在 [NavigationServer] 上的 [RID]。" #: doc/classes/Navigation.xml msgid "" @@ -44595,6 +44642,8 @@ msgid "" "A bitfield determining all navigation map layers the navigation can use on a " "[method Navigation.get_simple_path] path query." msgstr "" +"位域,用于决定在使用 [method Navigation.get_simple_path] 进行路径请求时,导航" +"所能用到的导航地图层。" #: doc/classes/Navigation.xml msgid "" @@ -44608,7 +44657,7 @@ msgstr "" #: doc/classes/NavigationServer.xml msgid "" "Emitted when a navigation map is updated, when a region moves or is modified." -msgstr "" +msgstr "当导航地图更新时、地区移动或被修改时发出。" #: doc/classes/Navigation2D.xml msgid "2D navigation and pathfinding node." @@ -44656,13 +44705,14 @@ msgid "" "A bitfield determining all navigation map layers the navigation can use on a " "[method Navigation2D.get_simple_path] path query." msgstr "" +"位域,用于决定在使用 [method Navigation2D.get_simple_path] 进行路径请求时,导" +"航所能用到的导航地图层。" #: doc/classes/Navigation2DServer.xml msgid "Server interface for low-level 2D navigation access." msgstr "访问底层 2D 导航的服务器接口。" #: doc/classes/Navigation2DServer.xml -#, fuzzy msgid "" "Navigation2DServer is the server responsible for all 2D navigation. It " "handles several objects, namely maps, regions and agents.\n" @@ -44699,8 +44749,11 @@ msgstr "" "即生效的。SceneTree 中导航相关的节点对地图、地区、代理作出的修改也是如此,通" "过脚本作出的修改亦然。\n" "两个地区必须共有一条相似的边界(edge)才能相连。如果一条边界的两个顶点" -"(vertex)与另一条边界的对应顶点的距离小于 [member Navigation." -"edge_connection_margin],则认为这两条边界相连。\n" +"(vertex)与另一条边界的对应顶点的距离小于 [code]edge_connection_margin[/" +"code],则认为这两条边界相连。\n" +"你可以通过 [method Navigation2DServer.region_set_navigation_layers] 为地区设" +"置导航层,使用 [method Navigation2DServer.map_get_path] 请求路径时会对导航层" +"进行检查。这样就能够对 2D 对象启用或禁用某些区域。\n" "要使用防撞系统,可以使用代理。你可以设置代理的目标速度,服务器就会使用修正后" "的速度触发回调。\n" "[b]注意:[/b]防撞系统会忽略地区。直接使用修正后的速度可能会将代理推到可导航区" @@ -44735,6 +44788,12 @@ msgid "" "agent_set_callback] again with a [code]null[/code] object as the " "[code]receiver[/code]." msgstr "" +"在 RVO 处理末尾调用的回调。如果手动创建了回调,并且代理位于导航地图上,就会为" +"该代理计算避障,并将计算出的安全速度 [code]safe_velocity[/code] 通过信号发送" +"给 [code]receiver[/code] 对象上名为 [code]method[/code] 的方法。\n" +"[b]注意:[/b]只要代理还在导航地图上且未被释放,创建的回调就始终会进行处理,无" +"论 SceneTree 的状态如何。要禁用某个代理的回调分发,请再次使用 [method " +"agent_set_callback],为 [code]receiver[/code] 设置为 [code]null[/code]。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Puts the agent in the map." @@ -44805,9 +44864,8 @@ msgid "" msgstr "返回所有与请求的导航地图 [code]map[/code] 关联的导航代理的 [RID]。" #: doc/classes/Navigation2DServer.xml -#, fuzzy msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented." -msgstr "获取被解析文件中的当前行(目前未实现)。" +msgstr "返回地图单元格高度。[b]注意:[/b]尚未实现。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Returns the map cell size." @@ -44837,6 +44895,8 @@ msgid "" "[code]navigation_layers[/code] is a bitmask of all region layers that are " "allowed to be in the path." msgstr "" +"返回从起点到达终点的导航路径。[code]navigation_layers[/code] 是允许在路径中出" +"现的所有地区层的位掩码。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" @@ -44853,11 +44913,10 @@ msgid "Sets the map active." msgstr "设置地图的激活态。" #: doc/classes/Navigation2DServer.xml -#, fuzzy msgid "" "Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/" "b] Currently not implemented." -msgstr "设置用于焊接导航网格多边形的地图单元格高度。" +msgstr "设置用于焊接导航网格多边形的地图单元格高度。[b]注意:[/b]尚未实现。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Set the map cell size used to weld the navigation mesh polygons." @@ -44878,6 +44937,8 @@ msgid "" "index between 0 and the return value of [method " "region_get_connections_count]." msgstr "" +"返回连接门的终点。[code]connection[/code] 是 0 和 [method " +"region_get_connections_count] 返回值之间的索引号。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" @@ -44885,18 +44946,18 @@ msgid "" "an index between 0 and the return value of [method " "region_get_connections_count]." msgstr "" +"返回连接门的起点。[code]connection[/code] 是 0 和 [method " +"region_get_connections_count] 返回值之间的索引号。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml -#, fuzzy msgid "" "Returns how many connections this [code]region[/code] has with other regions " "in the map." -msgstr "返回 [code]点[/code]在平面上的正交投影。" +msgstr "返回 [code]region[/code] 地区与其他地区在地图上有多少连接。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml -#, fuzzy msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]." -msgstr "如果给定的信号 [code]signal[/code] 存在,则返回 [code]true[/code]。" +msgstr "返回 [code]region[/code] 地区的进入消耗 [code]enter_cost[/code]。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "" @@ -44905,19 +44966,16 @@ msgid "" msgstr "返回请求的导航地区 [code]region[/code] 所关联的导航地图的 [RID]。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml -#, fuzzy msgid "Returns the region's navigation layers." -msgstr "返回该项的导航网格。" +msgstr "返回该地区的导航层。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml -#, fuzzy msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]." -msgstr "如果给定的信号 [code]signal[/code] 存在,则返回 [code]true[/code]。" +msgstr "返回 [code]region[/code] 地区的移动消耗 [code]travel_cost[/code]。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml -#, fuzzy msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]." -msgstr "为具有给定[code]id[/code]的点设置[code]position[/code]。" +msgstr "设置 [code]region[/code] 地区的进入消耗 [code]enter_cost[/code]。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the map for the region." @@ -44928,6 +44986,8 @@ msgid "" "Set the region's navigation layers. This allows selecting regions from a " "path request (when using [method Navigation2DServer.map_get_path])." msgstr "" +"设置该地区的导航层。可用于(使用 [method Navigation2DServer.map_get_path])请" +"求路径时对地区进行选择。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml msgid "Sets the navigation mesh for the region." @@ -44938,9 +44998,8 @@ msgid "Sets the global transformation for the region." msgstr "设置该地区的全局变换。" #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml -#, fuzzy msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]." -msgstr "为具有给定[code]id[/code]的点设置[code]position[/code]。" +msgstr "设置 [code]region[/code] 地区的移动消耗 [code]travel_cost[/code]。" #: doc/classes/NavigationAgent.xml msgid "3D agent used in navigation for collision avoidance." @@ -44962,6 +45021,15 @@ msgid "" "position from this function should be used as the next movement position for " "the agent's parent Node." msgstr "" +"导航中使用的 3D 代理,可以在前往某个位置时躲避静态和动态障碍物。躲避动态障碍" +"物使用的是 RVO(Reciprocal Velocity Obstacles,相对速度障碍物)防撞算法。代理" +"需要导航数据才能正确工作。默认情况下,这个节点会在默认的 [World] 导航地图中进" +"行注册。如果这个节点是 [Navigation] 节点的子项,那么就会在这个导航节点的导航" +"地图中进行注册,也可以使用 [method set_navigation] 函数直接设置导航节点。" +"[NavigationAgent] 是物理安全的。\n" +"[b]注意:[/b]使用 [method set_target_location] 之后,必须在每个物理帧使用一" +"次 [method get_next_location] 函数来更新 NavigationAgent 的内部路径逻辑。这个" +"函数返回的向量位置应该用作该代理的父节点的下一次移动位置。" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" @@ -44992,6 +45060,11 @@ msgid "" "for the agents movement as this function also updates the internal path " "logic." msgstr "" +"返回这个代理从起点到终点的当前路径,使用全局坐标。该路径只会在目标位置发生变" +"化,或者代理要求重新计算路径时更新。路径数组不应直接用作移动路径,代理有其内" +"部的路径逻辑,手动修改路径数组可能会造成破坏。请在每一个物理帧中调用一次 " +"[method get_next_location] 获取该代理的下一个路径点,这个函数会更新其内部的路" +"径逻辑。" #: doc/classes/NavigationAgent.xml msgid "" @@ -45015,9 +45088,13 @@ msgid "" "the navigation map for the NavigationAgent and also update the agent on the " "NavigationServer." msgstr "" +"返回这个 NavigationAgent 节点的导航地图的 [RID]。这个函数返回的始终是在 " +"NavigationAgent 上设置的地图,不是 NavigationServer 上的抽象代理所使用的地" +"图。如果通过 NavigationServer API 修改了代理的地图,该 NavigationAgent 节点是" +"不会感知到地图的变化的。请使用 [method set_navigation_map] 修改该 " +"NavigationAgent 的导航地图,能够同时在 NavigationServer 上的代理。" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml -#, fuzzy msgid "" "Returns the next location in global coordinates that can be moved to, making " "sure that there are no static objects in the way. If the agent does not have " @@ -45025,8 +45102,9 @@ msgid "" "use of this function once every physics frame is required to update the " "internal path logic of the NavigationAgent." msgstr "" -"返回可以移动至的 [Vector2] 全局坐标,确保中途没有静态物体阻挡。如果代理没有导" -"航路径,则会返回代理父节点的原点。" +"返回可以移动至的下一个位置,使用全局坐标,确保中途没有静态物体阻挡。如果代理" +"没有导航路径,则会返回代理父节点的位置。必须在每个物理帧都调用一次这个函数," +"更新 NavigationAgent 内部的路径逻辑。" #: doc/classes/NavigationAgent.xml msgid "Returns the [RID] of this agent on the [NavigationServer]." @@ -45076,6 +45154,8 @@ msgid "" "Sets the [RID] of the navigation map this NavigationAgent node should use " "and also updates the [code]agent[/code] on the NavigationServer." msgstr "" +"设置这个 NavigationAgent 节点所应使用的导航地图的 [RID],同时还会更新 " +"NavigationServer 上的代理 [code]agent[/code]。" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "" @@ -45101,6 +45181,10 @@ msgid "" "that the developer baked with appropriate agent radius or height values are " "required to support different-sized agents." msgstr "" +"这个 NavigationAgent 的任何向量位置的 Y 坐标值都会减去 NavigationAgent 的高度" +"偏移量。NavigationAgent 的高度偏移量不会发生改变,也不会影响导航网格和寻路结" +"果。如果其他导航地图使用了带有导航网格的地区,开发者使用合适的代理半径或高度" +"对其进行了烘焙,那么就必须支持不同大小的代理。" #: doc/classes/NavigationAgent.xml msgid "" @@ -45137,6 +45221,8 @@ msgid "" "belongs to. On path requests the agent will ignore navmeshes without at " "least one matching layer." msgstr "" +"位域,用于决定该 [NavigationAgent] 所属的导航地图层。请求路径时,代理会忽略没" +"有任何匹配层的导航网格。" #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml msgid "The distance to search for other agents." @@ -45219,6 +45305,15 @@ msgid "" "position from this function should be used as the next movement position for " "the agent's parent Node." msgstr "" +"导航中使用的 2D 代理,可以在前往某个位置时躲避静态和动态障碍物。躲避动态障碍" +"物使用的是 RVO(Reciprocal Velocity Obstacles,相对速度障碍物)防撞算法。代理" +"需要导航数据才能正确工作。默认情况下,这个节点会在默认的 [World2D] 导航地图中" +"进行注册。如果这个节点是 [Navigation2D] 节点的子项,那么就会在这个导航节点的" +"导航地图中进行注册,也可以使用 [method set_navigation] 函数直接设置导航节点。" +"[NavigationAgent2D] 是物理安全的。\n" +"[b]注意:[/b]使用 [method set_target_location] 之后,必须在每个物理帧使用一" +"次 [method get_next_location] 函数来更新 NavigationAgent 的内部路径逻辑。这个" +"函数返回的向量位置应该用作该代理的父节点的下一次移动位置。" #: doc/classes/NavigationAgent2D.xml msgid "" @@ -45265,6 +45360,8 @@ msgid "" "belongs to. On path requests the agent will ignore navmeshes without at " "least one matching layer." msgstr "" +"位域,用于决定该 [NavigationAgent2D] 所属的导航地图层。请求路径时,代理会忽略" +"没有任何匹配层的导航网格。" #: doc/classes/NavigationMesh.xml msgid "A mesh to approximate the walkable areas and obstacles." @@ -45297,11 +45394,11 @@ msgid "" 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 -#, fuzzy msgid "" "Returns whether the specified [code]bit[/code] of the [member " "geometry_collision_mask] is set." -msgstr "返回[member geometry/collision_mask]的指定[code]bit[/code]是否被设置。" +msgstr "" +"返回 [member geometry_collision_mask] 上指定的 [code]bit[/code] 是否已设置。" #: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml msgid "" @@ -45320,17 +45417,16 @@ msgid "" msgstr "返回包含用于创建多边形的所有顶点的[PoolVector3Array]。" #: doc/classes/NavigationMesh.xml -#, fuzzy msgid "" "If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/" "code] in the [member geometry_collision_mask].\n" "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],则在 [member geometry/" -"collision_mask] 中清除指定的 [code]bit[/code]。" +"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],则在 [member " +"geometry_collision_mask] 中清除指定的 [code]bit[/code]。" #: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml msgid "" @@ -45339,7 +45435,6 @@ msgid "" msgstr "设置顶点,然后使用 [method add_polygon] 方法创建多边形。" #: doc/classes/NavigationMesh.xml -#, fuzzy msgid "" "The minimum floor to ceiling height that will still allow the floor area to " "be considered walkable.\n" @@ -45347,24 +45442,22 @@ msgid "" "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。" +"[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 -#, fuzzy msgid "" "The minimum ledge height that is considered to still be traversable.\n" "[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。" +"[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 msgid "The maximum slope that is considered walkable, in degrees." msgstr "认为可行走的最大坡度,单位是度。" #: doc/classes/NavigationMesh.xml -#, fuzzy msgid "" "The distance to erode/shrink the walkable area of the heightfield away from " "obstructions.\n" @@ -45372,7 +45465,7 @@ msgid "" "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。" +"[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 msgid "The Y axis cell size to use for fields." @@ -45396,46 +45489,42 @@ msgid "" msgstr "简化轮廓的边界边缘应偏离原始原始轮廓的最大距离。" #: doc/classes/NavigationMesh.xml -#, fuzzy msgid "" "The maximum allowed length for contour edges along the border of the mesh.\n" "[b]Note:[/b] While baking, this value will be rounded up to the nearest " "multiple of [member cell_size]." msgstr "" "沿网格边界的轮廓的最大允许长度。\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。" +"[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 msgid "If [code]true[/code], marks spans that are ledges as non-walkable." msgstr "如果为 [code]true[/code],则标记边缘间的跨度为不可行走。" #: doc/classes/NavigationMesh.xml -#, fuzzy msgid "" "If [code]true[/code], marks non-walkable spans as walkable if their maximum " "is within [member agent_max_climb] of a walkable neighbor." msgstr "" -"如果为 [code]true[/code],如果它们的最大值在可行走邻域的 [member agent/" -"max_climb] 内,则将不可行走范围标记为可行走。" +"如果为 [code]true[/code],如果它们的最大值在可行走邻域的 [member " +"agent_max_climb] 内,则将不可行走范围标记为可行走。" #: doc/classes/NavigationMesh.xml -#, fuzzy msgid "" "If [code]true[/code], marks walkable spans as not walkable if the clearance " "above the span is less than [member agent_height]." msgstr "" -"如果为 [code]true[/code],如果跨度上方的间隙小于 [member agent/height],则将" +"如果为 [code]true[/code],如果跨度上方的间隙小于 [member agent_height],则将" "可行走范围标记为不可行走。" #: doc/classes/NavigationMesh.xml -#, fuzzy msgid "" "The physics layers to scan for static colliders.\n" "Only used when [member geometry_parsed_geometry_type] is [constant " "PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]." msgstr "" "用于扫描静态碰撞的物理层。\n" -"仅在 [member geometry/parsed_geometry_type]是[constant " +"仅在 [member geometry_parsed_geometry_type] 是 [constant " "PARSED_GEOMETRY_STATIC_COLLIDERS] 或 [constant PARSED_GEOMETRY_BOTH] 时才使" "用。" @@ -45452,7 +45541,6 @@ msgid "" msgstr "烘焙时使用的几何体的源。参阅 [enum SourceGeometryMode]。" #: doc/classes/NavigationMesh.xml -#, fuzzy msgid "" "The name of the group to scan for geometry.\n" "Only used when [member geometry_source_geometry_mode] is [constant " @@ -45460,7 +45548,7 @@ msgid "" "SOURCE_GEOMETRY_GROUPS_EXPLICIT]." msgstr "" "要扫描的几何体组的名称。\n" -"只有当 [member geometry/source_geometry_mode]是[constant " +"只有当 [member geometry_source_geometry_mode] 是 [constant " "SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] 或 [constant " "SOURCE_GEOMETRY_GROUPS_EXPLICIT] 时才使用。" @@ -45529,13 +45617,12 @@ msgstr "" "将网格实例解析为几何体。这包括 [MeshInstance]、[CSGShape] 和 [GridMap] 节点。" #: doc/classes/NavigationMesh.xml -#, fuzzy msgid "" "Parses [StaticBody] colliders as geometry. The collider should be in any of " "the layers specified by [member geometry_collision_mask]." msgstr "" -"将 [StaticBody] 碰撞器解析为几何体。碰撞器应位于 [member geometry/" -"collision_mask] 指定的任何层中。" +"将 [StaticBody] 碰撞器解析为几何体。碰撞器应位于 [member " +"geometry_collision_mask] 指定的任何层中。" #: doc/classes/NavigationMesh.xml msgid "" @@ -45555,21 +45642,19 @@ msgid "" msgstr "递归扫描 [NavigationMeshInstance] 的子节点以获取几何体。" #: doc/classes/NavigationMesh.xml -#, fuzzy msgid "" "Scans nodes in a group and their child nodes recursively for geometry. The " "group is specified by [member geometry_source_group_name]." msgstr "" -"以递归方式扫描组中的节点及其子节点以获取几何图形。该组由 [member geometry/" -"source_group_name] 指定。" +"以递归方式扫描组中的节点及其子节点以获取几何图形。该组由 [member " +"geometry_source_group_name] 指定。" #: doc/classes/NavigationMesh.xml -#, fuzzy msgid "" "Uses nodes in a group for geometry. The group is specified by [member " "geometry_source_group_name]." msgstr "" -"使用一个组中的节点进行几何运算。该组由 [member geometry/source_group_name] 指" +"使用一个组中的节点进行几何运算。该组由 [member geometry_source_group_name] 指" "定。" #: doc/classes/NavigationMesh.xml @@ -45635,7 +45720,6 @@ msgstr "" "[NavigationMeshInstance] 使用。" #: doc/classes/NavigationMeshGenerator.xml -#, fuzzy msgid "" "Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child " "nodes under the provided [code]root_node[/code] or a specific group of nodes " @@ -45646,8 +45730,8 @@ msgid "" msgstr "" "将导航数据烘焙至提供的 [code]nav_mesh[/code] 中。解析的是提供的根节点 " "[code]root_node[/code] 的子节点,或可能包含原始几何体的分组。解析行为可以通" -"过 [NavigationMesh] 的 [member NavigationMesh.geometry/parsed_geometry_type] " -"和 [member NavigationMesh.geometry/source_geometry_mode] 属性控制。" +"过 [NavigationMesh] 的 [member NavigationMesh.geometry_parsed_geometry_type] " +"和 [member NavigationMesh.geometry_source_geometry_mode] 属性控制。" #: doc/classes/NavigationMeshGenerator.xml msgid "" @@ -45678,6 +45762,18 @@ msgid "" "The cost of traveling distances inside this region can be controlled with " "the [member travel_cost] multiplier." msgstr "" +"[NavigationMesh] 的实例。[Navigation] 节点根据它的 [NavigationMesh] 资源来确" +"定哪些可以进行导航、哪些不能。\n" +"默认情况下,这个节点会在默认的 [World] 导航地图中进行注册。如果这个节点是 " +"[Navigation] 节点的子项,就会在该导航节点的导航地图中进行注册。\n" +"如果两个地图共享类似的边界,就可以相互连接。你可以通过 [method " +"NavigationServer.map_set_edge_connection_margin] 设置两个顶点连接两条边界所需" +"的最小距离。\n" +"[b]注意:[/b]将两个地区的导航网格相互重叠并不足以将其相连。它们必须共享类似的" +"边界。\n" +"从另一个地区进入这个地图的消耗可以通过 [member enter_cost] 进行控制。\n" +"[b]注意:[/b]如果起点已经位于这个地区之中,这个值不会加入到路径消耗之中。\n" +"在这个地区中移动所需的消耗可以通过 [member travel_cost] 系数进行控制。" #: doc/classes/NavigationMeshInstance.xml msgid "" @@ -45715,11 +45811,14 @@ msgstr "决定该 [NavigationMeshInstance] 已启用还是已禁用。" #: doc/classes/NavigationMeshInstance.xml #: doc/classes/NavigationPolygonInstance.xml +#, fuzzy msgid "" -"When pathfinding enters this regions navmesh from another regions navmesh " +"When pathfinding enters this region's navmesh from another regions navmesh " "the [code]enter_cost[/code] value is added to the path distance for " "determining the shortest path." msgstr "" +"当从另一个导航地区的网格进入这个地区的导航网格进行寻路时,会将进入消耗 " +"[code]enter_cost[/code] 加入路径长度,从而确定最短路径。" #: doc/classes/NavigationMeshInstance.xml msgid "" @@ -45728,6 +45827,9 @@ msgid "" "navmeshes without matching layers will be ignored and the navigation map " "will only proximity merge different navmeshes with matching layers." msgstr "" +"位域,用于决定该 [NavigationMesh] 所属的导航地图层。使用 [method " +"NavigationServer.map_get_path] 请求路径时会忽略没有任何匹配层的导航网格,导航" +"地图只会将拥有匹配层的导航网格进行近似合并。" #: doc/classes/NavigationMeshInstance.xml msgid "The [NavigationMesh] resource to use." @@ -45735,11 +45837,14 @@ msgstr "使用的 [NavigationMesh] 资源。" #: doc/classes/NavigationMeshInstance.xml #: doc/classes/NavigationPolygonInstance.xml +#, fuzzy msgid "" -"When pathfinding moves inside this regions navmesh the traveled distances " +"When pathfinding moves inside this region's navmesh the traveled distances " "are multiplied with [code]travel_cost[/code] for determining the shortest " "path." msgstr "" +"当在这个地区的导航网格中进行寻路时,会将已移动的距离乘上移动消耗 " +"[code]travel_cost[/code],从而确定最短路径。" #: doc/classes/NavigationMeshInstance.xml msgid "Notifies when the navigation mesh bake operation is completed." @@ -45754,7 +45859,6 @@ msgid "3D obstacle used in navigation for collision avoidance." msgstr "在导航中用于防撞的 3D 障碍物。" #: doc/classes/NavigationObstacle.xml -#, fuzzy msgid "" "3D obstacle used in navigation for collision avoidance. The obstacle needs " "navigation data to work correctly. This can be done by having the obstacle " @@ -45765,7 +45869,9 @@ msgid "" msgstr "" "导航中用于防撞的 3D 障碍物。障碍物需要导航数据才能正确工作。可以通过让障碍物" "成为 [Navigation] 节点的子项实现,也可以使用 [method set_navigation]。" -"[NavigationObstacle] 是物理安全的。" +"[NavigationObstacle] 是物理安全的。\n" +"[b]注意:[/b]障碍物应作为处理持续移动的物体的最后手段,无法进行高效的(重新)" +"烘焙。" #: doc/classes/NavigationObstacle.xml msgid "" @@ -45803,7 +45909,6 @@ msgid "2D obstacle used in navigation for collision avoidance." msgstr "在导航中用于防撞的 2D 障碍物。" #: doc/classes/NavigationObstacle2D.xml -#, fuzzy msgid "" "2D obstacle used in navigation for collision avoidance. The obstacle needs " "navigation data to work correctly. This can be done by having the obstacle " @@ -45814,7 +45919,9 @@ msgid "" msgstr "" "导航中用于防撞的 2D 障碍物。障碍物需要导航数据才能正确工作。可以通过让障碍物" "成为 [Navigation2D] 节点的子项实现,也可以使用 [method set_navigation]。" -"[NavigationObstacle2D] 是物理安全的。" +"[NavigationObstacle2D] 是物理安全的。\n" +"[b]注意:[/b]障碍物应作为处理持续移动的物体的最后手段,这些物体无法进行高效的" +"(重新)烘焙。" #: doc/classes/NavigationObstacle2D.xml msgid "" @@ -45926,6 +46033,9 @@ msgid "" "NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server " "behind the scene)." msgstr "" +"返回这个导航多边形的 [NavigationMesh]。这个导航网格可用于使用 [method " +"NavigationServer.region_set_navmesh] API 直接更新某个地区的导航网格(2D 在底" +"层使用的是 3D 服务器)。" #: doc/classes/NavigationPolygon.xml msgid "" @@ -45969,9 +46079,8 @@ msgstr "" "make_polygons_from_outlines] 来更新多边形。" #: doc/classes/NavigationPolygonInstance.xml -#, fuzzy msgid "A region of the 2D navigation map." -msgstr "烘焙导航网格。" +msgstr "2D 导航地图上的一个地区。" #: doc/classes/NavigationPolygonInstance.xml msgid "" @@ -45992,6 +46101,18 @@ msgid "" "The pathfinding cost of traveling distances inside this region can be " "controlled with the [member travel_cost] multiplier." msgstr "" +"导航地图上的地区。[Navigation2DServer] 根据它的 [NavigationPolygon] 资源来确" +"定哪些可以进行导航、哪些不能。\n" +"默认情况下,这个节点会在默认的 [World2D] 导航地图中进行注册。如果这个节点是 " +"[Navigation2D] 节点的子项,就会在该导航节点的导航地图中进行注册。\n" +"如果两个地图共享类似的边界,就可以相互连接。你可以通过 [method " +"Navigation2DServer.map_set_edge_connection_margin] 设置两个顶点连接两条边界所" +"需的最小距离。\n" +"[b]注意:[/b]将两个地区的导航网格相互重叠并不足以将其相连。它们必须共享类似的" +"边界。\n" +"从另一个地区进入这个地图的寻路消耗可以通过 [member enter_cost] 进行控制。\n" +"[b]注意:[/b]如果起点已经位于这个地区之中,这个值不会加入到路径消耗之中。\n" +"在这个地区中移动所需的寻路消耗可以通过 [member travel_cost] 系数进行控制。" #: doc/classes/NavigationPolygonInstance.xml msgid "" @@ -46005,9 +46126,8 @@ msgstr "" "中与某个点最接近的 [NavigationPolygonInstance]。" #: doc/classes/NavigationPolygonInstance.xml -#, fuzzy msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled." -msgstr "决定该 [NavigationMeshInstance] 已启用还是已禁用。" +msgstr "决定该 [NavigationPolygonInstance] 已启用还是已禁用。" #: doc/classes/NavigationPolygonInstance.xml msgid "" @@ -46016,11 +46136,13 @@ msgid "" "navmeshes without matching layers will be ignored and the navigation map " "will only proximity merge different navmeshes with matching layers." msgstr "" +"位域,用于决定该 [NavigationPolygon] 所属的导航地图层。使用 [method " +"Navigation2DServer.map_get_path] 请求路径时会忽略没有任何匹配层的导航网格,导" +"航地图只会将拥有匹配层的导航网格进行近似合并。" #: doc/classes/NavigationPolygonInstance.xml -#, fuzzy msgid "The [NavigationPolygon] resource to use." -msgstr "使用的 [NavigationMesh] 资源。" +msgstr "使用的 [NavigationPolygon] 资源。" #: doc/classes/NavigationServer.xml msgid "Server interface for low-level 3D navigation access." @@ -46121,6 +46243,8 @@ msgid "" "Set the region's navigation layers. This allows selecting regions from a " "path request (when using [method NavigationServer.map_get_path])." msgstr "" +"设置该地区的导航层。可以在(使用 [method NavigationServer.map_get_path])进行" +"路径请求时选择地区。" #: doc/classes/NavigationServer.xml msgid "Control activation of this server." @@ -48511,6 +48635,10 @@ msgid "" "changed to negative scales on the Y axis and a rotation of 180 degrees when " "decomposed." msgstr "" +"该节点的缩放。未缩放值:[code](1, 1)[/code]。\n" +"[b]注意:[/b]2D 中,变换矩阵是无法分解出负数的 X 缩放的。由于 Godot 中使用变" +"换矩阵来表示缩放,X 轴上的负数缩放在分解后会变为 Y 轴的负数缩放和一次 180 度" +"的旋转。" #: doc/classes/Node2D.xml msgid "Local [Transform2D]." @@ -51381,6 +51509,15 @@ msgid "" "OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n" "[/codeblock]" msgstr "" +"将文件或目录移动到系统的回收站。另请参阅 [method Directory.remove].\n" +"该方法仅支持全局路径,所以你可能需要使用 [method ProjectSettings." +"globalize_path]。请勿将其用于 [code]res://[/code] 中的文件,因为在导出后的项" +"目中是无法正常工作的。\n" +"[b]注意:[/b]如果用户在系统中禁用了回收站,那么该文件会被永久删除。\n" +"[codeblock]\n" +"var file_to_remove = \"user://slot1.sav\"\n" +"OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n" +"[/codeblock]" #: doc/classes/OS.xml msgid "" @@ -59222,12 +59359,16 @@ msgid "" "default, this message is only used in exported projects due to the editor-" "only override applied to this setting." msgstr "" +"引擎崩溃时,在调用站回溯前显示的消息。默认情况下,这个消息只会在导出后的项目" +"中使用,因为编辑器会对这个设置进行覆盖。" #: doc/classes/ProjectSettings.xml msgid "" "Editor-only override for [member debug/settings/crash_handler/message]. Does " "not affect exported projects in debug or release mode." msgstr "" +"仅用于编辑器的 [member debug/settings/crash_handler/message] 覆盖项。不会影响" +"用调试或发布模式导出的项目。" #: doc/classes/ProjectSettings.xml msgid "" @@ -59540,6 +59681,18 @@ msgstr "" #: doc/classes/ProjectSettings.xml msgid "" +"Default naming style for scene files to infer from their root nodes. " +"Possible options are:\n" +"- [code]0[/code] (Auto): Uses the scene root name as is without changing its " +"casing.\n" +"- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase " +"casing.\n" +"- [code]2[/code] (snake_case): Converts the scene root name to snake_case " +"casing." +msgstr "" + +#: doc/classes/ProjectSettings.xml +msgid "" "Search path for project-specific script templates. Godot will search for " "script templates both in the editor-specific path and in this project-" "specific path." @@ -59838,193 +59991,193 @@ msgstr "触摸事件的默认延迟(单位为秒)。仅影响 iOS 设备。" msgid "" "Optional name for the 2D navigation layer 1. If left empty, the layer will " "display as \"Layer 1\"." -msgstr "" +msgstr "2D 导航层 1 的可选名称。留空则会显示为“层 1”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 10. If left empty, the layer will " "display as \"Layer 10\"." -msgstr "" +msgstr "2D 导航层 10 的可选名称。留空则会显示为“层 10”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 11. If left empty, the layer will " "display as \"Layer 11\"." -msgstr "" +msgstr "2D 导航层 11 的可选名称。留空则会显示为“层 11”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 12. If left empty, the layer will " "display as \"Layer 12\"." -msgstr "" +msgstr "2D 导航层 12 的可选名称。留空则会显示为“层 12”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 13. If left empty, the layer will " "display as \"Layer 13\"." -msgstr "" +msgstr "2D 导航层 13 的可选名称。留空则会显示为“层 13”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 14. If left empty, the layer will " "display as \"Layer 14\"." -msgstr "" +msgstr "2D 导航层 14 的可选名称。留空则会显示为“层 14”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 15. If left empty, the layer will " "display as \"Layer 15\"." -msgstr "" +msgstr "2D 导航层 15 的可选名称。留空则会显示为“层 15”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 16. If left empty, the layer will " "display as \"Layer 16\"." -msgstr "" +msgstr "2D 导航层 16 的可选名称。留空则会显示为“层 16”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 17. If left empty, the layer will " "display as \"Layer 17\"." -msgstr "" +msgstr "2D 导航层 17 的可选名称。留空则会显示为“层 17”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 18. If left empty, the layer will " "display as \"Layer 18\"." -msgstr "" +msgstr "2D 导航层 18 的可选名称。留空则会显示为“层 18”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 19. If left empty, the layer will " "display as \"Layer 19\"." -msgstr "" +msgstr "2D 导航层 19 的可选名称。留空则会显示为“层 19”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 2. If left empty, the layer will " "display as \"Layer 2\"." -msgstr "" +msgstr "2D 导航层 2 的可选名称。留空则会显示为“层 2”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 20. If left empty, the layer will " "display as \"Layer 20\"." -msgstr "" +msgstr "2D 导航层 20 的可选名称。留空则会显示为“层 20”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 21. If left empty, the layer will " "display as \"Layer 21\"." -msgstr "" +msgstr "2D 导航层 21 的可选名称。留空则会显示为“层 21”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 22. If left empty, the layer will " "display as \"Layer 22\"." -msgstr "" +msgstr "2D 导航层 22 的可选名称。留空则会显示为“层 22”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 23. If left empty, the layer will " "display as \"Layer 23\"." -msgstr "" +msgstr "2D 导航层 23 的可选名称。留空则会显示为“层 23”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 24. If left empty, the layer will " "display as \"Layer 24\"." -msgstr "" +msgstr "2D 导航层 24 的可选名称。留空则会显示为“层 24”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 25. If left empty, the layer will " "display as \"Layer 25\"." -msgstr "" +msgstr "2D 导航层 25 的可选名称。留空则会显示为“层 25”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 26. If left empty, the layer will " "display as \"Layer 26\"." -msgstr "" +msgstr "2D 导航层 26 的可选名称。留空则会显示为“层 26”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 27. If left empty, the layer will " "display as \"Layer 27\"." -msgstr "" +msgstr "2D 导航层 27 的可选名称。留空则会显示为“层 27”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 28. If left empty, the layer will " "display as \"Layer 28\"." -msgstr "" +msgstr "2D 导航层 28 的可选名称。留空则会显示为“层 28”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 29. If left empty, the layer will " "display as \"Layer 29\"." -msgstr "" +msgstr "2D 导航层 29 的可选名称。留空则会显示为“层 29”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 3. If left empty, the layer will " "display as \"Layer 3\"." -msgstr "" +msgstr "2D 导航层 3 的可选名称。留空则会显示为“层 3”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 30. If left empty, the layer will " "display as \"Layer 30\"." -msgstr "" +msgstr "2D 导航层 30 的可选名称。留空则会显示为“层 30”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 31. If left empty, the layer will " "display as \"Layer 31\"." -msgstr "" +msgstr "2D 导航层 31 的可选名称。留空则会显示为“层 31”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 32. If left empty, the layer will " "display as \"Layer 32\"." -msgstr "" +msgstr "2D 导航层 32 的可选名称。留空则会显示为“层 32”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 4. If left empty, the layer will " "display as \"Layer 4\"." -msgstr "" +msgstr "2D 导航层 4 的可选名称。留空则会显示为“层 4”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 5. If left empty, the layer will " "display as \"Layer 5\"." -msgstr "" +msgstr "2D 导航层 5 的可选名称。留空则会显示为“层 5”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 6. If left empty, the layer will " "display as \"Layer 6\"." -msgstr "" +msgstr "2D 导航层 6 的可选名称。留空则会显示为“层 6”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 7. If left empty, the layer will " "display as \"Layer 7\"." -msgstr "" +msgstr "2D 导航层 7 的可选名称。留空则会显示为“层 7”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 8. If left empty, the layer will " "display as \"Layer 8\"." -msgstr "" +msgstr "2D 导航层 8 的可选名称。留空则会显示为“层 8”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 2D navigation layer 9. If left empty, the layer will " "display as \"Layer 9\"." -msgstr "" +msgstr "2D 导航层 9 的可选名称。留空则会显示为“层 9”。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 2D physics layer 1." @@ -60238,193 +60391,193 @@ msgstr "2D 渲染层 9 的可选名称。" msgid "" "Optional name for the 3D navigation layer 1. If left empty, the layer will " "display as \"Layer 1\"." -msgstr "" +msgstr "3D 导航层 1 的可选名称。留空则会显示为“层 1”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 10. If left empty, the layer will " "display as \"Layer 10\"." -msgstr "" +msgstr "3D 导航层 10 的可选名称。留空则会显示为“层 10”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 11. If left empty, the layer will " "display as \"Layer 11\"." -msgstr "" +msgstr "3D 导航层 11 的可选名称。留空则会显示为“层 11”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 12. If left empty, the layer will " "display as \"Layer 12\"." -msgstr "" +msgstr "3D 导航层 12 的可选名称。留空则会显示为“层 12”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 13. If left empty, the layer will " "display as \"Layer 13\"." -msgstr "" +msgstr "3D 导航层 13 的可选名称。留空则会显示为“层 13”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 14. If left empty, the layer will " "display as \"Layer 14\"." -msgstr "" +msgstr "3D 导航层 14 的可选名称。留空则会显示为“层 14”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 15. If left empty, the layer will " "display as \"Layer 15\"." -msgstr "" +msgstr "3D 导航层 15 的可选名称。留空则会显示为“层 15”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 16. If left empty, the layer will " "display as \"Layer 16\"." -msgstr "" +msgstr "3D 导航层 16 的可选名称。留空则会显示为“层 16”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 17. If left empty, the layer will " "display as \"Layer 17\"." -msgstr "" +msgstr "3D 导航层 17 的可选名称。留空则会显示为“层 17”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 18. If left empty, the layer will " "display as \"Layer 18\"." -msgstr "" +msgstr "3D 导航层 18 的可选名称。留空则会显示为“层 18”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 19. If left empty, the layer will " "display as \"Layer 19\"." -msgstr "" +msgstr "3D 导航层 19 的可选名称。留空则会显示为“层 19”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 2. If left empty, the layer will " "display as \"Layer 2\"." -msgstr "" +msgstr "3D 导航层 2 的可选名称。留空则会显示为“层 2”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 20. If left empty, the layer will " "display as \"Layer 20\"." -msgstr "" +msgstr "3D 导航层 20 的可选名称。留空则会显示为“层 20”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 21. If left empty, the layer will " "display as \"Layer 21\"." -msgstr "" +msgstr "3D 导航层 21 的可选名称。留空则会显示为“层 21”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 22. If left empty, the layer will " "display as \"Layer 22\"." -msgstr "" +msgstr "3D 导航层 22 的可选名称。留空则会显示为“层 22”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 23. If left empty, the layer will " "display as \"Layer 23\"." -msgstr "" +msgstr "3D 导航层 23 的可选名称。留空则会显示为“层 23”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 24. If left empty, the layer will " "display as \"Layer 24\"." -msgstr "" +msgstr "3D 导航层 24 的可选名称。留空则会显示为“层 24”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 25. If left empty, the layer will " "display as \"Layer 25\"." -msgstr "" +msgstr "3D 导航层 25 的可选名称。留空则会显示为“层 25”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 26. If left empty, the layer will " "display as \"Layer 26\"." -msgstr "" +msgstr "3D 导航层 26 的可选名称。留空则会显示为“层 26”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 27. If left empty, the layer will " "display as \"Layer 27\"." -msgstr "" +msgstr "3D 导航层 27 的可选名称。留空则会显示为“层 27”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 28. If left empty, the layer will " "display as \"Layer 28\"." -msgstr "" +msgstr "3D 导航层 28 的可选名称。留空则会显示为“层 28”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 29. If left empty, the layer will " "display as \"Layer 29\"." -msgstr "" +msgstr "3D 导航层 29 的可选名称。留空则会显示为“层 29”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 3. If left empty, the layer will " "display as \"Layer 3\"." -msgstr "" +msgstr "3D 导航层 3 的可选名称。留空则会显示为“层 3”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 30. If left empty, the layer will " "display as \"Layer 30\"." -msgstr "" +msgstr "3D 导航层 30 的可选名称。留空则会显示为“层 30”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 31. If left empty, the layer will " "display as \"Layer 31\"." -msgstr "" +msgstr "3D 导航层 31 的可选名称。留空则会显示为“层 31”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 32. If left empty, the layer will " "display as \"Layer 32\"." -msgstr "" +msgstr "3D 导航层 32 的可选名称。留空则会显示为“层 32”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 4. If left empty, the layer will " "display as \"Layer 4\"." -msgstr "" +msgstr "3D 导航层 4 的可选名称。留空则会显示为“层 4”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 5. If left empty, the layer will " "display as \"Layer 5\"." -msgstr "" +msgstr "3D 导航层 5 的可选名称。留空则会显示为“层 5”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 6. If left empty, the layer will " "display as \"Layer 6\"." -msgstr "" +msgstr "3D 导航层 6 的可选名称。留空则会显示为“层 6”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 7. If left empty, the layer will " "display as \"Layer 7\"." -msgstr "" +msgstr "3D 导航层 7 的可选名称。留空则会显示为“层 7”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 8. If left empty, the layer will " "display as \"Layer 8\"." -msgstr "" +msgstr "3D 导航层 8 的可选名称。留空则会显示为“层 8”。" #: doc/classes/ProjectSettings.xml msgid "" "Optional name for the 3D navigation layer 9. If left empty, the layer will " "display as \"Layer 9\"." -msgstr "" +msgstr "3D 导航层 9 的可选名称。留空则会显示为“层 9”。" #: doc/classes/ProjectSettings.xml msgid "Optional name for the 3D physics layer 1." @@ -60712,42 +60865,54 @@ msgid "" "map_set_cell_height].\n" "[b]Note:[/b] Currently not implemented." msgstr "" +"2D 导航地图的默认单元格高度。见 [method Navigation2DServer." +"map_set_cell_height]。\n" +"[b]注意:[/b]尚未实现。" #: doc/classes/ProjectSettings.xml msgid "" "Default cell size for 2D navigation maps. See [method Navigation2DServer." "map_set_cell_size]." msgstr "" +"2D 导航地图的默认单元格大小。见 [method Navigation2DServer." +"map_set_cell_size]。" #: doc/classes/ProjectSettings.xml msgid "" "Default edge connection margin for 2D navigation maps. See [method " "Navigation2DServer.map_set_edge_connection_margin]." msgstr "" +"2D 导航地图的默认边界连接边距。见 [method Navigation2DServer." +"map_set_edge_connection_margin]。" #: doc/classes/ProjectSettings.xml msgid "" "Default cell height for 3D navigation maps. See [method NavigationServer." "map_set_cell_height]." msgstr "" +"3D 导航地图的默认单元格高度。见 [method NavigationServer." +"map_set_cell_height]。" #: doc/classes/ProjectSettings.xml msgid "" "Default cell size for 3D navigation maps. See [method NavigationServer." "map_set_cell_size]." msgstr "" +"3D 导航地图的默认单元格大小。见 [method NavigationServer.map_set_cell_size]。" #: doc/classes/ProjectSettings.xml msgid "" "Default edge connection margin for 3D navigation maps. See [method " "NavigationServer.map_set_edge_connection_margin]." msgstr "" +"3D 导航地图的默认边界连接边距。见 [method NavigationServer." +"map_set_edge_connection_margin]。" #: doc/classes/ProjectSettings.xml msgid "" "Default map up vector for 3D navigation maps. See [method NavigationServer." "map_set_up]." -msgstr "" +msgstr "3D 导航地图的默认地图上向量。见 [method NavigationServer.map_set_up]。" #: doc/classes/ProjectSettings.xml msgid "" @@ -62742,7 +62907,6 @@ msgid "General-purpose 3D proximity detection node." msgstr "通用的 3D 邻近检测节点。" #: doc/classes/ProximityGroup.xml -#, fuzzy msgid "" "General-purpose proximity detection node. [ProximityGroup] can be used for " "[i]approximate[/i] distance checks, which are faster than exact distance " @@ -65618,24 +65782,20 @@ msgid "Makes text fill width." msgstr "使文本填充宽度。" #: doc/classes/RichTextLabel.xml -#, fuzzy msgid "Aligns top of the inline image to the top of the text." -msgstr "盒子的高度,从盒子的中心开始测量。" +msgstr "将内联图像的顶部与文本的顶部对齐。" #: doc/classes/RichTextLabel.xml -#, fuzzy msgid "Aligns center of the inline image to the center of the text." -msgstr "将子项与容器的中心对齐。" +msgstr "将内联图像的中心与文本的中心对齐。" #: doc/classes/RichTextLabel.xml -#, fuzzy msgid "Aligns bottom of the inline image to the baseline of the text." -msgstr "盒子的高度,从盒子的中心开始测量。" +msgstr "将内联图像的底部与文本的基线对齐。" #: doc/classes/RichTextLabel.xml -#, fuzzy msgid "Aligns bottom of the inline image to the bottom of the text." -msgstr "将子控件与容器的末端对齐,右侧或底部。" +msgstr "将内联图像的底部与文本的底部对齐。" #: doc/classes/RichTextLabel.xml msgid "Each list item has a number marker." @@ -67928,7 +68088,6 @@ msgid "One-shot timer." msgstr "一次性定时器。" #: doc/classes/SceneTreeTimer.xml -#, fuzzy msgid "" "A one-shot timer managed by the scene tree, which emits [signal timeout] on " "completion. See also [method SceneTree.create_timer].\n" @@ -67953,8 +68112,8 @@ msgstr "" " yield(get_tree().create_timer(1.0), \"timeout\")\n" " print(\"计时器结束。\")\n" "[/codeblock]\n" -"时间结束后,该计时器将被自动释放,所以请注意,你所保留的任何对它的引用届时都" -"会失效。" +"时间结束后,对该计时器的引用将被自动释放。要保留该计时器,你可以保持对它的引" +"用。见 [Reference]。" #: doc/classes/SceneTreeTimer.xml msgid "The time remaining (in seconds)." @@ -70204,6 +70363,9 @@ msgid "" "transformation matrices in Godot, the scale values will either be all " "positive or all negative." msgstr "" +"本地变换中的缩放。\n" +"[b]注意:[/b]3D 中,变换矩阵是无法分解出正负混合的缩放的。由于 Godot 中使用变" +"换矩阵来表示缩放,得到的缩放值要么全正、要么全负。" #: doc/classes/Spatial.xml msgid "Local space [Transform] of this node, with respect to the parent node." @@ -77705,9 +77867,8 @@ msgstr "" "[/codeblock]" #: doc/classes/TileMap.xml -#, fuzzy msgid "If [code]true[/code], this TileMap bakes a navigation region." -msgstr "为 [code]true[/code] 时存在指定名称的动画。" +msgstr "如果为 [code]true[/code],这个 TileMap 会烘焙导航地区。" #: doc/classes/TileMap.xml msgid "If [code]true[/code], the cell's UVs will be clipped." @@ -77843,7 +78004,7 @@ msgstr "图块地图的方向模式。有关可能的值,参阅[enum Mode]。" #: doc/classes/TileMap.xml msgid "The navigation layers the TileMap generates its navigation regions in." -msgstr "" +msgstr "TileMap 生成其导航地区的导航层。" #: doc/classes/TileMap.xml msgid "" @@ -79205,6 +79366,10 @@ msgid "" "changed to negative scales on the Y axis and a rotation of 180 degrees when " "decomposed." msgstr "" +"返回该变换在使用给定的 [code]scale[/code] 缩放系统进行矩阵乘法后的副本。\n" +"[b]注意:[/b]2D 中,变换矩阵是无法分解出负数的 X 缩放的。由于 Godot 中使用变" +"换矩阵来表示缩放,X 轴上的负数缩放在分解后会变为 Y 轴的负数缩放和一次 180 度" +"的旋转。" #: doc/classes/Transform2D.xml msgid "" @@ -83740,23 +83905,26 @@ msgstr "如果[code]true[/code],父级的[method Node._process]将被停止。 #: doc/classes/VisibilityEnabler2D.xml msgid "This enabler will freeze [RigidBody2D] nodes." -msgstr "这个启用程序将冻结[RigidBody2D]节点。" +msgstr "这个启用程序将冻结 [RigidBody2D] 节点。" #: doc/classes/VisibilityEnabler2D.xml msgid "This enabler will stop [Particles2D] nodes." -msgstr "这个启用程序将停止[Particles2D]节点。" +msgstr "这个启用程序将停止 [Particles2D] 节点。" #: doc/classes/VisibilityEnabler2D.xml -msgid "This enabler will stop the parent's _process function." -msgstr "这个启用程序将停止父类的_process函数。" +#, fuzzy +msgid "This enabler will stop the parent's [method Node._process] function." +msgstr "这个启用程序将停止父类的 _process 函数。" #: doc/classes/VisibilityEnabler2D.xml -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。" +#, fuzzy +msgid "" +"This enabler will stop the parent's [method Node._physics_process] function." +msgstr "这个启用程序将停止父类的 _physics_process 函数。" #: doc/classes/VisibilityEnabler2D.xml msgid "This enabler will stop [AnimatedSprite] nodes animations." -msgstr "这个启用程序将停止[AnimatedSprite]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 doc/classes/VisibilityNotifier2D.xml msgid "Detects approximately when the node is visible on screen." @@ -83809,6 +83977,10 @@ msgid "" "nodes that are far away.\n" "[b]Note:[/b] This feature will be disabled if set to 0.0." msgstr "" +"除了检查节点是否在屏幕内或在 [Camera] 的视野内,VisibilityNotifier 还可以在使" +"用透视投影的 [Camera] 时对节点是否在指定的最大距离内进行检测。可用于限制远距" +"离节点的性能需求。\n" +"[b]注意:[/b]如果设为 0.0 则会禁用这个特性。" #: doc/classes/VisibilityNotifier.xml msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view." @@ -89285,6 +89457,11 @@ msgid "" "compilations when this value is zero for at least two frames in a row.\n" "Unimplemented in the GLES2 rendering backend, always returns 0." msgstr "" +"在该帧中,处于编译状态的着色器数量峰值。\n" +"可用于检查屏幕上当前着色器的异步编译是否完成。\n" +"[b]注意:[/b]要真正确定完成,请在这个值至少连续两帧都为零时才认为没有其他东西" +"需要编译。\n" +"GLES2 渲染后端中尚未实现,始终返回 0。" #: doc/classes/VisualServer.xml msgid "The amount of surface changes in the frame." @@ -93271,14 +93448,13 @@ 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 -#, fuzzy msgid "" "Class that has everything pertaining to a world. A physics space, a visual " "scenario, a navigation map 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。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。" +"拥有与世界相关的一切的类。物理空间、视觉场景、导航地图和声音空间。空间节点将" +"其资源注册到当前世界中。" #: doc/classes/World.xml msgid "" @@ -93291,18 +93467,18 @@ msgid "The World's [Environment]." msgstr "World的[Environment]环境。" #: doc/classes/World.xml +#, fuzzy msgid "" -"The World's fallback_environment will be used if the World's [Environment] " -"fails or is missing." +"The World's fallback environment will be used if [member environment] fails " +"or is missing." msgstr "" "如果 World 的 [Environment] 失败或丢失,将使用 World 的 " "fallback_environment。" #: doc/classes/World.xml -#, fuzzy msgid "" "The [RID] of this world's navigation map. Used by the [NavigationServer]." -msgstr "返回这个代理在 [NavigationServer] 上的 [RID]。" +msgstr "这个世界的导航地图的 [RID]。会被 [NavigationServer] 使用。" #: doc/classes/World.xml msgid "The World's visual scenario." @@ -93317,14 +93493,13 @@ msgid "Class that has everything pertaining to a 2D world." msgstr "拥有与 2D 世界有关的所有内容的类。" #: doc/classes/World2D.xml -#, fuzzy msgid "" "Class that has everything pertaining to a 2D world. A physics space, a " "visual scenario, a navigation map and a sound space. 2D nodes register their " "resources into the current 2D world." msgstr "" -"拥有与 2D 世界有关一切的类。一个物理空间、一个可视化场景和一个声音空间。2D 节" -"点将其资源注册到当前的 2D 世界中。" +"拥有与 2D 世界有关一切的类。物理空间、视觉场景、导航地图和声音空间。2D 节点将" +"其资源注册到当前的 2D 世界中。" #: doc/classes/World2D.xml msgid "" @@ -93342,10 +93517,9 @@ msgstr "" "问仅限于主线程中的 [code]_physics_process(delta)[/code]。" #: doc/classes/World2D.xml -#, fuzzy msgid "" "The [RID] of this world's navigation map. Used by the [Navigation2DServer]." -msgstr "返回这个代理在 [Navigation2DServer] 上的 [RID]。" +msgstr "这个世界的导航地图的 [RID]。会被 [Navigation2DServer] 使用。" #: doc/classes/World2D.xml msgid "" |