diff options
Diffstat (limited to 'doc/translations')
-rw-r--r-- | doc/translations/es.po | 3 | ||||
-rw-r--r-- | doc/translations/fr.po | 6 | ||||
-rw-r--r-- | doc/translations/zh_CN.po | 7774 |
3 files changed, 7679 insertions, 104 deletions
diff --git a/doc/translations/es.po b/doc/translations/es.po index 9970d15c1c..ad5cfe0ce7 100644 --- a/doc/translations/es.po +++ b/doc/translations/es.po @@ -13859,9 +13859,6 @@ msgstr "[Transform2D] Global." msgid "Position, relative to the node's parent." msgstr "Posición, relativa al padre del nodo." -msgid "Rotation in radians, relative to the node's parent." -msgstr "Rotación en radianes, en relación con el padre del nodo." - msgid "Local [Transform2D]." msgstr "[Transform2D] Local ." diff --git a/doc/translations/fr.po b/doc/translations/fr.po index ecc6959914..b7839a4c43 100644 --- a/doc/translations/fr.po +++ b/doc/translations/fr.po @@ -14134,9 +14134,6 @@ msgstr "[Transform2D] global." msgid "Position, relative to the node's parent." msgstr "La position, relative au nœud parent." -msgid "Rotation in radians, relative to the node's parent." -msgstr "La rotation en radians, relative au parent de ce nœud." - msgid "Local [Transform2D]." msgstr "[Transform2D] locale." @@ -21612,9 +21609,6 @@ msgstr "" msgid "Real-time global illumination (GI) probe." msgstr "Sonde d’éclairage global (GI) en temps réel." -msgid "GI probes" -msgstr "Les sondes GI" - msgid "Calls [method bake] with [code]create_visual_debug[/code] enabled." msgstr "Appelle [method bake] avec [code]create_visual_debug[/code] activé." diff --git a/doc/translations/zh_CN.po b/doc/translations/zh_CN.po index 1054650db3..36178274ca 100644 --- a/doc/translations/zh_CN.po +++ b/doc/translations/zh_CN.po @@ -66,12 +66,14 @@ # Pencil Core <pencilzyl@gmail.com>, 2023. # skyatgit <1218980814@qq.com>, 2023. # Hamster <hamster5295@163.com>, 2023. +# GarliCat <phoenixkaze@live.com>, 2023. +# RIKA! <2293840045@qq.com>, 2023. msgid "" msgstr "" "Project-Id-Version: Godot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" -"PO-Revision-Date: 2023-02-20 10:58+0000\n" -"Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n" +"PO-Revision-Date: 2023-02-24 13:35+0000\n" +"Last-Translator: suplife <2634557184@qq.com>\n" "Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/" "godot-engine/godot-class-reference/zh_Hans/>\n" "Language: zh_CN\n" @@ -176,10 +178,79 @@ msgstr "本方法描述的是使用本类型作为左操作数的有效操作符 msgid "Built-in GDScript functions." msgstr "内置 GDScript 函数。" +msgid "" +"A list of GDScript-specific utility functions and annotations accessible " +"from any script.\n" +"For the list of the global functions and constants see [@GlobalScope]." +msgstr "" +"GDScript 专用的实用函数及注解列表,可在任何脚本中访问。\n" +"全局函数和常量的列表见 [@GlobalScope]。" + msgid "GDScript exports" msgstr "GDScript的导出" msgid "" +"Returns a [Color] constructed from red ([param r8]), green ([param g8]), " +"blue ([param b8]), and optionally alpha ([param a8]) integer channels, each " +"divided by [code]255.0[/code] for their final value.\n" +"[codeblock]\n" +"var red = Color8(255, 0, 0) # Same as Color(1, 0, 0).\n" +"var dark_blue = Color8(0, 0, 51) # Same as Color(0, 0, 0.2).\n" +"var my_color = Color8(306, 255, 0, 102) # Same as Color(1.2, 1, 0, 0.4).\n" +"[/codeblock]" +msgstr "" +"返回一个由整数红([param r8])、绿([param g8])、蓝([param b8])和可选的 " +"Alpha([param a8])通道构造的 [Color],每个通道的最终值都会除以 [code]255.0[/" +"code]。\n" +"[codeblock]\n" +"var red = Color8(255, 0, 0) # 与 Color(1, 0, 0) 相同\n" +"var dark_blue = Color8(0, 0, 51) # 与 Color(0, 0, 0.2) 相同。\n" +"var my_color = Color8(306, 255, 0, 102) # 与 Color(1.2, 1, 0, 0.4) 相同。\n" +"[/codeblock]" + +msgid "" +"Asserts that the [param condition] is [code]true[/code]. If the [param " +"condition] is [code]false[/code], an error is generated. When running from " +"the editor, the running project will also be paused until you resume it. " +"This can be used as a stronger form of [method @GlobalScope.push_error] for " +"reporting errors to project developers or add-on users.\n" +"An optional [param message] can be shown in addition to the generic " +"\"Assertion failed\" message. You can use this to provide additional details " +"about why the assertion failed.\n" +"[b]Warning:[/b] For performance reasons, the code inside [method assert] is " +"only executed in debug builds or when running the project from the editor. " +"Don't include code that has side effects in an [method assert] call. " +"Otherwise, the project will behave differently when exported in release " +"mode.\n" +"[codeblock]\n" +"# Imagine we always want speed to be between 0 and 20.\n" +"var speed = -10\n" +"assert(speed < 20) # True, the program will continue.\n" +"assert(speed >= 0) # False, the program will stop.\n" +"assert(speed >= 0 and speed < 20) # You can also combine the two conditional " +"statements in one check.\n" +"assert(speed < 20, \"the speed limit is 20\") # Show a message.\n" +"[/codeblock]" +msgstr "" +"断言条件 [param condition] 为 [code]true[/code]。如果条件 [param condition] " +"为 [code]false[/code] ,则会生成错误。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 @GlobalScope.push_error] 的加" +"强版,用于向项目开发者和插件用户报错。\n" +"如果给出了可选的 [param message] 参数,该信息会和通用的“Assertion failed”消息" +"一起显示。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" +"[b]警告:[/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。请勿在 [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" +"[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,程序会继续执行\n" +"assert(speed >= 0) # False,程序会停止\n" +"assert(speed >= 0 and speed < 20) # 你还可以在单次检查中合并两个条件语句\n" +"assert(speed < 20, \"限速为 20\") # 显示消息。\n" +"[/codeblock]" + +msgid "" "Returns a single character (as a [String]) of the given Unicode code point " "(which is compatible with ASCII code).\n" "[codeblock]\n" @@ -330,6 +401,73 @@ msgstr "" "[/codeblock]" msgid "" +"Returns a [Resource] from the filesystem located at the absolute [param " +"path]. Unless it's already referenced elsewhere (such as in another script " +"or in the scene), the resource is loaded from disk on function call, which " +"might cause a slight delay, especially when loading large scenes. To avoid " +"unnecessary delays when loading something multiple times, either store the " +"resource in a variable or use [method preload].\n" +"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " +"in the FileSystem dock and choosing \"Copy Path\", or by dragging the file " +"from the FileSystem dock into the current script.\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" +"[/codeblock]\n" +"[b]Important:[/b] The path must be absolute. A relative path will always " +"return [code]null[/code].\n" +"This function is a simplified version of [method ResourceLoader.load], which " +"can be used for more advanced scenarios.\n" +"[b]Note:[/b] Files have to be imported into the engine first to load them " +"using this function. If you want to load [Image]s at run-time, you may use " +"[method Image.load]. If you want to import audio files, you can use the " +"snippet described in [member AudioStreamMP3.data]." +msgstr "" +"返回一个位于文件系统绝对路径 [param path] 的 [Resource]。除非该资源已在其他地" +"方引用(例如在另一个脚本或场景中),否则资源是在函数调用时从磁盘加载的——这可" +"能会导致轻微的延迟,尤其是在加载大型场景时。为避免在多次加载某些内容时出现不" +"必要的延迟,可以将资源存储在变量中或使用预加载 [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面板中的资源并选择“复制路" +"径”,或将文件从文件系统停靠面板拖到脚本中获得。\n" +"[codeblock]\n" +"# 加载位于项目根目录的一个名为“main”的场景,并将其缓存在一个变量中。\n" +"var main = load(\"res://main.tscn\") # main 将包含一个 PackedScene 资源。\n" +"[/codeblock]\n" +"[b]重要提示:[/b]路径必须是绝对路径。相对路径将始终返回 [code]null[/code]。\n" +"这个方法是 [method ResourceLoader.load] 的简化版,原方法可以用于更高级的场" +"景。\n" +"[b]注意:[/b]必须先将文件导入引擎才能使用此函数加载它们。如果你想在运行时加" +"载 [Image],你可以使用 [method Image.load]。如果要导入音频文件,可以使用 " +"[member AudioStreamMP3.data]中描述的代码片段。" + +msgid "" +"Returns a [Resource] from the filesystem located at [param path]. During run-" +"time, the resource is loaded when the script is being parsed. This function " +"effectively acts as a reference to that resource. Note that this function " +"requires [param path] to be a constant [String]. If you want to load a " +"resource from a dynamic/variable path, use [method load].\n" +"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource " +"in the Assets Panel and choosing \"Copy Path\", or by dragging the file from " +"the FileSystem dock into the current script.\n" +"[codeblock]\n" +"# Create instance of a scene.\n" +"var diamond = preload(\"res://diamond.tscn\").instantiate()\n" +"[/codeblock]" +msgstr "" +"返回一个位于文件系统绝对路径[param path] 的 [Resource]。在运行时,该资源将在" +"解析脚本时加载。实际可以将这个函数视作对该资源的引用。请注意,此函数要求 " +"[param path] 为 [String]常量。如果要从动态、可变路径加载资源,请使用 [method " +"load]。\n" +"[b]注意:[/b]资源路径可以通过右键单击资产面板中的资源并选择“复制路径”,或通过" +"将文件从文件系统停靠面板拖到脚本中来获得。\n" +"[codeblock]\n" +"# 创建场景的实例。\n" +"var diamond = preload(\"res://diamond.tscn\").instantiate()\n" +"[/codeblock]" + +msgid "" "Like [method @GlobalScope.print], but includes the current stack frame when " "running with the debugger turned on.\n" "The output in the console may look like the following:\n" @@ -536,6 +674,82 @@ msgstr "" "行时错误。" msgid "" +"Mark the following property as exported (editable in the Inspector dock and " +"saved to disk). To control the type of the exported property, use the type " +"hint notation.\n" +"[codeblock]\n" +"@export var string = \"\"\n" +"@export var int_number = 5\n" +"@export var float_number: float = 5\n" +"@export var image : Image\n" +"[/codeblock]" +msgstr "" +"将以下属性标记为已导出(可在检查器面板中编辑并保存到磁盘)。要控制导出属性的" +"类型,请使用类型提示表示法。\n" +"[codeblock]\n" +"@export var string = \"\"\n" +"@export var int_number = 5\n" +"@export var float_number: float = 5\n" +"@export var image : Image\n" +"[/codeblock]" + +msgid "" +"Define a new category for the following exported properties. This helps to " +"organize properties in the Inspector dock.\n" +"See also [constant PROPERTY_USAGE_CATEGORY].\n" +"[codeblock]\n" +"@export_category(\"Statistics\")\n" +"@export var hp = 30\n" +"@export var speed = 1.25\n" +"[/codeblock]\n" +"[b]Note:[/b] Categories in the Inspector dock's list usually divide " +"properties coming from different classes (Node, Node2D, Sprite, etc.). For " +"better clarity, it's recommended to use [annotation @export_group] and " +"[annotation @export_subgroup], instead." +msgstr "" +"为以下导出的属性定义一个新类别。这有助于在检查器面板中组织属性。\n" +"另请参见 [constant PROPERTY_USAGE_CATEGORY]。\n" +"[codeblock]\n" +"@export_category(\"My Properties\")\n" +"@export var number = 3\n" +"@export var string = \"\"\n" +"[/codeblock]\n" +"[b]注意:[/b]检查器面板中的列表通常会按类别将来自不同类(如Node、Node2D、" +"Sprite等)的属性分隔开来。详情请参阅 [annotation @export_group] 和 " +"[annotation @export_subgroup]。" + +msgid "" +"Export a [Color] property without allowing its transparency ([member Color." +"a]) to be edited.\n" +"See also [constant PROPERTY_HINT_COLOR_NO_ALPHA].\n" +"[codeblock]\n" +"@export_color_no_alpha var dye_color : Color\n" +"[/codeblock]" +msgstr "" +"导出一个不允许编辑透明度(其alpha 固定为 [code]1.0[/code])的 [Color] 属" +"性。\n" +"另见 [constant PROPERTY_HINT_COLOR_NO_ALPHA]。\n" +"[codeblock]\n" +"@export_color_no_alpha var dye_color : Color\n" +"[/codeblock]" + +msgid "" +"Export a [String] property as a path to a directory. The path will be " +"limited to the project folder and its subfolders. See [annotation " +"@export_global_dir] to allow picking from the entire filesystem.\n" +"See also [constant PROPERTY_HINT_DIR].\n" +"[codeblock]\n" +"@export_dir var sprite_folder_path: String\n" +"[/codeblock]" +msgstr "" +"将 [String] 属性作为目录路径导出。该路径仅限于项目文件夹及其子文件夹。请参阅 " +"[annotation @export_global_dir],以允许从整个文件系统中进行选择。\n" +"另请参见 [constant PROPERTY_HINT_DIR]。\n" +"[codeblock]\n" +"@export_dir var sprite_folder_path: String\n" +"[/codeblock]" + +msgid "" "Export an [int] or [String] property as an enumerated list of options. If " "the property is an [int], then the index of the value is stored, in the same " "order the values are provided. You can add explicit values using a colon. If " @@ -604,6 +818,27 @@ msgstr "" "[/codeblock]" msgid "" +"Export a [String] property as a path to a file. The path will be limited to " +"the project folder and its subfolders. See [annotation @export_global_file] " +"to allow picking from the entire filesystem.\n" +"If [param filter] is provided, only matching files will be available for " +"picking.\n" +"See also [constant PROPERTY_HINT_FILE].\n" +"[codeblock]\n" +"@export_file var sound_effect_path: String\n" +"@export_file(\"*.txt\") var notes_path: String\n" +"[/codeblock]" +msgstr "" +"将 [String] 属性导出为文件路径。该路径仅限于项目文件夹及其子文件夹。若要允许" +"从整个文件系统中进行选择,请参阅 [annotation @export_global_file]。\n" +"如果提供了 [param filter],则只有匹配的文件可供选择。\n" +"另请参见 [constant PROPERTY_HINT_FILE]。\n" +"[codeblock]\n" +"@export_file var sound_effect_file: String\n" +"@export_file(\"*.txt\") var notes_file: String\n" +"[/codeblock]" + +msgid "" "Export an integer property as a bit flag field. This allows to store several " "\"checked\" or [code]true[/code] values with one property, and comfortably " "select them from the Inspector dock.\n" @@ -752,6 +987,91 @@ msgstr "" "[/codeblock]" msgid "" +"Export a [String] property as an absolute path to a directory. The path can " +"be picked from the entire filesystem. See [annotation @export_dir] to limit " +"it to the project folder and its subfolders.\n" +"See also [constant PROPERTY_HINT_GLOBAL_DIR].\n" +"[codeblock]\n" +"@export_global_dir var sprite_folder_path: String\n" +"[/codeblock]" +msgstr "" +"将 [String] 属性导出为目录路径。该路径可以从整个文件系统中选择。请参阅 " +"[annotation @export_dir] 以将其限制为项目文件夹及其子文件夹。\n" +"另请参见 [constant PROPERTY_HINT_GLOBAL_DIR]。\n" +"[codeblock]\n" +"@export_global_dir var sprite_folder_path: String\n" +"[/codeblock]" + +msgid "" +"Export a [String] property as an absolute path to a file. The path can be " +"picked from the entire filesystem. See [annotation @export_file] to limit it " +"to the project folder and its subfolders.\n" +"If [param filter] is provided, only matching files will be available for " +"picking.\n" +"See also [constant PROPERTY_HINT_GLOBAL_FILE].\n" +"[codeblock]\n" +"@export_global_file var sound_effect_path: String\n" +"@export_global_file(\"*.txt\") var notes_path: String\n" +"[/codeblock]" +msgstr "" +"将 [String] 属性作为文件路径导出。该路径可以从整个文件系统中选择。请参阅 " +"[annotation @export_file],以将其限制为项目文件夹及其子文件夹。\n" +"如果提供了 [param filter],则只有匹配的文件可供选择。\n" +"另请参见 [constant PROPERTY_HINT_GLOBAL_FILE]。\n" +"[codeblock]\n" +"@export_global_file var sound_effect_path: String\n" +"@export_global_file(\"*.txt\") var notes_path: String\n" +"[/codeblock]" + +msgid "" +"Define a new group for the following exported properties. This helps to " +"organize properties in the Inspector dock. Groups can be added with an " +"optional [param prefix], which would make group to only consider properties " +"that have this prefix. The grouping will break on the first property that " +"doesn't have a prefix. The prefix is also removed from the property's name " +"in the Inspector dock.\n" +"If no [param prefix] is provided, the every following property is added to " +"the group. The group ends when then next group or category is defined. You " +"can also force end a group by using this annotation with empty strings for " +"parameters, [code]@export_group(\"\", \"\")[/code].\n" +"Groups cannot be nested, use [annotation @export_subgroup] to add subgroups " +"within groups.\n" +"See also [constant PROPERTY_USAGE_GROUP].\n" +"[codeblock]\n" +"@export_group(\"Racer Properties\")\n" +"@export var nickname = \"Nick\"\n" +"@export var age = 26\n" +"\n" +"@export_group(\"Car Properties\", \"car_\")\n" +"@export var car_label = \"Speedy\"\n" +"@export var car_number = 3\n" +"\n" +"@export_group(\"\", \"\")\n" +"@export var ungrouped_number = 3\n" +"[/codeblock]" +msgstr "" +"为以下导出的属性定义一个新分组。这有助于在检查器面板中组织属性。添加新分组时" +"可以选择性地提供 [param prefix] ,分组将仅考虑具有此前缀的属性。分组将在第一" +"个没有该前缀的属性处结束。前缀也将从检查器面板中的属性名称中移除。\n" +"如果未提供 [param prefix],以下每个属性都将添加到分组中。当定义下一个分组或类" +"别时,该分组结束。你还可以通过将此注解与空字符串的参数一起使用来强制结束组," +"[code]@export_group(\"\", \"\")[/code]。\n" +"分组不能嵌套,使用 [annotation @export_subgroup] 在组内添加子分组。\n" +"另见 [constant PROPERTY_USAGE_GROUP]。\n" +"[codeblock]\n" +"@export_group(\"My Properties\")\n" +"@export var number = 3\n" +"@export var string = \"\"\n" +"\n" +"@export_group(\"Prefixed Properties\", \"prefix_\")\n" +"@export var prefix_number = 3\n" +"@export var prefix_string = \"\"\n" +"\n" +"@export_group(\"\", \"\")\n" +"@export var ungrouped_number = 3\n" +"[/codeblock]" + +msgid "" "Export a [String] property with a large [TextEdit] widget instead of a " "[LineEdit]. This adds support for multiline content and makes it easier to " "edit large amount of text stored in the property.\n" @@ -854,6 +1174,41 @@ msgstr "" "[/codeblock]" msgid "" +"Define a new subgroup for the following exported properties. This helps to " +"organize properties in the Inspector dock. Subgroups work exactly like " +"groups, except they need a parent group to exist. See [annotation " +"@export_group].\n" +"See also [constant PROPERTY_USAGE_SUBGROUP].\n" +"[codeblock]\n" +"@export_group(\"Racer Properties\")\n" +"@export var nickname = \"Nick\"\n" +"@export var age = 26\n" +"\n" +"@export_subgroup(\"Car Properties\", \"car_\")\n" +"@export var car_label = \"Speedy\"\n" +"@export var car_number = 3\n" +"[/codeblock]\n" +"[b]Note:[/b] Subgroups cannot be nested, they only provide one extra level " +"of depth. Just like the next group ends the previous group, so do the " +"subsequent subgroups." +msgstr "" +"为接下来的导出属性定义一个新的子分组。这有助于组织检查器面板中的属性。子分组" +"的工作方式与分组类似,只是它们依赖于一个父级分组。请参阅 [annotation " +"@export_group]。\n" +"另请参见 [constant PROPERTY_USAGE_SUBGROUP]。\n" +"[codeblock]\n" +"@export_group(\"Racer Properties\")\n" +"@export var nickname = \"Nick\"\n" +"@export var age = 26\n" +"\n" +"@export_subgroup(\"Car Properties\", \"car_\")\n" +"@export var car_label = \"Speedy\"\n" +"@export var car_number = 3\n" +"[/codeblock]\n" +"[b]注意:[/b]子分组不能嵌套,它们只提供一层额外的深度。新的分组会结束前一个分" +"组,类似地,后续的子分组也会打断之前的子分组。" + +msgid "" "Add a custom icon to the current script. The script must be registered as a " "global class using the [code]class_name[/code] keyword for this to have a " "visible effect. The icon specified at [param icon_path] is displayed in the " @@ -883,6 +1238,22 @@ msgstr "" "(不支持常量表达式)。" msgid "" +"Mark the following property as assigned when the [Node] is ready. Values for " +"these properties are not assigned immediately when the node is initialized " +"([method Object._init]), and instead are computed and stored right before " +"[method Node._ready].\n" +"[codeblock]\n" +"@onready var character_name: Label = $Label\n" +"[/codeblock]" +msgstr "" +"标记后续属性会在 [Node] 的就绪状态时赋值。节点初始化([method Object._init])" +"时不会立即对这些属性赋值,而是会在即将调用 [method Node._ready] 之前进行计算" +"和保存。\n" +"[codeblock]\n" +"@onready var character_name: Label = $Label\n" +"[/codeblock]" + +msgid "" "Mark the following method for remote procedure calls. See [url=$DOCS_URL/" "tutorials/networking/high_level_multiplayer.html]High-level multiplayer[/" "url].\n" @@ -970,7 +1341,7 @@ msgstr "" "[/codeblock]" msgid "Global scope constants and functions." -msgstr "全局范围常量和函数。" +msgstr "全局范围的常量和函数。" msgid "" "A list of global scope enumerated constants and built-in functions. This is " @@ -2132,6 +2503,21 @@ msgstr "" "[/codeblock]" msgid "" +"Returns the result of [param base] raised to the power of [param exp].\n" +"In GDScript, this is the equivalent of the [code]**[/code] operator.\n" +"[codeblock]\n" +"pow(2, 5) # Returns 32.0\n" +"pow(4, 1.5) # Returns 8.0\n" +"[/codeblock]" +msgstr "" +"返回 [param base] 的 [param exp] 次幂的结果。\n" +"在 GDScript 中,这相当于 [code]**[/code] 运算符。\n" +"[codeblock]\n" +"pow(2, 5) # 返回 32.0\n" +"pow(4, 1.5) # 返回 8.0\n" +"[/codeblock]" + +msgid "" "Converts one or more arguments of any type to string in the best way " "possible and prints them to the console.\n" "[codeblocks]\n" @@ -2702,6 +3088,23 @@ msgstr "" "[method Vector3i.sign]、[method Vector4.sign]、或 [method Vector4i.sign]。" msgid "" +"Returns [code]-1.0[/code] if [param x] is negative, [code]1.0[/code] if " +"[param x] is positive, and [code]0.0[/code] if [param x] is zero.\n" +"[codeblock]\n" +"sign(-6.5) # Returns -1.0\n" +"sign(0.0) # Returns 0.0\n" +"sign(6.5) # Returns 1.0\n" +"[/codeblock]" +msgstr "" +"如果 [param x] 为负,则返回 [code]-1.0[/code];如果 [param x] 为正,则返回 " +"[code]1.0[/code];如果 [param x] 为零,则返回 [code]0.0[/code]。\n" +"[codeblock]\n" +"sign(-6.5) # 返回 -1.0\n" +"sign(0.0) # 返回 0.0\n" +"sign(6.5) # 返回 1.0\n" +"[/codeblock]" + +msgid "" "Returns [code]-1[/code] if [param x] is negative, [code]1[/code] if [param " "x] is positive, and [code]0[/code] if if [param x] is zero.\n" "[codeblock]\n" @@ -2914,6 +3317,39 @@ msgstr "" "[/codeblock]" msgid "" +"Converts a formatted [param string] that was returned by [method var_to_str] " +"to the original [Variant].\n" +"[codeblocks]\n" +"[gdscript]\n" +"var data = '{ \"a\": 1, \"b\": 2 }' # data is a String\n" +"var dict = str_to_var(data) # dict is a Dictionary\n" +"print(dict[\"a\"]) # Prints 1\n" +"[/gdscript]\n" +"[csharp]\n" +"string data = \"{ \\\"a\\\": 1, \\\"b\\\": 2 }\"; // data is a " +"string\n" +"var dict = GD.StrToVar(data).AsGodotDictionary(); // dict is a Dictionary\n" +"GD.Print(dict[\"a\"]); // Prints 1\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"将 [method var_to_str] 返回的已格式化的 [param string] 转换为原始 " +"[Variant]。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var data = '{ \"a\": 1, \"b\": 2 }' # data 是一个 String\n" +"var dict = str_to_var(data) # dict 是一个 Dictionary\n" +"print(dict[\"a\"]) # 输出 1\n" +"[/gdscript]\n" +"[csharp]\n" +"string data = \"{ \\\"a\\\": 1, \\\"b\\\": 2 }\"; // data 是一个 " +"string\n" +"var dict = GD.StrToVar(data).AsGodotDictionary(); // dict 是一个 Dictionary\n" +"GD.Print(dict[\"a\"]); // 输出 1\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" "Returns the tangent of angle [param angle_rad] in radians.\n" "[codeblock]\n" "tan(deg_to_rad(45)) # Returns 1\n" @@ -4038,6 +4474,9 @@ msgstr "Alt 或 Option(在 macOS 上)键掩码。" msgid "Command (on macOS) or Meta/Windows key mask." msgstr "命令(在 macOS 上)或 Meta/Windows 键掩码。" +msgid "Control key mask." +msgstr "Ctrl 键掩码。" + msgid "Keypad key mask." msgstr "Keypad 键掩码。" @@ -4060,6 +4499,12 @@ msgstr "鼠标次键,通常分配给右键。" msgid "Middle mouse button." msgstr "鼠标中键。" +msgid "Mouse wheel scrolling up." +msgstr "鼠标滚轮向上滚动。" + +msgid "Mouse wheel scrolling down." +msgstr "鼠标滚轮向下滚动。" + msgid "Mouse wheel left button (only present on some mice)." msgstr "鼠标滚轮左键(仅在某些鼠标上有实现)。" @@ -4765,6 +5210,9 @@ msgid "" "with the secret character." msgstr "提示字符串属性为密码,每一个字符都会被替换为秘密字符。" +msgid "Represents the size of the [enum PropertyHint] enum." +msgstr "代表 [enum PropertyHint] 枚举的大小。" + msgid "" "The property is not stored, and does not display in the editor. This is the " "default for non-exported properties." @@ -4826,6 +5274,11 @@ msgstr "" "使用 [method Resource.duplicate] 复制资源时,如果该资源的某个属性上设有这个标" "志,则不会对该属性进行复制,无视 [code]subresources[/code] 布尔型参数。" +msgid "" +"The property is only shown in the editor if modern renderers are supported " +"(the Compatibility rendering method is excluded)." +msgstr "只有在支持现代渲染器(不包含 GLES3)的情况下该属性才会在编辑器中显示。" + msgid "The property is read-only in the [EditorInspector]." msgstr "该属性在 [EditorInspector] 中只读。" @@ -5938,6 +6391,38 @@ msgstr "2D 精灵动画(也适用于 3D)" msgid "Proxy texture for simple frame-based animations." msgstr "用于简单帧动画的代理纹理。" +msgid "" +"[AnimatedTexture] is a resource format for frame-based animations, where " +"multiple textures can be chained automatically with a predefined delay for " +"each frame. Unlike [AnimationPlayer] or [AnimatedSprite2D], it isn't a " +"[Node], but has the advantage of being usable anywhere a [Texture2D] " +"resource can be used, e.g. in a [TileSet].\n" +"The playback of the animation is controlled by the [member speed_scale] " +"property, as well as each frame's duration (see [method " +"set_frame_duration]). The animation loops, i.e. it will restart at frame 0 " +"automatically after playing the last frame.\n" +"[AnimatedTexture] currently requires all frame textures to have the same " +"size, otherwise the bigger ones will be cropped to match the smallest one.\n" +"[b]Note:[/b] AnimatedTexture doesn't support using [AtlasTexture]s. Each " +"frame needs to be a separate [Texture2D].\n" +"[b]Warning:[/b] AnimatedTexture is deprecated, and might be removed in a " +"future release. Its current implementation is not efficient for the modern " +"renderers." +msgstr "" +"[AnimatedTexture] 是一种用于基于帧的动画的资源格式,其中多个纹理可以自动链" +"接,每个帧都有预定义的延迟。与 [AnimationPlayer] 或 [AnimatedSprite2D] 不同," +"它不是 [Node],但具有可在任何可以使用 [Texture2D] 资源的地方使用的优势,例如 " +"在 [TileSet] 中。\n" +"动画的播放由 [member speed_scale] 属性以及每帧的持续时间(参见 [method " +"set_frame_duration])控制。动画是循环播放的,即它会在播放完最后一帧后自动从" +"第 0 帧重新开始。\n" +"[AnimatedTexture] 目前要求所有帧的纹理具有相同的大小,否则较大的纹理将被裁剪" +"以匹配最小的纹理。\n" +"[b]注意:[/b]AnimatedTexture 不支持使用 [AtlasTexture]。 每个帧都需要是一个单" +"独的 [Texture2D]。\n" +"[b]警告:[/b]AnimatedTexture 已弃用,可能会在未来的版本中删除。它当前的实现对" +"于现代渲染器来说效率不高。" + msgid "Returns the given [param frame]'s duration, in seconds." msgstr "返回给定的 [param frame] 的持续时间,以秒为单位。" @@ -5966,6 +6451,14 @@ msgstr "" "frames] - 1 的帧会成为动画的一部分。" msgid "" +"Sets the currently visible frame of the texture. Setting this frame while " +"playing resets the current frame time, so the newly selected frame plays for " +"its whole configured frame duration." +msgstr "" +"设置纹理的当前可见帧。在播放时设置此帧会重置当前帧时间,因此新选择的帧将播放" +"为其配置的整个帧持续时间。" + +msgid "" "Number of frames to use in the animation. While you can create the frames " "independently with [method set_frame_texture], you need to set this value " "for the animation to take new frames into account. The maximum number of " @@ -6139,6 +6632,12 @@ msgstr "" "头截断的秒数,而 [param end_offset] 是在结尾处截断的秒数。" msgid "" +"Returns [code]true[/code] if the track at [param track_idx] will be blended " +"with other animations." +msgstr "" +"如果 [param track_idx] 处的轨道将与其他动画混合,则返回 [code]true[/code]。" + +msgid "" "Sets the end offset of the key identified by [param key_idx] to value [param " "offset]. The [param track_idx] must be the index of an Audio Track." msgstr "" @@ -6909,6 +7408,12 @@ msgstr "" msgid "Determines the playback direction of the animation." msgstr "确定动画的播放方向。" +msgid "Plays animation in forward direction." +msgstr "正序播放动画。" + +msgid "Plays animation in backward direction." +msgstr "逆序播放动画。" + msgid "Blends two animations linearly inside of an [AnimationNodeBlendTree]." msgstr "在 [AnimationNodeBlendTree] 中将两个动画进行线性混合。" @@ -7216,6 +7721,102 @@ msgstr "指定的连接已经存在。" msgid "Plays an animation once in [AnimationNodeBlendTree]." msgstr "在 [AnimationNodeBlendTree] 中播放一次动画。" +msgid "" +"A resource to add to an [AnimationNodeBlendTree]. This node will execute a " +"sub-animation and return once it finishes. Blend times for fading in and out " +"can be customized, as well as filters.\n" +"After setting the request and changing the animation playback, the one-shot " +"node automatically clears the request on the next process frame by setting " +"its [code]request[/code] value to [constant ONE_SHOT_REQUEST_NONE].\n" +"[codeblocks]\n" +"[gdscript]\n" +"# Play child animation connected to \"shot\" port.\n" +"animation_tree.set(\"parameters/OneShot/request\", AnimationNodeOneShot." +"ONE_SHOT_REQUEST_FIRE)\n" +"# Alternative syntax (same result as above).\n" +"animation_tree[\"parameters/OneShot/request\"] = AnimationNodeOneShot." +"ONE_SHOT_REQUEST_FIRE\n" +"\n" +"# Abort child animation connected to \"shot\" port.\n" +"animation_tree.set(\"parameters/OneShot/request\", AnimationNodeOneShot." +"ONE_SHOT_REQUEST_ABORT)\n" +"# Alternative syntax (same result as above).\n" +"animation_tree[\"parameters/OneShot/request\"] = AnimationNodeOneShot." +"ONE_SHOT_REQUEST_ABORT\n" +"\n" +"# Get current state (read-only).\n" +"animation_tree.get(\"parameters/OneShot/active\"))\n" +"# Alternative syntax (same result as above).\n" +"animation_tree[\"parameters/OneShot/active\"]\n" +"[/gdscript]\n" +"[csharp]\n" +"// Play child animation connected to \"shot\" port.\n" +"animationTree.Set(\"parameters/OneShot/request\", AnimationNodeOneShot." +"ONE_SHOT_REQUEST_FIRE);\n" +"\n" +"// Abort child animation connected to \"shot\" port.\n" +"animationTree.Set(\"parameters/OneShot/request\", AnimationNodeOneShot." +"ONE_SHOT_REQUEST_ABORT);\n" +"\n" +"// Get current state (read-only).\n" +"animationTree.Get(\"parameters/OneShot/active\");\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"添加到 [AnimationNodeBlendTree] 的资源。该节点将执行子动画并在完成后返回。可" +"以自定义淡入和淡出的混合时间以及过滤器。\n" +"在设置请求并更改动画播放后,一次性节点通过将其 [code]request[/code] 值设置为 " +"[constant ONE_SHOT_REQUEST_NONE],来自动清除下一过程帧上的请求。\n" +"[codeblocks]\n" +"[gdscript]\n" +"# 播放连接到 “shot” 端口的子动画。\n" +"animation_tree.set(\"parameters/OneShot/request\", AnimationNodeOneShot." +"ONE_SHOT_REQUEST_FIRE)\n" +"# 替代语法(与上述结果相同)。\n" +"animation_tree[\"parameters/OneShot/request\"] = AnimationNodeOneShot." +"ONE_SHOT_REQUEST_FIRE\n" +"\n" +"# 中止连接到 “shot” 端口的子动画。\n" +"animation_tree.set(\"parameters/OneShot/request\", AnimationNodeOneShot." +"ONE_SHOT_REQUEST_ABORT)\n" +"# Alternative syntax (same result as above).\n" +"animation_tree[\"parameters/OneShot/request\"] = AnimationNodeOneShot." +"ONE_SHOT_REQUEST_ABORT\n" +"\n" +"# 获取当前状态(只读)。\n" +"animation_tree.get(\"parameters/OneShot/active\"))\n" +"# 替代语法(与上述结果相同)。\n" +"animation_tree[\"parameters/OneShot/active\"]\n" +"[/gdscript]\n" +"[csharp]\n" +"// 播放连接到 “shot” 端口的子动画。\n" +"animationTree.Set(\"parameters/OneShot/request\", AnimationNodeOneShot." +"ONE_SHOT_REQUEST_FIRE);\n" +"\n" +"// 中止连接到 “shot” 端口的子动画。\n" +"animationTree.Set(\"parameters/OneShot/request\", AnimationNodeOneShot." +"ONE_SHOT_REQUEST_ABORT);\n" +"\n" +"// 获取当前状态(只读)。\n" +"animationTree.Get(\"parameters/OneShot/active\");\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"If [code]true[/code], the sub-animation will restart automatically after " +"finishing.\n" +"In other words, to start auto restarting, the animation must be played once " +"with the [constant ONE_SHOT_REQUEST_FIRE] request. The [constant " +"ONE_SHOT_REQUEST_ABORT] request stops the auto restarting, but it does not " +"disable the [member autorestart] itself. So, the [constant " +"ONE_SHOT_REQUEST_FIRE] request will start auto restarting again." +msgstr "" +"如果为 [code]true[/code],子动画结束后会自动重新开始。\n" +"换句话说,要开始自动重启,必须使用 [constant ONE_SHOT_REQUEST_FIRE] 请求播放" +"一次动画。[constant ONE_SHOT_REQUEST_ABORT] 请求停止自动重启,但它不会禁用 " +"[member autorestart] 本身。因此,[constant ONE_SHOT_REQUEST_FIRE] 请求将再次" +"开始自动重启。" + msgid "The delay after which the automatic restart is triggered, in seconds." msgstr "触发自动重启的延迟时间,以秒为单位。" @@ -7227,6 +7828,40 @@ msgstr "" "如果 [member autorestart] 为 [code]true[/code],则介于0和此值之间的随机附加延" "迟(以秒为单位)将添加到 [member autorestart_delay]。" +msgid "" +"The fade-in duration. For example, setting this to [code]1.0[/code] for a 5 " +"second length animation will produce a crossfade that starts at 0 second and " +"ends at 1 second during the animation." +msgstr "" +"淡入持续时间。例如,将此属性设置为 [code]1.0[/code],对于 5 秒长的动画,将在" +"动画期间产生从 0 秒开始到 1 秒结束的交叉淡入淡出。" + +msgid "" +"The fade-out duration. For example, setting this to [code]1.0[/code] for a 5 " +"second length animation will produce a crossfade that starts at 4 second and " +"ends at 5 second during the animation." +msgstr "" +"淡出持续时间。例如,将此属性设置为 [code]1.0[/code],对于 5 秒长的动画,将产" +"生从 4 秒开始到 5 秒结束的交叉淡入淡出。" + +msgid "The blend type." +msgstr "混合类型。" + +msgid "The default state of the request. Nothing is done." +msgstr "请求的默认状态。未完成任何操作。" + +msgid "The request to play the animation connected to \"shot\" port." +msgstr "播放连接到“shot”端口的动画的请求。" + +msgid "The request to stop the animation connected to \"shot\" port." +msgstr "停止连接到“shot”端口的动画的请求。" + +msgid "Blends two animations. See also [AnimationNodeBlend2]." +msgstr "混合两个动画。另请参见 [AnimationNodeBlend2]。" + +msgid "Blends two animations additively. See also [AnimationNodeAdd2]." +msgstr "以相加方式混合两个动画。另请参阅 [AnimationNodeAdd2]。" + msgid "Generic output node to be added to [AnimationNodeBlendTree]." msgstr "可添加到 [AnimationNodeBlendTree] 的通用输出节点。" @@ -7372,6 +8007,27 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" +msgid "" +"Returns the current state length.\n" +"[b]Note:[/b] It is possible that any [AnimationRootNode] can be nodes as " +"well as animations. This means that there can be multiple animations within " +"a single state. Which animation length has priority depends on the nodes " +"connected inside it. Also, if a transition does not reset, the remaining " +"length at that point will be returned." +msgstr "" +"返回当前状态长度。\n" +"[b]注意:[/b]有可能任何 [AnimationRootNode] 既可以是节点也可以是动画。这意味" +"着在单个状态中可以有多个动画。哪个动画长度会优先,取决于其内部连接的节点。此" +"外,如果过渡未重置,则将返回该点的剩余长度。" + +msgid "" +"Returns the currently playing animation state.\n" +"[b]Note:[/b] When using a cross-fade, the current state changes to the next " +"state immediately after the cross-fade begins." +msgstr "" +"返回当前的动画播放状态。\n" +"[b]注意:[/b]使用交叉叠化时,当前状态会在交叉叠化开始后理解变为下一个状态。" + msgid "Returns the playback position within the current animation state." msgstr "返回当前动画状态内的播放位置。" @@ -7415,6 +8071,21 @@ msgstr "" "将从头开始播放。" msgid "" +"A resource to connect each node to make a path for " +"[AnimationNodeStateMachine]." +msgstr "用于连接各节点以构造[AnimationNodeStateMachine]路径的资源。" + +msgid "" +"The path generated when using [method AnimationNodeStateMachinePlayback." +"travel] is limited to the nodes connected by " +"[AnimationNodeStateMachineTransition].\n" +"You can set the timing and conditions of the transition in detail." +msgstr "" +"使用 [method AnimationNodeStateMachinePlayback.travel] 时生成的路径,仅限于通" +"过 [AnimationNodeStateMachineTransition] 连接的节点。\n" +"可以详细设置过渡的时机和条件。" + +msgid "" "Turn on auto advance when this condition is set. The provided name will " "become a boolean parameter on the [AnimationTree] that can be controlled " "from code (see [url=$DOCS_URL/tutorials/animation/animation_tree." @@ -7525,6 +8196,11 @@ msgstr "" "如果 [member advance_condition] 和 [member advance_expression] 检查为真,则自" "动使用该过渡(如果已分配)。" +msgid "" +"The base class for [AnimationNode] which has more than two input ports and " +"needs to synchronize them." +msgstr "[AnimationNode] 的基类,它有两个以上的输入端口并且需要同步它们。" + msgid "A time-scaling animation node to be used with [AnimationTree]." msgstr "与 [AnimationTree] 一起使用的时间缩放动画节点。" @@ -7536,10 +8212,141 @@ msgstr "允许缩放任何子节点中动画的速度(或反转)。将其设 msgid "A time-seeking animation node to be used with [AnimationTree]." msgstr "与 [AnimationTree] 配合使用的寻时动画节点。" +msgid "" +"This node can be used to cause a seek command to happen to any sub-children " +"of the animation graph. Use this node type to play an [Animation] from the " +"start or a certain playback position inside the [AnimationNodeBlendTree].\n" +"After setting the time and changing the animation playback, the time seek " +"node automatically goes into sleep mode on the next process frame by setting " +"its [code]seek_request[/code] value to [code]-1.0[/code].\n" +"[codeblocks]\n" +"[gdscript]\n" +"# Play child animation from the start.\n" +"animation_tree.set(\"parameters/TimeSeek/seek_request\", 0.0)\n" +"# Alternative syntax (same result as above).\n" +"animation_tree[\"parameters/TimeSeek/seek_request\"] = 0.0\n" +"\n" +"# Play child animation from 12 second timestamp.\n" +"animation_tree.set(\"parameters/TimeSeek/seek_request\", 12.0)\n" +"# Alternative syntax (same result as above).\n" +"animation_tree[\"parameters/TimeSeek/seek_request\"] = 12.0\n" +"[/gdscript]\n" +"[csharp]\n" +"// Play child animation from the start.\n" +"animationTree.Set(\"parameters/TimeSeek/seek_request\", 0.0);\n" +"\n" +"// Play child animation from 12 second timestamp.\n" +"animationTree.Set(\"parameters/TimeSeek/seek_request\", 12.0);\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"该节点可用于使检索命令发生在动画图的任何子子节点上。使用该节点类型从 " +"[AnimationNodeBlendTree] 中的开头或某个播放位置开始播放 [Animation]。\n" +"设置时间并更改动画播放后,时间检索节点通过将其 [code]seek_request[/code] 值设" +"置为 [code]-1.0[/code],在下一个进程帧自动进入睡眠模式。\n" +"[codeblocks]\n" +"[gdscript]\n" +"# 从开始处播放子动画。\n" +"animation_tree.set(\"parameters/TimeSeek/seek_request\", 0.0)\n" +"# 替代语法(与上述结果相同)。\n" +"animation_tree[\"parameters/TimeSeek/seek_request\"] = 0.0\n" +"\n" +"# 从 12 秒的时间戳开始播放子动画。\n" +"animation_tree.set(\"parameters/TimeSeek/seek_request\", 12.0)\n" +"# 替代语法(与上述结果相同)。\n" +"animation_tree[\"parameters/TimeSeek/seek_request\"] = 12.0\n" +"[/gdscript]\n" +"[csharp]\n" +"// 从开始处播放子动画。\n" +"animationTree.Set(\"parameters/TimeSeek/seek_request\", 0.0);\n" +"\n" +"// 从 12 秒的时间戳开始播放子动画。\n" +"animationTree.Set(\"parameters/TimeSeek/seek_request\", 12.0);\n" +"[/csharp]\n" +"[/codeblocks]" + msgid "A generic animation transition node for [AnimationTree]." msgstr "[AnimationTree] 的通用动画过渡节点。" msgid "" +"Simple state machine for cases which don't require a more advanced " +"[AnimationNodeStateMachine]. Animations can be connected to the inputs and " +"transition times can be specified.\n" +"After setting the request and changing the animation playback, the " +"transition node automatically clears the request on the next process frame " +"by setting its [code]transition_request[/code] value to empty.\n" +"[b]Note:[/b] When using a cross-fade, [code]current_state[/code] and " +"[code]current_index[/code] change to the next state immediately after the " +"cross-fade begins.\n" +"[codeblocks]\n" +"[gdscript]\n" +"# Play child animation connected to \"state_2\" port.\n" +"animation_tree.set(\"parameters/Transition/transition_request\", " +"\"state_2\")\n" +"# Alternative syntax (same result as above).\n" +"animation_tree[\"parameters/Transition/transition_request\"] = \"state_2\"\n" +"\n" +"# Get current state name (read-only).\n" +"animation_tree.get(\"parameters/Transition/current_state\")\n" +"# Alternative syntax (same result as above).\n" +"animation_tree[\"parameters/Transition/current_state\"]\n" +"\n" +"# Get current state index (read-only).\n" +"animation_tree.get(\"parameters/Transition/current_index\"))\n" +"# Alternative syntax (same result as above).\n" +"animation_tree[\"parameters/Transition/current_index\"]\n" +"[/gdscript]\n" +"[csharp]\n" +"// Play child animation connected to \"state_2\" port.\n" +"animationTree.Set(\"parameters/Transition/transition_request\", " +"\"state_2\");\n" +"\n" +"// Get current state name (read-only).\n" +"animationTree.Get(\"parameters/Transition/current_state\");\n" +"\n" +"// Get current state index (read-only).\n" +"animationTree.Get(\"parameters/Transition/current_index\");\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"适用于不需要更高级 [AnimationNodeStateMachine] 的情况的简单状态机。动画可以被" +"连接到输入,并且可以指定过渡时间。\n" +"设置请求并更改动画播放后,过渡节点通过将其 [code]transition_request[/code] 值" +"设置为空,来自动清除下一个流程帧上的请求。\n" +"[b]注意:[/b]使用交叉淡入淡出时,[code]current_state[/code] 和 " +"[code]current_index[/code] 在交叉淡入淡出开始后立即更改为下一个状态。\n" +"[codeblocks]\n" +"[gdscript]\n" +"# 播放连接到 “state_2” 端口的子动画。\n" +"animation_tree.set(\"parameters/Transition/transition_request\", " +"\"state_2\")\n" +"# 替代语法(与上述结果相同)。\n" +"animation_tree[\"parameters/Transition/transition_request\"] = \"state_2\"\n" +"\n" +"# 获取当前状态名称(只读)。\n" +"animation_tree.get(\"parameters/Transition/current_state\")\n" +"# 替代语法(与上述结果相同)。\n" +"animation_tree[\"parameters/Transition/current_state\"]\n" +"\n" +"# 获取当前状态索引(只读)。\n" +"animation_tree.get(\"parameters/Transition/current_index\"))\n" +"# 替代语法(与上述结果相同)。\n" +"animation_tree[\"parameters/Transition/current_index\"]\n" +"[/gdscript]\n" +"[csharp]\n" +"// 播放连接到 “state_2” 端口的子动画。\n" +"animationTree.Set(\"parameters/Transition/transition_request\", " +"\"state_2\");\n" +"\n" +"// 获取当前状态名称(只读)。\n" +"animationTree.Get(\"parameters/Transition/current_state\");\n" +"\n" +"// 获取当前状态索引(只读)。\n" +"animationTree.Get(\"parameters/Transition/current_index\");\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" "Returns whether the animation restarts when the animation transitions from " "the other animation." msgstr "返回当动画从另一个动画过渡时,该动画是否重新开始。" @@ -7930,6 +8737,9 @@ msgstr "" msgid "Make method calls immediately when reached in the animation." msgstr "在动画中达到时立即进行方法调用。" +msgid "The [AnimationNode] which can be set as the root of an [AnimationTree]." +msgstr "可作为[AnimationTree]根节点的[AnimationNode]。" + msgid "" "A node to be used for advanced animation transitions in an [AnimationPlayer]." msgstr "用于 [AnimationPlayer] 中高级动画过渡的节点。" @@ -8333,6 +9143,25 @@ msgid "" msgstr "如果重力是一个点(参见 [member gravity_point]),这将是吸引力点。" msgid "" +"The distance at which the gravity strength is equal to [member gravity]. For " +"example, on a planet 100 pixels in radius with a surface gravity of 4.0 px/" +"s², set the [member gravity] to 4.0 and the unit distance to 100.0. The " +"gravity will have falloff according to the inverse square law, so in the " +"example, at 200 pixels from the center the gravity will be 1.0 px/s² (twice " +"the distance, 1/4th the gravity), at 50 pixels it will be 16.0 px/s² (half " +"the distance, 4x the gravity), and so on.\n" +"The above is true only when the unit distance is a positive number. When " +"this is set to 0.0, the gravity will be constant regardless of distance." +msgstr "" +"重力强度等于 [member gravity] 的距离。例如,在一个半径为 100 像素、表面重力" +"为 4.0 px/s² 的行星上,将 [member gravity] 设置为 4.0,将单位距离设置为 " +"100.0。重力将根据平方反比定律衰减,因此在该示例中,距离中心 200 像素处的重力" +"将为 1.0 px/s²(距离的两倍,重力的 1/4),距离 50 像素处为 16.0 px/s²(距离的" +"一半,重力的 4 倍),依此类推。\n" +"仅当单位距离为正数时,上述情况才成立。当该属性被设置为 0.0 时,无论距离如何," +"重力都将保持不变。" + +msgid "" "Override mode for gravity calculations within this area. See [enum " "SpaceOverride] for possible values." msgstr "" @@ -8595,6 +9424,25 @@ msgstr "" "力大小而不改变其方向很有用。" msgid "" +"The distance at which the gravity strength is equal to [member gravity]. For " +"example, on a planet 100 meters in radius with a surface gravity of 4.0 m/" +"s², set the [member gravity] to 4.0 and the unit distance to 100.0. The " +"gravity will have falloff according to the inverse square law, so in the " +"example, at 200 meters from the center the gravity will be 1.0 m/s² (twice " +"the distance, 1/4th the gravity), at 50 meters it will be 16.0 m/s² (half " +"the distance, 4x the gravity), and so on.\n" +"The above is true only when the unit distance is a positive number. When " +"this is set to 0.0, the gravity will be constant regardless of distance." +msgstr "" +"重力强度等于 [member gravity] 的距离。例如,在一个半径为 100 米、表面重力为 " +"4.0 m/s² 的行星上,将 [member gravity] 设置为 4.0,将单位距离设置为 100.0。重" +"力会根据平方反比定律衰减,因此在该示例中,距中心 200 米处的重力将为 1.0 m/s²" +"(距离的两倍,重力的 1/4),在 50 米处为 16.0 m/s²(距离的一半,重力的 4 " +"倍),依此类推。\n" +"仅当单位距离为正数时,上述情况才成立。当该属性被设置为 0.0 时,无论距离如何," +"重力都将保持不变。" + +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 " @@ -8981,6 +9829,13 @@ msgstr "" "[/codeblock]" msgid "" +"Assigns elements of another [param array] into the array. Resizes the array " +"to match [param array]. Performs type conversions if the array is typed." +msgstr "" +"将另一个 [param array] 的元素赋值到该数组中。调整数组大小以匹配 [param " +"array]。如果数组是有类型的,则执行类型转换。" + +msgid "" "Returns the last element of the array. Prints an error and returns " "[code]null[/code] if the array is empty.\n" "[b]Note:[/b] Calling this function is not the same as writing [code]array[-1]" @@ -12360,9 +13215,9 @@ msgid "" "head instead of on the table. See [url=https://github.com/godotengine/godot/" "issues/41567]GitHub issue #41567[/url] for details." msgstr "" -"控制对象如何面向摄像机。见 [enum BillboardMode]。\n" -"[b]注意:[/b]广告牌模式不适合 VR,因为当屏幕贴在你的头部而不是在桌子上时,摄" -"像机的左右向量不是水平的。详见 [url=https://github.com/godotengine/godot/" +"控制该对象如何面对相机。见 [enum BillboardMode]。\n" +"[b]注意:[/b]公告板模式不适合 VR,因为当屏幕贴在你的头上而不是在桌子上时,相" +"机的左右向量不是水平的。详见 [url=https://github.com/godotengine/godot/" "issues/41567]GitHub issue #41567[/url]。" msgid "" @@ -12469,6 +13324,25 @@ msgid "" msgstr "如果为 [code]true[/code],则无论距离远近,对象都以相同的尺寸呈现。" msgid "" +"If [code]true[/code], enables the vertex grow setting. This can be used to " +"create mesh-based outlines using a second material pass and its [member " +"cull_mode] set to [constant CULL_FRONT]. See also [member grow_amount].\n" +"[b]Note:[/b] Vertex growth cannot create new vertices, which means that " +"visible gaps may occur in sharp corners. This can be alleviated by designing " +"the mesh to use smooth normals exclusively using [url=https://wiki.polycount." +"com/wiki/Face_weighted_normals]face weighted normals[/url] in the 3D " +"authoring software. In this case, grow will be able to join every outline " +"together, just like in the original mesh." +msgstr "" +"如果为 [code]true[/code],则启用顶点增长设置。可用于创建基于网格的轮廓,请在" +"第二个材质阶段中使用,并将 [member cull_mode] 设置为 [constant CULL_FRONT]。" +"另见 [member grow_amount]。\n" +"[b]注意:[/b]顶点增长无法新建顶点,这意味着锐角可能会造成可见的缺口。缓解方法" +"是在设计网格时就只用平滑的法线,在 3D 创作软件中使用 [url=https://wiki." +"polycount.com/wiki/Face_weighted_normals]面加权法线[/url]。这样增长就能够将所" +"有轮廓连接到一起,和原始网格一致。" + +msgid "" "A high value makes the material appear more like a metal. Non-metals use " "their albedo as the diffuse color and add diffuse to the specular " "reflection. With non-metals, the reflection appears on top of the albedo " @@ -12513,6 +13387,30 @@ msgid "The strength of the normal map's effect." msgstr "法线贴图的效果强度。" msgid "" +"The number of horizontal frames in the particle sprite sheet. Only enabled " +"when using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]." +msgstr "" +"粒子精灵表中的水平帧数。仅在使用 [constant BILLBOARD_PARTICLES] 时启用。见 " +"[member billboard_mode]。" + +msgid "" +"If [code]true[/code], particle animations are looped. Only enabled when " +"using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]." +msgstr "" +"如果为 [code]true[/code],则循环粒子动画。仅在使用 [constant " +"BILLBOARD_PARTICLES] 时启用。见 [member billboard_mode]。" + +msgid "" +"The number of vertical frames in the particle sprite sheet. Only enabled " +"when using [constant BILLBOARD_PARTICLES]. See [member billboard_mode]." +msgstr "" +"粒子精灵表中的垂直帧数。仅在使用 [constant BILLBOARD_PARTICLES] 时启用。见 " +"[member billboard_mode]。" + +msgid "The point size in pixels. See [member use_point_size]." +msgstr "点大小,单位为像素。见 [member use_point_size]。" + +msgid "" "Distance over which the fade effect takes place. The larger the distance the " "longer it takes for an object to fade." msgstr "渐变效果发生的距离。距离越大,物体褪色的时间越长。" @@ -12559,6 +13457,19 @@ msgid "" msgstr "用于控制每个像素粗糙度的纹理。会与 [member roughness] 相乘。" msgid "" +"Sets whether the shading takes place, per-pixel, per-vertex or unshaded. Per-" +"vertex lighting is faster, making it the best choice for mobile " +"applications, however it looks considerably worse than per-pixel. Unshaded " +"rendering is the fastest, but disables all interactions with lights.\n" +"[b]Note:[/b] Setting the shading mode vertex shading currently has no " +"effect, as vertex shading is not implemented yet." +msgstr "" +"设置是否发生着色,逐像素、逐顶点或无阴影。逐顶点时照明速度更快,使其成为移动" +"应用程序的最佳选择,但它看起来比逐像素时差很多。无阴影渲染是最快的,但会禁用" +"与灯光的所有交互。\n" +"[b]注意:[/b]设置着色模式为顶点着色时目前没有效果,因为顶点着色还没有实现。" + +msgid "" "If [code]true[/code], enables the \"shadow to opacity\" render mode where " "lighting modifies the alpha so shadowed areas are opaque and non-shadowed " "areas are transparent. Useful for overlaying shadows onto a camera feed in " @@ -12602,6 +13513,34 @@ msgid "Repeat flags for the texture. See [enum TextureFilter] for options." msgstr "纹理的重复标志。可选项见 [enum TextureFilter]。" msgid "" +"If [code]true[/code], transparency is enabled on the body. Some transparency " +"modes will disable shadow casting. Any transparency mode other than Disabled " +"has a greater performance impact compared to opaque rendering. See also " +"[member blend_mode]." +msgstr "" +"如果为 [code]true[/code],则在实体上启用透明度。一些透明模式将禁用阴影投射。" +"与不透明渲染相比,除了禁用以外的任何透明模式都会对性能产生更大的影响。另见 " +"[member blend_mode]。" + +msgid "" +"How much to offset the [code]UV[/code] coordinates. This amount will be " +"added to [code]UV[/code] in the vertex function. This can be used to offset " +"a texture. The Z component is used when [member uv1_triplanar] is enabled, " +"but it is not used anywhere else." +msgstr "" +"[code]UV[/code] 坐标的偏移量。这个量将被添加到顶点函数中的 [code]UV[/code] " +"中。可以用来偏移纹理。Z 分量在启用 [member uv1_triplanar] 时使用,在其他任何" +"地方都不会被使用。" + +msgid "" +"How much to scale the [code]UV[/code] coordinates. This is multiplied by " +"[code]UV[/code] in the vertex function. The Z component is used when [member " +"uv1_triplanar] is enabled, but it is not used anywhere else." +msgstr "" +"[code]UV[/code] 坐标的缩放值。将与顶点函数中的 [code]UV[/code] 相乘。Z 分量在" +"启用 [member uv1_triplanar] 时使用,在其他任何地方都不会被使用。" + +msgid "" "If [code]true[/code], instead of using [code]UV[/code] textures will use a " "triplanar texture lookup to determine how to apply textures. Triplanar uses " "the orientation of the object's surface to blend between texture " @@ -12765,9 +13704,23 @@ msgstr "使用 [code]UV[/code] 与细节纹理。" msgid "Use [code]UV2[/code] with the detail texture." msgstr "使用 [code]UV2[/code] 与细节纹理。" +msgid "" +"The material will cut off all values below a spatially-deterministic " +"threshold, the rest will remain opaque. This is faster to render than alpha " +"blending, but slower than opaque rendering. This also supports casting " +"shadows. Alpha hashing is suited for hair rendering." +msgstr "" +"该材质将截断所有低于空间确定性阈值的值,其余值将保持不透明。这比 Alpha 混合渲" +"染速度更快,但比不透明渲染慢。这也支持投射阴影。Alpha 哈希适合毛发渲染。" + msgid "Represents the size of the [enum Transparency] enum." msgstr "代表 [enum Transparency] 枚举的大小。" +msgid "" +"The object will not receive shadows. This is the fastest to render, but it " +"disables all interactions with lights." +msgstr "该对象不会接受阴影。渲染速度最快,但会禁用与灯光的所有互动。" + msgid "Represents the size of the [enum ShadingMode] enum." msgstr "代表 [enum ShadingMode] 枚举的大小。" @@ -12841,6 +13794,11 @@ msgstr "" "启用 AlphaToCoverage 并将所有非零的 alpha 值强制设为 [code]1[/code]。材质中" "的 Alpha 值会被传递到 AntiAliasing 采样遮罩。" +msgid "" +"No face culling is performed; both the front face and back face will be " +"visible." +msgstr "不进行面剔除;正反面均可见。" + msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh." msgstr "将 [code]ALBEDO[/code] 设置为网格中指定的每顶点颜色。" @@ -12857,6 +13815,14 @@ msgid "" msgstr "按深度缩放对象,使其在屏幕上显示的大小始终相同。" msgid "" +"Shader will keep the scale set for the mesh. Otherwise the scale is lost " +"when billboarding. Only applies when [member billboard_mode] is [constant " +"BILLBOARD_ENABLED]." +msgstr "" +"着色器将保持网格的缩放设置。否则,在用作公告板时会丢失缩放。仅在 [member " +"billboard_mode] 为 [constant BILLBOARD_ENABLED] 时适用。" + +msgid "" "Use triplanar texture lookup for all texture lookups that would normally use " "[code]UV[/code]." msgstr "对所有通常会使用 [code]UV[/code] 的纹理查找使用三平面纹理查找。" @@ -12905,8 +13871,13 @@ msgstr "默认镜面反射斑点。" msgid "Toon blob which changes size based on roughness." msgstr "基于粗糙度更改大小的 Toon 斑点。" +msgid "" +"No specular blob. This is slightly faster to render than other specular " +"modes." +msgstr "没有镜面反射斑点。这比其他镜面反射模式渲染速度稍快。" + msgid "Billboard mode is disabled." -msgstr "广告牌模式被禁用。" +msgstr "公告板模式已禁用。" msgid "The object's Z axis will always face the camera." msgstr "对象的 Z 轴将始终面向相机。" @@ -13446,6 +14417,34 @@ msgstr "" "将 [int] 值转换为布尔值,传入 [code]0[/code] 时,本方法将返回 [code]false[/" "code],对于所有其他整数,本方法将返回 [code]true[/code]。" +msgid "" +"Returns [code]true[/code] if two bools are different, i.e. one is " +"[code]true[/code] and the other is [code]false[/code]." +msgstr "" +"如果两个布尔值不同,即一个是 [code]true[/code],另一个是 [code]false[/code]," +"则返回 [code]true[/code]。" + +msgid "" +"Returns [code]true[/code] if the left operand is [code]false[/code] and the " +"right operand is [code]true[/code]." +msgstr "" +"如果左操作数为 [code]false[/code] 且右操作数为 [code]true[/code],则返回 " +"[code]true[/code]。" + +msgid "" +"Returns [code]true[/code] if two bools are equal, i.e. both are [code]true[/" +"code] or both are [code]false[/code]." +msgstr "" +"如果两个布尔值相等,即都为 [code]true[/code] 或都为 [code]false[/code],则返" +"回 [code]true[/code]。" + +msgid "" +"Returns [code]true[/code] if the left operand is [code]true[/code] and the " +"right operand is [code]false[/code]." +msgstr "" +"如果左操作数为 [code]true[/code] 且右操作数为 [code]false[/code],则返回 " +"[code]true[/code]。" + msgid "Base class for box containers." msgstr "盒式容器的基类。" @@ -13505,6 +14504,29 @@ msgstr "[BoxContainer] 元素之间的距离,单位为像素。" msgid "Generate an axis-aligned box [PrimitiveMesh]." msgstr "生成轴对齐盒 [PrimitiveMesh]。" +msgid "" +"Generate an axis-aligned box [PrimitiveMesh].\n" +"The box's UV layout is arranged in a 3×2 layout that allows texturing each " +"face individually. To apply the same texture on all faces, change the " +"material's UV property to [code]Vector3(3, 2, 1)[/code]. This is equivalent " +"to adding [code]UV *= vec2(3.0, 2.0)[/code] in a vertex shader.\n" +"[b]Note:[/b] When using a large textured [BoxMesh] (e.g. as a floor), you " +"may stumble upon UV jittering issues depending on the camera angle. To solve " +"this, increase [member subdivide_depth], [member subdivide_height] and " +"[member subdivide_width] until you no longer notice UV jittering." +msgstr "" +"生成轴对齐盒 [PrimitiveMesh]。\n" +"这个盒子的 UV 布局是以 3×2 的方式排列的,允许单独对每个面进行贴图。要在所有的" +"面上应用相同的纹理,请将材质的 UV 属性改为 [code]Vector3(3, 2, 1)[/code]。这" +"样做等价于在顶点着色器中添加 [code]UV *= vec2(3.0, 2.0)[/code]。\n" +"[b]注意:[/b]当使用很大且有纹理的 [BoxMesh] 时(例如作为地板),你可能会发现 " +"UV 偶尔抖动的问题,这取决于相机的角度。要解决此问题,请增加 [member " +"subdivide_depth]、[member subdivide_height] 和 [member subdivide_width],直到" +"你不再注意到 UV 抖动。" + +msgid "The box's width, height and depth." +msgstr "该盒子的宽度、高度和深度。" + msgid "Number of extra edge loops inserted along the Z axis." msgstr "沿 Z 轴插入的额外边缘环的数量。" @@ -13681,6 +14703,20 @@ msgid "" msgstr "" "[Button] 的图标和文本之间的水平间距。使用时会将负值当作 [code]0[/code]。" +msgid "" +"The size of the text outline.\n" +"[b]Note:[/b] If using a font with [member FontFile." +"multichannel_signed_distance_field] enabled, its [member FontFile." +"msdf_pixel_range] must be set to at least [i]twice[/i] the value of " +"[theme_item outline_size] for outline rendering to look correct. Otherwise, " +"the outline may appear to be cut off earlier than intended." +msgstr "" +"文字轮廓的大小。\n" +"[b]注意:[/b]如果使用启用了 [member FontFile." +"multichannel_signed_distance_field] 的字体,其 [member FontFile." +"msdf_pixel_range] 必须至少设置为 [theme_item outline_size] 的[i]两倍[/i],轮" +"廓渲染才能看起来正确。否则,轮廓可能会比预期的更早被切断。" + msgid "[Font] of the [Button]'s text." msgstr "该 [Button] 文本的 [Font]。" @@ -13718,6 +14754,24 @@ msgstr "该 [Button] 处于按下状态时使用的 [StyleBox]。" msgid "Group of Buttons." msgstr "按钮组。" +msgid "" +"Group of [BaseButton]. The members of this group are treated like radio " +"buttons in the sense that only one button can be pressed at the same time.\n" +"Every member of the ButtonGroup should have [member BaseButton.toggle_mode] " +"set to [code]true[/code]." +msgstr "" +"[BaseButton] 的分组。这个组中的成员会被视为单选按钮,在同一时间只能有一个按钮" +"处于按下状态。\n" +"ButtonGroup 的每个成员都应该把 [member BaseButton.toggle_mode] 设置为 " +"[code]true[/code] 。" + +msgid "" +"Returns an [Array] of [Button]s who have this as their [ButtonGroup] (see " +"[member BaseButton.button_group])." +msgstr "" +"返回元素类型为 [Button] 的 [Array],这些 [Button] 将其作为 [ButtonGroup](见 " +"[member BaseButton.button_group])。" + msgid "Returns the current pressed button." msgstr "返回当前按下的按钮。" @@ -14009,6 +15063,18 @@ msgid "Calls the specified method after optional delay." msgstr "在可选的延迟之后调用指定的方法。" msgid "" +"[CallbackTweener] is used to call a method in a tweening sequence. See " +"[method Tween.tween_callback] for more usage information.\n" +"[b]Note:[/b] [method Tween.tween_callback] is the only correct way to create " +"[CallbackTweener]. Any [CallbackTweener] created manually will not function " +"correctly." +msgstr "" +"[CallbackTweener] 可用于在补间序列中调用方法。更多用法信息请参阅 [method " +"Tween.tween_callback]。\n" +"[b]注意:[/b]创建 [CallbackTweener] 的唯一正确方法是 [method Tween." +"tween_callback]。任何手动创建的 [CallbackTweener] 都无法正常工作。" + +msgid "" "Makes the callback call delayed by given time in seconds.\n" "[b]Example:[/b]\n" "[codeblock]\n" @@ -14087,6 +15153,67 @@ msgstr "" "返回指定边 [enum Side] 的相机极限。另见 [member limit_bottom]、[member " "limit_top]、[member limit_left] 和 [member limit_right]。" +msgid "" +"Returns the center of the screen from this camera's point of view, in global " +"coordinates.\n" +"[b]Note:[/b] The exact targeted position of the camera may be different. See " +"[method get_target_position]." +msgstr "" +"返回该 [Camera2D] 视角下的屏幕中心位置,使用全局坐标。\n" +"[b]注意:[/b]相机实际的目标位置可能与此不同。见 [method " +"get_target_position]。" + +msgid "" +"Returns this camera's target position, in global coordinates.\n" +"[b]Note:[/b] The returned value is not the same as [member Node2D." +"global_position], as it is affected by the drag properties. It is also not " +"the same as the current position if [member position_smoothing_enabled] is " +"[code]true[/code] (see [method get_screen_center_position])." +msgstr "" +"返回该相机的目标位置,使用全局坐标。\n" +"[b]注意:[/b]返回值与 [member Node2D.global_position] 不同,因为会受到拖动属" +"性的影响。如果 [member position_smoothing_enabled] 为 [code]true[/code] ,也" +"不等同于当前位置(见 [method get_screen_center_position])。" + +msgid "" +"Returns [code]true[/code] if this [Camera2D] is the active camera (see " +"[method Viewport.get_camera_2d])." +msgstr "" +"如果该 [Camera2D] 为活动相机,则返回 [code]true[/code](见 [method Viewport." +"get_camera_2d])。" + +msgid "" +"Forces this [Camera2D] to become the current active one. [member enabled] " +"must be [code]true[/code]." +msgstr "" +"强制该 [Camera2D] 成为当前的活动相机。[member enabled] 必须为 [code]true[/" +"code]。" + +msgid "" +"Sets the camera's position immediately to its current smoothing " +"destination.\n" +"This method has no effect if [member position_smoothing_enabled] is " +"[code]false[/code]." +msgstr "" +"将相机的位置立即设置为其当前平滑的目标位置。\n" +"当 [member smoothing_enabled] 为 [code]false[/code] 时,本方法无效。" + +msgid "" +"Sets the specified [enum Side]'s margin. See also [member " +"drag_bottom_margin], [member drag_top_margin], [member drag_left_margin], " +"and [member drag_right_margin]." +msgstr "" +"设置指定边 [enum Side] 的边距。另见 [member drag_bottom_margin]、[member " +"drag_top_margin]、[member drag_left_margin] 和 [member drag_right_margin]。" + +msgid "" +"Sets the camera limit for the specified [enum Side]. See also [member " +"limit_bottom], [member limit_top], [member limit_left], and [member " +"limit_right]." +msgstr "" +"设置指定边 [enum Side] 的相机极限。另见 [member limit_bottom]、[member " +"limit_top]、[member limit_left] 和 [member limit_right]。" + msgid "The Camera2D's anchor point. See [enum AnchorMode] constants." msgstr "Camera2D 的锚点。见 [enum AnchorMode] 常量。" @@ -14098,6 +15225,34 @@ msgstr "" "是 [Viewport],则使用默认的视口。" msgid "" +"Bottom margin needed to drag the camera. A value of [code]1[/code] makes the " +"camera move only when reaching the bottom edge of the screen." +msgstr "" +"拖动相机所需的下边距。值为 [code]1[/code] 时,相机仅在到达屏幕底部边缘时移" +"动。" + +msgid "" +"Left margin needed to drag the camera. A value of [code]1[/code] makes the " +"camera move only when reaching the left edge of the screen." +msgstr "" +"拖动相机所需的左边距。值为 [code]1[/code] 时,相机仅在到达屏幕左侧边缘时移" +"动。" + +msgid "" +"Right margin needed to drag the camera. A value of [code]1[/code] makes the " +"camera move only when reaching the right edge of the screen." +msgstr "" +"拖动相机所需的右边距。值为 [code]1[/code] 时,相机仅在到达屏幕右侧边缘时移" +"动。" + +msgid "" +"Top margin needed to drag the camera. A value of [code]1[/code] makes the " +"camera move only when reaching the top edge of the screen." +msgstr "" +"拖动相机所需的上边距。值为 [code]1[/code] 时,相机仅在到达屏幕顶部边缘时移" +"动。" + +msgid "" "If [code]true[/code], draws the camera's drag margin rectangle in the editor." msgstr "如果为 [code]true[/code],在编辑器中绘制相机的拖动边距矩形。" @@ -14110,6 +15265,37 @@ msgid "" msgstr "如果为 [code]true[/code],在编辑器中绘制相机的画面矩形。" msgid "" +"Bottom scroll limit in pixels. The camera stops moving when reaching this " +"value, but [member offset] can push the view past the limit." +msgstr "" +"底部滚动极限,单位为像素。相机会在抵达该值时停止移动,但是 [member offset] 可" +"以把视图推过该极限。" + +msgid "" +"Left scroll limit in pixels. The camera stops moving when reaching this " +"value, but [member offset] can push the view past the limit." +msgstr "" +"左侧滚动极限,单位为像素。相机会在抵达该值时停止移动,但是 [member offset] 可" +"以把视图推过该极限。" + +msgid "" +"Right scroll limit in pixels. The camera stops moving when reaching this " +"value, but [member offset] can push the view past the limit." +msgstr "" +"右侧滚动极限,单位为像素。相机会在抵达该值时停止移动,但是 [member offset] 可" +"以把视图推过该极限。" + +msgid "" +"Top scroll limit in pixels. The camera stops moving when reaching this " +"value, but [member offset] can push the view past the limit." +msgstr "" +"顶部滚动极限,单位为像素。相机会在抵达该值时停止移动,但是 [member offset] 可" +"以把视图推过该极限。" + +msgid "The camera's process callback. See [enum Camera2DProcessCallback]." +msgstr "该相机的处理回调。见 [enum Camera2DProcessCallback]。" + +msgid "" "The camera's position is fixed so that the top-left corner is always at the " "origin." msgstr "相机的位置是固定的,所以左上角总是在原点。" @@ -14168,13 +15354,21 @@ msgstr "" "屏幕宽度/高度等因素。" msgid "" +"Returns the 3D point in world space that maps to the given 2D coordinate in " +"the [Viewport] rectangle on a plane that is the given [param z_depth] " +"distance into the scene away from the camera." +msgstr "" +"返回世界空间中的 3D 点,该点映射到平面上 [Viewport] 矩形中的给定 2D 坐标,该" +"平面是距相机到场景的给定 [param z_depth] 距离。" + +msgid "" "Returns a normal vector in world space, that is the result of projecting a " "point on the [Viewport] rectangle by the inverse camera projection. This is " "useful 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,即通过逆相机投影在 [Viewport] 矩形上投影一个点的结" -"果。这对于以原点、法线,投射光线形式用于对象相交或拾取很有用。" +"返回世界空间中的法线向量,即通过逆相机投影将点投影到 [Viewport] 矩形上的结" +"果。这对于以 (原点, 法线) 的形式投射光线,以进行对象相交或拾取很有用。" msgid "" "Returns a 3D position in world space, that is the result of projecting a " @@ -14182,8 +15376,8 @@ msgid "" "useful for casting rays in the form of (origin, normal) for object " "intersection or picking." msgstr "" -"返回世界空间中的 3D 坐标,即通过逆相机投影在 [Viewport] 矩形上投影一个点的结" -"果。这对于以原点、法线,投射光线形式用于对象相交或拾取很有用。" +"返回世界空间中的 3D 位置,即通过逆相机投影将点投影到 [Viewport] 矩形上的结" +"果。这对于以(原点,法线)的形式投射光线,以进行对象相交或拾取很有用。" msgid "The [CameraAttributes] to use for this camera." msgstr "该相机所使用的 [CameraAttributes]。" @@ -14355,6 +15549,9 @@ msgstr "" "[b]注意:[/b]很多相机会返回 YCbCr 图像,这些图像被分成两个纹理,需要在着色器" "中组合。如果你将环境设置为在背景中显示相机图像,Godot 会自动为将执行此操作。" +msgid "Returns feed image data type." +msgstr "返回源图像的数据类型。" + msgid "Returns the unique ID for this feed." msgstr "返回该源的唯一ID。" @@ -14409,12 +15606,18 @@ msgstr "" "[b]注意:[/b]这个类目前只在 macOS 和 iOS 上实现。在其他平台上没有可用的 " "[CameraFeed]。" +msgid "Adds the camera [param feed] to the camera server." +msgstr "将相机源 [param feed] 添加到相机服务器中。" + msgid "Returns an array of [CameraFeed]s." msgstr "返回一个 [CameraFeed] 数组。" msgid "Returns the number of [CameraFeed]s registered." msgstr "返回注册的 [CameraFeed] 的数量。" +msgid "Removes the specified camera [param feed]." +msgstr "移除指定的相机源 [param feed]。" + msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)." msgstr "当添加 [CameraFeed] 时触发(例如插入网络摄像头时)。" @@ -15131,6 +16334,34 @@ msgid "" msgstr "" "如果为 [code]true[/code],会将子节点相对于 [CenterContainer] 的左上角居中。" +msgid "Specialized 2D physics body node for characters moved by script." +msgstr "2D 物理物体节点,专用于由脚本移动的角色。" + +msgid "" +"Character bodies are special types of bodies that are meant to be user-" +"controlled. They are not affected by physics at all; to other types of " +"bodies, such as a rigid body, these are the same as a [AnimatableBody2D]. " +"However, they have two main uses:\n" +"[b]Kinematic characters:[/b] Character bodies have an API for moving objects " +"with walls and slopes detection ([method move_and_slide] method), in " +"addition to collision detection (also done with [method PhysicsBody2D." +"move_and_collide]). This makes them really useful to implement characters " +"that move in specific ways and collide with the world, but don't require " +"advanced physics.\n" +"[b]Kinematic motion:[/b] Character bodies can also be used for kinematic " +"motion (same functionality as [AnimatableBody2D]), which allows them to be " +"moved by code and push other bodies on their path." +msgstr "" +"角色物体 Character Body 是一种特殊类型的物体,旨在由用户进行控制。这种物体完" +"全不受物理的影响;对于刚体等其他类型的物体而言,这种物体与 " +"[AnimatableBody2D] 相同。这种物体的主要用途有两个:\n" +"[b]运动学角色:[/b]角色物体有用于移动对象并检测墙壁和斜坡的 API([method " +"move_and_slide]),也可以进行碰撞检测([method PhysicsBody2D." +"move_and_collide] 也能够实现)。因此,如果要让角色以特定的形式移动并且与世界" +"发生碰撞,用这种物体来实现就非常方便,不必涉及高阶物理学知识。\n" +"[b]运动学运动:[/b]角色物体也能够于运动学运动(与 [AnimatableBody2D] 功能相" +"同),能够通过代码移动,并推动移动路径上的其他物体。" + msgid "Kinematic character (2D)" msgstr "运动学角色(2D)" @@ -15141,16 +16372,559 @@ msgid "2D Kinematic Character Demo" msgstr "2D 运动学角色演示" msgid "" +"Returns the floor's collision angle at the last collision point according to " +"[param up_direction], which is [code]Vector2.UP[/code] by default. This " +"value is always positive and only valid after calling [method " +"move_and_slide] and when [method is_on_floor] returns [code]true[/code]." +msgstr "" +"返回地板在最近一次碰撞点的碰撞角度,依据为 [param up_direction],默认为 " +"[code]Vector2.UP[/code]。该值始终为正数,只有在调用了 [method " +"move_and_slide] 并且 [method is_on_floor] 返回值为 [code]true[/code] 时才有" +"效。" + +msgid "" +"Returns the surface normal of the floor at the last collision point. Only " +"valid after calling [method move_and_slide] and when [method is_on_floor] " +"returns [code]true[/code]." +msgstr "" +"返回最近一次碰撞点的地面法线。只有在调用了 [method move_and_slide] 并且 " +"[method is_on_floor] 返回值为 [code]true[/code] 时才有效。" + +msgid "" +"Returns the last motion applied to the [CharacterBody2D] during the last " +"call to [method move_and_slide]. The movement can be split into multiple " +"motions when sliding occurs, and this method return the last one, which is " +"useful to retrieve the current direction of the movement." +msgstr "" +"返回最近一次调用 [method move_and_slide] 时施加给该 [CharacterBody2D] 的最后" +"一次运动。如果发生了滑动,则该移动可以拆分为多次运动,此方法返回的是最后一" +"次,可用于获取当前的移动方向。" + +msgid "" "Returns a [KinematicCollision2D], which contains information about the " "latest collision that occurred during the last call to [method " "move_and_slide]." msgstr "" -"返回 [KinematicCollision2D],它包含在最后一次调用 [method move_and_slide] 时" -"发生的最新碰撞信息。" +"返回 [KinematicCollision2D],包含最近一次调用 [method move_and_slide] 时发生" +"的最后一次运动的相关信息。" + +msgid "" +"Returns the linear velocity of the platform at the last collision point. " +"Only valid after calling [method move_and_slide]." +msgstr "" +"返回位于最近一次碰撞点的平台线速度。仅在调用 [method move_and_slide] 后有效。" + +msgid "" +"Returns the travel (position delta) that occurred during the last call to " +"[method move_and_slide]." +msgstr "返回最近一次调用 [method move_and_slide] 所产生的运动(位置增量)。" + +msgid "" +"Returns the current real velocity since the last call to [method " +"move_and_slide]. For example, when you climb a slope, you will move " +"diagonally even though the velocity is horizontal. This method returns the " +"diagonal movement, as opposed to [member velocity] which returns the " +"requested velocity." +msgstr "" +"返回最近一次调用 [method move_and_slide] 之后的当前真实速度。例如,即便速度为" +"水平方向,爬坡时你也会斜向移动。此方法返回的就是那个斜向移动,与返回请求速度" +"的 [member velocity] 相对。" + +msgid "" +"Returns a [KinematicCollision2D], which contains information about a " +"collision that occurred during the last call to [method move_and_slide]. " +"Since the body can collide several times in a single call to [method " +"move_and_slide], you must specify the index of the collision in the range 0 " +"to ([method get_slide_collision_count] - 1).\n" +"[b]Example usage:[/b]\n" +"[codeblocks]\n" +"[gdscript]\n" +"for i in get_slide_collision_count():\n" +"var collision = get_slide_collision(i)\n" +"print(\"Collided with: \", collision.collider.name)\n" +"[/gdscript]\n" +"[csharp]\n" +"for (int i = 0; i < GetSlideCollisionCount(); i++)\n" +"{\n" +" KinematicCollision2D collision = GetSlideCollision(i);\n" +" GD.Print(\"Collided with: \", (collision.GetCollider() as Node).Name);\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"返回 [KinematicCollision2D],包含最近一次调用 [method move_and_slide] 时发生" +"的碰撞信息。因为单次调用 [method move_and_slide] 可能发生多次碰撞,所以你必须" +"指定碰撞索引,范围为 0 到 ([method get_slide_collision_count] - 1)。\n" +"[b]用法示例:[/b]\n" +"[codeblocks]\n" +"[gdscript]\n" +"for i in get_slide_collision_count():\n" +"var collision = get_slide_collision(i)\n" +"print(\"碰到了:\", collision.collider.name)\n" +"[/gdscript]\n" +"[csharp]\n" +"for (int i = 0; i < GetSlideCollisionCount(); i++)\n" +"{\n" +" KinematicCollision2D collision = GetSlideCollision(i);\n" +" GD.Print(\"碰到了:\", (collision.GetCollider() as Node).Name);\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Returns the number of times the body collided and changed direction during " +"the last call to [method move_and_slide]." +msgstr "" +"返回最近一次调用 [method move_and_slide] 时,该物体发生碰撞并改变方向的次数。" + +msgid "" +"Returns the surface normal of the wall at the last collision point. Only " +"valid after calling [method move_and_slide] and when [method is_on_wall] " +"returns [code]true[/code]." +msgstr "" +"返回最近一次碰撞点的墙面法线。只有在调用了 [method move_and_slide] 并且 " +"[method is_on_wall] 返回值为 [code]true[/code] 时才有效。" + +msgid "" +"Returns [code]true[/code] if the body collided with the ceiling on the last " +"call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The " +"[member up_direction] and [member floor_max_angle] are used to determine " +"whether a surface is \"ceiling\" or not." +msgstr "" +"如果最近一次调用 [method move_and_slide] 时,该物体和天花板发生了碰撞,则返" +"回 [code]true[/code]。否则返回 [code]false[/code]。决定表面是否为“天花板”的" +"是 [member up_direction] 和 [member floor_max_angle]。" + +msgid "" +"Returns [code]true[/code] if the body collided only with the ceiling on the " +"last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. " +"The [member up_direction] and [member floor_max_angle] are used to determine " +"whether a surface is \"ceiling\" or not." +msgstr "" +"如果最近一次调用 [method move_and_slide] 时,该物体仅和天花板发生了碰撞,则返" +"回 [code]true[/code]。否则返回 [code]false[/code]。决定表面是否为“天花板”的" +"是 [member up_direction] 和 [member floor_max_angle]。" + +msgid "" +"Returns [code]true[/code] if the body collided with the floor on the last " +"call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The " +"[member up_direction] and [member floor_max_angle] are used to determine " +"whether a surface is \"floor\" or not." +msgstr "" +"如果最近一次调用 [method move_and_slide] 时,该物体和地板发生了碰撞,则返回 " +"[code]true[/code]。否则返回 [code]false[/code]。决定表面是否为“地板”的是 " +"[member up_direction] 和 [member floor_max_angle]。" + +msgid "" +"Returns [code]true[/code] if the body collided only with the floor on the " +"last call of [method move_and_slide]. Otherwise, returns [code]false[/code]. " +"The [member up_direction] and [member floor_max_angle] are used to determine " +"whether a surface is \"floor\" or not." +msgstr "" +"如果最近一次调用 [method move_and_slide] 时,该物体仅和地板发生了碰撞,则返" +"回 [code]true[/code]。否则返回 [code]false[/code]。决定表面是否为“地板”的是 " +"[member up_direction] 和 [member floor_max_angle]。" + +msgid "" +"Returns [code]true[/code] if the body collided with a wall on the last call " +"of [method move_and_slide]. Otherwise, returns [code]false[/code]. The " +"[member up_direction] and [member floor_max_angle] are used to determine " +"whether a surface is \"wall\" or not." +msgstr "" +"如果最近一次调用 [method move_and_slide] 时,该物体和墙壁发生了碰撞,则返回 " +"[code]true[/code]。否则返回 [code]false[/code]。决定表面是否为“墙壁”的是 " +"[member up_direction] 和 [member floor_max_angle]。" + +msgid "" +"Returns [code]true[/code] if the body collided only with a wall on the last " +"call of [method move_and_slide]. Otherwise, returns [code]false[/code]. The " +"[member up_direction] and [member floor_max_angle] are used to determine " +"whether a surface is \"wall\" or not." +msgstr "" +"如果最近一次调用 [method move_and_slide] 时,该物体仅和墙壁发生了碰撞,则返" +"回 [code]true[/code]。否则返回 [code]false[/code]。决定表面是否为“墙壁”的是 " +"[member up_direction] 和 [member floor_max_angle]。" + +msgid "" +"Moves the body based on [member velocity]. If the body collides with " +"another, it will slide along the other body (by default only on floor) " +"rather than stop immediately. If the other body is a [CharacterBody2D] or " +"[RigidBody2D], it will also be affected by the motion of the other body. You " +"can use this to make moving and rotating platforms, or to make nodes push " +"other nodes.\n" +"Modifies [member velocity] if a slide collision occurred. To get the latest " +"collision call [method get_last_slide_collision], for detailed information " +"about collisions that occurred, use [method get_slide_collision].\n" +"When the body touches a moving platform, the platform's velocity is " +"automatically added to the body motion. If a collision occurs due to the " +"platform's motion, it will always be first in the slide collisions.\n" +"The general behavior and available properties change according to the " +"[member motion_mode].\n" +"Returns [code]true[/code] if the body collided, otherwise, returns " +"[code]false[/code]." +msgstr "" +"根据 [member velocity] 移动该物体。该物体如果与其他物体发生碰撞,则会沿着对方" +"滑动(默认只在地板上滑动),不会立即停止移动。如果对方是 [CharacterBody2D] " +"或 [RigidBody2D],还会受到对方运动的影响。可以用于制作移动、旋转的平台,也可" +"用于推动其他节点。\n" +"发生滑动碰撞时会改变 [member velocity]。要获取最后一次碰撞,请调用 [method " +"get_last_slide_collision],要获取碰撞的更多信息,请使用 [method " +"get_slide_collision]。\n" +"该物体接触到移动平台时,平台的速度会自动加入到该物体的运动中。平台运动所造成" +"的碰撞始终为所有滑动碰撞中的第一个。\n" +"通用行为和可用属性会根据 [member motion_mode] 发生改变。\n" +"如果该物体发生了碰撞,则返回 [code]true[/code],否则返回 [code]false[/code]。" + +msgid "" +"If [code]true[/code], the body will be able to move on the floor only. This " +"option avoids to be able to walk on walls, it will however allow to slide " +"down along them." +msgstr "" +"如果为 [code]true[/code],则该物体将只能在地板上移动。此选项能够避免在墙壁上" +"行走,但允许沿墙壁向下滑动。" + +msgid "" +"If [code]false[/code] (by default), the body will move faster on downward " +"slopes and slower on upward slopes.\n" +"If [code]true[/code], the body will always move at the same speed on the " +"ground no matter the slope. Note that you need to use [member " +"floor_snap_length] to stick along a downward slope at constant speed." +msgstr "" +"如果为 [code]false[/code](默认),则该物体在下坡时会移动得更快,在上坡时会移" +"动得更慢。\n" +"如果为 [code]true[/code],则无论坡度如何,该物体在地面上都会以相同的速度移" +"动。请注意,你需要使用 [member floor_snap_length] 以恒定速度粘着至向下的斜" +"坡。" + +msgid "" +"Maximum angle (in radians) where a slope is still considered a floor (or a " +"ceiling), rather than a wall, when calling [method move_and_slide]. The " +"default value equals 45 degrees." +msgstr "" +"调用 [method move_and_slide] 时,斜坡仍被视为地板(或天花板)而不是墙壁的最大" +"角度(单位为弧度)。默认值等于 45 度。" + +msgid "" +"Sets a snapping distance. When set to a value different from [code]0.0[/" +"code], the body is kept attached to slopes when calling [method " +"move_and_slide]. The snapping vector is determined by the given distance " +"along the opposite direction of the [member up_direction].\n" +"As long as the snapping vector is in contact with the ground and the body " +"moves against [member up_direction], the body will remain attached to the " +"surface. Snapping is not applied if the body moves along [member " +"up_direction], so it will be able to detach from the ground when jumping." +msgstr "" +"设置吸附距离。设为非 [code]0.0[/code] 值时,该物体在调用 [method " +"move_and_slide] 时会保持附着到斜坡上。吸附向量会根据给定的距离和 [member " +"up_direction] 反方向决定。\n" +"只要吸附向量与地面有接触,该物体就会逆 [member up_direction] 移动,保持附着到" +"表面。如果该物体是沿着 [member up_direction] 移动的,则不会应用吸附,这样跳跃" +"时就能够不再附着地面。" + +msgid "" +"If [code]true[/code], the body will not slide on slopes when calling [method " +"move_and_slide] when the body is standing still.\n" +"If [code]false[/code], the body will slide on floor's slopes when [member " +"velocity] applies a downward force." +msgstr "" +"如果为 [code]true[/code],则该物体静止时,调用 [method move_and_slide] 不会让" +"它在斜坡上发生滑动。\n" +"如果为 [code]false[/code],则 [member velocity] 施加向下的力时,该物体会在地" +"板的斜坡上发生滑动。" + +msgid "" +"Maximum number of times the body can change direction before it stops when " +"calling [method move_and_slide]." +msgstr "" +"调用 [method move_and_slide] 时,该物体在停止之前可以改变方向的最大次数。" + +msgid "" +"Sets the motion mode which defines the behavior of [method move_and_slide]. " +"See [enum MotionMode] constants for available modes." +msgstr "" +"设置运动模式,定义 [method move_and_slide] 的行为。可用的模式见 [enum " +"MotionMode] 常量。" + +msgid "" +"Collision layers that will be included for detecting floor bodies that will " +"act as moving platforms to be followed by the [CharacterBody2D]. By default, " +"all floor bodies are detected and propagate their velocity." +msgstr "" +"用于检测地板物体的碰撞层,该地板物体会被用作 [CharacterBody2D] 所要跟随的移动" +"平台。默认情况下会检测所有地板物体并传播其速度。" + +msgid "" +"Sets the behavior to apply when you leave a moving platform. By default, to " +"be physically accurate, when you leave the last platform velocity is " +"applied. See [enum PlatformOnLeave] constants for available behavior." +msgstr "" +"设置离开移动平台时要应用的行为。为了达到物理准确,默认会应用你离开时最后的平" +"台速度。可用的行为见 [enum PlatformOnLeave] 常量。" + +msgid "" +"Collision layers that will be included for detecting wall bodies that will " +"act as moving platforms to be followed by the [CharacterBody2D]. By default, " +"all wall bodies are ignored." +msgstr "" +"用于检测墙壁物体的碰撞层,该墙壁物体会被用作 [CharacterBody2D] 所要跟随的移动" +"平台。默认情况下会忽略所有墙壁物体。" + +msgid "" +"Extra margin used for collision recovery when calling [method " +"move_and_slide].\n" +"If the body is at least this close to another body, it will consider them to " +"be colliding and will be pushed away before performing the actual motion.\n" +"A higher value means it's more flexible for detecting collision, which helps " +"with consistently detecting walls and floors.\n" +"A lower value forces the collision algorithm to use more exact detection, so " +"it can be used in cases that specifically require precision, e.g at very low " +"scale to avoid visible jittering, or for stability with a stack of character " +"bodies." +msgstr "" +"额外边距,用于在调用 [method move_and_slide] 时进行碰撞恢复。\n" +"如果该物体与另一个物体至少有这么近,就会认为它们正在碰撞,并在执行实际运动前" +"推开。\n" +"值较高时,对碰撞的检测会更加灵活,有助于持续检测墙壁和地板。\n" +"值较低时,会强制碰撞算法进行更精确的检测,因此可以在特别需要精度的情况下使" +"用,例如在非常低的缩放下避免可见的抖动,或者为了让一堆角色物体的达到稳定。" + +msgid "" +"If [code]true[/code], during a jump against the ceiling, the body will " +"slide, if [code]false[/code] it will be stopped and will fall vertically." +msgstr "" +"如果为 [code]true[/code],则该物体在跳到天花板时会滑动;如果为 [code]false[/" +"code],则会停止并垂直下落。" + +msgid "" +"Vector pointing upwards, used to determine what is a wall and what is a " +"floor (or a ceiling) when calling [method move_and_slide]. Defaults to " +"[code]Vector2.UP[/code]. As the vector will be normalized it can't be equal " +"to [constant Vector2.ZERO], if you want all collisions to be reported as " +"walls, consider using [constant MOTION_MODE_FLOATING] as [member " +"motion_mode]." +msgstr "" +"指向上方的向量,用于在调用 [method move_and_slide] 时决定什么是墙壁、什么是地" +"板(或者天花板)。默认为 [code]Vector2.UP[/code]。因为会对该向量进行归一化," +"所以不能等于 [constant Vector2.ZERO],如果你想要让所有碰撞都被报告为墙壁,请" +"考虑使用 [constant MOTION_MODE_FLOATING] 作为 [member motion_mode]。" + +msgid "" +"Current velocity vector in pixels per second, used and modified during calls " +"to [method move_and_slide]." +msgstr "" +"当前速度向量,单位为像素每秒,调用 [method move_and_slide] 期间会进行使用并修" +"改。" + +msgid "" +"Minimum angle (in radians) where the body is allowed to slide when it " +"encounters a slope. The default value equals 15 degrees. This property only " +"affects movement when [member motion_mode] is [constant " +"MOTION_MODE_FLOATING]." +msgstr "" +"该物体遇到斜坡时,允许滑动的最小角度(单位为弧度)。默认值等于 15 度。仅在 " +"[member motion_mode] 为 [constant MOTION_MODE_FLOATING] 时,该属性才会影响运" +"动。" + +msgid "" +"Apply when notions of walls, ceiling and floor are relevant. In this mode " +"the body motion will react to slopes (acceleration/slowdown). This mode is " +"suitable for sided games like platformers." +msgstr "" +"请在墙壁、天花板、地板等概念有意义时应用。在该模式下,物体运动会对斜坡作出反" +"应(加减速)。该模式适合平台跳跃等侧视角游戏。" + +msgid "" +"Apply when there is no notion of floor or ceiling. All collisions will be " +"reported as [code]on_wall[/code]. In this mode, when you slide, the speed " +"will always be constant. This mode is suitable for top-down games." +msgstr "" +"请在没有地板和天花板等概念时应用。所有碰撞都会作为 [code]on_wall[/code](撞" +"墙)汇报。在该模式下,滑动时的速度恒定。该模式适合俯视角游戏。" + +msgid "" +"Add the last platform velocity to the [member velocity] when you leave a " +"moving platform." +msgstr "离开移动平台时,将最后的平台速度添加到 [member velocity] 中。" + +msgid "" +"Add the last platform velocity to the [member velocity] when you leave a " +"moving platform, but any downward motion is ignored. It's useful to keep " +"full jump height even when the platform is moving down." +msgstr "" +"离开移动平台时,将最后的平台速度添加到 [member velocity] 中,但是忽略向下的运" +"动。如果想要在平台向下移动时保持完整的跳跃高度,就非常有用。" msgid "Do nothing when leaving a platform." msgstr "离开平台时什么也不做。" +msgid "Specialized 3D physics body node for characters moved by script." +msgstr "3D 物理物体节点,专用于由脚本移动的角色。" + +msgid "" +"Character bodies are special types of bodies that are meant to be user-" +"controlled. They are not affected by physics at all; to other types of " +"bodies, such as a rigid body, these are the same as a [AnimatableBody3D]. " +"However, they have two main uses:\n" +"[i]Kinematic characters:[/i] Character bodies have an API for moving objects " +"with walls and slopes detection ([method move_and_slide] method), in " +"addition to collision detection (also done with [method PhysicsBody3D." +"move_and_collide]). This makes them really useful to implement characters " +"that move in specific ways and collide with the world, but don't require " +"advanced physics.\n" +"[i]Kinematic motion:[/i] Character bodies can also be used for kinematic " +"motion (same functionality as [AnimatableBody3D]), which allows them to be " +"moved by code and push other bodies on their path.\n" +"[b]Warning:[/b] With a non-uniform scale this node will probably not " +"function as expected. Please make sure to keep its scale uniform (i.e. the " +"same on all axes), and change the size(s) of its collision shape(s) instead." +msgstr "" +"角色物体 Character Body 是一种特殊类型的物体,旨在由用户进行控制。这种物体完" +"全不受物理的影响;对于刚体等其他类型的物体而言,这种物体与 " +"[AnimatableBody3D] 相同。这种物体的主要用途有两个:\n" +"[i]运动学角色:[/i]角色物体有用于移动对象并检测墙壁和斜坡的 API([method " +"move_and_slide]),也可以进行碰撞检测([method PhysicsBody3D." +"move_and_collide] 也能够实现)。因此,如果要让角色以特定的形式移动并且与世界" +"发生碰撞,用这种物体来实现就非常方便,不必涉及高阶物理学知识。\n" +"[i]运动学运动:[/i]角色物体也能够于运动学运动(与 [AnimatableBody3D] 功能相" +"同),能够通过代码移动,并推动移动路径上的其他物体。\n" +"[b]警告:[/b]如果缩放不统一,该节点可能无法正常工作。请确保缩放的统一(即各轴" +"都相同),可以改为修改碰撞形状的大小。" + +msgid "" +"Returns the floor's collision angle at the last collision point according to " +"[param up_direction], which is [code]Vector3.UP[/code] by default. This " +"value is always positive and only valid after calling [method " +"move_and_slide] and when [method is_on_floor] returns [code]true[/code]." +msgstr "" +"返回地板在最近一次碰撞点的碰撞角度,依据为 [param up_direction],默认为 " +"[code]Vector3.UP[/code]。该值始终为正数,只有在调用了 [method " +"move_and_slide] 并且 [method is_on_floor] 返回值为 [code]true[/code] 时才有" +"效。" + +msgid "" +"Returns the last motion applied to the [CharacterBody3D] during the last " +"call to [method move_and_slide]. The movement can be split into multiple " +"motions when sliding occurs, and this method return the last one, which is " +"useful to retrieve the current direction of the movement." +msgstr "" +"返回最近一次调用 [method move_and_slide] 时施加给该 [CharacterBody3D] 的最后" +"一次运动。如果发生了滑动,则该移动可以拆分为多次运动,此方法返回的是最后一" +"次,可用于获取当前的移动方向。" + +msgid "" +"Returns a [KinematicCollision3D], which contains information about the " +"latest collision that occurred during the last call to [method " +"move_and_slide]." +msgstr "" +"返回 [KinematicCollision3D],包含最近一次调用 [method move_and_slide] 时发生" +"的最后一次运动的相关信息。" + +msgid "" +"Returns the angular velocity of the platform at the last collision point. " +"Only valid after calling [method move_and_slide]." +msgstr "" +"返回位于最近一次碰撞点的平台角速度。仅在调用 [method move_and_slide] 后有效。" + +msgid "" +"Returns a [KinematicCollision3D], which contains information about a " +"collision that occurred during the last call to [method move_and_slide]. " +"Since the body can collide several times in a single call to [method " +"move_and_slide], you must specify the index of the collision in the range 0 " +"to ([method get_slide_collision_count] - 1)." +msgstr "" +"返回 [KinematicCollision3D],包含最近一次调用 [method move_and_slide] 时发生" +"的碰撞信息。因为单次调用 [method move_and_slide] 可能发生多次碰撞,所以你必须" +"指定碰撞索引,范围为 0 到 ([method get_slide_collision_count] - 1)。" + +msgid "" +"Moves the body based on [member velocity]. If the body collides with " +"another, it will slide along the other body rather than stop immediately. If " +"the other body is a [CharacterBody3D] or [RigidBody3D], it will also be " +"affected by the motion of the other body. You can use this to make moving " +"and rotating platforms, or to make nodes push other nodes.\n" +"Modifies [member velocity] if a slide collision occurred. To get the latest " +"collision call [method get_last_slide_collision], for more detailed " +"information about collisions that occurred, use [method " +"get_slide_collision].\n" +"When the body touches a moving platform, the platform's velocity is " +"automatically added to the body motion. If a collision occurs due to the " +"platform's motion, it will always be first in the slide collisions.\n" +"Returns [code]true[/code] if the body collided, otherwise, returns " +"[code]false[/code]." +msgstr "" +"根据 [member velocity] 移动该物体。该物体如果与其他物体发生碰撞,则会沿着对方" +"滑动,不会立即停止移动。如果对方是 [CharacterBody3D] 或 [RigidBody3D],还会受" +"到对方运动的影响。可以用于制作移动、旋转的平台,也可用于推动其他节点。\n" +"发生滑动碰撞时会改变 [member velocity]。要获取最后一次碰撞,请调用 [method " +"get_last_slide_collision],要获取碰撞的更多信息,请使用 [method " +"get_slide_collision]。\n" +"该物体接触到移动平台时,平台的速度会自动加入到该物体的运动中。平台运动所造成" +"的碰撞始终为所有滑动碰撞中的第一个。\n" +"如果该物体发生了碰撞,则返回 [code]true[/code],否则返回 [code]false[/code]。" + +msgid "" +"Collision layers that will be included for detecting floor bodies that will " +"act as moving platforms to be followed by the [CharacterBody3D]. By default, " +"all floor bodies are detected and propagate their velocity." +msgstr "" +"用于检测地板物体的碰撞层,该地板物体会被用作 [CharacterBody3D] 所要跟随的移动" +"平台。默认情况下会检测所有地板物体并传播其速度。" + +msgid "" +"Collision layers that will be included for detecting wall bodies that will " +"act as moving platforms to be followed by the [CharacterBody3D]. By default, " +"all wall bodies are ignored." +msgstr "" +"用于检测墙壁物体的碰撞层,该墙壁物体会被用作 [CharacterBody3D] 所要跟随的移动" +"平台。默认情况下会忽略所有墙壁物体。" + +msgid "" +"Vector pointing upwards, used to determine what is a wall and what is a " +"floor (or a ceiling) when calling [method move_and_slide]. Defaults to " +"[code]Vector3.UP[/code]. As the vector will be normalized it can't be equal " +"to [constant Vector3.ZERO], if you want all collisions to be reported as " +"walls, consider using [constant MOTION_MODE_FLOATING] as [member " +"motion_mode]." +msgstr "" +"指向上方的向量,用于在调用 [method move_and_slide] 时决定什么是墙壁、什么是地" +"板(或者天花板)。默认为 [code]Vector3.UP[/code]。因为会对该向量进行归一化," +"所以不能等于 [constant Vector3.ZERO],如果你想要让所有碰撞都被报告为墙壁,请" +"考虑使用 [constant MOTION_MODE_FLOATING] 作为 [member motion_mode]。" + +msgid "" +"Current velocity vector (typically meters per second), used and modified " +"during calls to [method move_and_slide]." +msgstr "" +"当前速度向量(通常为米每秒),调用 [method move_and_slide] 期间会进行使用并修" +"改。" + +msgid "" +"Minimum angle (in radians) where the body is allowed to slide when it " +"encounters a slope. The default value equals 15 degrees. When [member " +"motion_mode] is [constant MOTION_MODE_GROUNDED], it only affects movement if " +"[member floor_block_on_wall] is [code]true[/code]." +msgstr "" +"该物体遇到斜坡时,允许滑动的最小角度(单位为弧度)。默认值等于 15 度。当 " +"[member motion_mode] 为 [constant MOTION_MODE_GROUNDED] 时,只有 [member " +"floor_block_on_wall] 为 [code]true[/code] 才会影响运动。" + +msgid "" +"Apply when notions of walls, ceiling and floor are relevant. In this mode " +"the body motion will react to slopes (acceleration/slowdown). This mode is " +"suitable for grounded games like platformers." +msgstr "" +"请在墙壁、天花板、地板等概念有意义时应用。在该模式下,物体运动会对斜坡作出反" +"应(加减速)。该模式适合平台跳跃等地面游戏。" + +msgid "" +"Apply when there is no notion of floor or ceiling. All collisions will be " +"reported as [code]on_wall[/code]. In this mode, when you slide, the speed " +"will always be constant. This mode is suitable for games without ground like " +"space games." +msgstr "" +"请在没有地板和天花板等概念时应用。所有碰撞都会作为 [code]on_wall[/code](撞" +"墙)汇报。在该模式下,滑动时的速度恒定。该模式适合太空游戏等没有地面的游戏。" + msgid "" "Controls how an individual character will be displayed in a [RichTextEffect]." msgstr "控制单个字符在[RichTextEffect]中的显示方式。" @@ -15447,6 +17221,34 @@ msgstr "类信息存储库。" msgid "Provides access to metadata stored for every available class." msgstr "提供对为每个可用类存储的元数据的访问。" +msgid "Returns whether the specified [param class] is available or not." +msgstr "返回指定的类 [param class] 是否可用。" + +msgid "" +"Returns whether [param class] or its ancestry has an enum called [param " +"name] or not." +msgstr "返回类 [param class] 或其祖类是否有名为 [param name] 的枚举。" + +msgid "" +"Returns whether [param class] or its ancestry has an integer constant called " +"[param name] or not." +msgstr "返回类 [param class] 或其祖类是否有名为 [param name] 的整数常量。" + +msgid "" +"Returns whether [param class] (or its ancestry if [param no_inheritance] is " +"[code]false[/code]) has a method called [param method] or not." +msgstr "" +"返回类 [param class] 是否有名为 [param method] 的方法(如果 [param " +"no_inheritance] 为 [code]false[/code] 则还会检查其祖类)。" + +msgid "" +"Returns whether [param class] or its ancestry has a signal called [param " +"signal] or not." +msgstr "返回类 [param class] 或其祖类是否有名为 [param signal] 的信号。" + +msgid "Sets [param property] value of [param object] to [param value]." +msgstr "将对象 [param object] 的 [param property] 属性值设置为 [param value]。" + msgid "Returns the names of all the classes available." msgstr "返回所有可用类的名称。" @@ -15468,6 +17270,9 @@ msgid "" "Returns whether [param inherits] is an ancestor of [param class] or not." msgstr "返回 [param inherits] 是否为 [param class] 的祖先。" +msgid "Multiline text control intended for editing code." +msgstr "多行文本控件,用于代码编辑。" + msgid "" "Override this method to define what items in [param candidates] should be " "displayed.\n" @@ -15490,7 +17295,7 @@ msgid "" "Both the start and end keys must be symbols. Only the start key has to be " "unique." msgstr "" -"添加一对大括号。\n" +"添加一对括号。\n" "开始和结束键都必须是符号。只有开始键必须是唯一的。" msgid "" @@ -15503,6 +17308,32 @@ msgstr "" "[b]注意:[/b] 此列表将替换所有当前候选。" msgid "" +"Adds a comment delimiter.\n" +"Both the start and end keys must be symbols. Only the start key has to be " +"unique.\n" +"[param line_only] denotes if the region should continue until the end of the " +"line or carry over on to the next line. If the end key is blank this is " +"automatically set to [code]true[/code]." +msgstr "" +"添加注释分隔符。\n" +"开始键和结束键都必须是符号。只有开始键必须是唯一的。\n" +"[param line_only] 表示该区域应该持续到该行的末尾,还是延续到下一行。如果结束" +"键为空,则自动设置为[code]true[/code]。" + +msgid "" +"Adds a string delimiter.\n" +"Both the start and end keys must be symbols. Only the start key has to be " +"unique.\n" +"[param line_only] denotes if the region should continue until the end of the " +"line or carry over on to the next line. If the end key is blank this is " +"automatically set to [code]true[/code]." +msgstr "" +"添加字符串分隔符。\n" +"开始键和结束键都必须是符号。只有开始键必须是唯一的。\n" +"[param line_only] 表示该区域应该持续到该行的末尾,还是延续到下一行。如果结束" +"键为空,则自动设置为[code]true[/code]。" + +msgid "" "Returns if the given line is foldable, that is, it has indented lines right " "below it or a comment / string block." msgstr "" @@ -15544,6 +17375,9 @@ msgstr "折叠所有可能被折叠的行(参见 [method can_fold_line])。" msgid "Folds the given line, if possible (see [method can_fold_line])." msgstr "如果可能,折叠给定的行(参见 [method can_fold_line])。" +msgid "Gets the matching auto brace close key for [param open_key]." +msgstr "获取 [param open_key] 相匹配的括号自动闭合键。" + msgid "Gets all bookmarked lines." msgstr "获取所有书签行。" @@ -15681,9 +17515,113 @@ msgstr "" "force] 是 [code]true[/code],将尝试强制弹出自动补全菜单 。\n" "[b]注意:[/b] 这将取代所有当前的候补选项。" +msgid "Sets whether brace pairs should be autocompleted." +msgstr "设置括号对是否应自动补全。" + +msgid "Highlight mismatching brace pairs." +msgstr "高亮不匹配的括号对。" + +msgid "Sets the brace pairs to be autocompleted." +msgstr "将括号对设置为自动补全。" + +msgid "Sets whether code completion is allowed." +msgstr "设置是否允许代码补全。" + +msgid "Sets prefixes that will trigger code completion." +msgstr "设置将触发代码补全的前缀。" + +msgid "" +"Sets the comment delimiters. All existing comment delimiters will be removed." +msgstr "设置注释分隔符。将删除所有的现有注释分隔符。" + +msgid "" +"Sets the string delimiters. All existing string delimiters will be removed." +msgstr "设置字符串分隔符。将删除所有的现有字符串分隔符。" + +msgid "Sets if foldable lines icons should be drawn in the gutter." +msgstr "设置是否应在装订线中绘制可折叠行图标。" + +msgid "Sets if line numbers should be drawn in the gutter." +msgstr "设置是否应在装订线中绘制行号。" + +msgid "Sets if line numbers drawn in the gutter are zero padded." +msgstr "设置在装订线中绘制的行号是否填充零。" + +msgid "" +"Sets whether automatic indent are enabled, this will add an extra indent if " +"a prefix or brace is found." +msgstr "设置是否启用自动缩进,如果找到前缀或括号,这将添加额外的缩进。" + +msgid "Prefixes to trigger an automatic indent." +msgstr "触发自动缩进的前缀。" + +msgid "Use spaces instead of tabs for indentation." +msgstr "使用空格代替制表符进行缩进。" + +msgid "Sets whether line folding is allowed." +msgstr "设置是否允许折叠行。" + +msgid "" +"Draws vertical lines at the provided columns. The first entry is considered " +"a main hard guideline and is draw more prominently." +msgstr "" +"在提供的列上绘制垂直线。第一个条目被认为是主要的硬参考线,并且被绘制得更显" +"眼。" + +msgid "Emitted when the user requests code completion." +msgstr "当用户请求代码补全时触发。" + +msgid "Marks the option as a class." +msgstr "将该选项标记为类。" + +msgid "Marks the option as a function." +msgstr "将该选项标记为函数。" + +msgid "Marks the option as a Godot signal." +msgstr "将该选项标记为 Godot 信号。" + +msgid "Marks the option as a variable." +msgstr "将该选项标记为变量。" + +msgid "Marks the option as a member." +msgstr "将该选项标记为成员。" + +msgid "Marks the option as a enum entry." +msgstr "将该选项标记为枚举条目。" + +msgid "Marks the option as a constant." +msgstr "将该选项标记为常量。" + +msgid "Marks the option as a Godot node path." +msgstr "将该选项标记为 Godot 节点路径。" + +msgid "Marks the option as a file path." +msgstr "将该选项标记为文件路径。" + +msgid "Marks the option as unclassified or plain text." +msgstr "将该选项标记为未分类或纯文本。" + +msgid "Sets the background [Color]." +msgstr "设置背景 [Color]。" + +msgid "[Color] of the bookmark icon for bookmarked lines." +msgstr "书签图标的颜色 [Color],用于标记了书签的行。" + +msgid "[Color] of the text behind the caret when block caret is enabled." +msgstr "启用块光标时在光标后面的文本的 [Color]。" + +msgid "[Color] of the caret." +msgstr "光标的颜色 [Color]。" + msgid "Sets the font [Color]." msgstr "设置字体颜色 [Color]。" +msgid "Font color for [member TextEdit.placeholder_text]." +msgstr "[member TextEdit.placeholder_text] 的字体颜色。" + +msgid "Sets the [Color] of line numbers." +msgstr "设置行号的颜色 [Color]。" + msgid "Sets the highlight [Color] of text selections." msgstr "设置文本选择的高亮 [Color] 颜色。" @@ -15733,6 +17671,46 @@ msgstr "" msgid "Sets the [StyleBox]." msgstr "设置该 [StyleBox]。" +msgid "A syntax highlighter for code." +msgstr "代码语法高亮器。" + +msgid "" +"Adds a color region such as comments or strings.\n" +"Both the start and end keys must be symbols. Only the start key has to be " +"unique.\n" +"[param line_only] denotes if the region should continue until the end of the " +"line or carry over on to the next line. If the end key is blank this is " +"automatically set to [code]true[/code]." +msgstr "" +"添加颜色区域,类似注释和字符串。\n" +"开始键和结束键都必须是符号。只有开始键必须是唯一的。\n" +"[param line_only] 表示该区域应该持续到该行的末尾,还是延续到下一行。如果结束" +"键为空,则自动设置为[code]true[/code]。" + +msgid "Removes all keywords." +msgstr "移除所有关键字。" + +msgid "Removes all member keywords." +msgstr "移除所有成员关键字。" + +msgid "Returns the color for a keyword." +msgstr "返回某个关键字的颜色。" + +msgid "Returns the color for a member keyword." +msgstr "返回某个成员关键字的颜色。" + +msgid "Removes the keyword." +msgstr "移除关键字。" + +msgid "Removes the member keyword." +msgstr "移除成员关键字。" + +msgid "Sets the color for numbers." +msgstr "设置数字的颜色。" + +msgid "Sets the color for symbols." +msgstr "设置符号的颜色。" + msgid "Base node for 2D collision objects." msgstr "2D 碰撞对象的基础节点。" @@ -15976,6 +17954,17 @@ msgid "Physics introduction" msgstr "物理介绍" msgid "" +"The collision shape debug color.\n" +"[b]Note:[/b] The default value is [member ProjectSettings.debug/shapes/" +"collision/shape_color]. The [code]Color(0, 0, 0, 1)[/code] value documented " +"here is a placeholder, and not the actual default debug color." +msgstr "" +"碰撞形状的调试颜色。\n" +"[b]注意:[/b]默认值为 [member ProjectSettings.debug/shapes/collision/" +"shape_color]。这里记录的 [code]Color(0, 0, 0, 1)[/code] 值是占位符,不是实际" +"的默认调试颜色。" + +msgid "" "A disabled collision shape has no effect in the world. This property should " "be changed with [method Object.set_deferred]." msgstr "" @@ -16090,6 +18079,28 @@ msgstr "" "[b]注意:[/b]在 C# 中构造的空颜色,其所有分量都为 [code]0.0[/code](透明" "黑)。" +msgid "" +"Constructs a [Color] from the existing color, with [member a] set to the " +"given [param alpha] value.\n" +"[codeblocks]\n" +"[gdscript]\n" +"var red = Color(Color.RED, 0.2) # 20% opaque red.\n" +"[/gdscript]\n" +"[csharp]\n" +"var red = new Color(Colors.Red, 0.2f); // 20% opaque red.\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"从现有的颜色构造 [Color],[member a] 设置为给定的 [param alpha] 值。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var red = Color(Color.RED, 0.2) # 20% 不透明红色。\n" +"[/gdscript]\n" +"[csharp]\n" +"var red = new Color(Colors.Red, 0.2f); // 20% 不透明红色。\n" +"[/csharp]\n" +"[/codeblocks]" + msgid "Constructs a [Color] as a copy of the given [Color]." msgstr "构造给定 [Color] 的副本。" @@ -16202,6 +18213,25 @@ msgstr "" "[/codeblocks]" msgid "" +"Creates a [Color] from the given string, which can be either an HTML color " +"code or a named color (case-insensitive). Returns [param default] if the " +"color cannot be inferred from the string." +msgstr "" +"从给定的字符串创建 [Color],该字符串可以是 HTML 颜色代码,也可以是颜色名称" +"(不区分大小写)。如果无法从字符串中推断出颜色,则返回 [param default]。" + +msgid "" +"Returns the [Color] associated with the provided [param hex] integer in 64-" +"bit RGBA format (16 bits per channel, alpha channel first).\n" +"In GDScript and C#, the [int] is best visualized with hexadecimal notation " +"([code]\"0x\"[/code] prefix)." +msgstr "" +"返回与提供的十六进制整数 [param hex] 相关联的 [Color],该整数为 64 位 RGBA 格" +"式(每通道 16 位,第一个通道为 Alpha 通道)。\n" +"在 GDScript 和 C# 中,最好使用十六进制表示该 [int](使用 [code]\"0x\"[/code] " +"前缀)。" + +msgid "" "Returns a new color from [param rgba], an HTML hexadecimal color string. " "[param rgba] is not case-sensitive, and may be prefixed by a hash sign " "([code]#[/code]).\n" @@ -16524,18 +18554,30 @@ msgstr "" "颜色的 Alpha 分量,一般在 0 到 1 的范围内。0 表示该颜色完全透明。1 表示该颜色" "完全不透明。" +msgid "Wrapper for [member a] that uses the range 0 to 255, instead of 0 to 1." +msgstr "对 [member a] 的封装,使用 0 到 255 的范围而不是 0 到 1。" + msgid "The color's blue component, typically on the range of 0 to 1." msgstr "颜色的蓝色分量,一般在 0 到 1 的范围内。" +msgid "Wrapper for [member b] that uses the range 0 to 255, instead of 0 to 1." +msgstr "对 [member b] 的封装,使用 0 到 255 的范围而不是 0 到 1。" + msgid "The color's green component, typically on the range of 0 to 1." msgstr "颜色的绿色分量,一般在 0 到 1 的范围内。" +msgid "Wrapper for [member g] that uses the range 0 to 255, instead of 0 to 1." +msgstr "对 [member g] 的封装,使用 0 到 255 的范围而不是 0 到 1。" + msgid "The HSV hue of this color, on the range 0 to 1." msgstr "这个颜色的 HSV 色相,范围是 0 到 1。" msgid "The color's red component, typically on the range of 0 to 1." msgstr "颜色的红色分量,通常在 0 到 1 的范围内。" +msgid "Wrapper for [member r] that uses the range 0 to 255, instead of 0 to 1." +msgstr "对 [member r] 的封装,使用 0 到 255 的范围而不是 0 到 1。" + msgid "The HSV saturation of this color, on the range 0 to 1." msgstr "这个颜色的 HSV 饱和度,范围为 0 到 1。" @@ -17039,6 +19081,12 @@ msgstr "返回取色器的预设颜色列表。" msgid "The currently selected color." msgstr "当前选择的颜色。" +msgid "The currently selected color mode. See [enum ColorModeType]." +msgstr "当前选择的颜色模式。见 [enum ColorModeType]。" + +msgid "If [code]true[/code], the color mode buttons are visible." +msgstr "如果为 [code]true[/code],则颜色模式按钮可见。" + msgid "" "If [code]true[/code], the color will apply only after the user releases the " "mouse button, otherwise it will apply immediately even in mouse motion event " @@ -17050,6 +19098,18 @@ msgstr "" msgid "If [code]true[/code], shows an alpha channel slider (opacity)." msgstr "如果为 [code]true[/code],则显示 Alpha 通道滑动条(不透明度)。" +msgid "If [code]true[/code], the hex color code input field is visible." +msgstr "如果为 [code]true[/code],则十六进制颜色代码输入框可见。" + +msgid "The shape of the color space view. See [enum PickerShapeType]." +msgstr "色彩空间视图的形状。见 [enum PickerShapeType]。" + +msgid "If [code]true[/code], the color sampler and color preview are visible." +msgstr "如果为 [code]true[/code],则颜色采样器和颜色预览可见。" + +msgid "If [code]true[/code], the color sliders are visible." +msgstr "如果为 [code]true[/code],则颜色滑块可见。" + msgid "Emitted when the color is changed." msgstr "更改颜色时发出。" @@ -17059,6 +19119,24 @@ msgstr "添加预设时发出。" msgid "Emitted when a preset is removed." msgstr "移除预设时发出。" +msgid "Allows editing the color with Red/Green/Blue sliders." +msgstr "允许使用红、绿、蓝滑块编辑颜色。" + +msgid "Allows editing the color with Hue/Saturation/Value sliders." +msgstr "允许使用色相、饱和度、明度滑块编辑颜色。" + +msgid "HSV Color Model rectangle color space." +msgstr "HSV 颜色模型矩形色彩空间。" + +msgid "HSV Color Model rectangle color space with a wheel." +msgstr "HSV 颜色模型矩形色彩空间,带轮。" + +msgid "HSV Color Model circle color space. Use Saturation as a radius." +msgstr "HSV 颜色模型圆形色彩空间。半径为饱和度。" + +msgid "HSL OK Color Model circle color space." +msgstr "HSL OK 颜色模型圆形色彩空间。" + msgid "The width of the hue selection slider." msgstr "色相选择滑块的宽度。" @@ -17077,6 +19155,12 @@ msgstr "“添加预设”按钮的图标。" msgid "Custom texture for the hue selection slider on the right." msgstr "右侧的色相选择滑块的自定义纹理。" +msgid "The icon for color preset drop down menu when expanded." +msgstr "颜色预设下拉菜单展开时使用的图标。" + +msgid "The icon for color preset drop down menu when folded." +msgstr "颜色预设下拉菜单折叠时使用的图标。" + msgid "" "The indicator used to signalize that the color value is outside the 0-1 " "range." @@ -17085,6 +19169,15 @@ msgstr "该指示器用于指示颜色值在 0-1 范围之外。" msgid "The icon for the screen color picker button." msgstr "屏幕取色器按钮的图标。" +msgid "The icon for circular picker shapes." +msgstr "圆形拾取器形状的图标。" + +msgid "The icon for rectangular picker shapes." +msgstr "矩形拾取器形状的图标。" + +msgid "The icon for rectangular wheel picker shapes." +msgstr "矩形轮拾取器形状的图标。" + msgid "Button that pops out a [ColorPicker]." msgstr "弹出 [ColorPicker] 的按钮。" @@ -17241,6 +19334,9 @@ msgstr "可压缩纹理数组的基类。" msgid "Loads the texture at [param path]." msgstr "从路径 [param path] 加载纹理。" +msgid "The path the texture should be loaded from." +msgstr "加载纹理所使用的路径。" + msgid "" "2D concave polygon shape to be added as a [i]direct[/i] child of a " "[PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. It is made out " @@ -17358,12 +19454,80 @@ msgid "Returns [code]true[/code] if the specified section-key pair exists." msgstr "如果指定的段键对存在,则返回 [code]true[/code]。" msgid "" +"Loads the config file specified as a parameter. The file's contents are " +"parsed and loaded in the [ConfigFile] object which the method was called " +"on.\n" +"Returns one of the [enum Error] code constants ([constant OK] on success)." +msgstr "" +"加载指定为参数的配置文件。解析文件的内容并将其加载到调用该方法的 " +"[ConfigFile] 对象中。\n" +"返回 [enum Error] 错误码常量(成功时为 [constant OK])。" + +msgid "" +"Loads the encrypted config file specified as a parameter, using the provided " +"[param key] to decrypt it. The file's contents are parsed and loaded in the " +"[ConfigFile] object which the method was called on.\n" +"Returns one of the [enum Error] code constants ([constant OK] on success)." +msgstr "" +"加载指定为参数的加密配置文件,使用提供的 [param key] 对其解密。解析文件的内容" +"并将其加载到调用该方法的 [ConfigFile] 对象中。\n" +"返回 [enum Error] 错误码常量(成功时为 [constant OK])。" + +msgid "" +"Loads the encrypted config file specified as a parameter, using the provided " +"[param password] to decrypt it. The file's contents are parsed and loaded in " +"the [ConfigFile] object which the method was called on.\n" +"Returns one of the [enum Error] code constants ([constant OK] on success)." +msgstr "" +"加载作为参数的加密配置文件,使用提供的 [param password] 解密。该文件的内容被" +"解析并加载到调用该方法的 [ConfigFile] 对象中。\n" +"返回 [enum Error] 错误码常量(成功时为 [constant OK])。" + +msgid "" +"Parses the passed string as the contents of a config file. The string is " +"parsed and loaded in the ConfigFile object which the method was called on.\n" +"Returns one of the [enum Error] code constants ([constant OK] on success)." +msgstr "" +"将传递的字符串解析为配置文件的内容。该字符串被解析并加载到调用该方法的 " +"ConfigFile 对象中。\n" +"返回 [enum Error] 错误码常量(成功时为 [constant OK])。" + +msgid "" +"Saves the contents of the [ConfigFile] object to the file specified as a " +"parameter. The output file uses an INI-style structure.\n" +"Returns one of the [enum Error] code constants ([constant OK] on success)." +msgstr "" +"将 [ConfigFile] 对象的内容保存到指定为参数的文件中。输出文件使用 INI 样式的结" +"构。\n" +"返回 [enum Error] 错误码常量(成功时为 [constant OK])。" + +msgid "" +"Saves the contents of the [ConfigFile] object to the AES-256 encrypted file " +"specified as a parameter, using the provided [param key] to encrypt it. The " +"output file uses an INI-style structure.\n" +"Returns one of the [enum Error] code constants ([constant OK] on success)." +msgstr "" +"使用提供的 [param key] 将 [ConfigFile] 对象的内容保存到作为参数指定的 " +"AES-256 加密文件中。输出文件使用 INI 样式的结构。\n" +"返回 [enum Error] 错误码常量(成功时为 [constant OK])。" + +msgid "" +"Saves the contents of the [ConfigFile] object to the AES-256 encrypted file " +"specified as a parameter, using the provided [param password] to encrypt it. " +"The output file uses an INI-style structure.\n" +"Returns one of the [enum Error] code constants ([constant OK] on success)." +msgstr "" +"将 [ConfigFile] 对象的内容保存到作为参数指定的 AES-256 加密文件中,使用提供" +"的 [param password] 进行加密。输出文件使用 INI 风格的结构。\n" +"返回 [enum Error] 错误码常量(成功时为 [constant OK])。" + +msgid "" "Assigns a value to the specified key of the specified section. If either the " "section or the key do not exist, they are created. Passing a [code]null[/" "code] value deletes the specified key if it exists, and deletes the section " "if it ends up empty once the key has been removed." msgstr "" -"为指定章节的指定键赋值。如果节或键不存在,则创建它们。如果指定的键存在,传递 " +"为指定节的指定键赋值。如果节或键不存在,则创建它们。如果指定的键存在,传递 " "[code]null[/code] 值就会移除指定的键,如果键被移除后,键最终是空的,就会移除" "节。" @@ -17406,6 +19570,10 @@ msgstr "" "[b]警告:[/b]这是一个必需的内部节点,移除并释放它可能会导致崩溃。如果你希望隐" "藏它或其任何子项,请使用其 [member CanvasItem.visible] 属性。" +msgid "" +"The text displayed by the cancel button (see [method get_cancel_button])." +msgstr "取消按钮显示的文本(见 [method get_cancel_button])。" + msgid "Base node for containers." msgstr "容器的基础节点。" @@ -17427,6 +19595,9 @@ msgid "" "but can be called upon request." msgstr "将子节点的重排加入队列。虽然会被自动调用,但也可以在需要时手动调用。" +msgid "Emitted when children are going to be sorted." +msgstr "子节点将要被排序时发出。" + msgid "Emitted when sorting the children is needed." msgstr "需要对子节点进行排序时发出。" @@ -17936,6 +20107,17 @@ msgstr "" "[/codeblocks]" msgid "" +"Prevents [code]*_theme_*_override[/code] methods from emitting [constant " +"NOTIFICATION_THEME_CHANGED] until [method end_bulk_theme_override] is called." +msgstr "" +"防止 [code]*_theme_*_override[/code] 方法发出 [constant " +"NOTIFICATION_THEME_CHANGED],直到 [method end_bulk_theme_override] 被调用。" + +msgid "" +"Ends a bulk theme override update. See [method begin_bulk_theme_override]." +msgstr "结束批量主题覆盖更新。见 [method begin_bulk_theme_override]。" + +msgid "" "Finds the next (below in the tree) [Control] that can receive the focus." msgstr "找到下一个可以接受焦点的 [Control],在树的下方。" @@ -17948,6 +20130,13 @@ msgid "" "[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]。" +msgid "Returns [member offset_right] and [member offset_bottom]." +msgstr "返回 [member offset_right] 和 [member offset_bottom]。" + +msgid "" +"Returns the minimum size for this control. See [member custom_minimum_size]." +msgstr "返回该控件的最小尺寸。见 [member custom_minimum_size]。" + msgid "Returns the width/height occupied in the parent control." msgstr "返回父控件中占用的宽度/高度。" @@ -18514,13 +20703,6 @@ msgstr "" "pivot_offset] 的影响。" msgid "" -"The node's rotation around its pivot, in radians. See [member pivot_offset] " -"to change the pivot's position." -msgstr "" -"该节点围绕其轴心的旋转,单位为弧度。更改轴心的位置请参阅 [member " -"pivot_offset]。" - -msgid "" "Helper property to access [member rotation] in degrees instead of radians." msgstr "辅助属性,用于按度数访问 [member rotation] 而不是弧度数。" @@ -18654,6 +20836,10 @@ msgstr "" "当大小标志之一更改时发出。见 [member size_flags_horizontal] 和 [member " "size_flags_vertical]。" +msgid "" +"Emitted when the [constant NOTIFICATION_THEME_CHANGED] notification is sent." +msgstr "发送 [constant NOTIFICATION_THEME_CHANGED] 通知时发出。" + msgid "The node cannot grab focus. Use with [member focus_mode]." msgstr "该节点无法获取焦点。在 [member focus_mode] 中使用。" @@ -19399,6 +21585,9 @@ msgstr "最小粒子动画速度。" msgid "Maximum damping." msgstr "最大阻尼。" +msgid "Minimum damping." +msgstr "最小阻尼。" + msgid "" "The rectangle's extents if [member emission_shape] is set to [constant " "EMISSION_SHAPE_BOX]." @@ -19466,6 +21655,9 @@ msgstr "最大轨道速度。" msgid "Minimum orbit velocity." msgstr "最小轨道速度。" +msgid "If [code]true[/code], particles will not move on the Z axis." +msgstr "如果为 [code]true[/code],则粒子将不会在 Z 轴上移动。" + msgid "Maximum radial acceleration." msgstr "最大径向加速度。" @@ -19682,6 +21874,45 @@ msgstr "" "[/codeblocks]" msgid "" +"Compares two [PackedByteArray]s for equality without leaking timing " +"information in order to prevent timing attacks.\n" +"See [url=https://paragonie.com/blog/2015/11/preventing-timing-attacks-on-" +"string-comparison-with-double-hmac-strategy]this blog post[/url] for more " +"information." +msgstr "" +"比较两个 [PackedByteArray] 是否相等,不会泄漏时序信息,能够防止时序攻击。\n" +"详情见[url=https://paragonie.com/blog/2015/11/preventing-timing-attacks-on-" +"string-comparison-with-double-hmac-strategy]这篇博文[/url]。" + +msgid "" +"Decrypt the given [param ciphertext] with the provided private [param key].\n" +"[b]Note:[/b] The maximum size of accepted ciphertext is limited by the key " +"size." +msgstr "" +"用提供的私钥 [param key] 解密给定的密文 [param ciphertext]。\n" +"[b]注意:[/b]所接受的密文的最大尺寸受到密钥大小的限制。" + +msgid "" +"Encrypt the given [param plaintext] with the provided public [param key].\n" +"[b]Note:[/b] The maximum size of accepted plaintext is limited by the key " +"size." +msgstr "" +"用提供的公钥 [param key] 加密给定的明文 [param plaintext]。\n" +"[b]注意:[/b]所接受的明文的最大尺寸受到密钥大小的限制。" + +msgid "" +"Generates a [PackedByteArray] of cryptographically secure random bytes with " +"given [param size]." +msgstr "生成具有给定大小 [param size] 的加密安全随机字节的 [PackedByteArray]。" + +msgid "" +"Generates an RSA [CryptoKey] that can be used for creating self-signed " +"certificates and passed to [method StreamPeerTLS.accept_stream]." +msgstr "" +"生成可用于创建自签名证书并传递给 [method StreamPeerTLS.accept_stream] 的 RSA " +"[CryptoKey]。" + +msgid "" "Generates a self-signed [X509Certificate] from the given [CryptoKey] and " "[param issuer_name]. The certificate validity will be defined by [param " "not_before] and [param not_after] (first valid date and last valid date). " @@ -19734,6 +21965,33 @@ msgstr "" "[/csharp]\n" "[/codeblocks]" +msgid "" +"Generates an [url=https://en.wikipedia.org/wiki/HMAC]HMAC[/url] digest of " +"[param msg] using [param key]. The [param hash_type] parameter is the " +"hashing algorithm that is used for the inner and outer hashes.\n" +"Currently, only [constant HashingContext.HASH_SHA256] and [constant " +"HashingContext.HASH_SHA1] are supported." +msgstr "" +"使用密钥 [param key] 生成 [param msg] 的 [url=https://zh.wikipedia.org/wiki/" +"HMAC]HMAC[/url] 摘要。[param hash_type] 参数是用于内部和外部哈希的哈希算" +"法。\n" +"目前仅支持 [constant HashingContext.HASH_SHA256] 和 [constant HashingContext." +"HASH_SHA1]。" + +msgid "" +"Sign a given [param hash] of type [param hash_type] with the provided " +"private [param key]." +msgstr "" +"使用提供的私钥 [param key] 对类型为 [param hash_type] 的给定 [param hash] 进" +"行签名。" + +msgid "" +"Verify that a given [param signature] for [param hash] of type [param " +"hash_type] against the provided public [param key]." +msgstr "" +"使用提供的公钥 [param key] 验证类型为 [param hash_type] 的给定签名 [param " +"signature]。" + msgid "A cryptographic key (RSA)." msgstr "加密密钥(RSA)。" @@ -19756,6 +22014,42 @@ msgid "" msgstr "" "如果该 CryptoKey 仅具有公钥部分,没有私钥部分,则返回 [code]true[/code]。" +msgid "" +"Loads a key from [param path]. If [param public_only] is [code]true[/code], " +"only the public key will be loaded.\n" +"[b]Note:[/b] [param path] should be a \"*.pub\" file if [param public_only] " +"is [code]true[/code], a \"*.key\" file otherwise." +msgstr "" +"从路径 [param path] 加载密钥。如果 [param public_only] 为 [code]true[/code]," +"将只加载公钥。\n" +"[b]注意:[/b]如果 [param public_only] 为 [code]true[/code],则 [param path] " +"应该是“*.pub”文件,否则是“*.key”文件。" + +msgid "" +"Loads a key from the given [param string_key]. If [param public_only] is " +"[code]true[/code], only the public key will be loaded." +msgstr "" +"从给定的 [param string_key] 加载密钥。如果 [param public_only] 为 " +"[code]true[/code],则仅会加载公钥。" + +msgid "" +"Saves a key to the given [param path]. If [param public_only] is [code]true[/" +"code], only the public key will be saved.\n" +"[b]Note:[/b] [param path] should be a \"*.pub\" file if [param public_only] " +"is [code]true[/code], a \"*.key\" file otherwise." +msgstr "" +"将密钥保存到给定的路径 [param path]。如果 [param public_only] 为 [code]true[/" +"code],则只会保存公钥。\n" +"[b]注意:[/b]如果 [param public_only] 为 [code]true[/code],则 [param path] " +"应该是“*.pub”文件,否则是“*.key”文件。" + +msgid "" +"Returns a string containing the key in PEM format. If [param public_only] is " +"[code]true[/code], only the public key will be included." +msgstr "" +"返回包含 PEM 格式的密钥的字符串。如果 [param public_only] 为 [code]true[/" +"code],则仅包含公钥。" + msgid "A CSG Box shape." msgstr "CSG 盒子形状。" @@ -20070,6 +22364,12 @@ msgstr "C# 文档索引" msgid "Returns a new instance of the script." msgstr "返回该脚本的新实例。" +msgid "6-sided texture typically used in 3D rendering." +msgstr "通常用于 3D 渲染的 6 面纹理。" + +msgid "Creates a placeholder version of this resource ([PlaceholderCubemap])." +msgstr "创建该资源的占位符版本([PlaceholderCubemap])。" + msgid "A mathematic curve." msgstr "数学曲线。" @@ -20102,6 +22402,23 @@ msgstr "重新计算曲线的烘焙点缓存。" msgid "Removes all points from the curve." msgstr "从曲线中移除所有点。" +msgid "Returns the left [enum TangentMode] for the point at [param index]." +msgstr "返回索引为 [param index] 的点的左侧切线模式 [enum TangentMode]。" + +msgid "" +"Returns the left tangent angle (in degrees) for the point at [param index]." +msgstr "返回索引为 [param index] 的点的左侧切线夹角(单位为度)。" + +msgid "Returns the curve coordinates for the point at [param index]." +msgstr "返回索引为 [param index] 的点的曲线坐标。" + +msgid "Returns the right [enum TangentMode] for the point at [param index]." +msgstr "返回索引为 [param index] 的点的右侧切线模式 [enum TangentMode]。" + +msgid "" +"Returns the right tangent angle (in degrees) for the point at [param index]." +msgstr "返回索引为 [param index] 的点的右侧切线夹角(单位为度)。" + msgid "Removes the point at [code]index[/code] from the curve." msgstr "从曲线中移除 [code]index[/code] 处的点。" @@ -20117,6 +22434,9 @@ msgstr "曲线能达到的最大值。" msgid "The minimum value the curve can reach." msgstr "曲线能达到的最小值。" +msgid "The number of points describing the curve." +msgstr "描述该曲线的点的数量。" + msgid "Emitted when [member max_value] or [member min_value] is changed." msgstr "更改 [member max_value] 或 [member min_value] 时发出。" @@ -20234,6 +22554,14 @@ msgstr "" "表示圆柱形 [PrimitiveMesh] 的类。通过将 [member top_radius] 或 [member " "bottom_radius] 属性设置为 [code]0.0[/code],这个类可以用来创建圆锥体。" +msgid "" +"Bottom radius of the cylinder. If set to [code]0.0[/code], the bottom faces " +"will not be generated, resulting in a conic shape. See also [member " +"cap_bottom]." +msgstr "" +"圆柱体的底部半径。如果设置为 [code]0.0[/code],则不会生成底面,呈圆锥状。另" +"见 [member cap_bottom]。" + msgid "Full height of the cylinder." msgstr "圆柱体的全高。" @@ -20257,6 +22585,13 @@ msgstr "" "产生更多的细分,这可用于使用着色器或程序式网格工具创建更平滑的显示效果,但以" "性能为代价。" +msgid "" +"Top radius of the cylinder. If set to [code]0.0[/code], the top faces will " +"not be generated, resulting in a conic shape. See also [member cap_top]." +msgstr "" +"圆柱体的顶部半径。如果设置为 [code]0.0[/code],则不会生成顶面,呈圆锥状。另" +"见 [member cap_top]。" + msgid "Cylinder shape for 3D collisions." msgstr "圆柱体形状,用于 3D 碰撞。" @@ -20500,6 +22835,22 @@ msgstr "" "全局设置的。" msgid "" +"[Texture2D] with the emission [Color] of the Decal. Either this or the " +"[member texture_albedo] must be set for the Decal to be visible. Use the " +"alpha channel like a mask to smoothly blend the edges of the decal with the " +"underlying object.\n" +"[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a " +"per-material basis, the filter mode for [Decal] textures is set globally " +"with [member ProjectSettings.rendering/textures/decals/filter]." +msgstr "" +"带有贴花的自发光 [Color] 的 [Texture2D]。必须设置这个属性或者 [member " +"texture_albedo] 贴花才可见。要将贴花的边缘与底层对象平滑地混合,请像遮罩一样" +"使用 Alpha 通道。\n" +"[b]注意:[/b][BaseMaterial3D] 的过滤模式可以对每个材质进行调整,而 [Decal] 纹" +"理的过滤模式是通过 [member ProjectSettings.rendering/textures/decals/filter] " +"全局设置的。" + +msgid "" "[Texture2D] with the per-pixel normal map for the decal. Use this to add " "extra detail to decals.\n" "[b]Note:[/b] Unlike [BaseMaterial3D] whose filter mode can be adjusted on a " @@ -21127,6 +23478,131 @@ msgstr "" msgid "Type used to handle the filesystem." msgstr "用于处理文件系统的类型。" +msgid "" +"Directory type. It is used to manage directories and their content (not " +"restricted to the project folder).\n" +"[DirAccess] can't be instantiated directly. Instead it is created with a " +"static method that takes a path for which it will be opened.\n" +"Most of the methods have a static alternative that can be used without " +"creating a [DirAccess]. Static methods only support absolute paths " +"(including [code]res://[/code] and [code]user://[/code]).\n" +"[codeblock]\n" +"# Standard\n" +"var dir = DirAccess.open(\"user://levels\")\n" +"dir.make_dir(\"world1\")\n" +"# Static\n" +"DirAccess.make_dir_absolute(\"user://levels/world1\")\n" +"[/codeblock]\n" +"[b]Note:[/b] Many resources types are imported (e.g. textures or sound " +"files), and their source asset will not be included in the exported game, as " +"only the imported version is used. Use [ResourceLoader] to access imported " +"resources.\n" +"Here is an example on how to iterate through the files of a directory:\n" +"[codeblocks]\n" +"[gdscript]\n" +"func dir_contents(path):\n" +" var dir = DirAccess.open(path)\n" +" if dir:\n" +" dir.list_dir_begin()\n" +" var file_name = dir.get_next()\n" +" while file_name != \"\":\n" +" if dir.current_is_dir():\n" +" print(\"Found directory: \" + file_name)\n" +" else:\n" +" print(\"Found file: \" + file_name)\n" +" file_name = dir.get_next()\n" +" else:\n" +" print(\"An error occurred when trying to access the path.\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public void DirContents(string path)\n" +"{\n" +" using var dir = DirAccess.Open(path);\n" +" if (dir != null)\n" +" {\n" +" dir.ListDirBegin();\n" +" string fileName = dir.GetNext();\n" +" while (fileName != \"\")\n" +" {\n" +" if (dir.CurrentIsDir())\n" +" {\n" +" GD.Print($\"Found directory: {fileName}\");\n" +" }\n" +" else\n" +" {\n" +" GD.Print($\"Found file: {fileName}\");\n" +" }\n" +" fileName = dir.GetNext();\n" +" }\n" +" }\n" +" else\n" +" {\n" +" GD.Print(\"An error occurred when trying to access the path.\");\n" +" }\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"目录类型。用于管理目录及其内容(不限于项目文件夹)。\n" +"[DirAccess] 无法直接实例化。请使用接受要打开的路径的静态方法创建。\n" +"大多数方法都有静态备选项,无需创建 [DirAccess] 即可使用。静态方法仅支持绝对路" +"径(包含 [code]res://[/code] 和 [code]user://[/code])。\n" +"[codeblock]\n" +"# 标准\n" +"var dir = DirAccess.open(\"user://levels\")\n" +"dir.make_dir(\"world1\")\n" +"# 静态\n" +"DirAccess.make_dir_absolute(\"user://levels/world1\")\n" +"[/codeblock]\n" +"[b]注意:[/b]很多资源类型是经过导入的(例如纹理和声音文件),因为在游戏中只会" +"用到导入后的版本,所以导出后的游戏中不包含对应的源资产。请使用 " +"[ResourceLoader] 访问导入的资源。\n" +"以下是遍历目录中文件的示例:\n" +"[codeblocks]\n" +"[gdscript]\n" +"func dir_contents(path):\n" +" var dir = DirAccess.open(path)\n" +" if dir:\n" +" dir.list_dir_begin()\n" +" var file_name = dir.get_next()\n" +" while file_name != \"\":\n" +" if dir.current_is_dir():\n" +" print(\"发现目录:\" + file_name)\n" +" else:\n" +" print(\"发现文件:\" + file_name)\n" +" file_name = dir.get_next()\n" +" else:\n" +" print(\"尝试访问路径时出错。\")\n" +"[/gdscript]\n" +"[csharp]\n" +"public void DirContents(string path)\n" +"{\n" +" using var dir = DirAccess.Open(path);\n" +" if (dir != null)\n" +" {\n" +" dir.ListDirBegin();\n" +" string fileName = dir.GetNext();\n" +" while (fileName != \"\")\n" +" {\n" +" if (dir.CurrentIsDir())\n" +" {\n" +" GD.Print($\"发现目录:{fileName}\");\n" +" }\n" +" else\n" +" {\n" +" GD.Print($\"发现文件:{fileName}\");\n" +" }\n" +" fileName = dir.GetNext();\n" +" }\n" +" }\n" +" else\n" +" {\n" +" GD.Print(\"尝试访问路径时出错。\");\n" +" }\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" + msgid "File system" msgstr "文件系统" @@ -21219,10 +23695,31 @@ msgstr "" "关闭用 [method list_dir_begin] 打开的当前流(并不关注是否已经用 [method " "get_next] 完成处理)。" +msgid "" +"Creates a directory. The argument can be relative to the current directory, " +"or an absolute path. The target directory should be placed in an already " +"existing directory (to create the full path recursively, see [method " +"make_dir_recursive]).\n" +"Returns one of the [enum Error] code constants ([constant OK] on success)." +msgstr "" +"创建目录。参数可以相对于当前目录,也可以是绝对路径。目标目录应该位于已经存在" +"的目录中(递归创建完整的路径请参阅 [method make_dir_recursive])。\n" +"返回 [enum Error] 错误码常量(成功时为 [constant OK])。" + msgid "Static version of [method make_dir]. Supports only absolute paths." msgstr "静态版本的 [method make_dir]。仅支持绝对路径。" msgid "" +"Creates a target directory and all necessary intermediate directories in its " +"path, by calling [method make_dir] recursively. The argument can be relative " +"to the current directory, or an absolute path.\n" +"Returns one of the [enum Error] code constants ([constant OK] on success)." +msgstr "" +"递归调用 [method make_dir] 方法,创建目标目录及其路径中所有必要的中间目录。参" +"数可以相对于当前目录,也可以是绝对路径。\n" +"返回 [enum Error] 错误码常量(成功时为 [constant OK])。" + +msgid "" "Static version of [method make_dir_recursive]. Supports only absolute paths." msgstr "静态版本的 [method make_dir_recursive]。仅支持绝对路径。" @@ -21260,8 +23757,8 @@ msgid "" "shadow detail and performance (since more objects need to be included in the " "directional shadow rendering)." msgstr "" -"阴影分割的最大距离。将这个值增大会让方向阴影在更远处可见,代价是整体的阴影细" -"节降低和性能(因为渲染方向阴影时需要包含更多的对象)。" +"阴影分割的最大距离。将这个值增大会让定向阴影在更远处可见,代价是整体的阴影细" +"节降低和性能(因为渲染定向阴影时需要包含更多的物体)。" msgid "The light's shadow rendering algorithm. See [enum ShadowMode]." msgstr "灯光的阴影渲染算法。见 [enum ShadowMode]。" @@ -21290,8 +23787,8 @@ msgid "" "is the fastest directional shadow mode. May result in blurrier shadows on " "close objects." msgstr "" -"从正交的角度渲染整个场景的阴影图。这是最快的方向性阴影模式。可能会导致近距离" -"物体的阴影更模糊。" +"从正交的角度渲染整个场景的阴影图。这是最快的定向阴影模式。可能会导致近距离物" +"体的阴影更模糊。" msgid "" "Splits the view frustum in 2 areas, each with its own shadow map. This " @@ -21305,8 +23802,7 @@ msgid "" "Splits the view frustum in 4 areas, each with its own shadow map. This is " "the slowest directional shadow mode." msgstr "" -"将视图frustum分成4个区域,每个区域都有自己的阴影图。这是最慢的方向性阴影模" -"式。" +"将视图frustum分成4个区域,每个区域都有自己的阴影图。这是最慢的定向阴影模式。" msgid "Singleton for window management functions." msgstr "单例,用于窗口管理等功能。" @@ -21530,6 +24026,13 @@ msgid "Sets the current mouse mode. See also [method mouse_get_mode]." msgstr "设置当前的鼠标模式。另见 [method mouse_get_mode]。" msgid "" +"Sets the [param screen]'s [param orientation]. See also [method " +"screen_get_orientation]." +msgstr "" +"设置屏幕 [param screen] 的朝向 [param orientation]。另见 [method " +"screen_get_orientation]。" + +msgid "" "Returns the total number of available tablet drivers.\n" "[b]Note:[/b] This method is implemented on Windows." msgstr "" @@ -21592,6 +24095,9 @@ msgstr "" "[b]注意:[/b][method warp_mouse] 仅在 Windows、macOS 和 Linux 上受支持。它在 " "Android、iOS 和 Web 上无效。" +msgid "Returns the current value of the given window's [param flag]." +msgstr "返回给定窗口当前的 [param flag] 值。" + msgid "" "Returns the window's maximum size (in pixels). See also [method " "window_set_max_size]." @@ -21619,6 +24125,22 @@ msgstr "" "如果给定的窗口能够最大化(最大化按钮已启用),则返回 [code]true[/code]。" msgid "" +"Returns [code]true[/code], if double-click on a window title should maximize " +"it.\n" +"[b]Note:[/b] This method is implemented on macOS." +msgstr "" +"如果双击窗口标题应将其最大化,则返回 [code]true[/code]。\n" +"[b]注意:[/b]这个方法在 macOS 上实现。" + +msgid "" +"Returns [code]true[/code], if double-click on a window title should minimize " +"it.\n" +"[b]Note:[/b] This method is implemented on macOS." +msgstr "" +"如果双击窗口标题应将其最小化,则返回 [code]true[/code]。\n" +"[b]注意:[/b]这个方法在 macOS 上实现。" + +msgid "" "Sets the maximum size of the window specified by [param window_id] in " "pixels. Normally, the user will not be able to drag the window to make it " "smaller than the specified size. See also [method window_get_max_size].\n" @@ -21886,6 +24408,13 @@ msgid "" "default value in functions that allow specifying one of several screens." msgstr "代表主窗口所在的屏幕。如果函数允许指定不同的屏幕,这个值通常是默认值。" +msgid "" +"The ID that refers to a nonexisting window. This is be returned by some " +"[DisplayServer] methods if no window matches the requested result." +msgstr "" +"指向一个不存在窗口的 ID。如果没有窗口与请求的结果相匹配,某些 " +"[DisplayServer] 方法将返回这个 ID。" + msgid "Default landscape orientation." msgstr "默认横屏朝向。" @@ -21943,6 +24472,90 @@ msgstr "" msgid "Virtual keyboard with additional keys to assist with typing URLs." msgstr "带有附加键的虚拟键盘,可帮助输入 URL。" +msgid "" +"Arrow cursor shape. This is the default when not pointing anything that " +"overrides the mouse cursor, such as a [LineEdit] or [TextEdit]." +msgstr "" +"箭头光标形状。这是默认形状,没有指向 [LineEdit] 和 [TextEdit] 等会覆盖鼠标指" +"针的节点时显示。" + +msgid "" +"I-beam cursor shape. This is used by default when hovering a control that " +"accepts text input, such as [LineEdit] or [TextEdit]." +msgstr "" +"工字光标形状。默认在悬停于 [LineEdit] 和 [TextEdit] 等接受文本输入的控件时显" +"示。" + +msgid "" +"Pointing hand cursor shape. This is used by default when hovering a " +"[LinkButton] or an URL tag in a [RichTextLabel]." +msgstr "" +"指点的手形光标形状。默认在悬停于 [LinkButton] 或 [RichTextLabel] 中的 URL 标" +"签时使用。" + +msgid "" +"Crosshair cursor. This is intended to be displayed when the user needs " +"precise aim over an element, such as a rectangle selection tool or a color " +"picker." +msgstr "" +"十字光标。应当在用户需要精确瞄准某个元素时显示,例如矩形选择工具和颜色拾取" +"器。" + +msgid "" +"Wait cursor. On most cursor themes, this displays a spinning icon " +"[i]besides[/i] the arrow. Intended to be used for non-blocking operations " +"(when the user can do something else at the moment). See also [constant " +"CURSOR_BUSY]." +msgstr "" +"等待光标。大多数光标主题会在箭头[i]旁边[/i]显示旋转图标。旨在用于非阻塞操作" +"(此时用户可以做其他事情)。另见 [constant CURSOR_BUSY]。" + +msgid "" +"Wait cursor. On most cursor themes, this [i]replaces[/i] the arrow with a " +"spinning icon. Intended to be used for blocking operations (when the user " +"can't do anything else at the moment). See also [constant CURSOR_WAIT]." +msgstr "" +"等待光标。大多数光标主题会把箭头[i]替换[/i]为旋转图标。旨在用于阻塞操作(此时" +"用户无法做其他事情)。另见 [constant CURSOR_WAIT]。" + +msgid "" +"Dragging hand cursor. This is displayed during drag-and-drop operations. See " +"also [constant CURSOR_CAN_DROP]." +msgstr "" +"拖动的手形光标。在拖放操作过程中显示。另见 [constant CURSOR_CAN_DROP]。" + +msgid "" +"\"Can drop\" cursor. This is displayed during drag-and-drop operations if " +"hovering over a [Control] that can accept the drag-and-drop event. On most " +"cursor themes, this displays a dragging hand with an arrow symbol besides " +"it. See also [constant CURSOR_DRAG]." +msgstr "" +"“能放下”光标。在拖放操作过程中,如果将鼠标悬停在可以接受拖放事件的 [Control] " +"上,就会显示这个光标。大多数光标主题会显示一只正在拖拽的手,旁边有一个箭头符" +"号。另见 [constant CURSOR_DRAG]。" + +msgid "" +"Forbidden cursor. This is displayed during drag-and-drop operations if the " +"hovered [Control] can't accept the drag-and-drop event." +msgstr "" +"禁止光标。在拖放操作过程中,如果将鼠标悬停在不可接受拖放事件的 [Control] 上," +"就会显示这个光标。" + +msgid "" +"Vertical resize cursor. Intended to be displayed when the hovered [Control] " +"can be vertically resized using the mouse. See also [constant CURSOR_VSPLIT]." +msgstr "" +"垂直尺寸调整光标。只在用于悬停的 [Control] 可以用鼠标调整垂直大小时显示。另" +"见 [constant CURSOR_VSPLIT]。" + +msgid "" +"Horizontal resize cursor. Intended to be displayed when the hovered " +"[Control] can be horizontally resized using the mouse. See also [constant " +"CURSOR_HSPLIT]." +msgstr "" +"水平尺寸调整光标。只在用于悬停的 [Control] 可以用鼠标调整水平大小时显示。另" +"见 [constant CURSOR_HSPLIT]。" + msgid "Represents the size of the [enum CursorShape] enum." msgstr "代表 [enum CursorShape] 枚举的大小。" @@ -21958,6 +24571,14 @@ msgstr "" "最小化窗口模式,即 [Window] 在窗口管理器的窗口列表中既不可见也不可用。通常发" "生在按下最小化按钮时。" +msgid "" +"Maximized window mode, i.e. [Window] will occupy whole screen area except " +"task bar and still display its borders. Normally happens when the maximize " +"button is pressed." +msgstr "" +"最大化窗口模式,即 [Window] 会占据整个屏幕区域,任务栏除外,并且会显示边框。" +"通常发生在按下最大化按钮时。" + msgid "Max value of the [enum WindowFlags]." msgstr "[enum WindowFlags] 的最大值。" @@ -21983,6 +24604,55 @@ msgid "" "window_set_window_event_callback]." msgstr "当该窗口失去焦点时发送,见 [method window_set_window_event_callback]。" +msgid "" +"Display handle:\n" +"- Linux (X11): [code]X11::Display*[/code] for the display.\n" +"- Android: [code]EGLDisplay[/code] for the display." +msgstr "" +"显示器句柄:\n" +"- Linux (X11):显示器的 [code]X11::Display*[/code]。\n" +"- Android:显示器的 [code]EGLDisplay[/code]。" + +msgid "" +"Window handle:\n" +"- Windows: [code]HWND[/code] for the window.\n" +"- Linux (X11): [code]X11::Window*[/code] for the window.\n" +"- macOS: [code]NSWindow*[/code] for the window.\n" +"- iOS: [code]UIViewController*[/code] for the view controller.\n" +"- Android: [code]jObject[/code] for the activity." +msgstr "" +"窗口句柄:\n" +"- Windows:窗口的 [code]HWND[/code]。\n" +"- Linux (X11):窗口的 [code]X11::Window*[/code]。\n" +"- macOS:窗口的 [code]NSWindow*[/code]。\n" +"- iOS:视图控制器的 [code]UIViewController*[/code]。\n" +"- Android:Activity 的 [code]jObject[/code]。" + +msgid "" +"Window view:\n" +"- Windows: [code]HDC[/code] for the window (only with the GL Compatibility " +"renderer).\n" +"- macOS: [code]NSView*[/code] for the window main view.\n" +"- iOS: [code]UIView*[/code] for the window main view." +msgstr "" +"窗口视图:\n" +"- Windows:窗口的 [code]HDC[/code](仅适用于 GL 兼容性渲染器)。\n" +"- macOS:窗口主视图的 [code]NSView*[/code]。\n" +"- iOS:窗口主视图的 [code]UIView*[/code]。" + +msgid "" +"OpenGL context (only with the GL Compatibility renderer):\n" +"- Windows: [code]HGLRC[/code] for the window.\n" +"- Linux: [code]GLXContext*[/code] for the window.\n" +"- MacOS: [code]NSOpenGLContext*[/code] for the window.\n" +"- Android: [code]EGLContext[/code] for the window." +msgstr "" +"OpenGL 上下文(仅适用于 GL 兼容性渲染器):\n" +"- Windows:窗口的 [code]HGLRC[/code]。\n" +"- Linux:窗口的 [code]GLXContext*[/code]。\n" +"- MacOS:窗口的 [code]NSOpenGLContext*[/code]。\n" +"- Android:窗口的 [code]EGLContext[/code]。" + msgid "Helper class to implement a DTLS server." msgstr "实现 DTLS 服务器的辅助类。" @@ -22331,6 +25001,15 @@ msgstr "" msgid "A class to interact with the editor debugger." msgstr "与编辑器调试器交互的类。" +msgid "" +"Returns [code]true[/code] if the attached remote instance is currently in " +"the debug loop." +msgstr "如果附加的远程实例正处于调试循环中,则返回 [code]true[/code]。" + +msgid "" +"Returns [code]true[/code] if the attached remote instance can be debugged." +msgstr "如果附加的远程实例可以调试,则返回 [code]true[/code]。" + msgid "A script that is executed when exporting the project." msgstr "在导出项目时执行的脚本。" @@ -22374,6 +25053,9 @@ msgstr "为 iOS 导出添加链接器标志。" msgid "Adds content for iOS Property List files." msgstr "为 iOS 属性列表文件添加内容。" +msgid "Adds a static lib from the given [param path] to the iOS project." +msgstr "向 iOS 项目中添加位于给定路径 [param path] 的静态库。" + msgid "" "To be called inside [method _export_file]. Skips the current file, so it's " "not included in the export." @@ -22420,6 +25102,42 @@ msgstr "" "入[/b]按钮或 [method load_from_file] 方法导入它。" msgid "" +"If [param disable] is [code]true[/code], disables the class specified by " +"[param class_name]. When disabled, the class won't appear in the Create New " +"Node dialog." +msgstr "" +"如果 [param disable] 为 [code]true[/code],则禁用 [param class_name] 指定的" +"类。禁用后,该类不会出现在“创建新 Node”对话框中。" + +msgid "" +"If [param disable] is [code]true[/code], disables editing for the class " +"specified by [param class_name]. When disabled, the class will still appear " +"in the Create New Node dialog but the Inspector will be read-only when " +"selecting a node that extends the class." +msgstr "" +"如果 [param disable] 为 [code]true[/code],则禁用 [param class_name] 指定的类" +"的编辑。禁用后,该类仍然会出现在“创建新 Node”对话框中,但在选中继承的节点时," +"检查器将只读。" + +msgid "" +"If [param disable] is [code]true[/code], disables editing for [param " +"property] in the class specified by [param class_name]. When a property is " +"disabled, it won't appear in the Inspector when selecting a node that " +"extends the class specified by [param class_name]." +msgstr "" +"如果 [param disable] 为 [code]true[/code],则禁用 [param class_name] 指定的类" +"中的 [param property] 属性的编辑。禁用某一属性后,选中继承自 [param " +"class_name] 指定的类的节点时,这个属性将不会出现在检查器中。" + +msgid "" +"If [param disable] is [code]true[/code], disables the editor feature " +"specified in [param feature]. When a feature is disabled, it will disappear " +"from the editor entirely." +msgstr "" +"如果 [param disable] 为 [code]true[/code],则禁用 [param feature] 中指定的编" +"辑器功能。当一个功能被禁用时,它将从编辑器中完全消失。" + +msgid "" "The 3D editor. If this feature is disabled, the 3D editor won't display but " "3D nodes will still display in the Create New Node dialog." msgstr "" @@ -22478,6 +25196,16 @@ msgid "Removes all filters except for \"All Files (*)\"." msgstr "移除“All Files(*)”筛选器之外的所有筛选器。" 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 "" +"返回所选文件的 LineEdit。\n" +"[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望隐" +"藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。" + +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 " @@ -22673,9 +25401,9 @@ msgid "" "string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/code], " "[i]not[/i] a file extension such as [code]\".gd\"[/code]." msgstr "" -"返回在索引 [code]idx[/code] 处文件的资源类型。这将返回字符串,如 " -"[code]\"Resource\"[/code] 或 [code]\"GDScript\"[/code],[i]而不是[/i] 文件扩" -"展名,如 [code]\".gd\"[/code]。" +"返回在索引 [param idx] 处文件的资源类型。返回的是类似 [code]\"Resource\"[/" +"code] 和 [code]\"GDScript\"[/code] 的字符串,[i]而不是[/i]类似 [code]\"." +"gd\"[/code] 的文件扩展名。" msgid "Returns the name of this directory." msgstr "返回这个目录的名字。" @@ -23360,6 +26088,11 @@ msgid "Saves the scene as a file at [param path]." msgstr "将场景保存为 [param path] 处的文件。" msgid "" +"Selects the file, with the path provided by [param file], in the FileSystem " +"dock." +msgstr "在文件系统面板中选中文件,路径由 [param file] 提供。" + +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。" @@ -23388,6 +26121,27 @@ msgstr "" "[EditorNode3DGizmoPlugin]。" msgid "" +"Adds lines to the gizmo (as sets of 2 points), with a given material. The " +"lines are used for visualizing the gizmo. Call this method during [method " +"_redraw]." +msgstr "" +"为小工具添加使用给定材质的线段(一对对点的集合)。线段将用于展示和选择。请在 " +"[method _redraw] 期间调用此方法。" + +msgid "" +"Adds a mesh to the gizmo with the specified [param material], local [param " +"transform] and [param skeleton]. Call this method during [method _redraw]." +msgstr "" +"为小工具添加网格,可以指定材质 [param material]、本地变换 [param transform] " +"和骨架 [param skeleton]。请在 [method _redraw] 期间调用此方法。" + +msgid "" +"Adds an unscaled billboard for visualization and selection. Call this method " +"during [method _redraw]." +msgstr "" +"添加未缩放的公告板,将用于展示和选择。请在 [method _redraw] 期间调用此方法。" + +msgid "" "Removes everything in the gizmo including meshes, collisions and handles." msgstr "移除小工具中的一切,包括网格、碰撞和手柄。" @@ -23395,6 +26149,13 @@ msgid "Returns the [Node3D] node associated with this gizmo." msgstr "返回与这个小工具关联的 [Node3D] 节点。" msgid "" +"Returns the [EditorNode3DGizmoPlugin] that owns this gizmo. It's useful to " +"retrieve materials using [method EditorNode3DGizmoPlugin.get_material]." +msgstr "" +"返回拥有该小工具的 [EditorNode3DGizmoPlugin]。可以在使用 [method " +"EditorNode3DGizmoPlugin.get_material] 获取材质时使用。" + +msgid "" "Sets the gizmo's hidden state. If [code]true[/code], the gizmo will be " "hidden. If [code]false[/code], it will be shown." msgstr "" @@ -23413,6 +26174,35 @@ msgid "" msgstr "重写此方法以提供将出现在小工具可见性菜单中的名称。" msgid "" +"Override this method to update the node properties during subgizmo editing " +"(see [method _subgizmos_intersect_ray] and [method " +"_subgizmos_intersect_frustum]). The [param transform] is given in the " +"Node3D's local coordinate system. Called for this plugin's active gizmos." +msgstr "" +"覆盖该方法以在子小工具编辑期间更新节点属性(参见 [method " +"_subgizmos_intersect_ray] 和 [method _subgizmos_intersect_frustum])。[param " +"transform] 在 Node3D 的局部坐标系中给出。为该插件的活动小工具而调用。" + +msgid "" +"Override this method to allow selecting subgizmos using mouse drag box " +"selection. Given a [param camera] and [param frustum_planes], this method " +"should return which subgizmos are contained within the frustums. The [param " +"frustum_planes] argument consists of an [code]Array[/code] with all the " +"[code]Plane[/code]s that make up the selection frustum. The returned value " +"should contain a list of unique subgizmo identifiers, these identifiers can " +"have any non-negative value and will be used in other virtual methods like " +"[method _get_subgizmo_transform] or [method _commit_subgizmos]. Called for " +"this plugin's active gizmos." +msgstr "" +"覆盖该方法以允许使用鼠标拖动框选来选择子小工具。给定一个 [param camera] 和 " +"[param frustum_planes],该方法应返回哪些子小工具包含在视锥体中。[param " +"frustum_planes] 参数由一个构成选择视锥体的所有 [code]Plane[/code] 的" +"[code]Array[/code] 组成。返回的值应该包含一个唯一的子小工具标识符列表,这些标" +"识符可以有任何非负值,并将用于其他虚方法,如 [method " +"_get_subgizmo_transform] 或 [method _commit_subgizmos]。为该插件的活动小工具" +"而调用。" + +msgid "" "Adds a new material to the internal material list for the plugin. It can " "then be accessed with [method get_material]. Should not be overridden." msgstr "" @@ -23424,6 +26214,9 @@ msgid "" "and files." msgstr "编辑器专用单例,返回特定于操作系统的各种数据文件夹和文件的路径。" +msgid "File paths in Godot projects" +msgstr "Godot 项目中的文件路径" + msgid "Used by the editor to extend its functionality." msgstr "由编辑器使用,用于扩展其功能。" @@ -24052,6 +26845,12 @@ 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。" +msgid "Emitted when any project setting has changed." +msgstr "项目设置发生任何改变时发出。" + +msgid "Emitted when the given [param resource] was saved on disc." +msgstr "给定的资源 [param resource] 保存到磁盘时发出。" + 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 " @@ -24134,6 +26933,12 @@ msgstr "右侧停靠槽的右下(默认布局中为空)。" msgid "Represents the size of the [enum DockSlot] enum." msgstr "代表 [enum DockSlot] 枚举的大小。" +msgid "Forwards the [InputEvent] to other EditorPlugins." +msgstr "将该 [InputEvent] 转发给其他 EditorPlugin。" + +msgid "Prevents the [InputEvent] from reaching other Editor classes." +msgstr "阻止该 [InputEvent] 到达其他 Editor 类。" + msgid "Custom control to edit properties for adding into the inspector." msgstr "自定义控件属性添加到检查器中。" @@ -24157,27 +26962,35 @@ msgstr "" msgid "Gets the edited object." msgstr "获取编辑后的对象。" +msgid "Forces refresh of the property display." +msgstr "强制刷新属性显示。" + msgid "" "Used by the inspector, set to [code]true[/code] when the property is " "checkable." -msgstr "检查器会使用,当属性可勾选时,请设置为 [code]true[/code]。" +msgstr "用于检查器,该属性可勾选时设置为 [code]true[/code]。" msgid "" "Used by the inspector, set to [code]true[/code] when the property is checked." -msgstr "检查器会使用,当属性已勾选时,请设置为 [code]true[/code]。" +msgstr "用于检查器,该属性已勾选时设置为 [code]true[/code]。" + +msgid "" +"Used by the inspector, set to [code]true[/code] when the property can be " +"deleted by the user." +msgstr "用于检查器,该属性可以被用户删除时设置为 [code]true[/code]。" msgid "" "Used by the inspector, set to [code]true[/code] when the property is drawn " "with the editor theme's warning color. This is used for editable children's " "properties." msgstr "" -"检查器会使用,当属性用编辑器主题的警告颜色着色时,请设置为 [code]true[/" -"code]。这用于可编辑的子节点的属性。" +"用于检查器,该属性用编辑器主题的警告色绘制时设置为 [code]true[/code]。用于可" +"编辑子节点的属性。" msgid "" "Used by the inspector, set to [code]true[/code] when the property can add " "keys for animation." -msgstr "检查器会使用,当属性可以为添加为动画键时,请设置为 [code]true[/code]。" +msgstr "用于检查器,该属性可以被添加为动画关键帧时设置为 [code]true[/code]。" msgid "Set this property to change the label (if you want to show one)." msgstr "设置此属性可改变标签(如果你想显示标签)。" @@ -24185,7 +26998,7 @@ msgstr "设置此属性可改变标签(如果你想显示标签)。" msgid "" "Used by the inspector, set to [code]true[/code] when the property is read-" "only." -msgstr "检查器会使用,当属性为只读时,请设置为 [code]true[/code]。" +msgstr "用于检查器,该属性为只读时设置为 [code]true[/code]。" msgid "Used by sub-inspectors. Emit it if what was selected was an Object ID." msgstr "子检查器会使用。如果选择的是对象 ID,则触发。" @@ -24195,7 +27008,10 @@ msgid "" msgstr "不要手动触发,使用 [method emit_changed] 方法代替。" msgid "Emitted when a property was checked. Used internally." -msgstr "检查属性时触发。在内部使用。" +msgstr "勾选某个属性时发出。内部使用。" + +msgid "Emitted when a property was deleted. Used internally." +msgstr "删除某个属性时发出。内部使用。" msgid "" "Emit it if you want to add this value as an animation key (check for keying " @@ -24315,6 +27131,12 @@ msgstr "" msgid "Imports scenes from third-parties' 3D files." msgstr "从第三方的 3D 文件中导入场景。" +msgid "Importer for Blender's [code].blend[/code] scene file format." +msgstr "Blender 的 [code].blend[/code] 场景文件格式的导入器。" + +msgid "Importer for the [code].fbx[/code] scene file format." +msgstr "[code].fbx[/code] 场景文件格式的导入器。" + msgid "Post-processes scenes after import." msgstr "导入后对场景进行后处理。" @@ -24437,6 +27259,9 @@ msgid "" "code])." msgstr "返回导入的源文件路径(如[code]res://scene.dae[/code])。" +msgid "Plugin to control and modifying the process of importing a scene." +msgstr "用于控制和修改导入场景的过程的插件。" + msgid "Base script that can be used to add extension functions to the editor." msgstr "可用于为编辑器添加扩展功能的基础脚本。" @@ -24605,6 +27430,15 @@ msgid "" msgstr "在文件对话框中设置本项目最近访问过的文件夹列表。" msgid "" +"The refresh interval to use for the Inspector dock's properties. The effect " +"of this setting is mainly noticeable when adjusting gizmos in the 2D/3D " +"editor and looking at the inspector at the same time. Lower values make the " +"inspector refresh more often, but take up more CPU time." +msgstr "" +"检查器面板中属性的刷新间隔。该设置的效果在一边调整 2D/3D 编辑器中的小工具一边" +"观察检查器时比较明显。值越低检查器刷新越频繁,也会占用更多 CPU 时间。" + +msgid "" "The tint intensity to use for the subresources background in the Inspector " "dock. The tint is used to distinguish between different subresources in the " "inspector. Higher values result in a more noticeable background color " @@ -24636,6 +27470,102 @@ msgstr "" "bone_selected_color]。" msgid "" +"The outline size in the 2D skeleton editor (in pixels). See also [member " +"editors/2d/bone_width]." +msgstr "" +"2D 骨架编辑器中轮廓的大小(单位为像素)。另见 [member editors/2d/" +"bone_width]。" + +msgid "" +"The color to use for selected bones in the 2D skeleton editor. See also " +"[member editors/2d/bone_outline_color]." +msgstr "" +"2D 骨架编辑器中,用于已选中骨骼的颜色。另见 [member editors/2d/" +"bone_outline_color]。" + +msgid "" +"The bone width in the 2D skeleton editor (in pixels). See also [member " +"editors/2d/bone_outline_size]." +msgstr "" +"2D 骨架编辑器中的骨骼宽度(单位为像素)。另见 [member editors/2d/" +"bone_outline_size]。" + +msgid "The grid color to use in the 2D editor." +msgstr "2D 编辑器使用的栅格颜色。" + +msgid "" +"The guides color to use in the 2D editor. Guides can be created by dragging " +"the mouse cursor from the rulers." +msgstr "2D 编辑器使用的参考线颜色。可以通过从标尺上拖动鼠标光标来创建参考线。" + +msgid "" +"If [code]true[/code], render the grid on an XY plane. This can be useful for " +"3D side-scrolling games." +msgstr "" +"如果为 [code]true[/code],则在 XY 平面上渲染栅格。可用于 3D 横向卷轴游戏。" + +msgid "If [code]true[/code], render the grid on an XZ plane." +msgstr "如果为 [code]true[/code],则在 XZ 平面上渲染栅格。" + +msgid "" +"If [code]true[/code], render the grid on an YZ plane. This can be useful for " +"3D side-scrolling games." +msgstr "" +"如果为 [code]true[/code],则在 YZ 平面上渲染栅格。可用于 3D 横向卷轴游戏。" + +msgid "The 3D editor gizmo color for [Joint3D]s and [PhysicalBone3D]s." +msgstr "[Joint3D] 和 [PhysicalBone3D] 的 3D 编辑器小工具颜色。" + +msgid "" +"The 3D editor gizmo color for [CollisionShape3D]s, [VehicleWheel3D]s, " +"[RayCast3D]s and [SpringArm3D]s." +msgstr "" +"[CollisionShape3D]、[VehicleWheel3D]、[RayCast3D]、[SpringArm3D] 的 3D 编辑器" +"小工具颜色。" + +msgid "" +"The modulate color to use for \"future\" frames displayed in the animation " +"editor's onion skinning feature." +msgstr "“未来”帧的调制颜色,在动画编辑器的洋葱皮功能中显示。" + +msgid "" +"The modulate color to use for \"past\" frames displayed in the animation " +"editor's onion skinning feature." +msgstr "“过去”帧的调制颜色,在动画编辑器的洋葱皮功能中显示。" + +msgid "" +"The program that opens 3D model scene files when clicking \"Open in External " +"Program\" option in Filesystem Dock. If not specified, the file will be " +"opened in the system's default program." +msgstr "" +"点击文件系统面板中的“在外部程序中打开”选项时,用于打开 3D 模型场景文件的程" +"序。如果未指定,则该文件会使用系统默认的程序打开。" + +msgid "" +"The program that opens audio files when clicking \"Open in External " +"Program\" option in Filesystem Dock. If not specified, the file will be " +"opened in the system's default program." +msgstr "" +"点击文件系统面板中的“在外部程序中打开”选项时,用于打开音频文件的程序。如果未" +"指定,则该文件会使用系统默认的程序打开。" + +msgid "" +"The program that opens raster image files when clicking \"Open in External " +"Program\" option in Filesystem Dock. If not specified, the file will be " +"opened in the system's default program." +msgstr "" +"点击文件系统面板中的“在外部程序中打开”选项时,用于打开位图文件的程序。如果未" +"指定,则该文件会使用系统默认的程序打开。" + +msgid "" +"The program that opens vector image files when clicking \"Open in External " +"Program\" option in Filesystem Dock. If not specified, the file will be " +"opened in the system's default program." +msgstr "" +"点击文件系统面板中的“在外部程序中打开”选项时,用于打开矢量图文件的程序。如果" +"未指定,则该文件会使用系统默认的程序打开。" + +msgid "" "The font to use for the script editor. Must be a resource of a [Font] type " "such as a [code].ttf[/code] or [code].otf[/code] font file." msgstr "" @@ -24706,6 +27636,9 @@ msgstr "" "FreeType 的字体抗锯齿模式,用于渲染编辑器字体。大多数字体在禁用抗锯齿的情况下" "并不好看,所以建议保持启用,除非你使用的是像素风字体。" +msgid "The size of the font in the editor interface." +msgstr "编辑器界面中字体的大小。" + msgid "" "If [code]true[/code], editor main menu is using embedded [MenuBar] instead " "of system global menu.\n" @@ -24716,6 +27649,25 @@ msgstr "" "专用于 macOS 平台。" msgid "" +"Controls when the Close (X) button is displayed on scene tabs at the top of " +"the editor." +msgstr "控制关闭(X)按钮何时显示在编辑器顶部的场景选项卡上。" + +msgid "The maximum width of each scene tab at the top editor (in pixels)." +msgstr "顶部编辑器中每个场景选项卡的最大宽度(以像素为单位)。" + +msgid "The border size to use for interface elements (in pixels)." +msgstr "界面元素的边框大小(单位为像素)。" + +msgid "" +"The corner radius to use for interface elements (in pixels). [code]0[/code] " +"is square." +msgstr "界面元素的圆角半径(单位为像素)。[code]0[/code] 则为正方形。" + +msgid "The editor theme preset to use." +msgstr "要使用的编辑器主题预设。" + +msgid "" "The TLS certificate bundle to use for HTTP requests made within the editor " "(e.g. from the AssetLib tab). If left empty, the [url=https://github.com/" "godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]included " @@ -24726,6 +27678,21 @@ msgstr "" "thirdparty/certs/ca-certificates.crt]包含的 Mozilla 证书包[/url]。" msgid "" +"If [code]true[/code], the editor will clear the Output panel when running " +"the project." +msgstr "如果为 [code]true[/code],则编辑器会在运行项目时清空“输出”面板。" + +msgid "" +"If [code]true[/code], the editor will collapse the Output panel when " +"stopping the project." +msgstr "如果为 [code]true[/code],则编辑器会在停止项目时折叠“输出”面板。" + +msgid "" +"If [code]true[/code], the editor will expand the Output panel when running " +"the project." +msgstr "如果为 [code]true[/code],则编辑器会在运行项目时展开“输出”面板。" + +msgid "" "If [code]true[/code], displays line length guidelines to help you keep line " "lengths in check. See also [member text_editor/appearance/guidelines/" "line_length_guideline_soft_column] and [member text_editor/appearance/" @@ -24736,6 +27703,30 @@ msgstr "" "和 [member text_editor/appearance/guidelines/" "line_length_guideline_hard_column]。" +msgid "" +"If [code]true[/code], displays line numbers with zero padding (e.g. " +"[code]007[/code] instead of [code]7[/code])." +msgstr "" +"如果为 [code]true[/code],则显示的行号使用零填充(例如 [code]7[/code] 会变成 " +"[code]007[/code])。" + +msgid "" +"If [code]true[/code], displays icons for bookmarks in a gutter at the left. " +"Bookmarks remain functional when this setting is disabled." +msgstr "" +"如果为 [code]true[/code],则会在左侧显示一个边栏,为书签显示图标。禁用该设置" +"时书签功能仍然可用。" + +msgid "" +"If [code]true[/code], displays a gutter at the left containing icons for " +"methods with signal connections." +msgstr "" +"如果为 [code]true[/code],则会在左侧显示一个边栏,为存在信号连接的方法显示图" +"标。" + +msgid "If [code]true[/code], displays line numbers in a gutter at the left." +msgstr "如果为 [code]true[/code],则会在左侧的边栏中显示行号。" + msgid "The width of the minimap in the script editor (in pixels)." msgstr "脚本编辑器中小地图的宽度(单位为像素)。" @@ -24749,9 +27740,34 @@ msgstr "" "如果为 [code]true[/code],可防止在场景树面板中选择节点时,自动在脚本和 2D/3D " "屏幕之间切换。" +msgid "" +"If [code]true[/code], automatically completes braces when making use of code " +"completion." +msgstr "如果为 [code]true[/code],则在使用代码补全时,自动补全括号。" + +msgid "The font size to use for the editor help (built-in class reference)." +msgstr "编辑器帮助(内置类参考)的字体大小。" + +msgid "" +"The font size to use for code samples in the editor help (built-in class " +"reference)." +msgstr "编辑器帮助(内置类参考)中示例代码的字体大小。" + +msgid "" +"The font size to use for headings in the editor help (built-in class " +"reference)." +msgstr "编辑器帮助(内置类参考)中标题的字体大小。" + msgid "The script editor's bookmark icon color (displayed in the gutter)." msgstr "脚本编辑器的书签图标颜色(在边栏中显示)。" +msgid "" +"The script editor's brace mismatch color. Used when the caret is currently " +"on a mismatched brace, parenthesis or bracket character." +msgstr "" +"脚本编辑器的括号不匹配颜色。当光标位于不匹配的大括号、圆括号或方括号字符上时" +"使用。" + msgid "The script editor's breakpoint icon color (displayed in the gutter)." msgstr "脚本编辑器的断点图标颜色(在边栏中显示)。" @@ -24770,6 +27786,36 @@ msgid "" "gutter)." msgstr "脚本编辑器的代码折叠图标颜色(在边栏中显示)。" +msgid "The script editor's autocompletion box background color." +msgstr "脚本编辑器的自动补全框的背景色。" + +msgid "The script editor's autocompletion box text color." +msgstr "脚本编辑器的自动补全框的文本颜色。" + +msgid "The script editor's autocompletion box scroll bar color." +msgstr "脚本编辑器的自动补全框的滚动条颜色。" + +msgid "" +"The script editor's engine type color ([Vector2], [Vector3], [Color], ...)." +msgstr "脚本编辑器中,引擎类型的颜色([Vector2]、[Vector3]、[Color]……)。" + +msgid "The script editor's color for numbers (integer and floating-point)." +msgstr "脚本编辑器中,数字(整数和浮点)的颜色。" + +msgid "The script editor's background color for search results." +msgstr "脚本编辑器中,搜索结果的背景色。" + +msgid "The script editor's background color for the currently selected text." +msgstr "脚本编辑器中,当前选中文本的背景色。" + +msgid "The script editor's color for strings (single-line and multi-line)." +msgstr "脚本编辑器中,字符串的颜色(单行和多行)。" + +msgid "" +"The script editor's color for operators ([code]( ) [ ] { } + - * /[/" +"code], ...)." +msgstr "脚本编辑器中,运算符的颜色([code]( ) [ ] { } + - * /[/code] 等)。" + msgid "Emitted after any editor setting has changed." msgstr "在编辑器设置改变后触发。" @@ -24796,6 +27842,18 @@ msgid "If [code]true[/code], the slider is hidden." msgstr "如果为 [code]true[/code],则隐藏滑动条。" msgid "" +"Virtual method which can be overridden to return the syntax highlighter name." +msgstr "虚函数,可以在覆盖后返回语法高亮器的名称。" + +msgid "" +"Virtual method which can be overridden to return the supported language " +"names." +msgstr "虚函数,可以在覆盖后返回所支持的语言名称。" + +msgid "Manages undo history of scenes opened in the editor." +msgstr "管理编辑器中打开场景的撤销历史。" + +msgid "" "Register a reference for \"do\" that will be erased if the \"do\" history is " "lost. This is useful mostly for new nodes created for the \"do\" call. Do " "not use for resources." @@ -24812,6 +27870,21 @@ msgstr "" "用删除的节点(而非“undo”调用!)。" msgid "" +"Global history not associated with any scene, but with external resources " +"etc." +msgstr "全局历史,与场景无关,但与外部资源等相关。" + +msgid "" +"History associated with remote inspector. Used when live editing a running " +"project." +msgstr "与远程检查器相关的历史。实时编辑正在运行的项目时使用。" + +msgid "" +"Invalid \"null\" history. It's a special value, not associated with any " +"object." +msgstr "无效历史“null”。这是一个特殊值,不与任何对象相关。" + +msgid "" "Version Control System (VCS) interface, which reads and writes to the local " "VCS in use." msgstr "" @@ -25026,6 +28099,11 @@ msgstr "在未暂存区域遇到了文件。" msgid "Holds a reference to an [Object]'s instance ID." msgstr "保存对 [Object] 实例 ID 的引用。" +msgid "" +"A wrapper class for an [url=http://enet.bespin.org/group__host." +"html]ENetHost[/url]." +msgstr "[url=http://enet.bespin.org/group__host.html]ENetHost[/url] 的包装类。" + msgid "API documentation on the ENet website" msgstr "ENet 网站上的 API 文档" @@ -25035,6 +28113,9 @@ msgstr "调整主机的带宽限制。" msgid "Destroys the host and all resources associated with it." msgstr "销毁主机和与其关联的所有资源。" +msgid "Returns the local port to which this peer is bound." +msgstr "返回该对等体绑定到的本地端口。" + msgid "" "No compression. This uses the most bandwidth, but has the upside of " "requiring the fewest CPU resources. This option may also be used to make " @@ -25051,13 +28132,35 @@ msgstr "" "法。" msgid "" +"[url=https://fastlz.org/]FastLZ[/url] compression. This option uses less CPU " +"resources compared to [constant COMPRESS_ZLIB], at the expense of using more " +"bandwidth." +msgstr "" +"[url=https://fastlz.org/]FastLZ[/url] 压缩。与 [constant COMPRESS_ZLIB] 相" +"比,此选项使用的 CPU 资源更少,代价是使用更多的带宽。" + +msgid "" +"[url=https://www.zlib.net/]Zlib[/url] compression. This option uses less " +"bandwidth compared to [constant COMPRESS_FASTLZ], at the expense of using " +"more CPU resources." +msgstr "" +"[url=https://www.zlib.net/]Zlib[/url] 压缩。与 [constant COMPRESS_FASTLZ] 相" +"比,此选项使用的带宽更少,代价是使用更多的 CPU 资源。" + +msgid "" "[url=https://facebook.github.io/zstd/]Zstandard[/url] compression. Note that " "this algorithm is not very efficient on packets smaller than 4 KB. " "Therefore, it's recommended to use other compression algorithms in most " "cases." msgstr "" -"[url=https://facebook.github.io/zstd/]Zstandard[/url]压缩。请注意,此算法对小" -"于 4 KB 的数据包效率不高。因此,建议在大多数情况下使用其他压缩算法。" +"[url=https://facebook.github.io/zstd/]Zstandard[/url] 压缩。请注意,此算法对" +"小于 4 KB 的数据包效率不高。因此,建议在大多数情况下使用其他压缩算法。" + +msgid "" +"An error occurred during [method service]. You will likely need to [method " +"destroy] the host and recreate it." +msgstr "" +"[method service] 期间发生错误。你可能需要 [method destroy] 主机并重新创建。" msgid "Total data sent." msgstr "发送数据的总数。" @@ -25084,6 +28187,60 @@ msgstr "" "定到所有可用的接口。给定的 IP 地址格式需要是 IPv4 或 IPv6,例如:" "[code]\"192.168.1.1\"[/code]。" +msgid "" +"A wrapper class for an [url=http://enet.bespin.org/group__peer." +"html]ENetPeer[/url]." +msgstr "[url=http://enet.bespin.org/group__peer.html]ENetPeer[/url] 的包装类。" + +msgid "Returns the IP address of this peer." +msgstr "返回该对等体的 IP 地址。" + +msgid "Returns the remote port of this peer." +msgstr "返回该对等体的远程端口。" + +msgid "Returns the current peer state. See [enum PeerState]." +msgstr "返回该对等体的当前状态。见 [enum PeerState]。" + +msgid "The peer is disconnected." +msgstr "该对等体已断开连接。" + +msgid "The peer is currently attempting to connect." +msgstr "该对等体正在尝试连接。" + +msgid "The peer has acknowledged the connection request." +msgstr "该对等体已确认连接请求。" + +msgid "The peer is currently connecting." +msgstr "该对等体正在连接。" + +msgid "" +"The peer has successfully connected, but is not ready to communicate with " +"yet ([constant STATE_CONNECTED])." +msgstr "" +"该对等体已成功连接,但还没有准备好进行通讯([constant STATE_CONNECTED])。" + +msgid "The peer is currently connected and ready to communicate with." +msgstr "该对等体已连接,可以进行通讯。" + +msgid "The peer is currently disconnecting." +msgstr "该对等体正在断开连接。" + +msgid "The peer has acknowledged the disconnection request." +msgstr "该对等体已确认断开请求。" + +msgid "Mark the packet to be sent as reliable." +msgstr "将要发送的数据包标记为可靠。" + +msgid "Mark the packet to be sent unsequenced (unreliable)." +msgstr "将要发送的数据包标记为无序(不可靠)。" + +msgid "" +"Mark the packet to be sent unreliable even if the packet is too big and " +"needs fragmentation (increasing the chance of it being dropped)." +msgstr "" +"将要发送的数据包标记为不可靠,即使数据包太大且需要分片(增加其被丢弃的机" +"会)。" + msgid "Access to engine properties." msgstr "访问引擎属性。" @@ -25151,6 +28308,9 @@ msgid "" "interpolation." msgstr "返回渲染帧时当前物理周期中的分数。可用于实现固定的时间步插值。" +msgid "Returns a list of available global singletons." +msgstr "返回可用全局单例的列表。" + msgid "" "Returns [code]true[/code] if the game is inside the fixed process and " "physics phase of the game loop." @@ -25231,10 +28391,34 @@ msgstr "" "控制游戏中的时钟与现实生活中的时钟的快慢。默认值为 1.0。值为 2.0 意味着游戏的" "移动速度是现实生活的两倍,而值为 0.5 意味着游戏的移动速度是常规速度的一半。" +msgid "Exposes the internal debugger." +msgstr "暴露内部调试器。" + +msgid "Base class for creating custom profilers." +msgstr "用于创建自定义分析器的基类。" + msgid "" "Resource for environment nodes (like [WorldEnvironment]) that define " "multiple rendering options." -msgstr "用于定义多个渲染选项的环境节点(如 [WorldEnvironment])的资源。" +msgstr "定义渲染选项的资源,用于环境节点(例如 [WorldEnvironment])。" + +msgid "" +"Resource for environment nodes (like [WorldEnvironment]) that define " +"multiple environment operations (such as background [Sky] or [Color], " +"ambient light, fog, depth-of-field...). These parameters affect the final " +"render of the scene. The order of these operations is:\n" +"- Depth of Field Blur\n" +"- Glow\n" +"- Tonemap (Auto Exposure)\n" +"- Adjustments" +msgstr "" +"定义环境操作(例如背景 [Sky] 或 [Color]、环境光、雾、景深等)的资源,用于环境" +"节点(例如 [WorldEnvironment])。这些参数会对场景的最终渲染造成影响。操作的顺" +"序为:\n" +"- 景深模糊\n" +"- 辉光\n" +"- 色调映射(自动曝光)\n" +"- 调整" msgid "Environment and post-processing" msgstr "环境和后期处理" @@ -25245,6 +28429,19 @@ msgstr "游戏引擎中的光传递" msgid "3D Material Testers Demo" msgstr "3D 材质测试演示" +msgid "Returns the intensity of the glow level [param idx]." +msgstr "返回辉光级别 [param idx] 的强度。" + +msgid "" +"Sets the intensity of the glow level [param idx]. A value above [code]0.0[/" +"code] enables the level. Each level relies on the previous level. This means " +"that enabling higher glow levels will slow down the glow effect rendering, " +"even if previous levels aren't enabled." +msgstr "" +"设置辉光级别 [param idx] 的强度。大于 [code]0.0[/code] 时启用该级别。每个级别" +"都依赖于前一个级别。这意味着启用较高的辉光等级会减慢辉光效果的渲染速度,即使" +"之前的等级没有启用。" + msgid "" "The global brightness value of the rendered scene. Effective only if " "[code]adjustment_enabled[/code] is [code]true[/code]." @@ -25312,6 +28509,12 @@ msgstr "" "说不是很有用,因为天空会被照亮。设置为 [code]1.0[/code] 时,雾的颜色完全来自 " "[Sky]。设置为 [code]0.0[/code] 时,会禁用空气透视。" +msgid "If [code]true[/code], fog effects are enabled." +msgstr "如果为 [code]true[/code],则启用雾效果。" + +msgid "The height at which the height fog effect begins." +msgstr "高度雾效果开始的高度。" + msgid "The fog's color." msgstr "雾的颜色。" @@ -25342,6 +28545,18 @@ msgstr "" "glow_hdr_threshold] 成员更暗的区域中显示辉光。" msgid "" +"If [code]true[/code], the glow effect is enabled.\n" +"[b]Note:[/b] Glow is only supported in the Forward+ and Mobile rendering " +"methods, not Compatibility. When using the Mobile rendering method, glow " +"will look different due to the lower dynamic range available in the Mobile " +"rendering method." +msgstr "" +"如果为 [code]true[/code],则启用辉光效果。\n" +"[b]注意:[/b]只有 Forward+ 和 Mobile 渲染方法支持辉光,Compatibility 不支持。" +"使用 Mobile 渲染方法时,辉光的外观会有些不同,因为 Mobile 渲染方法可用的动态" +"范围较低。" + +msgid "" "The higher threshold of the HDR glow. Areas brighter than this threshold " "will be clamped for the purposes of the glow effect." msgstr "" @@ -25351,6 +28566,27 @@ msgid "The bleed scale of the HDR glow." msgstr "HDR 辉光的逸出缩放。" msgid "" +"The lower threshold of the HDR glow. When using the Mobile rendering method " +"(which only supports a lower dynamic range up to [code]2.0[/code]), this may " +"need to be below [code]1.0[/code] for glow to be visible. A value of " +"[code]0.9[/code] works well in this case. This value also needs to be " +"decreased below [code]1.0[/code] when using glow in 2D, as 2D rendering is " +"performed in SDR." +msgstr "" +"HDR 辉光的下限阈值。当使用 Mobile 渲染方法时(仅支持较低的动态范围,最大为 " +"[code]2.0[/code]),需要低于 [code]1.0[/code] 才能看到辉光。在这种情况下取 " +"[code]0.9[/code] 可以达到不错的效果。在 2D 中使用辉光时也需要降低到 " +"[code]1.0[/code] 以下,因为 2D 渲染使用 SDR。" + +msgid "" +"The overall brightness multiplier of the glow effect. When using the Mobile " +"rendering method (which only supports a lower dynamic range up to [code]2.0[/" +"code]), this should be increased to [code]1.5[/code] to compensate." +msgstr "" +"辉光效果的整体亮度倍数。使用 Mobile 渲染方法时(仅支持较低的动态范围,最大为 " +"[code]2.0[/code]),应将其增加到 [code]1.5[/code] 进行补偿。" + +msgid "" "The intensity of the 1st level of glow. This is the most \"local\" level " "(least blurry)." msgstr "第 1 级辉光的强度。这是最“局部”的级别(最不模糊)。" @@ -25375,6 +28611,12 @@ msgid "" "(blurriest)." msgstr "第 7 级辉光的强度。这是最“全局”的级别(最模糊)。" +msgid "The [Sky] resource used for this [Environment]." +msgstr "该 [Environment] 所使用的 [Sky] 资源。" + +msgid "The rotation to use for sky rendering." +msgstr "用于天空渲染的旋转。" + 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 " @@ -25494,10 +28736,42 @@ msgstr "如果 [method parse] 失败了,返回错误文本。" msgid "Returns [code]true[/code] if [method execute] has failed." msgstr "如果 [method execute] 失败,返回 [code]true[/code]。" +msgid "Generates noise using the FastNoiseLite library." +msgstr "使用 FastNoiseLite 库生成噪声。" + +msgid "The noise algorithm used. See [enum NoiseType]." +msgstr "所使用的噪声算法。见 [enum NoiseType]。" + +msgid "The random number seed for all noise types." +msgstr "所有噪声类型的随机数种子。" + +msgid "" +"As opposed to [constant TYPE_PERLIN], gradients exist in a simplex lattice " +"rather than a grid lattice, avoiding directional artifacts." +msgstr "" +"与 [constant TYPE_PERLIN] 不同,渐变存在于单纯形点阵中,而不是网格点阵中,从" +"而避免了定向伪影。" + msgid "Type to handle file reading and writing operations." msgstr "用于处理文件读写操作的类型。" msgid "" +"Closes the currently opened file and prevents subsequent read/write " +"operations. Use [method flush] to persist the data to disk without closing " +"the file.\n" +"[b]Note:[/b] [FileAccess] will automatically close when it's freed, which " +"happens when it goes out of scope or when it gets assigned with [code]null[/" +"code]. In C# the reference must be disposed after we are done using it, this " +"can be done with the [code]using[/code] statement or calling the " +"[code]Dispose[/code] method directly." +msgstr "" +"关闭当前打开的文件,阻止后续的读写操作。如果要将数据持久化到磁盘而不关闭文" +"件,请使用 [method flush]。\n" +"[b]注意:[/b][FileAccess] 被释放时会自动关闭,释放发生在离开作用域或被赋值为 " +"[code]null[/code] 时。在 C# 中,使用完后必须弃置该引用,可以使用 " +"[code]using[/code] 语句或直接调用 [code]Dispose[/code] 方法。" + +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 "" @@ -25658,6 +28932,18 @@ msgstr "使用 [url=https://www.gzip.org/]gzip[/url] 压缩方法。" msgid "Dialog for selecting files or directories in the filesystem." msgstr "用于选择文件系统中的文件或目录的对话框。" +msgid "" +"FileDialog is a preset dialog used to choose files and directories in the " +"filesystem. It supports filter masks. The FileDialog automatically sets its " +"window title according to the [member file_mode]. If you want to use a " +"custom title, disable this by setting [member mode_overrides_title] to " +"[code]false[/code]." +msgstr "" +"FileDialog 是用来选择文件系统中文件和目录的预设对话框。支持过滤器掩码。" +"FileDialog 会根据 [member file_mode] 自动设置窗口的标题。如果你想使用自定义标" +"题,请将 [member mode_overrides_title] 设置为 [code]false[/code],禁用此功" +"能。" + msgid "Clear all the added filters in the dialog." msgstr "清除对话框中所有添加的过滤器。" @@ -25665,16 +28951,6 @@ msgid "Clear all currently selected items in the dialog." msgstr "清除对话框中所有当前选定的项目。" 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 "" -"返回所选文件的 LineEdit。\n" -"[b]警告:[/b]这是一个必需的内部节点,删除和释放它可能会导致崩溃。如果您希望隐" -"藏它或其任何子项,请使用它们的 [member CanvasItem.visible] 属性。" - -msgid "" "Returns the vertical box container of the dialog, custom controls can be " "added to it.\n" "[b]Warning:[/b] This is a required internal node, removing and freeing it " @@ -26049,15 +29325,122 @@ msgstr "子节点的水平分隔量。" msgid "The vertical separation of children nodes." msgstr "子节点的垂直分隔量。" +msgid "Base class for fonts and font variations." +msgstr "字体和字体变体的基类。" + +msgid "" +"Font is the abstract base class for font, so it shouldn't be used directly. " +"Other types of fonts inherit from it." +msgstr "Font 是字体的抽象基类,因此不应该直接使用。其他类型的字体继承自它。" + +msgid "" +"Draw a single Unicode character [param char] into a canvas item using the " +"font, at a given position, with [param modulate] color. [param pos] " +"specifies the baseline, not the top. To draw from the top, [i]ascent[/i] " +"must be added to the Y axis.\n" +"[b]Note:[/b] Do not use this function to draw strings character by " +"character, use [method draw_string] or [TextLine] instead." +msgstr "" +"使用该字体在画布项目中绘制单个 Unicode 字符 [param char],使用给定的位置,颜" +"色为 [param modulate]。[param pos] 指定的是基线位置而不是顶部。如果要按顶部位" +"置绘制,则必须在 Y 轴中加入[i]升部[/i]。\n" +"[b]注意:[/b]请勿使用这个方法进行逐字符的绘制,请改用 [method draw_string] " +"或 [TextLine]。" + +msgid "" +"Draw a single Unicode character [param char] outline into a canvas item " +"using the font, at a given position, with [param modulate] color and [param " +"size] outline size. [param pos] specifies the baseline, not the top. To draw " +"from the top, [i]ascent[/i] must be added to the Y axis.\n" +"[b]Note:[/b] Do not use this function to draw strings character by " +"character, use [method draw_string] or [TextLine] instead." +msgstr "" +"使用该字体在画布项目中绘制单个 Unicode 字符 [param char] 的轮廓,使用给定的位" +"置,颜色为 [param modulate]。[param pos] 指定的是基线位置而不是顶部。如果要按" +"顶部位置绘制,则必须在 Y 轴中加入[i]升部[/i]。\n" +"[b]注意:[/b]请勿使用这个方法进行逐字符的绘制,请改用 [method draw_string] " +"或 [TextLine]。" + +msgid "Returns array of fallback [Font]s." +msgstr "返回回退 [Font] 数组。" + +msgid "Returns font family name." +msgstr "返回字体家族名称。" + +msgid "Returns font style flags, see [enum TextServer.FontStyle]." +msgstr "返回字体样式标志,见 [enum TextServer.FontStyle]。" + +msgid "Returns font style name." +msgstr "返回字体样式名称。" + +msgid "Returns list of OpenType features supported by font." +msgstr "返回字体支持的 OpenType 特性列表。" + +msgid "" +"Returns [code]true[/code] if a Unicode [param char] is available in the font." +msgstr "如果该字体中包含 Unicode 字符 [param char],则返回 [code]true[/code]。" + +msgid "" +"Returns [code]true[/code], if font supports given language ([url=https://en." +"wikipedia.org/wiki/ISO_639-1]ISO 639[/url] code)." +msgstr "" +"如果该字体支持给定的语言([url=https://zh.wikipedia.org/wiki/ISO_639-1]ISO " +"639[/url] 代码),则返回 [code]true[/code]。" + +msgid "" +"Returns [code]true[/code], if font supports given script ([url=https://en." +"wikipedia.org/wiki/ISO_15924]ISO 15924[/url] code)." +msgstr "" +"如果该字体支持给定的文字([url=https://zh.wikipedia.org/wiki/ISO_15924]ISO " +"15924[/url] 代码),则返回 [code]true[/code]。" + +msgid "Sets LRU cache capacity for [code]draw_*[/code] methods." +msgstr "为 [code]draw_*[/code] 方法设置 LRU 缓存容量。" + +msgid "Sets array of fallback [Font]s." +msgstr "设置回退 [Font] 数组。" + +msgid "" +"Font source data and prerendered glyph cache, imported from dynamic or " +"bitmap font." +msgstr "字体源数据和预渲染字形的缓存,从动态字体或位图字体导入。" + +msgid "Removes all font cache entries." +msgstr "移除所有字体缓存条目。" + msgid "Returns the font ascent (number of pixels above the baseline)." msgstr "返回字体的上升幅度(超出基线的像素数)。" +msgid "Returns number of the font cache entries." +msgstr "返回字体缓存条目的数量。" + msgid "Returns the font descent (number of pixels below the baseline)." msgstr "返回字体的减少量(低于基线的像素数)。" msgid "Returns glyph size." msgstr "返回字形大小。" +msgid "Returns list of language support overrides." +msgstr "返回语言支持覆盖的列表。" + +msgid "Returns list of script support overrides." +msgstr "返回文字支持覆盖的列表。" + +msgid "Removes specified font cache entry." +msgstr "删除指定的字体缓存条目。" + +msgid "Remove language support override." +msgstr "移除语言支持覆盖。" + +msgid "Removes script support override." +msgstr "移除文字支持覆盖。" + +msgid "Sets the font ascent (number of pixels above the baseline)." +msgstr "设置字体的升部(基线上方的像素数)。" + +msgid "Sets the font descent (number of pixels below the baseline)." +msgstr "设置字体的降部(基线下方的像素数)。" + msgid "Sets glyph offset from the baseline." msgstr "设置字形相对于基线的偏移量。" @@ -26070,12 +29453,45 @@ msgstr "设置包含该字形的缓存纹理的索引。" msgid "Sets rectangle in the cache texture containing the glyph." msgstr "设置包含该字形的缓存纹理中,该字形的矩形区域。" +msgid "Sets font cache texture image." +msgstr "设置字体缓存纹理图像。" + +msgid "Font anti-aliasing mode." +msgstr "字体抗锯齿模式。" + +msgid "Contents of the dynamic font source file." +msgstr "动态字体源文件的内容。" + +msgid "Array of fallback [Font]s." +msgstr "回退 [Font] 数组。" + +msgid "Font size, used only for the bitmap fonts." +msgstr "字体大小,仅用于位图字体。" + +msgid "Font family name." +msgstr "字体家族名称。" + +msgid "Font style flags, see [enum TextServer.FontStyle]." +msgstr "字体样式标志,见 [enum TextServer.FontStyle]。" + +msgid "Font hinting mode. Used by dynamic fonts only." +msgstr "字体微调模式。仅由动态字体使用。" + msgid "Font OpenType feature set override." msgstr "字体 OpenType 特性集覆盖。" +msgid "Font style name." +msgstr "字体样式名称。" + +msgid "Variation of the [Font]." +msgstr "[Font] 的变体。" + msgid "Extra spacing at the bottom of the line in pixels." msgstr "行底部的额外间距,单位为像素。" +msgid "Extra spacing between graphical glyphs." +msgstr "图形字形之间的额外间距。" + msgid "Extra width of the space glyphs." msgstr "空格字形的额外宽度。" @@ -26518,6 +29934,24 @@ msgid "" msgstr "选择的阴影投射标志。可能的取值见 [enum ShadowCastingSetting]。" msgid "" +"If [code]true[/code], disables occlusion culling for this instance. Useful " +"for gizmos that must be rendered even when occlusion culling is in use." +msgstr "" +"如果为 [code]true[/code],则禁用该实例的遮挡剔除。对于即使在使用遮挡剔除时也" +"必须渲染的小工具很有用。" + +msgid "" +"Changes how quickly the mesh transitions to a lower level of detail. A value " +"of 0 will force the mesh to its lowest level of detail, a value of 1 will " +"use the default settings, and larger values will keep the mesh in a higher " +"level of detail at farther distances.\n" +"Useful for testing level of detail transitions in the editor." +msgstr "" +"改变网格过渡到较低细节层次的速度。值为 0 将强制网格达到最低细节层次,值为 1 " +"将使用默认设置,更大的值将使网格在更远的距离处保持更高的细节层次。\n" +"对于测试编辑器中的细节层次的过渡很有用。" + +msgid "" "The material overlay for the whole geometry.\n" "If a material is assigned to this property, it will be rendered on top of " "any other active material for all the surfaces." @@ -26582,6 +30016,9 @@ msgstr "" msgid "GLTF node class." msgstr "GLTF 节点类。" +msgid "The diffuse texture." +msgstr "漫反射纹理。" + msgid "Represents a GLTF texture sampler" msgstr "代表 GLTF 纹理采样器" @@ -26997,14 +30434,58 @@ msgstr "绘制在栅格下方的背景。" msgid "Disables all input and output slots of the GraphNode." msgstr "禁用 GraphNode 的所有输入和输出槽。" +msgid "Returns the [Color] of the input connection [param port]." +msgstr "返回输入连接端口 [param port] 的 [Color]。" + msgid "" "Returns the number of enabled input slots (connections) to the GraphNode." msgstr "返回 GraphNode 的启用输入槽(连接)的数量。" +msgid "Returns the height of the input connection [param port]." +msgstr "返回输入连接端口 [param port] 的高度。" + +msgid "Returns the position of the input connection [param port]." +msgstr "返回输入连接端口 [param port] 的位置。" + +msgid "" +"Returns the corresponding slot index of the input connection [param port]." +msgstr "返回输入连接端口 [param port] 对应的插槽索引。" + +msgid "Returns the type of the input connection [param port]." +msgstr "返回输入连接端口 [param port] 的类型。" + +msgid "Returns the [Color] of the output connection [param port]." +msgstr "返回输出连接端口 [param port] 的 [Color]。" + msgid "" "Returns the number of enabled output slots (connections) of the GraphNode." msgstr "返回 GraphNode 的启用输出槽(连接)的数量。" +msgid "Returns the height of the output connection [param port]." +msgstr "返回输出连接端口 [param port] 的高度。" + +msgid "Returns the position of the output connection [param port]." +msgstr "返回输出连接端口 [param port] 的位置。" + +msgid "" +"Returns the corresponding slot index of the output connection [param port]." +msgstr "返回输出连接端口 [param port] 对应的插槽索引。" + +msgid "Returns the type of the output connection [param port]." +msgstr "返回输出连接端口 [param port] 的类型。" + +msgid "Returns the left (input) [Color] of the slot [param slot_index]." +msgstr "返回索引为 [param slot_index] 的插槽的左侧(输入)[Color]。" + +msgid "Returns the right (output) [Color] of the slot [param slot_index]." +msgstr "返回索引为 [param slot_index] 的插槽的右侧(输出)[Color]。" + +msgid "Returns the left (input) type of the slot [param slot_index]." +msgstr "返回索引为 [param slot_index] 的插槽的左侧(输入)类型。" + +msgid "Returns the right (output) type of the slot [param slot_index]." +msgstr "返回索引为 [param slot_index] 的插槽的右侧(输出)类型。" + msgid "If [code]true[/code], the GraphNode is a comment node." msgstr "如果为 [code]true[/code],则该 GraphNode 是注释节点。" @@ -27273,6 +30754,9 @@ msgstr "在多次迭代中计算加密哈希的上下文。" msgid "Closes the current context, and return the computed hash." msgstr "关闭当前上下文,并返回计算出的哈希值。" +msgid "Updates the computation with the given [param chunk] of data." +msgstr "使用给定的数据块 [param chunk] 更新计算。" + msgid "Hashing algorithm: MD5." msgstr "哈希算法:MD5。" @@ -27549,6 +31033,9 @@ msgstr "" "[b]注意:[/b][signal Range.changed] 和 [signal Range.value_changed] 信号是 " "[Range] 类的一部分,该类继承自它。" +msgid "Vertical offset of the grabber." +msgstr "抓取器的垂直偏移。" + msgid "The texture for the grabber (the draggable element)." msgstr "用作拖动条的纹理(可拖动的元素)。" @@ -27567,6 +31054,11 @@ msgid "The background of the area to the left of the grabber." msgstr "抓取器左侧区域的背景。" msgid "" +"The background of the area to the left of the grabber that displays when " +"it's being hovered or focused." +msgstr "抓取器左边区域的背景,当它被悬停或聚焦时显示。" + +msgid "" "The background for the whole slider. Determines the height of the " "[code]grabber_area[/code]." msgstr "整个滑动条的背景。受 [code]grabber_area[/code] 高度的影响。" @@ -27665,6 +31157,20 @@ msgid "Reads one chunk from the response." msgstr "从响应中读取一块数据。" msgid "" +"Sets the proxy server for HTTP requests.\n" +"The proxy server is unset if [param host] is empty or [param port] is -1." +msgstr "" +"设置 HTTP 请求使用的代理服务器。\n" +"如果 [param host] 为空或者 [param port] 为 -1,则会取消设置代理服务器。" + +msgid "" +"Sets the proxy server for HTTPS requests.\n" +"The proxy server is unset if [param host] is empty or [param port] is -1." +msgstr "" +"设置 HTTPS 请求使用的代理服务器。\n" +"如果 [param host] 为空或者 [param port] 为 -1,则会取消设置代理服务器。" + +msgid "" "If [code]true[/code], execution will block until all data is read from the " "response." msgstr "为 [code]true[/code] 时,执行会阻塞至从响应中读取所有数据为止。" @@ -28312,6 +31818,9 @@ 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]。" +msgid "Returns the number of bytes this HTTPRequest downloaded." +msgstr "返回该 HTTPRequest 已下载的字节数。" + msgid "" "Returns the current status of the underlying [HTTPClient]. See [enum " "HTTPClient.Status]." @@ -28339,6 +31848,12 @@ msgstr "" "主机。" msgid "" +"Sets the [TLSOptions] to be used when connecting to an HTTPS server. See " +"[method TLSOptions.client]." +msgstr "" +"设置连接到 HTTPS 服务器时使用的 [TLSOptions]。见 [method TLSOptions.client]。" + +msgid "" "The size of the buffer used and maximum bytes to read per iteration. See " "[member HTTPClient.read_chunk_size].\n" "Set this to a lower value (e.g. 4096 for 4 KiB) when downloading small files " @@ -28349,6 +31864,9 @@ msgstr "" "下载小文件时将其设置为较低的值,以降低内存使用量,但会降低下载速度,例如 " "4096 表示 4 KiB。" +msgid "The file to download into. Will output any received file into it." +msgstr "要下载到的文件。将任何接收到的文件输出到其中。" + msgid "Maximum number of allowed redirects." msgstr "允许的最大重定向数。" @@ -28426,6 +31944,9 @@ msgstr "删除图像的多级渐远纹理。" msgid "Converts the image's format. See [enum Format] constants." msgstr "转换图像的格式。请参阅 [enum Format] 常量。" +msgid "Copies [param src] image to this image." +msgstr "将源图像 [param src] 复制到本图像。" + msgid "" "Returns [constant ALPHA_BLEND] if the image has data for alpha values. " "Returns [constant ALPHA_BIT] if all the alpha values are stored in a single " @@ -28892,6 +32413,9 @@ msgstr "使用 ETC 压缩。" msgid "Use ETC2 compression." msgstr "使用 ETC2 压缩。" +msgid "Use BPTC compression." +msgstr "使用 BPTC 压缩。" + msgid "" "Source texture (before compression) is a regular texture. Default for all " "textures." @@ -29556,6 +33080,9 @@ msgstr "包含屏幕拖动信息。见 [method Node._input]。" msgid "The drag event index in the case of a multi-drag event." msgstr "多次拖动事件中的拖动事件索引。" +msgid "Returns [code]true[/code] when using the eraser end of a stylus pen." +msgstr "正在使用手写笔的橡皮端时,会返回 [code]true[/code]。" + msgid "The drag position." msgstr "拖拽的位置。" @@ -29695,6 +33222,15 @@ msgstr "如果该动作有给定的 [InputEvent] 与之相关,则返回 [code] msgid "Sets a deadzone value for the action." msgstr "为该动作设置死区值。" +msgid "" +"Adds an empty action to the [InputMap] with a configurable [param " +"deadzone].\n" +"An [InputEvent] can then be added to this action with [method " +"action_add_event]." +msgstr "" +"在 [InputMap] 上添加空的动作,死区可使用 [param deadzone] 配置。\n" +"然后可以用 [method action_add_event] 给这个动作添加 [InputEvent]。" + msgid "Removes an action from the [InputMap]." msgstr "从 [InputMap] 中删除一个动作。" @@ -30314,6 +33850,19 @@ msgid "" msgstr "将索引 [param idx] 指定的项目的前景色设置为指定的 [Color]。" 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 [kbd]Enter[/kbd])." +msgstr "" +"禁用(或启用)指定索引处的项目。\n" +"禁用的项目不能被选中,也不会触发(双击或按 [kbd]Enter[/kbd] 时的)激活信号。" + +msgid "" +"Sets (or replaces) the icon's [Texture2D] associated with the specified " +"index." +msgstr "设置(或替换)与指定索引关联的图标 [Texture2D]。" + +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]。" @@ -30434,6 +33983,32 @@ msgid "" msgstr "允许单选或多选。参阅[enum SelectMode]常量。" msgid "" +"Sets the clipping behavior when the text exceeds an item's bounding " +"rectangle. See [enum TextServer.OverrunBehavior] for a description of all " +"modes." +msgstr "" +"设置文本超出项目的边界矩形时的裁剪行为。所有模式的说明见 [enum TextServer." +"OverrunBehavior]。" + +msgid "" +"Triggered when any mouse click is issued within the rect of the list but on " +"empty space." +msgstr "在列表矩形内的非空白区域点击鼠标时触发。" + +msgid "" +"Triggered when specified list item is activated via double-clicking or by " +"pressing [kbd]Enter[/kbd]." +msgstr "通过双击或按[kbd]回车[/kbd]键激活指定的列表项时触发。" + +msgid "" +"Triggered when specified list item has been clicked with any mouse button.\n" +"The click position is also provided to allow appropriate popup of context " +"menus at the correct location." +msgstr "" +"鼠标按键单击指定的列表项时触发。\n" +"还提供了单击的位置,这样就能够在正确位置弹出相应的上下文菜单。" + +msgid "" "Triggered when specified item has been selected.\n" "[member allow_reselect] must be enabled to reselect an item." msgstr "" @@ -30454,6 +34029,11 @@ msgstr "图标绘制在文本的左侧。" msgid "Only allow selecting a single item." msgstr "仅允许选择单个项目。" +msgid "" +"Allows selecting multiple items by holding [kbd]Ctrl[/kbd] or [kbd]Shift[/" +"kbd]." +msgstr "允许通过按住 [kbd]Ctrl[/kbd] 或 [kbd]Shift[/kbd] 来选择多个项目。" + msgid "Default text [Color] of the item." msgstr "项目的默认文本颜色 [Color]。" @@ -30507,6 +34087,11 @@ msgid "" "[StyleBox] for the selected items, used when the [ItemList] is being focused." msgstr "所选项的样式盒 [StyleBox],当该 [ItemList] 获得焦点时使用。" +msgid "" +"Singleton that connects the engine with the browser's JavaScript context in " +"Web export." +msgstr "单例,在 Web 导出中将引擎与浏览器的 JavaScript 上下文连接。" + msgid "Exporting for the Web: Calling JavaScript from script" msgstr "为 Web 导出:从脚本调用 JavaScript" @@ -30738,6 +34323,16 @@ msgstr "[method PhysicsBody2D.move_and_collide] 碰撞的碰撞数据。" msgid "Returns the colliding body's attached [Object]." msgstr "返回该碰撞物体所附加的 [Object]。" +msgid "" +"Returns the unique instance ID of the colliding body's attached [Object]. " +"See [method Object.get_instance_id]." +msgstr "" +"返回该碰撞物体附加的 [Object] 的唯一实例 ID。见 [method Object." +"get_instance_id]。" + +msgid "Returns the colliding body's [RID] used by the [PhysicsServer2D]." +msgstr "返回 [PhysicsServer2D] 使用的碰撞物体的 [RID]。" + msgid "Returns the colliding body's shape." msgstr "返回该碰撞物体的形状。" @@ -30747,9 +34342,28 @@ msgstr "返回该碰撞物体形状的索引。见 [CollisionObject2D]。" msgid "Returns the colliding body's velocity." msgstr "返回该碰撞物体的速度。" +msgid "" +"Returns the colliding body's length of overlap along the collision normal." +msgstr "返回该碰撞物体沿碰撞法线覆盖的长度。" + +msgid "Returns the moving object's colliding shape." +msgstr "返回移动对象的碰撞形状。" + +msgid "Returns the colliding body's shape's normal at the point of collision." +msgstr "返回该碰撞物体的形状在碰撞点的法线。" + msgid "Returns the point of collision in global coordinates." msgstr "返回碰撞点,使用全局坐标。" +msgid "Returns the moving object's remaining movement vector." +msgstr "返回移动对象的剩余移动向量。" + +msgid "Returns the moving object's travel before collision." +msgstr "返回移动对象的在碰撞前的运动。" + +msgid "Returns the number of detected collisions." +msgstr "返回检测到的碰撞次数。" + msgid "" "Displays plain text in a line or wrapped inside a rectangle. For formatted " "text, use [RichTextLabel]." @@ -30771,6 +34385,16 @@ msgid "" msgstr "返回显示的行数。如果 [Label] 的高度目前无法显示所有的行数,将会有用。" msgid "" +"If set to something other than [constant TextServer.AUTOWRAP_OFF], the text " +"gets wrapped inside the node's bounding rectangle. If you resize the node, " +"it will change its height automatically to show all the text. To see how " +"each mode behaves, see [enum TextServer.AutowrapMode]." +msgstr "" +"如果设置为 [constant TextServer.AUTOWRAP_OFF] 以外的值,则文本将在节点的边界" +"矩形内自动换行。如果你调整节点大小,就会自动更改其高度,从而显示所有文本。要" +"了解每种模式的行为方式,请参阅 [enum TextServer.AutowrapMode]。" + +msgid "" "If [code]true[/code], the Label only shows the text that fits inside its " "bounding rectangle and will clip text horizontally." msgstr "" @@ -30778,6 +34402,12 @@ msgstr "" "剪文本。" msgid "" +"A [LabelSettings] resource that can be shared between multiple [Label] " +"nodes. Takes priority over theme properties." +msgstr "" +"[LabelSettings] 资源,可以在多个 [Label] 节点之间共享。优先于主题属性。" + +msgid "" "The node ignores the first [code]lines_skipped[/code] lines before it starts " "to display text." msgstr "该节点在开始显示文本之前会忽略前 [code]lines_skipped[/code] 行。" @@ -30864,6 +34494,11 @@ msgid "Threshold at which the alpha scissor will discard values." msgstr "Alpha 裁剪丢弃数值的阈值。" msgid "" +"The billboard mode to use for the label. See [enum BaseMaterial3D." +"BillboardMode] for possible values." +msgstr "该标签的公告板模式。可能的值见 [enum BaseMaterial3D.BillboardMode]。" + +msgid "" "If [code]true[/code], text can be seen from the back as well, if " "[code]false[/code], it is invisible when looking at it from behind." msgstr "" @@ -30922,6 +34557,17 @@ msgstr "" "[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序" "方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。" +msgid "" +"If [code]true[/code], the [Light3D] in the [Environment] has effects on the " +"label." +msgstr "" +"如果为 [code]true[/code],则 [Environment] 中的 [Light3D] 会影响该标签。" + +msgid "" +"Filter flags for the texture. See [enum BaseMaterial3D.TextureFilter] for " +"options." +msgstr "纹理的过滤标志。选项见 [enum BaseMaterial3D.TextureFilter]。" + msgid "Text width (in pixels), used for autowrap and fill alignment." msgstr "文本宽度(单位为像素),用于自动换行和填充对齐。" @@ -30965,6 +34611,16 @@ msgstr "" msgid "Collection of common settings to customize label text." msgstr "用于自定义标签文本的常见设置合集。" +msgid "" +"[LabelSettings] is a resource that can be assigned to a [Label] node to " +"customize it. It will take priority over the properties defined in theme. " +"The resource can be shared between multiple labels and swapped on the fly, " +"so it's convenient and flexible way to setup text style." +msgstr "" +"[LabelSettings] 资源可以分配给 [Label] 节点,对该节点进行自定义。优先于主题中" +"定义的属性。该资源可以在多个标签之间共享,可以随时替换,因此可以方便、灵活地" +"设置文本样式。" + msgid "[Font] used for the text." msgstr "文本使用的字体。" @@ -31002,6 +34658,20 @@ msgstr "" "在 2D 环境中投射光线。光线由颜色、能量值、模式(见常量)以及其他各种参数(与" "范围和阴影有关)来定义。" +msgid "" +"Returns the light's height, which is used in 2D normal mapping. See [member " +"PointLight2D.height] and [member DirectionalLight2D.height]." +msgstr "" +"返回该灯光的高度,用于 2D 法线映射。见 [member PointLight2D.height] 和 " +"[member DirectionalLight2D.height]。" + +msgid "" +"Sets the light's height, which is used in 2D normal mapping. See [member " +"PointLight2D.height] and [member DirectionalLight2D.height]." +msgstr "" +"设置该灯光的高度,用于 2D 法线映射。见 [member PointLight2D.height] 和 " +"[member DirectionalLight2D.height]。" + msgid "The Light2D's blend mode. See [enum BlendMode] constants for values." msgstr "该 Light2D 的混合模式。取值见 [enum BlendMode] 常量。" @@ -31018,6 +34688,19 @@ msgid "" "The Light2D's energy value. The larger the value, the stronger the light." msgstr "Light2D 的能量值。该值越大,光线就越强。" +msgid "" +"The layer mask. Only objects with a matching [member CanvasItem.light_mask] " +"will be affected by the Light2D. See also [member shadow_item_cull_mask], " +"which affects which objects can cast shadows.\n" +"[b]Note:[/b] [member range_item_cull_mask] is ignored by " +"[DirectionalLight2D], which will always light a 2D node regardless of the 2D " +"node's [member CanvasItem.light_mask]." +msgstr "" +"层遮罩。[member CanvasItem.light_mask] 与之匹配的对象才会被该 Light2D 影响。" +"另见 [member shadow_item_cull_mask],影响的是哪些对象能够投射阴影。\n" +"[b]注意:[/b][DirectionalLight2D] 会忽略 [member range_item_cull_mask],始终" +"对 2D 节点进行照明,无论其 [member CanvasItem.light_mask] 的取值。" + msgid "Maximum layer value of objects that are affected by the Light2D." msgstr "受 Light2D 影响的对象的最大层数值。" @@ -31056,6 +34739,14 @@ msgstr "" "shadow_filter]。" msgid "" +"Percentage closer filtering (13 samples) applies to the shadow map. This is " +"the slowest shadow filtering mode, and should be used sparingly. See [member " +"shadow_filter]." +msgstr "" +"对阴影贴图使用百分比接近过滤(13 个样本)。最慢的阴影过滤模式,应谨慎使用。" +"见 [member shadow_filter]。" + +msgid "" "Adds the value of pixels corresponding to the Light2D to the values of " "pixels under it. This is the common behavior of a light." msgstr "将 Light2D 对应的像素值与其下方的像素值相加。这是灯的常见行为。" @@ -31097,6 +34788,16 @@ msgid "" msgstr "如果为 [code]true[/code],灯光只在编辑器中出现,在运行时将不可见。" msgid "" +"The light's bake mode. This will affect the global illumination techniques " +"that have an effect on the light's rendering. See [enum BakeMode].\n" +"[b]Note:[/b] Meshes' global illumination mode will also affect the global " +"illumination rendering. See [member GeometryInstance3D.gi_mode]." +msgstr "" +"灯光的烘焙模式。会影响对灯光渲染有影响的全局照明技术。见 [enum BakeMode]。\n" +"[b]注意:[/b]网格的全局照明模式也会影响全局照明渲染。见 [member " +"GeometryInstance3D.gi_mode]。" + +msgid "" "The light's color. An [i]overbright[/i] color can be used to achieve a " "result equivalent to increasing the light's [member light_energy]." msgstr "" @@ -31224,6 +34925,9 @@ msgstr "" "量。只在 [member ProjectSettings.rendering/lights_and_shadows/" "use_physical_light_units] 为 [code]true[/code] 时使用。" +msgid "Computes and stores baked lightmaps for fast global illumination." +msgstr "计算并存储烘焙光照贴图,以实现快速全局照明。" + msgid "" "The color to use for environment lighting. Only effective if [member " "environment_mode] is [constant ENVIRONMENT_MODE_CUSTOM_COLOR]." @@ -31252,6 +34956,39 @@ msgid "" "If [code]true[/code], ignore environment lighting when baking lightmaps." msgstr "如果为 [code]true[/code],则会在烘焙光照贴图时忽略环境光照。" +msgid "" +"Low bake quality (fastest bake times). The quality of this preset can be " +"adjusted by changing [member ProjectSettings.rendering/lightmapping/" +"bake_quality/low_quality_ray_count] and [member ProjectSettings.rendering/" +"lightmapping/bake_quality/low_quality_probe_ray_count]." +msgstr "" +"较低的烘焙质量(最快的烘焙时间)。可以通过更改 [member ProjectSettings." +"rendering/lightmapping/bake_quality/low_quality_ray_count] 和 [member " +"ProjectSettings.rendering/lightmapping/bake_quality/" +"low_quality_probe_ray_count] 来调整此预设的质量。" + +msgid "" +"Medium bake quality (fast bake times). The quality of this preset can be " +"adjusted by changing [member ProjectSettings.rendering/lightmapping/" +"bake_quality/medium_quality_ray_count] and [member ProjectSettings.rendering/" +"lightmapping/bake_quality/medium_quality_probe_ray_count]." +msgstr "" +"中等的烘焙质量(较快的烘焙时间)。可以通过更改 [member ProjectSettings." +"rendering/lightmapping/bake_quality/medium_quality_ray_count] 和 [member " +"ProjectSettings.rendering/lightmapping/bake_quality/" +"medium_quality_probe_ray_count] 来调整此预设的质量。" + +msgid "" +"High bake quality (slow bake times). The quality of this preset can be " +"adjusted by changing [member ProjectSettings.rendering/lightmapping/" +"bake_quality/high_quality_ray_count] and [member ProjectSettings.rendering/" +"lightmapping/bake_quality/high_quality_probe_ray_count]." +msgstr "" +"较高的烘焙质量(较慢的烘焙时间)。可以通过更改 [member ProjectSettings." +"rendering/lightmapping/bake_quality/high_quality_ray_count] 和 [member " +"ProjectSettings.rendering/lightmapping/bake_quality/" +"high_quality_probe_ray_count] 来调整此预设的质量。" + msgid "Lowest level of subdivision (fastest bake times, smallest file sizes)." msgstr "最低级别的细分(烘焙时间最快,文件大小最小)。" @@ -31310,6 +35047,71 @@ msgstr "" "烘焙光照贴图时,使用 [member environment_custom_color] 和 [member " "environment_custom_energy] 相乘的结果作为环境光照的恒定来源。" +msgid "" +"If [code]true[/code], lightmaps were baked with directional information. See " +"also [member LightmapGI.directional]." +msgstr "" +"如果为 [code]true[/code],则光照贴图使用定向信息烘焙。另请参阅 [member " +"LightmapGI.directional]。" + +msgid "" +"If [param uses_spherical_harmonics] is [code]true[/code], tells the engine " +"to treat the lightmap data as if it was baked with directional information.\n" +"[b]Note:[/b] Changing this value on already baked lightmaps will not cause " +"them to be baked again. This means the material appearance will look " +"incorrect until lightmaps are baked again, in which case the value set here " +"is discarded as the entire [LightmapGIData] resource is replaced by the " +"lightmapper." +msgstr "" +"如果 [param uses_spherical_harmonics] 为 [code]true[/code],则告诉引擎将光照" +"贴图数据视为使用了定向信息烘焙的。\n" +"[b]注意:[/b] 在已烘焙的光照贴图上更改此值不会导致再次烘焙它们。这意味着在再" +"次烘焙光照贴图之前,材质外观将看起来不正确,在这种情况下,此处设置的值将被丢" +"弃,因为整个 [LightmapGIData] 资源被光照贴图器替换。" + +msgid "The lightmap atlas texture generated by the lightmapper." +msgstr "由光照贴图器生成的光照贴图图集纹理。" + +msgid "Abstract class extended by lightmappers, for use in [LightmapGI]." +msgstr "由光照贴图器扩展的抽象类,用于 [LightmapGI]。" + +msgid "" +"This class should be extended by custom lightmapper classes. Lightmappers " +"can then be used with [LightmapGI] to provide fast baked global illumination " +"in 3D.\n" +"Godot contains a built-in GPU-based lightmapper [LightmapperRD] that uses " +"compute shaders, but custom lightmappers can be implemented by C++ modules." +msgstr "" +"此类应由自定义光照贴图器类扩展。然后可以将光照贴图器与 [LightmapGI] 一起使" +"用,以提供快速烘焙的 3D 全局光照。\n" +"Godot 包含一个基于 GPU 的内置光照贴图器 [LightmapperRD],它使用计算着色器,但" +"自定义光照贴图器可以由 C++ 模块实现。" + +msgid "The built-in GPU-based lightmapper for use with [LightmapGI]." +msgstr "内置的基于 GPU 的光照贴图器,与 [LightmapGI] 一起使用。" + +msgid "" +"Represents a single manually placed probe for dynamic object lighting with " +"[LightmapGI]." +msgstr "表示使用 [LightmapGI] 进行动态物体照明的单个手动放置的探针。" + +msgid "" +"[LightmapProbe] represents the position of a single manually placed probe " +"for dynamic object lighting with [LightmapGI].\n" +"Typically, [LightmapGI] probes are placed automatically by setting [member " +"LightmapGI.generate_probes_subdiv] to a value other than [constant " +"LightmapGI.GENERATE_PROBES_DISABLED]. By creating [LightmapProbe] nodes " +"before baking lightmaps, you can add more probes in specific areas for " +"greater detail, or disable automatic generation and rely only on manually " +"placed probes instead." +msgstr "" +"[LightmapProbe] 表示单个手动放置探针的位置,用于使用 [LightmapGI] 进行动态物" +"体照明。\n" +"通常,通过将 [member LightmapGI.generate_probes_subdiv] 设置为 [constant " +"LightmapGI.GENERATE_PROBES_DISABLED] 以外的值,来自动放置 [LightmapGI] 探针。" +"通过在烘焙光照贴图之前创建 [LightmapProbe] 节点,您可以在特定区域,添加更多探" +"针以获得更多细节,或者禁用自动生成、并仅依赖手动放置的探针。" + msgid "Occludes light cast by a Light2D, casting shadows." msgstr "遮挡由 Light2D 投射的光线,投射阴影。" @@ -31325,11 +35127,23 @@ msgid "The [OccluderPolygon2D] used to compute the shadow." msgstr "用于计算阴影的 [OccluderPolygon2D]。" msgid "A 2D line." -msgstr "一条 2D 线。" +msgstr "2D 直线。" + +msgid "A line through several points in 2D space." +msgstr "一条经过 2D 空间中某几个点的直线。" msgid "Removes all points from the line." msgstr "移除直线上的所有点。" +msgid "Returns the number of points in the line." +msgstr "返回该直线中的点的数量。" + +msgid "Returns the position of the point at index [param index]." +msgstr "返回索引为 [param index] 的点的位置。" + +msgid "Removes the point at index [param index] from the line." +msgstr "移除该直线中索引为 [param index] 的点。" + msgid "" "Controls the style of the line's first point. Use [enum LineCapMode] " "constants." @@ -31445,6 +35259,9 @@ msgstr "执行 [enum MenuItems] 枚举中定义的给定操作。" msgid "Selects the whole [String]." msgstr "选中整个 [String]。" +msgid "Text alignment as defined in the [enum HorizontalAlignment] enum." +msgstr "文本对齐方式,由 [enum HorizontalAlignment] 枚举定义。" + msgid "If [code]true[/code], the caret (text cursor) blinks." msgstr "如果为 [code]true[/code],则插入符号(文本光标)会闪烁。" @@ -31452,6 +35269,17 @@ 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)。" msgid "" +"The caret's column position inside the [LineEdit]. When set, the text may " +"scroll to accommodate it." +msgstr "[LineEdit] 中光标的列位置。设置后文本可能会滚动以适应它。" + +msgid "" +"If [code]true[/code], the [LineEdit] will always show the caret, even if " +"focus is lost." +msgstr "" +"如果为 [code]true[/code],则该 [LineEdit] 会始终显示光标,即使焦点丢失。" + +msgid "" "If [code]true[/code], the [LineEdit] will show a clear button if [code]text[/" "code] is not empty, which can be used to clear the text quickly." msgstr "" @@ -31516,6 +35344,11 @@ msgstr "" "secret_character])。" msgid "" +"If [code]true[/code], the [LineEdit] will select the whole text when it " +"gains focus." +msgstr "如果为 [code]true[/code],则在获得焦点时会全选文本。" + +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。" @@ -31895,21 +35728,100 @@ msgstr "" "用于编辑的通用 3D 位置提示。类似于普通的 [Node3D],但它始终在 3D 编辑器中显示" "十字。" +msgid "Data transformation (marshaling) and encoding helpers." +msgstr "数据转换(marshalling)和编码辅助工具。" + msgid "Provides data transformation and encoding utility functions." msgstr "提供进行数据转换和编码的实用函数。" +msgid "" +"Returns a decoded [PackedByteArray] corresponding to the Base64-encoded " +"string [param base64_str]." +msgstr "" +"返回对应于 Base64 编码字符串 [param base64_str] 的解码的 [PackedByteArray]。" + +msgid "" +"Returns a decoded string corresponding to the Base64-encoded string [param " +"base64_str]." +msgstr "返回与 Base64 编码的字符串 [param base64_str] 相对应的解码字符串。" + +msgid "" +"Returns a decoded [Variant] corresponding to the Base64-encoded string " +"[param base64_str]. If [param allow_objects] is [code]true[/code], decoding " +"objects is allowed.\n" +"Internally, this uses the same decoding mechanism as the [method " +"@GlobalScope.bytes_to_var] method.\n" +"[b]Warning:[/b] Deserialized objects can contain code which gets executed. " +"Do not use this option if the serialized object comes from untrusted sources " +"to avoid potential security threats such as remote code execution." +msgstr "" +"返回一个对应于 Base64 编码的字符串 [param base64_str] 的解码 [Variant]。如果 " +"[param allow_objects] 为 [code]true[/code],则允许对对象进行解码。\n" +"内部实现时,使用的解码机制与 [method @GlobalScope.bytes_to_var] 方法相同。\n" +"[b]警告:[/b]反序列化的对象可能包含会被执行的代码。如果序列化的对象来自不受信" +"任的来源,请不要使用这个选项,以避免潜在的安全威胁,如远程代码执行。" + msgid "Returns a Base64-encoded string of a given [PackedByteArray]." -msgstr "返回将给定 [PackedByteArray] 按照 Base64 编码的字符串。" +msgstr "返回给定 [PackedByteArray] 的 Base64 编码的字符串。" msgid "Returns a Base64-encoded string of the UTF-8 string [param utf8_str]." -msgstr "返回将给定 UTF-8 字符串 [param utf8_str] 按照 Base64 编码的字符串。" +msgstr "返回 UTF-8 字符串 [param utf8_str] 的 Base64 编码的字符串。" + +msgid "" +"Returns a Base64-encoded string of the [Variant] [param variant]. If [param " +"full_objects] is [code]true[/code], encoding objects is allowed (and can " +"potentially include code).\n" +"Internally, this uses the same encoding mechanism as the [method " +"@GlobalScope.var_to_bytes] method." +msgstr "" +"返回经过 Base64 编码的 [Variant] [param variant] 的字符串。如果 [param " +"full_objects] 为 [code]true[/code],则允许将对象进行编码(有可能包括代" +"码)。\n" +"内部实现时,使用的编码机制与 [method @GlobalScope.var_to_bytes] 方法相同。" msgid "Abstract base [Resource] for coloring and shading geometry." msgstr "用于为几何体上色(Coloring)和着色(Shading)的 [Resource] 抽象基类。" +msgid "" +"Material is a base [Resource] used for coloring and shading geometry. All " +"materials inherit from it and almost all [VisualInstance3D] derived nodes " +"carry a Material. A few flags and parameters are shared between all material " +"types and are configured here." +msgstr "" +"材质 Material 是用于为几何体上色和着色的 [Resource] 基类。所有的材质都继承自" +"它,几乎所有的 [VisualInstance3D] 派生节点都带有材质。有几个标志和参数在所有" +"材质类型之间是共享的,并在这里进行配置。" + msgid "Creates a placeholder version of this resource ([PlaceholderMaterial])." msgstr "创建该资源的占位符版本([PlaceholderMaterial])。" +msgid "" +"Sets the [Material] to be used for the next pass. This renders the object " +"again using a different material.\n" +"[b]Note:[/b] This only applies to [StandardMaterial3D]s and " +"[ShaderMaterial]s with type \"Spatial\"." +msgstr "" +"设置下一阶段使用的 [Material]。这将使用不同的材质再次渲染对象。\n" +"[b]注意:[/b]仅适用于 [StandardMaterial3D] 和“Spatial”类型的 " +"[ShaderMaterial]。" + +msgid "" +"Sets the render priority for transparent objects in 3D scenes. Higher " +"priority objects will be sorted in front of lower priority objects.\n" +"[b]Note:[/b] This only applies to [StandardMaterial3D]s and " +"[ShaderMaterial]s with type \"Spatial\".\n" +"[b]Note:[/b] This only applies to sorting of transparent objects. This will " +"not impact how transparent objects are sorted relative to opaque objects. " +"This is because opaque objects are not sorted, while transparent objects are " +"sorted from back to front (subject to priority)." +msgstr "" +"设置 3D 场景中透明物体的渲染优先级。优先级高的物体将被排序在优先级低的物体前" +"面。\n" +"[b]注意:[/b]仅适用于 [StandardMaterial3D] 和“Spatial”类型的 " +"[ShaderMaterial]。\n" +"[b]注意:[/b]仅适用于透明物体的排序。这不会影响透明物体相对于不透明物体的排序" +"方式。这是因为不透明对象不被排序,而透明对象则从后往前排序(取决于优先级)。" + msgid "Maximum value for the [member render_priority] parameter." msgstr "[member render_priority] 参数的最大值。" @@ -31920,6 +35832,9 @@ msgid "" "A horizontal menu bar, which displays [PopupMenu]s or system global menu." msgstr "水平菜单栏,显示 [PopupMenu] 或系统全局菜单。" +msgid "New items can be created by adding [PopupMenu] nodes to this node." +msgstr "可以通过向该节点添加 [PopupMenu] 节点来创建新项目。" + msgid "Returns number of menu items." msgstr "返回菜单项的数量。" @@ -32052,6 +35967,16 @@ msgstr "" "与该节点相关的常用属性和方法请参阅 [BaseButton]。" 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 Window.visible] property." +msgstr "" +"返回这个按钮中包含的 [PopupMenu]。\n" +"[b]警告:[/b]这是一个必需的内部节点,移除和释放它可能会导致崩溃。如果你想隐藏" +"它或它的任何子节点,请使用其 [member Window.visible] 属性。" + +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, " "it will close the current [MenuButton] and open the other one." @@ -32060,26 +35985,35 @@ msgstr "" "[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。" +msgid "Emitted when the [PopupMenu] of this MenuButton is about to show." +msgstr "该 MenuButton 的 [PopupMenu] 即将显示时发出。" + msgid "Default text [Color] of the [MenuButton]." -msgstr "[MenuButton] 默认的字体 [Color] 颜色。" +msgstr "该 [MenuButton] 的默认文字 [Color]。" msgid "Text [Color] used when the [MenuButton] is disabled." -msgstr "[MenuButton] 被禁用时的字体 [Color] 颜色。" +msgstr "该 [MenuButton] 处于禁用状态时的字体 [Color]。" msgid "" "Text [Color] used when the [MenuButton] is focused. Only replaces the normal " "text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" -"当 [MenuButton] 获得焦点时使用的文本 [Color]。只替换按钮的正常文本颜色。禁" +"该 [MenuButton] 处于聚焦状态时的字体 [Color]。只替换按钮的正常文本颜色。禁" "用、悬停和按下状态优先于这个颜色。" msgid "Text [Color] used when the [MenuButton] is being hovered." -msgstr "当鼠标在 [MenuButton] 上悬停时使用的字体 [Color] 颜色。" +msgstr "该 [MenuButton] 处于悬停状态时的字体 [Color]。" 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。" +msgid "" +"The horizontal space between [MenuButton]'s icon and text. Negative values " +"will be treated as [code]0[/code] when used." +msgstr "" +"[MenuButton] 的文字和图标之间的水平间隙。使用时会将负值当作 [code]0[/code]。" + msgid "[Font] of the [MenuButton]'s text." msgstr "[MenuButton] 文本的 [Font]。" @@ -32138,6 +36072,20 @@ msgstr "" "以一定的偏移量(边距),计算出该网格的外轮廓。\n" "[b]注意:[/b]这个方法实际上反序返回顶点(例如输入顺时针,返回逆时针)。" +msgid "Creates a placeholder version of this resource ([PlaceholderMesh])." +msgstr "创建该资源的占位符版本([PlaceholderMesh])。" + +msgid "Calculate a [ConcavePolygonShape3D] from the mesh." +msgstr "从该网格计算出 [ConcavePolygonShape3D]。" + +msgid "" +"Generate a [TriangleMesh] from the mesh. Considers only surfaces using one " +"of these primitive types: [constant PRIMITIVE_TRIANGLES], [constant " +"PRIMITIVE_TRIANGLE_STRIP]." +msgstr "" +"从网格生成 [TriangleMesh]。仅考虑使用以下图元类型的表面:[constant " +"PRIMITIVE_TRIANGLES]、[constant PRIMITIVE_TRIANGLE_STRIP]。" + msgid "" "Returns all the vertices that make up the faces of the mesh. Each three " "vertices represent one triangle." @@ -32168,9 +36116,130 @@ msgstr "将数组渲染为三角形(每三个顶点创建一个三角形)。 msgid "Render array as triangle strips." msgstr "将数组渲染为三角形条。" +msgid "" +"[PackedVector3Array], [PackedVector2Array], or [Array] of vertex positions." +msgstr "顶点位置的 [PackedVector3Array]、[PackedVector2Array] 或 [Array]。" + +msgid "[PackedVector3Array] of vertex normals." +msgstr "顶点法线的 [PackedVector3Array]。" + +msgid "" +"[PackedFloat32Array] of vertex tangents. Each element in groups of 4 floats, " +"first 3 floats determine the tangent, and the last the binormal direction as " +"-1 or 1." +msgstr "" +"顶点切线的 [PackedFloat32Array]。4 个浮点数为一组表示一个元素,前 3 个浮点数" +"确定切线,最后一个是为 -1 或 1 的副法线方向。" + +msgid "[PackedColorArray] of vertex colors." +msgstr "顶点颜色的 [PackedColorArray]。" + +msgid "[PackedVector2Array] for UV coordinates." +msgstr "UV 坐标的 [PackedVector2Array]。" + +msgid "[PackedVector2Array] for second UV coordinates." +msgstr "第二 UV 坐标的 [PackedVector2Array]。" + +msgid "" +"Contains custom color channel 0. [PackedByteArray] if [code](format >> " +"[constant ARRAY_FORMAT_CUSTOM0_SHIFT]) & [constant ARRAY_FORMAT_CUSTOM_MASK])" +"[/code] is [constant ARRAY_CUSTOM_RGBA8_UNORM], [constant " +"ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RG_HALF] or [constant " +"ARRAY_CUSTOM_RGBA_HALF]. [PackedFloat32Array] otherwise." +msgstr "" +"包含自定义颜色通道 0。如果 [code](format >> [constant " +"ARRAY_FORMAT_CUSTOM0_SHIFT]) & [constant ARRAY_FORMAT_CUSTOM_MASK])[/code] " +"为 [constant ARRAY_CUSTOM_RGBA8_UNORM]、[constant ARRAY_CUSTOM_RGBA8_UNORM]、" +"[constant ARRAY_CUSTOM_RG_HALF] 或 [constant ARRAY_CUSTOM_RGBA_HALF],则为 " +"[PackedByteArray]。否则为 [PackedFloat32Array]。" + +msgid "" +"Contains custom color channel 1. [PackedByteArray] if [code](format >> " +"[constant ARRAY_FORMAT_CUSTOM1_SHIFT]) & [constant ARRAY_FORMAT_CUSTOM_MASK])" +"[/code] is [constant ARRAY_CUSTOM_RGBA8_UNORM], [constant " +"ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RG_HALF] or [constant " +"ARRAY_CUSTOM_RGBA_HALF]. [PackedFloat32Array] otherwise." +msgstr "" +"包含自定义颜色通道 1。如果 [code](format >> [constant " +"ARRAY_FORMAT_CUSTOM1_SHIFT]) & [constant ARRAY_FORMAT_CUSTOM_MASK])[/code] " +"为 [constant ARRAY_CUSTOM_RGBA8_UNORM]、[constant ARRAY_CUSTOM_RGBA8_UNORM]、" +"[constant ARRAY_CUSTOM_RG_HALF] 或 [constant ARRAY_CUSTOM_RGBA_HALF],则为 " +"[PackedByteArray]。否则为 [PackedFloat32Array]。" + +msgid "" +"Contains custom color channel 2. [PackedByteArray] if [code](format >> " +"[constant ARRAY_FORMAT_CUSTOM2_SHIFT]) & [constant ARRAY_FORMAT_CUSTOM_MASK])" +"[/code] is [constant ARRAY_CUSTOM_RGBA8_UNORM], [constant " +"ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RG_HALF] or [constant " +"ARRAY_CUSTOM_RGBA_HALF]. [PackedFloat32Array] otherwise." +msgstr "" +"包含自定义颜色通道 2。如果 [code](format >> [constant " +"ARRAY_FORMAT_CUSTOM2_SHIFT]) & [constant ARRAY_FORMAT_CUSTOM_MASK])[/code] " +"为 [constant ARRAY_CUSTOM_RGBA8_UNORM]、[constant ARRAY_CUSTOM_RGBA8_UNORM]、" +"[constant ARRAY_CUSTOM_RG_HALF] 或 [constant ARRAY_CUSTOM_RGBA_HALF],则为 " +"[PackedByteArray]。否则为 [PackedFloat32Array]。" + +msgid "" +"Contains custom color channel 3. [PackedByteArray] if [code](format >> " +"[constant ARRAY_FORMAT_CUSTOM3_SHIFT]) & [constant ARRAY_FORMAT_CUSTOM_MASK])" +"[/code] is [constant ARRAY_CUSTOM_RGBA8_UNORM], [constant " +"ARRAY_CUSTOM_RGBA8_UNORM], [constant ARRAY_CUSTOM_RG_HALF] or [constant " +"ARRAY_CUSTOM_RGBA_HALF]. [PackedFloat32Array] otherwise." +msgstr "" +"包含自定义颜色通道 3。如果 [code](format >> [constant " +"ARRAY_FORMAT_CUSTOM3_SHIFT]) & [constant ARRAY_FORMAT_CUSTOM_MASK])[/code] " +"为 [constant ARRAY_CUSTOM_RGBA8_UNORM]、[constant ARRAY_CUSTOM_RGBA8_UNORM]、" +"[constant ARRAY_CUSTOM_RG_HALF] 或 [constant ARRAY_CUSTOM_RGBA_HALF],则为 " +"[PackedByteArray]。否则为 [PackedFloat32Array]。" + msgid "Represents the size of the [enum ArrayType] enum." msgstr "代表 [enum ArrayType] 枚举的大小。" +msgid "" +"Indicates this custom channel contains unsigned normalized byte colors from " +"0 to 1, encoded as [PackedByteArray]." +msgstr "" +"表示该自定义通道包含的是无符号归一化字节颜色,范围为 0 到 1,编码为 " +"[PackedByteArray]。" + +msgid "" +"Indicates this custom channel contains signed normalized byte colors from -1 " +"to 1, encoded as [PackedByteArray]." +msgstr "" +"表示该自定义通道包含的是有符号归一化字节颜色,范围为 -1 到 1,编码为 " +"[PackedByteArray]。" + +msgid "" +"Indicates this custom channel contains half precision float colors, encoded " +"as [PackedByteArray]. Only red and green channels are used." +msgstr "" +"表示该自定义通道包含的是半精度浮点数颜色,编码为 [PackedByteArray]。仅使用" +"红、绿通道。" + +msgid "" +"Indicates this custom channel contains half precision float colors, encoded " +"as [PackedByteArray]." +msgstr "表示该自定义通道包含的是半精度浮点数颜色,编码为 [PackedByteArray]。" + +msgid "" +"Indicates this custom channel contains full float colors, in a " +"[PackedFloat32Array]. Only red and green channels are used." +msgstr "" +"表示该自定义通道包含的是全精度浮点数颜色,使用 [PackedFloat32Array]。仅使用" +"红、绿通道。" + +msgid "" +"Indicates this custom channel contains full float colors, in a " +"[PackedFloat32Array]. Only red, green and blue channels are used." +msgstr "" +"表示该自定义通道包含的是全精度浮点数颜色,使用 [PackedFloat32Array]。仅使用" +"红、绿、蓝通道。" + +msgid "" +"Indicates this custom channel contains full float colors, in a " +"[PackedFloat32Array]." +msgstr "表示该自定义通道包含的是全精度浮点数颜色,使用 [PackedFloat32Array]。" + msgid "Represents the size of the [enum ArrayCustomFormat] enum." msgstr "代表 [enum ArrayCustomFormat] 枚举的大小。" @@ -32194,6 +36263,18 @@ msgstr "网格数组包含 UV。" msgid "Mesh array contains second UV." msgstr "网格数组包含第二套 UV。" +msgid "Mesh array contains custom channel index 0." +msgstr "网格数组包含自定义通道索引 0。" + +msgid "Mesh array contains custom channel index 1." +msgstr "网格数组包含自定义通道索引 1。" + +msgid "Mesh array contains custom channel index 2." +msgstr "网格数组包含自定义通道索引 2。" + +msgid "Mesh array contains custom channel index 3." +msgstr "网格数组包含自定义通道索引 3。" + msgid "Mesh array contains bones." msgstr "网格数组包含骨骼。" @@ -32203,6 +36284,18 @@ msgstr "网格数组包含骨骼权重。" msgid "Mesh array uses indices." msgstr "网格数组使用索引。" +msgid "Amount to shift [enum ArrayCustomFormat] for custom channel index 0." +msgstr "自定义通道索引 0 需要对 [enum ArrayCustomFormat] 进行的按位移动量。" + +msgid "Amount to shift [enum ArrayCustomFormat] for custom channel index 1." +msgstr "自定义通道索引 1 需要对 [enum ArrayCustomFormat] 进行的按位移动量。" + +msgid "Amount to shift [enum ArrayCustomFormat] for custom channel index 2." +msgstr "自定义通道索引 2 需要对 [enum ArrayCustomFormat] 进行的按位移动量。" + +msgid "Amount to shift [enum ArrayCustomFormat] for custom channel index 3." +msgstr "自定义通道索引 3 需要对 [enum ArrayCustomFormat] 进行的按位移动量。" + msgid "Flag used to mark that the array contains 2D vertices." msgstr "用于标记包含 2D 顶点的数组的标志。" @@ -32401,6 +36494,9 @@ msgstr "返回应用到项目网格的变换。" msgid "Returns the item's name." msgstr "返回该项的名称。" +msgid "Returns the item's navigation layers bitmask." +msgstr "返回该项的导航层位掩码。" + msgid "Returns the item's navigation mesh." msgstr "返回该项的导航网格。" @@ -32476,11 +36572,40 @@ msgid "" msgstr "对抽象值进行插值,并将其提供给一个持续调用的方法。" msgid "" +"[MethodTweener] is similar to a combination of [CallbackTweener] and " +"[PropertyTweener]. It calls a method providing an interpolated value as a " +"parameter. See [method Tween.tween_method] for more usage information.\n" +"[b]Note:[/b] [method Tween.tween_method] is the only correct way to create " +"[MethodTweener]. Any [MethodTweener] created manually will not function " +"correctly." +msgstr "" +"[MethodTweener] 类似于 [CallbackTweener] 和 [PropertyTweener] 的组合,会将插" +"值后的值作为调用方法时的参数。更多用法信息请参阅 [method Tween." +"tween_method]。\n" +"[b]注意:[/b]创建 [MethodTweener] 的唯一正确方法是 [method Tween." +"tween_method]。任何手动创建的 [MethodTweener] 都无法正常工作。" + +msgid "" "Sets the time in seconds after which the [MethodTweener] will start " "interpolating. By default there's no delay." msgstr "设置该 [MethodTweener] 开始插值的时间,单位为秒。默认无延迟。" msgid "" +"Sets the type of used easing from [enum Tween.EaseType]. If not set, the " +"default easing is used from the [Tween] that contains this Tweener." +msgstr "" +"设置所使用的缓动类型 [enum Tween.EaseType]。如果没有设置,则使用包含这个 " +"Tweener 的 [Tween] 的默认缓动类型。" + +msgid "" +"Sets the type of used transition from [enum Tween.TransitionType]. If not " +"set, the default transition is used from the [Tween] that contains this " +"Tweener." +msgstr "" +"设置所使用的过渡类型 [enum Tween.TransitionType]。如果没有设置,则使用包含这" +"个 Tweener 的 [Tween] 的默认过渡类型。" + +msgid "" "This is an internal editor class intended for keeping data of nodes of " "unknown type." msgstr "这是编辑器内部类,用于保存未知类型节点的数据。" @@ -32544,6 +36669,9 @@ msgstr "" "过采样设置。由于镜头失真,我们必须以比屏幕自然分辨率更高的质量渲染我们的缓冲" "区。介于 1.5 和 2.0 之间的值通常可以提供良好的结果,但会牺牲性能。" +msgid "Abstract class for non-real-time video recording encoders." +msgstr "非实时视频录制编码器的抽象类。" + msgid "Animating thousands of fish with MultiMeshInstance" msgstr "使用 MultiMeshInstance 动画化数千条鱼" @@ -32655,6 +36783,12 @@ msgstr "返回该 [MultiplayerPeer] 的 ID。" msgid "Waits up to 1 second to receive a new network event." msgstr "等待最多 1 秒以接收一个新的网络事件。" +msgid "Emitted when a remote peer connects." +msgstr "远程对等体连接时发出。" + +msgid "Emitted when a remote peer has disconnected." +msgstr "远程对等体断开连接时发出。" + msgid "The MultiplayerPeer is disconnected." msgstr "该 MultiplayerPeer 已断开连接。" @@ -32664,6 +36798,12 @@ msgstr "该 MultiplayerPeer 正在连接到服务器。" msgid "This MultiplayerPeer is connected." msgstr "该 MultiplayerPeer 已连接。" +msgid "Packets are sent to all connected peers." +msgstr "将数据包发送至所有已连接的对等体。" + +msgid "Packets are sent to the remote peer acting as server." +msgstr "将数据包发送至作为服务器的远程对等体。" + msgid "" "Packets are not acknowledged, no resend attempts are made for lost packets. " "Packets may arrive in any order. Potentially faster than [constant " @@ -32698,6 +36838,36 @@ msgstr "" "和到达的关键数据,例如触发的能力或聊天信息。仔细考虑信息是否真的是关键的,并" "尽量少用。" +msgid "" +"Called when the multiplayer peer should be immediately closed (see [method " +"MultiplayerPeer.close])." +msgstr "" +"该多人游戏对等体应当立即关闭时调用(见 [method MultiplayerPeer.close])。" + +msgid "" +"Called when the connected [param p_peer] should be forcibly disconnected " +"(see [method MultiplayerPeer.disconnect_peer])." +msgstr "" +"应当强制断开与对等体 [param p_peer] 的连接时调用(见 [method MultiplayerPeer." +"disconnect_peer])。" + +msgid "" +"Called when the available packet count is internally requested by the " +"[MultiplayerAPI]." +msgstr "[MultiplayerAPI] 对可用的数据包数量发出内部请求时调用。" + +msgid "" +"Called when the connection status is requested on the [MultiplayerPeer] (see " +"[method MultiplayerPeer.get_connection_status])." +msgstr "" +"[MultiplayerAPI] 请求连接状态时调用(见 [method MultiplayerPeer." +"get_connection_status])。" + +msgid "" +"Called when the maximum allowed packet size (in bytes) is requested by the " +"[MultiplayerAPI]." +msgstr "[MultiplayerAPI] 请求最大允许的数据包大小(单位为字节)时调用。" + msgid "A synchronization mutex (mutual exclusion)." msgstr "同步互斥锁(相互排斥)。" @@ -32771,6 +36941,17 @@ msgstr "" "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。" +msgid "Returns true if [member target_position] is reachable." +msgstr "如果可到达 [member target_position],则返回 true。" + +msgid "" +"Returns true if [member target_position] is reached. It may not always be " +"possible to reach the target position. It should always be possible to reach " +"the final position though. See [method get_final_position]." +msgstr "" +"如果已到达 [member target_position],则返回 true。目标位置并不总是可达。终点" +"位置应该总是可达的。见 [method get_final_location]。" + msgid "" "Sets the [RID] of the navigation map this NavigationAgent node should use " "and also updates the [code]agent[/code] on the NavigationServer." @@ -32786,12 +36967,51 @@ msgstr "" "将传入的速度发送给防撞算法。算法会为了防止撞击而调整速度。速度的调整完成后," "会触发 [signal velocity_computed] 信号。" +msgid "If [code]true[/code] shows debug visuals for this agent." +msgstr "如果为 [code]true[/code],则为该代理显示调试内容。" + +msgid "" +"If [member debug_use_custom] is [code]true[/code] uses this color for this " +"agent instead of global color." +msgstr "" +"如果 [member debug_use_custom] 为 [code]true[/code],则该代理使用该颜色,不使" +"用全局颜色。" + +msgid "" +"If [member debug_use_custom] is [code]true[/code] uses this line width for " +"rendering paths for this agent instead of global line width." +msgstr "" +"如果 [member debug_use_custom] 为 [code]true[/code],则该代理使用该线宽进行路" +"径的渲染,不使用全局线宽。" + +msgid "" +"If [member debug_use_custom] is [code]true[/code] uses this rasterized point " +"size for rendering path points for this agent instead of global point size." +msgstr "" +"如果 [member debug_use_custom] 为 [code]true[/code],则该代理使用该栅格化点尺" +"寸进行路径点的渲染,不使用全局点尺寸。" + +msgid "" +"If [code]true[/code] uses the defined [member debug_path_custom_color] for " +"this agent instead of global color." +msgstr "" +"如果为 [code]true[/code],则该代理使用 [member debug_path_custom_color] 中定" +"义的颜色,不使用全局颜色。" + msgid "The maximum number of neighbors for the agent to consider." msgstr "该代理所需考虑的最大邻居数。" msgid "The maximum speed that an agent can move." msgstr "代理所能达到的最大移动速度。" +msgid "" +"A bitfield determining what navigation layers of navigation regions this " +"agent will use to calculate path. Changing it runtime will clear current " +"navigation path and generate new one, according to new navigation layers." +msgstr "" +"位域,确定该代理将使用导航区域的哪些导航层来计算路径。运行时修改将清除当前导" +"航路径,并根据新的导航层生成新的导航路径。" + msgid "The distance to search for other agents." msgstr "搜索其他代理的距离。" @@ -32809,6 +37029,9 @@ msgstr "" "上的点,可能导致其离开该导航网格。如果这个值设得太小,该 NavigationAgent 将陷" "入重新寻路的死循环,因为它在每次物理帧更新后都会超过或者到不了下一个点。" +msgid "Additional information to return with the navigation path." +msgstr "与导航路径一起返回的附加信息。" + msgid "" "The distance threshold before the final target point is considered to be " "reached. This will allow an agent to not have to hit the point of the final " @@ -32821,6 +37044,15 @@ msgstr "" "终的目标,到达该区域内即可。如果这个值设得太小,该 NavigationAgent 将陷入重新" "寻路的死循环,因为它在每次物理帧更新后都会超过或者到不了最终的目标点。" +msgid "Notifies when the final position is reached." +msgstr "抵达终点位置时发出通知。" + +msgid "Notifies when the navigation path changes." +msgstr "导航路径改变时发出通知。" + +msgid "Notifies when the player-defined [member target_position] is reached." +msgstr "抵达玩家定义的目标位置 [member target_position] 时发出通知。" + msgid "3D Agent used in navigation for collision avoidance." msgstr "在导航中用来避免碰撞的 3D 代理。" @@ -32855,9 +37087,36 @@ msgstr "" "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。" +msgid "" +"A bitfield determining what navigation layers of navigation regions this " +"NavigationAgent will use to calculate path. Changing it runtime will clear " +"current navigation path and generate new one, according to new navigation " +"layers." +msgstr "" +"位域,确定该 NavigationAgent 将使用导航区域的哪些导航层来计算路径。运行时修改" +"将清除当前导航路径,并根据新的导航层生成新的导航路径。" + +msgid "" +"Creates a link between two positions that [NavigationServer2D] can route " +"agents through. Links can be used to express navigation methods that aren't " +"just traveling along the surface of the navigation mesh, like zip-lines, " +"teleporters, or jumping across gaps." +msgstr "" +"在 [NavigationServer2D] 可以路由代理的两个位置之间创建链接。链接可用于表示不" +"仅仅是沿着导航网格的表面行进的导航方法,例如滑索、传送器或跳跃间隙。" + msgid "Using NavigationLinks" msgstr "使用 NavigationLink" +msgid "" +"Creates a link between two positions that [NavigationServer3D] can route " +"agents through. Links can be used to express navigation methods that aren't " +"just traveling along the surface of the navigation mesh, like zip-lines, " +"teleporters, or jumping across gaps." +msgstr "" +"在 [NavigationServer3D] 可以路由代理的两个位置之间创建链接。链接可用于表示不" +"仅仅是沿着导航网格的表面行进的导航方法,例如滑索、传送器或跳跃间隙。" + msgid "A mesh to approximate the walkable areas and obstacles." msgstr "用于模拟可步行区域和障碍物的网格。" @@ -33144,6 +37403,9 @@ msgstr "" msgid "Using NavigationPathQueryObjects" msgstr "使用 NavigationPathQueryObject" +msgid "The navigation [code]map[/code] [RID] used in the path query." +msgstr "在路径查询中使用的导航地图 [code]map[/code] [RID]。" + msgid "The navigation layers the query will use (as a bitmask)." msgstr "查询所使用的导航层(形式为位掩码)。" @@ -33157,6 +37419,12 @@ msgid "The pathfinding target position in global coordinates." msgstr "寻路目标点,使用全局坐标。" msgid "" +"Reset the result object to its initial state. This is useful to reuse the " +"object across multiple queries." +msgstr "" +"将结果对象重置为其初始状态。这对于在多次查询中重复使用该对象是很有用的。" + +msgid "" "A node that has methods to draw outlines or use indices of vertices to " "create navigation polygons." msgstr "具有绘制轮廓或使用顶点索引来创建导航多边形的方法的节点。" @@ -33219,6 +37487,9 @@ msgstr "导航网格烘焙操作完成时发出通知。" msgid "Notifies when the [NavigationMesh] has changed." msgstr "[NavigationMesh] 发生变化时发出通知。" +msgid "Server interface for low-level 2D navigation access." +msgstr "用于低级 2D 导航访问的服务器接口。" + msgid "Using NavigationServer" msgstr "使用 NavigationServer" @@ -33331,6 +37602,9 @@ msgstr "创建一个新的地区。" msgid "Returns the region's navigation layers." msgstr "返回该地区的导航层。" +msgid "Sets the [param enter_cost] for this [param region]." +msgstr "设置 [param region] 地区的进入消耗 [param enter_cost]。" + msgid "Sets the map for the region." msgstr "设置该地区的地图。" @@ -33347,10 +37621,16 @@ msgstr "设置该地区的导航多边形 [param navigation_polygon]。" msgid "Sets the global transformation for the region." msgstr "设置该地区的全局变换。" +msgid "Sets the [param travel_cost] for this [param region]." +msgstr "设置 [param region] 地区的移动消耗 [param travel_cost]。" + msgid "" "Emitted when a navigation map is updated, when a region moves or is modified." msgstr "当导航地图更新时、地区移动或被修改时发出。" +msgid "Server interface for low-level 3D navigation access." +msgstr "用于低级 3D 导航访问的服务器接口。" + msgid "" "Returns the normal for the point returned by [method map_get_closest_point]." msgstr "返回 [method map_get_closest_point] 所返回的点的法线。" @@ -34049,6 +38329,11 @@ msgstr "" "这个信号会在该子节点自身的 [constant NOTIFICATION_ENTER_TREE] 和 [signal " "tree_entered] [i]之后[/i]触发。" +msgid "" +"Emitted when the node is ready. Comes after [method _ready] callback and " +"follows the same rules." +msgstr "当该节点就绪时发出。在 [method _ready] 回调之后发出,遵循相同的规则。" + msgid "Emitted when the node is renamed." msgstr "当该节点被重命名时触发。" @@ -34122,7 +38407,23 @@ msgstr "" 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)。" +msgstr "当该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)。" + +msgid "Notification received by scene owner when its scene is instantiated." +msgstr "当场景被实例化时,该场景的所有者收到的通知。" + +msgid "" +"Notification received when a drag operation begins. All nodes receive this " +"notification, not only the dragged one.\n" +"Can be triggered either by dragging a [Control] that provides drag data (see " +"[method Control._get_drag_data]) or using [method Control.force_drag].\n" +"Use [method Viewport.gui_get_drag_data] to get the dragged data." +msgstr "" +"当拖拽操作开始时收到的通知。所有节点都会收到此通知,而不仅仅是被拖动的节" +"点。\n" +"可以通过拖动提供拖动数据的 [Control](见 [method Control._get_drag_data])," +"或使用 [method Control.force_drag] 来触发。\n" +"请使用 [method Viewport.gui_get_drag_data] 获取拖动数据。" msgid "" "Notification received when a drag operation ends.\n" @@ -34132,18 +38433,26 @@ msgstr "" "请使用 [method Viewport.gui_is_drag_successful] 检查拖放是否成功。" msgid "" +"Notification received when the node's name or one of its parents' name is " +"changed. This notification is [i]not[/i] received when the node is removed " +"from the scene tree to be added to another parent later on." +msgstr "" +"当该节点或其祖级的名称被更改时收到的通知。当节点从场景树中移除,稍后被添加到" +"另一个父节点时,[i]不会[/i]收到此通知。" + +msgid "" "Notification received every frame when the internal process flag is set (see " "[method set_process_internal])." msgstr "" -"当设置了 internal process 标志时,每一帧都会收到的通知(见 [method " +"当设置了内部处理标志时,每一帧都会收到的通知(见 [method " "set_process_internal])。" msgid "" "Notification received every frame when the internal physics process flag is " "set (see [method set_physics_process_internal])." msgstr "" -"当设置了 internal physics process flag 标志时,每一帧都会收到的通知(见 " -"[method set_physics_process_internal])。" +"当设置了内部物理处理标志时,每一帧都会收到的通知(见 [method " +"set_physics_process_internal])。" msgid "" "Notification received when the node is ready, just before [constant " @@ -34154,6 +38463,18 @@ msgstr "" "同,该节点每次进入树时都会发送,而不是只发送一次。" msgid "" +"Notification received when the node is disabled. See [constant " +"PROCESS_MODE_DISABLED]." +msgstr "当该节点被禁用时收到的通知。见 [constant PROCESS_MODE_DISABLED]。" + +msgid "" +"Notification received when the node is enabled again after being disabled. " +"See [constant PROCESS_MODE_DISABLED]." +msgstr "" +"当该节点被禁用后又再次被启用时收到的通知。见 [constant " +"PROCESS_MODE_DISABLED]。" + +msgid "" "Notification received from the OS when the mouse enters the game window.\n" "Implemented on desktop and web platforms." msgstr "" @@ -34176,6 +38497,47 @@ msgstr "" "钮)。\n" "仅限 Android 平台。" +msgid "Notification received when the mouse enters the viewport." +msgstr "当鼠标进入视口时收到的通知。" + +msgid "Notification received when the mouse leaves the viewport." +msgstr "当鼠标离开视口时收到的通知。" + +msgid "" +"Inherits process mode from the node's parent. For the root node, it is " +"equivalent to [constant PROCESS_MODE_PAUSABLE]. Default." +msgstr "" +"从该节点的父节点继承处理模式。如果是根节点,则等价于 [constant " +"PROCESS_MODE_PAUSABLE]。默认值。" + +msgid "" +"Stops processing when the [SceneTree] is paused (process when unpaused). " +"This is the inverse of [constant PROCESS_MODE_WHEN_PAUSED]." +msgstr "" +"[SceneTree] 暂停时停止处理(取消暂停时处理)。与 [constant " +"PROCESS_MODE_WHEN_PAUSED] 相反。" + +msgid "" +"Only process when the [SceneTree] is paused (don't process when unpaused). " +"This is the inverse of [constant PROCESS_MODE_PAUSABLE]." +msgstr "" +"仅在 [SceneTree] 暂停时处理(取消暂停时不处理)。与 [constant " +"PROCESS_MODE_PAUSABLE] 相反。" + +msgid "" +"Always process. Continue processing always, ignoring the [SceneTree]'s " +"paused property. This is the inverse of [constant PROCESS_MODE_DISABLED]." +msgstr "" +"始终处理。始终继续处理,忽略 [SceneTree] 的 paused 属性。与 [constant " +"PROCESS_MODE_DISABLED] 相反。" + +msgid "" +"Never process. Completely disables processing, ignoring the [SceneTree]'s " +"paused property. This is the inverse of [constant PROCESS_MODE_ALWAYS]." +msgstr "" +"从不处理。完全禁用处理,忽略 [SceneTree] 的 paused 属性。与 [constant " +"PROCESS_MODE_ALWAYS] 相反。" + msgid "Duplicate the node's signals." msgstr "复制该节点的信号。" @@ -34193,6 +38555,19 @@ msgstr "" "使用实例化进行复制。\n" "实例与原件保持链接,因此当原件发生变化时,实例也会发生变化。" +msgid "Node will not be internal." +msgstr "该节点不是内部节点。" + +msgid "" +"Node will be placed at the front of parent's node list, before any non-" +"internal sibling." +msgstr "该节点将被放置在父节点的节点列表开头,在所有非内部兄弟节点之前。" + +msgid "" +"Node will be placed at the back of parent's node list, after any non-" +"internal sibling." +msgstr "该节点将被放置在父节点的节点列表末尾,在所有非内部兄弟节点之后。" + msgid "" "A 2D game object, inherited by all 2D-related nodes. Has a position, " "rotation, scale, and Z index." @@ -34235,6 +38610,22 @@ msgid "" msgstr "旋转该节点,使其指向 [param point],该点应使用全局坐标。" msgid "" +"Applies a local translation on the node's X axis based on the [method Node." +"_process]'s [param delta]. If [param scaled] is [code]false[/code], " +"normalizes the movement." +msgstr "" +"基于 [method Node._process] 的 [param delta],在节点的 X 轴上应用局部平移。如" +"果 [param scaled] 为 [code]false[/code],则对移动进行归一化。" + +msgid "" +"Applies a local translation on the node's Y axis based on the [method Node." +"_process]'s [param delta]. If [param scaled] is [code]false[/code], " +"normalizes the movement." +msgstr "" +"基于 [method Node._process] 的 [param delta],在节点的 Y 轴上应用局部平移。如" +"果 [param scaled] 为 [code]false[/code],则对移动进行归一化。" + +msgid "" "Applies a rotation to the node, in radians, starting from its current " "rotation." msgstr "从节点的当前旋转开始,以弧度为单位,对节点进行旋转。" @@ -34286,9 +38677,6 @@ msgstr "全局 [Transform2D]。" msgid "Position, relative to the node's parent." msgstr "位置,相对于父节点。" -msgid "Rotation in radians, relative to the node's parent." -msgstr "旋转弧度,相对于父节点。" - msgid "" "The node's scale. Unscaled value: [code](1, 1)[/code].\n" "[b]Note:[/b] Negative X scales in 2D are not decomposable from the " @@ -34315,6 +38703,30 @@ msgstr "局部 [Transform2D]。" msgid "Most basic 3D game object, parent of all 3D-related nodes." msgstr "最基本的 3D 游戏对象,所有 3D 相关节点的父类。" +msgid "" +"Most basic 3D game object, with a [Transform3D] and visibility settings. All " +"other 3D game objects inherit from Node3D. Use [Node3D] as a parent node to " +"move, scale, rotate and show/hide children in a 3D project.\n" +"Affine operations (rotate, scale, translate) happen in parent's local " +"coordinate system, unless the [Node3D] object is set as top-level. Affine " +"operations in this coordinate system correspond to direct affine operations " +"on the [Node3D]'s transform. The word local below refers to this coordinate " +"system. The coordinate system that is attached to the [Node3D] object itself " +"is referred to as object-local coordinate system.\n" +"[b]Note:[/b] Unless otherwise specified, all methods that have angle " +"parameters must have angles specified as [i]radians[/i]. To convert degrees " +"to radians, use [method @GlobalScope.deg_to_rad]." +msgstr "" +"最基本的 3D 游戏对象,具有 [Transform3D] 和可见性设置。所有其他的 3D 游戏对象" +"都继承自 Node3D。在 3D 项目中,请使用 [Node3D] 作为父节点对子节点进行移动、缩" +"放、旋转和显示/隐藏。\n" +"除非该 [Node3D] 对象被设置为顶层,否则仿射操作(旋转、缩放、平移)会在父节点" +"的本地坐标系中进行。在这个坐标系中的仿射操作对应于对 [Node3D] 变换的直接仿射" +"运算。下文中的本地一词指的就是这个坐标系。附加到 [Node3D] 对象本身的坐标系被" +"称为对象本地坐标系。\n" +"[b]注意:[/b]除非另有规定,所有有角度参数的方法必须将角度指定为[i]弧度[/i]。" +"请使用 [method @GlobalScope.deg_to_rad] 将度数转换为弧度。" + msgid "Introduction to 3D" msgstr "3D 简介" @@ -34327,6 +38739,9 @@ msgstr "将小工具附加到该 [code]Node3D[/code] 上。" msgid "Clear all gizmos attached to this [code]Node3D[/code]." msgstr "清除附加于该 [code]Node3D[/code] 的所有小工具。" +msgid "Returns all the gizmos attached to this [code]Node3D[/code]." +msgstr "返回附加到该 [code]Node3D[/code] 的所有小工具。" + msgid "" "Rotates the global (world) transformation around axis, a unit [Vector3], by " "specified angle in radians. The rotation axis is in global coordinate system." @@ -34400,6 +38815,11 @@ msgstr "" "例的改变会被保留下来。" msgid "" +"Reset all transformations for this node (sets its [Transform3D] to the " +"identity matrix)." +msgstr "重置此节点的所有变换(将其 [Transform3D] 设置为单位矩阵)。" + +msgid "" "Sets whether the node ignores notification that its transformation (global " "or local) changed." msgstr "设置节点是否忽略其转换(全局或局部)改变的通知。" @@ -34410,12 +38830,23 @@ msgid "" msgstr "启用此节点的呈现。将 [member visible] 更改为 [code]true[/code]。" msgid "" +"Transforms [param local_point] from this node's local space to world space." +msgstr "将 [param local_point] 从这个节点的局部空间转换为世界空间。" + +msgid "" +"Transforms [param global_point] from world space to this node's local space." +msgstr "将 [param global_point] 从世界空间转换到这个节点的局部空间。" + +msgid "" "Changes the node's position by the given offset [Vector3] in local space." msgstr "通过给定的局部空间偏移量 [Vector3] 改变该节点的位置。" msgid "Updates all the [Node3DGizmo]s attached to this node." msgstr "更新附加于该节点的所有 [Node3DGizmo]。" +msgid "Direct access to the 3x3 basis of the [Transform3D] property." +msgstr "直接访问该 [Transform3D] 属性的 3x3 基。" + msgid "" "Global position of this node. This is equivalent to [code]global_transform." "origin[/code]." @@ -34454,6 +38885,44 @@ msgstr "" msgid "Emitted when node visibility changes." msgstr "当节点可见性更改时触发。" +msgid "" +"Node3D nodes receives this notification when their global transform changes. " +"This means that either the current or a parent node changed its transform.\n" +"In order for [constant NOTIFICATION_TRANSFORM_CHANGED] to work, users first " +"need to ask for it, with [method set_notify_transform]. The notification is " +"also sent if the node is in the editor context and it has at least one valid " +"gizmo." +msgstr "" +"Node3D 节点在自己的全局变换发生改变时,会收到这个通知。这意味着当前节点或者某" +"个父节点的变换发生了改变。\n" +"用户需要使用 [method set_notify_transform] 手动申请才能够收到 [constant " +"NOTIFICATION_TRANSFORM_CHANGED]。如果该节点在编辑器环境中,并且拥有至少一个有" +"效的小工具,则也会发送这个通知。" + +msgid "" +"Node3D nodes receives this notification when they are registered to new " +"[World3D] resource." +msgstr "Node3D 节点在注册到新的 [World3D] 资源时,会收到这个通知。" + +msgid "" +"Node3D nodes receives this notification when they are unregistered from " +"current [World3D] resource." +msgstr "Node3D 节点从当前的 [World3D] 资源中取消注册时,会收到这个通知。" + +msgid "Node3D nodes receives this notification when their visibility changes." +msgstr "Node3D 节点在自己的可见性发生变化时,会收到这个通知。" + +msgid "" +"Node3D nodes receives this notification when their local transform changes. " +"This is not received when the transform of a parent node is changed.\n" +"In order for [constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] to work, users " +"first need to ask for it, with [method set_notify_local_transform]." +msgstr "" +"Node3D 节点在自己的局部变换发生改变时,会收到这个通知。父节点的变换发生改变时" +"不会收到这个通知。\n" +"用户需要使用 [method set_notify_local_transform] 手动申请才能够收到 " +"[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED]。" + msgid "Pre-parsed scene tree path." msgstr "预先解析的场景树路径。" @@ -34525,6 +38994,9 @@ msgstr "" msgid "Height of the generated texture." msgstr "生成的纹理的高度。" +msgid "The instance of the [Noise] object." +msgstr "[Noise] 对象的实例。" + msgid "Width of the generated texture." msgstr "生成的纹理的宽度。" @@ -34541,6 +39013,49 @@ msgid "Object notifications" msgstr "对象通知" msgid "" +"Calls the [param method] on the object and returns the result. Unlike " +"[method call], this method expects all parameters to be contained inside " +"[param arg_array].\n" +"[codeblocks]\n" +"[gdscript]\n" +"var node = Node3D.new()\n" +"node.callv(\"rotate\", [Vector3(1.0, 0.0, 0.0), 1.571])\n" +"[/gdscript]\n" +"[csharp]\n" +"var node = new Node3D();\n" +"node.Callv(Node3D.MethodName.Rotate, new Godot.Collections.Array { new " +"Vector3(1f, 0f, 0f), 1.571f });\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Note:[/b] In C#, [param method] must be in snake_case when referring to " +"built-in Godot methods. Prefer using the names exposed in the " +"[code]MethodName[/code] class to avoid allocating a new [StringName] on each " +"call." +msgstr "" +"在对象上调用 [param method] 并返回结果。与 [method call] 不同,该方法期望所有" +"参数都包含在 [param arg_array] 中。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var node = Node3D.new()\n" +"node.callv(\"rotate\", [Vector3(1.0, 0.0, 0.0), 1.571])\n" +"[/gdscript]\n" +"[csharp]\n" +"var node = new Node3D();\n" +"node.Callv(Node3D.MethodName.Rotate, new Godot.Collections.Array { new " +"Vector3(1f, 0f, 0f), 1.571f });\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]注意:[/b]在 C# 中,[param method] 在引用 Godot 内置方法时必须是 " +"snake_case。最好使用 [code]MethodName[/code] 类中公开的名称,以避免在每次调用" +"时分配新的 [StringName]。" + +msgid "" +"Returns the object's [Script] instance, or [code]null[/code] if no script is " +"attached." +msgstr "" +"返回该对象的 [Script] 实例,如果没有附加脚本,则返回 [code]null[/code]。" + +msgid "" "Returns [code]true[/code] if the [method Node.queue_free] method was called " "for the object." msgstr "" @@ -34549,6 +39064,17 @@ msgstr "" msgid "One-shot connections disconnect themselves after emission." msgstr "一次性连接,会在触发后自行断开。" +msgid "Returns the occluder shape's vertex indices." +msgstr "返回该遮挡器形状的顶点索引。" + +msgid "Returns the occluder shape's vertex positions." +msgstr "返回该遮挡器形状的顶点位置。" + +msgid "" +"Provides occlusion culling for 3D nodes, which improves performance in " +"closed areas." +msgstr "为 3D 节点提供遮挡剔除,可以提高封闭区域的性能。" + msgid "Defines a 2D polygon for LightOccluder2D." msgstr "为 LightOccluder2D 定义一个 2D 多边形。" @@ -34588,6 +39114,9 @@ msgid "" "cull_mode]." msgstr "按逆时针方向进行剔除。见 [member cull_mode]。" +msgid "A [MultiplayerPeer] which is always connected and acts as a server." +msgstr "始终连接并用作服务器的 [MultiplayerPeer]。" + msgid "A sequence of Ogg packets." msgstr "Ogg 数据包序列。" @@ -34597,6 +39126,9 @@ msgstr "该流的长度,以秒为单位。" msgid "Omnidirectional light, such as a light bulb or a candle." msgstr "全向光,如灯泡或蜡烛。" +msgid "See [enum ShadowMode]." +msgstr "见 [enum ShadowMode]。" + msgid "" "Shadows are rendered to a dual-paraboloid texture. Faster than [constant " "SHADOW_CUBE], but lower-quality." @@ -34609,12 +39141,24 @@ msgstr "OpenXR 动作。" msgid "The type of action." msgstr "动作的类型。" +msgid "The localized description of this action." +msgstr "该动作的本地化描述。" + msgid "Add an action set." msgstr "添加动作集。" msgid "Add an interaction profile." msgstr "添加交互配置。" +msgid "Setup this action set with our default actions." +msgstr "使用默认动作设置该动作集。" + +msgid "Retrieve an action set by name." +msgstr "按名称检索动作集。" + +msgid "Find an interaction profile by its name (path)." +msgstr "按名称(路径)查找交互配置。" + msgid "Retrieve the action set at this index." msgstr "获取位于该索引的动作集。" @@ -34651,6 +39195,15 @@ msgstr "该动作集的本地化名称。" msgid "The priority for this action set." msgstr "该动作集的优先级。" +msgid "Tracking the player's left hand." +msgstr "追踪玩家的左手。" + +msgid "Tracking the player's right hand." +msgstr "追踪玩家的右手。" + +msgid "Setting up XR" +msgstr "设置 XR" + msgid "Optimized translation." msgstr "优化的翻译。" @@ -34670,6 +39223,15 @@ msgstr "按下时提供可选选项的按钮控件。" msgid "Clears all the items in the [OptionButton]." msgstr "清除[OptionButton]中的所有项目。" +msgid "Returns the icon of the item at index [param idx]." +msgstr "返回索引为 [param idx] 的菜单项的图标。" + +msgid "Returns the ID of the item at index [param idx]." +msgstr "返回索引为 [param idx] 的菜单项的 ID。" + +msgid "Returns the index of the item with the given [param id]." +msgstr "返回 ID 为 [param id] 的菜单项的索引。" + msgid "" "Retrieves the metadata of an item. Metadata may be any type and can be used " "to store extra information about an item, such as an external string ID." @@ -34677,6 +39239,12 @@ msgstr "" "检索项的元数据。元数据可以是任何类型,并可用于存储关于项的额外信息,如外部字" "符串ID。" +msgid "Returns the text of the item at index [param idx]." +msgstr "返回索引为 [param idx] 的菜单项的文本。" + +msgid "Returns the tooltip of the item at index [param idx]." +msgstr "返回索引为 [param idx] 的菜单项的工具提示。" + msgid "" "Returns the ID of the selected item, or [code]-1[/code] if no item is " "selected." @@ -34688,6 +39256,18 @@ msgid "" 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。" +msgid "Returns [code]true[/code] if the item at index [param idx] is disabled." +msgstr "如果索引为 [param idx] 的菜单项被禁用,则返回 [code]true[/code]。" + +msgid "" +"Returns [code]true[/code] if the item at index [param idx] is marked as a " +"separator." +msgstr "" +"如果索引为 [param idx] 的菜单项被标记为分隔符,则返回 [code]true[/code]。" + +msgid "Removes the item at index [param idx]." +msgstr "返回索引为 [param idx] 的菜单项。" + msgid "" "Selects an item by index and makes it the current item. This will work even " "if the item is disabled.\n" @@ -34696,6 +39276,12 @@ 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。\n" "将 [code]-1[/code] 作为索引传入会取消选中任何当前选中的项目。" +msgid "Sets the icon of the item at index [param idx]." +msgstr "设置索引为 [param idx] 的菜单项的图标。" + +msgid "Sets the ID of the item at index [param idx]." +msgstr "设置索引为 [param idx] 的菜单项的 ID。" + 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." @@ -34703,6 +39289,12 @@ 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。" +msgid "Sets the text of the item at index [param idx]." +msgstr "设置索引为 [param idx] 的菜单项的文本。" + +msgid "Sets the tooltip of the item at index [param idx]." +msgstr "设置索引为 [param idx] 的菜单项的工具提示。" + msgid "" "The index of the currently selected item, or [code]-1[/code] if no item is " "selected." @@ -34717,18 +39309,21 @@ msgid "Default text [Color] of the [OptionButton]." msgstr "该 [OptionButton] 的默认文本 [Color]。" msgid "Text [Color] used when the [OptionButton] is disabled." -msgstr "当 [OptionButton] 被禁用时使用的文本 [Color]。" +msgstr "该 [OptionButton] 处于禁用状态时使用的文本 [Color]。" msgid "" "Text [Color] used when the [OptionButton] is focused. Only replaces the " "normal text color of the button. Disabled, hovered, and pressed states take " "precedence over this color." msgstr "" -"当 [OptionButton] 获得焦点时使用的文本 [Color]。只替换按钮的正常文本颜色。禁" -"用、悬停和按下状态优先于这个颜色。" +"该 [OptionButton] 处于聚焦状态时使用的文本 [Color]。只替换按钮的正常文本颜" +"色。禁用、悬停和按下状态优先于这个颜色。" msgid "Text [Color] used when the [OptionButton] is being hovered." -msgstr "当鼠标悬停 [OptionButton] 时使用的文本 [Color]。" +msgstr "该 [OptionButton] 处于悬停状态时使用的文本 [Color]。" + +msgid "Text [Color] used when the [OptionButton] is being hovered and pressed." +msgstr "该 [OptionButton] 处于悬停且按下状态时使用的文本 [Color]。" msgid "Text [Color] used when the [OptionButton] is being pressed." msgstr "当 [OptionButton] 被按下时使用的文本 [Color]。" @@ -34809,7 +39404,20 @@ msgid "Standard Material 3D and ORM Material 3D" msgstr "标准 3D 材质与 ORM 3D 材质" msgid "Operating System functions." -msgstr "操作系统功能。" +msgstr "操作系统函数。" + +msgid "" +"Operating System functions. [OS] wraps the most common functionality to " +"communicate with the host operating system, such as the clipboard, video " +"driver, delays, environment variables, execution of binaries, command line, " +"etc.\n" +"[b]Note:[/b] In Godot 4, [OS] functions related to window management were " +"moved to the [DisplayServer] singleton." +msgstr "" +"操作系统功能。OS 封装了与主机操作系统通信的最常见功能,如剪贴板、视频驱动、延" +"时、环境变量、二进制文件的执行、命令行等。\n" +"[b]注意:[/b]在 Godot 4 中,窗口管理相关的 [OS] 函数已移动至 [DisplayServer] " +"单例。" msgid "" "Displays a modal dialog box using the host OS' facilities. Execution is " @@ -34824,6 +39432,9 @@ msgstr "" "关闭系统 MIDI 驱动程序。\n" "[b]注意:[/b]该方法只在 Linux、macOS 和 Windows 上实现。" +msgid "Returns the keycode of the given string (e.g. \"Escape\")." +msgstr "返回给定字符串(例如“Escape”)的键码。" + msgid "" "With this function, you can get the list of dangerous permissions that have " "been granted to the Android application.\n" @@ -34945,6 +39556,11 @@ msgstr "" "[b]注意:[/b] 线程 ID 不是确定的,也许会在应用程序重新启动时被重复使用。" msgid "" +"Returns [code]true[/code] if the input keycode corresponds to a Unicode " +"character." +msgstr "如果输入键码对应一个 Unicode 字符,则返回 [code]true[/code]。" + +msgid "" "At the moment this function is only used by [code]AudioDriverOpenSL[/code] " "to request permission for [code]RECORD_AUDIO[/code] on Android." msgstr "" @@ -35201,6 +39817,14 @@ msgstr "" "从偏移量位置开始,该数组必须还分配有至少 2 个字节的空间。" msgid "" +"Encodes a 32-bit signed integer number as bytes at the index of [param " +"byte_offset] bytes. The array must have at least 4 bytes of space, starting " +"at the offset." +msgstr "" +"将 32 位无符号整数编码为字节序列,起始位置字节偏移量为 [param byte_offset]。" +"从偏移量位置开始,该数组必须还分配有至少 4 个字节的空间。" + +msgid "" "Encodes a 8-bit signed integer number (signed byte) at the index of [param " "byte_offset] bytes. The array must have at least 1 byte of space, starting " "at the offset." @@ -35813,15 +40437,43 @@ msgid "" "it will not scroll." msgstr "复制视差图层的运动。如果一个轴被设置为 [code]0[/code],它将不会滚动。" +msgid "Particle properties for [GPUParticles3D] and [GPUParticles2D] nodes." +msgstr "[GPUParticles3D] 和 [GPUParticles2D] 节点的粒子属性。" + +msgid "Returns the [Texture2D] used by the specified parameter." +msgstr "返回指定参数所使用的 [Texture2D]。" + msgid "Sets the maximum value range for the given parameter." msgstr "设置给定参数的最大值范围。" msgid "Sets the minimum value range for the given parameter." msgstr "设置给定参数的最小值范围。" +msgid "Sets the [Texture2D] for the specified [enum Parameter]." +msgstr "为指定的 [enum Parameter] 设置 [Texture2D]。" + +msgid "" +"If [code]true[/code], enables the specified particle flag. See [enum " +"ParticleFlags] for options." +msgstr "" +"如果为 [code]true[/code],则启用指定的粒子标志。选项见 [enum ParticleFlags]。" + msgid "Each particle's rotation will be animated along this [CurveTexture]." msgstr "每个粒子的旋转将沿着这个 [CurveTexture] 动画。" +msgid "" +"Maximum initial angular velocity (rotation speed) applied to each particle " +"in [i]degrees[/i] per second.\n" +"Only applied when [member particle_flag_disable_z] or [member " +"particle_flag_rotate_y] are [code]true[/code] or the [BaseMaterial3D] being " +"used to draw the particle is using [constant BaseMaterial3D." +"BILLBOARD_PARTICLES]." +msgstr "" +"应用于每个粒子的最大初始角速度(旋转速度),以[i]度[/i]每秒为单位。\n" +"仅在 [member particle_flag_disable_z] 或 [member particle_flag_rotate_y] 为 " +"[code]true[/code],或 [BaseMaterial3D] 使用 [constant BaseMaterial3D." +"BILLBOARD_PARTICLES] 绘制粒子时应用。" + msgid "Each particle's animation offset will vary along this [CurveTexture]." msgstr "每个粒子的动画偏移将沿着这个 [CurveTexture] 变化。" @@ -35904,6 +40556,9 @@ msgid "" "Each particle's radial acceleration will vary along this [CurveTexture]." msgstr "每个粒子的径向加速度将沿着这个 [CurveTexture] 变化。" +msgid "Minimum equivalent of [member scale_max]." +msgstr "[member scale_max] 对应的最小值。" + msgid "" "Each particle's tangential acceleration will vary along this [CurveTexture]." msgstr "每个粒子的切向加速度将沿着这个 [CurveTexture] 变化。" @@ -36356,12 +41011,69 @@ msgid "" msgstr "返回该物体的碰撞例外节点数组。" msgid "" +"Moves the body along the vector [param motion]. In order to be frame rate " +"independent in [method Node._physics_process] or [method Node._process], " +"[param motion] should be computed using [code]delta[/code].\n" +"Returns a [KinematicCollision2D], which contains information about the " +"collision when stopped, or when touching another body along the motion.\n" +"If [param test_only] is [code]true[/code], the body does not move but the " +"would-be collision information is given.\n" +"[param safe_margin] is the extra margin used for collision recovery (see " +"[member CharacterBody2D.safe_margin] for more details).\n" +"If [param recovery_as_collision] is [code]true[/code], any depenetration " +"from the recovery phase is also reported as a collision; this is used e.g. " +"by [CharacterBody2D] for improving floor detection during floor snapping." +msgstr "" +"沿着运动向量 [param motion] 移动该物体。为了在 [method Node." +"_physics_process] 和 [method Node._process] 中不依赖帧速率,[param motion] 应" +"该使用 [code]delta[/code] 计算。\n" +"返回 [KinematicCollision2D],包含停止时的碰撞信息,或者沿运动向量接触到其他物" +"体时的碰撞信息。\n" +"如果 [param test_only] 为 [code]true[/code],则该物体不会移动,但会给出可能的" +"碰撞信息。\n" +"[param safe_margin] 是用于碰撞恢复的额外边距(详见 [member CharacterBody2D." +"safe_margin] )。\n" +"如果 [param recovery_as_collision] 为 [code]true[/code],则恢复阶段发生的穿透" +"解除也会被报告为碰撞;例如,[CharacterBody2D] 在吸附到地板时会用这个选项来改" +"善对地板检测。" + +msgid "" "Removes a body from the list of bodies that this body can't collide with." msgstr "将一个物体从该物体不能碰撞的物体列表中移除。" msgid "Base class for all objects affected by physics in 3D space." msgstr "在 3D 空间中受物理影响的所有对象的基类。" +msgid "" +"Moves the body along the vector [param motion]. In order to be frame rate " +"independent in [method Node._physics_process] or [method Node._process], " +"[param motion] should be computed using [code]delta[/code].\n" +"The body will stop if it collides. Returns a [KinematicCollision3D], which " +"contains information about the collision when stopped, or when touching " +"another body along the motion.\n" +"If [param test_only] is [code]true[/code], the body does not move but the " +"would-be collision information is given.\n" +"[param safe_margin] is the extra margin used for collision recovery (see " +"[member CharacterBody3D.safe_margin] for more details).\n" +"If [param recovery_as_collision] is [code]true[/code], any depenetration " +"from the recovery phase is also reported as a collision; this is used e.g. " +"by [CharacterBody3D] for improving floor detection during floor snapping.\n" +"[param max_collisions] allows to retrieve more than one collision result." +msgstr "" +"沿着运动向量 [param motion] 移动该物体。为了在 [method Node." +"_physics_process] 和 [method Node._process] 中不依赖帧速率,[param motion] 应" +"该使用 [code]delta[/code] 计算。\n" +"发生碰撞后该物体就会停止运动。返回 [KinematicCollision3D],包含停止时的碰撞信" +"息,或者沿运动向量接触到其他物体时的碰撞信息。\n" +"如果 [param test_only] 为 [code]true[/code],则该物体不会移动,但会给出可能的" +"碰撞信息。\n" +"[param safe_margin] 是用于碰撞恢复的额外边距(详见 [member CharacterBody3D." +"safe_margin] )。\n" +"如果 [param recovery_as_collision] 为 [code]true[/code],则恢复阶段发生的穿透" +"解除也会被报告为碰撞;例如,[CharacterBody3D] 在吸附到地板时会用这个选项来改" +"善对地板检测。\n" +"[param max_collisions] 可用于检索多次碰撞的结果。" + msgid "Lock the body's rotation in the X axis." msgstr "锁定物体在 X 轴上的旋转。" @@ -36527,6 +41239,28 @@ msgstr "" msgid "Server interface for low-level 2D physics access." msgstr "用于底层 2D 物理访问服务的接口。" +msgid "Returns the physics layer or layers the area belongs to, as a bitmask." +msgstr "返回该区域所属的物理层,形式为位掩码。" + +msgid "" +"Returns the physics layer or layers the area can contact with, as a bitmask." +msgstr "返回该区域所能接触的物理层,形式为位掩码。" + +msgid "Returns the number of shapes added to the area." +msgstr "返回添加给该区域的形状数量。" + +msgid "Returns the transform matrix of the area." +msgstr "返回该区域的变换矩阵。" + +msgid "Assigns the area to one or many physics layers, via a bitmask." +msgstr "将该区域分配给若干个物理层,使用位掩码。" + +msgid "Sets which physics layers the area will monitor, via a bitmask." +msgstr "设置该区域所监视的物理层,使用位掩码。" + +msgid "Sets the transform matrix of the area." +msgstr "设置该区域的变换矩阵。" + msgid "" "This is the constant for creating circle shapes. A circle shape only has a " "radius. It can be used for intersections and inside/outside checks." @@ -37406,6 +42140,11 @@ msgid "" "QuadMesh in Godot 3.x." msgstr "[PlaneMesh] 将面向 Z 轴正方向。与 Godot 3.x 中 QuadMesh 的行为一致。" +msgid "" +"Casts light in a 2D environment. This light's shape is defined by a (usually " +"grayscale) texture." +msgstr "在 2D 环境中投射光线。此灯的形状由(通常为灰度)纹理定义。" + msgid "[Texture2D] used for the light's appearance." msgstr "用于该灯光外观的 [Texture2D]。" @@ -38345,6 +43084,21 @@ msgstr "" "initial_position_type] 设置为“Absolute”([code]2[/code] )时使用。" msgid "" +"Main window initial position.\n" +"[code]0[/code] - \"Absolute\", [member display/window/size/initial_position] " +"is used to set window position.\n" +"[code]1[/code] - \"Primary Screen Center\".\n" +"[code]2[/code] - \"Other Screen Center\", [member display/window/size/" +"initial_screen] is used to set the screen." +msgstr "" +"主窗口的初始位置。\n" +"[code]0[/code] - “Absolute(绝对位置)”,窗口位置用 [member display/window/" +"size/initial_position] 设置。\n" +"[code]1[/code] - “Primary Screen Center(主屏幕中心)”。\n" +"[code]2[/code] - “Other Screen Center(其他屏幕中心)”, 屏幕用 [member " +"display/window/size/initial_screen] 设置。" + +msgid "" "Main window initial screen, this settings is used only if [member display/" "window/size/initial_position_type] is set to \"Other Screen " "Center\" ([code]2[/code])." @@ -38606,6 +43360,9 @@ msgid "" "the project." msgstr "自定义 [Font] 资源的路径,用作项目中所有 GUI 元素的默认字体。" +msgid "Font anti-aliasing mode. See [member FontFile.antialiasing]." +msgstr "字体抗锯齿模式。见 [member FontFile.antialiasing]。" + msgid "Default font hinting mode. See [member FontFile.hinting]." msgstr "默认字体微调模式。见 [member FontFile.hinting]。" @@ -38778,6 +43535,24 @@ msgstr "" "的,无法删除。但是可以修改分配给该动作的事件。" msgid "" +"Default [InputEventAction] to add an additional caret above every caret of a " +"text." +msgstr "在文本的每个光标上方添加一个额外光标的默认 [InputEventAction]。" + +msgid "" +"macOS specific override for the shortcut to add a caret above every caret." +msgstr "macOS 特有的用于在每个光标上方添加一个光标的快捷键的覆盖。" + +msgid "" +"Default [InputEventAction] to add an additional caret below every caret of a " +"text." +msgstr "在文本的每个光标下方添加一个额外光标的默认 [InputEventAction]。" + +msgid "" +"macOS specific override for the shortcut to add a caret below every caret." +msgstr "macOS 特有的用于在每个光标下方添加一个光标的快捷键的覆盖。" + +msgid "" "Default [InputEventAction] to move up in the UI.\n" "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are " "necessary for the internal logic of several [Control]s. The events assigned " @@ -39581,6 +44356,11 @@ msgid "" msgstr "3D 渲染层 13 的可选名称。留空则会显示为“层 13”。" msgid "" +"Optional name for the 3D render layer 14. If left empty, the layer will " +"display as \"Layer 14\"." +msgstr "3D 渲染层 14 的可选名称。留空则会显示为“层 14”。" + +msgid "" "Optional name for the 3D render layer 15. If left empty, the layer will " "display as \"Layer 15\"." msgstr "3D 渲染层 15 的可选名称。留空则会显示为“层 15”。" @@ -40208,11 +44988,51 @@ msgstr "" "象都在同一帧中被绘制,请提高这个限制。" 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 " +"the nearest power of 2." +msgstr "" +"定向阴影的大小(以像素为单位)。较高的值,将导致更清晰的阴影,但会以性能为代" +"价。该值将四舍五入到最接近的 2 次幂。" + +msgid "" +"Lower-end override for [member rendering/lights_and_shadows/" +"directional_shadow/size] on mobile devices, due to performance concerns or " +"driver support." +msgstr "" +"由于性能和驱动支持,在移动设备上会对 [member rendering/lights_and_shadows/" +"directional_shadow/size] 以低配数值覆盖。" + +msgid "" +"Lower-end override for [member rendering/lights_and_shadows/" +"directional_shadow/soft_shadow_filter_quality] on mobile devices, due to " +"performance concerns or driver support." +msgstr "" +"由于性能和驱动支持,在移动设备上会对 [member rendering/lights_and_shadows/" +"directional_shadow/soft_shadow_filter_quality] 以低配数值覆盖。" + +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。" msgid "" +"Lower-end override for [member rendering/lights_and_shadows/" +"positional_shadow/atlas_size] on mobile devices, due to performance concerns " +"or driver support." +msgstr "" +"由于性能和驱动支持,在移动设备上会对 [member rendering/lights_and_shadows/" +"positional_shadow/atlas_size] 以低配数值覆盖。" + +msgid "" +"Lower-end override for [member rendering/lights_and_shadows/" +"positional_shadow/soft_shadow_filter_quality] on mobile devices, due to " +"performance concerns or driver support." +msgstr "" +"由于性能和驱动支持,在移动设备上会对 [member rendering/quality/" +"directional_shadow/size] 以低配数值覆盖。" + +msgid "" "Sets the renderer that will be used by the project. Options are:\n" "[b]Forward Plus[/b]: High-end renderer designed for Desktop devices. Has a " "higher base overhead, but scales well with complex scenes. Not suitable for " @@ -40744,6 +45564,23 @@ msgid "Returns the area of the [Rect2i]. See also [method has_area]." msgstr "返回该 [Rect2i] 的面积。另请参阅 [method has_area]。" msgid "" +"Returns a copy of the [Rect2i] grown by the specified [param amount] on all " +"sides." +msgstr "返回 [Rect2i] 的副本,该副本向所有边增长了给定量 [param amount]。" + +msgid "" +"Returns a copy of the [Rect2i] grown by the specified amount on each side " +"individually." +msgstr "返回 [Rect2i] 的副本,该副本向各边增长了给定量。" + +msgid "" +"Returns a copy of the [Rect2i] grown by the specified [param amount] on the " +"specified [enum Side]." +msgstr "" +"返回 [Rect2i] 的副本,该副本向指定的边 [enum Side] 增长了给定量 [param " +"amount]。" + +msgid "" "Returns [code]true[/code] if the [Rect2i] has area, and [code]false[/code] " "if the [Rect2i] is linear, empty, or has a negative [member size]. See also " "[method get_area]." @@ -41654,6 +46491,9 @@ msgid "" "constants for options." msgstr "设置应更新视口的时间。可选项请参阅 [enum ViewportUpdateMode] 。" +msgid "If [code]true[/code], use Temporal Anti-Aliasing." +msgstr "如果为 [code]true[/code],则使用时间抗锯齿。" + 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 " @@ -41949,6 +46789,12 @@ msgstr "显示的对象没有光照信息。" msgid "Debug draw draws objects in wireframe." msgstr "调试绘制,将对象用线框形式绘制。" +msgid "VRS is disabled." +msgstr "VRS 已禁用。" + +msgid "VRS texture is supplied by the primary [XRInterface]." +msgstr "VRS 纹理由主 [XRInterface] 提供。" + msgid "Represents the size of the [enum ViewportVRSMode] enum." msgstr "代表 [enum ViewportVRSMode] 枚举的大小。" @@ -42537,6 +47383,9 @@ msgstr "设置表格的单元格边框颜色。" msgid "Sets inner padding of a table cell." msgstr "设置表格的单元格内边距。" +msgid "If [code]true[/code], the label uses BBCode formatting." +msgstr "如果为 [code]true[/code],则该标签使用 BBCode 格式。" + msgid "If [code]true[/code], a right-click displays the context menu." msgstr "为 [code]true[/code] 时右键单击会显示上下文菜单。" @@ -42909,6 +47758,52 @@ msgstr "" "如果为 [code]true[/code],则网格的点都将位于相同的 Y 坐标上([i]local[/i] Y " "= 0)。如果 [code]false[/code],则保留点的原始 Y 坐标。" +msgid "High-level multiplayer API implementation." +msgstr "高阶多人游戏 API 实现。" + +msgid "" +"This class is the default implementation of [MultiplayerAPI], used to " +"provide multiplayer functionalities in Godot Engine.\n" +"This implementation supports RPCs via [method Node.rpc] and [method Node." +"rpc_id] and requires [method MultiplayerAPI.rpc] to be passed a [Node] (it " +"will fail for other object types).\n" +"This implementation additionally provide [SceneTree] replication via the " +"[MultiplayerSpawner] and [MultiplayerSynchronizer] nodes, and the " +"[SceneReplicationConfig] resource.\n" +"[b]Note:[/b] The high-level multiplayer API protocol is an implementation " +"detail and isn't meant to be used by non-Godot servers. It may change " +"without notice.\n" +"[b]Note:[/b] When exporting to Android, make sure to enable the " +"[code]INTERNET[/code] permission in the Android export preset before " +"exporting the project or using one-click deploy. Otherwise, network " +"communication of any kind will be blocked by Android." +msgstr "" +"这个类是 [MultiplayerAPI] 的默认实现,用于在 Godot 引擎中提供多人游戏功能。\n" +"该实现通过 [method Node.rpc] 和 [method Node.rpc_id] 来支持 RPC,需要向 " +"[method MultiplayerAPI.rpc] 传递一个 [Node](传入其他对象类型会导致失败)。\n" +"该实现还提供了 [SceneTree] 复制功能,使用的是 [MultiplayerSpawner] 和 " +"[MultiplayerSynchronizer] 节点,以及 [SceneReplicationConfig] 资源,。\n" +"[b]注意:[/b]高阶多人游戏 API 协议属于实现细节,并不打算提供给非 Godot 服务器" +"使用。对协议的更改可能不会进行提前通知。\n" +"[b]注意:[/b]导出到 Android 时,在导出项目或使用一键部署之前,请务必在安卓导" +"出预设中开启 [code]INTERNET[/code] 权限。否则,任何类型的网络通信都将被 " +"Android 阻止。" + +msgid "" +"Configuration for properties to synchronize with a [MultiplayerSynchronizer]." +msgstr "配置,能够让 [MultiplayerSynchronizer] 对属性进行同步。" + +msgid "Returns a list of synchronized property [NodePath]s." +msgstr "返回同步属性的 [NodePath] 列表。" + +msgid "" +"Returns whether the given [code]path[/code] is configured for " +"synchronization." +msgstr "返回给定的 [code]path[/code] 是否配置为同步。" + +msgid "Finds the index of the given [code]path[/code]." +msgstr "查找给定 [code]path[/code] 的索引。" + msgid "A script interface to a scene file's data." msgstr "场景文件数据的脚本接口。" @@ -43222,6 +48117,49 @@ msgid "" "[Script] that is going to be closed." msgstr "当编辑器即将关闭活动脚本时发出。参数是将要关闭的 [Script]。" +msgid "Base editor for editing scripts in the [ScriptEditor]." +msgstr "用于在 [ScriptEditor] 中编辑脚本的基础编辑器。" + +msgid "" +"Base editor for editing scripts in the [ScriptEditor], this does not include " +"documentation items." +msgstr "用于在 [ScriptEditor] 中编辑脚本的基础编辑器,不包含文档项目。" + +msgid "Adds a [EditorSyntaxHighlighter] to the open script." +msgstr "将 [EditorSyntaxHighlighter] 添加到打开的脚本中。" + +msgid "Emitted after script validation." +msgstr "校验脚本后发出。" + +msgid "Emitted when the user requests a specific documentation page." +msgstr "用户请求特定的文档页面时发出。" + +msgid "" +"Emitted when the user requests to view a specific method of a script, " +"similar to [signal request_open_script_at_line]." +msgstr "" +"用户请求查看脚本中的指定方法时发出,类似于 [signal " +"request_open_script_at_line]。" + +msgid "" +"Emitted after script validation or when the edited resource has changed." +msgstr "校验脚本后,或者所编辑资源发生更改时发出。" + +msgid "" +"Emitted when the user request to find and replace text in the file system." +msgstr "用户请求在文件系统中查找与替换文本时发出。" + +msgid "Emitted when the user requests contextual help." +msgstr "用户请求上下文帮助时发出。" + +msgid "" +"Emitted when the user requests to view a specific line of a script, similar " +"to [signal go_to_method]." +msgstr "用户请求查看脚本中的指定行时发出,类似于 [signal go_to_method]。" + +msgid "Emitted when the user request to search text in the file system." +msgstr "用户请求在文件系统中搜索文本时发出。" + msgid "Base class for scroll bars." msgstr "滚动条的基类。" @@ -43368,6 +48306,9 @@ msgstr "所有 2D 形状的基类。" msgid "Base class for all 2D shapes. All 2D shape types inherit from this." msgstr "所有 2D 形状的基类。所有的 2D 形状类型都继承于此。" +msgid "Returns a [Rect2] representing the shapes boundary." +msgstr "返回代表形状边界的 [Rect2]。" + msgid "Base class for all 3D shape resources." msgstr "所有 3D 形状资源的基类。" @@ -43418,6 +48359,10 @@ msgstr "构造空的 [Signal],没有绑定对象和信号名称。" msgid "Constructs a [Signal] as a copy of the given [Signal]." msgstr "构造给定 [Signal] 的副本。" +msgid "" +"Creates a new [Signal] named [param signal] in the specified [param object]." +msgstr "在指定对象 [param object] 中新建名称 [param signal] 的 [Signal]。" + msgid "Returns the name of this signal." msgstr "返回该信号的名称。" @@ -43429,6 +48374,26 @@ msgid "" "get_instance_id])." msgstr "返回发出该信号的对象的 ID(见 [method Object.get_instance_id])。" +msgid "" +"Returns [code]true[/code] if the specified [Callable] is connected to this " +"signal." +msgstr "如果指定的 [Callable] 已连接到此信号,则返回 [code]true[/code]。" + +msgid "" +"Returns [code]true[/code] if the signal's name does not exist in its object, " +"or the object is not valid." +msgstr "" +"如果该信号的名称并不存在于其对象中,或者对象无效,则返回 [code]true[/code]。" + +msgid "" +"Returns [code]true[/code] if the signals do not share the same object and " +"name." +msgstr "如果信号的对象或名称不同,则返回 [code]true[/code]。" + +msgid "" +"Returns [code]true[/code] if both signals share the same object and name." +msgstr "如果信号的对象和名称相同,则返回 [code]true[/code]。" + msgid "Skeleton for 2D characters and animated objects." msgstr "2D 角色和动画对象的骨架。" @@ -43473,6 +48438,24 @@ msgstr "" "上。" msgid "" +"Sets the global pose transform, [param pose], for the bone at [param " +"bone_idx].\n" +"[param amount] is the interpolation strength that will be used when applying " +"the pose, and [param persistent] determines if the applied pose will " +"remain.\n" +"[b]Note:[/b] The pose transform needs to be a global pose! To convert a " +"world transform from a [Node3D] to a global bone pose, multiply the [method " +"Transform3D.affine_inverse] of the node's [member Node3D.global_transform] " +"by the desired world transform." +msgstr "" +"为 [param bone_idx] 处的骨骼设置全局姿势变换 [param pose]。\n" +"[param amount] 是应用姿势时将使用的插值强度,[param persistent] 决定应用的姿" +"势是否会保留。\n" +"[b]注意:[/b]姿势变换需要的是全局姿势!要将 [Node3D] 的世界变换转换为全局骨骼" +"姿势,请将节点的 [member Node3D.global_transform] 的 [method Transform3D." +"affine_inverse] 乘以所期望的世界变换。" + +msgid "" "SkeletonIK3D is used to place the end bone of a [Skeleton3D] bone chain at a " "certain point in 3D by rotating all bones in the chain accordingly." msgstr "" @@ -44164,13 +49147,105 @@ msgid "" msgstr "静态或者只能被脚本移动的 2D 物理物体。可用于地面和墙体。" msgid "" +"Static body for 2D physics.\n" +"A static body is a simple body that doesn't move under physics simulation, i." +"e. it can't be moved by external forces or contacts but its transformation " +"can still be updated manually by the user. It is ideal for implementing " +"objects in the environment, such as walls or platforms. In contrast to " +"[RigidBody2D], it doesn't consume any CPU resources as long as they don't " +"move.\n" +"They have extra functionalities to move and affect other bodies:\n" +"[b]Static transform change:[/b] Static bodies can be moved by animation or " +"script. In this case, they are just teleported and don't affect other bodies " +"on their path.\n" +"[b]Constant velocity:[/b] When [member constant_linear_velocity] or [member " +"constant_angular_velocity] is set, static bodies don't move themselves but " +"affect touching bodies as if they were moving. This is useful for simulating " +"conveyor belts or conveyor wheels." +msgstr "" +"静态物体,用于 2D 物理。\n" +"静态物体是一种不会在物理仿真中移动的简单物体,也就是说,它无法被外力移动,也" +"无法因为碰触而移动,但用户仍然可以对它的变换进行手动更新。用来实现墙壁、平台" +"等环境中的对象非常理想。与 [RigidBody2D] 不同,静态物体只要不移动,就不会消耗" +"任何 CPU 资源。\n" +"静态物体还能移动和影响其他物体。\n" +"[b]改变静态变换:[/b]静态物体可以通过动画或脚本来移动。在这种情况下它们是被传" +"送的,不会影响移动路径上的其他物体。\n" +"[b]恒定速度:[/b]当 [member constant_linear_velocity] 或 [member " +"constant_angular_velocity] 被设置时,静态物体虽然自己不会移动,但会影响与之接" +"触的物体,就好像这些静态物体是在移动一样。可用于模拟传送带或传送轮。" + +msgid "" +"The body's constant angular velocity. This does not rotate the body, but " +"affects touching bodies, as if it were rotating." +msgstr "" +"该物体的恒定角速度。不会旋转该物体,但会影响接触的物体,就好像这个静态物体正" +"在旋转一样。" + +msgid "" +"The body's constant linear velocity. This does not move the body, but " +"affects touching bodies, as if it were moving." +msgstr "" +"该物体的恒定线速度。不会移动该物体,但会影响接触的物体,就好像这个静态物体正" +"在移动一样。" + +msgid "" "Physics body for 3D physics which is static or moves only by script. Useful " "for floor and walls." msgstr "静态或者只能被脚本移动的 3D 物理物体。可用于地面和墙体。" +msgid "" +"Static body for 3D physics.\n" +"A static body is a simple body that doesn't move under physics simulation, i." +"e. it can't be moved by external forces or contacts but its transformation " +"can still be updated manually by the user. It is ideal for implementing " +"objects in the environment, such as walls or platforms. In contrast to " +"[RigidBody3D], it doesn't consume any CPU resources as long as they don't " +"move.\n" +"They have extra functionalities to move and affect other bodies:\n" +"[i]Static transform change:[/i] Static bodies can be moved by animation or " +"script. In this case, they are just teleported and don't affect other bodies " +"on their path.\n" +"[i]Constant velocity:[/i] When [member constant_linear_velocity] or [member " +"constant_angular_velocity] is set, static bodies don't move themselves but " +"affect touching bodies as if they were moving. This is useful for simulating " +"conveyor belts or conveyor wheels.\n" +"[b]Warning:[/b] With a non-uniform scale this node will probably not " +"function as expected. Please make sure to keep its scale uniform (i.e. the " +"same on all axes), and change the size(s) of its collision shape(s) instead." +msgstr "" +"静态物体,用于 2D 物理。\n" +"静态物体是一种不会在物理仿真中移动的简单物体,也就是说,它无法被外力移动,也" +"无法因为碰触而移动,但用户仍然可以对它的变换进行手动更新。用来实现墙壁、平台" +"等环境中的对象非常理想。与 [RigidBody3D] 不同,静态物体只要不移动,就不会消耗" +"任何 CPU 资源。\n" +"静态物体还能移动和影响其他物体。\n" +"[i]改变静态变换:[/i]静态物体可以通过动画或脚本来移动。在这种情况下它们是被传" +"送的,不会影响移动路径上的其他物体。\n" +"[i]恒定速度:[/i]当 [member constant_linear_velocity] 或 [member " +"constant_angular_velocity] 被设置时,静态物体虽然自己不会移动,但会影响与之接" +"触的物体,就好像这些静态物体是在移动一样。可用于模拟传送带或传送轮。\n" +"[b]警告:[/b]如果缩放不统一,该节点可能无法正常工作。请确保缩放的统一(即各轴" +"都相同),可以改为修改碰撞形状的大小。" + msgid "Abstraction and base class for stream-based protocols." msgstr "基于流的协议的抽象和基类。" +msgid "" +"StreamPeer is an abstraction and base class for stream-based protocols (such " +"as TCP). It provides an API for sending and receiving data through streams " +"as raw data or strings.\n" +"[b]Note:[/b] When exporting to Android, make sure to enable the " +"[code]INTERNET[/code] permission in the Android export preset before " +"exporting the project or using one-click deploy. Otherwise, network " +"communication of any kind will be blocked by Android." +msgstr "" +"StreamPeer 是流式协议(例如 TCP)的抽象基类。它提供了通过流发送数据的 API,将" +"数据作为原始数据或字符串处理。\n" +"[b]注意:[/b]导出到安卓时,在导出项目或使用一键部署之前,请务必在安卓导出预设" +"中,开启 [code]INTERNET[/code] 权限。否则,任何类型的网络通信都将被 Android " +"阻止。" + msgid "Gets a signed 16-bit value from the stream." msgstr "从流中获取有符号 16 位值。" @@ -44186,12 +49261,40 @@ msgstr "从流中获取有符号字节。" msgid "Returns the number of bytes this [StreamPeer] has available." msgstr "返回该 [StreamPeer] 可用的字节数。" +msgid "" +"Returns a chunk data with the received bytes. The number of bytes to be " +"received can be requested in the [param bytes] argument. If not enough bytes " +"are available, the function will block until the desired amount is received. " +"This function returns two values, an [enum Error] code and a data array." +msgstr "" +"返回接收到的块数据。可以使用 [param bytes] 参数设置所需接收的字节数。如果可用" +"的字节数不足,函数会阻塞至接收到所需字节数为止。该函数返回两个值,一个 [enum " +"Error] 错误码以及一个数据数组。" + msgid "Gets a double-precision float from the stream." msgstr "从流中获取一个双精度浮点数。" msgid "Gets a single-precision float from the stream." msgstr "从流中获取一个单精度浮点数。" +msgid "" +"Returns a chunk data with the received bytes. The number of bytes to be " +"received can be requested in the \"bytes\" argument. If not enough bytes are " +"available, the function will return how many were actually received. This " +"function returns two values, an [enum Error] code, and a data array." +msgstr "" +"返回接收到的块数据。可以使用“bytes”参数设置所需接收的字节数。如果可用的字节数" +"不足,函数会阻塞至接收到所需字节数为止。该函数返回两个值,一个 [enum Error] " +"错误码以及一个数据数组。" + +msgid "" +"Gets an ASCII string with byte-length [param bytes] from the stream. If " +"[param bytes] is negative (default) the length will be read from the stream " +"using the reverse process of [method put_string]." +msgstr "" +"从流中获取一个字节长度为 [param bytes] 的 ASCII 字符串。如果 [param bytes] 为" +"负(默认),会按照 [method put_string] 的逆向操作从流中读取长度。" + msgid "Gets an unsigned 16-bit value from the stream." msgstr "从流中获取一个无符号 16 位值。" @@ -44204,6 +49307,31 @@ msgstr "从流中获取一个无符号 64 位值。" msgid "Gets an unsigned byte from the stream." msgstr "从流中获取一个无符号字节。" +msgid "" +"Gets an UTF-8 string with byte-length [param bytes] from the stream (this " +"decodes the string sent as UTF-8). If [param bytes] is negative (default) " +"the length will be read from the stream using the reverse process of [method " +"put_utf8_string]." +msgstr "" +"从流中获取一个字节长度为 [param bytes] 的 UTF-8 字符串(将发送的字符串解码为 " +"UTF-8)。如果 [param bytes] 为负(默认),会按照 [method put_utf8_string] 的" +"逆向操作从流中读取长度。" + +msgid "" +"Gets a Variant from the stream. If [param allow_objects] is [code]true[/" +"code], decoding objects is allowed.\n" +"Internally, this uses the same decoding mechanism as the [method " +"@GlobalScope.bytes_to_var] method.\n" +"[b]Warning:[/b] Deserialized objects can contain code which gets executed. " +"Do not use this option if the serialized object comes from untrusted sources " +"to avoid potential security threats such as remote code execution." +msgstr "" +"从流中获取一个 Variant。如果 [param allow_objects] 为 [code]true[/code],则会" +"允许解码出对象。\n" +"内部实现时,使用的解码机制与 [method @GlobalScope.bytes_to_var] 方法相同。\n" +"[b]警告:[/b]反序列化的对象可能包含会被执行的代码。如果序列化的对象来自不可信" +"的来源,请勿使用该选项,以免造成远程代码执行等安全威胁。" + msgid "Puts a signed 16-bit value into the stream." msgstr "向流中放入一个有符号 16 位值。" @@ -44216,12 +49344,53 @@ msgstr "向流中放入一个有符号 64 位值。" msgid "Puts a signed byte into the stream." msgstr "向流中放入一个有符号字节。" +msgid "" +"Sends a chunk of data through the connection, blocking if necessary until " +"the data is done sending. This function returns an [enum Error] code." +msgstr "" +"通过连接发送块数据,数据完成发送前会阻塞。该函数返回 [enum Error] 错误码。" + msgid "Puts a double-precision float into the stream." msgstr "向流中放入一个双精度浮点数。" msgid "Puts a single-precision float into the stream." msgstr "向流中放入一个单精度浮点数。" +msgid "" +"Sends a chunk of data through the connection. If all the data could not be " +"sent at once, only part of it will. This function returns two values, an " +"[enum Error] code and an integer, describing how much data was actually sent." +msgstr "" +"通过连接发送数据。如果数据无法一次性发完,则仅会发送部分数据。该函数返回两个" +"值,一个 [enum Error] 错误码以及一个整数,表示实际发送的数据量。" + +msgid "" +"Puts a zero-terminated ASCII string into the stream prepended by a 32-bit " +"unsigned integer representing its size.\n" +"[b]Note:[/b] To put an ASCII string without prepending its size, you can use " +"[method put_data]:\n" +"[codeblocks]\n" +"[gdscript]\n" +"put_data(\"Hello world\".to_ascii())\n" +"[/gdscript]\n" +"[csharp]\n" +"PutData(\"Hello World\".ToAscii());\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"向流中放入一个以零结尾的 ASCII 字符串,会前置一个表示其大小的 32 位无符号整" +"数。\n" +"[b]注意:[/b]如果要放置 ASCII 字符串,而不前置大小,可以使用 [method " +"put_data]:\n" +"[codeblocks]\n" +"[gdscript]\n" +"put_data(\"Hello world\".to_ascii())\n" +"[/gdscript]\n" +"[csharp]\n" +"PutData(\"Hello World\".ToAscii());\n" +"[/csharp]\n" +"[/codeblocks]" + msgid "Puts an unsigned 16-bit value into the stream." msgstr "向流中放入一个无符号 16 位值。" @@ -44235,6 +49404,43 @@ msgid "Puts an unsigned byte into the stream." msgstr "向流中放入一个无符号字节。" msgid "" +"Puts a zero-terminated UTF-8 string into the stream prepended by a 32 bits " +"unsigned integer representing its size.\n" +"[b]Note:[/b] To put an UTF-8 string without prepending its size, you can use " +"[method put_data]:\n" +"[codeblocks]\n" +"[gdscript]\n" +"put_data(\"Hello world\".to_utf8())\n" +"[/gdscript]\n" +"[csharp]\n" +"PutData(\"Hello World\".ToUtf8());\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"向流中放入一个以零结尾的 UTF-8 字符串,前置一个表示其大小的 32 位无符号整" +"数。\n" +"[b]注意:[/b]如果要放置 UTF-8 字符串,而不前置其大小,可以使用 [method " +"put_data]:\n" +"[codeblocks]\n" +"[gdscript]\n" +"put_data(\"Hello world\".to_utf8())\n" +"[/gdscript]\n" +"[csharp]\n" +"PutData(\"Hello World\".ToUTF8());\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Puts a Variant into the stream. If [param full_objects] is [code]true[/code] " +"encoding objects is allowed (and can potentially include code).\n" +"Internally, this uses the same encoding mechanism as the [method " +"@GlobalScope.var_to_bytes] method." +msgstr "" +"向流中放入一个 Variant。如果 [param full_objects] 为 [code]true[/code],则会" +"允许将对象编码(其中可能包含代码)。\n" +"内部实现时,使用的编码机制与 [method @GlobalScope.var_to_bytes] 方法相同。" + +msgid "" "If [code]true[/code], this [StreamPeer] will using big-endian format for " "encoding and decoding." msgstr "为 [code]true[/code] 时,该 [StreamPeer] 进行编解码时会使用大端格式。" @@ -44258,12 +49464,57 @@ msgstr "返回 [member data_array] 的大小。" msgid "Resizes the [member data_array]. This [i]doesn't[/i] update the cursor." msgstr "调整 [member data_array] 的大小。[i]不会[/i]更新指针。" +msgid "" +"Moves the cursor to the specified position. [param position] must be a valid " +"index of [member data_array]." +msgstr "" +"将指针移动到指定的位置。[param position] 必须是 [member data_array] 的有效索" +"引。" + msgid "The underlying data buffer. Setting this value resets the cursor." msgstr "内部的数据缓冲。设置该值会重置指针。" +msgid "Stream peer handling GZIP and deflate compression/decompresison." +msgstr "处理 GZIP 和 deflate 压缩/解压缩的流对等体。" + +msgid "Clears this stream, resetting the internal state." +msgstr "将流清空,重设内部状态。" + msgid "TCP stream peer." msgstr "TCP 流对等体。" +msgid "" +"TCP stream peer. This object can be used to connect to TCP servers, or also " +"is returned by a TCP server.\n" +"[b]Note:[/b] When exporting to Android, make sure to enable the " +"[code]INTERNET[/code] permission in the Android export preset before " +"exporting the project or using one-click deploy. Otherwise, network " +"communication of any kind will be blocked by Android." +msgstr "" +"TCP 流对等体。该对象可用于连接 TCP 服务器,也可以由 TCP 服务器返回。\n" +"[b]注意:[/b]导出到安卓时,在导出项目或使用一键部署之前,请务必在安卓导出预设" +"中,开启 [code]INTERNET[/code] 权限。否则,任何类型的网络通信都将被 Android " +"阻止。" + +msgid "" +"Opens the TCP socket, and binds it to the specified local address.\n" +"This method is generally not needed, and only used to force the subsequent " +"call to [method connect_to_host] to use the specified [param host] and " +"[param port] as source address. This can be desired in some NAT punchthrough " +"techniques, or when forcing the source network interface." +msgstr "" +"打开 TCP 套接字,并将其绑定到指定的本地地址。\n" +"通常不需要这个方法,只是用来强制让后续调用 [method connect_to_host] 时使用指" +"定的主机 [param host] 和端口 [param port] 作为源地址。会在部分 NAT 打洞技术中" +"用到,也可用于强制设置源网络接口。" + +msgid "" +"Connects to the specified [code]host:port[/code] pair. A hostname will be " +"resolved if valid. Returns [constant OK] on success." +msgstr "" +"连接到指定的 [code]host:port[/code] 对。如果使用的是有效主机名,则会进行解" +"析。成功时返回 [constant OK]。" + msgid "Disconnects from host." msgstr "与主机断开连接。" @@ -44276,6 +49527,9 @@ msgstr "返回该对等体的端口。" msgid "Returns the status of the connection, see [enum Status]." msgstr "返回连接的状态,见[enum Status]。" +msgid "Poll the socket, updating its state. See [method get_status]." +msgstr "轮询套接字,更新其状态。见 [method get_status]。" + msgid "" "The initial status of the [StreamPeerTCP]. This is also the status after " "disconnecting." @@ -44290,6 +49544,49 @@ msgstr "表示连接到主机的 [StreamPeerSSL] 的状态。" msgid "A status representing a [StreamPeerTCP] in error state." msgstr "表示处于错误状态的 [StreamPeerTCP] 的状态。" +msgid "TLS stream peer." +msgstr "TLS 流对等体。" + +msgid "" +"TLS stream peer. This object can be used to connect to an TLS server or " +"accept a single TLS client connection.\n" +"[b]Note:[/b] When exporting to Android, make sure to enable the " +"[code]INTERNET[/code] permission in the Android export preset before " +"exporting the project or using one-click deploy. Otherwise, network " +"communication of any kind will be blocked by Android." +msgstr "" +"TLS 流对等体。此对象可用于连接到 TLS 服务器或接受单个 TLS 客户端连接。\n" +"[b]注意:[/b] 当导出到 Android 时,确保在导出项目或使用一键部署之前,在 " +"Android 导出预设中启用 [code]INTERNET[/code] 权限。否则,任何形式的网络通信都" +"会被 Android 阻止。" + +msgid "" +"Accepts a peer connection as a server using the given [param " +"server_options]. See [method TLSOptions.server]." +msgstr "" +"以服务器的身份接受对等体连接,使用给定的服务器选项 [param server_options]。" +"见 [method TLSOptions.server]。" + +msgid "" +"Connects to a peer using an underlying [StreamPeer] [param stream] and " +"verifying the remote certificate is correctly signed for the given [param " +"common_name]. You can pass the optional [param client_options] parameter to " +"customize the trusted certification authorities, or disable the common name " +"verification. See [method TLSOptions.client] and [method TLSOptions." +"client_unsafe]." +msgstr "" +"使用底层 [StreamPeer] [param stream] 连接到对等体,并对远程证书是否由给定的 " +"[param common_name] 签名进行验证。传入 [param client_options] 可以自定义信任" +"的证书颁发机构,也可以禁用通用名称验证。见 [method TLSOptions.client] 和 " +"[method TLSOptions.client_unsafe]。" + +msgid "" +"Returns the underlying [StreamPeer] connection, used in [method " +"accept_stream] or [method connect_to_stream]." +msgstr "" +"返回底层 [StreamPeer] 连接,在 [method accept_stream] 或 [method " +"connect_to_stream] 中使用。" + msgid "" "Poll the connection to check for incoming bytes. Call this right before " "[method StreamPeer.get_available_bytes] for it to work properly." @@ -45731,11 +51028,53 @@ msgstr "" "如果该 [String] 与给定的 [StringName] 不等价,则返回 [code]true[/code]。" msgid "" +"Formats the [String], replacing the placeholders with one or more " +"parameters. To pass multiple parameters, [param right] needs to be an " +"[Array].\n" +"[codeblock]\n" +"print(\"I caught %d fishes!\" % 2) # Prints \"I caught 2 fishes!\"\n" +"\n" +"var my_message = \"Travelling to %s, at %2.2f km/h.\"\n" +"var location = \"Deep Valley\"\n" +"var speed = 40.3485\n" +"print(my_message % [location, speed]) # Prints \"Travelling to Deep Valley, " +"at 40.35 km/h.\"\n" +"[/codeblock]\n" +"For more information, see the [url=$DOCS_URL/tutorials/scripting/gdscript/" +"gdscript_format_string.html]GDScript format strings[/url] tutorial.\n" +"[b]Note:[/b] In C#, this operator is not available. Instead, see " +"[url=https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/" +"tokens/interpolated]how to interpolate strings with \"$\"[/url]." +msgstr "" +"格式化该 [String],使用若干参数替换占位符。要传递多个参数,[param right] 需要" +"为 [Array]。\n" +"[codeblock]\n" +"print(\"我捉到了 %d 条鱼!\" % 2) # 输出 \"我捉到了 2 条鱼!\"\n" +"\n" +"var my_message = \"正在前往 %s,速度为 %2.2f km/h。\"\n" +"var location = \"深谷\"\n" +"var speed = 40.3485\n" +"print(my_message % [location, speed]) # 输出 \"正在前往深谷,速度为 40.35 km/" +"h。\"\n" +"[/codeblock]\n" +"更多信息见[url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string." +"html]《GDScript 格式字符串》[/url]教程。\n" +"[b]注意:[/b]C# 中没有等价的运算符。见[url=https://learn.microsoft.com/en-us/" +"dotnet/csharp/language-reference/tokens/interpolated]如何使用“$”插入字符串[/" +"url]。" + +msgid "" "Appends [param right] at the end of this [String], also known as a string " "concatenation." msgstr "将 [param right] 追加到该 [String] 的末尾,也称作字符串连接。" msgid "" +"Appends [param right] at the end of this [String], returning a [String]. " +"This is also known as a string concatenation." +msgstr "" +"将 [param right] 追加到该 [String] 的末尾,返回 [String]。也称作字符串连接。" + +msgid "" "Returns [code]true[/code] if the left [String] comes before [param right] in " "[url=https://en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode order[/" "url], which roughly matches the alphabetical order. Useful for sorting." @@ -45830,6 +51169,24 @@ msgstr "" "code]。[StringName] 间的比较比常规 [String] 间的比较要快很多。" msgid "" +"Formats the [StringName], replacing the placeholders with one or more " +"parameters, returning a [String]. To pass multiple parameters, [param right] " +"needs to be an [Array].\n" +"For more information, see the [url=$DOCS_URL/tutorials/scripting/gdscript/" +"gdscript_format_string.html]GDScript format strings[/url] tutorial.\n" +"[b]Note:[/b] In C#, this operator is not available. Instead, see " +"[url=https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/" +"tokens/interpolated]how to interpolate strings with \"$\"[/url]." +msgstr "" +"格式化该 [StringName],使用若干参数替换占位符,返回的是 [String]。要传递多个" +"参数时,[param right] 应为 [Array]。\n" +"更多信息见[url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string." +"html]《GDScript 格式字符串》[/url]教程。\n" +"[b]注意:[/b]C# 中没有等价的运算符。见[url=https://learn.microsoft.com/en-us/" +"dotnet/csharp/language-reference/tokens/interpolated]如何使用“$”插入字符串[/" +"url]。" + +msgid "" "Returns [code]true[/code] if this [StringName] is equivalent to the given " "[String]." msgstr "如果该 [StringName] 与给定的 [String] 等价,则返回 [code]true[/code]。" @@ -46015,6 +51372,9 @@ msgid "" "Sets the expand margin to [param size] pixels for the specified [enum Side]." msgstr "将指定边 [enum Side] 的扩展边距设置为 [param size] 像素。" +msgid "Sets the expand margin to [param size] pixels for all sides." +msgstr "将所有边的扩展边距都设置为 [param size] 像素。" + msgid "" "Antialiasing draws a small ring around the edges, which fades to " "transparency. As a result, edges look much smoother. This is only noticeable " @@ -46399,6 +51759,9 @@ msgstr "" msgid "The update mode when the sub-viewport is used as a render target." msgstr "该子视口用作渲染目标时的更新模式。" +msgid "If [code]true[/code], the 2D size override affects stretch as well." +msgstr "如果为 [code]true[/code],则 2D 尺寸覆盖也会影响拉伸。" + msgid "Always clear the render target before drawing." msgstr "绘制前始终清除渲染目标。" @@ -46421,12 +51784,56 @@ msgid "" "Update the render target only when it is visible. This is the default value." msgstr "仅在渲染目标可见时更新渲染目标。这是默认值。" +msgid "Update the render target only when its parent is visible." +msgstr "仅在其父级可见时更新渲染目标。" + msgid "Always update the render target." msgstr "始终更新渲染目标。" msgid "Control for holding [SubViewport]s." msgstr "用于持有 [SubViewport] 的控件。" +msgid "" +"A [Container] node that holds a [SubViewport]. It uses the [SubViewport]'s " +"size as minimum size, unless [member stretch] is enabled.\n" +"[b]Note:[/b] Changing a SubViewportContainer's [member Control.scale] will " +"cause its contents to appear distorted. To change its visual size without " +"causing distortion, adjust the node's margins instead (if it's not already " +"in a container).\n" +"[b]Note:[/b] The SubViewportContainer forwards mouse-enter and mouse-exit " +"notifications to its sub-viewports." +msgstr "" +"存放 [SubViewport] 的 [Container] 节点。除非启用 [member stretch],否则会使" +"用 [SubViewport] 的大小作为最小尺寸。\n" +"[b]注意:[/b]更改 SubViewportContainer 的 [member Control.scale],将导致其内" +"容出现扭曲。要更改其视觉大小,并且不造成失真,请改为调整节点的边距(如果还不" +"在容器中)。\n" +"[b]注意:[/b]该 SubViewportContainer 会将鼠标进入和鼠标退出通知转发到子视口。" + +msgid "" +"If [code]true[/code], the sub-viewport will be automatically resized to the " +"control's size.\n" +"[b]Note:[/b] If [code]true[/code], this will prohibit changing [member " +"SubViewport.size] of its children manually." +msgstr "" +"如果为 [code]true[/code],子视口将自动调整为该控件的大小。\n" +"[b]注意:[/b]如果为 [code]true[/code],则会禁止手动改变其子节点的 [member " +"SubViewport.size]。" + +msgid "" +"Divides the sub-viewport's effective resolution by this value while " +"preserving its scale. This can be used to speed up rendering.\n" +"For example, a 1280×720 sub-viewport with [member stretch_shrink] set to " +"[code]2[/code] will be rendered at 640×360 while occupying the same size in " +"the container.\n" +"[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,同时保持比例。可以用来加速渲染。\n" +"例如子视口的大小为 1280×720,当 [member stretch_shrink] 被设置为 [code]2[/" +"code] 时,将以 640×360 渲染,同时在该容器中占据相同大小。\n" +"[b]注意:[/b][member stretch] 必须为 [code]true[/code],才能使此属性生效。" + msgid "Helper tool to create geometry." msgstr "创建几何图形的辅助工具。" @@ -46572,9 +51979,81 @@ msgstr "每个单独的顶点最多能够受到 8 个骨骼权重的影响。" msgid "Base Syntax highlighter resource for [TextEdit]." msgstr "用于 [TextEdit] 的基础语法高亮器资源。" +msgid "Virtual method which can be overridden to clear any local caches." +msgstr "虚方法,覆盖后可以清空本地缓存。" + +msgid "" +"Virtual method which can be overridden to return syntax highlighting data.\n" +"See [method get_line_syntax_highlighting] for more details." +msgstr "" +"虚方法,覆盖后可以返回语法高亮数据。\n" +"详情见 [method get_line_syntax_highlighting]。" + +msgid "Virtual method which can be overridden to update any local caches." +msgstr "虚方法,覆盖后可以更新本地缓存。" + +msgid "" +"Clears all cached syntax highlighting data.\n" +"Then calls overridable method [method _clear_highlighting_cache]." +msgstr "" +"清空所有缓存的语法高亮数据。\n" +"然后调用可覆盖的 [method _clear_highlighting_cache] 方法。" + +msgid "Returns the associated [TextEdit] node." +msgstr "返回关联的 [TextEdit] 节点。" + +msgid "" +"[SystemFont] loads a font from a system font with the first matching name " +"from [member font_names].\n" +"It will attempt to match font style, but it's not guaranteed.\n" +"The returned font might be part of a font collection or be a variable font " +"with OpenType \"weight\", \"width\" and/or \"italic\" features set.\n" +"You can create [FontVariation] of the system font for fine control over its " +"features." +msgstr "" +"[SystemFont] 会从系统字体中加载一个字体,该字体是名称能与 [member " +"font_names] 匹配的第一个字体。\n" +"会尝试匹配字体样式,但是并不保证。\n" +"返回的字体可能属于某个字体合集,也可能是设置了 OpenType“字重”“宽度”和/或“斜" +"体”特性的可变字体。\n" +"你可以创建系统字体的 [FontVariation],以便对其特征进行精细控制。" + +msgid "If set to [code]true[/code], italic or oblique font is preferred." +msgstr "" +"如果设置为 [code]true[/code],则优先使用斜体(italic)或伪斜体(oblique)。" + +msgid "" +"Array of font family names to search, first matching font found is used." +msgstr "要搜索的字体家族名称数组,会使用第一个与之匹配的字体。" + +msgid "" +"Preferred font stretch amount, compared to a normal width. A percentage " +"value between [code]50%[/code] and [code]200%[/code]." +msgstr "" +"字体优先使用的拉伸量,相对于正常宽度。介于 [code]50%[/code] 和 [code]200%[/" +"code] 之间的百分比。" + +msgid "" +"Preferred weight (boldness) of the font. A value in the [code]100...999[/" +"code] range, normal font weight is [code]400[/code], bold font weight is " +"[code]700[/code]." +msgstr "" +"字体优先使用的字重(粗度)。在 [code]100...999[/code] 范围内的值,正常字重为 " +"[code]400[/code],粗体字重为 [code]700[/code]。" + +msgid "" +"If set to [code]true[/code], auto-hinting is supported and preferred over " +"font built-in hinting." +msgstr "如果设置为 [code]true[/code],则支持自动微调,优先于字体内置微调。" + msgid "Font hinting mode." msgstr "字体微调模式。" +msgid "" +"Font oversampling factor, if set to [code]0.0[/code] global oversampling " +"factor is used instead." +msgstr "字体过采样系数,如果设置为 [code]0.0[/code] 则使用全局过采样系数。" + msgid "Tab bar control." msgstr "选项卡栏控件。" @@ -46696,6 +52175,11 @@ msgstr "单击选项卡时发出,即使它是当前选项卡。" msgid "Emitted when a tab is hovered by the mouse." msgstr "当鼠标悬停选项卡时发出。" +msgid "" +"Emitted when a tab is right-clicked. [member select_with_rmb] must be " +"enabled." +msgstr "右键单击选项卡时发出。必须启用 [member select_with_rmb]。" + msgid "Places tabs to the left." msgstr "将选项卡置于左侧。" @@ -46720,12 +52204,21 @@ msgstr "在所有选项卡上显示关闭按钮。" msgid "Represents the size of the [enum CloseButtonDisplayPolicy] enum." msgstr "代表 [enum CloseButtonDisplayPolicy] 枚举的大小。" +msgid "Modulation color for the [theme_item drop_mark] icon." +msgstr "[theme_item drop_mark] 图标的调制颜色。" + msgid "Font color of disabled tabs." msgstr "禁用选项卡的字体颜色。" msgid "Font color of the currently selected tab." msgstr "当前所选选项卡的字体颜色。" +msgid "Font color of the other, unselected tabs." +msgstr "其他未被选中的选项卡的字体颜色。" + +msgid "The horizontal separation between the elements inside tabs." +msgstr "选项卡内元素之间的水平分隔。" + msgid "The font used to draw tab names." msgstr "用于绘制选项卡名称的字体。" @@ -46751,6 +52244,13 @@ 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。" msgid "" +"Icon shown to indicate where a dragged tab is gonna be dropped (see [member " +"drag_to_rearrange_enabled])." +msgstr "" +"图标,用于指示拖动的选项卡将被放置到哪里(见 [member " +"drag_to_rearrange_enabled])。" + +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 " "is visible) it appears semi-transparent." @@ -46765,15 +52265,42 @@ 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。" +msgid "" +"Background of the tab and close buttons when they're being hovered with the " +"cursor." +msgstr "选项卡和关闭按钮的背景,处于鼠标悬停状态时使用。" + +msgid "Background of the tab and close buttons when it's being pressed." +msgstr "选项卡和关闭按钮的背景,处于按下状态时使用。" + msgid "The style of disabled tabs." -msgstr "禁用标签的样式。" +msgstr "选项卡处于禁用状态时的样式。" msgid "The style of the currently selected tab." -msgstr "当前所选标签的样式。" +msgstr "当前选中的选项卡的样式。" + +msgid "The style of the other, unselected tabs." +msgstr "其他未被选中的选项卡的样式。" msgid "Tabbed container." msgstr "选项卡容器。" +msgid "" +"Arranges [Control] children into a tabbed view, creating a tab for each one. " +"The active tab's corresponding [Control] has its [code]visible[/code] " +"property set to [code]true[/code], and all other children's to [code]false[/" +"code].\n" +"Ignores non-[Control] children.\n" +"[b]Note:[/b] The drawing of the clickable tabs themselves is handled by this " +"node. Adding [TabBar]s as children is not needed." +msgstr "" +"将 [Control] 子节点排列到选项卡视图中,会为每个子节点创建一个选项卡。活动选项" +"卡所对应的 [Control] 的 [code]visible[/code] 属性会被设置为 [code]true[/" +"code],所有其他子节点则被设置为 [code]false[/code]。\n" +"忽略非 [Control] 子节点。\n" +"[b]注意:[/b]可点击的选项卡本身的绘制由此节点处理。不需要将 [TabBar] 添加为子" +"节点。" + msgid "Returns the child [Control] node located at the active tab index." msgstr "返回位于活动选项卡索引处的子 [Control] 节点。" @@ -46829,6 +52356,9 @@ msgstr "" "单击 [TabContainer] 的 [Popup] 按钮时发出。有关详细信息,请参阅 [method " "set_popup]。" +msgid "Emitted when the user clicks on the button icon on this tab." +msgstr "用户点击该选项卡上的按钮图标时发出。" + 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。" @@ -46846,6 +52376,9 @@ msgstr "当光标悬停时菜单按钮的图标(见 [method set_popup])。" msgid "The style for the background fill." msgstr "背景填充的样式。" +msgid "The style for the background fill of the [TabBar] area." +msgstr "[TabBar] 区域的背景填充样式。" + msgid "A TCP server." msgstr "TCP 服务器。" @@ -46904,6 +52437,46 @@ msgstr "如果连接可用,则返回带有该连接的 StreamPeerTCP。" msgid "Multiline text editing control." msgstr "多行文本编辑控件。" +msgid "" +"Override this method to define what happens when the user presses the " +"backspace key." +msgstr "覆盖此方法可以定义用户按下退格键时应该发生什么。" + +msgid "" +"Override this method to define what happens when the user performs a copy " +"operation." +msgstr "覆盖此方法可以定义用户执行复制操作时应该发生什么。" + +msgid "" +"Override this method to define what happens when the user performs a cut " +"operation." +msgstr "覆盖此方法可以定义用户执行剪切操作时应该发生什么。" + +msgid "" +"Override this method to define what happens when the user types in the " +"provided key [param unicode_char]." +msgstr "" +"覆盖此方法可以定义用户打出所提供的键 [param unicode_char] 时应该发生什么。" + +msgid "" +"Override this method to define what happens when the user performs a paste " +"operation." +msgstr "覆盖此方法可以定义用户执行粘贴操作时应该发生什么。" + +msgid "" +"Override this method to define what happens when the user performs a paste " +"operation with middle mouse button.\n" +"[b]Note:[/b] This method is only implemented on Linux." +msgstr "" +"覆盖此方法可以定义用户使用鼠标中键执行粘贴操作时应该发生什么。\n" +"[b]注意:[/b]此方法仅在 Linux 上实现。" + +msgid "Adjust the viewport so the caret is visible." +msgstr "调整视口,让光标可见。" + +msgid "Performs a full reset of [TextEdit], including undo history." +msgstr "执行对 [TextEdit] 的完全重置,包括撤消历史。" + msgid "Clears the undo history." msgstr "清除撤销历史。" @@ -46916,6 +52489,9 @@ msgstr "取消当前选择。" msgid "Returns the number of carets in this [TextEdit]." msgstr "返回该 [TextEdit] 中的光标数。" +msgid "Returns the first visible line." +msgstr "返回第一个可见行。" + msgid "Returns the [HScrollBar] used by [TextEdit]." msgstr "设置该 [TextEdit] 所使用的 [HScrollBar]。" @@ -46946,6 +52522,9 @@ msgstr "返回给定行换行的次数。" msgid "Returns an array of [String]s representing each wrapped index." msgstr "返回代表各个换行索引的 [String] 数组。" +msgid "Returns the equivalent minimap line at [param position]." +msgstr "返回小地图 [param position] 处等价的行。" + msgid "Returns the number of lines that may be drawn on the minimap." msgstr "返回小地图上能够绘制的行数。" @@ -46964,6 +52543,9 @@ msgstr "" "[b]注意:[/b]返回的矩形的 Y 位置对应于该行的顶部,不像 [method " "get_pos_at_line_column] 返回底边。" +msgid "Returns the last tagged saved version from [method tag_saved_version]." +msgstr "从 [method tag_saved_version] 返回最后一个标记的保存版本。" + msgid "Returns the text inside the selection." msgstr "返回选择内的文本。" @@ -47035,6 +52617,9 @@ msgstr "" "选择所有文本。\n" "如果 [member selecting_enabled] 为 [code]false[/code],则不会发生选择。" +msgid "Selects the word under the caret." +msgstr "选中光标下的单词。" + msgid "Sets whether the gutter should be drawn." msgstr "设置该边栏是否应被绘制。" @@ -47067,6 +52652,13 @@ msgstr "" msgid "Sets the text for [param gutter] on [param line] to [param text]." msgstr "将边栏 [param gutter] 在第 [param line] 行的文本设置为 [param text]。" +msgid "" +"Provide custom tooltip text. The callback method must take the following " +"args: [code]hovered_word: String[/code]." +msgstr "" +"提供自定义工具提示文本。该回调方法必须接受以下参数:[code]hovered_word: " +"String[/code]。" + msgid "Swaps the two lines." msgstr "交换两行。" @@ -47138,6 +52730,30 @@ msgstr "[TextEdit] 的字符串值。" msgid "Sets the line wrapping mode to use." msgstr "设置要使用的换行模式。" +msgid "Emitted when the caret changes position." +msgstr "光标改变位置时发出。" + +msgid "Emitted when a gutter is added." +msgstr "添加边栏时发出。" + +msgid "Emitted when a gutter is clicked." +msgstr "点击边栏时发出。" + +msgid "Emitted when a gutter is removed." +msgstr "移除边栏时发出。" + +msgid "" +"Emitted immediately when the text changes.\n" +"When text is added [param from_line] will be less then [param to_line]. On a " +"remove [param to_line] will be less then [param from_line]." +msgstr "" +"文本改变时立即发出。\n" +"添加文本时 [param from_line] 小于 [param to_line]。移除文本时 [param " +"to_line] 小于 [param from_line]。" + +msgid "Emitted when [method clear] is called or [member text] is set." +msgstr "[method clear] 被调用,或 [member text] 被设置时发出。" + msgid "" "Pastes the clipboard text over the selected text (or at the cursor's " "position)." @@ -47152,6 +52768,18 @@ msgstr "选择整个 [TextEdit] 文本。" msgid "Redoes the previous action." msgstr "重做前一个动作。" +msgid "No current action." +msgstr "无当前动作。" + +msgid "A typing action." +msgstr "打字动作。" + +msgid "A backwards delete action." +msgstr "向后删除动作。" + +msgid "A forward delete action." +msgstr "向前删除动作。" + msgid "Match case when searching." msgstr "搜索时匹配大小写。" @@ -47167,6 +52795,29 @@ msgstr "垂直线光标。" msgid "Block caret." msgstr "方块光标。" +msgid "Not selecting." +msgstr "不选择。" + +msgid "Select as if [code]shift[/code] is pressed." +msgstr "就像按下 [code]shift[/code] 一样进行选择。" + +msgid "Select single characters as if the user single clicked." +msgstr "选择单个字符,就像用户单击一样。" + +msgid "Select whole words as if the user double clicked." +msgstr "选择整个单词,就像用户双击一样。" + +msgid "Select whole lines as if the user tripped clicked." +msgstr "选择整行,就像用户三击一样。" + +msgid "Line wrapping is disabled." +msgstr "换行被禁用。" + +msgid "" +"Line wrapping occurs at the control boundary, beyond what would normally be " +"visible." +msgstr "换行发生在控件边界,超出通常可见的范围。" + msgid "Draw a string." msgstr "绘制字符串。" @@ -47176,6 +52827,9 @@ msgstr "绘制图标。" msgid "Custom draw." msgstr "自定义绘制。" +msgid "Sets the background [Color] of this [TextEdit]." +msgstr "设置该 [TextEdit] 的背景 [Color]。" + msgid "" "Sets the highlight [Color] of multiple occurrences. [member " "highlight_all_occurrences] has to be enabled." @@ -47185,6 +52839,12 @@ msgstr "" msgid "Sets the [StyleBox] of this [TextEdit]." msgstr "设置这个 [TextEdit] 的 [StyleBox]。" +msgid "Returns TextServer buffer RID." +msgstr "返回 TextServer 缓冲区 RID。" + +msgid "Returns size of the bounding box of the text." +msgstr "返回文本边界框的大小。" + msgid "Aligns text to the given tab-stops." msgstr "将文本与给定的制表位对齐。" @@ -47252,6 +52912,35 @@ msgstr "文本上一个像素宽度的大小,以 3D 缩放。" msgid "The text to generate mesh from." msgstr "用于生成网格的文本。" +msgid "Text width (in pixels), used for fill alignment." +msgstr "文本宽度(单位为像素),用于填充对齐。" + +msgid "Holds a paragraph of text." +msgstr "持有一个文本段落。" + +msgid "Abstraction over [TextServer] for handling paragraph of text." +msgstr "对 [TextServer] 的抽象,用于处理文本段落。" + +msgid "Clears text paragraph (removes text and inline objects)." +msgstr "清空文本段落(移除文本和内联对象)。" + +msgid "Returns TextServer line buffer RID." +msgstr "返回 TextServer 行缓冲 RID。" + +msgid "Returns size of the bounding box of the line of text." +msgstr "返回文本行边界框的大小。" + +msgid "" +"Returns width (for horizontal layout) or height (for vertical) of the line " +"of text." +msgstr "返回文本行的宽度(水平排版)或高度(垂直排版)。" + +msgid "Paragraph horizontal alignment." +msgstr "段落的水平对齐。" + +msgid "Paragraph width." +msgstr "段落宽度。" + msgid "Interface for the fonts and complex text layouts." msgstr "用于字体和复杂排版的接口。" @@ -47261,6 +52950,12 @@ msgid "" msgstr "[TextServer] 是用于管理字体、渲染复杂文本的 API 后端。" msgid "" +"Creates new, empty font cache entry resource. To free the resulting " +"resource, use [method free_rid] method." +msgstr "" +"新建空的字体缓存条目资源。要释放生成的资源,请使用 [method free_rid] 方法。" + +msgid "" "Creates new buffer for complex text layout, with the given [param direction] " "and [param orientation]. To free the resulting buffer, use [method free_rid] " "method.\n" @@ -47351,15 +53046,33 @@ msgstr "返回字体过采样系数,由 TextServer 中的所有字体共享。 msgid "Returns size of the glyph." msgstr "返回该字形的大小。" +msgid "Returns the font hinting mode. Used by dynamic fonts only." +msgstr "返回字体微调模式。仅用于动态字体。" + msgid "Returns font OpenType feature set override." msgstr "返回字体 OpenType 特性集覆盖。" +msgid "Returns font style flags, see [enum FontStyle]." +msgstr "返回字体样式标志,见 [enum FontStyle]。" + +msgid "Returns font subpixel glyph positioning mode." +msgstr "返回字体的次像素字形定位模式。" + +msgid "Sets font anti-aliasing mode." +msgstr "使用字体抗锯齿模式。" + +msgid "Sets font source data, e.g contents of the dynamic font source file." +msgstr "设置字体源数据,例如动态字体的源文件内容。" + msgid "Sets size of the glyph." msgstr "设置字形的大小。" msgid "Sets font hinting mode. Used by dynamic fonts only." msgstr "设置字体微调模式。仅由动态字体使用。" +msgid "Adds override for [method font_is_language_supported]." +msgstr "为 [method font_is_language_supported] 添加覆盖。" + msgid "Sets the font family name." msgstr "设置该字体的家族名称。" @@ -47386,9 +53099,25 @@ msgstr "" "将数字从阿拉伯数字(0..9)转换为 [param language] 语言的记数系统。\n" "如果省略 [param language],则会使用激活的区域设置。" +msgid "Frees an object created by this [TextServer]." +msgstr "释放由该 [TextServer] 创建的某个对象。" + +msgid "Returns text server features, see [enum Feature]." +msgstr "返回文本服务器的功能,见 [enum Feature]。" + msgid "Returns the name of the server interface." msgstr "返回该服务器接口的名称。" +msgid "" +"Returns default TextServer database (e.g. ICU break iterators and " +"dictionaries) filename." +msgstr "返回默认的 TextServer 数据库(例如 ICU 中断迭代器和字典)文件名。" + +msgid "" +"Returns TextServer database (e.g. ICU break iterators and dictionaries) " +"description." +msgstr "返回 TextServer 数据库(例如 ICU 中断迭代器和字典)的描述。" + msgid "Returns [code]true[/code] if locale is right-to-left." msgstr "如果区域设置为从右至左,则返回 [code]true[/code]。" @@ -47426,6 +53155,9 @@ msgstr "" "返回字素的索引,该字素位于基线上指定像素偏移的位置,如果没有找到,则返回 " "[code]-1[/code]。" +msgid "Aligns shaped text to the given tab-stops." +msgstr "将塑形文本与给定的制表位对齐。" + msgid "Horizontal RGB subpixel layout." msgstr "水平 RGB 次像素布局。" @@ -47505,9 +53237,42 @@ msgstr "" msgid "Remove edge spaces from the broken line segments." msgstr "移除每一行头尾的空格。" +msgid "No text trimming is performed." +msgstr "不执行文本修剪。" + +msgid "Trims the text per character." +msgstr "逐字符修剪文本。" + +msgid "Trims the text per word." +msgstr "逐单词修剪文本。" + +msgid "" +"Trims the text per character and adds an ellipsis to indicate that parts are " +"hidden." +msgstr "逐字符修剪文本,并通过添加省略号来表示部分文本已隐藏。" + +msgid "" +"Trims the text per word and adds an ellipsis to indicate that parts are " +"hidden." +msgstr "逐单词修剪文本,并通过添加省略号来表示部分文本已隐藏。" + +msgid "No trimming is performed." +msgstr "不执行修剪。" + +msgid "Trims the text when it exceeds the given width." +msgstr "当文本超过给定宽度时,修剪文本。" + msgid "Trims the text per word instead of per grapheme." msgstr "逐词修剪文本,而不是逐字素修剪文本。" +msgid "Determines whether an ellipsis should be added at the end of the text." +msgstr "决定是否应在文本末尾添加省略号。" + +msgid "" +"Determines whether the ellipsis at the end of the text is enforced and may " +"not be hidden." +msgstr "决定是否应在文本末尾强制添加省略号,该省略号无法被隐藏。" + msgid "Grapheme is supported by the font, and can be drawn." msgstr "字素由字体支持,并且可以被绘制。" @@ -47589,6 +53354,29 @@ msgstr "TextServer 支持加载系统字体。" msgid "TextServer supports variable fonts." msgstr "TextServer 支持可变字体。" +msgid "" +"TextServer supports locale dependent and context sensitive case conversion." +msgstr "TextServer 支持依赖于区域设置、上下文敏感的大小写转换。" + +msgid "" +"TextServer require external data file for some features, see [method " +"load_support_data]." +msgstr "TextServer 的某些功能需要外部数据文件,见 [method load_support_data]。" + +msgid "" +"TextServer supports UAX #31 identifier validation, see [method " +"is_valid_identifier]." +msgstr "TextServer 支持 UAX #31 标识符验证,见 [method is_valid_identifier]。" + +msgid "" +"TextServer supports [url=https://unicode.org/reports/tr36/]Unicode Technical " +"Report #36[/url] and [url=https://unicode.org/reports/tr39/]Unicode " +"Technical Standard #39[/url] based spoof detection features." +msgstr "" +"TextServer 支持基于 [url=https://unicode.org/reports/tr36/]Unicode 技术报告 " +"#36[/url] 和 [url=https://unicode.org/reports/tr39/]Unicode 技术标准 #39[ /" +"url] 的欺骗检测功能。" + msgid "Contour point is on the curve." msgstr "轮廓点在曲线上。" @@ -47617,6 +53405,12 @@ msgstr "行底部的间距。" msgid "Font is bold." msgstr "字体为粗体。" +msgid "Font is italic or oblique." +msgstr "字体为斜体(italic)或伪斜体(oblique)。" + +msgid "Font have fixed-width characters." +msgstr "字体中有等宽字符。" + msgid "Use default Unicode BiDi algorithm." msgstr "使用默认的 Unicode BiDi 算法。" @@ -47693,6 +53487,11 @@ msgstr "返回可用接口的列表,包含每个接口的索引号和名称。 msgid "Returns the primary [TextServer] interface currently in use." msgstr "返回当前使用的主 [TextServer] 接口。" +msgid "" +"Removes interface. All fonts and shaped text caches should be freed before " +"removing interface." +msgstr "移除接口。在移除接口之前,应释放所有字体和塑形文本的缓存。" + msgid "Sets the primary [TextServer] interface." msgstr "设置主 [TextServer] 接口。" @@ -47705,9 +53504,42 @@ msgstr "当接口被移除时触发。" msgid "Base class for all texture types." msgstr "所有纹理类型的基类。" +msgid "" +"[Texture] is the base class for all texture types. Common texture types are " +"[Texture2D] and [ImageTexture]. See also [Image]." +msgstr "" +"[Texture] 是所有纹理类型的基类。常见的纹理类型有 [Texture2D] 和 " +"[ImageTexture]。另见 [Image]。" + msgid "Texture for 2D and 3D." msgstr "用于 2D 和 3D 的纹理。" +msgid "" +"A texture works by registering an image in the video hardware, which then " +"can be used in 3D models or 2D [Sprite2D] or GUI [Control].\n" +"Textures are often created by loading them from a file. See [method " +"@GDScript.load].\n" +"[Texture2D] is a base for other resources. It cannot be used directly.\n" +"[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics " +"hardware limitations. Larger textures may fail to import." +msgstr "" +"纹理的工作原理是在视频硬件中注册图像,该图像在注册后就可以在 3D 模型、2D " +"[Sprite2D]、GUI [Control] 中使用。\n" +"纹理通常是通过从文件中加载来创建的。见 [method @GDScript.load]。\n" +"[Texture2D] 是其他资源的基类,无法直接使用。\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。" + +msgid "Called when the [Texture2D]'s height is queried." +msgstr "查询该 [Texture2D] 的高度时调用。" + +msgid "Called when the [Texture2D]'s width is queried." +msgstr "查询该 [Texture2D] 的宽度时调用。" + +msgid "" +"Called when the presence of an alpha channel in the [Texture2D] is queried." +msgstr "查询该 [Texture2D] 是否存在 alpha 通道时调用。" + msgid "Returns the texture height in pixels." msgstr "返回该纹理的高度,单位为像素。" @@ -47753,6 +53585,9 @@ msgid "" "the X axis." msgstr "返回该 [Texture3D] 的宽度,单位为像素。宽度通常由 X 轴表示。" +msgid "Returns [code]true[/code] if the [Texture3D] has generated mipmaps." +msgstr "如果该 [Texture3D] 已生成 mipmap,则返回 [code]true[/code]。" + msgid "" "Texture-based button. Supports Pressed, Hover, Disabled and Focused states." msgstr "基于纹理的按钮。支持按下、悬停、停用和焦点状态。" @@ -47853,6 +53688,9 @@ msgstr "查询该 [TextureLayered] 的宽度时被调用。" msgid "Called when the presence of mipmaps in the [TextureLayered] is queried." msgstr "查询该 [TextureLayered] 的 Mipmap 是否存在时被调用。" +msgid "Returns the number of referenced [Image]s." +msgstr "返回引用的 [Image] 数。" + msgid "Texture is a generic [Texture2DArray]." msgstr "纹理为通用的 [Texture2DArray]。" @@ -47935,6 +53773,9 @@ 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。" +msgid "[Texture2D] that draws under the progress bar. The bar's background." +msgstr "在进度条下绘制的 [Texture2D]。该进度条的背景。" + msgid "" "Multiplies the color of the bar's [code]texture_over[/code] texture. The " "effect is similar to [member CanvasItem.modulate], except it only affects " @@ -48034,6 +53875,81 @@ msgstr "" "改。请使用 [code]set_*[/code] 方法添加主题项目。" msgid "" +"Returns [code]true[/code] if the [Color] property defined by [param name] " +"and [param theme_type] exists.\n" +"Returns [code]false[/code] if it doesn't exist. Use [method set_color] to " +"define it." +msgstr "" +"如果主题类型 [param theme_type] 中存在名为 [param name] 的 [Color] 属性,则返" +"回 [code]true[/code]。\n" +"不存在时返回 [code]false[/code]。定义请使用 [method set_color]。" + +msgid "" +"Returns [code]true[/code] if the constant property defined by [param name] " +"and [param theme_type] exists.\n" +"Returns [code]false[/code] if it doesn't exist. Use [method set_constant] to " +"define it." +msgstr "" +"如果主题类型 [param theme_type] 中存在名为 [param name] 的常量属性,则返回 " +"[code]true[/code]。\n" +"不存在时返回 [code]false[/code]。定义请使用 [method set_constant]。" + +msgid "" +"Returns [code]true[/code] if the [Font] property defined by [param name] and " +"[param theme_type] exists, or if the default theme font is set up (see " +"[method has_default_font]).\n" +"Returns [code]false[/code] if neither exist. Use [method set_font] to define " +"the property." +msgstr "" +"如果主题类型 [param theme_type] 中存在名为 [param name] 的 [Font] 属性,则返" +"回 [code]true[/code]。\n" +"不存在时返回 [code]false[/code]。定义请使用 [method set_font]。" + +msgid "" +"Returns [code]true[/code] if the font size property defined by [param name] " +"and [param theme_type] exists, or if the default theme font size is set up " +"(see [method has_default_font_size]).\n" +"Returns [code]false[/code] if neither exist. Use [method set_font_size] to " +"define the property." +msgstr "" +"如果主题类型 [param theme_type] 中存在名为 [param name] 的字体大小属性,则返" +"回 [code]true[/code]。\n" +"不存在时返回 [code]false[/code]。定义请使用 [method set_color_size]。" + +msgid "" +"Returns [code]true[/code] if the icon property defined by [param name] and " +"[param theme_type] exists.\n" +"Returns [code]false[/code] if it doesn't exist. Use [method set_icon] to " +"define it." +msgstr "" +"如果主题类型 [param theme_type] 中存在名为 [param name] 的图标属性,则返回 " +"[code]true[/code]。\n" +"不存在时返回 [code]false[/code]。定义请使用 [method set_icon]。" + +msgid "" +"Returns [code]true[/code] if the [StyleBox] property defined by [param name] " +"and [param theme_type] exists.\n" +"Returns [code]false[/code] if it doesn't exist. Use [method set_stylebox] to " +"define it." +msgstr "" +"如果主题类型 [param theme_type] 中存在名为 [param name] 的 [StyleBox] 属性," +"则返回 [code]true[/code]。\n" +"不存在时返回 [code]false[/code]。定义请使用 [method set_stylebox]。" + +msgid "" +"Returns [code]true[/code] if the theme property of [param data_type] defined " +"by [param name] and [param theme_type] exists.\n" +"Returns [code]false[/code] if it doesn't exist. Use [method set_theme_item] " +"to define it.\n" +"[b]Note:[/b] This method is analogous to calling the corresponding data type " +"specific method, but can be used for more generalized logic." +msgstr "" +"如果主题类型 [param theme_type] 中存在名为 [param name] 的主题属性,则返回 " +"[code]true[/code]。\n" +"不存在时返回 [code]false[/code]。定义请使用 [method set_theme_item]。\n" +"[b]注意:[/b]这个方法类似于调用相应的数据类型特定方法,但可以用于更通用逻辑。" + +msgid "" "Removes the theme type, gracefully discarding defined theme items. If the " "type is a variation, this information is also erased. If the type is a base " "for type variations, those variations lose their base." @@ -48042,6 +53958,93 @@ msgstr "" "被消除。如果该类型为类型变种的基础类型,则那些变种会失去其基础类型。" msgid "" +"Renames the [Color] property defined by [param old_name] and [param " +"theme_type] to [param name], if it exists.\n" +"Fails if it doesn't exist, or if a similar property with the new name " +"already exists. Use [method has_color] to check for existence, and [method " +"clear_color] to remove the existing property." +msgstr "" +"如果主题类型 [param theme_type] 中存在名为 [param old_name] 的 [Color] 属性," +"则将其重命名为 [param name]。\n" +"不存在时失败,新名称已存在时也会失败。请使用 [method has_color] 检查是否存" +"在,使用 [method clear_color] 移除现有属性。" + +msgid "" +"Renames the constant property defined by [param old_name] and [param " +"theme_type] to [param name], if it exists.\n" +"Fails if it doesn't exist, or if a similar property with the new name " +"already exists. Use [method has_constant] to check for existence, and " +"[method clear_constant] to remove the existing property." +msgstr "" +"如果主题类型 [param theme_type] 中存在名为 [param old_name] 的常量属性,则将" +"其重命名为 [param name]。\n" +"不存在时失败,新名称已存在时也会失败。请使用 [method has_constant] 检查是否存" +"在,使用 [method clear_constant] 移除现有属性。" + +msgid "" +"Renames the [Font] property defined by [param old_name] and [param " +"theme_type] to [param name], if it exists.\n" +"Fails if it doesn't exist, or if a similar property with the new name " +"already exists. Use [method has_font] to check for existence, and [method " +"clear_font] to remove the existing property." +msgstr "" +"如果主题类型 [param theme_type] 中存在名为 [param old_name] 的 [Font] 属性," +"则将其重命名为 [param name]。\n" +"不存在时失败,新名称已存在时也会失败。请使用 [method has_font] 检查是否存在," +"使用 [method clear_font] 移除现有属性。" + +msgid "" +"Renames the font size property defined by [param old_name] and [param " +"theme_type] to [param name], if it exists.\n" +"Fails if it doesn't exist, or if a similar property with the new name " +"already exists. Use [method has_font_size] to check for existence, and " +"[method clear_font_size] to remove the existing property." +msgstr "" +"如果主题类型 [param theme_type] 中存在名为 [param old_name] 的字体大小属性," +"则将其重命名为 [param name]。\n" +"不存在时失败,新名称已存在时也会失败。请使用 [method has_font_size] 检查是否" +"存在,使用 [method clear_font_size] 移除现有属性。" + +msgid "" +"Renames the icon property defined by [param old_name] and [param theme_type] " +"to [param name], if it exists.\n" +"Fails if it doesn't exist, or if a similar property with the new name " +"already exists. Use [method has_icon] to check for existence, and [method " +"clear_icon] to remove the existing property." +msgstr "" +"如果主题类型 [param theme_type] 中存在名为 [param old_name] 的图标属性,则将" +"其重命名为 [param name]。\n" +"不存在时失败,新名称已存在时也会失败。请使用 [method has_icon] 检查是否存在," +"使用 [method clear_icon] 移除现有属性。" + +msgid "" +"Renames the [StyleBox] property defined by [param old_name] and [param " +"theme_type] to [param name], if it exists.\n" +"Fails if it doesn't exist, or if a similar property with the new name " +"already exists. Use [method has_stylebox] to check for existence, and " +"[method clear_stylebox] to remove the existing property." +msgstr "" +"如果主题类型 [param theme_type] 中存在名为 [param old_name] 的 [StyleBox] 属" +"性,则将其重命名为 [param name]。\n" +"不存在时失败,新名称已存在时也会失败。请使用 [method has_stylebox] 检查是否存" +"在,使用 [method clear_stylebox] 移除现有属性。" + +msgid "" +"Renames the theme property of [param data_type] defined by [param old_name] " +"and [param theme_type] to [param name], if it exists.\n" +"Fails if it doesn't exist, or if a similar property with the new name " +"already exists. Use [method has_theme_item] to check for existence, and " +"[method clear_theme_item] to remove the existing property.\n" +"[b]Note:[/b] This method is analogous to calling the corresponding data type " +"specific method, but can be used for more generalized logic." +msgstr "" +"如果主题类型 [param theme_type] 中存在名为 [param old_name] 的主题属性,则将" +"其重命名为 [param name]。\n" +"不存在时失败,新名称已存在时也会失败。请使用 [method has_theme_item] 检查是否" +"存在,使用 [method clear_theme_item] 移除现有属性。\n" +"[b]注意:[/b]这个方法类似于调用相应的数据类型特定方法,但可以用于更通用逻辑。" + +msgid "" "Creates or changes the value of the [Color] property defined by [param name] " "and [param theme_type]. Use [method clear_color] to remove the property." msgstr "" @@ -48099,6 +54102,44 @@ msgstr "" "如果 [param value] 的类型不被 [param data_type] 所接受,则失败。\n" "[b]注意:[/b]这个方法类似于调用相应的数据类型特定方法,但可以用于更通用逻辑。" +msgid "" +"The default base scale factor of this theme resource. Used by some controls " +"to scale their visual properties based on the global scale factor. If this " +"value is set to [code]0.0[/code], the global scale factor is used (see " +"[member ThemeDB.fallback_base_scale]).\n" +"Use [method has_default_base_scale] to check if this value is valid." +msgstr "" +"该主题资源的默认基础缩放系数。部分控件会用它来根据全局缩放系数对其视觉属性进" +"行缩放。如果该值为 [code]0.0[/code],则使用全局缩放系数(见 [member ThemeDB." +"fallback_base_scale])。\n" +"请使用 [method has_default_base_scale] 来检查该值是否有效。" + +msgid "" +"The default font of this theme resource. Used as the default value when " +"trying to fetch a font resource that doesn't exist in this theme or is in " +"invalid state. If the default font is also missing or invalid, the engine " +"fallback value is used (see [member ThemeDB.fallback_font]).\n" +"Use [method has_default_font] to check if this value is valid." +msgstr "" +"该主题资源的默认字体。尝试获取字体资源时,如果该主题中不存在或者为无效状态," +"则会用它作为默认值。如果默认字体也缺失或无效,则会使用引擎的回退值(见 " +"[member ThemeDB.fallback_font])。\n" +"请使用 [method has_default_font] 来检查该值是否有效。" + +msgid "" +"The default font size of this theme resource. Used as the default value when " +"trying to fetch a font size value that doesn't exist in this theme or is in " +"invalid state. If the default font size is also missing or invalid, the " +"engine fallback value is used (see [member ThemeDB.fallback_font_size]).\n" +"Values below [code]0[/code] are invalid and can be used to unset the " +"property. Use [method has_default_font_size] to check if this value is valid." +msgstr "" +"该主题资源的默认字体大小。尝试获取字体大小时,如果该主题中不存在或者为无效状" +"态,则会用它作为默认值。如果默认字体大小也缺失或无效,则会使用引擎的回退值" +"(见 [member ThemeDB.fallback_font_size])。\n" +"小于 [code]0[/code] 的值无效,可用于清除对该属性的设置。请使用 [method " +"has_default_font_size] 来检查该值是否有效。" + msgid "Theme's [Color] item type." msgstr "主题的 [Color] 颜色项类型。" @@ -48126,6 +54167,46 @@ msgid "" msgstr "" "引擎单例,用于访问静态 [Theme] 信息,如默认主题和项目主题,以及回退值等。" +msgid "" +"The fallback base scale factor of every [Control] node and [Theme] resource. " +"Used when no other value is available to the control.\n" +"See also [member Theme.default_base_scale]." +msgstr "" +"所有 [Control] 节点和 [Theme] 资源的回退基础缩放系数。用于控件没有其他值可用" +"的情况。\n" +"另见 [member Theme.default_base_scale]。" + +msgid "" +"The fallback font of every [Control] node and [Theme] resource. Used when no " +"other value is available to the control.\n" +"See also [member Theme.default_font]." +msgstr "" +"所有 [Control] 节点和 [Theme] 资源的回退字体。用于控件没有其他值可用的情" +"况。\n" +"另见 [member Theme.default_font]。" + +msgid "" +"The fallback font size of every [Control] node and [Theme] resource. Used " +"when no other value is available to the control.\n" +"See also [member Theme.default_font_size]." +msgstr "" +"所有 [Control] 节点和 [Theme] 资源的回退字体大小。用于控件没有其他值可用的情" +"况。\n" +"另见 [member Theme.default_font_size]。" + +msgid "" +"The fallback icon of every [Control] node and [Theme] resource. Used when no " +"other value is available to the control." +msgstr "" +"所有 [Control] 节点和 [Theme] 资源的回退图标。用于控件没有其他值可用的情况。" + +msgid "" +"The fallback stylebox of every [Control] node and [Theme] resource. Used " +"when no other value is available to the control." +msgstr "" +"所有 [Control] 节点和 [Theme] 资源的回退样式盒。用于控件没有其他值可用的情" +"况。" + msgid "A unit of execution in a process." msgstr "执行过程中的执行单元。" @@ -48184,6 +54265,9 @@ msgstr "" msgid "Color modulation of the tile." msgstr "该图块的颜色调制。" +msgid "Emitted when any of the properties are changed." +msgstr "任何属性发生变化时发出。" + msgid "Node for 2D tile-based maps." msgstr "基于 2D 图块的地图节点。" @@ -48287,6 +54371,10 @@ msgstr "返回 TileMap 图层的 Z 索引值。" msgid "Returns the number of layers in the TileMap." msgstr "返回 TileMap 图层的数量。" +msgid "" +"Returns the list of all neighbourings cells to the one at [param coords]." +msgstr "返回与 [param coords] 处的单元格相邻的所有单元格的列表。" + msgid "Returns if a layer is enabled." msgstr "返回图层是否被启用。" @@ -48294,6 +54382,19 @@ msgid "Returns if a layer Y-sorts its tiles." msgstr "返回图层是否对其图块进行 Y 排序。" msgid "" +"Returns for the given coordinate [param coords_in_pattern] in a " +"[TileMapPattern] the corresponding cell coordinates if the pattern was " +"pasted at the [param position_in_tilemap] coordinates (see [method " +"set_pattern]). This mapping is required as in half-offset tile shapes, the " +"mapping might not work by calculating [code]position_in_tile_map + " +"coords_in_pattern[/code]." +msgstr "" +"如果图案粘贴在 [param position_in_tilemap] 坐标处(请参阅 [method " +"set_pattern]),则返回 [TileMapPattern] 中给定坐标 [param coords_in_pattern] " +"对应的单元格坐标。该映射是必需的,因为在半偏移图块形状中,映射可能无法通过计" +"算 [code]position_in_tile_map + coords_in_pattern[/code] 工作。" + +msgid "" "The TileMap's quadrant size. Optimizes drawing by batching, using chunks of " "this size." msgstr "该 TileMap 的象限大小。会使用这个大小的区块对绘制进行批处理优化。" @@ -48367,6 +54468,63 @@ msgstr "返回地形集的数量。" msgid "Returns the number of terrains in the given terrain set." msgstr "返回给定地形集中的地形数。" +msgid "Returns if there is a coodinates-level proxy for the given identifiers." +msgstr "返回给定的标识符是否存在坐标级别的代理。" + +msgid "Returns if this TileSet has a source for the given source ID." +msgstr "返回该 TileSet 中是否存在给定源 ID 的源。" + +msgid "Returns if there is a source-level proxy for the given source ID." +msgstr "返回给定的源 ID 是否存在源级别的代理。" + +msgid "Removes an alternative-level proxy for the given identifiers." +msgstr "移除具有给定标识符的备选级别代理。" + +msgid "Removes a coordinates-level proxy for the given identifiers." +msgstr "移除具有给定标识符的坐标级别代理。" + +msgid "" +"Removes the custom data layer at index [param layer_index]. Also updates the " +"atlas tiles accordingly." +msgstr "" +"移除索引为 [param layer_index] 的自定义数据层。也会相应地更新图集中的图块。" + +msgid "" +"Removes the navigation layer at index [param layer_index]. Also updates the " +"atlas tiles accordingly." +msgstr "移除索引为 [param layer_index] 的导航层。也会相应地更新图集中的图块。" + +msgid "" +"Removes the occlusion layer at index [param layer_index]. Also updates the " +"atlas tiles accordingly." +msgstr "移除索引为 [param layer_index] 的遮挡层。也会相应地更新图集中的图块。" + +msgid "Remove the [TileMapPattern] at the given index." +msgstr "移除给定索引处的 [TileMapPattern]。" + +msgid "" +"Removes the physics layer at index [param layer_index]. Also updates the " +"atlas tiles accordingly." +msgstr "移除索引为 [param layer_index] 的物理层。也会更新图集中的相应图块。" + +msgid "Removes the source with the given source ID." +msgstr "移除具有给定源 ID 的源。" + +msgid "Removes a source-level tile proxy." +msgstr "移除源级别的图块代理。" + +msgid "" +"Removes the terrain at index [param terrain_index] in the given terrain set " +"[param terrain_set]. Also updates the atlas tiles accordingly." +msgstr "" +"移除给定地形集 [param terrain_set] 中索引为 [param terrain_index] 的地形。也" +"会相应地更新图集中的图块。" + +msgid "" +"Removes the terrain set at index [param terrain_set]. Also updates the atlas " +"tiles accordingly." +msgstr "移除索引为 [param terrain_set] 的地形集。也会相应地更新图集中的图块。" + msgid "Changes a source's ID." msgstr "更改源的 ID。" @@ -48483,10 +54641,54 @@ msgstr "右上侧相邻单元格。" msgid "Neighbor in the top right corner." msgstr "右上角相邻单元格。" +msgid "" +"Requires both corners and side to match with neighboring tiles' terrains." +msgstr "要求与相邻图块地形的角和边都匹配。" + +msgid "Requires corners to match with neighboring tiles' terrains." +msgstr "要求与相邻图块地形的角相匹配。" + +msgid "Requires sides to match with neighboring tiles' terrains." +msgstr "要求与相邻图块地形的边相匹配。" + +msgid "" +"Returns how many columns the tile at [param atlas_coords] has in its " +"animation layout." +msgstr "返回位于坐标 [param atlas_coords] 的图块的动画布局中有多少列。" + +msgid "" +"Returns the animation frame duration of frame [param frame_index] for the " +"tile at coordinates [param atlas_coords]." +msgstr "" +"返回位于坐标 [param atlas_coords] 的图块的第 [param frame_index] 帧的动画帧时" +"长。" + +msgid "" +"Returns how many animation frames has the tile at coordinates [param " +"atlas_coords]." +msgstr "返回位于坐标 [param atlas_coords] 的图块有多少动画帧。" + +msgid "" +"Returns the separation (as in the atlas grid) between each frame of an " +"animated tile at coordinates [param atlas_coords]." +msgstr "" +"返回位于坐标 [param atlas_coords] 的图块的帧与帧之间(在图集网格中)的间隔。" + +msgid "" +"Returns the animation speed of the tile at coordinates [param atlas_coords]." +msgstr "返回位于坐标 [param atlas_coords] 的图块的动画速度。" + msgid "The atlas texture." msgstr "图集纹理。" msgid "" +"The base tile size in the texture (in pixel). This size must be bigger than " +"the TileSet's [code]tile_size[/code] value." +msgstr "" +"纹理中的基础图块大小(以像素为单位)。该大小必须大于该 TileSet 中的 " +"[code]tile_size[/code] 值。" + +msgid "" "Returns whether the scene tile with [param id] displays a placeholder in the " "editor." msgstr "返回 ID 为 [param id] 的场景图块是否在编辑器中显示占位图。" @@ -48547,6 +54749,17 @@ msgstr "" "get_ticks_usec] 或 [method get_ticks_msec],可以保证单调性(即不会变小)。" msgid "" +"Returns the current date as a dictionary of keys: [code]year[/code], " +"[code]month[/code], [code]day[/code], and [code]weekday[/code].\n" +"The returned values are in the system's local time when [param utc] is " +"[code]false[/code], otherwise they are in UTC." +msgstr "" +"以字典的形式返回当前时间,包含的键为:[code]hour[/code]、[code]minute[/" +"code]、[code]second[/code]。\n" +"当 [code]utc[/code] 为 [code]false[/code] 时,返回的是系统的本地时间,否则为 " +"UTC 时间。" + +msgid "" "Converts the given Unix timestamp to a dictionary of keys: [code]year[/" "code], [code]month[/code], [code]day[/code], and [code]weekday[/code]." msgstr "" @@ -48554,21 +54767,90 @@ msgstr "" "code]、[code]day[/code]、[code]weekday[/code]。" msgid "" +"Returns the current date as an ISO 8601 date string (YYYY-MM-DD).\n" +"The returned values are in the system's local time when [param utc] is " +"[code]false[/code], otherwise they are in UTC." +msgstr "" +"以 ISO 8601 日期字符串的形式返回当前日期(YYYY-MM-DD)。\n" +"当 [param utc] 为 [code]false[/code] 时,返回的是系统的本地时间,否则为 UTC " +"时间。" + +msgid "" "Converts the given Unix timestamp to an ISO 8601 date string (YYYY-MM-DD)." msgstr "将给定的 Unix 时间戳转换为 ISO 8601 日期字符串(YYYY-MM-DD)。" msgid "" -"Converts the given Unix timestamp to a dictionary of keys: [code]year[/" -"code], [code]month[/code], [code]day[/code], and [code]weekday[/code].\n" -"The returned Dictionary's values will be the same as the [method " -"get_datetime_dict_from_system] if the Unix timestamp is the current time, " -"with the exception of Daylight Savings Time as it cannot be determined from " -"the epoch." +"Converts the given ISO 8601 date and time string (YYYY-MM-DDTHH:MM:SS) to a " +"dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], " +"[code]weekday[/code], [code]hour[/code], [code]minute[/code], and " +"[code]second[/code].\n" +"If [param weekday] is [code]false[/code], then the [code]weekday[/code] " +"entry is excluded (the calculation is relatively expensive).\n" +"[b]Note:[/b] Any decimal fraction in the time string will be ignored " +"silently." msgstr "" -"将给定的 Unix 时间戳转换为字典,包含的键为:[code]year[/code]、[code]month[/" -"code]、[code]day[/code]、[code]weekday[/code]。\n" -"如果 Unix 时间戳为当前时间,返回的 Dictionary 的值与 [method " -"get_datetime_dict_from_system] 相同,区别是无法根据纪元推定夏令时。" +"将给定的 ISO 8601 日期和时间字符串(YYYY-MM-DDTHH:MM:SS)转换为字典,包含的键" +"为:[code]year[/code]、[code]month[/code]、[code]day[/code]、[code]weekday[/" +"code]、[code]hour[/code]、[code]minute[/code]、[code]second[/code]。\n" +"当 [param weekday] 为 [code]false[/code] 时,不包含 [code]weekday[/code] 记录" +"(计算花费相对较大)。\n" +"[b]注意:[/b]时间字符串中的小数会被静默忽略。" + +msgid "" +"Returns the current date as a dictionary of keys: [code]year[/code], " +"[code]month[/code], [code]day[/code], [code]weekday[/code], [code]hour[/" +"code], [code]minute[/code], [code]second[/code], and [code]dst[/code] " +"(Daylight Savings Time)." +msgstr "" +"以字典形式返回当前日期,包含的键为:[code]year[/code]、[code]month[/code]、" +"[code]day[/code]、[code]weekday[/code]、[code]hour[/code]、[code]minute[/" +"code]、[code]second[/code] 以及 [code]dst[/code](夏令时,Daylight Savings " +"Time)。" + +msgid "" +"Converts the given dictionary of keys to an ISO 8601 date and time string " +"(YYYY-MM-DDTHH:MM:SS).\n" +"The given dictionary can be populated with the following keys: [code]year[/" +"code], [code]month[/code], [code]day[/code], [code]hour[/code], " +"[code]minute[/code], and [code]second[/code]. Any other entries (including " +"[code]dst[/code]) are ignored.\n" +"If the dictionary is empty, [code]0[/code] is returned. If some keys are " +"omitted, they default to the equivalent values for the Unix epoch timestamp " +"0 (1970-01-01 at 00:00:00).\n" +"If [param use_space] is [code]true[/code], the date and time bits are " +"separated by an empty space character instead of the letter T." +msgstr "" +"将给定的时间值字典转换为 ISO 8601 日期和时间字符串(YYYY-MM-DDTHH:MM:SS)。\n" +"给定的字典可以包含以下键:[code]year[/code]、[code]month[/code]、[code]day[/" +"code]、[code]hour[/code]、[code]minute[/code]、[code]second[/code]。其他的记" +"录(包括 [code]dst[/code])都会被忽略。\n" +"字典为空时将返回 [code]0[/code]。如果省略了部分键,默认使用 Unix 纪元时间戳 0" +"(1970-01-01 的 00:00:00)的对应部分。\n" +"当 [param use_space] 为 [code]true[/code] 时,将使用空格代替中间的字母 T。" + +msgid "" +"Returns the current date and time as an ISO 8601 date and time string (YYYY-" +"MM-DDTHH:MM:SS).\n" +"The returned values are in the system's local time when [param utc] is " +"[code]false[/code], otherwise they are in UTC.\n" +"If [param use_space] is [code]true[/code], the date and time bits are " +"separated by an empty space character instead of the letter T." +msgstr "" +"以 ISO 8601 日期和时间字符串的形式返回当前日期和时间(YYYY-MM-DDTHH:MM:" +"SS)。\n" +"当 [param utc] 为 [code]false[/code] 时,返回的是系统的本地时间,否则为 UTC " +"时间。\n" +"当 [param use_space] 为 [code]true[/code] 时,将使用空格代替中间的字母 T。" + +msgid "" +"Converts the given Unix timestamp to an ISO 8601 date and time string (YYYY-" +"MM-DDTHH:MM:SS).\n" +"If [param use_space] is [code]true[/code], the date and time bits are " +"separated by an empty space character instead of the letter T." +msgstr "" +"将给定的 Unix 时间戳转换为 ISO 8601 日期和时间字符串(YYYY-MM-DDTHH:MM:" +"SS)。\n" +"当 [param use_space] 为 [code]true[/code] 时,将使用空格代替中间的字母 T。" msgid "" "Converts the given timezone offset in minutes to a timezone offset string. " @@ -48595,6 +54877,17 @@ msgstr "" "始终为正数或 0,使用 64 位值(会在约 50 万年后绕回)。" msgid "" +"Returns the current time as a dictionary of keys: [code]hour[/code], " +"[code]minute[/code], and [code]second[/code].\n" +"The returned values are in the system's local time when [param utc] is " +"[code]false[/code], otherwise they are in UTC." +msgstr "" +"以字典的形式返回当前时间,包含的键为:[code]hour[/code]、[code]minute[/" +"code]、[code]second[/code]。\n" +"当 [param utc] 为 [code]false[/code] 时,返回的是系统的本地时间,否则为 UTC " +"时间。" + +msgid "" "Converts the given time to a dictionary of keys: [code]hour[/code], " "[code]minute[/code], and [code]second[/code]." msgstr "" @@ -48602,6 +54895,15 @@ msgstr "" "code]、秒 [code]second[/code]。" msgid "" +"Returns the current time as an ISO 8601 time string (HH:MM:SS).\n" +"The returned values are in the system's local time when [param utc] is " +"[code]false[/code], otherwise they are in UTC." +msgstr "" +"以 ISO 8601 时间字符串的形式返回当前时间(HH:MM:SS)。\n" +"当 [param utc] 为 [code]false[/code] 时,返回的是系统的本地时间,否则为 UTC " +"时间。" + +msgid "" "Converts the given Unix timestamp to an ISO 8601 time string (HH:MM:SS)." msgstr "将给定的 Unix 时间戳转换为 ISO 8601 时间字符串(HH:MM:SS)。" @@ -48743,8 +55045,18 @@ msgstr "" msgid "Returns [code]true[/code] if the timer is stopped." msgstr "如果定时器被停止,返回 [code]true[/code]。" +msgid "" +"Starts the timer. Sets [member wait_time] to [param time_sec] if " +"[code]time_sec > 0[/code]. This also resets the remaining time to [member " +"wait_time].\n" +"[b]Note:[/b] This method will not resume a paused timer. See [member paused]." +msgstr "" +"启动计时器。如果 [code]time_sec > 0[/code],则会将 [member wait_time] 设置为 " +"[param time_sec]。这也会将剩余时间重置为 [member wait_time]。\n" +"[b]注意:[/b]这个方法不会恢复已暂停的定时器。见 [member paused]。" + msgid "Stops the timer." -msgstr "停止定时器。" +msgstr "停止计时器。" msgid "" "If [code]true[/code], the timer will automatically start when entering the " @@ -48774,6 +55086,31 @@ msgid "Processing callback. See [enum TimerProcessCallback]." msgstr "处理回调。见 [enum TimerProcessCallback]。" msgid "" +"The timer's remaining time in seconds. Returns 0 if the timer is inactive.\n" +"[b]Note:[/b] This value is read-only and cannot be set. It is based on " +"[member wait_time], which can be set using [method start]." +msgstr "" +"计时器的剩余时间,单位是秒。如果定时器处于非激活状态,则返回 0。\n" +"[b]注意:[/b]该值是只读的,无法设置。基于的是 [member wait_time],请使用 " +"[method start] 设置。" + +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_callback] 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 "" +"等待时间,单位为秒。\n" +"[b]注意:[/b]计时器在每个渲染帧最多只能发射一次(或者如果 [member " +"process_callback] 为 [constant TIMER_PROCESS_PHYSICS],则是每个物理帧)。这意" +"味着非常短的等待时间(低于 0.05 秒),将根据渲染的帧速率,会有明显不同的表" +"现。对于非常短的等待时间,建议在脚本中使用一个 process 循环,而不是使用 " +"Timer 节点。" + +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。" @@ -48784,6 +55121,84 @@ msgstr "在每一帧空闲时间内更新定时器。" msgid "TLS configuration for clients and servers." msgstr "客户端与服务器的 TLS 配置。" +msgid "" +"TLSOptions abstracts the configuration options for the [StreamPeerTLS] and " +"[PacketPeerDTLS] classes.\n" +"Objects of this class cannot be instantiated directly, and one of the static " +"methods [method client], [method client_unsafe], or [method server] should " +"be used instead.\n" +"[codeblocks]\n" +"[gdscript]\n" +"# Create a TLS client configuration which uses our custom trusted CA chain.\n" +"var client_trusted_cas = load(\"res://my_trusted_cas.crt\")\n" +"var client_tls_options = TLSOptions.client(client_trusted_cas)\n" +"\n" +"# Create a TLS server configuration.\n" +"var server_certs = load(\"res://my_server_cas.crt\")\n" +"var server_key = load(\"res://my_server_key.key\")\n" +"var server_tls_options = TLSOptions.server(server_certs, server_key)\n" +"[/gdscript]\n" +"[/codeblocks]" +msgstr "" +"TLSOptions 是对 [StreamPeerTLS] 和 [PacketPeerDTLS] 类中配置选项的抽象。\n" +"无法直接实例化这个类的对象,应改用静态方法 [method client]、[method " +"client_unsafe] 或 [method server]。\n" +"[codeblocks]\n" +"[gdscript]\n" +"# 创建 TLS 客户端配置,使用自定义 CA 信任链。\n" +"var client_trusted_cas = load(\"res://my_trusted_cas.crt\")\n" +"var client_tls_options = TLSOptions.client(client_trusted_cas)\n" +"\n" +"# 创建 TLS 服务器配置。\n" +"var server_certs = load(\"res://my_server_cas.crt\")\n" +"var server_key = load(\"res://my_server_key.key\")\n" +"var server_tls_options = TLSOptions.server(server_certs, server_key)\n" +"[/gdscript]\n" +"[/codeblocks]" + +msgid "" +"Creates a TLS client configuration which validates certificates and their " +"common names (fully qualified domain names).\n" +"You can specify a custom [param trusted_chain] of certification authorities " +"(the default CA list will be used if [code]null[/code]), and optionally " +"provide a [param common_name_override] if you expect the certificate to have " +"a common name other then the server FQDN.\n" +"Note: On the Web plafrom, TLS verification is always enforced against the CA " +"list of the web browser. This is considered a security feature." +msgstr "" +"创建 TLS 客户端配置,验证证书及其通用名称(完整域名)。\n" +"你可以指定自定义的证书颁发机构信任链 [param trusted_chain](如果为 " +"[code]null[/code] 则使用默认 CA 列表)。如果你希望证书拥有服务器 FQDN 之外的" +"通用名称,还可以提供通用名称覆盖 [common_name_override]。\n" +"注意:在 Web 平台上,TLS 验证始终强制使用 Web 浏览器的 CA 列表。这是一种安全" +"特性。" + +msgid "" +"Creates an [b]unsafe[/b] TLS client configuration where certificate " +"validation is optional. You can optionally provide a valid [param " +"trusted_chain], but the common name of the certififcates will never be " +"checked. Using this configuration for purposes other than testing [b]is not " +"recommended[/b].\n" +"Note: On the Web plafrom, TLS verification is always enforced against the CA " +"list of the web browser. This is considered a security feature." +msgstr "" +"创建[b]不安全[/b]的 TLS 客户端配置,证书验证为可选项。你可以选择提供有效的信" +"任链 [param trusted_chain],但永远不会对证书的通用名称进行检查。这种配置[b]不" +"推荐[/b]用于测试之外的用途。\n" +"注意:在 Web 平台上,TLS 验证始终强制使用 Web 浏览器的 CA 列表。这是一种安全" +"特性。" + +msgid "" +"Creates a TLS server configuration using the provided [param key] and [param " +"certificate].\n" +"Note: The [param certificate] should include the full certificate chain up " +"to the signing CA (certificates file can be concatenated using a general " +"purpose text editor)." +msgstr "" +"使用提供的密钥 [param key] 和证书 [param certificate] 创建 TLS 服务器配置。\n" +"注意:[param certificate] 中应当包含签名 CA 的完整证书链(可以使用通用文本编" +"辑器连接证书文件)。" + msgid "Class representing a torus [PrimitiveMesh]." msgstr "表示圆环 [PrimitiveMesh] 的类。" @@ -49238,6 +55653,26 @@ msgstr "如果为 [code]true[/code],列标题可见。" msgid "The number of columns." msgstr "列数。" +msgid "" +"The drop mode as an OR combination of flags. See [enum DropModeFlags] " +"constants. Once dropping is done, reverts to [constant DROP_MODE_DISABLED]. " +"Setting this during [method Control._can_drop_data] is recommended.\n" +"This controls the drop sections, i.e. the decision and drawing of possible " +"drop locations based on the mouse position." +msgstr "" +"放置模式是标志的按位或(OR)组合。见 [enum DropModeFlags] 常量。放置完成后会" +"恢复为 [constant DROP_MODE_DISABLED]。建议在 [method Control._can_drop_data] " +"期间设置。\n" +"控制的是放置区,即根据鼠标的位置决定并绘制可能的放置位置。" + +msgid "" +"If [code]true[/code], recursive folding is enabled for this [Tree]. Holding " +"down Shift while clicking the fold arrow collapses or uncollapses the " +"[TreeItem] and all its descendants." +msgstr "" +"如果为 [code]true[/code],则该 [Tree] 启用了递归折叠。按住 Shift 键点击折叠箭" +"头会折叠或展开该 [TreeItem] 及所有子项。" + msgid "If [code]true[/code], the folding arrow is hidden." msgstr "如果为 [code]true[/code],隐藏折叠箭头。" @@ -49257,35 +55692,78 @@ msgstr "允许单选或多选。见 [enum SelectMode] 常量。" msgid "" "Emitted when a button on the tree was pressed (see [method TreeItem." "add_button])." -msgstr "当树中按钮被按下时触发(见 [method TreeItem.add_button])。" +msgstr "按下树中的某个按钮时发出(见 [method TreeItem.add_button])。" msgid "Emitted when a cell is selected." -msgstr "当单元格被选中时触发。" +msgstr "选中某个单元格时发出。" + +msgid "" +"Emitted when [method TreeItem.propagate_check] is called. Connect to this " +"signal to process the items that are affected when [method TreeItem." +"propagate_check] is invoked. The order that the items affected will be " +"processed is as follows: the item that invoked the method, children of that " +"item, and finally parents of that item." +msgstr "" +"调用 [method TreeItem.propagate_check] 时发出。连接到该信号可以处理在 " +"[method TreeItem.propagate_check] 被调用时受影响的项。受影响项的处理顺序如" +"下:调用该方法的项,该项的子项,最后是该项的父项。" + +msgid "" +"Emitted when a column's title is clicked with either [constant " +"MOUSE_BUTTON_LEFT] or [constant MOUSE_BUTTON_RIGHT]." +msgstr "" +"使用 [constant MOUSE_BUTTON_LEFT] 使用 [constant MOUSE_BUTTON_RIGHT] 点击某一" +"列的标题时发出。" + +msgid "" +"Emitted when an item with [constant TreeItem.CELL_MODE_CUSTOM] is clicked " +"with a mouse button." +msgstr "使用鼠标按钮点击某一 [constant TreeItem.CELL_MODE_CUSTOM] 项时发出。" msgid "" "Emitted when a cell with the [constant TreeItem.CELL_MODE_CUSTOM] is clicked " "to be edited." +msgstr "点击某一 [constant TreeItem.CELL_MODE_CUSTOM] 项进行编辑时发出。" + +msgid "Emitted when a mouse button is clicked in the empty space of the tree." +msgstr "使用鼠标按钮点击该树中的空白区域时发出。" + +msgid "" +"Emitted when an item is double-clicked, or selected with a [code]ui_accept[/" +"code] input event (e.g. using [kbd]Enter[/kbd] or [kbd]Space[/kbd] on the " +"keyboard)." msgstr "" -"当具有 [constant TreeItem.CELL_MODE_CUSTOM] 的单元格被点击,进行编辑时触发。" +"双击某一项,或使用 [code]ui_accept[/code] 输入事件(例如键盘的[kbd]回车[/kbd]" +"或[kbd]空格[/kbd]键)选中某一项时发出。" msgid "Emitted when an item is collapsed by a click on the folding arrow." -msgstr "当一个项目的折叠箭头被点击折叠时触发。" +msgstr "点击折叠箭头折叠某一项时发出。" msgid "Emitted when an item is edited." -msgstr "当项目被编辑时触发。" +msgstr "编辑某一项时发出。" + +msgid "" +"Emitted when an item's icon is double-clicked. For a signal that emits when " +"any part of the item is double-clicked, see [signal item_activated]." +msgstr "" +"双击某一项的图标时发出。双击该项的任意区域所发出的信号见 [signal " +"item_activated]。" + +msgid "Emitted when an item is selected with a mouse button." +msgstr "使用鼠标按钮选中某一项时发出。" msgid "Emitted when an item is selected." -msgstr "当项目被选中时触发。" +msgstr "选中某一项时发出。" msgid "" "Emitted instead of [code]item_selected[/code] if [code]select_mode[/code] is " "[constant SELECT_MULTI]." msgstr "" -"如果 [code]select_mode[/code] 是 [constant SELECT_MULTI],则触发代替 " -"[code]item_selected[/code]。" +"如果 [code]select_mode[/code] 为 [constant SELECT_MULTI] 时,代替 " +"[code]item_selected[/code] 发出。" msgid "Emitted when a left mouse button click does not select any item." -msgstr "当鼠标左键点击未选择任何项目时触发。" +msgstr "鼠标左键未选中任一项时发出。" msgid "" "Allows selection of a single cell at a time. From the perspective of items, " @@ -49357,6 +55835,11 @@ msgstr "" "留在顶部或底部。" msgid "" +"The [Color] of the relationship lines between the selected [TreeItem] and " +"its children." +msgstr "被选中的 [TreeItem] 与其子项之间的关系线的 [Color]。" + +msgid "" "Text [Color] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's " "hovered." msgstr "" @@ -49373,6 +55856,11 @@ msgstr "" msgid "[Color] of the guideline." msgstr "参考线的 [Color] 颜色。" +msgid "" +"The [Color] of the relationship lines between the selected [TreeItem] and " +"its parents." +msgstr "被选中的 [TreeItem] 与其父项之间的关系线的 [Color]。" + msgid "The default [Color] of the relationship lines." msgstr "关系线的默认 [Color]。" @@ -49383,6 +55871,11 @@ msgid "The horizontal space between each button in a cell." msgstr "单元格中按钮之间的水平间距。" msgid "" +"The width of the relationship lines between the selected [TreeItem] and its " +"children." +msgstr "被选中的 [TreeItem] 与其子项之间的关系线的宽度。" + +msgid "" "Draws the guidelines if not zero, this acts as a boolean. The guideline is a " "horizontal line drawn at the bottom of each item." msgstr "" @@ -49406,6 +55899,17 @@ msgid "" "enabled for the item." msgstr "项目开头的水平边距。在项目启用折叠功能时使用。" +msgid "" +"The space between the parent relationship lines for the selected [TreeItem] " +"and the relationship lines to its siblings that are not selected." +msgstr "" +"被选中的 [TreeItem] 的父关系线,与其未选中的同级的关系线,两者之间的空间。" + +msgid "" +"The width of the relationship lines between the selected [TreeItem] and its " +"parents." +msgstr "被选中的 [TreeItem] 与其父项之间的关系线的宽度。" + msgid "The default width of the relationship lines." msgstr "关系线的默认宽度。" @@ -49540,6 +56044,38 @@ msgstr "重置指定列默认的颜色。" msgid "Deselects the given column." msgstr "取消选择指定列。" +msgid "" +"Removes the button at index [param button_index] in column [param column]." +msgstr "删除列 [param column] 中索引 [param button_index] 处的按钮。" + +msgid "" +"Returns the [Texture2D] of the button at index [param button_index] in " +"column [param column]." +msgstr "" +"返回在 [param column] 列中索引为 [param button_index] 的按钮的 [Texture]。" + +msgid "" +"Returns the button index if there is a button with ID [param id] in column " +"[param column], otherwise returns -1." +msgstr "" +"如果在 [param column] 列中存在 ID 为 [param id] 的按钮,则返回其索引号,否则" +"返回 -1。" + +msgid "Returns the number of buttons in column [param column]." +msgstr "返回在 [param column] 列中按钮的数量。" + +msgid "" +"Returns the ID for the button at index [param button_index] in column [param " +"column]." +msgstr "返回在 [param column] 列中索引为 [param button_index] 的按钮的 ID。" + +msgid "" +"Returns the tooltip text for the button at index [param button_index] in " +"column [param column]." +msgstr "" +"返回在 [param column] 列中索引为 [param button_index] 的按钮的工具提示字符" +"串。" + msgid "Returns the column's cell mode." msgstr "返回该列的单元格模式。" @@ -49552,6 +56088,13 @@ msgstr "返回列 [param column] 的自定义背景色。" msgid "Returns the custom color of column [param column]." msgstr "返回列 [param column] 的自定义颜色。" +msgid "Returns custom font used to draw text in the column [param column]." +msgstr "返回用于在 [param column] 列绘制文本的自定义字体。" + +msgid "" +"Returns custom font size used to draw text in the column [param column]." +msgstr "返回用于在 [param column] 列绘制文本的自定义字体大小。" + msgid "Returns [code]true[/code] if [code]expand_right[/code] is set." msgstr "如果设置了 [code]expand_right[/code],则返回 [code]true[/code]。" @@ -49567,6 +56110,15 @@ msgstr "返回列的图标的最大宽度。" msgid "Returns the [Color] modulating the column's icon." msgstr "返回调制列的图标的 [Color] 颜色。" +msgid "Returns the icon [Texture2D] region as [Rect2]." +msgstr "返回图标 [Texture2D] 的区域,类型为 [Rect2]。" + +msgid "" +"Returns the node's order in the tree. For example, if called on the first " +"child item the position is [code]0[/code]." +msgstr "" +"返回该节点在树中的顺序。例如对第一个子项调用时,得到的位置为 [code]0[/code]。" + msgid "" "Returns the metadata value that was set for the given column using [method " "set_metadata]." @@ -49624,6 +56176,20 @@ msgid "Returns [code]true[/code] if the given [param column] is selected." msgstr "如果给定的列 [param column] 被选中,则返回 [code]true[/code]。" msgid "" +"Moves this TreeItem right after the given [param item].\n" +"[b]Note:[/b] You can't move to the root or move the root." +msgstr "" +"将这个 TreeItem 移动至给定的 [param item] 之后。\n" +"[b]注意:[/b]无法移动至根部,也无法移动根部。" + +msgid "" +"Moves this TreeItem right before the given [param item].\n" +"[b]Note:[/b] You can't move to the root or move the root." +msgstr "" +"将这个 TreeItem 移动至给定的 [param item] 之前。\n" +"[b]注意:[/b]无法移动至根部,也无法移动根部。" + +msgid "" "Removes the given child [TreeItem] and all its children from the [Tree]. " "Note that it doesn't free the item from memory, so it can be reused later. " "To completely remove a [TreeItem] use [method Object.free]." @@ -49636,6 +56202,42 @@ msgid "Selects the given [param column]." msgstr "选中 [param column] 指定的列。" msgid "" +"Sets the given column's button [Texture2D] at index [param button_index] to " +"[param button]." +msgstr "" +"将给定列中索引为 [param button_index] 的按钮 [Texture2D] 设置为 [param " +"button]。" + +msgid "" +"Sets the given column's button color at index [param button_index] to [param " +"color]." +msgstr "将给定列中索引为 [param button_index] 的按钮颜色设置为 [param color]。" + +msgid "" +"If [code]true[/code], disables the button at index [param button_index] in " +"the given [param column]." +msgstr "" +"如果为 [code]true[/code],则禁用给定列 [param column] 中索引为 [param " +"button_index] 的按钮。" + +msgid "" +"Sets the given column's cell mode to [param mode]. See [enum TreeCellMode] " +"constants." +msgstr "将给定列的单元格模式设置为 [param mode]。见 [enum TreeCellMode] 常量。" + +msgid "" +"If [code]true[/code], the given [param column] is checked. Clears column's " +"indeterminate status." +msgstr "" +"如果为 [code]true[/code],则给定列 [param column] 处于勾选状态。会清空该列的" +"中间状态。" + +msgid "" +"Collapses or uncollapses this [TreeItem] and all the descendants of this " +"item." +msgstr "折叠或展开该 [TreeItem] 及该项的所有子级。" + +msgid "" "Sets the given column's custom background color and whether to just use it " "as an outline." msgstr "设置给定列的自定义背景颜色,以及是否只将其作为一个轮廓。" @@ -49643,6 +56245,12 @@ msgstr "设置给定列的自定义背景颜色,以及是否只将其作为一 msgid "Sets the given column's custom color." msgstr "设置给定列的自定义颜色。" +msgid "Sets custom font used to draw text in the given [param column]." +msgstr "设置用于在给定列 [param column] 中绘制文本的自定义字体。" + +msgid "Sets custom font size used to draw text in the given [param column]." +msgstr "设置用于在给定列 [param column] 中绘制文本的自定义字体大小。" + msgid "If [code]true[/code], the given [param column] is editable." msgstr "如果为 [code]true[/code],则给定的列 [param column] 可编辑。" @@ -49656,6 +56264,9 @@ msgstr "设置给定列的图标 [Texture2D]。" msgid "Sets the given column's icon's maximum width." msgstr "设置给定列图标的最大宽度。" +msgid "Modulates the given column's icon with [param modulate]." +msgstr "用 [param modulate] 调制给定列的图标。" + msgid "Sets the given column's icon's texture region." msgstr "设置给定列的图标的纹理区域。" @@ -49693,6 +56304,14 @@ msgstr "自定义最小高度。" msgid "If [code]true[/code], folding is disabled for this TreeItem." msgstr "如果为 [code]true[/code],则这个 TreeItem 禁用折叠。" +msgid "" +"If [code]true[/code], the [TreeItem] is visible (default).\n" +"Note that if a [TreeItem] is set to not be visible, none of its children " +"will be visible either." +msgstr "" +"如果为 [code]true[/code],则该 [TreeItem] 可见(默认)。\n" +"请注意,如果将 [TreeItem] 设置为不可见,则其子项也将不可见。" + msgid "Cell contains a string." msgstr "单元包含字符串。" @@ -49716,10 +56335,180 @@ msgid "" "[Tweener]s." msgstr "通过脚本进行通用动画的轻量级对象,使用 [Tweener]。" +msgid "" +"Binds this [Tween] with the given [param node]. [Tween]s are processed " +"directly by the [SceneTree], so they run independently of the animated " +"nodes. When you bind a [Node] with the [Tween], the [Tween] will halt the " +"animation when the object is not inside tree and the [Tween] will be " +"automatically killed when the bound object is freed. Also [constant " +"TWEEN_PAUSE_BOUND] will make the pausing behavior dependent on the bound " +"node.\n" +"For a shorter way to create and bind a [Tween], you can use [method Node." +"create_tween]." +msgstr "" +"将这个 [Tween] 绑定到给定的 [code]node[/code] 上。[Tween] 是由 [SceneTree] 直" +"接处理的,所以不依赖被动画的节点运行。将该 [Tween] 绑定到某个 [Node] 后,该对" +"象不在树中时该 [Tween] 就会暂停动画,绑定对象被释放时该 [Tween] 会被自动销" +"毁。另外,[constant TWEEN_PAUSE_BOUND] 会让暂停行为依赖于绑定的节点。\n" +"使用 [method Node.create_tween] 来创建并绑定 [Tween] 更简单。" + +msgid "" +"Used to chain two [Tweener]s after [method set_parallel] is called with " +"[code]true[/code].\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = create_tween().set_parallel(true)\n" +"tween.tween_property(...)\n" +"tween.tween_property(...) # Will run parallelly with above.\n" +"tween.chain().tween_property(...) # Will run after two above are finished.\n" +"[/gdscript]\n" +"[csharp]\n" +"Tween tween = CreateTween().SetParallel(true);\n" +"tween.TweenProperty(...);\n" +"tween.TweenProperty(...); // Will run parallelly with above.\n" +"tween.Chain().TweenProperty(...); // Will run after two above are finished.\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"用于在使用 [code]true[/code] 调用 [method set_parallel] 后,将两个 [Tweener] " +"串联。\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = create_tween().set_parallel(true)\n" +"tween.tween_property(...)\n" +"tween.tween_property(...) # 会和上一条并行执行。\n" +"tween.chain().tween_property(...) # 会在前两条完成后执行。\n" +"[/gdscript]\n" +"[csharp]\n" +"Tween tween = CreateTween().SetParallel(true);\n" +"tween.TweenProperty(...);\n" +"tween.TweenProperty(...); // 会和上一条并行执行。\n" +"tween.Chain().TweenProperty(...); // 会在前两条完成后执行。\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Processes the [Tween] by the given [param delta] value, in seconds. This is " +"mostly useful for manual control when the [Tween] is paused. It can also be " +"used to end the [Tween] animation immediately, by setting [param delta] " +"longer than the whole duration of the [Tween] animation.\n" +"Returns [code]true[/code] if the [Tween] still has [Tweener]s that haven't " +"finished.\n" +"[b]Note:[/b] The [Tween] will become invalid in the next processing frame " +"after its animation finishes. Calling [method stop] after performing [method " +"custom_step] instead keeps and resets the [Tween]." +msgstr "" +"使用给定的增量秒数 [param delta] 处理该 [Tween]。最常见的用法是在该 [Tween] " +"暂停时对其进行手动控制。也可用于立即停止该 [Tween] 的动画,将 [param delta] " +"设得比完整长度更大即可。\n" +"如果该 [Tween] 仍然有未完成的 [Tweener],则返回 [code]true[/code]。\n" +"[b]注意:[/b]该 [Tween] 完成动画后,会在下一个处理帧中失效。你可以在执行 " +"[method custom_step] 后调用 [method stop] 将该 [Tween] 保留并重置。" + +msgid "" +"Returns the total time in seconds the [Tween] has been animating (i.e. the " +"time since it started, not counting pauses etc.). The time is affected by " +"[method set_speed_scale], and [method stop] will reset it to [code]0[/" +"code].\n" +"[b]Note:[/b] As it results from accumulating frame deltas, the time returned " +"after the [Tween] has finished animating will be slightly greater than the " +"actual [Tween] duration." +msgstr "" +"返回该 [Tween] 已进行动画的总时长(即自开始以来经过的时间,不计算暂停等时" +"间),单位为秒。时长会受到 [method set_speed_scale] 影响,[method stop] 会将" +"其重置为 [code]0[/code]。\n" +"[b]注意:[/b]由于时长是由帧的增量时间累计而来的,该 [Tween] 完成动画后所返回" +"的时长会比 [Tween] 的实际时长略大。" + +msgid "" +"This method can be used for manual interpolation of a value, when you don't " +"want [Tween] to do animating for you. It's similar to [method @GlobalScope." +"lerp], but with support for custom transition and easing.\n" +"[param initial_value] is the starting value of the interpolation.\n" +"[param delta_value] is the change of the value in the interpolation, i.e. " +"it's equal to [code]final_value - initial_value[/code].\n" +"[param elapsed_time] is the time in seconds that passed after the " +"interpolation started and it's used to control the position of the " +"interpolation. E.g. when it's equal to half of the [param duration], the " +"interpolated value will be halfway between initial and final values. This " +"value can also be greater than [param duration] or lower than 0, which will " +"extrapolate the value.\n" +"[param duration] is the total time of the interpolation.\n" +"[b]Note:[/b] If [param duration] is equal to [code]0[/code], the method will " +"always return the final value, regardless of [param elapsed_time] provided." +msgstr "" +"不想使用 [Tween] 进行动画时,可以使用这个方法进行手动插值。与 [method " +"@GlobalScope.lerp] 类似,但支持自定义过渡和缓动。\n" +"[param initial_value] 为插值的起始值。\n" +"[param delta_value] 为插值的变化值,即等于 [code]final_value - " +"initial_value[/code]。\n" +"[param elapsed_time] 为插值开始后所经过的秒数,用于控制插值的位置。例如,等" +"于 [param duration] 的一半时,插值后的值位于初始值和最终值的一半。这个值也可" +"以比 [param duration] 大或者比 0 小,此时会进行外插。\n" +"[param duration] 为插值的总时长。\n" +"[b]注意:[/b]如果 [param duration] 等于 [code]0[/code],那么无论提供的 " +"[param elapsed_time] 为多少,该方法返回的始终是最终值。" + +msgid "" +"Returns whether the [Tween] is currently running, i.e. it wasn't paused and " +"it's not finished." +msgstr "返回该 [Tween] 目前是否正在执行,即未暂停且未完成。" + +msgid "" +"Returns whether the [Tween] is valid. A valid [Tween] is a [Tween] contained " +"by the scene tree (i.e. the array from [method SceneTree." +"get_processed_tweens] will contain this [Tween]). A [Tween] might become " +"invalid when it has finished tweening, is killed, or when created with " +"[code]Tween.new()[/code]. Invalid [Tween]s can't have [Tweener]s appended." +msgstr "" +"返回该 [Tween] 是否有效。有效的 [Tween] 是由场景树包含的 [Tween](即 [method " +"SceneTree.get_processed_tweens] 返回的数组中包含这个 [Tween])。[Tween] 失效" +"的情况有:补间完成、被销毁、使用 [code]Tween.new()[/code] 创建。无效的 " +"[SceneTreeTween] 不能追加 [Tweener]。" + msgid "Aborts all tweening operations and invalidates the [Tween]." msgstr "中止所有补间操作,并使该 [Tween] 无效。" msgid "" +"Makes the next [Tweener] run parallelly to the previous one.\n" +"[b]Example:[/b]\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = create_tween()\n" +"tween.tween_property(...)\n" +"tween.parallel().tween_property(...)\n" +"tween.parallel().tween_property(...)\n" +"[/gdscript]\n" +"[csharp]\n" +"Tween tween = CreateTween();\n" +"tween.TweenProperty(...);\n" +"tween.Parallel().TweenProperty(...);\n" +"tween.Parallel().TweenProperty(...);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"All [Tweener]s in the example will run at the same time.\n" +"You can make the [Tween] parallel by default by using [method set_parallel]." +msgstr "" +"让下一个 [Tweener] 与上一个并行执行。\n" +"[b]示例:[/b]\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = create_tween()\n" +"tween.tween_property(...)\n" +"tween.parallel().tween_property(...)\n" +"tween.parallel().tween_property(...)\n" +"[/gdscript]\n" +"[csharp]\n" +"Tween tween = CreateTween();\n" +"tween.TweenProperty(...);\n" +"tween.Parallel().TweenProperty(...);\n" +"tween.Parallel().TweenProperty(...);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"该示例中的所有 [Tweener] 都会同时执行。\n" +"你可以通过使用 [method set_parallel] 让该 [Tween] 默认并行。" + +msgid "" "Pauses the tweening. The animation can be resumed by using [method play]." msgstr "暂停补间。可以使用 [method play] 恢复动画。" @@ -49727,10 +56516,426 @@ msgid "Resumes a paused or stopped [Tween]." msgstr "恢复已暂停或已停止的 [Tween]。" msgid "" +"Sets the default ease type for [PropertyTweener]s and [MethodTweener]s " +"animated by this [Tween]." +msgstr "" +"设置由这个 [Tween] 进行动画的 [PropertyTweener] 和 [MethodTweener] 的默认缓动" +"类型。" + +msgid "" +"Sets the number of times the tweening sequence will be repeated, i.e. " +"[code]set_loops(2)[/code] will run the animation twice.\n" +"Calling this method without arguments will make the [Tween] run infinitely, " +"until either it is killed with [method kill], the [Tween]'s bound node is " +"freed, or all the animated objects have been freed (which makes further " +"animation impossible).\n" +"[b]Warning:[/b] Make sure to always add some duration/delay when using " +"infinite loops. To prevent the game freezing, 0-duration looped animations " +"(e.g. a single [CallbackTweener] with no delay) are stopped after a small " +"number of loops, which may produce unexpected results. If a [Tween]'s " +"lifetime depends on some node, always use [method bind_node]." +msgstr "" +"这只该补间序列的重复次数,即 [code]set_loops(2)[/code] 会让动画执行两次。\n" +"调用这个方法时如果不带参数,那么该 [Tween] 会无限执行,直到被 [method kill] " +"销毁、该 [Tween] 绑定的节点被释放、或者所有进行动画的对象都被释放(无法再进行" +"任何动画)。\n" +"[b]警告:[/b]使用无限循环时请一定要加入一些时长/延迟。为了防止游戏冻结,0 时" +"长的循环动画(例如单个不带延迟的 [CallbackTweener])会在循环若干次后停止,造" +"成出乎预料的结果。如果 [Tween] 的生命期依赖于某个节点,请一定使用 [method " +"bind_node]。" + +msgid "" +"If [param parallel] is [code]true[/code], the [Tweener]s appended after this " +"method will by default run simultaneously, as opposed to sequentially." +msgstr "" +"如果 [param parallel] 为 [code]true[/code],那么在这个方法之后追加的 " +"[Tweener] 将默认同时执行,而不是顺序执行。" + +msgid "" +"Determines the behavior of the [Tween] when the [SceneTree] is paused. Check " +"[enum TweenPauseMode] for options.\n" +"Default value is [constant TWEEN_PAUSE_BOUND]." +msgstr "" +"决定该 [Tween] 在 [SceneTree] 暂停时的行为。可选项请查看 [enum " +"TweenPauseMode]。\n" +"默认值为 [constant TWEEN_PAUSE_BOUND]。" + +msgid "" +"Determines whether the [Tween] should run during idle frame (see [method " +"Node._process]) or physics frame (see [method Node._physics_process].\n" +"Default value is [constant TWEEN_PROCESS_IDLE]." +msgstr "" +"决定该 [Tween] 应当在空闲帧(见 [method Node._process])还是物理帧(见 " +"[method Node._physics_process])执行。\n" +"默认值为 [constant TWEEN_PROCESS_IDLE]。" + +msgid "" "Scales the speed of tweening. This affects all [Tweener]s and their delays." msgstr "补间的速度缩放。影响所有 [Tweener] 及其延迟。" msgid "" +"Sets the default transition type for [PropertyTweener]s and [MethodTweener]s " +"animated by this [Tween]." +msgstr "" +"设置由这个 [Tween] 进行动画的 [PropertyTweener] 和 [MethodTweener] 的默认过渡" +"类型。" + +msgid "" +"Stops the tweening and resets the [Tween] to its initial state. This will " +"not remove any appended [Tweener]s." +msgstr "停止补间,并将该 [Tween] 重置为初始状态。不会移除已追加的 [Tweener]。" + +msgid "" +"Creates and appends a [CallbackTweener]. This method can be used to call an " +"arbitrary method in any object. Use [method Callable.bind] to bind " +"additional arguments for the call.\n" +"[b]Example:[/b] Object that keeps shooting every 1 second:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = get_tree().create_tween().set_loops()\n" +"tween.tween_callback(shoot).set_delay(1)\n" +"[/gdscript]\n" +"[csharp]\n" +"Tween tween = GetTree().CreateTween().SetLoops();\n" +"tween.TweenCallback(Callable.From(Shoot)).SetDelay(1.0f);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Example:[/b] Turning a sprite red and then blue, with 2 second delay:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_callback($Sprite.set_modulate.bind(Color.RED)).set_delay(2)\n" +"tween.tween_callback($Sprite.set_modulate.bind(Color.BLUE)).set_delay(2)\n" +"[/gdscript]\n" +"[csharp]\n" +"Tween tween = GetTree().CreateTween();\n" +"Sprite2D sprite = GetNode<Sprite2D>(\"Sprite\");\n" +"tween.TweenCallback(Callable.From(() => sprite.Modulate = Colors.Red))." +"SetDelay(2.0f);\n" +"tween.TweenCallback(Callable.From(() => sprite.Modulate = Colors.Blue))." +"SetDelay(2.0f);\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"创建并追加一个 [CallbackTweener]。这个方法可用于调用任意对象的任意方法。请使" +"用 [method Callable.bind] 绑定额外的调用参数。\n" +"[b]示例:[/b]总是每隔 1 秒射击一次的对象:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = get_tree().create_tween().set_loops()\n" +"tween.tween_callback(self, \"shoot\").set_delay(1)\n" +"[/gdscript]\n" +"[csharp]\n" +"Tween tween = GetTree().CreateTween().SetLoops();\n" +"tween.TweenCallback(Callable.From(Shoot)).SetDelay(1.0f);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]示例:[/b]将精灵变红然后变蓝,带有 2 秒延迟:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = get_tree().create_tween()\n" +"tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n" +"tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n" +"[/gdscript]\n" +"[csharp]\n" +"Tween tween = GetTree().CreateTween();\n" +"Sprite2D sprite = GetNode<Sprite2D>(\"Sprite\");\n" +"tween.TweenCallback(Callable.From(() => sprite.Modulate = Colors.Red))." +"SetDelay(2.0f);\n" +"tween.TweenCallback(Callable.From(() => sprite.Modulate = Colors.Blue))." +"SetDelay(2.0f);\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Creates and appends an [IntervalTweener]. This method can be used to create " +"delays in the tween animation, as an alternative to using the delay in other " +"[Tweener]s, or when there's no animation (in which case the [Tween] acts as " +"a timer). [param time] is the length of the interval, in seconds.\n" +"[b]Example:[/b] Creating an interval in code execution:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# ... some code\n" +"await create_tween().tween_interval(2).finished\n" +"# ... more code\n" +"[/gdscript]\n" +"[csharp]\n" +"// ... some code\n" +"await ToSignal(CreateTween().TweenInterval(2.0f), Tween.SignalName." +"Finished);\n" +"// ... more code\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Example:[/b] Creating an object that moves back and forth and jumps every " +"few seconds:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = create_tween().set_loops()\n" +"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n" +"tween.tween_callback(jump)\n" +"tween.tween_interval(2)\n" +"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n" +"tween.tween_callback(jump)\n" +"tween.tween_interval(2)\n" +"[/gdscript]\n" +"[csharp]\n" +"Tween tween = CreateTween().SetLoops();\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"position:x\", 200.0f, 1.0f)." +"AsRelative();\n" +"tween.TweenCallback(Callable.From(Jump));\n" +"tween.TweenInterval(2.0f);\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"position:x\", -200.0f, 1.0f)." +"AsRelative();\n" +"tween.TweenCallback(Callable.From(Jump));\n" +"tween.TweenInterval(2.0f);\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"创建并追加一个 [IntervalTweener]。这个方法可用于在补间动画中创建延迟,可以替" +"代在其他 [Tweener] 中使用延迟,或无动画的情况(此时 [Tween] 充当计时器的角" +"色)。[param time] 为间隔时间,单位为秒。\n" +"[b]示例:[/b]创建代码执行的间隔:\n" +"[codeblocks]\n" +"[gdscript]\n" +"# ... 一些代码\n" +"yield(create_tween().tween_interval(2), \"finished\")\n" +"# ... 更多代码\n" +"[/gdscript]\n" +"[csharp]\n" +"// ... 一些代码\n" +"await ToSignal(CreateTween().TweenInterval(2.0f), Tween.SignalName." +"Finished);\n" +"// ... 更多代码\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]示例:[/b]创建每隔几秒就来回移动并跳跃的对象:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = create_tween().set_loops()\n" +"tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n" +"tween.tween_callback(jump)\n" +"tween.tween_interval(2)\n" +"tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n" +"tween.tween_callback(jump)\n" +"tween.tween_interval(2)\n" +"[/gdscript]\n" +"[csharp]\n" +"Tween tween = CreateTween().SetLoops();\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"position:x\", 200.0f, 1.0f)." +"AsRelative();\n" +"tween.TweenCallback(Callable.From(Jump));\n" +"tween.TweenInterval(2.0f);\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"position:x\", -200.0f, 1.0f)." +"AsRelative();\n" +"tween.TweenCallback(Callable.From(Jump));\n" +"tween.TweenInterval(2.0f);\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Creates and appends a [MethodTweener]. This method is similar to a " +"combination of [method tween_callback] and [method tween_property]. It calls " +"a method over time with a tweened value provided as an argument. The value " +"is tweened between [param from] and [param to] over the time specified by " +"[param duration], in seconds. Use [method Callable.bind] to bind additional " +"arguments for the call. You can use [method MethodTweener.set_ease] and " +"[method MethodTweener.set_trans] to tweak the easing and transition of the " +"value or [method MethodTweener.set_delay] to delay the tweening.\n" +"[b]Example:[/b] Making a 3D object look from one point to another point:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = create_tween()\n" +"tween.tween_method(look_at.bind(Vector3.UP), Vector3(-1, 0, -1), Vector3(1, " +"0, -1), 1) # The look_at() method takes up vector as second argument.\n" +"[/gdscript]\n" +"[csharp]\n" +"Tween tween = CreateTween();\n" +"tween.TweenMethod(Callable.From(() => LookAt(Vector3.Up)), new " +"Vector3(-1.0f, 0.0f, -1.0f), new Vector3(1.0f, 0.0f, -1.0f), 1.0f); // The " +"LookAt() method takes up vector as second argument.\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]Example:[/b] Setting the text of a [Label], using an intermediate method " +"and after a delay:\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +" var tween = create_tween()\n" +" tween.tween_method(set_label_text, 0, 10, 1).set_delay(1)\n" +"\n" +"func set_label_text(value: int):\n" +" $Label.text = \"Counting \" + str(value)\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +" base._Ready();\n" +"\n" +" Tween tween = CreateTween();\n" +" tween.TweenMethod(Callable.From<int>(SetLabelText), 0.0f, 10.0f, 1.0f)." +"SetDelay(1.0f);\n" +"}\n" +"\n" +"private void SetLabelText(int value)\n" +"{\n" +" GetNode<Label>(\"Label\").Text = $\"Counting {value}\";\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"创建并追加一个 [MethodTweener]。这个方法与 [method tween_callback] 和 " +"[method tween_property] 的组合类似,会使用补间后的值作为参数去持续调用某个方" +"法。该值是从 [param from] 到 [param to] 进行补间的,时长为 [param duration] " +"秒。请使用 [method Callable.bind] 绑定额外的调用参数。你可以使用 [method " +"MethodTweener.set_ease] 和 [method MethodTweener.set_trans] 来调整该值的缓动" +"和过渡,可以使用 [method MethodTweener.set_delay] 来延迟补间。\n" +"[b]示例:[/b]让 3D 对象面向另一个点:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = create_tween()\n" +"tween.tween_method(look_at.bind(Vector3.UP), Vector3(-1, 0, -1), Vector3(1, " +"0, -1), 1) # look_at() 方法的第二个参数接受的是上向量。\n" +"[/gdscript]\n" +"[csharp]\n" +"Tween tween = CreateTween();\n" +"tween.TweenMethod(Callable.From(() => LookAt(Vector3.Up)), new " +"Vector3(-1.0f, 0.0f, -1.0f), new Vector3(1.0f, 0.0f, -1.0f), 1.0f); // " +"LookAt() 方法的第二个参数接受的是上向量。\n" +"[/csharp]\n" +"[/codeblocks]\n" +"[b]示例:[/b]在一段延迟后,使用中间方法来设置 [Label] 的文本:\n" +"[codeblocks]\n" +"[gdscript]\n" +"func _ready():\n" +" var tween = create_tween()\n" +" tween.tween_method(set_label_text, 0, 10, 1).set_delay(1)\n" +"\n" +"func set_label_text(value: int):\n" +" $Label.text = \"Counting \" + str(value)\n" +"[/gdscript]\n" +"[csharp]\n" +"public override void _Ready()\n" +"{\n" +" base._Ready();\n" +"\n" +" Tween tween = CreateTween();\n" +" tween.TweenMethod(Callable.From<int>(SetLabelText), 0.0f, 10.0f, 1.0f)." +"SetDelay(1.0f);\n" +"}\n" +"\n" +"private void SetLabelText(int value)\n" +"{\n" +" GetNode<Label>(\"Label\").Text = $\"Counting {value}\";\n" +"}\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Creates and appends a [PropertyTweener]. This method tweens a [param " +"property] of an [param object] between an initial value and [param " +"final_val] in a span of time equal to [param duration], in seconds. The " +"initial value by default is the property's value at the time the tweening of " +"the [PropertyTweener] starts.\n" +"[b]Example:[/b]\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = create_tween()\n" +"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" +"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n" +"[/gdscript]\n" +"[csharp]\n" +"Tween tween = CreateTween();\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"position\", new Vector2(100.0f, " +"200.0f), 1.0f);\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"position\", new Vector2(200.0f, " +"300.0f), 1.0f);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"will move the sprite to position (100, 200) and then to (200, 300). If you " +"use [method PropertyTweener.from] or [method PropertyTweener.from_current], " +"the starting position will be overwritten by the given value instead. See " +"other methods in [PropertyTweener] to see how the tweening can be tweaked " +"further.\n" +"[b]Note:[/b] You can find the correct property name by hovering over the " +"property in the Inspector. You can also provide the components of a property " +"directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/" +"code]), where it would only apply to that particular component.\n" +"[b]Example:[/b] Moving an object twice from the same position, with " +"different transition types:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = create_tween()\n" +"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)." +"as_relative().set_trans(Tween.TRANS_SINE)\n" +"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)." +"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n" +"[/gdscript]\n" +"[csharp]\n" +"Tween tween = CreateTween();\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"position\", Vector2.Right * " +"300.0f, 1.0f).AsRelative().SetTrans(Tween.TransitionType.Sine);\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"position\", Vector2.Right * " +"300.0f, 1.0f).AsRelative().FromCurrent().SetTrans(Tween.TransitionType." +"Expo);\n" +"[/csharp]\n" +"[/codeblocks]" +msgstr "" +"创建并追加一个 [PropertyTweener]。这个方法会将 [param object] 对象的 [param " +"property] 属性在初始值和最终值 [param final_val] 之间进行补间,持续时间为 " +"[param duration] 秒。初始值默认为该 [PropertyTweener] 启动时该属性的值。\n" +"[b]示例:[/b]\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = create_tween()\n" +"tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n" +"tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n" +"[/gdscript]\n" +"[csharp]\n" +"Tween tween = CreateTween();\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"position\", new Vector2(100.0f, " +"200.0f), 1.0f);\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"position\", new Vector2(200.0f, " +"300.0f), 1.0f);\n" +"[/csharp]\n" +"[/codeblocks]\n" +"会将该精灵移动到 (100, 200) 然后再移动到 (200, 300)。如果你使用了 [method " +"PropertyTweener.from] 或 [method PropertyTweener.from_current],那么起始位置" +"就会被给定的值所覆盖。更多调整项请参阅 [PropertyTweener] 中的其他方法。\n" +"[b]注意:[/b]鼠标悬停在检查器中的属性上即可查看正确的属性名称。你还可以用 " +"[code]\"属性:组件\"[/code] 的形式提供属性中的组件(例如 [code]position:x[/" +"code]),这样就只会修改这个特定的组件。\n" +"[b]示例:[/b]使用不同的过渡类型从同一位置开始移动两次:\n" +"[codeblocks]\n" +"[gdscript]\n" +"var tween = create_tween()\n" +"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)." +"as_relative().set_trans(Tween.TRANS_SINE)\n" +"tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)." +"as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n" +"[/gdscript]\n" +"[csharp]\n" +"Tween tween = CreateTween();\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"position\", Vector2.Right * " +"300.0f, 1.0f).AsRelative().SetTrans(Tween.TransitionType.Sine);\n" +"tween.TweenProperty(GetNode(\"Sprite\"), \"position\", Vector2.Right * " +"300.0f, 1.0f).AsRelative().FromCurrent().SetTrans(Tween.TransitionType." +"Expo);\n" +"[/csharp]\n" +"[/codeblocks]" + +msgid "" +"Emitted when the [Tween] has finished all tweening. Never emitted when the " +"[Tween] is set to infinite looping (see [method set_loops]).\n" +"[b]Note:[/b] The [Tween] is removed (invalidated) in the next processing " +"frame after this signal is emitted. Calling [method stop] inside the signal " +"callback will prevent the [Tween] from being removed." +msgstr "" +"在该 [Tween] 完成所有补间时触发。该 [Tween] 被设为无限循环时不会触发(见 " +"[method set_loops])。\n" +"[b]注意:[/b]触发这个信号后,该 [Tween] 会在下一个处理帧中被移除(置为无" +"效)。在该信号的回调中调用 [method stop] 可以防止该 [Tween] 被移除。" + +msgid "" "Emitted when a full loop is complete (see [method set_loops]), providing the " "loop index. This signal is not emitted after the final loop, use [signal " "finished] instead for this case." @@ -49738,6 +56943,14 @@ msgstr "" "完成一次循环时触发(见 [method set_loops]),会提供该循环的索引号。这个信号不" "会在最后一次循环后触发,这种情况请使用 [signal finished] 代替。" +msgid "" +"Emitted when one step of the [Tween] is complete, providing the step index. " +"One step is either a single [Tweener] or a group of [Tweener]s running in " +"parallel." +msgstr "" +"完成该 [Tween] 的一步完成后触发,会提供这一步的索引号。一步指的是单个 " +"[Tweener] 或一组并行执行的 [Tweener]。" + msgid "The [Tween] updates during the physics frame." msgstr "该 [Tween] 在物理帧期间更新。" @@ -50138,6 +57351,22 @@ msgstr "" msgid "Helper to manage undo/redo operations in the editor or custom tools." msgstr "在编辑器或自定义工具中管理撤销及重做操作的辅助工具。" +msgid "Register a [Callable] that will be called when the action is committed." +msgstr "注册 [Callable],会在提交动作时调用。" + +msgid "" +"Register a [param property] that would change its value to [param value] " +"when the action is committed." +msgstr "注册 [param property],会在提交动作时将其值更改为 [param value]。" + +msgid "Register a [Callable] that will be called when the action is undone." +msgstr "注册 [Callable],会在撤销动作时调用。" + +msgid "" +"Register a [param property] that would change its value to [param value] " +"when the action is undone." +msgstr "注册 [param property],会在撤销动作时将其值更改为 [param value]。" + msgid "Gets the action name from its index." msgstr "根据索引获取动作名称。" @@ -50756,6 +57985,22 @@ msgstr "" "平方距离时,更喜欢用它。" msgid "" +"Returns the axis of the vector's highest value. See [code]AXIS_*[/code] " +"constants. If all components are equal, this method returns [constant " +"AXIS_X]." +msgstr "" +"返回该向量中最大值的轴。见 [code]AXIS_*[/code] 常量。如果所有分量相等,则该方" +"法返回 [constant AXIS_X]。" + +msgid "" +"Returns the axis of the vector's lowest value. See [code]AXIS_*[/code] " +"constants. If all components are equal, this method returns [constant " +"AXIS_Y]." +msgstr "" +"返回该向量中最小值的轴。见 [code]AXIS_*[/code] 常量。如果所有分量相等,则该方" +"法返回 [constant AXIS_Y]。" + +msgid "" "Returns a perpendicular vector rotated 90 degrees counter-clockwise compared " "to the original, with the same length." msgstr "返回一个与原来相比逆时针旋转 90 度的垂直向量,长度不变。" @@ -50966,6 +58211,11 @@ msgstr "将该 [Vector2i] 的每个分量除以给定的 [int]。" msgid "Vector used for 3D math using floating point coordinates." msgstr "浮点数坐标向量,用于 3D 数学。" +msgid "" +"Constructs a default-initialized [Vector3] with all components set to " +"[code]0[/code]." +msgstr "构造默认初始化的 [Vector3],所有分量都设置为 [code]0[/code]。" + msgid "Constructs a [Vector3] as a copy of the given [Vector3]." msgstr "构造给定 [Vector3] 的副本。" @@ -50982,6 +58232,20 @@ msgid "" "Returns the vector \"bounced off\" from a plane defined by the given normal." msgstr "返回从由给定法线定义的平面上“反弹”的向量。" +msgid "Returns the cross product of this vector and [param with]." +msgstr "返回该向量与 [param with] 的叉积。" + +msgid "" +"Returns the axis of the vector's lowest value. See [code]AXIS_*[/code] " +"constants. If all components are equal, this method returns [constant " +"AXIS_Z]." +msgstr "" +"返回该向量中最小值的轴。见 [code]AXIS_*[/code] 常量。如果所有分量相等,则该方" +"法返回 [constant AXIS_Z]。" + +msgid "Returns the outer product with [param with]." +msgstr "返回与 [param with] 的外积。" + msgid "" "The vector's Z component. Also accessible by using the index position [code]" "[2][/code]." @@ -51182,6 +58446,19 @@ msgid "Returns the dot product of this vector and [param with]." msgstr "返回该向量与 [param with] 的点积。" msgid "" +"Returns [code]true[/code] if the vector is normalized, i.e. its length is " +"equal to 1." +msgstr "如果该向量时归一化的,即长度等于 1,则返回 [code]true[/code]。" + +msgid "" +"Returns the axis of the vector's lowest value. See [code]AXIS_*[/code] " +"constants. If all components are equal, this method returns [constant " +"AXIS_W]." +msgstr "" +"返回该向量中最小值的轴。见 [code]AXIS_*[/code] 常量。如果所有分量相等,则该方" +"法返回 [constant AXIS_W]。" + +msgid "" "Enumerated value for the W axis. Returned by [method max_axis_index] and " "[method min_axis_index]." msgstr "" @@ -51665,6 +58942,20 @@ msgid "" msgstr "渲染层,该 [Viewport] 会渲染位于这些层中的 [CanvasItem] 节点。" msgid "" +"Sets the default filter mode used by [CanvasItem]s in this Viewport. See " +"[enum DefaultCanvasItemTextureFilter] for options." +msgstr "" +"设置该 Viewport 中 [CanvasItem] 所使用的默认过滤模式。选项见 [enum " +"DefaultCanvasItemTextureFilter]。" + +msgid "" +"Sets the default repeat mode used by [CanvasItem]s in this Viewport. See " +"[enum DefaultCanvasItemTextureRepeat] for options." +msgstr "" +"设置该 Viewport 中 [CanvasItem] 所使用的默认重复模式。选项见 [enum " +"DefaultCanvasItemTextureRepeat]。" + +msgid "" "The canvas transform of the viewport, useful for changing the on-screen " "positions of all child [CanvasItem]s. This is relative to the global canvas " "transform of the viewport." @@ -51768,6 +59059,12 @@ msgstr "对象正常显示。" msgid "Objects are displayed in wireframe style." msgstr "对象以线框风格显示。" +msgid "Max value for [enum DefaultCanvasItemTextureFilter] enum." +msgstr "[enum DefaultCanvasItemTextureFilter] 枚举的最大值。" + +msgid "Max value for [enum DefaultCanvasItemTextureRepeat] enum." +msgstr "[enum DefaultCanvasItemTextureRepeat] 枚举的最大值。" + msgid "Represents the size of the [enum VRSMode] enum." msgstr "代表 [enum VRSMode] 枚举的大小。" @@ -51787,6 +59084,9 @@ msgstr "对应 [constant Node.PROCESS_MODE_INHERIT]。" msgid "Corresponds to [constant Node.PROCESS_MODE_ALWAYS]." msgstr "对应 [constant Node.PROCESS_MODE_ALWAYS]。" +msgid "Corresponds to [constant Node.PROCESS_MODE_WHEN_PAUSED]." +msgstr "对应 [constant Node.PROCESS_MODE_WHEN_PAUSED]。" + msgid "Enables certain nodes only when approximately visible." msgstr "只在大约可见时启用某些节点。" @@ -52313,6 +59613,9 @@ msgstr "" msgid "Represents the size of the [enum Operator] enum." msgstr "代表 [enum Operator] 枚举的大小。" +msgid "A [Color] parameter to be used within the visual shader graph." +msgstr "在可视化着色器图中使用的 [Color] 参数。" + msgid "Translated to [code]uniform vec4[/code] in the shader language." msgstr "在着色器语言中被转换成 [code]uniform vec4[/code]。" @@ -52530,6 +59833,17 @@ msgstr "在 [code]x[/code] 中使用局部差分的导数。" msgid "Derivative in [code]y[/code] using local differencing." msgstr "在 [code]y[/code] 中使用局部差分的导数。" +msgid "" +"The derivative will be calculated using the current fragment and its " +"immediate neighbors. This tends to be slower than using [constant " +"PRECISION_COARSE], but may be necessary when more precision is needed. This " +"is equivalent to using [code]dFdxFine()[/code] or [code]dFdyFine()[/code] in " +"text shaders." +msgstr "" +"将使用当前片段及其直接邻居计算导数。这往往比使用 [constant PRECISION_COARSE] " +"慢,但当需要更高的精度时可能是必需的。这相当于在文本着色器中使用 " +"[code]dFdxFine()[/code] 或 [code]dFdyFine()[/code]。" + msgid "Represents the size of the [enum Precision] enum." msgstr "代表 [enum Precision] 枚举的大小。" @@ -52688,6 +60002,17 @@ msgid "" msgstr "" "计算参数的小数部分。在 Godot 着色器语言中,会被翻译为 [code]fract(x)[/code]。" +msgid "Negates the [code]x[/code] using [code]-(x)[/code]." +msgstr "使用 [code]-(x)[/code],对 [code]x[/code] 求反。" + +msgid "" +"Finds reciprocal value of dividing 1 by [code]x[/code] (i.e. [code]1 / x[/" +"code])." +msgstr "求 1 除以 [code]x[/code] 得到的倒数(即 [code]1 / x[/code])。" + +msgid "Subtracts scalar [code]x[/code] from 1 (i.e. [code]1 - x[/code])." +msgstr "从 1 中减去标量 [code]x[/code](即 [code]1 - x[/code])。" + msgid "Sums two numbers using [code]a + b[/code]." msgstr "使用 [code]a + b[/code] 将两个数字相加。" @@ -52871,6 +60196,41 @@ msgid "Shading reference index" msgstr "着色参考索引" msgid "" +"Returns the result of bitwise [code]AND[/code] operation on the integer. " +"Translates to [code]a & b[/code] in the Godot Shader Language." +msgstr "" +"返回对该整数进行按位与 [code]AND[/code] 运算的结果。在 Godot 着色器语言中会被" +"翻译为 [code]a & b[/code]。" + +msgid "" +"Returns the result of bitwise [code]OR[/code] operation for two integers. " +"Translates to [code]a | b[/code] in the Godot Shader Language." +msgstr "" +"返回对该整数进行按位或 [code]OR[/code] 运算的结果。在 Godot 着色器语言中会被" +"翻译为 [code]a | b[/code]。" + +msgid "" +"Returns the result of bitwise [code]XOR[/code] operation for two integers. " +"Translates to [code]a ^ b[/code] in the Godot Shader Language." +msgstr "" +"返回对该整数进行按位异或 [code]XOR[/code] 运算的结果。在 Godot 着色器语言中会" +"被翻译为 [code]a ^ b[/code]。" + +msgid "" +"Returns the result of bitwise left shift operation on the integer. " +"Translates to [code]a << b[/code] in the Godot Shader Language." +msgstr "" +"返回对该整数进行按位左移运算的结果。在 Godot 着色器语言中会被翻译为 [code]a " +"<< b[/code]。" + +msgid "" +"Returns the result of bitwise right shift operation on the integer. " +"Translates to [code]a >> b[/code] in the Godot Shader Language." +msgstr "" +"返回对该整数进行按位右移运算的结果。在 Godot 着色器语言中会被翻译为 [code]a " +">> b[/code]。" + +msgid "" "A boolean comparison operator to be used within the visual shader graph." msgstr "布尔比较运算符,在可视化着色器图中使用。" @@ -53010,6 +60370,15 @@ msgstr "如果为 [code]true[/code],夹角会被解释为度数,而不是弧 msgid "The size of the node in the visual shader graph." msgstr "可视化着色器图中,该节点的大小。" +msgid "A virtual class, use the descendants instead." +msgstr "虚类,请改用其派生类。" + +msgid "An input source type." +msgstr "输入源的类型。" + +msgid "Use the uniform texture from sampler port." +msgstr "使用采样器端口的 uniform 纹理。" + msgid "" "Translates to [code]step(edge, x)[/code] in the shader language.\n" "Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge[/code] " @@ -53063,6 +60432,21 @@ msgstr "对作为 uniform 着色器提供的纹理进行查找操作。" msgid "Sets the default color if no texture is assigned to the uniform." msgstr "如果没有给 uniform 分配纹理,则设置默认颜色。" +msgid "Sets the texture filtering mode. See [enum TextureFilter] for options." +msgstr "设置纹理过滤模式。选项见 [enum TextureFilter]。" + +msgid "Sets the texture repeating mode. See [enum TextureRepeat] for options." +msgstr "设置纹理重复模式。选项见 [enum TextureRepeat]。" + +msgid "Defaults to fully opaque white color." +msgstr "默认为完全不透明的白色。" + +msgid "Defaults to fully opaque black color." +msgstr "默认为完全不透明的黑色。" + +msgid "Defaults to fully transparent black color." +msgstr "默认为完全透明的黑色。" + msgid "Represents the size of the [enum ColorDefault] enum." msgstr "代表 [enum ColorDefault] 枚举的大小。" @@ -53114,6 +60498,23 @@ msgid "" "transform [code]a[/code]." msgstr "对变换 [code]b[/code] 与变换 [code]a[/code] 进行分量明智的乘法。" +msgid "Adds two transforms." +msgstr "将两个变换相加。" + +msgid "" +"Subtracts the transform [code]a[/code] from the transform [code]b[/code]." +msgstr "从变换 [code]b[/code] 中减去变换 [code]a[/code]。" + +msgid "" +"Subtracts the transform [code]b[/code] from the transform [code]a[/code]." +msgstr "从变换 [code]a[/code] 中减去变换 [code]b[/code]。" + +msgid "Divides the transform [code]a[/code] by the transform [code]b[/code]." +msgstr "将变换 [code]a[/code] 除以变换 [code]b[/code]。" + +msgid "Divides the transform [code]b[/code] by the transform [code]a[/code]." +msgstr "将变换 [code]b[/code] 除以变换 [code]a[/code]。" + msgid "Translated to [code]uniform mat4[/code] in the shader language." msgstr "在着色器语言中被转换成 [code]uniform mat4[/code]。" @@ -53144,6 +60545,12 @@ msgid "" msgstr "" "将向量 [code]b[/code] 乘以变换 [code]a[/code],跳过变换的最后一行和一列。" +msgid "Name of the variable. Must be unique." +msgstr "变量的名称。必须唯一。" + +msgid "Type of the variable. Determines where the variable can be accessed." +msgstr "变量的类型。决定该变量可以从哪里访问。" + msgid "A constant [Vector2], which can be used as an input node." msgstr "[Vector2] 常量,可用作输入节点。" @@ -53159,6 +60566,9 @@ msgstr "[Vector3] 常量,表示该节点的状态。" msgid "Translated to [code]uniform vec3[/code] in the shader language." msgstr "在着色器语言中被转换成 [code]uniform vec3[/code]。" +msgid "A 4D vector constant to be used within the visual shader graph." +msgstr "4D 常向量,用于可视化着色器图中。" + msgid "A constant 4D vector, which can be used as an input node." msgstr "4D 常向量,可用作输入节点。" @@ -53368,9 +60778,6 @@ msgstr "" msgid "Real-time global illumination (GI) probe." msgstr "实时全局光照(GI)探测。" -msgid "GI probes" -msgstr "GI 探针" - msgid "Calls [method bake] with [code]create_visual_debug[/code] enabled." msgstr "在启用 [code]create_visual_debug[/code] 的情况下调用 [method bake] 。" @@ -53873,6 +61280,23 @@ msgid "A WebSocket connection." msgstr "WebSocket 连接。" msgid "" +"Returns the IP address of the connected peer.\n" +"[b]Note:[/b] Not available in the Web export." +msgstr "" +"返回已连接对等体的 IP 地址。\n" +"[b]注意:[/b]在 Web 导出中不可用。" + +msgid "" +"Returns the remote port of the connected peer.\n" +"[b]Note:[/b] Not available in the Web export." +msgstr "" +"返回已连接对等体的远程端口。\n" +"[b]注意:[/b]在 Web 导出中不可用。" + +msgid "Returns the ready state of the connection. See [enum State]." +msgstr "返回该连接的就绪状态,见 [enum State]。" + +msgid "" "Returns [code]true[/code] if the last received packet was sent as a text " "payload. See [enum WriteMode]." msgstr "" @@ -53889,6 +61313,9 @@ msgid "" "(any byte combination is allowed)." msgstr "指定 WebSockets 消息应以二进制有效载荷的形式传输(允许任何字节组合)。" +msgid "The connection is closed or couldn't be opened." +msgstr "连接已关闭或无法打开。" + msgid "XR interface using WebXR." msgstr "使用 WebXR 的 AR/VR 接口。" @@ -54140,6 +61567,9 @@ msgstr "" msgid "Emitted when [member visibility_state] has changed." msgstr "当 [member visibility_state] 已更改时触发。" +msgid "We don't know the the target ray mode." +msgstr "不知道目标射线模式。" + msgid "" "Target ray originates at the viewer's eyes and points in the direction they " "are looking." @@ -54167,15 +61597,82 @@ msgstr "" "在运行时,[Window] 不会在请求关闭时自动关闭。你需要使用 [signal " "close_requested] 手动处理(适用于点击关闭按钮和点击弹出窗口外部)。" +msgid "Returns [code]true[/code] if the [param flag] is set." +msgstr "如果设置了标志 [param flag],则返回 [code]true[/code]。" + msgid "Returns layout direction and text writing direction." msgstr "返回排版方向和文本书写方向。" +msgid "Returns the window's position including its border." +msgstr "返回该窗口的位置,包括边框。" + +msgid "Returns the window's size including its border." +msgstr "返回该窗口的大小,包括边框。" + msgid "Causes the window to grab focus, allowing it to receive user input." msgstr "使该窗口获得焦点,从而接收用户输入。" msgid "Returns [code]true[/code] if the window is focused." msgstr "如果该窗口已获得焦点,则返回 [code]true[/code]。" +msgid "" +"Returns [code]true[/code] if there is a matching [Theme] in the tree that " +"has a color item with the specified [param name] and [param theme_type].\n" +"See [method Control.get_theme_color] for details." +msgstr "" +"如果树中存在匹配的 [Theme],具有指定名称 [param name] 和主题类型 [param " +"theme_type] 的颜色项,则返回 [code]true[/code]。\n" +"详情见 [method Control.get_theme_color]。" + +msgid "" +"Returns [code]true[/code] if there is a matching [Theme] in the tree that " +"has a constant item with the specified [param name] and [param theme_type].\n" +"See [method Control.get_theme_color] for details." +msgstr "" +"如果树中存在匹配的 [Theme],具有指定名称 [param name] 和主题类型 [param " +"theme_type] 的常量项,则返回 [code]true[/code]。\n" +"详情见 [method Control.get_theme_color]。" + +msgid "" +"Returns [code]true[/code] if there is a matching [Theme] in the tree that " +"has a font item with the specified [param name] and [param theme_type].\n" +"See [method Control.get_theme_color] for details." +msgstr "" +"如果树中存在匹配的 [Theme],具有指定名称 [param name] 和主题类型 [param " +"theme_type] 的字体项,则返回 [code]true[/code]。\n" +"详情见 [method Control.get_theme_color]。" + +msgid "" +"Returns [code]true[/code] if there is a matching [Theme] in the tree that " +"has a font size item with the specified [param name] and [param " +"theme_type].\n" +"See [method Control.get_theme_color] for details." +msgstr "" +"如果树中存在匹配的 [Theme],具有指定名称 [param name] 和主题类型 [param " +"theme_type] 的字体大小项,则返回 [code]true[/code]。\n" +"详情见 [method Control.get_theme_color]。" + +msgid "" +"Returns [code]true[/code] if there is a matching [Theme] in the tree that " +"has an icon item with the specified [param name] and [param theme_type].\n" +"See [method Control.get_theme_color] for details." +msgstr "" +"如果树中存在匹配的 [Theme],具有指定名称 [param name] 和主题类型 [param " +"theme_type] 的图标项,则返回 [code]true[/code]。\n" +"详情见 [method Control.get_theme_color]。" + +msgid "" +"Returns [code]true[/code] if there is a matching [Theme] in the tree that " +"has a stylebox item with the specified [param name] and [param theme_type].\n" +"See [method Control.get_theme_color] for details." +msgstr "" +"如果树中存在匹配的 [Theme],具有指定名称 [param name] 和主题类型 [param " +"theme_type] 的样式盒项,则返回 [code]true[/code]。\n" +"详情见 [method Control.get_theme_color]。" + +msgid "Moves the [Window] on top of other windows and focuses it." +msgstr "将该 [Window] 移动到其他窗口的顶部并聚焦。" + msgid "Sets a specified window flag." msgstr "设置指定的窗口标志。" @@ -54206,10 +61703,31 @@ msgid "" "depending on the current locale." msgstr "切换是否所有文本都应该根据当前区域设置自动变为翻译后的版本。" +msgid "If [code]true[/code], the window will have no borders." +msgstr "如果为 [code]true[/code],则该窗口将没有边框。" + msgid "The screen the window is currently on." msgstr "该窗口当前所在的屏幕。" msgid "" +"If non-zero, the [Window] can't be resized to be bigger than this size.\n" +"[b]Note:[/b] This property will be ignored if the value is lower than " +"[member min_size]." +msgstr "" +"如果非零,则调整该 [Window] 的大小时无法大于该尺寸。\n" +"[b]注意:[/b]如果值小于 [member min_size],该属性将被忽略。" + +msgid "" +"If non-zero, the [Window] can't be resized to be smaller than this size.\n" +"[b]Note:[/b] This property will be ignored in favor of [method " +"get_contents_minimum_size] if [member wrap_controls] is enabled and if its " +"size is bigger." +msgstr "" +"如果非零,则调整该 [Window] 的大小时无法小于该尺寸。\n" +"[b]注意:[/b] 如果启用了 [member wrap_controls] 并且 [method " +"get_contents_minimum_size] 更大,则此属性将被忽略。" + +msgid "" "Sets a polygonal region of the window which accepts mouse events. Mouse " "events outside the region will be passed through.\n" "Passing an empty array will disable passthrough support (all mouse events " @@ -54388,6 +61906,9 @@ msgstr "该 World3D 的 [Environment]。" msgid "The line's distance from the origin." msgstr "该直线与原点的距离。" +msgid "The line's normal. Defaults to [code]Vector2.UP[/code]." +msgstr "该直线的法线。默认为 [code]Vector2.UP[/code]。" + msgid "" "Default environment properties for the entire scene (post-processing " "effects, lighting and background settings)." @@ -54438,6 +61959,32 @@ msgstr "" "这个类可以作为制作自定义 XML 解析器的基础。由于 XML 是非常灵活的标准,这个接" "口也是底层的,可被应用于任何可能的模式。" +msgid "Gets the number of attributes in the current element." +msgstr "获取当前元素中属性的数量。" + +msgid "Gets the name of the attribute specified by the [param idx] index." +msgstr "获取由 [param idx] 索引指定的属性的名称。" + +msgid "Gets the value of the attribute specified by the [param idx] index." +msgstr "获取由 [param idx] 索引指定的属性的值。" + +msgid "Gets the current line in the parsed file, counting from 0." +msgstr "获取解析文件中的当前行,从 0 开始计数。" + +msgid "" +"Gets the value of a certain attribute of the current element by [param " +"name]. This will raise an error if the element has no such attribute." +msgstr "" +"根据名称 [param name] 获取当前元素的某个属性的值。如果该元素没有此类属性,则" +"会引发一个错误。" + +msgid "" +"Gets the value of a certain attribute of the current element by [param " +"name]. This will return an empty [String] if the attribute is not found." +msgstr "" +"根据名称 [param name] 获取当前元素的某个属性的值。如果未找到该属性,将返回空 " +"[String]。" + msgid "" "Gets the contents of a text node. This will raise an error in any other type " "of node." @@ -54643,6 +62190,12 @@ msgstr "在 AR 接口上,如果启用锚点检测,则为 [code]true[/code] msgid "[code]true[/code] if this is the primary interface." msgstr "[code]true[/code] 如果这是个主接口。" +msgid "The play area mode for this interface." +msgstr "该接口的游玩区域模式。" + +msgid "No XR capabilities." +msgstr "没有 XR 功能。" + msgid "" "This interface can work with normal rendering output (non-HMD based AR)." msgstr "此接口可以与正常的渲染输出一起工作(非基于 HMD 的 AR)。" @@ -54653,6 +62206,9 @@ msgstr "该接口支持立体渲染。" msgid "This interface supports quad rendering (not yet supported by Godot)." msgstr "该接口支持四边形渲染(Godot 尚不支持)。" +msgid "This interface supports VR." +msgstr "该接口支持 VR。" + msgid "This interface supports AR (video background and real world tracking)." msgstr "该接口支持 AR(视频背景和真实世界跟踪)。" @@ -54679,6 +62235,9 @@ msgid "" "turned off, etc.)." msgstr "追踪功能失效(相机未插电或被遮挡、灯塔关闭,等等)。" +msgid "Play area mode not set or not available." +msgstr "游玩区域模式未设置或不可用。" + msgid "Opaque blend mode. This is typically used for VR devices." msgstr "不透明混合模式。通常用于 VR 设备。" @@ -54698,6 +62257,28 @@ msgstr "" "见程度。Alpha 为 0.0 表示穿透可见、该像素处于加法模式。Alpha 为 1.0 表示穿透" "不可见,该像素处于不透明模式。" +msgid "Base class for XR interface extensions (plugins)." +msgstr "XR 接口扩展(插件)的基类。" + +msgid "Returns the capabilities of this interface." +msgstr "返回该接口的功能。" + +msgid "Return color texture into which to render (if applicable)." +msgstr "返回接受渲染结果的颜色纹理(如果适用)。" + +msgid "Return depth texture into which to render (if applicable)." +msgstr "返回接受渲染结果的深度纹理(如果适用)。" + +msgid "Returns the name of this interface." +msgstr "返回该接口的名称。" + +msgid "Set the play area mode for this interface." +msgstr "设置该接口的游玩区域模式。" + +msgid "" +"Returns [code]true[/code] if this interface supports this play area mode." +msgstr "如果该接口支持该游玩区域模式,则返回 [code]true[/code]。" + msgid "The origin point in AR/VR." msgstr "AR/VR 的原点。" @@ -55027,6 +62608,9 @@ msgstr "" " return OK\n" "[/codeblock]" +msgid "Closes the underlying resources used by this instance." +msgstr "关闭该实例底层所使用的资源。" + msgid "" "Write the given [param data] to the file.\n" "Needs to be called after [method start_file]." |